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Horizon Forbidden West Review – Man vs. Machine (PS5)

Guerilla Games have always pushed the boundaries when it comes to video game technology, but nothing they’ve released so far comes even close to Horizon Forbidden West. I’ve been playing it for a couple of weeks now, and after 40 hours with the game and experience what it has to offer, Guerrilla has another hit in their hands – but it’s not without issues.

Let me start by stating the obvious; Horizon Forbidden West is a beautiful game. After a ton of hours sunk in, I’m still in awe of the beautiful vistas, lifelike character models, and incredible world Guerilla Games have crafted. While the story and gameplay aren’t a huge departure from Horizon Zero Dawn, they do enough to tweak the original’s formula to keep things feeling fresh and fun the whole way through, and they’ve addressed nearly all the criticisms of an already great debut. Unfortunately, the experience is somewhat hampered by bugs and technical issues. Despite that, though, Horizon Forbidden West is yet another excellent addition to Sony’s first-party catalog.

Graphics and Performance

When I first played Horizon Zero Dawn back in 2017, I vividly remember dropping into the open- world for the first time and thinking, “this is the best looking game I’ve ever seen.” I was blown away at how stunning the environments looked, and it was even more impressive considering the game’s open-world structure. Five years and a console generation later, Horizon Forbidden West is here, and I’m struck with a similar feeling. Just like Horizon Zero Dawn before it, Horizon Forbidden West is pure eye candy and arguably the best-looking game I’ve ever seen on a console.

Hands down, the single biggest improvement visually is the character models. In Horizon Zero Dawn, these could look waxy, and the facial animations had a stiff feeling to them. Well, no more. Horizon Forbidden West’s character models are easily some of the best I’ve ever seen in a video game. Aloy herself looks far better of course, but what’s even more impressive is the fact that every NPC looks just as good, if not better, than she does. Combine that with the beautiful, dense environments and incredible lighting with a full day and night cycle, and it makes for one gorgeous package.

The amount of detail and realism in these characters is truly astonishing. There were multiple occasions where I was so distracted admiring them that I forgot to pay attention to the actual cutscene. Facial animations have been vastly improved as well, and it’s all paired with excellent voice acting across the board. Thankfully, unlike the nightmare-inducing kid Aloy from Horizon Zero Dawn, children look just as good as adults, and one of the coolest parts was seeing characters of all skin tones represented phenomenally. It’s seriously great stuff. There were still occasions where some weirdness happened with facial animations – blank stares, people looking the wrong way, etc. – but Guerilla tells us this is a known issue and should be addressed in the Day One patch.

PlayStation 5 has both a Fidelity Mode that outputs at 4K resolution at 30fps (frames-per-second), and a Performance Mode, which runs at 1440p  resolution and 60fps. This was my preference. It’s definitely a noticeable drop in resolution, but in my opinion, it’s worth it for the smoother gameplay. Performance Mode ran at a locked framerate in my experience, with no issues like stuttering or screen tear to speak of.

The DualSense and 3D audio features of the PS5 are also used excellently. Haptics provide just enough feedback without being too overpowering and the adaptive triggers activate contextually based on what you’re doing. One of the coolest uses of the adaptive triggers is the quick *snap* you get when igniting something called Firegleam to clear doorways. It feels just like striking a lighter. 3D audio is used to perfection as well, and it, along with the DualSense, greatly enhanced my enjoyment of the game.

Bugs in the System

Over the past several years, PlayStation first-party games have been known for their high quality and excellent polish at launch. Unfortunately, this was simply not the case for me in Horizon Forbidden West. There were a myriad of bugs I experienced throughout my 40-hour playthrough, and they weren’t just limited to visual bugs. Some of them were pretty serious, and unfortunately, the general bugginess of the game was a detriment to my experience.

Aloy would occasionally get stuck in walls, forcing me to reload my save. There was also a recurring issue where I got stuck in an infinite looting animation and was unable to move or do anything. Enemy machines would also clip through walls occasionally, which becomes a huge problem when you realize that their weak spots are now under the ground and impossible to hit (as was the case for me).

Pop-in is a serious issue as well. Throughout my playthrough, pop-in was very evident, sometimes even on close-up objects. Entire buildings popped up out of thin air right in front of me, in addition to foliage and other assets. It seems to be worse in certain areas, but it was something that was quite distracting, particularly in some of the later areas.

Perhaps the most frustrating issue I encountered was the general inconsistency during climbing and platforming in the game. Guerilla Games have touted the improved climbing as one of the big new additions in Horizon Forbidden West, and while it’s true you can climb more things now, you certainly can’t climb everything, and in the end, I don’t think it adds a whole lot to the game. On the contrary, the controls can be frustratingly bad, and there are handholds and ladders that straight-up refuse to work. Most of the time, you’ll be doing the same linear climbing puzzles used in Horizon Zero Dawn, and you’ll rarely do any significant amount of climbing while traversing the open world. The convenience is great for quickly getting up to a ledge, but longer climbing sections end up being a headache.

In the end, while it’s still playable, there were enough issues, and enough serious issues in Horizon Forbidden West, that it’s given me cause for concern. It’s especially unfortunate, considering the game was delayed out of 2021 for this exact reason. We’ll have to see if it improves at all before launch, but as of the publishing of this review, bugs are definitely an issue you should be aware of.

Story (Minor Spoilers)

Horizon Forbidden West’s story does a much better job of hooking you right from the beginning. Critics of Horizon Zero Dawn often point to the game’s story as being “slow” or uninteresting. Admittedly, the story doesn’t truly pick up until somewhere around the halfway point, once you start learning about the Zero Dawn project and how this strange world came to be. Right away, though, Forbidden West’s big set pieces and multiple plot twists, combined with charming characters and heartfelt cutscenes, ensure the game’s story is well-paced throughout.

The story picks up six months after the end of Horizon Zero Dawn. When the game begins, the world is being ravaged by a mysterious blight that’s causing plants to die and vicious storms to ravage the globe. Hades may have lost the battle at Meridian, but the rampant AI is still lurking out there somewhere. You’re tasked with traveling west in order to find the source of this blight and save all organic life from extinction. Along the way, you discover the existence of a new section of old-world ancestors, who prove to have some lofty ambitions, and revelations involving them will throw a huge wrinkle in your fight. This is just the kickoff point, though. Horizon Forbidden West’s story eventually gets a lot bigger.

On your journey, you’ll encounter multiple new tribes. The Carja made a peace treaty with one of the most powerful tribes called the Tanakth, but unforeseen events lead to this peace agreement being short-lived. The Utaru and the Oseram tribes also play a role in the story. Each of these tribes feels very unique, and each has a rich history and their own customs. Along the way, you’ll meet plenty of characters and eventually team up with some of them, joining your team of returning characters like Varl and Erend.

You and your friends will stay at “The Base,” which is a sort of hub world reminiscent of the Normandy from Mass Effect 2. You can talk to your friends every so often to hear about their progress and learn more about their backstory. Occasionally they’ll also offer you side quests, which I highly suggest doing as they’re some of the best in the game.

The story this time around feels larger in scope. Not only are there several new tribes, each with their own customs and backstories, but tons more is shared about the old world and the fall of humanity. One of the coolest things about the Horizon franchise is the way they’ve managed to meld primitive societies and futuristic sci-fi technology. Guerilla takes this even further in Horizon Forbidden West. And for the lore junkies, there is plenty of it here to dive into.

There’s a sort of laid-back feeling to this game’s story. Cutscenes are pretty lowkey and usually involve dialogue, and when you aren’t getting attacked by massive machines, you’re usually out there exploring uncharted wildernesses, meeting new tribes, and being at one with nature. For the most part, Horizon Forbidden West is a relaxing game – in a good way.

One of my favorite parts of the story is Aloy herself. Gone is the timid outcast from Horizon Zero Dawn, who just wants to prove herself worthy of the Nora clan. Aloy is a full-on badass now. The hero of Meridian has become a legendary figure, so much so that even people in the Far West know of her. As the only person who can save the world, though, there’s a lot of pressure on her shoulders. This is all portrayed excellently by Ashly Burch and the writing team, and it all makes for a really strong protagonist.

The story in Horizon Forbidden West is delivered similarly to the first game. You’ll spend a lot of time talking to NPCs via dialogue trees with plenty of optional dialogue to fill in the blanks if you wish. Most of it is in-engine, but there are some pre-rendered cutscenes thrown in. Much of the deeper lore is still delivered via text and audio logs, which I actually found super interesting. It’s seriously impressive how much history Guerilla has packed into this fictional world, and it does a lot to make the world truly feel believable.

Gameplay

Combat in Horizon Forbidden West feels similar to the original in that it’s heavily based on using your various bows and gadgets to target enemy weak spots, detach armor, and apply status effects. However, melee combat has now been improved. Rather than the basic light and heavy attacks from Horizon Zero Dawn, there are now various combos you can unlock and string together, some with special effects. It works well against humans and weaker machines, but for deadlier enemies, you’ll probably want to stick to ranged weapons. Still, it adds some much-needed variety to the combat, as you can freely switch between the two and be just as effective.

If there’s one selling point of Horizon Forbidden West for me, it’s the machines. Aside from their incredible designs, it’s truly mind-blowing how many different kinds there are. From their attacks to the way they move, each one is completely unique. Fighting some of the bigger ones is nerve-wracking and genuinely tough. As far as bosses go, Horizon Forbidden West might just have some of the most creative and intricately designed in any game, which is especially impressive considering you often find them just roaming around the world. Eventually, you’ll unlock the ability to Override them, causing them to fight for you and allowing you to use them as a mount. As you progress through the game, you’ll unlock the ability to Override more and more of them until, eventually, things really open up towards the end.

The skill tree has been improved as well. Six different specialties are available now, each fulfilling a specific role. Guerilla has done a great job balancing these, both in terms of the power and the speed of leveling up. I stuck mainly to the Warrior and Infiltrator trees to buff my combat and stealth abilities, and I got them both maxed out right around the end of the game. Not once did I feel like I had to grind out levels in order to beat a mission, and none of the perks felt too overpowered. The new Valor Surge abilities feel great to use as well. They’re a sort of ultimate ability specific to each skill tree, giving you effects like more ranged damage, higher critical hit chance, or an AoE lightning field. It’s just one more way to play into whatever build you choose to roll with and become the ultimate Nora hunter.

As I explored the world, it struck me just how much side content there was. There’s a huge variety of things to do now. From fighting pits to environmental puzzles, hunting grounds to horse races, most of it is genuinely fun, and it keeps things fresh as you’re traversing the map. There’s even an in-universe board game called Machine Strike. There’s also tons of side content in the game. I suspect it would take close to a hundred hours to do absolutely everything on the map, so you’re definitely getting your money’s worth.

To sum it up, gameplay in Horizon Forbidden West feels like an extension of the original, with some new additions, some minor tweaks, and a few big upgrades. The world feels alive, and the wider variety of side content ensures things feel fresh as you travel from Point A to Point B. New additions to combat give it a complete feeling, solidifying Horizon Zero Dawn’s already unique formula and whether you’re fighting enemy tribes or giant robot alligators, it feels tight and polished no matter how you choose to play.

Verdict

Horizon Forbidden West is a wonderful follow-up to one of the PS4’s surprise hits, but technical issues and inconsistent controls dampen the otherwise excellent experience. Aloy has quickly grown into one of my favorite Sony protagonists, and the wide cast of characters each bring their own unique flavor to the game. Higher quality side quests, combined with a main campaign that feels grander in scope and is much better paced than the original, make for a strong story, and the beautiful environments, combined with highly detailed character models and improved gameplay, make this an early candidate for Game of the Year.

Final Score: 9/10

Pros:

  • Improved story with well-written characters and better pacing.
  • Excellent combat and enemy design.
  • Visually stunning thanks to the beautiful environments and industry-leading character models.
  • A wide variety of side content keeps things feeling fresh and gives you plenty to do.
  • Great soundtrack.

Cons:

  • Bugs and technical issues at launch.
  • Inconsistent platforming controls are frustrating at times.

Horizon Forbidden West review code was provided by the publisher. Played on PS5. You can read SP1st and MP1st’s review and scoring policy right here.

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Barry

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Capcom Posts Countdown for Mystery Title Reveal

While it might be Valentine’s Day for some people around the world, that hasn’t stopped Capcom from posting a countdown for a mystery title reveal, and the clock is set to expire next week!

As revealed through their social media channels, the timer is counting to a full reveal happening exactly one week from now.

No other clues or hints have been given by the company, but speculation has been rampant as to what could be the next big title Capcom will be pushing to release in the next few years. One of the easiest titles that they could be announcing is the next iteration or spin-off in the Street Fighter series. Street Fighter 5 has just finished unloading all of their content for the game’s fifth and final season, so all eyes are focused on a Street Fighter 6 or possibly a revival of their other fighting game properties such as Rival Schools or the return of the Marvel Vs Capcom series.

Another possibility is a Resident Evil 4 Remake, which has been rumored and speculated to be in development due to the massive success of the RE2 and RE3 Remakes. In fact former series director Shinji Mikami hopes that Capcom will improve on the original and write a better story, and you can read about his thoughts on the matter here.

Source: Capcom

Tim Villasor

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Battlefield 2042 Teams Working on Issues at the Very Core of Feedback; More Transparency on Top Issues

While DICE has announced that Battlefield 2042 players should expect a patch to be released sometime in March, some might still feel that the communication we’re getting from DICE and Ripple Effect Studios still aren’t enough given how many issues the shooter has. Thankfully, someone working on the game is aware of this, and have commented on it.

Related Reading: Ex-Battlefield Devs Comment on Battlefield 2042 Missteps; Asks If Quality Control Was Non-Existent

Over on Twitter, Justin Wiebe, Senior Design Director at Ripple Effect mentioned that the dev team is working on more clarity and transparency regarding the top issues the devs are handling.

In another tweet, Wiebe refrained from answering a fan whether fans should expect any Battlefield 4 or BF1 content in Battlefield Portal in the future, though did confirmed that the dev teams are “heads down” workong on the issues at the very “core” of the feedback fans have been vocal about.

This is definitely good news, though I’m hoping that both DICE and Ripple Effect would be a bit quicker in communicating with the player base, and maybe in how they dish out patches? I mean, one patch per month surely won’t cut it given the amount of issues they have to fix. If you factor in that DICE might possibly be “rebuilding” Battlefield 2042 as it has on its other shooters, then surely, communication should be more open, and game updates more frequent, no?

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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First Dying Light 2 Free DLC “Authority Pack” Announced With New Trailer, Here’s What to Expect

Those looking for fresh content for Dying Light 2, Techland has you covered! The studio announced the first Dying Light 2 free DLC, and it’s called the “Authority Pack,” and this is the first part of a three-part DLC rollout, and it will be available tomorrow on February 14!

To help whet appetites, Techland has released a trailer showcasing what gamers can expect from the game’s first content drop:

Our first free DLC for Dying Light 2 Stay Human is coming! The Authority pack consists of three parts. You’ll be able to claim them at Epic Games, XBox, Playstation and Steam stores to collect the full set. Visit the TechlandGG for more info! The first one’s arriving soon, so stay tuned!

The Dying Light 2 Authority Pack will include:

  • Chestpiece, Joggers, Sneakers
  • Headgear, Bracers, Gloves
  • Weapon

Based on the trailer, players will be able to snag the chestpiece, joggers, and sneakers starting tomorrow, with the other two parts set to be released at another time. We’re unsure whether this free DLC roll out will come via a title update, but if it does, we’ll be sure to let our readers know.

Speaking of title updates, the latest patch for the game was released last Friday, and it included quite a number of fixes which we’ve outlined here.

If you still haven’t played Dying Light 2, you might want check our review to see why you might want to amend that, as our reviewer says the following, ” If you were a fan of the original and have been eagerly anticipating Dying Light 2, it’s an easy day one purchase, and one that delivers on every promise that Techland set for it.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Infernax Review – 8-Bit Gorefest (PS4)

It’s one thing for games to rope in some nostalgia when it comes to artistic vision, and it’s another when it manages to pull off just that and give an amazing gaming experience, too. There’s never been a drought when it comes to retro, pixel art styled games, but one that offers a deep gameplay experience? Yeah, that’s not as plentiful. Thankfully, that’s what we have with this little gem, as the era of 8-bit gaming lives strong in Infernax, as Berzerk Studios delivers on a nostalgic adventure, filled with blood, guts and glory.

What a Horrible Night to Have a Curse

Infernax follows the tale of a knight returning to their home after a grand adventure. Hoping to be celebrated upon return, the young knight soon discovers that their home has been overrun by abominations, brought forth by unholy magic. With their land in peril, and the population dwindling with each passing day, it’s up to the knight to exorcize these monsters, and once again restore peace and balance.

Despite being presented as a classic hero tale, Infernax is far from that.

While players can certainly play the role of hero, developer Berzerk Studio have cleverly added their own twist to the 8-bit side-scroller genre, by presenting players with  some tough, game altering decisions. In the opening act we are met by a man who is in clear agonizing pain, screaming for the player to end their life. It is here that we are presented with either two options: Slay the man to end his pain, or attempt to save him. Being the good Samaritan that I am, I didn’t want to just end someone’s life without actually knowing why. So, I choose to save them. That was a bad idea, though one that would have unlikely resulted in something different if I choose to kill them.

In that very instance, the man’s body ripped itself apart as grotesque appendixes began sprouting, revealing some hellish monster, straight out of someone’s nightmare. It was one of the most repulsive imagery I’ve seen, a thing that instantly hooked me to the world of Infernax.

Still, this was one decision that I was firmly set on that was going to reach this outcome regardless of the choice. However, with attempting to save the NPC, it did open up an additional side quest later. That’s the general scope of the cause and effect of the choice making in Infernax, as while you may not see the action immediately, down the road it may prove to be drastic. So much so that it can lead to multiple, vastly different endings, providing the players all the reason to replay the campaign again.

In turn, this gives the world of Infernax the kind of life that you would see from a massive open-world. NPCs feel alive as they go on with their lives during the day, with nights changing their behavior as they no longer provide safe havens for the player in fear of their own lives. Some side quests will even introduce new buildings structures, or eliminate them altogether.

The main campaign of Infernax is a simple one if you travel the straight road, but there are plenty of reasons to go off and venture, explore every inch of the gorgeous 8-bit world. Tons of secrets to unveil, and plenty of lore to learn around it.

Visually Gruesome

Looking at Infernax, you’re probably thinking this game looks like any other pixel art style game out there, and it certainly does from first impression. The world of Infernax is styled in a form that is reminiscent of classic Castlevania games and even Zelda. This shouldn’t come much as a surprise, considering that Berzerk Studio has been open about those clear inspirations, and Infernax oozes out of its with it.

However, while the blocky characters and environments are pleasing to the eye, what makes Infernax visuals so damn good is not what’s happening on the outside, but what’s going on inside, literally. In my 20+ years of gaming, I don’t think I’ve played a 8-bit pixart game that is quite as gory as Infernax, which is impressive to say the least.

Infernax is insanely gory, to the point that it’s outright terrifying. Seeing blood dripping from the armor of the main character as they bash someone’s head in, or turn them into a pile of mushy guts. Or cutting someone in half and having all their tendons pulled apart as the halves split. It’s satisfyingly disgusting to the point that I wanted to kill everything just to see how creative the team made their death animations.

The enemies themselves come in a large range of variety, as do the environments. It’s surprising how many details can be crammed into something so simple. The first boss you encounter shows this off incredibly, as you can make out all the fine tiny details such as bones sticking out, opening of gashes, organs spewing out, as well as a number of prominent features. It’s repulsive, yet I can’t help but smile at it. The lighting and shadowing details added just highlights the attention to detail the team set out.

There is a lot to love visually about Infernax, as much as there is in it’s immensely fun, yet challenging gameplay.

A Tribute to Retro Gaming

With its retro pixel art visuals, it should come to no surprise that Infernax plays to the tune of classic 2D side scrollers. As such, gamers should go into this game with the assumption that it’s probably going to kick their ass, like a lot.

While the opening introduction paints Infernax as a simple hack-and-slash, it doesn’t take very long afterwards to realize just how difficult, and unforgiving it can be. The screen gets filled with enemies left and right, and with nothing but a shield and sword (or mace?) at hand, you’ll need a lot of concentration if you want to survive long enough to see the kingdom liberated from these demonic fiends.

However, while Infernax builds off of core foundations found in titles such as Castlevania, Zelda, and so many other 90’s classics, it is still a game built with the modern gamer in mind.

Berzerk Studios may be, er, berserk about throwing us into the world of Infernax with little to no chance of survival, but they do so with a small ray of hope. Scattered throughout the world are a number of NPCs, shops, and even save points that can be used to aid you on your journey. Shops for example will have an assortment of potions, with wizards located in different towns that can teach the player all kinds of spells.

Save points are useful, not just in their nature to save current progression, but in that they allow you to “level” up. Enemies grow stronger and stronger, with your attacks being less effective as you progress through the game. This provides a different kind of difficulty as it feels in line with a progress system that’s reminiscent of  RPGs.

Still, despite all these mechanics Infernax still packed quite a challenge, especially in its latter stages. Everything feels like it’s out to get you, almost as if the slightest mistake could prove to be a fatal blow. There were countless times that I just wanted to throw my controller at the screen, all because I missed a jump, got stabbed, or simply, wasn’t “gud” enough.

If that scares you, then Infernax probably isn’t the game for you, but to me, Infernax is exactly the kind of game that made me fall in love with gaming in the first place. Though I should mention that despite the hard difficulty, Berzerk did leave a number of accessibility options, from lower difficulty, to a cheat system that makes you completely immortal. After all, those 8-bit games of the past had cheats, so why shouldn’t Infernax, right? I toyed around with them after my first completion, and I will say that if you are a player who hates big difficulty spikes, the cheat system definitely has you covered.

Verdict

Look, all you need to know about Infernax is that it’s a love letter to the 8-bit era of gaming. It’s a game built on the nostalgia that old timers like you and I have been lusting for since the dawn of 3D gaming. It’s fun, challenging, as much as it is beautiful, and repulsive with its gore-fested visuals. It’s a game that’ll put a smile on your face the moment you boot it up, and keep it until the credits roll.

Score: 8.5/10

Pros

  • Visuals are repulsive, but in a beautiful way. Yes, that’s a pro, deal with it? It’s fucking awesome.
  • Challenging, yet offers “god mode” for those who just want to enjoy the game.
  • Despite building off of classic titles, there are modern touches, such as a forgiving checkpoint system amongst other quality of life improvements.
  • Multiple endings that are tied to the decisions you make in the world. Tons of reasons to replay, with plenty of story elements to explore.

Cons

  • Can get a bit repetitive

Infernax review code was provided by the publisher. Main version tested was PS4. You can read SP1st and MP1st’s review and scoring policy right here.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Activision Employees Speak Out on Company’s Crunch; Had Days Working ‘Til 3AM

Former and current employees of Activision share their experience working through crunch at the company, and how it affected their products come release, and it’s not a pretty sight.

Taking the Twitter, Jessica Gonzalez, who was a former employee at Activision-Blizzard working as a Quality Assurance tester at Treyarch, and Quality Assurance analyst at Blizzard, chimed in to give her feedback on a recent Washington Post story about a studio moving to four day workdays. She notes that when working on Black Ops 3, there were times where they had worked 14-hour days. Given the tight deadline that they were on, this resulted in them cutting the campaign entirely from the last-gen (PS3 and Xbox 360) versions of the game. The work needed to get those console versions working was described by her as “abysmal.”

https://twitter.com/_TechJess/status/1492159032613687303

https://twitter.com/_TechJess/status/1492200383426355203

Kate Anderson, another QA at Activision, also decided to give a bit of background on this, backing up the claim that while working on Black Ops Cold War — another title developed by Treyarch — that the team had 14-hour days with little notice beforehand. Jessica recounts of days like this, noting that they were asked to stay until 3 a.m. in the morning five minutes before the shifts were ending.

https://twitter.com/_TechJess/status/1492161872480505858

With the recent Activision-Blizzard lawsuit on-going, and news that Microsoft acquiring them for close to $70 billion, hopefully the employees will see a lot of this change in the near future. While crunch is fairly common in any industry you look in, it seems that the work environments surrounding it, in particular with the gaming industry, isn’t up to par with where they should be.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Uncharted Film Director Wants to Make a Jak and Daxter Movie Starring Tom Holland

Ruben Fleischer, the director of the Uncharted film, also wants to make a Jak and Daxter movie. What’s more, he also wants Tom Holland to play the main character once again.

As for Tom Holland, the actor has expressed interest in playing Jak in the hypothetical Jak and Daxter movie, and it looks like Mr. Fleischer is on board to make this happen as revealed in a new interview with GamesRadar.

“He said Jak and Daxter and so, when I saw him earlier this week on this tour. You know, Tom, someone told me that you want to make that movie. I’m actually trying to make it.’ So there’s the possibility that we could partner again on that one, which I’m really excited about.”

The director has already found some writers to pen the script, and will also be working with Naughty Dog and PlayStation to try and make the Jak and Daxter film a reality.

While there’s no news just yet on whether a Jak and Daxter movie is happening, the odds of that being a reality will presumably be bigger if the Uncharted movie becomes a box officesuccess.

Uncharted releases in North America on February 18, 2022.

Source: GamesRadar

Damien Seeto

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Splitgate Update 1.20 Zaps Out February 12 for Fixes

1047 Games has released the Splitgate update 1.20 patch for February 12, which addresses several fixes, and game adjustments. Read on for the complete patch notes.

Splitgate Update 1.20 Patch Notes February 12

MAP CREATOR

  • Increased the object limit from 1200 to 2000
  • Fixed rare issues with hit detection in Map Creator maps
  • Fixed walking animation not working when players join-in-progress
  • Misc. network optimizations

FOREGONE DESTRUCTION

  • Fixed wall clipping exploit
  • Added soft-kill zones to OOB areas

QUICK PLAY PLAYLIST UPDATE

  • Renaming Tactical Deathmatch to Sniper Frenzy, removing Swat, and adding Team Snipers
  • Adding Koth and DOM to the Team Objective Playlist
  • Replaced Competitive Practice with Team Swat-only Playlist

Misc.

  • CPU optimizations
  • Fixed bug where players were getting kicked for time
  • based inactivity in round based modes
  • Other Various bug fixes

That’s all for today’s update, should there be any stealth changes we will be sure to update this post.

In related news, in case you haven’t heard already the first season (beta) of Splitgate is now underway! The first season brings a slew of content, including a map editor, new maps, and game modes, as well as the 100 level battle pass for players to earn all kinds of rewards. Read up on our Splitgate Season 1 Beta preview, and then jump in on the action!

Source: Splitgate Twitter

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Dying Light 2 Player Count Hits Three Million Unique Players on First Weekend

It looks like people can’t get enough zombies, as Techland has revealed that the Dying Light 2 player count has reached three million unique players during its very first weekend! This is by no means a small number, and just goes to show just how well-received the game was for players across all platforms.

Announced by Techland via their official Twitter page, here’s the statement on the Dying Light 2 player count hitting an incredible milestone:

Thank you to the 3 million unique players who experienced Dying Light 2 Stay Human during the first weekend of the game launch #StayHuman #DyingLight2

Congratulations to the Dying Light 2 team for the well-deserved player count.

In case you missed it, check out our review for Dying Light 2 here, where AJ wrote, “While Dying Light 2 improves on its predecessor in nearly every way, occasional bugs hamper the experience and a few of the gameplay changes are ones I could have done without. Still, if you’re someone who’s been looking forward to the game, nothing that I experienced in my nearly 30 hours with the game was a complete deal breaker, and in fact I enjoyed my time quite a bit. If you’re someone that’s been on the fence, or perhaps mildly interested in Dying Light 2, I definitely think it’s an experience that’s worth your time, and one that stands out amongst the crowded zombie genre. If you were a fan of the original and have been eagerly anticipating Dying Light 2, it’s an easy day one purchase, and one that delivers on every promise that Techland set for it.”‘

MP1st Staff

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Destiny 2 The Witch Queen Void 3.0, New Exotic Armors, & More Detailed

Bungie has released a new round of updates for its weekly blog, with the Destiny 2 The Witch Queen Void 3.0 classes finally detailed, alongside huge changes for difficulty in the game’s campaign and more. Check out a rundown of the important stuff for Guardians below as The Witch Queen inches ever closer to its launch date.

Here is a rundown of Void 3.0 and the changes that will be made across all three classes and their aspects for Destiny 2 The Witch Queen:

The Introduction of Aspects and Fragments 

  • First introduced in Stasis with the Beyond Light expansion, this offers players more options to choose from with how they take to battle.
  • Aspects are class-specific items that players can choose when using their revamped Void abilities.
  • Fragments are non-class specific perks that are there as additional enhancements to how gameplay feels.

Titans

  • Ward of Dawn can now be almost completely instantly activated while also becoming the fastest Super cooldown tier for ease of access. This change makes Ward of Dawn even more of a powerful defensive tools.
  • Sentinel Shield will still let Titans harness their inner Captain America with thrown shields providing ranged damage as a Shield Bash grants a full overshield.
  • Titan Aspects include Controlled Demolition, Bastion, and Offensive Bulwark; all of which can be found in the full blog post here.

Hunters

  • Hunters will still be the epitome of stealth, now with even more control over what their enemies see (or don’t see).
  • Moebius Quiver changes will fire off a volley of three arrows that can track targets and make them volatile when tethered.
  • Deadfall will see the Void anchors pull in enemies to a desired location from surface and target impact.
  • Snare Bomb melee will also do more to weaken opponents, particularly in PvP when it removes an enemy player’s HUD and obstructs their in-game view.
  • Hunter Aspects include Trapper’s Ambush, Vanishing Step, and Stylish Executioner.

Warlocks

  • Float like a Warlock, sting like a bee, because Void 3.0 fine-tunes what makes Warlocks so valuable and makes them truly a force to be reckoned with.
  • The Nova Warp Super with the Vortex Super enhancements allows players to teleport efficiently to unleash the ultimate Void attack while drawing enemies in and trapping them within a web of damage.
  • Nova Bomb with the Cataclysm enhancement allows for more control when Warlocks are on the hunt for enemies to take out, particularly in PvP instances, and detonations will disperse into smaller tracking-tracking projectiles. Shoot the Nova Bomb, and it’ll also detonate early.
  • Void 3.0 melee with Pocket Singularity unleashes Void that detonates when near foes, making them volatile while controlling their position in relation to the blast zone.
  • Warlock Aspects include Chaos Accelerant, Feed the Void, and Child of the Old Gods.
In addition, new characters have also had their starting subclass experience changed. Not only will new Hunters and Titans be starting with the Void subclass instead of Solar or Arc, all classes will now start with Void subclass abilities intended to be more friendly and appealing to new players.

Hunter: 

  • Super Ability: Moebius Quiver
  • Class Ability: Marksman’s Dodge
  • Movement Ability: Triple Jump
  • Charged Melee: Snare Bomb
  • Void Grenade: Scatter Grenade

Titan

  • Super Ability: Sentinel Shield
  • Class Ability: Towering Barricade
  • Movement Ability: Catapult Lift
  • Charged Melee: Shield Throw
  • Void Grenade: Magnetic Grenade

Warlock

  • Super Ability: Nova Bomb – Vortex
  • Class Ability: Healing Rift
  • Movement Ability: Burst Glide
  • Charged Melee: Pocket Singularity
  • Void Grenade: Vortex Grenade

Bungie also released a more detailed blog on the changes coming to each Void subclass, and you can check it all out here.

Legendary Campaign mode

Some Guardians have been asking for more of a challenge, so the team here at Bungie has created the new Legendary Campaign mode that will arrive when The Witch Queen drops later this month. From reward drops to how it will differ on a base level, we wanted to dive just a little bit deeper into what this new challenging experience has to offer.

What are the main rewards of completing missions at Legendary Difficulty? 

  • We’ve got double chest rewards offering 1-3 extra chests per mission. Each chest will give you world pool gear, XP, upgrade modules, and Glimmer.
  • Legendary players will be able to earn Throne World armor and unlocks at a faster rate.
  • Basically: Higher the risk means higher the reward, especially when getting to the new Power Level soft cap in The Witch Queen.
Destiny 2 The Witch Queen Void 3.0

Are there any unique rewards for completing the story on Legendary Difficulty? 

  • Completing ALL missions on Legendary will award players with the following:
    • A new emblem exclusive to those who complete the campaign at Legendary difficulty.
    • A Triumph required for the newest title for Throne World.
    • A set of gear 20 above the soft cap at 1520 Power Level.
    • Eight upgrade modules.
    • New The Witch Queen Exotic armor that typically is reserved for PED Lost Sector drops.
    • Exclusive Bungie Rewards, more on that in the future.

Some players have been asking if this is a difficulty to be feared – How challenging is it? 

  • To set difficulty expectations, the Legendary campaign is designed to be harder than a Legend Nightfall, though it is easier than a solo dungeon or running a Grandmaster Nightfall.
  • Enemies are more difficult and more aggressive. They also have higher damage resistance, are more of a challenge to stagger, and shield are stronger to unmatched damage types.
  • The challenge of Legendary also comes from switching up enemy interactions and infiltration, like swapping out an Elite for a boss or having an influx of more red bar foes.

Can I over-level this content? 

  • Each mission caps your Power (similar to the Raid Contest mode) so that all Guardians have an even playing field to avoid feeling like every step is a grind. The mission launch screen will have a skull displaying each mission’s max effective Power.
    • If you’re under-level, be prepared for a bit of a tough fight.

The mighty are forged in battle, but is it that way for solo players too?

  • We’ve had a lot of aspirational content in the past, but Legendary gives us a chance to give solo players more equal footing with those that opt into playing with a fireteam. Enemy damage and health scales to match your fireteam, though it won’t be 1:1 – because triple the boss health isn’t fun. Even still, it will be enough to keep even a veteran trio on their ornamented toes.
  • We also didn’t want to trivialize Darkness encounters compared to solo play, so you’re limited to one revive per player for each Darkness zone, and a shared timer of 40 seconds before an automatic wipe happens. We’ve said it time and time again, but you have got to stay close to your friends and be ready and able to pick them up when they fall.
Destiny 2 The Witch Queen Void 3.0

Will players be able to tone things down if Legendary is a bit too much for their playthrough? 

  • For those folks that find the difficulty of Legendary too overwhelming at first, there is an option to leave a mission and relaunch it through the classic Destiny 2 settings. Some players will want to focus more on the story than on sweat for that first run, and that’s totally fine! We want to support that. For those who want more of a challenge later, we’ve added nodes to replay any The Witch Queen campaign mission on Classic or Legendary any time – after you’ve beaten the mission once, of course.

Brand New Exotic armors

  • The Loreley Splendor Helm for Titans is more than just a pretty face, it has the Cauterizing Flame perk that allows for Sunspots to heal players when they have Sun Warrior. Critically wounded? No big, the perk also ensures that a Sunspot is created in your location to give you that one last fighting chance with that quick grenade and melee ability recharge and longer Supers. Plus, more damage? Always a good thing.
  • The Titan’s Hoarfrost-Z Chest Piece is also nothing to scoff at, though this one takes a chillier approach to combat for Stasis users with the Glacial Fortification perk. When a player uses Stasis, it allows for a Titan’s Barricade to become an impressive wall of Stasis crystals. These crystals will slow any target that gets too close while also boosting a player and their fireteam’s weapon reload speed, stability, and range.
  • OK, Warlocks – you’re up. First up, let’s talk about ‘dem legs, because Warlock mains have definitely been shouting out their love for the new Secant Filaments armor. With the Devouring Rift Perk, these shiny walking sticks of power will grant a player devour when they cast their Empowering Rift, allowing for damage from both allies and individual players the ability to disrupt foes… but in style.
  • Next up are the Osmiomancy Gauntlets for Warlocks with the Fervid Coldsnap perk. This nifty look allows for Coldsnap grenades to have an additional charge that will recharge faster when it makes direct impact. The seeker spawned from Coldsnap grenades also travels further too. Bonus.
  • Don’t worry, Hunters, I still have love for you despite the jokes. You’ve got some pretty cool gear on the way, including the Blight Ranger Helm with the Voltaic Mirror perk. Lightening lovers, here’s where your Arc powers can truly shine: this perk allows players to redirect with their Arc Staff to deal an increased amount of damage and Orbs of Power generation for all allies. Basically, get in there and do some damage – sounds like a good time.
  • And lastly, Hunters also have the Renewal Grasps to look forward to with the Depths of Duskfield perk. This gives Guardians a much larger radius for their Duskfield grenades, while also nerfing incoming damage for allies within the Duskfield’s range. Any targets locked within that space will also deal out a reduced amount of damage, so go out there and make those Hive cry.

Head over to the official TWAB post over on the Bungie website to check out the full rundown on all of these changes coming to The Witch Queen. In case you missed it, Bungie also released a ViDoc on the behind-the-scenes for the upcoming expansion, and you can check out that one here.

Source: Bungie

MP1st Staff

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Call of Duty Franchise to Use One Game Engine Starting With COD 2022; New Engine “Massively Better”

In case you didn’t know, Activision confirmed that this year’s Call of Duty will be a sequel to Modern Warfare 2019, and what’s more, it will be using an entirely new game engine. While some Call of Duty fans might have heard this statement before, there is one major difference happening with this announcement, and that’s confirmation that all the Call of Duty games moving foward will be using the same game engine!

During yesterday’s chat with the press (via JackFrags), Infinity Ward co-studio head Patrick Kelly confirmed that there will be one engine powering all COD games moving foward, and this includes the new Warzone game also being developed by Infinity Ward. According to the devs, this new game engine is “massively better” than what they’re using at the moment, and this means that all the engineers and devs across the different Call of Duty studios can work on a single entity. However, for those wary that this means each Call of Duty game will now feel the same regardless of who made it, the devs also mentioned that there is no plans to homogenize things, and that each game integration in the future will still have a unique feel.

For those unaware, each Call of Duty studio (Infinity Ward, Treyarch, Sledgehammer Games), had their own version of the Call of Duty engine, which made each game feel different from each other. In the same call, it was mentioned (via CharlieIntel) that Warzone was meant to just be an extension of Modern Warfare. Once Black Ops Cold War and Vanguard were integrated, the game (Warzone) got bloated, which made finding bugs very hard.

This makes a lot of sense, especially to Warzone. If the engine is a vast improvement, and as long as each studio’s COD game feels different enough, I don’t see any problems with it.

Are you a fan of the franchise running on just one engine? Or do you prefer how it was before that each studio had their own Call of Duty “feel” to their games?

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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COD Warzone Upcoming Fixes Outlined, Season 2 to Include Over 30 Improvements

Activision has rolled out a list of the COD Warzone upcoming fixes beyond Season 2, outlining the changes that will be made for the game in the future! Head down to see a rundown below to see if issues that concern you will be addressed.

Detailed via the new official blog post, here is the list of upcoming fixes that will be rolled out for COD Warzone:

Our Priorities for Warzone

The number one priority for our developers is “Quality of Life” – making changes that allow Warzone to be more accessible and less frustrating for our community.

Examples of this include over 30 improvements coming at Season Two’s launch, including:

– Improvements in all forms of movement: vehicle handling, parachutes deploying at a lower vertical height, increased player mantle height, and collision fixes for both vehicles and players.

– The Gas Mask animation no longer interrupting Operators who aim down sights.

– When inserting Armor Plates, it refills a full plate of armor before filling damaged ones.

This is in addition to fixing bugs and issues. In Season Two, we are addressing several issues, including the following ones:

– Performance and streaming issues, including Buy Station freezes, voice chat connectivity, and distorted graphics, across all platforms.

– Specific Operator skins being invisible at certain distances.

– Blockages to Modern Warfare® Multiplayer, which is tied to Warzone’s launcher.

The Call of Duty teams across our studios monitor both public community sentiment and every aspect of day-to-day action happening in our game. All that helps us identify issues and address them, and that is on top of what is found in development as is fixed before it is released publicly.

Ultimately, we want to focus on what makes Warzone enjoyable to our community: where gameplay comes first, and new features aren’t implemented at the cost of stability.

Another priority is community communication. This debrief, our blogs, Raven Software’s Patch Notes, and the work of our dedicated social media and community management teams are all part of keeping you, the player, informed of what is happening in Warzone, Vanguard, and other Call of Duty games.

Besides these, Activision has also noted some of the community-requested changes for Warzone, especially with regards to FOV sliders on consoles. Finally, the publisher also revealed their future plans for Call of Duty, including the confirmation of a Modern Warfare sequel, the details of which you can read here.

Source: Call of Duty

MP1st Staff

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Sifu Upcoming Updates to Bring Accessibility Options for More Players

Finding Sifu to be a bit harder than expected? Or perhaps you skipped out on it from hearing just how difficult it is? Well, it seems that may be changing in the future, as it has been revealed that some Sifu upcoming updates will address difficulty, as well as add more accessible options.

As confirmed by Steve Saylor, who hosted a recent Twitch Streaming segment with Sloclap’s co-founder, Pierre Tarno, it has been revealed that the team is working on some new features that’ll be apart of some future updates for Sifu.

Sifu Upcoming Updates List of Tweaks:

  • Better captions
  • High Contrast Mode on PS4/PS5 (was on PC, but not PS4/5 at launch due to a bug)
  • Difficulty Modes. Both easier & harder, similar to Metroid Dread’s update.

In case you haven’t already, be sure to check out my Sifu review! Here’s just a bit on what I had to say on perhaps my favorite indie game this year.

With that said, it’ll be interesting to see if Sloclap has any grand plans for Sifu as a franchise, or at least some post-launch support. Whereas Absolver, their previous title, had online backing to keep the fun going, Sifu is a single-player only game that doesn’t offer any procedural generated content that it inspires from. Nothing wrong with a single-player focused game, but having cranked over 30-hours into it and achieving the full Platinum trophy, I’m eager to see what exciting content or game the studio has next, and hopefully this isn’t the last we’ll see of Sifu.

Sifu is now available on PS4, PS5, and PC.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Ark Survival Evolved Update 2.75 Released for Bug Fixes This February 11

Studio Wildcard has released the Ark Survival Evolved update 2.75 patch, and this seems to be for consoles only. Given how this patch has been rolled out after the big Love Evolved 3 title update a few days ago, it’s logical to assume that this title update is for fixes only. Read on to check out the Ark February 11 patch notes.

Ark Survival Evolved Update 2.75 Patch Notes | Ark Survival Evolved February 11 Patch Notes:

PlayStation:

Current ARK Official Client Version: v700.5

Current Version: v700.5 – 02/11/2022 – Minor version for clients

  • Fix for client crash when viewing remote inventories with a hoversail item/engram

While this fix doesn’t seem to be out for PC, it did get a patch yesterday, Feb. 10 for the Epic Game Store version.

Current Client Version: v343.12 – 02/10/2022 – Minor version for  clients

  • Fixed issue with not being able to start Ragnarok in singleplayer (EGS Only)

That’s about it. We’re keeping an eye out on things, and if there are more fixes rolled out, we’ll be sure to update the post. If you’re doing the Love Evolved 3 challenges, head on here for the schedule, rates, chibis and more.

Source: Survive the Ark

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Call of Duty Vanguard Ranked Play Begins Feb. 17; Here’s Everything We Know

Call of Duty Vanguard players looking for a more intense experience, Activision has announced that Ranked Play is coming next week on February 17! Curious what rewards you can earn and whatnot? Read on for everything important regarding Call of Duty Vanguard Ranked Play in one spot!

When Does Call of Duty Vanguard Ranked Play Launch?

Ranked Play (Beta) in Vanguard arrives on February 17, just three days after the season 2 launch of Call of Duty Vanguard x Warzone. Down below, you’ll find a full overview (and video) as to what to expect from this beta period of Ranked Play in Vanguard, including details on how rewards work, ladders, and its future in upcoming seasons.

RANKED PLAY BETA SEASON TWO OVERVIEW

With the release of Ranked Play Beta in Season Two, players will get to jump into competitive 4v4 CDL Hardpoint, CDL Search & Destroy, and CDL Control matches using the same weapons, settings, and maps used in the Call of Duty League.

Just like in the Call of Duty League, certain weapons, attachments, equipment, and Killstreaks are restricted. That means, among other things, there are no shotguns or LMGs in Ranked Play. Everything available in Ranked Play is unlocked for everyone to ensure a level playing field, regardless of your current Multiplayer progression.

New in Vanguard Ranked Play are Seasonal Skill Ratings, Divisions, and Tiers! Each Season, players will compete in five Skill Evaluation matches to earn a starting Skill Rating and Skill Division placement. With each match you win, you’ll earn Skill Rating Points that you can easily track in your visible Skill Rating number. As your Skill Rating increases, you’ll advance through your current Skill Division and towards potential promotion into higher Skill Tiers and Divisions. In Vanguard Ranked Play, there are seven Skill Divisions (up from five last year), and each Skill Division has five Tiers.

Your Skill Division and Tier are visible to everyone, so everyone you come across will know who they’re up against . Your Skill Rating number isn’t just to show off your Skill, it’s also used to form matches in Ranked Play to ensure you’ll always be competing against other players with similar skill.

At the end of each season Skill Rating and Division are reset and players will compete in a new set of five Placement Matches.

RANKED PLAY REWARDS

Ranked Play players will be able to display their competitive achievements with exclusive Ranked Play Rewards that can be used in both Call of Duty: Vanguard and Warzone. Ranked Play Beta in Vanguard will be loaded with rewards at launch, with even more coming later in Season Two. Starting at a later date in the Beta, each season of Ranked Play will include its own set of unique rewards, including Weapon Blueprints, Camos, Charms, and more. These rewards are exclusive to the season that they go live in, so be sure to stay on the grind.

For every five Ranks you achieve, you’ll earn a unique Emblem and Calling Card. If you make it all the way to the max Rank of 50, you’ll get the exclusive “Ranked Royalty” Solange Operator Skin.

Players can also earn an animated Emblem at the end of each season to celebrate their final Season Skill Division placement, a Weapon Charm to represent their current Skill Division (starting later on in the Beta), and Calling Card and Emblem rewards as they progress through their Rank.

At the top of the reward schedule, the “Ranked Legend” Solange Operator Skin is awarded when you win 25 matches at the Master Skill Division or higher, which will be live in the Beta at a future date.

RANK AND LADDER EVENTS

Bi-weekly Ladder Events are coming to Ranked Play Beta, where 50 players of a similar skill will battle it out for points and bragging rights. There will be two Ladder Events per week, with one starting on Mondays and one starting on Fridays.

Rank designations are also back! Players progress their Ranked Play icon and Rank by earning Stars, which are awarded based on final placement in each Ladder Event. This year, the number of Ranks has increased from 30 to 50, so reaching max rank is a far bigger accomplishment than before.

LOOKING AHEAD: RANKED PLAY IN FUTURE SEASONS

This is just the beginning of Ranked Play for Call of Duty: Vanguard. Looking further ahead to Season Three and beyond, Treyarch is planning new rewards and additions that our community is going to love.

As we progress through the Beta, there will also be Seasonal Challenges and Rewards handed out for higher placement in Ladders and match victories during the season.

Later in the year, Treyarch will introduce the all-new Top 250 Division to showcase and celebrate the top competitive players across the world! This will serve as an entirely new Skill Division above the standard seven divisions, where only the best of the best will face off. Players in the Top 250 will see their current position reflected in their Skill Division icon. All Ranked Play players will be able to view the in-game Top 250 Leaderboard to follow along the battle for the top spot.

We’re incredibly excited for you to get into the Ranked Play Beta on February 17 and start your ascension through the Ranks and Skill Divisions. Stay tuned for more updates, and we’ll see you online!

Don’t forget, Season 2 for both Vanguard and Warzone officially starts on February 14. Read up on what’s new for this season, right here.

Source: CallofDutyLeague

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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The King of Fighters XV Review – Long Live the King (Xbox Series)

If you’re looking for another fighting game franchise to binge on that’s not Street Fighter or Mortal Kombat, then SNK might just have the thing! Established fighitng game series the King of Fighters has made a triumphant return on current-gen consoles. Offering a revamped style, UI and smooth gameplay, but does King of Fighters XV hold up? Read on for our review.

The Return of a King

King of Fighters XV offers a total of 39 characters at launch, with plenty more to come via DLC later this year. Nearly everyone’s favorite characters make a triumphant return to King of Fighters XV, and for those new to the series, you’ll enjoy the variety of fighting styles it has to offer. With any fighting game, there comes a selection of stages to do combat on. These stages, as like the fighters, are filled with variety, from beaches to construction zones, to even more traditional champion stages. They feel lively with background NPCs chanting the players during their fights, as well as other neat little background activities.

Hopefully more are coming as future downloadable content.

As for gameplay, King of Fighters XV brings its own smoothness of style that can’t be matched by any other fighter — least in my opinion. And with a large collections of fighters to go through, variety is key, as KOFXV presents itself with all the fundamental archetypes. From slow paced brawlers, to quick chaining combo assassins, whatever the type of fighter you are, KOFXV will certainly have a fighter that suits your play style best.

That, of course, adds to the competitive scene of King of Fighters XV. While I can’t comment how active it will be post-launch, I do expect to see it make its way through the eSports scene; especially considering the performance was topnotch on the Xbox Series X, supplying a buttery smooth experience.

For those planning on playing the game casually, you’ll be glad to know that KOFXV  continues with the series’ long running story, offering one of the most climatic yet. No spoilers of course, but know you’ll be in for one epic ride.

One of the nicer features is the gallery replay, just in case you happened to miss or want to relive through some of the best story moments. There are also bonus cinematics you can obtain when you complete the story mode with certain characters in your roster. There’s plenty of reasons to keep you going back to play.

Of course, you can’t have a fantastic fighting game without a killer soundtrack, and King of Fighters XV delivers that in such a fantastic way. The selection of music produced for the King of Fighters XV always keeps your blood pumping to get you to achieve the long awaited victory when the opponent has finally been KO’d. The music has a nice variety, and you are guaranteed to find a music track that is to your liking.

Verdict

The King is back. If you are a newcomer to the series, it is a fantastic game to start on your KOF journey. Returners will have a blast with the classic characters returning and the beautiful style improvements. You can preorder the Ultimate Edition to get three days of early access to The King of Fighters XV.

Score: 9/10

Pros:

  • Great selection of classic characters
  • Killer music
  • Smooth flowing gameplay
  • Movie gallery to view missed cinematics

Cons:

  • Menu can be cumbersome (A very minor con)

The King of Fighters XV review code was provided by the publisher. Main version tested was Xbox Series. You can read SP1st and MP1st’s review and scoring policy right here.

Louis Thompson

Louis Thompson is a Senior Video Editor at Multiplayer First, in charge of handling all media related content on YouTube and other social platforms.

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Call of Duty Warzone Playlist Update for February 11 Now Live

While Call of Duty Warzone isn’t due out until February 14 next week, that doesn’t mean Raven Software can’t release anything new for the players. The studio has rolled out the Call of Duty Warzone playlist update for February 11, which is a server-side update.

Call of Duty Warzone Playlist Update for February 11:

Unfortunately, this week’s playlist update doesn’t have any gameplay-related or technical fixes. Here’s what Raven Software shared today:

Your weekly #Warzone Playlist is now live!

Adding:
• VG Resurgence – Quads
• BR Buybacks – Solos, Duos, Trios, Quads
• Plunder – Trios

Keeping:
• RBI Resurgence – Trios, Quads

Removing:
• BR – Solos, Duos, Trios, Quads
• RBI Mini Royale – Duos
• VG Plunder – Trios

That’s about it this week. Vanguard has also gotten a playlist update today, and this one’s more centered on Valentine’s Day. Of course the big news is the confirmation of Activision today that Warzone 2 is indeed happening, and using a brand-new game engine, no less! You read up about that here.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Call of Duty Vanguard Playlist Update for February 11 Kicks Off Valentine’s Day Modes

While Sledgehammer Games just released a patch for Call of Duty Vanguard, a new Vanguard playlist update for February 11 has been rolled out today. With Valentine’s Day right around the corner, Sledgehammer has released a playlist that sticks close to your heart. Each one is centered on V-Day, though don’t expect any love, as there’s going to be too many bullets coming at you for that.

Call of Duty Vanguard Playlist Update for February 11:

Bring your significant other online, and start fragging the crap out of everyone for some sweet couple time, yeah? For the latest patch released for Vanguard earlier this week, head on over here for the patch notes.

In other Call of Duty news, Activision has just announced that Call of Duty 2022 will be a sequel to Modern Warfare 2019! It’s being built on a new game engine by Infinity Ward. You can read more about that here.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Modern Warfare Sequel Confirmed for 2022 & Warzone 2 in Development, Built on All-New Game Engine

Activision has officially confirmed that Call of Duty 2022 will be a sequel to Modern Warfare (2019), and is being developed by Infinity Ward! For some odd reason, Infinity Ward has still not confirmed the title is Modern Warfare 2, though we’re all expecting that to be the case.

In addition to that, a new Warzone experience we’re dubbing as Warzone 2 is also being developed by Infinity Ward, too. This will be a “massive evolution” to the battle royale experience of Warzone, and will offer an all-new playspace, and even a new sandbox mode.

Both the Modern Warfare sequel and Warzone 2 will be using a new game engine.

Here’s the official word from Activision about Call of Duty 2022:

  • This year’s Call of Duty is a sequel to Modern Warfare® 2019​.
  • The new game and a new Warzone experience are designed together from the ground-up​.
  • Expect a massive evolution of Battle Royale with all-new playspace and a new sandbox mode​.
  • A new engine powers both the new Call of Duty game release and Warzone.
  • Development on both the new Call of Duty and the Warzone experience is being led by Infinity Ward.

We’ll have more Modern Warfare 2 and Warzone 2 news up on te site soon.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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New Destiny 2 Trials of Osiris Rewards This Week February 11, 2022

Those seeking for the latest reward in Destiny 2’s weekly PvP mode, MP1st is here to bring the new Destiny 2 Trials of Osiris rewards this week February 11, 2022 edition! Check out what you can win, and this weekend’s map pick.

New Destiny 2 Trials of Osiris Rewards This Week February 11, 2022:

Trials of Osiris Map

Endless Vale

Rewards

  • Reputation Rank 4: Upgrade Module (2)
  • Reputation Rank 7: Enhancement Prism (3)
  • Reputation Rank 10: Trials Weapon (Changes for each rank reset)
  • Reputation Rank 13: Upgrade Module (2)
  • Reputation Rank 16: Trials Weapon (Changes for each rank reset)
  • Flawless Reward: Igneous Hammer (Adept)

Reputation System, Trials Engrams, and Adept Farming

Win individual rounds within each match to gain trials reputation. The amount of reputation you gain increases with each round you’ve won on your card. Earn enough reputation, and you’ll be able to claim a Trials Engram from Saint-14! This engram can be focused into any currently available trials loot you have previously obtained, or it can be taken to Master Rahool for a random Trials drop. Your reputation increases after every match completion, based on the number of round-wins on your card, regardless of the result of that match itself (win or lose, 0-5 or 5-4).

Once you have gone flawless, keep playing! Every win on your still-flawless card will give you a chance at bonus, additional post-match drops of the Adept weapon for that week. Once you lose a game, you will no longer get these adept drops. However, still winning games at 7 wins even on a non-flawless can drop bonus trials engrams, prisms, and even ascendant shards.

When you’re done, you can cash in your 7-win passage for one additional adept drop, granted you have gone flawless that week. This resets your card so you can start anew.


Passages

Name Perk Cost
Passage of Ferocity Your third match win grants a bonus win. 10000 Glimmer & 15 Legendary Shards
Passage of Mercy Forgives one loss per run. 10000 Glimmer & 15 Legendary Shards
Passage of Wealth Increased Trials Rank points from reaching 3, 5, and 7 match wins on a ticket. 15000 Glimmer & 25 Legendary Shards
Passage of Confidence Grants bonus rewards from Flawless Chest. 20000 Glimmer & 50 Legendary Shards

Thanks, Reddit!

MP1st Staff