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Rogue Company Update 1.98 Out for Covert Ops Hotfix This April 21

First Watch Games has released the Rogue Company update 1.98 patch today, and this one is for a second round of Covert Ops hotfix across platforms. Check out the full Rogue Company April 21 update patch notes below.

Rogue Company Update 1.98 Patch Notes | Rogue Company April 21 Update Patch Notes:

Hello Rogues!

We have deployed a hotfix to make the following changes:

Ranked Demolition

  • Increased the Charge Rate of all abilities by 25%. This only applies to Ranked Demolition
    • Goal is to reduce the number of Abilities used in Ranked Demolition.
  • Default Cash changed from $13,000 to $5,000

Perk Balance

  • Resupply
    • Cost increased from $5,000 to $11,000
    • No Message Update required
  • Restock
    • Cost increased from $10,000 to $15,000
    • No Message Update required

Gadgets

  • Utility Gadgets
    • Cost increased from $4,000 to $5,000
  • Gadget Upgrades
    • Cost increase on all Upgrades to $6,500
  • APS
    • Cost unchanged due to being the primary method for combatting Utility dumps.

Perks:

  • Energize
    • Rare: Charge Rate reduction reduced from 20% to 15%
    • Epic: Charge Rate reduction reduced from 30% to 20%
    • Legendary: Charge Rate reduction reduced from 40% to 25%
  • Blaster
    • Rare: Explosive Damage multiplier reduced from 20% to 10%
    • Epic: Explosive Damage multiplier reduced from 30% to 20%
    • Legendary: Explosive Damage multiplier reduced from 40% to 30%.
  • Tenacity
    • Rare: Explosive Damage reduction increased from 10% to 30%
    • Epic: Explosive Damage reduction increased from 25% to 40%

Gadgets

  • C4
    • Base Damage reduced from 125 to 100
    • Level 2 Damage Upgrade reduced from 200 to 150.

Bugs:

Fixed an issue where the Evade Perk could persist even though a player was Downed and respawned

That’s it for this small patch. Stay tuned here at MP1st for more once new updates come out!

Source: Rogue Company

MP1st Staff

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Destiny 2 Season 17 Changes Detailed; Flinch Resistance, Airborne Gunplay, & More

Destiny 2 Season 17 is a month away from now, and already Bungie are already prepping for some huge changes to be made across the board for the game in the wake of The Witch Queen’s release. Check out a rundown of the upcoming changes detailed in Bungie’s latest post.

Destiny 2 Season 17 Changes:

Glaives

Here’s what’s changing in Season 17:
  • We’re pushing Glaives deeper into their roles of hard-hitting melee damage and near-complete protection when shielded, as well as increasing projectile speed to make them more reliable at range.
    • Note: the Glaive shield grants 97.5% damage resistance in PvE, 75% in PvP.
    • Increased melee damage vs PvE enemies (except for bosses and vehicles) by 25%.
    • Reduced energy drain speed while shielded by 30%.
    • Increased projectile speed dependent on the range stat:
      • At 0 stat: increased from 30 to 60 m/s.
      • At 100 stat: increased from 80 to 100 m/s.
  • Exotic Glaives have all been buffed, in addition to the global Glaive changes which make it easier to build energy (projectile speed making landing shots easier and energy granted per projectile hit).
    • Titan Glaive, Edge of Action: players now gain a Void overshield while inside the bubble, Helm of Saint-14 now applies to this bubble as it does for Ward of Dawn.
    • Warlock Glaive, Edge of Intent: increased speed and acceleration of the healing turret projectiles.
    • Hunter Glaive, Edge of Concurrence: tripled the damage of the wave detonation, increased the number of enemies it can chain to from 4 to 8.

Global Changes

Flinch

Aim deflection on receiving damage, typically called flinch, is a common pain point, particularly on Primary ammo weapons. We’ve rebuilt the stability weapon stat to grant flinch resistance in addition to its other effects, with a maximum flinch resistance of 10% to 25% dependent on weapon archetype. With this change players can build for flinch resistance, more easily on weapons that feel flinch more than others, and less so on Special weapons, which we don’t want to be easier to use when under fire.

Airborne Gunplay

Before getting to buildcrafting, we’ve made a fundamental change to the modifiers applied while airborne. Your Primary weapons will have less randomness in projectile accuracy in most cases, you’ll have less aim assist instead, and will need precise aiming to land your shots without building heavily into airborne.

Playlist Weapons

The latest playlist weapons drop from Gambit, Crucible, and strike activity completions. Older weapons are available from vendor-rank packages or can be focused.

These weapons are intended to provide interesting drops even for players who spend a lot of time in an activity. And while we want to keep the large perk pools to address that goal, we want to provide a way to reduce the duration of the chase for players who want a specific weapon. Also, since the older playlist weapons are still available as vendor rank-up rewards we want them to feel more relevant in a post-Origin-Trait world.

Stat Display Update

Following the recent change to show numbers for all stats instead of just bars, we’ve opted to change the stat display on weapons to more clearly reflect their capabilities. All weapon stat bars now range 0 to 100, instead of being limited to some range in the middle of the bar.

One-hit Kills and Special Ammo

There are several damage buffs external to weapons that allow weapons to one-hit kill without much investment, such as an Aggressive Sniper Rifle with High Impact Reserves, Eriana’s Vow or Le Monarque, specifically when combined with an external 20% damage buff. As an example, Empowering Rift can give many Sniper Rifles one-hit body-shot capabilities in the Crucible.

Most of these use the same buff under the hood, so we’ve adjusted them all at once. With these changes it’s going to be much rarer to get an easy one-hit kill with a weapon that wouldn’t typically allow it.
      • Reduced the damage bonus for Empowering Rift, High Energy Fire, and Inertia Override from 20% to 15% against players (no effect in PvE).
In addition, we want Special ammo to be less plentiful, making it more difficult to chain Special weapon kills.
      • Disabled ammo scavenger armor mods in PvP.
          • No matter how much ammo a player was carrying on death, if you pick up a Special brick you can only get one ammo for a Shotgun/Sniper Rifle (or “one kill’s worth of ammo” for weapons that require more than one shot to kill, e.g., Forerunner, Trace Rifles)
      • Retuned several Special weapon archetypes and Exotic weapons (see below), with the general goal of reducing the effectiveness and uptime of Special weapons.

Archetypes 

Special Weapons 
  • All Special weapons have had their in-air accuracy significantly reduced. While we are okay with encouraging players to build into using their Primary weapons more effectively in the air, we do not believe a prevalence of airborne one-hit kill options is good for PvP.
    • Special Weapons have a slightly larger airborne accuracy penalty than Primary weapons at 0 Airborne Effectiveness stat, reduced to 0 at 100 stat.
    • Special Weapons have a similar airborne aim assist cone penalty to other weapons (around 50% at 0 stat), and this penalty can be reduced but not entirely removed by investing in Airborne Effectiveness.
  • Sniper Rifles are fairly slow to ready, stow and aim down sights, which has made Snapshot feel mandatory for many players.
    • Reduced Stow, Ready and Aim Down Sights times by 10%, i.e., all snipers are now snappier (there’s a matching change to Snapshot below).
    • Sniper Rifles have less access to ammo than Shotguns and Fusion Rifles (where kills drop ammo right in front of you), so we think ammo scarcity will prevent Sniper Rifles from spiking.
  • Slug and pellet Shotguns are still overwhelmingly popular in PvP despite some recent changes, so we’ve touched them again with the goal of encouraging some diversity in Special weapon choice. We’re keeping an eye on this change, since we’ve touched Shotguns multiple times recently, and will adjust it if needed. With this change we expect Shotguns to have a shorter one-hit kill distance, but still be effective enough in that short-range kill role. This change reduces Shotgun one-hit kill distance by around 0.5m, because the importance of spread angle is just as high as damage falloff and this has not been touched.
    • Reduced damage falloff start and end by 1m.
    • Reduced aim assist and magnetism falloff start and end by 2m.
  • Fusion Rifle usage is trending pretty high, particularly in Trials, and bringing Shotguns down a little more would make them too good an option, so we’ve made a global change. With these changes 20m+ Fusion Rifle one-hit kills should be very uncommon (through a combination of damage falloff and recoil changes).
    • Reduced damage falloff near distance.
      • 2m at 0 range (~2.7m when ADS with a 15-zoom stat)
      • 1.3m at 100 range (~2.275m when ADS with a 15-zoom stat)
    • Reduced damage falloff far distance.
      • 1m at 0 range (~1.35m when ADS with a 15-zoom stat)
      • 1.3m at 100 range (~1.75m when ADS with a 15-zoom stat)
    • Reduced recoil scalar variance between 0 and 100 stability.
      • 0 stability: unchanged at 0.750
      • 100 stability: increased from 0.500 to 0.550 (i.e., increased the recoil penalty slightly)
  • When we rebuilt Fusion Rifles in Season 15, we wanted to differentiate the subfamilies dramatically from each other, which worked! Now that we’ve seen them in action for a couple of Seasons, we’re pulling back from the extremes a little. With these changes Fusion Rifle subfamilies are still very different from each other, but high impacts are stronger and rapid-fires and precisions should be a little less dominant.
    • High Impact: reduced unmodified High Impact charge time from 1.000 to 0.960s, increased damage per burst by 10.
    • Precision: increased unmodified charge time from 0.740 to 0.780s.
    • Rapid Fire: increased unmodified charge time from 0.460 to 0.500, decreased damage per burst by 20.
    • New charge time and damage per burst for all Fusion Rifle subfamilies:
      • High Impact: 0.960s, 330 damage
      • Precision: 0.780s, 280 damage
      • Adaptive: 0.660s, 270 damage
      • Rapid Fire: 0.500s, 245 damage
  • Besides Divinity, Trace Rifles aren’t as popular in hard content as we want them to be (we particularly want damage type reworks of the oldest three Trace Rifles to have a chance to shine this Season), and they’re also more affected by disabling scavenger armor mods than other Special weapons. With this change they’re a better use of Special ammo against non-red bar targets.
      • Increase Trace Rifle damage against non-red bar combatants by 20%.
      • Increased ammo picked up per Special ammo brick from 18 to 30.

Primary Weapons

  • Auto Rifles and Pulse Rifles aren’t as competitive as we’d like at mid-range, and Lightweight Pulse Rifles are too hard to use to hit their optimal time to kill – with these changes we expect Auto Rifles and Pulse Rifles to better compete with Hand Cannons in mid-long range and outrange standard zoom Submachine Guns.
    • Auto Rifle
      • Increased damage falloff near distance by 0.75m.
    • Pulse Rifle
      • Increased damage falloff near distance based on the range stat:
        • 0 range: increased from 15 to 16m.
        • 100 range: increased from 22.5 to 24m.
          • (Note that this is the hip-fire falloff distance and is multiplied by the zoom value to get the aim down sights falloff distance).
        • Damage falloff far distance remains 40m regardless of the range stat.
      • Increased Lightweight (450RPM) Pulse Rifle damage per bullet from 15 to 16 (with a 1.65x precision scalar this will increase precision damage from 24.75 to 26.4).
        • This won’t change the optimal time to kill in PvP but will reduce the number of crits required.
  • Zoom is too important a factor on Submachine Guns, and Submachine Guns with low zoom don’t feel competitive in PvP. We’ve reduced the variance in zoom, brought the base zoom up from 13 to 14 and extended the damage falloff distance. With this change, several standard zoom Submachine Guns will be more competitive, but this does make the inaccessible Submachine Gun with highest perk/trait RNG (Multimach) compete less with Auto Rifles and it will no longer straight-up outclass every other Submachine Gun in PvP.
    • Increased damage falloff by 1.5m
    • Adjusted zoom values on most viable Legendary Submachine Guns and one Exotic.
      • Shayura’s Wrath: 17 to 16
      • Multimach: With max zoom scope: 17  to 15 (second highest zoom will bring this to 14 instead)
      • Stochastic Variable: 13 to 14
      • Ikelos (just noting the change from The Witch Queen here): 13 to 14
      • Seventh Seraph: 13 to 14
      • Every Waking Moment: 13 to 14
      • The Huckleberry: 13 to 15
    • We like Adaptive Submachine Guns and are starting to make them again. But in their current form they kill a little too fast with body shots, so we’ve reduced body damage to increase their body shot time to kill by one bullet without impacting their optimal time to kill.
      • Decreased body damage from 12 to 11.25
      • Increased precision multiplier from 1.35 to 1.44
  • Precision Frame Hand Cannons have always been good while airborne, effectively having built-in Icarus Grip, and with the changes to airborne functionality we wanted to preserve that feel while translating their advantage to the new system.
    • Intrinsic switched from a 75% airborne accuracy penalty reduction to +25 Airborne Effectiveness stat (this means that if you had a Frontier’s Cry with an Icarus Grip mod in it, you would be at 19 + 25 + 15 = 59 before factoring in armor or subclass).
Heavy Weapons 
  • Machine Guns still aren’t where we want them to be in PvE, so we’re giving them an additional buff, but less so against bosses, where their extremely long range and deep ammo reserves would make them strong in too many roles. With this change they’ll shred most enemies without stepping on top tier boss damage options.
    • Increased damage by 40% against PvE enemies (20% vs bosses).
      • Xenophage and Grand Overture receive this buff, except for the bonus vs bosses.
  • Sword stats have been inconsistent for a while now, so we’ve tidied all of these up (mostly cosmetic)
    • Fixed several inconsistencies in stat display between different Swords (this has no gameplay impact).
    • Increased the charge rate stat of Sola’s Scar from 20 to 50 to match Temptation’s hook.
  • Rocket Launcher subfamilies weren’t differentiated enough by the previous change, so we’ve made the differences more extreme. With this change we expect there to be a more marked tradeoff for the intrinsic tracking on precisions, and a greater benefit for the other subfamilies. Specified relative to the baseline, i.e. High Impact Rocket Launchers
    • Precision: -10% damage (both impact and detonation)
    • High Impact: no change (this subfamily has the highest blast radius)
    • Adaptive and Aggressive: +10% damage
Exotics 
  • All Exotics that shipped before the Forsaken release now have their kill trackers visible by default
  • Fighting Lion needed a bit more of a buff, so we improved its reload speed when Thin the Herd is active a couple of releases back, and now we’re increasing its blast radius and damage. With this change it should be easier to get the damage you need to trigger its perk.
    • Reverted the Season 15 Breech Grenade Launcher blast radius reduction, but just for Fighting Lion, i.e., increased blast radius by 0.4m.
    • Increased damage by 5%.
  • Eyes of Tomorrow as a raid Exotic ought to be better against tough PvE enemies – with this change it’s a solid option in this role, particularly with the Adaptive Ordnance perk active.
    • Increased damage vs bosses and Champions by 30%.
  • Leviathan’s Breath always felt like it should absolutely wreck Champions, and using its first shot to stun an Unstoppable Champion without it doing much damage felt bad. Archer’s Tempo from its catalyst is significant on paper but in practice that draw speed buff isn’t as noticeable as we’d like. Overall, we hope these changes make it feel a bit better against all types of Champions and other tough enemies in hard content.
    • The Archer’s Tempo perk from the catalyst now has increased effect (just on this weapon).
      • The standard draw time scalar for Archer’s Tempo is 0.75x, it is now 0.5625x on Leviathan’s Breath.
    • Added a small delay before detonation on Champions, minibosses, and bosses – this allows the impact to stun an Unstoppable Champion and the detonation to deal bonus damage against the stunned Champion.
    • Damage changed to be more of an even split between impact and detonation, and increased damage across the board by ~50%.
      • Overall damage vs Champions is roughly doubled (even more compared to shooting an un-stunned unstoppable Champion).
  • The Huckleberry had an underwhelming engagement range, updated zoom based on the change to baseline Submachine Gun zoom.
    • Increased zoom stat from 13 to 15.
  • Our experiment with pushing Xenophage into harder-hitting but slower-firing didn’t pan out, so we’re increasing the rate of fire and adjusting damage back to what it was.
    • Increased rate of fire from 100RPM to 120RPM.
    • Reduced damage per bullet to match the previous.
    • Doesn’t benefit from the Season 17 Machine Gun damage buff vs bosses.
  • Le Monarque is too oppressive when combined with external damage buffs, but we felt that it could be stronger in PvE – with this change combined with the damage buff change above we’ve introduced a 60-resilience gate on killing a Guardian in PvP with a crit while in an Empowering Rift or similar.
    • Reduced poison tick damage vs players by 25%.
    • Changed poison damage type from burn to poison (this is largely housekeeping, not gameplay-significant).
    • Increased poison tick damage vs AI by 50%.
  • Lorentz Driver can be difficult to fight against in PvP, in part because it does very high body shot damage. With this change, getting left super weak by a body shot should be less common, though we’re keeping an eye on how this change lands and may revisit it later.
    • Reduced body shot damage against players by 20% (this will also prevent it from being a one-hit kill with a body shot while in an Empowering Rift, combined with that change).
    • Body damage reverts to old behavior when in the weapon’s damage mode.
    • Precision damage in any mode unchanged.
  • Skyburner’s Oath felt like it didn’t have a niche, except for airborne memes, so we’ve made a bunch of changes aiming to improve its ease of use, give it some more utility and really push it into that airborne role.
    • Increased ADS projectile speed to 9999 (i.e., this projectile is now hitscan).
    • Both ADS and hip-fire are now 150 RPM.
    • Hip-fire projectile no longer tracks, but arcs similar to a Grenade Launcher and has a larger detonation size than ADS.
    • The hip-fire detonation also applies a burn to targets.
    • The bonus range from the Masterwork has been rolled into the base stats of the weapon. The Masterwork now grants bonus reload speed instead.
    • Has the highest Airborne Effectiveness stat of any weapon in the game (35).
  • The Last Word plays very differently on mouse and keyboard than it does on controller, but the disparity doesn’t need to be that large. We’re keeping an eye on this one too.
    • Reduced mouse and keyboard recoil penalty from 33% to 22%.
  • Arbalest is more dominant than intended in hard PvE content, able to fill the anti-barrier role as well as shield breaking and boss damage. We’ve made a fairly small adjustment here but may need to look at it again in a future Season.
    • Reduced damage vs Champions by 25% (will still break barriers in one hit).
  • Graviton Lance’s catalyst didn’t help the weapon enough, and we wanted to give it a bit of a boost. This change gives it some interesting utility in PvE and PvP, particularly with the buff to Exotic Primary weapons in The Witch Queen.
    • Catalyst changed from granting Hidden Hand to granting Vorpal Weapon and Turnabout.
  • Grand Overture’s most recent adjustment switched the missiles to fire in bursts of 5, which allows for more granularity in unloading that damage, but sometimes you just want them all to fly out at once.
    • Reduced time between bursts when in missile mode. Holding the trigger will now fire all missiles in a continuous burst, tapping will fire 5-round bursts.
  • Coldheart: Arc damage type update, and Coldheart’s Exotic trait more or less being “is a Trace Rifle” no longer fits in a world with Legendary Trace Rifles. The ease of use on sustained damage was also pretty low.
    • Sustained damage creates an Ionic Trace and collecting an Ionic Trace grants energy to all your abilities.
    • Increased grace time before the damage ramp clears from 0.113s to 1.0s.
  • Prometheus Lens: Solar damage type update, and generally this needed some tweaks to be viable
    • Sustained damage applies a more useful burn to targets.
  • Wavesplitter: Void damage type update, and the power-cycling mechanic was interesting but ultimately hard to capitalize on.
    • Power level no longer cycles randomly, the default damage output is the same as the old middle tier.
    • Picking up an Orb of Power now grants 10s of maximum power and caps at 20s, up from 5 and 10.
    • Now suppresses targets while granted this mode by picking up an Orb.
  • Osteo Striga’s projectile somehow shipped rotated by 90 degrees, looks a bit weird.
    • Corrected rotation on the projectile model.
  • Lord of Wolves is kind of a Shotgun, but has its own custom tuning. It wasn’t impacted by the previous Shotgun change, and was much too strong with Shotguns and Fusion Rifles getting reduced range, this brings it more in line.
    • Reduced damage falloff start and end by 25%.
Perks 
Note: Where an enhanced perk exists and an adjustment is needed, it’s been adjusted in the same way.
  • Snapshot Sights has felt mandatory on Sniper Rifles forever, with this change a Sniper Rifle with Snapshot will feel about the same, but one without Snapshot will feel a lot snappier.
    • Increased ADS animation speed scalar from 0.5 to 0.75 for Special ammo weapons, Primary ammo weapons are unchanged.
  • Opening Shot has felt mandatory on Shotguns forever, in large part because it gives part of its buff as a damage falloff scalar – this isn’t something we like on short-range weapons. You can still feel the range bump with this change unless range is already capped, but it won’t let weapons push completely outside their intended engagement ranges.
    • Removed damage falloff scalar.
    • Increased range stat bonus from +20 to +25.
    • Other stats from this perk are unchanged (+20 aim assist stat, 5% reduced accuracy cone angle, 10% reduced accuracy cone growth).
  • Full Choke has been the go-to magazine perk forever (justified or not) – with this change other magazine options should be competitive.
    • Increased spread angle scale from 0.95 to 0.9625 (i.e., narrows the spread a little less).
  • Smoothbore has always felt like an awkward magazine perk, so we’re buffing it a little.
    • Reduced spread angle scale from 1.1 to 1.075 (i.e., widens the spread a little less).
  • Desperado is a strong perk in its current form, but we’d like to be able to put it on more weapons without breaking PvP. With this adjustment it’s still strong, has more PvE utility, and can be applied to Pulse Rifle subfamilies aside from High Impact if desired.
    • Increased fire recovery scalar from 0.415 to 0.7 (i.e., doesn’t fire as fast with the perk active).
    • Reduced duration from 7s to 6s, added a timer to the buff text.
    • Removed the PvE damage penalty.
  • Air Assault was shelved a long time ago, but adding the Airborne Effectiveness stat gave us the opportunity to turn it into a perk that actually does what it says on the description. With this change, airborne gunplay while wounded will be much more effective.
    • Rebuilt now grants up to +60 Airborne Effectiveness stat when wounded (same trigger conditions as Eye of the Storm).
  • Mulligan was never quite strong enough to warrant a pick previously, but buffing it would have been risky on Special weapons. With this change, it’s useful on rapid-fire Primary weapons where you don’t expect every shot to hit, occupying a similar role to Triple Tap (but inverted).
    • Increased chance to return ammo on a miss from 20% to 35% on Primary ammo weapons.
    • Unchanged on Special and Heavy ammo weapons.
  • Compulsive Reloader shipped a little weak, with this change you can really feel the reload speed bump.
    • Increased reload stat buff from +40 to +50.
    • Added a 0.95x reload animation scalar.
  • Adagio was allowing for a one-hit body shot kill with slug Shotguns. While this is possible with other perks such as Swashbuckler, the investment required to trigger the perk is much too low for that power bump. With this change a slug Shotgun with Adagio will be less of a monster in PvP, but will still be able to get headshot kills at greater ranges with the perk active.
    • Reduced the damage bonus for Shotguns from 30% to 20%.

Mods 

  • Icarus Grip will now grant the Airborne Effectiveness stat instead of its previous airborne accuracy penalty scalar.
    • Removed airborne accuracy scalar, now grants +15 Airborne Effectiveness stat.
    • Adept Icarus Grip now grants +15 Airborne Effectiveness stat and +5 Handling.

There you have it. This huge list of changes is not the end, though, as the post also detailed some weapons leaving the loot pool for Season 17 and 18:

Leaving loot pools at the beginning of Season 17: 
  • Iron Banner
      • Occluded Finality Sniper Rifle
      • Finite Impactor Hand Cannon
  • Nightfalls
      • The Comedian Shotgun
      • Palindrome Hand Cannon
  • Trials of Osiris
      • Shayura’s Wrath Submachine Gun
      • The Messenger Pulse Rifle
Leaving loot pools at the beginning of Season 18: 
  • Iron Banner
      • Peacebond Sidearm
      • Archon’s Thunder Machine Gun
  • Nightfalls
      • PLUG ONE.1 Fusion Rifle
      • The Hothead Rocket Launcher
  • Trials of Osiris
      • Eye of Sol Sniper Rifle
      • The Summoner Auto Rifle

Destiny 2 Season 17 is coming out on May 24 across platforms. Remember to stay tuned here at MP1st for the patch notes once the update comes out!

Source: Bungie

MP1st Staff

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COD Vanguard & Warzone Season 3 “Classified Arms” Starts Next Week 27

A new season is upon Call of Duty fans, as Activision has finally released new information on COD Vanguard & Warzone Season 3. Titled Classified Arms, the new season is set to arrive on April 26 for Vanguard and 27 for Warzone, and will feature a plethora of new content, cosmetics, and more. Check out the rundown below.

COD Vanguard & Warzone Season 3 Info Overview:

A New Season Declassified — Prepare to Wield Classified Arms

On Caldera, Captain Butcher calls upon three more Operators — S.O.T.F. 008 — to investigate the true impact of previous enemy attacks. After reclaiming the island through tactical, yet somewhat flashy force, these elite Allied soldiers are rewarded with treasure troves of secret prototype weapons.

But these prototypes on the island, let alone their existence, raise a massive question: what kind of threats are these powerful weapons supposed to combat?

A top-secret armory is open for all Operators during Classified Arms, the third season of Call of Duty: Warzone and Vanguard launching on April 27. And they will need all the power they can get their hands on to combat Godzilla and Kong, laying siege to Caldera later in the season with the limited-time event, Operation Monarch.

This new season of content will be available following updates to both games: one for Vanguard on April 26 at 9 AM PT, and one for Warzone on April 27 at 9 AM PT.

New to Warzone

  • Uncover Ancient Secrets, Loadout Items at Dig Site. Get your hands dirty at this new Monarch Point of Interest between the Ruins and Mines to find Supply Boxes and clues of enemies to come.
  • New Offshore Gulag. Escape the Hold, Caldera’s new Gulag. Built by Toys for Bob, this three-lane arena welcomes all combatants to intense duels before redeployment.
  • Prepare for Operation Monarch. Ancient cave paintings, massive skulls, and an otherworldly axe are just some of the odd sightings around Caldera…

New to Vanguard and Warzone

  • Powerful Marksman Rifle and Fast-Firing Assault Rifle Lead New Prototypical Armaments. The M1916 and Nikita AVT, previously classified for even the most elite Operators, will soon be a part of your arsenal. Also: get your hands on a new SMG and Sledgehammer Games’ favorite melee weapon later this season.
  • S.O.T.F. 008 Descends on Caldera. Mateo Hernandez, Florence Carter, and Kim Tae Young make up this new task force. Learn about Captain Butcher’s latest recruits and what they bring to battle during this season.

New to Vanguard

  • Mayhem Map, Trophy System Coming at Launch. Tower over your opponents and a mock city in a new small-sized map, using the Trophy System to defend your squad from incoming projectiles.
  • A New Ranked Season Begins. Begin a new ascent to the Top 250 as you earn new Weapon Blueprints, Camos, Charms, and more in Ranked Play.
  • The Road Ahead for Vanguard Zombies. In addition to 20 new Season Challenges and the introduction of fresh Battle Pass weaponry, Treyarch has shared their plans for the future of Vanguard Zombies.

You can read the complete breakdown of Season 3 and all the perks and features coming with it via the official post.

COD Vanguard is releasing this April 26, and COD Warzone Season 3 is launching this April 27. Stay tuned here at MP1st for the complete patch notes once the update finally comes out!

You can read more about Vanguard and Warzone Season 3 via the official Call of Duty website.

MP1st Staff

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Outriders Worldslayer Info Overview and Preview – Slaying Anomalies

While it’s been a rather long wait, People Can Fly is finally releasing a full-fledged expansion to Outriders! Square Enix invited MP1st to play an early build of the upcoming Outriders Worldslayer expansion, and we’re here to not only deliver a preview of it, but also to share everything we learned from it — all in an easy to read format.

Outriders Worldslayer Expansion Info Overview and Preview:

General Info:

  • Release date is locked for June 30, 2022
  • Won’t be available via Game Pass. Base Outriders game will still be in Game Pass but players who want to play Worldslayer will need to upgrade their game.
  • Players will be able to use their existing characters or jump straight in with a new character using the new Level 30 Boost feature
  • Worldslayer will introduce new gear, weapons armor and mods.
  • Level 30 Character Boost feature included in Worldslayer
  • PAX class tree is a new way to progress your character, and will be a separate class tree from the existing three-branch class tree from the base game.
  • Worldslayer will introduce a new progression system called “Ascension.”
  • Worldslayer expansion suitable for new and veteran players alike.
Story:
  • Introduces a brand-new story campaign that players can jump into even if they haven’t played the original story:
The new story will pit you against one of the first and most powerful Altered, Ereshkigal, who wields a new power no one’s ever seen before. She stands in the way of the Outriders’ continued quest for the survival of humanity, as the planet of Enoch experiences cataclysmic changes caused by the Anomaly. She has her own plans, and only by embracing your Altered power can you even hope to prevail in the greatest battle the Outriders have ever faced.

The campaign will delve deeper into the alien nature of Enoch and the backstory of the world, and we’ve focused on creating a tight campaign experience with greater combat variety and more epic and alien environments.

Weapons and Gear:

  • Each class will be getting two new five-piece Legendary armor sets
  • There will also be new, three-piece armor sets that can be universally equipped by all classes
  • Worldslayer contains almost a hundred new Legendary items in total
  • Legendary and Apocalypse items have increase damage potential and can be modded with up to three slots
  • Increase your Ascension Points of Brutality, Endurance, Prowess and Anomaly with completing Apocalypse Tiers. Apocalypse tiers will be encountered in any section of the game including vanilla.
  • Apocalypse Gear can only be earned via drops

Gameplay and Misc.

  • Ancient City of Tarya Gratar features new horrors and obtains incredible loot in the endgame Expeditions.
  • Worldslayer will contain a new campaign story, higher gear level caps, new gear, new difficulty mode and a massive new endgame.
  • New and powerful Altered enemy called Ereshkigal. She has her own plans of what should happen on the planet Enoch. One of the fiercest battles Outriders players will face. 
  • Brand new campaign will delve deeper into the alien presence of Enoch and the general backstory of the world. A tighter campaign experience with greater variety and more environmental features.
  • Brand new way to progress your character with a system called PAX tree. A separate class tree from the already existing three, unlocks at level 30. PAX tree helps evolve your classes in Outriders with better performance. 
  • Max Apocalypse Tier you can unlock without owning Worldslayer is Tier 15. Similar to a Max Gear Level of 50 as well Challenge Tier 15 in vanilla. When you reach Apocalypse Tier 40, your Max Gear Level is 75, which is the new gear level cap.

Outriders pax skill tree

Gameplay Hands-On Impressions:

Right off the bat, we were dropped into an intense fight with a Snow Behemoth that is attempting to break free from its imprisoned shankles. This was the first time I got to experience the Apocalypse Tier 2 difficulty, which definitely put up a challenge, though not too aggressive like the higher tier versions. While playing, I couldn’t help but get a feeling of awe as the new snowy environment featured in Worldslayer were a sight to behold. Later on in the demo we also explored a village that dripped in dreariness as rain heavily poured on it. Definitely some variation in the environment, so for those worried that this expansion would focus on a single location, you’ll be glad to know that isn’t the case.

After some more exploring we ended up in Rift Town which allowed us to take a closer look at all of the brand new loot and upgrade paths available in Worldslayer. In the build I played, there was some tinkering done so I could have access to all of the new features. For those who played the base version of Outriders, Worldslayer should scratch that itch of going after a specific loot, as well as figuring out which is the optimal class to plow through wave of enemies the fastest.

Near the end of the playthrough, we encountered a very difficult to fight Fisherman boss, that without my teammates’ help, I would have never survived fighting on my own. This was on Ascension level 4 and Apocalypse Tier 2. After a few minutes of back and forth we were successful in defeating the Fisherman.

Outriders Worldslayer is already shaping up to be a fantastic paid expansion for Outriders and definitely new players and old players will have the time of their life with it for hours to come. Outriders Worldslayer release on June 30th, 2022 for the PC, PS4, PS5, Xbox Series S|X. The expansion is paid and will not be available on Game Pass.

More Outriders Reading:

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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Tiny Tina’s Wonderlands Update 1.05 Out for 1.0.2.0A and Adds New Stuff This April 21

Gearbox Software has released the Tiny Tina’s Wonderlands update 1.05 (PS5 version 1.005), which is called version 1.02.0A by the devs! This adds Coiled Captors support, increase in Chaos Tiers and more! Read on for teh Tiny Tina’s Wonderlands April 21 patch notes.

Tiny Tina’s Wonderlands Update 1.05 Patch Notes | Tiny Tina’s Wonderlands Update 1.005 Patch Notes | Tinay Tina’s Wonderlands April 21 Patch Notes | Tiny Tina’s Wonderlands 1.02.0A Patch Notes:

This downloadable update will include support for the first Content Drop from the Season Pass and various bug fixes and performance improvements. Vesper is awaiting the audience of Fatemakers; find her in the Dreamveil Overlook.

In addition to this support, some changes have been made that we wanted to give special mention to based on feedback from the community:

  • Lucky Dice are now tracked per profile instead of per character. Players will need to load and save their Fatemaker to apply the progression to their profile if created before this update.
  • Fatemakers can now rename their pets and character at Quick Change Stations.
  • Chaos Tiers can now go up to level 35.
  • Primordial gear will now appear starting at Chaos Tier 35.
  • Enemy waves in the Chaos Chamber‘s Endless Dungeon have been allowed to start sooner to give Fatemakers more targets at once.
  • Moon Orb currency has been adjusted. Fatemakers were very quickly able to re-roll Enchantments to the point that the cost would be more than the maximum Moon Orbs they could hold. The grind for Moon Orbs was also slower than intended as the best way to get them was to farm bosses in the Chaos Chamber.
    • The Moon Orbs that a Fatemaker can hold has increased from 4,000 to 16,000.
    • Single Moon Orb drops are now worth 20 instead of 10. Moon Orb stacks are worth 80 instead of 40. Due to these changes, Moon Orb stacks are now slightly less likely to drop versus Single Orbs.
    • The final chest in the Chaos Chamber’s Endless Dungeon will now drop 14 Moon Orb Stacks.
    • Re-roll cost now accounts for the rarity of the gear, with Legendaries being more expensive to re-roll.
    • The cost to re-roll will stop increasing after 4000 Moon Orbs, allowing Fatemakers to continuously re-roll their gear.

Fixed various reported rare crashes, including those related to:

  • Loading into or out of Wargtooth Shallows while in co-op
  • Occasionally using spells during “Enter Fearamid”
  • Selecting “Quit to Title Screen” after accepting a co-op request
  • Occasionally looking for a player that is not found in SHiFT
  • Alt-tabbing out of the Enchantment Re-rolling/Menu
  • Missing replicated information
  • [Console] Torgue’s Title Card being too powerful for split-screen co-op
  • [Console] Starting in-game cinematics during split-screen co-op
  • [Console] Long play sessions
  • [Xbox Only] Entering a Random Encounter while in multiplayer

Addressed the following reported concerns:

  • Some players could not connect to the game without linking accounts
  • Occasionally the intro would not play and Fatemakers were left at the table alone
  • Leaving a run in Chaos Chamber and starting a Featured Run could sometimes cause a blocker
  • Fatemakers would occasionally run into a blocker when transitioning during “Enter the Godswell”
  • The Badass enemy during “Knife to Meet You” would sometimes be too scared to spawn and Fatemakers could not progress
  • Fatemakers could sometimes become stuck if a cutscene started while in the Lobby menus
  • Quitting from the pause menu would sometimes create an extra invalid save game
  • Loot Luck UI would sometimes appear to fluctuate inconsistently when Fatemakers joined and left a co-op session repeatedly
  • Luck would sometimes appear to not update when doing activities to increase it. This was only a visual bug
  • Shrine buffs would occasionally not persist after save/load
  • Backpack would occasionally show the wrong icons for gear, or not show icons or information entirely
  • Party members, including companions, would not reliably show health and occasionally appeared dead on the UI when they were not
  • Mission logs and active quests would occasionally disappear
  • Health and Wards would occasionally appear to not change after switching to solo play from split screen
  • Myth Rank didn’t have an obvious indicator of where points could be added. The Myth Rank menu will now open in the category that the player can level up.
  • Rune Puzzle timers would not stop correctly for all Fatemakers in co-op
  • Dragon Lord would be shown as being in the Immune state when he wasn’t
  • Archer Skeletons and Zombies were occasionally using invisible bows to attack in multiplayer
  • Death Rattler’s projectile attacks would occasionally not show FX for all co-op players
  • Some players would not see Brr-zerker or Clawbringer action skill weapons during co-op
  • Spore Warden’s “Blizzard” action skill and Graveborn’s “Dire Sacrifice” action skill would be unable to deal critical hits
  • The UI would occasionally not update after Graveborn would spec into “Faithful Thralls”
  • Graveborn’s Demi-Lich would incorrectly bless some Fatemakers with invulnerability at 1 Health
  • Spellshot “Double Knot” passive ability would not deal the correct amount of bonus damage
  • Stabbomancer “Ghost Blade” was not properly updating damage when a melee weapon was unequipped
  • Miasmatic Enchantment for Stabbomancer would not deal the proper damage per Nova
  • Bread Slicer has too many particle effects that reduce performance. We have decreased the fire rate but increased the weapon’s damage to keep the DPS the same
  • Mistrial of the Goul was carrying AMP effects over to other equipped weapons unintentionally
  • Weapons would fire in the wrong mode after switching weapons and quickly switching gun firing modes
  • Fatemakers were occasionally unable to use Skuldugger weapons if dropped during the cooldown animation
  • Heat gauge would not appear on “Manual Transmission” assault rifle, making it hard to see when to shift gears
  • Buffmeister would calculate bonus damage incorrectly while equipped as Spellshot’s secondary spell
  • The Wyrdweaver Ensnaring Eruption spell is causing reduced performance for players. As a result of the instability, we have pulled it from the drop pools.
  • Wyrdweaver Arc Torrent, Wyrdweaver Dancing Arc Torrent, and Wyrdweaver Cloudburst Arc Torrent can no longer roll with +1 projectile. This does not affect existing copies of the spell. The Extra Projectile mod never functioned with these spells to begin with.
  • Wyrdweaver Bonding Arc Torrent can now roll with an Extra Projectile mod. This does not affect existing copies of the spell
  • Throwing a Throwable Hole into a singularity would not properly increase the damage
  • Spells would continue to cast while the game was paused
  • Arken Spells were unintentionally recharging action skills when an Acton Skill Cooldown item was equipped
  • Switching between Turtle Wards would cause a visual bug where appeared that the Fatemaker would return their base health
  • “Action Skill Active” enchantments would continue to persist for an additional period of time after activating
  • Gear would occasionally drop above the maximum player level
  • Some Gear would continue to appear locked once a player reached the level to equip it
  • Some Fatemakers would be unable to equip a Ring after completing “Hard Day’s Knight” if one was in their backpack
  • Fatemakers would experience temporary issues in Overworld after playing co-op if a player declined to “Fast Forward”
  • The “Save Your Soul” prompt would appear in the Overworld if a player took enough damage before transitioning in co-op play
  • Certain Overworld characters would sometimes not spawn
  • No obvious feedback for not being able to use the ping or photomode options in Overworld. We added a lock icon to those options in the Radial Wheel.
  • Puddles of water were becoming too spicy when being shot by an elemental weapon with the relevant modifier
  • Only one sacred ground was present in Chaos Chamber’s Endless Dungeon with the relevant side-objective. Fatemakers should now see two.
  • Melee bonus objectives in the Chaos Chamber Endless Dungeon would occasionally persist into the next room
  • Fatemakers were able to repeat Chaos Trial Level 20, which was not intended
  • Occasionally Queen Butt Stallion would continue to stand around if a Fatemaker reconnected to the game after her Buff was claimed
  • The Desert Aspect Boss would appear invisible or as a purple light to Fatemakers joining a game mid-fight
  • Chaos Chamber was showing as the only matchmaking option in the Social Menu
  • Fatemakers could quit Chaos Chamber from the menu while in multiplayer. We added a countdown timer for all players
  • A visual bug was causing Chaos Chamber blessings and curses to appear duplicated in the UI
  • Travel countdowns would not consistently display for all Fatemakers in Chaos Chamber
  • Countdown timer would not appear during item trading
  • Fatemakers in co-op were occasionally unable to “Sell All Junk” twice in a row at the ‘Mystical Magicks’ vending machine
  • SHiFT display name would occasionally not update after renaming
  • “Connect to LAN” option would occasionally fail to function in the LAN menu
  • Players would occasionally not be notified that a player joins or disconnects from a co-op session
  • In-Game Mail wasn’t showing a preview of the gifted item
  • A visual bug was occasionally causing currencies to show as zero when joining another player in co-op
  • No audio cue when purchasing from vending machines. We added one.
  • Badass Brigands would be too scared to say their VO lines in combat
  • Chumberlee would occasionally also be too intimidated to say their VO lines in combat
  • Droll the Troll would not make a sound while vomiting
  • Claptrap would occasionally be invisible to some Fatemakers
  • Custom waypoint would occasionally not appear in-world
  • Custom waypoints were occasionally appearing giant and unhelpful on the mini-map
  • Backpack slots would not appear to increase when purchasing a Backpack SDU
  • A “+” sign would show on stats that have “-” symbols
  • Dragon Lord would prevent his subtitles from appearing in cutscenes
  • Pineapple barrels would sometimes not show for all Fatemakers in co-op
  • Amulets have been painted. They’re no longer without textures
  • [Console] Players in split-screen would sometimes control each others’ UI
  • [Console] Players would only see an abbreviated item card in split screen
  • [Console] Scaled down the Health Bar, XP Bar, and Action Skills in 3 and 4 player split screen for better combat visibility
  • [Console] Split screen players were unable to view the Visual Options Menu
  • [Xbox Only] Audio sometimes desyncing from the animation in the opening cinematic
  • [Xbox Only] Players sometimes getting stuck in a sign-in loop
  • Various telemetry improvements
  • Various audio changes and adjustments
  • Various UI adjustments and improvements
  • Various performance and stability improvements
  • … and more!

Weekly Rotations:

Weekly Event! This in-game, limited-time mini-event will be active from April 21 to April 28 at 9:00 AM PT.

  • Activated the In-Game Mini Event: Cosmetics Collectors
    • Increased the chances for cosmetics to drop from bosses especially head and face gear and armor colors! Don’t worry, these drops have no impact on drop rate for other gear!

The Chaos Chamber‘s Featured Run has been updated! The Leaderboard have been reset. Will you top the charts this week?

Featured Runs are available in the Chaos Chamber after you’ve completed the main story, and rotate weekly every Thursday at 9:00 AM PT. They’re the same for all players, so jump in and see how your run went compared to other Fatemakers!

  • This run features Llance and the Frost King. We’ll let you figure out who the two bosses are this week! Get ready to take on a new extended run in the Chaos Chamber!

Change Notes:

  • Patched some holes in the rocks of Mount Craw
  • Allowed Dragon Lord‘s Spectral Wyvern to regen Dragon Lord’s shield in Chao’s Chamber’s Endless Dungeon.
  • Ice Spike Spell has been adjusted to deal damage to individual targets once per cast, but now shouldn’t stop other Ice Spikes from doing damage.
  • Fixed an issue where Zomboss’ minions sometimes weren’t showing up for the fight.

Class Adjustments:

Brr-Zerker

  • Increased Dreadwind’s damage as it scales with higher levels by 28%
  • Addressed a UI concern with the Dreadwind Melee Frequency appearing incorrectly on the HUD

Clawbringer

  • Increased the damage radius of Cleansing Flame’s melee damage
  • Removed the cooldown on the Storm Smite skill
  • Increased Storm Smite’s damage as it scales with higher levels by 50%
  • Improved targeting for Storm Smite
  • Removed Storm Smite’s delay between the puddle and lightning bolt spawning
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Alex Co

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

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Bruce Campbell Hosts Evil Dead The Game Preview Session Alongside Fans

In a thrilling hands-on, Bruce Campbell, Ash Williams himself, has hosted an Evil Dead The Game preview session alongside his son and several hardcore Evil Dead fans! What follows is a hilarity-filled 10 minutes that features Campbell sitting in a throne looking over a round of Evil Dead The Game. Check it out below.

Packed with commentary from Bruce and hilarious banter all around, the session showcases a number of elements from Evil Dead: The Game, including character selection, team mechanics, Demon gameplay (including traps and possession), beautifully brutal finishing moves, the game’s Fear mechanic – including Screamer jump scares – and much more.

It would’ve been nicer to see Bruce Campbell play as himself, but him offering commentary over the Evil Dead the Game gameplay is in itself very entertaining as well.

In case you missed it, the PS5 file size and preload date for Evil Dead The Game was also revealed a few days ago, with the asymmetrical multiplayer title coming in at less than 5GB for the platform. Check out the full article here.

Evil Dead The Game is releasing for consoles and PC this May 13.

MP1st Staff

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Outriders Worldslayer Gameplay (No Commentary)

As part of our exciting exclusive for the upcoming expansion, here is the Outriders Worldslayer gameplay video, featuring 10 minutes of raw footage of the game in action! Check it out below.

The footage comes from our hands-on session for the upcoming DLC, as Square Enix graciously invited us for a preview of Outriders Worldslayer! As for what’s coming in this latest expansion, below is a short rundown of two important aspects coming to the game:

  • Outriders Level 30 Character Boost Feature: Worldslayer will allow players to carry over their existing characters, or create entirely new characters that can be boosted to level 30 and which have appropriate guns and gear to take on Worldslayer content. This level 30 boost can be used as many times as you want, by both new players and veterans who may want to start a new class. If you do use the Level 30 Boost, you can also still access all the previous content from the original game through the timeline feature, which will all scale to your level.
  • Outriders Worldslayer New Guns and Gear: Worldslayer introduces tons of new gear, both weapons and armor, as well as exciting new mods. Each class will be getting two new 5-piece Legendary armour sets, and there will also be new 3-piece Legendary armor sets, which will be universally equippable for all classes. Worldslayer contains almost a hundred new Legendary items in total, across weapons and armor pieces, and they all have new and unique mods with gameplay altering abilities.

Outriders Worldslayer is coming to consoles and PC this June 30, 2022. Stay tuned here at MP1st for more information as it drops!

Check out more of our coverage of Outriders Worldslayer below:

MP1st Staff

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Outriders Worldslayer to Feature New PAX Skill Tree and “Ascension” Progression – Here’s How They Work

While Outriders’ upcoming Wordslayer expansion is set to introduce a new campaign, new weapons and armor, there are also other stuff incoming that will shake up how gamers play their characters. One of the new features set to be introduced are the Outriders PAX skill tree, and a new “Ascension” progression!

Thanks to Square Enix, MP1st was invited to an early, invite-only event for Worldslayer wherein the devs explained the PAX skill tree alongside a lot of other new stuff coming to the looter shooter.

Outriders PAX Skill Tree:

The PAX Class Tree Gives Your Class New Options

Worldslayer introduces a new way to progress your character: the PAX tree is a separate class tree from the existing three-branch class tree you may be familiar with from the original game, and unlocks at level 30 after you start the Worldslayer content.

It will require its own PAX Points to activate the nodes in it. You’ll get these PAX Points from completing key Worldslayer content milestones.

Just like the original class trees, the PAX tree can be freely respecced at no cost.

The PAX tree will further evolve the existing classes in Outriders, essentially granting you sub-class specialisations that broaden the horizons of your class. Each node in the PAX tree is equivalent to the major nodes in the original class trees, so every choice you make in the PAX tree will be impactful to the performance of your Outrider.

Here’s a look at the PAX skill trees of all four classes:

Trickers PAX Skill Tree:

Devastator PAX Skill Tree:

Pyromancer PAX Skill Tree:

Technomancer PAX Skill Tree:

In addition to the Outriders PAX skill tree incoming with Worldslayer, there’s also the new “Ascension” progression as well.

Outriders Ascension Progression Overview:

Ascension Points Allows For Long Term Progression of Your Character

Worldslayer introduces a new progression system called Ascension. Ascension Levels are acquired through battle experience and the system is intended to reward players who plan to spend time hundreds of hours in the game. Even if you maybe didn’t get that piece of loot you wanted this run, you still got stronger from it.

Ascension is only available at level 30, and only if you have Worldslayer installed. XP earned after hitting level 30 goes towards your Ascension Level, which will reward Ascension Points.

You can then invest these points into different aspects of your character abilities: Brutality, Endurance, Prowess or Anomaly. Each of those categories have 5 options to invest in, including things like better armor, more HP, higher critical attack rates and so on.

There are a total of 200 Ascension Points to get, and getting all 200 of them will take hundreds of hours.

Outriders Worldslayer will be out this June 30, and will feature a Level 30 Boost feature for players, and has been confirmed to feature close to a hundred new Legendary items. Stay tuned for more Outriders coverage here on MP1st!

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Alex Co

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

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Outriders Worldslayer Apocalypse Tiers Explained, New Endgame to Be Introduced

If you’re tired of runnning through Expeditions in Outriders and want a new challenge, rejoice! People Can Fly has just the thing. Coming with the Worldslayer expansion this June are the Outriders Apocalypse Tiers, and there’s also confirmation that a new type of endgame is inbound too!

Thanks to an invite-only event for Worldslayer that MP1st was invited to, we managed to get our first details on the Apocalypse Tiers, and news on the new endgame set to be introduced in the expansion.

Outriders Apocalypse Tiers and New Endgame Info:

Apocalypse Loot Introduces a New Gear Type With a Third Mod Slot

When you are playing on Apocalypse Tier difficulty levels, you have a chance to get Apocalypse Gear variants to drop.

Apocalypse Gear pieces are variants of Epic and Legendary gear in the game, and have a third mod slot available.

Apocalypse Gear can only be earned through drops, it cannot be crafted. The third Apocalypse mod slot cannot be edited, so finding an Apocalypse variant of a powerful Legendary with a strong mod in the Apocalypse slot will be key to unlocking maximum power for your Outrider.

As for the new Outriders endgame, People Can Fly won’t give specific details just yet, though they did share that it will take players to the city of Tarya Gratar!

Outriders New Endgame for Worldslayer:

The Campaign in Worldslayer will take you to the ancient city of Tarya Gratar, the cradle of PAX civilization. This is where the Trial of Tarya Gratar awaits you.

This is a completely new type of endgame, entirely different from the Expeditions experience.

More details regarding the new endgame content will be shared this “summer” according to the studio.

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Alex Co

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

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Outriders Worldslayer Expansion Release Date Set for June 30; Will Introduce Level 30 Boost Feature & Close to 100 New Legendary Items

Those looking forward to more Outriders content, we have good news for you! Square Enix has finally revealed the Outriders Wordslayer expansion release date and it’s set for June 30, 2022 on all platforms!

This was shared to us by Square Enix during an invite-only hands-on session for the DLC, where developers People Can Fly has also shared details on a Level 30 Boost feature for players, so they immediately jump into the new content with a new class if they so wish (or for new players that just want to play the DLC with friends ASAP). Here’s how it works straight from the devs:

Outriders Level 30 Character Boost Feature:

Worldslayer will allow players to carry over their existing characters, or create entirely new characters that can be boosted to level 30 and which have appropriate guns and gear to take on Worldslayer content. This level 30 boost can be used as many times as you want, by both new players and veterans who may want to start a new class.

If you do use the Level 30 Boost, you can also still access all the previous content from the original game through the timeline feature, which will all scale to your level.

For those interested in new guns, armor and the sort, you’ll have loads to collect in Worldslayer, as there are close to a hundred new Legendary items in the DLC, which range from new weapons, mods and more!

Outriders Worldslayer New Guns and Gear:

Worldslayer introduces tons of new gear, both weapons and armor, as well as exciting new mods. Each class will be getting two new 5-piece Legendary armour sets, and there will also be new 3-piece Legendary armor sets, which will be universally equippable for all classes.

Worldslayer contains almost a hundred new Legendary items in total, across weapons and armor pieces, and they all have new and unique mods with gameplay altering abilities.

If you haven’t played Outriders yet, go read our review to see why it’s a worthy addition to the third-person looter shooter genre! Especially now that it has undergone a number of significant improvements.

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Alex Co

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

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Call of Duty Warzone Operation Monarch Trailer Gives Us a Peek at Godzilla and Kong

As expected given yesterday’s leak, Activision has officially announced Call of Duty Warzone Operation Monarch! Set to start this May 11, the Warzone Operation Monarch trailer gives us a peek at Godzilla and King Kong, who are both rampaging through the game!

I am very, very curious how these two will integrate into the multiplayer experience. I mean, who wouldn’t want to take on these two behemoths with other players, no? Once we know more, we’ll be sure to let our readers know.

Stay tuned for more details regarding these two monsters, as I’m sure Activision will be releasing more trailers and teases to hype the event even more.

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Alex Co

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

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Madden 22 Update 1.014 Out for Improvements and More for Next-Gen This April 21

EA has released the Madden 22 update 1.014 patch for both last-gen and next-gen platforms. This patch adds new Scenarios in Franchise, addresses the “Red Route” issue, and a lot more. Read on for the Madden 22 next-gen April 21 patch notes.

Madden 22 Update 1.014 | Madden 22 Next-Gen (PS5, Xbox Series X|S) Patch Notes:

Madden NFL 22 (Xbox Series X|S & PS5)

Key Highlights:

  • New Scenarios added to Franchise
  • Increase to unlock percentage for Scouting
  • Additional Goals added for Franchise Staff
  • “Red Route” WR Screen issue addressed

Gameplay Updates: 

  • General Stability Fixes
  • Fixed an issue with Play Art taking too long to update when flipping a play
  • Fixed the Red Route WR Screen issue that was causing coverage defenders to crash and attack the QB as soon as he left the pocket.
    • DEV NOTE: This issue was caused by logic that would have defenders break to defend a scrambling QB during a WR Screen play call. Now the defense will react appropriately and stay back in coverage when a Smoke Screen Hot Route is used on any passing play.

Franchise Updates:

  • Fixed a draft issue where users were unable to select a player on their turn for both solo and multiplayer Franchise leagues.
  • Scouting Tuning:
    • The General Scouting portion of scouting now provides a 10% unlock of information for prospects
    • Increased the Tier Bonus for scouts:
      • Tier 1 Scouts 2% > 5%
      • Tier 2 Scouts 5% > 15%
      • Tier 3 Scotus 10% > 25%
  • Scenario Updates:
    • X-Factor Hot Streak: The X-Factor Hot Streak scenario occurs when facing an X-Factor defender coming off a big game in the previous week. Depending on the position of the player, you will be tasked with slowing them down in different statistical categories and extinguishing the fire. To make matters more challenging, when this scenario occurs, the player will start the game with their X-Factor activated meaning you’ll need to direct attention to them immediately or risk them wrecking your game early. But if you manage to keep them in check, you’ll be able to earn rewards that can be anything from XP to temporary boosts as well as staff points.
    • Team Turmoil: The Team Turmoil scenario emulates growing frustrations between a thriving offense and struggling defense. If you find yourself on a losing streak with one of the league’s best offenses while also fielding one of the league’s lowest ranking defenses, you may find yourself at a crossroads and having to answer questions about a divide in the locker room. This will provide your defense with the opportunity to step up and quell some of the frustrations in the locker room. But beware as another poor performance from the defense could send the whole team spiraling and looking for answers.
    • Unstoppable Force: How do you stop the vaunted “Unstoppable Force?” That’s what you’ll be tasked with tackling when facing one of the league’s best offenses coming off a strong performance in their previous game. Formulate a gameplan around creating constant pressure, stuffing the run, or creating turnovers and take that challenge into your game that week for the opportunity to provide your defense with a momentum boost moving forward.
    • Weak Link: The Weak Link scenario fires when your team has made the playoffs despite fielding one of the league’s worst defensive units. The media will question not only your ability to make a deep playoff run but also your ability to even win a playoff game. Similar to the Unstoppable Force scenario, you’ll be tasked with how you need your defense to step up that week and based on the results of the game and their success, you have the opportunity to build momentum to help you make a Super Bowl run.
    • Bye Week: We’ve updated our Bye Week scenario from text messages to modular cinematics with all new choices and impacts. During your bye week, you’ll be asked how your team is handling the week off. You’ll be posed with choices of taking a team bonding retreat to build team chemistry, self-scouting to identify weaknesses to correct coming out of the bye or continuing to grind through the week to help with the development of your players. Each choice comes with a different positive and negative effect and as the coach, it’s on you to decide what your team needs and how to put them in the best position to succeed in the stretch run of the season.
  • Goal Updates:
    • Added Score 30 Points or More Head Coach Goal
    • Added Hold Opponent to Under 17 Points Head Coach Goal
    • Added Score 2 Offensive Touchdowns Offensive Coordinator Goal
    • Added Score 21 Points or More Offensive Coordinator Goal
    • Added Get 2 Turnovers Defensive Coordinator Goal
    • Added Allow 275 Pass Yards or Less Defensive Coordinator Goal

Source: EA

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Alex Co

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

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Madden 22 Update 2.08 Adds New Scenarios and Other Improvements This April 21

EA has released Madden 22 update 2.08 that adds new Scenarios in Franchise mode, an increase to unlock percentage in Scouting and more! Same as before, this patch is out on both next-gen and last-gen platforms. Read on for the Madden 22 April 21 patch notes.

Madden 22 Update 2.08 Patch Notes | Madden 22 April 21 Patch Notes:

Madden NFL 22 (Xbox One, PS4, PC, Stadia)

Key Highlights:

  • New Scenarios added to Franchise
  • Increase to unlock percentage for Scouting
  • Additional Goals added for Franchise Staff

Franchise Updates:

  • Fixed a draft issue where users were unable to select a player on their turn for both solo and multiplayer Franchise leagues.
  • Scouting Tuning:
    • The General Scouting portion of scouting now provides a 10% unlock of information for prospects
    • Increased the Tier Bonus for scouts:
      • Tier 1 Scouts 2% > 5%
      • Tier 2 Scouts 5% > 15%
      • Tier 3 Scotus 10% > 25%
  • Scenario Updates:
    • X-Factor Hot Streak: The X-Factor Hot Streak scenario occurs when facing an X-Factor defender coming off a big game in the previous week. Depending on the position of the player, you will be tasked with slowing them down in different statistical categories and extinguishing the fire. To make matters more challenging, when this scenario occurs, the player will start the game with their X-Factor activated meaning you’ll need to direct attention to them immediately or risk them wrecking your game early. But if you manage to keep them in check, you’ll be able to earn rewards that can be anything from XP to temporary boosts as well as staff points.
    • Team Turmoil: The Team Turmoil scenario emulates growing frustrations between a thriving offense and struggling defense. If you find yourself on a losing streak with one of the league’s best offenses while also fielding one of the league’s lowest ranking defenses, you may find yourself at a crossroads and having to answer questions about a divide in the locker room. This will provide your defense with the opportunity to step up and quell some of the frustrations in the locker room. But beware as another poor performance from the defense could send the whole team spiraling and looking for answers.
    • Unstoppable Force: How do you stop the vaunted “Unstoppable Force?” That’s what you’ll be tasked with tackling when facing one of the league’s best offenses coming off a strong performance in their previous game. Formulate a gameplan around creating constant pressure, stuffing the run, or creating turnovers and take that challenge into your game that week for the opportunity to provide your defense with a momentum boost moving forward.
    • Weak Link: The Weak Link scenario fires when your team has made the playoffs despite fielding one of the league’s worst defensive units. The media will question not only your ability to make a deep playoff run but also your ability to even win a playoff game. Similar to the Unstoppable Force scenario, you’ll be tasked with how you need your defense to step up that week and based on the results of the game and their success, you have the opportunity to build momentum to help you make a Super Bowl run.
    • Bye Week: We’ve updated our Bye Week scenario from text messages to modular cinematics with all new choices and impacts. During your bye week, you’ll be asked how your team is handling the week off. You’ll be posed with choices of taking a team bonding retreat to build team chemistry, self-scouting to identify weaknesses to correct coming out of the bye or continuing to grind through the week to help with the development of your players. Each choice comes with a different positive and negative effect and as the coach, it’s on you to decide what your team needs and how to put them in the best position to succeed in the stretch run of the season.
  • Goal Updates:
    • Added Score 30 Points or More Head Coach Goal
    • Added Hold Opponent to Under 17 Points Head Coach Goal
    • Added Score 2 Offensive Touchdowns Offensive Coordinator Goal
    • Added Score 21 Points or More Offensive Coordinator Goal
    • Added Get 2 Turnovers Defensive Coordinator Goal
    • Added Allow 275 Pass Yards or Less Defensive Coordinator Goal

Source: EA

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Alex Co

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

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Klonoa Phantasy Reverie Series Release Date Set for July 8 on Consoles and PC

Besides the earlier announcement for Nintendo Switch, Bandai Namco has dated the Klonoa Phantasy Reverie Series release date for July 8 across PlayStation and Xbox consoles as well as on PC via Steam. Check out more on the announcement below as well as a trailer for the classic collection.

https://youtu.be/fVvjFTDuIDw

The Klonoa Phantasy Reverie Series includes two titles: “Klonoa: Door to Phantomile” and “Klonoa 2: Lunatea’s Veil,” both fully remastered for old and new fans alike. If you’re wondering what exactly this game is, here is a short desciption via Bandai Namco:

Released initially in 1997 by Namco, Klonoa is a side-scrolling platformer featuring a colorful character roster and vibrant game world, it’s up to you as Klonoa to embark on a journey to save Phantomile.

The two games featured renewed, revamped graphics, while keeping the classiic gameplay fuully intact. However, one welcome addition this time around is the additon of adjustable difficulty level, allowing players of varying degree enjoy it according to their own preference.

The release date for Klonoa Phantasy Reverie Series is set on July 8 for both consoles and PC. You can pre-order it now via the official site here.

MP1st Staff

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F1 22 Trailer Reveal; Dual Entitlement, PC Specs Detailed

With the countdown finally over, we now have our first look at the official F1 22 trailer reveal, showcasing the next generation of the popular racing series. Check out the trailer below, as well as the details for its dual entitlement program on consoles as well as the necessary PC specs to run the game on the platform.

Enter the new era of Formula 1® in EA SPORTS™ F1® 22, the official videogame of the 2022 FIA Formula One World Championship™. Take your seat for a new season as redesigned cars and overhauled rules redefine race day, test your skills around the new Miami International Autodrome, and get a taste of the glitz and glamour in F1® Life. Race the stunning new cars of the Formula 1® 2022 season with the authentic lineup of all 20 drivers and 10 teams, and take control of your race experience with new immersive or cinematic race sequences.

Create a team and take them to the front of the grid with new depth in the acclaimed My Team career mode, race head-to-head in split-screen or multiplayer, or change the pace by taking supercars from some of the sport’s biggest names to the track in our all new Pirelli Hot Laps feature.

Besides the trailer reveal, here are some more details on F1 22:

F1 22 Dual Entitlement

What does Dual Entitlement mean?

Dual Entitlement means you can upgrade your copy of the F1® 22 Champions Edition from PlayStation 4 to PlayStation 5, or Xbox One to Xbox Series X|S at no additional cost.

Simply put, it gives you access to the game on both PlayStation 4 and PlayStation 5, or Xbox One and Xbox Series X|S.

When does F1® 22 launch?

F1® 22 worldwide release date is on July 1st, 2022. Pre-ordering the F1® 22 Champions Edition gives you up to three days’ early access which will enable you to play from June 28th, 2022.

Does everyone get Dual Entitlement with the purchase of F1® 22?

Dual Entitlement is only available with the purchase of the F1® 22 Champions Edition. The Standard Edition of F1® 22 does not include Dual Entitlement.

That means if you purchase F1® 22 Standard Edition on PS4 and upgrade to PS5 later, you would need to purchase the PS5 version of the game to play.

How do I make sure I benefit from Dual Entitlement on my PlayStation 5 or Xbox Series X|S?

If you buy the F1® 22 Champions Edition and start playing on PlayStation 4 or Xbox One, you’ll be able to upgrade your copy once you have the corresponding next generation console (PlayStation 4 to PlayStation 5, or Xbox One to Xbox Series X|S) by downloading it to your new console.

What if I upgrade from PlayStation 4 to Xbox Series X|S, or Xbox One to PlayStation 5?

The Dual Entitlement upgrade is only available when you upgrade from PlayStation 4 to PlayStation 5, or Xbox One to Xbox Series X|S.

Do I have to purchase F1® 22 digitally to benefit from Dual Entitlement?

Yes, you will need to purchase the F1® 22 Champions Edition which is only available digitally to take advantage of the Dual Entitlement offer.

Once I upgrade can I go back to PlayStation 4 or Xbox One?

Yes, you’ll be able to play F1® 22 on PlayStation 4 or Xbox One after taking advantage of the Dual Entitlement offer.

Can I play the PlayStation 4 version of F1® 22 on my PlayStation 5, or the Xbox One version on my Xbox Series X|S?

Yes, you can download and play the PlayStation 4 version of F1® 22 on your PlayStation 5, and the Xbox One version of F1® 22 on your Xbox Series X|S.

Does Dual Entitlement give me access to both the PlayStation 4 and PlayStation 5 versions of F1® 22, or both the Xbox One and Xbox Series X|S versions of F1® 22?

Yes, with Dual Entitlement you’ll be able to access and play both the PlayStation 4 and PlayStation 5 version of F1® 22 on your PlayStation 5, or both the Xbox One and Xbox Series X|S version of F1® 22 on your Xbox Series X|S.

You can switch back and forth between each version of the game, providing they are both installed on your PlayStation 5 or Xbox Series X|S.

Will PlayStation 5 players be able to match up and play against PlayStation 4 players? What about Xbox Series X|S players with Xbox One?

You will be able to match up with and against other players based on the version of F1® 22 that you are playing.

If you are playing the PlayStation 4 version of F1® 22 you will be able to match up and play with and against other players who are playing on the same version of F1® 22, regardless of whether they are playing on PlayStation 4 or PlayStation 5. The same is true for the Xbox One version of F1® 22, where you will be able to match up and play with and against other players who are playing the same version on Xbox One or Xbox Series X|S.

If you are playing the PlayStation 5 version of F1® 22, you will only be able to match up with and play against other players who are playing the PlayStation 5 version. The same is true for the Xbox Series X|S version of F1® 22, where only players on Xbox Series X|S will be able to play with each other.

Will my pre-order content from PlayStation 4 or Xbox One carry over to PlayStation 5 or Xbox Series X|S?

If you redeem pre-order content in F1® 22 on PlayStation 4 you will continue to be able to receive and access that content, when using the same account, in F1® 22 on PlayStation 5. If you pre-ordered F1® 22 on PlayStation 4, but waited to play the game first on PlayStation 5, you will still receive the content on the applicable account.

If you redeemed pre-order content in F1® 22 on Xbox One, you will continue to be able to receive and access that content, when using the same account, in F1® 22 on Xbox Series X|S. If you pre-ordered F1® 22 on Xbox One, but waited to play the game first on Xbox Series X|S, you will still receive the content on the applicable account.

If you’re on PC, however, here are the necessary specs you’ll need to run the game:

F1 22 Minimum PC Requirements

  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit (Version 1909) | For Ray Tracing: Windows 10 64-bit (Version 2004)
  • Processor: Intel Core i3-2130 or AMD FX 4300
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GTX 1050 Ti or AMD RX 470 | For Ray Tracing: GeForce RTX 2060 or Radeon RX 6700 XT
  • DirectX: Version 12
  • Broadband internet connection required
  • Storage: 80 GB available space
  • Sound Card: DirectX Compatible

F1 22 Recommended PC Requirements

  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit (Version 1909) | For Ray Tracing: Windows 10 64-bit (Version 2004)
  • Processor: Intel Core i5 9600K or AMD Ryzen 5 2600X
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GTX 1660 Ti or AMD RX 590 | For Ray Tracing: GeForce RTX 3070 or Radeon RX 6800
  • DirectX: Version 12
  • Broadband internet connection required
  • Storage: 80 GB available space
  • Sound Card: DirectX Compatible

F1 22 launches on PC and consoles this July 1. Pre-orders are now live across platforms, and you can see the various editions for yourself here.

MP1st Staff

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GTA Online Weekly Update April 21 Reset

Rockstar Games has rolled out the GTA Online weekly update April 21 reset of actvities and discounts! Check out the complete highlights and recap in one handy list below.

GTA Online Weekly Update April 21 Reset:

This week, GTA Online’s Nightclub Owners can enjoy double Popularity on all Promotion Missions, a 50% bonus on Daily Income deposited into Safes, and double the speed of Warehouse Goods Production.

Plenty of other bonuses and discounts await, including:

  • 50% Bonus GTA$ and RP on all MC Sell Missions
  • 50% Bonus Daily Income for Nightclub Owners, plus 2X Popularity on all Promotion Missions, and 2X Warehouse Goods Production Speed
  • Free Clothing and Accessories: Green Square Shades for completing a MC Sell Mission, White Graphic Smoking Jacket for completing a Special Cargo Sell Mission, and White Vom Feur Cap for completing a Gunrunning Sell Mission
  • Free Drinks at open bars at Nightclubs and in the Diamond Casino & Resort
  • Business Discounts: 50% off Bunker Transportation (Caddy 1+2), 40% off Nightclub Security Upgrade, 30% off MC Clubhouses and Executive Office Accommodation
  • 4X GTA$ and RP on Cross the Line Adversary Mode
  • Lucky Wheel Top Prize: The Benefactor Schlagen GT
  • Prize Ride: Earn the Dinka Jester Classic by placing first in a LS Car Meet series race 4 days in a row
  • Test Rides: The Übermacht Revolter, Enus Jubilee, and Vulcar Warrener HKR
  • On PlayStation 5 and Xbox Series X|S: Hao’s Premium Test Ride is The Pfister Astron Custom
  • Vehicle Discounts: 30% off the Übermacht SC1, 40% off the Enus Stafford, Turreted Limo, and Vapid Flash GT, 50% off the Patriot Stretch and Lampadati Tropos Rallye, and 60% off the MTL Pounder Custom
  • Prime Gaming Bonus: Players who connect their Social Club account with Prime Gaming will get a GTA$100K bonus for playing any time this week

DISCOUNTS:

In addition to the vehicles discounted below, feel free to let loose and get carried away with free drinks at open bars at Nightclubs across the city and in The Diamond Casino & Resort.

Vehicles:

  • Übermacht SC1 – 30% off
  • Enus Stafford – 40% off
  • Turreted Limo – 40% off
  • Vapid Flash GT – 40% off
  • Patriot Stretch – 50% off
  • Lampadati Tropos Rallye – 50% off
  • MTL Pounder Custom – 60% off

Tune in next week for the next GTA Online weekly update.

MP1st Staff

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TMNT: Shredder’s Revenge Gameplay Overview Shows Off the Turtles in Action

Dotemu has revealed new footage for the TMNT: Shredder’s Revenge gameplay overview, showing off the Turtles in action, plus finally revealing the game’s release window! Check out the new footage below and see if you can spot the voice actors for the Turtles.

Besides the gameplay overview, Dotemu also confirmed that TMNT: Shredder’s Revenge will include the original voice actors for the Turtles, reprising their roles for this revived classic:

Teenage Mutant Ninja Turtles: Shredder’s Revenge features newly recorded voicework from the original Turtles lineup, with Cam Clarke returning as Leonardo, Townsend Coleman as Michelangelo, Barry Gordon as Donatello, and Rob Paulsen as Raphael. Players will hear their charismatic energy in battle as the Turtles sling quips and their signature phrases and quips, making the action feel even closer to the Saturday morning cartoon magic.

The game is also set to debut on PAX East today, so if you’re in the area you can find the Dotemu booth (booth no. #12043) on the expo hall floor to check out more of TMNT: Shredder’s Revenge.

TMNT: Shredder’s Revenge is releasing for consoles and PC sometime this Summer 2022.

MP1st Staff

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Loopmancer Hands-On Preview – Die to Fight Another Day

While there’s no shortage of rogue-like games on the market, each one offers their own little twist that makes playing and replaying each life worth it. Developer eBrain Studio is taking a stab at it with a new cyberpunk rogue-lite called “Loopmancer.” Thanks to the studio, MP1st got an early chance to go hands-on with a new hack and slash rogue-lite with a detective twist. Here’s how it’s shaping up so far.

Live. Die. Repeat.

As the name of the title suggests, Loopmancer’s story revolves around a police detective named Xiang Zixu who has mysteriously found himself waking up to the same day over and over again. He’s stuck in a loop, and isn’t sure as to how or why, though he suspects it’s tied to the recent disappearance of a news journalist. With what little knowledge he has, he sets out to Dragon City, a futuristic city filled with neo light, and cyberpunk aesthetics in order to investigate and figure out what the hell is going on.

While the premise may seem straightforward, the time that I had with Loopmancer told me enough that this wasn’t going to be just another rogue-lite to flood the already crowded market. No, instead what I got was a rather fun filled, addictive, high octane fast-paced hack and slash, with a story that briefly touched upon its evolving narrative, highlighted with some rather goofy, yet incredibly fun cutscenes.

At its heart, Loopmancer is a 2.5D side-scroller, hack-and-slash game. You can use guns, but for the most part, players should expect a heavy focus on sword and melee weapons. That’s not a bad thing either, as the combat somewhat reminds me of the one found in Metal Gear Rising and Devil May Cry, minus the depth in gore. It’s fast as well as stylish, and slicing hordes of enemies is rather satisfying, especially after successfully chaining a combo, or hitting a perfect dodge only to follow up with a bloody gushing slice of a Katana, or whatever other weapon I found on the stage. It’s an absolute blast, an addicting one that I felt compelled to keep on playing despite the preview build only featuring one level.

Of course, with this being a rogue-lite, you’re probably wondering how the loop and RNG mechanics work. Well, as mentioned before, the character is stuck in a loop, having to relive the same exact day over and over again. It’s Groundhog Day, only with swords, and cybernetically enhanced humans, and blood, lots of lots of blood. OK, not exactly Groundhog Day, but the premise of reliving the same day over and over is the same. After being killed you’ll find yourself back in your home awaiting to get a phone call to come down to the police station for an urgent case. You go through the same stage, same layout, same enemies, bosses, and even have the same cutscenes that play out.

It may seem tiring at first, but this was actually the same kind of loop I previously praised in titles such as Deathloop and Sifu, and we know both those games turned out incredible despite not following rogue games before it. That’s not to say that’s an ingredient for success, but Loopmancer handles that form of loop very well. It’s challenging, but it gives players enough of an opportunity to learn from their mistakes. You aren’t at the mercy of random generated levels, with random loot, and enemies. It’s all there for you to learn from, and with its mass arsenal of unlockable weapons that you can unlock, there’s plenty of reasons to keep wanting to come back.

I really loved that aspect of the loop in Loopmancer. The world itself may have forgotten everything you’ve done, but you as a player, and even the main character themselves remembers it all. Every moment you progress in the story new key details are revealed that are used to advance the case. NPCs all react to you knowing of these details, with the main character desperately trying to convince them that he’s stuck in a loop. So much so that he’ll begin completing sentences from the receptionist. It’s humorous, a bit of a Hades vibe that adds to the world and makes it feel like there’s an endless amount of story to be explored, even if it’s just small one liners.

In general, Loopmancer seems very heavy on the narrative side of things as in addition to new dialogue that becomes available with progression, there are a number of cutscenes that play throughout. As I mentioned before, the cutscenes and the characters that are spotlighted in them are rather goofy, almost a callback to an era of gaming where everything was over-the-top and no one really cared about whether it made sense, but only if it looked cool and it does. There are ridiculous moments, the kind that you just want to smile and keep on watching and playing to see how ridiculous they keep getting. Very in line the the tones of Devil May Cry and Metal Gear Rising — how can you possibly hate that?

Honestly, my overall first impressions of Loopmancer are very positive. The gameplay feels great, and the narrative and loop mechanics are interesting as they are engaging to keep us wanting to play more. The only issue I did notice is that the performance was rather hit and miss on whatever hardware I played on. I tried using my Steam Deck, it played alright with some noticeable jitters, which I then tried to play on my RTX 3080Ti build and still noticed the jitter there. Hopefully by the time release rolls in the performance issues are addressed, but overall that’s not the worst thing to complain about for a fresh new IP, or in the least it’s something that can be addressed. I think rogue-lite fans are going to love this one, and we cannot wait to see more.

Loopmancer has a planned release date of 2022 on PC and consoles.


If you are interested in trying it out yourself, the PC demo of Loopmancer is now live on Steam.

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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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GRID Legends Update 1.09 Out for Various Fixes & Wheel Presets This April 21

Codemasters has released the GRID Legends update 1.09 (PS5 version 1.009) patch today, and this one is for various fixes and additional wheel presets across platforms! Check out the full GRID Legends April 21 update patch notes below.

GRID Legends Update 1.09 Patch Notes | GRID Legends April 21 Patch Notes:

Hey folks, we’re delighted to share the latest patch notes for GRID Legends, now available across Xbox, PlayStation, and PC.

GRID Legends – v1.09 Patch Notes

(Patch v1.08 was released on April 19, 2022 enabling the purchase of the Seneca & Ravenwest Pack and adjustments to the use of spatial audio)

General

  • Flickering under vehicles in the garage has been addressed
  • Vehicle upgrade icons no longer appear as black squares in Multi-Class races
  • All in-game store tiles are now working correctly
  • Presets have been added for the Thrustmaster T248-PS & T248-X wheels
  • The Fanatec CSL DD is now recognised on PC & Xbox
  • Distance travelled is now being tracked correctly
  • Vehicle shift lights are no longer invisible or too dim
  • The RPM dial on the Dumont T36 Brawler Sport now displays correctly in rain conditions
  • AI drivers that lose the Nemesis state no longer become Nemesis for no reason
  • Lens flares for rear lights have been adjusted
  • The InstaLod logo has been added to the credits and splash screen
  • Other minor bug fixes have been made throughout the game

Online

  • AI can no longer generate impossibly fast lap times on Time Attack
  • Flashback upgrades are now applied for Online races where relevant
  • An issue causing players to show as Offline when they are Online has been fixed
  • Players are now able to join via invite after just finishing an event
  • Cars no longer show as ghosted when spectating
  • An issue with rolling starts when joining in-progress Time Attack races has been fixed
  • The game no longers asks the player to change privacy to Public when already set to Public
  • An empty Race Results screen is now longer shown in Team races if the AI is switched off
  • Changes to sessions are now displayed correctly
  • Disconnecting Ethernet now triggers the privacy to change to Offline
  • Consecutive host migrations no longer make the session disappear from the session list

Driven to Glory & Career

  • It’s now possible to return to the main menu during a Story event
  • An issue causing some vehicles to go out of world on Into the Fray has been resolved
  • Pro – Drift – Finale – The time of day and weather conditions are now correct
  • Fireworks are correctly triggered towards the beginning of the story
  • The Trafalgar Square Off cutscene now displays correctly
  • Semi Pro Multi-Class Event 1 – Event is now winnable when selecting the Porsche 911 RSR or Porsche 911 GT1.

Performance/System

  • Various reasons that would cause the game to Crash have been resolved across all platforms

Xbox

  • Performance improvements have been made when playing on Xbox One or Xbox Series X
  • The ability to capture screenshots, capture video, and stream has been restored when HDR is enabled has been restored

Origin/EA Desktop

  • The game now boots correctly on Windows 11
  • The game now updates correctly

Text

  • Debug text no longer displays in certain instances
  • Minor translation fixes have been made throughout the game

Audio

  • Main Menu music no longer plays over Credits music
  • There have been several other audio fixes made throughout the game

That’s about it for the patch. Saty tuned here at MP1st for future updates once they’re out!

Source: EA

MP1st Staff

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Hitman 3 April 2022 Content Unveiled; New Elusive Target Coming April 29

IO Interactive has unveiled the Hitman 3 April 2022 content still to come for the game, and it includes a brand-new Elusive Target for players to track and kill. Check out the announcement from the studio below as to what’s coming for the rest of April for Hitman 3.

Here’s what’s still to come in HITMAN 3 this April.

We’re already prepping for May, so look out for a deeper blog post next month with fresh updates on upcoming content.

In addition to The Deceivers being the Elusive Target from April 29 to May 9, Sapienza will return to the play for free rotation starting today, April 21, until May 1. If you’re thinking to yourself that this is a bit light overall in terms of content, expect some more to come, as IO Interactive will release a full blog post this May containing the upcoming updates. This is very much in line with what they did for last month of March, where the studio released a full blog post for stuff that’s coming until sometime this April.

Either way, stay tuned for the full patch notes if there are some new updates to be pushed out for Hitman 3 here at MP1st!

Source: Twitter

MP1st Staff

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