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Dying Light 2 Super Mario Easter Egg Returns, Here’s How to Unlock His Sneakers

Remember how in the original Dying Light there was an Easter egg that was based on the Super Mario World 1-1 level? Well, seems like Techland isn’t done with paying homage to the series as a neat little Dying Light 2 Super Mario Easter egg has recently been discovered, and using the Italian plumber’s sneakers grants one of the character’s hallmark moves.

While the Super Mario Easter Egg in Dying Light 2 isn’t as crazy as a full level recreation that was found in the first game, it is a bit of cool, if not hilarious, one as it grants players the ability to perform Mario’s triple jump flip move. And guess what? It turns out that Aiden, the main character that you play, is in fact headless, despite his shadow showing one!

Dying Light 2 Super Mario Easter Egg

Anyway, if you are looking to unlock this Easter egg, here’s a quick guide.

Dying Light 2: Super Mario Easter Egg and How to Unlock Mario’s Boots

First, if you are early in the game and haven’t unlocked the second portion of the map then you’ll need to keep playing until you do. Mario’s boots are located in the second half of the game, so you’ll need to do a bit of playing. If you have already unlocked this section, then all you need to do is go this marked location on the map.

Dying Light 2 Super Mario Easter Egg guide 1

Once here, you should spot a number of shipping containers with one of them suspended with a locked door. You’ll need to parkour to it and then pick the lock.

Dying Light 2 Super Mario Easter Egg guide 2

Once you do, you’ll find yourself inside a room that belonged to a character that Dying Light fans should know. I won’t spoil it, but you will want to turn on the music player in this room and then sit on the cushion and listen to the full conversation that plays.

Eventually, towards the end of the conversation you will see a bolt of electricity surge on the table next to the music player and a gift will teleport on top of the table that contains Mario’s boots.

Equip them, and for every third consecutive jump you make you will do a front flip with a sound cue along with Aiden laughing. The third jump will also change the camera to third-person momentarily. And that’s it, you have successfully unlocked Mario’s boots and witnessed the Dying Light 2 Super Mario Easter egg. Not bad, no?

If you stll haven’t picked the game up yet, go read our review and see why it’s a must-play game!

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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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GTA 6: Here Are the Top Locations We Want to See in the Next Installment

In case you didn’t know, Rockstar Games confirmed that the next entry in the best-selling Grand Theft Auto franchise is “well underway” (as if there was any doubt). While there’s no title yet, we’d be shocked if it wasn’t called Grand Theft Auto VI (GTA 6). With that in mind, we’ve decided to pick the locales where we feel the next Grand Theft Auto game should call home.

GTA 6: Here Are the Top Locations We Want for the Next Installment:

A Return to Vice City and Liberty City

I think out of these two, Vice City is probably the more attractive location if GTA should return to one of its past locations. Liberty City, while a welcome setting to return to, has already seen three different renditions, stretching across nearly nine GTA games. The last we saw of it was in GTA4 as a full HD version, while its last appearance in a GTA game was GTA: Chinatown Wars.

Vice City on the other hand has yet to have a full HD rendition, only appearing in the original GTA and GTA Vice Cities, followed by GTA Vice City Stories, which by Rockstar’s own account, are known as 3D universe GTAs. It’s time for Vice City to see its city fully realized with modern day visuals.

Still, given that fans want both of these, why not build a story that takes place across both Liberty City and Vice City? That would be something.

Aerial view of Chicago downtown skyline with park and the beach. Morning light with clear blue sky

Chicago

While Chicago would provide a similar setting to that of Liberty City with its mostly skyscraper-filled city, on a culture level it has plenty of things to offer not found in liberty city. I think a game set closer between 1940-1950 would be a perfect match, as it would be heavy deep on organized crime. A story that plays to the tune of The Godfather perhaps?

A modern day setting could be an interesting one also, as while not as big as it used to be, major crime organizations still exists in Chicago to this day. Perhaps with the way GTA5 had multiple characters, we could be in for a story presented in a similar fashion. Maybe one from the criminal perspective, and another from law enforcement? The Departed (2006 crime film) anyone?

GTA 6 Dallas

Texas

I know, I know. Red Dead Redemption exists, which already takes a lot of inspiration from Texas, as well as all the neighboring regions around it. However, Red Dead is a cowboy game that dates back to the early 1900’s, right around the time that the American Old West was beginning to die out. While the games are excellent, and amongst the highest rated ones, I do think the setting is worth revisiting, only in a modern day setting.

Texas would be a perfect location to build a fictional city, and contrary to what most people believe, it’s not all deserts. Texas has a ton of big cities filled with massive skyscrapers, as well as diverse environments such as the ocean seaside, forests, deserts, and mountains. Lot’s of potential here to build one of the most diverse location in the series yet. Plus, a modern day setting would allow us to explore Texas in ways we’ve yet to see in any game. 

GTA 6 Bullworth New England

Bullworth (New England)

Fine, Rockstar, if you won’t give us a Bully 2, maybe you could at least return to the fictional city it takes place in, Bullworth. Based in the region New England is located, Bullworth was a city that Rockstar games created for Bully. Sadly, it was the last time we ever saw of it, though maybe that was for the best, or least one exclusive for the Bully franchise given that many feel the setting may not be big enough for a GTA-style game. It did work for Bully given its  fairly closed environments.

GTA 6 London

London

It’s time for GTA to return to London. Wait, return? Yep, the original Grand Theft Auto, believe it or not, had not one, but two London-based inspired expansion that Rockstar Canada released. Dubbed GTA London 1969, and GTA London 1961, both opened up to some mix reviews when it released, but all the more reason for Rockstar to return to this setting. Plus, it was for the first Grand Theft Auto — a game many probably don’t remember much about.

London would be a great location to kick off a new era of GTA. It’s big, populated, and the neighboring regions offer plenty in a fictional setting. And depending on the era they pick, London has a huge history with various gangs. It could be a more serious story also, something akin to GTA4 rather than 5.

GTA 6 China

China

Maybe it’s time for Grand Theft Auto to make the jump to someplace outside of the United States? Hong Kong might be the logical choice, given the series is already deeply tied with telling stories around the Triad, a gang originating from China. They are best described as the Chinese Mafia, and while GTA has always included this gang as part of their stories, it wasn’t until GTA Chinatown Wars that we got a story dedicated around them. 

I’d like to see Rockstar games return to this, though in a much larger scope. What better than to go right to the home of the Triads themselves? A Sleeping Dogs type of game, but for GTA perhaps? 


Where would you want Rockstar Games to go with GTA 6? Let us know down in the comments below.

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James Lara

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

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Dying Light 2 Concurrent Players Hit Over 270K; Snags Multiple Spots on Steam Top 10 Seller List

While there’s no numbers yet on just how much Dying Light 2 has sold so far, it might be safe to say that the game is a success this early on — at least on PC, as Dying Light 2 concurrent players have reached a staggering 274,000! Not only that, but the game’s different versions sold so well that six versions of Dying Light 2 managed to crack the Top 10 Steam best-sellers list last week!

The concurrent player data was obtained via Steam Charts, which is a reliable data tracker for Steam. Note that this is the 24-hour high now, and the game just launched a few days ago, so there is a chance this could go even higher.

Note that this is for PC only, and odds are, the console player numbers (PS4, PS5, Xbox One, Xbox Series X|S) are much, much higher. I wouldn’t be shocked if the Dying Light 2 concurrent players mark are in the million(s), even.

For comparison’s sake, the original Dying Light, which was released back in 2015 (and on fewer platforms), only managed to snag an all-time high of 45,700 concurrent players.

As for the sales numbers, video game industry analyst Benjie-Sales noted that the game has six entries in the Steam top 10 seller list since it has different editions. For those wondering, Steam counts each version (Regular, Deluxe and Ultimate) as one, and counts pre-orders on their own as well, which means the game sold a TON.

That’s quite impressive, yes? We don’t know the exact numbers just yet, but chances are, we’ll be hearing more about its console sales in the coming week.

It’s not just hype however, as the game really is that good. If you haven’t checked it out yet, our review gave it an impressive 8.5/10, and said, “If you’re someone that’s been on the fence, or perhaps mildly interested in Dying Light 2, I definitely think it’s an experience that’s worth your time, and one that stands out amongst the crowded zombie genre. If you were a fan of the original and have been eagerly anticipating Dying Light 2, it’s an easy day one purchase, and one that delivers on every promise that Techland set for it.”

We here at MP1st want to say a hearty congrats to Techland, and hope this continues.

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Alex Co

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

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PlayStation Sifu Early Access Download Issues Resolved, Free Gift Coming as Compensation

Those who bought the Deluxe Edition of Sifu in order to play it earlier than tomorrow’s official launch, you might have experienced issues downloading the game file. Thankfully, Sloclap has finally resolved the PlayStation Sifu early access download issues!

Over on Twitter, Sloclap announced that the issue has been resolved, and that those affected will get an “exclusive gift!”

The PlayStation teams have told us the early access issue is now resolved, and the game can now be downloaded! Again, we’re very sorry to all players who were hoping to play earlier today, we’ll have an exclusive gift for all Deluxe edition holders to share with you soon !
Some people seem to still experience issues when trying to launch the download from the PlayStation store. Try launching from the library, after restarting your console, and please let us know if you’re still experiencing issues. Thank you again for your patience!
This is definitely good news. In case you’re still on the fence about the game, go read our review of it right here where we gave it an impressive 9/10! Our own Jimmy Lara gave it an Editor’s Choice badge, and said, “having cranked over 30-hours into it and achieving the full Platinum trophy, I’m eager to see what exciting content or game the studio has next, and hopefully this isn’t the last we’ll see of Sifu.”
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Alex Co

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

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Sifu Update 1.05 Punches Out This February 6

Sifu has officially been released, though for PlayStation gamers there does seem to be a bit of an issue with pre-loading it in some regions. Nonetheless, Sloclap has issued the Sifu update 1.05 (PS5 version 1.005) for the platform, along with PC, and it seems to be focused around fixing some unknown localization bugs.

Sifu Update 1.05 Patch Notes | Sifu Update 1.005 Patch Notes:

Here’s what the game’s update history on PS4 says regarding this patch:

  • Localization bug fixes

Not much else is known about this update, nor does it seem to fix the current issue that players are having with downloading the early release on PlayStation. Hopefully that issue is fixed sooner than later, though PlayStation has had a bit of history of early releases of third-party games running into this issue.

On some related news, in case you missed it or haven’t already, be sure to read our Sifu review!  Here’s a short snippet of what I had to say

Every year there is always that one indie game that feels as a standout amongst the rest. I’m not saying that Sifu is a perfect game or anything, but despite my minor complaints, I genuinely love this game for all it is. Sloclap set out to make a game that captures the very essence of Kung Fu. A foundation they started with Absolver that has flourished into a well defined experienced, held by its addictively fun combat, and stylish visuals. Did they deliver? A resounding yes, as Sifu is an absolute must-play.

Sifu is now available to Deluxe Edition owners, with the official release coming this Tuesday.

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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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Sifu Review – Mastering Your Chi (PS5)

Are you a fan of old Kung-Fu movies? The ones where a student goes for blood to seek revenge for their master/loved ones? If so, developer Sloclap decided to do just that with Sifu, a brawler with a heavy emphasis on Eastern (Chinese) themes of honor, respect, revenge, and the art of Kung-Fu. The question is: is this a path of enlightenment or do the developers become drunken masters? Read on to find out in the MP1st Sifu review.

I Am Vengeance

How far are you willing to go in order to avenge your family? That’s the question that Sifu asks players as they embark on a journey playing a young Kung Fu student, who seeks vengeance against five assassins that have brutally murdered their family. This is the premise of Sifu, a classic tale of revenge, though one with an added twist. While the protagonist travels this road alone, it is not without aid, as they hold a magical talisman that is capable of reviving them from death. However, it is with consequences, as for every death the character experiences, they must sacrifice their own youth, aging more and more with each death.

As far as the story goes, Sifu isn’t your traditional narrative-driven game as it features very little lines of dialogue. No, instead, Sloclap has managed to express the story of Sifu through the excellent use of the game’s watercolor inspired art direction. The phrase “A picture is worth a thousand words” comes to mind when playing through Sifu and its beautifully crafted world.

Sifu

In total, there are five stages that the players will venture through, each boasting a large variety of environments. You may find yourself battling through a drug lord’s den, only to be whisked away to a forest of tranquility. There’s a personality in the way these stages go from one environment to another in an instant that tells a lot about the assassins themselves. While they showed no mercy to your family, in the eight years that has since passed they have come to regret their harsh nature. It’s not until you arrive that they’re reminded of their mistakes, with the environment shifting to show this.

Many of them would simply rather not fight you, though your own lust prevents you from accepting their reasoning. It reminds me a bit like Shadow of Colossus. You go off and fight these monsters, yet you can’t help but feel as if you’re doing something wrong, as if this isn’t the right answer. I had felt like I was questioning everything every time I would kill an assassin and see their terrified, voiceless face’s as they knew their fates were sealed.

I love it. It’s the kind of storytelling you want without the need of excessive exposition. You let the character’s emotions and expressions do the talking, and Sloclap has certainly captured that rare form of storytelling.

The music, of course, helps propel that, as it blends naturally into these scenes, though I do wish the mixing was louder than it is. I think in general, the music and sound effects felt too soft, so it had a drowned effect. The character’s voices also felt they had been phoned in. Obviously Sifu isn’t some big AAA game, but the voice-over performance definitely could have been better. At the same time, I’d argue it sounds intentionally, since these characters are all Chinese, it had that dub feeling you get from an English-dubbed foreign film. I would be curious to hear how the Chinese voice acting is, but sadly that won’t arrive until post-launch.

Additionally, there is something called the detective board, which keeps track of clues you find throughout stages. Personally, I wasn’t a fan of this, as while it offered more story in the form of background lore, it didn’t provide much of a reason to really want to complete each location. I was semi-hoping that certain aspects learned would offer additional dialogue during fights, but sadly not. Not a huge complaint though as it does offer a bit of replay value.

A True Kung Fu Master

So the overall story presentation was a bit of a surprise, more so than I had originally assumed. Of course, the main draw of Sifu isn’t really in the story, but more so in its extensive, robust combat that the team has been marketing. I previously had a bit of some hands-on with it prior to this review, with me noting that Sloclap had crafted something special with the gameplay, perhaps offering one of the best gaming experiences for 2022. I’m glad to report that I still very much hold that same opinion I had two months back.

On a gameplay level, Sifu is addictive and fun, as much as it is challenging and frustrating. From the very beginning, the controls were easy enough to pick up with punches, kicks, dodging, and parrying being part of the gameplay loop. There is a sense of satisfaction in the way combat flows with ease in Sifu, being able to chain all the mentioned actions seamlessly. It’s like watching your favorite martial arts movie — only you’re the one kicking ass.

It’s comparable to a franchise such as Rocksteady’s Batman Arkham series, or Insomniac’s Spider-Man games. And I don’t mean that they play similarly, but more so how well the combat is executed to make you feel like you are those characters. Batman strikes fear, while Spider-Man soars high with heroism, and in Sifu, you are the master of Kung Fu.

It’s an art, being able to take on a group of enemies so flawlessly. It isn’t just about mashing buttons either, as planning and coordinating attacks properly is a must, otherwise you may find yourself overwhelmed. Sure, maybe it’s wise to focus on the brute since they do the most damage, but at the same time you end up leaving yourself open. You have to be able to handle multiple enemies at once during a single instance, otherwise you’ll find the game to be very unforgiving. Thankfully, there are a number of mechanics that’ll aid you on the journey.

Environments in particular are built to work with the combat itself, as sometimes punching your way through isn’t always the right answer. See that wall? Well, use it to push, stagger, and knock someone out. That railing you passed by, how about throwing someone over it? Or how about all the small little objects such as bricks, glass bottles, and even leg rests that you can flick to momentarily stun someone? It could even be as simple as using structures to vault over to gain or shorten distance between enemies. However you play, the environment is sure to play a pivotal role.

Then of course there’s the general progression, including unlockable skills and upgrades.

Sifu is by no means a full roguelite game, though it does share some mechanics from one. For starters, death plays a major role throughout the entire game. I’ve mentioned that for each death, the player will age more and more, but in doing so, they also lose pieces of their own health while gaining strength. It balances itself out as you’ll be able to do more damage, but also take less hits.

However, unlike a roguelite, you don’t end up starting all over again, but instead continue where you left off. This offers a rather unique opportunity, as it allows players to learn from their own mistakes. Maybe you didn’t dodge soon enough, or maybe you were too early on a block? Whatever the reason for your death, you’ll be given plenty (well, until age 75) of second chances to learn from it.

Enemies also don’t randomly spawn in new spots, or even respawn after each death. Every stage is set up the same way as you started them. While that may seem like it makes the experience “easier,” you should know that the enemies themselves are a bit random in their own behavior, as sometimes they’re easy to knock out, while other times it’ll feel like you’re facing a mini-boss.

And then there are the unlockable skills and upgrades, which come in two forms of leveling. The first is known as a “level score,” which is the score you currently have for the level you are playing. It resets every time you move to a new area, which makes sense since they are tied to shrines. Shrines allow players to fully replenish their health after use, but also have a number of unlockable upgrades that will stay unlocked until you have either given up, or start a new run completely. These upgrades range from improved health on takedowns, increased weapon damage — essentially buffs to aid the player.

Sifu Physical Disc

On the other side you have skills which require experience, or XP. XP is earned by defeating enemies. The same way as you would increase level score, though minus the multiplier that you can build up. XP however sticks with you when moving from one stage to the other, allowing you to accumulate it and spend it on character skills, which are permanent unlocks. These skills are generally different combos, or focus attacks rather than the buffs you get from shrines. Unlocking them though is an essential, as you’ll find a good bulk of them fitting in combat naturally. Meaning it won’t take a whole lot of learning once you unlock them as they are usually an extra button press or two.

Progression from one stage to another is also a bit more casual-friendly. Unlike most roguelites where if you die, or reach “game over,” and you have to start all over again, in the case of Sifu you only have to restart the stage you are on. Once a stage is unlocked, it is forever unlocked and selectable from the main hub. The only downside to this is that the stages keep track of the character’s own progression and starts you off from there. So, if you happen to start the first stage and die multiple times to the point where you are, say age 50 at the end, then you will always start the second stage at age 50. Therefore, this challenges players by giving them a reason not to progress at such an old age, and to go back and change that.

Now, keep in mind, despite all the listed mechanics above that are there to aid the player, by no means is Sifu an easy game. Far from it in fact as my 30+hours spent with it proved to be a rather difficult, and at times, a hair-pulling experience. Having played The Club stage in the previous preview, I think Sloclap decided once they saw a good chunk of journalists beating it, to ramp up the difficulty. I can’t verify that, but the second stage had me stumped for a while, as did the third, fourth, and fifth.

It’s not an easy game at all, and that should be a fair warning to those expecting Sifu to be a cakewalk of some sort. Still, I have to say, it sure was a satisfying feeling overcoming those challenges, especially the assassins. That does go without saying that I do think there are some minor balancing, or gameplay tweaks that are needed. For example, the dodging and parry system works wonderfully when facing off against grunts, but against the assassins themselves? Well, it can be a bit of luck sometimes as often their attacks can be randomized, making the direction dodging hard to predict. And even when you do have it 100% down, it seems that they will somehow ignore blocks or dodge entirely and still hit you.

Focus attacks also deserve better tuning. These are special attacks that use up focus energy, which is gained every time you dodge or parry. When you press down the button to execute one of these attacks, the game will slow down, and turn a tint of blue as pressure points are highlighted on an enemy. The problem is, more oftentimes than not, these attacks aren’t selectable despite an enemy being within a reasonable range. Sometimes they need to be so close that they’re in mid attack that by the time you are allowed to select a focus attack, you are already being interrupted from an attack.

Sifu Physical Disc

These are of course minor things that can be tuned out post-launch, and thankfully, Sloclap has already taken feedback from early impressions to do just that on some of the early bosses.

Performance and Next-Gen Features

Look, if you already own a PS5 then there is no reason not to play Sifu on it. With that said, in terms of performance and visuals, both PS4 and PS5 offer full 60fps support that is solid across the board. Resolution may be a bit higher on the PS5, but the Sifu’s art direction makes that hard to notice.

As for “enhancements,” PS5 owners can expect faster load times — instant in most cases. There is some haptic feedback, though it’s not exactly the showcase I was hoping for. You’ll feel the controller rumble to the beat of some music that plays, as well as sound cues from the environment itself, such as rain. Sadly, there is no support for adaptive triggers. That isn’t all that bad considering this is a fast paced brawler, so having any kind of resistance could be a hindrance rather than a tactical advantage. Still, I think some form of adaptive trigger tied to the focus attack would have been nice to have since it slows down gameplay anyway.

Regardless of what platform you play on, your experience surely will be an optimized one, which is what counts the most.

Verdict

Every year there is always that one indie game that feels as a standout amongst the rest. I’m not saying that Sifu is a perfect game or anything, but despite my minor complaints, I genuinely love this game for all it is. Sloclap set out to make a game that captures the very essence of Kung Fu. A foundation they started with Absolver that has flourished into a well defined experienced, held by its addictively fun combat, and stylish visuals. Did they deliver? A resounding yes, as Sifu is an absolute must-play.

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

Score: 9/10

Pros:

  • Story – not many games can pull a story with so little dialogue and express it through a series of colors, and character’s facial expression, yet Sifu does just that.
  • Combat feels natural, and superbly satisfying.
  • The art direction was a fantastic decision as Sifu looks gorgeous with its variety of environments, and use of lighting.
  • Aging mechanics are a fun way to keep the stakes up and challenge players.

Cons:

  • While there are “collectibles” they aren’t much to rave about outside of lore learning. There’s no real incentive outside of shortcut keys.
  • Dodging and perfect parries rely too much on accuracy that it ends up causing more frustration than it’s worth. This might be too high of a learning curve for a majority of players, though the general difficulty is great.
  • Although the soundtrack is fantastic, the sound mixing is too soft that it sounds drown out. English VO may suffer form that effect, though that felt more phoned in.

Sifu review code was provided by the publisher. Main version tested was PS5. You can read SP1st and MP1st’s review and scoring policy right here.

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James Lara

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

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Neverwinter Update 10.03 Drops for Crash Fixes This Feb. 5

Cryptic Studios has released the Neverwinter update 10.03 patch for consoles during the game’s maintenance period. Given this is our third patch in like four days, don’t expect anything major from it. Read up on the Neverwinter Feb. 5 patch notes below.

Neverwinter Update 10.03 Patch Notes | Neverwinter Feb. 5 Patch Notes:

Performance and Stability

General

  • Another potential client freeze / lock-up case has been addressed.
  • The client should now be much less likely to crash when assigning audio memory.

To check out the previous patches released the past few days, head on over to the Neverwinter game hub here. For the 10.00 update which brought in content and other changes, check it out here.

If there are other changes made, be it technical or gamplay-related, let us know what you find down in the comments.

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Alex Co

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

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New WWE 2K22 Trailer Shows Off the nWo Roster

2K Games and Visual Concepts have now released a brand new WWE 2K22 trailer featuring the members of the famous nWo faction. Even though the trailer is short, we get glimpses of gameplay and their entrances.

The nWo-4-Life edition comes with the famous wrestlers of Hollywood Hogan, Scott Hall, Kevin Nash, Syxx, and even Eric Bischoff. You will also receive the WCW Souled Out 1997 and WCW Bash at the Beach 1996 arenas, as well as the nWo Wolfpac Championship.

Fans will be happy to know that all the wrestlers look realistic, and they all come out to the iconic nWo music. You can view the trailer below.

2K Games posted more details about the nWo-4-Life edition previously in a press release. You can read those details below.

“The nWo 4-Life Edition will be available for $119.99 for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC in digital format. Celebrating 25 years of the faction that turned the sports entertainment world on its head, in addition to the Standard Edition, and all bonus content included in the Deluxe Edition, the nWo 4-Life Edition comes with MyFACTION EVO Cards and alternate nWo attires for Hollywood Hogan, Scott Hall, Kevin Nash, and Syxx plus a playable Eric Bischoff character, WCW Souled Out 1997 and WCW Bash at the Beach 1996 arenas, and the nWo Wolfpac Championship. Players who pre-order the nWo 4-Life Edition before March 8, 2022, will also receive early access to the game three days ahead of launch.”

WWE 2K22 releases on March 11, 2022. Those that pre-order the nWo or Deluxe editions of the game will get early access on March 8, 2022.

Damien Seeto

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Dying Light 2 Upcoming Fixes Outlined; Co-Op, PS5 Flicker & More; Mouse Key Bind Workaround Released

With Dying Light 2 launching just a few days ago, some players have spotted various bugs surface. Thankfully, Techland has been on the ball when it comes to communications, and has outlined some of the Dying Light 2 upcoming fixes planned to be released soon.

Update: Techland has released a long list of fixes included in a hotfix out this week! Here’s the list of fixes for all platforms.

Over on Twitter, Dying Light 2 Lead Designer Tymon Smektala listed some of the issues the dev team is investigating:

Dying Light 2 Upcoming Fixes: Co-Op, PS5 Flicker and More:

1) coop – issues come from crazy demand; we’re fixing on our side and discussing with partners (epic/ms/Sony) so they unclog servers
2) ps5 flickering – patch incoming (soon, but no date), workaround is to use different mode
3) achievements – fix will most probably give you missed achievements after applying the patch (again – soon, but no solid date yet) 4) missing interact buttons, e.g. on NPCs – unusual, uncommon issue, workaround is to use call for help/distress call option

Report all issues to: support@techland.pl

Fov and Motion Blur configuration will be added as well, we just need to manage the release first. There’s an update to motion sickness issues incoming that will happen sooner.

Over on the game’s official Discord channel, Techland Community Manager Uncy has made the following statement regarding issues with co-op, and mouse key bind issues:

Two things on the top of our list: disconnects in co-op mode and problems with redeeming awards, codes, and other in-game content, including Twitch Drops from TechlandGG. Our team is on it. We will update you on the progress.

In addition to that, the studio released a short video regarding a mouse key binding workaround while the official patch to fix it hasn’t been released yet!

In case you haven’t gotten the game yet, go check out our review here, where we state, “If you were a fan of the original and have been eagerly anticipating Dying Light 2, it’s an easy day one purchase, and one that delivers on every promise that Techland set for it.”

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Alex Co

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

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Xbox Boss Phil Spencer Snags Lifetime Achievement Award From AIAS

Thanks to the massive growth that Microsoft and Xbox have been experiencing recently, head Phil Spencer will be receiving a Lifetime Achievement Award from the Academy of Interactive Arts & Sciences (AIAS), and it will be presented to him by another industry great: Todd Howard. To be presented at the 25th Annual DICE Awards, the Lifetime Achievement Award comes from Spencer’s efforts in the industry, from spreaheading the development of the Xbox Game Pass. to massive acquisitions such as Bethesda and Activision-Blizzard.

Meggan Scavio, President of the AIAS, had this to say on Phil Spencer and his upcoming recognition, the Lifetime Achievement Award:

“Phil Spencer has demonstrated both passion and leadership throughout his entire career at Microsoft. He’s responsible for countless impactful and pivotal initiatives that have reverberated throughout the entire gaming industry. On behalf of the Academy’s Board of Directors, we are looking forward to celebrating Spencer’s important impact on video game history by presenting him with our Lifetime Achievement Award.”

Calling Phil Spencer the man who revived Xbox in its darkest times would be an understatement. Under his leadership, Microsoft has managed to transform their gaming division into one of the best gaming subscription services in the market thanks to the absolute value that Game Pass continues to offer. Spencer has also used Microsoft’s incredible financial reach to acquire studios and IPs to populat that Game Pass service, the latest of which include Activision Blizzard, a deal which sits at around $70 billion, the largest one in gaming.

The DICE Awards are run by the Academy of Interactive Arts & Sciences and will take place on Thursday, Feb. 24 at 8PM PT / 12PM HKT / 11PM ET.

MP1st Staff

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Ghostwire Tokyo Originally Was Set to Be The Evil Within 3, Director Reveals

As we’re nearing its March release window, director Kenji Kimura has started to reveal more about Ghostwire Tokyo, specifically how the game was originally created as The Evil Within 3! In an interview, Kimura confirms the game’s origins, as well as emphasizes on the formulas that the game is trying to transcend, specifically the open-world genre.

Speaking to in an interview, Kimura confirms that Ghostwire Tokyo was originally a successor to The Evil Within, as well as detailing more about its origin into the game that will be releasing this March:

“Yes, [Ghostwire: Tokyo] did start as a sequel to Psychobreak, the Japanese title for The Evil Within. I think the next in the series, at least. And through a long and winding road, it has evolved into this different idea to create a fun game that’s based in a city in Japan. At the time, there weren’t that many games that were using a city in Japan as a base. And so we thought there was a big opportunity there to make something really fun and cool.”

In the same interview, Kimura also mentions why the studio chose a first-person camera for the game, with the intent of making it a much more “immersive” experience:

“We [used] a first-person camera because immersion was the keyword that we chose to be paramount for us. It’s the most important thing. Story- and scenario-wise, we had this normal human as our main character, who upon the path of the story, meets this other being that has superhuman, supernatural abilities.”

Looking at the game now, it’s easy to see how Ghostwire Tokyo originated as such. With supernatural elements blending into modern culture, the game seems to have everything in it to become a proper sequel to The Evil Within. However, it seems that Tango Gameworks had much more in mind, and it will be interesting to see how their approach will pan out once March 25 rolls around.

Check out our preview of Ghostwire: Tokyo here, where AJ says, “Developer Tango Gameworks seem to have a stylish, lore-filled world crafted with Ghostwire: Tokyo. However, with the preview demo only being 28-minutes long, it’s hard to form a full opinion on the game. The game appears to have some fun, unique set pieces and an intriguing premise that definitely shows promise. But while the first-person combat and open world look flashy, we can’t help but wonder about the substance. What we saw looked promising, but we’re eager to see more.”

Would you want to see The Evil Within 3 surface one day, or should Tango focus on something else?

Source: Gamespot

MP1st Staff

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Resident Evil 4 Director Hopes Remake Improves on the Original; Wants to Direct at Least One More Game

Gamers hoping that Capcom eventually gives Resident Evil 4 the REmake treatment hopes that company does a great job improving on it, and this includes long-time series director, and founder of Tango Gameworks (Ghostwire Tokyo), Shinji Mikami.

In an interview with VG24/7, Mikami agreed with fans about wanting a Resident Evil 4 remake, though under the prospect that the team improves on the original, and hoping his former employer Capcom is up to the challenge.

 “It would be great if Capcom could do a great job and make the story better, and put out a good product.”

Originally released in January 2005 for the Nintendo Gamecube, RE4 was Mikami’s last Resident Evil game in the director’s chair. The game departed from traditional survival horror gameplay and focused more on becoming an action shooter, though even it with the shake up in core gameplay, it became one of the most critically acclaimed video games of all-time. Not long after the release of some sequels and spin-offs, Mikami would depart from Capcom and work with Platinum Games for a couple of projects before eventually forming Tango Gameworks, who became a part of Zenimax the same year and are now under the Microsoft umbrella with last year’s buyout.

Despite having his hands full and stepping back from directing duties for his upcoming new game,?Ghostwire: Tokyo, Mikami has expressed that he would like to direct at least one more game in the future. Only time will tell what that is, but for now check out these new gameplay videos and screenshots from the Ghostwire: Tokyo preview event here.

Source: VG24/7

Tim Villasor

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Naruto to Boruto: Shinobi Striker Kawaki DLC Launches Today

Bandai Namco has announced that the Naruto to Boruto: Shinobi Striker Kawaki DLC will be launching today on February 4 as part of the final DLC for Season Pass 4.

Kawaki, who is the fifth and final character to be a part of the game’s Season Pass 4, will be available starting today to all Season Pass holders. Of course, like past DLCs, if you currently don’t have the Season Pass, you could buy him separately.  Full details, including character abilities can be found below.

“As an Attack-Type character, Kawaki can utilize Ninjutsu: Karma Linchpin (Strange Taste) to absorb and nullify opponents’ Ninjutsu, and Ninjutsu: Scientific Ninja Tool Imperial Wrath to chain a tackle into a powerful slash attack. Moreover, Secret Technique: Karma Linchpin (Ritual Destruction) allows Kawaki to transform his arm to pierce a single opponent and follow-up with a devastating AoE explosion.

In addition to Kawaki, NARUTO TO BORUTO: SHINOBI STRIKER Season Pass 4 also features the previously released Sakura Haruno (Great Ninja War), Nagato (Reanimated), Itachi Uchiha (Reanimated) and Sasuke Uchiha (Last Battle). Players who purchase Season Pass 4 will also receive Secret Technique: Super Uzumaki Rasengan as a bonus item.”

You can see Kawaki in action in the trailer below.

Naruto to Boruto: Shinobi Striker is out now for PC, PS4 and Xbox One.

Damien Seeto

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Battlefield Director Says New Unnamed Studio Genuinely Cares for Franchise; New BF2042 Cosmetic Step in Right Direction

In case you didn’t know, a lot of news regarding Battlefield 2042 has surfaced this week, and most of them weren’t the kind fans want to hear. While DICE has announced to be more transparent, the BF2042 player base wasn’t particularly happy given that the promised patch that was going to give players a refreshed scoreboard was delayed from a mid to late February release to sometime in March.

Over on Twitter, Battlefield Game Director Marcus Lehto has continued to engage the player base, and added that while he can’t say much about what’s happening with the game, he is glad that he’s working with DICE and Ripple Effect devs, as well as devs from his “new, unnamed studio.”

One thing good that came out of the announcement that Season 1 would be coming in “early summer” is that fans got a sneak peek at the Specialist skin that’s being given for free for those who bought the Year 1 Pass as part of the Gold and Ultimate editions of the game. Thankfully, the skin is more military in tone, and not goofy in anyway. This is something Lehto agrees with, and says it’s a step in the right direction.

Hopefully, Lehto doesn’t stop communicating with the player base, since that’s all we can hope for right now — that devs communicate with the franchise’s fans.

Once we know more about Lehto’s new studio, we’ll let our readers know.

More Battlefield Reading:

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Alex Co

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

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Ark EVO Event This Weekend for Feb. 4 Now Live , Here’s the Schedule & Perks

Studio Wildcard has rolled out a new Ark EVO event this weekend for February 4, which is live now on all platforms. If you’re curious what the EVO Perks are for this EVO event are, and the schedule, read on.

Ark EVO Event This Weekend for Feb. 4 Schedule and Perks:

Start: Feb. 4 to Feb. 7

Event Rates:

Note that these bonuses are multiplicative of the game’s standard 1x rates.

  • Official Servers: 2x XP Harvesting, Taming, and Breeding (imprint, maturation, hatch/gestation), o.5x Mating Interval
  • Small Tribe Servers: 4.5 XP, 4.5 Harvesting, 4.5x Taming, and 4x Breeding (imprint, maturation, hatch/gestation), 0.5x Mating Interval
  • ARKPocalypse: 5 XP, 5x Harvesting, 5x Taming, and 5x Breeding (imprint, maturation, hatch/gestation), 0.5x Mating Interval
  • Classic: 6x XP, 6x Harvesting, 6x Taming, and 5x Breeding (imprint, maturation, hatch/gestation), 0.5x Mating Interval

That seems to be it. For the latest in Ark news and patches, head on over here.

Source: Ark (Twitter)

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Alex Co

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

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Don’t Starve Together Update 2.36 Patch Notes; Fixes Listed for Feb. 4

Klei has released the Don’t Starve Together update 2.36 patch today, and it’s for a list of fixes! This includes gameplay-related bugs, as well as technical fixes, which are listed in the Don’t Starve Together Feb. 4 patch notes below.

Don’t Starve Together Update 2.36 Patch Notes | Don’t Starve Together Feb. 4 Patch Notes:

  • Restored the Pigman behavior of commenting when a survivor is near, but not too near, the Pigman.
  • The three Fountains of Knowledge are now generated to be spawned in the world.
  • Kitcoons will no longer hide behind objects on the ocean.
  • Wolfgang should no longer dismount the Might Gym into the ocean or out of bounds in the caves.
  • Fixed a bug where a decorated spider den’s ground creep radius would reset on load.
  • Fixed a bug where Mightiness would pause forever if Wolfgang got hit while changing form.
  • Fixed a bug when mining the center part of a Charged Glassy Rock.
  • Fixed a rare crash while raising and lower sails
  • Fixed an assortment of skins related bugs.
  • Fixed the Ticoon’s animations when hopping on and off boats
  • Fix for Kitcoon age text clipping due to long names.
  • Fixed a crash when BERNIE! is near Moonblind Crows and Misshapen Bird.
  • Fixed a rare crash when Wolfgang hops off the Might Gym.
  • Fixed a crash while fighting Klaus with Krampii is set to None.
  • Fixed a bug where the broken ground caused by the Eye of Terror would remain in the world forever.
  • Fixed the Crabby Hermit’s detection of planting of flowers to include the entire island.
  • Fixed the Moon Rock Idol’s animation when placed near the Celestial Portal.

To read up on the Year of the Cocoon new content that was released in January 27, head on over here.

Source: Klei forums

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Alex Co

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

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Destiny 2 The Witch Queen Changes Previewed, Weapon Crafting & Other Changes Detailed

With weeks left to its release, the Destiny 2 The Witch Queen changes for the upcoming patch was previewed in the latest weekly update from Bungie, detailing the massive weapon crafting system as well as tons of new changes to all gear across the board. Head down below for a rundown of all the changes coming to better prepare players for this massive update.

Destiny 2 The Witch Queen Changes Preview:

Global

Alright, this is where some fun begins. The rest of this section will be more of a patch notes preview feel. Lots of bullets. Not a lot of pictures. Still have that snack and water handy? Feel free to take a moment and get a refill.

  • Kill Trackers were once one reason to Masterwork a weapon, but we now see no reason to gate these behind Masterworking. They’ll be present by default on all weapons that shipped in Forsaken and later (Exotic weapons prior to Forsaken will be updated in a later release).
      • Yes, this means Masterworking should no longer be seen as mandatory, and we expect the +10 to a weapon stat (or +10 to primary stat, +3 to other stats for Adepts) to only matter to dedicated PvP players.
      • We have no specific plans for changes to Masterworking at this stage but will revisit it later. (Note that we did discuss gating the Origin Trait behind Masterworking, but ultimately this wouldn’t have achieved the goal of weapon differentiation for non-Masterworked weapons.)
  • Following in the Armor Team’s footsteps, weapon mods for Legendary weapons are now free and instant to insert.
  • We believe that many pain points around Special weapons in Crucible are exacerbated by how easy it currently is to acquire Special ammo, and while we’ve touched this in the past, we’re making a further adjustment now:
      • Players now only drop one Special ammo on death (or equivalent), no matter how much they were carrying (as long they weren’t completely empty).
      • The maximum you can pick up off a Special brick is one for a Shotgun, Fusion Rifle, or Sniper Rifle, or equivalent for other weapons. Scavenger mods add to this as normal, but we’ll be evaluating their place in Crucible in the future.
  • Players quickly found another way to execute the quickswap glitch, so we’ve fixed another animation cancel.

Archetypes

  • The Season 15 Fusion Rifle rework had a lot of moving parts – rapid-fire, precision, and adaptive Fusions came out of this different but all quite strong, but high-impact Fusions are hurting. We’ve definitely seen all Fusion Rifle subfamilies occupy different roles and want to maintain the large differences in charge time to keep these distinct for now. So, we’re nudging damage up to make it easier for these to land kills at range in PvP and we are bumping the PvE damage scalar. That said, we’ll keep an eye on how they’re doing and may adjust charge time down a smidge in a future release.
      • Increased High-Impact Fusion Rifle damage per bolt from 62 to 64 (this doesn’t seem like a lot, but it allows more rolls to cross bolts-to-kill thresholds).
      • Increased High-Impact Fusion Rifle PvE damage bonus from 15 percent to 20 percent.
  • We like that the crowd control capabilities of Breech Grenade Launchers in PvE have taken off, but as it stands there isn’t a meaningful tradeoff for the added utility that blinding or concussion grenades give you, and it’s unreasonable that a way to really annoy other players in PvP can also one-shot them.
      • Reduced Blinding and Concussion Grenade damage by 25 percent.
  • Rocket Launcher subfamilies have lacked meaningful differences for a while now, and their free tracking Precisions are flat-out better, so we’re pushing them further apart by adjusting damage. We may take a deeper look at Rocket Launchers later.
      • Damage adjustment by subfamily:
          • Precision: 0.95x
          • High Impact: 1.0x
          • Adaptive: 1.05x
          • Aggressive: 1.05x
  • We took a big swing at Sniper Rifle aim assist based on zoom in Beyond Light and having seen this play out are revisiting the tuning on the zoom-based AA scaling. Low-zoom snipers got more of an Aim Assist (AA) reduction than they needed, and high-zoom Snipers are getting some pretty silly headshots right now.
      • Reduced variance in AA scaling between low (35 zoom) and high-zoom (60 zoom) Sniper Rifles.
          • Cone angle scalar increased by ~25 percent on low zoom, reduced by ~9 percent on high zoom.
  • Pulse Rifles take slightly too long to kill red bar enemies in PvE. We’re buffing their damage vs. minors by 10 percent (but if you want Exotic Pulse Rifles to feel better at this – oh boy, keep reading).

Exotic Weapons

  • Exotic Primary weapons and Trace Rifles aren’t sufficiently stronger than Legendaries for them to be worth bringing into hard PvE content, particularly against minors. Note that this change applies to all Exotics that use Primary ammo, and includes most secondary effects (e.g., perk-triggered explosions).
      • Increased damage vs minors in PvE by 40 percent. 
  • Chaperone is a terror in PvP, particularly with the nerf to pellet Shotguns and the reduced frequency of grenade and melee abilities, and it outperforms some weapons that ought to be good counters to it, for example Sidearms and Submachine Guns.
      • Reduced passive range buff from 2m to 0.5m.
  • Duality is in a similar place to Chaperone, but it’s not quite as rangy. On the other hand, its Exotic trait shipped with the constraint that it would wipe on reload, to make it harder to chain. Having seen it in action for a while now, we don’t think that limitation needs to be there.
      • Reduced passive range buff in slug mode (i.e., when aiming down sights) from 1.25m to 0.5m (pellet mode is unaffected).
      • The On Black Wings damage buff no longer clears on reload.
  • Tarrabah is extremely strong as it is, but it currently demands complete commitment, with no weapon switching. This constraint is a bit harsher than it needs to be, so we’ve loosened it without removing it entirely. Also, while the duration extension when damaging players did actually function in PvP, it was so subtle that players kept reporting that it was bugged, so we bumped them up.
      • Now reduces perk progress by half instead of clearing it on weapon stow.
      • Increased Ravenous Beast duration increases for damaging a player slightly.
  • Ruinous Effigy has been overdue for a look at its Beyond Light nerf (the nerf to damage dealt while guarding), so we’re rolling that back. Note that the other part of that nerf was to the airborne standard melee attack, and this hasn’t been touched.
      • Increased the damage dealt by guarding with a transmutation sphere by 66 percent (30percent against players).
      • Note: Transmutation Sphere multikills now count for Orb generation armor mods (previously only kills with the beam would trigger this).
  • Lumina’s stats just don’t compare with other 140 RPM Adaptive Hand Cannons, and its usage reflects that, so we’re updating these alongside some of the Legendary Hand Cannons that also used to be 150 RPM (see below).
      • Increased range stat from 44 to 59.
      • Increased base stability stat from 46 to 56.
      • Sorry Thorn fans, Thorn is already strong and popular, and a similar buff would turn it into a monster in PvP.
  • Ager’s Scepter’s initial implementation used Super regeneration scalars, which had very weird effects in activities that also had scalars, so we’ve rebuilt it to turn off regeneration while active and have implemented a slower drain using a different method.
      • Fixed being able to activate or continue using empowered mode while suppressed or Stasis encased.
      • Rebuilt the perk — used to modify Super charge rate, now freezes Super recharge and deducts Super directly, fixing several issues with activities that change charge rate and outliers for recharge based on Intellect stat.
      • Super should now drain more slowly while empowered.
  • Dead Man’s Tale feels good to use on both mouse and keyboard and controller now, and we don’t want to go back to it feeling unreliable, but it’s far too good at spamming hip-fire shots at long range as it stands.
      • Reduced the catalyst’s hip-fire rate of fire from 150 RPM to 130 RPM.
  • Lorentz Driver and Arbalest remain fairly hard to counter in PvP; one common complaint is how easily they can shoot through flinch. We’ll be keeping an eye on these moving forward and have another change planned if needed.
      • Increased flinch received.
  • Forerunner’s ammo economy was fairly conservative when we shipped 30th Anniversary but having seen how it’s used in PvP we believe it would benefit from gaining a little more ammo per Special brick.
      • Increased ammo picked up from a Special ammo brick from two to three (and from four to five with a scavenger mod).

Legendary Weapons

  • Several Legendary weapons have out-of-band stats, either to their benefit, detriment, or a bit of both. When infusion caps were still around, this was ok because they’d cycle out eventually. But now the weapons remain viable in all activities indefinitely and the solution is to adjust outliers to be in-band (as mentioned in the Feb 2021 State of the Game).
      • Hand Cannons: The band for Legendary 140 RPM Hand Cannon Aim Assist ends at 84 (and this extreme should be for a Hand Cannon from a pinnacle activity, like a raid or Trials), but when 150s were converted to 140s, many of their stats were either too low or too high. We’re adjusting the stats of these to be within the standard ranges (up or down), as follows (an overall buff in most cases):
          • Dire Promise: +4 range, +3 stability, -4 aim assist.
          • Waking Vigil: +6 range, +5 stability, -3 aim assist.
          • Jack Queen King 3: +3 range, +3 stability, -8 aim assist.
          • Spare Rations: +4 range, +4 stability, -9 aim assist.
      • Felwinter’s Lie’s intrinsic perk makes it far too consistent and lethal compared to similar Shotguns, and it’s had plenty of time to shine.
          • +15 percent spread angle.
      • Most of Ikelos SMG’s stats are wildly out of band for an aggressive SMG, but it does suffer from having a low zoom compared to other popular options.
          • +1 zoom, -5 range, -7 stability, -8 handling, -5 aim assist.
  • Typically, we don’t adjust base stats on specific weapons at all post-ship, so we don’t intend to do this regularly.

Perks 

  • We want players to be able to choose to build into hip-firing more easily, so we’re adjusting the Hip-fire Grip perk to support this.
      • Now increases damage falloff start and end distances by 20 percent (except on Shotgun, Sniper Rifle, and Fusion Rifle).
  • Adagio often felt like it changed a weapon’s subfamily to the next slowest rate of fire — but worse, particularly when comparing damage falloff.
      • Increased duration from 5s to 7s.
      • Increased damage bonus (except on Bows and Fusion Rifles) from 25 percent to 30 percent.
      • Now adds +10 range stat.
      • Added a timer to the buff text to make it easier to tell when it’s going to expire.
  • Dual Loader is okay on paper, but in practice that reload speed is pretty painful.
      • Reduced reload stat penalty from -50 to -35.
  • Danger Zone felt pretty risky to use in some cases, resulting in a lot of self-damage.
      • Reduced self-damage scalar for Grenade Launchers, combined with the other scalars, this is ends up reducing self-damage from 1.25x to 0.75x.
  • Tap the Trigger is the meta-breaking perk on a particular Fusion Rifle. When stacked with other elements of this roll, it makes Fusion Rifles much too stable. So much so that we stopped putting it on Fusion Rifles, and then squidface sold it a few times. With this change we believe it’s still quite a strong perk without being overpowered, so it’s likely to appear on future Fusion Rifles (note: we did try reducing stability from +40 to +20, but in playtests the difference wasn’t perceptible).
      • On Fusion Rifles only:
          • Reduced stability bonus from +40 to +10.
          • Changed max recoil angle scale from 0.5 to 0.875.
          • Changed error angle scale from 0.9 to 0.975.
      • Unchanged on all other weapons.
  • Headseeker didn’t work as intended on Aggressive Burst Pulse Rifles, because the buff’s duration was too short. Sacred Provenance is the only viable Pulse Rifle that benefits from this in Season 16 (although there IS such a Pulse in the Season, it doesn’t roll with Headseeker), but expect to see more in future Seasons.
      • Extended buff duration from 0.17 to 0.3s
  • Let’s talk about Eager Edge. It’s a lot of fun to use, but it can be used to do some mind-blowing, environment-breaking things if used in particular ways while airborne. While the tuning below isn’t meant to remove the fun factor, we have a fresh raid (and other fun content) coming with The Witch Queen and want to ensure we retain challenge behind our upcoming rewards. Breaking out of maps can be fun, indeed, but can easily remove the prestige and value of a given item or experience.
      • Reduced lunge distance benefit while airborne by 25 percent.
      • Now caps maximum player airborne velocity (to a fairly high value) while active.
  • Occasionally we’ll shelve perks, because they’re not working for some reason (too strong or too weak). This means we won’t put them on weapons in the future unless we change the perk. In many cases we’d rather put design work into new perks than old ones, but there’s a whole “Perks” section here. Anyway, these perks are shelved (some have been shelved a while):
      • Bottomless Grief and Celerity (Both were attempts to inject some uniqueness into Trials of Osiris and Nightfall weapons, which we’re now doing with Origin Traits.)
      • Underdog
      • Shield Disorient
      • Air Assault (though note that this may get a redesign in a future Season)

The Near Future

  • In Season 17 we’ll have a set of PvP-focused weapon changes, including:
  • New ways for players to build for flinch resistance.
  • Balance tuning for primary weapons (looking at you, Pulse Rifles; Lightweights in particular).
  • Special weapon tuning (Snapshot feeling mandatory on Sniper Rifles in PvP, other balance changes).
  • Another PvP Special ammo economy change, if needed.
  • Adjusting how zoom outliers (both low and high) affect the performance of a subset of weapons (i.e., the Scope column shouldn’t be the most important thing on a weapon). This could take various forms but the intent is to bring both high and low outliers towards the average (to the overall benefit of the weapon archetype).
  • We’re also adjusting several much-requested Exotics, along with Legendary perks.

Weapon Crafting rundown

Beginning your Quest (to Craft) 
Early in The Witch Queen campaign, you’ll be given an introductory quest that runs you through the ins and outs of crafting. In the first and second missions of The Witch Queen, free to all players, Guardians will uncover the Deepsight ability and be introduced to the Enclave.
This is where you’ll begin to shape your first Glaive, a brand new weapon archetype being introduced in The Witch Queen. All of the necessary materials will be provided for your first crafted weapon, but you’ll also be given a short tutorial on how to find those materials for future crafting. A subset of weapons and archetypes will be craftable from the start, but more will be added in the future.
In order to shape your future tools of destruction, you’ll need to do a little bit of research first. Patterns are your first requirement. Some will be acquired through quest completions, while others can be earned by completing various gameplay objectives. Once you’ve earned your desired Pattern, it can be crafted at any time with the required materials. Now, it’s all about the mixings.
After reaching the enclave and crafting your first Glaive, randomly rolled weapons throughout the game have a chance to drop with a new ability: Deepsight Resonance. This will be used as you begin to target specific traits to craft. As an example, if you find a Deepsight Resonance Legendary Auto Rifle with the Rampage perk, you can complete an objective and extract the essence of the perk to then craft a weapon with Rampage or another perk that increases damage.
Pictured: A Guardian holding Deepsight Resonance weaponry, noted by red weapon borders.
Pictured: A Deepsight Resonance Weapon with no progress, essence ready to be attuned through combat.
Destiny 2 Upcoming Patch
Pictured: A Deepsight Resonance Weapon with full progress, essence ready to be extracted.
Like current weapons, not every weapon Pattern will be compatible with every trait, but you’ll have a good list of traits to mix and match as you customize a given weapon to your desired specifications. It doesn’t stop there, though. Through the Enclave, you’ll also be able to kick things up a notch and enhance your traits to strengthen their flavor.
Leveling Your Weapon & Enhanced Traits 
Once a weapon is crafted, Guardians may begin to increase its level by using it in activities and by defeating enemies. This is where the bulk of your crafting playtime will be. The more you use your weapon, the faster you’ll unlock its full potential.
Enhanced stats and traits can be unlocked when reaching higher levels, granting slight bonuses to your weapons capabilities. Our goal through this system is to give players a reason to invest in their weapons, far beyond what Masterworking could offer in the past. Each weapon can now act as a longtail pursuit as you look to make your freshly crafted weapon the best it can be.
Destiny 2 Upcoming Patch
It can be intimidating to start making decisions on how to build your weapon so we are also giving you the ability to reshape your crafted weapons in the Enclave if you want to mix up the components of your weapons after you finish crafting them. You can switch up what barrel, mags, or traits you choose so you don’t feel like you got locked down one path forever.
Destiny 2 Upcoming Patch
As Guardians begin to embrace this new system, you’ll begin to see new legends rise. Some will prefer Häkke and other foundries. Others may dabble in new weapons from [REDACTED]. We’re excited to see which weapons you embrace.
Mementos 
While the majority of your crafting experience will be dedicated to mixing, matching, and enhancing traits, there is also an opportunity for a bit of customization when it comes to appearances and activity-specific trackers. At launch, one weapon memento will become available for players to earn through Gambit, unlocking a Gambit-themed appearance and tracker. Rank up your weapon to max level, head back to the Enclave, and apply your freshly earned memento for some sweet flair.
More of these will come online through Trials of Osiris and Grandmaster Nightfalls. We have more plans for mementos down the line, and are excited to introduce a new endgame rarity cosmetic item for players to chase as they build out their new arsenal of weaponry.
Exotic Crafting 
Legendary weapons aren’t the only thing that you’ll be able to craft. The upcoming Osteo Striga Exotic SMG and three class-unique Exotic Glaives can also be crafted through the Enclave, once you find their respective Patterns, of course.
Destiny 2 Upcoming Patch
While Legendary weapons can be crafted from the ground up, Exotic crafting is more about fine-tuning something with a defined identity. You may have the opportunity to customize things like barrels or stocks, while preserving the Exotic look and feel. Looking for a longer-range profile for the weapon, or opting to shred through your enemies up close and personal? Through the Enclave, you can do just that.
Alright, folks. We’re at the end of our weapon crafting preview. Will you have questions? Undoubtedly. Launch day of The Witch Queen is just around the corner, and we’re excited to see what weapons you create. Don’t worry, we aren’t done with the TWAB just yet. We still have some exciting news regarding weapons to cover. Let’s talk tuning.

Besides the upcoming patch preview, check out the full TWAB blog for the full rundown of all the new weapon stuff coming in The Witch Queen for Destiny 2.

Source: Bungie

MP1st Staff

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Activision Developing Unannounced Titles in Call of Duty Universe, COD Mobile Earns Over $1B in MTX This 2021

Activision has stated in its recent investors call that the studio is developing several unannounced titles in the Call of Duty universe, as well as confirming that the mobile division of the franchise is quite the moneymaker, earning over a billion dollars last year in microtransactions! Check out the details on this development on COD below.

As mentioned in the earnings report for Activision:

  • Call of Duty net bookings on console and PC declined year-over-year in the fourth quarter, reflecting lower premium sales for COD: Vanguard versus the year ago title and lower engagement in Call of Duty: Warzone™. Fourth quarter in-game player investment on console and PC remained well above the level seen prior to the March 2020 launch of Warzone.
  • Development on this year’s premium and Warzone experiences is being led by Activision’s renowned Infinity Ward studio. The team is working on the most ambitious plan in franchise history, with industry-leading innovation and a broadly appealing franchise setting.
  • Call of Duty Mobile net bookings grew year-over-year in the fourth quarter, driven by continued contribution from the game in China. For the full year, Call of Duty Mobile net bookings grew strongly, with 2021 worldwide consumer spending on the title exceeding $1 billion.
  • Studio expansion has continued to add development resources worldwide as plans continue for ongoing live operations and new, unannounced titles in the Call of Duty universe.

There you have it. Despite the numerous scandals that rocked the company, Activision Blizzard continues to be dominant in the gaming industry with the COD franchise, and we can certainly expect more things from them in the future thanks to that massive buyout.

Source: Activision Blizzard

MP1st Staff

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Skater XL Update 1.14 Patch Notes; Out This February 4

Easy Day Studios has released the Skater XL update 1.14 patch notes this February 4, and this one is for a bunch of changes and fixes across platforms. Head down below for the complete patch notes.

Skater XL Update 1.14 Patch Notes:

At the time of writing, Easy Day Studios has not yet revealed the full release notes for this latest patch. However, the studio did reveal the latest map coming to the game, the details of which you can read below:

New Map Drop
Oshawa Arena by Brookzee99 is available in the Mod Browser on PS, Xbox, and PC. It will play host to the 1st ever SXL FakeSkate Open Live Contest on Feb 5th. Tune into@milky_irl‘s Twitch to see the best fakeskaters in the world compete live for cash & prizes!

A Reddit thread has also detailed some of the known changes that came with the patch:

The camera is different… it seems to dynamically move/change as you approach things. I really dislike it.

EDIT: Also the session markers are really broken now in multiple ways.

We’ll update this post once the full patch notes are out.

MP1st Staff

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PUBG Ban Being Pushed by Pakistan Police After Massacre; Suspect Blames Game for Crime

In another sad case of video game violence crossing over to real life, a PUBG ban is now being pushed by Pakistani police after the grisly massacre of four family members by a teenager. The teenaged suspect confessed to killing his family members after a fit of rage playing PUBG for days straight. Before reading on, please be warned of explicit content due to the graphic nature of the murders.

The suspect, named Ali Zain, aged 18, shot his mother, two sisters, and his brother on January 18. After police questioning, the suspect claimed that the game had driven him to violence. In a statement to reporters in the eastern city of Lahore, police investigator Imran Kishwar had this to say:

“This is not the first incident of its nature, so we have decided to recommend a ban”.

This is not the first case of a PUBG ban in Pakistan. In 2020, a ban on the game was lifted after its prohibition by the Pakistan Telecommunication Authority (PTA). The PTA raised concerns over immoral content on the platform.

The authority had refused to unblock the game at first, insisting that it is “highly addictive” and a “wastage of time”. However, cases like this, while an outlier, prove to make its point every once in a while. Here’s hoping that those affected can find peace after this case of senseless violence.

Source: ABS-CBN

MP1st Staff