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Mycopunk Console Version Is Something the Studio Would Love to Do

Mycopunk’s early access launched just a month ago, and it’s already drawing in a lot of good reception from players and critics alike. While the road to 1.0 is often a long one, Studio Pigeon at Play seems to have already a strong understanding of what they need to do to get there.

However, what remains uncertain is whether that road to 1.0 would include a console release. Well, we got an answer for you, and the good news is that the studio is interested in a console port.

There’s Hope for a Console Release of Mycopunk

Speaking to MPst in a recent interview (which you can read here), Pigeon at Play’s Game designer, VFX & Tech artist, and writer, Noah Matheu, commented on the potential for a console port for Mycopunk. While he didn’t outright say yes or no, he did say that the studio would “love” to, and that many of them are console fans who grew up on those platforms.

“Yes! We would love to. A lot of us are old Halo fans and console gamers, so it would be great to bring Mycopunk over to those platforms.” Noah Matheu said, “Porting takes a good chunk of logistics and time, though, so we don’t think we’ll be able to really give that a shot until we have some breathing room after our 1.0 launch.”

Despite the game being in a very good shape, with player reviews overly optimistic on Steam, the game will remain in early access until the studio feels it’s ready for the big 1.0 launch. This period is being used to gather feedback from players in order to shape the game and future content, which, as Noah puts it, will help them determine the “best long-term structure” for the game.

But for now, things are looking pretty good for a potential console release, and we’re hopeful the team finds the much-needed success in both the early access and the lead up to the game’s launch.

Mycopunk is now available on Steam via early access.

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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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With the First Battlefield 6 Beta Weekend Over, What Are We Thinking: Closed or Open Weapon System?

Well, it’s Monday, which means that the Battlefield 6 Open Beta is officially over. But worry not, as the second weekend test is set to begin this Thursday, so it won’t be long before we all get to jump back into the action. Still, three days is a lot to reflect on what we just played through, and if there is one thing that I am certain of, it is that I am ready for more.

However, for now, let us all use this time to reflect on the experience that DICE has created, specifically one of their most controversial ones going into this beta. With play time now under everyone’s belt, what are we all thinking about the open and closed weapon system in Battlefield 6?

For those unaware, DICE had the “Open” playlist available on Conquest and Breakthrough, which allowed all classes to use any weapons, though each class had a weapon proficiency that granted them bonus advantages for using said weapon type. The “Closed” playlist was for Conquest, and this locked classes to specific weapons such as the Assault Rifle for the Assault, LMGs for the Support and so on.

To Open, Or Not to Open, That Is The Question

I’m going to be straight with you all here: despite being with Battlefield since the very first game, Battlefield 1942, and playing every single one up until this point, I was looking forward to seeing how the open weapon system would be implemented in Battlefield 6. I know, we had open weapons in Battlefield 2042, but that game had so many other issues that piled on top of itself, that it was hard to say whether or not something could work.

A lot of ideas thrown together, on top of the core experience being something fans didn’t want.

With Battlefield 6, the series is finally looking to be a return to form, with a heavy focus on the return of the class system, chaotic destruction, and all-out warfare. It’s a return to the franchise’s roots while also pushing forward with some new ideas. This beta, specifically, feels like a deliberate and successful effort to recapture the classic Battlefield feeling, and to me, DICE has nailed down most of what we wanted from a Battlefield game. I’m open to trying out new ideas if they can capture and maintain the magic of past games. 

Everyone is going to have a different opinion on this, of course, and after playing through countless rounds of open and closed weapons, I think I prefer the classic closed weapon experience over the new one (this is a personal preference and in no way suggests that this is the “correct” choice).  

However, it’s not to say that the open weapon system was inherently flawed for what it was. It’s more so that with Battlefield 6 being almost everything we were hoping for, the open weapon system versus the closed system experience is so significantly different from one another. There’s almost a catering of two fan bases here: the old school and the new school players.

I love my Battlefield games to be complete mayhem, explosions everywhere, and nonstop action, but dare I say that the open weapon system was a bit too chaotic? 

I’ve seen other players’ reactions being similar, where having everyone use whatever weapon they want without limits has created some very unbalanced scenarios. That’s probably going to be one of the hardest things for DICE to get right, and having an open weapon system could introduce some odd weapon balancing where nerfing and buffing are happening, and to the wrong things because it’s not just the weapons that will have to be balanced, but all the other variables of each class, like gadgets and such that also need to be taken into consideration for every weapon. 

I think that’s why we’re seeing so many chaotic matches. Take snipers, equipped with open weapons, and you can play as a support class, resupplying yourself with ammo whenever needed. No more having to chase down someone maining that class to do so. Ultimately, this resulted in what players are joking about, with all the sniper glints popping up on player screens on Liberation Peak. I mean, that’s going to happen regardless, open or close, but it’s a position that can now be held tightly because of the selfish ammo hoarding.

Of course, the alternative in the last games wasn’t any better, with the recon class burning a ticket to redeploy on their spawn beacon. But shouldn’t be an issue in the future, as DICE has confirmed that in the newest build of the game. spawn beacons are now part of the Assault class’ kit.

Medics (Support class in BF6) and Engineers will always have their roles in Battlefield games. Still, with an open weapon system, it certainly is funneling players into a specific class to abuse their abilities for their preferred weapons. Are you really playing a medic if you’re perched on a mountainside, far away from the action, as you safely snipe enemies out? What about all those medics who just run past you? Again, that will happen in a closed weapon system, but at least it comes with more of an understanding behind the classes. 

On the other hand, the game is fun with the open weapon system. Not that it isn’t with closed, but that extra amount of chaos has made for some of the best moments I’ve ever had in a Battlefield game. I think part of the reason why the game has done so well with the open beta is due to the open weapon system. I think it’s a great way to bring new players into the franchise. Sure, it sacrifices some of the class identity that many of us want, but it also brings in a new audience of players who can enjoy the franchise for many of the same reasons I enjoy it. 

I’m still against it, and honestly believe that it would lead to a nightmarish balancing act that DICE and the supporting studios will constantly have to fight over. 

But the biggest thing for me is the feeling of playing as a team.

With a closed weapon system, you’re more reliant on your teammates. Assault class is on the frontlines, right in the thick of it all, while the Engineer is fighting alongside them, prepared to take down and repair any vehicles they can. Meanwhile, the Support is hanging just a bit back with their LMGs, laying down covering fire, while also being ready to support the two classes with revives and ammo. Meanwhile, we have our Recon team overlooking us from a distance, providing covering fire and eliminating any targets they can’t see (and hopefully spotting for their team).

The classes have a clear identity and a clear purpose. You’re forced to work together, to rely on each other’s strengths and cover each other’s weaknesses.

Not only that, but you can tell who is playing what class and what gadgets they have. If you see someone with a sniper, they’re probably a Recon, and they likely have some C4 planted nearby. Try to take them out from a distance. LMG? That’s a Support, let’s deal with that so they aren’t reviving their teammates. You can identify who is who and, therefore, understand how to deal with the threat. 

That’s the core of what makes a great Battlefield game for me, the feeling of a massive, organized effort. The Assault team pushes up the flank while the support lays down cover fire. The Engineer is taking down a tank while the recon spots targets from a distance. With an open system, that all goes out the window. Everyone’s a jack-of-all-trades, a one-man army. And while that can be fun in its own way, it’s not the Battlefield I fell in love with. It’s more chaotic, sure, but it’s a disorganized chaos. It’s everyone doing their own thing instead of working together.

I get that the open weapon system is trying to bring in new players, and I can see why it would be appealing. It lets you play exactly the way you want without being restricted. But I think it sacrifices some of the magic that makes Battlefield, well, Battlefield. The magic of teamwork, of class identity, and of a massive, coordinated effort.

I suppose I might be part of a dying group of hardcore players out there. I know a closed weapon system isn’t suddenly making everyone play the objective as they should, but damn, when I was playing with a group of friends in a squad in the closed weapon playlist, it just felt like old times. Yeah, I’m getting hung up on nostalgia, but I love how combat flows and how fights can turn into a big game of rock, paper, scissors. 

Battlefield 6 feels good with the closed weapons system. Yes, it’s a bit less chaotic and allows more breathing room, but it strikes almost the perfect balance between strategic play and Battlefield-style moments, rather than constantly being there. 

DICE Is Going to Have to Pick One, Right?

You have to consider how Battlefield 6 is trying to bridge the gap between two very different philosophies. The game, in so many ways, is a return to the classic Battlefield formula that veterans crave. The destruction is back, the class system is back (in a more defined way than BF2042), and the chaotic, large-scale warfare feels like the Battlefield we remember. However, you have the open weapon system, which feels like a concession to a different kind of player —the modern FPS gamer who is accustomed to complete freedom in their loadouts.

This is a real conundrum for DICE. They’ve given us a “closed weapon” playlist in the beta, and for me and many others, it felt like a return to form. The game with closed weapons has a certain flow to it. You know what to expect from each class, and you’re forced to rely on your team in a way that’s essential to the Battlefield experience. I saw support players actually dropping ammo and medics reviving people because of class understanding. The game felt more like a concerted effort rather than a collection of individual skirmishes.

But as I said, the open weapon system has its appeal. It’s more accessible for new players. They can jump in, pick their favorite gun, and not feel constrained by a class they might not fully understand yet. The chaos is a different kind of fun, a kind of “anything goes” mayhem that can lead to some truly wild and memorable moments.

The biggest fear I have is that DICE will try to please both camps and end up pleasing neither. The “closed weapons” playlist, while fantastic, already feels like a separate, less-supported mode. I’ve seen some chatter online suggesting it’s being buried due to low visibility. I mean, it only has one playlist option, which is Conquest. Where’s closed weapon Domination and closed weapon Breakthrough? That makes me worry it won’t be a core part of the game at launch. If they stick with both, they’ll have to deal with a fractured player base, and as time goes on, the less popular mode will struggle to fill servers, especially in less popular regions or during off-peak hours.

So, where does that leave us? It feels like we’re at a crossroads. We can have a game that is a true return to Battlefield’s roots, with all the teamwork and class identity that implies, or we can have a more modern, free-form shooter that is arguably more accessible. I’m torn, but if I have to choose, I’m siding with the closed weapon system. It feels right, and it’s what makes Battlefield unique. It’s a game about classes and teamwork, not just about who has the best aim with their favorite gun. One person could have the worst kill-to-death ratio in history, and yet still make a huge difference in how they play their class and work towards objectives. 

The challenge for DICE is figuring out how to make that more appealing to the new player. How do you teach them the value of a class system without it feeling like a chore? Perhaps it’s a matter of better in-game tutorials, or making the class-specific gadgets and perks so powerful that players want to play the role, regardless of the weapon restrictions.

I don’t have the answers, and I’m sure DICE is wrestling with this feedback as we speak. But as we head into the next beta weekend, I’ll be keeping a close eye on which playlist is more populated and how the balance of each game mode feels. It’s a debate that will likely shape the future of this game, and the future of the Battlefield franchise.

Battlefield 6 officially launches on October 10, 2025, on the PS5, Xbox Series X|S, and PC.

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James Lara

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

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Report: Black Ops 7 Vault Edition Bonus Skins Leak and Continues Call of Duty’s Silly Skins Era

If there’s one thing old-school Call of Duty fans (like me) are tired of, it’s seeing cartoony and silly skins in the game. From WWE wrestlers, Beavis & Butthead, to even the Teenage Mutant Ninja Turtles, the franchise seemingly wants to be like Fortnite so bad, that it’s laughable at this point.

It’s not just crossover skins either, as even the design of the original operator skins and cosmetics are leaning on the cartoony side too. There are pink-colored weapons, soldier zombies and more. It’s gotten to a point that fatigue has set in across shooter fans about it.

If you’re hoping that Activision will rein it in Call of Duty: Black Ops 7, which is releasing later this year, sadly, that doesn’t seem to be the case.

Black Ops 7 Vault Edition Bonus Skins Continue Call of Duty’s Descent Into Fortnite Territory

The Vault Edition of Black Ops 7 will grant the buyer a set of special bonus skins. And thanks to COD Warfare whom have shared datamined images to MP1st directly, we now have our first look, and let’s just say that don’t expect these to be grounded in any shape or form.

Check out the Vault Edition operator and weapon skins, which follow the past few Call of Duty games’ design choices.

As you can see from the images, there’s one with what appears to be a machine on his chest, and another that looks like it wouldn’t be out of place in a Star Wars game. It’s a stark contrast to what gamers have been clamoring for, and that’s for the franchise to be more grounded in reality, and stop with the silly skins.

However, at the end of the day, these things sell, which means Activision will continue to do so.

In comparison, Battlefield 6’s character skins look a lot tamer, though this is intentional, as the developers mention they want the game’s cosmetics to be more “grounded” and be “authentic to the franchise.”

Of course, this is just in the beta, and we don’t know what EA will do post-release. For all we know, EA has a bunch of crossover skins with other entertainment properties already lined up and ready to be released in the game’s upcoming seasons. Hopefully, they don’t, but the allure of all that money will be hard to resist.

In other Call of Duty news, Activision has recently confirmed that Secure Boot and TPM 2.0 will be required for Black Ops 7. Thanks to a datamine, the preliminary weapons list have been unearthed via COD HQ as well.

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Alex Co

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

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Team RAD Are Your Marvel Rivals IGNITE Tournament Winners

It was a fierce mid-season finale for the Marvel Rivals IGNITE tournament that took place this past weekend in Guangzhou, China, but it all boiled down to two teams facing off: team RAD, and Envy,

Though Envy had defeated RAD during the semi-finals, it seems that in the end, team RAD had the upper hand.

Team RAD Takes Home the Crown in Marvel Rivals

Marvel Rivals’ first offline LAN tournament has finally concluded for the Mid-Season champions. Many entered, but only one team was left standing, and that team was none other than team RAD, earning the crown of both champion of the tournament, and as the best Marvel Rival players in the world.

Emotions were high as the team RAD celebrated their victory on stage, having overcome a team they had previously lost to during the semi-finals and achieved their dream of being the best Marvel Rivals players in the world.

Envy, of course, put up a good fight, though RAD came in far more prepared this time around, leading over ENVY by 4-2 in the finals. It seems that being knocked down to the lower bracket by Evny previously was the exact motivation that RAD needed, as their hard work to overcome the odds ultimately paid off.

They go home with both a trophy to celebrate their achievements and prize money of $160,000.

Massive congratulations to the team! We look forward to seeing where they go next.

Next Up: Marvel Rivals Ignite 2025 Stage 2 – Americas

Speaking of what’s next, fans of Marvel Rivals’ Esports will have Stage 2 of the Ignite championships to look forward to, which takes the fight to the America’s.

Details are still a bit light on the specifics, though with the mid-season grand finales now over, we’re expecting Netease to release more details in the coming weeks. But for now, keep a close eye on the officail Marvel Rivals Esports X account.

For those who were watching the matches live, or just getting caught up on some of the clips, what were some of your favorite moments? Honestly, I’m just impressed by how much more entertaining the teams made Marvel Rivals, as there were definitely some plays in there that many of us didnt even know were possible. Definitely some spectacular moments throughout the finals, so what was your favorite?

In other Marvel Rivals news, the mid-season update has been released last week, and this brought in Blade as the latest hero in the hero shooter.

[Image source: SI]

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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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Battlefield 6 Server Browser Testing Arriving “Soon;” DICE Explains Why Past Models Were “Ineffective”

One of the biggest complaints about Battlefield 6’s beta is the lack of a server browser. Although the studio confirmed that one would be included in the final release, it appears that they are preparing to test it with the public beforehand.

While we aren’t certain if this will be included in the next open beta weekend or in Battlefield Labs, the studio feels confident that their server browser solution will meet the requests of players.

Not only that, but a DICE developer also explained why the studio didn’t just op to use the same server browser found in Battlefield 4 and in past games.

DICE Will Be Testing Battlefield 6 Server Browser Soon

Taking to X (formerly Twitter), Battlefield’s Lead Producer, David Sirland, confirmed that server browsers would soon be available for Battlefield 6 players to try out. He didn’t specify whether this would be for the upcoming second weekend test (8/14-8/17), or if it would be happening in Battlefield Labs, which will resume testing after the beta is over.

We’re hopeful for the former, because it’s a good way to get a bulk of the community in on providing feedback. That, and we’re tired of playing the same map over and over. I’m sure the community has taken note of that issue, and hopefully, DICE figures out a way to balance the map rotation in the standard quickplay matchmaking. Of course, a server browser would resolve this with proper map rotation on persistence servers, so hopefully, there are some experiences like that on this server browser, which uses Portal as its backbone. However, it is implemented into Battlefield 6, so it’s more “accessible.”

The good thing is that, despite being built on Portal, the server browser will have verified experiences. Sirland discussed it a bit more, talking about how it would enable groups of players (four or more) to stay together and have a map playlist in a persistent way.

I mean that is what we have been harping about, the portal browser is basically enabling that + map playlists and in a persistent way too. it’s not the “I stumbled upon a cool server in my city” server browser – but for organized play, it sure hits the mark  It’s a server browser, it contains servers, some are custom experiences, some are verified (which is what most are looking for on this topic). The combination of the pool of the persistent servers and the spun up ones is not very useful.

Matchmaking servers spin up in seconds (get filled with players), and spin down after the game is over. That couple of seconds plus when servers lose alot of players mid game is the only time you can join, which makes it a tricky combination (and full of queuing to join issues)

DICE Explains Why They Didn’t Opt to Use the Same Server Browser Lke in Past Battlefield Games

Speaking elsewhere, over concerns that these created servers would be filled with AI bots, David explained that there’s many “misunderstandings” around the topic (server browser and created experiences), that they would go more in depth later, though made it clear that the only reason the AIs would be there, is if you decided to build that experience with them. So if you don’t want AI, then don’t make a match with them.

And finally, he answered why they didn’t opt for the same server browser experience found in Battlefield 4, BF5, and BF1, to which he responded with:

Fingers crossed that the server browser testing is done in the next and final beta weekend, because I think I speak for the community when I say, we’re tired of playing the same map 3-6 times in a row.

Battlefield 6 officially launches on October 10 on PS5, Xbox Series X|S, and PC. If you’re on PS5, there are PlayStation-specific rewards, which implies EA has a co-marketing deal struck with Sony.

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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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Mycopunk Interview With Pigeons at Play – From Fungal Beginnings

With Mycopunk’s early access now available, and being quite the success with players, we recently sat down with Pigeons at Play to find out how they went from being a college group with a dream to being backed by one of the biggest indie publishers, Devolver Digital

We talk about their beginnings, potential console release, weapon design, and the unexpected inspirations behind the game’s unique enemies and world.

Spreading the Spores of a Dream

Interview conducted with: Noah Matheu – Tech Art, Narrative Design & Writing on Mycopunk

MP1st: First off, tell us a bit about yourselves, as well as the studio, Pigeons at Play, and how it all came to be.

Noah Matheu: Pigeons at Play started when we were all in college. Mycopunk itself started as our senior class project, so Pigeons was mainly formed around our work on it. Though the team is very different now, a lot of the Pigeons originally met through work on a similar project the year before called Fishgun, which in many ways informed a lot of the decisions made for Mycopunk.

MP1st: What was the original spark or concept that led to Mycopunk? 

Noah Matheu: The spark came from a couple different areas that mainly trace back to the two core ideas of: mycelium is cool as hell, and procedural enemies could be really cool too. It’s a fun combination of technical and artistic intrigue that really drove everyone’s interest in the project. Even if one aspect wasn’t especially interesting to someone, the others would help get us and other people invested. For us, working on the game design of such modular enemies ended up being just as interesting as the story and visual design of them.

MP1st: Devolver Digital has built a reputation for embracing “weird” and risky projects that push boundaries and bring fresh energy to the industry. I don’t think it’s much of a surprise that they picked up Mycopunk from an outside perspective, but I’m sure it came as one for the studio when it did happen. What do you think made Mycopunk the right fit for their portfolio, and how has their support influenced your creative process? 

Noah Matheu: Devolver was easily our top choice for a publisher (we tried very hard to hide that when talking to them, but I doubt it worked). It was a surprise when things kept going up with Devolver, mainly because their interest in the game was immediately very strong. I guess we expected them to play hard ball a little more, but Devolver’s a really great group of really fun people, which took a lot of the weight off. While we originally thought we were a little out of Devolver’s wheelhouse, at the end of the day, they do Serious Sam, Boomerang X, etc., that we probably should’ve realized were almost perfectly in line with Mycopunk.

MP1st: Care to elaborate on how that partnership came to be in the first place?

Noah Matheu: This is always a fun story, but essentially, we just went to GDC and got lucky. Liam and Ryan were the ones who were able to go, and they went in with no interviews scheduled, no itinerary, no nothing, but still managed to swing it anyway. We had been talking to someone from Devolver prior to this via a connection with one of our previous advisors at NYU. Randomly on Wednesday night, a slot opened up for the next morning, and Liam and Ryan jumped on it. After that there were more interviews, files passed around, and a lot of hoping and praying.

MP1st: After playing, we were surprised by how much content there already is and how polished the experience feels, especially for an early access release. Typically, early access implies something a bit rougher or unfinished. Can you discuss your decision to launch in early access with such a strong foundation, and how you arrived at the $15 price point?

Noah Matheu: Early Access is something we were always set on doing for the game since we weren’t sure how people would interact with it. We knew that we were going to be updating the game to add new content and shake things up as we got feedback, so we figured it would be better to start off with the big Early Access label to make it more transparent that we’re still figuring out the best long-term structure for Mycopunk. Despite that, though, we didn’t want to launch with anything less than what we would expect from a full $15 dollar game, and then what we feel is a lot more. As far as the $15 goes, I would really love to say that it’s to maintain our promise of being around a quarter of one Borderlands 4, but there’s some more to it. We want this game to be something a group of friends can jump into and have a blast, so we wanted to drop the price a bit to make it more accessible to everybody. We know there’s always that one friend who tries to get everyone to buy a game (I have been that friend a lot), so hopefully we’ve made that job easier.

A Fungus Among Us

MP1st: We can see that a ton of passion was put into Mycopunk by the team. As we mentioned, it has a lot going for it. From the frenetic action and stylish visuals to the unexpectedly rich tone and atmosphere. What was most important to you as a team when shaping the player experience, and what do you hope players walk away with after their time in the game?

Noah Matheu: I feel like this is a question that everyone would have a different answer to. Ryan, for instance, is a big looter shooter player, so having a lot of colorful things to pick up is what gets him excited. The one thing that everyone has always considered before everything else is that we want the game to be fun and engaging. We always want there to be something to do, whether that’s playing a mission, scavenging around for secrets, or racing karts around in the HUB. We didn’t want any dead air, which I think resonates with all of us. This has bred us into perfectionists a little because it’s really important to us that whatever we add into the game has as much care and thought put into it as the rest of the game.

We really hope that people walk away feeling like they’ve just played in the most explosive playground ever, and that every corner of it had a fun surprise in store.

MP1st: While playing Mycopunk, we couldn’t help but pick up on echoes of Risk of Rain, Helldivers, Lethal Company, and even DOOM. What were some of the biggest inspirations behind Mycopunk, and how did they influence the game’s design, tone, or direction?

Noah Matheu: Borderlands, Deep Rock, and Destiny were probably our biggest inspirations. When I wanted to join the team, the biggest question I got asked was, “What do you think of Deep Rock Galactic?” We didn’t set out to just make another Deep Rock, though, which is where our other inspirations came in to really shape the game into what we wanted to play the most. Borderlands, Moebius, and old comics in general really informed the art style, although that’s not exactly a secret. Our gunplay is heavily inspired by Destiny 2, while our movement is pulled from Titanfall more than anything, since we think they’re really the best to ever do it. The tone of the game comes a lot from Valve’s games like Team Fortress 2 and Left 4 Dead (another big overall inspiration), we really liked how their characters had a lot of personality and humor without being too overbearing with it.  

MP1st: Were there any unexpected or non-gaming sources that influenced the world or aesthetic of Mycopunk, like movies, music, and/or real science?

Noah Matheu: Real science was a massive influence on Mycopunk. A solid chunk of my time has been spent doing mycelial research, and our artists often cite National Geographic documentaries as their largest sources of inspiration. Dead Space and Alien were both heavier influences at the start when we wanted to lean more into horror. A lot of those bones are still in Mycopunk, especially now that the Amalgamation is roaming around, and we always want to keep a good layer of disgust and unease whenever the fungus is around. My inspiration for the story specifically comes from reading a lot of defense contractor propaganda, which is always a fun day at the office.

The weapons in Mycopunk are pretty unique, but there’s also a clear sense of familiarity that players can quickly understand what kind of gun they’re using, even when the designs are out there. It reminds us a bit of how the Ratchet & Clank series leans into creative, over-the-top weaponry while still feeling readable with its weapons. What was your approach to weapon design, and how did you find that balance between originality and intuitive function?

For a lot of our weapons we simply wanted to take archetypes we enjoyed, then subvert expectations just a little to make them more interesting. A shotgun? Its pellets ignite when it ricochets. A DMR? Its got a laser. Easy stuff like that. Some of the weirder ones just came from fits of inspiration, chasing an abstract feeling that no one’s tried to jam into a gun before (this is where the Swarm Launcher came from). Other things, though, we just wanted to try adapting already fun experiences into this type of game. The Plate Launcher, for instance, was very inspired by a mix of the Gravity Gun and Thor’s hammer, to see if we could capture the fun, weighty feeling of slinging around a big hunk of metal. A lot of these ideas didn’t work, and there are several scrapped weapons that are never going to see the light of day.

MP1st: Speaking of designs, the monsters and bosses don’t tend to look like your traditional enemies, though I suppose that plays into the whole Fungus theme of the game. We’d still be interested in knowing the inspirations behind them, especially since they exhibit zombie-like traits, where no matter how many limbs you blow up, they just keep coming back.

Noah Matheu: Mycelial networks, we think, are still the core of the enemies. We really loved the dramatic idea that mycelium is alive and is intelligent in some way, so we just blew that idea up to make them actually threatening. People view mushrooms as something a little alien already, going so far as to create those mysticisms, so it wasn’t a huge leap to make it an unknowable alien threat that is driven by rules that we can’t understand. The zombiness happened a bit by mistake, a lot of parallel thinking with The Last of Us, but instead of hijacking people, the fungus is hijacking machines. Once we were prototyping the enemies, there were a ton of fun moments where an enemy would be knocked off balance but still chase after you relentlessly. While it wasn’t a present thought at the time, it’s hard to deny that it evoked the same feeling of blasting a zombie’s legs off and still having them chase after you.

It’s Just a “Fun-Guy”

MP1st: In the game, we noticed a global goal that players can all work towards, which reminded us of Major Orders from Helldivers 2. Will this in any way, shape, or form influence the story (beyond the planned story missions coming) of the game, almost in a way that Helldivers 2 does, where players shape the ongoing narrative?

Noah Matheu: Helldivers one and two continue to be big inspirations for us, we are continually impressed by how they run the Galactic War, and the stories that have sprung up from that. We have more of a mapped path we want to take for Mycopunk’s story, but that doesn’t mean it’s all set and paved just yet. Already, we’ve had people blow through our first public event, which has altered the history of the game in a way we didn’t expect. We look forward to seeing where our community’s enthusiasm will take us, and we’re even more excited to engage with that enthusiasm narratively through Saxon, Roachard, and the other public faces we can sit behind.

I see what might be hints of windows on the drop pod. Any plans for that? It would be cool to see outside the pod as we descend to the planet.

While it would be a lot of fun to see a full drop from the atmosphere, we really want to keep the moment of the pod popping open and being immediately faced with a vibrant alien area that spreads all around you. We wanted to have some of that space-flight excitement for the extraction portion, and we really enjoy seeing people knock each other out of the open pod door as it burns up in the atmosphere. 

MP1st: Assuming everything goes accordingly up to the 1.0 launch (whenever that may be), is the studio considering bringing the game to consoles?

Noah Matheu: Yes! We would love to. A lot of us are old Halo fans and console gamers, so it would be great to bring Mycopunk over to those platforms. Porting takes a good chunk of logistics and time, though, so we don’t think we’ll be able to really give that a shot until we have some breathing room after our 1.0 launch.

MP1st: Anything you’d like to say or add, whether it’s a message to the fans, the players who’ve joined you in early access, or even just something you want to express as a team after getting to this point in the journey?

Noah Matheu: The games industry isn’t exactly in the best spot right now, so we really hope that, at the very least, we aren’t making the situation any worse. We wanted to make a fun game that gives people a break from a lot of the sludge that AAA games have normalized, so we hope that that drive will resonate with both players and creatives. If nothing else, our weird student project is now a released video game, and hopefully that means a little in the grand scheme of things.


That concludes our interview! We want to thank Noah for taking the time out of his busy schedule for this interview. We look forward to seeing how Mycopunk continues to evolve as it makes its way through early access to the road to 1.0.

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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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Battlefield 6 Features New “Quick Turn” Mechanic That Looks Like You’re Cheating on Consoles

While the Battlefield series hasn’t exactly been known for its fast-paced movement, it seems that DICE may be trying to change that a bit with Battlefield 6, as several new and returning features seem to give players more movement options. But there is one that has been recently discovered that has caught the eye of the community, with some being okay with it, while many are calling for its removal.

If you see this in action, it seems like someone is cheating, which is jarring the first time we’ve seen it.

This Might Be TOO Much Movement Even for Battlefield

As pointed out by Streamer TacticalBrit on X (formerly Twitter), Battlefield 6 features an option known as “flick look,” which allows players to automate a 180-degree turn at the press of a single button, something that’s quite hard to do using a controller.

While the feature has been in other online shooters, for the Battlefield franchise, it’s pretty new and was mostly only achieved via macros, or someone setting their sensitivity all the way up and having the skills to time it right. Not anymore, at least in the Open Beta, as players can turn around in an instant after assigning the flick look backwards to whatever button they may desire.

Those using Pro controllers, such as the DualSense Edge, Xbox Elite, or any controller with back paddles, can also map this action to those buttons after assigning the corresponding button to one of them.

Now, a debate has arisen within the community regarding whether this type of movement has a place in Battlefield. Some are perfectly fine, while it seems that a majority agree the feature should be removed before it starts getting abused.

I’m someone who would probably never use it, though that might explain why I’ve seen some enemies turn around so quickly and gun me down during the open beta.

Speaking of consoles, check out our best console settings guide, which lists the optimal configurations for aiming sensitivity and more.

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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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Battlefield 6 Beta Surpasses 500K Players on Steam, Beating Call of Duty’s All-Time High

DICE has opened the floodgates for Battlefield 6 open beta, as it’s now available worldwide for everyone to play. To the surprise of no one, the game has already surpassed its early access concurrent count on Steam, reaching over half a million players on the platform alone.

That’s not the only impressive feat, either, as Battlefield 6 has managed to topple Call of Duty’s all-time high for concurrent players on Steam.

It looks like the bots that DICE confirmed will be featured in the game won’t even be needed, as I doubt there’s any shortage of players to fill up matches in the beta.

Battlefield 6 Might Be the Competitor Call of Duty Needs

While the idea that Battlefield 6 is the “Call of Duty” killer is rather a ridiculous one, considering the games are incredibly different from one another, there’s no denying that with the launch of the Battlefield 6 open beta, the game is already making an impact on the series. And to me, this is good news, as competition breeds innovation and improvements, something that many feel that the Call of Duty series has needed. It’s a series that has remained unchallenged, and though we don’t expect any mass exodus of players, Activision and the Call of Duty studios are likely keeping a close eye on EA’s Battlefield.

This is probably even more true now that we have an early day tally count from the Steam Charts (via SteamDB), which shows Battlefield 6 surpassing a whopping 500K concurrent players. Despite the growing queue times, players are managing to get in with little to no hitches, as DICE and the rest of the Battlefield Studios continue to work around the clock to make sure their servers are holding.

The publisher also confirmed this was the biggest Battlefield beta launch ever.

With it only being Saturday morning, this number is only going to continue to grow, and the question now is, just how many more players can it attract? Mind you, this concurrent count is on Steam alone, meaning we are likely well past one million active players when you take consoles, the EA App, and Epic Games Store into account.

What’s most impressive about all this is that with the news that it has reached over 500K players, Battlefield 6’s open beta has managed to topple Call of Duty’s all-time concurrent player Steam count, which was previously 491,670 and achieved back in November 2022 with the release of Warzone 2.0 (free). Call of Duty: Modern Warfare II (paid experience) was released the month prior, though it is accounted for in that total, as well as including other Call of Dutys as part of Call of Duty HQ.

Talk about insane! Although the question remains, just how many of these players will transition into the final release? We’d wager a lot, considering the game appears to be universally praised by fans (including us). That’s not to say the open beta is perfect, as there are still some things DICE needs to work out ahead of launch. However, a majority of these issues don’t seem too detrimental to the overall experience, which many have described as a return to form for the franchise.

Exciting times to be a Battlefield fan, though I would also say the same for Call of Duty fans, as it’s clear that Battlefield 6 is going to provide some fierce competition, which may be the shake-up the Call of Duty franchise needs.

Battlefield 6 is now available in Open Beta, with its full launch scheduled for October 10, 2025.

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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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Turtle Beach Reveals New Racing Sim Hardware for Xbox and PC

Turtle Beach is continuing its expansion into simulation hardware, as it has just announced three new products designed for Xbox and PC racing peripherals. 

Fans of the original VelocityOne Race, which launched a few years ago, will be happy to see what comes next.

Turtle Beach Drives Its Way Into the Ultimate Racing Experience

Good news for racing sim fans out there, as Turtle Beach is launching, not one, not two, but THREE new products this September! Introducing the VelocityOne F-RX, VelocityOne Race KD3, and the Turtle Beach Racer, all designed and built with Xbox and PC in mind, to deliver on the ultimate and most immersive racing experience yet from the company. 

“Our two new VelocityOne Race sim accessories, the KD3 system and the F-RX wheel, further the legacy of our award-winning sim gaming brand with their unique and intuitive designs for immersive levels of control,” said Cris Keirn, CEO, Turtle Beach Corporation. “The convenience and flexibility of our innovative new Racer wireless wheel takes more casual racing sessions to the next level as a premium alternative to controllers.”

All three will be launching this September 9, with pre-orders now live on Turtle Beach’s website. Details, including features and where to pre-order, can be found below.

VelocityOne F-RX

Features:

  • Ultra-Realistic Formula Racing Layout and Ergonomics
  • 10 Mechanical Switches with RGB Lighting for Authentic, True-to-Life Control
  • Durable, Aluminum Chassis with Rubberized Materials for a Non-Slip Grip
  • Glide through Gears with Magnetic Paddle Shifters
  • Tunable Clutch Paddles for Lightning-Fast Launches & Quicker Shifts
  • Dedicated, Customizable LED RPM Dashboard for Enhanced Shift Timing
  • Five Rotary Dials for On-the-Fly Adjustments to Critical Car Functions
  • Quick-Release Design for Compatibility with All VelocityOne K: Drive Wheelbases

Pre-order and Launch Date

  • Pre-orders are now live (via this link) with a suggested MSRP of $249.99.
  • Launches September 9, 2025.

VelocityOne Race KD3

Features:

  • Authentic, Complete Racing Setup for Xbox & PC
  • Custom K: Drive Direct Drive 3.2Nm Force Feedback Motor
  • Glide through Gear with Magnetic Paddle Shifters
  • Tune & Customize your Setup with the Race Management Display
  • Customizable, Hall-Effect Throttle & Brake Pedal Assembly
  • Durable, Racing-Grade Materials
  • Modular Design for use with other compatible VelocityOne™ Accessories
  • Included Table Clamp or Integrated Threaded Inserts for Versatile Mounting Options
  • Tuner Companion App for Xbox, PC & Mobile Device

Pre-orders and Launch Date

  • Pre-orders are now live (via this link) with a suggested MSRP of $449.99.
  • Launches September 9, 2025.

Turtle Beach Racer

Features:

  • Complete, All-in-One Race Setup
  • Non-Slip Lap Mount or Adjustable Table Clamps
  • Reliable 2.4GHz Wireless Connection with Up to 30ft Range to Xbox or PC
  • Up to 30-Hour Battery Life Plus Play-and-Charge Wired Connectivity
  • Controller Mode Allows for Wheel Compatibility with Rocket Racing
  • Officially Licensed for Xbox Consoles & Windows PCs
  • 3.5mm Audio Connection Plus Built-In Audio Controls
  • Two Mappable Quick-Action Buttons for Customizable Control
  • Soft-Touch, Textured Grip, and Full 360-Degree Wheel Rotation
  • Control Center 2 App Connectivity for Firmware Updates & More

Pre-orders and Launch Date

  • Pre-orders are now live (via this link) with a suggested MSRP of $179.99.
  • Launches September 9, 2025.

Talk about an exciting offering from Turtle Beach, and we’re glad to see that they’ve stuck with expanding and improving their line of simulation peripherals ever since they first jumped into the market a few years back. 

Once again, all three of these will be launching on September 9, 2025.

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James Lara

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

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The Victrix Pro BFG Controller Just Got a Whole Lot Better With Its New Reloaded Version

Turtle Beach’s Victrix Pro BFG Controller is getting a massive upgrade, as the company announced during EVO Las Vegas the long-awaited successor, the Victrix Pro BFG Reloaded.

Now equipped with several new and improved features, such as Hall Effect sticks and triggers, this newer version of the Victrix Pro BFG is going to be perfect for all you competitive esports gamers and the fighting fans out there.

Level Up Your Game With The Victrix Pro BFG Reloaded

The Victrix Pro BFG was already one of the best competitive pro gaming controllers we reviewed a few years back, so it’s hard to believe that Turtle Beach and Victrix would somehow manage to top it. Yet thanks to fan requests and years of studying and learning from feedback, that’s precisely what the controller maker has done with the new and improved Victrix Pro BFG Reloaded wireless modular controller.

“We’ve been looking forward to debuting the new Victrix Pro BFG Reloaded controller here at EVO Vegas among some of our hardest core competitive gamers and fans and giving them the opportunity to get it early,” said Trevor Lehr, Director, Victrix Product Management, Turtle Beach. “We’ve been taking detailed notes from the community on what they’d want to see in a future BFG controller, and when gamers get their hands on the new Reloaded model, I’m confident they’ll agree the Victrix brand has once again delivered the most customizable and reliable performance-driven controller around.”

The Victrix Pro BFG Reloaded not only sports new Hall-Effect technology to combat stick drift but also comes with a ton of other new improvements, such as an enhanced fightpad to make it easier to reach buttons, mappable quick-action buttons, and much more.

A full breakdown of its features can be found below.

Features:

  • 3 customizable modules with built-in Hall-Effect technology
  • Ergonomically enhanced 6-button Fightpad module with Kailh microswitches
  • 5-stop Hall-Effect Clutch Triggers with Hair-Trigger mode
  • 4 mappable quick-action buttons
  • 11 interchangeable components
  • Built-in 3.5mm audio jack with premium Sony 3D Audio
  • Wired and Wireless connectivity (up to 20-hour rechargeable battery)
  • PlayStation Officially Licensed Product
  • Free Victrix Control Hub companion app on PC
  • Includes carrying case

Pre-order and Launch Date

  • The Victrix Pro BFG Reloaded launches on September 28, 2025, at a suggested MSRP of $209.99.
  • Pre-orders are now available on the official Turtle Beach website (link here), coming in both black and white colorways.

This is definitely going to be the perfect controller for any fighting fans out there, especially those looking forward to the new Virtua Fighter game, as well as Marvel TOKON, and Invincible VS.

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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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Battlefield 6 Beta Has PlayStation-Exclusive Rewards

While publisher Electronic Arts has already revealed what kind of rewards gamers will get by participating in the Battlefield open beta this weekend, it looks like PlayStation gamers are getting a little extra.

If you’re playing the Battlefield 6 beta on PS5, EA is giving an extra freebie that you’ll be able to receive when the game launches in October, and it’s not just a trinket, but a full operator skin.

Battlefield 6 Open Beta on PS5 Has a Special Exclusive Reward

The image above pops up when you load the BF6 beta on PS5. As you can see, it literally mentions that there is an open beta PlayStation-exclusive reward in the form of the “Advance Party” soldier skin, which players will be able to equip for their character at launch.

Not only that, but it seems PS5 gamers are also getting double XP as well during the beta in the form of “event boosts.” At the end of each match, Battlefield 6 beta PS5 players will see a blue meter double the current XP they earned, which we can confirm isn’t available on other platforms. Note that this also applies to weapons, so PS5 gamers are also getting double weapon XP, which means they’ll be able to unlock attachments faster.

We’re guessing will also happen in the final version of the game once it’s out.

While gamers were used to seeing exclusive perks just for gaming on a PlayStation device for the past decade with Call of Duty, that ended when Microsoft’s acquisition of Activision-Blizzard was approved last year.

It appears that Sony has moved on from that breakup and is now ready to start something new with the Battlefield franchise. There’s no co-marketing deal announced between Electronic Arts and Sony regarding Battlefield 6, but it appears that some sort of agreement has been reached between the two companies.

If you are playing on PS5 (or Xbox Series X|S), you may want to check our best console settings guide, which covers controller values and more.

The beta will run this weekend and the next, so best to hop on before it’s over.

Battlefield 6 will be released on October 10 on the PS5, Xbox Series X|S and PC. If we spot any exclusive PlayStation stuff leading up to launch, we’ll let our readers know.

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Alex Co

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

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Mafia: The Old Country Review – It’s Strictly Business

After nearly a decade, Hangar 13 is back with an all-new chapter in the Mafia saga. This time, however, they’re moving away from the familiar streets of an American city and taking us to where it all started, Sicily. 

While past Mafia games have featured large, explorable environments, that’s not the case for Mafia: The Old Country.

With the franchise going back to its roots, does Hangar 13 manage to deliver a new classic worthy of the series’ legacy? Let’s find out in our full review of Mafia: The Old Country.

Back to Where It All Began

As many have probably guessed from the naming and all the marketing, Mafia: The Old Country is a prequel to the original Mafia games. But it’s not just about being set in the years of what would become one of America’s biggest crime organizations, but rather a look at where it all first began, in 1900s Sicily.

The game follows Enzo Favara, a young man who escapes a life of forced labor and becomes involved with a local crime family. After rescuing him from a local rival, the crime family accepts Enzo as one of their own. One life, traded for another, and although it’s a good one for Enzo that sees him riches like he’s never dreamed, it’s a life from which he can never truly escape. The loyalty he owes and the blood he spills become the foundation for a new, brutal kind of family, one he’s forced to build with his own hands.

It’s a tale that perhaps many fans of Mafia and gangsters-themed movies and shows are too familiar with. But that familiarity is not something new, as the theme is one we’ve seen in the likes of The Godfather, Goodfellas, Casino, and The Sopranos, and like those movies and shows, it’s all about the execution of such stories, which elevates them beyond their tired tale. 

And suppose you loved the aforementioned, including the Mafia games. In that case, you’re going to love the story that The Old Country has to offer, because it has everything you would want out of a Mafia/gangster themed story. 

But taking the story to Sicily is one that isn’t too common for western-made experiences, and I like to think that Hangar 13 really nailed the location, as its beautiful and rugged landscape serves as a perfect backdrop for the game’s brutal narrative. From the dusty roads and sun-drenched vineyards to the distant, looming mountains, the environment is not just scenery, but a character in its own right. A land where old traditions and new violence clash, and where every beautiful vista hides a dangerous secret. It’s a land that truly captures the spirit of “the old country” and provides a unique atmosphere that sets it apart from previous games in the series.

There’s a sense that what the characters are fighting for here is far nobler. The struggle isn’t about power or money in the American sense, but about survival, family honor, and protecting their land from outsiders. This makes the violence feel more personal and the betrayals more impactful. It’s not just a war over rackets; it’s a desperate battle to preserve a way of life, even if it’s a brutal one.

As far as the story goes, The Old Country is easily one of the best the series has to offer. The characters are all fantastically written, drawing you in with nearly every spoken dialogue. There’s a magic to it that makes you fall in love with its characters, and although it’s a bit of a slow burn at first, it’s well worth the time to experience. 

With that said, let’s move on to perhaps the biggest part of the game, where the bulk of the criticisms are going to come in: the gameplay.

Not So Gangster

With Mafia: The Old Country being a budget-priced game (priced at $50, rather than the standard $70 for current-gen games), it comes with the expectation that some areas will be cut back on. Despite having a rather large world, Hanger 13 opted for a linear approach in The Old Country, rather than pursuing an open world for its own sake. The campaign itself is approximately 9 to 11 hours long, which, to me, is the perfect length for a linear experience. So what exactly is wrong with the gameplay?

Well, for starters, there’s nothing wrong with the gameplay itself. Sure, it’s dated in some regards to its third-person shooter and cover mechanics, but I wasn’t looking for this game to kick-start some revolution in the gameplay department. 

It plays about as I was expecting, and I found the shooting, cover, and even stealth to be pretty enjoyable. Not revolutionary, but it didn’t need to be. To sort of try to take the series up a notch, there are cinematic knife fights that are very reminiscent of the sword fight from Uncharted 4, and I actually really like these.

So what is the issue here? Well, going back to the campaign’s length, a bulk of that is a mix of cutscenes or dialogue, where you do have control of the characters, but you’re forced into one of those”follow-this-character-while-you-talk-to-them” scenarios. I would hardly call pushing forward on analog stick as “gameplay,” and the game carries on like this for quite a long time.  It’ll throw in some of those cinematic knife fights here and there, but you’ll find that for the bulk of the game, it’s walking and talking, with cutscenes, and then only after a while, you’ll get to shoot at stuff before being thrown into lengthy segments where you don’t do much. 

It’s hard to call this a “game” at times, but it does pick up and does a ton of heavy lifting towards the third and final act of the game. But before all that, you’ll find that you’re mostly watching a “movie” rather than playing an interactive experience. Again, I love the story the game has to tell, but it really doesn’t start to feel like you’re playing a game until you’re over halfway in. 

That’s really up to you if you like that type of experience, but I wish the game had longer gameplay sections and balanced them out better. I’d be lying if I said I wasn’t having a hard time staying awake during the first few hours of the game, and it’s not because of the story, but because I kept wondering when I would actually get to play something. It’s no exaggeration when I say that about 75% of the game consists of dialogue and cutscenes, with the rest (possibly even less) being actual gameplay, such as combat and stealth.

I enjoyed the gameplay that was present, as well as some of the more cinematic moments that were clearly inspired by the Uncharted franchise. I just wish it had more of it. A little more time and focus there, and I would have said this was by far the best Mafia game. Certainly the best story in the franchise, in my opinion. 

Just When I Thought I Was Out, They Pull Me Back In

If you’re a fan of the series and are looking for another well-written, character-driven story that’s grounded in the brutal realism of the Mafia, you’ll find a lot to love here. I think Hanger 13 nailed the story down, and captured that charm of what we loved about the stories in the original games. The move to Sicily is a brilliant choice, and the game’s narrative and cinematic presentation are some of the best the franchise has to offer. The characters are compelling, the setting is breathtaking, and the slow-burn storytelling pays off in a satisfying final act.

But on the other hand, if you’re looking for a new Mafia game that offers deep and rich gameplay, you’ll likely be disappointed by what’s here. While the shooting and stealth mechanics are serviceable and even fun at times, there simply isn’t enough of them to justify the long stretches of walking, talking, and cutscenes.

I’m hopeful this isn’t the last we’ve seen of the franchise, and I am glad that Mafia: The Old Country happened, though I do hope that if we do get another game, it finds a way to deliver a more balanced experience.

Score: 7.5/10

Pros

  • Fantastic, character-driven story.
  • Brilliant setting in 1900s Sicily.
  • Cinematic and well-directed cutscenes.
  • Compelling and impactful narrative.
  • Cinematic knife fights are a great addition.

Cons

  • Heavily unbalanced ratio of story to gameplay.
  • Long, slow-paced segments with little interactivity.
  • Gameplay is functional but lacks depth.

Mafia: The Old Country review code was provided by the publisher. You can read 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.

Home > Title Updates and Patches

PGA Tour 2K25 Update 1.019 Rolled Out on August 8

Just a few days ago, HB Studios released Season 3 of PGA Tour 2K25, and given the extensive list of changes made, it’s not surprising that some bugs have managed to creep in.

In response to that, the developers have released PGA Tour 2K25 new update 1.019 (complete ver. 01.019.000), and this is a smaller download compared to the Season 3 patch.

If you’re one of the many who experience long load times, this patch should resolve the issue.

PGA Tour 2K25 Season 3 Hotfix 1 Released as Update 1.019

Unfortunately, HB Studios has not acknowledged today’s update, although we hope that changes soon. Some of the known bugs that surfaced after the Season 3 patch was released include:

  • MyCareer not loading properly and takes longer than usual (this issue should be fixed with today’s patch given the severity, and a 2K25 dev confirmed they are working on this issue)
  • Ranked Society bugged when it comes to merits
  • Challenge bug not registering

One player confirmed that this patch fixes the menu lag and stuttering, though we can’t confirm if this also fixes the issues mentioned above (outside of the loading issue).

If you haven’t logged in for Season 3, here’s an overview of what’s in it:

  • FEDEX CUP FEVER
  • GLOBAL RIVALS FACE OFF IN SEPTEMBER
  • LOCKER CODE TUESDAYS
  • BRAND NEW CHALLENGES MAPS
  • FEATURED ARCHETYPE

There are also a good chunk of bug fixes as well, which are all listed in the patch notes.

If HB Studios reveals a full changelog, expect the article to be updated with the info.

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Alex Co

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

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Metal Gear Solid Delta’s Online Mode “Fox Hunt” Launches in Fall 2025

While Metal Gear Solid Delta: Snake Eater will be released later this month., Its online multiplayer component won’t be available until much later, which might surprise gamers who plan to go straight into the multiplayer mode once they’re done with the campaign.

Called “Fox Hunt,” players can expect the multiplayer mode to be out in Fall 2025, and Konami has talked about some of the mode’s features, too.

Metal Gear Solid Delta Multiplayer Mode Fox Hunt Won’t Be Available at Launch

Features:

A thrilling hide-and-seek based, completely original online multiplayer

  • An online experience unique to Metal Gear that utilizes the central elements of the base game – camouflage and survival.

Based on the Sneaking rule from METAL GEAR ONLINE

  • Utilizes the fundalmentals of one of the popular game rules from METAL GEAR ONLINE and the sneaking gameplay elements iconic to the METAL GEAR series, and the latest graphical enhancements that amplifies the tension of hide-and-seek to a whole new level.

In other MGS Delta news, the Snake vs. Monkey mode on Xbox won’t feature the monkeys from Ape Escape (given it’s a Sony IP), but will instead feature the Bomberman characters.

Metal Gear Solid Delta: Snake Eater will be released on August 28, 2025, but you’ll be able to play it 48 hours early via the Digital Deluxe edition. The re-release is more than a graphical upgrade, as new voice lines, new gameplay mechanics and more are being introduced by the developers.

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Alex Co

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

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COD Black Ops 6 & Warzone New Update 1.078 Addresses Custom Loadouts Bug; Known Issues Listed

A new Call of Duty: Black Ops 6 and Warzone client-side update is now available for download, and this follows yesterday’s big Season 5 content drop. While there’s no new content in this new patch, it does bring in some much-needed fixes to Black Ops 6’s custom loadouts issue.

For console players, you’ll see this download appear as Black Ops 6 & Warzone update 1.078. This is a small download that aims to fix issues, and nothing else.

For the confirmed fixes and known issues for both games, please refer to the information below.

Black Ops 6 & Warzone Version 1.078 Brings Fixes on August 8

While Treyarch hasn’t released an official changelog for today’s update, it did confirm the custom loadout issue has been fixed, stating, “The issue where some players were experiencing difficulties interacting with the Custom Loadout menus in-game and in the main menus has been resolved.”

That’s not the only issue in the game after the Season 5 update, and here’s a list of known issues straight from the official Black Ops 6 Trello board:

Black Ops 6 Known Issues (As of August 8, 2025):

Investigating

  • The Ranked Play New Season Flow, Ranked Play Leaderboards and Player Ranks are currently showing inaccurate Rank information.
  • After calling in a Dreadnought, the player may be stuck in a state where they can no longer crouch, slide, or change stance.

Bear in mind, this doesn’t mean these two are the only issues being addressed by Treyarch, but rather, they are the most pressing ones to date.

Warzone’s latest list of issues have been updated as well via the Warzone official Trello board.

Investigating

  • We’re investigating an issue in Plunder that is preventing the Cash Extraction icons from appearing correctly.
  • We’re investigating an issue where the Loadout icon above the Squad Widget is appearing, even when the squad doesn’t have enough money.
  • We’re investigating an issue causing players to get stuck in the plating animation loop.
  • We’re investigating an issue where the killcam may occasionally fail to display.
  • We’re investigating an issue causing some MW2 thermal scopes from functioning properly.

We’re not expecting a patch to be released to resolve these issues, as chances are, they will be part of a much larger update. Once another one is released. expect it here on MP1st.

In other shooter news, the Battlefield 6 open beta is kicking off tomorrow! If you’re interested in that, check out our pre-load and release info. to get you started for the upcoming military shooter.

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Alex Co

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

Home > Title Updates and Patches

Black Ops 6 Update 1.78 Fixes Custom Loadout Issues

Following yesterday’s big Season 5 patch for Call of Duty: Black Ops 6, a few bugs managed to crawl out of the update and affected the Custom Loadout menus in-game.

With today’s Black Ops 6 update 1.78 download, this should be fixed alongside other issues. Note that this doesn’t fix every bug, but at the very least, it fixes a major one involving loadouts.

Black Ops 6’s New Update on Aug. 8 Fixes Loadout Issues

While Treyarch hasn’t released an official changelog for today’s update, it did confirm the custom loadout issue has been fixed, stating, “The issue where some players were experiencing difficulties interacting with the Custom Loadout menus in-game and in the main menus has been resolved.”

That’s not the only issue in the game after the Season 5 update, and here’s a list of known issues straight from the official Black Ops 6 Trello board:

Black Ops 6 Known Issues (As of August 8, 2025):

Investigating

  • The Ranked Play New Season Flow, Ranked Play Leaderboards and Player Ranks are currently showing inaccurate Rank information.
  • After calling in a Dreadnought, the player may be stuck in a state where they can no longer crouch, slide, or change stance.

Bear in mind, this doesn’t mean these two are the only issues being addressed by Treyarch, but rather, they are the most pressing ones to date.

Once the studio announces that another patch is available, we’ll post it here on MP1st.

In other shooter news, the Battlefield 6 open beta is kicking off tomorrow! If you’re interested in that, check out our pre-load and release info. to get you started for the upcoming military shooter.

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Alex Co

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

Home > News

A Day After Launch, Battlefield 6 Beta Already Has Cheaters, but DICE Quickly Cracks Down With a Ban

Cheating has been a problem in first-person shooter games for years, with things like wallhacks, aimbots, and radar cheats and high-profile games inevitably attract those looking to exploit them, and it looks like Battlefield 6 will has already been infested even if it’s just available in beta right now.

Given that Battlefield 6 hit over half a million wishlists in just a week after its reveal, it’s no surprise that cheat makers are already circling. The open beta  just began yesterday, yet reports of cheaters ruining the game experience are already emerging.

Battlefield 6 Open Beta Already Hit by Cheaters

In case you didn’t know, Battlefield 6 utilizes an upgraded and enhanced version of the Javelin anti-cheat system, which requires Secure Boot to be enabled on PC. These measures are designed to keep cheaters out of multiplayer matches, but inevitably, some have managed to bypass them and activate cheats.

On various social media platforms, the first videos showing the hacks have already appeared. In particular, they enable players to see the exact positions and movements of all teammates and enemies on screen (essentially a wallhack). Needles to say, this gives the cheaters an unfair advantage even if they’re not using your traditional aimbots.

Alexia Christofi, producer at DICE, quickly responded to these reports on X (formerly Twitter), stating: “Team are aware and I believe this player is already banned.”

This suggests that the developers are monitoring the situation closely. After all, the fight against cheaters is an ongoing battle, and no security measure is 100% foolproof. In this sense, open betas are also useful for collecting data and feedback on the matter, with the hope that by the official launch — scheduled for October 10 on PC and consoles — its anti-cheat systems will be much stronger and tougher for cheaters to to break.

If you plan to play the Battlefield 6 beta tomorrow, we have a guide up on how to enable Secure Boot on your PC, in order to lessen the headache associated with it. For console gamers, we just posted our best settings guide when it comes to controller sensitivity and more.

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Taha

Television kills your vision.

Home > Title Updates and Patches

Astro Bot Gets Mysterious New Update That Brings It to Version 1.018

Team Asobi has released a new Astro Bot patch on August 8, and this is an unannounced update. Therefore, don’t expect any new levels or bots—at least for now. There is a chance the data includes new content that will be activated at a later time.

PS5 gamers will see this download appear as Astro Bot update version 1.018 (ver. 01.018.000),  and it clocks in at 400 MB, which is par for the course when it comes to download sizes for the game.  When it comes to content drops, it’s usually at that same size of 390 MB to 400 MB, which could mean there’s content tucked away in the update.

Astro Bot’s Latest Update Version 1.018 Sneakily Released

Given that the Challenge free DLC was just released last month and included new levels and bots, it’s wishful thinking to think that this update brought new content. That said, one can hope, no?

So far, the studio hasn’t announced any new update or mentioned whether the Challenge content drop would be the last. If I had to hazard a guess, this applies fixes to various issues that affected the new levels, and we’ve reached out to Sony to see if they’re willing to comment about today’s patch.

Team Asobi’s social media hasn’t said anything about today’s update as well, which isn’t surprising to see.

If we receive a response from Sony, we’ll update the article; however, we do not expect them to comment on it.

Once another Astro Bot update is out, expect it here on MP1st.

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Alex Co

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

Home > Title Updates and Patches

Marvel Rivals Season 3.5 Update Unleashes Blade via Patch 1.000.037

The Season 3.5 update has arrived for Marvel Rivals, and this includes the new hero of Blade. For people playing the game on console, this is update number 1.000.037.

Aside from Blade, the Limited-Time Event called ‘The Queen’s Codeix’ is up, plus there will be more penalties for players who disconnect. Read on for the patch notes down below.

Marvel Rivals Update 1.000.037 Includes Blade

All Platforms

New Hero

Blade is on his feet and itching to join the fight in Marvel Rivals!

New Stories

New Blade lore – Cut to The Chase

New Iron Man lore – The Celestial Iron Man

New Rocket Raccoon lore – The Deepest Bond

Limited-Time Event: Queen’s Codex

The Queen is coming! Battle to earn XP and level up to earn rewards, including the The Thing – Symbiote Thing costume absolutely FREE!

Unlock the Premium Codex to claim even more rewards, such as the Hela – Queen in Black costume, an all-new dynamic spray, and more! Plus, once you unlock Premium, you gain permanent access to the event until all rewards are claimed. No time limit!

Available from: August 8th, 2025, at 09:00:00 (UTC)

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New Systems

1. Custom Muted Words: Players can now set up their own defenses against words they’d rather not see in chat. If a message contains a muted word, it will be filtered out.

2. Faction Tab in Chat: Added a new Faction tab to the chat system.

New In Store

1. Blade – Polarity Edge Bundle

2. Blade – Emoji Bundle

3. Blade Dynamic Mood Bundle

Available from: August 8th, 2025, at 09:00:00 (UTC)

Twitch Drops

As Season 3.5 kicks off, get ready for a new round of Twitch Drops. Simply accumulate the required viewing time to claim your rewards.

This round’s drops include the Mantis – Will of Galacta costume along with related bundle content.

Drops Period: August 8th, 2025, at 12:00:00 (UTC) to September 5th, 2025, at 09:00:00 (UTC)

Tournaments

1. We’re introducing latency equalization technology to the S3 Marvel Rivals Championship. When a server or geographic location causes significant ping differences between factions, the system will auto-balance latency for fairer matches.

2. Newly added the Balance Latency option to Custom Game – Tournament Rooms. Hosts can now enable this option and set thresholds.

Rank Adjustments

Rank Rewards

New Rank Settlement Rewards: Reach Gold for the cool Blade- Emerald Blade costume. Earn all-new Nameplate Frames at Diamond and Platinum, plus rock fresh Crests of Honor for Grandmaster, Celestial, Eternity, and the illustrious Top 500.

Team Matchmaking Adjustments

1. Players in Bronze, Silver, and Gold can queue for Competitive in any team size except 5-player teams.

2. Players in Platinum, Diamond, and Grandmaster can queue for Competitive in teams of up to 3 players.

3. Players in Celestial, Eternity, and One Above All can queue for Competitive in teams of up to 2 players.

Surrender & Disconnect Rule Adjustments

Surrender Trigger: In the first round, if a player disconnects and does not reconnect within 90 seconds, their team may vote to surrender. The required votes passes with 1 less than the current team members. (E.g., if 4 remain, 3 votes are needed.)

Disconnect Penalty and Compensation Adjustments

Invalid Matches

If any player disconnects during loading, ban/pick phase, hero select, or within the first 70 seconds of a match, the match is deemed invalid. The disconnected player receives a T1 Penalty (see below for details) that scales with repeated offenses and penalty count increases. For other players, the match ends with no result or penalty.

Fixes and Optimizations

All Platforms

1. Rank reward Nameplate Frames can now be displayed in more areas (lobby, career, friends, faction, leaderboards, gifts, invites, custom games, etc).

2. Hero display in the team lobby now supports camera scrolling. When zoomed out, you can use emotes, and your teammates will see them in real time.

3. Costume voice and sound effect settings have been moved from Audio Settings to the Hero Profile > Costumes screen. You can now toggle special voice lines and sound effects individually for each supported costume.

4. Improved Venom’s Tickle Me Pink emote animation for his default costume.

5. The “Special” tab in the Store now lets you browse all available Moods, Emoji, and unique Emotes.

Graphics & Performance

PC

1. PC Shader Compilation Rework: The mandatory shader compilation wait on first launch has been removed. Instead, essential global shaders will now preload in the background after installation/update. (Shader preload speed depends on your GPU, entering a match before preloading competes may cause performance issues, including stuttering, network lag, rendering errors, or crashes.)

2. The performance test tool now provides graphics settings optimization recommendations based on your test results.

3. In-game UI animation details will now automatically adjust based on your effects detail settings to improve overall performance.

Maps and Modes

1. Fixed several terrain issues that could cause characters to sometimes become stuck or clip into strange areas.

Heroes

1. Jumping the Gun: Polished up a minor bug where Emma Frost, Iron Fist, Phoenix, and Wolverine were out-leaping the competition with slightly higher jump heights. Now everyone’s jump is perfectly balanced, as all things should be!
2. Iron Fist’s Silent Sanctuary: Resolved an issue where Lin Lie’s Harmony Recovery would sometimes end without playing its ending sound effect. The Iron Fist can now find his inner peace with the proper zen, no more silent retreats in K’un-Lun!
3. Venom & Spider-Man Slinging in Style: Spidey and The Symbiote can now set separate keybinds for simple and manual swinging. Choose your web-slinging style on the fly!
4. Panther & Wolverine’s Sneaky Sounds: Enhanced the audio cues for enemy Black Panther and Wolverine when they’re sneaking up for a surprise attack. Now, when these clawed kings are on the prowl, you might hear them coming. Predator awareness up!

Console

1. Fixed an issue where changing global keybinds could incorrectly affect some hero ability keys.

Readers can check out the full patch notes via the official Marvel Rivals website. We will post more info about the game in the future.

Marvel Rivals Season 3.5 Hero Balance Changes

ADJUSTMENTS

VANGUARD

Doctor Strange

The Master of the Mystic Arts is getting a little oomph in his arsenal!

  • – Increase Daggers of Denak projectile charges from 8 to 10.
  • – Reduce Cloak of Levitation cooldown from 15s to 12s.

Groot

I am Groot! (Translation: Groot’s got slightly more reach and a bigger effect radius.)

  • – Increase Vine Strike range from 20m to 22m.
  • – Increase Flora Colossus effect range radius from 20m to 24m.

Magneto

The Master of Magnetism’s shields and survivability are getting a slight tune-down.

  • – Reduce Metal Bulwark and Iron Bulwark Shield Value from 300 to 250.

Thor

The God of Thunder’s gameplay gets a jolt of improvement and utility!

  • – Gain a fixed 1 Thorforce upon exiting the Awakening Rune awakened state.
  • – Lightning Realm New Effect: Enemies leaving its boundary are Grounded for 2s, restricting aerial abilities.

DUELIST

Black Panther

After addressing hit detection, T’Challa’s Spirit Rend is getting a longer cooldown.

  • – Increase Spirit Rend cooldown from 8s to 10s.

Iron Fist

With his Team-Up Anchor removed, Lin Lie’s raw power gets a slight boost to even things out.

  • – Increase Jeet Kune Do’s fifth strike damage from 50 to 55.
  • – Increase Yat Jee Chung Kuen percentage damage of the enemy’s Max Health per strike from 2.1% to 2.7%.
  •  – Adjust Harmony Recovery Bonus Health decay start time from 1s to 2s.
  • – Increase K’un-Lun Kick’s first strike damage from 30 to 35.

Star-Lord

Peter Quill gets a little more staying power in the heat of battle!

  • – Gain 25 Bonus Health when using Stellar Shift (max 25), which lasts for 3s before decaying to 0 over 1s.

Wolverine

Logan’s ultimate is a little bit tougher to unleash; time to earn that berserker barrage!

  • – Increase the energy cost of Last Stand (Ultimate Ability) from 2800 to 3400.
  • – Lifesteal gained from the Primal Flame – Phoenix Warrior Team-Up Ability no longer contributes to Wolverine’s Ultimate Ability energy.

Spider-Man

Spidey’s Ultimate just got stickier, and deadlier!

– Increase Damage per second of Spectacular Spin (Ultimate Ability) from 150 to 170.

STRATEGIST

Adam Warlock

Adam gets a slight cosmic buff to his Ultimate Ability frequency and strength, plus increased healing.

  • – Reduce the energy cost of Karmic Revival (Ultimate Ability) from 5000 to 4700.
  • – Karmic Revival New Effect: Revived allies gain Bonus Health equal to 70% of Maximum Heath, which lasts for 5s before decaying to 0 over 2s.
  • – Cosmic Cluster New Effect: Each hit now reduces Avatar Life Stream charge times by 0.3s.

Cloak & Dagger

Ty and Tandy’s Ultimate Ability now takes a bit more energy to unleash their Eternal Bond!

  • – Increase the energy cost of Eternal Bond (Ultimate Ability) from 4000 to 4300.

Mantis

A new Team-Up Anchor effect for Mantis, but her base healing gets a gentle nerf to balance the cosmic scales.

  • – Increase healing by 10% with the new Team-Up Anchor effect.
  • – Reduce Healing Flower’s Healing Over Time effect from 12.5/s to 10/s.
  • – Reduce Life Energy Blast projectile charges from 20 to 15
  • – Increase Soul Resurgence (Ultimate Ability) excess healing to Bonus Health conversion rate from 0.7 to 1.

TEAM-UP ABILITIES

NEW

Duality Dance (Adam Warlock – Luna Snow)

  • – Luna Snow unlocks the new Light & Shadow Karma ability from her Team-Up with Adam Warlock.

Vibrant Vitality (Mantis – Groot/Loki)

Vibrant Vitality (Mantis – Groot/Loki)

  • – As the Team-Up Anchor, Mantis gains a 10% increase in healing effects.
  • – Groot gains the new Wild Wall ability from his Team-Up with Mantis.
  • – Loki gains the new Deific Blessing ability from his Team-Up with Mantis.

ADJUSTED OR REMOVED

Atlas Bond (Iron Fist – Luna Snow)

The bonds have been broken.

  • – The Team-Up Anchor effect for Iron Fist has been removed, along with the Atlas Bond Team-Up Ability.
  • – Luna Snow loses the Frozen Chi ability from her Team-Up with Iron Fist.

Chilling Assault (Luna Snow- Hawkeye/Iron Fist)

  • – Iron Fist joins the assault and unlocks the new Lunar Chi ability through his Team-Up with Luna Snow.

Guardian Revival (Adam Warlock – Mantis/Star-Lord)

  • – The Guardian Revival Team-Up is being laid to rest.
  • – Mantis loses the Nature’s Soul ability previously gained from her Team-Up with Adam Warlock.
  • – Star-Lord loses the Leader’s Soul ability previously gained from his Team-Up with Adam Warlock.

Lunar Force (Cloak & Dagger – Moon Knight/Blade)

  • – Blade launches into Lunar Force and gains the New Moon ability through his Team-Up with Cloak & Dagger.

Ragnarok Rebirth (Hela – Thor/Loki)

  • – Loki has other plans in stall and loses the Laufeyson Reborn ability previously gained from his Team-Up with Hela.

Rocket Network (Rocket Raccoon – Peni Parker/Star-Lord) 

  • – Star-Lord connects to the network and unlocks a new Astral Jump ability through his Team-Up with Rocket Raccoon.

BALANCE CHANGES

Ever-Burning Bond (Human Torch – Spider-Man)

We’ve increased Spider-Man’s combo potential after using this Team-Up.

  • – Reduced the backflip distance after activation from 12m to 7m, allowing for more reliable follow-ups with moves like Amazing Combo.

If another patch is released, we’ll be sure to let our readers know.

Damien Seeto

Home > News

Battlefield 6 Best Console Settings for Controller, Graphics and System Options

The Battlefield 6 open beta is now out in early access, and if you’re playing on consoles, you might be surprised at how many settings you can change in the game — especially if you came from another shooter franchise.

To help you with that, MP1st has outlined the best console settings for Battlefield 6! This applies to the controller, graphics, audio, and more.

Do note that most of these are preference-based, so you might want to experiment a bit if you find our recommendation isn’t suited to your tastes.

Battlefield 6 Best Console General Settings

Accessibility:

Graphics

Color Presets – Custom

As someone who’s colorblind (very, very severe), it helps to customize the colors for your team, squad and enemy. Personally, I choose Red for the enemy, Yellow for my squad, and Blue for teammates. If the default one works for you, then no need to change.

Camera Effects – Modify.

Turn off or dial down everything in the camera settings

  • World Motion Blur – 0
  • Weapon Motion Blur – 0
  • Soldier HUD Motion – Off
  • Camera Shake Amount – 0 or leave it at 10-20 if you still want it to feel immersive somewhat
  • Chromatic Aberration – Off
  • Infantry Crosshair Projection – Off

Graphics

Visuals

Performance Preset – Performance (higher framerate, the better)

Camera Settings

  • Field of View (FOV) – I move it to 90 or 100, and some want it even higher, but I find 100 to be the sweet spot.
  • Weapon Field of View – Wide

Interface and HUD

Leave everything as default except:

  • Soldier HUD Motion – Off
  • Vehicle HUD Motion – Off

System

Minimap

  • Close Minimap View Distance – 60

Network

  • Scoreboard Ping – On
  • Show Network Performance Bar – Always (so you know if you’re experiencing lag spikes, etc.).

Battlefield 6 Best Controller Settings

Controller:

Edit Button Mapping

First thing to do is go to the Controller tab, click on “Edit Presets” and continue to “Edit Button Mapping.” You’ll want to move the R1 (grenade) to L1, and vice versa. This means that R1 will now be your “Spot” button and Commorose, which is something you’ll use more often than a grenade. You’ll also find it easier to spot for your entire team, since you can now press spot while keeping your ADS (aim down sight).

Controller > Edit Settings

Next, go to your Controller, and “Edit Settings, which is the button below the Edit Presets.

Infantry Control Settings

Infantry Aim Sensitivity – You’ll want to increase this from the base value (which is 20), to something much higher. I’m personally using 40-50, but if you’re used to twitchy, faster-paced shooters, you might want to have this at 60 or even more. Test it out in the Firing Range to know what Aim Sensitivity suits you best.

  • Field of View (FOV) – I move it to 90 or 100, and some want it even higher, but I find 100 to be the sweet spot.
  • Uniform Infantry Aiming – On
  • Zero Sensitivity Coefficient – 133 (Keep as default or you can increase it a bit especially if you snipe).
  • Infantry Aim Assist – 100 (Default)
  • Infantry Aim Assist Slowdown – 100 (Default)
  • Infantry Aim Assist Zoom Snap – Lower to 50 or even lower if you want your aim assist to snap more to an enemy.
  • Soldier Aim Input Curve – Standard
  • Soldier Zoom Aim Input Curve – Standard
  • Stick Input Acceleration Presets – Standard
  • Aiming Left/Right Acceleration – 60

Movement

For the most part, you want to keep this to default. If you prefer to toggle your sprint or feel like you want more control on your sliding, feel free to change these. The default setting for the movement works best and doesn’t need to be changed, especially if you’re coming from other first-person shooters.

Zoom

  • Infantry Weapon Zoom – Hold (If you use Toggle on this, what’s wrong with you?)
  • Zoom – L2
  • Steady Scope – L3
  • Vertical Aim Ratio – 56.3
  • Vertical Zoom Ratio – 56.3

Other

Controlling Tuning

Controller Vibration – Off (Your preference, but having it off is less distracting)

Controller Left Stick

  • Center Deadzone – 2
  • Axial Deadzone – 10
  • Max Input Threshold – 80

Controller Right Stick

  • Center Deadzone – 2
  • Axial Deadzone – 8
  • Max Input Threshold – 100

Again, you might want to adjust some of these values, so I suggest hopping into Firing Range or get into a match and test these out. Special thanks to Xclusive Ace for some of the values and what each means. While this guide is out during the beta phase, there’s no reason why these same values and settings won’t carryover to the final version of the game in October.

If you need help booting the beta on PC, check out our guide on enabling Secure Boot for the BF6 beta.

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Alex Co

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