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Battlefield 6 Open Beta Announced; Will Feature Locked Class Weapons Playlist

While EA and DICE have yet to formally announce the title of the next Battlefield game (which we’re referring to as Battlefield 6 for now), loads of info about it have surfaced from Battlefield Labs, and DICE’s development updates about it.

One of the discussed items by DICE, which has garnered mixed feedback, is not locking weapons behind classes, a feature that past Battlefield games have employed. DICE explained why they chose not to lock weapons to certain classes. However, since this is an online game, anything can change since the game can be updated.

Fortunately, players will be able to try it out themselves before the game launches, as EA has confirmed the Battlefield 6 open beta today.

Battlefield 6 Open Beta Announced and It Will Let Players Test Whether Locking Weapons Is Good or Not

100 million players battlefiled

Today, EA announced the Battlefield 6 open beta, and what’s more, also confirmed that we’ll be getting a playlist for locked weapons, and one that will allow any class to wield any weapon.

Unfortunately, no other info was shared. We still don’t know the official name of the new Battlefield, and there’s no release date or open beta schedule available yet. This is the perfct solution for now, as players can test whether not locking signature weapons to classes or not is good or bad for the overall gamepay flow. I full expect Battlefield veterans to be a bit biased on this, sa most want signature weapons locked behind classes.

If you’re unfamiliar with signature weapons, DICE recently explained what they mean.

When it comes to the open beta, the latest Battlefield Labs build has added a data string pertaining to the Battlefield 6 open beta, which we reported on two weeks ago.

The wait for the official reveal won’t be long now, as EA has confirmed it is still confirmed for summer. Ahead of the reveal, we already saw work-in-progress footage of the game’s single-player campaign. Not only that, but we also got an early look at the game’s operators, and so far, it’s good news since there are no goofy anime characters or anything of the sort.

Stay tuned for the latest Battlefield news 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

F1 25 Update on July 21 for Version 1.007 Slots in New Features for Career and R&D Upgrades

Developer Codemasters has a new update for F1 25 today, and this isn’t your usual patch for bug fixes. The July 21 patch for the racing sim adds new features and, of course, bug fixes.

The devs tag this as patch version 1.07,  and those playing the game on current-gen hardware will see this download appear as F1 25 update 1.007 (ver. 01.0007.000).

Read on for the new features and complete patch notes below.

F1 25 Latest Update on July 21 News Features and Bug Fixes via Patch 1.007

Highlights

  • Increased the cost of R&D Upgrades for the player and AI, to slow the speed of team progression in Career modes
  • Regulation Changes in Career modes will now affect more areas and can trigger later,  making it harder for teams to fully adapt before the start of the next season

These two fixes address a community-raised concern around how quickly stats were being maxed out in Career modes. These changes aim to extend the long-term progression and enjoyment of Career play. The adjustments apply to both existing and new Career saves.

  • Career settings that affect resource and cash rates for both the player and AI now decrease the rate even further when set to “Reduced”
  • Smoothed out a bump in the track surface on the apex of the last turn at Spain
  • Improvements to the Pit Release when the Pit Assist is turned off, to reduce instances of the player waiting longer than necessary in the pit box after a stop
  • Fixed an issue which would cause certain Braking Point & F1® The Movie chapters to fail if Pit Assist was turned off

New Features

  • Season 2 content addition, including new Podium Pass and Shop items.
  • Addition of Season 2 Events, including Lewis Hamilton at China.
  • Elimination Mode Returns for a limited time only, with quicker races and new rewards.

Achievements

  • Fixed a rare issue which could sometimes cause the Lucrative Alliance Achievement/Trophy to not unlock correctly
  • Fixed a rare issue which could sometimes cause the One for the Team Achievement/Trophy to not unlock correctly

These fixes are not retroactive, players will need to meet criteria again to unlock.

Circuits

  • Fixed a number of tyrewalls at Belgium
  • Minor Graphical improvements at Abu Dhabi, Azerbaijan and Belgium
  • Updated the Time of Day for various sessions at Bahrain and Qatar

Career

  • Fixed an issue in My Team Career where upgrades were not correctly locked behind the Level 4 Breakthrough Facility Upgrade
  • Fixed a number of minor issues involving mail in My Team Career mode
  • Added the ability to start a Two Player Career without Icon Drivers being enabled
  • Fixed an issue where if Two Player Career was entered immediately after Ranked Multiplayer, custom car setups would be unavailable

Multiplayer

  • Fixed an issue where if the player paused and looks at the Race Director at the start of a Multiplayer Race, after un-pausing the starting countdown lights are not visible
  • Fixed an issue in Multiplayer Lobbies where if a player edits their Trophy Cabinet the Player Hub UI is missing when they return to the Lobby
  • Fixed an issue where if a player gets a DNF in a multiplayer race but is still in a points position, those points are not shown on their Results screen
  • Fixed an issue in League races where sometimes the Driver of the Day can’t see their own Expression Label on the post-race screen
  • Fixed an issue in the Invitationals lobby selection screen where the “Hide games beyond my license level” option was not working correctly

Peripherals (Wheels/Controllers)

  • Improved the performance of the game on XBOX Series X when using the Logitech G923 wheel

PC

  • Added support for HDR10+ on NVIDIA graphics cards when connected to compatible displays
  • Updated Intel XeFG implementation to correctly pause frame generation when in menus
  • Fixed an issue on PC which was causing the keyboard shortcut Alt+F4 to not work correctly in every area of the game
  • Fixed an issue on PC where certain Anti-Aliasing settings could cause flickering in the background of various Team HQ locations within My Team Career
  • Fixed a minor issue on PC when changing the Frame Generation option with DLSS-FG Enabled which occasionally caused visual issues

Splitscreen

  • Fixed an issue in Splitcreen which was causing the Overtake button icon to be the same for players who were using different input methods
  • Fixed an issue in Splitscreen where sometimes the UI prompts to continue would not be present on the Results screen

Miscellaneous

  • Fixed an issue where retired cars could sometimes remain on track after a red flag restart
  • Improved the ability of the AI to identify which is the correct tyre to be on when a race is restarted after a red flag
  • Added more characters to the backgrounds of various Garage screens in F1 World
  • Fixed an issue which could cause a small amount of flickering on the car in various screens within Customisation
  • Fixed a minor graphical issue on the wheel cover of the 2025 Konnersport car
  • Fixed a graphical issue in the pitlane during F1® The Movie Chapter 6
  • Podium Pass XP will now only be given for the first 200 completed laps in any single Time Trial session
  • Added a new XP reward for completing your first Race of the Day
  • Added more details for the Podium Pass XP awarded at the end of each session
  • Fixed a number of minor issues with the placement and appearance of numbers and sponsors in the Decal Editor
  • Various UI Improvements
  • General Stability Improvements

Once Codemasters releases another patch, expect it here on MP1st.

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Alex Co

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

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Report: Evolve 2 Was Once in Development, Concept Art Reveals Scrapped Sequel

Evolve was a multiplayer game released in 2015 that sparked significant excitement at launch. However, the initial hype faded quickly after release due to negative reception from players, who criticized the game’s repetitive design and its over-reliance on DLCs. This ultimately led to a sharp decline in its player base, marking the beginning of its end, culminating in its server shutdown in 2018.

Given that reception, it’s surprising to learn that developer Turtle Rock Studios once conceptualized a sequel. This was recently revealed through 15 pieces of concept art shared on the website of an artist who worked at the studio, which also described new environments the game might have included.

Evolve 2 Was Planned at One Point

According to the website of TJ Frame, a former artist at Turtle Rock Studios, Evolve 2 began development shortly after the launch of the first game. However, after spending a few months in pre-production, the project was canceled when Turtle Rock shifted focus to other ideas and pitches, one of which eventually became the divisive co-op multiplayer co-op shooter, Back 4 Blood.

The illustrations showcase designs for cities and various ships that, according to the artist, were part of one of the game’s envisioned locations, a massive asteroid mining station tentatively named “The Akhenaten.” The game also planned to return to Shear, the planet featured in the original title, with more sequentially oriented missions. The city images give a glimpse of the new locations the team intended to introduce to the planet.

Naturally, all these plans for an Evolve 2 were ultimately discarded. Despite this, the original Evolve did experience a small, momentary resurgence in 2022, thanks to a dedicated community utilizing peer-to-peer servers. However, just a year later, the complete server shutdown was announced, making it impossible to play the game this way.

This situation holds particular relevance in the current climate, especially in light of the “Stop Killing Games” movement, which advocates for publishers to ensure consumers retain a method for playing multiplayer titles even after official online support ceases.

Currently, Turtle Rock Studios is focused far away from Evolve. In line with our previous reporting, all indications suggest they are now working on a sequel to Back 4 Blood, though this remains unconfirmed. It’s also important to note that while Turtle Rock developed the original game, 2K Games, which was in charge of publishing the first title, holds ultimate control over the franchise’s destiny as the IP owner. Therefore, Evolve appears destined to become just another live service game lost to time.

Speaking of Back 4 Blood, the game is heavily discounted on the PlayStation Store as part of its Summer Sale promotion in case you want to check it out.

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New Ghost Recon Game Confirmed by Ubisoft

It’s been nearly six years since we last saw a new Ghost Recon game, but now it seems that Ubisoft is finally ready to revisit the franchise, as they’ve recently confirmed that a new Ghost Recon game is in the works.

Don’t get too excited yet, though, as the publisher is still keeping details under tight wraps, and given it hasn’t been officially teased or announced, it won’t be out for quite some time.

Ubisoft Outlines a New Ghost Recon Game as an Upcoming Release

It’s not common for a game to be downright confirmed unless it’s accompanied by a teaser or trailer of sorts, yet that’s exactly what Ubisoft’s CEO Yves Guillemot, said at the company’s annual general shareholders’ meeting (Game File) when asked about the publisher’s history of live service. One such example that was brought up was the ongoing success of Rainbow Six Siege, which has recently been updated with a new version, Rainbow Six Siege X.

However, the surprise came after the comment when Guillemot touched briefly upon upcoming launches, those being with The Division and the Ghost Recon series. 

“In addition to the flagship game that I just mentioned,” Guillemot said, “our objective is to also make strong progress in the growing market, generally speaking, by continuing to enhance our current experiences that we offer—and capitalizing on upcoming launches, such as The Division and Ghost Recon.”

Outside of the confirmation, a comment by Ubisoft CFO Frederick Duguet is the only other tidbit of info, but it’s one that might have revealed something big.

Duguet commented that their recent influx of money from Tencent, part of it will be “used for future development of other major brand names. So we’ve got… Ghost Recon is just one example, for our first-person-shooter-type games.” 

Does this mean Ghost Recon is transitioning from third-person to first-person? Or is Duguet just lumping the franchise with their first-person shooter games (which most likely is what it means)?

Sadly, nothing beyond that was shared, though given that he marks it as an upcoming launch, we suspect the release is coming a lot sooner than later. 

Regarding The Division, Ubisoft is currently developing a free-to-play mobile game for the franchise, titled The Division Resurgence, which is scheduled to release in Fiscal Year 2025, after a delay. There’s also The Division 3, which we know is in development, but after its announcement two years ago, Ubisoft hasn’t said anything about it since.

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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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Ubisoft Defends Microtransactions, Claims They Make Games “More Fun”

Ubisoft, a company that has been in the industry for decades, is going through a tough phase in its history. However, there is one rule that stands out clearly within the French company. Thanks to a 400-page annual financial report, we’ve learned about the main things shaping its future.

This is a long report that goes over all the key details about Ubisoft’s plans for 2025. One of the main points that stands out is on page 10, where the company discusses its business strategy, particularly how it plans to generate revenue from its games.

Microtransactions Make Games More Fun, Says Ubisoft

Assassin’s Creed Shadows

Ubisoft explained, “The adoption of monetization and engagement policies that respect the player experience and are sustainable in the long term. At Ubisoft, the golden rule when developing premium games is to allow players to enjoy the game in full without having to spend more.”

They added, “Our monetization offer within premium games makes the player experience more fun by allowing them to personalize their avatars or progress more quickly, however this is always optional.”

While this is not the only point, Ubisoft is certainly one of the most criticized companies for how it treats its users. The policy of shutting down servers, as seen in The Crew, and ensuring that the game is not truly owned by the player, or the data collection practices are some examples. However, on page 135, there is a different view presented.

They stated, “The safety and well being of our players is our top priority, and we do everything we can to protect their data, provide safe and enjoyable gaming environments and guarantee responsible monetization mechanisms.”

Does implementing microtransactions make a game more fun? I assume a lot of gamers would be against that idea, but we’re not multi-million dollar companies.

In other news, Ubisoft’s CEO reveals that Star Wars Outlaws failed to meet expectations due to a declining interest in the Star Wars franchise, combined with design issues and a less-than-polished release.

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Taha

Television kills your vision.

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Destiny 2 Goes Down the Second Time This Weekend, as Another Round of Maintenance Hits on July 19

It seems there’s something bugging Destiny 2, as the servers are down again on July 19 for another round of maintenance. For those keeping score, this is the second downtime this weekend, and the third in a seven-day span.

Compared to yesterday’s downtime, there is no planned update to be released, but logging will be affected. If you can’t log in, this is the reason why.

Destiny 2’s Second Downtime This Weekend Hits on July 19

Destiny 2 Down july 8

The scheduled downtime for today is as follows according to Bungie:

  • Downtime Start: 10 am ET/7 am PT
  • Downtime End: 11 am ET/8 am PT
  • Maintenance End: 9 am

There is no mention of an update releasing today, and given the issues with the servers, do not be surprised if maintenance is extended. If it is, expect us to update the article with the info.

With yesterday’s maintenance, Bungie pushed an update out, and it included the following fixes:

Activities

Campaign

The Edge of Fate

  • Fixed an issue where players playing the campaign with a different character could lead to a softlock.

The Portal

  • Encore: Reduced the amount of Scored Engrams from 4 to 3.
    • Additionally, the chance of awarding Bonus Focus and Bonus Drops have been lowered to 66%.
  • Due to an issue, Grandmaster difficulty tiers have been disabled in all activities.
    • They will be re-enabled in an upcoming update.

Gameplay and Investment

Armor

Set Bonuses

  • Fixed an issue where the Unfaltering Focus Set Bonus perk and <REDACTED> set bonus perk from The Desert Perpetual could block other perk activations.

The Portal

  • Bonus Drops from Portal activities improved to have a chance of being +1 Power when between 300 and 400 Power.

Currencies and Materials

  • Fixed an issue where Unstable Cores could be wiped when creating a new character.

Platforms and Systems

  • Fixed some audio issues that could lead to a crash on Xbox systems.

If another update is rolled out today, expect it posted on MP1st ASAP.

Will we get another maintenance downtime this coming Tuesday? If a patch is planned, then we should.

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Alex Co

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

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Ubisoft Says Star Wars Outlaws Failed Due to Declining Interest in the Franchise

Last year, Ubisoft released one of its biggest open-world games, but it did not achieve significant success, despite the help of the Star Wars brand. Although Star Wars Outlaws generated some excitement, it failed to gain widespread popularity and ultimately became one of the biggest disappointments for the French gaming company in recent times.

In fact, the game even contributed to a drop in Ubisoft’s stock prices. During a recent shareholder meeting, Star Wars Outlaws was mentioned again, and Ubisoft’s CEO, Yves Guillemot, gave an unexpected reason for why the game failed. The shareholders wanted to know what the company had learned from the game’s poor performance.

Ubisoft Explains Why Star Wars Outlaws Failed

While the CEO admitted that Star Wars Outlaws had design issues, he attributed the game’s failure primarily to the overall state of the Star Wars franchise.

He said, “For Star Wars Outlaws, we didn’t reach our sales targets. The game suffered from a number of items. First, it suffered from the fact that it was released at a time when the brand, the brand that it belonged to was in a bit of choppy waters. And the game had a few items that still needed to be polished, and they were polished and debugged in the early weeks, but it did affect sales volumes.”

These comments are particularly interesting because, just last year, Ubisoft blamed players’ expectations, stating that with the current challenges in the market and gamers expecting extraordinary experiences, simply delivering solid quality is no longer enough.

He further explained, “We did heavily improve the game by troubleshooting and debugging, as I said in those early weeks. And when it is released on upcoming consoles, such as the Switch 2, it will have a new version. The improvements to the game are not finished, and we will continue improving it.”

Even though the franchise’s inconsistency remains a valid concern, Star Wars Outlaws was far from a polished release. The game was filled with bugs, had poor animation, and lacked overall refinement.

MP1st’s review of Star Wars Outlaws gave it a score of 6.5 out of 10, stating, “If I could sum up what Star Wars Outlaws is, it would basically be a massive fetch quest, that while looks pretty and manages to capture feeling and look of a Star Wars, is ultimately hindered by its repetitiveness, barebones gameplay, and lack of polishing.”

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Taha

Television kills your vision.

Home > Title Updates and Patches

Ark Survival Ascended’s Update for July 18 Released for Version 1.068.029; Applies Ragnarok and Backup Save Fixes

Studio Wildcard has released Ark Survival Ascended update 1.068.029 (version 68.29) on all platforms, and this applies fixes to Ragnarok content, as well as other important aspects of the survival game.

Alongside the patch notes for the July 18 update, we’ve also included the other changes applied this month.

Read on for the complete patch notes to learn what has been fixed.

Ark Survival Ascended Update for July 18 Fixes Low Frame Rates Bug, Save Issues

v68.34 – Minor version for Servers and Clients v68.29 – 07/18/2025

  • Ragnarok – Fixed Low FPS during sandstorms.
  • Ragnarok – Labyrinth puzzle should now take input code correctly after an incorrect input.
  • Ragnarok – Basilosaurus spawns increased
  • Fixed save icon so it appears for mod maps and allows the save to be deleted.
  • Fixed Backup saves for mod maps.
  • Fixed Thylacoleo missing swim animation when holding jump.
  • Fixed items going into the landscape when tossed on the ground.

v68.24 – Minor version for Unofficial Servers only – 07/11/2025

  • Optional unofficial server update for anyone who is having issues accessing structure inventories that are placed near world geometry

v68.23 – Minor version for Steam Clients – 07/11/2025

  • Potentially fixed a bug with VRAM allocation where players would experience sudden FPS drops that would never or take a long time to recover. This patch also reverts the previous fix in v67 on the 20th of June, where we had instilled a temporary workaround that would dynamically manage VRAM to mitigate instances of memory buildup.
    • We’ll be on the lookout and monitoring for reports of this FPS issue to ensure that our fix is solid, otherwise we will continue to work on the problem.

v68.21 – Minor version for Steam Clients – 07/10/2025

  • Crash fixes
  • Memory Optimization in Inventory

v68.19 – Minor version for Xbox & Windows – 07/10/2025

  • Fix for privileges being reported incorrectly
  • Fixed a couple of crashes
  • Memory Improvements

As you can see, Studio Wildcard has been very busy pumping out patches — client-side and server-side –this month, and we’re expecting more to before the month is over.

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Alex Co

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

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WWE 2K25 New Locker Codes Slam Out on July 18, 2025, as New Info for Switch 2 Version Surfaces

A couple of new WWE 2K25 locker codes have surfaced on July 18, granting new in-game items. Same as with the other locker codes, these are active for a limited time, so I suggest redeeming it as soon as you can.

We’ve listed that below, and  as a bonus, new info regarding the game’s Switch 2 version has surfaced as well, and it’s something good this time around.

WWE 2K25 New Locker Codes Available for July 18

Confirmed working as of July 18, 2025:

  • NOM1EDO2K25 
Rewards: 1x Bloodline Basic Pack, 1x Money in the Bank Basic Pack
  • UNH1NGED25

Rewards: Ruby Finn Bálor

  • CHACHING12500

Rewards: 12,500 VC

Again, I want to stress that these codes are only active for a limited time, and there’s no specific schedule when they’ll expire.

In other WWE 2K25 news, WWE content creator Status has unearthed new info about the Switch 2 and PC versions via datamine. Per the files, it points to the Switch 2 and PC versions as having custom Ring Entrance soundtracks.

– “Play and edit playlists for GAME SOUNDTRACK and ENTRANCE TRACKS.”
– “ADD TO PLAYLIST”
– “REMOVE FROM PLAYLIST”
– “If you have music stored on your Nintendo Switch™ 2 console, you can use these tracks for the entry soundtrack.”
– If you have music stored on your computer,
you can use these tracks for the entry soundtrack.

It’s worth noting that same with an datamine files, this is in no way official, and as such things could change from now until release. This means that features like these could either be part of the game already while it’s in development, something the developers tested, or a feature that was scrapped.

WWE 2K25 for the Switch 2 will be released on July 23, so it won’t be long until we know if this datamine bears fruit.

Expect more info for WWE 2K25 here on MP1st. The next Season Pass drop is due this week, and it will be for the Fearless Pack, which will once again house new SuperStars.

Check out the roadmap to see the rest of the content drops planned for 2025.

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Alex Co

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

Home > Title Updates and Patches

The Outlast Trials Season 4 Hotfix Released on July 18 as Version 1.33/1.000.030

Earlier this week, Red Barrels released a major update for The Outlast Trials that ushered in Season 4. Similar to most updates that introduce new content in games, this one has also brought issues.

The developers are aware of this, and have issued a The Outlast Trials Season 4 hotfix this July 18. For console gamers, this will appear as version 1.33/1.000.030, and this handles bugs associated with crashing, secondary objectives not spawning for certain tasks, and more.

Note that a hotfix was also released yesterday, making this the third patch for the game released this week.

The Outlast Trails Season 4 Hotfix for July 18 Resolves Gameplay Issues

Here are the issues fixed today by Red Barrels:

  • Fixed an issue with Co-Op doors being blocked.
  • Fixed some issues with Kress Twins spawning rates in Shopping Mall.
  • Fixed a crash that some players reported when launching the game.
  • Fixed an issue with the Broadcast TVs Secondary Objective not spawning.

Yesterday, a patch was also released, and this resolved the following issues:

  • Reverted matchmaking changes. No more trial fill option.
  • Increased Release Tokens granted.
  • Legacy Reborn Trophies will now be granted when you reach the required release count for players who released at least once prior to version 4.0. For example- if you release your Reagent 5 times before the 4.0 update, you only need to Rebirth and release 5 more times to acquire the Legacy 10 release Trophy. Those Trophies are granted automatically, no need to go through the task system.
  • When completing the new Tasks for Rebirth, if you had never Rebirthed in the past or if you reached a certain point in your progress, you will obtain both the old and new Trophies as you keep releasing Reagents.
  • Fix the Ultra 2 variator not blocking some item variators from being picked. It’s already limiting items enough as is.
  • Fix a focus issue when using a gamepad in the group options submenu.

Don’t be surprised to see another follow-up patch be released. If there is one, expect it here on MP1st.

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Alex Co

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

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Destiny 2 New Update 3.65 Fixes The Edge of Fate Softlock Issue and Other Bugs via Patch 9.0.0.2

With the major changes applied with Destiny 2’s patch earlier this week that was released alongside The Edge of Fate expansion, it’s no surprise that Bungie has a follow-up patch rolling out today, mere days after the last update.

Possibly the biggest fix from this update, which Bungie calls patch 9.0.0.2, is a softlock fix for the expansion.

Console gamers, you should see this download appear as Destiny 2 update version 3.65 on last-gen platforms, while those on PS5 and Xbox Series X|S will see it as update 1.161 (complete 1.161.000).

Destiny 2’s Update for July 18 Applies First The Edge of Fate Hotfix

Destiny 2 down july 18

Activities

Campaign

The Edge of Fate

  • Fixed an issue where players playing the campaign with a different character could lead to a softlock.

The Portal

  • Encore: Reduced the amount of Scored Engrams from 4 to 3.
    • Additionally, the chance of awarding Bonus Focus and Bonus Drops have been lowered to 66%.
  • Due to an issue, Grandmaster difficulty tiers have been disabled in all activities.
    • They will be re-enabled in an upcoming update.

Gameplay and Investment

Armor

Set Bonuses

  • Fixed an issue where the Unfaltering Focus Set Bonus perk and <REDACTED> set bonus perk from The Desert Perpetual could block other perk activations.

The Portal

  • Bonus Drops from Portal activities improved to have a chance of being +1 Power when between 300 and 400 Power.

Currencies and Materials

  • Fixed an issue where Unstable Cores could be wiped when creating a new character.

Platforms and Systems

  • Fixed some audio issues that could lead to a crash on Xbox systems.

Chances are, this won’t be the last update for the expansion that we’ll see released by Bungie this month, and if we get another scheduled maintenance next week, we’ll be sure to 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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Tony Hawk’s Pro Skater 3 + 4 Review – Cowabunga

After the series received a well received rejuvenation with the release of Tony Hawk’s Pro Skater 1 + 2 back in 2020, fans have been anxiously awaiting a follow-up with the next two entries in the series. For a while, it was looking like this may not happen after developer Vicarious Visions was essentially absorbed into Blizzard, leaving the series without a developer. That was until teases started happening earlier this year that got the hype train going, and now the series is back again with a new developer in Iron Galaxy for Tony Hawk’s Pro Skater 3 + 4.

Is this re-imagined re-release worth the wait? Read on to see whether the wheels fall off or if it’s a skateboarding game that has you pulling stunts with the best of the lot.

Let’s Shred

Back in the day, Tony Hawk’s Pro Skater 3 was a really big deal for continuing to evolve the series in major ways, including the addition of revert to allow you to string many more combos together. The modern gameplay additions were wisely retroactively added into the Tony Hawk’s Pro Skater 1 + 2 remake to make them perform even better, so it naturally carried over back into both 3 and 4 4 perfectly. Revert isn’t all, as the mechanics found here in Tony Hawk’s Pro Skater 3 + 4 are pretty much the same as the first remake, which is a great thing for players to feel right at home jumping to these “new” games perhaps for the very first time.

Tony Hawk’s Pro Skater 3 + 4 includes the largest roster of playable skaters to date in the series, with 30+ skaters that does not even include your created skaters. Of course, you have Tony Hawk includes, as well as classic staples like Chad Muska, Elissa Steamer, and Bucky Lasek, but Iron Galaxy also gave some props to the younger generation of skaters here too. This includes skaters like Chloe Covell, Jamie Foy, Yuto Horigome, and Rayssa Leal, which helps to round out a stellar cast to choose from in the game.

Although based on video games that are more than 20 years old, Tony Hawk’s Pro Skater 3 and 4 look fantastic in 4K at 60 frames per second. Some of the stages are especially standouts, such as the Cruise Ship, Waterpark, and Pinball, where the game takes great advantage of lighting and visuals to really wow the player as they skate around each locale. Sometimes a game that requires fast paced movement can feel sluggish in action or have awful pop-in, but this one performs very well.

There is no doubt that there will be frustrating moments where you might even want to throw the controller if you bail during a long combo, but it’s almost never the game itself. This is because the controls in the game are so precise, allowing the player to string together all sorts of combos on the fly and try to accumulate points, which is crucial for completing some goals and competition stages. Pairing together flip tricks, manuals, and grinds can be a key to success, but how you rack up points is entirely up to you. That is why is still so fun about these games all these years later is that they are so well designed to the point where you could play the same stage 100 times and be able to play it 100 different ways in how you get points.

Tony Hawk’s Pro Skater 3 and 4 offer several game modes to choose from, with the main course being Career. Within Career, you have the opportunity to play through stages from both 3 and 4 separately as part of their own campaigns. 3 is pretty straightforward, where you have nine stages from the original game, each with goals to complete in them. Three of the stages are competition-based, where you have to manage the highest score combined in two out of three heats. As per usual, these are unlocked gradually as you complete more goals, with the competition stages requiring at least a bronze medal to move past them. However, if you get stuck in 3 and want to move on, you can jump right into 4’s first stage and move forward from there.

While the first remake for 1 + 2 and the remake of 3 in this game is very similar to how it was in the original release plus s0me upgrades, Tony Hawk’s Pro Skater 4 is where things were actually altered quite a bit. Back in 2002, Tony Hawk’s Pro Skater 4 tried to evolve the series beyond it’s timed mission-based scope and instead offered a more free skate style across the game’s levels. Rather than retain that format in Tony Hawk’s Pro Skater 3 + 4, Iron Galaxy decided to take those stages and transition them to the same timed mission-based format to match the other games in the remakes. This did cause some uproar when it was first announced, but it actually works quite well here, albeit with some missing features.

There are some missions such as the skitching of the professor’s car in the College level or freeing Stompy the Elephant that require you to initiate the sequence each time you restart, while it would have been going continuously in the free skate version prior. Additionally, several goals have been removed or modified in this version. The mini-games found in each stage have also been removed too, which is a major letdown for those who wanted a remake of the original with the same content. However, what is still available in the game is still a ton of fun and fits the overall style of the game better than if they had altered the structure of the game between the two.

One major change from the original that is really disappointing, though, is that Chicago and Carnival, as well as the PS1 version exclusive Sewers and Little Big World, did not make it into the remake at all. In addition, the Zoo stage is a downgrade as well with the removal of the live animals that made the original a lot of fun. I know the development team had limited time to work on the game, so perhaps they could not get something to work right in those stages with the animals and more moving objects in the Carnival, specifically, so that may be a reason why. The good thing, though, is that they didn’t leave us empty-handed as they added three new stages to the game for Tony Hawk’s Pro Skater 4’s portion with Movie Studio, Waterpark, and Pinball.

Something New to Shred By

Movie Studio is a competition course, which it made sense to have added to match the three found in Tony Hawk’s Pro Skater 3 and is a fun stage to maneuver between it’s two levels. Waterpark is much more expansive and has a unique design setup with lots of teleporting doors to move to the top of slides and ride them down to the bottom. Pinball is the last one you unlock in the game and may be the most creative of them all too, as it replicates as if you’re skating in a giant active pinball machine. With these added, it brings the total number of parks available to skate in across the two games to a respectable 19, match the same number offered in 1 + 2.

Just when you think that you are just about done with the game, that’s where the game opens up even more with the addition of the all-new Pro Goals. After successfully completing all goals and getting a gold medal on all six competition stages, you will unlock Pro Goals in the game. These add an additional five goals for you to complete in each regular stage, as well as a special goal and a platinum medal being added to the competition stages. The standard Pro Goals are a new Platinum Score and collecting the letters to spell out C-O-M-B-O, while the rest are more level exclusive and I really had a good time working to complete them as the original goals were tough enough at times.

Every stage also has a number of collectibles for you to obtain, with Stat Points being the most important of the bunch. This allows you to upgrade your skater in whichever categories you choose, with the end goal being to max out all of them once you find all of the Stat Points. There is also cash that you can use to buy boards, apparel, and even some items in the Secret Store, which gets items from finding the hidden Iron Galaxy collectibles. There are also some hidden collectibles like the Hidden Deck and panda plushies found in each stage that can take some unique maneuvering to get sometimes.

Tony Hawk’s Pro Skater 3 + 4 has some fun unlockables to work towards, with you able to purchase them in the aforementioned Secret Store mostly after you unlock them in the game. My personal favorite unlockable was that of Ninja Turtle Michelangelo that fits in right with his skater due aesthetic. On top of that, you can also unlock additional skaters like the much requested Bam Margera, Andy Anderson, and eventually Birdman. There is even Officer Dick replacement Constable Richard, who is still hilarious voiced by Jack Black, but that will certainly take awhile to unlock. Deluxe Edition owners even have access to Doom Slayer and Revenant from Doom, which is really cool.

Beyond trying to complete goals and finding all of the collectibles, the game also features special challenges for you to complete. These are broken down into challenges for THPS3, THPS4, Skater, Tricks, and then the later unlocked Expert 1 and Expert 2 challenges. Completing challenges here will unlock rewards and also give you a piece of puzzle that makes up an image without the challenge section. Some of these are absolutely insane, so be prepared to fail, fail, and fail again until you maybe get lucky and finish the hardest of them.

If you get tired of playing the regular stages and completing goals, you can always take the action to multiplayer for a new challenge. The game offers both offline and online multiplayer, where you can participate in Competitive, HAWK, or Free Skate. Competitive is pretty fun to go head to head with up to seven others at once, though be prepared to face the best of the best at times. HAWK takes the idea of the S-K-A-T-E letters and lets you hide H-A-W-K around the map for the opponents to find. Free Skate is also there as just a chill option to have fun online with random others or friends, which I enjoyed them including.

What is a Tony Hawk game without music, right? As always, Tony Hawk’s Pro Skater 3 + 4 has a large soundtrack of solid songs to jam out to while playing through the game. Unfortunately, a number of songs from the original games did not make the cut, but there are still some staples returning like Ace of Spades by Motorhead and My Adidas by Run-DMC. There are some notable missing artists like Alien Ant Farm, but at least some that had one removed like Iron Maiden has a replacement song by the same artist added. The new additions feature the likes of Run the Jewels, Mastodon, Lupe Fiasco, and The Dead Milkman, as well as some tracks from DOOM for Deluxe Edition owners, which all come together to be a very enjoyable lineup to listen to while grinding around each stage.

The game also returns the Create-A-Park feature for those that are creative and want to build their own parks and share them with the world. Building parks is never something that I have much interest in doing, but I really do have fun with skating in parks created by others just to see what kind of crazy ideas that others can come up with.

Verdict

Fans have been asking for Tony Hawk’s Pro Skater 3 + 4 for a number of years now and they should be mostly satisfied with the end product. The same addictive and refined gameplay is back from 1 + 2, but this time based on two entirely different games. There’s a lot of new content with the Pro Goals and few new stages, but the downside is that there were also some cuts when it came to content from the fourth entry, including entire levels and weird removals within existing levels like the lack of animals in Zoo. The soundtrack may also be a bit controversial due to the cut songs, but the development team did a great job putting together a replacement soundtrack mixing old and new. Even with some of the changes, Tony Hawk’s Pro Skater 3 + 4 offers top notch addictive gameplay that is highly entertaining and can be enjoyed by pretty much anybody.

Score: 8.5/10

Pros:

  • Smooth gameplay as in previous collection
  • Largest cast of skaters in series
  • Well designed new stages in THPS4
  • Addition of Pro Goals
  • Enjoyable additions to the soundtrack

Cons:

  • Missing levels from THPS4
  • No mini-games and some missing goals in stages in THPS4
  • Number of classic songs cut

Tony Hawk’s Pro Skater 3 + 4 was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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Dean James

Home > News

Destiny 2 Goes Down on July 18 to Apply The Edge of Fate Fixes via Patch 9.0.0.2

Following the release of The Edge of Fate expansion earlier this week, Bungie is taking the Destiny 2 servers down on July 18, and this is to apply an emergency hotfix.

Given the issues that has arisen with today’s update, it’s not surprising to see a new patch released this soon.

Read on for the maintenance schedule and pertinent info.

Destiny 2 Goes Down for Maintenance on a Friday, July 18

destiny 2 down july 15
Friday, July 18, 2025 — Update 9.0.0.2

6:00 AM PDT -7 UTC
    • Destiny 2 will undergo maintenance.
    • Sign-on and game integration features will be unavailable on web, mobile, third-party apps, and the Bungie Store.
    • Players who observe issues should report to the #Help forum.
8:35 AM PDT -7 UTC
    • Destiny 2 and all APIs will be brought offline for expected maintenance.
    • Players will be removed from activities.
    • Destiny 1 may be impacted.
10:00 AM PDT -7 UTC
    • The latest Destiny 2 update will be available across all platforms and regions.
    • Players will be able to log back into Destiny 2.
    • Players logging into the game may be placed in a queue and may experience sign-on issues as background maintenance is still ongoing.
    • The Destiny 2 API will be brought online.
    • Clan features may remain offline until maintenance is complete.
12:00 PM PDT -7 UTC
    • Destiny 2 maintenance is expected to conclude.
    • Console players who encounter issues updating should restart their console and try downloading the update.
    • Players who observe issues should report to the #Help forum.

Once the patch is out, expect it here on MP1st. We’re hoping this includes performance fixes to be included ion the gameplay bug fixes that we’re expecting to be released as part of the patch.

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Alex Co

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

Home > News

20% of Games Released on Steam Have Reportedly Used AI in 2025

As AI (Artificial Intelligence) continues to advance in its possibilities, it seems that many game developers are starting to see the “value” of it and what it can do for their games. From AI-generated art and marketing material to coding and building entire game assets, and even replacing voice actors and other occupations.

Despite a mixed general opinion, if not more negative, AI continues to grow at an alarming rate, which is now even more evident as a new study has revealed that out of all the games released on Steam this year, 20% of them have used AI in some way, shape, or form.

For Every Five Games Released, At Least One of Them Has Used AI This Year on Steam

valve steam ads

Findings published by Totally Human have revealed that there are nearly 8000 games that have been released this year on Steam, which disclose that they use AI. The keyword here is “disclose” because Steam doesn’t mandate that studios have to tell people that they use AI. It’s all voluntary, meaning the number of games that use AI could be much higher than the ones we know now. 

According to Ichiro Lambe’s research at Totally Human, approximately 60% of the AI used in games has been focused on creating visual assets. They provide a breakdown of the other categories where AI has been used. 

  1. Visual Asset Generation: This is in about 60% of disclosures. Characters, backgrounds, 2D/3D models, textures, you name it.
  2. Audio Generation: Background music, yes, but also full-on voice-overs, narration, and character voices using text-to-speech tools like ElevenLabs.
  3. Text & Narrative Generation: Devs are using LLMs for everything from item descriptions and lore to brainstorming story arcs.
  4. Marketing & Promotional Materials: Short game descriptions; the “about this game” section; and banners (which overlap #1 a bit).
  5. Code/Game Logic: A ton of code generation assistance going on.

Again, this is only the information that has been voluntarily disclosed by game developers, meaning the number is likely far higher than what they found. Because there’s no rule saying that they absolutely have to disclose use of AI, it means that some games could be using it without anyone actually knowing. 

I can’t imagine this number will shrink anytime soon, though, in the end, it depends on just how these games ultimately utilize AI. On one hand, a developer may use it to help make the flow of coding much easier. However, on the other hand, a game could be released that’s entirely built on AI-generated content, from its gameplay, music, and art, to the point where some apparent stealing goes unnoticed. 

That could ultimately result in job losses, as evident by the recent layoffs at Microsoft, which reportedly led to employees being laid off so that AI could replace them

It’s a bleak future, to be honest. 

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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 > News

Report: FromSoftware Deep Into Development on Unannounced Project Codenamed “FMC”

According to information we’ve been able to obtain, the Japanese studio FromSoftware — in addition to working on updates and DLC for Elden Ring: Nightreign, as well as on an exclusive title for the Nintendo Switch 2 called The Duskbloods — is also in the advanced stages of production on another, as-yet-unannounced project: a multiplatform game with the codename FMC (note that this is most likely an abbreviation of a longer codename).

Considering the nature of the source these details come from, everything points to the project being at such an advanced stage that, unless it hits a delay, we should be able to play it no later than next year.

FromSoftware and Codenames of Its Past Games

streamer beats fromsoftware games

Codenames, while seemingly insignificant at first glance, can actually reveal quite a bit about what a mysterious project might be. That said, I must emphasize that all of my conclusions are purely speculative.

Like most game development studios, FromSoftware assigns internal codenames to its projects. For example, the codename for Elden Ring was “Great Rune,” and in game files, it was abbreviated as GR. Below is a list of codename abbreviations that I know:

  • Dark Souls II – FRPG2
  • Dark Souls III – FDP
  • Dark Souls Remastered – FHD
  • Sekiro: Shadows Die Twice – NTCG and NTC
  • Bloodborne – SPRJ
  • Elden Ring – GR
  • Armored Core VI – FNR
  • Elden Ring: Nightreign – CL (I reported this codename back in October of last year, and a few months later, it was confirmed as the codename for Elden Ring: Nightreign)

Note: Some FromSoftware games, in addition to the internal codenames used in files and network infrastructure, also receive more “marketing-friendly” working titles, such as Project Beast in the case of Bloodborne. This article focuses solely on the abbreviated internal codenames used by the developers.

Note 2: To the best of my knowledge, DLCs for FromSoftware games use the same abbreviated codenames in their files and systems as their base versions.

Note 3: Why do I assume The Duskbloods isn’t FMC, despite not knowing its codename? Mainly because FMC is a project being tested and prepared for simultaneous release on multiple platforms (though I’m not sure exactly how many). Meanwhile, The Duskbloods is a Switch 2 exclusive, and knowing Nintendo, it likely won’t reach other platforms for years — if at all.

It’s worth noting that FromSoftware titles released in the past decade with codenames starting with the letter “F” belong exclusively to two series: Dark Souls and Armored Core. Since the latter was relatively recently revived with Armored Core VI: Fires of Rubicon, I find it unlikely that another entry would be coming so soon.

Update: Many users on forums and Reddit who are familiar with the Armored Core series (unlike myself) have pointed out in response to this article that I may have been too quick to dismiss the idea that FMC could be another entry in the series. I had assumed it must be a brand-new mainline title, but historically, the series has seen semi-sequels/standalone expansions/spinoffs released not long after new numbered entries. I have to admit, they make a valid point, and I think that possibility should definitely be taken into account. As long as it’s not DLC, it will most likely have its own codename.

As for Dark Souls, it’s well known that Hidetaka Miyazaki is not interested in creating another entry in the series. Taking that into account, the most plausible scenario is that FMC is a remake or remaster of one of the existing entries. Given that the first two games have already received remastered versions, perhaps it’s time for a remaster of Dark Souls III. It’s worth mentioning here that Nick “Shpeshal Nick” Baker, co-host of the XboxEra Podcast, reported last year that, according to his sources, Dark Souls III Remastered is in development.

Let me stress once again that all of this remains speculation. FMC could just as easily turn out to be a brand-new project, unrelated to any of FromSoftware’s existing series.

We likely won’t have to wait too long for confirmation (or debunking) of these theories. It’s entirely possible that later this year, during one of the upcoming industry events, such as Gamescom or The Game Awards, we’ll hear the first official details about the mysterious FMC project.

If you haven’t checked out FromSoftware’s latest released game, read our review of Elden Ring Nightreign to understand why we’re excited for any project that’s being made by the studio.

Speaking of which, Elden Ring is also on sale for a limited time on the PlayStation Network as part of Sony’s Summer Sale promotion.

Kurakasis

Home > Title Updates and Patches

Apex Legends Latest Update 1.000.104 Out on Consoles and PC Includes Bug Fixes and Balance Changes

Apex Legends has a new update on July 17 and it houses more than your standard bug fixes! Players on PS5 and Xbox will see this appear as Apex Legends update version 1.000.104, and this includes a good list of legend balance changes.

In terms of bug fixes, Training Mode issues, the Bangalore Smoke bug and more are resolved.

Check out the complete patch notes to see what got changed today.

Apex Legends Balance Changes for July 17 Hands Out Nerfs

General Gameplay

  • A fix for Training Mode failing to connect the first or second time
  • Resolved an issue with players being able to see through Bangalore Smoke
  • Players respawning with Grenades instead of their primary weapons in their hands in Mixtape modes
  • Vantage’s Passive “Spotter’s Lens” did not accurately display the number of targeted shields of an enemy team
  • When aiming down sights with the Bocek, Sparrow’s position was slightly unnatural-looking compared to the rest of the legends
  • Resolved the PlayStation logos overlapping with Battle Pass information
  • Improvements for pathing from bot players
  • Fixed the Event Store Button leading to the wrong events

Balance Changes

ASH

  • Legend Class: Changed to Skirmisher
  • Ultimate: Max distance reduced from 100m to 75m
  • Upgrade: Charged Knock replaced with Marked for Death, reveals enemy deathboxes on your map

ALTER

  • Increased time for knocked allies to use portal by 1s
  • Friends upgrade replaced with Controller of Worlds, gives access to Controller perks
  • Increased chase portal open duration from 8.0s to 10.0s
  • Decreased portal warning time from 3.5s to 2.5s

BALLISTIC

  • Tempest no longer gives speed boost to allies (Ballistic still has it)
  • Base tactical charges reduced from 2 to 1

VANTAGE

  • Ultimate: Laser duration reduced from 15s to 10s
  • Upgrade: Sniper Cover gunshield HP increased from 40 to 75 and VFX color updated

WATTSON

  • Upgrade: Ultimate Conductor knock burst increased from 30% to 50% Ultimate charge

In terms of updates, this isn’t half bad for Respawn, since we sometimes don’t even get a proper changelog. Once another patch 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

Apex Legends New Update 2.90 Applies Balance Changes

Respawn Entertainment has pushed out a new Apex Legends update on July 17, and this applies balance changes alongside other general gameplay improvements.

Players on consoles will see this as Apex Legends new update version 2.90, and this should be a small download given it doesn’t house any new content.

Apex Legends Update for July 17 Fixes Training Mode and Bangalore Smoke Bugs

General Gameplay

  • A fix for Training Mode failing to connect the first or second time
  • Resolved an issue with players being able to see through Bangalore Smoke
  • Players respawning with Grenades instead of their primary weapons in their hands in Mixtape modes
  • Vantage’s Passive “Spotter’s Lens” did not accurately display the number of targeted shields of an enemy team
  • When aiming down sights with the Bocek, Sparrow’s position was slightly unnatural-looking compared to the rest of the legends
  • Resolved the PlayStation logos overlapping with Battle Pass information
  • Improvements for pathing from bot players
  • Fixed the Event Store Button leading to the wrong events

Balance Changes

ASH

  • Legend Class: Changed to Skirmisher
  • Ultimate: Max distance reduced from 100m to 75m
  • Upgrade: Charged Knock replaced with Marked for Death, reveals enemy deathboxes on your map

ALTER

  • Increased time for knocked allies to use portal by 1s
  • Friends upgrade replaced with Controller of Worlds, gives access to Controller perks
  • Increased chase portal open duration from 8.0s to 10.0s
  • Decreased portal warning time from 3.5s to 2.5s

BALLISTIC

  • Tempest no longer gives speed boost to allies (Ballistic still has it)
  • Base tactical charges reduced from 2 to 1

VANTAGE

  • Ultimate: Laser duration reduced from 15s to 10s
  • Upgrade: Sniper Cover gunshield HP increased from 40 to 75 and VFX color updated

WATTSON

  • Upgrade: Ultimate Conductor knock burst increased from 30% to 50% Ultimate charge

In terms of updates, this isn’t half bad for Respawn, since we sometimes don’t even get a proper changelog. Once another patch 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 > News

Assassin’s Creed Is Latest Game Property Being Adapted Into a TV Show

While we’ve already seen the Assassin’s Creed franchise hit the big screen in 2016, Ubisoft is taking the franchise to uncharted territory, as the video game publisher has partnered with Netflix for an Assassin’s Creed TV series.

Details about the project are scarce, but Ubisoft has mentioned who the showrunners will be, and they have some big shows behind them.

This latest announcement follows the trend of video game IPs being adapted into movies and TV shows, which I don’t see stopping anytime soon.

Assassin’s Creed To Be Adapted Into A Series By Netflix

The announcement by Ubisoft mentions that Emmy nominees Roberto Patino (Westworld, Sons of Anarchy), David Wiener (Halo, Homecoming) will act as creators, showrunners and executive producers.

The show’s premise will be similar to that of the games, as Ubisoft notes, “The Assassin’s Creed live-action series is a high-octane thriller centered on the secret war between two shadowy factions: one set on determining mankind’s future through control and manipulation, the other fighting to preserve free will. The series follows characters across pivotal historical events as they battle to shape humanity’s destiny.”

Margaret Boykin, executive producer and head of content at Ubisoft Film & Television shared a statement, “”We are so excited to work alongside Roberto, David, and our Netflix partners to bring this beloved franchise to series. We look forward to delivering an experience that speaks to the heart of what fans love about Assassin’s Creed, while introducing its unforgettable worlds and timeless themes to new audiences worldwide.”

In a joint statement, Wiener and Patino shared, “We’ve been fans of Assassin’s Creed since its release in 2007. Every day we work on this show, we come away excited and humbled by the possibilities that Assassin’s Creed opens to us. Beneath the scope, the spectacle, the parkour and the thrills is a baseline for the most essential kind of human story – about people searching for purpose, struggling with questions of identity and destiny and faith. It is about power and violence and sex and greed and vengeance. But more than anything, this is a show about the value of human connection, across cultures, across time. And it’s about what we stand to lose as a species, when those connections break. We’ve got an amazing team behind us with the folks at Ubisoft and our champions at Netflix, and we’re committed to creating something undeniable for fans all over the planet.”

There’s no release date set, which is understandable given there’s no casting choices made yet.

When it comes to games, while there’s no new Assassin’s Creed game announced, the remake of AC4: Black Flag is something we’re counting on to be announced at some point this year.

While Ubisoft hasn’t announced it, the remake’s new features have already leaked ahead of its reveal. It will be more than a visual upgrade as well, with our report earlier this year detailing some of the gameplay enhancements we can expect.

The latest Assassin’s Creed game is AC Shadows, which has proven to be fruitful for the publisher, Our review of it mentions that even if it has faults, “Shadows captures the franchise’s spirit in fresh and exciting ways that I’m sure any diehard fan will come to appreciate.”

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Alex Co

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

Home > Title Updates and Patches

Cyberpunk 2077 New Update 2.300.100 Adds New Content and Graphical Features to the 5-Year Old RPG

Even if Cyberpunk 2077 is single-player RPG, that hasn’t deterred CD Projekt RED from pushing out countless updates and new features. Today, we’re getting what’s probably the last content drop for the game (though we’d ove to be proven wrong), with Cyberpunk 2077’s new update 2.300.1000 download.

This new title update is out on PC, PS5, and Xbox Series X |S (sorry, last-gen owners), adds four new vehicles, the AutoDrive feature, refinements to Photo Mode, and a lot more.

Console players will be glad to know today’s patch also adds VRR (Variable Refesh Rate) support for the PS5 and Xbox Series X|S versions. You do need a compatible gaming montior or TV to take advantage of this, but it’s been added in by CDPR, which should make the experience smoother visually.

Cyberpunk 2077 New Features and Content Delivered via Update 2.300

Vehicles

Added 4 new vehicles, including several Side Jobs tied to acquiring them:

  • Yaiba ARV-Q340 Semimaru

Reward from a new side job (to unlock, complete The Hunt and The Beast In Me).

An additional side job unlocks the CrystalCoat™ feature for it.

  • Rayfield Caliburn “Mordred”

Reward from a new side job (to unlock, complete The Beast in Me: BadlandsThe Beast in Me: Santo DomingoTransmission, and Search and Destroy).

  • Yaiba ASM-R250 Muramasa

Reward from a new side job (to unlock, purchase 1 Yaiba vehicle, purchase at least 3 vehicles through AUTOFIXER, and complete Reported Crime: You Play with Fire…).

If you fail the side job, the vehicle can later be purchased through AUTOFIXER.

  • Chevillon Legatus 450 Aquila

Available for purchase on AUTOFIXER.

  • Introducing AutoDrive! This cutting-edge, autonomous driving feature will take you to your chosen destination (i.e. job objective or placed pin on the map). If you have no set destination, it will take you on a leisurely ride through the streets of Night City. Simply hop in any of your vehicles, make sure you’re on a road, and hold H (PC) / Left Stick (consoles) to activate. This feature is disabled when you enter combat or when your vehicle is heavily damaged.
  • Implemented Cinematic Camera for AutoDrive. Hold Q (PC) / D-Pad Right (consoles) to activate. Sit back and enjoy cinematic views of Night City as you cruise toward your destination.
  • Self-driving Delamain cabs are now available on demand! Simply open the menu to call vehicles, then select “Delamain Cab” from the list to request a ride. This feature unlocks after completing the job Don’t Lose Your Mind (regardless of outcome) and receiving a message from Delamain.
  • Rayfield’s CrystalCoat™ is now available for vehicles from partner brands, including motorcycles. Additionally, the infamous hacker known as Cosmetic_Troll exploited a vulnerability and created a cracked version of Rayfield’s CrystalCoat™ technology for lower-end vehicles. Please note, however, that some models do not support the technology, such as heavily modded nomad vehicles and job-related vehicles.
  • Fixed an issue where unique color schemes did not work properly on the Mizutani Shion MZ1 and MZ2.
  • Fixed an issue where unique color scheme could not be applied properly to the Villefort Deleon “Vindicator”.

Photo Mode

  • Added 27 new NPCs that can be spawned in Photo Mode, including Rita Wheeler, the Cassel twins, fixers, Dum Dum, the iguana, Brendan, and more.
  • You can now switch between alternative outfits for NPCs spawned in Photo Mode.
  • You can now switch between V’s saved Wardrobe outfits in Photo Mode.
  • Added a confirmation pop-up when exiting Photo Mode to prevent accidental exits after setting up the perfect shot.
  • Added more customization options to the Look-At Camera feature, including an option for only the character’s eyes to turn toward the camera instead of their entire body.

Added Improvements to Lighting:

  • Added multiple new stickers and frames, including iconic quotes and stylish overlays that let you turn your screenshots into Night City postcards – perfect for sharing memories from the City of Dreams.
  • Improved Depth of Field and moved it to the Camera tab.
  • Added a new Color Balance tab, allowing you to create your own custom filters.

Added a new Time and Weather tab:

  • Weather: includes rain, acid rain, fog, sandstorm, pollution, and sunny.
  • Time of Day: changes the time of day within Photo Mode.
  • Frame Forward: advances through an unlimited number of frames to capture the perfect shot.
  • Game Speed: allows in-game time to progress while in Photo Mode

Quality of Life & Accessibility

  • The game will now detect if the player is using inverted mouse button settings and automatically adjusts in-game button prompts accordingly.
  • Added an option to toggle aiming down sights in Settings → Controls.

Jobs & Open World

  • Cyberpsycho Sighting: Bloody Ritual – the “Crack the ritualist’s shard” objective now properly disappears from the Journal after completing the objective.
  • Sex on Wheels – now properly appears in the Journal after receiving the message from Jake Estevez.
  • Shot by Both Sides – fixed an issue where selecting a specific dialogue option in the conversation with Bree created a nameless, iconless item in the player’s Inventory.
  • Shot by Both Sides – fixed an issue where the button to go to the lower level didn’t appear on the elevator panel.

Gameplay

  • Fixed an issue where, when using a controller in Trauma Drama, the controllable character would default to shooting upwards instead of forward.
  • Players can now drop more Cyberware Capacity Shards if some within the intended drop limit were previously missed.
  • Fixed an issue causing automatic weapons to fire slower than intended.
  • Fixed an issue where the Official BARGHEST Tac Vest didn’t drop from the scripted Airdrop as intended.
  • The level 60 Engineer perk no longer activates the EMP blast outside of combat or after entering a vehicle.
  • Added an option to replay the gameplay tutorial at any time via Settings → Controls.

“]

Miscellaneous

  • Added an option to tell Johnny to go away after you look at him for a short while when he appears in the passenger seat. He takes the hint and disappears as a passenger for a couple days.
  • Fixed an issue where the sound of V’s Radioport could be randomly interrupted by the Radioports of nearby NPCs.
  • Fixed an issue where History by Gazelle Twin and Trash Generation played too loudly compared to other songs on the radio.
  • Improved the HDR Setting screen: fixed the HDR calibration preview so it correctly reflects the chosen settings, and clarified the description of the “Tone-Mapping Midpoint” setting.
  • Updated the End User Licence Agreement. You will be asked to accept it again when you load the game after updating.
  • Fixed several visual issues with missing, clipping, or floating textures.
  • Fixed several localization issues in various languages.

PC-specific

  • Added support for AMD FidelityFX Super Resolution 4 for compatible AMD GPUs. IMPORTANT: The FSR 4 option will not be available in the in-game settings until the supporting AMD driver is installed. Please note that the driver will be released at a later date.
  • Added support for AMD FidelityFX Super Resolution Frame Generation 3.1 for compatible hardware. It can now be used in combination with any upscaler.
  • Added support for ​Intel XeSS 2.0, with XeSS Frame Generation available on compatible hardware.
  • Added support for HDR10+ GAMING certified Intel GPUs. To enable this feature, your display must support the technology (Find My Display) and have “Game Mode” enabled. The HDR10+ GAMING toggle can be found in Settings in the Video tab.
  • Fixed an issue where the DLSS Super Resolution Preset would invisibly revert from the CNN model to the Transformer model after restarting the game, even though the UI still displayed the CNN model as active.
  • Added more detailed information to the DLSS Super Resolution Preset tooltip in Settings to help players choose the best option for their setup.
  • Added the ability to move the mouse cursor to a different display while in Windowed Borderless mode.
  • Increased the maximum save size from 12 MB to 15 MB.
  • It will now be possible to rebind the key used to jump out of vehicles with the Stuntjock perk.

Console-specific

  • Added VRR (Variable Refresh Rate) support for PlayStation 5 and Xbox Series X|S.
  • Fixed an issue where foliage was not properly affected by weather conditions on PlayStation 5.

While it’s still surprising to see a relatively old single-player game get DLC, rumor have surfaced recently stating that The Witcher 3, a game released in 2015, is set to receive new DLC next year. We’re not expecting it to be a major expansion or anything, but still. Anything new for the game is fine in our book.

If CDPR releases an update about that or even a new Cyberpunk patch, expect it here on MP1st.

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Alex Co

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

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RoboCop: Rogue City – Unfinished Business Review – Judge, Jury, and RoboCop

When it comes to adapting iconic ’80s action films, few studios manage to capture the magic, let alone improve upon it. After the unexpected triumph of RoboCop: Rogue City (read our review), the question lingered: could Teyon deliver a follow-up that lived up to the new standard?

Let’s find out!

RoboCop Meets…Dredd?

I wasn’t sure what to expect from RoboCop: Rogue City when it released two years ago. I mean, Teyon, the studio behind it, did release a pretty awesome Terminator game, so it did have that going for it at the time. But still, their history of titles wasn’t the biggest when it came to blockbusters, and they were also the studio behind the Rambo game, which, for me, wasn’t all that great. But I took the gamble, went ahead and booted up RoboCop, and to my surprise, Rogue City was good, no, better than good; it was fantastic, and easily one of the best licensed movie IPs I’ve ever played. Sure, there were some areas the game could have done better, but playing through it, it was clear that the folks over at Teyon were massive fan of the franchise, as they managed to craft what could only be described as the perfect dream sequel to the movies, capturing the dystopian atmosphere, satirical tone, and brutal action of the original films while delivering a compelling narrative that felt authentic to the world of RoboCop. They truly understood what made the movies so special, focusing on the themes of humanity, corruption, and the blurred lines between man and machine.

It was a loving tribute that respected the source material and provided fans of the RoboCop franchise with the experience they had always wanted. The attention to detail in Old Detroit, the iconic sound effects, and the pitch-perfect voice acting from Peter Weller all contributed to an experience that felt like stepping back into 1980s OCP. Again, it has its faults, but as a fan of the franchise, it was essentially the perfect movie game.

So, when the studio announced that they were doing a follow-up (as in a sequel, not DLC), my excitement levels skyrocketed. But then questions started seeping in, most of which were about where the franchise goes next.

Well, I suppose that answer isn’t much of a surprise, as RoboCop once again finds himself getting caught up in OCP’s problems. Though this time it’s a bit more personal, as a ghost from RoboCop’s, or more specifically, Alex Murphy’s, past comes back to haunt him.

I won’t spoil any of the story, but all you need to know about it is that it’s more of what any RoboCop fan could want, which is yet another perfect spiritual movie sequel that embodies everything RoboCop. And for those looking for the lore of the universe to expand, here, you’ll be pleasantly surprised by where the story goes, and how it connects things, both old and new, in a rather fun and thrilling narrative. I think this is going to be a story that any fan will love.

However, the major thing I wanted to discuss was the significant shift that Unfinished Business has undergone, specifically the transition from a semi-open city to a more linear and confined corridor design. While RoboCop: Rogue City allowed players a degree of freedom in exploring Old Detroit, tackling side quests, and investigating crime scenes at their own pace, Unfinished Business focuses the action almost entirely within the confines of the OmniCorp Tower. This pivot significantly changes the gameplay dynamic, creating a much more intense and claustrophobic experience compared to Rogue City. The levels are meticulously crafted, forcing RoboCop down specific paths, which eliminates the sense of open-world exploration but enhances the feeling of a relentless siege. Every floor of the tower is a gauntlet of enemies, traps, and tight combat scenarios, demanding precise movement and strategic use of RoboCop’s abilities. The result is a faster-paced and more focused narrative, ideally suited to the expansion’s intense, contained environment.

Mind you, there are still a handful of side objectives and investigations that you can do and miss out on entirely, but in terms of structure, the game is significantly more linear than the first Rogue City. This shift means the focus is heavily concentrated on the main narrative and the intense, confined combat scenarios within the OmniCorp Tower. While the first game encouraged players to explore and engage with the city’s open-ended side content, Unfinished Business steers you directly through a tightly paced, high-stakes gauntlet. The design prioritizes immediate action and a constant feeling of forward momentum, making the experience feel more like a relentless assault than a patrol of Old Detroit.

Honestly, if it weren’t for the fact that the game is called RoboCop and features the character, I would probably have mistaken this for a video game adaptation of 2012’s Dredd. Yes, the ultra-violent, gritty, and surprisingly dark tone of this new RoboCop game feels very much in line with the unflinching portrayal of Mega-City One. However, what truly elevates it is how it seamlessly weaves the essence of RoboCop into this brutal reality.

He still upholds the law with an unwavering moral compass and a sense of justice that isn’t quite as brutal as his executioner counterpart, unless, of course, you point a gun at him, then it’s all fair game. But in the end, he’s still the protector of the innocent, even if that protection now comes with a heavier, more visceral punch.

I would almost say that if the Judge Dredd IP wasn’t in the hands of another studio (Rebellion Games), Unfinished Business makes a strong case for why Teyon would be the perfect studio to create a Judge Dredd game. Don’t get me wrong, this in every way is still a RoboCop game, but it’s also hard to ignore the inspiration this adventure is drawing from, those being the likes of Dredd (2012), The Raid, and other similar IPs.

Of course, with all this said, it’s also reflected in the gameplay, which is every bit of 80s ultra-violent action cinema come to life.

I AM THE LAW

If you’ve played Rogue City, you probably already know what you’re getting yourself into with Unfinished Business. For those who haven’t, Unfinished Business is a first-person shooter, played from the perspective of RoboCop. That’s a pretty important thing to keep in mind, because RoboCop isn’t exactly fast in his movements. He’s clunky, and everyone can hear him entering a room a mile away.

However, this isn’t a detriment; it’s a deliberate design choice that perfectly captures the character. His tank-like movement makes every step feel impactful, every stride a deliberate advance towards justice. You don’t zip around cover like a typical FPS protagonist; you are the cover. Enemies scramble and flinch as they witness the walking fortress of law enforcement that you are. This pacing forces you to think tactically, prioritizing targets and utilizing your environment, rather than relying on lightning-fast reflexes. It’s a unique and incredibly satisfying rhythm that makes you feel exactly like the unstoppable cyborg lawman from the films.

Throw in the character’s theme song, which plays right at the perfect time, every time, and you do feel like RoboCop in every sense.

Besides the shift from a semi-open world to a more linear format, Unfinished Business features plenty of new elements. There are new enemies, some of which fans will recognize from RoboCop 3, like the Otomo (Ninja robots). The ED-209 also comes back, and as featured in the trailers, this time you’ll get to play as one, and it’s one of the most satisfying things in the game. There are also some new weapons, with one that shoots out a giant freeze blast that turns all your enemies into icicles, only for you to walk into them and break into a million little pieces.

There are also new PCB boards for you to tinker with. At one point, I unlocked a mod that made the infinite ammo pistol never have to reload, with a massive amount of damage, which essentially translated to me constantly blowing heads and other body parts apart in mere seconds. If there is such a thing as a machine god, then this is probably as close as we’ll get.

All of the new additions are fantastic, and I love how they’re introduced, in the sense that the game constantly feels fresh as it gives you new toys to play with.

At the end of the day, whether you’re a lifelong fan of the IP or simply someone craving an incredibly satisfying and exhilarating action experience, RoboCop: Rogue City Unfinished Business is a must-play. Teyon has once again knocked it out of the park, proving their mastery at crafting licensed games yet again. They’ve taken a beloved character, infused his world with a dose of relentless, gritty action cinema, and delivered a game that’s not just a loving tribute but a pure, unadulterated blast from start to finish.

Rogue City was, without a doubt, the best RoboCop game ever made, and now, Unfinished Business stands shoulder-to-shoulder with it, cementing both as essential plays for every fan of the franchise.

Score: 9.5/10

Pros:

  • The story premise is simple, but that’s exactly what we loved about these films, and Peter Weller slips back into his RoboCop role as if he’s right back in the 80s.
  • Despite its more linear structure compared to the first game,  it takes full advantage of it, delivering an ultra-violent, jam-packed action shooter that would make any fan of the franchise smile with delight as they live out their power fantasy as RoboCop.
  • The gameplay is just completely over-the-top fun.
  • New mechanics and features are excellent additions.

Cons:

  • Unless I’m missing something, there’s no New Game Plus, or at the very least, stage selection. I wish I could go back and replay some sections of the game, like the ED-209 part.

RoboCop Rogue City – Unfinished Business 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.