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Destiny 2 Trials of Osiris Freelance – How Does It Work?

With Destiny 2‘s latest season in full swing, Bungie has, in their latest post, released a few details on the Destiny 2 Trials of Osiris Freelance, a special game mode that’s sure to entice players who mostly play solo. Head on down below for the full details on Trials of Osiris Freelance.

Destiny 2 Trials of Osiris Freelance

For those that don’t know, Freelance is a matchmaking node specifically for solo players; no premade fireteams may enter. While players continue to earn Trials reputation and even go for a Flawless run, this is a separate node that will be located directly above Trials of Osiris in the Director.

Through this Freelance Labs weekend, Trials reputation will be doubled. If you’re rounding out your Trials specific armor collection or aiming for a good roll on any of the weapons that Trials has to offer, this is a great weekend to jam out some rep! Now remember, once you’ve completed a full card, even if you’ve lost a game or two, your post-game rewards are increased! Enhancement Prisms, Ascendant Shards, and Trials Engrams all have the chance to drop. Whether you want to Focus your engrams and roll a specific reward or just roll the dice , this is the best way to earn Trials loot. Armor drops also have higher chances for better stat rolls!

This week also introduced a fresh set of Seasonal Challenges, including Trial by Firing Squad. To complete it, win 20 rounds over the course of the weekend and be rewarded with a Reed’s Regret Linear Fusion Rifle, XP, and Bright Dust ! Once you’ve gotten your hands on Reed’s Regret, this also unlocks the ability to focus Trials Engrams for more rolls at Saint-14.

What do you think? Are you going to try out this new Freelance node for Trials of Osiris? Let us know in the comments below! Don’t forget, our Xur and Trials of Osiris posts are hitting the site very soon!

Source: Bungie

MP1st Staff

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Next State of Play Dated for October 27, Will Feature Third-Party Games

Sony is bringing out its big guns once again this October as the publisher has dated the next State of Play event for next Wednesday, on October 27. While there is few information released on what the event will be bringing, Sony has revealed some key details on what the PlayStation playerbase can expect next week.

For one thing, unlike the massive PlayStation Showcase that aired last month, this State of Play will take a different approach when it comes to announcements. As noted in the official post from Sony, the event will focus more on the upcoming third-party releases set to release on the PlayStation 4 and PlayStation 5.

The show will run for about 20 minutes, and it will be a mix of updates for previously-announced titles and new reveals from different PlayStation partners across the world.

When and where can I watch the next State of Play?

State of Play returns next Wednesday, October 27 at 2:00pm PT | 10:00pm BST | 5:oopm EST | 5:00am HKT (October 28).

What do you think? Are you excited for the third-party showcase at this next State of Play? Let us know in the comments below!

Source: PlayStation blog

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GTA The Trilogy – Definitive Edition Screenshots Show Off the Remastered Graphics, FAQ Also Released

Rockstar Games is having a field day with promotionals for their latest title, as new GTA The Trilogy – Definitive Edition screenshots hit the web after the game’s official release date and PC specs were revealed. Head down below for the screenshots, as well as the FAQ released by Rockstar Games targeting players on PC.

GTA The Trilogy – Definitive Edition Screenshots:

Here’s a short FAQ for GTA The Trilogy – Definitive Edition aimed at those who will play the game on PC:

How do I download my digital purchase from the Rockstar Store?

Rockstar Store digital game purchases and their contents will be applied to the Rockstar Games Social Club account making the purchase and are available via the Rockstar Games Launcher.

Where can I find the Rockstar Store refund policy?

You can find more information in our Refunds and Returns FAQ.

Where can I find the receipt for my order?

Receipts for all purchases are sent to the email address for your Rockstar Games Social Club account.

What do you think? Are the GTA The Trilogy – Definitive Edition screenshots hypeworthy? Will you be pre-ordering the game for its November 11 release? Let us know in the comments below!

Source: Rockstar Games

MP1st Staff

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GTA The Trilogy – Definitive Edition PS5 and Xbox Series X Enhancements, PC Specs Revealed

In addition to its official release date, Rockstar Games also revealed GTA The Trilogy – Definitive Edition PC specs for those who will be playing through the remastered games on PC. Head down below for complete details on specs needed to run GTA The Trilogy – Definitive Edition.

GTA The Trilogy – Definitive Edition PC Specs:

Minimum
  • OS – Windows 10 64-bit
  • Processor – Intel® Core™ i5-2700K / AMD FX-6300
  • Memory – 8GB
  • Graphics – Nvidia GeForce GTX 760 2GB / AMD Radeon R9 280 3GB
  • Disk – 45GB
Recommended

  • OS – Windows 10 64-bit
  • Processor – Intel® Core™ i7-6600K / AMD Ryzen 5 2600
  • Memory – 16GB
  • Graphics – Nvidia GeForce GTX 970 4GB / AMD Radeon RX 570 4GB
  • Disk – 45GB

The specs look to be very light, with even older rigs capable on running the game via the recommended settings. In addition to all of these, Rockstar Games also detailed the enhancements coming with this release, specifically for the different platforms:

Grand Theft Auto: The Trilogy – The Definitive Edition introduces wide-ranging modern control upgrades, including improvements to targeting and lock-on aiming, updated Weapon and Radio Station Wheels, updated Mini-Maps with enhanced navigation allowing players to set waypoints to destinations, updated Achievements, Trophies, and more. The Nintendo Switch version also features Switch-specific controls including Gyro aiming, as well as touch screen camera zooming, pans, and menu selections, while the PC version includes support for NVIDIA DLSS and additional new Accomplishments via the Rockstar Games Social Club.

GTA The Trilogy – Definitive Edition PC Specs

GTA The Trilogy – Definitive Edition will be releasing on consoles and PC this November 11 via digital, and on-disk on November 11.

Source: Rockstar Games

MP1st Staff

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GTA The Trilogy – Definitive Edition Official Trailer Released

In addition to the official release date announcement, Rockstar Games have also finally shown off the GTA The Trilogy – Definitive Edition official trailer, showcasing just what we can expect from this remastered trilogy of games. Check it out below.

The trailer also came with a short description for the legendary trilogy:

Grand Theft Auto: The Trilogy – The Definitive Edition includes the genre-defining Grand Theft Auto III, Grand Theft Auto: Vice City, and Grand Theft Auto: San Andreas together — each one enhanced for a new generation and available together for PlayStation 5, Xbox Series X|S, Nintendo Switch, PlayStation 4, Xbox One, and PC via the Rockstar Games Launcher.

One important thing to note as well is that it would appear that Rockstar Games is keeping its cards close to its chest for the game’s PC release. Unlike Red Dead Redemption 2 and Grand Theft Auto 5, both of which were available on Steam and the Epic Games Store, GTA The Trilogy – Definitive Edition will only be available on PC via the Rockstar Games Launcher.

What do you think? Did the trailer hype you up for this remastered trio of games? Let us know in the comments below!

MP1st Staff

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NBA 2K22 Update 1.06 Hoops Out This October 22

Visual Concepts has released the NBA 2K22 update 1.06 patch this October 22, and this is after the update released earlier this week that included player stat changes. Note that Season 2 for the game starts today as well, with the info listed below.

NBA 2K22 Update 1.06 Patch Notes:

Par for the course, Visual Concepts has not released the patch notes just yet for today’s title update. However, the next-gen versions got a different set of patch notes for the update it got this week, which could include some of the changes rolled out today for last-gen given they are a few patch versions behind.

Here are the gameplay-related changes from the next-gen version’s patch (1.009) released earlier this week:

GAMEPLAY

  • Reduced the frequency of stumbles after dunks, as requested by the community
  • Made some improvements to double team and switch logic on defense
  • Adjusted the logic for several shooting badges (including Chef, Limitless Spot-Up, Difficult Shots, Circus Threes, Rhythm Shooter, Catch & Shoot, Set Shooter, and Stop and Pop) so that each one triggers under the intended conditions and at the proper shooting ranges
  • Players can now dunk more frequently in certain situations even when not using the skill dunk mechanic
  • Locked the Y-position of the shot meter while in the act of shooting to make it easier to read
  • Fake passes will no longer turn into unwanted bounce passes if triggered during a pump fake
  • Fixed an issue where you could transition from a post hop shot away from the rim and into a running self alley-oop towards the rim
  • Adjusted collision detection on certain take charge animations to prevent unwanted collisions
  • Fixed an issue where shimmy hooks could be played from the 3PT line
  • Resolved a rare issue where the AI could get caught in an unintentional size-up move
  • Addressed a community-reported issue where the AI could get stuck attempting several fake passes in a row
  • Technical free throws will no longer be incorrectly awarded on defensive off-ball fouls in the last 2 minutes of a game
  • Gameplan will now be properly turned off when the user turns ACE off in the menu

CITY/PRO-AM/REC

  • Many continued improvements to performance and stability have been made to enhance the overall experience
  • Addressed issues with invites and voice chat as reported by the community
  • You can now properly access the courts in the Gatorade Training Facility while in a squad
  • Your MyPLAYER will now wear the proper shoes when playing in Pro-Am games
  • Resolved some issues with Pro-Am recruit stats not always displaying correctly
  • You can now wear purchased items out of pop-up stores in the City

MyCAREER/QUESTS

  • Multiple fixes and adjustments have been made to improve the overall quest experience
  • Fixed a rare issue preventing certain users from becoming the starter at the expected time in Toe The Line quest
  • The Edit Playbooks menu will now properly be available when the associated quest is completed
  • Resolved some issues that were preventing certain stat-related and season-long quests from correctly tracking and completing
  • Addressed some issues with endorsement contracts and the associated rewards
  • Fixed an issue with the Suggest Free Agents menu not working correctly after unlocking it via the associated quest
  • The Belle of the Ball achievement will now correctly unlock when completed
  • Resolved some issues with the reward collection from the buildings purchased in the Music and Fashion arcs

MyTEAM

  • Various improvements and support for Unlimited and Triple Threat Online: The 100
  • Added support for Recurring and Event Exchanges
  • Various additional improvements to The Exchange to improve the overall user experience
  • Made several improvements to Ball Drops
  • Added Event Card support for Auction House searches from My Collection
  • Signed Player Cards will no longer have distorted backgrounds in-game
  • Certain player stats like overall record will now display correctly in menus
  • Boosts applied to Shoe Cards will now correctly be applied in games
  • Added support for searching for Shoe Colorway Cards by brand in the Auction House
  • Timers in the Pack Market will now display the proper amount of days remaining
  • Restarting during Skill Challenges should now work as intended
  • Fixed setting lineups in Triple Threat Play With Friends
  • Addressed an issue that prevented players from viewing the opponent’s starting lineup before online games
  • Prevented a situation where players could accidentally select multiple packs at once in MyTEAM: Draft

MyNBA/THE W

  • Various stability fixes and improvements have been made for MyNBA, MyNBA Online, and The W
  • Training and Conditional Coaching are now properly supported in MyNBA Online
  • The various financial-related menus and additional trade options are now accessible in MyNBA Online
  • Ticker scroll speeds have been reduced, as requested by the community
  • Generated players now no longer default to having slow shot-timing
  • You can now edit tendencies for players in draft classes
  • Fixed a hang that could occur in the offseason when toggling between user-controlled teams
  • Resolved an issue with certain downloaded draft classes that could cause problems when simulating ahead in the season
  • Resolved an issue with the broadcast camera when used in certain WNBA arenas
  • Addressed an issue in The W that could prevent users from passing the ball during an inbound despite having Full Team Control on

Here are the details on Season 2 which starts today!

NBA 2K22 Season 2: Build Your Empire (Dev Blog)
byu/yyy2k inNBA2k

We’ll update the post once the full patch notes have been released. If you spot any gameplay-related changes or something else, leave a comment below to let us know.

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Alex Co

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

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GTA The Trilogy – Definitive Edition Release Date Set for November 11, Pricing Set at $59.99

After its official announcement a few weeks ago, Rockstar Games have finally announced the Grand Theft Auto (GTA) The Trilogy – Definitive Edition release date. The trio of titles will be releasing digitally on November 11 according to the Rockstar Games Store, and on disc on December 7. The trilogy is priced at $59.99 across all platforms.

In addition to the GTA The Trilogy – Definitive Edition release date, the game is also now up for pre-order on Rockstar’s storefront, and you can check out a short description of the three games included below.

Three iconic cities, three epic stories. Play the genre-defining classics of the original Grand Theft Auto Trilogy: Grand Theft Auto III, Grand Theft Auto: Vice City and Grand Theft Auto: San Andreas updated for a new generation, now with across-the-board enhancements including brilliant new lighting and environmental upgrades, with high-resolution textures, increased draw distances, Grand Theft Auto V-style controls and targeting, and much more, bringing these beloved worlds to life with all new levels of detail.

In addition to this, Rockstar also announced that purchasing GTA The Trilogy – Definitive Edition via the Rockstar Games Store or PC launcher will give purchasers a $10 discount coupon for products priced $15 and above. This is a sweet deal if you have not yet purchased some of the other Rockstar Games titles, including Red Dead Redemption 2 or Grand Theft Auto 5.

What do you think? Are you interested in grabbing a copy of the game yourself? Do you think it’s overpriced, or priced fairly? Let us know in the comments below!

Source: Rockstar Games

MP1st Staff

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Battlefield 2042 Achievements Fire Out; 34 Achievements in Total

Battlefield 2042 is coming out in  less than a month from now, and with that date creeping in closer we now have the full Battlefield 2042 achievements list. The list should be a good guide for completionists everywhere, so head down below to check it out.

Battlefield 2042 Achievements:

As you can see in the gallery above, the Battlefield 2042 achievements were lifted directly from Origin, and we assume the PlayStation Trophies will be the same, which is usually the case. In other Battlefield 2042 news, DICE has released a huge info dump on what the studio has learned from the beta! There’s a demo of the commorose in action, as well as other info regarding the HUD and more, which are all mentioned here.

What do you think? Are you interested in 100 percent completion for Battlefield 2042? Let us know in the comments below!

Thanks, Chroma710 !

More Battlefield 2042 Reading:

MP1st Staff

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The Dark Pictures Anthology: House of Ashes Review (PS5) – Burning It Down

The Dark Pictures Anthology continues with House of Ashes! Once again, horror vets Supermassive Games is at the helm to deliver a cinematic scare-fest, though this time, it involves soldiers, a CIA agent, and other characters involved in military operations. Is this a house you want to live in, or does it falter under its own weight? Read on for our House of Ashes revew!

A House of Ash

The year is 2003, and the United States of America is in the midst of an all-out war with Iraq. Under the pretense that the nation is hiding chemical weapons of mass destruction, a group of soldiers are tasked with raiding a small remote cliff-side town located in the Zagros Mountains in Iran. However, upon arrival, the team quickly learns that the supplied intel was wrong, and are soon ambushed by the opposing forces. What was once a peaceful town is turned into a warzone, with the blood of innocents being spilled in the crossfire.

Coincidentally, in all the chaos an earthquake hits, opening a number of sinkholes in which both forces fall into. Trapped in an ancient temple beneath the surface, it’s a battle of survival, as the two forces fend off against each other. It’s not soon long after that both sides begin to realize that there is a far more sinister threat lurking in the shadows. Demonic creatures ripped out of the pages of H.P. Lovecraft begin hunting the group down, picking them off one by one. With numbers dwindling fast, the group must decide to set their differences aside, or face a fate that is far worse than death.

Like previous Dark Pictures games, House of Ashes is all about player choice, and the repercussions that are tied to them. You’ll be given multiple instances where you’ll need to decide what a character’s actions will be. Some are small, some big, some innocent, while others malicious. Whatever you decide, It’ll all impact the way the story is told.

Not a new concept, as many will recognize House of Ashes as a interactive story — a genre that Super Massive have stuck to since their first release, Until Dawn. However, it’s how, after four games, that the studio is still able to manage to craft these stories into a wonderfully, woven tale that truly feel like a player’s decision matter.

However, unlike the last two Dark Pictures (Man of Medan, and Little Hope), House of Ashes blurs the lines of good and bad, and instead offers a morale system more akin to the butterfly effect found in Until Dawn. This means, that while you may think you’re  making a good or bad decision, the reality of it is that those decisions will play out later in the story in ways you probably didn’t imagine.

Maybe you should’ve been nicer to this character, or maybe not as trustworthy to another. Small choices have big impact, and in some cases, it’s life and death. And although short, fans of the genre and anthology will undoubtedly love what Supermassive has made. Though admittedly, the writing isn’t all that great in some areas, as with some of the character’s acting. It’s very much like a B-movie horror affair…you don’t go into this expecting the acting to be great, but you do hope that it follows through on the horror side.

House of Ashes is a bit of a mixed bag when it comes to its horror. It starts off horrifying because of how little of the monsters you get to see, but as it progresses, that changes as the beast is put front and center. You could say it overstays its welcome, and the whole military cast of characters doesn’t help with their hoorah to ashes kind of attitude. That’s not to say I didn’t enjoy the campaign, but those expecting to see Supermassive return to the glory days of Until Dawn, you may want to keep those expectations in check.

However I will say that House of Ashes does offer an experience tied down to some very tense moments. Some decisions you’ll need to be quick on your feet to make, and as stated, they’re not very black-and-white. There’s always a constant back-and-forth going on between choices because if you’re like me, you always want to make the right one and never lose someone important.

House of Ashes does an incredible job at portraying that constant tension, especially between all the characters. That can mostly be thanked to the stellar cast, lead by Ashley Tisdale (yeah, you know, from High School Musical.) Lots of emotional range felt throughout the campaign, and although I said the writing comes off as a bit B-movie script-ish, I do appreciate that it did feel like the cast were into their roles.

I enjoyed the campaign, even if it wasn’t that scary at all. Well worth a few revisits too, as there are tons of different outcomes to experience.

Spicing Things Up

Now with this being the third iteration in the Dark Pictures (and Supermassive’s fourth title,) you’re probably wondering if the studio has done anything new. Well they have. For starters, the camera is no longer a fixed angle, but instead offers a full 360-degree view. I had my initial concerns, as these types of games usually use the fixed camera for cinematic purposes, but I have to say, the free-range camera really adds a layer of freedom.

Visually speaking, House of Ashes is perhaps the best looking game in the Anthology, in not only in its high details, but also the variety of environments. Speaking of anything more than the temple setting would spoil a lot, but let’s just say be prepared to be astonished by some of the scenes offered. They’re clearly heavily inspired by films like Aliens, and other classic horror films.

And the free-range 360 degree camera helps immensely to show off these environments. The temple for example is filled with close quarters with plenty of places for something to hide. In a fix camera situation you would be expecting some sort of jump scare to happen, it prepares you for those moments better.

However, with the the camera now fully controllable, you’ll often find yourself in situations where you’ll be walking in near pitch darkness, only to have to stop because you’re unsure if there’s something hiding around a pillar. Chances are there isn’t, but it’s that phycological effect that is so well achieved with the camera and environment. I’m reminded of the scene in the first Halloween movie when Michael Myers suddenly appears out of nowhere in the shadow right behind Jamie Lee Curtis’ character. You knew he was there, you just didn’t know where.

Furthermore, there are now difficulty options which come in the form of Forgiving, Challenging, and Lethal. This is a welcom addition, as personally I have found some instances in the QTE’s (Quick Time Events) to just be too quick. The amount of times I’ve died, or had to restart because I wasn’t quick enough to see where I was supposed to aim and click in some titles is just all too frustrating. Forgiving makes it so you have time to think things over, though if you do want the classic challenges, then the higher levels are there for you.

Then of course there’s the general technical improvements. House of Ashes offers a very polished experience, which is surprising given its a QTE-style game. I mention that because anyone familiar with these types of games are probably used to jittery and frame rate dips during transitions. I’m not sure why that’s a common issue in these kind of games, but in the very least Supermassive appears to have addressed it, as scenes transition beautifully, with no hitches whatsoever. Granted I was playing on the PS5, so I can’t speak the same for last-gen consoles.

Verdict

Supermassive Games delivers yet another entertaining story that’ll delight any fans of the genre out there. While it does fall short in some areas such as the horror aspect, it more than makes up for it in its increasingly suspenseful tale, entwined with nerve-racking decision making.

House of Ashes might not offer anything groundbreaking for horror fans, or those used to Supermassive Games, but it doesn’t really need to. Those interested in this knows they are getting a cinematic, horror game that is just as fun watching, as it is playing. It won’t win anyone over who’s expecting a groundbreaking experience, but for those wanting a bit of some B-Horror action in their life, especially with Halloween around the corner, this might just be the game for you.

Score: 8/10

Pros:

  • Visually beautiful and perhaps the most diverse game from Supermassive.
  • A setting filled with surprises.
  • Acting is great, even if the writing isn’t always the best.
  • Decisions that truly matter, encourages a reason to go back and play.

Cons:

  • Some character models come off really ugly, possibly due to lighting.
  • Not as scary as we were hoping for, but enjoyable nonetheless.

House of Ashes review code was provided by the publisher. Game tested on PS5. You can read SP1st and MP1st’s review and scoring policy right here.

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James Lara

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

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Nickelodeon All-Star Brawl Update 1.05 Barrels Out This October 21

Ludosity has released the Nickelodeon All-Star Brawl update 1.05 (PS5 version 1.000.004) this October 21, which PC gamers got earlier this week. Console gamers are geting the patch today, and yes, it includes character balance changes and then some.

Nickelodeon All-Star Brawl Update 1.05 Patch Notes | Nickelodeon All-Star Brawl Update 1.000.004 Patch Notes:

• Fixed characters animating at half frame rate on Rooftop Rumble, Royal Woods Cemetery and Traffic Jam while playing online
• Fixed Ghost Zone causing CPU players to freeze in place
• Projectiles that bounce no longer last indefinitely (Ren & Stimpy Log, CatDog Furball, Toph Boulder)
• Projectiles that bounce no longer disappear when making contact with a wall or ceiling, they will continue bouncing for their spawned duration
• Increased global Dl window (10° → 16°)
• Updated pixelated images in gallery
• Fixed certain recovery moves not activating as expected when performed immediately after leaving launch state
• Implemented dash dancing: turning around out of a run begins an immediate run in the opposite direction
• Performing a dash dance starts a 15 frame warmup before a dash attack can be input. On the 16th frame and beyond, conditions for dash attacks return to
normal
• Patrick: Fixed command-input not activating super-armor
• Aang: Removed outermost hitboxes on neutral air
• Aang: Increased down special x-speed multiplier (1.75–1.85)
• Toph: Fixed infinite platform bug
• Korra: Fixed down special having variable landing lag
• Lucy Loud: Down special vampire base knockback decreased (180–110)
• Lucy Loud: Down special vampire knockback gain increased (185—265)
• Michelangelo: Neutral air launch angle changed (320—30)
• Michelangelo: Neutral air stun decreased (30—24)
• Michelangelo: Neutral air stun gain increased (06)
• Michelangelo: Fixed up air not hitting airborne opponents
• Ren & Stimpy: Down special base knockback decreased (200—120)
• Ren & Stimpy: Down special knockback gain increased (200—250)
• Powdered Toast Man: Powdered Toast sprinkled to the idle animations (Fresh out of the can)
• Zim: Fixed dash attack 2nd hit not manifesting, will now appear as expected
• Zim: Fixed strong mid hitbox misplacement, will now appear as expected
• Helga: Fixed down special taking damage
• Danny Phantom: Down special base knockback decreased (180–100)
• Danny Phantom: Down special knockback gain increased (160—280)
• Oblina: Fixed aerial down strong hitbox misplacement, will now appear as expected
• Oblina: Fixed aerial light down hitbox lingering the duration of the move

Here’s more via the game’s official Twitter:

Image

That seems to be it. If there are other changes in this patch not included in the notes, we’ll be sure to update the post.

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Alex Co

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

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Fist Forged in Shadow Torch: New Content Being Planned, Devs Want to Share “More Story”

Just a month ago, Fist (Forged In Shadow Torch) jumped out to gamers and was a surprise hit critically. While we’ve seen the game get patches to improve the overall experience, could new content for Fist be part of the roll out plan?

It seems that’s not out of the question. Speaking to MP1st, Ti Games’ CEO Tao Zhang  confirmed that the studio is looking to pump out a few more patches, but they are considering adding more content into the world of Torch City.

MP1st: So what’s next for the studio? A new project? A Sequel to F.I.S.T? Post-launch support? We feel there is a ton left to tell in F.I.S.T.!

A: Yes. There are a lot of great ideas of game mechanism that we had to give up when building Torch City, and more story we can’t wait to share, which we are willing to present to our players by various forms. Currently, we are still working on updates of F.I.S.T. as planning, like multi-languages supporting, bug fixing, and PC features adaption. After that, we will put our energy on developing new content, and keep updating the world of Torch City.

Mind, “new content” doesn’t necessarily mean new levels or characters, as this could mean new features, and the like. Still, any kind of new content should be welcome news to the game’s player base, right?

Stay tuned to our full interview with TI Games hitting the site soon!

If you haven’t played the game yet, you might want to give our review a read, and see why we were impressed with Ti Games’ debut PS5 game.

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Alex Co

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

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Rust Update 1.09 Patch Notes; Out for Halloween Hotfix This October 21

Double Eleven has released the Rust update 1.09 patch this October 21, and this is the studio’s Halloween hotfix! There are a few bug fixes included in this patch, as well as UI improvements, too. Head on down for the official patch notes.

Rust Update 1.09 Patch Notes:

Changes

  • Found reproduction steps for the “Invisible walls” bug. When testing in isolation it was discovered they were actually ghost trees, but this has now been fixed!

  • Fixed an issue with Voicechat causing thousands and thousands of requests to be sent in a short period of time. This was leading to slow internal operations.

  • Added more error checking into Voicechat with the aim of catching some of the remaining (rare) crashes.

UI for Halloween

  • Added a “quick open” feature to the main menu. This will take players directly to the new added skin bundles.

  • Added a new video and ambience to the main menu to celebrate Halloween.

That’s about it. If we spot any other changes, we’ll be sure to update the post. Likewise, if there are any gameplay-related changes not mentioned in the notes, let us know what you find down in the comments,

Source: Rust

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Alex Co

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

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New Borderlands 3 Update This October 21 Includes Weapon Changes

Gearbox Software has released the new Borderlands 3 update this October 21, and this is a hotfix, and doesn’t require a client download. Players will automatically apply the patch once they connect to the game’s servers. Read up on the official patch notes below.

New Borderlands 3 Update October 21 Patch Notes:

Today’s changes to Borderlands 3 activate the next Community Carnage Challenge and increases sniper rifle damage game wide!

LONG-DISTANCE RELATIONS tasks the community with defeating 20 million enemies with sniper rifles for a special SHiFT reward! Remember, for these kills to count the killing blow must be from the sniper rifle itself and not additional effects (such as damage over time or explosive damage)!

Maurice’s Black Market Vending Machine will also be moving to a new location on Thursdays at 9:00 AM PT / 12:00 PM ET and is activated with a hotfix.

These changes will be live on all platforms by 12:00 PM PT. To apply hotfixes, wait at the main menu until you see a sign that reads, “Hotfixes Applied!” If you are experiencing any issues or want to provide feedback, please submit a ticket to support.2k.com.

  • Activating the second of Maurice’s Community Carnage Challenges: LONG-DISTANCE RELATIONS
  • Sniper Rifles
    • Increased Weapon Damage
    • Dev Note: We are applying a flat damage buff to sniper rifles to make them a little more lethal throughout entirety of the game. After these changes have settled, we will look at additional adjustments to unique sniper rifles as necessary.

Source: Borderlands

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Alex Co

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

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Square Enix Reveals Details for Cancelled Tomb Raider Horror Game

To celebrate 25 years of Tomb Raider and give fans a look at what could have been, Square Enix reveals details for their cancelled game called Tomb Raider: Ascension, which would been a survival horror title with Lara Croft in it.

Released on the official YouTube channel of the game, here a look at the first of three videos that take a look at the early concepts and material from the cancelled title that would eventually be used for the Tomb Raider reboot that would be released in 2013.

Along with the video is a brief overview of what Crystal Dynamics had in mind for Tomb Raider: Ascension before it became the 2013 game everyone knows today.

After narrowing in on the concept of a survival story on a remote island, Crystal began developing what was internally called Tomb Raider: Ascension. At one point, Ascension felt closer to a horror game than a Tomb Raider title. Eventually the concept evolved into the origin story told in the 2013 reboot, keeping the key survival components with a dash of supernatural terror.

Here are two more videos looking at more development material for Ascension.

Despite never seeing the light of day, Ascension’s development led to the 2013 reboot, which became a big hit for fans and spawned two sequels following its success. You can read more about that and other features in our Tomb Raider archives here.

Tim Villasor

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Battlefield 2042 Complete Specialists List Available at Launch – Overview & Abilities

While we already wrote about the first four Specialists in Battlefield 2042 that were playable in the beta, EA has now released the complete list of Battlefield 2042 Specialists that will be available at launch come November 19! We have gameplay of the six remaining ones, as well as their abilities, backstory and more.

Battlefield 2042 Complete Specialists Lists – Abilities and Overview:

NAVIN RAO

Class: Recon

Place of Birth: India

Specialty: Cyber Warfare Suit – Scramble enemy vehicle systems, disable Rangers, or trigger base defences from a distance.

Trait: Trojan Network – Hack into enemy systems for valuable intel.

Story: The most technical-minded of the No-Pat Task Force, Rao studied electronics and engineering in his youth while suffering from a debilitating illness. Once recovered, he was determined to utilize his skills to support his country by joining the Indian Armed Forces and later the Navy Marine Commando Unit (MARCOS). While assigned to secure Non-Patriated refugees, he was a part of a disastrous mission resulting in heavy casualties. After his discharge, he reached out to his No-Pat contacts and decided to put his talents as a Recon soldier to use in their cause.

Joining the Task Force gave him a way to protect those who needed it the most and perhaps, make amends for his part in the failed mission.

SANTIAGO “DOZER” ESPINOZA

Class: Assault

Place of Birth: Mexico

Specialty: SOB-8 Ballistic Shield – Use this shield as a battering ram, protection from incoming fire, and for closing the gap on enemies.

Trait: Blast Resistant – Makes this Assault Specialist extra resilient to explosive damage.

Story: Born in Mexico, Dozer came to the US as an undocumented immigrant and chose to join the US Army as his pathway to citizenship. Sadly, waves of mass refugee immigration led to the military reversing their position and Santiago’s deportation from the country he’d risked his life to defend.

Dozer didn’t let this setback blunt his ambitions; he started a family and a successful business as a gunsmith before losing his home in Jalisco to brutal storms. Forced to leave once more, he and his family headed for Puerto Rico, where he uses his experience and strength as an Assault Specialist to aid Non-Patriated causes.

EMMA “SUNDANCE” ROSIER

Class: Assault

Place of Birth: France

Specialty: Smart Explosives – Sundance has the explosives and experience to make life very difficult for teh enemy. From the scatter grenades to micro-drones, if something needs to go “boom,” they’re the one to call.

Trait: Wingsuit Operator – When needed, Sundance will deploy a wingsuit instead of a chute.

Story: Sundance definitely likes to live on the edge. They’re a skilled and fearless adversary that’s had two very different lives – one as a model soldier in the Armée de Terre, and an earlier and much darker existence as a trusted associate in a major Parisian crime syndicate. The latter, sadly, came back to haunt them and ended their military career pre-maturely.

This Assault Specialist is doing their best to keep a low profile among the Non-Patriated, while still using their unique talents to aid the cause whenever they can.

CONSTANTIN “ANGEL” ANGHEL

Class: Support

Place of Birth: Romania

Specialty: Loadout Crate – As a supply expert, he keeps his squad provided with armor and ammo and can also call in a beacon that allows for the swapping of loadouts.

Trait: Trauna Specialist – Angel can revive any ally with their bonus armor health filled..

Story: Growing up the son of a mechanic, Constantin has always had a love for taking things apart, building, and rebuilding them. This skill made him an incredible asset to the Romanian navy, where he served until the loss of his ship left him stranded and desperate. Cobbling together a distress beacon, he caught the attention of a No-Pat vessel and was rescued.

This Support Specialist offers more than just his incredible technical skills and positive attitude – he’s become something of a guardian angel to his No-Pat comrades, and a very valuable and well-liked ally.

JI-SOO PAIK:

Class: Recon

Place of Birth: South Korea

Specialty: EMG-X Scanner – Make enemies visible, even through walls.

Trait: Threat Perception – When taking damage, Paik can triangulate on the shooter and return fire.

Story: Athletic and fiercely competitive, Paik followed in her grandfather’s footsteps and joined the military where she was quickly recruited by a Republic of Korea Special Operations Forces unit specializing in covert infiltration.

Separated from her unit after a vicious attack by an unidentified militia group in New Guinea, she found refuge on a No-Pat ship. She’s since joined the Task Force as a deep cover Recon agent, probing the secrets of Daesong’s corporate headquarters.

Here’s the info on the first four Specialists revealed earlier, in case you want to see how their abilities stack up against the ones revealed today.

Webster Mackay

Class: Assault

Place of Birth: Canada

Specialty: Grappling Hook – Fires a rope that attaches to surfaces. When attached, the rope is retracted and the player gets pulled towards the attach point.

Trait: Nimble – Allows the player to move more quickly while aiming down sights, further enhancing their speed-related advantages.

Story: Outdoorsman. Nomad. Soldier. Mackay is an ass-kicker with a conscience. Following his father’s footsteps, Mackay joined the Canadian military in his teens. At the height of his military career, he was a member of Joint Task Force 2 as a part of a counter-terrorism unit.

After retiring from the military, he followed his dreams of exploring and living off the grid. Now, this Assault soldier fights for the Non-Patriated to make right a regret from his military days.

Maria Falck

Class: Support

Place of Birth: Germany

Specialty: S21 Syrette Pistol – Fires a syringe at friendlies to provide healing. If fired at an enemy, the syringe will do damage.

Trait: Combat Surgeon – Allows the player to return downed allies to combat with full health when reviving.

Story: A veteran Support, Maria Falck, has a strong will that cannot be shaken by danger, fear, or rank. A skilled medic, she served in the German army for six years, touring North Africa and the Middle East – in an effort to bring a positive impact upon the world

Now, she searches for her missing son, David, after hearing that he may have become involved with a No-Pat group.

Pyotr “Boris” Guskovsky

Class: Engineer

Place of Birth: Russia

Specialty: SG-36 Sentry System – Automatically spots and engages enemy targets detected within a certain area.

Trait: Sentry Operator – Spots the enemy target when the sentry gun locks on to the enemy in question.

Story: Self-motivated and self-fulfilling, Boris seeks to acquire power and control in a chaotic world. While his leadership skills may be a bit aggressive to some, there is no denying his skills in the field.

This Russian-born Engineer is a very experienced weapons expert on the Task Force, particularly when it comes to defensive tactics, although his true attachment to the team is suspect. Nevertheless, Boris is trusted to get the job done, albeit with maximum collateral damage.

Wikus “Casper” Van Daele:

Class: Recon

Place of Birth: South Africa

Specialty: OV-P Recon Drone – Spots nearby moving targets and can disorient enemies by using EMP blasts. Can also be used to designate targers for lock-on weapons.

Trait: Sentry Movement Sensor – Alerts the player to approaching enemies, both while boots on the ground and when piloting the Recon Drone.

Story: Recon soldier Wikus is a loner – and the unflappable, calm presence on the Task Force. A former intelligence-gathering operative in South Africa, Wikus is a master of camouflage and long-range engagement.

After stumbling onto a conspiracy involving a senior officer that put the lives of those of his unit and local civilians in danger, Wikus was falsely accused of murder and fled the country. He aligned himself with the No-Pats in hopes of being able to return home one day if there is still a home to return to.

Battlefield 2042 Irish Specialist Abilities

Class: Engineer

Place of Birth: America

Specialty: Fortification System – Includes the DCS Deployable Cover to protect from bullets and explosives, and the APS-36 Shootdown Sentinel to take down explosive projectiles

Trait: Veteran – Provides armor, with additional bonuses for downed enemies.

Story: A natural-born leader, Kimble “Irish” Graves, is the commander of the Specialists aboard the Exodus. A native of Brooklyn, New York, his natural leadership qualities and combat skills help keep the Non-Patriated safe from harm. Having seen the cost of war first hand as a former Marine, this skilled engineer is dedicated to protecting both his squad as well as those who cannot fight for themselves.

Irish excels at fortifying positions on the battlefield, and creating small outposts with which others can use as a rallying point to make an attack.

There you have it! Don’t forget, more Specialists will be added for free as part of the game’s live service component.

Battlefield 2042 will be released this November 19 on the PS4, PS5, Xbox One, Xbox Series X|S, and PC.

Source: EA

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Alex Co

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

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Destiny 2 Update 2.32 Patch Notes; Released for Hotfix 3.3.1.1 This October 21

Bungie has taken the servers offline for maintenance, and has released the Destiny 2 update 2.32 patch this October 21, which the studio calls hotfix 3.3.1.1! This brings a number of gameplay-related fixes to the game as one might expect, though no new content as the Festival of the Lost is still on-going.

Destiny 2 Update 2.32 Patch Notes | Destiny 2 Hotfix 3.3.1.1 Patch Notes | Destiny 2 Update 3.3.1.1 Patch Notes:

ACTIVITIES  

  • The Corrupted
      • Fixed an issue where the elevator console sometimes couldn’t be interacted with.
      • Fixed an issue where Sedia’s shields would regenerate faster than expected on Nightfall difficulties.
          • Her shields now regenerate based on health threshold in Nightfalls, just like they do in Direct Launch or the Vanguard Playlist.
  • Trials of Osiris
      • Capturing zones in Trials of Osiris no longer grants Super energy.
      • Trials of Osiris now restricts access of fireteam leaders if they have not reached the appropriate gear power level.
      • Added tooltip for Artifact Power Disabled
      • Fixed an issue that caused flawless players who reset to their ticket to prioritize matching with other flawless resetters for the first two wins on the new ticket.
      • This issue would occur even when Flawless matchmaking was disabled.
      • Traveling to the simulated Lighthouse will no longer reset ritual activity streaks

UI/UX  

  • Bungie Friends
      • Fixed an issue where the notification toast for 1 or more pending Bungie Friend requests could appear blank for some players immediately after character select.

GAMEPLAY AND INVESTMENT

PURSUITS 

  • Lowered step 7 objective of the Forsaken Campaign Quest from completing 5 Spider Bounties to 4 so players can reasonably complete this quest step in a single day

WEAPONS 

  • Fixed an issue where Demolitionist was not reloading the weapon when a grenade was thrown
  • Fixed an issue where picking up a relic during a reload animation will result in ammo duplication.
      • Weapons will now correctly reload from reserves.
  • Festival of the Lost Weapons (Jurassic Green, Braytech Werewolf, and Horror Story) now drop at a consistent Power level

GHOSTS 

  • Fixed an issue where the Prophecy ghost shell’s ears were not colorful.

Source: Bungie

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Alex Co

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

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Among Us Collector’s Editions Details and Release Dates Revealed

One of the most popular social games is getting a couple of special physical releases, as Among Us Collector’s Editions details have been revealed! There are three editions, with different release dates depending on territory. The Crewmate Edition will be released later this year for UK and EU (December 14), Japan and South Korea (December 16), with the NA, Canada and Latin America release hitting on January 11, 2022! While the Impostor Edition will be released in Spring 2022 across multiple territories.

Here’s the list of the three unique editions fans can purchase — the Crewmate Edition, Imposter Edition, and Ejected Edition, as well as what each of them contains.

Among Us: Crewmate Edition – $29.99 USD

Includes:

  • Among Us base game and all DLC items: Airship, Polus and MIRA HQ Skins, along with the Hamster Pet, Bedcrab Pet, Brainslug Pet, Stickmin Pet and Mini Crewmate bundles
  • Retail Exclusive Downloadable Content
  • 3D Lenticular Case
  • Impostor Syndrome Sticker Sheet by Alyssa Herman
  • 1 of 12 Special Mira HQ Holographic Access Cards by Hannako Lambert and PuffballsUnited
  • Folded Skeld Map Poster by Cannon Kissane
  • Redeemable Code for 6 PC/Phone Wallpapers by Amy Liu

Among Us: Impostor Edition – $49.99 USD

Includes:

  • Among Us base game and all DLC items: Airship, Polus and MIRA HQ Skins, along with the Hamster Pet, Bedcrab Pet, Brainslug Pet, Stickmin Pet and Mini Crewmate bundles
  • Retail Exclusive Downloadable Content
  • 3D Lenticular Case
  • Impostor Syndrome Sticker Sheet by Alyssa Herman
  • 1 of 12 Special Mira HQ Holographic Access Cards by Hannako Lambert and PuffballsUnited
  • Folded Skeld Map Poster by Cannon Kissane
  • Redeemable Code for 6 PC/Phone Wallpapers by Amy Liu
  • Crewmate vs Impostor Lanyard by Hannako Lambert
  • Purple Crewmate Plush by Hannako Lambert
  • Spinning Into Space Enamel Spinner Pin by Cynthia Her
  • Limited Edition Impostor Edition Box

Among Us: Ejected Edition – $89.99 USD

Includes:

  • Among Us base game and all DLC items: Airship, Polus and MIRA HQ Skins, along with the Hamster Pet, Bedcrab Pet, Brainslug Pet, Stickmin Pet and Mini Crewmate bundles
  • Retail Exclusive Downloadable Content
  • Limited Edition Among Us SteelBook® by Hannako Lambert and PuffballsUnited
  • Impostor Syndrome Sticker Sheet by Alyssa Herman
  • 1 of 12 Special Mira HQ Holographic Access Cards by Hannako Lambert and PuffballsUnited
  • Folded Skeld Map Poster by Cannon Kissane
  • Redeemable Code for 6 PC/Phone Wallpapers by Amy Liu
  • Crewmate vs Impostor Lanyard by Hannako Lambert
  • Purple Crewmate Plush by Hannako Lambert
  • Spinning Into Space Enamel Spinner Pin by Cynthia Her
  • Crewmate Fleece Blanket by Hannako Lambert
  • Red Impostor Beanie by Hannako Lambert
  • Limited Edition Ejected Edition Box

We previously reported that Among Us would be getting three different collector’s editions. All three come next spring, and you can find out more details how to pre-order them at the Maximum Games store.

Tim Villasor

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Battlefield 2042 Beta Feedback: DICE Lists Learnings & Changes (UI, Commorose & More)

DICE has finally talked about the studio’s learnings based on the Battlefield 2042 beta feedback from players, and there’s a lot to take in. DICE talks about identifying an enemy among the sea of other Specialists, loadouts, and lots more. Check out the complete breakdown per section below.

  • Related Reading: Battlefield 2042: DICE “Happy” With Player Movement, Abusable Movements to Be Toned Down

Battlefield 2042 Beta Feedback by DICE – What We Learned From the Beta:

Over the past few weeks since the Beta, we’ve shared some limited insight into some of the changes that are coming in time for launch, relative to the experience you had playing Conquest, on Orbital:

  • Increased the number of Tanks that you’ll experience on Orbital. It’s up from 4, to 8 on PC, Xbox Series X|S, and PlayStation 5.
  • Made changes to movement, adding strafe input to sliding, adding the ability to vault on moving objects, and toning down jump spamming.
  • A nearby Grenade Indicator has been added.
  • Entry and Exit animations are now shorter, with some being removed entirely.
  • Elevators have been fixed so that you see less funky behaviours with doors.

But there’s much more beyond that, and we want to give you insight on the opportunities an Open Beta presents us when we invite the world to come and play an early look at our game.

  • Firstly, we can test how our technical systems behave in the wild, bringing forward with us the learnings we had from the Technical Playtest in August, to ensure that the solutions we developed were successfully applied in the real world.
  • Secondly, we get to compare the behaviors of how we see things behaving internally, with how they behave in the hands of you, the players.
  • Finally, an Open Beta on this scale provides us with the opportunity to hear directly from you on how the game feels. There’s plenty of good discussion below covering some of our thoughts on the feedback that we’ve read, and seen shared and discussed across various Battlefield Communities. What we all appreciated seeing most was just how much joy you were having living your best sandbox life. We heard lots of positives about the gunplay, the fidelity, and the welcome return to our modern setting. We also heard plenty of constructive feedback around Performance, Team and Squad play, and the User Interface.

SERVERS:

  • Bot heavy servers were too prevalent across those first few hours for many players. Too many of you were being dropped into games that weren’t being successfully backfilled, and left you fighting against Bots. Our Bots are designed as a good way for new players to learn how to play Battlefield, and to provide new options for veterans of the franchise to take new players under their wing and show them how to PTFO. Bots are not designed as a replacement for other players. Throughout the Open Beta, we were able to dedicate a great deal of time into looking at why the servers were sending certain groups of players into predominantly Bot populated matches. Our teams were then able to make real time changes to the behaviours of Matchmaking to ensure that servers were being stood up with heavy majority human players, and that appropriate backfilling was happening where we expected it too.
  • We were also able to monitor the behaviour of Matchmaking and study why it is that players were sometimes being sent to servers outside of their region. With full appreciation that some players didn’t have the optimal experience, we want to thank them for persisting as it allowed our teams to breadcrumb trail the way back through our systems to understand why they were being sent out of their region, and experiencing higher pings than expected. We’ve ironed out a great deal of those creases in time for launch, and will be as agile as we were during the Open Beta in helping address anything new in real time during launch of the game.

USER INTERFACE (UI):

Our User Interface in the Open Beta wasn’t fully representative of the final experience. It was missing some essential components, some of which we disabled to remove debilitating (and now resolved) bugs, and some of which we chose to continue to focus work on for launch from when we branched in August.

Big Map as we refer to it internally, was disabled. Some of you spotted it in the Key Bindings, and many of you simply expected it based on past behaviours in Battlefield games. We have it in our builds today, and you can see it in action below.

You’ll be able to pull this up at any time during live gameplay, by pressing the View/Touchpad button on Console, or M on PC. It provides an immediate overview of where the battles are taking place, where your squad mates are fighting, and the live breakdown of how the flags are flying inside of each sector. We’ll keep you updated on when to expect this in the game, there’s a chance it makes it into the start of the Early Access start for 2042, and there’s an equal chance that we hold it back to make sure its inclusion isn’t disruptive to the performance of the game.

COMMOROSE:

The commorose was absent from the beta, but it’s in the final game. DICE has given everyone a look at how it works in the video below.

Outside of the commorose, the studio has made changes to how the compass works, as well as improvements to the ping system.

We want to ensure that you’re best equipped with the right tools to communicate with your Squad. As a further example with this, we’ve modified the default behaviour of the Compass that appeared whilst aiming down the sights. At launch, you’ll see that this is now always on, so that you have the ability to easily communicate with your squad on nearby dangers and opportunities.

We know that Battlefield plays best when you’re coordinated. In addition to our Ping System, the ability to quick tap an input to give contextual indicators, we have some great tools to hand over to you at launch. Ping wasn’t working as well as we would have liked during the Open Beta, but at launch, you can expect it function more responsively when you’re pinging locations, assets, and enemy soldiers.

HUD | Update UI (User Interface):

DIXE has moved the score events from the right side to the center beneath the crosshair, as it should be. Check it out in action:

DICE has also mentioned, “there were multiple scoring events related to Transport Assists, Spawn Support, Resupply, and Heal support that were absent in the Open Beta build. They’re in our full game, we’ll always reward strong teamplay in Battlefield.”

More info regarding colorblind settings and UI changes:

Over on the left side of the screen, the kill log is now more readable, with highlighted colors denoting friend or foe killed. There is also more appropriately sized messaging on the status of sectors and flag capture events. These changes help to prevent UI elements from diverting your attention away from the crosshairs, and the battlefield in front of you.

We’ve also performed significant performance passes on our colorblind settings to help support those with color deficiencies that were struggling to have the colors used across our UI properly distinguish themselves, and we’ll continue to take feedback on the application we have around this, and all of our final suite of accessibility options through live service.

A special note to close out this section on UI – let’s talk about the Critical Alert messaging which appears at key moments at the top of the screen. We hear you, it’s too big. We’ve reduced it in size, lowered the frequency of the alerts, and will continue to take feedback on it from you all once you get hands on with the full game.

LOADOUTS:

DICE has mentioned how players will have fewer gadgets to work with in the first 4-6 hours of the full game, which will make it feel more like a traditional Battlefield game.

For the first 4-6 hours in the full game, expect to be working with a reduced array of gadgets for your open gadget slot, with your journey through the ranks slowly introducing new ones for your loadouts. That traditional experience of a Battlefield game, where classes fulfill traditional roles is an experience that you graduate out of through the first ten levels. Your Specialists will have the options to choose from a Medical Crate, Ammo Crate, the Recoilless M5 Launcher, and our Repair tool as starting gadgets, and enable the experience of playing in ways that allow players to feel the benefit of playing in more supportive roles.

As you progress beyond those levels, you’ll gain access to more specialised hardware, and Specialists, that help to solve scenarios you can encounter, and we expect you to be regularly interacting with your loadouts on the deploy screen to react to the ever changing nature of Conquest and Breakthrough gameplay.

Loadouts are fully customizable. In the Open Beta, we set you up with four loadouts, that mirror that traditional class structure of Assault, Medic, Support, and Recon. They’ll be there at launch too, for all players as default, but there’s actually a much bigger suite of tools available to you to help speed up the act of switching to different setups, and let you get right back into the action.

From the Collections screen of the main menu, you’ll be able to define what your loadout is, and to provide your loadout with custom names that can allow you to quickly switch between your best setups.

PLUS SYSTEM:

Here’s an updated look at the Plus attachment system:

There are multiple slots per attachment type that you can assign different items into, drawn from an extensive pool of weapon specific attachments that unlock as you play more with the weapons. Anything assigned into slot 1, those closest to the centre, is your effective spawned setup. When you deploy with the weapon in hand, you’ll always be set up with your preferred attachments. This can be accessed from the Collections Screen on the main menu, and from within the deploy screen during gameplay.

SQUAD COMPOSITION:

DICE has confirmed that in the Hazard Zone mode, players will be locked to one Specialist type per squad, though the normal game modes like Conquest won’t have this restriction.

In Hazard Zone, we’re keeping things tight and deliberate on squad comp. Specialist selection will be unique, and we’re not running with duplicates inside the squad. In All-Out Warfare, we’re not using the same restrictions; we’ve been learning since Battlefield 1942 that our game just isn’t fun when you can’t play to your strengths, and there’s been lots of iteration done in this area in all of our games across the franchise’s history. In Battlefield 2042, you’ll enjoy the freedom of moving between the Specialists and loadouts that you need to support the Squad, and there are parts of the experience that we have in our builds today that help to reinforce that.

First, there’s our Insertion flow. Your squad mates will be shown your Player Cards, where you’ve got the chance to personalize, and flair it to show off your playstyles. There’s then additional time in pre-round, which was disabled during the Open Beta, to chat and make further changes to your squad comp so that you hit the ground running straight out of the gates.

END OF ROUND

Expect the best team players to be featured at the end of every match!

Better still, we’re celebrating our strongest team players at the end of the round in our full End of Round (EOR) flow. Again, this one didn’t make the cut for Open Beta, but expect that when the round wraps up, we’ll be paying tribute to the best squad players, and recognizing the contributions folks made to capturing objectives, reviving fallen teammates, and keeping ammo stocked up.

More changes incoming for teamplay:

To help you achieve this acknowledgement, there are UI elements that help you to know who’s in need of healing, repairs, and resupplies coming to the game for our worldwide launch on November 19. There’s also been changes made to Health Regeneration, slowing down the time it takes for the healing effect to start, and helping to increase the need to work with your Medics. To help support those changes, you’ll find that Maria Falck’s Syrette Pistol has received enhancements and tweaks to improve the feedback you receive when you’re successfully healing an ally, and making it easier to land a syringe on a friendly target by having the Syringes magnetise to friendly targets. We’ve also worked to make revives faster, across the board.

ENEMIES VS. FRIENDLIES ON THE BATTLEFIELD:

We use the term IFF to describe the approaches we take to ensure that you can always, and easily identify between friend and foe. IFF is being improved. In our current builds, we’ve adjusted the behaviour of the systems we use to improve the experience.

  • Our IFF lighting is in the process of being further enhanced to enable enemies to more readily stand out on the battlefield.
  • We’re also adjusting the tint that applies to enemy soldiers, and made changes to the UI so that when you’re inside of 10m, an icon is now present above the heads of enemy soldiers, provided they wouldn’t be otherwise occluded by any terrain, or map objects.
  • Similarly, we’re working to ensure that friendly icons will no longer be occluded through walls within 40m to address instances of our systems failing to represent a player as a friendly team mate before they’ve entered your field of view.

CONTROLLER MAPPING IMPROVEMENTS AND AIM ASSIST:

Total controller mapping will be available at launch, which should give players total control on which button does what.

We’ve also heard your feedback on Aim Assist strength on controllers. You helped to show us that it was too low, so we’ve worked to improve this experience, making it more familiar to players who played with us in past titles.

CROSSPLAY & COMMS:

Another improvement coming to consoles is the ability for you to engage with Text Chat for the first time. Now that we’re Cross Platform, we know how important it is to sustain accessible options for communication, and we’ve got you covered here.

As we discussed recently in our Commitments to Healthy Play in Battlefield 2042, we’ll be arming you with all the tools you need to help keep this function useful, and usable on the battlefield, including the option to hide the feature outright if you’d rather not see it, or make use of it. We know that many of you prefer to use.

For many of you, we know that you’ll prefer to use VOIP to keep the lines of communication open during gameplay, and a heads up that this is presently set to come in after launch.

Cross Platform invites for squadding up will otherwise be in at launch. This was again absent from the Open Beta, and something we know helps to make sure you’re playing with your best squad, and PTFO’ing right to the last ticket.

Now that’s a long read! Don’t forget to check our Battlefield 2042 game hub for the latest BF2042 news!

Source: EA

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Alex Co

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

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DOOM Eternal Horde Mode Teaser Released, Coming This October 26

Developer id Software has officially released the DOOM Eternal Horde Mode teaser, showcasing 30 seconds of gory demon bloodbath set to arrive on consoles and PC this October 26. Head on down below for the Horde Mode teaser.

In addition to the DOOM Eternal Horde Mode teaser, id Software and publisher Bethesda also shared some information on this new Horde Mode, which you can read below:

DOOM Eternal’s Update 6.66 arrives 10/26! Our biggest free update yet will include the all-new arcade style Horde Mode, BATTLEMODE 2.0 with a new arena and streak-based rewards, two new Master Levels and more!

As mentioned, the big free update (cleverly timed and named 6.66) will be arriving on the 26th, and will include a new BATTLEMODE in addition to the Horde Mode which is sure to entice the players who are enjoying the game’s multiplayer mode.

In case you missed it, you can check out our review of DOOM Eternal here, where we give it a 9/10.

MP1st Staff

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Hell Let Loose Update 1.004 Released for Quality of Life Patch This October 21

Black Matter Studios has released the Hell Let Loose update 1.004 for Xbox Series X and PlayStation 5 this October 21, and this one is for the quality of life patch. Check out the full patch notes below.

Hell Let Loose Update 1.004 Patch Notes:

Stability Improvements

  • Fix for servers resetting player exp and rank and setting the incorrect level
  • Partial fix for “An error has occurred connecting to T17 services” error message occurring during gameplay – the underlaying cause for this is still being worked on, but this will now fail silently, no error message will show during gameplay, and there will be no impact on the game that’s in progress. You will be able to continue playing and can complete the in-progress game and will gain experience as normal, transition into the next map, and keep playing. If T17 services do disconnect silently during gameplay, the error message will still show when next returning to the main menu, and whilst not connected to T17 services you will be unable to use T17 features, such as adding T17 friends, parties or blocking players, until reconnected.
  • Fixed a crash that would sometimes occur when loading in Purple Heart Lane US offensive
  • Fix for a softlock that would sometimes occur on the “Can’t deploy on that location” error message
  • Fixed a crash that would occur after dismissing the “Please update the game to the latest version” popup.
  • [PS5 only] Fix for a softlock that would occur on the deployment screen after starting a PS5 activity card with the game closed
  • [Xbox only] Fix for matchmaking not functioning after previously suspending the title during gameplay
  • Fix for various crashes that would sometimes happen at random during gameplay

Aim Assist Changes

  • Added option to disable aim assist
  • Added option to set different levels of aim assist strength in the options menu (low/medium/high)
  • Tweaked aim assist to be less strong when closer to enemies
  • Adjusted the aim assist trigger window so it now does not activate until aiming closer to enemy player
  • Adjusted aim assist speed to not slow down as much
  • Adjusted aim assist so that the further away you are from an enemy, the longer it will take for the sensitivity to slow down

Quality of life improvements

  • Improvements to readability of the map marker list
  • Increased the size of various text and HUD elements
  • Closing the pause menu now automatically toggles VOIP channels to be back on
  • Added “Voice Channels” menu to the deploy menu
  • Added option to change controller acceleration setting for the X/Y axis individually
  • Removed the “Cancel” option still being displayed after a match is found
  • Changed “Manage Unit” option for Squad Leaders to be on Circle/B instead of Left D-pad. Square/X will refocus back on Spawn Locations.

Bug Fixes

  • Fix for user settings sometimes resetting back to default values after closing/relaunching the game, accepting an invite, or returning to the main menu from in-game
  • Fix for changes made in the Barracks and Change Role screen being reset after relaunching the game
  • Fix for the EXP screen not always triggering after a match and games not awarding EXP to players
  • Fix for VOIP not reconnecting after returning to the game from the system home screen
  • Fix for players in the same party sometimes matchmaking into opposite teams
  • Fix for tank turrets continuing to rotate if the tank gunner opened the pause menu whilst moving the turret
  • Fix for Leave Party pop up displaying when viewing a player’s profile
  • Fix for T17 notifications tab creating duplicate friend requests
  • Fix for “Join Friend” option in the T17 overlay not functioning for joining friends already in-game
  • Fix for debug text shown within the commander hints text
  • Fix for menu focus being lost if the join unit button was highlighted when the player list was updated
  • Fix for invites not being delivered if the T17 overlay was closed immediately after sending an invite
  • Fix for players who have left a party still showing as being in the party for some party members
  • Fix for “Player Kicked” notification triggering after voluntarily leaving a party
  • [PS5 only] Fixed haptic feedback not being present for proximity to grenade blasts
  • [PS5 only] Added the option for the party host to Kick members from the party activity card
  • Various minor bug fixes and improvements

That’s about it for the patch.

Source: Team17

MP1st Staff

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