Get ready to embark in some brand new territories for your shooting game pleasure, as 1047 Games has revealed three new Splitgate maps with a sneak peek gameplay trailer released to promote the crossplay open beta hitting tomorrow!
Here’s the three new maps showcased in detail — Crag, Foregone Destruction, and Impact!
Accompanying the new gameplay trailer is a little description of these new maps coming to the game via press release.
Players looking to jump in can start strategizing early as the above video explores Crag, Forgone Destruction and Impact. The short video drops walkthroughs, helpful strategy tips, lore and gameplay on each – and fans are treated to another look at the stunning graphical update hitting Splitgate on the 27th.
For those new to the Splitgate scene, the game is described as a Halo meeting Portal and with good reason. Check the overview below.
Splitgate is a free-to-play, fast-paced multiplayer shooter that features player-controlled portals. This sci-fi shooter takes the FPS genre to a new dimension with its portal mechanics, delivering high-flying, multi-dimensional combat. Evoking memories of the most revered shooters of the past two decades, Splitgate embraces the classic and familiar feel of close-quarters combat while adding a unique twist. IGN describes Splitgate as “Halo meets Portal.”
While we await the release of these new maps, drop by and check out more gaming news at MP1st.
Splitgate is free-to-play and is set to become available for PS5, PS4, Xbox Series X|S, Xbox One, and PC.
Get ready to take control of your favorite robots and mechas in a big Super Robot Wars celebration soon, as Super Robot Wars 30 release date and bonuses have been announced by Bandai Namco Entertainment!
In a video announcement from producers Takanobu Terada and Kohei Mogami, fans finally get to see the release date as well as highlights of what the new game commemorating 30 years of Super Robot Wars will feature!
In addition to the main game being released this coming October, Super Robot Wars 30 will also be available in various packages for fans who want more content! Via press release, here’s the bonus contents!
Nintendo Switch™/PlayStation®4 “SUPER ROBOT WARS 30” Package Version Early Purchase Bonus and Digital Version Pre-order Bonus Contents:
Bonus 1 – Mission: Spirit of Steel
* Rewards the SRX unit, Striker Scope, and Defender Arm Power Parts.
Bonus 2 – Mission: Elemental Lord
* Rewards the Cybaster unit, Cyclone Booster, and Sky Charm Power Parts.
Bonus 3 – Special Starter Pack
* Rewards the Military Academy 30 ID Power Part, 50,000 credits, 500 PP, and 3,000 MxP.
Bonus 4 – Bonus Mission: Spirit of the Blade
* Rewards the Spirit of the Blade Power Part, 50,000 credits, 500 PP, and 3,000 MxP.
Bonus 5 – Bonus Mission: Spirit of the Shot
*Rewards the Spirit of the Shot Power Part, 50,000 credits, 500 PP, and 3,000 MxP.
Bonus 6 – Bonus Mission: Spirit of Power
*Rewards the Spirit of Power Power Part, 50,000 credits, 500 PP, and 3,000 MxP.
In addition to a standard release, there’s also a digital deluxe edition and digital ultimate edition to choose from, as well as a premium sound and data pack!
Super Robot Wars 30 Digital Deluxe Edition
The Digital Deluxe Edition includes the Super Robot Wars 30 full game, Season Pass, and Bonus Mission Pack.
Super Robot Wars 30 Digital Ultimate Edition
The Digital Ultimate Edition includes the Super Robot Wars 30 full game, Season Pass, Bonus Mission Pack, and Premium Sound & Data Pack.
Premium Sound & Data Pack
Includes 31 anime themes and soundtracks, 15 original songs, and 51 reference images. Songs will be game-sized cuts.
Premium Sound & Data Pack Special Mission
Rewards the Topological Sight Enhancement Part, 100,000 credits, 1,000 PP, and 5,000 MxP.
Check out the Super Robot Wars 30 reveal trailer here if you missed it the first time!
Super Robot Wars 30 launches for Nintendo Switch, PS4, and PC via Steam on October 28!
While Black Ops Cold War Season 4 Reloaded isn’t going to start until July 15, Activision has revealed a lot of info about it today, such as the Black Ops Cold War Season 4 reloaded file sizes/download sizes, as well as the roadmap and loads more.
Black Ops Cold War Season 4 Reloaded File Size, Roadmap, and Everything New:
File sizes:
PlayStation 5: 8.9 GB
PlayStation 4: 8.9 GB
Xbox Series X|S: 9.2 GB
Xbox One: 9.2 GB
PC: 9.2 GB (Warzone Only) / 10.4 GB (Warzone and Modern Warfare)
“MAUER DER TOTEN” – NEW BLACK OPS COLD WAR ZOMBIES EXPERIENCE ARRIVES JULY 15
New Round-Based Zombies Map: “Mauer Der Toten”
The Return of Mule Kick
New Crafting Item and Wonder Weapon
New Zombies Challenges and Intel
New Onslaught Content (PlayStation)
BLACK OPS COLD WAR MULTIPLAYER FREE CONTENT:
New Map: Rush Returns from Black Ops II
New Modes: Capture the Flag and Paintball Moshpit
New Playlists: Rush 24/7 and Cranked Moshpit
Weapon Blueprint and CDL Charm Rewards in League Play
Weapon Blueprints in the Prestige Shop
WARZONE AND BLACK OPS COLD WAR CONTENT:
Free: Two New Weapons
New Operator: Weaver (In Season)
Arriving in the Store: CDL Team Supporter Pack, Special Ops Pro Pack, and More
Heads up! Treyarch has released the Black Ops Cold War update 1.20 title update, which is a pre-load for Season 4 Reloaded that’s due to be released officially on July 15! Note that the pre-load should be live on PlayStation platforms, though the content is the same. Head on below for the file sizes for each platform, as well as what’s new.
The patch shows up as Black Ops Cold War update 1.020 on PS5 in case you’re curious.
Black Ops Cold War Update 1.20 Pre-Load Season 4 Reloaded Patch Notes | Black Ops Cold War Update 1.020:
File sizes:
PlayStation 5: 8.9 GB
PlayStation 4: 8.9 GB
Xbox Series X|S: 9.2 GB
Xbox One: 9.2 GB
PC: 9.2 GB (Warzone Only) / 10.4 GB (Warzone and Modern Warfare)
Season Four Reloaded includes:
“MAUER DER TOTEN” – NEW BLACK OPS COLD WAR ZOMBIES EXPERIENCE ARRIVES JULY 15
New Round-Based Zombies Map: “Mauer Der Toten”
The Return of Mule Kick
New Crafting Item and Wonder Weapon
New Zombies Challenges and Intel
New Onslaught Content (PlayStation)
BLACK OPS COLD WAR MULTIPLAYER FREE CONTENT:
New Map: Rush Returns from Black Ops II
New Modes: Capture the Flag and Paintball Moshpit
New Playlists: Rush 24/7 and Cranked Moshpit
Weapon Blueprint and CDL Charm Rewards in League Play
Weapon Blueprints in the Prestige Shop
WARZONE AND BLACK OPS COLD WAR CONTENT:
Free: Two New Weapons
New Operator: Weaver (In Season)
Arriving in the Store: CDL Team Supporter Pack, Special Ops Pro Pack, and More
WARZONE FREE CONTENT:
New Game Mode: Payload
New Event Type: Blueprint Blitz (In Season)
The Red Doors Become More Mysterious…
New Killstreak: Sentry Gun
Gifting Comes to Warzone
ADDITIONAL BLACK OPS COLD WAR AND WARZONE INTEL:
Free Black Ops Cold War Trial Next Week
Update File Sizes for Warzone and Black Ops Cold War
Once the actual file is out on all platforms, we’ll let our readers know.
Those looking forward to more Final Fantasy XIV content later this year, you’ll be glad to know that Square Enix has revealed the Final Fantasy XIV roadmap for 2021! Not only that, but the PC benchmark for the Endlwaker expansion has been revealed as well.
Final Fantasy XIV Roadmap for 2021:
July – August
Make it Rain Campaign – Beginning July 19 and running through August 11, players can obtain the new “vexed” emote by completing event quests while also earning bonus Manderville Gold Saucer Points (MGP) from Gold Saucer activities.
Patch 5.58 – Releasing on July 20, the update will mark the beginning of Season 20 of The Feast alongside other content adjustments.
Moonfire Faire – This summer-themed seasonal event will return for a limited-time starting from August 13.
The Rising– Marking the 8th anniversary of FINAL FANTASY XIV: A Realm Reborn’s release, The Rising is set to begin on August 27.
September – October
FINAL FANTASY XV Collaboration Event – Players can look forward to the return of the popular event that brings FINAL FANTASY XV hero Noctis Lucis Caelum to the world of Hydaelyn. From September 13, players who have reached level 50 and completed the main scenario quest “The Ultimate Weapon” can participate to earn numerous rewards, including Noctis’ hairstyle and outfit, the four-person Regalia mount, and more. Players who had previously completed this quest can once again experience this questline and adventure alongside Noctis.
Moogle Treasure Trove Event– From October 19 and until the planned start of Endwalker early access on November 19, players will have another chance to gather irregular tomestones to exchange for various rewards.
November Onward
Endwalker Early Access Launch –Endwalker early access beings on November 19 and allows players who have pre-ordered the game to begin their adventures ahead of the official release on November 23, 2021.
Post-Launch Events – Additional seasonal events are scheduled to land in the months following the release of Endwalker, such as All Saints’ Wake beginning in late November, the Starlight Celebration in December, and Heavensturn to ring in the new year.
As for the Final Fantasy XIV Endwalker benchmark, there’s a new trailer and details about that too!
The benchmark software also features an updated character creator feature, which includes the option to create male Viera characters: a new playable race to be added in Endwalker. The appearance data of characters created through the benchmark can also be saved for use in the retail version of the game or selected as the character to appear in benchmark cutscenes.
Looks like fans looking forward to more from Sega’s open-world Judgement franchise might be in for some disappointing news, as a report suggests that Lost judgement might be the last game in the Judgement series due to contractual disagreements.
In a post on Reddit, Japanese site Nikkan Taishu reports that there are disagreements between Sega and the talent agency representing actor Takuya Kimura — who plays the main character Takayuki Yagami in the Judgement series.
According to an article from a Japanese showbiz news site named Nikkan Taishu, in which the site did an interview with someone familiar with the situation, Sega wanted to publish Lost Judgement on PC/Steam to further extend the series’ audience but the protagonist’s actor Takuya Kimura’s talent agency prevented them from doing so due to their very strict likeness right policy (very limited pictures of their talents even on the Internet). Sega thinks this doesn’t look reasonable in terms of business and decides to end the series with the second entry.
In other words, Sega also wants to release the Judgement series on PC via Steam, but the Kimura’s agency doesn’t want to since that was not part of the initial agreement when using his likeness for the games. If this is the case, Lost Judgement may be the last game in the Yakuza spin-off series and Sega may move on to other endeavors because of it.
While Lost Judgement may be the end if this report holds water, the west will still be getting its hands on the game this coming September and you can read all about it here.
Check the magazine scans of the Japanese site on Reddit. Thanks Nibellion for the tweet on this!
Tennos, it’s going to be one exciting week for you, as Digital Extremes’ TennoCon is set to air this coming Saturday, July 17 at 5 PM ET/8 PM PT/5 AM HKT! In a press release sent out, the studio outlined some of the stuff set to be shown off during the event, as well as a host of freebies coming to digital attendees of Warframe TennoCon’s broadcast (TennoLive).
For starters, those seeking to find more details about the upcoming content headed to the game, TennoCon 2021 will see the gameplay debut of The New War expansion! There are also giveaways planned for those watching as well, which are listed below.
For those wondering, it seems Digital Extremes is doing a mix of in-person and digital showcases, as outlined in the press release:
Old enemies will emerge to wage The New Warin the highly-anticipated content expansion first revealed at TennoCon 2018 in DE’s hometown of London, Ontario, surrounded by thousands of players, before transitioning to a virtual event in 2020 due to COVID-19 health and safety protocols.
For those tuning in, there are special guests and content drops scattered throughout the show!
DE is rewarding players with several premium and exclusive items for watching. Additionally, players will be treated to new reveals from Lotus voice actor and event host, Rebecca Ford and special guests Steve Sinclair, Scott McGregor, Geoff Crookes, and Sheldon Carter during TennoLive. Visit www.warframe.com/tennocon for additional in-game items and redemption information, plus a detailed schedule of events, programming and merchandise.
Twitch and Steam Drop During TennoCon
Vastilok Gunblade Weapon
Awarded for watching thirty consecutive minutes between 12:30 p.m. ET – 5:00 p.m. ET
In-Game Relay Event Reward During TennoLive Segment
Tannukai Longsword Skin and Armor Set
Awarded at the end of the TennoLive in-game Relay event, must be present to qualify
Twitch and Steam Drop During TennoLive Segment
Loki Prime Warframe with Slot
Awarded for watching thirty consecutive minutes between 5:00 p.m. ET – 7:00 p.m. ET
MP1st will have the livestream and a round up of the Warframe TennoCon announcements once the event is done, so stay tuned!
Visual Concepts has released the NBA 2K21 update 1.012 (shows up as 1.012.000) July 12 patch on PS5 and Xbox Series X|S! As far as we’re aware, this patch is not out on current-gen platforms (PS4, Xbox One, Switch, PC). Head on below for more info regarding today’s title update.
NBA 2K21 Update 1.012 July 12 Patch Notes | NBA 2K21 Update 1.012.000 Patch Notes:
Unfortunately, Visual Concepts has not released any official patch notes for today’s patch just yet (so don’t believe anything you read unless the actual changes are sourced from 2K themselves or from a reliable source).
The latest patch released on PS5, Xbox Series X|S is #9 and has the following changes (released June 24, 2021):
Can’t log in or play Call of Duty Warzone? Well, you’re not alone! It seems COD Warzone down reports are surfacing right as we write this, and from different areas too!
Reports have surfaced over on Reddit, and on Twitter stating that yes, Warzone is down!
COD Warzone Down Reports for July 11:
Multiple players on Reddit have commented on how Warzone is not playable for them. In addition to that, it seems the CLD (Call of Duty League) is also experiencing the issue as well.
Same as before, if it is down for you, let us know down in the comments what platform you’re on, and where you’re located, so at least we know if this server outage is exclusive to one area/region/country. We’ll be updating the post as more development surfaces.
Both the official Activision Support Twitter account, and Raven Software have not commented on the server outage, but once they do, we’ll update the post.
In other Warzone news, a popular cheat website is offering a “free trial weekend” of their Call of Duty Warzone cheating software! So you might want to temper expectations in winning a lot of matches, and just being headshotted across the map this weekend.
Those looking for more unique gear to collect in Marvel’s Avengers, rejoice! Crystal Dynamics has confirmed that there will be exclusive gear coming to the War for Wakanda free expansion when it’s released later this year!
This was revealed by the devs during the latest Marvel’s Avengers devstream (via Twitch chat in answering fan questions) where a few other tidbits of info were shared as well. Aside from exclusive gear dropping for the War of Wakanda DLC, Crystal Dynamics has also mentioned that there will be loot adjustments coming in the expansion as well, though the devs didn’t elaborate just what we’re going to see.
Regarding the War for Wakanda story, it’s being worked on by Marvel veteran scribe Evan Narcisse, the writer behind the Rise of the Black Panther series, which should be welcome news to Black Panther fans.
Finally, Crystal Dynamics has teased that fans should look into this coming week’s stream, as there’ll be a special guest!
For more on War for Wakanda, check out concept art and a new screenshot of it here.
Stay tuned here on MP1st to know the latest Marvel’s Avengers news.
Footie fans, EA has officially announced FIFA 22! In addition to the FIFA 22 release date set for October 1, the publisher has also revealed the cover athlete, and the new tech powering the soccer sim this year called “Hypermotion.”
Check out the reveal trailer, where we also see that Paris Saint-Germain striker and global football icon Kylian Mbappé is once again the cover athlete for the second year in a row.
Here’s what EA has to say about the Hypermotion tech via the press release:
Powered by HyperMotion, FIFA 22 combines Advanced 11v11 Match Capture and proprietary machine learning technology to deliver the most realistic, fluid and responsive football experience for next-gen consoles and Stadia, unlocking the raw emotion, passion and physicality of the world’s game.
HyperMotion technology enabled the integration of the first-ever motion capture of 22 professional footballers playing at high intensity. Additionally, EA’s proprietary machine learning algorithm learns from more than 8.7 million frames of advanced match capture, then writes new animations in real time to create organic football movement across a variety of interactions on the pitch. Whether it’s a shot, pass or cross, HyperMotion transforms how players move on and off the ball.
Franchise fans can expect familiar modes like Career, VOLTA, Ultimate Team and more to make a return. There’s also an all-new Create a Club experience in Career Mode, reimagined gameplay in VOLTA FOOTBALL, introduction of FIFA Ultimate Team Heroes and more.
FIFA 22 is in development by EA Vancouver and EA Romania, and will be released this October 1 on the PS4, PS5, Xbox One, Xbox Series, and PC, while the FIFA 22 Legacy Edition will be available on the Nintendo Switch.
Initially planned to release last month, and now delayed till sometime in August, it would appear that Blue Box Game Studios’ Abandoned app now has an official date for when users can begin preloading it.
In a recent PlayStation Store listing update (via PS5 console,) Blue Box Game Studios has pushed out a news update, revealing that Abandoned now officially has a preload date for July 29.
As you can see in the screenshots we captured above, Abandoned will officially be available to preload starting July 29. This happens to fall on a Thursday, or if it follows other preloads, Friday morning for some. Chances are we will see the app live the following week (August 1-7). While no official release date has been given for the app since its delay, the developers did state it would be sometime in August.
Related Reading: Blue Box Game Studios Says Abandoned Won’t Run on PS4 Because of Visuals, Plans to Host Q&A to Clear Rumors
Interesting, no official announcement from Blue Box Game Studios has been made yet concerning this, so it is a bit surprising to see a news update on the official PSN page for it. For now, we will hold this as a rumor until an official announcement gets made.
Abandoned is set to release as a PS5 console exclusive .
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.
While video game publishers offer free trial weekends for its games (like what Activision does with Call of Duty), it looks like cheat makers are following suit as well. A certain popular Call of Duty Warzone cheat website (which we won’t name) is offering a “free trial weekend,” which means expect more cheaters in your Warzone matches.
This is more of a warning than anything else, as we won’t be providing links or telling anyone where they can get this, since, y’know, cheating is scummy and all. This free trial weekend is but one of the many issues Warzone has with cheaters. Unfortunately, it seems Activsion has a hard time stopping it.
Given how popular Warzone is now, and it is free-to-play on all platforms, cheat makers are targeting Activision’s popular battle royale game more and more, and this free trial weekend will surely exacerbate things. If you’re looking to take a break from Warzone, this weekend might be the perfect time, due to this promotion.
While these cheating software for games are rampant on PC, more of these cheat providers are looking to horn in on consoles too! We reported one cheat maker that lists one of their main selling points for their “auto aim, auto shot” cheat as “Works on ‘ANY’ platform or console including Xbox, PlayStation and PC.”
Let’s hope that video game publishers find a way to stop these from spreading. If you’re cheating in multiplayer games, maybe check why you need to do it and ruin the fun for everyone?
If you’re a shooter fan, and you play on consoles, chances are, you’ve already bought a custom controller that featured back buttons/paddles for the PS4 and/or Xbox One. Heck, it’s become so widespread that not only did Microsoft release their own version of it with the Elite Controller for Xbox, but Sony even launched the official back button attachment for the PS4!
Now, if you’re an Xbox Series gamer, you can just use your old Elite controller on your new console, and game on. Unfortunately though, that’s not the case with the PS5 and its new controller, the DualSense. Not only won’t the official back button attachment not fit or work with the DualSense, but custom controllers on the PS5 aren’t exactly easy to obtain — at least until now.
Enter HexGaming, and their “Rival” PS5 controller that not only offers back buttons, but also trigger stops to make shooting faster! First thing you have to ask yourself even before considering getting one is: are you a multiplayer shooter fan? If the answer to that is no, then this controller might not add any value to your gaming sessions. However, for those that play a ton of online multiplayer shooters (like me), there’s a lot to love about the HexGaming PS5 Rival controller even if it has a rather steep $290 price tag.
Hard Hitting Hex
Given the HexGaming PS5 Rival controller is based on the original DualSense, it’s no surprise that the thing looks and feels sturdy. There is no worry of any cheap material being used at all, If you’ve laid hands on a DualSense controller and liked how it felt, you should feel at home with the HexGaming PS5 controller.
While the feel might be the same, the weight isn’t. With the added back buttons, the HexGaming PS5 controller feels a wee bit heavier than your standard DualSense, which is understandable.
With custom controllers, the biggest complaint most gamers have is how durable it is, which is a logical concern give its price. I mean, no one wants to buy a new one every few months or even a new one every year, since, well, it is a very expensive peripheral. While I’ve only had the HexGaming PS5 Rival controller for a few weeks, I have subjected it to non-stop use, and so far, it seems to be sturdy enough that I might (keyword here is “might”) not need a new custom controller for at least a few years.
If this is indeed as sturdy as it feels now, then multiplayer shooter fans are in a good place.
For those curious about the warranty, there is a 90-day (three months) available for gamers once they purchase it, and if they share their purchase on social media (tagging the official HexGaming account), they will get an extended warranty of 180 days (six months), which isn’t bad.
Features and Differences
The key features of the HexGaming Rival controller for PS5 are (via the press release):
Six-in-One interchangeable thumbsticks with 3 different heights.
Two different ergonomic thumb grip designs – domed or concave.
Ability for gamers to operate the controller flexibly, capture targets faster and improve accuracy (giving players the edge in FPS games with better aiming).
Option to activate the remap program during the game and assign a maximum of 15 buttons (X, O, Triangle, Square, Up, Down, Left, Right, L1, L2, R1, R2, L3, R3, Touchpad) to the rear buttons.
Interchangeable thumbsticks to play wired or wireless – switch thumbsticks in seconds, and remappable rear buttons configurations on the fly. With this highly engineered controller, the standard for top-notch gameplay has been elevated.
As you can see, my pictures do not do the device justice
The biggest draw here are obviously the back buttons, which are easy to set up, and requires no key, magnets or any other item. Simply follow the instructions, keep an eye out on the back attachment blinking lights and that’s it. It’s very easy to set up and fast.
Outside of the back buttons which is the biggest addition to the controller (and is what people are paying for essentially), the triggers are also optimized for multiplayer shooters. The trigger stops have been adjusted so the L2, R2 buttons require just a slight button press to fire (given R2 is usually the default button to fire in most shooters), as opposed to the original DualSense that requires a lot more pressure to fire your weapon in games (yes, I know you can turn off the adaptive triggers for the DualSense, but even so, the trigger stops for the Rival are better for firing weapons).
This same trigger sensitivity are applied to the L1 and R1 buttons as well, so if you prefer to fire quick in shooters, or be able to use equipment, abilities and whatnot with a quick button press, then this should be perfect for you.
In addition to the hair triggers and back buttons, the analog sticks are also given a much-needed height adjustment. The unit comes with a set of interchangeable thumbsticks in a plastic container, so you can mix and match the height to your heart’s content. I definitely prefer the higher sticks when playing shooters, as opposed to the DualSense’s. It’s just easier to move your aiming reticle, and in some cases, it helps in accidental R3/L3 pressing (which results in an unintended melee attack in most shooters).
While the R2 and L2 triggers are easier to press (and in turn go ADS and fire weapons), this comes with a cost. One of the DualSense’s new features are the adaptive triggers, that adds context-sensitive pressure to the triggers (ie. makes firing a shotgun feel different from firing a handgun). With the shortened triggers on the Rival controller, this isn’t really possible. So, say, a game like Ratchet & Clank Rift Apart which fires different kinds of bullets depending on how hard you squeeze, that’s not really possible with the Rival controller as far as I’m aware.
Shooter’s Advantage
The HexGaming PS5 Rival controller was made for shooters. Heck, even it’s marketing focus on “competitive gameplay,” “forged for eSports’ and the like, which means the company knows why gamers would want to spring for a $290 controller.
It’s as simple as this: if you cannot play online multiplayer shooters without back buttons (like me), then you’ll probably want to give the Rival controller a look since it’s the only game in town (as far as we’re aware). If you haven’t tried playing multiplayer shooters with back buttons before, you might want to, as it will give you a huge advantage in online games without cheating!
However, if you find yourself not really minding how well you perform in online shooters or rarely play the at all, then the PS5 Rival controller provides essentially zero value for you — outside of the higher analog sticks and different color combinations.
The big question of “is the price tag worth it?” will be subjective on whether you play online multiplayer shooters or not, and if you care enough to improve your game to warrant the price tag. If the answer is yes (I don’t blame you), then know that the Rival PS5 controller feels sturdier than its predecessors we won’t name which ones) which might make that $290 price tag a bit easier to swallow — at least until Sony releases an official back button attachment for the PS5.
For the moment, the HexGaming Rival PS5 controller is the only game in town for custom, competitive controllers on the PS5, and it’s up to you to decide whether this is one hex you want to cast or not.
Pros:
Easy to program back buttons
Triggers are made for shooters (hair triggers)
Good build quality (sturdy)
Comes with thumbsticks that can be interchanged
Warranty is a good six months (provided you share on social)
Cons:
Price is a little steep at $289
No adaptive triggers that some games might require
HexGaming PS5 Rival controller provided by manufacturer. Controller is out now for $289.99 and can be ordered via the official HexGaming website.
We are roughly one month away from the release of the major Marvel’s Avengers War for Wakanda update, and while Crystal Dynamics is currently hard at work at preparing it for the next War Table, they have released a few new concept art, along with a slew screenshots to hype the community.
As showcased during the recent Marvel’s Avengers dev stream, Crystal Dynamics have released some brand-new concept art that shows off some of the locations, along with feature such as wall running and new resources cache that players will run into during the new expansion. Have a look below!
Crystal Dynamics promises these will be releasing in higher res next week, most likely with a new blog post.
And finally, the team also showcased a new screenshot during the stream. In the screen below, you see a location just hidden outside of one of the many explorable caves that War for Wakanda will have. There isn’t a whole lot here, but the team did discuss that their approach with level designing differs here as there will be a lot more verticality. They describe the process of rather than building from down up, they started up and worked their way down
You can see a crevice in the image above, and the developers have stated that players can fall down and die in it. The devs also revealed that the outpost featured in the expansion will be placed right in the capital city of Wakanda. While it doesn’t seem like we’ll be able to freely explore the city itself. the outpost will provide a pretty good outlook of it.
There were other tidbits revealed, but that’s pretty much all the major new stuff shown during the stream. As for those wondering if we will see a in-depth War Table for War for Wakanda, the developers did state that it will be coming “soon”. We suspect it’ll be later this month as they always do one the month before the release of DLC. We will be sure to keep you all updated once more details on it are revealed, so stay tuned!
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.
San Diego Studio has released the MLB The Show 21 update 1.11 July 10 patch, or what the studio calls “Update #11.” For those on PS5, this will show up as MLB The Show update 1.011, and for Xbox platforms, as update 1.0.0.61. This patch includes some bug fixes, which are all outlined in the patch notes below.
MLB The Show 21 Update 1.11 | MLB The Show 21 Update 1.011 | MLB The Show 21 Update 1.0.0.61 Patch Notes
ONLINE HEAD TO HEAD
Pinpoint Pitching adjustments:
The Release timing and direction now have a less lenient criteria for ‘Good’ and ‘Perfect’ pitches. NOTE: This change can also be seen when using competitive gameplay style settings in offline modes.
From the devs: We knew that pinpoint pitching would be a very difficult mechanic to master for some players, and we knew we were going to need to make changes at some point once we got the feedback and the data. Now that we have that data, we agree with the feedback that it is just a little bit too easy right now in a competitive setting. This new change will make the timing window for “Good” and “Perfect” a little bit harder to achieve.
Contact Hitting adjustments:
Contact Swing is now less effective when used by power hitters. The higher the power, the greater the loss in mph when you choose to use Contact Swing. This change should now display a more accurate tradeoff between each swing type for high power batters.
From the devs: Contact swing was implemented to allow for “shortening” your swing and help extend AB’s with 2 strikes, or execute hit and runs at the expense of power. While examining the community feedback this year, we noticed that players with exceptionally high power attributes were not being impacted enough by using Contact Swing. The effects of using Contact Swing should sacrifice exit velocity for an easier timing window, easier check swings, and easier fouled off pitches.
R2 (viewing pitch history):
Batters pressing R2 to view the pitch history will no longer impact the gesture portion of Pinpoint Pitching for the defensive player. If R2 is pressed at the same time or after the pitch motion is started, R2 will no longer interrupt the defensive user. If the batter presses R2 before the pitch motion has started, the motion will not start.
From the devs: We intended R2 to be used in a way to let the batter stop the pitcher from quick pitching and “take a breath” (and of course see the pitch repertoire and pitch history). In real Baseball, it might be equivalent to the batter keeping their foot out of the box, for example. For that reason, we don’t want to simply remove the feature entirely, but unfortunately we’ve seen players misusing it and causing grief for those who use pinpoint pitching. We hope this change alleviates some of that grief going forward.
Other changes and fixes:
Added confirmation a dialog to the friendly quit acceptance flow
Users are no longer able to back out of the bullpen screen following a second mound visit
Fixed a freeze that could happen when a ground ball is hit to second and thrown to first
Fixed a freeze that could happen when the ball was hit to specific areas the outfield
Fixed a freeze that could happen on a very late bunt attempt
MISC:
Darren O’Day no longer tips his pitches after selecting the pitch
Fixed an issue in Franchise and Exhibition the scheduled starting pitcher could not be put into the lineup instead, even after selecting a different starting pitcher
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.
Big changes are coming to Baldur’s Gate 3 as Larian Studios has finally outlined some fresh new details for the upcoming Baldur’s Gate 3 update, Patch #5.
As revealed during their recent Panel From Hell live stream, Larian Studios showcased some of the new features coming to Baldur’s Gates 3 in the upcoming Patch #5 update. Down below you’ll find the highlights of the stream, and of course the stream itself to see it all in action.
Baldur’s Gate 3 Patch #5 Early Details
The Active Roll System During skill checks, rather than leaving you at the mercy of the RNG gods during skill checks, in Patch 5 we have ensured players now have much more agency. Active Roll gives players the ability to swing the odds in their favour by applying spells and bonuses to their rolls. Additionally, players can now see their modifiers and status effects happen directly within the UI, rather than being calculated in the background.
Background Goals Players have always been able to select a ‘Background’ at the Character Creation screen – Folk Hero, Acolyte, Urchin, and so on. Now every character will have their own series of secret miniquests based on these roles, called Background Goals. So, whenever a Folk Hero does something Folksy and Heroic or an Urchin does something Urchiny, they’ll be rewarded. It’s a new way to encourage role playing, with players directly benefiting from acting as their character would in any given scenario.
Camp Supplies Camp Resources are a new feature that will make you think a little more strategically about when to activate a Long Rest. Now in order to make camp, you first need supplies. You know all the food and scraps you find around Baldur’s Gate 3? Well from now one, you’ll need that to set up for a full rest. Finally, a use for your giant hoard of dead fish! Also coming this patch are Mini Camps, context-dependent environments that offer an alternative to returning to your HQ by the river. From the Chapel near the Ravaged Beach to the Underdark, we’ve recreated every landmark as its own isolated location that can be accessed when you’re ready to hunker down for your Long Rest.
And there’s more!
We’ve given the AI a serious tune-up, with enemies now being far more intelligent and resourceful than before. Watch as unarmed enemies pick up discarded weapons! Gasp at a group of goblins tossing health potions to each other! Wonder as your NPC companions make sensible, self-preserving decisions! There are a huge number of other improvements we’ve made for Patch 5, including Non-Lethal Attack Mode, old-school point and click dialogue, and some very intriguing new story content around a certain party member…
As always, if you are playing on Patch #4 or earlier, your saves will be incompatible with the new update. So fi you wish to continue playing your current save, you will need to be sure you stick with the old branch build, otherwise you run the risk of losing your saves entirely. Steps to keeping your old saves can be found below.
How to keep playing on Baldur’s Gate 3 Patch #4 or earlier:
The secondary branch will be the previous version, but the primary branch (default download) will be the latest version. To access the secondary branch, do the following:
Right click on the game in your Steam library
Select properties
Click the BETAS tab
In the list under “Select the beta you would like to opt in to”, select patch4 or older.
Close the properties menu
As always, we will have the full patch notes available here on the site once it goes live on July 13, so stay tuned!
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.
Zombie fans prepare to rejoice, as it has been confirmed that the upcoming Black Ops Cold War update will indeed see the release of the next chapter in the Dark Aether, Mauer Der Toten.
As part of the Black Ops Cold War Season Four Reloaded update, players will see some fresh, long awaited zombie content in the form of a brand-new map (and lore) called Mauer Der Toten. Activision released a short trailer, giving us a glimpse of what we should expect next week.
Black Ops Cold War Season 4 Reloaded Update – Mauer Der Toten Trailer
Of course, like with all past season reloaded updates, expect to see plenty of more content to drop for both Black Ops Cold WEar and Warzone. Down below you’ll find a brief highlight of some of the new content coming with the update.
Black Ops Cold War & Warzone Season 4 Reloaded Content
Payload mode for Warzone – Teams of 40 will be tasked with escorting a payload.
Capture the flag will be available in Black Ops Cold War.
Mauer Der Toten Zombies map (trailer above)
New weapons – Mace (melee), and the OTs 9 will debut.
New Maps – Black Ops 2 Rush map will be added as a 6v6 map in Black Ops Cold War.
NATO faction operators, Salah and Weaver are expected to drop with this update.
Much more!
Of course there will be loads of bug fixes, balancing, and other content that’ll be included in the Black Ops Cold War & Warzone season 4 reloaded update, though we won’t know the full details until Treyarch and Raven Software post the full notes. Those should all be going up just right before the patch is live on July 15, so stay tuned!
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.
Prepare to dive further back before the adventures of Geralt of Rivia, as WitcherCon just revealed that the anime film The Witcher Nightmare of the Wolf streams this August 23 on Netflix!
Here’s the date announcement trailer that was revealed at WitcherCon.
Acting as a prequel adventure that focuses on Geralt’s mentor, here is the synopsis of Nightmare of the Wolf.
Long before mentoring Geralt, Vesemir begins his own journey as a witcher after the mysterious Deglan claims him through the Law of Surprise.
From the official Witcher wiki, here’s a little background info on who exactly Vesemir is.
Vesemir was the oldest and most experienced witcher at Kaer Morhen in the 13th century and acted as a father figure to Geralt and the other witchers. Like many of the other witchers, he spent each winter in the fortress and set out on the path when spring arrived.
He was one of the few members of the School of the Wolf to survive the assault on Kaer Morhen. By the 1260s, he was the sole old witcher remaining; however, as he was only a fencing instructor, he didn’t possess the knowledge necessary to create new mutagens in order to mutate more disciples into witchers.
Also revealed during WitcherCon, The Witcher Season 2 premieres on Netflix this December! Read about the details here.
If you ever wanted to play as cute animals in a fight to the death, then Pixile’s Super Animal Royale might be just the thing for you! On the surface, it looks like a cute, cartoon-y platform, but underneath lies a frenetic, 64-player, top-down battle royale. It’s definitely an intriguing premise, and we were given the chance to speak to Pixile Studios’ co-founder Michael Silverwood regarding the idea behind the game, the battle royale landscape and more.
MP1st: Tell us about yourself and the history of the studio.
Michael Silverwood: My co-founder Chris Clogg and I have known each other since we were 3 and grew up on the same street together. As kids we were really into games, film, and animation. We learned to make animated videos in Flash and maps/mods for games like Warcraft 3 and Team Fortress 2. In university Chris went into Computer Science and I did a Combined Major in Business and Computer Science, both at UBC. We had been doing freelance work building websites and mobile apps for companies and always wanted to build a full game, so for 2 years while at UBC we worked on our first game, Stratosphere Defense, and released it on the App Store in 2013. It was a critical success and got lots of featuring from Apple, but didn’t generate enough income to turn into a full-time business. As such, I got a job working in venture capital helping early stage tech startups build their first products and launch their businesses, and Chris worked with us building mobile apps for the companies. All the while we kept prototyping on the side and knew we wanted to build another game someday, whether it could become a full-time career or not. By October 2017 the prototype for Super Animal Royale had become fun enough that we knew we wanted to turn it into a full game, so we quit our jobs in December 2017 and began building a team. By December 2018 we had assembled our core team, a healthy Discord community and were ready to launch the game into Early Access.
MP1st: I understand the studio is doing remote work, was this always the case even before COVID-19? How do you think it has impacted the industry as a whole, working from home versus being in an office space? Do you think more companies will start offering this as a full option?
Michael Silverwood: We’ve been remote from the beginning since I was living in San Francisco and Chris was living in Vancouver when we first started. We were used to working together remotely so we decided to build a distributed team since that made it a lot easier to find the best people to join us without needing to worry about location. There are certainly both pros and cons to working remotely, but we’ve found that it works great for us. I do think it’s easier for teams who start remote from the beginning than those who need to transition from working in-person to remote. Matt Mullenweg’s writing and speaking on this subject has been a big inspiration, and we’ve seen first-hand how distributed, asynchronous work can be effective. Even though working as small team is very different than running a huge organization like Automattic fully distributed, we’ve experienced many of the benefits he describes at level 4 and level 5 of his pyramid of “Distributed Work’s Five Levels of Autonomy” (https://ma.tt/2020/04/five-levels-of-autonomy/).
MP1st: What is behind the idea of Super Animal Royale? Why go with the Battle Royale genre?
Michael Silverwood: Chris and I were big fans of some of the early battle royale games like H1Z1 and PUBG so we were curious about whether the genre would be able to translate well to top-down. At first it didn’t, and our first prototypes weren’t promising, but eventually with the line-of-sight fog-of-war mechanic it started becoming really fun even in prototype form so we knew we were onto something. The emergence of the battle royale genre was a pretty big moment for shooters in general, similar to how much Counter-Strike or Battlefield 1942’s Conquest modes changed what a multiplayer shooter can be, and battle royales are especially unique in how they weave in mechanics from the survival genre so seamlessly. We wanted to contribute something unique to the genre, and I think SAR does that with its top down perspective, line-of-sight shadows, short match length, and streamlined mechanics that make it relatively friendly to learn for a battle royale, while still having a high skill ceiling and surprising depth in its mechanics. Despite it being a multiplayer game, we also wanted to build a deep world and characters, so from the beginning we developed a backstory document with the history of the world, and everything we do has to be consistent with that.
MP1st: I’m sure the team went through plenty of different prototypes during development, it’s always interesting to hear about ideas/concepts that didn’t make it, care to share?
Michael Silverwood: Our first game, Stratosphere Defense, was a Tower Defense game, so we had lots of prototypes for what sequels or expansions of that world could look like. It’s a genre we love, but none of those prototypes ever reached the point where we felt as confident about them as we did with Super Animal Royale. Our first top-down battle royale prototype was built in early 2016, but before we had the line-of-sight fog-of-war most of the fighting would end up happening on the edges of the screen which wasn’t very fun.
MP1st: About the “light bulb” moment? At what point did the team all look at each other and say they had something really special here?
Michael Silverwood: The first light bulb moment was the moment when we implemented the line-of-sight fog-of-war system and immediately combat became far more interesting since you could get similar moments of surprise to 3D games where you breach a building or come around a corner and find yourself face to face with an enemy. The second light bulb was when we finished establishing the framework for what the world and characters would look like, and implemented the first prototype art and got to run around forests and towns as angry, weapon-wielding animals. At that moment we knew it was a world we wanted to keep exploring and expanding upon.
MP1st: Do you feel that there is some pressure in the Battle Royale Space when looking at say Apex Legends or Call of Duty Warzone? Were they used as references in terms of what worked or what didn’t?
Michael Silverwood: I think the biggest challenge in games is just designing something that is itself fun and engaging enough to be worth a player spending their time in it. There’s a lot competing for people’s attention these days. We play a wide variety of different games across genres and our favorites can be very inspiring, but we try not to get hung up on comparing ourselves to other games aside from noticing specific smart mechanics or design details that solve similar challenges we face in trying to design the best game we can. In terms of the battle royale genre, we probably still have the most hours in the early games like H1Z1 and PUBG, but Fortnite, Apex Legends and Call of Duty: Warzone have all taken the genre in interesting directions and made significant contributions by refining and improving upon it.
MP1st: Lore is often overlooked in Battle Royale games, that’s generally the nature of multiplayer games. You guys have an animated show to do that, how big of an influence will it have on the game itself and vice versa?
Michael Silverwood: We were inspired by the way that epic fantasy writers craft their worlds before writing their first stories, and felt that the same approach could work great for a multiplayer game since players spend so much time exploring the open environment. As a result, we’ve made lore and worldbuilding a central part of the game since the very beginning. Even if the story isn’t told linearly or explicitly most of the time in-game, players can piece together what they find in the world to understand the context they find themselves in. We find that this style of storytelling is such a great fit for the interactive nature of the medium. During the design of each new environmental set piece, character and mechanic we refer to and expand upon the lore bible to make sure that the world continues to feel consistent. As the world has kept expanding, it has become more and more natural for us to imagine what would make sense within it, and what would motivate the characters within it.
Most of the linear storytelling we do takes place in our animated series, Super Animal Royale Tonight, and we time new episodes to release alongside major updates so that we can sync up the storytelling with new content in the game. The show takes place entirely on the island in locations you can visit. After you see new environments and animals in the show, you can jump in and play in those same spots and unlock those same animals in the latest update to the game. In many cases, the aftermath of specific events seen on the show can be seen on the in-game island too, like the rat prisoner and makeshift rebel-made SAR Tonight set in Superite Mountain from Season 1 Episode 4.
MP1st: I also notice the show is used as a community highlight for top plays. That to me is pretty f’ing amazing, and I always feel more developers should do stuff like that. It’s a great way to really push for community interaction. What made you want to do this?
Michael Silverwood: The pilot episode of SAR Tonight also served as our launch trailer for Early Access, so it’s an idea we had early on that we hoped we could turn into a full animated series. We were so impressed by the level of skill of some of the early players and the funny things that they’d capture in-game so we wanted to find a way to showcase them. At the same time, we had the concept of Super Animal Royale being a show as part of the backstory, so we decided to develop the in-world show into an actual show. As the game has grown and the series has progressed we’ve become more and more ambitious with the storytelling and production values of the show and it has become a great storytelling medium in its own right. In addition to the animated sequences, we also started blending in-game sequences into the storytelling of the show, which we coordinate and record online with our “Animal Army” Discord community members. We were also seeing so much amazing fan art from our community that we decided to start hosting art contests that get their own segment on the show in addition to a website (https://artcontest.animalroyale.com/) and an in-game art museum (the Super Museum of Modern Art).
For context of how Super Animal Royale Tonight’s story weaves into the story of the game itself, I’ll provide a brief summary of some of the backstory of the game below. I’ll keep it brief though since we mostly let players piece the story together for themselves (there’s actually a popular community Discord server that is dedicated to figuring out the details of the backstory through exploring the island).
Super Animal World (S.A.W.) was originally a safari theme park designed to showcase the genetic engineering breakthroughs of its parent company, Pixile Industries. At amusement parks of the past, guests would interact with humans in animal costumes, but at Super Animal World, the mascots were the result of a creative DNA combination of animal, human and heavily protected intellectual property.
Super Animal World was a big hit amongst guests, but less so amongst the Super Animals themselves. Before long, the Super Animal Super Resistance (S.A.S.R.) was formed. Details on what happened next are tightly guarded by the Super Animal World higher ups, and so, what became known as “The Incident” is still shrouded in rumor and hearsay (but a key moment is viewable in SAR’s recent musical trailer
The resulting damage and financial losses caused by “The Incident ” left Super Animal World’s parent company, Pixile Industries, in ruins. The park was too physically and reputationally damaged to re-open, and the company was left with few options.
“The Incident” itself, however, presented an opportunity. The Super Animals had proved themselves ferocious fighters, and Pixile’s creative leaders recognized a potential market for that sort of thing. Super Animal Royale was devised as a way to recoup their investment. Super Animals would be pitted against each other in a winner-take-all island-wide brawl, televised for human entertainment. Super Animal Royale Tonight, hosted by the intrepid (and S.A.W. loyalist) Donk Patrick and Howl Michaels, showcases the top moments from the island.
MP1st: Adorable, but violent, would you say that’s an accurate description of Super Animal Royale? What made the team want to go with that kind of approach? Love the humor by the way.
Michael Silverwood: Completely accurate! We’re big fans of absurd humor. The juxtaposition of cute animals who are surprisingly angry and violent was just really funny to us as a baseline, and the only thing more absurd than that was the process of asking ourselves how and why they would have been created in the first place, and developing the world around that.
MP1st: The game started on PC, and eventually made its way to Xbox and soon PlayStation and Nintendo Switch. That must be pretty exciting for the team to accomplish such a feat.
Michael Silverwood: It’s extremely exciting and surreal to be releasing our first game on the platforms from the companies we grew up with! We’re also really thrilled to be able to support cross-play matchmaking and cross-save since they’re both such new developments in the industry and so player friendly. We’ve also been very lucky to have great partners in Modus to help us navigate releasing on so many platforms at once, which isn’t easy for an indie studio.
MP1st: With the team as large as it is and the game coming to basically every platform, what kind of preparations are being made so the team can deliver updates and content in a timely manner without feeling spread apart?
Michael Silverwood: The Pixile team is only 11 people currently, so it’s definitely ambitious, but Early Access has done a great job at preparing us for it. The game has been live for players in Early Access for 2.5 years now, and through that time we’ve experimented with multiple update cycles from every 1-2 weeks to 3-4 week larger updates. Last year we also released a major update in November that took us more than 3 months to build. We found over time that spacing updates a bit further apart allows each update to feel more significant and allows us the time to do longer term thinking about what we’re headed, but we wanted to find a sweet spot where it wasn’t making players wait too long. Moving forward we plan to settle into a roughly 6 week update cadence that we think will strike a good balance between being frequent, but also allowing each update to feel significant.
MP1st: How has the development process been in terms of porting the game over to console? Any major hurdles?
Michael Silverwood: The porting process has been surprisingly smooth! The game already supported controllers on PC, and Modus’s porting team is very talented.
MP1st: Can PS5 and XSX owners expect any hardware perks, such as improved performance, loading, etc?
Michael Silverwood: Our main focus right now is bringing Super Animal Royale to as many players as possible. Since the game is constantly evolving and growing this is already a big undertaking, but we’re extremely interested in the potential of leveraging current-gen hardware features in the future.
MP1st: Now being on consoles and this being a Battle Royale filled with all kinds of cosmetics, can we expect to see any kind of IP crossover skins, or platform specific ones? You know, say like Toro Inoue, AKA Sony Cat?
Michael Silverwood: We would absolutely love to do some cross-overs that fit well with our world, and have begun investigating a few interesting options, but don’t have anything to announce quite yet. If players want to see anything specific though we love to hear it!
MP1st: I suppose this is a never say never kind of question, but do you think Super Animal Royale may one day evolve (with a sequel) into a full 3D game? This is being asked from someone who loved what Hopoo Games did with Risk of Rain, going from 2D to a 3D space.
Michael Silverwood: That’s certainly something interesting to think about, but we still have a lot left to explore in Super Animal Royale for the foreseeable future before we consider anything like sequels. I haven’t actually played Risk of Rain myself but might just have to add it to the list. I was a big fan of Metroid Prime after enjoying the 2D Metroid games.
MP1st: Anything you would like to add?
Michael Silverwood: Thank you so much for the thoughtful questions. I fear I might have been too long-winded, so I’ll be mindful of your time and not add anything more, but I hope you keep enjoying the game and I’m happy to chat more in the future!
That concludes our interview with Pixile Studio. Once again, we would like to thank Michael Silverwood for taking the time out of his busy schedule to chat with us.
Super Animal Royale is now available on Xbox, with the PS4 and PS5 version coming later this year. We will have more Super Animal Royale news coming to you all shortly so stay tuned!
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.