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MLB The Show 21 Update 1.09 Patch Notes for June 19; Game Update #9

San Diego Studio has released the MLB The Show 21 update 1.09 June 19 patch, or for those on PS5, this will show up as update 1.009, and those on Xbox platforms, it’ll show up as update version 1.0.0.53. This is tagged by the studio as MLB The Show 21 update #9, and brings a host of fixes to the baseball sim which are listed in the patch notes below.

MLB The Show 21 Update 1.09 Patch Notes for June 19:

General

  • All versions of Legends Ivan Rodriguez, Johnny Bench, and Gary Carter will now have the Pop Time quirk. NOTE: The quirk will show in the player item tab after the content deployment on 6/22/21 (around noon PT)

Online Head to Head

  • Fixed a crash that could occur if a player had card open on screen when the other player quits
  • Fixed an issue where home run replays would not play if the opponent is pressing X (PlayStation) / A (Xbox)
  • Fixed a rare crash that could occur when exiting Showdown from the program menu
  • Fixed an issue that could trap players in a pause menu following a pitcher injury
  • Changed the Friendly Quit accept button from Square (PlayStation) / X (Xbox) to X (PlayStation) / A (Xbox)
  • Fixed an issue where a runner would get a free base when stealing, if the batter was hit with the pitch during a late bunt attempt
  • Fixed a bug that would cause players to “freeze” when a user would intentionally walk several batters and step off and throw to home

There are no hitting or gameplay balance changes in this update.

Stadiums

  • Plate Appearances will now populate on the jumbotrons in American Family Field and Busch Stadium
  • Fixed an issue where the ball could slip through the wall in Angel Stadium
  • Fixed a collision issue around the left field foul pole in American Family Field that would sometimes cause a foul ball being “warped” back into the stadium

Road to the Show

  • Various fixes and adjustments made to cameras and presentations in the locker rooms
  • Stats accrued by simming will no longer count towards program progression
  • Notable stats will now appear on Jumbotrons
  • Players are now eligible for rewards if they are on the Injured List at the end of the season

Franchise

  • Fixed an issue that would cause the default stadium image to show in the Stadium Assignment menu
  • Fixed an issue where the “Make Trade” option was not displaying for some trade-eligible players in the Player Search screen
  • The first game in the second half of the AA season was being erroneously called “Opening Day”

UI

  • The post-game mission list is now scrollable showing all missions that have progressed, and will no longer show missions for programs already completed
  • The bottom ticker will no longer appear inside any of the quick menus in game
  • The pause menu will no longer pop up during post game highlight reel
  • Other various UI tweaks and fixes

Miscellaneous

  • Various miscellaneous crash fixes
  • Various updates to Play by Play commentary

Before you go, a note about user created content…

Since the launch of MLB the Show 21 we’ve seen some absolutely amazing content created in the logo and stadiums vaults. Every year we see things created with a level of detail that makes it way through the studio and leaves us in awe. We have some truly passionate and talented creators in our community, and we love to see the way they push our content creation tools further and further each year.

Unfortunately, we’ve also seen some disrespectful creations as well. We want to be clear: this type of content has no place in MLB The Show, and to this date we’ve removed many of these creations and revoked the access to MLB The Show from the accounts that post such unacceptable content.

Many of these bad creations were brought to our attention by the reports from our dedicated community, and for that we are forever grateful.

On behalf of everyone here at San Diego Studio, a sincere THANK YOU to everyone in the community who has helped us remove such disrespectful and offensive content and is continuing to help us make MLB The Show a great place to play.

Source: MLB The Show

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Alex Co

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

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Sony Registers New Trademark for “PSX” (PlayStation Experience)

While Sony has decided to skip the all-digital E3 event this year, it seems the company is looking to bring back the “PlayStation Experience” (PSX) event if a recent new filing for a trademark is to be believed.

Sony has filed the mark “PSX” in the United States Patent and Trademark Office (USPTO), with identification for it stating:

Arranging, organizing, and conducting exhibitions and conferences in the fields of entertainment and video games for non-business purposes and non-commercial purposes; Arranging and organizing online shows featuring video game playing and news; Entertainment services, namely, live performances featuring video game playing and news; Educational services, namely, conducting conferences, meeting, and networking events for professionals and consumers in the field of gaming; Entertainment services in the nature of providing news and information on current events and gaming via the internet, websites, podcasts, webcasts, webisodes, blogs, and videos

The last PSX events were held in Southeast Asia, with the 2017 event held in Kuala Lumpur, Malaysia, and the most recent one being 2018’s show, which was held in Bangkok, Thailand.

While the registration is there, this isn’t a guarantee that Sony will host or announce a show anytime soon, though don’t be surprised if they do. That said, perhaps this would be an all-digital PSX event? But if so, wouldn’t that be the same as the Sony State of Play shows we’ve been getting?

Thanks, Okami!

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Alex Co

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

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Final Fantasy 7 Remake INTERmission PS5 Review: Ninjas Are Better Than Mercs

Ever since its surprise announcement in 2015, fans have waited patiently for the Final Fantasy 7 Remake. When it was released in April 2020, it was everything we ever asked for, and more — a chance for old fans to relive a beloved classic in a brand new light and an opportunity for new players to experience one of the best stories in history.

While the news of Square Enix splitting Remake into multiple parts wasn’t taken lightly, it might’ve been the right move in the long run. The decision to split it up resulted in a more in-depth story with brand new characters. Players got to experience Midgar in ways never thought possible. Final Fantasy 7 Remake received tremendous praise when it was released, so it’s no surprise that the INTERmission DLC is a perfect addition to the game. Want to know why? Read on for our Final Fantasy 7 Remake INTERmission review!

Hunting for Materia

The INTERmission DLC follows Wutai’s best Materia hunter, Yuffie Kisaragi. Sent by her country’s government, Yuffie is tasked with infiltrating Shinra headquarters and stealing “ultimate Materia.” After emerging from the opposite side of Scrap Boulevard, much to the surprise of on-duty guards, Yuffie finds herself in Sector 7. The young ninja meets up with members of Avalanche, the activist group dedicated to protecting the planet and taking down Shinra. Wutai’s advanced scout, Sonon, has already started gathering intel around Midgar days before Yuffie arrived. Once Sonon returns to Sector 7 and meets up with Yuffie, it’s all systems go on the Wutai Materia heist.

Yuffie’s story is perfectly woven in the larger narrative of Final Fantasy 7 Remake. Her arrival in Sector 7 lines up right after the destruction of Mako Reactor 5 and Cloud falling into the slums. While Yuffie, obviously, doesn’t interact with Barret or Tifa, she does see them talking in front of the Seventh Heaven bar. It was revealed in Final Fantasy 7 Remake that Barret, Tifa, Jessie, Wedge, and Biggs are part of a separate branch from a much-bigger Avalanche. INTERmission doubles down, explaining that these members are known as the Splinter Group. It’s unsurprising as Barret has repeatedly stated the difference in ideologies between himself and other members of the activist group.

The Whispers never make a defiant appearance, but their presence is still felt. After Barret enters the bar and Tifa runs off to investigate Don Corneo, Yuffie can attempt to enter the bar. She’s stopped by an invisible force and pushed backward, similar to how the Whispers prevented Cloud and many others from deviating off Destiny’s path. Trying to bust her way into the bar is the only time the Whispers prevent Yuffie from going, so it’s safe to assume that everything that transpires during INTERmission happened in the original game.

All Fun and Games

After speaking with the members of Avalanche, Yuffie has time to kill waiting for Sonon. INTERmission introduces a new mini-game, a scavenger hunt, and the return of a certain Shinra intern. Yuffie meets an older Wutaian named Old Snapper, who runs a bar called Happy Turtle in Midgar. He tells Yuffie there are six Happy Turtle posters scattered around Sector 7, and collecting all of them will earn Gil and prizes. Although Old Snapper gives Yuffie tips on where to find each poster, they’re borderline terrible. Instead of following his jibber-jabber, follow the Happy Turtles music. As the music grows louder, the closer Yuffie is to a poster.

Old Snapper also teaches Yuffie about the highly popular game, Fort Condor. What some might’ve said was a chore in the 1997 version, the Fort Condor game is arguably the best area of improvement so far. In the original, it was difficult to fully understand if your squad was winning and simply trying to will yourself to victory. Fort Condor in INTERmission is presented as a board game with each side having three towers. There are three types of units: Vanguard, Range, and Defense, with each type of unit being the weakness and strength against another. Old Snapper tells Yuffie there is a grandmaster of Fort Condor and she can win even more rewards by defeating him. As Yuffie defeats more people in Fort Condor, she’ll have the ability to adjust the types of units to use. Each defeated opponent will also give Yuffie Condor Coins to use as currency with Old Snapper. Condor Coins are similar in nature to Moogle Medals in the base game.

Other than finding posters and playing Fort Condor, Avalanche tells Yuffie about speaking with Chadley. Standing in the same area in Sector 7 as Final Fantasy 7 Remake, Chadley is hard at work analyzing combat data and creating new materia. While Cloud is away, Chadley asks for Yuffie’s assistance in defeating the Ramuh summon. It’s highly recommended to wait until Sonon joins the party before attempting to battle the lightning summon. Having Sonon available as a potential meat shield is key in surviving against Ramuh’s paralyzing lightning bolts. Players won’t be able to speak with Chadley immediately after Sonon joins with Yuffie, but there will be an opportunity after the forced main objective.

Flawless Combat

Essentially, INTERmission’s combat is the same as Remake’s, except for a few minor adjustments. Unlike Remake, players cannot control every member of the party, which means, Sonon is off-limits. Players still have the ability to select an ability, spell, or item for Sonon to use on his turn, but won’t be able to physically control him. Yuffie’s combat style is unique because she can be effective from both short and long-range. Yuffie can throw her shuriken at an enemy, and then use a ninjutsu spell for additional long-range attacks. These spells deal elemental damage that Yuffie can change through her abilities. While it’s smart to be aware of the team’s health, Sonon will automatically heal himself, or Yuffie, if either falls dangerously low. On top of that, if Yuffie falls unconscious in battle, Sonon will sacrifice his remaining life force to revive Yuffie. What a great guy.

INTERmission adds a new combat feature called Synergy. When activated, Sonon appears beside Yuffie, and the two become synergized. Sonon targets the enemy that Yuffie is fighting and will perform the same combat moves too. This technique works well when there’s either one enemy or wanting to systematically target an enemy to pick them off in a group. Both Yuffie and Sonon have two additional weapons to be found in INTERmission.

Midgar’s Swan Song

The INTERmission DLC is a perfect send-off for the City of Mako. Narratively, the events of INTERmission link up perfectly with Remake, while providing new, noteworthy content. Yuffie’s character and story in the original were some of the most memorable moments in the game, so seeing her get her chance in the spotlight is much deserved. For players who did not purchase Final Fantasy 7 Remake, Intergrade is the definitive edition to experience this adventure. Not to be confused with the INTERmission DLC, Intergrade contains the next-gen version of Final Fantasy 7 Remake and the INTERmission DLC. Much of the story remains the same, however, there is an extended ending that will leave fans wishing for the second part. More importantly, Intergrade fixes the texture on doors that became a hot debate topic last year.

One of the benefits of Square Enix splitting Remake into multiple pieces is for times like this. Instead of her one-dimensional outlook of needing material that was hyper-focused on in the original, the character of Yuffie is introduced in a much more nuanced way. Yes, Yuffie is still obsessed with materia, but it’s to protect Wutai against Shinra. Learning more about the Shinra-Wutai conflict adds more depth to her character and the trials she’s been through up until this moment. The combat is flawless, with the only downside being not able to control Sonon. Shinra keeps the variety of enemies aplenty, and battles aren’t too easy or difficult. Fort Condor remains one of the best things that’s come out of this remake and must implore players to not brush it aside. Ultimately, INTERmission wraps up the chapter of Midgar and perfectly sets up the second part of this incredible experience.

Score: 9.5/10

Pros:

  • Yuffie character development
  • INTERmission story perfectly interwoven
  • Fort Condor
  • Stellar combat, Sonon can take care of himself
  • Exploring Midgar remains breathtaking
  • Soundtrack
  • “End credits” scene

Cons:

  • Unable to control Sonon
  • Unknown final boss, no good explanation

A review code for Final Fantasy 7 Remake INTERmission was provided by the publisher and played on PS5. You can read SP1st and MP1st’s review and scoring policy right here.

Avery Feyrer

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New Destiny 2 Trials of Osiris Rewards This Week June 18, 2021 (Update)

It’s Friday, and for guardians in Destiny 2, it’s another chance to earn new loot in Trials of Osiris! Another exciting week of trails, which means a new batch or rewards! As always, MP1st is here to bring you the new Destiny 2 Trials of Osiris rewards this week June 18, 2021

New Destiny 2 Trials of Osiris Rewards This Week June 18, 2021:

Don’t forget that we’ll be updating the rewards list as they are known, so make sure to check back on this post from time to time. Once it’s finalized, we’ll post an “update” in the headline and let our readers know it’s final.

Trials of Osiris Map

Altar of Flame

Rewards

Rotation not known yet, please let us know!

  • 3 Wins (Powerful): Boots (Class Item)
  • 5 Wins (Powerful): Exile’s Curse! (Legendary Fusion Rifle)
  • 7 Wins (Pinnacle): Chest! (Class Item)
  • Flawless (Pinnacle): Eye of Sol! (Legendary Sniper Rifle – Adept)

Bounties

Name Description Cost Requirement Reward
End Game Complete matches and rounds. Wins in the Trials of Osiris grant the most efficient progress. Awards the 3 Win Challenge reward from this week. 1000 Glimmer 100 Progress XP & Glimmer & 35 Valor Rank Progress & 5 Trials Token & 1 Trials Engram
Arsenal of Light As a fireteam, defeat opponents using abilities in the Trials of Osiris. 1000 Glimmer 100 Ability XP & Glimmer & 35 Valor Rank Progress & 5 Trials Token

Passages

Name Perk Cost
Passage of Mercy Forgives one loss per run. 25000 Glimmer & 15 Legendary Shards
Passage of Ferocity With zero losses, your third win grants a bonus win. 25000 Glimmer & 15 Legendary Shards
Passage of Wealth Increased tokens from reaching 3, 5, and 7 wins on a ticket. 35000 Glimmer & 25 Legendary Shards
Passage of Wisdom Grants bonus XP from Trials wins, scaling with the number of wins on a ticket. 35000 Glimmer & 25 Legendary Shards
Passage of Confidence Grants bonus rewards from Flawless Chest. 50000 Glimmer & 50 Legendary Shards

Thanks, Reddit!

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Alex Co

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

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Destiny 2 Xur Location Today June 18, 2021 (And What Xur Is Selling)

It’s Friday and for Destiny 2 players, this means Xur is back to sell his wares!  If you’re asking what Xur is selling in Destiny 2 this week and where he’s holed up, we’re here to help! The MP1st Destiny 2 Xur location today June 18, 2021 post is live, and you can check out Xur’s list of items this week.

Destiny 2 Xur Location Today June 18, 2021 (And What Xur Is Selling):

Xûr, Agent of the Nine

Description:

A peddler of strange curios, Xûr’s motives are not his own. He bows to his distant masters, the Nine.

Location:

Nessus, Watcher’s Grave


Exotic Gear:

Name Type MOB RES REC DIS INT STR Total Cost
Exotic Engram Engram 97 Legendary Shards
The Jade Rabbit Primary Scout Rifle 29 Legendary Shards
Mechaneer’s Tricksleeves Hunter Gauntlets 12 18 2 12 7 10 61 23 Legendary Shards
Synthoceps Titan Gauntlets 14 8 9 8 7 13 59 23 Legendary Shards
Transversive Steps Warlock Leg Armor 3 14 17 16 6 8 64 23 Legendary Shards

Exotic Ciphers:

Name Type Cost
A Question Quest Step

What’s a Xûr?

Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector on one of the Worlds. Xûr sells Exotic equipment and only takes Legendary Shards in exchange for them.

TL;DR: He’s the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it’s coal.

When does Xûr visit?

Xûr visits every Friday at 17:00 UTC and departs at Weekly Reset (Tuesday 17:00 UTC). If you would like to see all the live conversions of Time Zones, please follow this link here.

Thanks, Reddit!

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Alex Co

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

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Dark Alliance Day One Update Is a Big Download and Here’s What It Does

Dungeons & Dragons: Dark Alliance is set to launch next week to bring some multiplayer monster slaying adventures in everyone’s lives. As is with most online-focused games, expect to download a Dark Alliance day one update!

Thanks to our review code, we’ve managed to find out just how big the day one update is, and it’s a hefty 15GB on PS5. Just what does it do? It’s for fixing a certain mission but that thankfully, people won’t be able to experience due to the patch!

Light Spoiler Warning!

According to the devs, it’s to fix a bug in completing Kelvin Act 2 (pre-patch, gamers wouldn’t be able to complete it).

Version 1.01:

Day 1 Patch (v1.10)

  • Balancing improvements
  • Various bug fixes

Version 1.02:

Day 1 Hotfix (v1/15_

  • Hotfixes

That seems to be it. Thankfully, players will experience the game with these added improvements right out of the gate.

Dungeons & Dragons: Dark Alliance will be released this June 22 on the PS4, PS5, Xbox One, Xbox Series X|S, and PC. Stay tuned to our review of the game, as well as our developer interview with Tuque Games!

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Alex Co

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

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Metro Exodus PS5 and Xbox Series Upgrades Now Live, Here’s What to Expect

A beautiful, yet harsh world awaits you in Metro Exodus on PS5 and Xbox Series as today marks the official release of the next-gen versions. Read up on all the enhancements included, and see it in action with the newest launch trailer.

Metro Exodus PS5 & Xbox Series Launch Trailer

What features are Metro Exodus PS5 and Xbox Series?

  • Enhanced for the latest consoles – Enhanced to utilise to power of Xbox Series X|S and PlayStation 5 including 60FPS, up to 4K resolution a Field Of View slider for the first time in the series and Ray Traced lighting. 
  • Enhanced for Xbox Series X |S – optimized for platform specific features including spatial audio and Smart Delivery support. Xbox Series X will boast full Ray Traced lighting, 4K 60FPS and Xbox Series S will deliver full Ray Traced lighting, 60FPS and 1080p resolution. Available via Smart Delivery.
  • Enhanced for PlayStation 5 – optimized for platform specific features including DualSense™ Haptic Feedback support and 3D Audio, alongside full Ray Traced lighting and 60FPS 4K visuals.
  • The Complete Package – includes Metro Exodus and all DLC content – The Two Colonels and Sam’s Story.
  • Experience Sandbox Survival – flee the shattered ruins of dead Moscow and follow a gripping story that links together classic Metro gameplay with huge, non-linear levels.
  • Deadly combat and stealth – scavenge and craft in the field to customize your arsenal of hand-made weaponry, and engage human and mutant foes in thrilling tactical combat.
  • Explore a hostile world – embark on journey that spans an entire year through spring, summer and autumn to the depths of nuclear winter. Discover the Russian wilderness, brought to life with day / night cycles and dynamic weather. 

Is There a Free Upgrade for Those Who Own the Current-Gen Version?

Yes there is! If you happened to buy Metro Exodus on either the PS4 or Xbox One, you will be given a free copy of the next-gen version. Note, this does not include the complete package with all the DLC as that is a separate bundle that includes the base game and all the DLC released thus far. If you upgrade for free and want the DLC you will need to purchase the season pass.

Metro Exodus is now available for the PS5 and Xbox Series. Additionally, a PC enhanced edition is available for PC owners today. 

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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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Be Heard With Neat Microphone’s King Bee II

Exciting times for all you audio lovers out there, as the award winning team, Neat, is back again with yet another exciting microphone, this time for the long awaited successor to the King Bee. You read right, the King Bee II is finally happening and it’s coming to a store near you this Summer!

Purchased by Turtle Beach back in January, Neat, the inventors of the first high-performance USB microphone are proud to announce the King Bee II, the successor to the original King Bee. While certainly a success amongst musicians, the King Bee II promises to deliver on outstanding sound quality for those perfect recording sessions. For gamers, especially for streamers, this may just be the ultimate performing microphone your looking for.

“We are so excited to finally talk about the new generation of high-quality Neat Microphones launching this year, beginning with our superstar product, the King Bee II,” said Skipper Wise, Founder of Neat Microphones and Vice President at Turtle Beach. “As a musician and recording artist myself, I can tell you first-hand that the King Bee II is unsurpassed in the sheer quality and performance of its recordings for the price. Our team – the same group that founded Blue Microphones and has been a pioneering force in microphone development for over 30 years – has been laser focused on ensuring our 2021 products improve on those that came before them, and that we are once again redefining the level of quality and performance in microphones at multiple price points.”

Of course to go along with this exciting news, we have also been given our first look at what the King Bee II looks like. For fans of the original, you may take notice that it doesn’t feature it’s iconic bubble bee color scheme, though it certainly is still one beautiful microphone.

And of course the specs for all those interested.

The King Bee II Specs:

Transducer Type: 34 mm center-terminated condenser capsule, with external polarization

Polar Pattern: Cardioid

Frequency Response: 16 Hz – 20 kHz

Sensitivity: 26.0 mV/Pa at 1 kHz (1 Pa = 94 dB SPL)

Output Impedance: 50 ohms

Rated Load Impedance: >1k ohms

Maximum SPL: 140 dB SPL (2.5k ohms, 0.5% THD)

XLR output; includes custom Beekeeper shockmount and Honeycomb pop filter for control of ‘plosives’

If for whatever reason this isn’t the microphone that you were hoping to see from Neat, fret not at the company has stated that the King Bee II is just the first of five all-new analog and digital USB microphone products launching this year. Oh yeah, more exciting offerings will be coming from Neat later this year!

The King Bee II by Neat will retail for a MSRP of $169.99 with a target Summer 2021 release. We will have more details on a actual release date once it gets announced. For now, if you are interested in learning more be sure to visit official page set up by Neat.

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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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Biomutant Update 2.04 Patch Notes for June 18; Version 1.5

Experiment 101 has released the Biomutant update 2.04 June 18 patch, or what’s also tagged as the version 1.5 patch for the game. There are a lot of bug fixes listed in this patch, which you can check in the full notes below.

Biomutant Update 2.04 Patch Notes for June 18 (version 1.5):

PC Specific

  • Added “Field of View Type” setting for selecting between horizontal and vertical Field of View. Vertical Field of View is useful when using a wider monitor to get the correct aspect ratio. By default, the Field of View is set to be horizontal.
  • Fixed crash when temporarily losing contact with the GPU.

PlayStation 4 Specific

  • Fixed some menus not working correctly when Enter and Back buttons are swapped.

Progression

  • Increased level cap from 50 to 100.

Items & Loot
In order to improve the looting experience, we’ve tweaked how the loot generation works to reduce duplicate items and improve variety. We have also added several new items which have higher stats than their lower rarity counterparts. This means that an item found with a certain rarity can also be found later with a higher rarity and substanitally improved stats.

And to top it off, we have also added a much-requested scrap action to the loot screen, which should reduce time spent cleaning up the inventory.

  • Added more superb loot variations.
  • Added higher tier relic and legendary weapon parts that will start dropping at level 50.
  • Updated loot generation to provide more variation and less duplicate items.
  • Added scrap action to loot screen.
  • Added settings for hiding or showing head items.
  • Increased damage of later tribe weapons to better fit player level and gear.
  • Removed addon slots from special gear that can’t be scrapped, lost or crafted with.
  • Fixed issue which allowed an unlimited material supply to be gained from crafting.
  • Fixed Missile Cloud to correctly fire on every fourth shot during Rapid Shot in Super Wushu.
  • Updated Saw Blades to have a lower spread, higher velocity and correct pierce through enemy behavior.
  • Fixed Pichu Nanchuk being hidden in inspect mode.
  • Fixed issue where it was possible to equip another one-handed weapon when the Pichu Nanchuk was already equipped.
  • Fixed issue which caused Valve addon to have higher stats than intended.
  • Reduced resistance values for Ancient Pants to make other gear more viable.
  • Fixed favorite consumables quick menu being scrambled when there are no free slots available.
  • Fixed Automaton Health Injector cooldown being reset when using Automaton Boost resulting in Automaton Health Injector only being refilled after resting.

Settings

  • Added “HUD > Mode” setting where it’s possible to select either “ALWAYS SHOW” or “DYNAMIC”. Selecting the “DYNAMIC” option hides the persistent UI elements after a while outside combat. When “DYNAMIC” is selected the player can open either menu or quick menu for the UI elements to show up temporarily. By default, the old “ALWAYS SHOW” behavior is selected.
  • Added “Quick Menu Toggle” accessibility setting. When enabled the player isn’t required to hold down the corresponding input to open the quick menus in order to e.g. use a consumable or swap weapons. Instead, the quick menus will open and close by tapping the corresponding button.

Dialogue & Narrator

  • Changed so the “Just a few moves left… make them count.” narration is played with a chance after the first time.
  • Fixed issue where the Conscience voice over was disabled when using the setting “DIALOGUES > Narrator”.
  • Fixed issue where Conscience characters would perform their animations in slow motion.
  • Fixed first narrator voice line after character presentation in child village not playing when gibberish was disabled.
  • Fixed dev-marker erroneously appearing in Popsi’s dialogue text.

Combat

  • Added optional Lock-on targeting for melee combat.
  • Added attack animation-canceling to certain moves by using dodge.
  • Added ability for smaller enemies to throw rocks at the player when mounted.
  • Added chance for the player to be knocked off their mount when hit.
  • Added fleeing behavior to player mounts when in combat.
  • Tweaked the Porky Puff double-boulder throw attack. Now it’s possible to dodge the second rock after being hit by the first one.
  • Fixed issue where the player could get stuck in grab animations.
  • Fixed Invincibility perk damage multiplier.
  • Fixed Stimulus perk damage multiplier.
  • Fixed cases where Airstrike would sometimes miss when using Klonkfist.
  • Fixed jump attack preventing ranged attacks while airstriking.
  • Fixed Rad Wisps being spawned while in menus.
  • Fixed Lupa-Lupin camp intro cinematic being played when in combat
  • Fixed issue where escorted characters were attempting to target already defeated enemies.
  • Fixed issue which caused Pichu goons to only use kick attacks. Now they use their Pichu Nanchuks properly.
  • Fixed issue where rocks thrown using Telekinesis would not deal damage.
  • Fixed critical hits from abilities not showing red damage numbers.

User Interface

  • Added indicators for completed area objectives on the Map.
  • Added pinned indicator to items used in outfits.
  • Fixed equipped indicator showing incorrect item after selling another item.
  • Added paused playtime when in the system menu or when the game is deactivated.
  • Added initial quest tab selection which opens either “Main” or “Side” quest tab based on the tracked quest.
  • Fixed overlapping UI when changing tab directly after fast travel.
  • Updated the transport menu with smoother transitions and removed the camera fades in-between selections.
  • Fixed issue where pressing the map button would not close the map and bring you back to the game.
  • Fixed percent stats not being capped at 100%.
  • Fixed XP bar not being hidden when at max level.

Quests

  • Fixed MkTon sometimes not spawning when talking to Gizmo.
  • Fixed “Lupa-Lupin’s Lair” not being completable after loading a save.
  • Fixed issue where bandit camp quests sometimes would not be completed.
  • Fixed issue where bandit camp captains sometimes would not spawn.
  • Fixed issue where Lotus Captain quest could be given multiple times which prevented consecutive quest copies from being completed.
  • Fixed issue where defeating Bompa Bonker before starting the corresponding quest would prevent the player from completing the quest after saving and loading.
  • Fixed issue where some unique quest rewards did not get correct Material and Quality, resulting in them sometimes not having correct stats.
  • Fixed puzzles being usable through walls using Klonkfist.
  • Fixed issue where the player could change the allied tribe after meeting with either Gizmo, Goop, Whiz or Noko although the first outpost hadn’t been captured.
  • Fixed Batnam-nam being able to receive player damage.
  • Fixed “Eyes on the Prize” which couldn’t be completed after loading a save game.
  • Fixed issue where the player could get stuck during an outpost capture when using the Klonkfist on the oil tanks.
  • Fixed issue where the player was able to interact with a certain Lumen Shrine during combat.
  • Fixed issue where all rival tribe weapons were not claimable when using tribewar shortcut.

New Game+

  • Added modifiers which somewhat increase the difficulty after starting a NG+ game and also additionally for each new subsequent NG+ loop.
  • Fixed Aura score not being reset when starting a NG+ game.
  • Fixed Plank Resources being reset when starting a NG+ game.

World

  • Added respawning enemies to some areas.
  • Increased spawn rate for random encounters.
  • Moved wrecked-ship to the correct Map location.
  • Fixed Bio Nucleus 6D area objectives not being completable.
  • Removed locked door blocking access to area objectives in Bangshelter 9H.
  • Fixed a car that couldn’t be looted in Bangshelter 3J.
  • Fixed a door in Bangshelter 2G so the Anti-Radiation suit can be received.

Crash Fixes

  • Fixed crash when a character receives damage.
  • Fixed crash when player is forced to exit the MkTon.
  • Fixed crash when player climbs up on an enemy.
  • Fixed crash when launching towards an enemy.
  • Fixed crash with narrator commentary.

Miscellaneous

  • Fixed appearance not being reset when reverting character mutation changes.
  • Fixed issue causing the player to take hazard damage while appearing to have maximum resistance.
  • Removed bright spots from the post process that were always visible.
  • Fixed missing “EXTREME” label on extreme difficulty save files.
  • Fixed issue where Brogg could choke on Gullblimp and cause the player to become stuck.
  • Fixed issue which allowed Fungi to be spawned on oil.
  • Fixed some attack sounds having incorrect volume.
  • Increased free-fall duration needed for mounts and the player to trigger a hard landing.
  • Fixed jitter during mounting animation.
  • Fixed issue where the MkTon door at gizmo sometimes would be incorrectly closed.
  • Fixed issue where reload animations would trigger and conflict during cinematics.
  • Fixed issue where an incorrect prompt was shown when using the Klonkfist on moth nests.

If you’re uncertain whether to pick the game up, go read our review right here.

Source: THQ Nordic

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Alex Co

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

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Rust Update 1.03 (1.03.2) Patch Notes for June 18

A new Rust  console edition update is making it’s way over onto consoles right now, addressing several bugs, including crashes on Xbox consoles. Read the full Rust Update 1.03 Patch Notes now to see what’s included in today’s update.

Rust Update 1.03 Patch Notes for June 18 2021

Fixed random freezing on Xbox consoles

We’ve resolved an issue with the Xbox renderer that was causing consoles to temporarily lock up for 4-5 seconds, resulting in a rather unfair death and/or being kicked from the server.

Fixed high frequency crash when navigating the crafting menu

A UI bug causing a common crash was fixed.

Fixed high frequency crash when mining ore

A sound system bug causing a common crash was fixed.

Fixed ladders that could not be climbed

A bug in the world generation resulted in the collision of some ladders to become skewed, causing piles of bodies to accumulate at the bottom of the hole in Oxum’s. This has been resolved.

Fixed team system rejoining bug

We’ve fixed a bug causing players to be unable to rejoin their team after logging out.

Fixed missing torch and rock on spawn

Occasionally your rock and torch may have been missing when respawning. Sorry about that!

Fixed spawn point distribution

You may have experienced some mild deja vu when respawning. We’ve fixed the distribution, so spawn points should now be a little more spread out around the map.

Missing skins for Deluxe/Ultimate Editions

There was a problem with the skins rollout for players who purchased the Deluxe or Ultimate Edition packs, which is now fixed. There are still some known problems with skins to be addressed in patch 1.04, and it would be unfair to allow more money to be spent on skins until these issues have been resolved, so we’ve left the skin store closed until then.

Fixed voice chat for some Xbox headsets

A subset of Xbox headsets were not working properly, we’ve made some improvements to our voice system to detect these correctly.

This is all what’s in today’s update, and as always if we hear anything more from the community in terms of unannounced changes we will be sure to update this post. Stay happy survivors!

Source: Rust

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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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Guilty Gear Strive Update 1.004.000 June 18 Released (PS4 1.4)

Arc System Works has released the Guilty Gear Strive update 1.004.000 June 18 patch! For last-gen (PS4), this should show up as Strive update 1.4. Head on below for the known list of changes.

Guilty Gear Strive Update 1.004.000 June 18 Patch Notes:

Here’s what’s listed as fixed for June 18, though it’s listed as v1.03 (which was the version of the last patch) via Steam:

The following updates have been implemented in Guilty Gear -Strive-.

Network Fixes
  • Fixed an issue where the search ID function in Player Match rooms was not working properly.
  • Fixed an issue where the game crashes occasionally when using the text chat function.
Game Settings Fix
  • Amended the default settings in Display Settings so it will reflect correctly.
Graphics Update
  • Reduced the graphics load for stage “L’oro Di Illyria”.
  • Fixed an issue where V-Sync was not working as intended.
Other
  • Fixed an issue where the replay selected in the Replay Theater would not playback the correct selection.

Unfortunately, on PC, it seems to have brought in new issues too, as it now crashes the Player Room!

Update seems to cause a crash in Player Rooms now
byu/xRaen inGuiltygear

 

We’ll keep an eye out if there are fighter changes in this patch and will update the post if we find any.

If you haven’t picked the game up yet, check out our review where we state, “The heart of the Guilty Gear franchise beats strongly in Strive, showing in it’s insanely fun gameplay, and lavishing visuals that puts this as one of the most well crafted fighters to date.”

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Alex Co

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

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Super Robot Wars 30 Launches for PS4, Nintendo Switch, and PC This 2021

Prepare to celebrate 30 years of tactical role-playing super robot and mecha goodness, as Bandai Namco Entertainment has announced that Super Robot Wars 30 launches for the PS4, Nintendo Switch, and PC sometimes this year!

Here’s the teaser trailer promoting this new explosive installment in the Super Robot Wars series!

Including the likes of Combattler V, Mazinger Z: Infinity, and Zeta Gundam, here’s the overview of this upcoming new chapter via press release.

The battle fire of steel ignites after 30 years…

“Super Robot Wars 30″, a title commemorating the 30th anniversary of the series, is coming to Nintendo Switch™/PlayStation®4/STEAM®.

Super Robot Wars is a simulation RPG where robots of various animations come together to fight against a common enemy.

In this original story, robots from various animations such as ” “Mazinger Z: Infinity,” “Super Electromagnetic Robot Combattler V,” “Mobile Suit Zeta Gundam,” and “Code Geass: Lelouch of the Re;surrection” transcend the boundaries of their works and assemble in one place.

Super Robot Wars has had over 90 titles in its three decade history, and the franchise is celebrating its 30th anniversary in style by presenting this new game to fans new and old.

In other Bandai Namco Entertainment news, Kazuya Mishima from the Tekken series makes his way to Super Smash Bros. Ultimate as the newest DLC fighter revealed — and you can check out the trailer here!

Super Robot Wars 30 will be released for the PS4, Switch, and PC some time this 2021 in North America, Europe, Japan, and Asia

Tim Villasor

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Tennocon 2021 Livestream Schedule Revealed

We are just less than 30-days away from the annual Tennocon event, and while this year event will also be livestreamed, rest assured that developers Digital Extremes are doing everything they can to make Tennocon 2021 as special as any others. To give us a tease of what they have in stored, here’s the full Tennocon 2021 livestream schedule.

As previously announced, Tennocon 2021 is officially kicking off on July 17. Down below you’ll find the full schedule of the event, along with details on all the digital and physical goodies that they will be offering.

Tennocon 2021 Livestream Schedule

12:30 PM ET – Welcome to Tennocon 2021 – live with host Rebecca Ford – Get the full rundown of the day’s events, giveaways and more.

1:00 PM ET – Sounds of the System – Pre-recorded with host Rebecca Ford and guests George Spanos, Keith Power, Erich Preston – Join us as we pull back the curtain on how your favorite sounds in the origin system are created! caution: may contain brussels sprouts.

1:00 PM ET – Live Developer Q&A – Live with host Megan Everett and guests Pablo Alonso, Eric Vedder, Elyse Gymer – Get answers to your questions straight from the source! Be sure to submit those questions here: Digital Extremes Q&A Submission Form

3:00 PM ET – The Art of Warframe – Pre-recorded with host Danielle Sokolowski and guests Geoff Crookes, Keith Thompson, Kaz Adams – Make sure you catch this in-depth look at the creative process of designing iconic Warframe characters, environments and worlds as we chronicle the story of Warframe up to now.

4:00 PM ET – Community Art Show and Cosplay Contest – Pre-recorded with host Megan Everett – We’re showcasing the extraordinary creativity of the Warframe community all throughout Tennocon! don’t miss these amazing creations, Tenno.

5:00 PM ET – The Main Event, Tennolive – Live with host Rebecca Ford and guests Steve Sinclair, Sheldon Carter, Scott Mcgregor, Geoff Crookes – Don’t miss the day’s main event! a celebration of all things Warframe with the year’s biggest news, reveals and prizes hosted by the devstream crew.

Talk about a busy day! And as mentioned, despite this not taking place in a physical convention, the team at Digital Extremes has plenty of community action, and goodies all prepped for the event. Just right before the big Tennolive broadcast, the team will be showing off some of the art work created by you, the community along with their annual cosplay contest.

As for the goodies, you can now purchase merch along with in-game bundles centered around the event. Full details on each of those can be found below.

TENNOCON 2021 DIGITAL PACK -0 Available on all platforms for $24.99 USD
  • 475 PLATINUM
  • TENNOCON 2021 EPHEMERA
  • TENNOCON 2021 SIGIL
  • TENNOCON 2021 SHIP DISPLAY
  • TENNOCON 2021 ARMOR SET
  • TENNOCON 2021 EMOTE
  • TENNOCON 2021 GLYPH
  • BARO’S RELAY TICKET
TENNOCON 2021 BUNDLE – PC ONLY for $64.99 USD
  • TENNOCON 2021 DIGITAL PACK
  • TENNOCON 2021 MERCH PACK
TENNOCON 2021 MERCH PACK – Available for pre-order now for $44.99 USD
  • TENNOCON 2021 SHIRT
  • TENNOCON 2021 EVENT BADGE
  • TENNOCON 2021 LANYARD & ACRYLIC CHARM
  • MERCH PACK EXCLUSIVE GLYPH
  • MERCH PACK EXCLUSIVE SHIP DISPLAY
  • TENNOCON 2021 PIN

All of this kicks off on July 17, so be sure to check back here as we will be covering the event for yet another exciting year!

Source: Tennocon 2021

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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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Rainbow Six Extraction Gameplay Deep Dive & Ela Operator Showcase Released

Following the official re-reveal of Rainbow Six Extraction this past week, Ubisoft has released more gameplay footage and details about its upcoming PvE shooter. There’s the Rainbow Six Extraction gameplay deep dive video that clocks in at over eight minutes long, and there’s also one that features Ela and what she can do to the parasitic enemies.

Rainbow Six Extraction Gameplay Deep Dive

This extended deep dive includes a wealth of new gameplay information delivered by Rainbow Six Extraction game designer Alicia Fortier. New footage can be found starting at 0:35 and at 7:54. You won’t want to miss this!

Ela’s got your six in Rainbow Six Extraction. Learn how she uses her Grzmot Mine to take on the Archean threat.

ABOUT TOM CLANCY’s RAINBOW SIX EXTRACTION:

Tom Clancy’s Rainbow Six® Extraction is a 1 to 3-player cooperative tactical first-person shooter. Assemble your elite team of Rainbow Six operators to launch incursions into the unpredictable containment zones and discover the mysteries behind the lethal alien threat called the Archæns. Knowledge, cooperation, and a tactical approach are your best weapons. Band together and put everything on the line as you take on an unknown enemy.

CROSS-BENEFITS
The game will support cross-play and cross-save between all platform families on day one. Owners of both Tom Clancy’s Rainbow Six Siege and Tom Clancy’s Rainbow Six Extraction will instantly unlock the entire roster of 18 operators in Tom Clancy’s Rainbow Six Siege and will get the United Front cosmetic bundles in both games.

FEATURES:

LEAD ELITE RAINBOW SIX OPERATORS IN CO-OP OR SOLO PLAY
Squad up and create a team of up to three Operators or go solo. Pick from 18 of the Rainbow Six Operators that are best adapted to survive incursions. Each Operator has a specific set of weapons, gadgets, and abilities to master. The uniqueness and different playstyles of each Operator allows for limitless options to customize your roster. Striking the right balance on your team will be the key to success.

Complete missions to level up your Operator, boost their stats, and gain access to new loadout options and powerful combat perks.

RISK IT ALL IN UNPREDICTABLE CONTAINMENT ZONES
Set in four regions across the US, containment zones are dominated by the parasite, creating an unstable ecosystem within their walls. Incursions into these hot zones will challenge your team every time. Use gadgets and the Operators’ abilities to overcome the situation to accomplish your objectives, and above all, extract from the containment zone. With a selection of 12 uniquely designed maps featuring procedurally generated challenges, enemies, infestation, and increasing difficulty, the dangers are unpredictable, but the rewards are richer the deeper you go.

If an Operator fails to get to an extraction point, you and your team will have a choice: Leave your Operator behind to push on for bigger rewards or head back to mount a daring rescue. Those who don’t make it will find their operator MIA, making them temporarily unavailable for future missions. The only means of recovering an MIA Operator is to extract them before the parasite takes them over completely.

FIGHT A LETHAL AND EVOLVING ALIEN THREAT
The Chimera parasite and its evolving Archæns are highly lethal sentient organisms that are consuming and reshaping the landscape. The Rainbow Exogenous Analysis & Containment Team (REACT) hopes to learn from this unique but deadly phenomenon, and you will count on teammates and your instincts to face 10 parasitic archetypes such as: the vicious Spiker, the elusive Tormentor, and the summoning Apex. Survive the Sprawl, a flow of self-aware parasitic tissue that spreads over the containment zone and alters the ecosystem. Areas that were previously infested may be clear, while previously safe zones could be ravaged by the Sprawl and other deadly enemies. Work together to leverage the destruction technology from Tom Clancy’s Rainbow Six Siege to reinforce walls against attacks or tear them down to create offensive opportunities.

Rainbow Six Extraction is set for release Sept. 16 for the PS4, PS5, Xbox One, Xbox Series X|S, and PC.

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Alex Co

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

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Guilty Gear Strive Review – Hitting With Style

The longstanding Guilty Gear series back again, and it’s serving heavy hits once more with it’s spectacular gameplay and stylish visuals. While the series has been known to deliver on just that, Strive also seems to be shaking the franchise up with some major changes. Does Strive live up to the Guilty Gear name, or is this just one fighter that hits too low below the belt? Find out in our Guilty Gear Strive review!

Looks Do Kill

I’ve been playing Arc System Work games for a long time, having played Guilty Gear on the original PS1 and moving through the gens since. They eventually created the BlazBlue franchise, and more recently did Dragon Ball FighterZ, one of my favorite (because I love DBZ) fighters of all time. Having played pretty much most of their releases, if there is one major applaud I can give to the studio, it’s that they know how to make a game that absolutely kills in style.

Animations run so smooth in fast motion combat, combined with  gorgeous cell-shaded characters, detailed & lively backdrops, and the flashy, stunning effects, Guilty Gear Strive visuals are a spectacle to witness.

The 3D models all look fantastic, and the team’s effort really shows when the characters are seen fighting in the 2D plane. They come off as some of the best looking 2D character models, all while not even being 2D.

Seriously, this is one of the best looking fighters I have seen in a very long time. That really shouldn’t come much of a surprise considering Arc System Work’s past projects, but got to give credit where credit is due, and this team knows it’s art.

A Sol to Match

I feel that Guilty Gear has always been one of the harder fighters to get into, due to how complex a lot of the mechanics can be. For us veterans, this has always been part of the charm, being able to pull off insane combos, blocks, and evades, stuff that pumps adrenaline in our blood to the max. And while I don’t consider myself by any means to be an expert player, I still have always loved the complexity around the series. But because of that, I also understand that perhaps it’s not the most kind to newcomers. Thankfully, Strive addresses that all while maintaining the heart and soul of the franchise.

Now don’t get that last statement confused, because I already know what some of you are going to mention. Yes, Strive does do away with the Gatling system, essentially gutting the way combos are done from the past iterations.

For fans, this means no more canceling punches into kicks, and then canceling those into other moves for an insane combos. At first I thought I would be disappointed by this change up, but honestly after playing through Strive, I can’t say I miss it as much as I thought I would.

The combat feels heavier, with damage output being the highest in the series yet. While that usually means slower paced combat, Strive ensures that it’s storm of fists and slashes are never missed. Coupling moves with it’s advance Roman Cancel mechanics, and you got yourself some limitless potential to pull off those endless combos.

Characters themselves are all diverse in their fighting style, with some being slow yet brutal hitters, while others being cunning and agile. Whatever your preference is, it’s certainly to be found in the roster of 15 characters, with more coming as DLC.

While the game is more accessible, make no mistake that this is still one fighter with a high skill ceiling. Thankfully, there is a mission mode, essentially a mode to learn all the complex moves that higher ranked players will be using. It’s great as it walks you step-by-step on all the advance moves, though I do wish it expanded into the characters themselves as you will still need to learn their exclusive move sets yourself. Practice mode makes up for that.

Fans may be quick to shrug Strive away, but I promise you after spending a reasonable amount of time with it, you’ll find the combat to be just as deep, and as fun as it has ever been. Strive beats with the heart of the series ever so strongly.

Beautiful Netcode, Ugly Lobby

If you played the beta earlier this year, and was hoping for Arc System Work to overhaul the lobby system then I have some bad news for you. Much like many of their other recent releases, Guilty Gear Strive features a playable lobby, or more accurately a hub area where players can connect and freely roam as they wait for matches to open up.

On paper, it’s a neat idea and the 8-bit 2D side-scroller design is a cute way to present it. Sadly, much like my issues I had with Fighter Z, these lobbies make it all too much of a hassle to get into matches. Moving around, waiting for a dual station to open, or facing overcrowding as other 2D players clash with your own on the same place makes the lobby an annoying place to be in.

Maybe I’ve grown too used to how other fighters keep it simple by offering quick selectable menus to join matches, but I really can’t say I’m a fan of the lobby system in Strive at all.  I love that it’s trying to be different, but I just don’t think it works too well, at least for matchmaking.

This is really my only complaint I have with Strive, and honestly the online matches themselves more than make up for that shortcoming.

Because we live in a world where everybody’s internet connection is different, be it speed, or the distance they are away, lag has become a pretty big issues in online games. For fighters, the typical solution was delay-based net code. Basically, the game would delay your input before showing them across both fighters screen. In an ideal world it wouldn’t be all that much of an issue, but as mentioned everyone has different internet along with a number of other variables.

This resulted in some really laggy matches, and in some games almost unplayable due to how desynced gameplay was. For those who are heavy in the competitive side of things, you can see where this would be a major problem. Thankfully, Arc System Work understood this, and instead opted for rollback netcode.

Rollback doesn’t force a animation delay, but instead allows input to play in real time. What happens instead is that the player receiving the input will experience some cut animations, though it’s so short and likely wouldn’t noticeable. To add even more, predication is also used here in order to fill those missing frames so you aren’t ever missing anything.

In Guilty Gear Strive case, this works stupendously well as all the matches I played in had no lag whatsoever. The online experience was silky smooth, even when playing against someone who lived across the globe from me. It felt refreshing as it’s typical for fighters to experience major online issues, especially at launch. Hopefully this stays steady throughout the game’s lifespan, which we feel will be a long fruitful one given it’s extensive post-launch support and the excellent online to accompany it.

I should also mention that there is a tier system for the ranking in Strive, one that I really love. It works off a tower system, with the initial tutorial grading you on where you rank before you get into any online matches. This tower system is meant to group you in with players within the same tier, skill based matchmaking if you may.

I know a lot of people aren’t a fan of that, especially in shooters, but for fighters I always thought this made sense. New players can comfortably enjoy the game without getting into raged fit match where there is a clear skill difference, all while the highly skilled can keep improving on their game by fighting worthy opponents.

It’s a great system that attempts to keep fights as fair as possible, and for the most it does as I found other players to be just as skillful as me. Now don’t take that as meaning that you won’t get curved stomped, because I did have my fair share of matches where that happened but that’s just the natural flow of moving up in the bracket.

Striving at Being the Best

I won’t beat around the bush, yes Strive may be a big departure for many Guilty Gear fans. There’s a lot of changes that many fans may not like, and it’s single player offering is pretty weak in that regard.

However, if you give it chance you will undoubtedly come to love Strive for what it is and not for what it should be. The heart of the Guilty Gear franchise beats strongly in Strive, showing in it’s insanely fun gameplay, and lavishing visuals that puts this as one of the most well crafted fighters to date.

Score: 9/10

Pros

  • Art design is easily amongst the best for a 3D fighter, blending it’s 2D elements for one beautiful, flashing, stylish game.
  • Gameplay is a bit more accessible, with a new focus being towards Roman Cancels. There is depth one you realize just how excellent the combat works with everything.
  • All the characters diverse and fun to use.
  • Rollback netcode makes for one of the best online experience for a fighter.
  • Story is great, and the game has a massive encyclopedia for newcomers.
  • Tutorial and Mission mode make it easy to understand complicated mechanics, a welcomed feature.

Cons

  • Lobby system is annoying.
  • Single-player modes offering weak in comparison to past titles.

Review code provided by the publisher. Played using a 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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Report: Rainbow Six Siege DLSS 2.2 File to Improve Performance Unearthed via Datamining

Fans of the Rainbow Six series may be getting a huge update soon for the latest game, as Rainbow Six Siege datamining finds an unannounced DLSS 2.2 file — which may improve the performance of the game even more once released!

According to a Reddit user, the file was discovered while looking through the files, and here are the notes below.

So DLSS is finally released in this popular game and i’ve decided to check it out and benchmark it a bit, but in the middle of testing i find out that even performance mode is looking quite impressive, i mean no blurriness at all. So i thought maybe there is a better version of DLSS implemented, checked nvngx_dlss.dll file in the game directory and yes, it says it’s 2.2 version of DLSS. Most of the recently released games was using 2.1 version. I guess, it’s the first implementation of 2.2 version. You can check benchmarks below:

It is great to see that DLSS is evolving and keeps getting better and better 🙂 And some important note: DLSS in this game working only on Vulkan API, on DX11 it’s not even showing up in the settings, so keep that in mind

In other Rainbow Six Siege news, crossplay and cross-progression has been announced, and is expected to drop in “early 2022” for consoles.

Source:  Reddit 

Tim Villasor

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It Takes Two Sells Two Million Copies Worldwide

Looks like there’s a lot of gamers who love the co-op experience Hazelight Studios has created, as It Takes Two sells two million copies worldwide — making quite the popular game to invite a friend and play with!

Here’s the tweet from Hazelight thanking the fans for their support and passion!

If you’re new to  It Takes Two, here’s the overview on what the game is about!

Embark on the craziest journey of your life in It Takes Two, a genre-bending platform adventure created purely for co-op. Invite a friend to join for free with Friend’s Pass and work together across a huge variety of gleefully disruptive gameplay challenges. Play as the clashing couple Cody and May, two humans turned into dolls by a magic spell. Together, trapped in a fantastical world where the unpredictable hides around every corner, they are reluctantly challenged with saving their fractured relationship.

Master unique and connected character abilities in every new level. Help each other across an abundance of unexpected obstacles and laugh-out-loud moments. Kick gangster squirrels’ furry tails, pilot a pair of underpants, DJ a buzzing night club, and bobsleigh through a magical snow globe. Embrace a heartfelt and hilarious story where narrative and gameplay weave into a uniquely metaphorical experience.

Check out our review of It Takes Two and why it deserves to be played with a friend!

Tim Villasor

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Dauntless Update 1.59 Patch Notes for June 17 v1.6.5

Phoenix Labs has released the Dauntless update 1.59 June 17 patch, or what the studio calls title update 1.6.5! Some exotic items are returning, there’s a new island variant, and gameplay changes included as well.

Dauntless Update 1.59 Patch Notes for June 17 v1.6.5:

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Alex Co

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

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D&D Dark Alliance Local Co-Op Coming to PS5, XSX, PC This Summer, Can Be Played Offline

For those who like slaying monsters with friends, a new Dungeons & Dragons game is coming out later this month in Dark Alliance. While the game seems to focus on the multiplayer aspect, some might be wondering whether there’s “couch co-op” (local co-op) in the game or if it’s entirely online only. Speaking to MP1st, Tuque Games confirmed that Dark Alliance local co-op is indeed coming this summer — at least for the PS5, Xbox Series X|S, and PC!

In an interview with MP1st,  François Champagne, Lead Mission Designer at Tuque Games, mentioned that local co-op is planned for release this summer when the first free DLC drops, and the studio is still “investigating” on bringing to PS4, Xbox One..

MP1st: We know there’s no local co-op, but can people play in a party solo with the team members controlled by AI?

The is no friendly AI in Dark Alliance but we will be bringing two-player couch co-op to PS5, Xbox Series X|S, and PC hopefully with the first free DLC this summer. We’re investigating how to support two-player couch co-op on PS4 and Xbox One after that.

In the same interview, Champagne confirmed that the game can be played and completed offline.

MP1st: Will the game always need to be online?

No, the game doesn’t always need to be online. It is possible to play offline and complete the entire game in solo mode.

Speaking of DLC, you can check out the post-launch plans for Dark Alliance here.

Dungeons & Dragons Dark Alliance will slash its way out this June 22 on the PS4, PS5, Xbox One, Xbox Series X|S, and PC. Stay tuned to our review hitting the site soon!

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Alex Co

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

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Mortal Kombat Legends: Battle of the Realms Animated Movie Arrives This Summer

Prepare to see the battle between Earthrealm and Outworld continue, as Mortal Kombat Legends: Battle of the Realms animated movie arrives this summer — continuing the story of Mortal Kombat Legends: Scorpion’s Revenge and bringing more blood and battles ahead!

While the plot has not been revealed for the animated movie sequel, The Hollywood Reporter has revealed that the voice cast of Scorpion’s Revenge are returning, as well as adding new cast members to the line-up.

The new film reunites much of the Scorpion’s Revenge team, including actors Jordan Rodrigues as Liu Kang, Patrick Seitz as Scorpion & Hanzo Hasashi, Artt Butler as Shang Tsung & Cyrax, Robin Atkin Downes as Shinnok & Reiko, Dave B. Mitchell as Raiden, Kintaro & Sektor; Ikè Amadi as Jax Briggs & One Being; Grey Griffin as Kitana, Satoshi Hasashi & Mileena; and Fred Tatasciore as Shao Kahn.

New castmembers include Matthew Mercer as Stryker & Smoke; Bayardo De Murguia as Sub-Zero/Kuai Liang; Matt Yang King as Kung Lao; Paul Nakauchi as Lin Kuei Grandmaster; Emily O’Brien as Jade; and Debra Wilson as D’Vorah.

Scorpion’s Revenge filmmakers behind the project include director Ethan Spaulding, screenwriter Jeremy Adams, producers Rick Morales and Jim Krieg, executive producer Sam Register and creative consultant Ed Boon, who co-created the popular video game with John Tobias.

Released last year to praise from fans who saw it, Mortal Kombat Legends: Scorpion’s Revenge details the origins of the famous Shirai Ryu warrior turned hell spectre, as well the events of the first Mortal Kombat film where Johnny Cage, Sonya Blade, and Liu Kang are chosen to represent Earthrealm against Outworld.

In other Mortal Kombat news, fans really want a remaster of the old co-op game Mortal Kombat: Shaolin Monks.

Mortal Kombat Legends: Battle of the Realms will be released some time in 2021.

Tim Villasor