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Oddworld: Soulstorm Update 1.06 Patch Notes Squashes Out, 1.07 Releasing in Next Few Days

Taking the communities feedback since release, Oddworld Staff has released the Oddworld: Soulstorm Update 1.06 patch notes as well as a preview for the next 1.07 update.

Oddworld: Soulstorm 1.06 Patch Notes:

  • Improvements to cover in The Blimp (more to come here)
  • Prevented the player being able to loop around in Phat Station and get stuck
  • Abe now connects to monkey bars much more reliably (more improvements coming here too)
  • Fixed Mudokons occasionally being reluctant to enter lockers
  • Fixed unresponsive Sligs after they’ve been on high alert
  • Slap mines will now turn on/off as expected, whichever is closest to Abe when activated
  • Streamer mode timer now stops when the game is paused or focus is elsewhere (PC)
  • Fixed Stoopy and Alf occupying the same space during the cutscene at the end of The Ruins
  • NPC AI Improvements (notes per PS4)
  • UI Improvements (notes per PS4)
  • Level Navigation Improvements (notes per PS4)

Oddworld: Soulstorm Update 1.07 Preview

Also noted on the blog site is the planned release for Oddworld: Soulstorm Update 1.07. It should be coming in the next few days and is planned to fix the following:

  • Some improvements to Sligs in The Blimp
  • Unexpected Mudokon behavior in one of the very late levels being fixed
  • Other bugs and QoL improvements to be revealed

We will be sure to post the full patch details once they go live! Hope everyone’s enjoying the newest Oddworld, we know we sure are.

Source: Oddworld

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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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No Man’s Sky Update 3.35 for April 9 Blasts Out for Bug Fixes

Hello Games has released the No Man’s Sky update 3.35 for today, April 9 which addresses several bugs introduced from the Expedition update, including an issue with HDR on the PS5.

No Man’s Sky Update 3.35 Patch Notes

  • Fixed an issue that caused Explorer-class starships to change appearance. All ships should now use the same wings and fuselage parts as before the Expeditions update. A limited number of ships may still select new colors. A fix for this will follow shortly.
  • Fixed an issue that caused Power Inverter switches to malfunction.
  • Fixed an issue that caused a specific Multi-Tool broken slot to require an inordinate number of Ion Batteries to repair.
  • Fixed an issue that required players to gain an S-Class Multi-Tool to unlock the ‘Light Show’ milestone, instead of an A-Class Multi-Tool.
  • Fixed an issue that caused the glow on the star representing the final phase of the Expedition to be overly orange.
  • Fixed a number of UI issues that could occur when every milestone in an Expedition was complete.
  • Fixed an issue that could cause the music to be clipped at the start of an expedition.
  • Fixed an issue that could prevent the reward for Phase 5 of the expedition being claimed when completing the expedition a second time on a new save.
  • Fixed a visual glitch in the starship cockpit map.
  • Fixed an issue that prevented the glowing grass found on some lush planets from glowing.
  • Fixed a graphical glitch on the save deletion screen when running in HDR on PS5.
  • Fixed a PlayStation 5 specific HDR issue.
  • Fixed a rare PS5 specific crash that could occur during load.
  • Fixed a terrain generation crash on next-generation consoles.
  • Fixed a rare crash that could occur when loading the game.
  • Fixed a soft-lock that could occur when interacting with an NPC on the space station.
  • Fixed a crash related to creature navigation.
  • Fixed a number of memory-related crashes on Xbox One X.
  • Fixed a crash that could occur while interacting with an NPC that had been network desynced.
  • Fixed a multiplayer-related crash in the animation system.
  • Fixed a PC-specific issue that could cause hitching while loading shaders.
  • Fixed a crash related to network synchronization of starships.

Source: NMS

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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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Dauntless 2021 Roadmap Outlines What’s Coming this Spring and Summer

A new season of Dauntless just launched, bringing with it a massive amount of new content for players to experience. While no doubt many will be busy with the new seasonal hunt, developers Pheonix Labs have also outlined Dauntless 2021 Roadmap for the Spring and Summer months, giving us a sneak peak at even more content!

Dauntless 2021 Roadmap for Spring and Summer

Dauntless 2021 Roadmap

Available now, Dauntless 1.6.0 Update – Read the Full Changelog Here: Dauntless Update 1.50 for April 8 for Infinite Radiance Season

    • Wound and War Pike Rework
    • Trials Leaderboard Rework
    • Time Strike Hunt Pass
    • Reward Cache and Challenges
    • Primal Behemoths in the Hunting Grounds
    • Faction: Past in Slayers Path

April 22 Dauntless 1.6.1 Update

  • Bugs Fixes and Quality of Life Updates

May 6 Dauntless 1.6.2 Update (Big Update)

  • Portal to Keystone Behemoths in the Hunting Grounds
  • Elder Behemoths in the Hunting Grounds
  • Ability to Directly Forge Aethersparks into Aetherhearts
  • Faction: Future in Slayer Path

May 22 Dauntless 1.6.3 Update (Big Update)

  • Radiant Behemoth
  • New Radiant Island in the Hunting Grounds
  • Radiant Legendary Weapon, Cell, and Armour
  • New Hunt Pass

That’s all the details we have for now on Dauntless 2021 roadmap for the Spring and Summer months. Be sure to check back here in the next few weeks for details on the April 22 update, and also back in May when the next major patches are set to release. Till then, happy hunting!

Source: Press Release

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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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Marvel’s Avengers Roadmap 2021 Updated, April and May Content Revealed

Last month we saw the release of the Hawkeye DLC for Marvel’s Avengers, and while most players are probably just finishing it up, it seems that the next wave of content is hitting soon as Crystal Dynamics have updated the Marvel’s Avengers 2021 Roadmap.

In a blog post, Crystal Dynamic confirmed that the next round of free DLC is coming rather soon. First up for this month we will be seeing the Tachyon Anomaly, an event dubbed the “Temporal Assault Event” where players will be able to use the exact same heroes! Tachyon Rift Missions will be appearing more frequently and will scale from power level 1-100. No further details on the even have been provided, though we expect to hear on all that real soon.

https://twitter.com/PlayAvenger/status/1380294025887027201

Following up in May is the Red Room Takeover Event, which will introduced new, deadly versions of HARM rooms and be centered around Black Widow. 

Features rewards like animated nameplates, outfits inspired by the Marvel Cinematic Universe, a deadly HARM Room hacked by Yelena Belova, and more secrets to decrypt.
During this event we will also be getting some MCU inspired skins for various characters added to the in-game marketplace. Talk about exciting! No firm release dates have been given to either of the content, but we should be hearing more on the Tachyon Anomaly Event drop real soon. When we do get an exact release date we’ll be sure to let you all know! Oh and we’re sure Crystal Dynamics is going to be talking about the rest of the Marvel’s Avengers Roadmap 2021 Update in an upcoming stream, so we’ll keep you posted on that as well. 
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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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Dauntless Update 1.51 Issued for Quick Debuffs Bug Fix

A new Dauntless update has just been released across platforms, addressing a bug that cropped up from the last bit update. Here are the details on Dauntless update 1.51

Dauntless Update 1.51 Patch Notes

  • Primal debuffs are not disappearing until the player leaves the island (This is fixed now)

Again, it’s a very small and quick bug fix. Nothing (for now) additional has been announced by Phoenix Labs, though the team has acknowledge a number of other known bugs below that they are currently working on.

Known Bugs From Dauntless Update 1.50 That Are Being Investigate:

  • UI Shows 0XP for some players (but it is being counted)
  • Power Surged items displaying incorrect bonuses
  • Using special and dodge with Chainblades halts player
  • All Behemoth kills are awarding Slay Primal Behemoth quest step

All these should be hopefully getting fixed in the next update (or after). We will be sure to continue to monitor Dauntless until then.

Source: Favro

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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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Outriders Bullet Rounds Nerfed & More in April 8 Server Update

People Can Fly has released some server side re-balances for Outriders, nerfing a number of skills, including the one for bullet rounds. Here’s a breakdown of all the changes made for the April 8 server update, including the Outriders Bullet Rounds Nerf.

Outriders Bullet Rounds Nerfed & More for April 8 Server Update

  • Historian, bounty hunt, and monster hunt quests no longer grant Legendary items for each subsequent completion

    • While rewarding players for completing all the Historian, bounty hunt, and monster hunt quests is still our intention, we did observe unintended results when players repeated this activity in combination with a specific multiplayer bug.

    • With this rewards adjustment we want to eliminate this exploit behaviour while still making that quest line worth the effort.

    • Players who took advantage of this exploit will not be punished.

  • Adjusted loot on specific enemies: Tooka Beast, Splittooth, Sandshifter and Coldclaw

    • These particular beasts are being too generous considering the required effort to take them down.

  • Chem Plant – Expedition time for Gold/Silver/Bronze adjusted to 650 / 1150 / 1500 seconds (Previously: 957 / 1303 / 1650)

  • Boom Town – Expedition time for Gold/Silver/Bronze adjusted to 390 / 589 / 776 seconds (Previously: 422 / 607 / 792)

    • Some Expeditions seem to be too generous in their required completion times when compared to others.

    • We want to avoid such disproportionate discrepancies, as we believe making all expeditions viable leads to a more diverse and thus more interesting endgame.

  • Critical Rating Damage Multiplier on Tactical Assault Rifle reduced to 165% (Previously: 175%)

  • Critical Rating Damage Multiplier on Marksman Rifle reduced to 250% (Previously: 300%)

    • Marksman Rifles with a 300% crit rate showed up to be dominating multiple crit builds. By making the modifier the same as for a Bolt Action Rifle, we want to offer players more options when choosing what gun to use.

  • Duration of the Massacre AP buff has been reduced to 3 seconds

    • This is a temporary measure until we have fixed an issue with the stacking cap.

Bullet abilities (Twisted Rounds, Blighted Rounds and Volcanic Rounds):

While we fully intend to provide the overpowered feel for the best builds out there, we are also committed to making sure that there is build diversity in the top performing builds.

Late in the demo lifecycle, we discovered a bug with regards to the bullet augmentation abilities damage calculation formula. While we fixed this bug, some unforeseen imbalances were unfortunately introduced, which has led to bullet based abilities vastly outperforming other skills. The main problem with this is that such bullet based builds require much less investment to make them “top tier”, compared to other builds.

To achieve this, we have made a couple of adjustments for the Trickster and Technomancer classes, who benefit the most from their bullet abilities power. It’s uncertain as to whether these changes will prove too strong or too weak, so please do consider this to be only the first step, as we will continue monitoring and adjusting them in the future. Just like you, we hope to see more inspiring and crazy combinations of Abilities and Mods!

  • The base cooldown of the Twisted Rounds skill has increased to 25 seconds (Previously: 16 seconds)

    • While infinite uptime on bullets abilities was always our intention, it is intended to be high risk, high reward playstyle. However, given the current power of this skill, there is very little risk involved in this ability given its short cooldown, even when players fail to trigger ammo replenishment. Increasing its cooldown in combination with adjusting its damage should increase that risk and make this playstyle a more thrilling experience.

  • The Trickster’s Hero Tree nodes: – Disruptive Firepower, Scion of Power, Outrider Executioner – have had their power reduced to 35% (Previously: 50%)

    • The combination of Twisted Rounds’ increase of firepower on top of the multipliers provided by the class tree lead to huge increases of damage dealt by this ability. While we do understand the satisfaction this kind of power can bring, it is currently vastly outperforming our wildest expectations and we therefore need to bring it down a notch.

  • “Vulnerable” status – Power reduced to 15% (Previously: 25%)

  • The Technomancer Hero Tree node -“Damage Against Poison” – has had its power reduced to 15% (Previously: 30%)

    • While the Technomancer’s Blighted Rounds do not provide any damage increase on their own other than ignoring armor as Anomaly Damage, they do provide an excellent tool for spreading the Vulnerable and Toxic statuses. which in turn can scale out of proportion.

  • The Pyromancer Hero Tree Node – “Trial of Ashes” – has been reduced 15% extra damage (Previously: 30%)

Got to say, this is definitely not the kind balancing changes we wanted to see so close to release as a number of critical skills have severally dropped in their output. The community over on Reddit certainly don’t appear too happy about it either, especially those who play solo. Hopefully People Can Fly come back with some better adjustments. 

While we have you here, be sure to check out some of our guides here: Outriders Guides

Source: Reddit

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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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Resident Evil RE: Verse Open Beta Test Temporally Suspended Due to Matchmaking Issues

If you were hoping to jump into the RE:Verse open beta test that went officially live today, we have some bad news as Capcom has temporally suspended the beta due to matchmaking issues.

As posted on their Twitter, Capcom confirmed that until further notice, the RE: Verse open beta test will be suspended.

As we are still seeing issues with RE:Verse OBT matchmaking service, we have decided that until further notice to temporarily suspend the OBT to resolve the problem.  We will continue to investigate, and we apologize for any inconvenience caused.

No further details were provided as to when we could expect the RE: Verse beta to come back up, or if Capcom plans on extending it due to the downtime. For those wondering what these matchmaking issues were, players were reporting extremely long wait times when the beta opened up. So long in fact that they even outpaced the length of a full match. Capcom attempted to fix the issue earlier, though to no avail weren’t able to solve the issue.

With the downtime now in effect, hopefully Capcom can better pinpoint where the matchmaking issues were occurring. We will be sure to update this post as soon as we hear any updates on the beta returning back to full functionality.

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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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People Can Fly Sending an Appreciation Package to Outriders Players Who Suffered Rocky Launch

If you were one of the many who played Outriders during it’s first week of release, then you probably noticed that the game suffered some seriously downtime as servers went offline, matchmaking times, and even some account wipes. Well, seems that People Can Fly will be offering some compensation as they have announced details for an appreciation gift for Outriders players.

In a lengthy Reddit post, People Can Fly took to thanking the community for sticking with them, despite all the launch related issues (some still happening).

After working on Outriders for more than five years, we were as disappointed as you that the launch weekend did not go as planned. We ran into connectivity issues, which we have explained in full here.

Throughout all of this we really appreciated all your messages of support and encouragement and they helped us power through and improve the situation.

We would like to thank each and every one of you. Beyond just saying it, however, we would like to confirm that we are working on a small “appreciation package” for our launch window players.

Final details on the appreciation packages are still being worked on, but people can fly did confirm the who’s eligible and what they should expect to see from it.

Who Are Eligible for the Outriders Appreciation Package?

  • All players who played between March 31st and April 11th (UTC timezones) are eligible

  • Any players outside the above window, but for whom we will have performed an automatic inventory wipe restoration are also eligible

  • Your highest leveled character will receive:

    • A level appropriate Legendary Weapon

    • A level appropriate amount of Titanium

    • The emote “Frustration”, which is otherwise unobtainable at this moment in time. The irony here was not intentional but is fitting.

Once People Can Fly announces a release date and the full details on the Outriders appreciation package, we’ll be sure to issue a new post. In the meantime, continue on enjoying the game Outriders!

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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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Streets of Rage 4 Mr. X Nightmare DLC Announced

Get ready to brawl with a dose of nostalgia and awesome again with some brand new content coming for Streets of Rage fans, as Streets of Rage 4 Mr. X Nightmare DLC has been announced — with new playable characters, game modes, and more coming to the game!

Check out the new trailer reveal for the DLC in action!

Of course, here are the details on the new paid content via press release.

Publisher and co-developer Dotemu with co-developers Lizardcube and Guard Crush Games today announced their smash hit Streets of Rage 4 is receiving paid DLC: Mr. X Nightmare. The DLC is adding three new playable characters and a special Survival game mode later this year on PC, PlayStation 4, Xbox One, and Nintendo Switch. A separate free update is arriving alongside the DLC on all platforms with additional content. The news follows Streets of Rage 4 clearing more than 2.5 million copies downloaded across all platforms.
Today’s announcement trailer showcases officer Estel Aguirre, one of Mr. X Nightmare’s three included fighters, as she goes off duty to join forces with the heroes of Streets of Rage 4 for the first time. Formerly appearing in the game as an intimidating, boss fight-style foe, Estel’s powerful slugs and spin kicks dish out serious damage to anyone foolish enough to get in her way. Witness Estel in action and spot a hint at the DLC’s two other characters still to be revealed by viewing the trailer.
Mr. X Nightmare also introduces a unique Survival mode, which challenges players to elevate and prove their true capabilities through special tests of skill; more details on this mode’s design and gameplay will be shared soon. Players can additionally build their own personalized fighting style with new moves via incoming character customization, while extra weapons and enemies are sure to keep the battles ahead interesting. Mr. X Nightmare includes lively new original music from Tee Lopes, a composer and arranger previously featured in Sonic Mania, League of Legends, and Monster Boy and the Cursed Kingdom among other titles.
Separately, the free update serves up a brutal challenge for Streets of Rage 4’s most formidable players via the New Mania+ difficulty. An in-depth training system is arriving to help brawlers perfect their strategies and alley-clearing combos, and fresh color palette options keep Wood Oak City’s most dangerous fighters looking sharp.
Streets of Rage 4 of course is a revival of the classic 90’s beat ’em up series that gets the modern treatment, and we reviewed this fantastic game last year which you can read here.
Streets of Rage 4 is available for PS4, Xbox One, Nintendo Switch, macOS, Linux, and PC.

Tim Villasor

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Resident Evil Showcase Second Digital Event Scheduled on April 15

Get ready to learn more of what’s to come in the world of Survival Horror, as Capcom has officially announced the date for the next Resident Evil Showcase — with the second digital event scheduled on April 15.

Here’s the trailer promoting the new RE Showcase event from the development team.

Much like first showcase held at the start of the year, this digital event aims to bring new information on the upcoming new installment Resident Evil Village, as well as the multiplayer game RE:Verse and other updates related to the series. The Resident Evil series recently turned 25 years old — and Capcom has honored that anniversary by launching a brand new all-in-one website called Resident Evil Portal as well as spearheading fan interaction by letting them shared their favorite RE related memories, collections, and cosplay via the RE:Mind initiative.

Here’s an overview on RE Village and its plot from the Capcom team.

Experience survival horror like never before in the eighth major installment in the storied Resident Evil franchise – Resident Evil Village.

Set a few years after the horrifying events in the critically acclaimed Resident Evil 7 biohazard, the all-new storyline begins with Ethan Winters and his wife Mia living peacefully in a new location, free from their past nightmares. Just as they are building their new life together, tragedy befalls them once again.

It has been reported that Resident Evil Village’s second demo has already been uploaded to PSN. We’ll probably get the official reveal and announcement of its release in this showcase.

Resident Evil Village will be out for the PS5, PS4, Xbox Series X|S, Xbox One, Google Stadia, and PC on May 7.

Tim Villasor

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NBA 2K21 Player Ratings Update April 8 Heats Up the Competition

Following yesterday’s NBA 2K21 update, here’s the player ratings update April 8 edition the follows – and it heats up the competition in a significant way for those the keep close to players and their teams!

NBA 2K21 Player Ratings Update April 8 List:

All Movers Sorted by OVR:

Luka Doncic: 94 OVR (+1)

Zion Williamson: 90 OVR (+1)

Jayson Tatum: 89 OVR (-1)

Jaylen Brown: 88 OVR (-1)

Paul George: 88 OVR (-1)

Bam Adebayo: 88 OVR (+1)

Karl-Anthony Towns: 88 OVR (+1)

Russell Westbrook: 88 OVR (+1)

Julius Randle: 87 OVR (-1)

Jrue Holiday: 87 OVR (+1)

De’Aaron Fox: 87 OVR (+1)

Ben Simmons: 86 OVR (-1)

Domantas Sabonis: 86 OVR (-1)

Fred VanVleet: 84 OVR (-1)

Christian Wood: 84 OVR (-1)

Michael Porter Jr.: 84 OVR (+1)

Gordon Hayward: 83 OVR (-1)

Malcolm Brogdon: 83 OVR (-1)

Caris LeVert: 82 OVR (-1)

Wendell Carter Jr.: 82 OVR (+1)

Evan Fournier: 81 OVR (-2)

Bobby Portis: 81 OVR (+1)

Robert Williams: 81 OVR (+1)

Jalen Brunson: 81 OVR (+1)

Anthony Edwards: 81 OVR (+1)

Jusuf Nurkić: 81 OVR (+1)

Kevin Love: 80 OVR (-2)

Lauri Markkanen: 80 OVR (-1)

Danilo Gallinari: 80 OVR (-1)

Victor Oladipo: 80 OVR (-1)

R.J. Barrett: 80 OVR (-1)

Myles Turner: 80 OVR (-1)

Malik Beasley: 80 OVR (-1)

Dwight Howard: 80 OVR (+1)

Tim Hardaway Jr.: 80 OVR (+1)

Immanuel Quickley: 79 OVR (-1)

Carmelo Anthony: 79 OVR (-1)

Shake Milton: 79 OVR (+1)

Brook Lopez: 79 OVR (+1)

Marcus Morris Sr.: 79 OVR (+1)

Devonte Graham: 79 OVR (+1)

Jakob Poeltl: 79 OVR (+1)

Rudy Gay: 79 OVR (+1)

Dario Šarić: 79 OVR (+1)

Darius Garland: 79 OVR (+2)

Bogdan Bogdanović: 79 OVR (+3)

Goran Dragić: 78 OVR (-1)

Malik Monk: 78 OVR (+1)

JaMychal Green: 78 OVR (+1)

Hamidou Diallo: 78 OVR (+1)

Gary Trent Jr.: 78 OVR (+1)

James Johnson: 78 OVR (+2)

Kelly Olynyk: 78 OVR (+4)

P.J. Washington: 77 OVR (-3)

James Wiseman: 77 OVR (-2)

Donte DiVincenzo: 77 OVR (-1)

Daniel Theis: 77 OVR (-1)

Josh Richardson: 77 OVR (-1)

Saddiq Bey: 77 OVR (-1)

Eric Paschall: 77 OVR (-1)

Tomas Satoransky: 77 OVR (+1)

Grayson Allen: 77 OVR (+1)

Miles Bridges: 77 OVR (+2)

Moses Brown: 77 OVR (+3)

Coby White: 76 OVR (-2)

Ricky Rubio: 76 OVR (-2)

Xavier Tillman: 76 OVR (-1)

James Ennis: 76 OVR (-1)

Trey Burke: 76 OVR (-1)

Langston Galloway: 76 OVR (-1)

Tony Bradley: 76 OVR (-1)

Danny Green: 76 OVR (+1)

Isaiah Hartenstein: 76 OVR (+1)

Terance Mann: 76 OVR (+1)

Onyeka Okongwu: 76 OVR (+1)

Elfrid Payton: 76 OVR (+1)

Dwight Powell: 76 OVR (+1)

Saben Lee: 76 OVR (+1)

Chuma Okeke: 76 OVR (+4)

Justise Winslow: 75 OVR (-1)

Nemanja Bjelica: 75 OVR (-1)

Talen Horton-Tucker: 75 OVR (-1)

Avery Bradley: 75 OVR (-1)

Ty Jerome: 75 OVR (-1)

Jarred Vanderbilt: 75 OVR (-1)

Jaylen Nowell: 75 OVR (-1)

Kent Bazemore: 75 OVR (-1)

Mohamed Bamba: 75 OVR (+1)

Drew Eubanks: 75 OVR (+1)

Taj Gibson: 75 OVR (+2)

Goga Bitadze: 75 OVR (+2)

Kira Lewis Jr.: 75 OVR (+2)

Kenyon Martin Jr.: 75 OVR (+2)

Juan Hernangómez: 75 OVR (+2)

Thanasis Antetokounmpo: 75 OVR (+3)

Jaden McDaniels: 75 OVR (+3)

Pat Connaughton: 74 OVR (-2)

Desmond Bane: 74 OVR (-2)

Kevin Huerter: 74 OVR (-2)

Al-Farouq Aminu: 74 OVR (-1)

Payton Pritchard: 74 OVR (-1)

Tony Snell: 74 OVR (-1)

Maxi Kleber: 74 OVR (-1)

Aron Baynes: 74 OVR (-1)

Devin Vassell: 74 OVR (-1)

Dean Wade: 74 OVR (+1)

Terence Davis: 74 OVR (+1)

Edmond Sumner: 74 OVR (+1)

Patrick Patterson: 74 OVR (+2)

Cody Martin: 73 OVR (-2)

P.J. Dozier: 73 OVR (-2)

Damion Lee: 73 OVR (-2)

Chandler Hutchison: 73 OVR (-2)

Bryn Forbes: 73 OVR (-1)

Jeff Teague: 73 OVR (-1)

Denzel Valentine: 73 OVR (-1)

Luke Kornet: 73 OVR (-1)

Trevor Ariza: 73 OVR (-1)

Alex Caruso: 73 OVR (-1)

Michael Carter-Williams: 73 OVR (-1)

Facundo Campazzo: 73 OVR (-1)

Justin Holiday: 73 OVR (-1)

Sterling Brown: 73 OVR (-1)

Sviatoslav Mykhailiuk: 73 OVR (-1)

Jake Layman: 73 OVR (-1)

R.J. Hampton: 73 OVR (+1)

Caleb Martin: 72 OVR (-2)

Furkan Korkmaz: 72 OVR (-1)

Troy Brown Jr.: 72 OVR (-1)

Cedi Osman: 72 OVR (-1)

Matt Thomas: 72 OVR (-1)

Ben McLemore: 72 OVR (-1)

Bol Bol: 72 OVR (+1)

Jordan Nwora: 72 OVR (+2)

Alize Johnson: 72 OVR (+2)

D.J. Wilson: 72 OVR (+2)

Timothé Luwawu-Cabarrot: 71 OVR (-1)

Tyler Johnson: 71 OVR (-1)

Ryan Arcidiacono: 70 OVR (-1)

Aaron Nesmith: 70 OVR (-1)

Sam Merrill: 70 OVR (+2)

Damyean Dotson: 69 OVR (-2)

Brodric Thomas: 69 OVR (+3)

Expect more player ratings updates to follow as the NBA Playoffs draws nearer and nearer!

Source:  NBA 2K

Tim Villasor

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Devs Speak Out on DualSense: “Requires a Lot of Work, But Worthwhile”

If you are one of the many (or few?) PS5 owners out there, then you mostly likely feel that the DualSense controller is arguably one of the best controllers out there. And while we are still at the start of the generation, it seems that many developers are taking a liking to it as well, despite some of the challenges they may face programming for it. 

In the latest issue of OPM (Official PlayStation Magazine,) the team sat down with a number of different developers to get their insight about the PS5 and the last six months since it launched. One of the subject matter was revolving around the developers experience with the DualSense, the PlayStation’s newest controller. These developers included Kylotonn (WRC9), Giant Squid (The Pathless), Capcom (Resident Evil series) and a few others. Here’s what some of them had to say.

What did you learn from the development of WRC 9 that you’re applying to WRC 10?

 Kylotonn’s Benoit Jacquier, technical director on the WRC series: DualSense haptic feedback requires a lot of work, but it’s worthwhile investment for immersion. We also know that players are always looking for smoother game (60fps minimum) and better visuals quality, so there is also another challenge in making more details and photorealism but improving the framerate at the same time. At least the hardware is helping with more power. 

Resident Evil’s director Morimasa Sato added to this from the team’s experience working with the DualSense controller:

 “Since the weight of the triggers would determine how shooting a gun felt, it was tricky deciding how much weight felt ‘realistic.’”

OPM notes that Morimasa Sato says that these challenges should be embraced as the PS5 is taking game designs to new heights.

Giant Squid’s (The Pathless) Matt Nava also provided some input concerning the DualSense controller. 

“Honestly I was skeptical of the DualSense, wondering if it would be a significant addition. However, after tuning it up and playing The Pathless with it for a week or so, I realized that I missed the feedback it was providing when I went back to testing on a PS4 controller. 

The DualSense motors have a wide range of effects they can achieve. I remember accidentally making it feel exactly like turning the key on a car that won’t start. It made me realize that games could use this to create really interesting moments.

CEO of Starward Industries (The Invincible), Marek Markuszewski:

“As with every platform, software needs to catch up a bit. As soon as developers start feeling fully comfortable with the new platform, this is when magic is going to happen, exactly when the most talented coders start their tricks and tweaks unleashing powers which often leaves even the platform’s designers in awe.”

It’s normal for new technology to bring such challenges, but in the very least it’s great the see that the developers are feeling pretty positive about them rather than struggling to understand. 

We were pretty skeptical about the DualSense controller ourselves thinking it would be just another market gimmick, but after spending the last 6 months playing games that utilize it, its hard to go back to say a dualshock controller.

What about you, are you enjoying the features it has to offer? What about the overall feeling? Let us know!

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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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Dauntless Update 1.50 for April 8 for Infinite Radiance Season

Developer Phoenix Labs has released the next major title update for Dauntless for the Infinite Radiance season! The Dauntless update 1.50 April 8 patch is live, and is also called patch 1.6.0 by the studio. There are new feature updates, monster tweaks and loads more. Head on below for the fill patch notes.

Dauntless Update 1.50 April 8 Patch Notes:

Main Features

  • Trials Updates: Trials have received some much-needed love and care. Trials goals are objective-based requirements such as winning without getting downed, designed to reward mastery of combat. Solo leaderboards are now separated by weapon type and will show the total number of goals completed. Complete goals to secure a higher spot on the leaderboard and earn rewards. Your completion time is taken into consideration to break ties.
  • Reward Cache and Challenges: The Reward Cache is a seasonal store replacing the Vault that offers a wide range of goods in exchange for seasonal currency. A season will be roughly the length of two Hunt Passes. Here, you’ll find a number of items (including new weapon and armour skins), as well as aethersparks, patrol keys, and classic rewards from previous Passes. Unlock rewards using seasonal coins and crystals from new daily and weekly challenges: timed quests that will ask you to slay Behemoths, complete Escalations, and more. All Vault coins have been converted to these new seasonal currencies.
  • Time Strike Hunt Pass: A new Hunt Pass harkens back to the days of old. The armour set at level 50 has been enhanced even further with premium VFX, and there are bonus armour skins along the track designed to mix and match with it. You can also earn 100% platinum back on your Elite track purchase by making it to the end of the Hunt Pass.
  • Primal Behemoths and Perfect Strike: Strange fluctuations in radiant aether and time energy are being reported across the Shattered Isles. These disruptions are opening rifts to different pockets of time in the past and future. Throughout this season, players will get access to two timelines, each one bringing new Hunting Grounds challenges as well as a new seasonal talent trees unlocking unique abilities, starting this patch with the Past and its Perfect Strike ability.
  • War Pike and Wound Rework: Our combat team has reworked wounding and given the war pike some love.

Trials

TRIALS

  • Added the Silver Tonic Pack to the Lucky Break store for 150 steel marks which contains 25 aetherdrive tonics, 25 frenzy tonics, and 25 blitz tonics.
  • Added the Gold Tonic Pack to the Lucky Break store for 150 gilded marks which contains 50 aetherdrive tonics, 50 frenzy tonics, and 50 blitz tonics.
  • We have upgraded our internal anti-cheat tools. It will now be easier to verify suspicious times on Trials leaderboards and ban cheaters. Because of this, players will now require Windows 7 or later to play on PC.

BALANCE


Charrogg

CHARROGG

  • Sporestruck Charrogg poison vents no longer stagger Slayers on hit.
  • Reduced the number of poison pools generated during Sporestruck Charroggs’ spore shot move.

Embermane

EMBERMANE

  • Added an interrupt window to the end of Deepfrost Embermanes’ roll attack.

War Pike

WAR PIKE

We heard your feedback that the war pike felt underwhelming compared to other weapons, and we wanted to change that. The war pike has received updates to its base mechanics, mods, and specials, along with a new type of dodge, making it more exciting and competitive.
  • Dodge has a new unique animation, which travels farther and can be used to jump over small ledges.
  • Taking damage no longer reduces the special meter charge.
  • Slowed the rate of decay on the special meter.
  • The special meter charge level no longer increases damage dealt.
  • Retuned damage for all basic attacks to increase overall damage output.
  • Piercing Flurry no longer consumes stamina.
  • Piercing attacks generate 2% of the special meter per hit, harvesting attacks generate 7%.
  • Ammo now only has four levels of quality (1/2/3/4) based on meter threshold when stored (10%/33%/66%/90%).
  • Piercing attacks now deal 100% of base damage as part damage and 133% of base damage as wound damage.
  • The Munitions Amplifier mod now provides an additional 25% quality to stored ammo.
  • The Savage Wellspring special now has a fixed duration of 10 seconds.
  • Ammo quality now affects the amount of critical chance for Savage Wellspring, up to 30%.
  • Decreased the Concussive Payload aim time by 15%.
  • The lunge from the Pike Charge now interrupts.
  • The Pike Charge lunge base damage has increased to 250 (from 210).
  • The Pike Charge lunge now triggers more consistently.
  • The HUD meter now has threshold markings; ammo icon art has been updated, making it easier to distinguish between different ammo quality levels.

Wounding

WOUNDING

The wounding system has been reimagined, with better visibility in-game and a bigger impact on combat. We wanted to decouple the system from part breaks and make it a combat mechanic that stands on its own, like staggering Behemoths.
  • Striking a wounded part no longer deals increased part damage.
  • When a part is wounded, it will remain in that state for 15 seconds.
  • Wounded parts have new VFX that show aether leaking from the wound.
  • Parts can be wounded even if they have already been broken, and breaking a part while it is wounded will not end the wounded state.
  • The player who wounds a part will enter an aether rush state, gaining +15% damage, attack speed, movement speed, and stamina regeneration for 20 seconds.
  • Other players can enter aether rush by dealing 1,500 damage to wounded parts. This damage can be split over multiple wounded parts.
  • If a player enters aether rush while it is already active, its duration will be refreshed.
BUG FIXES


Gameplay

GAMEPLAY

  • All sources of incoming healing are now properly affected by the Healing Boost nodes in the Slayer’s Path (now applied to Assassin’s Vigour, Stunning Vigour, and Vampiric cells in particular).

Hunting Grounds

HUNTING GROUNDS

  • Fixed a bug where players could hear Sporestruck Embermanes’ audio from across the map.

Cosmetics

COSMETICS

  • Fixed a bug where some players couldn’t hear the Pufflepoppers (repeaters skin) audio. Bask in its glory, Slayer.
  • Heartfire cosmetics’ visual effects will now appear correctly.
  • Fixed a bug where the rocks in the Rocky Rest emote’s store preview would not rotate.

Environment

ENVIRONMENT

  • Fixed an issue where players could spawn inside a mountain after falling off a cliff in the Hunting Grounds.
  • Fixed a hole in the ground on the Hades Reach map.
  • Improved Behemoth spawn locations in Hades Reach so that they don’t spawn inside of terrain.
  • Fixed an issue where some jump vents would trigger unprompted movements after landing.

Ramsgate

RAMSGATE

  • Fixed a bug where players would get stuck in the kneeling position if multiple players were reforging their weapons at the same time.

Quests

QUESTS

  • Shrowd clones no longer count towards “kill x Behemoths” quest requirements.
  • Slaying a Scorchstone Hellion now consistently counts towards the Wildfire rumour quest.

UI

UI

  • Recommended power and resistance for hunts will now correctly factor in any power bonuses unlocked in the Slayer’s Path.
  • Fixed a bug where some players would not see the DPS meter while on the Training Grounds.
  • Airstrikes are now linked to Admiral Zai in the Slayer’s Path and are found in his crafting menu.
  • Players can no longer sidestep level requirements by changing their loadout while matchmaking.
  • Fixed a bug where the objective tracker HUD wasn’t displaying quests while on a hunt.
  • Fixed an issue where players would not see an updated maximum stamina amount in the HUD until they spent stamina.
  • The end of hunt screen now shows the number of seconds remaining before players are taken back to Ramsgate.
  • Behemoth names no longer overlap in the Hunt Map.
  • Buff icons are now smaller, as intended.
  • Twin Suns (exotic repeaters) are now upgraded from the dedicated exotic screen instead of the barrel screen.
  • Players can no longer change their selection during a core opening animation.
  • Players will now see Slayer’s Path milestones’ roman numerals centred before and after every journey node unlock animation.
  • Fixed various typos and errors across all text.

Audio

AUDIO

  • Music transitions between battle states are now smoother and less jarring.

Once we know the next title update for the monster-slaying game, we’ll let our readers know.

Source: Dauntless

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Alex Co

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

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EA UFC Update 10.00 April 8 Adds Two New Fighters & Changes

Another major UFC 4 update has been released by EA Vancouver, which introduces two new fighters along with a number of bug fixes. Read on for the full EA UFC Update 10.00 April 8 patch notes.

EA UFC Update 10.00 April 8 Patch Notes

Major Updates:

  • Added 2 new fighters, Rob Font and Ciryl Gane
  • Venum gear has replaced the previous Reebok gear
  • Fight kits can now be selected during Fighter selection
  • Daniel Cormier has been updated to Legend and 5 stars Overall in Light Heavyweight and Heavyweight

Community Feedback:

  • Fixed inconsistency in major back lunges for Cruz and Dillashaw
  • Significantly increased denial window to Cage Back Clinch Back Drive
    • This takedown was quite fast, considering it leads to back sitting which is a dominant position. It was often working as a shortcut to the powerful Rear Naked Choke. This nerf to the takedown should make the choke considerably harder to access, specifically because nerfing the back drive also indirectly nerfs the mix up with the backpack.Unlike high-low mix ups that involve throws, this back drive/backpack mix up does not have an anti-fuzzy-guard mechanic. This means a skilled defender can hold high block in case the attacker attempts a backpack, then switch to low block and still defend the back drag in time. This doesn’t take the defender completely out of the woods, because there might still be a follow up turn to defend. However, these turns lead only to side control and can generally be at least scrambled on reaction.It is also important to remember that when the back drive is initiated, the defender should let go of the left stick ASAP if they were walking to escape from the cage back clinch. Otherwise, the left stick input will be interpreted as an attempt to defend a turn and can lead to the success of the back drag.Finally, also consider that although the back drag/backpack is being nerfed heavily, the regular bodylock throws from the cage back clinch benefit from the anti-fuzzy-guard logic. This means that if the defender is camping on high block as part of the Option Select strategy of defending the back drive/back drag mix up, the attacker can use a regular body lock throw and possibly succeed because the defender was holding high block. This should give these throws a nice new niche as they used to be underwhelming.
  • Increased recoveries for the Advancing Slipping Rear Hook
    • The slipping hook has been a major complaint from the community for a while. We finally managed to nerf it, by increasing all of its recoveries. This means they can no longer be performed in very quick succession. Furthermore, the special counter from a block to a lead hook works consistently against it, now there is no time to block it or slip it.
  • Fixed bad state in Over Under strikes against the submissive trip
  • Fixed mirroring issue in the Over Under breaking knee
    • The submissive fighter’s stance no longer warps after the separation.
  • Jake Matthews likeness updated

Source: EA

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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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Apex Legends War Games 2021 Release Set for April 13, New Playlist Modifiers Incoming

Fly and charge into battle with some new gear and modifiers to use as you please, as the new Apex Legends War Games 2021 release and start date has been announced for April 13, and this introduces new playlist modifiers that will give players incentive to join in!

Here’s the information on the War Games event, the modifiers, and more via press release.

In Apex Legends War Games, each new playlist modifier will only last for a few days, but players will want to come back for the earnable cosmetics and goodies, including epic Rampart and 30-30 skins, five unlockable Battle Pass levels and more XP challenges refreshed daily. In addition, five modes will take over normal Play Apex playlists in rapid succession when War Games kick off next Tuesday, including:

  • Second Chance (Tuesday, 4/13 – Thursday, 4/15): Kicking off the event, this modifier grants each Legend one free respawn per match; once a Legend is killed, a Respawn Token is consumed to rise again from the player’s current location retaining all their weapons and gear. After a short duration, the player respawns high in the air to skydive back into the action.

  • Ultra Zones (Thursday, 4/15 – Monday, 4/19): Get ready for multiple Hot Zones within a single map, and for more epic loot and gold items. Each Hot Zone is enveloped in a Flash Point – the enormous, glowing bubbles that replenish HP and shields when you stand in them. In this mode, consumable items are still available as normal throughout the loot pool.

  • Auto Banners (Monday, 4/19 – Wednesday, 4/21): Adding a rather small but spicy change to squadmate respawning, this modifier lets players automatically retrieve their Squadmates Banner Cards! Players don’t need to loot their death box to retrieve their Banner Cards — they can just head straight to a respawn beacon. The loot pool has been altered to contain more Mobile Respawn Beacons too.

  • Killing Time (Wednesday, 4/21 – Friday, 4/23): This event speeds up the match as Legends fall; during a round, whenever a Legend dies, the round time is reduced. If any given round is a massacre, the ring will close quickly so players have to keep an eye on the round timer to survive this modifier.

  • Armor Regen (Friday, 4/23 – Tuesday, 4/27): Closing out the War Games, the Armor Regen will regenerate over time at a rate of 12 points per second in this final mode. Whenever players take damage, their armor will begin regenerating after an 8-second delay; this delay is doubled to 16 seconds if a player’s armor gets cracked.

Last thing, some new skins! Pathfinder, Wraith, Lifeline, Gibby, Mirage and Bloodhound are all rocking some re-imagined takes on classic looks to celebrate the War Games, so be sure to check out the Apex Shop.

In case you missed it, Apex Legends update 1.64 snuck out last April 7 — which you can read about here.

The Apex Legends War Games event begins on April 13, Tuesday! Once the patch is out, we’ll be sure to let our readers know.

Tim Villasor

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Resident Evil Village To Offer Graphics & Performance Mode Like DMC5, Devs Putting PS5 to Full Use

PlayStation gamers hoping to grab Resident Evil Village next month will be delighted to know that the game will be making full use of the PS5, as well as offering an optimized experience on the PS4. 

Speaking to director Morimasa Sato about how Resident Evil Village took advantage of the PS5 hardware in the latest issue of OPM (Official PlayStation Magazine,) here’s what he had to say concerning different modes (graphics and performance) in Resident Evil Village.

OPM: Will there be different modes to play in, as in DMC5, and if so what will these be?

Morimasa Sato: There are settings which will allow each player to optimize the experience according to their preference. 

When asked how the team is making use of the PS5, here’s what he had to say.

We’re putting the high-performance power of the PS5 to full use to create a realistic experience of this terrifying village. 

There are a lot of exterior scenes in the game and in the past it’s been challenging to produce great-looking visuals for areas like this while maintaining performance, but it’s been a breeze with PS5. I feel like the possibilities of what I can express in a game have been expanded.

Morisama goes on to explain that while they have utilized the technology offered by the PS5, PS4 owners can rest assure knowing that the game has been optimized for the console as well. 

In related news, the second demo for Resident Evil Village has been uploaded on the PlayStation Network yesterday! Read up about that here: Resident Evil Village Second Demo Uploaded to PSN, Remote Play Controls Revealed

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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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Borderlands 3 Update 1.23 for April 8 Brings the Mayhem with Director’s Cut

Borderlands 3 Director’s Cut DLC has officially launched! To coincide with this release, Gearbox has also released the Borderlands 3 update 1.23 patch, which adds content for the DLC along with a number of changes and fixes.

Borderlands 3 Update 1.23 April 8 Patch Notes

NEW CONTENT INCLUDED IN DIRECTOR’S CUT:

Added support for the new Raid Boss: Hemovorous the Invincible

  • Hemovorous has made her lair behind a previously sealed door on Pandora, and Director’s Cut is your chance to go toe-to-pincer with this monstrous enemy!
  • To take on Hemovorous, players will need to complete the main story campaign and own the Director’s Cut content. You will receive the raid mission from inside Claptrap’s closet on Sanctuary III. It will cost 500 Eridium for your group to open the door, giving you the opportunity for new loot if you succeed.

Added support for Ava’s Murder Mysteries

  • Ava is convinced she has a lead on some potentially supernatural slayings and has decided to document her findings in serialized podcast form. Consider yourself her gun-toting co-host as you investigate strange happenings on Pandora, Promethea, Eden-6, and Nekrotafeyo in search of answers (and loot) with the help of some familiar faces.

Added Behind-the-Scenes Content

  • A new menu option is available to Director’s Cut owners! Explore a gallery full of concept art, storyboards, lost maps, and footage from throughout the game’s development—including a very special animatic for Maya that wasn’t able to make it to Borderlands 3.

Added support for Vault Cards and their rewards, and implements the first Vault Card of three

  • Vault Cards are a new challenge-based progression system in Borderlands 3 that will unlock a bevy of themed cosmetics plus some supremely powerful gear that scales to your level.
  • The Vault Cards will have three Daily Challenges and one multi-tiered Weekly Challenge each.
  • The Daily Challenges will reset at 9:00 AM PT every day and the Weekly Challenges will reset at 9:00 AM PT every Thursday

NEW CONTENT FOR DESIGNER’S CUT & SEASON PASS 2:

  • Added four new pieces of gear to Arms Race for players with the Designer’s Cut
  • Added the Disciples of the Vault cosmetic packs for players with Season Pass 2

Each character-specific Disciples of the Vault pack includes a one-of-a-kind Vault Hunter Body and matching Head, which you can mix and match with any other customization options you have in your collection.

NEW BASE GAME CONTENT

Added support for the Maurice’s Black Market Vending Machine

  • Maurice’s Black Market Vending Machine is offering different top-tier Legendary loot that will be hiding in a new location each week (excluding DLC maps)
  • This vending machine will relocate at 9:00 AM PT every Thursday

Added support for Crazy Earl’s Reroll Machine

  • For 250 Eridium, you will be able to reroll an existing Anointment on any piece of gear—but beware: you can’t take it back once you’ve rerolled your Anointment!
  • This machine will be permanently located near Crazy Earl on Sanctuary III

Opened the Diamond Armory on Sanctuary III

  • Located under the Bridge on Sanctuary III, the Diamond Armory opens a whole room of loot
  • The room is activated with the use of a Diamond Key, which are rare rewards that can be obtained through Vault Cards!

GAMEPLAY

  • Updated the R.Y.N.A.H. to be able to roll with Anointments
  • Updated Broken Hearts Day weapons to be able to roll with Anointments
  • Updated Heavy damage Artifacts to properly increase Heavy weapon damage
  • Updated Action Skill Active Anointments so that switching to an ASA-Anointed weapon while the Action Skill is active benefits from the Anointment
  • Addressed a reported concern that all players would not hear the Eridian log in the medical bay after “The First Vault” mission
  • Updated DLC2, DLC3, and DLC4 to properly scale with the player’s level in True Vault Hunter Mode
  • Updated the Eridium Jars in Moxxi’s Heist of The Handsome Jackpot to appear correctly for all players
  • Renamed the Operative’s “Critical Mass” Class Mod to its proper name: Spy

“Critical Mass” is a new class mod in Director’s Cut; the name was switched along the way somewhere and this change corrects that!

  • Updated the HOT Spring Legendary grenade from the Designer’s Cut to show correct textures
  • Addressed a reported issue that was causing downed players to stay in FFYL after being revived in Arms Race
  • Addressed a reported issue that was causing skill points gained during Arms Race to not be granted properly
  • Added an indicator that a player is spectating in Arms Race after dying
  • Addressed noticeable hitching throughout the game when players were engaged in heavy battle
  • Updated timed events to grant current event rewards if the player played the previous year
  • Updated Captain Haunt to prevent him from staying invincible if his phylacteries (what a word) were destroyed too quickly. Players will not see this change until the Bloody Harvest returns!
  • Added hotfixes to the game permanently
  • Added Quick Change Stations to Takedown at the Maliwan Blacksite and Takedown at the Guardian Breach

VAULT HUNTER CHANGES

  • Updated Moze the Gunner’s Harmonious Havoc ability to award the proper amount of damage after entering FFYL
  • Updated Amara the Siren’s Phasegrasp skill to correctly activate when doing damage in situations where it cannot grab enemies (like bosses)
  • Updated the Siren’s Phaseflare Orb to activate properly when aiming at the ground, using an Action Skill, and switching weapons at the same time
  • Modified the Siren’s Remnant skill projectile to have its own damage source
  • Updated the Remnant skill to only allow gun and Action Skill damage to pass through in a Remnant Orb, to match the item card
  • Updated FL4K the Beastmaster’s Cmdl3t class mod to trigger on bullet, melee, and skill damage
  • Updated the Beastmaster’s ION Loader pet to follow moving enemies when using the Eye Laser Attack
  • Updated the Beastmaster’s “Bad Astra” skin in the Quick Change to use the correct icon

PLATFORM SPECIFIC CHANGES:

PC

  • Updated the friends list on Epic versions of Borderlands 3 to not display friends that do not exist

CONSOLES

  • Updated the edge detection for PlayStation 5 and Xbox Series X
  • Addressed a reported issue in split-screen that was causing some art and text to crossover into the bottom screen
  • Updated icons to display properly in the ECHOmap in split-screen
  • Updated the Operative’s “Double Barrel” skill to show the full effect in split-screen

PLAYSTATION

  • Addressed a reported issue that was causing the “Tales from the Eridian Slab” and “Master of All You Survey” trophies to sometimes not unlock on PlayStation 5. Players that have completed these requirements should have the trophy awarded next time they play Borderlands 3 after updating
  • Addressed a reported issue that was causing Guardian Rank to reset when transferring save data between PS4 and PS5
  • Added a screen to obscure SHiFT menus on PlayStation 5 when streaming
  • Addressed a reported issue that was causing some players to be unable to search for other players after starting matchmaking
  • Addressed various system errors that would sometimes display when PlayStation 4 players had Slow HDD on
  • Addressed a reported issue that was sometimes causing player character, level, and map location to not be shown in multiplayer

XBOX

  • Addressed a reported issue that was causing some Xbox users to be unable to join their friend’s game from an invite while the game was not open
  • Addressed a reported issue that was allowing some Xbox players to continue playing online without an active Xbox Gold subscription
  • Improved server consolidation on Xbox

ADDITIONAL HOTFIXES

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

  • Adjusted the world drop rate while players are using Mayhem levels

Source: Borderlands

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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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Immortals Fenyx Rising Update 1.31 April 8 Rolled Out

Following The Lost Gods DLC released for Immortals Fenyx Rising released earlier this week, Ubisoft has rolled out the Immortals Fenyx Rising update 1.31 April 8 patch. Head on below for more details for today’s title update.

Immortals Fenyx Rising Update 1.31 April 8 Patch Notes:

Ubisoft has not acknowledged the patch released today just yet, but here’s the latest update from the studio about the game:

Today’s Title Update 1.3.0 also brings the Spring Event to full bloom as well as the Primer Quest for The Lost Gods; our third DLC! More information on the DLC is coming soon, so jump in, enjoy, and stay tuned.

Aside from the Sping Event, it’s not known whether today’s patch also includes gameplay fixes or tech fixes, too. Once Ubisoft releases the full patch notes, we’ll be sure to update the post.

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Alex Co

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

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Spellbreak Update 3.00 April 8 Released, Chapter 2 Introduces Dominion, Leagues, and More

Get ready to visit the Hollow Lands with some brand new content along with it, as Spellbreak update 3.00 has been released by Proletariat, Inc. — bringing with it the long awaited Chapter 2 and introduces Dominion, Leagues, and more new stuff!

Here’s the full notes and details from the Spellbreak website.

Spellbreak Update 3.00 April 8 Patch Notes

Dominion

Dominion is our brand new, 5v5 objective-based mode. Play with a group of up to 5 players and take control of three different zones on the map to rack up points and win. There are no chests here, so you’ll need to defeat other players as well as NPC Vowguard to earn potions and scrolls as well as to charge your Boon Gem for a visit to the Merchant to gear up. With 4 different randomly chosen maps (from Halcyon, Hymnwood, Bogmore, and Dustpool), each match will require different strategies for your builds and team makeup for you to be successful!

With Dominion, we’re also vaulting Clash for the time being, so players can focus on the new mode.

For LOTS more information about Dominion, including answers to numerous questions and other tidbits, check out this post.

Leagues

To pair with Dominion, we’re also introducing Leagues, our new seasonal ranking system. With each season, players will compete to showcase their mastery and rise through increasingly challenging Leagues. By performing well in matches (capturing and defending zones, exiling other players, dealing damage, etc.), players will earn Accolades which award Crowns towards the next Tier in their League. After completing ten Tiers, they will advance to the next League.

There are six Leagues for players to progress through: Bronze, Silver, Gold, Platinum, Diamond, and Legendary.

Once players reach the Gold League, the stakes increase as matches cost Crowns to participate. Players will risk losing Crowns and Tiers if they don’t do well in a match. However, every five tiers they’ll reach a milestone below which they cannot drop.

At the end of each season, players will be rewarded with Titles and Badges corresponding to their final placement and standings will be reset for a new season of competition.

For more information about Leagues as well as some developer commentary, check out this post.

Chapter 2

  • A brand new chapter begins! Players will learn more about the cause of the Fracture while having to ward off an incursion by the sinister Vowguard.
  • 12 weeks of new Story and Honor quests will introduce the player to new NPCs.
  • A few new gameplay affecting objects have been sprinkled around the map…
  • Players can now reroll 1 daily quest every day.
    • We heard your feedback here!

Battle Royale

  • The final circle location is no longer completely random in Battle Royale. It now chooses (randomly) from a selection of hand-placed end locations.
    • This is similar to how Clash worked and should ensure the final circles are much more interesting!

Resurrection

  • Players will now have an option to resurrect their fallen teammates when crossing into the next circle in Battle Royale.
    • To resurrect a teammate, a player will have to enter a new safe zone AFTER their teammate has been exiled and hold Use key for 12s.
    • This does not include teammates who have been downed but not exiled.
    • Players respawn with their common class gauntlet but no other inventory.
    • Players retain their talent levels after respawn.
    • Folks have been asking for a way to get back in the game after being exiled early on. Don’t give up, Breaker, there’s hope for a comeback yet!

Gameplay and Balance (Battle Royale)

  • Increased time to exile a player to 6.5s (from 5.0s).
    • We wanted it to be slightly harder to sneakily exile someone so it’s now more of a commitment.
  • Downed “orb” timer reduced to 60s (from 90s).
    • On the flip side, playing hide and seek as/with an orb could potentially take a long time. Now, with resurrection, it’s easier to bring back fallen teammates and we wanted to lower this amount so we didn’t double dip.
  • The storm now deals increased damage early on before reaching its current damage values.
    • First circle does 2 damage per tick (up from 1), then 4 per tick (up from 2) until next closure, then 8, then 16, 20, 32
    • Early circles were almost entirely ignorable.

Spellbreak Update 3.00 Gameplay and Balance (All Modes) Changes

  • Overall gravity has been reduced by 25%.
    • This does not affect Shockwave, Springstep, Featherfall, or Bedrock fall speed.
    • This makes going airborne more of a commitment and puts the player more at risk for being shot down. After seeing how the change to wind jumping worked, we felt comfortable extending this wider.
  • Wind Surge no longer has a 35% gravity reduction.
  • Increased cast speed for ALL spells/sorceries other than Lightning Bolt and Wind Shear by 18%.
    • With the removal of Fervor, we took the opportunity to revisit cast speeds across the board (including sorceries!) to make things much more snappy at a base level.
  • Sped up drop recovery animation duration (when falling from a portal/respawn) to 1.0s (from 1.34s).
    • Made it slightly more responsive to account for the increased amount of falling that’s going on these days in Dominion and resurrection.
  • Fix issue where projectiles would occasionally fire in a random direction.

Runes

These changes are largely to decrease the ability for players to reset / escape fights entirely with runes.

  • Increased Featherfall cooldown by 2s across rarities.
  • Decreased Chronomaster cooldown by 4s across rarities.
  • Increased Teleport windup to 1.0s (from 0.6s)
  • Reduced Teleport cooldown by 2s across rarities.
  • Reduced Flight rune duration to 3.5s (from 5.0s).
  • Increased vertical flight speed of Flight rune to 60% of full speed (from 50%).
  • Reduced invisibility duration of Shadowstep to 1s (from 2s).
  • Springstep no longer maintains speed through levitation.
  • Increased horizontal speed/distance of Springstep.

Potions

  • Reduced Knowledge Potion drop rate.
  • Knowledge Potion now takes 3s to consume (prev 1s)
    • They were fun while they lasted, but it’s time to dial them back.
  • Safeguard Potion now takes 4s to consume (prev 5s)
  • Large Safeguard Potion now takes 6s to consume (prev 8s)
    • Safeguards took a little too long to drink for the amount they healed, so we’ve sped them up by 20%.

Talents

  • For this release, our goal with talents was two-fold:
    • We want to increase the number of viable builds.
    • We want to shake things up.
  • To that end, we’ve made the following changes:
    • Talents now cost between 1 and 4 points (up from 3).
    • Players now have 7 total points to spend (up from 6).
    • There are now 7 talents per category (up from 6).

BODY TALENTS

  • Tough
    • Cost: 1
    • Max Armor: +10/12/15/25
  • Dexterity
    • Cost: 2 (from 1)
    • Run Speed +3
    • Levitation Mana Cost: -15/18/20/30%
    • No longer gives Jump Height
  • Wellspring
    • Cost: 2
    • Mana Recharge Rate: +25%
    • On 0 Mana: Spell Damage +10/12/15/20% (6s)
  • Vigor
    • Cost: 3
    • Max Health: +25/30/35/50
    • Moved from Mind to Body
  • Fellowship
    • Cost: 3
    • Any healing affects nearby teammates at 25/50/75/100% efficiency
  • Ambidextrous
    • Cost: 4 (from 3)
    • Gain Level 1 Skill of Offhand Gauntlet’s Class
    • Offhand Spell Mana Cost: -10/15/20/35% (from -5/10/15/25%)
    • Moved from Spirit to Body
  • Athletic
    • Cost: 4
    • On reading Body Scroll: +1 Character Level

SPIRIT TALENTS

  • Mystical
    • Cost: 1
    • Max Mana: +10/12/15/25
  • Thirsty
    • Cost: 2
    • Potion and Shard Consume Speed: +25/35/50/75% (from 35/50/65/90)
    • No longer has AoE effect
  • Vampiric
    • Cost: 2
    • Heal for 20/25/30/40% of health damage done
  • Inspired
    • Cost: 3
    • Spell Damage: +10/12/15/20% while you have a Rune charge
  • Fortitude
    • Cost: 3 (from 2)
    • Create a barrier that absorbs one source of damage before reforming
    • Cooldown: 60/50/30/20s (from 60/50/45/30s)
    • Moved from Body
  • Foresight
    • Cost: 4 (from 3)
    • See Future Storms and Mana Vaults
    • See Enemies on the Minimap every 10/8/5/3s (from 10/9/8/5)
    • Moved from Body
  • Gilded
    • Cost: 4
    • On reading Spirit Scroll: Upgrade all equipped items by 1 Rarity

MIND TALENTS

  • Intelligent
    • Cost: 1
    • Rune Cooldown: -5/10/15/25%
  • Spellslinger
    • Cost: 2 (from 1)
    • Store extra Gauntlets and Runes in your Inventory
    • Sorcery Cooldowns: -10/12/15/20% (from -5/8/10/15)
  • Curious
    • Cost: 2
    • Chance to find an extra Scroll: +12/25/35/50%
    • Scroll Reading Speed: +100%
  • Tracking
    • Cost: 3 (from 2)
    • On Damage Target: Outline target for you and your squad (3/5/7/10s) (from 3/3.5/4/6)
  • Hardened
    • Cost: 3
    • Immune to Ignition and Corrosion
    • Freeze and Shock Duration on you: -35/50/75/90%
  • Rebirth
    • Cost: 4 (from 3)
    • On Disruption (once): Resurrect with 20/30/40/50 Health (from 10/25/35/50)
    • Immune for 4s after Resurrection
    • Run Speed: +25% while immune
    • Moved from Spirit
  • Runic Fluency
    • Cost: 4 (from 2)
    • Max Rune Charge: +1
    • Rune Cooldown: -5/7/10/15%
  • The following talents have been removed for the time being:
    • Escapist
    • Fervor
    • Finders Keepers
    • Focused Mana
    • Harmony
    • Recklessness
    • Recovery
    • Scavenging
  • Projectiles fired after switching gauntlets with Spellslinger no longer fire off in the opposite direction.

For more information about the Chapter 2 talents, including some frequently asked questions, check out this post.

Classes and Gauntlets

  • Spell damages (other than Ice Lance) are being changed across the board to make more rare gauntlets more powerful than they were previously. Details below in the relevant sections.
  • Mana costs are now consistent across rarities. Generally speaking, mana cost is now equivalent to the old rare gauntlet. Details below in the relevant sections.
    • Adjusting your muscle memory to lowering mana costs while upgrading your amulet felt awkward at best. Standardizing them across rarities lets players strategize around their mana bar in a more straight-forward way and makes increases to max mana feel more impactful.
  • Sorcery cooldowns are lowered at higher rarities. Details below in the relevant sections.
    • On the other hand, sorceries NOT improving as rarity increased was always a headscratcher. Why doesn’t it get better over time? Now it does!

CONDUIT / LIGHTNING GAUNTLET

  • Lightning Bolt’s damage is now 7/8/9/10/11 (from 7/8/9/9/10).
  • Lightning Bolt’s mana cost is now 9 (from 9/9/9/8/8).
  • Lightning Strike’s cooldown is now 18/16/15/14/13 (from 15).
  • Lightning Strike now does 25 damage on hit (up from 20).

FROSTBORN / FROST GAUNTLET

  • Ice Lance’s mana cost is now 24-48 depending on charge duration (from 30-60/27-54/24-48/21-42/20-40).
  • Flash Freeze’s cooldown is now 18/16/15/14/13 (from 15s).
  • Frozen Alacrity now grants “Ice Lance: Leaves Ice Trails / 150% faster acceleration on Ice Trails / Immune to Slow/Frozen”.
    • Frostborn has long struggled with getting frozen while on their own ice trails. No longer!
  • Icicle no longer grants “Ice Lance: Hover in mid-air while aiming (5s).”
  • Ice Lance now hovers across all classes while being charged.
    • This behavior being tied to a class felt very inconsistent and made it more difficult to swap between them in a way that didn’t happen with other class abilities. It also highlights the risk / reward of the sniping playstyle.
  • Ice Lance projectiles are no longer blocked by Toxic Spray or other Ice Lance projectiles
  • Fixed Ice Lance occasionally looking like it’s being fired from behind the player firing it.
  • Various fixes for rubber-banding caused by ice skating.

PYROMANCERS / FLAME GAUNTLET

  • Fireball’s damage is now 25/30/34/38/42 (from 25/30/34/36/38).
  • Fireball’s mana cost is now 17 (from 20/18/17/16/15).
  • Flamewall’s cooldown is now 18/16/15/14/13 (from 15).
  • Damage from lingering flames and flaming tornadoes increased to 18 damage/sec, ticking every 0.33s (Up from 12 damage/sec, ticking every 0.5s).
    • Ground flames were more of an annoyance than a threat. This makes standing in fire bad, like it should be.

STONESHAPER / STONE GAUNTLET

  • Shockwave’s damage is now 30/39/42/45/50 (from 30/39/42/44/45).
  • Shockwave’s mana cost is now 21 (from 25/23/21/20/19).
  • Boulderfall’s cooldown is now 14/13/12/11/10 (from 10).
  • Boulderfall now does 30-50 max damage based on distance traveled.
  • Boulderfall windup animation takes 65% longer now.
    • Bouldering someone up close was an incredibly powerful burst and nearly instant. We’ve increased the minimum damage that a boulder can do while also making it slower to cast.
  • Stoneskin skill now grants Max Armor: +20 and On Cast Shockwave: +3 Armor.
    • The armor cap for Stoneskin wasn’t especially intuitive, so it’s been removed, but to keep it from getting out of control, the amount of armor gained has been greatly lowered.
  • Boulderfall now displays its trajectory indicator until the projectile is fired, rather than disappearing immediately when the button is released.
    • This is so that the trajectory indicator actually shows where the boulder will land, since it’s possible to continue to aim after releasing the cast.

      TEMPEST / WIND GAUNTLET

  • Wind Shear’s damage is now 7/9/10/12/13 (from 7/9/10/11/12).
  • Wind Shear’s mana cost is now 9 (from 9/9/9/8/8).
  • Tornado’s cooldown is now 18/16/15/14/13 (from 15).
  • Increased cast speed for Wind Shear by 15%.
    • Again, keeping in line with the cast speed improvements, but just slightly less than everything else.
  • Squall no longer grants its bonuses while in the air, but rather is now triggered based on Updraft or Wind Surge. It now reads: “”On Updraft or Wind Surge: Spell Damage: +20% / On Updraft or Wind Surge: Incoming Damage Reduction: +10%”
    • We sort of knew this was an experimental change when we made it originally. With the decreased gravity, it’s exacerbated further, so we’ve dialed it back to be a triggered ability.

TOXICOLOGIST / TOXIC GAUNTLET

  • Toxic Spray’s damage is now 30/36/41/46/51 (from 30/36/41/43/46).
  • Toxic Spray’s mana cost is now 17 (from 20/18/17/16/15).
  • Toxic Cloud’s cooldown is now 18/16/15/14/13 (from 15).
  • Damage from “toxified” clouds/puddles/tornadoes has been increased to 18 damage/sec, ticking every 0.33s (previously 12 damage/sec, ticking 0.5s).
  • Ignited clouds now do up to 3 ticks of 16 damage every 0.33s (previously up to 2 ticks of 20 damage every 0.5s).
    • We wanted the elemental interaction to have its bite back. It’s hard to pull off and needs to be rewarded as such. Good players would get hit for only 20, now they get hit for 16-32. Bad players got hit for 40, they now get hit for 32-48.
  • Fixed toxic puddles causing massive damage if someone rapidly moved in and out of them.
    • This is a bug fix, but wanted to call it out up here since it could result in some heavy damage.

Matchmaking

  • Matchmaking work continues with this release, both to support Dominion and Leagues, but in general to hopefully make better matches, more quickly. Like always, we’ll be iterating on this once it’s live and we can see how matches are being formed and how players are performing.
  • Matchmaking is now much more flexible, balancing player skill, latency, and party composition to find the best possible matches in a reasonable timeframe.
  • Mage rank is no longer used in matchmaking, instead favoring other metrics, such as Leagues and other criteria.
  • Players now wait for their match to fill in the play screen instead of a pre-match lobby.

Store and Cosmetics

  • A new type of outfit has been added: Ascending Outfits. When acquired, they come with a quest that unlocks additional tiers of the outfit. With each tier comes an additional quest to complete.
  • Players who currently own any of the following outfits will now be able to upgrade them with the associated quest: Ascending Virtue, Blightbringer, Chilling Glare, Flinty Scrapper, Smoldering Warrior, and Spark Driver.
  • The Chapter 2 pass, Trickster pack, and Priestess Pack are all now available in the store.
  • Many emotes have had unique sound effects added to them.
  • Bundles of emotes will be going on sale.
  • Some outfits now have different idle animations on the play screen.

UI

  • Players now default to their last played class on the class selection screen.
    • YESSSSS
  • Added a news screen that shows relevant info, new features, or other updates.
  • Play screen got rearranged to better show party composition and active quests.
  • Quest dialog screen has been cleaned up.
  • Current Chapter level now displays on the play screen.
  • Players now get an alert when a friend request is accepted or received or when a party invite is received.
  • New celebratory animation when a player levels up in a chapter.
  • New celebratory animation when a player ranks up a class.
  • Players can now skip animations that trigger when players purchase or unlock a cosmetic.
  • Gamemode descriptions now only show on hover.

Map

  • Banehelm has been completely reworked.
  • Added a number of POIs:
    • Boathouse
    • Gazebo near Ruby Grove
    • Bridge near Halcyon
    • Fever Break
    • Hymnwood Amphitheater
    • Westmar

Spellbreak Update 3.00 Nintendo Switch Specific Notes

  • Added option for Gyroscope Smoothing under gameplay settings to control jitteriness versus responsiveness tradeoff.
  • Fixed camera snapping up or down while bringing up menus when Gyro is enabled.
  • Fixed a variety of gyro issues that would cause the camera to abruptly snap.

Spellbreak Update 3.00 PlayStation Specific

  • Playstation 4 Pro and Playstation 5 now support 4k and other visual quality improvements.

Xbox Spellbreak Update 3.00 Specific Notes

  • Xbox One X and Xbox Series X now support 4k and other visual quality improvements.
  • Xbox Game Pass Ultimate Subscribers can get the chapter 2 basic tier chapter pass for free

Optimizations and Performance

  • Optimized a number of VFX.
  • Optimized puddle rendering.
  • Optimized level streaming.
  • Optimized full screen VFX (damage overlays, etc).
  • Reduce animation CPU usage for distant characters.
  • CPU optimization for fired projectiles as well as other common situations.

Spellbreak Update 3.00 Bug Fixes

  • Fix characters occasionally showing up as just gauntlets in-match.
  • Players who use a spellstorm rift are now able to interact with downed teammates.
  • Those of you with hundreds of friends no longer lag hard while loading the friends list.
  • Fixed up some inconsistent terminology referring to “level” instead of “mage rank”.
  • Fixed a crash that occurred if a player attempted to join another player who had blocked them while in the mastery menu.
  • Cleaned up a number of places in the map where the Teleportation rune could be used to get into otherwise inaccessible areas. The player would often end up stuck there!
    • Stop trying to hide!
  • Cleaned up a number of areas around the map that would report as invalid destinations when they should have been valid for the Teleportation rune.
  • Fixed a bug that caused the “Risky Landing” quest to not progress.
  • Fixed a bunch of places where players could fall into the Fracture safely.
  • Bots are now aware of players attacking them at extreme distances.
  • Red notification jewel is now properly dismissed after blocking/reporting a friend request.
  • Emote wheel is no longer accessible while a player is in the “hamburger” menu.
  • Fixed a bug that caused the in-game HUD to persist on the end of match screen if the player was in the options menu while transitioning out of the game.
  • Quests that need to be completed in a single match no longer display partial progress.
    • This was confusing UI, but represents no functional changes.
  • Fixed a number of instances where UI buttons would still activate if a player pressed down the button but dragged the cursor off of it before releasing the click.
  • Fixed navigation highlights in menus where they would move to a different menu that is not being focused on for the player.
  • Character model will no longer disappear during class selection.
  • Using the Firefly ability no longer progresses the “Rune User” quest.
  • Character models no longer occasionally freeze when they’re at the edge of the screen.
  • A number of floating chests have had gravity applied to them and have resumed their proper place on the ground.
  • Cleaned up numerous areas where grass and other foliage was clipping through floors or steps.
  • Fixed a number of issues with z-fighting and LOD pop-ing around the map.
  • Corrected bad mouse scaling for 4k displays.
  • Game mode now correctly updates when a player joins a party while in the tutorial game mode. Previously it would be stuck on tutorial mode.

For past Spellbreak updates and news, you can check the archives here.

Source: Spellbreak 

Tim Villasor

Home > News

Deathloop Release Date Delayed to September 14

Originally coming out next month, Arkane Studios revealed today that Deathloop Release date has been delayed to September 2021.

Deathloop Release Date is Now September 14

In a video post on the official Deathloop Twitter account, game director Dinga Bakaba and art director Sebastian Mitton broke the news that Deathloop would be releasing on September 14, rather than the previous May 21 release.

In a follow-up tweet, Arkane noted that they would be using the extra time to accomplish their goals in delivering the experience they want for the players.

We’ve made the decision to delay the launch of DEATHLOOP to September 14. 2021

We’re committed to quality and preserving our team’s ambitions for DEATHLOOP while ensuring the health and safety of everyone at Arkane. We’ll be using this extra time to accomplish our goal: create a fun, stylish, and mind-bending player experience

We apologize for the extended wait and thank you all for your passion and excitement. It is the fuel that powers our creativity and our hard work. We can’t wait to show you more DEATHLOOP soon!

– Game Director Dinga Bakaba, Art Director Sebastein Mitton and the Arkane Lyon Team

A bit of a bummer, though understandable if they didn’t believe the game was up to par with where they wanted it.

Hopefully this doesn’t turn into the fiasco that CD Projekt Red has with Cyberpunk 2077 come release. We suspect a number of studios most likely took notice, especially since Cyberpunk 2077 has yet to return to the digital storefront on PlayStation.

Deathloop will no be releasing on September 14 as a timed console exclusive for the PS5 and PC. An Xbox version will be released no later than a full year.

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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.