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This PS5-Themed Balenciaga T-Shirt Costs More Than the Console

Earlier this year, Sony launched the “PlayStation 5 Launch Collection Merchandise Bundle” that featured a cap, socks and other stuff that lets the world know how big of a PlayStation fan you are. If that’s not hardcore enough for you, perhaps this PS5-themed Balenciaga t-shirt is more your speed, though you might want to break open your piggy bank first.

Officially licensed, and commemorates the PS5’s launch, the PS5 Balenciaga shirts costs $675 a pop — yes, more than the console itself! If need something for chilly nights, there’s also a PS5-themed Balenciaga hoodie that costs a pretty $875! The shirts (which come in black, and red) and hoodie features the Nov. 2020 release date of the console, as well as the Balenciaga logo written in the PlayStation font.

If you must own everything PlayStation-related, then you might want to burn your wallet on these shirts. For normal people, I gather they’ll just use that $675 (or $875) and buy another PS5. Or better yet, use that money and buy an Xbox Series X, or a Nintendo Switch instead. I’m not filthy rich, though so what do I know.

You can purchase the shirts and hoodie here.

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Alex Co

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

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Dragon Ball Z: Kakarot Trunks: The Warrior of Hope DLC Arrives on June 11

Prepare to relive the early stages of the Trunks saga in video game form, as Bandai Namco Entertainment has announced that Dragon Ball Z: Kakarot Trunks: The Warrior of Hope DLC arrives for consoles and PC on June 11!

Along with the announcement comes a new gameplay video, showing off the alternate timeline Gohan squaring off against Android 17 and 18 from Trunk’s future.

For those unfamiliar with the story of the Trunks saga, here’s the synopsis from Bandai Namco themselves.

Goku has died. He had stool tall against the deadliest of foes, but the mighty warrior was no match for the virus in his heart. Though those close to Goku were overcome with sadness, they continued to lead peaceful lives for some time.

However, half a year later, two monstrosities appeared on an island to the south. Earth’s defenders met them head-on, but they stood no chance. Piccolo was the first to fall, then Vegeta, Yamcha, Tien, and Krillin all lost their lives.

The two androids plunged the world into a state of constant fear and chaos… It is here, 13 years later, that our story begins. A story about a world without Goku…

Check out more Dragon Ball Z: Kakarot news and updates from our archives here.

Dragon Ball Z: Kakarot Trunks: The Warrior of Hope DLC will be released for PS4, Xbox One, and PC on June 11.

Tim Villasor

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EA Hires Former Call of Duty Exec to Help Grow the Battlefield Franchise

Regardless if you’re a fan of the Call of Duty franchise or not, you have to admit, Activision has been making the right moves when it comes to nurturing the brand and making it grow. It seems EA is (kind of) in agreement, as it hired a former Call of Duty executive to lead the growth of the Battlefield franchise!

EA has announced that Bryan Beede, former General Manager of Call of Duty (and Destiny), has been appointed as SVP and GM for the Battlefield franchise. Beede was part of Call of Duty’s live-service launch, which, of course, includes the mega-successful Call of Duty: Warzone.

Beede will be involved in this year’s Battlefield game, which is set to launch later this year, and even with Battlefield Mobile that’s set to hit gamers next year. It’s also believed that Beede will report directly to Respawn Entertainment head honcho Vince Zampella, who was also tapped to lead DICE LA.

Hopefully, this means we’ll see a more coherent push for the Battlefield franchise moving forward. Don’t forget, the reveal is set for next week, June 9!

Source: IGN

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Alex Co

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

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Next God of War & Gran Turismo 7 Confirmed for PS4 & PS5; Sony Bend Developing New IP

Those who still can’t score a PS5 and want to play the next God of War game, and Gran Turismo 7, rejoice! You’ll be able to do so! Today, Sony confirmed that both games are slated to appear on both PS4 and PS5!

In an interview with Head of PlayStation Studios Hermen Hulst, a load of info was shared including that Horizon Forbidden West is on track for release later this year, as well as the confirmation that Sony Bend (Days Gone), is working on a new IP!

Here are some choice excerpts from the interview:

On the next God of War and Gran Turismo 7 coming to both PS4 and PS5:

Where it makes sense to develop a title for both PS4 and PS5 — for Horizon Forbidden West, the next God of War, GT7 — we’ll continue looking at that. And if PS4 owners want to play that game, then they can. If they want to go on and play the PS5 version, that game will be there for them.

Horizon Forbidden West still “on track” for release later this year:

So we have, currently, two very big, very narrative-driven games in development: Horizon Forbidden West and the next God of War. And for both of those, they’re frankly affected by access to performance capture and talent. For Horizon, we think we are on track to release this holiday season. But that isn’t quite certain yet, and we’re working as hard as we can to confirm that to you as soon as we can.

Sony Bend working on a new IP confirmed!

And you know, Bend Studio is working on a very exciting new IP that they’re very, very passionate about. They’re building on the deep open-world systems that they developed with Days Gone. So I’m really happy for Bend Studio.

You can check out the full interview on the PlayStation Blog, where Hulst also confirmed that there are 25 games in development in total by Sony’s own studios.

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Alex Co

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

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Baldur’s Gate 3 and Divinity Developer Larian Studios Announce New Studio in Larian Barcelona

The makers of Baldur’s Gate 3 and Divinity welcome a new addition to their family, as developer Larian Studios announce a new studio in Larian Barcelona — whose members consist of workers from BlitWorks.

Here’s the PR announcement from Larian Studios announcing their new partnership and deal — which also allows BlitWorks to still work independently as a publisher as well.

The new Spanish studio consists of the former engineering team of BlitWorks, a video game developer known for its console and mobile ports of acclaimed games such as Super Meat Boy, They Are Billions, FEZ, Spelunky, Bastion, Sonic CD and Don’t Starve – not to mention Larian’s own Divinity: Original Sin 2, which the team helped bring to life on Nintendo Switch in 2019.

Under this deal, Larian acquired the developer’s entire dev team while BlitWorks itself will continue working independently as a publisher.

“BlitWorks’ story with Larian goes way back. After porting most of the best indie games to console, we were challenged to port Divinity: Original Sin 2 to Nintendo Switch and without knowing, that was the start of a long-lasting relationship,” said BlitWorks co-founder Tony Cabello. “No need to say fitting DOS2 on Nintendo Switch was one of the most difficult projects we’ve ever done, but working with Larian was simple and straightforward, we felt at home.”

“In the end, we could deliver a port of the ‘utmost quality’, as initially required, and what we also require ourselves on every project we work on,” Cabello added. “After that, things flowed naturally and we can only say we’re excited to finally put all our focus exclusively on Larian’s projects moving forward, and help build Larian Barcelona!”

Larian Barcelona is now the 7th studio under the Larian umbrella, joining teams in Ghent, Dublin, Quebec, Saint Petersburg, and recently announced offices in Guildford and Kuala Lumpur.

“The team at BlitWorks is one of the hidden gems of our industry. They have been nothing but excellent, have consistently delivered high quality, and share a deep passion for games. They’re a natural fit. I’m therefore doubly happy today. A place by the beach that features actual sun and a significant boost to our capacity,” adds Larian Studios founder, Swen Vincke.

Larian Studios also actively updates their games like Baldur’s Gate 3 — whose Hotfix #11 dropped last month and you can read about here.

Tim Villasor

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Techland Launches TechlandGG Community Hub for Dying Light and Dying Light 2 Players

Fans of the Dying Light series will be happy to know that a new interconnected community experience awaits them, as Techland launches the TechlandGG Community Hub for Dying Light and Dying Light 2 players!

Standing for Gamers and Goodies, TechlandGG is a place where players can expand, connect, and immerse themselves across all Techland titles — beginning with the aforementioned Dying Light and its upcoming sequel Dying Light 2 Stay Human. The new platform offers exclusives and incentives to its members, and here are the details via press release.

Beginning today, players can register to TechlandGG and link their Dying Light account to get their hands on exclusive new items such as The Wasp, a brand new weapon for use in Dying Light, inspired by a weapon in Dying Light 2 Stay Human. A selection of never-before-seen concept art, images and wallpapers is also available to download.

Players can also begin unlocking an exclusive six-part outfit for Dying Light 2 Stay Human protagonist Aiden, which is collected sequentially, piece by piece.

TechlandGG members can earn XP Points to level-up their account and unlock unique bonuses. XP Points can be earned in a variety of ways, such as:

  • Logging in to TechlandGG
  • Watching trailers on Techland’s YouTube channel
  • Finishing a quest

And in the future by:

  • Subscribing to a Techland’s newsletter

  • Finding hidden easter eggs

  • Searching for special content on social media

Speaking of exclusives, check out the pre-order bonuses and collector’s edition packages for Dying Light 2 Stay Human here.

Check out the Techland Gamers and Goodies hub and sign up today!

Tim Villasor

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Nintendo Announces E3 2021 Direct Set for June 15

E3 2021 is back and that means major showcases from major publishers. We already know that Microsoft is hosting an event on June 13, but now it’s Nintendo turn and they have announced a new Nintendo E3 2021 direct, set to be streamed two days after the Microsoft presser.

As revealed on Twitter, the Nintendo E3 2021 Direct will broadcast on June 15 at 9am PT! The event will run for a full 40-minutes and as Nintendo states, will exclusively focus on the Nintendo Switch games that are mostly releasing this year.

Afterwards, they will be hosting their Nintendo Treehouse: Live event, which will roughly be three hours long and feature gameplay from some of the announced titles.

You will be able to watch both events on YouTube, or from their official website.

Current rumors speculate that Nintendo is planning to unveil a new Nintendo Switch that is said to be capable of more processing power. The Internet dubs it as the “Switch Pro,” though of course this isn’t official. Whether we see the “Switch Pro” appear at E3 is anyone’s guess, although Nintendo made it clear that this direct would focus exclusively on the games.

Still, that isn’t to say that they won’t surprise everyone with a last minute reveal. Guess we will find out in just a couple of short weeks.

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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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Razer Announces Keynote Event for E3 2021, Will Debut New Hardware

Wel,l this is a first, after being in business for over 23 years, gaming peripheral maker Razer has announced that they will, for the very first time, be present at E3 with a keynote event. Yep, Razer is joining the E3 2021 schedule!

Razer E3 2021 Keynote will be taking place on June 14 at 3pm PDT. It will be headlined by none other than Razer’s CEO, Min-Liang Tan who will be joined by other leading partners. The company is set to reveal a number of new innovative hardware for PC Gaming.

Razer will be joining Microsoft, Ubisoft, Bethesda, Nintendo, Square Enix, and many other publishers in hosting an E3 event. Razor E3 Keynote event will be streaming on both YouTube and Twitch. We will have an official stream post on event day, so be sure to keep an eye on the site, or follow us on Twitter for immediate updates.

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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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Ghostrunner PS5 & XSX Upgrades Targeting 4K/120FPS, Launches September

Exciting news for next-gen console owners as publishers 505 Games and developers One More Level have announced new details for Ghostrunner on PS5 and Xbox Series, including a release date and some next-gen features.

In a press release sent out by the company, the revealed that the Ghostrunner next-gen upgrades will officially be launching on September 28 for both PS5 and Xbox Series consoles. It will retail for $29.99, although if you have already purchased the game on last-gen consoles (PS4 and Xbox One) then a free upgrade will be made available at launch.

Furthermore, Ghostrunner will be taking advantage of many of the features offered on those consoles, including instant loading, better performance, and DualSense compatibilities. You can read up more on that below.

Ghostrunner PS5 & Xbox Series Versions Include the Following

  • Post-processing HDR
  • Ray tracing fidelity mode
  • 3D Audio (PS5)
  • Haptic Feedback (PS5)
  • 4K resolution
  • 120FPS mode
  • Faster, instant loading
  • Including all released content so far
    • Kill Run Mode
    • Photo Mode
    • Wave Mode
    • Assist Mode

About Ghostrunner

Ghostrunner is a hardcore FPP slasher packed with lightning-fast action, set in a grim, cyberpunk megastructure. Climb Dharma Tower, humanity’s last shelter, after a world-ending cataclysm. Make your way up from the bottom to the top, confront the tyrannical Keymaster, and take your revenge.

The streets of this tower city are full of violence. Mara the Keymaster rules with an iron fist and little regard for human life.

As resources diminish, the strong prey on the weak and chaos threatens to consume what little order remains. The decisive last stand is coming. A final attempt to set things right before mankind goes over the edge of extinction.

As the most advanced blade fighter ever created, you’re always outnumbered but never outclassed. Slice your enemies with a monomolecular katana, dodge bullets with your superhuman reflexes, and employ a variety of specialized techniques to
prevail.

No further details were provided

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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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Battlefield 4 Free for Prime Gaming Members, China Rising DLC Free for Xbox Gamers (Update)

If you still haven’t played Battlefield 4 (what’s wrong with you?), and you have a capable gaming PC, then you’re in luck, as there’s a Battlefield 4 free download promotion out now for Twitch Prime for Prime Gaming members!

In the press release sent out, Prime Gaming members will be able to download the game (regular price at $19.99), from June 1 to June 20. Each member can claim one game code that can be redeemed on EA’s Origin platform for the Standard Edition of Battlefield 4.

Players can try Prime right here if they want to.

Not on PC? If you game on Xbox and you have the base Battlefield 4 game, you have free new content available! The China Rising map pack for BF4 is free for a limited time! You can download it here, and again, you will need to own the base game in order to play the DLC.

The China Rising DLC is priced originally at $14.99. Those who are members of EA Play, you can download Battlefield 4 now as part of the service.

Description

Battlefield 4 China Rising is one of five expansion packs included in Battlefield 4 Premium. Everywhere to run. Nowhere to hide. Fight for dominance across the vast and majestic Chinese mainland in four massive maps, using all-new vehicles and high-tech military equipment.

In other Battlefield news, EA has confirmed that Battlefield 2021 will be revealed next week!

Update: Changed from Twitch Prime to Prime Gaming per the rebrand (as mentioned to us by a PR rep).

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Alex Co

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

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Destruction AllStars Update 2.002.000 June 2 Patch Notes, Features New MP Mode

Lucid Games has released the Destruction AllStars update 2.002.000 June 2 patch, and this adds Blitz as a new multiplayer mode! Check out the full patch notes below.

Destruction AllStars Update 2.002.000 June 2 Patch Notes:

Note that Blitz will be available later today at 11 a.m. EDT/3 p.m. UTC and not when the patch is out (which is right now).

PATCH 2.2.0

⚡⚡ New Multiplayer game mode, BLITZ! ⚡⚡

  • Blitz is a 12 player mode, split between 4 teams with 3 players on each.
  • Play Blitz, and earn earn exclusive weekly rewards.
  • Blitz is designed around competitive play.
  • At launch it’s unranked. (The introduction of ranks/levels in Blitz will come later down the road)
  • Added a new weekly challenge for Blitz.
  • Added two seasonal challenges exclusive to Blitz.

That seems to be it, and there’s no gameplay-related changes in it. If you spot any, let us know what you find down in the comments below.

Source: Reddit

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Alex Co

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

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Sony Shutting Down MyPlayStation Web Features for Trophies, Friends and More Later This Month

Just yesterday, Sony rolled out a firmware update for the PS3, which seems to be for movie playback features more than anything else. Today, though, the company rolled out a change for the MyPlayStation web browser features, and this one actually touches on features to be removed soon!

The PlayStation.com website has been updated today, and it mentions that the MyPlayStation web features such as Parties, Friends, Trophies, and more will be pulled on June 28, 2021!

As of 28th June 2021, the web feature MyPlayStation will no longer be supported. You can continue to access your Game Library, Parties, Friends, Trophies, Profile information on your PS4 and PS5 consoles, or via mobile on PS App. The Profile and Game Library information will also be available via web on the profile menu dropdown

While gamers will still be able to access some of the MyPlayStation’s features via their profile drop down, there are a lot of stuff being pulled. Granted, players can still access the Friends, Trophies and other stuff on their respective gaming consoles, but these are still features being pulled. Perhaps no one is using them enough to warrant them being around?
Would this affect you at all? Should Sony just leave the features available for those using them? Sound off and let us know down in the comments.
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Alex Co

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

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No Man’s Sky Update 3.50 June 2 Flies Out (Update)

Hello Games has released the No Man’s Sky update 3.50 June 2 patch, and this is another unannounced title update! This seems to add new features for both consoles and PC versions of the game, and clocks in at 6GB.

No Man’s Sky Update 3.50 June 2 Patch Notes:

Update: Hello Games has released the patch notes fro what the devs call the “Prism Update.”

DEEP LEARNING SUPER SAMPLING

  • Deep Learning Super Sampling (DLSS) is an NVIDIA RTX technology which incorporates anti-aliasing and super sampling techniques to improve image detail at higher resolutions, without compromising framerate.
  • DLSS can be enabled for all compatible NVIDIA RTX graphics cards, and offers significant performance and visual quality improvements.

SCREEN SPACE REFLECTIONS

  • Screen space reflections (SSR) have been enabled for PC (coming soon to PCVR), next-generation consoles, and Xbox One X.
  • SSR creates high-quality reflective materials and improves lighting quality.
  • Bespoke SSR visuals have been authored and enabled on the Space Anomaly, the Space Station, freighter interiors, derelict freighters and Atlas Stations.

VOLUMETRICS

  • The existing volumetric lighting system has been significantly optimised.
  • Volumetric lighting has been enabled in VR.
  • Added support for coloured volumetric lights.
  • Added support for directional volumetric lights.
  • Added volumetric lighting to caves.
  • Added volumetric lighting to starship and exocraft headlights.
  • Added volumetric lighting to Sentinel drones, quads and walkers.
  • Added volumetric lighting to more props in derelict freighters.

PARALLAX OCCLUSION MAPPING

  • Parallax occlusion mapping has been added for all platforms.
  • Parallax occlusion mapping adds additional detail and definition to textures and materials used on the Space Anomaly and large planetary buildings.

REFRACTIONS

  • Light refraction rendering has been enabled for all platforms except VR on base PS4.
  • Glass basebuilding parts will now refract light.
  • Refractive materials have been added to appropriate glass or liquid decorative items, such as glass containers or transparent screens.
  • Refractive materials have been added to appropriate planetary effects, such as floating bubbles.
  • Refractive materials have been added to the Space Anomaly.
  • Starship and Exocraft cockpits now refract the light.

RAIN AND WEATHER

  • The visual quality and density of rain effects have been significantly improved.
  • Raindrops now refract the light.
  • Planetary surfaces, plants, minerals, creatures, starships and players now become wet when they are rained upon.
  • Lightning storms now have a chance to create storm crystals at the impact point of lightning.
  • Meteor showers now have a chance to leave valuable harvestable rocks at their impact site.

VISUAL & AUDIO QUALITY

  • Light shaft / crepuscular ray rendering has been improved for a more atmospheric planetary experience.
  • Many foliage props have been reworked for increased detail.
  • Additional planetary details have been added, and draw distances on existing objects have been increased, for next-generation consoles and PC using Ultra settings.
  • Caves have been overhauled, creating a rich, more detailed, more atmospheric environment to explore.
  • Warping and teleportation visuals and audio have been completely reworked.
  • The Space Station hangar bay now features an automated Space Station Controller to monitor traffic and ensure smooth station operations.
  • Starship engine audio has been remixed and improved.
  • Particle effects, such as drone, ship and asteroid explosions, have been significantly improved.
  • The visual effects for the player torch have been improved.
  • Fixed a number of issues that caused the player torch to be too bright for the current location.
  • Fixed a number of issues that caused the player torch to intersect the player while running.
  • Debanding has been improved, fixing several visual artifacts in high-noise areas.
  • Fixed an issue that caused the galaxy map to be less colourful than intended.
  • Fixed an aliasing issue affecting chairs and other seating in the Space Station.
  • Fixed an issue that could cause incorrect shadows on freighter bridges.
  • Fixed an issue that caused ship takeoff audio to trigger as the game loaded.
  • Fixed several visual issues with the alien pods aboard derelict freighters.

PHOTO MODE

  • The depth of field effect has been rewritten, based on physical circle-of-confusion simulation.
  • The quality of the DoF field has been significantly improved.
  • In Photo Mode, DoF controls have been adjusted to reflect these settings. Auto-Far mode has been removed. A Macro mode has been added, giving fine control over focus close to the camera.
  • Bloom control has been added to the available Photo Mode options.
  • The buttons to adjust Photo Mode settings have been made instant click.
  • Fixed an issue that caused audio spam while adjusting Photo Mode settings.

CREATURES & COMPANIONS

  • Fur rendering technology has been added for all platforms except Xbox One S and PSVR.
  • Fur has been added to a number of creatures. These creatures have been selected appropriately from existing species.
  • Virtually all low-flying and land-based creatures can now be tamed and adopted as companions.
  • Low-flying companions can be mounted and flown through the sky.
  • Fixed an issue that caused crablike creatures to always be labelled as extinct.
  • Fixed a number of colouration and marking issues with specific creatures.

BYTEBEAT

  • The quality of the ByteBeat drum synthesiser has been significantly improved.
  • A ByteBeat library and music player has been added to the Quick Menu, under Utilities.
  • The library can be used to play saved tracks wherever you are, allowing you to create your own personal soundtrack.
  • When within a base (your own or another player’s) with active ByteBeat Devices, you can save the devices’ output as a track to your Library.
  • The ByteBeat Library can be used to send tracks to nearby players. Sent tracks are saved to their Library.

UI & QUALITY OF LIFE

  • Fixed an issue that caused the galaxy map to show duplicate freighter markers if your active mission involved your capital ship.
  • Planetary Charts that fail to locate a building are no longer consumed.
  • Planetary Charts that fail to locate a building will give an error message with guidance as to why.
  • When purchasing a freighter, your previous freighter base will now be automatically transferred and reassembled aboard the new freighter.
  • A new option has been added to the freighter upgrade terminal that allows players to reset their freighter base back to the default layout.
  • A new component recipe research station has been added to the Space Anomaly. This terminal allows the research of component recipes in exchange for nanites. Planetary factories and harvesters will still offer component recipes as exploration rewards.
  • Pinning instructions will now advise players to visit the Space Anomaly to unlock recipes they do not have access to.
  • Pinning instructions will now advise players to purchase components from the Space Station if the player does not know the recipe and components are easy to purchase.
  • Fixed a rare instance of an untranslated ERROR string in the popups for the research trees.
  • Added an error message when attempting to research a recipe before its parent is unlocked.
  • The UI for the Appearance Modifier and other customisation interactions has been overhauled and visually refreshed.
  • Inventory tabs and sub-tabs now feature a small icon to show that a new item has been placed in that inventory.
  • The UI displayed when receiving blueprints for several components at the same time has been improved and now shows all parts in the bundle.
  • On PC, keybinds can now be cleared by re-assigning the same key to the same action.
  • Significantly increased the freedom of the third person ship camera, so that players can rotate around the ship while in flight.
  • Introduced an alternative and varying camera angle while using the pulse engine in third person.
  • Introduced a fuel gauge to the notifications area while using the pulse engine in third person.
  • The ship cockpit 3D map now correctly displays Atlas Stations and Black Holes.
  • Fixed an issue that could cause the ship cockpit 3D map to feature a space station in systems where no station was present.
  • Improved the clarity of the messaging in the Quicksilver Synthesis Companion shop.
  • Improved the clarity of the messaging when unable to redeem particular rewards during an Expedition.
  • Added a warning message if attempting to undertake an expedition without an online-enabled account (Expeditions do not require paid online accounts, but a connection needs to be made to the NMS Discovery Server to initially download the relevant data before beginning the expedition).
  • Fixed an issue that caused some non-extreme planets to be labelled as extreme.
  • Fixed a number of instances where icons were missing from the mission notification.
  • Fixed an issue that caused several minor UI elements to be incorrectly offset at 3200×1800 resolution.
  • Fixed an issue that caused a thin white line to be drawn around an inventory slot as it expands.
  • Fixed an issue that overlaid two markers if a building has been visited but also has an active mission marker.

OTHER BUG FIXES & OPTIMISATIONS

  • Fixed a crash related to downloaded bases from other players.
  • Introduced a minor optimisation related to instanced props on planets.
  • Introduced a lighting optimisation on Xbox One X.
  • Introduced a significant number of shader optimisations.
  • Fixed a PC-specific issue that could cause slow streaming.
  • Fixed an issue that could cause hitching on PC and next-gen consoles.
  • Fixed a rare issue that could cause NPCs to offer the same interaction repeatedly.
  • Fixed an issue that reversed the intended order of a specific interaction with a Korvax found at a planetary debris site.
  • The rewards given by NPCs while practising language skills or repairing their damaged starships have been rebalanced to be more generous.
  • The construction cost of Ion Batteries has been reduced.
  • The construction cost of several Quicksilver reward items have been reduced.
  • Fixed an issue that caused incorrect and unbuildable duplicate foundation and door pieces to appear in the blueprint research tree and catalogue.
  • Fixed a number of snapping issues with large rooms.
  • Fixed a number of desynchronisation issues with Nexus mission destination markers.
  • Fixed a number of desynchronisation issues with Nexus pirate missions.
  • Increased the number of potential corrupted Sentinel encounters during some Nexus missions.
  • Fixed an issue that could prevent the SSV Normandy SR1 frigate reward from being redeemed if it was first redeemed before acquiring a capital ship.
  • Fixed an issue that could cause Expedition One save games to be reactivated as expeditions after the expedition had finished.
  • Fixed a crash that could occur during the transition from an expedition save to a normal mode save at the end of an expedition.
  • Fixed an issue that caused black holes to always take players to the expedition start system during an expedition.
  • Fixed an issue that could cause NPC ships to land on top of each other at outposts.
  • Adjusted the landing pads at Planetary Archives so that ships do not take off and crash into the building.
  • Farmable crops planted in your base no longer collide with players, for ease of navigation.
  • Fixed an issue that caused an untranslated string to appear for a short time while joining a Nexus mission.
  • Fixed a number of text formatting issues.
  • Fixed an issue that could cause the tracking audio to be played repeatedly after a mission target was discovered using a Target Sweep.
  • Bespoke UI audio has been added to the companion customisation page.
  • Fixed a rendering issue that could cause dark spots to appear on the terrain.
  • Fixed an issue that could cause a seam to be visible in the planetary atmosphere.
  • Fixed an issue that caused the cursor to appear during dialogue choices while using VR with a pad.
  • Target sweeping and hotspot detection in VR now uses the Multi-Tool as the pointer.
  • Fixed an issue that could block other players from using some interactions after repairing a cargo pod salvaged from a planetary crashed freighter.
  • Fixed an issue that could cause some players to have zero charge on a technology upgrade but no way to recharge it.

Hello Games has not released the official patch notes yet, but thanks to the community, we have a few confirmed stuff that’s included in this patch.

There’s a radio station now that you can listen to on the ship!

(Update 3.50) You Can Listen to ByteBeats in your Ship Radio now!!! HG continue to surprise us!
by inNoMansSkyTheGame

Another redditor commented, “System stations have a new floor texture and a new terminal in the rear. It’s called ‘”Station Core” with a description of “Flight path and Landing Overseer” that is requiring a station overide for an input overide code action.”

Also, Reddit user Cruborg confirmed that DLSS is now out on PC! This has been confirmed by another redditor as well.

DLSS IS OUT ON PC AFTER CURRENT UPDATE
byu/muffin2420 inNoMansSkyTheGame

 

Once the full patch notes are out, we’ll be sure to update the post, so refresh this page regularly until you see the “(Update)” in the headline.

Update: Post has been updated with the official patch notes!

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Alex Co

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

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Final Fantasy XIV Update 9.09 June 2 Patch Notes, Released for Fixes

Square Enix has released the Final Fantasy XIV update 9.09 June 2 patch today, as maintenance has been rolled out. There doesn’t seem to be any new content included in the patch, and is more for bug fixes than anything else. The patch is out for last-gen and current-gen consoles for anyone wondering.

Final Fantasy XIV Update 9.09 June 2 Patch Notes:

◆ FINAL FANTASY XIV Hotfixes (Jun. 2, 2021) ◆

■ The following adjustment has been made:
・In the following content, players will be granted invulnerability for a certain period of time upon being moved immediately into a sealed area where the battle has already commenced.
– The critical engagement “The Battle of Castrum Lacus Litore” in the Bozjan southern front
– The critical engagement “The Dalriada” in Zadnor
– Delubrum Reginae

■ The following issues have been addressed:
・An issue in the Bozjan southern front wherein progression of Save the Queen quests caused two iterations of the Resistance historian NPC to appear on top of each other.
・An issue in the critical engagement “The Broken Blade” in Zadnor wherein Hypertuned Dabog was immobile under certain conditions.
・An issue in the critical engagement “The Dalriada” in Zadnor wherein after the battle area is unlocked upon defeating Sartauvoir the Inferno, attempting to proceed by using an action in which a player is moved across large distances would incapacitate the player.
・An issue in the Shifting Oubliettes of Lyhe Ghiah wherein the server would crash under certain conditions.
・An issue in Amh Araeng wherein the non-interactable object “Exit to the Greater Hold” was visible, which does not appear under normal circumstances.
・An issue wherein users were unable to toggle Japanese text input. (PlayStation®5)
・An issue wherein logging out in certain areas and attempting to log in with the same character resulted in the player being stuck on the loading screen. (PlayStation®5)

In other Final Fantasy news, a rumor has surfaced stating that Team Ninja (Dead or Alive) is teaming up with Square for an action-oriented Final Fantasy title!

Source: Final Fantasy XIV

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Alex Co

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

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SNK Delays The King of Fighters 15 to 2022 Due to Rising Pandemic Cases in Japan

Fans of the King of Fighters series will be disappointed to know that the wait for the next installment of the series has pushed back to next year, as SNK delays The King of Fighters 15 to the first quarter of 2022 due to rising pandemic cases in Japan.

As posted in the official SNK website, KOF 15 producer Yasayuki Oda made the announcement and explained in a letter addressed to the fans why the difficult decision to delay the sequel had to made.

A message from KOF XV producer, Yasuyuki Oda

There are many fans who are anticipating the release of KOF XV in 2021, however at this point in time, we unfortunately have to announce that KOF XV will now be launching within the 1st quarter of 2022.

The development timeline we set out to reach in the beginning has been affected by the ever-still rising cases of COVID-19 within Japan. We have made the ultimate decision in the end that the product’s quality must come first, and so with that decision comes an altered release window.

We sincerely ask for your kind patience and understanding as our development teams continue to work hard on KOF XV as we draw closer to its release.

The last character reveal for KOF 15 was Terry Bogard’s own love interest and Fatal Fury alum Blue Mary — which you can check out her reveal trailer below.

In case you missed the last full team line-up reveal in the Ikari Team, check it out here.

A bit of a bummer to see The King of Fighters 15 delayed to sometime in Q1 of 2022, but it’s definitely an understandable one.

Tim Villasor

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EPOS Releases the B20, Their First Studio Quality Microphone

Calling all content creators and streamers, headset maker EPOS, formerly known as Sennheiser Gaming, has unveiled their latest product and it’s a first for them. Introducing the B20, a standalone USB microphone that promises to provide a studio quality microphone for all those who seek it.

Last month we saw the release of their H3 Headset, and to continue along the momentum of announcements the company is proud to offer for the very first time, a premium standalone microphone, the B20. 

https://www.youtube.com/watch?v=3dS7YYpocRk

The company touts that the B20 will offer uncompromised crystal-clear recording with hassle-free plug-in-play connectivity. It’ll be fully capable with PC, Mac, and yes, even the PlayStation consoles.  

“The B20 is ideal for players wishing to elevate the quality of their recording, broadcasting and audio communications. We pride ourselves on developing products that fully immerse people into games, and we are proud the B20 continues this legacy,” said Maja Sand-Grimnitz, Director, Global Marketing, Gaming at EPOS.”

Sporting a sleek, beautiful design, the B20 provides easy connectivity via a USB-C to USB-A wire that snaps right. As for supported frequency you can find the chart below along with additional information.

Recording sample/bit rate 24bit – 48kHz
Playback sample and bit rate 24bit – 96kHz
Speaker frequency response 20 – 20,000Hz
Microphone frequency response 50 -20,000 Hz
Microphone pattern Cardioid, Bidirectional, Omnidirectional, Stereo
Thread size 3/8 inch
Cable length 9.5 ft.
In box Microphone, desk stand, USB cable, quick start guide
Warranty 2 years

The B20 is now available to purchase at select retailers, and runs for a MSRP of $199.

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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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New Far Cry 6 Details: No Map Editor, Huge Effort Going into Last-Gen Versions, and More

The Far Cry developers recently held a Reddit AMA where they revealed a number of new details about Far Cry 6. Some of the highlights of the AMA included confirmation that Far Cry 6 would not feature an arcade mode,  which is a mode introduced in Far cry 5 that allowed the community to build and publish their own custom maps. 

Additionally, the team also confirmed that the co-op would work similar to Far Cry 5 in that it will feature a tether system. For those unaware, the tether system basically means you can only play within a certain distance of each other. Should you go beyond that then it will automatically spawn the player back within that zone.

And of course there’s the news that Far Cry 6 is going to be available on next-gen platforms along with last. For those worried about Far Cry 6 being another Cyberpunk 2077 fiasco, the developers have stated that there are huge efforts in ensuring that last-gen versions run smoothly.

Down below you’ll find a full list of questions asked during the AMA, along with a TDLR (too long didn’t read) version of it in case you just want the short summary.

  • A detailed roadmap is planned to be shown before release.
  • Arcade mode is not coming back. No exact reason given, though it did allow to team to focus more on the campaign.
  • Huge amount of effort going into last gen versions so they run smoothly.
  • Like all past Far Cry, Far Cry 6 is its own story and world although there may be some loose connections.
  • You will be able to approach the story however you like, no matter where you are on the map, which will give you freedom to explore Yara at your own pace.
  • Wingsuit and grappling hook are confirmed.
  • Far Cry 6 is fully playable in co-op, similar to Far Cry 5 and New Dawn with the Tether system.
  • A wide selection of land, air, and sea vehicles. Expect resistance no matter what you drive.
  • Like past Far Cry, you can hunt wildlife and trade their resources.
  • Takedowns are back, plenty of new animations
  • Biomes vary from beaches, jungles, infested swamps, and more.
  • Urban areas are a mix of open and closed buildings, with rooftop runs, sewer guerrilla paths, climbing, jumping and claustrophobic gun fights in tank filled city streets.
  • Whichever manifestation of Hurk is in the game, they will be on other adventures during Far Cry 6
  • Fuego backpack lets you pull off crazy stunts as it sets fire to everything.
  • Yara is being described as Beautiful, enticing, lived in, Vast, Rich, Epic, Meaningful, and Surprising
  • The amigos (friends) in Far Cry 6 are mainly focused on animals, though the developers tease that some NPC will fight alongside you. There are no guns for hire however. 
  • PS5 Dualsense owners will be happy with the controller features, though they can’t talk about it right now.

Reddit AMA Questions:

Will Far cry 6 run smooth on last-gen consoles?

The team is putting a huge amount of effort into making sure Far Cry 6 runs smoothly on last gen consoles.

Are there plans to use the PS5 DualSense controller’s adaptive triggers and haptics?

Hoooo Yes! I can’t tell more today, but PS5 Dual Sense owners will be happy. 

Will the map editor return? 

No, Arcade will not come back. Removing this mode from our plan was a difficult decision, but allowed us to focus our efforts on the main campaign, transporting players into the heart of a modern-day guerrilla revolution.

Will we see the weapon tier system return from far cry new dawn

No, this system was good for New Dawn, but didn’t fit our fantasy and world. So we went a different route

I assume based on the gameplay reveal there are no guns for hire, Juan said not to expect backup. Is this right? Is Juan available cause he’s hella cool.

Exactly, there are no guns for hire… but you might be surprised with backup from time to time

Is there a road map already in place outlining the DLC’s for Far Cry 6 and will this be revealed before the release of the game?

For sure & yes more on that later and we are not going to keep you waiting for too long.

What information can you share about the wildlife of FC6? What game is the wildlife most reminiscent of? 

Wildlife has always been an important part of any Far Cry, in our case wildlife can be hunted and used in your different trading to get what you want.

My question is: is the wingsuit still in the game? That’s my favorite way of getting around, I really hope we’ll still have it. Also the grappling hook?

Happy to say Yes & Yes.

Will we be able to fly helicopters and planes and drive boats in free roam open world gameplay?

For sure! There is a wide range of land, sea and air vehicles that you can acquire to roam the world of Yara. From classic 50s American muscle cars to Resolver aircraft, you can find them, store them and take them for a spin when you want. That said, the airspace and road network are under the control of El Presidente so expect a fight to free Yara! 

Will there be human amigos similar to the guns for hire in far cry 5?

We focused on Amigos being animals for FC6, but that doesn’t mean you will always be fighting alone, Yara is full of like minded people that want to take the fight to Castillo and bring down the regime!

Please describe your favorite thing about Yara in three words or less.

Beautiful, enticing, lived in – Ben

Vast, Rich & Surprising – Alex

Thanks guys. You took all the good words. So I’ll say Epic, Meaningful, and Surprising – Nav

Will jetpack allow us to double jump or help traversal in anyway?

The Fuego backpack is awesome and lets you pull off some crazy stunts! It’s not a double jump, more a burst that lets you traverse the world differently, and at the same time you leave a blazing trail of destruction behind you as your Fuego sets fire to everything around you as you go. 

A question relating to animations and reused ones.

Either its Far Cry 2, Far Cry 3 or Far Cry 6 its all about the narrative, the integration to the world and the player fantasy that we want you to play, in our case the cigar is one example of you living the life of a guerrilla into a Caribbean island frozen in time. And in our case not only do we have the contextual healing animations but we’ll have more gadgets also to heal yourselves.

Whatever we can reuse that fits we do, and everything that needs redone go through a makeover, but we’ve changed a lot the weapon handling system and you will feel the difference. 

Will any of Hurk’s make an appearance?

The manifestations of Hurk (including Urk) are legends in Far Cry. However, in the context of Yara we wanted to mainly spotlight characters from the region, so Hurk will be on other adventures during the time of Far Cry 6.

What can you tell us about the co-op in Far Cry 6? Any improvements or new additions made from the previous games? How many players is it? Should we expect the tether system to return?

The full game is playable in Coop with the tether system that you experienced in FC5 and New Dawn, and it is as simple and easy to play with friends. We’ve just made sure it was a lot of fun to play with your friends 😉 We’ll have more to show you soon! 

In the main city, how many buildings can we expect to enter? How many Biomes are there? How many km² does the map have?

The urban areas are a mix of open and closed buildings, with rooftop runs, sewer guerrilla paths, climbing, jumping and claustrophobic gun fights in tank filled city streets.

In terms of biome we were drawn to the Carribean owing to the amount of biome variation the region has and really wanted to tap into the contrast we could find there. You’ll be able to explore from paradise beaches (watch out for sharks) up humid jungle mountains into crocodile infested swamps with more in-between

Will we see old takedowns like knife throw takedown, grenade takedown, two death from above and possibly other new takedowns?

Takedowns are definitely back and fully ready for stealth players with plenty of new animations 

How did the studio come up with the game’s theme? Is it something that you wanted to see in a Far Cry game for a while now or was it spontaneously suggested and gained traction?

Nav – Long before joining Far Cry, just in studying history, political science, and my own family history I always was fascinated about the root causes of revolution. Specifically the motivations behind fighting a powerful regime against overwhelming odds. As we began to map out the story on Far Cry 6 and our characters the themes became clear. Questions of when does your revolution begin? How far are you willing to go for that revolution? Are you fighting this revolution for the right reasons? All emerged from that and challenge our characters throughout the story..

How challenging was it to build Far Cry 6’s world compared to some of the games you have worked on previously?

Building a Far Cry world was a new challenge for me that I was really excited to get involved with. Moving from racing, to 3rd person adventure to 1st person shooter brought a whole new way of thinking that changes the way you think about designing play space, but at the same time the fundamentals I’d learned from previous projects also gelled with the concept of building a country. – Ben

The world appears to be somewhat more complex this time due to the inclusion of a big urban area and (possibly) urban elements in other places as well. Since this has not been done in a Far Cry game on this scale before, what are some difficulties you and your team faced during development?

Building Esperanza and the other urban areas for FC6 was a challenge the team hit head on, everyone from engine, technical artists, object bank, level design all had to work together to build these spaces out in a way that still feels Far Cry yet offers this more claustrophobic street level gameplay. – Ben

When creating these huge worlds, especially in Far Cry and Assassin’s Creed, what is the most commonly used approach? Do you work on the entire map at the same time, adding new levels of complexity to all the areas or do you only move on after you have more or less finished working on a specific area?

My preferred approach is to work in layers, starting really rough to get a general feel for the entire world before going into too much detail in any one area. That way we can get a feel for the overall density, relationship between points of interest, site lines etc. while still rough enough to move things around. Then we have an amazing team World Builders that build everything out, light it, add the finer details and storytelling all in layers. – Ben

When bringing the flora and fauna to life, does your team do all the research themselves or do you also consult experts from scientific fields like biology?

The research process is multi-faceted, the team works with experts to build out a knowledge base that can then be built on, augmented over time as more ideas and concepts come about. For the creation of trees, rocks, foliage the team took thousands of reference photos and created a giant library of photogrammetry assets. – Ben

Will Far Cry 6 feature a co-op mode similar to Far Cry 5?

Yes Far Cry 6 will come fully playable in co-op like FC5. Tell your friends, it’s a lot of Far Cry fun.

How does the story’s overall structure differ to that of Far Cry 3, 4 and 5? Obviously 5 centered around the story being driven by the resistance meter, whilst 3 and 4 had a more traditional, linear story structure. How does Far Cry 6 handle this?

Players will have a lot of choice when it comes to how they want to experience the overall story. The world is filled with interesting people and the stories they have to tell, who you speak to and in what order is up to each player allowing for a lot of different ways the experience plays out. – Ben

You will be able to approach the story however you like, no matter where you are on the map, which will give you freedom to explore Yara at your own pace. But we also ensured new ways that players will experience the larger narrative – the struggle between Dani and Libertad against Anton. This includes having moments with Anton and Diego where Dani isn’t actually there – so you can see Anton and Diego’s perspective of the revolution as if you were in the room right next to them. – Nav

Not quite the same as previous games. Different places to go, different people to help in any order you want, many places to conquer, like I said, close but different at the same time. – Alex

Far Cry 6 is set for release this October 7, and you can watch the latest gameplay footage 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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Mass Effect Legendary Edition Review – Upgraded and Reinstated

The Mass Effect trilogy is effectively what put BioWare on the map. Sure they have a storied history prior to Mass Effect originally arriving on Xbox 360 as an exclusive with such great games as Star Wars: Knights of the Old Republic, but it was Mass Effect that truly made them a household name among gamers. With their excellent storytelling and characters, the sci-fi/third-person shooter/RPG mash up won the hearts and minds of players, making BioWare one of the most revered studios ever. In the age of remasters it was only a matter of time before BioWare’s true opus got in on the trend. And largely, Mass Effect Legendary Edition is a massive success. However, it’s not without its curious omissions and missed opportunities.

Telling the story of Commander Shepard, the crew of the Normandy and their fight against machine threat The Reapers across three epic, expansive campaigns, the Mass Effect trilogy takes a lot of cues from hard sci-fi properties such as Star Trek, Battlestar Galactica and authors like Philip K Dick and Issac Asomov.. Anyone familiar with science fiction will see the inspiration. But what it lacks in true originality of some well worn concepts, it’s how well the writing team weave these tropes into the storytelling and rich, complex characters that really make everything feel fresh.

A Story Worth Reliving

Playing through the entire trilogy back to back for the first time, for me Mass Effect has the strongest story overall. It’s tight and focused and allows for there to be room to explore and do side quests without creating a dissonance of the impending doom ticking clock that makes the third game less plausible.

While Mass Effect has the overall better and tighter story, Mass Effect 2 has the better characters and side stories. As the middle chapter, there are certainly stakes but the way it unfolds allowed me to get to know and help each character with their stories and “Loyalty missions.” It also upends what we thought we knew after the first game which makes for some fun situations. I had no issues doing everyone’s missions to ensure each and every one survived by the end. And for those not in the know, it is entirely possible to lose some or all of your crew in the game. Now, while I do love Mass Effect 2 overall, the scope and amount of characters does make the game lose a little bit of that focus the first game had.

Mass Effect 3 suffers the most, narratively speaking. It’s definitely good, and it’s definitely emotional, but there is a massive disconnect from what we’ve been told and show about the Reapers and the structure of the game that requires Shepard to fly around the galaxy, brokering peace between species, collecting war assets, doing a ton of side quests and mini-quests, all while The Reapers are laying waste to many planets. It gets a little ridiculous after a while, and in order to get the best possible outcome you do need to take time to do all of these side missions, mini-quests, and scan every planet.

It’s also a bummer that I spent so much time getting to know and love the characters in Mass Effect 2 only to have most of them show up in Mass Effect 3 as glorified cameos. I’m not a developer but my assumption is that because of the possibility of being able to have everyone in the previous game die, it was a design nightmare to account for every permutation while still having all of these characters be part of the main crew for the game. This also means that certain romances from Mass Effect 2 don’t play out as satisfyingly as they could have (e.g. Miranda). This is slightly remedied with the Citadel DLC if you hold off on playing it till right before the point of no return in the game. It’s better but not exactly as fulfilling as it could have been given the investment put into these characters in Mass Effect 2.

Mass Effective

The Mass Effect Legendary Edition also brings in almost all of the DLC (Pinnacle Station was unfortunately not included due to the files being corrupted and lost forever) making the already beefy stories of all three games even larger. And all are handled with great care, though some are better than others. All in all you get a ton of game for the asking price.

I should note here that with the exception of the From Ashes DLC for Mass Effect 3, this package was my first time playing through all of the DLC. I was really impressed with the likes of Lair of the Shadow Broker (Mass Effect 2) which adds a significant three hour or so campaign as well as my favorite piece of DLC ever, Citadel (Mass Effect 3). It’s robust, hilarious, and a final victory lap for the crew of the Normandy (those who survived, anyway) that actually has a lot more content than a lot of games. It’s also one you can keep going back to for challenges and such with the Arena mode.

Beyond the exceptional storytelling, there is the “hook” of the game in that there are a lot of choices and different outcomes you can partake in that do play out across all three games. Most of the decisions are binary but they do have branches that can greatly change how events of the game or even the next game play out. This adds a ton of replay value to the game for those looking for it. Personally, I like my playthrough as THE story of Mass Effect and playing it again all these years later, I still made the same decisions except for one (and I like my original choice better).

Much has been made of the Paragon vs Renegade choice system of the game which makes it fairly binary for sure, but considering these games allow you to import saves across all three games which to this day hasn’t really been topped (not even by Telltale), I can forgive its somewhat rigid approach. Some decisions seem small, and some have massive moral implications which I really appreciate and makes for great conversation and theoretical discussion. Not too many games allow for that and I applaud it.

If It Ain’t Broke Don’t Fix It

So, all of this so far is well-known if you have played the games, so what exactly is new about Mass Effect Legendary Edition? By and large, not a whole lot. At least regarding Mass Effect 2 and Mass Effect 3 beyond framerate, resolution and a fresh coat of graphical paint. They play the same and retain all of the same quirks and odd design decisions like not being able to change weapons you want equipped in Mass Effect 3 without either a “weapons bench” which are rare in mission but always accessible in the Normandy, or when you find a new weapon. It’s an annoyance and an overcorrection of the way too many options in Mass Effect 1, and too few options in Mass Effect 2. You also can’t holster your weapon in Mass Effect 3 whereas you can in both Mass Effect and Mass Effect 2. At the time it was blamed on a memory issue where they didn’t want to waste it on something so relatively small, but that was understandable with Xbox 360 and PS3. On Xbox One and PS4, it’s much less so. Sure, this might be a nitpick but given they did have the opportunity to change some things, leaving these type of clunky things in, seems like a missed opportunity. Since there is no multiplayer and no smartphone app tie in, they did rework the War Assets aspect of the game that plays into what ending you get for Mass Effect 3 so that’s something.

By the same token, a lot of what made the first Mass Effect a much more “hardcore” RPG was that you invested points into weapons skills that made them much more effective in combat. Having a low sniper rifle investment meant that it was harder to keep steady and shoot, for example. Additionally, each weapon you picked up had stats themselves which helped with this. However, in the Legendary Edition, Mass Effect has seen the most improvements in this area. Gone are the “dice roles” and stat requirements behind the scenes, making it much more like the third-person shooters the sequels are. Which begs the question, if the stats don’t really matter in terms of handling, why not rework the leveling up situation and why do we have to have ten different levels of certain guns when only the damage and how fast your gun overheats matters anymore? I guess I get that it would probably require a complete overhaul so it is mostly understandable that they didn’t completely reinvent the whole thing.

Some Things Need Fixing More Than Others

It’s also been said that the Mako – the vehicle you drive when exploring planets – has been fixed, but my experience is that driving the Mako was awful in 2007 and it’s still awful in 2021. I didn’t miss it at all and these sections are easily the least interesting and rewarding in the entire series.

Visually, the game looks much better, but still not great coming so late in the last generation and even now in the current one. All the the basic human NPCs, of which there are many, look awful. Animations are stiff, eyes are in an almost perpetual state of shock – wide-eyed and unblinking – that was acceptable two generations ago, but now are extremely distracting. No one will mistake this game for current gen. That’s for sure.

Still, quirks and age aside, the Mass Effect Legendary edition is a really good packaging of a fantastic trilogy of games. They’re not without flaws but the highs vastly outweigh the lows. This is great for fans of the games when they originally released and they’re be great for new players who genuinely love good storytelling and characters in video games. To me there aren’t really that many given how many games try, and that alone makes this package special and worth owning. And even if BioWare never reaches these heights again, that should be okay because what heights they are.

For funsies I am rating each game here and giving an overall rating below.

Mass Effect – 8.5/10

Mass Effect 2 – 9/10

Mass Effect 3 – 8/10

Score: 8.5/10

Pros:

  • A great packaging of one of the best gaming trilogies of all time
  • Great characters in all three games
  • Gameplay improvements in the original Mass Effect make it much better to play for a modern audience
  • Mass Effect 2 is a high water mark for games in general
  • 60fps makes for such a better playing experience
  • The DLC that’s included is pretty great, especially The Citadel

Cons:

  • The Mako is still terrible
  • Mass Effect 3 suffers a little in the narrative department due to its structure
  • Basic human NPCs look awful
  • Mass Effect 3 could have used some improvements in the quality of life department

Review code provided by the publisher. Played on PS5. You can read SP1st and MP1st’s review and scoring policy right here.

Sean Mesler

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ARK: Ultimate Survivor Edition Out Today, Saga Concludes With ARK: Genesis Part 2

If you’ve been itching to get into ARK but wanted to wait for all content then here’s some good news, as ARK: Ultimate Survivor Edition has been announced by Studio Wildcard as the entire ARK saga concludes with the release of ARK: Genesis Part 2 this June 2!

Here’s the press release detailing the release of the new collected edition for this game and all of its expanded content!

On Wednesday, June 2, the ARK saga concludes with the launch of the ARK: Genesis Part 2 expansion pack that promises to be a narrative bridge between the current game and its recently announced sequel, ARK II. ARK: Genesis Part 2introduces a massive contiguous world filled with strange new biomes, story missions, and exotic creatures. This final confrontation between the sprightly HLN-A and the deranged Sir Edmund Rockwell takes place on a gigantic colony ship traveling through deep space, and players will need to use all their ARK experience to survive.

Genesis Part 2 also introduces new voiceover talent to the ARK universe with David Tennant (Doctor Who, Good Omens) playing the villainous Sir Edmund Rockwell, and Madeleine Madden (The Wheel of Time, Picnic at Hanging Rock, Dora and the Lost City of Gold) taking on the in-game robotic AI companion HLN-A/Helena Walker.

Haven’t yet explored the wild world of ARK? ARK: Ultimate Survivor Edition is available for all gaming platforms at limited-time promotional pricing, along with major discounts on ARK: Survival Evolved base game, ARK Season Pass, as well as ‘Complete the Bundle’ options on many store platforms.

With ARK II currently in development, this is the perfect collection to enjoy the entire ARK story as well as its DLC content all in one package.

If you missed out on the news of the ARK Survival Evolved Evolution event, you can read up the details here.

Tim Villasor

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Virtua Fighter 5 Ultimate Showdown Review – The King Returns

After nearly a decade of being absent, Virtual Fighter is finally back, although in the form of a remake. Is this the ultimate fight you have been waiting for? Find out in out Virtua Fighter 5 Ultimate Showdown review!

Restoring a Classic

It’s crazy to think that it’s been over eight years since we last got a Virtua Fighter on consoles. In that time, we saw the release of not one, but now two new console generations, and while the series did have a bit of a life on mobile, 

Truth be told, this could have been a direct remaster port of the original Final Showdown release, and I still would have loved it. Virtua Fighter has always had a soft spot in my heart, even if it never really made it big in the esport world when compared to fighters such as Mortal Kombat, and Street Fighter. Perhaps it was due to its complexity, and not as near accessibility as the other two, but it’s always been a well worthy fighter to play. 

The series first debuted back in the ’90s on the Sega Saturn, and it was the first fighter to ever feature 3D polygons. At the time, this was hugely revolutionary, a paragon shift, if I may say, that had many follow it soon after. Having 3D polygon wasn’t the only shake up though, as the game also allowed you to freely shift between planes. Really think about that: a game back from the ’90’ was pulling off something that even for today, many still don’t unless it’s a wrestling or an MMA-styled game.

The combat felt fresh and invigorating for the genre, and although I absolutely sucked at playing, I still found it to be extremely fun. That same feeling continued on throughout the next decades of releases, eventually leading up to Virtua Fighter 5 Final Showdown. 

Arguably the series at its peak, Virtual Fighter 5 Final Showdown collects the best ideas from the long history of Virtua Fighter games into one ultimate package. For the time it was (and still is) considered to be the pinnacle of what all 3D fighters should strive to be. There really isn’t anything else like it in that regard to it’s unique combat, which is one of the reasons behind the many cries for a sequel.

So it’s not all surprising to see SEGA re-releasing the much acclaimed fighter, though instead of opting for a simple resolution and frame-rate bump, they have instead decided to give it a full graphical overhaul, giving a game ahead of it’s time a modern touch. 

Now I mentioned that they could have just released this as a HD remaster versus remake, because truth be told, outside of the visual facelift there isn’t a whole lot new in this release. In fact, the gameplay and controls remain, for the most, identical to the original release. That isn’t to bark down on it, no, in fact, quite the opposite as it is surprisingly still top notch and goes unchallenged for a 3D fighter. 

While it isn’t perfectly balanced (no game ever will be,) in comparison to say a fighter like Mortal Kombat or Street Fighter, Virtua Fighter 5 Ultimate Showdown at least makes every character feel viable. You could pick the lowest tier fighter and still manage a win against one considered to be in the higher tier. 

Part of that is due to how accessible the gameplay is, as well as the strategic value from it’s dodging and side stepping mechanics. The series has always been a game of wits, who can play the right moves and think ahead enough to counter the next — a game of chess if you will, one filled with lots of adrenaline rushing punches and kicks.

Visually, I still think the original Final Showdown looks good, but the use of Yakuza’s Dragon Engine in the Ultimate release is a well put. Characters and stages all are refreshed with new visuals, having far more details than ever before. 

It looks and feels great with it’s buttery smooth frame-rate, and even more online. Net code felt solid with no major input lagging in the matches we ran, a refreshing feeling considering how many other fighters suffer from those issues online.

Furthermore, the Ultimate version is filled with a ton of customization, though for long time fans you’ll notice it is less than previous iterations. More is likely to come in the form of DLC as this isn’t a direct port, meaning items need to be created from scratch. Still, while there is enough to quench anyone’s thirst one does have to wonder if calling this the “ultimate” version was really the right call, especially when you consider that the Kumite and Quest offline modes are missing in this release. 

A Clear Victor

Virtua Fighter 5 Ultimate may not have been the announcement many Virtua Fighter fans were hoping to see for the franchise, but it certainly was a welcome one. What is considered to be the franchise’s best when it comes to exhilarating, smart and accessible combat, Ultimate Showdown proves that the series reigns supreme in the realm of 3D fighters. A classic re-energized with it’s visual facelift, Ultimate Showdown reminds us once more of why the Virtua Fighter series is so damn special. Hopefully this is a testing ground of some sort to pave the way to the much anticipated sequel. 

Score: 9/10

Pros:

  • Gameplay that remains intact with the original release. It was ahead of it’s time then, ad still holds strong today.
  • Visual upgrades, while not the greatest for a fighter, adds a nice fresh feeling.
  • Performance smooth and the net-code is solid, setting the stage for a well populated competitive scene.
  • Lots of customizations, though less in some regards.

Cons:

  • The offline Kumite and Quest modes are absent in this release.
  • Clear push paid DLC

Review code provided by the publisher. Played on PS5. You can read SP1st and MP1st’s review and scoring policy right here.

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James Lara

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

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