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Street Fighter 6 Rumored to Be Cross Platform, Additional Details Revealed by Recent Capcom Hack

It appears that plans and information on the next installment of the Street Fighter franchise may have revealed, as a new rumor is circulating online that Street Fighter 6 may be cross platform — with the information supposedly coming from the recent Capcom hack attack that happened this past week that led to several personal data and information being compromised.

Here’s the tweet on the scoop obtained by Twitter user /PPG/, which should be taken with a grain of salt as this is still a rumor.

While the validity of the information is questionable and the images are about early progression on making the game, what’s most interesting about this post is that Street Fighter 6 is cross-gen — with the game’s released listed for platforms in the PS5, Xbox Series X|S, PS4, Xbox One, and PC. That would certainly be a big change for the sequel, as Street Fighter V was released exclusively for the PS4 and PC in 2016 and left Xbox One users in the dust. Now that SFV is approaching its final stretch with the impending release of Season 5 and its last batch of DLC characters and stages, the spotlight and attention for most fans turns to the next installment of the series. Only time will tell for sure if these leaks and rumors hold any water once Capcom releases official information.

If you missed what happened on the recent Capcom Data Breach, read our feature and the company’s official statement on the attack here.

Street Fighter V is currently available for PS5 and PC.

Tim Villasor

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Halo: MCC 120fps Update Is a Surreal Experience

It seems that 343 Industries’ continuous work on the Halo: The Master Chief Collection (Halo MCC) may finally be paying off as the title recently received its Xbox Series X and S enhancement update, adding Halo MCC 120fps (frames per second) support for both consoles. And while the experience isn’t 100% locked, the gist of it is that it feels absolutely amazing to play. Here’s our short analysis of the Master Chief Collection and the current supported 120fps Halo games in multiplayer.

Down below you’ll find a short video going through Halo CE to Halo 4, which now support 120fps in both campaign and multiplayer. We only played the multiplayer and may do an analysis later of the campaign.

For those wondering how to turn 120fps support on, you’ll need to do it from the Xbox Series settings as the option is not located in-game. To do this, head into settings and then “TV and Display Options.” Here you’ll be able to adjust the resolution, but for performance you’ll want to go into the video mode option and select 120hz. Your TV or monitor will need to support it, and for 4K 120fps you’ll need to be sure your set has HDMI 2.1. If you have a 1080P that supports frames per second that high, a 2.0 HDMI should work for you.

Note: Due to current capture card limitations, there is currently no way to record 4K* 120fps on consoles. As we get further into the generation, current consumer cards will most likely release new hardware revisions and at this time they only support 4k 60fps (to our knowledge) with 120fps being supported on resolutions of 1440p and lower.

Halo: MCC 120fps Test:

The dips aren’t major enough (1-2 frames average, in worst and rare cases 5-6) to really have any noticeable effects such as slow downs or jittery, which is good all considering these titles are nearly two gen old.

For Halo fans this certainly is a wonderful enhancement for the Master Chief Collection, and having played through it ourselves we have to say it’ll be really hard to go back to anything lower for the title. The performance feels mind-blowingly smooth during the multiplayer, and honestly anyone with a supported set should no doubt give this a go. Hopefully this will be a sign of things to come once 343 Industries releases Halo Infinite, which has already been confirmed to support 120fps.

In some related frame rate testing news, be sure to check out our brief analysis of Call of Duty: Black Ops Cold War 120fps mode!

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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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Assassin’s Creed Valhalla Review – The Viking Conqueror

Once more we journey back into the Animus; into unseen lands as we fend off against the ongoing threat of Templar Knights, this time around doing it as some badass Vikings. Is this one Assassin’s Creed game that is worthy to enter the gates of Valhalla? Or is it one that should lay rest in the depths of Hel? Find out in out Assassin’s Creed Valhalla review!

Note: the main character can be either a male or a female, but for the purpose of this review we will refer to them as a male since we ran our playthrough with this selection.

From Strangers, to Friends, to Family

Let me first go off to say that this is probably the longest Assassin’s Creed game that Ubisoft has developed, easily beating the game time of the last two games in just the campaign alone. I wasn’t expecting something of this caliber, but by the end of it I’m glad it supplied me with an ample amount of story, along with side quests. I’m not too keen on sticking with games for such a long length, and honestly there are some brief moments of drag, but the overall experience is one that truly felt special once I reached that ending. This goes without saying though that there are some questionable story elements, more particularly the rushed intro that it honestly could have done without. In fact, this is probably my biggest complaint about the story.

The introduction to the world of Valhalla is a very strange one, as it begins the tale with a childhood flashback sequence of the main character, Eivor. Not a uncommon way to kick off an Assassin’s Creed as typically we learn about the character back story along with their motivations. Tasked by his father, Eivor offers their soon-to-be new king a peace offering while attending a ceremony that is celebrating the joining of Eivor’s clan with another. The cheerful joy and laughter however doesn’t last long as soon after the celebration begins, a rival clan ambushes them, killing a number of clan members including Eivor parents. What ensures next is a chase as Eivor quickly rides out, only to escape them by falling off a cliff onto a frozen lake. 

Unlucky for Eivor, the ice begins breaking around him with matters only worsening as a viscous wolf also attacks. This is where the strangeness begins to happen as the Animus decides to glitch out in the weirdest moment, with the male or female choice being prompted. Immediately after the selection a time skip occurs with what we assume being 17 to 18 years passing. Eivor is once again in front of the very man who killed his parents, though as a captive. Escaping, Eivor meets up with his some of his old clan members to rally up a group so that they may once and for all take revenge.

Sounds like a pretty good motive right? The only issue is, it feels like we are missing a ton of story in-between it all. Faces that Eivor speak to are all unfamiliar to the player, though Eivor has known them his whole life. Even the “main” bad guy has a huge history as he remarks Eivor being on his trail for almost the last two decades. It all feels disjointed, with scenes being strung together with no real rhythm to them other than moving the story forward.

Assassin's Creed Valhalla review

I was under the impression with how the intro went that we would be getting a massive story arc, but in truth this monster that Eivor has been on the hunt for so long ends up being killed in just a couple of short hours. Yeah, the main villain that puts Eivor on this warpath is killed off this early on.

It left me very confused as to what was happening in what was already a hard-to-follow start of the game. My first thoughts weren’t overly positive, which is why I mentioned it could have done without the intro altogether. A character journey should be one that players get to experience and not one already lived through, and thankfully this does end up being the case once you get past the title crawl.

With the main goal now being reached, the clan’s king makes a shocking announcement that he will be taking the knee in order to serve a new king who promises peace by uniting all the lands. Sigurd, the son of the current king is not happy by this decision as his birthright to rule is now being stolen from him. With a band of other clan member and Eivor, Sigurd leaves his home of Norway in search of glory through conquest in the lands of England.

Assassin's Creed Valhalla Review

Raiding, conquering, and building alliances is the core loop of Valhalla, one that truly makes you feel like a Viking at heart. The world map is divided into multiple factions, which works alongside with what is called the Alliance map. Basically your main goal is to set out across the lands and form as many alliances as you can. While the loop remains the same throughout, the way the player experiences each encounter is vastly different. You aren’t gonna be running the same task over and over to reach the end goal, as missions come in variety that certainly won’t bore players. 

And with these being available in a large amounts, there is definitely a lot of story filled moments here that I have certainly come to enjoy. It was like watching my favorite TV show unfold before my eyes as I ran through a new region, meeting the different characters and learning of their own story while building my own. Again, I truly felt like a Viking warrior and with Norse mythology being heavily rooted in Valhalla, expect to see plenty of surprising story elements. If you’ve played any of the past Assassin’s Creed game, then you’ll know this means a lot more supernatural elements, which sadly I’m not allowed to talk about. Let’s just say that it elevates the game in not just the story, but also in some of it’s visual spectacles. 

Returning to Where It All Started

The Assassin’s Creed series has gone through quite of bit gameplay changes over the last decade, more notably the shift from being a stealth game to a more character-building RPG. Some love the change, other not so much. Me? Well, I actually enjoy the change, though not a big fan on bullet sponge (or is it sword sponge?) enemies. Regardless, Valhalla seems to be taking a bit of a step back in some ways with how combat now feels, all while improving on RPG mechanics and general progression.

Now when I said step back, it wasn’t so much so in a negative way as the combat feels way more free flowing and responsive compared to the previous two. I would almost say it takes cues from Assassin’s Creed 2, which is arguably one of the best in the franchise. It’s rather fitting, especially since a majority of fights are done in groups during raids. so quickness and agility is a must.

Assassin's Creed Valhalla Review 3

The gear system also see’s some changes, with less equipment being in the game than Odyssey and Origins. In the case that less is more, loot is far more unique as developers can now focus on specific skills and traits without the need to drown players in it. Loot is now earned from opening chests, and/or finishing questlines. And because it’s more unique, it’s far easier to spec gear to have specific character builds. Not a bad trade off for having “less.”

Although if we are talking about anything being less, then we would have to point to the overall stealth experience. While the developers did bring back the insta-kill prompts (absent in the last,) stealth just doesn’t feel like the best way to play. And with the given setting perhaps that’s for the best? I mean the game stresses the idea that strength is in numbers as you travel across the open sea with a convoy of battle-ready vikings. Naturally, you’ll feel the instinct to rush head-on into battle with them. It just makes sense, though I can see fans taking an issue considering the name of the series. I will say that a mechanic that won’t be missed is the Wanted system, meaning you no longer have hound hungry soldiers chasing you around town should you commit a crime by mistake (or intentionally). 

Looking at the parkour experience, I’m pretty satisfied with the overall experience. Just like in Odyssey, you’ll be able to climb literally anything you see, giving you a full sense of freedom. It’s extremely satisfying being able to go out your way to explore and wanting to reach the peak of a mountain without having to follow the preset path. It’s fun and I spent hours just wandering around, climbing things just for the sake of climbing, though honestly the visuals that Valhalla can pump certainly adds to the excitement.

A Beautiful World in Dire Need of Polishing

Trekking across vast open seas, venturing deep into lush green filled forests, and climbing the highest peaks, whatever you are doing in the world of Valhalla there is certainly beauty to be found around every corner. Even during the sailing moments, which I wasn’t too fond of, I found myself just stopping to behold the ungodly sights. There’s just this sense of adventuring that is felt by looking at the environment that made me want to go out my way, just to peak over a hill to see what was on the other side. 

Assassin's Creed® Valhalla PS4 Pro Screen

It honestly is one of the best looking current-gen titles I have ever played, and the thought of seeing what it looks like on a next-gen console such as the Series X or PS5 is certainly an exciting one. However, while the studio nails down the general environments, there are plenty of nagging issues that certainly take away from all that.

Lighting on the PS4 Pro for example can at times be a hit or miss with interiors seeing most of the issues, such as a random beam of light coming out of seemingly nowhere. Character animations look great in one instance, while in others are just completely off or skipping frames. We also found the general terrain to not be so friendly during combat as foliage would constantly block our view, or the character would hitch on some of the geometry making us miss our attacks. Clipping issues are pretty common with us falling through the floor multiple times, and in very rare cases, spawning in an endless pitfall from the sky after a death. If you are in a populated town or warzone, expect to see some screen tearing and slowdowns. The latter not so much as we found the performance to be surprisingly smooth for the most part.

The audio on the other hand seems to have a whole set of issues, such as desyncing from character lips, and cutting in and out during dialogue. Some of the mixing can be distracting as unneeded sound can be heard. An example of this happens fairly early during a character cutscene with an obscure amount of chatter happening in the background when there’s no one else talking. Eivor’s voice in the intro level also sounds very phoned in as there is a weird static and echo to it. We thought maybe this had to do with how the game was using the Animus in this moment, but it didn’t make a whole lot sense when in one line it was fine and then the next it wasn’t. 

Assassin's Creed Valhalla Review screen 4

The worse of these issues, however, are the random crashes. Honestly I lost count after 10 crashes, though I know speaking with other reviewers that this doesn’t seem to be any better on next-gen consoles. Thankfully, learning from other games, I’ve been in the habit of backing up my saves though this by no means excuses the issue.

Sound the Horn

There is a lot to love about Assassin’s Creed Valhalla, and personally it’s amongst my favorite in the series now. Enjoyable gameplay that lightens up on the RPG elements for the better, encased in a world with sights that are to be behold, Valhalla may have a slow start to it’s story, but the pay-off is well worth it. You just have to cope through the bugs and potential crashes, though we’re sure the developers are already hard at work with fixing these issues. 

Score: 8/10

Pros:

  • Gameplay heads back to it’s classic root for combat, with quality of life improvements for the RPG elements to make them enjoyable.
  • Visually a breathtaking game.
  • While a slow start, the story is one of the finest offered in the Assassin’s Creed series.
  • Running on current-gen PS4 Pro, the performance is surprisingly smooth/

Cons:

  • Plenty of bugs that can get distracting, and downright annoying like game crashes.
  • Audio mixing feels off at times.
  • Stealth is lacking, which has been since Assassin’s Creed 2 trilogy.

Assassin’s Creed Valhalla review code provided by the publisher. Game tested on the PS4 Pro. 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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Black Ops Cold War MP5 Nerf Rolled Out in Update Today

Just a few days ago, Treyarch commented that a balance patch was dropping for Call of Duty: Black Ops Cold War sometime around Season 1’s start date or before it. Well, it seems the complaints have been heard, as the studio handed down a Black Ops Cold War MP5 nerf that’s live now! Note that this is a server-side update, and no client patch needs to be download, as the nerf will be applied once you connect to the servers.

This was announced by the official Treyarch Twitter account which mnetioned how the effective damage range was cut by a whoppping 33%, and the inital recoil was also adjusted as well.

#BlackOpsColdWar update: We’ve reduced the base effective damage range by 33% and adjusted the initial recoil for Submachine Gun Alpha. Now get out there and try the other four!

And in case anyone is wondering, nope, the Black Ops Cold War MP5 nerf is the only gun balance pass done by the devs since it was complaint about the most according to multiplayer designer Tony Flame.

The first post-launch balance update is live. We’re keeping this limited to the 1 gun we’ve gotten the most feedback on, as we continue working on the larger pass for Season 1.

As someone who’s rocking the AK-74U right now, I have to admit, the MP5 is indeed a little overpowered in its previous state. Not only did it have a super fast rate of fire, but it also had minimal recoil too, which meant it was useful even in assault rifle ranges.

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Alex Co

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

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The Game Awards Eligibility Period Needs to Change

Since its inauguration in 2014, The Game Awards has provided the gaming community the type of stage and spotlight typically only reserved for cinema and music. Whether you agree or not, gaming as a medium has (for the most part) felt liked it was looked down upon or judged. As if there were anything bad to happen, video games were an easy target for blame. There was not enough universal praise for games. Thanks to creator and host Geoff Keighley, this annual awards show presents a time for widespread appreciation and recognition.

But times change. And so too must The Game Awards.

For an unspecific reason, The Game Awards period of eligibility ends on November 15. If a game releases after the November cutoff, it’ll be eligible for the following year’s show. This is a major flow in Keighley’s design that I hope gets fixed soon. Under these current guidelines, Star Wars Jedi: Fallen Order, which released on November 15, 2019 (the cutoff date), was not eligible for the 2019 show. Instead, Respawn’s title finds itself fighting amongst other more recent titles in an attempt to rekindle good publicity over a year of its release. Fallen Order was an amazing original Star Wars single player adventure that’ll certainly result in a new line of specialized games, and yet, didn’t have its proper time to shine.

Now, there’s something interesting about the 2019 Game of the Year nominees. Super Smash Bros. Ultimate was yet another victim of the seemingly early cutoff date. Super Smash released December 7, 2018, thus pushing it’s Game Awards eligibility to 2019. If Keighly implemented a full calendar year period of eligibility, Super Smash may have replaced either Assassin’s Creed Odyssey, Celeste, or Monster Hunter: World, which would have opened up a spot in 2019 for potentially Fallen Order. Regardless of whether Fallen Order or Super Smash would’ve replaced another game in their released years, it’s a flawed system.

And this year is no different. 2020’s unlucky post-The Game Awards deadline game release: Cyberpunk 2077. Yes, CD Projekt Red does deserve a bit of fault for this one, because the game’s been delayed three times. But it doesn’t excuse the weird cutoff for eligibility set by Keighley. It’s pretty rare for a game to hold enough sustainability and relevance over a 12-month period. Especially with newer games to contend with in the subsequent year. Look at the Oscars. Not including this year due to the pandemic, movies had to release between January 1 and December 31 for eligibility. So why can’t the same be true for games?

Keighly and The Game Awards have done a tremendous service to the gaming community over the years, but it’s time for an adjustment. Exceptional games deserve their time to shine, but under the current format, some might fall through the cracks. If that means The Game Awards occur in January instead of early December, so be it. I understand if people look at the Games Awards as a symbolic ending to the calendar year, but in the name of fairness across the board the show needs to be pushed back. Games shouldn’t be “punished” for releasing in the final month of the year, and pushing their eligibility a full year feels like a punishment. Games like Fallen Order and Super Smash face an unfair advantage with recency bias. And while you might argue that games released in January pose the same uphill battle, it’s not the same. Releasing in the same calendar year, but earlier in the year, versus releasing the previous year is not the same.

It doesn’t matter what world premier reveals it has or which celebrity he booked for a cameo, Keighly and The Game Awards will always feel slightly off. There will always be some feeling of uncertainty or skepticism about the winners. Until the eligibility period is adjusted, this discussion will always come up for years to come.

It’s time for Keighly to level the playing field.


Note: The views expressed here are solely of the author’s and does not represent MP1st and its staff.

Avery Feyrer

Author

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Apex Legends Update 1.53 November 18 Addresses Weekly Challenges and More

For those that didn’t like how Respawn Entertainment changed the in-game challenges when Season 7 rolled around, your prayers have been answered! Respawn has rolled out the Apex Legends update 1.53 November 18 patch, and it rolls back weekly challenges to how it was in Season 6 and more!

Apex Legends Update 1.53 November 18 Patch Notes:

Here’s what this update does per the official Apex Legends account:

We’ve just pushed out a patch that addresses the following:

Weekly Challenges have been adjusted back to Season 6 formating
10 Battle Pass levels will be rewarded to all who log in
Rampart’s turret on Crypto’s drone
Audio adjustments
Misc fixes

Apex Legends’ Game Director has explained the reasoning behind the changes, which you can read about here.

If you haven’t played Apex Legends in a while and missed out on Season 7’s new content, check it out here.

For players that spot any gameplay-related changes or other stuff not mentioned in the notes above, let us know what you find in the comments.

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Alex Co

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

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The Game Awards 2020 Nominees Revealed

Those who love and celebrate all things about video games will be preparing to cast their votes for their favorite titles and personalities, as The Game Awards has officially announced their nominees for the year 2020, with categories featured like “Best Game Direction” and “Best ESports” to of course the prestigious “Game of the Year” award.

Check out the reveal with host Geoff Keighley below:

Here’s the full list as seen in the official website of the annual event show.

Game of the Year

Animal Crossing: New Horizons (Nintendo)
DOOM Eternal (id Software/Bethesda)
Final Fantasy VII Remake (Square Enix)
Ghost of Tsushima (Sucker Punch/SIE)
Hades (Supergiant Games)
The Last of Us Part II (Naughty Dog/SIE)

Best Game Direction

Final Fantasy VII Remake (Square Enix)
Ghost of Tsushima (Sucker Punch/SIE)
Hades (Supergiant Games)
Half-Life: Alyx (Valve)
The Last of Us Part II (Naughty Dog/SIE)

Best Narrative

13 Sentinels: Aegis Rim (George Kamitani)
Final Fantasy VII Remake (Kazushige Nojima, Motomu Toriyama, Hiroki Iwaki, Sachie Hirano)
Ghost of Tsushima (Ian Ryan, Liz Albl, Patrick Downs, Jordan Lemos)
Hades (Greg Kasavin)
The Last of Us Part II (Neil Druckmann, Halley Gross)

Best Art Direction

Final Fantasy VII Remake (Square Enix)
Ghost of Tsushima (Sucker Punch/SIE)
Hades (Supergiant Games)
Ori and the Will of the Wisps (Moon Studios/Xbox Game Studios)
The Last of Us Part II (Naughty Dog/SIE)

Best Score and Music

DOOM Eternal (Mick Gordon)
Final Fantasy VII Remake (Nobuo Uematsu, Masahi Hamauzu, Mitsuto Suzuki)
Hades (Darren Korb)
Ori and the Will of the Wisps (Gareth Coker)
The Last of Us Part II (Gustavo Santaolala, Mac Quale)

Best Audio Design

DOOM Eternal (id Software/Bethesda)
Half-Life: Alyx (Valve)
Ghost of Tsushima (Sucker Punch/SIE)
Resident Evil 3 (Capcom)
The Last of Us Part 2 (Naughty Dog/SIE)

Best Performance

Ashley Johnson as Ellie, The Last of Us Part II
Laura Bailey as Abby, The Last of Us Part II
Daisuke Tsuji as Jin Sakai, Ghost of Tsushima
Logan Cunningham as Hades, Hades
Nadji Jeter as Miles Morales, Marvel’s Spider-Man: Miles Morales

Games for Impact

If Found… (DREAMFEEL/Annapurna Interactive)
Kentucky Route Zero: TV Edition (Cardboard Computer/Annapurna Interactive)
Spiritfarer (Thunder Lotus Games)
Tell Me Why (Dontnod Entertainment/Xbox Game Studios)
Through the Darkest of Times (Paintbucket Games)

Best Ongoing

Apex Legends (Respawn/EA)
Destiny 2 (Bungie)
Call of Duty Warzone (Infinity Ward/Activision)
Fortnite (Epic Games)
No Man’s Sky (Hello Games)

Best Indie

Carrion (Phobia Game Studio)
Fall Guys: Ultimate Knockout (Mediatonic/Devolver)
Hades (Supergiant Games)
Spelunky 2 (Mossmouth)
Spiritfarer (Thunder Lotus Games)

Best Mobile, Presented by LG WING, Powered by Qualcomm Snapdragon

Among Us (InnerSloth)
Call of Duty Mobile (TiMi Studios/Activision)
Genshin Impact (miHoYo)
Legends of Runeterra (Riot Games)
Pokémon Café Mix (Genius Sonority)

Best Community Support

Apex Legends (Respawn/EA)
Destiny 2 (Bungie)
Fall Guys (Mediatonic/Devolver)
Fortnite (Epic Games)
No Man’s Sky (Hello Games)
Valorant (Riot Games)

Innovation in Accessibility

Assassin’s Creed Valhalla (Ubisoft Montreal/Ubisoft)
Grounded (Obsidian/Xbox Game Studios)
HyperDot (Tribe Games)
The Last of Us Part II (Naughty Dog/SIE)
Watch Dogs Legion (Ubisoft Toronto/Ubisoft)

Best VR/AR

Dreams (Media Molecule/SIE)
Half-Life: Alyx (Valve)
MARVEL’s Iron Man VR (Camoflaj/SIE)
STAR WARS: Squadrons (Motive Studios/EA)
The Walking Dead: Saints & Sinners (Skydance Interactive)

Best Action

DOOM Eternal (id Software/Bethesda)
Hades (Supergiant Games)
Half-Life: Alyx (Valve)
Nioh 2 (Team Ninja)
Streets of Rage 4 (DotEmu)

Best Action/Adventure

Assassin’s Creed Valhalla (Ubisoft Montreal/Ubisoft)
Ghost of Tsushima (Sucker Punch/SIE)
MARVEL’s Spider-Man: Miles Morales (Insomniac Games/SIE)
Ori and the Will of the Wisps (Moon Studios/Xbox Game Studios)
Star Wars Jedi: Fallen Order (Respawn/EA)
The Last of Us Part II (Naughty Dog/SIE)

Best Role Playing

Final Fantasy VII Remake (Square Enix)
Genshin Impact (miHoYo)
Persona 5 Royal (Atlus, P Studios)
Wasteland 3 (inXile Entertainment/Koch)
Yakuza: Like a Dragon (Ryu Ga Gotoku Studio/Sega)

Best Fighting

Granblue Fantasy: Versus (Arc System Works/Cygames)
Mortal Kombat 11/Ultimate (NetherRealm Studios/WB Games)
Street Fighter V: Champion Edition (Dimps/Capcom)
One Punch Man: A Hero Nobody Knows (Spike Chunsoft/Bandai-Namco)
UNDER NIGHT IN-BIRTH Exe: Late[cl-r] (French Bread/Arc System Works)

Best Family

Animal Crossing: New Horizons (Nintendo)
Crash Bandicoot 4: It’s About Time (Toys for Bob/Activision)
Fall Guys: Ultimate Knockout (Mediatonic/Devolver)
Mario Kart Live: Home Circuit (Velan Studios/Nintendo)
Minecraft Dungeons (Mojang/Double Eleven/Xbox Game Studios)
Paper Mario: The Origami King (Intelligent Systems/Nintendo)

Best Sim/Strategy

Crusader Kings III (Paradox Development Studio/Paradox)
Desperados III (Mimimi Games/THQN)
Gears Tactics (Splash Damage/The Coalition/Xbox Game Studios)
Microsoft Flight Simulator (Asobo/Xbox Game Studios)
XCOM: Chimera Squad (Firaxis/2K)

Best Sports/Racing

Dirt 5 (Codemasters Cheshire/Codemasters)
F1 2020 (Codemasters Birmingham /Codemasters)
FIFA 21 (EA Vancouver/EA Sports)
NBA 2K21 (Visual Concepts/2K)
Tony Hawk’s Pro Skater 1+2 (Vicarious Visions/Activision)

Best Multiplayer

Animal Crossing: New Horizons (Nintendo)
Among Us (InnerSloth)
Call of Duty: Warzone (Infinity Ward/Raven/Activision)
Fall Guys: Ultimate Knockout (Mediatonic/Devolver)
Valorant (Riot Games)

Best Debut Game

Carrion (Phobia Game Studio/Devolver)
Mortal Shell (Cold Symmetry/Playstack)
Raji: An Ancient Epic (Nodding Heads Games)
Röki (Polygon Treehouse/CI Games)
Phasmophobia (Kinetic Games)

Content Creator of the Year, Presented by Adobe

Alanah Pearce
NickMercs
TimtheTatman
Jay Ann Lopez
Valkyrae

Best Esports Game

Call of Duty: Modern Warfare (Infinity Ward/Raven/Activision)
Counter-Strike: Global Offensive (Valve)
Fortnite (Epic Games)
League of Legends (Riot Games)
Valorant (Riot Games)

Best Esports Athlete

Ian “Crimsix” Porter / Call of Duty
Heo “Showmaker” Su / League of Legends
Kim “Canyon” Geon-bu / League of Legends
Anthony “Shotzzy” Cuevas-Castro / Call of Duty
Matthieu “ZywOo” Herbaut / CS:GO

Best Esports Team

DAMWON Gaming / League of Legends
Dallas Empire / Call of Duty
San Francisco Shock / Overwatch League
G2 Esports / League of Legends
Team Secret / DOTA2

Best Esports Event

BLAST Premier: Spring E2020 European Finals (CS:GO)
Call of Duty League Championship 2020
IEM Katowice 2020 (CS:GO)
League of Legends World Championship 2020
Overwatch League Grand Finals 2020

Best Esports Host

Eefje “Sjokz” Depoortere
Alex “Machine” Richardson
Alex “Goldenboy” Mendez
James “Dash” Patterson
Jorien “Sheever” van der Heijden

Be sure to follow more news and game updates at MP1st.com as it arrives.

The Game Awards will stream online and worldwide on December 10.

Tim Villasor

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Star Wars Squadrons Next Update for Nov. & Dec. Announced, New Maps & Ships Incoming

Pilots, rejoice! Motive Studios is delivering a load of new content for free for Star Wars Squadrons! The Star Wars Squadrons next update has been dated for next week, and there’s even one scheduled after that, too! Prepare for a new map, new ships and more.

The Star Wars Squadrons next update is set for release this November 25, and will give players a brand-new map called Fostar Haven! This map will be available in both Fleet Battles and Dogfight mode, and is part of the game’s November update, which also includes new ship components: Boost Extension Kit, Rockets, Prototype Piercing Torpedoes and an Anti-Material Rocket Turret.

Star Wars Squadrons New Map – Fostar Haven:

We’re adding a new map to multiplayer! A fan-favorite location from the single-player story and one we’ve seen requested for multiplayer is Fostar Haven from the game’s first prologue mission. In this update, the map will be added to Fleet Battles and the Dogfight mode.

Set in a remote, lawless area of space under the light of twin stars, this map has been updated from its story mode counterpart to provide a new experience that should fit well with the other six maps. In the Prologue of Squadrons, which is set at the height of the Galactic Civil War, Fostar Haven was an isolated trading station that welcomed smugglers and pirates. Helix Squadron was sent there to search the cargo docks for Alderaanian refugees.

Now, four years later, the denizens of Fostar Haven have made a few upgrades to their station, trusting neither the Empire nor the New Republic. You’ll have the chance to weave through the crowded dockyards or take the fight to open space.

New Components

With this first update will come four new components. For Fighters and Bombers, you’ll be able to use the Boost Extension Kit, a component that, when used, gives your starfighter a full boost. It’ll then recharge over time and can be used again. This will help these starfighters be able to change the pace of the battle in a new way, such as by giving them the ability to change the tide of dogfights or to get out of engagements with flagships if used wisely.

Next, we’re giving Interceptors and Fighters a way to provide more assistance against capital ships and flagships (or, with a steady hand, against starfighters, too). They’ll be getting the Ion Rockets, not unlike the Barrage Rockets they currently have. These will be great for hit-and-run attacks to strip enemy shields. These rockets move at half the speed of standard rockets, but they can be used at the same time as other components, including their non-ion counterparts. Time them well for the best results.

Bombers and Fighters (the latter with half the ammo count) will also be receiving the Prototype Piercing Torpedoes, providing these two ships with a new tactic for taking on capital ships. Though these torpedoes do less overall damage than others of their class, they have the ability to bypass capital ship and flagship shields, making them very well-suited for striking enemy flagship subsystems before shields have been taken down.

And of course, we couldn’t forget the U-wing and TIE reaper. They’ll be getting a new way to support their allies when taking on enemy capital ships and flagships with the Anti-Material Rocket Turret. Though this turret doesn’t target enemy starfighters, it’s very well poised to take on flagship subsystems, capital ships, and even turrets and other deployables from enemy support ships.

Aisde from the November update, the December update proves to be even bigger! There are two new Starfighters incoming — one for the New Republic, and one for the Galactic Empire!

Note that a cosmetic variant of the B-wing seen in Episode IV will also be available.

Designed as the “Blade Wing” prototype by Mon Calamari engineer Quarrie and finely tuned under General Hera Syndulla’s guidance, the A/SF-01 B-wing starfighter makes its way into the New Republic’s fleet in this update.

Naturally, there’s a fitting counterpart for it going to the opposing faction, too. From the mind of the brilliant military tactician Grand Admiral Thrawn and Sienar Fleet Systems, the TIE/d “Defender” multi-role starfighter will join the Imperial Navy as well.

These two starfighters are as powerful as they are iconic, though understandably balanced out for the purposes of the game. The B-wing will be categorized as a Bomber-class starfighter and the TIE defender will be a Fighter, each being able to use the components relevant to their faction and class, but they’ll also come with their own unique aspects in line with what you’d expect from them, such as the B-wing with its gyro-cockpit and swiveling wings and the TIE defender with its shields.

These functions and a couple unique components will help them differentiate themselves from the other starfighters in their classes and factions, but we’ve also made sure they aren’t outright better by default. There’s still going to be good reasons to pick a Y-wing over a B-wing or a TIE fighter over a TIE defender and vice versa. It’ll depend on your playstyle and what the situation calls for.

Custom Matches

And of course, above all else—well, maybe aside from the cosmetic of The Child—there’s something that’s been greatly requested to be an addition to the game: custom matches! We were so excited from the moment we heard about your community-run tournaments to actually getting to see them in action, so we knew this was something we had to provide in some way.

Custom matches will allow one to five players per side across two teams to play on any of the (now) seven maps in both Dogfight and Fleet Battles. There will also be some additional restrictions and modifiers that you can change. These include things like hull/shield/damage modifiers, changing capital ship health, restricting certain starfighters, and other tools to help you change how you play. With this, there will also be a custom matches server browser for you to search through private matches made by your friends as well as public ones made by strangers!

Lastly, Creative Director Ian Frazier has also released a statement thanking fans for their support of Star Wars Squadrons, which he calls “humbling.” You can read the entire letter to fans here.

Once the patch is out next week, we’ll be sure to let our readers know.

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Alex Co

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

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Marvel’s Avengers Next War Table Tomorrow Focuses on Kate Bishop

For Marvel’s Avengers players who got bummed out that the free Kate Bishop DLC for the game has been pushed back, it looks like we’ll be getting a ton of info tomorrow!

Square Enix is sending out emails letting people know that tomorrow, November 19 at 8 a.m. PST/11 a.m. EST, Crystal Dynamics will give us a deep dive into new free hero, Kate Bishop! There’s an accompanying countdown in the email that counts down to the time we mentioned above.

Kate Bishop was on the fast track to becoming an Avenger when A-Day changed her course. Blindsided by the Avengers’ disbandment and AIM’s crusade against Inhumans, she stuck with her mentor Clint Barton to investigate the disappearance of former SHIELD director Nick Fury. Find out more in the next Marvel’s Avengers War Table Deep Dive: Kate Bishop!

It seems Kate Bishop’s involvement in the game will also explain what happened to Nick Fury! This should tie up some parts of the story, which is good, since there’s quite a few blanks left in it from the main campaign.

We’ll get the info up tomorrow once Crystal Dynamics lets us know when Kate Bishop will become available, and what’s coming in the future for the game.

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Alex Co

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

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Rocket League Update 1.87 November 18 Rolled Out (Update)

Psyonix Studios has released the Rocket League update 1.87 November 18 patch, and should be live on all platforms right now. According to the studio, this is a “small update,” which clocks in at just 80MB on PS4, so don’t expect a lot of new content or gameplay-related changes.

Rocket League Update 1.87 November 18 Patch Notes:

To date, this is the only info Psyonix has released so far:

Heads up! We’re releasing a small update on all platforms tomorrow at 8am PST / 4pm UTC.
Today’s update is now live on all platforms! Please restart if you don’t see the update on your console.

On the PS4, the Update History just says this:

  • -Various Bug Fixes 

Yep., that’s basically it. This is the second minor patch released by Psyonix this month, as another small one was released in the first week of November.

Checking the Rocket League community, some are having issues finding games after the latest update. It seems people from all over the world and on different platforms are having issues finding matches after the update. Multiple threads on the game’s subreddit have surfaced stating the same thing:

I cannot join any competitive game
byu/ricohh inRocketLeague

Did the update break matchmaking?
byu/vxx inRocketLeague

Update (11/18/20): Psyonix has announced that matchmaking issues have been resolved!

We’re keeping our eyes peeled for any gamepla-related changes, though we’re expecting this has been released for backend fixes and whatnot.

Same as before, if you spot anything tangible in this update, let us know down in the comments. Once we verify it, we’ll update the post and credit you.

Update: Added Reddit threads stating that matchmaking is an issue after the update.

Update #2: Psyonix has announced that matchmaking issues have been resolved!

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Alex Co

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

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Hyper Scape Update 1.23 November 18 v2.3 Introduces New Features

Ubisoft has released the Hyper Scape update 1.23 November 18 patch, or what the studio calls patch v2.3! This brings Team Deathmatch, a free roam mode and more into the game. Head on below for the full patch notes.

Hyper Scape Update 1.23 November 18 v2.3 Patch Notes:

NEW FEATURES

BETA TEAM DEATHMATCH

Patch 2.3 finally introduces the long-awaited Team Deathmatch (aka “TDM”) game mode!

Team Deathmatch is a new fast-paced 6v6 game mode taking place in specific areas of Neo Arcadia. In this mode your goal is to be the first team to score 40 enemy eliminations or be the team with the highest elimination score after 10 minutes, whichever comes first.

In TDM, each time you get eliminated you will respawn at a safe location after a few seconds, and you will keep your hacks & weapons at their current fusion level. Loot can be found all around the map when the match starts and will respawn over time so you can try to maximize your loadout during the match.

Team Deathmatch will be available for several consecutive weeks following the release of patch 2.3, as a third game mode next to Crown Rush Solo & Duo – but based on its success we might extend its availability. At launch TDM will use the Foundry map, but we plan to test new maps in rotation in the following weeks.

Key Mechanics: – The match starts after a short warmup phase, replacing the waiting lobby. During warmup players are free to play and experiment with weapons and hacks before the match starts. – 6v6 mode via multiple squads of any size. Players can join with a squad, or alone if they disable backfilling. – Eliminated contenders do not drop their equipment but drop ammo. – Eliminated contenders Respawn automatically after a few seconds. – Contenders respawn with their previous loadout including Fusion levels to provide a tactical and progression layer to the match. – Loot respawns slowly over time; the loot content is randomized for each new match but stays the same during the match. – Victory Condition: – Score (first team to reach 40 points). – Timer (team with the highest score after 10 minutes).

Important: Team Deathmatch is still in beta. We are already working on multiple improvements, but we intend to monitor it closely and adjust our plan based on your feedback.

TDM Beta Disclaimers: – The mode is still work in progress and may still contain important bugs or exploits. – Game rules & major balancing points could be changed frequently as we tune the experience and address bugs & exploits on the fly. – For now, only one map will be available to play at a time. However, we plan to rotate the chosen maps in order to test several of them (look for official communication for more details during the TDM weeks). – Challenges are disabled in Team Deathmatch for now. – Crowncast features may not all work as expected in Team Deathmatch for the moment.

BETA ARCADIUM (FREE ROAM MODE)

The Arcadium is a new free-roam training mode where the entire city of Neo Arcadia is yours to explore at your own pace.

In Arcadium you’ll be able to practice your parkour and train with different hacks and weapons without worrying about interruptions. Target bots and flying drones will be present in Neo Arcadia to help you improve your marksmanship. Arcadium is a Solo mode for now, but we are looking into making it accessible to a Squad of friends in the future.

You can access Arcadium in the Play Portal under the Train tab or from the Training portal in the back of the HUB.

Key Mechanics: – Solo – No Sector Decay & no Game Events. – Player spawns in the Throne Hall. – All Season 2 hacks and weapons available. – AI Bots/drones spread across The Red Tiger district, and near The Line and Throne Hall. – Bots/Drones Behavior: – Respawn after 1 minute when destroyed. – Flying Drones strictly follow their set path – ignore any obstacles or forces that might slow, stop or move them from their path such as Wall, Shockwave or Magnet hacks. – Do not attack the player. – Do not drop loot on destruction. – Exit/End the mode through menu by going back to Hyperscape.

ImportantArcadium is still in beta. We are already working on multiple improvements, both on AI & content, but we intend to monitor it closely and adjust our plan based on your feedback.

CONTROLLER AIM ASSIST

Improving the game’s aiming comfort is critical to make Hyper Scape more accessible and more welcoming for new players. In this patch, we are introducing a series of controller aiming comfort improvements, in particular on the Aim-assist Adhesion that has been fully refactored.

*Reminder: There is a controller setting to let players reduce the intensity of the adhesion if they wish. *

To maintain balance between Keyboard and Mouse (KBM) & Controller on PC, the level of aim-assist has been increased for KBM players on several weapons.

As always, we will be monitoring the game and your feedback closely to continue adjusting the level of comfort in the future.

HEALTH KIT PICKUPS

We received positive feedback regarding the Candy pickups of Halloween and decided to extend the idea beyond the event. With patch 2.3, health pickups will be added all over Neo Arcadia when playing Crown Rush modes (Solo, Duo, Squad).

Health Kits will instantly restore 20 HP when picked up (note: you can pick them up even when at full health, but they will not increase speed like the Halloween Candies did).

With this change, the “Health Kit” Game Event will be removed from all Crown Rush game modes.

CROWNCAST TWITCH EXTENSION ON MOBILE

Starting November 20th, the Crowncast Twitch extension will now work on Twitch’s mobile app!

All the features found on the desktop version like Game Event voting and Battle Pass level-up by watching streams will now work on mobile. For a quick refresher on everything Crowncast offers, please check out the overview page on our official website!

COMMUNITY VOTING

We’re adding a Voting/Feedback system that will enable us to directly ask specific questions to the community and allow for collection of multiple-choice responses. These will be questions coming directly from the developers which will give players new opportunities to provide their feedback on certain elements of the game and the overall experience.

Developer Notes: Your feedback will help us shape the future of Hyper Scape, let us know how you feel about the game!

SYSTEMS

EXTENDED SEASON 2

With our new frequent Title Updates approach (read more about it in our blog post), we’ve made the decision to extend the duration of Season 2.

This means several things: – We’ll be updating the Game modes lineup that was already planned. Stay tuned for official communications and roadmaps to know when certain modes will become available – We’re removing the end of season timer in the Battlepass – We’ll be extending the Daily Shop rotation and Challenges

As always, we will be communicating any changes and new features ahead of Title Updates to give everyone a glimpse of what we’re working on. Stay tuned for more exciting new stuff coming soon to Hyper Scape!

PLAYER RANKING & DIVISIONS

Patch 2.3 will reactivate the Player Ranking system by making Duo Crown Rush a ranked mode. The current Rankings will be reset to allow players to compete fairly following all the recent changes in that system.

Each of the 6 Player Ranks have now been broken down into more granular Divisions. Each Rank will have 5 Divisions, and each Division will have its own logo allowing for quick comparison between players. As part of this change, the Ranking thresholds have been rebalanced to allow for a wider spread of competition providing more opportunity for progression and player comparison.

Also, the Ranking page is now available from the Hall of Champions in the HUB: You can now view your Top 10 Matches which contribute to your Season Score at any time.

CHALLENGE SYSTEM REFACTOR

As of patch 2.3 the whole challenge system is starting to get overhauled. The current Season 2 Challenges will be replaced by a new rotating Challenge system with reset.

The Weekly Challenges will be completely wiped, and instead players will get one set of 3 Challenges every week to complete. These new Weekly Challenges will be much broader in scope, so anyone can complete them with enough effort (no specific weapon or map locations necessary). They will also change every week as part of a rotating cycle across several weeks, so if you don’t complete them when the time runs out, they’re gone.

The 3 Daily Challenges will be simplified as well. A lot of our daily Challenges were very specific and didn’t mesh well together. After patch 2.3 refactor, the daily Challenge will be based on a series of sets that rotate every few days and put an emphasis on playstyle rather than specific weapons or hacks.

All the existing challenges will be removed and replaced by this new system at patch 2.3, with the exception of the Challenges linked to collectibles that will stay available.

Developer Notes: Sticking to simpler challenges and reducing the number of weekly Challenges to three per week (for a total of 6 challenges maximum) should make it easier for players to focus on what they need to do to get their rewards.

Important Note: the new Challenges are intended to be more rewarding & easier to complete. This update is a first step of the Challenge System overhaul that we will monitor closely in the coming weeks.

TIME-OF-DAY

Several game modes will now feature different times of day each match. This includes all Crown Rush modes (Solo, Duo and Squad) as well as Turbo Mode and Faction War.

Time of Day Ratios: – Sunrise: 40% – Morning: 40% – Night: 20%

Developer Notes: The Morning setting is the typical one you’ve been using so far. The Sunrise setting, as its name entails, shows Neo-Arcadia as its virtual sun is rising, impacting shadows and light color. The Night setting is the one you’ve experienced in Crown Rush Solo and Squad during our Halloween event.

WEAPON RETICLE IMPROVEMENTS

  • Weapons’ aiming reticles are now white in ADS (previously red) to improve their readability over the enemy outline & health bar.
  • The hit marker will now only turn red to feedback an elimination.
  • The weapons’ Holo-sights have been uncluttered to make ADS shooting more readable.
  • The ammo counters located directly on the weapon models have been made more visible.
  • Several weapons have received art changes to their hip-fire reticle (Ripper, Hexfire, DTAP, Harpy, Salvo)

Developer Notes: Most weapons have received a series of small visual improvements on their aiming reticles and holo-sights to improve combat readability.

SQUAD FEEDBACK IMPROVEMENTS

  • Squad marker shape was reworked to make it more visible.
  • Squad marker behavior on screen edges has been improved to be less unpredictable.

GAME MENU & SQUAD MENU REFACTOR

The Game Menu has been refactored to prepare the arrival of Crossplay in December. It is now divided in tabs, one for the typical game options and the other for the Squad. As part of the change the Squad menu (previously Social menu) itself has been modified, to give players an improved access to Player Profile Stats and Squad options.

  • Merged Game menu and Social menu into one screen with quick navigation.
  • Renamed Social menu to Squad menu.
  • Updated visuals on Squad menu to prepare for Crossplay integration.
  • Added Player Profile to player select on Squad Menu.

Developer Notes: The goal here is to improve the access to the squad menu page and the stats, as well as prepare the game for the arrival of Crossplay in December.

LOADING SCREENS IMPROVEMENTS

  • New loading screen visuals with a panel containing the game mode rules on the left and side loading tips on the right.

CONTROLLER LAYOUT MODIFICATIONS

  • In response to Community Feedback with this particular layout, the Jump shoulder controller layout has been updated: Weapon swap is now on Y, Melee on Right Bumper, Ping on DPAD up.

QUALITY OF LIFE

CROWNING CEREMONY SKIP BUTTON

  • You can now skip the Crowning Ceremony sequence at the end of a match.

MARKETPLACE IMPROVEMENTS

  • The purchase button in the Marketplace is now a “Hold” prompt button to prevent accidental purchases from occuring.
  • Discounts on bundles are now more visible.

RENDERING & LOADING IMPROVEMENTS

  • Added fast anisotropic specular material highlights, affecting the look and overall brightness of some surfaces such as metals.
  • Improved texture streaming strategies to achieve faster refresh times. You may notice a small delay in achieving full resolution and quality on certain textures such as (but not limited to) UI and ground textures.
  • Improved UI texture quality to ensure 4K/UHD capability even on the lower texture quality settings

BUG FIXES

WEAPONS

  • Fixed the clip size of the D-TAP weapon. New D-TAP Clip size Across Fusion: 15/17/19/21/23 (previously 15/17/18/20/23)

Developer Notes: This ammo changes only intends to fix a glitch in the fusion logic of the weapon, where some fusion levels were not as valuable as the other. It does not change the weapon value overall.

  • Fixed an issue where critical hits (“headshots”) were too easy to do. This fix should reduce slightly the amount of critical hits.
  • Environment damages from the Salvo and the Komodo have been fixed to reflect the damages they do on enemy target.

UI

  • Fixed an issue where Fusion stat gain text was missing for Skybreaker.
  • Fixed an issue where Fusion damage stat gain info was missing for Salvo EPL.
  • Fixed an issue where the Second Chance death icon would not appear in Compass.
  • Fixed an issue causing text on already bought items to be hard to read.
  • Fixed an issue with the critical damage from MAMMOTH MKI not appearing red.
  • Fixed an issue with the “Find Another Match” option in the End Flow not responding when Right Enter is pressed.
  • Fixed an issue where incorrect text was displayed in ping prompts when hovered over in the World Map.
  • Fixed an issue where Reticle did not change with Field of View setting changes except D-TAP, PROTOCOL V and DRAGONFLY.

AUDIO

  • Fixed an issue with Deployment Pod’s engine SFX dropping after it starts dissolving above higher buildings.
  • Fixed an issue where Reviving sound is played after contender leaves the tombstone while being revived.
  • Fixed an issue where the dormant Mine sound disappeared after setting second Mine.

ART

  • Fixed an issue with character models missing proper textures in onboarding.
  • Fixed and issue where D-Tap ammo counter display was mismatched on Anime, Autumn, Caster, Slasher and Warzone skins.

CHALLENGES

  • Fixed an issue where Daily challenge ‘Get to the Top 15 in any squad game mode’ could not be completed in Duo mode.
  • Fixed “fuse fully fusioned items” Challenge to properly progress if you fuse a fully fusioned item from a supply crate .

GENERAL

  • Fixed multiple crashes and improved the general stability of the game.
  • Fixed several text and localization issues.

Now that’s one big update! Once we hear of the next one, we’ll let our readers know.

Source: Reddit

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Alex Co

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

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PUBG Update 9.2 Now Live on PC, Patch Notes and Info Listed

PUBG Corp. has released the PUBG update 9.2 on PC today and will be rekeased on conols this November 26. There’s a new Battle Pass, a new vehicle, weapon balance pass and more! Head on below for the highlights and complete patch notes below.

PUBG Update 9.2 Patch Notes:

Summary of New Content:

  • Battle Bride Pass: This new kind of pass focuses on a single character vs a seasonal theme. This pass follows Sadiya Qureshi, the hero from Karakin’s lore, and lets players unlock some of her iconic skins they saw in our motion comics. The Battle Bride pass progresses independently from Survivor Pass: Highlands and has 15 levels for players to complete by earning XP from matches.

  • Dirt Bike: We’re revving the engines with a new type of vehicle, the dirt bike. They are fast, up to 130km/h, and designed to handle every terrain and map, with the exception of Karakin.

  • Driver Shooting: There is more good news for vehicle lovers, we are also adding driver shooting to let players relive Hollywood-style car chases! The new system allows you to fire sidearm weapons while driving and maintaining control over the vehicle.

  • Weapon Balances: With the addition of driver firing, we’ve decided now is a great time to balance sidearms. All sidearms across the board have received improvements to damage multipliers, aiming, ADS movement speed, and more.

Gameplay

New Vehicle: Dirt Bike

The new single-seater Dirt Bike is more than just a lite version of the Motorbike. It has its own independent clutch system to rev the engine, improved suspension for offroading, and some other fun features we know it won’t take you long to find, not to mention another fun addition coming in the future. The Dirt Bike spawns on all maps except for Karakin and will replace 50% of the existing bikes out there. We’re looking forward to a whole slew of new stunt videos with this one!

  • The Dirt Bike is a new single seater motorcycle.
  • Spawns on all maps, excluding Karakin.
  • Available in Normal, Custom Matches and Training Mode.

Characteristics

  • Great acceleration with a top speed of 130 km/h.
  • Off-road suspension provide superb performance on uneven terrain compared to other vehicles.
  • Outstanding maneuverability with the ability to disengage the clutch when handbraking to block auto-gearbox and allow hard turns while preserving engine RPM and momentum
  • Added ability to alter pitch using Shift and Ctrl keys during acceleration/braking.

New Feature: Driver Shooting

It’s been requested for a long time and we’re finally happy to add shooting functionality to vehicle drivers! The new system allows you to fire sidearm weapons while driving and maintaining control over the vehicle (albeit with slightly reduced response while reloading). This functionality works for most vehicles and there are a couple of limitations which you can read about below. We’re excited to see the new kinds of gameplay that emerge from these additions, and please let us know how it feels!

  • Vehicle drivers can now draw, reload and fire sidearms while having full control over vehicle inputs.
    • The power of vehicle steering input decreases slightly when the driver is reloading.
  • Driver shooting feature is enabled in all vehicles except boats and BRDM.

Vehicle Aiming Overhaul

  • Driver and passenger views are now heavily stabilized while aiming. The camera rotation will not follow the rotation of the vehicle.
  • Driver and passenger TPP cameras have been adjusted and moved closer to the character for easier and more accurate aiming.
  • Aiming angles are restricted according to player visibility and relation to other passengers
    • For example, you’re unable to aim fully upwards in a closed-top vehicle or aim behind if there’s a passenger on behind you in a 2 seater motorbike
  • The camera will no longer flip sideways when vehicles roll or pitch upside-down.

Please see below for driver shooting enabled sidearms.

  • Deagle
  • P18C
  • P1911
  • P92
  • R1895
  • R45
  • Skorpion
  • Flare gun
  • Sawed-off
    • Sawed-off can only be equipped by drivers on Bike-type vehicles.

Weapon Balance Adjustment: Sidearms

With the addition of driver firing, we’ve decided now’s a great time for a balance pass on those weapons. All sidearms across the board have received improvements to damage multipliers, aiming, ADS movement speed, and more. The goal is to make all secondary weapons more viable throughout the game, not just in vehicles. It’s a pretty extensive list, so check down below for full details!

For detailed changes, please see below.

All sidearms

  • Increased headshot damage multiplier: 2.0 → 2.1
  • Increased limb damage multiplier: 1.0 → 1.05
  • Decreased aim deviation multiplier (aiming is now more accurate)
    • Increased laser sight deviation multiplier 0.3 → 0.5. This is to counter above mentioned change, making pistols more accurate in general but not totally dependent on laser sight.
    • Increased prone stance deviation 0.6 → 0.8 (less accurate in prone)
  • Now you are able to move faster while aiming or in ADS mode.
    • Increased aimed movement speed multiplier 1.8 → 2.0
    • Increased ADS movement speed multiplier 1.6 → 2.0
  • More accuracy while moving.
    • Increased min reference velocity for movement deviation (speed at or below which movement deviation is not applied): 160 → 200
    • Increased movement ADS stabilization (decreased weapon sway caused by movement):
      • Revolvers (R1895, R45): 0.2 → 0.9
      • Pistols: 0.2 → 0.8
      • Full-auto pistols (P18C, Skorpion): 0.2 → 0.7

Revolvers (R1895,R45)
Now, you can shoot more accurately while moving

  • Decreased movement deviation multiplier: 1.7 → 1.4
  • Increased min reference velocity for movement deviation (speed at or below which movement deviation is not applied): 160 → 250

R1895

  • Increased damage: 62 → 64
  • Increased ROF: 150 RPM → 300 RPM
  • Heavily decreased aim deviation (because it cannot attach laser sight, so it is more accurate by default): 1.5 → 0.6
  • Increased recoil anim speed

R45

  • Increased damage: 55 → 65

P92

  • Decreased damage: 35 → 34
  • Increased ROF: 444 RPM → 600 RPM

P1911

  • Increased damage: 41 → 42

Deagle

  • Increased ROF: 240 RPM → 300 RPM
  • Increased recoil animation speed to better match new ROF.

Sawed-off

  • Decreased base pattern scale: 1.45 → 1.2
  • Decreased choke spread scale (lower spread): 0.85 → 0.8
  • Increased damage multiplier at 15m: 0.5 → 0.55

Skorpion

  • Can now attach Extended Quickdraw mag.

Other

Lava Damage Calculation Update

  • The method for processing damage inflicted near the edges of lava has been improved
    • Now lava damage is inflicted more precisely when players come in contact with the lava surface.
  • Now Gas Cans will explode when they come in contact with lava.
    • Also, spilled gas will catch fire when coming into contact with lava.

Regional Matchmaking Changes

With Update 9.1 we introduced Solo Ranked Mode and also removed some queue options which had historically had excessive matchmaking times, to improve the overall health of matchmaking.

We have received a lot of feedback from players and heard your feedback loud and clear. This patch, we have adjusted matchmaking options to open back up some of those modes for certain regions, while still providing the best gameplay experience for players.

Reopened queues are shown below:

AS
FPP: Solo

KRJP
FPP: Duo

SEA
FPP: Solo, Duo

EU
TPP: Duo

RU
TPP: Duo

OC
TPP: Duo
FPP: Duo

Battle Bride Pass

The Battle Bride Pass is an entirely new kind of pass focusing on a single character vs a seasonal theme. This pass follows Sadiya, the hero from Karakin’s lore, and lets you unlock some of her iconic skins you saw in our motion comics. The Battle Bride pass progresses independently from the Survivor Pass and has 15 levels for you to complete by earning XP from playing matches. If you’re looking to pick up some of Sadiya’s unique looks, pick up the Battle Bride Pass!

  • Exclusive page
    • Battle Bride Pass only has a premium track which available after purchase.
  • Progression
    • There are no missions for the Battle bride pass.
    • However, you will be able to climb through the pass via XP gained from gameplay.
      • Max lv to collect all rewards is lv 15.
    • Level-up coupons cannot be used in the pass.
      • However, you will still be able to purchase levels with G-Coin.
  • The Battle Bride Pass will be available from Nov 18th (KST) to Dec 16th (KST) both with the end of live server maintenance.
    • The Battle Bride Pass period runs for 28 days from your date of purchase.

UI & UX

New feature: Team Finder

The new Team Finder feature lets you connect with other players before the match begins instead of being randomly matched up in the pre-game zone. You can let friends and other players know that you’re looking for a team and accept invites to their lobbies. The Team Finder takes your selected game mode and language settings into account, so you know you’ll matched up where you want to be. If you’re looking to get some squad games in without the completely random element, try Team Finder today!

You can now look for a team to play with using the Team Finder function.

If you’re not in a team, you can toggle team finder to let friends or other players know you are looking for a team and you’ll then be listed on the team finder player list, waiting to be invited by a searching player. If you are already in a team or want to create your own team, you can invite players from the team finder list.

Settings

  • Team Finder will automatically be set based on your selected game mode, perspective and language settings.
  • The mic setting is automatically determined after checking whether you have a functioning mic connected.
    • Ensure voice input is enabled and not muted.
    • PUBG must also be granted access to your mic through your operating system.
  • Team Finder search and discovery are based on your local region
    • Players with same game mode/perspective settings will be shown on the Team Finder list
    • When using Team Finder for Ranked Matches, only players in similar tiers will be shown.

New Feature: Lobby Chat System

Another new method of communication with your teams is the new lobby chatbox. Now you’ll have access to text chat with your team before you enter the game and drop onto the Battlegrounds. Lobby chat features spam, ad, and abusive language filters, and also let you report anyone using it inappropriately. For now, Lobby Chat is only available on PC versions of the game.

  • You can now text chat with party members in the lobby.
  • Spam and toxic words are automatically filtered.
  • You can report players for using abusive language and spamming or advertising.
  • Please note, chat will be only available on the PC version of PUBG at the moment.

PUBG ID Visibility

  • When killing other players, your PUBG ID will be displayed to the victim.
  • PUBG ID will be also displayed in Death Cams and while spectating other players.
  • The PUBG ID will be also displayed when looking at stats of other players.

Other

  • Outgame UI components, such as dropdown menus and system messages have been visually improved to provide a more consistent experience.
  • Voice Chat ‘ALL’ is now disabled in Team Deathmatch
  • Team Deathmatch in arcade and Custom Matches will now have voice chat channel to ‘ALL’ disabled due to abuse which was disrupting gameplay.

Performance

  • CPU performance has been improved by cost optimization of characters outside the player POV.
  • Performance improvement by rendering optimization of atmospheric fog.
  • Optimized hitching that occurs when the plane is airborne in low specs/console environment
  • Optimized the excessive loading time when loading certain type of map in custom match sessions.

Vikendi Quality of Life Update

Vikendi is also getting a few small convenience adjustments this update. We’ve adjusted the circle settings to be a little more inland, removed some small clutter that was hindering vehicle movement, adjusted the number of house sets to make final phases more open, and more.

  • Fixed tendency for the first circle to lean too much towards the outskirts of the map. The Safe Zone will now commonly appear more inland.
  • We have removed small objects around farms and fields which were inhibiting vehicle movement.
  • The number of house sets has been reduced, as the space between house sets has been modified to ensure late game Blue Zones aren’t overly abundant with buildings. We hope this will have more fights in the fields.
  • Large rocky areas around the center of the map and rocky hills at the East of the cement Factory have been changed to enable access while on foot and in vehicles.
  • Removed small objects around the river which were not able to be used as a cover and hindered player movement.

Bug Fixes

Gameplay

  • Fixed the issue where players were only able to enter Ranked Mode in FPP/Squad after restarting the client or refreshing the lobby.
  • Missing trees around Ruins on Sanhok are now back.
  • Fixed the issue where partner a exclusive item could be equipped and unequipped freely.
  • Fixed the camera stutter occurring to a driver in TPP every time when a passenger switches seats.
  • Fixed the issue where default value of weather type was not available in certain Custom Match War Mode presets.
  • Fixed the issue where players are forced back to the lobby with an exclamation mark UI displayed when entering dual matchmaking.
  • Fixed the issue where ADS’ing with a weapon obstructed by collision object would result in severe camera jitter.
  • Fixed incorrect collision distance of certain weapons.
  • Fixed the issue where incorrect vehicle information displayed on the players HUD when entering a vehicle with destroyed wheels.
  • Fixed the issue where a character’s movement would look incorrect when crouching or proning on fire.
  • Fixed the issue where the effect displayed only at the initial point of explosion when multiple sticky bombs explode nearby.
  • Fixed the awkward rendering of a character when holding certain weapons with a grip attachments added.
  • Fixed the case of teammates sometimes not displaying on the Team list UI during squad mode.

UI/UX

  • Fixed misaligned UI in the settings menu.
  • Fixed the excessive speed of character rotation in the customize menu affected by ‘General Sensitivity’ value.
  • Fixed the edges of the reward icon box not being highlighted when selected in the pass screen.
  • Fixed the issue where ‘Render scale’ value is set to default when selecting ‘Full screen / Windowed’.
  • Fixed a typo in one of the pass reward items.
  • Fixed the graphics error shown at the bottom of the G-Coin page in certain resolution settings.
  • Fixed the issue where players could not replace multiple missions in a row.
  • Fixed the issue where waypoints could be displayed incorrectly on the minimap when spectating players when they marked a waypoint.
  • Fixed an issue with the Survival Mastery level up animation and UI.
  • Fixed the incorrect system message shown when inviting a kicked player to that custom match session.

Skin & Items

  • Fixed the issue where players could equip ‘Eyes’ category items with Merc Team Uniform .
  • Fixed the issue where players could not preview emotes after selecting weapon skin items from the pass reward page.
  • Fixed the misaligned weapon skin when previewing Malevolent Mime – DBS skin.
  • Fixed the social widget unintentionally displaying on the LABS page.

For the skins and items, head on over here. Once the patch is out on consoles, we’ll let our readers know.

Source: PUBG

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Alex Co

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

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Hyrule Warriors: Age of Calamity Launch Trailer Released

Giving Legend of Zelda fans something good to look forward to just before this turbulent year draws to a close, Nintendo has released their launch trailer for Hyrule Warriors: Age of Calamity — which acts as a prequel to the 2017 action adventure game The Legends of Zelda: Breath of the Wild.

Here’s the trailer showing Zelda uniting brave warriors amidst “The Great Calamity”.

For those who need a refresher on the plot, here’s the official synopsis from Nintendo.com.

See Hyrule 100 years before the Legend of Zelda: Breath of the Wild game and experience the events of the Great Calamity

Join the struggle that brought Hyrule to its knees. Learn more about Zelda, the four Champions, the King of Hyrule and more through dramatic cutscenes as they try to save the kingdom from Calamity. The Hyrule Warriors: Age of Calamity game is the only way to see firsthand what happened 100 years ago.

– Battle hordes of Hyrule’s most formidable foes –

From barbaric Bokoblins to towering Lynels, menacing monsters have emerged in droves. In addition to Link and Zelda, take control of characters like the four Champions and a young Impa. Use their distinct abilities to carve through hundreds of enemies to save Hyrule from the impending Calamity.

If you missed it, check out our other feature on the other Hyrule Warriors: Age of Calamity trailer teasing the enemies the game.

Hyrule Warriors: Age of Calamity will be released for the Nintendo Switch on November 20.

Tim Villasor

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IO Interactive New Project Announcement Happening on November 19

Hitman devs IO Interactive has something new to share this week! The IO Interactive new project reveal has been teased today, with the actual announcement set for November 19!

The new project (which we assume is a new game) will be revealed on November 19 at a .m. PT/9 a.m. PT/3 p.m/ CET on IO Interactive’s YouTube channel.

Will this be a new chapter in the Hitman saga? Given we’re getting a new entry early next year in Hitman 3, that’s highly unlikely. Maybe a new franchise? One can hope. With IO Interactive’s background, I gather this will involve guns somewhat and be serious in tone.

What do you want to see from IO Interactive? A Hitman spin-off or something else entirely? Let us know your thoughts down below.

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Alex Co

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

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Second Extinction Supply Drop #1 Update Now Out With New Insane Difficulty & More

Calling all dino hunters, the first Second Extinction Supply Drop #1 (update) for the early access version of the game has gone live!! This update introduces a number of fixes, but more notably, the new difficulty mode accompanied with new rewards and contracts!

Down below you’ll find a short teaser trailer for the new insane difficulty, along with the patch notes for the very first supply drop!

Second Extinction Supply Drop #1 Patch Notes

ABILITIES AND PERKS

  • Issue got fixed where the player was able to throw infinite airstrikes with no cooldown. Sorry for stopping the mayhem but we started feeling bad for the dinosaurs.
  • Issue got fixed where the upgrade token buy indicator was at the wrong place after unlocking all slots on another weapon.
  • Issue got fixed where Rosy’s barricade did not despawn.
  • Issue got fixed where the Scythe perk rendered the Dragon’s Breath perk non-functional if both perks were active at the same time.

AUDIO

  • Issue got fixed where Amir warned about a watcher raptor that wasn’t there. Such an Amir thing to do, but we’ve talked to him and he won’t do it again.
  • Issue got fixed where no sound was played when the player was buying upgrade points.
  • Issue got fixed where the weapon upgrade unlock sound did not play when the player unlocked an upgrade slot.

CONTRACTS

  • Issue got fixed where the player got previously completed contracts as new contracts.

CONTROLS AND SETTINGS

  • Issue got fixed where a monitor loses signal when NVIDIA G-Sync is enabled for window mode windowed mode.
  • Issue got fixed where keyboard settings were not read and controls remained on the same button. No more bamboozlement!
  • Issue got fixed where the player couldn’t rebind WASD/movement directions.
  • Issue got fixed where the player could bind an action to a mouse key and it would perform that action in-game while being in the settings menu.
  • Issue got fixed where the minimum resolution scale was reset to 75 in the background when changing display options.

CRASHES AND BLACK SCREENS

  • Issue got fixed where the game triggered asserts when the player was getting in the down state in a single-player session.
  • Issue got fixed where the game was crashing upon restart.
  • Issue got fixed where the player saw a black screen after changing to fullscreen window mode on a 4K monitor.
  • Issue got fixed where a crash occurred when attempting to exit back to the main menu when being in the dropship before insertion.
  • Issue got fixed where the game crashed after the player initiated the extraction process (calling in the dropship).
  • Issue got fixed where the game would crash for players with two GPUs, where the higher-performing GPU is not connected to a monitor.
  • Issue got fixed where the game would crash after completing the Gas Pump activity in a multiplayer session.
  • A memory crash issue got fixed.
  • Several additional crash fixes.

ENEMIES

  • Issue got fixed where the T-Rex went flying.
  • Issue got fixed where the T-Rex would walk outside of the cave and stand there, disrupting the flow of the fight. She is now instructed to stay in the cave and look busy.

GAMEWORLD

  • Issue got fixed where the player was able to exploit research points.
  • Issue got fixed where the player was stuck in the drop pod and unable to drop to start a mission.
  • Issue got fixed where the terrain was cutting into the stairs in the mines causing problems for the AI.
  • Issue got fixed where respawn points were not available after two minutes of gameplay.
  • Issue got fixed where the player could unintentionally reach a roof in Lata Plains.
  • Issue got fixed where mini hollows took full damage from enemy attacks.
  • Issue got fixed where the player could get on top of a dropship in Nova Ridge.
  • Issue got fixed where the player could shoot down a drone into an area that is impossible to reach.
  • Issue got fixed where activity icons lead the player to an empty location.
  • Issue got fixed where the player could get killed when entering the dropship.
  • Broken nav-mesh on different locations got fixed.
  • Issue got fixed where the player was stuck in a drop pod up in the air during the respawn sequence.
  • Issue got fixed where players occasionally did not receive any loot after dying once during a mission.
  • Issue got fixed where the kill player trigger on the extraction dropship was too large and too close to the ramp.
  • Issue got fixed where the mission failed screen was triggered during the extraction for players that were still alive.
  • Issue got fixed where a misplaced tree at Aga Hills clipped with the dropship.
  • Improvement: Terrain changes for the T-Rex caves.
  • Improvement: Adjustments to the T-Rex sites were made where some objects did not snap to the ground anymore after the terrain changes.
  • Improvement: Logic for the T-Rex caves got an update for the mission Vestige and the emergence event.

GRAPHICS

  • Issue got fixed where a weird blob looking circle was visible after using the mine’s ability. Be gone, weird blob!
  • Issue got fixed where the green fog glitched when the player was entering caves.
  • A lighting issue got fixed when the player was entering and exiting the cave next to the Blacksite facility.
  • Issue got fixed where random cylinder shapes could be seen at the south-east of the Nova Ridge insertion point.
  • Issue got fixed where the title could end up with a critical FPS drop after the player was fighting off enemies for longer than 10 minutes when extracting.
  • Issue got fixed where the scorched earth VFX could be observed after a placed mine exploded.
  • Issues got fixed where visual glitches on roads appeared in different locations.
  • Issue got fixed where the fog looked weird before entering the caves.
  • Issue got fixed where shadows were shifting at a location.

MENU, HUD, UI, ETC.

  • Issue got fixed where the navbar was missing in the pause menu.
  • Issues with missing names in the menu for weapons and character skins got fixed.
  • Issue got fixed when entering the objective area while tracking a map icon removed it from the compass.
  • Issue got fixed where it was possible to scroll down in the lobby party screen and select the nameplates after returning from a mission.
  • Issue got fixed where the ammo pick up showed everyone’s ammo type.
  • Issue got fixed where the default weapon skin said “text field” rather than default.
  • Issue got fixed where No Loc strings were visible in the text field on hero outfits.
  • Issue got fixed where the map icons appear tilted.
  • Issue got fixed where the wrong icon set was used for the Assault Rifle skin.
  • Issue got fixed where some Steam achievements did not get unlocked.
  • Issue got fixed, where, when the player rejoined a game the mission started text showed up.
  • Issue got fixed where an old concept art was visible in contracts.
  • Issue got fixed where the player could open the map while having the pause menu open.
  • Issue got fixed when the pause menu reopened when the player tried to close it.
  • Issue got fixed where UI indicators behaved poorly on Ultrawide screens.
  • Missing strings for loot rewards are added.
  • Issue got fixed where achievements counters were reset if the game was reset.
  • Corrupted letter issue for the letter Œ got fixed.
  • Issue got fixed where the navbar was present on screen after the hosting player rejoined the party.
  • Issue got fixed where the Cancel Matchmaking button was available for the client while the host was searching for a third player.
  • Issue got fixed where the player characters sometimes were missing weapons in victory pose on the result screen after rejoining a game.

MISSIONS

  • Issue got fixed where the scanner did not show the location for the Rex nest in the missions Vestige and Research and Rescue.

MULTIPLAYER

  • Issue got fixed where a session error was caused in multiplayer sessions after the host left the party.

WEAPONS

  • Issue got fixed where the Grenade Launcher’s projectiles did not collide with enemies.
  • Issues got fixed where fire effects were not replicated when using the Dragon’s Breath perk.

And if you are wondering when the next content drop is happening, you can look forward to it in December with the pre-season 2 update! As a tease, the team has confirmed that Expedition Mode will drop, along with a more solo friendly experience! Stay tuned as we’ll have more details on the next update as we get closer to release, and be on the look out for our hands-on preview of Second Extinction!

Source: SecondExtinction 

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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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Fortnite Update 2.94 November 18 v14.60 Patch Now Out, Datamined Content Listed (Update)

Epic Games has disabled the Fortnite servers and that’s not only for maintenance, but also to roll out the Fortnite update 2.94 November 18 patch, or what the studio calls the v14.60 title update. Clocking in at 3.5GB on PS4, this patch includes bug fixes, a store redesign and more.

Fortnite Update 2.94 November 18 v14.60 Patch Notes:

General:

Disabled voice chat cannot be re-enabled on Xbox Series X|S.

Description
Disabling Voice Chat puts it in a state where it cannot be re-enabled to speak with friends on Xbox Series X|S.


Platforms
Xbox Series X, Xbox Series S


Workaround
Opening the social menu and re-enabling Voice Chat underneath the Friends List.

Creative:

Team Size setting does not properly function when Join In Progress is set to Join Next Round.

Description
Team Size does not properly limit the number of players when join in progress is set to Join Next Round.

Save the World:

Wild West Llama not granting Steampunk weapon.

Description
Wild West Llamas may not have Steampunk / Wild West items in them. It’s recommended not to purchase them if Steam Punk items are not shown in the X-Ray Llama contents.


Platforms
All

FORTNITE ITEM SHOP REDESIGN IS LIVE:

After release in test markets and listening to lots of feedback, today we’re rolling out the redesign of the Item Shop to all players. The new look provides a refreshed layout and navigation for everyone.

CREATIVE UPDATE – V14.60

HIGHLIGHTS

  • You can now hide the Elimination Feed and mute Elimination Audio to encourage sneaky sniping!

ISLANDS 

  • Updated the Hub Island portal layout to accommodate the recent updates to hub creator guidelines.

ISLANDS BUG FIXES

  • Fixed an issue where the time of day lighting appeared differently on featured islands and personal islands.

GAMEPLAY

  • Added a new option to My Island > Settings
    • Player Elimination Audio: Off, On (Default: On) – causes eliminated players to be despawned silently.
  • Added new options to My Island > UI
    • Hide Elimination Feed: Yes, No (Default: No) – completely hides the elimination feed during the game.
    • Hide Party Eliminations: Yes, No (Default: No) – hides the number of eliminations for each party member in the Party UI during the game.

GAMEPLAY BUG FIXES

  • Fixed an issue where an eliminated player could spectate a player on the enemy team.
  • Fixed an issue where Team Size did not limit the number of players when Join in Progress was set to ‘Spawn Next Round’.
  • Fixed an issue where the sky would flicker on PS4.

WEAPONS AND ITEMS BUG FIXES

  • Fixed an issue where the X-4 Stormwing was de-synced after player interaction.
  • Fixed an issue where husks did not fall off edges to follow players.

CREATIVE TOOLS AND PHONE BUG FIXES

  • Fixed an issue where players could not open the Creative Inventory after cutting and pasting a device.
  • Fixed an issue where the Creative Inventory appeared distorted when customizing a device.

PREFABS AND GALLERIES BUG FIXES

  • Fixed a collision issue with the pillar wall asset from the Princess Castle Wall galleries.
  • Fixed an issue with the bush from Winter Variant Foliage Gallery A having a yellow glow.
  • Fixed an issue with a bridge girder asset from the Steel Bridge galleries being difficult to place with the phone.
  • Fixed an issue with some of the Steel Bridge prefabs & galleries placing outside of the preview boundary.
  • Fixed an issue with the bridge street asset from the Steel Bridge set having a misaligned grid snap box.
  • Fixed an issue with assets from the Swamp Cliff Gallery displaying the wrong texture.

DEVICES

  • Added new options to the Class Selector device.
    • Activation Audio: On, Off (Default: On) – allows the audio effect played when a player changes class to be muted.
    • Zone Audio: On,Off (Default: On) – allows the ambient audio effect for the zone and the audio effects for players entering and leaving the zone to be muted.
  • Added new options to the Mutator Zone device.
    • Selected Team: None, 1-16 (Default: None)
    • Affects Team: Selected, All But Selected (Default: All But Selected)
      • These two options replace the old Safe Team option to allow the zone to affect all teams (Selected Team = None), just the Selected Team, or every team except the Selected Team.
    • Selected Class: None, Any, 1-16 (Default: None)
    • Affects Class: Selected, All But Selected (Default: All But Selected)
      • These two options replace the old Safe Class option to allow the zone to affect all classes (Selected Class = Any), players without a class (Selected Class = None), just the Selected Class, or every class except the Selected Class.
    • Update Selected Team When Receiving From: No Channel, 1-150 (Default: No Channel) – sets the Selected Team on the device to be the same team as the player who instigated the signal.
    • Update Selected Class When Receiving From: No Channel, 1-150 (Default: No Channel) – sets the Selected Class on the device to be the same class as the player who instigated the signal.

DEVICES BUG FIXES

  • Fixed an issue with the Player Spawn Pad’s lighting being too bright on PS5 during mixed island filters.
  • Fixed an issue where the Mutator Zone Class Selected option was offset by 1.

SAVE THE WORLDS NEWEST UPDATE 11-18-2020

THIS WEEK – BUNDLE UP FOR THE WINTERFEST VENTURES SEASON

Fortnite Save The World Winterfest Ventures

It’s time to grab your winter coats, Commanders. The next Save the World Ventures season begins on November 20 at 7PM ET.

The Winterfest Venture Zone modifier is the powerful Super Heroic Modifier.

The frosty Wintery winds swing this modifier in favor of Homebase’s Heroes. Each class will gain super heroic benefits that play off of their current playstyle.

Soldiers, do you love landing headshots? Great. The damage of headshots is doubled and you’ll benefit from reduced cooldowns when eliminating Husks with ranged weapons. Sling bullets and grenades to your heart’s Desire.

Constructors, do you love building? Do you ever find yourself short on materials? You’ll love the reduced building and repair costs. Prefer to swing a giant hammer? We’ve got you covered. You’ll benefit from reduced cooldowns when triggering Kinetic Overload and benefit from more impact damage as well.

Ninjas, a healthy blend of Melee and Ability weaving will be key with this modifier. Focus your efforts on ability eliminations to gain increased melee damage and attack speed. Use that to your advantage as melee eliminations also reduce your ability cooldowns.  Synergize your playstyle for maximum efficiency. You’ll also gain double the Shadowstance stats so get in their faces and show em’ who’s boss.

Outlanders, it’s time for some punchin’ (looking at you, Jess) as Anti-Material charge will have no cost during this Ventures Season. For all you T.E.D.D.Y slingers out there,  you’ll benefit from a free Fragment every 50 seconds along with increased ability damage.

The crystalized winds of the Winter also make Husks more resistant to weapon and trap damage. Bring a healthy blend of Heroes to overcome their defenses. Nothing you can’t handle, Commanders.

Note on Winterfest Season: Thanks to your player feedback, the experience required to complete the season has been significantly reduced.

Beginning on November 20 at 7pm ET,  venture out and keep the Burner filled with scavenged BluGlo. If it  runs out, things get real cold, real quick. As the burner health decreases the Storm Shield shrinks, so fill ‘er up.

The Krampus Smashers who dwell in these cold regions are dangerous but worth the fight, dropping some much needed BluGlo. Check your quest log for Frostnite rewards, such as the loading screen / music pack and be on the lookout for weekly challenges in the coming weeks.

Survive as long as you can with only your basic starting weapons, schematics, and wits to protect you.

Stw Holly Jolly Ransom

HOLLY JOLLY RANSOM RETURNS IN TIME FOR THE FESTIVITIES

It’s that time of year again! Starting Friday, November at 7pm ET. Time to decorate trees, sing holiday songs, and… resolve hostage situations? Join the crew and investigate the disappearance of Homebase’s most festive Hero, Crackshot.

Fortnite Save The World Crackshot Soldier
CRACKSHOT, THE HOLIDAY SOLDIER RETURNS.

“HEY! Who kidnapped me?” – Crackshot

  • Standard Perk: Mad Tidings
    • Firing a ranged weapon grants 1 stack of Holiday Spirit, up to 50 stacks. Each stack of Holiday Spirit increases Ranged Weapon Damage by 1% but decreases Weapon Stability by 0.2%. Buff removed on weapon swap or reload.
  • Commander Perk: Mad Tidings+
    • Firing a ranged weapon grants 1 stack of Holiday Spirit, up to 50 stacks. Each stack of Holiday Spirit increases Ranged Weapon Damage by 2.9% but decreases Weapon Stability by 0.7%. Buff removed on weapon swap or reload.

Available from the Holly Jolly Ransom questline on November 20 at 7pm ET

Fortnite Save The World Paper Shredder

SPREAD YOUR WINGS WITH THE PAPER SHREDDER

You don’t want to be in the way when this paper airplane goes off! This pistol uses shells ‘n’ slugs to launch a slow-moving paper airplane that damages groups of enemies when it explodes.

Available from Frostnite quests on November 20 at 7pm ET

Fortnite Save The World Sentry Gunner
 DELIVER THE COAL WITH SENTRY GUNNER KRAMPUS 

He’s not here for the presents.

  • Standard Perk: Racking up the Coal
    • Each R.O.S.I.E elimination increases R.O.S.I.E damage by 4%, up to a maximum of 30 stacks.
  • Commander Perk: Racking up the Coal+
    • Each R.O.S.I.E elimination increases R.O.S.I.E damage by 12%, up to a maximum of 30 stacks.

Available from Frostnite quests on November 20 at 7pm ET

Fortnite Save The World Winter Llama

STAY FROSTY WITH THE HOLIDAY LLAMA

Even the Llamas are filled with holiday spirit. Beginning on November 20 at 7pm ET, break out the cocoa and bust open this Llama to unlock festive Heroes and Weapons. The more the merrier.
NEXT WEEK – CHALLENGE 1 OF FROSTNITE BEGINS

Fortnite Save The World Frosty Turf Frostnite
IT’S A SLIPPERY SLOPE IN THE FROSTY TURF CHALLENGE!

Starting on November 27 at 7pm ET, take on the Frosty Turf Frostnite Challenge. The weather balloon forecasts extremely frosty weather for this week in Frostnite. We’re already getting cold feet just thinking about stepping on snow and the slower trap reloads.

Overcome the Frosty Turf challenge to unlock Tank and a unique banner.

Fortnite Save The World Tank
TANK JOINS THE CREW

This Constructor puts the ‘action’ in ‘action figure’! 

  • Standard Perk: Bouncy Shield
    • Up to 5 attacks blocked by Goin’ Constructor create a sonic wave, dealing 64 base damage to enemies within 0.5 tiles
  • Commander Perk: Bouncy Shield+
    • Up to 8 attacks blocked by Goin’ Constructor create a sonic wave, dealing 128 base damage to enemies within 0.5 tiles

Available from the Frosty Turf challenge starting November 27 at 7pm ET

Fortnite v14.60 Datamined Content:

Note: We will be updating the list of datamined content as it is unearthed. This takes time as miners decrypt the files in real-time.

Once the full datamined content and bug fixes are listed above, we’ll provide an update to the headline to let our readers know.

Update: Post has been updated with the official list of fixes via the official Fortnite Trello board.

Update #2: Added the new stuff in Save the World and Creative via Epic Games. Full list of datamined content have been listed as well.

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Alex Co

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

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PS4 Update 8.01 Rolled Out, Causing Issues for Some Gamers

Sony has released PS4 update 8.01 just now and it’s a small download at just 470MB. This seems to be a mandatory download, as gamers have reported that it won’t let them connect online without downloading the update.

PS4 Update 8.01 Patch Notes:

According to the console itself the update includes:

Main features in version 8.01 update

  • This system software update improves system peformance.

That’s basically it. Given the PS5 is out, and will soon be released worldwide, I wouldn’t expect any major additions to the PS4’s system features.

Unfortunately, multiple gamers have reported on the PS4 subreddit that this latest firmware update has caused issues for them. Some have cited that their console won’t turn on after the update, and some have reported that the system patch won’t even install!

For me personally, I’ve downloaded and installed the new update without any issues — at least so far.

We’re keeping a close eye out and monitoring the situation and will update the post if new developments arise.

For those who downloaded it, is it working normally for you or has this new PS4 firmware update caused problems for your console? Let us know down below in the comments.

More PlayStation Reading:

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Alex Co

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

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DIRT 5 Review – Reputable Racing

I’m going to be honest here, I’m not at all a car fanatic. I happily drive a crappy old 2002 Ford, and while I can admire the aesthetics of a nice vehicle, I know nothing of the mechanics. I may not be a revhead, but I’ve always had a strong appreciation for racing games, mainly of the arcade variety. Need for Speed, Forza and Burnout are all examples of  series I have long revered. Racing games may not be a genre I’m constantly indulging in, however it only takes a few months of sobriety for the craving to return, forcing me to dive into the latest release. DIRT 5 presents itself as my latest venture into the world of racing, bringing with it a bevvy of content . Is it a racer worthy of your time, or a bumpy road that should be avoided? Read on for our DIRT 5 review.

Buckle Up, Rookie

Debuting for the first time in DIRT 5 is a narrative-driven career mode. You assume the role of an up and coming racer in the DIRT World Series, a racing competition that sees drivers competing in various racing challenges in locations such as Brazil, Morocco, China and the USA to name a few. Under the tutelage of esteemed racer Alex ‘AJ’ Janicek (voiced by Troy Baker), your goal is simple: become the greatest driver on tour. Placing highly in each race that comes your way is the key to make your goal a reality, edging you closer and closer to Bruno Durand (voiced by games voice acting mainstay Nolan North), a competitive and confident champion who stands in the way of your quest for Dirt World Series supremacy. 

It’s a basic little story that can easily be overlooked if you’d rather just jump into races and be spared the details, but at the same time it succeeds in providing some character to the Dirt World Series. Instead of playing out in cutscenes as you might expect, DIRT 5’s story is presented through an in-game audio program known as the DIRT Podcast by Donut Media. Donut Media for those of you that don’t is an extremely popular car culture YouTube channel. The podcast is hosted by Donut Media members James Pumphrey and Nolan Sykes, with the highly entertaining and lovable duo discussing what is happening in the world of DIRT in between races. They often speak to AJ and Bruno Durand throughout these podcast episodes, allowing for the personalities of characters you don’t physically see to come to life. Both Troy and Nolan do a great job as they always do, but the Donut Media duo arguably steal the show with their silly dialogue and chemistry. If you care to listen to the simple story DIRT 5 has to tell, you will likely enjoy it, as it does a good job of being a complementary element of the career mode. 

Dirt 5 Review Screen 2

When it comes to playing DIRT 5, the majority of the experience is contained within the Career Mode. There are five chapters to play, with each containing a glut of events to complete. You don’t have to complete every race in a chapter, as there are numerous paths you can take, which in turn allows you to actively skip event types that you dislike (I’m looking at you Sprint Races!). Each race has three stamps to collect. Finishing first nets you three stamps, coming second gives you two, while merely crossing the finish line will reward you with a single participation stamp. Non-racing events such as Gymkhana and Pathfinder give stamps based on the total score or finish time respectively. Stamps aren’t difficult to accrue but you will need to make an effort in nabbing them, as the races at the end of each chapter require a certain amount of stamps to unlock them. 

Completing the optional tasks in each level such as performing a certain amount of drifts or overtakes will raise your reputation, which in turn will level up your sponsorship. Sponsors in DIRT 5 serve as an easy way to earn more cash and goodies throughout the game. Signing on with a sponsor will present you with a set cash reward you will earn per race. Completing optional challenges and levelling up your sponsor by earning reputation will up your cash earnings, whilst also earning cosmetic rewards such as decals for your car. The cool thing about the sponsors is that they are actual brands such as AMD, Michelin, and everyone’s favorite, Monster Energy. Sponsorships aren’t really that important, but they do serve as an efficient way to generate money to spend on buying new cars. 

Dirt 5 Review Screen 4

Throughout the career mode you also unlock Throwdowns, which serve as 1v1 challenges that pit you against drivers on tour that want to see what you’re made of. Beating these competitors will get you more money and rewards like player card backgrounds. While you don’t have to play every event to complete the career mode, the fact that there are over 130 events spanning eight different event types is proof that DIRT 5’s Career mode is packed to the brim with content. 

Event Overload

When it comes to the eight event types in career mode, I can happily report that there are more hits than misses. Definite high points include Ultra Cross, Rally Raid, Landrush and Stampede, which are all off-road races that feel the most approachable despite their minor variances in terrain and track design. Stampede for example features an unmarked track with areas littered with mud and sand, while Rally Raid offers a more traditional rally experience with jumps and split routes. Ice Breaker despite being a mode I know will frustrate many was also lots of fun, featuring extremely slippery ice courses where near constant drifting is the key to success. The Path Finder mode which debuts in DIRT 5 are also fantastic, forcing you to maneuver a Rock Bouncer amongst heavily mountainous and rock terrain. Modes that didn’t click with me include Sprint and Gymkhana, with my hot take on the latter sure to upset DIRT 3 fans. I think I may just be average at it, but the act of drifting and jumping around an arena to generate a high score simply wasn’t as fun as the races. The Sprint events are just plain bad, with their difficulty to control leading to many frustrating moments where my car would be holding the railing of the course like a kid when they first learn to ice skate. Despite my hatred for Sprint events and mixed thoughts on Gymkhana, DIRT 5 offers up plenty of engaging and enjoyable races with a multitude of different types of cars to take for a spin.

While Career mode is DIRT 5’s main mode, there are still multiple other modes for you to tinker with. Free Play mode which can be found alongside Time Trial mode allows you to customize your own race. You can pick the location, the class of cars, the weather, the number of laps, as well as the amount of drivers and their difficulty. Time Trial mode as its name suggests sees you race a course in an attempt to complete it in as little time as possible. Online allows you to compete with other players online in either races or party games. Racing others is fun of course, but the party games can be a lot of fun if you can get a group together. My pick is Vampire, a mode I can’t help but compare to the Infected mode from Call of Duty games. One car is the vampire and must come in contact with another car to make them a vampire also, leaving those yet to be turned driving away in an attempt to escape.

Dirt 5 Review Screen 1

Playgrounds is a mode in which players can create their own tracks to race on and share online. I’m not one to spend much time with the creation tools, but from what I tried, it appears really fun and easy to build a track from scratch. Seeing what the community has crafted already is proof that plenty more life can be brought to the game through this mode. Lastly we have the Garage, a spot where you can purchase and customize vehicles to your heart’s content. I think it’d be fair to say that there is a surprisingly large amount of things to do in DIRT 5.

Lookin’ Good

What’s also surprising is how good DIRT 5 looks on current gen hardware, with the PlayStation 4 Pro version in HDR looking particularly solid in the 30Hz option. The environments while not majorly detailed look pretty enough, and while I’m sure the PlayStation 5 and Xbox Series X/S versions will appear far more attractive, it’s nothing to turn your nose up at. The dynamic weather system is a feature that is cool to see take hold over an environment. A race that begins with clear skies can end with heavy rain, which acts as both a cool visual spectacle and an unexpected obstacle.

Dirt 5 Review Screen 3

The 60Hz option that prioritizes frame rate over graphical fidelity does a decent job, however I feel it smears the background to the point where the overall look is a bit too smudged and ugly looking. I’m usually the first person to recommend the higher framerate, but I feel sticking with the 30Hz mode is the right decision in this case. I also encountered some screen tearing, frame drops and weird texture flicker in both performance modes which was disappointing. Another minor annoyance were the loading times between each level. They aren’t obtusely long, but the fact that they commonly occur leads to the game feeling like it resides on a loading screen a tad too much.

DIRT 5 is a celebration of off-road racing that is crammed full with plenty of worthwhile content. It’s simplistic story while throwaway for some provides decent fun, and the variety of different racing modes ensure that the long career mode doesn’t get stale. Additional modes such as Arcade, Online and Playgrounds guarantee that even when you’ve cleared the Career that there is still plenty more entertainment to be had. Despite the occasional bumps in the road with performance and lackluster events, DIRT 5 is a great racing title that is deserving of your time. 

SCORE: 8/10

PROS:

  • Enjoyable story content
  • Looks great 
  • Sturdy gameplay

CONS:

  • Sprint races just aren’t fun
  • Performance isn’t great
  • Loading times .

Dirt 5  review code provided by the publisher. Game tested on the PlayStation 4. You can read SP1st and MP1st’s review and scoring policy right here.

Dylan Blereau

Author

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Bluepoint Made Sure to Protect Mysterious Demon’s Souls Door From Glitches

There’s a new Demon’s Souls glitch that allows players to clip into objects, bypassing certain areas. However, it seems that Bluepoint had accounted for this as one of the recently uncovered new additions to the game is still well guarded.

As discovered by YouTuber Distortion, this new glitch abuses the game load-ins as object’s collisions aren’t loaded immediately after the initial load from the main menu. Using this glitch has allowed players to reach different areas in the game, though one in particular that has the whole Demon’s Souls community talking in the newly added door in the first world map.

Does anyone know how to open this door in 1-3?
byu/OrganizedBonfire indemonssouls

 

After the discovery of the door had been made, many players had abused the game’s photomode, in which they found an item waiting for them past the door.

Has anyone figured out how to get past the illusory wall locked door in 1-3?
byu/Cosmic-Vagabond indemonssouls

With no clear way as to how to get access to this area, Distortion did a little testing of his own with the newly found glitch, only to discover that Bluepoint Games had added an additional layer of protection as the area is sealed behind some invisible walls.

This must have come as a bit of a surprise, considering that the glitch was only recently discovered. Still, have to hand it to Bluepoints for guarding whatever secret item is behind that door. We’re hopeful that a solution is found sooner rather than later, and hopefully the item isn’t a disappointing one!

Demon’s Souls (remake) is now available for PS5. If you are interested in reading up on our thoughts, be sure to read up our official Demon’s Souls review, which received a perfect 10!

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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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Black Ops Cold War 120fps Multiplayer Is Mostly Buttery Smooth on PS5 & XSX – Here’s Our Analysis

We put Call of Duty: Black Ops Cold War through the test at it’s highest performance setting on both the PS5 and Xbox Series X! Our findings? Black Ops Cold War 120fps (frames-per-second) in multiplayer is buttery smooth, but there’s a little bit more to it.

Note: Due to current available consumer capture cards only being capable of capturing resolution up to 1440p, we have adjusted the console settings to match those specifications. As of right now, as far as we are aware, there are no capture cards that allow full 4K resolution at 120 frames-per-second (fps) capturing available for public purchasing. While both PS5 and XSX support 4K recording from their internal cards, it can only be captured up to 60fps. This goes without saying that YouTube also doesn’t support 120fps yet, though our frames-per-second counter will indicate the number of frames being displayed. We also don’t have a Xbox Series S so we can’t say for certain on anything regarding the performance on the budget end Xbox Series console.

Next-gen console players are sure in for a treat with Black Ops Cold War, especially those planning on playing the game at it’s highest performance setting. For those who aren’t aware, Call of Duty Black Ops Cold War features a performance mode that sports 120fps at 4K (dynamic) on both next-gen consoles. A pretty beastly feat. if we do say so ourselves, but exactly how well does this mode perform in the multiplayer? Well, surprisingly well.

Black Ops Cold War Multiplayer Xbox Series X 120fps at 1440P Analysis:

Black Ops Cold War Multiplayer PS5 120fps at 1080p Analysis:

As you can see, both the PS5 and Xbox Series X console can hold a solid 120fps for the most part, with single digit drops here and there during actual gameplay. However, one noticeable difference between the two is how they render killcams, with the PS5 being consistent in its single frame drops and the Series X seeing bigger drops in pretty much every death.

Considering that the dips only occurred during killcams and not in the actual gameplay, we can’t say it’s that big of an issue, at least for us since we tend to skip cams. Still, it’s rather odd to see these drops throughout killcams, and while the Series X is running at a higher resolution, when we went back to test it at an equal 1080p the results still were similar, if not surprisingly a bit worse despite being lower res.

Note: At the time of recording on the PS5, servers had yet to be active so the mode is using bots. However, we had since then ran another test as seen above, which results remain generally the same on the PS5.

Warzone’s Performance

As we learned last week, Warzone for the Xbox received an update which stealthily added 120fps support for the Series X console. In a early test that Digital Foundry performed, they found that the Series X generally runs between 100-120fps on 4K. We decided to test this out between the 1080P option and the 1440P, which showed similar results.

The short of it, we found that running 120fps @ 1440P yielded a more stable experience than running it over 1080P output/capture. Again, because we can’t capture using the 4K option at 120fps we cannot determine if the performance of the higher res is comparable to either of the lesser ones.

A Bit On Campaign

If you are wondering on the campaign side of things, the results are similar for gameplay with both systems dropping a single frame here and there, however the cutscenes are rather interesting as it tanks on both systems. It appears that the PS5 version can hold 120fps longer, though even so it ends up tanking drastically in some parts.

During our 4K playthrough we did notice jitters and slow downs on both consoles in this particular scene. Honestly this most likely is due to some poor optimization on both systems that hopefully may get fixed later.

Conclusion:

If you are looking for a clear winner, then we would have to give it to the PS5 only because of the killcams, otherwise both systems are pretty toe-toe when it comes to producing a stable 120fps. And while the PS5 does seem to hold a more stable 120fps, the 1 frame drop every now and then is so marginal you probably won’t notice much of a difference between the two consoles. It really just boils down to preference at this point.

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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.