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Overwatch Update 3.01 November 19 Fires Out for Hero Changes

While Blizzard released a new Overwatch patch earlier this week for a new event focusing on Symmetra and a few hero changes, the studio has released the Overwatch update 3.01 November 19 patch, and this one includes even more hero changes!

Overwatch Update 3.01 November 19 Patch Notes:

GENERAL UPDATES

General
  • Support heroes no longer say “Group up with me” when they are missing health and request healing

HERO UPDATES

ANA

A significant number of Biotic Grenades are blocked by allies accidentally intercepting it. Having it collide with allies in the same manner as Ana’s primary fire will enable more deliberate placement of the ability.

Biotic Grenade
  • Projectile now passes through allies with full health

BRIGITTE

Brigitte was a likely candidate when looking at close range heroes to receive a health adjustment while experimenting with 25 HP increments. This ended up being too powerful when combined with her self-healing and barrier.

  • Base health reduced from 175 to 150

HANZO
Storm Arrows
  • Can now be manually canceled

MEI
Ice Wall
  • Can now be manually destroyed while dead

MOIRA

Moira could use a small bump in healing efficiency after recent changes made maintaining her high healing output more challenging.

Biotic Grasp
  • Healing resource consumption rate lowered from 14 to 12.5

SYMMETRA
Teleporter
  • Can now be manually destroyed while dead

TORBJÖRN
Deploy Turret
  • Turret can now be manually destroyed while dead

Why wasn’t this update lumped in with the other one? Your guess is as good as mine. That said, not really complaining the devs for being active on hero fixes.

Source: Overwatch

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Dauntless Update 1.42 November 19 Crawls Out for Weapon Changes, Bug Fixes

Phoenix Labs has issued the Dauntless update 1.42 November 19 patch and it’s for weapon balancing changes and bug fixes. This is a small download, so don’t expect anything major in terms of new content, as the December update is headed out and it’s going to be a huge one (read the details here).

Dauntless Update 1.42 November 19 Patch Notes:

WEAPONS


Repeaters

REPEATERS

  • Fixed a bug where repeaters did not fire if the controller button was lightly pushed. Now you can feather touch your controller or hammer it like a barbarian.

Aether Strikers

AETHER STRIKERS

  • Fixed a bug where players couldn’t use striker specials and lantern taps/holds at the same time.

Gnasher

GNASHER

  • Fixed a bug where Gnasher equipment’s power was significantly increased in 1.4.4.
BUG FIXES


Gameplay

GAMEPLAY

  • Fixed an issue where a stim could sometimes be consumed with no effect if used quickly after getting downed.
  • Fixed a bug where players couldn’t purchase tonics with rams.

Environment

ENVIRONMENT

  • Fixed a bug where some bushes on islands were brown at a distance but turned green when approached.
  • Fixed a bug where textures on desert and snow islands were missing details.

UI

UI

  • Players now need to hover over the sub-menu items in the emote wheel longer before the next set of selections pop up.
  • Expired event quests can no longer be progressed.
  • The transmog panel no longer snaps several rows down when equipping a transmog. It now maintains focus on the transmog you just equipped.
  • The consumable selection menu in the airship no longer gets stuck open when a hunt begins.
  • Fixed a bug where scrolling through undiscovered Mastery entries would briefly display placeholder text.
  • The randomize button in the character creator is now working correctly.
  • Fixed a bug where the Ramsguard Commander Style Kit description was incorrect.
  • Ramsgate Lore: Public Safety Notice #112 no longer breaks out of the UI window when collecting lore in Russian.

Cosmetics

COSMETICS

  • Fixed hair clipping issues on the War Head helmet skin.
  • Fixed a bug where the War Powers arm skin was causing invisible gaps between a Slayer’s arms and torso.

Ramsgate

RAMSGATE

  • Fixed a bug where Honest Ozz was using the same generic greeting over and over again.
  • Fixed a bug where icons could appear extremely large and out of place.

Performance

PERFORMANCE

  • Made improvements to overall Escalation performance.

Miscellaneous

MISCELLANEOUS

  • Fixed a bug where players could use infinite curiosities if they were granted another quickly after using one. Pumpkins … pumpkins everywhere.
  • Fixed a bug that was granting 10 Vault coins at the end of every Escalation

Source: PlayDauntless

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EA UFC 4 Update 5.00 November 19 Adds New Fighters & Features

UFC fight fans, EA Vancouver has released the big EA UFC 4 update 5.00 November 19 patch, and it adds new fighters, gameplay updates, new looks for existing fighters and more! Read on for the full patch notes.

EA UFC 4 Update 5.00 November 19 Patch Notes:

New Fighters:

An extremely popular request from the community, Khamzat Chimaev enters the digital octagon as a 4-star overall in the welterweight division. Coming off a convincing win in September, Chimaev boasts a 4.5-star rating for both grappling and health and 4-stars for striking.

Fan favorite Megan Anderson will join the Women’s Bantamweight division in EA SPORTS UFC 4 as a 4-star overall fighter. Anderson who fights in the UFC Women’s Featherweight division will be added to the Women’s Bantamweight division due to a scarcity of fighters in that division. As a well-rounded fighter, Anderson has a 4-star rating for grappling, striking, and health.

Patch 5.0 Full Notes

Major Updates:

  • Added 2 new fighters Khamzat Chimaev and Megan Anderson.
  • Added new items to Create a Fighter which include new hairstyles and clothing items.
  • Various fighter likeness updates. Aljamain Sterling, Michael Chiesa, Max Holloway, Tim Elliott, Colby Covington, and Germaine de Randamie all have been updated.
    • Aljamain Sterling – updated hair and beard.
    • Michael Chiesa – updated beard and body.
    • Max Holloway – updated hair and beard.
    • Jan Blachowicz – updated shorts.
    • Tim Elliot – updated hair and beard.
    • Germaine de Randamie – updated body.
    • Colby Covington – updated body.

Gameplay Updates

  • Increased permanent stamina tax on long combos. The third strike and the ones beyond will cost slightly more.
  • Fixed a bug with slip counters stopping power.
  • Applied evasion tax from blocking slips, at 75% of the tax from regular slips.
  • Made it so submission strength has an effect on the size of the wedges.
    • This should result in more dangerous submissions from advanced positions, even when the attacker doesn’t have a sizable stamina advantage.
  • Added scrambles to tower takedowns.
    • Tower Takedowns can now be scrambled by the defender, resulting in a roll to immediately get up. This solves a previous issue where some of these takedowns ended up being too hard to defend because they had to be denied early/could not be denied late (scrambled).
  • Practice Mode – Sustained sways can now be recorded with strike recording.
  • Practice Mode – Stopped training partner in strike recording from denying transitions and submissions.
  • Practice Mode – Added more grappling starting positions.
  • Practice Mode – Added option to start in the clinch or catch kick states.
  • Practice Mode – Add new HUD displaying the number of recordings in strike recording mode.
  • Added new custom Fighter AIs and made them available in Custom Fight Now.
  • Addressed various animation issues with transitions.
  • Added scramble to thai clinch circling trips.
  • Fixed inconsistencies with defender’s stamina drain from scrambles.
  • Tuned submission offense attribute effectiveness.
  • Tuned stamina cost for ground and pound.
  • Tuned AI clinch behavior.
  • Tuned AI catch kick behavior.
  • Fixed rare instances of undue stance switches when exiting the clinch.
  • Fixed an issue where single leg takedowns during an uppercut ended in back clinch.
  • Fixed an issue with the grapple hud remaining on screen.
  • Updated movesets for various fighters.
    • Alexander Volkov
      • Back Uppercut Level 2 to Level 4
      • Back Front Kick Level 3 to Level 4
    • Anderson Silva
      • Added Lead Side Kick Body Level 2
    • Anthony Pettis
      • Lead Roundhouse Level 2 to Level 4
      • Lead Roundhouse Body Level 2 to Level 3
    • Bobby Green
      • Back Front Kick Body Level 2 to Level 3
      • Added Lead Side Kick to Leg Level 3
    • Damian Maia
      • Leg Locks Level 1 to Level 3
    • Rafael Dos Anjos
      • Boxing Combos Level 2 to Level 3
      • Back Hook Level 2 to Level 3
      • Back Hook Body Level 2 to Level 3
      • Lead Overhand Level 2 to Level 3
      • Added Leg Locks Level 3
    • Stefan Struve
      • Added Lead Side Kick Body Level 2
    • Tom Breese
      • Single Leg Level 1 to Level 2
      • Added Lead and Back Elbow Level 2
    • Uriah Hall
      • Lead Leg Kick Level 2 to Level 3
      • Lead Roundhouse Level 2 to Level 3
      • Back Spinning Heel Kick Level 4 to Level 5
      • Lead Hook Level 2 to Level 4
      • Added Lead Overhand Level 2
    • Evan Dunham
      • Clinch issue fixed. All Moves Updated
    • Edman Shahbazyan
      • Added Back Front Kick Level 2
  • Fixed inconsistency with major back lunge, depending on which stick was used to perform it.
  • Allowed blocking during minor back lunges.
  • Fixed a bad grappling exchange from mount.
  • Improved side slips by applying loss of opponent’s tracking when walking and slipping to the same side, to the outside of strikes (except jabs).
    • Side slips when walking to the same side will now behave similar to major side lunges, in that they will now make the opponent completely lose track of you and force them to pivot before they can strike you again. However, as the motion required to perform a walking side slip is smaller, we’ve made the conditions for the loss of tracking more strict.

This is a huge update, so let’s hope nothing gets broken in the process.

Source: EA

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Destiny 2 Update 2.04 November 19 Rolled Out for Hotfix 3.0.0.3

Guardians, Bungie has rolled out the Destiny 2 update 2.04 November 19 patch or otherwise known as Destiny 2 hotfix 3.0.0.3. This includes combat changes, rewards tweaks, investments and more. Head on below for the full patch notes.

Destiny 2 Update 2.04 November 19 Patch Notes:

Combat 

Weapons

  • Fixed an issue where the Coriolis Force Fusion Rifle was getting more ammo than intended from ammo bricks.
  • Fixed an issue where the Witherhoard damage debuff wasn’t being removed properly.
    • Witherhoard has now been re-enabled.

 Abilities

Stasis  

  • Fixed exploits with the Warlock Shadebinder Super.
  • Stasis breakout damage reduced (110->90hp).
    • Adjusted the curve that reduces breakout damage using Resilience.
    • Increased the damage reduction effect Resilience has so that higher tiers of Resilience are more valuable.
    • Caps out at 90 Resilience.
  • Penumbral Blast (Stasis Warlock melee) projectile speed reduced by 20%.
  • Penumbral Blast (Stasis Warlock melee) range reduced (was 28m now 16m).
  • Winter’s Wrath (Stasis Warlock Super) duration reduced (was 30s now 24s).
  • Winter’s Wrath light attack (Stasis Warlock Super) cost reduced (was 5% per burst, now 4.5% per burst).
  • Cold Snap seeker speed reduced by 23%.

Against Guardians:  

  • Cold Snap freeze duration lowered (was 4.75s now 1.35s).
  • Ice Flare Bolts freeze duration lowered (was 4.75s now 1.35s).
  • Penumbral Blast (Stasis Warlock melee) freeze duration lowered (was 4.75s now 1.35s).
  • Winter’s Wrath heavy attack (Stasis Warlock Super) no longer affects players who are not encased.

Gameplay and Investment 

Rewards

  • Fixed an issue where Pinnacle rewards were not dropping at the correct Power.
  • Fixed an issue where several repeatable bounties were providing more XP than intended.

Activities 

  • Fixed an issue on Exodus Crash where the Spider Tank wasn’t spawning.
    • Exodus Crash has been re-enabled.

General 

  • Fixed an issue that was causing ARUGULA errors.
  • Fixed an issue where Fragment pursuits were purchasable with a full inventory.

Stay tuned to tomorrow’s Xur post for the fastest update on where the hooded figure is, and of course, the Trials of Osiris rewards.

Source: Bungie

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EA Madden 21 Update 1.18 November 19 Punts Out

EA Vancouver released the EA Madden 21 update 1.18 November 19 patch and this is for gameplay tweaks in Franchise mode, The Yard updates and more. Head on below for the full patch notes.

EA Madden 21 Update 1.18 November 19 Patch Notes:

To ensure Madden is the best game possible, scheduled updates are deployed by the Madden Development Team to add features to the game after launch and to tune gameplay based on community feedback. Our launch updates focus on many of the issues that Madden players report to us. We thank you for your feedback – you’ve helped us improve Madden NFL 21. We look forward to further feedback and are committed to continuing to meet your expectations.

Here is a detailed breakdown of what’s included in today’s title update:

Key Highlights:

  •  XP popup toggles in Franchise
  •  Gameplay fixes

Gameplay Updates:

  • Tuning to increase usage of AI edge-rush animations in certain formations, such as Nickel 2-4-5 Odd
  • Fixed an issue causing a delay by defenders in man-coverage vs. RPO Bubble Routes at the snap

Franchise Updates:

  • Franchise Updates:
    • Disabled the on-field XP pop-ups above players heads during gameplay, by default
      • DEV NOTE: Based on player feedback, we have turned off the XP overhead pop-ups in Franchise gameplay by default so there would be less clutter appearing on the screen during gameplay. For users who prefer this feature, it can be re-enabled via the ‘Drive Goals & XP Feedback’ setting in the Franchise settings menu

The Yard Updates:

  •  UI and stability enhancements

Once we get wind of the next update, we’ll let our football fans know.

Source: EA

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Marvel’s Avengers Kate Bishop Taking Aim DLC Release Date Set for Dec. 8

As promised yesterday, today’s Marvel’s Avengers War Table focuses on Kate Bishop’s introduction into Crystal Dynamics’ game, and along with the info, we now have a new Marvel’s Avengers Kate Bishop Taking Aim DLC release date and it’s on December 8!

Check out the nine-minute deep dive video below, where we see Kate Bishop’s abilities and moves in debut gameplay footage!

The lead-up to Taking AIM began with enigmatic new Tachyon missions that started appearing on players’ in-game War Tables several weeks ago. In Taking AIM, Kate Bishop, master archer and skilled gymnast, resurfaces after her investigation of Nick Fury’s disappearance following A-Day leads to her mentor Clint Barton (aka Hawkeye) going missing as well. As she unravels the mystery behind the sudden appearance of the time-warping Tachyon Rifts, she uncovers a twisted new plan from AIM, which pushes her to work with the Avengers once again.

Taking AIM’s story begins shortly after the conclusion of Marvel’s Avengers’ Reassemble campaign and is just the first half of the two Hawkeyes’ Story Arc. Clint Barton’s Hawkeye will then take the stage in early 2021 to complete the double-feature and lay the groundwork for what’s next in the Avengers Initiative.

There’s also a new super villain introduced in the free DLC and it’s the Super Adaptoid! Once the update for Kate is out, we’ll be sure to let our readers know.

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There Is a Hidden PS5 Web Browser and Here’s How to Access It

Do you surf the web on your PS4? For those that do, unfortunately you can’t really do that on the PS5, as it doesn’t have a built-in web browser. However, there is a PS5 web browser workaround that lets you visit websites on the console, though it’s limited in function.

On the PS5 subreddit, user D_Ashido has posted how to have a functioning PS5 web browser!

My friends and I were discussing how the PS5 has settings for a Web Browser, but no actual dedicated Web Browser App. You can enable and disable cookies and other misc. options from the full settings menu.

We quickly discovered the web browser is accessible! All you have to do is have a friend send you a PS message to a search engine such as “WWW.Google.com”. From your PS5, click on the google link and it will open up a browser window that has a locked address bar. If you can access your particular website from Google search, you can go to it with this method.

Furthermore, you can even pin this make-shift browser to the side of your screen similar to the new Share Screen ability. If you pin it, pressing the quick menu will force the browser to appear as an activity card that you can click to gain edit access to it again. The options button will give you access to a variety of browser controls such as Refresh, Forward, Backward, Zoom, etc.

HTML5 works in this browser currently as Youtube videos and other video sites were working flawlessly.

For anyone that needed quick access to walkthrough sites while gaming; enjoy! There is currently no “Favorites”, or bookmarks support. I’m sure Sony is working on a complete browser experience, but if they aren’t then at least we have this for now.

Those in certain parts of the globe, the PS5 is now available in your region! If you’re one of the new PS5 owners, make sure to share this post so other people who want to browse on their PS5, can do so.

More PS5 Reading:

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Neverwinter Update 8.41 November 19 Released for Consoles

Developer Cryptic Studios has released the Neverwinter update 8.41 November 19 patch and this is just for the console version of the game. There’s a short list of fixes released by the studio which you can check out below, as well as some of the known issues acknowledged by the devs.

Neverwinter Update 8.41 November 19 Patch Notes:

Release Notes

Content and Environment

Acquisitions Incorporated

  • Reptilian Extraction: The map no longer closes down, disconnecting all players on it, when a player completes the “Escape!” step of this instanced quest.

Avernus

  • Players can no longer get onto a mount when nearby their Infernal Machine.

Items and Economy

Companions

  • Soradiel is no longer incorrectly referred to as “Zariel” in some parts of the companion UI.

Reward Claims Agent

  • When purchasing things through supported external stores, the game now more consistently acknowledges the purchase without having to log out and back in.

Known Issues

  • Dungeon Rewards: Insignias earned from dungeon reward chests are currently incorrectly unbound. In a future patch, they’ll be changed so that they bind when gained from the dungeon reward chest. It is okay for players to trade them, auction them, etc. in the meantime.
  • Localization: In a recent patch, the names of various locations on the Overworld Map were incorrectly shuffled around. We are working to resolve this issue.
  • Redeemed Citadel: The Redeemed Citadel Forge cannot upgrade armor with armor kits applied.
  • Zen Market: The Celestial Wings mount cannot be reclaimed for free once purchased. We plan to address this in a future patch.

We’ll report on the game’s latest content drop once we know more.

Source: Arcgames

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Warframe Update 1.93 November 19 Deployed as Hotfix #3

While Digital Extremes released a new Warframe patch earlier this week, the studio has rolled out the Warframe update 1.93 November 19 patch today. Note that for EU, this will show up as Warframe update 1.92. This is called the Heart of Deimos: Nezha Prime: Hotfix #3, which is detailed below.

Warframe Update 1.93 November 19 Patch Notes:

This hotfix will be downloaded as an update, as the fixes in it were required to go through Cert before being released. At this time, these fixes are only being launched on the PS4 today. While you can play the PS4 version of Warframe on your PS5, these fixes will not be live on the PS5 until after the PS5 version launches. This is due to the ongoing Cert progress for the PS5 version of Warframe – more information to come on that at a later date when we have more to share – stay tuned! In the meantime, read more on what to expect here: https://www.warframe.com/news/warframe-is-coming-to-next-gen

Fixes:

That’s it for this title update. As far as we’re aware, this is not out on the Xbox One, but just on the PS4 version of the game.

Source: Warframe forums

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GTA Online Update This Week November 19, 2020

It’s Thursday, and that means that Rockstar Games has rolled out a new GTA Online update this week November 19 activities refresh! Same as before, expect a new set of challenges, rewards and discounts! Head on below for the summary and highlights.

GTA Online Update This Week November 19:

  • Triple Rewards in all Land Races and A Superyacht Life Missions
  • Double Rewards in Gerald’s Last Play Missions, the Diamond Adversary Series, and Running Back (Remix)
  • A free Blue Dot Tech Mask for winning an Event Business Battle this week
  • The Överflöd Autarch is the latest Lucky Wheel top prize
  • Vehicle Discounts: 40% off the Progen T20 and the Dinka Sugoi, plus 30% off the Truffade Thrax
  • Laser Weapon Discounts: 40% off the WidowmakerUp-n-Atomizer, and the Unholy Hellbringer
  • 30% off all Boats, Yachts and Yacht Upgrades & Modifications
  • Prime Gaming Bonuses: A GTA$200K bonus for playing this week
  • Prime Gaming Discounts: 80% off the Imponte Nightshade and 60% off the Declasse DR1, alongside the free Vespucci Canals Nightclub property
  • A GTA$1,000,000 bonus will be awarded this week to all players that played between November 12th and 18th
  • Every player will receive a free special vehicle for a limited time next month as a reward for the Heist Challenge
  • A special badge of honor will be awarded as an additional bonus to all those who took part in the Challenge

DISCOUNTS

There are all sorts of ways to save money in and around Los Santos if you know where to look. This week, those seeking to earn their sea-legs can take 30% off the cost of all boats and yachts, as well as upgrades and modifications for their new floating palace. Plus, discounts on powerful vehicles and laser weapons. See below for the complete list.

Yachts – 30% off

Yacht Upgrades & Modifications – 30% off

All Boats – 30% off

 

Vehicles:

  • Progen T20 – 40% off
  • Dinka Sugoi – 40% off
  • Truffade Thrax – 30% off

Laser Weapons:

  • Widowmaker – 40% off
  • Up-n-Atomizer – 40% off
  • Unholy Hellbringer – 40% off

Check back next week for the latest weekly update.

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DayZ Update 1.23 November 19 Brings Patch 1.10 to the Game

Bohemia Interactive has now rolled out the DayZ update 1.23 November 19 patch, and this brings the 1.10 version to the game which is what the studio calls this title update version! This is a rather large update that includes new features, gameplay fixes and more! Head on below for the 1.10 patch notes.

DayZ Update 1.23 November 19 (1.10) Patch Notes:

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

ADDED

  • Added the M3S Truck (Covered variant) and associated vehicle parts
  • Added abandoned M3S Truck wrecks to the maps, with parts spawning
  • Added a respawn dialog, offering an option to spawn with a random or the main menu character (shows only when server has a disableRespawnDialog parameter set to 0)
  • Added localization for Brazilian-Portuguese
  • You can now break the players lower leg, damage is applied by falling or brute force (walking/fighting with a broken leg will result in shock damage)
  • Added the Signal Pistol and its ammunition (in various colors)
  • Added the crafted Splint
  • Added crafted Tanned Leather using Garden Lime
  • Added crafted Leather Backpack
  • Added crafted Improvised Shelter
  • Added Tarp (material)
  • Added the ability to replace ruined parts of tents (entrance-/window-covers) with tarp
  • Added the Pipe Wrench
  • You can now repair a damaged car engine with the Pipe Wrench
  • You can now repair parts of the vehicle chassis with an Epoxy Putty
  • Clothing items now have an indicator for their insulation value
  • Exposure to wind will make your character freeze more (forests can provide cover)
  • Food decays over time
  • Items dry up over-time when put on the ground or in a cargo space on the ground (proximity to a fireplace is no longer required, but the area of a fireplace dries items faster)
  • Items cool down over-time in the player’s inventory and on the ground
  • Added a heat buffer to supply an overtime heat bonus to the thermal comfort of the player character (you receive a temporary heat bonus after spending time near a fireplace)
  • Added a smoking slot to several types of fireplaces, used to dry meat
  • Added additional coastline details between Storozh (prison island) and Ostrog, making the sea traversal easier and more interesting (Chernarus)
  • Punching now deals damage to gloves and can cause bleeding to bare hands
  • Added a visual effect to increasing shock damage (both reflecting getting hit, and current state)
  • Added damage when jumping out of a running vehicle (also including a chance for broken legs and death)
  • New visual heat haze effect for the fireplace, flare, road flare and torch lights

FIXED

  • Fixed an issue that prevented the player from combining stacks of items from their inventory with the second stack being in their vicinity
  • Gas stove with Canister + Frying Pan/Pot attached could be stacked infinitely
  • Item wetting/drying was not taking into account attachments and nested inventories
  • Sawed-off weapons now have a short weapon length (when it comes to collision with walls etc)
  • Fixed an issue preventing the player from detaching their magazine
  • Loading ammo into a weapon using hold on quickbar always loaded only one bullet
  • Fixed an issue restoring a rag to the pristine state after being used as a gag
  • Dead bodies of players should now fall through walls less often
  • It should now be more intuitive to locate the inventory of dead bodies
  • It was possible to consume pills and other items when they were ruined
  • It was not possible to place traps, barrels and crates on slopes
  • It was possible to wash bloody hands even while wearing gloves
  • It was possible to get sick by drinking/eating when the player had gloves and bloody hands
  • Dried raw meat would still trigger diseases
  • Locked doors were not saved correctly when opened by force, making them lock themselves again after a server restart
  • Water particles were appearing when hitting a player that is on an object above the sea
  • The player was able to fish through piers
  • Climbing on an object while it is being deleted could teleport the player
  • A Gunter 2 was spawning badly in the Svergino parking lot (Chernarus) (https://feedback.bistudio.com/T154702)
  • It was not possible to attach/detach headlights on Sarka 120 and Gunter 2 from the vicinity
  • Gunter 2 lights were not visibly glowing
  • Grass was not flattened when driven over with a vehicle
  • Fixed a bug causing a stuck item widget
  • Text was overlapping or cut off in the tutorials screens in certain languages and resolutions
  • Fixed a server crash connected to user actions
  • The player could use materials gained from de-crafting ruined construction kits
  • It was possible to build watchtowers on top of each other
  • Swapping an item in the hands and the inventory during an action could with the right timing cause the head to disappear
  • It was not possible to wash hands in the sea
  • It was not possible to swap items in hands under certain circumstances when it should be possible
  • It was not possible to swap to small items when having heavy items in hands
  • It was possible to induce desync of the hand slot by interrupting specific actions
  • Wearing the Great Helmet would not change the player’s voice
  • Swapping the last attachment of a fireplace would always give the max quantity of the item instead of the current
  • The fireplace sound was still playing when coming back to it, after it had died out while the player was far away from it (should also work for flies stuck above a dead player’s body)
  • It was possible to over-stack Wooden Sticks using a fireplace
  • Fixed an issue with firewood disappearing when put into the indoor oven or fireplace (https://feedback.bistudio.com/T154722)
  • Fixed an issue where the player could use ruined attachments in base building objects to build parts
  • Melee attacks to legs could sometimes deal damage to the head instead
  • Fixed an issue that allowed players to duplicate rags using the quickbar
  • Fixed an issue with stamina sometimes draining completely when holding breath while aiming down sight (https://feedback.bistudio.com/T152114)
  • The inventory could not be opened while forcing vomiting through the gesture wheel (https://feedback.bistudio.com/T153430)
  • Boiled steaks showed a wrong texture
  • Added the missing engine to the ADA wrecks
  • Fixed wrong decals on the legacy police Olga wreck
  • Fixed various object placement fixes for both the Chernarus and Livonia terrains
  • Fixed sound issues related to doors in several buildings
  • Certain airfield objects were glowing at night
  • Fixed window collisions in several buildings
  • It is no longer possible to climb up the broken staircase on the industrial silo
  • It was possible to open city store back doors at certain pieces of a furniture in the front part of the building

CHANGED

  • Adjusted the base temperature behavior to be more authentic (warm afternoons, cold mornings)
  • Windchill, fog and altitude penalties are not applied to the local environment temperature, if a player is inside a building
  • Being under a roof provides a lower local environment temperature bonus than being inside a building
  • Increased the effect of altitude on the local environment temperature around the player
  • Cloud cover increases the base environment temperature more
  • Adjusted the default comfort temperature of the player character (now 26 degrees Celsius)
  • Balanced the heat insulation values of clothing items
  • Balanced the maximum wetness level of clothing items
  • The damage state and wetness of clothing impacts their heat insulation
  • Lowered the max wetness value on Plate Carrier, Press Vest and Tactical Vest
  • Items inside other items will only get wet when the container is soaked or drenched
  • Automated drying of clothing (not wringing out) is now less effective
  • The character speed has a larger impact on the overall heat comfort
  • The backpack is now taken into account for heat comfort, the armband was removed
  • Lowered the energy penalty in the lower warning cold state
  • Lowered the maximum energy buffer of the player
  • The pick axe can be used to dig hidden stashes
  • You can now open food cans with the Hand Saw
  • You can now skin animals with axes, saws, the pick axe, the crowbar, and the screwdriver
  • Removed skinning from the shovel, as it was causing a conflict with the bury action
  • Reduced the usability of duct tape for certain items
  • Clothing will no longer get badly damaged during the initial spawn
  • Shoes will no longer get damaged during the initial spawn
  • Tools damage due to crafting is now consistent across recipes
  • Balanced tool damage across actions
  • Reduced the damage done to tools by burying ashes and players bodies by 60%
  • Increased the health of the Stone Knife, Steak Knife and Kitchen Knife
  • Increased the durability of the whetstone
  • Sharpening knives costs less durability than sharpening axes
  • Reduced the melee damage against animals
  • Adjusted item drops from animals
  • Damage to individual vehicle zones will be displayed in the UI (when you look at them)
  • Adjusted the occurrence of arrows for bleeding in the HUD (now more progressive instead of nothing and then 3 arrows)
  • Adjusted lard consumption when cooking (1 full Lard can be used to prepare 8 pieces of baked meat)
  • It is no longer possible to dry meat by cooking it on low temperatures (replaced by smoking slot in stoves)
  • Increased the speed of cooking when using the direct cooking slots
  • Boathouse doors are now twin doors instead of single
  • Resized the Heat Pack to 1×2 in the inventory
  • Animal meat will fill your stomach more
  • Increased the nutrition value of farmed vegetables
  • Increased the overall energy values of fruits, vegetables and mushrooms
  • Any drinking/eating with bloody hands bares the risk of infecting the player with Salmonella
  • The influenza disease is generally slower in increase and has a slower immune response to it
  • Antibiotics are now weaker and have a slower tick (in sync with the disease)
  • Cholera takes longer to build up and disappear, penalties scaled with disease progression and higher resistance against immunity
  • The build up of the Salmonella disease is faster, will activate sooner, and penalties are scaled with the progression of the disease
  • Charcoal tabs have now a slower tick and a delayed response in fighting Salmonella
  • Applying saline adds hydration in addition to blood
  • Vitamin pills can be combined, but not split
  • Medication can be split and combined
  • Higher player character immunity levels are easier to get (requirements on water and energy lowered and they now correspond to the UI badges too)
  • The tent packing action is now continuous (no more instant packing of tents)
  • Trees now drop long wooden sticks instead of small wooden sticks
  • Engines of all cars are now more durable thanks to decreased transfer of damage to them
  • Tweaked the main menu character customization menu to better explain what a customized character means

CENTRAL ECONOMY

  • Lifetimes of items were lowered across the board (2 days have become 8 hours, 1 day has become 4 hours). This change may take up to 3 days to be in effect on the official servers
  • Fixed an issue of the bear not spawning properly in all cases, when using the offline database
  • Disabled the spawning of berries
  • Pepper, Potato, Tomato and Zucchini can now appear also in dried or rotten state
  • Infected on the coast of Chernarus have higher chances of dropping various items such as tools, clothes and food

SERVER

  • Added: CE global variables for toggle of wetting/drying/heating/cooling and food decay
  • Added: Init flag in economy.xml now toggles randomizing door state every time the building loads in on server except for locked doors
  • Added: disableRespawnDialog server config parameter, allowing to force always random respawn (1) or use custom character from the main menu (0)
  • Fixed: Setting enableDebugMonitor on the server blocked inventory interactions on clients (https://feedback.bistudio.com/T148945https://feedback.bistudio.com/T148939)
  • Changed: The priority queuing list is now editable at runtime (requested in https://feedback.bistudio.com/T152005)
  • Changed: Avoidance system buffer increased to reduce chances of seeing warning messages on server (https://feedback.bistudio.com/T149915)
  • Tweaked: Avoidance system overloaded message now has more information

LAUNCHER

  • Added: Brazilian Portuguese localization
  • Fixed: The launcher was not showing the country of the language in the language selection

MODDING

  • Added: OnPlacementComplete vector parameters (optional, defaults set to zero)
  • Added: windModifier config parameter for surfaces (affects the windchill value in the environment exposure code)
  • Added: Ability to define the min and max base environment temperature for each month per world
  • Added: StaticConstructionMethods that can also be used by other mechanics outside regular construction (Construction uses them too)
  • Added: Heat haze effect API for lights
  • Added: Flare simulation classes
  • Added: Script bindings to the Bone Transform API to DayZInfected
  • Fixed: For a flickering effect of lights, set the max/min amplitude separately to avoid half time without light
  • Fixed: Compilation error “Can’t find variable ‘DEFAULT’ when using larger mod packs” (https://feedback.bistudio.com/T149789)
  • Fixed: EnableBroadcast and EnableReceive on StaticTransmitter and ItemTransmitter implemented (https://feedback.bistudio.com/T151990)
  • Changed: Moved GetCurrentItemHeatIsolation into MiscGameplayFunctions
  • Changed: Removed additionAnimalMeleeMultiplier parameter from ammo configs
  • Changed: The clothing class should now be modifiable (https://feedback.bistudio.com/T152125)
  • Changed: Legacy improvised shelter classes commented out, assets still present
  • Changed: Absorbency parameter in config is no longer used (replaced by varWetMax)
  • Changed: Moved CanBeRepairedToPristine() method up, ItemBase -> Object
  • Changed: Simplified the API for clothing that changes the characters voice. Enable it by overriding IsObstructingVoice() to true and set the desired effect by overriding GetVoiceEffect()
  • Tweaked: The wind speed in environment tick is now handled relative instead of absolute
  • Tweaked: Deagle named selections now cover also the pistol grip (for re-texturing purposes)
  • Removed: Calling of SoakItem method from Pot class, now replaced by an overtime wetting

KNOWN ISSUES

  • The player may not regain the ability to sprint and climb after healing a broken leg

Once we get wind of the next update, we’ll be sure to let our readers know.

Source: DayZ forums

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Alex Co

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

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IO Interactive “Project 007” Teaser Trailer Revealed, Will Be a James Bond Origins Story

Yesterday, IO Interactive teased that they were announcing a new project that was to be unveiled today, and it’s none other than a new James Bond game with the codename “Project 007.”

No official title yet, the teaser just shows us the IO Interactive logo and then we transition to the inside of a gun until we hear the familiar James Bond theme song and intro!

IO Interactive tags this as their next game, which means that we’ll be getting a new title from the studio after Hitman 3 makes its way out next year!

For now, there is a new website for the untitled project, with the landing page also acting as a recruitment page.

It’s Bond, James Bond.

Project 007 (working title) is a brand new James Bond video game be developed and published by IO Interactive.

Featuring a wholly original Bond story, players will step into the shoes of the world’s favorite Secret Agent to earn their 00 status in the very first James Bond origin story.

IO Interactive is currently recruiting elite talent from around the world to join the team that will build out this exciting and unique gaming title.

Needless to say, we’re excited to hear more about it. It’s about time Bond was handed to a competent game studio, and if the Hitman franchise is to be used as a basis,  we’re confident IO Interactive will do the brand justice.

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Alex Co

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

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Ghost of Tsushima Update 1.16 Jumps Out for Resolve Fixes

Heads up, samurai warriors! Sucker Punch Productions has rolled out the Ghost of Tsushima update 1.16 patch, and it’s for gameplay-related changes! Check out the official patch notes below.

Ghost of Tsushima Update 1.16 Patch Notes:

This is what Sucker Punch Productions had to say about today’s title update:

Patch 1.16 for #GhostOfTsushima is now live. This patch makes adjustments to Resolve gains in Ghost of Tsushima: Legends and fixes an issue with melee and ranged Resolve gain perks. Improvements to various Legends bug and crash fixes are also included.

That’s basically it. If you spot any gameplay-related changes or fixes that mentioned above, hit us up in the comments below and let us know.

If you still haven’t gotten Ghost of Tsushima yet, check out our review of the game where we said:

If Ghost of Tsushima is the swan song game for the PS4, then it ends with a whirlwind of slashes, and it gives Sucker Punch the franchise it’s aiming for that stands toe to toe with the likes of God of War, Uncharted, and the rest of Sony’s impressive first-party studio games lineup.

We dug Ghost of Tsushima so much that it even made our Top 10 Games of the Generation list!

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Alex Co

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

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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