With the release of the big SMITE Odssey Reckoning patch two weeks ago, players know that a bonus update is part of the cards for these things and it’s here. Hi-Rez has released the SMITE update 11.55 September 22 bonus update, or what the studio calls the 7.9 Bonus Update.
SMITE Update 11.55 September 22 patch notes:
Gods
AMATERASU
Am I going to have to change my hoodie with all these nerfs?! Amaterasu is continuing to outperform the rest of the solo lane field, especially in pro play. Amaterasu was always expertly designed as a god with strong late game team fight presence, but recently her early game has also been made better in a variety of ways. This has led to her being simply too dominant across the entire match. Her Auras provide a huge benefit to her team, and feel like a defining feature of the goddess, so instead we are tuning down her damage, mostly on the higher ranks of her ultimate.
GLORIOUS CHARGE
Decreased Base Damage from 70/130/190/250/310 to 60/120/180/240/300
DAZZLING OFFENSIVE
Decreased Base Damage from 80/125/170/215/260 to 80/120/160/200/240
CTHULHU
Cthulhu left a large footprint on the battleground of the gods. Players are still banning him at the highest rate among all the gods, even with the recent nerfs. We have seen significant moves in Cthulhu’s win-rate based on the past nerfs, and the god has decreased considerably. We are decreasing his damage output from his Ultimate, especially in the late game, where the great dreamer can run down and kill nearly any opponent.
SEVER (ULTIMATE ABILITY 1)
Decreased Base Damage from 100/160/220/280/340 to 100/155/210/265/320
Decreased Magical Power Scaling from 30% to 25%
CUPID
Everyone’s favorite misshapen little buddy has really skyrocketed in the meta after direct buffs and favorable meta changes. Cupid is a top pick in ranked and pro play for the ADC role, bringing a stronger laning phase than his older days. There are going to be some Hunter item nerfs coming up, and this god has only recently come into the meta with relatively low community frustration, so we are keeping his nerfs light. We are focusing on decreasing the amount of sustain that Cupid can provide to himself or his team now that his lane clear is as strong as his team fights.
SHARE THE LOVE
Decreased Physical Power Scaling of the Heal from 25% to 20% per heart (75% to 60% total)
FREYA
As we look to bring down the top Hunters and Hunter items slightly, we must also look at the top mage ADC. The Hecate’s ring nerfs have settled into a good place, with mage ADCs feeling viable but not overpowering. Freya however continues to be a top pick at competitive levels of SMITE, so we are lowering her ability to chase down enemies and confirm kills with her ult. These multiple shots really add up to a huge amount of damage that make Freya especially hard to deal with.
VALKYRIE’S DISCRETION
Decreased Damage from 100/135/170/205/240 to 90/125/160/195/230
HUN BATZ
We are still monkeying around with the numbers on this one. Hun Batz was recently nerfed, then fell too far so we reverted it. Now, even though his stats had fallen to dismal levels, he was still being considered as a top jungler pick in pro play, with many pros feeling like the recent revert makes him too strong. We are adjusting this one more time (hopefully) to a solid middle ground. Further changes to Hun Batz (if needed) will look at other aspects of his kit.
FEAR NO EVIL
Increased Cooldown from 110/105/100/95/90s to 120/115/110/105/100s
RAMA
Rama is right up there with Cupid as the new meta standard for ADCs. Since he will also be affected by the item nerfs coming up, he is only seeing a small nerf. Currently his ability to nearly perma-slow enemies is too potent, especially in the early game. We are decreasing this slow duration to make sure the enemy hunter has a chance to fight back against him.
ASTRAL STRIKE
Decreased Slow Duration from 2s to 1.5s
There are also new god skins which players can check out here.
It’s finally here, agents! Ubisoft has released The Division 2 update 1.27 September 22 patch that brings the Title Update 11 content and changes. If you own the Warlords of New York expansion, you’ll be able to experience The Summit mode and more.
The Divission 2 Update 1.27 September 22 Title Update 11 patch notes:
Title Update 11 – Patch Notes
New Season – Concealed Agenda
A new season is almost upon us! Starting on September 22nd, Concealed Agenda offers 12 weeks of in-game activities and unique rewards. Season 3 brings a new Seasonal Manhunt, new Leagues, a new Global event and new unique rewards, as well as an Apparel Event.
New Manhunt tasking you to take on 5 rogue agents over a 12-week period starting September 22nd. Bring down all five to unlock the new Shrapnel Trap skill variant.
Bardon Schaeffer, Leader of the BTSU Unit of the Black Tusk is this Season’s prime target.
New Global Event SHD Exposed.
New Apparel Event Last Resort.
New Leagues Shade, Wraith, Dusk & Belfry.
New Rewards
2 new Exotics
1 new Gear Set
2 new Named Weapons
2 new Named Gear
1 new Brand Set
Participating in the activities above will earn players Season experience contributing to their Season level.
Playing Conflict will contribute XP by gaining Conflict Levels beyond 30.
Playing in the Dark Zone will contribute XP by gaining DZ Levels beyond 30.
New PvE Game Mode: The Summit
Title Update 11 introduces the new PvE game mode The Summit for free to all owners of the Warlords of New York expansion. The Summit brings agents to a skyscraper occupied by hostile factions, and as you progress towards the top the difficulty gradually will increase, and you will start seeing more ruthless enemies standing in your way. The Summit is designed to be highly replayable and also meant to offer a challenge to everybody, from our most dedicated agents to our newer agents. Floors will be different each time you fight your way through the building, as floors are randomly selected from a number of preset designs and gets populated by random AI spawns.
Progression throughout the floors is saved at specific rally points, and players can leave and jump back in where they left off without losing their progress. The total time to reach floor 100, and thus unlock all the difficulties, can vary greatly depending on the players skills and equipment as well as their team configuration
Highly replayable PvE game mode
100 floors to fight your way through
Checkpoint system
Unique rewards
Based on PTS feedback, we have made the below improvements for the release of Title Update 11, but work to bring the mode closer to our vision for the mode has already begun for the interim Title Update 11.1 and beyond.
Added greater variety and diversity in objective types as you progress through The Summit.
Changed the Hostage revive timer to be longer, giving more leeway to reach them before the objective fails.
Increased the radius of the hack zone for EMP objectives.
Increased the amount of loot caches scattered around the building, which contents scale with difficulty.
Reduced number of directives on Legendary Floors 91-100. Now has 3 random directives (previously had 4).
We saw the PTS feedback about this and those who prefer the tougher difficulties will not need to grind through the first 50 floors if they don’t want to.
We are by default unlocking Rally Points up to 51 (this is the start of Heroic floors)
In addition to the new objectives added in PTS Phase 2, there are a couple more coming for TU11
Adjusted frequency of certain objective types based on PTS data/feedback
Tuned Drone Ambush objective
Rogue Agent Encounters will be able to occur on Legendary Summit floors (still disabled for DC Strongholds)
Added exotic fireteams for Legendary (so occasionally you will see some unusual and challenging combinations of certain enemy types)
Crew Ambush will no longer occur on Legendary floors
New Feature: Appearance Mods
Appearance Mods (aka Transmog) will become available to you in Title Update 11, allowing for much greater customization of your Agent’s visual look. You will save the appearance of all obtained gear following the release of Title Update 11, allowing you to override your gear’s look with the gear of your choosing.
All gear is supported by Appearance Mods.
Weapons and Exotics are excluded.
Note: When logging in to TU11, you will need to log in to each of your characters to unlock the looks of all owned gear.
This only needs to be done once and you do not need to save the gear to keep their looks available moving forward.
Operation Iron Horse Discovery Mode
Discovery mode of the Operation Iron Horse raid will be available to all players with Title Update 11.
New Exotics
MPX Submachine Gun: Backfire
Dealing damage to enemies adds a stack of +1% critical hit damage, up to 200 stacks, lasting 10s.
On reload, apply a 10s bleed to yourself, which deals 0.5% armor damage per stack.
Backpack: Memento
Enemies you kill drop a trophy on death. Collecting trophies provides both a short- and long-term buff, the first of which scales with the number of core attributes equipped and lasts 10s.
+5% weapon damage per red core
+10% bonus armor per blue core
+5% skill efficiency per yellow core
For every trophy collected, gain an additional +1% weapon damage, +1% skill efficiency, and +0.1% armor regeneration for 300s. Maximum 30 stacks.
Chest: Ridgeway’s Pride
Shooting enemies within 10m applies bleed to the target.
Repair 1-25% of your armor per second for every enemy that is bleeding within 10m.
1 enemy: 1%
2 enemies: 4%
3 enemies: 9%
4 enemies: 16%
5 enemies: 25%
New Gear Set
Hunter’s Fury
An offensive gear set specializing in aggressive close combat.
Core: Weapon Damage (Red)
Set bonuses:
2+ Pieces
+15% SMG Damage
+15% Shotgun Damage
3+ Pieces
+20% Armor on Kill
+100% Health on Kill
4+ Pieces
Apex Predator: Enemies within 15m receive a debuff, increasing your weapon damage against them by +20%. Killing a debuffed enemy with your weapon disorients other enemies within 5m, and amplifies weapon damage by 5% for 10s, stacking up to 5 times.
Chest
Endless Hunger: Increases the duration of Apex Predator stacks from 10s to 30s.
Backpack
Overwhelming Force: Increases the radius of disorient on Apex Predator kills from 5m to 10m.
New Skill Variant
Shrapnel Trap
The Shrapnel Trap scatters a minefield of small explosive devices that can attach to any surface (including enemies) and then detonate based on enemy proximity.
Note: This skill will become unlockable in-game when the Prime Target of Season 3 becomes available but is available on the PTS for feedback and testing purposes.
New Named Items
SIX12 Shotgun: The Mop
+10% Armor on Kill
KARD-45 Pistol: TDI “Kard” Custom
+1 Skill Tier when used
Belstone Armory Chest: Everyday Carrier
Perfectly Efficient: Using an armor kit has a 75% chance to not consume the armor kit. Specialization armor kit bonuses are increased by 100%.
Belstone Armory Backpack: Liquid Engineer
Perfect Bloodsucker: Killing an enemy adds and refreshes a stack of +12% bonus armor for 10s. Max stack is 10
New Gear Brand
Belstone Armory
A defensive brand set primarily focused on self-sustain and efficient repairs.
Core: Armor (Blue)
Set bonuses:
+1% Armor Regen
+10% Armor on Kill
+20% Incoming Repairs
New Weapons
Shotgun: SIX12
A compact, 6-round, cylinder-fed shotgun, optimal for close-quarters urban combat.
Pistol: KARD-45
Prototype semi-automatic pistol, chambered in .45 ACP, utilizing the same technology as the Vector, but in a much smaller package.
New Attribute: Skill Efficiency
Similar to Weapon Handling, Skill Efficiency is a new attribute that modifies multiple skill-focused attribute bonuses at the same time.
+1% Skill Efficiency is equal to:
+1% Skill Damage
+1% Skill Haste
+1% Skill Duration
+1% Skill Health
+1% Repair Skills
+1% Status Effects
Developer comment: Skill Efficiency is currently only available on the new “Memento” exotic backpack.
New Directives
Fragile Armor – (Replaces “Hard to Earn”): Armor breaks apply a stack of “Broken” to the agent up to a maximum of 4. Each stack of broken reduces an agent’s max armor by 20%. Using an armor kit removes one stack of Broken.
Scavenged Skills – (Replaces “Cool Skills”): Skill cooldowns do not progress on their own. Agents must collect Skill Parts as drops from enemies and broken weak points. Each part collected reduces cooldowns.
Gameplay Changes
Global Events
Developer Comment: After reviewing the Global Events as a whole, we decided that the Global Events introduced in Season 1 did not provide the power boost to agents that we desire. As such, the following global events have been re-worked to provide a significant boost to player power.
Guardians – The buff provided from killing a Guardian angel now grants the ability to penetrate guardian protection. In addition, the buff renews its duration with each kill, permitting agents to chain kills throughout an entire fireteam without necessarily defeating all guardians first. Additionally, defeating all guardians in a fireteam now prevents the surviving members from regaining protection for an amount of time based on their veterancy. (Standard enemies will not be able to receive protection for a long time, named enemies can regain protection quite quickly.) Finally, melee attacks against protected enemies will briefly rob those enemies of their protection.
Polarity Switch – The shock for shooting opposite-polarity enemies has been removed. Values for the strength of the stacking buff have been updated to provide a significant power boost to agents.
Reanimated – The green cloud produced by killing enemies with a headshot no longer harms agents. This cloud now heals agents and provides a significant boost to their firepower while standing within it. The green cloud continues to significantly harm enemies.
Mods
Mod slots on backpacks, chests, and masks are now generic, and no longer associated with a specific offensive, defensive, or utility mod type.
Mod slots on gear are no longer able to be recalibrated.
Note: Any existing gear that has had its mod slot recalibrated prior to TU11 will have that recalibration automatically refunded, allowing a new attribute or talent to be recalibrated instead.
Added generic mod slots to all “improvised” crafting high end gear.
Developer comment: Any type of mod (red/blue/yellow) can now be placed in any mod slot, regardless of previous brand/set or exotic gear color association. Ex: You can now place a defensive or utility gear mod into an Airaldi backpack, without needing to recalibrate the mod slot from red to blue/yellow.
Defensive gear mods can now drop with disorient and ensnare resistances.
Loot
Rainbow loot
Introduced weighing to gear attributes to reduce the amount of rainbow loot.
The first non-core attribute has a higher chance to be of the same color as the core attribute
Added all new Season 3 weapons and gear to the general loot pool.
Added the new Season 3 brand to targeted loot rotation.
Season 2 Content
Updated Legacy Season cache to include weapons, gear set and named items from Season 2
Added Season 2 blueprints to general blueprint loot pool
Removed Season 2 level requirements from season 2 Exotics from all sources
Mantis and Vile can now be acquired from general Exotic sources (e.g. targeted loot, Exotic Caches) without any conditions
Balance
Named Items
Deathgrips: Increased the armor on kill from +5% to +10%
Gear Sets
Eclipse Protocol
Lowered Indirect Transmission on kill status effect spread from 15m to 10m
Proliferation now increases the range of Indirect Transmission from 10m to 15m
Increased Symptom Aggravator damage amplification from 15% to 30%
Talents
Obliterate: Increased the number of maximum stacks of total weapon damage from 15 to 25
PvP
Reduced the global PvP damage modifier from 0.35 to 0.3
Reverted previous change to pistol PvP damage modifiers to pre-10.1 values (buff)
Small increase to all shotgun, rifle, and MMR PvP damage modifiers to match global damage reduction and retain pre-TU11 time-to-kill
Slight reduction to overall SMG PvP damage
Lady Death’s Breathe Free weapon damage amplification effect lowered from 75% to 60% in PvP
Developer comment: The above changes should result in a small increase to TTK at medium/close range, while keeping rifles and MMRs deadly at long ranges.
Crusader, Reflector, and Striker shields now take 33% more damage in PvP
Riot Foam Chem Launcher base ensnare duration lowered from 3s to 2s in PvP
Firewall specialization talent Fiery Response no longer applies a 5m burn on armor break in PvP
Eclipse Protocol’s Indirect Transmission on kill status effect spread lowered from 15m to 5m in PvP (7m with Proliferation chest talent)
Headhunter buff duration lowered from 30s to 5s in PvP
Headhunter damage bonus lowered from 40% to 20% in PvP (25% with Perfect Headhunter)
Audio Improvements
Title Update 11 brings significant memory optimizations for audio, which should resolve the audio loss issues reported by players since TU10.
Bug Fixes
Fixed covers in numerous sections of the Summit.
Fixed placement of laptop terminal interaction in various sections of the Summit.
Fixed an issue that occasionally prevented the kill boss objective from completing
Fixed an issue where the 100th floor enemies could end up underneath the room.
Fixed an issue which allowed players to finish the 100th floor in The Summit without actually killing the enemies.
Fixed an issue causing only one type of enemy to spawn in The Summit on Legendary difficulty.
Fixed an issue causing enemies to shoot through walls on the 100th floor in The Summit.
Fixed an issue that caused you to be matched with a The Summit group when matchmaking for main missions.
Fixed an issue causing the SHD crate disappear briefly after completing the “Hold SHD Crate” objective in The Summit.
Fixed missing Specialization Tutorial when boosting a new character to level 30.
Fixed an issue which caused all trap variants to become stuck in the ceiling.
Fixed an issue with the Recalibration Library where the Pistol Damage attribute lowered from 15% to 14% following a maintenance
Fixed an issue causing the Headhunter talents duration to refresh when swapping weapons
Fixed the White House Operation Iron Horse World’s First portraits not displaying correctly on Xbox
Fixed an issue that would cause the bonus armor from the Galvanize talent to apply to rogue agents
Fixed a ladder that couldn’t be interacted with near the Widow’s Web control point
Fixed a ladder that couldn’t be interacted with near The Gate
Fixed Deflector Shield not triggering some Skill Talents
Fixed issues with the Feedback Loop talent sometimes not applying when equipped and something remaining active when unequipped
Fixed In Sync talent activating when killing wildlife
Fixed the Polycarbonate cost for crafting SMG’s being three times higher than intended
Fixed jammers blocking rogue agents from using skills
Fixed the game menu overlapping with the mega map when the player is in a downed state
Fixed Global Event and League menus becoming offset when in the menu and taking a melee attack from a NPC
Fixed UI inconsistencies with the flamethrower’s indicated damage and actual damage
Fixed an issue causing the icon for Makeshift Repairs to not appear under the health bar
Fixed an issue causing league missions scale with global difficulty and not the selected difficulty
Fixed the Riot Foam Chem launcher not applying ensnare on the final boss of District Union Arena under certain conditions
Fixed the Guardians Global Event task “Eliminate hostiles with the Guardian buff” not counting for group members
Fixed the Guardians Global Event task “Eliminate veterans with the Guardian buff” to correctly show 50 enemies
Fixed an issue where agents would clip through the Base of Operations helicopter pilot NPC
Fixed an issue causing Rogue Agents to spawn during League time trials
Fixed an issue causing new characters created during the Double XP manhunt event only to gain the boost for the first 14 levels, instead of 15
Fixed an issue causing the character to equip a grenade when inspecting a specialization weapon and moving the left analog stick left to right
Fixed the Mantis scope incorrectly highlighting enemies
Fixed the Shock Trap affecting players when an enemy trigger it in their vicinity
Fixed the Mantis attributes being extractable at the recalibration station
Fixed agents not respawning in a safe area after changing Global Difficulty in coop
Fixed the molten metal puddles not being visible in Operation Iron horse after a player fast travels out of the raid and back
Fixed the PC chat not being visible or useable when in a downed or dead state
Fixed the Signal Flare emote not removing the flares after the player interrupts the emote
Fixed Conflict XP sometimes not being added to the overall PvP XP in the end of match screen
Fixed the name and health bar being placed too high above the decoy in PvP
Fixed the Hostile Negotiation’s four-piece talent dealing less damage than indicated to other agents
Fixed an issue where being affected by the Full Flag debuff and your skills being destroyed would cause an explosion inflicting damage to nearby players
Fixed the Spotter talent incorrectly doubling damage when used in conjunction with skills
Fixed ISAC not alerting players when encountering hostile NPC’s with shields
Fixed the Double XP levels available not decreasing when gaining a new Season level
Fixed a location in the Operation Iron Horse raid where players could go out of bounds
Fixed an issue in the Operation Iron Horse raid where the sewers objective could be started without all agents gathering up, causing an objective reset
Fixed an issue causing several dyes not being applied to the Striker Gear Set
Fixed the Skill Duration attribute not increasing the duration of the Burn Sticky Bomb
Fixed an issue causing players to be unable to fast travel to the Dark Zones from New York
Fixed Keener’s remaining immune to bullets after his drone self-destructs
Fixed an issue causing the “Premium Access” and “Discover Pass” screens overlapping after switching between them
Fixed the Crossbow signature weapon incorrectly triggering ammo bonuses
Fixed the Liberty exotic to not trigger from ricochets
While the studio has just released Title Update 11 today, the studio is already looking ahead to TU1.1!
We’ll post more details once we know more about any upcoming updates or expansions.
While Xbox (or video game) fans in general might still be reeling with yesterday’s megaton Microsoft announcement that it would be acquiring Bethesda, there are still current games to be bought and played. Microsoft has rolled out the new Xbox Store sale this week September 22 or more commonly known as Deals With Gold and Spotlight sale.
New Xbox Store Sale This Week September 22 – Deals With Gold and Spotlight Sale Titles:
EPOS has released yet another new gaming headset, though this one is a little bit more premium than others. We take a look at EPOS | SENNHEISER GSP 601., the newest color variant in their GSP 600 line and check whether there are improvements to this and whether it’s worth the $200 price tag. Head on below for our EPOS GSP 601 review now!
A Step to Perfection
A couple months back we had the opportunity to review the GSP 300, and before that the GSP 370. While the latter is an exceptional wireless version of its predecessors, the GSP 300 was easily one of my favorite wired headset and at a great price. There was little to really complain about it, so when we were again tasked with diving into another GSP model, the GSP 601, a question that had surfaced was; How does one improve on what we considered to be an already amazing headset? Well quite a lot actually.
For starters, in my GSP 300 review I mentioned how the 3.5mm cable was always attached to the headset. A minor annoyance for some, though that has since been resolved in both the 500 and 600 series.
Then there’s the overall style and design of the GSP 601. While I enjoyed the snug fit offered in the 300 series, the 600 dials it up to a new level. Ear pads are significantly larger, almost double in size and with the casing now featuring two connection joints (one previously) to allow far more flexibility. The difference in ear pad sizes allow a more tighter, yet comfortable fit for wearers, especially for those with large ears. This isn’t the only change done to the padding either and there are now three different kinds of stitches found on the pads. The exterior is padded with the normal leather like material that EPOS have used in past headsets, while the part that actually sits on users is a much softer, matted material that is more resistant to wetness for those who sweat a lot. As for the inside, it uses a much lighter material that most likely allows the sound to travel better within the pads.
Moving up we have the headband, which like many other headset features size adjustments and a soft pad underneath the top portion. One major change up though is that there are now pressure controls located in the gaps of the band on top. These allow you to adjust how much pressure is applied on the ear cups, which is very noticeable in both feeling and how sound gets blocked, delivering the perfect closed acoustic experience.
Compared to previous iterations, when you look at the GSP 601 you know your getting a headset dedicated for gamers. I’m quite fond of it myself, and the two tone colors really make it pop, though if you aren’t one to fancy that, it does come with two side panels that match the color of the whole headset to provide a one color set-up.
Living In The World Of Sound
Honestly, there isn’t a whole lot I can say that I haven’t already said in my past GSP reviews when it comes to sound quality. Everything just sounds great with these headsets as they offer a high level of clarity, creating a deeper immersive experience. However seeing that this is a higher tier headset of the GSP line, it would be ashame if it didn’t boast any improvements in the sound department, and thankfully it does and it’s quite noticeable.
The level of clarify has been amplified, as with the level of bass output. Music, movies, and video games, all offered a superbly cripse sound. Compared to the GSP 300, there just seemed to be a bigger boom to the 601, one that just makes the experience overall far more enjoyable.
Comfortability also helps immensely, and despite sporting a more bulkier design, the EPOS | SENNHEISER GSP 601 are very much comfortable. I mentioned before of all the design changes and while they were steered to offer a more better feeling, in the end it helps the sound surpass its predecessor. The pressure sliders allow you to seal in and block out more sound, as with the different size of ear padding and material used. They may seem like minor changes, but the end result is one keen on offering total immersion.
The microphone itself is very well made as it’s design to only pick up sound from the user while limiting everything else in the background. Compared to the 300 series, there’s further clarity in users voices, which honestly was already pretty damn clear from the 300 series. There doesn’t seem to be much of a difference in the arm itself other than that there is now less resistance when moving it up and down, but the overall movement is still restrictive to most just that. It does feature the same middle rubber piece that lets you slightly move it in other directions, but not as much as some may want.
One of the better features of this headset though is the fact that it’s wired, versus being USB or wireless. While the latter is without a question the more appealing option, the wire set-up is just a great one to have as it allows users to use legacy equipment. In my case, this headset was fully compatible with EPOS | SENNHEISER GSX 300 external sound card. A big plus for a set that doesn’t come packed with it’s own software, as this connection type allows better customization and control of sound.
Heart Beating Like a Drum
Honestly, if your someone looking to up their game and level up their current headset, then the EPOS | SENNHEISER GSP 600 (600, 601, 602) series is truly the way to go. It’s hard to find flaws in something that works so well, and as a higher model it delivers on perfecting on the past flaws before it. They are exactly the kind of headsets engineered to meet gamers needs, offering the full confidence in audio sound that we all strive for. Beautiful, vibrant designs matched with durable comfortability, as with all other EPOS gaming headsets, this is one I highly recommend to any shopper. And even if you aren’t a huge fan of the whole wired connectivity, EPOS does go the extra mile to ensure that there are options, offering this set in a complete wireless variant known as the GSP 670.
PROS
Ear pads are large, with different kinds of material stitched together which make it very comfortable
Closed acoustic is fantastic
Design is flashy, offering a stylish gamer look
Microphone designed to hone in on your voice
CONS
Microphone would pick up own voice that could be heard through the headset a times. Some people like this others don’t
Hardware was provided for review purposes by the publishers. We do not assign numerical value to our hardware review, and if you are interested you can read SP1st and MP1st’s review and scoring policy right here. The EPOS | SENNHEISER GSP 600, 601, and 602 are now available for purchase with MSRP of $219, with the wireless version (GSP 670) costing $319.
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.
Serious Sam 4 story trailer has launched, giving fans of the new first-person shooter installment something to anticipate as the game prepares to launch this week.
Here’s the summary about the game via press release:
Humanity is under siege as the full force of Mental’s hordes spread across the world, ravaging what remains of a broken and beaten civilization. The last remaining resistance to the invasion is the Earth Defense Force led by Sam ‘Serious’ Stone and his heavily-armed squad of misfit commandos.
Croteam returns with a high-powered prequel to the Serious Sam series that scales up chaos to unprecedented levels. The classic Serious Sam formula is revamped by putting an unstoppable arsenal up against an unimaginable number of enemies that requires players to circle-strafe and backpedal-blast their way out of impossible situations.
Published by Devolver Digital and originally announced as Serious Sam 4: Planet Badass before it was dropped, Serious Sam 4 is a prequel to Serious Sam 3: BFE and was slated for release on 2019 before being delayed and retitled due to problems with localizing the subtitle with other languages. The game is scheduled to be released on September 24 for PC and Google Stadia, with PS4 and Xbox One releases to follow in 2021.
On the eve Xbox Series X/S preorders go live, Microsoft pulled off an absolute stunner.
In a press release, Microsoft announced that it has acquired the entirety of Bethesda (its internal studios, IPs and more) for $7.5 billion. This is the type of power move Microsoft absolutely had to make to silence the unrelenting chatter surrounding Xbox’s lack of exclusive games. Now, Microsoft adds the likes of Doom, Elder Scrolls, Wolfenstein, and Fallout to its arsenal.
What does this mean moving forward? Well, the immediate reaction will surely be a net-positive for Microsoft, as this should help pump up the early numbers on their next-gen consoles. But this move is more about the long-term than short. Not only does this add a slew of critically acclaimed franchises, it also takes them away from Sony’s playbook. Microsoft’s acquisition of Bethesda is the rare win by addition and subtraction. On top of that, there’s plenty of crossover ideas already beginning to take shape. Always envisioned Master Chief ripping out demon eyes alongside the Doom guy? Maybe thought about B.J. Blazkowicz traversing the sad, empty landscape of Fallout with dragons flying overhead? OK, so maybe not that last one, but it’s possible!
Microsoft desperately needed something like this to jumpstart the next generation of Xbox. Many might look at the deal and gasp at the price tag (fun fact: Microsoft paid $3 billion more for Bethesda than Disney paid for Star Wars), but right now, I don’t think Microsoft higher ups are sweating that much. The acquisition delivers instant positive coverage, excites the current Xbox fanbase, and piques the interest of many non-Xbox players. Before, it was looking as though Microsoft would be content serving the role as “secondary console” or the one with pretty graphics. If we’re to take anything from this acquisition, it’s that Microsoft is done being second fiddle.
With a seemingly more powerful console than Sony and hands down the best deal in games with Xbox Game Pass, it would be foolish not to integrate yourself in the Xbox ecosystem. There’s going to be plenty of questions regarding this move, like what happens to Deathloop and GhostWire: Tokyo? According to reports, the acquisition of Bethesda will close sometime in the first half of next year, which will may not affect Deathloop’s release, currently set for Q2 2021.
Microsoft expects the Bethesda acqusition to close between January and June of 2021 fyi
To answer the question everyone is asking: Phil Spencer tells @dinabass that Xbox plans to honor the PS5 exclusivity commitment for Deathloop and Ghostwire: Tokyo.
Future Bethesda games will be on Xbox, PC, and "other consoles on a case by case basis." https://t.co/Agyttr53LO
However, Microsoft’s swift acquisition of Bethesda definitely flips the script on next-gen and firmly moves the needle in their favor. At the current juncture, I don’t think Microsoft is necessarily trying to outdo Sony in the exclusive department, but rather gain some ground.
As stated in Jason Schreier’s above tweet, Microsoft could have something else up its sleeve. Now owning Bethesda and all its subsequent titles, Microsoft acts as a glorified middle man. If the company chooses to allow Bethesda to continue to offer their games on different platforms *cough* PlayStation 5 *cough* then Microsoft would reap the rewards. Use Minecraft as an example. In 2014, Microsoft purchased Minecraft for $2.5 billion, but the game is still accessible across all major platforms, ensuring that Microsoft profits as much as possible. If Microsoft elects to go down this route, they could still maintain their “play anywhere” mentality and also come out better financially on the other end. And even if they fully embrace this role, Microsoft can also request special timed exclusive content like how Sony users will received Spider-Man in Marvel’s Avengers.
Regardless of what road Microsoft ultimately embarks on, the acquisition of Bethesda opens up a door of possibilities that will surely benefit the Xbox brand greatly. The smart bet is Microsoft finds a middle ground that will continue to see Bethesda develop games for all platforms, while Xbox users receive some form of exclusive content.
Xbox owners need something to feel special, and now, Microsoft has about $7.5 billion worth of love to give.
Editor’s Note: Views expressed here are solely that of the author’s and doesn’t represent the entirety of MP1st and its staff.
To the delight of Call of Duty fans (at least those who owned a PS4), Treyarch launched the Black Ops Cold War alpha as a surprise treat for gamers this weekend as part of Sony’s PS5 showcase event. After spending a few hours with it during the weekend, we’re here to share our Black Ops Cold War alpha impressions!
Note that there is a beta happening this October, wherein certain changes based from the alpha have already been confirmed.
Sliding Into Action
Right off the bat, the first thing players will notice is how faster the game feels in terms of movement. One might daresay that it’s a little too fast given how sliding was super integral in mid to close range gunfights. Treyarch has confirmed that this has been tweaked, which we’ll see how in the beta.
Aiming down sight (ADS) is noticeably faster in Cold War than in Modern Warfare by a wide margin. And this alone makes gameplay way faster and gunfights more “snappier,” which is a good thing if you’re an SMG (submachine gun) user like myself. Another part that makes the game feel faster is the return of the old mini map! Old school COD fans will be delighted to hear that the mini map is back to normal, meaning we’ll see red dots on it when unsuppressed shots are fired, which helps in the game’s overall faster feel.
However, there is a negative to all this (well, it depends on which side you’re on), and that’s quickscoping and snipers. In the alpha, sniping is way too easy, and quickscoping is rampant enough that it can be a problem. That said, Treyarch has confirmed that it is getting nerfed in the beta, given it was buffed in the alpha so the studio can collect feedback.
Back to Basics…Sorta
Some of the big changes Treyarch is bringing to the table in Cold War is how loadouts work. It now feels like a mix of Modern Warfare 2019, and then infused with Treyarch’s own system of mixing and matching perks and other stuff.
The Pick 10 system is gone, though the loadout system is considerably more customizable than the one in Modern Warfare. Gunsmith from Modern Warfare is back, though with considerable changes. Players can now equip five attachments to their guns, and thankfully, almost none of the gun attachments slow down movement speed or ADS speed contrary to Modern Warfare.
As for perks, there are three tiers, and act like they do in your standard Call of Duty game. Wildcards are back as well, though this time, these are mandatory, and give off a wide list of extras. One Wildcard lets you equip six perks instead of six, while another one lets you have two weapons and max starting ammo. Obviously, since this is just an alpha, the amount of perks, guns, weapon attachments, Wildcards and so on are limited, but it does give a good preview of what’s going to be available in the final game.
As a whole though, the loadouts system feels more personalized than in Modern Warfare, and even past Treyarch titles.
Regarding the map design, it’s a mixed bag so far for me. While there’s Moscow that feels like your traditional Treyarch-developed map, the other ones in the beta (particularly Miami) gives off Modern Warfare vibes in spades. In the Miami map, players can hang back and pick people off to their heart’s content, and there are loads of hide-y holes to sneak into for when someone is rushing at you. It makes for some uneven gunfights, as I’ve found that most players just used sniper rifles or assault rifles and hung back to pick people off. It’s one thing to give players the freedom on how they want to play, but it’s an entirely different take if you’re going to penalize movement since you can be seen sprinting a mile away. Some of the maps give off long sightlines without any real cover that it’s suicide to run through them.
Hopefully, the final game will have more map variety, or players will find themselves in a similar situation to Modern Wafare minus the doors.
Sights and Sounds
While the loadout system is way better in Cold War than in Modern Warfare, the same can’t be said about the graphics. Sure, this is an alpha and all, but textures seem washed out, animations and the overall fidelity is definitely a step down from Infinity Ward’s latest title.
That said, I don’t want to harp on Treyarch too much about this given this is an alpha after all. Hopefully, the final game (or even the beta) shows us a much better looking game.
As for the audio work, it’s also a bit of a step down compared to Modern Warfare as well. Guns sound more tinny and less booming, though it’s at par to past Treyarch-developed COD games, so I guess there’s that. Speaking of audio, while footstep sounds make less sound in Cold War than in Modern Warfare, it’s still a notch above your standard COD game. Even when using Ninja, which seems to be the game’s version of the Dead Silence perk, expect enemies to hear you coming unless you’re crouch walking, as I find that even walking drums up a lot of noise that will give away your location. This is one of my main issues in the game that I hope gets fixed, as I find that it limits run ‘n’ gun action a lot given you can’t really run without being heard two rooms away.
We’re Going Streaking!
Possibly the biggest change in Black Ops Cold War that’s noticeable in the alpha are scorestreaks. In this year’s COD, scorestreaks do not reset upon death. Rather, there are now multipliers in play that will let good players earn team-wiping streaks, though at the same time will give average/mediocre players a chance to call their own within the game. While the idea behind it is commendable, this is a system that can easily be abused, with hints of it already being felt during the alpha.
Prepare for UAV spam, Napalm Strikes and more to plague matches, as everyone will somehow earn these during the course of the match and will unleash them one by one. Thankfully, Treyarch has already said they are tweaking this based on data, which hopefully means that we’ll get proper adjustments. On a related note: why on earth doesn’t taking objectives give multipliers? I mean, isn’t the whole purpose of scorestreaks is to incentivize objective play?
Army of One
There’s a lot to like in the Black Ops Cold War alpha, and at the same time, there’s a lot left to be desired as well. Stuff like Combined Arms, which is Treyarch’s replacement for Ground War, feels and plays like a discount Battlefield needs more time in the kitchen given the oddly designed maps, and poor engagement layouts. But at the same time, the gunplay feels tight like it always does in Treyarch-developed titles.
And again, it’s important to note that this is an alpha, and Treyarch themselves have said that they have made changes from this build to the beta. Once the beta rolls around this October, we’ll do another pass-by of the same stuff. As it stands now, Black Ops Cold War’s multiplayer (based on the alpha), feels tight, but also left a lot of questions hanging on whether it’ll bring back the traditional Call of Duty experience of old, or more of Modern Warfare 2019.
Here’s your megaton news for the month: Microsoft has just acquired Bethesda! Yes, the same Bethesda that publishes iconic franchises such as DOOM, The Elder Scrolls, Fallout and more!
In the press release, it mentions that Microsoft’s acquisition of ZeniMax Media, which is the parent company of Bethesda, amounts to $7.5 billion under the terms of the agreement. Here are some of the keypoints:
Creators of critically acclaimed and best-selling gaming franchises including The Elder Scrolls and Fallout among many others, Bethesda brings an impressive portfolio of games, technology, talent, as well as a track record of blockbuster commercial success, to Xbox.
The cultural phenomenon of gaming has made it the largest and fastest-growing form of entertainment in the world—an industry that is expected to be more than $200 billion in annual revenue in 2021.
Games are the primary growth engine in gaming and games are fueling new cloud-gaming services like Xbox Game Pass, which has reached a new milestone of over 15 million subscribers.
With the addition of Bethesda, Microsoft will grow from 15 to 23 creative studio teams and will be adding Bethesda’s iconic franchises to Xbox Game Pass. This includes Microsoft’s intent to bring Bethesda’s future games into Xbox Game Pass the same day they launch on Xbox or PC.
With unique investments in content, community, and the cloud, Microsoft’s gaming strategy differs from others by empowering people to play the games they want, with the people they want, anywhere they want.
Bethesda has over 2,300 people working within the company worldwide and this acquisition means the following studios now fall under Microsoft’s first-party portfolio: Bethesda Softworks, Bethesda Game Studios, id Software, ZeniMax Online Studios, Arkane, MachineGames, Tango Gameworks, Alpha Dog, and Roundhouse Studios.
No mention of how this will faffect Bethesda’s games on Sony, Nintendo platforms, but we’ll keep an eye out.
Update: Bethesda boss Todd Howard has issued a statement and has seemingly confirmed that Bethesda games will continue to be multi-platform! Per Howard’s statement:
Microsoft and their new Xbox crew had a view, that I came to share completely. Shouldn’t we allow anyone to have this experience? Why does it matter where the screen is or what the controller is? There are many people without the same access, and we can bring it to them.
Ever wanted to try Anthem? If so, you might want to jump in now, as you can get the game brand new for less than a cost of a fast food meal!
Retailer GameStop is selling the game for just $2 as part of the store’s Cyber Weekend in September! This is marked down by 90 percent from its original price of $18!
This might be a good time to get the game, as there is a reboot incoming from BioWare, though we don’t know when exactly this will happen. We are slated to get an update from the studio about the project this month, though so that’s something to look foward to.
For those still playing Anthem, how’s the game these days? Is it hard to get into matches and more importantly, do you think it’s worth getting the game for $2?
In case you didn’t know, today is officially known as Batman Day. To celebrate this, Rocksteady Studios co-founder Jamie Walker has posted Batman Arkham concept art, and even some comments on behind-the-scenes happenings within the franchise.
This was one of the first PR pieces we worked on @RocksteadyGames for #ArkhamKnight you see the the Batmobile used to have much bigger wheel covers, then we cut them off during the design iterations. pic.twitter.com/UVDoTHl1KO
In our first #arkhamcity public playtest session @RocksteadyGames one of the players just crouched on a gargoyle for ages scanning the city. We thought they were stuck and asked if they were ok. They turned and said 'Yup. I'm Batman'. pic.twitter.com/e9wcGmYP0b
When we first showed #Arkhamknight to the world I remember a fan immediately got a tattoo of this artwork knowing nothing about who Arkham Knight was! Reminded us all @RocksteadyGames what an honour it is to work on a Batman game and how dedicated fans are. pic.twitter.com/M3k1AYqImD
What would Batman be with Joker? This artwork was made by one of our incredible artists for the @RocksteadyGames office walls based on #Arkhamcity. We did a few, each 3m high! You can see the lines to help position his enormous piece of vinyl. pic.twitter.com/FUK5oHIe5v
We have a recording @RocksteadyGames of people first testing Arkham VR being brave enough to look over the ledge down into Gotham, but no one would ever dare step off the elevator on the way down to the Batcave! pic.twitter.com/o4GKXD4j8g
One of the #ArkhamKnight marketing campaign ideas we never used @RocksteadyGames was this from an incredible agency we worked with. Sum’s up that fact that the true heroes are regular people, facing their fears, making the hard choices, just to help others. pic.twitter.com/JbfhPrIumf
One of my personal fav’s is this #ArkhamCity image by the agency @TrailerParkGrp The idea to show Batman the moment after an attack, was inspired. The team @RocksteadyGames all signed a poster of this which proudly hangs in the office (which we all miss!) pic.twitter.com/ZMQmedWp9z
An early #ArkhamCity concept which beautifully captures what it feels like to be the Bat. The concept team did thousands of these pieces over the years just to inspire us all @RocksteadyGames It did the trick! pic.twitter.com/aqXRwXlzRJ
In 2015 we got a call from @MakeAWish. A young man, suffering with a terrible illness, wished to spend the day with us. I will never forget the day Chris came in. That’s my proudest moment@RockSteady, and we get work here every day, thanks to the Bat. pic.twitter.com/hF71iXXRn0
One of the last concepts ever done for #ArkhamCity@RocksteadyGames. Bold story strokes like this were only possible with the incredible support of @JimLee and everyone at #dccomics We then did a version with Robin n’ Harley which hangs in the studio. pic.twitter.com/EX7rr0CTRY
While Rocksteady’s next game isn’t focused on Batman and instead puts the spotlight on the Suicide Squad, it will involve the Bat somehow given the Justice League is involved.
For a more Batman-centric affair (or somewhat), WB Games Montreal’s project titled Gotham Knights sees the Bat Family (comprised of Batgirl, Nightwing, the Red Hood, and Robin) protect Gotham given that Bruce Wayne has apparently passed away, and is due sometime in 2021.
It’s been a rather busy year for No Man’s Sky and developer Hello Games, as even during the pandemic, we’ve seen major content drops for the title and there’s one more on the way. The No Man’s Sky next update is called “Origins,” and is out next week!
Sean Murray, head at of Hello Games announced this in a new post on the official website:
Hello,
Next week Hello Games will be releasing an update to No Man’s Sky. We’re calling it ORIGINS.
Detailed patch notes will follow, along with next week’s release.
Four years ago we announced FOUNDATION, our first major update for No Man’s Sky, we promised “It won’t be our largest update, but it is the start of something”. Those words were true at the time, and they ring true for Origins. We called it Origins because it is the beginning of something new, as No Man’s Sky continues to grow and evolve.
Beyond came out last year, bringing VR and hugely expanded Online play, and since then we have focused on releasing more regular updates. SYNTHESIS, BYTEBEAT, LIVING SHIP, EXO MECH, CROSSPLAY, and DESOLATION have been some of our most popular, surprising and transformative updates – leading No Man’s Sky to have its biggest year to date.
We know there is a huge appetite in the community for No Man’s Sky content, and the team has worked our socks off this year to deliver in difficult circumstances. We have been quiet, but we are always listening and focusing on improving the game that our team loves and feels so passionately about.
This update will be another small step in a longer journey. We hope you can join us.
Thank you,
Sean
Once we know more details regarding this patch, we’ll be sure to let our readers know.
If you’ve been playing the Call of Duty: Black Ops Cold War alpha and found snipers to be a tad too powerful, you’re not the only one, and apparently, it was intentonal. It seems Black Ops Cold War sniping has been buffed so Treyarch can collect data!
Crossplay is coming, but we knew it wouldn't be in Alpha. We buffed Snipers to evaluate their performance in this Alpha specifically. Sniper Rifles WILL have balance changes for the upcoming Beta based on our analytics data this weekend.
Crossplay is coming, but we knew it wouldn’t be in Alpha. We buffed Snipers to evaluate their performance in this Alpha specifically. Sniper Rifles WILL have balance changes for the upcoming Beta based on our analytics data this weekend.
We shouldn’t have to wait until release in order to get an idea on how sniping has been nerfed given the beta is due next month.
In another Twitter convo, Treyarch Head of Technology Martin Donlon clarified to a fan that SBMM (Skill-Based Matchmaking) was already in the game as far back as Black Ops 2, and even corrected a fan by stating he implemented it in BO2!
I honestly think SBMM is fine, as long as it’s not supre strict to the point that it throws away connection priority just to put you in lobbies of similar skill.
Black Ops Cold War will be out this November 13, but before that, we’ll get a beta roll out on all platforms which you can read about here.
Just one glance at the PS5, you can tell it’s one massive console. It’s a towering piece of tech that’s possibly one of the biggest console we’ve seen yet. It seems it’s even bigger when measured visually, as these PS5 size measurement images shows us just how dang big this upcoming console is.
As you can see, we’ve also gotten a look at the base of the console, back of the DualSense and the cables that’s coming with the unit at launch.
Just last week, we posted the official PS5 weight and dimensions, which you can check out here. Here are the exact dimensions per Sony:
Dimensions
PS5: Approx. 390mm x 104mm x 260mm (width x height x depth)(excludes largest projection, excludes Base)PS5 Digital Edition: Approx. 390mm x 92mm x 260mm (width x height x depth)(excludes largest projection, excludes Base)
It’s definitely a beefy console, though I don’t think it’ll be a problem for most as long as the games are up to snuff.
It might feel like the battle royale genre is overflowing with games vying for your attention, and you would be correct on that. Fortnite, Apex Legends, Warzone, and even Ubisoft’s recently released Hyper Scape have thrown their name into the free-to-play battle royale space. Proletariat is a small indie studio that is attempting to throw their hat into the ring with Spellbreak. Instead of guns and grenades being the weapons of choice, it’s all about casting magic spells as players attempt to be the last battlemage team standing. read on for our full Spellbreak review!
No Wands Are Needed Here
Spellbreak brings many different ideas that we have yet to see in the BR genre and its a breath of fresh air. Before jumping into a game, players must choose what type of magic gauntlet they want to fight with. There are six to choose from, and they range from the typical fire and ice to more unorthodox types like stone (earth) and poison (toxic). Each one comes with two different spells, a basic attack and a heavy attack, which requires a cool down after each use. The gauntlet you choose is the one you cannot change in a match and stays on your right hand, but you can scavenge the map for all the other five gauntlets and use both types of spells. You cannot swap out the primary gauntlet you chose initially, but as you make it deeper into the match, you will level up new bonuses unique to each starting elemental gauntlet. Where the fun comes in is when you start combining spells from your starting magic and those that you pick up around the map. There are dozens of different combos, and when I selected the wind type and combined its tornado heavy attack with a fire gauntlet, a fire tornado starts, and it never gets old.
All of this doesn’t require any ammo; it all comes from your mana meter, which controls almost everything you do. Jumping and casting spells all need you to use your mana, and it regenerates reasonably quickly, but I figured out once I knew how to manage my mana meter properly, I could win spell fights might quicker. It’s a fresh new idea that allows people to become good at the game quickly, but very difficult to master. All gauntlets have their pros and cons and come in handy for different situations, and knowing when to get into fights that benefit your team based on what spells you have on you makes you think before you go rushing in. Not worrying about picking up ammo and having the game rely on the player’s ability to hit their spells makes the skill gap much higher.
What’s the Spell for New Scenery?
You start the match choosing a portal for you and your team drop out of, and the portal will turn red on your map if another group is choosing to drop out of the same portal. This is where Spellbreak’s most significant flaw comes in, the map. It was tough for me to tell even remotely where I was after I dropped because the map is very bland. The game requires all open areas to make sure close-quarters spells (like the poison gauntlet that leaves toxic sludge on the ground) are not overpowered. This is the downside to having a vertical ( I say vertical because you will be doing a ton of jumping when you engage in a fight) based BR that requires open space. Spellbreak does keep true to its medieval fantasy setting; old broken down castles and stone-based structures litter the map, but no part of the map has anything that stands out and makes you say, ” Hey, I want to drop here because it’s interesting.”
The loot also has its set of problems. Most of the time, you are just looking for upgraded gauntlets, but three loot types are on the map. The main ones are your wearables: necklaces, boots, and belts, which upgrade your mana pool, running speed, and armour. The other two include movement abilities like teleport or invisibility that can be swapped out whenever and scrolls, which are used to level up three perks selected at the start of the game. The biggest issue is how loot is relatively dull, and how it can sometimes sit on top of other types of loot to make picking up the item you want difficult. Seeing a high tier orange gauntlet doesn’t get me excited because, after around six hours of play, I still wasn’t sure what made it all that much better than a blue or purple one.
Move, Move, Move
The gameplay of Spellbreak cannot be called anything but different. Floating around the map is a fun way to traverse instead of running like most BRs. When you get into a fight, the chaos that ensues is crazy, as you watch firewalls and tornadoes fly all over the place. This is especially true when three or more teams engage in one colossal battle. The downside is that it can become challenging to know your teammates’ spells and what enemies are. Movement in battles and staying on the go at all times is critical in Spellbreak. I found myself always dying when I stopped to heal in one place, or I sat trying to loot for too long because many spells will damage over time (fire and poison, for example) that will stay on the ground for a short while after they are cast. To permanently kill someone and stop them from being revived, you must stand still and exile their floating ball. This is where you have to choose to be vulnerable or wait to kill the rest of the squad. This is where Spellbreak’s biggest flaw shows, communications with your team. If you’re playing with randoms or without a mic, the ping system is not great. You have two marks, one for direction and one for enemies, that’s it. In a post Apex world, every battle royale needs to have a ping system that can be intuitive and allow you to communicate just as well without a mic. I hope to see Spellbreak make improvements to it because the groundwork is there.
Verdict
Spellbreak is a fun new take on the BR genre, one that I think will differentiate itself enough away from the big hitters. The early access version that is out is surprisingly polished, and while I did have a fun time with the game, I’m more interested in seeing what they bring down the line for the map and new spells.
Score: 8/10
Pros
A great new idea for a BR setting
Traversing the map is fun
Dozens of unique ways for different spells to interact with each other
Game is just fun, nothing else like it
Cons
The map is bland and not many exciting points to it
Hard to keep track of what spells are teammates during fights
While a massive patch for Marvel’s Avengers has just been released, it seems there’s one bug that the devs failed to exterminate. Over on Twitter, Crystal Dynamics announced that the Marvel’s Avengers weekly challenge bug is being investigated, and what’s worse, this could result in a crash.
Due to an issue that has been discovered, we advise to refrain from refreshing your Weekly Challenges if you're seeing a missing one as doing so may result in a crash. We're currently investigating this and will update with more information.
Yeah, that’s not good. Hopefully, that gets sorted out soon, and that it won’t require a new patch that needs downloading. While the patch fixed a lot of technical issues and gameplay-related bugs, there are still a few that’s persistent in the game, and the studio has issued a list of workarounds for known issues. These run the gamut from mission bugs, skill point issues and more.
Known Issues & Workarounds
THE MISSION “INTERROGATION ANXIETY” CANNOT BE COMPLETED
Presentation: Rarely this presents as an inability to continue in the mission Interrogation Anxiety due to not being able to interact with specific characters.
Status [9/18]: We identified and addressed one major scenario that should fix this bug and resolve bad save states, and we are still investigating other potential causes.
VARIOUS PS4 TROPHY BUGS
Presentation: Reported issues with an array of trophies, including:
Former Glory: Complete the “Iconic Avengers” mission chain
Old Fashioned Beat Down: Complete HARM Challenges I to V
The Best Defense: Defeat any 20 different enemy types
Tentative Peace: Complete 15 Villain Sectors
Gold Star Success: Complete 100 assignments
Holding it Down: Complete 30 War Zones at Challenge III or higher rating
Status [9/18]: Fixed several known issues around PS4 Trophy bugs. We are actively investigating the remaining.
UNABLE TO ACCEPT DAILY FACTION MISSIONS/VILLAIN SECTORS
Presentation: Missions show up as already completed and do not refresh, which does not allow users to accept new ones in order to play them, causing them to miss out on rewards.
Status [9/18]: We are actively investigating
VARIOUS SKILL POINT BUGS
Presentation: This presents one of several ways, including:
Hulk having an extra skill point at 50
Kamala missing a skill point at 50
Thor missing a skill point at 50
Black Widow missing a skill point at 50
Status [9/18]: We are actively investigating.
Once we get wind of more news regarding these bug fixes and other Marvel Avengers news, we’ll let our readers know.
Those playing Marvel’s Avengers, the big Marvel’s Avengers game update 1.07 September 18 is now live! This is called Marvel’s Avengers update v1.3.0 by Crystal Dynamics, and introduces a ton of gameplay and technical fixes, as well as new content!
Those frustrated by Adaptoids, this nerfs the tanks, and turrets have been nerfed as well! This title update should be out on all platforms by the time you read this. Check out the patch notes below.
Marvel’s Avengers Game Update 1.07 September 18 patch notes:
REASSEMBLE CAMPAIGN & AVENGERS INITIATIVE
Various Reassemble Campaign & Avengers Initiative fixes, including:
Fixed an issue where A-Day would not progress if the player started the campaign from the War Table after selecting Avengers Initiative first.
Fixed infinite loads when reloading the game during “The Light that Failed” and “To Stand Alone”.
Resolved bad save states for an infrequent bug where players are unable to progress with the campaign due to an infinite loading screen.
Fixed an issue where a strongbox in “House Call” was sometimes not usable.
Fixed an occasional bug with the bridge in the mission “House Call” that prevented progress. This should also fix bad save states.
Fixed an issue where Pause and Character menus were blocked during “Testing… 1, 2, 3”.
Fixed an issue where you would be teleported out of world when attacking the boss between fight phases in “To Stand Alone”.
Fixed an issue where steps 1 and 2 of the “A Global Offensive” mission chain were not tracking properly.
Fixed an issue where combat would not progress when defeating both Assault Adaptoids at the same time in “By Force of Mind”.
Fixed a hole in geometry in “Dogs of War”.
Fixed an where players could fall out of bounds in “Along came a Spider”
Fixed an issue where players could get stuck inside geometry in “Rocket’s Red Glare” after enabling the teleport to space.
Fixed an issue where sometimes an enemy could be stuck behind a closed door during “Task at Hand”.
Fixed an issue in “Bad Blood” where the Final cinematic would sometimes not play audio.
Fixed an issue preventing “Interrogation Anxiety” from being completed. This should also fix bad save states.
MULTIPLAYER & MATCHMAKING
Various fixes to multiplayer & matchmaking systems, including:
Reduction of cooldown after leaving a strike team before the user could matchmake again (from 30 second down to 4 seconds).
Matchmaking now stays enabled during mission launch countdown to give more time for players to join.
Fixed a bug where the “Searching for Heroes” UI would not always match the actual matchmaking status.
Fixed a bug where multiple host migrations would prevent the player from matching successfully again.
Fixed “Quick Match – Launch with any Hero” failing when two Quick Match players joined another match simultaneously.
Fixed losing Quick Match status when a player failed to join another match.
Fixed a bug where leaving an existing Strike Team would prevent the next Quick Match attempt from working properly.
ART & ANIMATION
Various art, animation, and character fixes/polish, including:
A variety of minor graphical issue fixes including clipping and popping.
Fixed several areas where players could see out of world.
Fixed many minor graphical errors and transitions.
Fixed several ragdoll issues.
Fixed a visual issue where enemy shields would pop in.
Fixed Captain America character model bug in “Front Line” outfit.
Fixed an issue where Thor would appear in the “War Cry” outfit in the Main Menu before unlocking it.
Fixed an issue where Tony appeared in the incorrect Iron Man armor during the “Alone Against AIM” cinematic.
Fixed Faction NPCs having no facial animation and freezing upon interact.
Fixed Sprint Heavy Attack sticking to ground during certain combat scenarios.
Fixed an issue with Black Widow’s grapple that launched her off trajectory.
Fixed an issue where Iron Man would play the incorrect animation when doing laser Heavy Attack.
Fixed an issue with Monotronic Exo Takedowns in multiplayer where the animations would get out of sync.
USER INTERFACE
Various UI fixes & polish, including:
Fixed an issue that would cause damage numbers to appear on destroyed objects.
Fixed an issue with Faction prisoner rescue, in which cell destruction markers would sometimes show the wrong icon upon Reload Checkpoint.
Various Skill Menu videos updates for Hulk, Thor, and Iron Man.
Various localization and text fixes.
Approaching hackable terminals with a Hero that lacks that ability now displays a tutorial explaining why it cannot be accessed.
War Table icon now has different appearance when there is a new Mission available.
Reward icons for some Missions have been corrected to display the actual rewards.
“Cancel” label added to the push-pull piston UI when interact option is set to “tap”.
“Inhuman Sanctuary” mission chain thumbnail now better reflects being a Pym-centric activity.
“Inhuman Sanctuary” mission chain notification no longer appears in campaign if it has already been shown in the Avengers Initiative.
Talisman Artifacts now display correct thumbnail images.
Faction Rank reward tutorial on helicarrier no longer displays before the Faction Vendor is available.
Vault sequence tutorials now allow players to access the Character Menu while active.
Based on player feedback, players can now see progress when being revived.
Based on player feedback, we have implemented a 0-10 Motion Blur slider. When set at 0, Motion Blur is completely disabled.
Fixed issues of objectives not displaying after player death.
Fixed an issue where UI elements would show up during the introduction of Dropzones.
COMBAT
Various combat fixes/tuning, including:
Fixed an issue where “Control Point” events would continue to spawn new enemies after completing the control requirement.
Fixed an issue in “Defend” events where the battle would sometimes stall until Heroes got closer to defenders by increasing participation radius.
Improved an issue where sometimes the “Secure the Area” portion of some Sabotage encounters would not register completion due to enemies becoming inaccessible or hidden during battle.
Fixed an issue where at higher difficulties, enemies would hack rescue cells silently, causing mysteriously inconsistent activation times.
Fixed an issue in a small number of encounters where some stronger enemy types would spawn too many at once.
Fixed an issue which could prevent lock-on from working when the Warbot is downed.
Fixed some navigation issues that would allow flying enemies to go out of world.
Fixed an issue that would cause Dreadbots to become unable to move.
Fixed an issue that would allow the final stage of the Warbot to be skipped.
Fixed multiple issues where some attacks were not able to damage the Warbot when it is downed.
Fixed an issue causing some enemies to spawn without proper portal FX.
Fixed an issue where rarely a hero could still be controlled after being defeated by Adaptoids.
Fixed an issue that would cause Kamala to unintentionally throw grabbed enemies at her feet.
Fixed an issue which would cause Kamala’s arm to stay stuck in front of her when doing in-air attacks.
Fixed an issue where Widow’s Bite could get shot out of the air by enemies.
Fixed an issue where Widow could not move on stairs while aiming the High-Caliber pistol.
Fixed an issue where player would get stuck when triggering Hulkbuster near other interactable items.
Fixed an issue where certain Hulkbuster moves cause double vision on another player’s machine.
Fixed an issue where Hulk could become stuck interacting with the world while holding an enemy.
Fixed an issue when in high framerates, Hulk’s Sprint Heavy Attack would fall short.
Fixed various issues with Captain America’s “Mirror Shield” skill.
Fixed an issue where Captain America’s shield could become stuck in Iron Man’s Energy Barrier.
Fixed an issue where Iron Man could become stuck when evading while flying low to the ground.
Fixed an issue where Ironman’s Unibeam Heroic ability could be used infinitely during his combat on the Golden Gate Bridge.
Various Iron Man lock-on improvements.
Iron Man’s “Hyper Coils” skill now grants the intended 10 second duration increase.
Iron Man’s Laser Specialization reduces the intrinsic cost of aimed ranged attacks.
Invulnerability frames when entering Hulkbuster have been extended.
Improved enemy spawn positions in 2 encounter locations.
Minor tweak to turret activation in “The Inhuman Condition” AIM bunker.
Reduced difficulty for Embiggened Kamala to revive downed allies.
Reduced difficulty of “Secure the Asset” in the “Alone Against AIM” missions.
Reduced aggressiveness of turrets and enemy ranged attacks.
Adaptoid laser attack is easier to avoid.
Assault Adaptoid tuning, including:
Less aggressive in multiples.
Less aggressive when the fire shield is active.
Triggers a smaller hit reaction when Heroes are hit by the laser.
The laser attack is easier to avoid in combat situations.
Fireball visuals were updated to make them easier to see in combat.
GEAR, CHALLENGES, & REWARDS
Various Gear, Challenges, & Reward fixes/tuning including:
Fixed an issue where the Fabrication Machine would occasionally not reward an outfit (or units if a duplicate pattern).
Fixed an issue where resources in a player’s inventory – including Units – would disappear if they reached a total of 32,000. We have capped all Units and Resources at 65,000 for storage and ensured they will not disappear moving forward. If you lost a large number of Units due to this bug, please contact Square Customer Service.
Resolved bad save states and returned missing campaign outfits to users from a bug that was reverting them to a locked state.
Increased Gear power cap for Threat Sectors, Drop Zones, and Hives to 130 to align with their max mission power.
Exotics gear now have higher attribute points. Power Level 130+ Exotic gear now always has better attributes than other rarities.
Gear that was erroneously being awarded at Power 1 and Uncommon rarity has been fixed in all activities.
Activity-specific Gear earned in Elite Heroic Hives is now awarded at correct power and rarity.
Gear with hero-specific perks can now be awarded at Epic, Legendary, and Exotic rarities with the correct number of perks; previously Legendary gear items of this type had too many hero-specific perks and Epics were not awarded at all.
Faction XP is awarded to the entire strike team when rescuing Inhumans in War Zones.
Hulk’s “Fractured” outfit now appears in the Appearance Menu when awarded through a Rare Pattern; will display item correctly in inventory of players who have already collected this outfit.
A Rare Pattern is now correctly awarded at the start of the ‘More Assembly Required’ mission.
Various Hero Challenges that were incorrectly tracking progress or not advancing under certain conditions have been fixed.
Based on your feedback, we are moving to a single global content refresh and challenge reset time and day. Starting with this V1.3.0 patch, challenges will reset every Thursday at 10:00 AM PT. As a token of our appreciation we will provide 22 challenge points per hero with the refresh to account for the shortened challenge period. These points will be available to claim until Thursday the 25th at 10:00 AM PT.
PLATFORM-SPECIFIC FIXES
Additional PlayStation Fixes:
Fixed bug where players would not join an existing lobby if ‘Quick Match – Launch with any Hero’ was selected while set to the same Hero as a player in the lobby
Optimized matchmaking filters to reduce matchmaking search times
Changed matchmaking algorithms to reduce server load and further improve matchmaking search times
Generally improved matchmaking invite functionality and bug fixes.
Additional Xbox Fixes:
Fixed bug where a lobby would become unjoinable if a host migration occurred during an active mission.
Fixed a bug where invites would not work if a player had the “Show as offline” privacy setting enabled.
Update from V1.2.5: We have confirmed that “New Girl Makes Good” will retroactively grant on Xbox if you had earned it prior to Patch V1.2.5. “Tentative Peace” will not retroactively grant. Both have been properly registering progress since V1.2.5.
Additional PC Fixes:
Various stability fixes based on collected crash reports.
Additional error messages for failure cases based on collected crash reports.
Various CPU performance improvements.
Reduce number of CPU cores used for Direct3D shader pipeline compilation.
Overall reduction to memory usage.
Added Backup Save menu in Settings -> Gameplay.
Fixed Kamala and Thor HARM tutorials when Defense Mode was set to Toggle.
A number of mouse/keyboard UI improvements.
Additional Stadia Fixes:
Added Backup Save menu in Settings -> Gameplay.
Added ability to erase all save-data in Settings -> Gameplay.
Improved performance for 30fps High-Resolution display mode.
Fixed Kamala and Thor HARM tutorials when Defense Mode was set to Toggle.
A number of mouse/keyboard UI improvements.
In addition to that, it seems Mega Hives are now part of the endgame content! Announced in a War Table stream for the game, Mega Hives are multi-floored challenges that will make use of your entire hero roster.
While unanounced as part of this patch, Twitter user Marvel’s Avengers Countdown and Updates tweeted the following from the PC version:
As spotted on the official PlayStation direct pre-order page, the Marvel’s Spider-Man and Demon’s Souls PS5 minimum file size have been revealed!
For Marvel’s Spider-Man, which is the ultimate edition that includes the new Miles Morales expansion we are looking at 105 GB as a minimum requirement. To compare, the original PS4 release weights roughly 62GB and adding the three DLC that released, we are sitting at a total close to 70GB on PS4. Mind you that this is the MINIMUM REQUIREMENT per Sony wording, which in truth doesn’t always equal to the actual release size. An example of this would be The Last of Us Part 2 saying it requires a minimum of 90GB, when in reality the final download size was only 76GB. Chances are that requirement is needed so the system has space to do unpacking.
Regardless, with the Miles Morales expansion being a part of this package, it definitely isn’t out of the question that we are looking at a very large download come release, especially considering all the improved textures and other features accompanied with the PS5 version.
Luckily for those jumping on the Demon’s Souls remake, it doesn’t look like we will be as large of a size as the minimum requirement is only 65GB. Still a very large one, but it’s at least more manaeable than Spider-Man. To compare, the original game was less than 10GB on the PS3.
Another interesting note here is the number of players the game says it supports. In the original PS3 release, players could play with up to two friends, with an additional invader being able to join for a total of four concurrent players in a session. In the description is points out that the title supports up to 6 players. It could very well be a mistake on Sony’s part, but if true this most likely means that more than one invader can now show up in a player’s lobby. Hopefully Sony comes out to clarify that last bit.
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.
During today’s Night City Wire episode, CD Project RED unveiled a couple of new trailers for Cyberpunk 2077! One of these new trailers also talks about the PC version, and we now have the offiical Cyberpunk 2077 PC requirements!
Additionally we get to see some of the Cyberpunk 2077 gangs, and even the game world in two separate videos.
Cyberpunk 2077 PC requirements (Recommended, and Minimum):
Gangs of Night City profiles some of the most notorious groups operating within and beyond the city walls whom players will be making deals with, fighting against, or both in order to survive.
Closing off Night City Wire’s third episode was a special segment focusing on the grand finale of the official Cyberpunk 2077 PC modding contest, showcasing the participants’ creations and announcing the winners.
Cyberpunk 2077 will release November 19th, 2020, for PC, Xbox One and PlayStation 4, with the version for Google Stadia set to launch the same year. The game will also be playable on Xbox Series X and PlayStation 5 consoles when available. At a later date, a free upgrade to Cyberpunk 2077, taking full advantage of next-gen hardware, will become available for owners of the Xbox One and PlayStation 4 versions respectively.
Cyberpunk 2077 will hack its way out this November 19 on the PS4, Xbox One, and PC. It’s also coming to next-gen platforms at launch, as free upgrades.
Destiny 2 PvP fans, this week’s Trials of Osiris is now live! MP1st is back once again for the Destiny 2 Trials of Osiris rewards this week September 18, 2020 post! Check out the map, and win-tier rewards listed below to see if it’s worth the slog.
It’s Friday, Guardians, and that means the hooded one — Xur — has returned! MP1st is back once again with our Destiny 2 Xur location today and items September 18. 2020 post! Same as before, head on below for the full list of items and of course, where Xur is this weekend.
Destiny 2 Xur Location Today and Items September 18, 2020:
Xûr, Agent of the Nine
Description:
A peddler of strange curios, Xûr’s motives are not his own. He bows to his distant masters, the Nine.
Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector on one of the Worlds. Xûr sells Exotic equipment and only takes Legendary Shards in exchange for them.
TL;DR: He’s the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it’s coal.
When does Xûr visit?
Xûr visits every Friday at 17:00 UTC and departs at Weekly Reset (Tuesday 17:00 UTC). If you would like to see all the live conversions of Time Zones, please follow this link here.
Don’t forget, there are Ghost changes coming to the game as well, which you can read about here.