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Code Vein Update 1.53 May 26 Now Live and Fixes an Item Bug

Code Vein vamps, you might have noticed a new Code Vein patch drop today on all platforms. Bandai Namco has released the Code Vein update 1.53 May 26 patch, and this is a very small download at just 160MB that fixes something very specific.

Code Vein update 1.53 May 26 patch notes:

Checking the Update History on your console will show the usual “stability fixes” and whatnot, but there’s more to it than just that. Here’s what the official JP game site had to say about this patch (translated via Google):

<Common to all platforms>

・ When you receive blood from a ground of fire that receives damage from “Flaming Town” and a movement speed reduction of “Kurosu no Kaku” + leaking sand / when backwashing / sucking blood from launch Fixed a bug where damage and status effects would continue even after returning to the ground.

As far as we’re aware. this is the only fix rolled out. Minda, the last patch released in April did include a lot of stuff, so it’s understandable this one is a whole lot less smaller.

Same as always, if you spot any changes not mention in the Code Vein update 1.53 May 26 patch notes, let us know down in the comments below and we’ll update the post if it pans out.

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Alex Co

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

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PUBG Update 1.45 May 25 Released, Brings 7.2 Changes to Consoles

While PC players got the PlayerUnknown’s (PUBG) 7.2 patch a few days ago, console gamers just got it now. The PUBG update 1.45 May 25 patch has been deployed, and it brings a substance list of changes.

Below are the PUBG update 1.45 May 25 patch notes, release schedule and more.

PUBG update 1.45 May 25 patch notes and scheduled (PUBG 7.2 for consoles):

Live Maintenance Schedule:

PDT: May 25 20:00 ~ May 26 0:00

CEST: May 26 05:00 ~ 09:00

Ranked Mode

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Ranked Mode is here, which means it’s time to put your skills to the ultimate test!

For Ranked Mode, the dev team took some inspiration from the highest level of competitive PUBG play, PUBG Esports. This includes settings, loot, and 64-player squad oriented play.

Season 1 is officially a GO, and we hope to see many of you up in the ranks! We’re excited to see you and your squads jump in and see how you stack up against the competition.

Be sure to let us know your feedback throughout the season, so that we can make Ranked the best it can be.

Dev Note: Ranked Mode is not available for Stadia keyboard + mouse users

Transition from Survival title to Ranked

  • Survival Title has been discontinued. The new Ranked system will now replace it.

    • Unlike with Survival Title, only matches played in the new and separate Ranked mode will count towards your rank.

    • A player’s Rank will increase or decrease after each match based on their performance.

    • Legacy Survival Title season data will still be available to view in the Season navigation tab.

Matchmaking

  • A new ‘Ranked’ sub navigation option has been added to the ‘Play’ section of the primary navigation menu.

  • Options for Ranked play include TPP or FPP Squad modes.

    • 1/2/3 man squad options are also available.

  • Matches will feature a maximum of 64 players.

    • Ranked matches will not have Bots/AI.

  • There are additional requirements for starting a match in the Ranked queue. All squad members must meet these requirements in order to begin matchmaking.

    • A squad cannot enter the queue if two players (who have completed placements) are too far apart in rank from each other (10 divisions maximum).

    • Players need to reach a minimal Survival Mastery level of 20 before they qualify for ranked.

    • Players who have received ranked matchmaking penalties, for actions such as repeatedly ‘dodging’ games after loading onto the island, will need to wait out a matchmaking penalty timer before they can play ranked again.

  • Players may cancel Ranked matchmaking at any time with no penalty.

    • Players who find a match and load into the pregame lobby will face Ranked penalties if they then choose to abandon the match.

Ranked Mode Ruleset

  • Ranked mode games will be randomly played on Erangel, Miramar, or Sanhok.

  • Ranked mode will operate under its own game settings.

  • Unique Season 7 Ranked settings include:

    • Overall increase in item loot spawns

    • No Crossbow spawns

    • Red zone has been removed

    • Motor glider has been removed

    • The timing and speed of the Blue Zone has been adjusted to increase the pace of play

  • Exact settings are subject to adjustment throughout the season and especially at the start of new seasons.

    • Changes in the ranked mode rule set will be posted via announcements

Tiers and Divisions

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  • There are a total of 6 tiers in the Ranked system (Bronze, Silver, Gold, Platinum, Diamond, Master) with 5 Divisions (V – I) within each tier.

  • A player’s current rank is determined by their Rating Points (RP) in a given queue.

  • At the start of a Ranked season, players will be considered ‘Unranked’ in all queues.

  • The first 5 games they play in each ranked queue will count as placement matches.

  • At the end of the fifth placement match, players will be given an initial rank for the season.

How Climbing Works

  • After a player dies, they will receive an adjustment to their RP based on their performance. The metrics that determine performance are

    • Kills

    • Assists

    • Personal placement

  • When a player exits a Ranked match, they will be presented with a new pop-up modal celebration that shows the player their performance metrics as well as the change to their RP.

  • Players who are at Diamond rank or above will begin to face RP ‘decay’ if they do not play any Ranked games for a week or more in a row

Ranked Rewards

  • At the end of the season, players will receive Ranked rewards based on their Highest Ranked tier that season

    • Ranked rewards are unique and only obtainable by playing Ranked during the season they are awarded

  • All players will receive a nameplate and emblem recognizing their Tier

  • Players who ended the season at Gold or higher will receive a set of Ranked reward skins

Leaderboards

  • The Leaderboards have returned and have been updated to work with with Ranked mode

    • Leaderboards now list the Top 500 players per server, sorted by RP

    • The Leaderboard you see is for the region you’ve played the most Ranked matches in.

    • Once a player enters the leaderboard, their region will be fixed for the rest of the season.

    • Players who end the season on the Top 500 Leaderboards for any queue will receive a small additional reward to recognize the achievement

Gameplay

Weapon & Armor Balance

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With the introduction of Ranked Mode, we wanted to get in some balance adjustments we’ve been planning. The goal of this balance adjustment is to strengthen the characteristics of each weapon type, so that tactics change depending on the firearms you choose and to help make sure one particular weapon isn’t seen as overpowered.

The M416 has long been the most powerful AR and one of the top guns in the game as a whole, so we’ve adjusted it and buffed some of the other ARs to give players alternative options.

We’ve also adjusted shotguns, which were seen as almost useless unless at extreme close range.

  • Increased reload times for M416, M16A4 and SCAR-L

    • We’ve adjusted the reload time of some of these mid-range weapons to make them less of a go-to for their effectiveness in all situations. This change should especially affect close quarters engagements, as you’ll have a longer window to rush opponents reloading an AR.

  • M416

    • While fully equipped, the M416 was lethal even in far distances with its superior stability.

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Kill distribution rate over Distance/Phase

The power of rapid and accurate sprays were even capable of replacing DMR positions in ranges over 30m. We don’t believe one gun should always be the optimal choice in all circumstances, but rather give players choices depending on their needs in the current situation. Of course, we will be watching the data constantly for future adjustments.

  • Decreased base damage by 1 (41 → 40)

  • Decreased muzzle velocity from 880 m/s to 780 m/s.

  • Changed damage curve distances from 60m – 450m to 50m – 350m.

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Weapon damage per round per pick up

  • M16A4, MK47 Mutant

    • These two weapons do not support full-auto firing mode, which already led to them being picked up less. Add to that stability issues or lower firing rates and it’s easy to see why they weren’t being picked up as often. We’ve made some adjustments to give them more life on the Battlegrounds.

    • Decreased recoil when firing in quick succession in semi-auto and bursts mode.

    • Added tracers (shooter only).

  • Beryl M762

    • Based on the analysis result on the weapon damage per round per pick up, it seemed Beryl M762 had somewhat less performance than expected compared to other assult rifles.

    • Increased muzzle velocity from 680 m/s to 740 m/s.

    • Decreased recoil.

  • Shotguns:

    • As the gun metas in the game have stabilized, shotguns were quickly left in the dust as they had little use in most late game situations. With this update, we have adjusted the shotgun group so that they can be used more reliably throughout a match.

    • Body damage multiplier changes

    • Increased limb multiplier from 0.9 to 1.05.

    • Increased head multiplier from 1.25 to 1.5.

    • Increased hip-fire accuracy.

    • Decreased accuracy penalty during movement.

    • Decreased damage drop over distance for all shotguns.

    • Saiga S12K

      • Extended and Ext. Quickdraw magazines now hold 10 rounds.

      • Suppressor adds slight pellet spread reduction (2/3 of choke bonus).

    • S1897

      • Increased the pump-action speed

    • Sawed-off

      • Increased reload speed.

Armor:

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  • Vests not only provided armor but also provided additional inventory space. However, it felt pretty bad to immediately lose that space when your vest was destroyed in combat. Your survivability also drastically decreased once your vest was destroyed. leaving you extremely vulnerable until you found a new one. With this change, ‘destroyed’ vests will no longer disappear, and neither will your inventory space.

  • In addition, vests will continue to provide 20% protection and slight aim punch reduction once destroyed. The base protection level of the destroyed vest is the same no matter the type of vest you’re wearing. This should mean more competitive engagements, even if the situation doesn’t allow for the looting of a new vest.

UI/UX

Main menu navigation bar update

With the addition of the new ranked mode, the main menu navigation bar has been updated.

  • Changes

    • New ‘Ranked’ option has been added under the ‘Play’ menu

    • ‘Public Match’ has been renamed to ‘Normal’

    • ‘Mastery’ and ‘Replay’ menus have been moved to the ‘Career’ tab

Tire UI Improvements

  • Improved the icon/ color of a vehicle’s tire UI to provide more intuitive information on tire status

    • 100% – Grey

    • When tire is damaged  – White

    • When tire has less than 50% durability – Blinking Orange

    • When tire reaches 0% durability (destroyed)  – RED

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Seat UI improvement

  • Improved the color of the vehicle’s seat UI to provide more intuitive information

    • General vehicle”s seat UI color changes

      • Players character: White → Yellow

      • Teammates: Green → White

      • Enemy players: Yellow → Red

      • Empty seats: Grey (Same as before)

    • Starting plane’s seat UI color changes

      • Onboard players: Yellow → White

      • Empty seats: Grey (Same as before)

Preview Scene Improvements

  • Character’s full body, instead of only torso, will be displayed when entering wardrobe, weapon, and equipment sections.

  • In item previews, items no longer return to their previous state when players click-off the mouse button

Kill feed icon and system message for train kills

  • New killfeed icon and system message for train kills has been added.

Item description improvement

  • Additional description has been added to item skins which had some unclear target item (Crowbar, Machette)

Sound

Tweak of Window Breaking Sound’s Spread Curve

  • Currently, stereo panning of window breaking sound is too sensitive. We’ve tweaked its sensitivity for more natural stereo panning

Bluezone Humming Sound

  • Bluezone humming sound will be played only when the wall is moving

Survivor Pass: Cold Front

The 2nd track of Survivor Pass season missions has been unlocked,Please note that new missions will be unlocked after the Live server update!

World

Erangel: Hall of Fame Update

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  • All-time winners team and players names are engraved in Hall of fame

  • New name plates have been added to the trophy and uniform cases

Vikendi: New small house sets added

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  • In order to enhance loot in spots outside of major landmarks, some small house sets have been added with improved item spawns.

  • Supplemented item spawn spots in certain buildings in Dinoland that had below average loot.

Skin & Items
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NAVAL OFFICER ATTIRE SET (8 items) (6/3 ~ 7/1)

  • Shades (Black)

  • Naval Officer Formal Jacket

  • Naval Officer Peaked Cap

  • Naval Officer Skirt

  • Naval Officer Pants

  • Naval Officer Formal Gloves

  • Naval Officer Lace-up Boots

  • Naval Officer Loafers

PUBG X Twitch Broadcaster Royale (14 items) (6/3 ~ 6/24)

  • BreaK’s Gloves

  • BreaK’s Hoodie

  • BreaK’s SLR

  • Lumi’s Hoodie

  • Lumi’s Kar98k

  • Lumi’s Shirt

  • Lumi’s Shoes

  • ZeratoR’s Long Sleeve Shirt

  • ZeratoR’s Pleated Skirt

  • ZeratoR’s Shirt

  • Ashek’s AKM

  • Ashek’s Crossbow

  • Ashek’s Gloves

  • Ashek’s Shirt

Bug Fixes

Gameplay

  • Fixed the issue where character could slide abnormally when going through specific steps

  • Fixed the issue with Gas Cans sometimes not exploding even after reaching 0 HP

  • Fixed the issue with Glass in small square windows does not break when punched with fists

  • Fixed minor graphical issues with the appearance of sights when attached to the Tommy Gun

  • Fixed the issue with crosshair location isn’t synced when the character being spectated aims while leaning left

World

  • Fixed missing texture in Castle, Vikendi

  • Fixed some floating objects in Goroka, Vikendi

  • Fixed the issue with movement blocked at building entrance in Yasnaya Polyana, Erangel

  • Fixed the issue with being able to see through a specific aircraft object in Sosnovka Military Base, Erangel

  • Fixed the issue with multiple doors stacked on top of each other in certain buildings on Vikendi

  • Fixed the issue where character can enter 2F of specific building on Erangel

  • Fixed the issue with inside of specific building is visible in Volnova, Vikendi

UI/UX

  • Fixed an incorrect kill message on Karakin  ‘killed by BZ signal grenade’

  • Fixed an issuing causing the health bar to display incorrectly when using healing items

  • Fixed the issue with spectating players status UI in the minimap not instantly changing

  • Squad members PUBG ID’s are missing from Last Match summary

Sound

  • Fixed the volume adjustment of teammates not working correctly

  • Fixed an issue with AWM bullets not making sound when impacting ice

  • Fixed the issue with sound of grenade not working correctly when it bounces continuously in mud material

Skin & Item

  • Fixed the clipping issue with Jockey Boots

  • Fixed the issue when wearing a coat and holding a Panzerfaust the character’s waist area shakes excessively

  • Fixed the abnormal flashing effect of Level 1 helmets on the ground

  • Fixed the issue with a specific AKM skin not being exchangeable for BP

So far, this is all the known PUBG update 1.45 May 25 patch notes available and that was released on the PTS. If there’s more not listed, we’ll update the post.

Source: PUBG forums

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Alex Co

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

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Black Ops 4 Campaign Gameplay Leaks Along With Details on the Cut Content

For those unaware, Treyarch’s Call of Duty: Black Ops 4 launched without a full-fledged campaign, which is possibly the first for the franchise. While a report surfaced last year that a Black Ops 4 campaign was planned initially, we didn’t see any actual gameplay outside of the details revealed then.

Well, that’s about to change today. Reddit user ForeverDexus posted a short gameplay clip from the cut Black Ops 4 campaign! Now, don’t expect much since it doesn’t seem to be finished and doesn’t show any new levels (it’s based on a multiplayer map).

[LEAK] Black Ops 4 Campaign Gameplay
by inBlackops4

According to the leaker, this was the last iteratino of the campaign before it was cancelled, and there are parts of it planned based on the concept art below that aren’t based on the multiplayer maps available. This one we got looks to be based on a street in Japan.

Those wondering if this is a mod, it’s not, as the leaker mentions it’s from a small segment from a larger missions that was unfinished.

Also, it seems there’s more video out there, as ForeverDexus comments that there’s more footage of misson shown above being showcased, as all as another showcasing “augmented impact effects” within the Black Ops 4 game engine.

So far, Treyarch hasn’t commented on anything about this yet. While we won’t get to play this part of Black Ops 4 anytime soon, it’s still interesting to see what Treyarch had planned as the game’s campaign before cutting it out completely.

Speaking of Treyarch, the studio is heavily rumored to be the one developing this year’s Call of Duty, which is rumored to be called “Call of Duty: Black Ops Cold War” — a rumor that looks very likely given that there’s a Black Ops-related teaser added to Call of Duty: Warzone just recently.

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Alex Co

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

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Destiny 2 Season 11 World Pool Revealed by Bungie

With Bungie promising changes to how Destiny 2’s Seasons behave, the studio has shared more details on more changes coming to the looter shooter soon. In the latest community update post from the studio, it talked about the Destiny 2 Season 11 world pool of weapons.

Because the world pool serves what Bungie calls the “baseline: of legendary gear that can be earned across different activities,, the studio wants to update and refresh it seasonally with more relevant weapons.

This shared pool can also be unwieldy — if you’re looking for a specific roll of a specific weapon, a pool too large can make it statistically challenging to find, much less with the roll you want. Starting in Season 11, it will be curated both for relevance and overall size, to strike a balance between number of rewards and the chance to get a sought-after drop. Every season gear from previous seasons will be added, and any gear that would no longer have a Max Power Level greater than or equal to the current Season cap will be cycled out to ensure that drops are Power relevant in the current Season. 
The World Pool for Season 11 will consist of the following weapons:
  • Uriel’s Gift
  • Elatha FR4
  • The Old Fashioned
  • Mos Epoch III
  • Hawthorne’s Field-Forged Shotgun
  • Last Hope
  • Timelines’ Vertex
  • Interference VI
  • Dire Promise
  • True Prophecy
  • Jian 7 Rifle
  • Enigma’s Draw
  • Distant Tumulus
  • Escape Velocity
  • Honor’s Edge
  • Gnawing Hunger
  • Arsenic Bite-4b
  • Main Ingredient
  • Outrageous Fortune
  • Truthteller
  • Nature of the Beast
  • Last Perdition
  • Bad Omens
  • Night Watch
  • Toil and Trouble
  • Wishbringer
  • Last Dance
  • Lonesome
  • Long Shadow
  • Steel Sybil Z-14
In addition to the Destiny 2 Season 11 world pool reveal, Bungie announced perk tuning on weapons as coming this week!
Reload Perk Updates 
We’ve observed that players lean towards picking perks that increase their damage (e.g. Kill Clip) or reduce weapon downtime (e.g. Outlaw).
The damage perks were adjusted quite a while back, but reload perks still don’t feel like choices. This tuning pass aims to keep them feeling powerful without being so dominant that no other choices seem viable.
First, some information on the stats that impact reload:
  • Reload Stat: 0-100, and maps onto an archetype-specific reload animation speed.
  • Reload Duration Scale: Most reload perks also apply a small multiplier to the reload animation, so that if reload stat is capped, you still see a small speed bump.
  • Reload Empty Duration Scale: As above, but only applies if the magazine is empty.
Note that because most weapons have fairly high reload stats, decreasing a reload stat bonus from +100 to +50 will still max out the reload stat most of the time, and so doesn’t slow down the actual reload as much as it seems.
The following perks that alter these reload stats are being updated:
  • Outlaw – Slowed this down a little bit.
      • Reload stat from +100 to +50.
      • Reload Duration Scale from 0.8 to 0.9.
  • Feeding Frenzy – This was strictly better than Outlaw, so we’re changing functionality to be based on number of rapid kills.
      • Functionality changed to increase reload speed based on number of rapid kills, up to 5.
      • With 2 kills, reload speed is equal to updated Outlaw.
      • With 3+ kills, is faster than Outlaw.
      • With 4+ kills, is the fastest reload in the game (except Alloy Mag).
      • Max possible reload duration scale from 0.83 to 0.8.
      • Max possible reload stat unchanged at +100.
  • Rapid Hit – Gave a huge amount of reload and stability for very little work, front-loaded onto the first precision hit. We have updated it so that it still feels good, but isn’t quite as powerful.
      • Adjusted stacking bonus to give less benefit for the first hit and more with subsequent hits.
      • Max possible reload stat from +100 to +60.
      • Max possible reload duration scale from 0.8 to 0.925.
      • Max possible stability stat from +50 to +25.
  • Drop Mag – Situationally really powerful without a massive drawback, as good as a perk, but in a magazine column.
      • Reload duration scale from 0.85 to 0.9 (just brings it in line with Outlaw).
  • Field Prep – Unchanged, but for reference:
      • Reload stat +50.
      • Reload duration scale 0.8.
  • Alloy Mag – Unchanged, but for reference:
      • Reload empty duration scale 0.6666.
Additionally, we’re fixing an issue where perks that grant partial weapon ammo did not respect shot count for burst weapons. This means that these perks will now work correctly on Pulse Rifles, Fusion Rifles, and Burst Sidearms, so these perks will be more common on those weapon archetypes in the future:
  • Slideways
  • Slideshot
  • Ambitious Assassin
  • Subsistence
  • Overflow
  • Lead from Gold
  • Clown Cartridge
General Perk Retuning 
With opening up space by adjusting reload perks, we also retuned some other, underused perks, based on our internal testing and perk popularity and effectiveness data from our internal analytics.
  • Dynamic Sway Reduction — Adds 10 Stability over time in addition to accuracy (this is way more powerful than it sounds).
      • Reduced reticle movement from Stability should now tell players this is working.
  • Pulse Monitor — Take critical damage and you can quickly switch to your now-fully loaded Shotgun!
      • Reload amount from 0.35 to 1.0.
      • +50 Handling.
      • 5% faster swap speed.
      • This works on stowed weapons too, which was already the case but makes it a lot more useful.
  • Hipfire Grip — Now helps you hit shots closer to ADS ranges, still doesn’t affect damage dropoff or magnetism.
      • 1.2x aim assist falloff.
      • +15 aim assist.
      • +1.7 degrees precision hip fire angle threshold.
          • By default, when hip-firing a weapon, the center of your reticle must be over a target in order to get a crit, otherwise aim assist will give you a body shot. This change gives you a little leniency, so if the center of your reticle is not directly over a target you will still get the crit if you’re within this angle.
          • Has no effect on Sniper Rifles.
  • Sneak Bow — Actually makes you sneaky now. Stealth buff!
      • Now doesn’t ping radar when shooting.
There’s also new Perks coming in the upcoming unnamed new Season. Once the hotfix or patch is live tomorrow, assuming we get one for the weapin tuning changes, we’ll let our readers know.
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Alex Co

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

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Call of Duty: WWII Free to Download for PS Plus Members Starting Tomorrow

As part of the PlayStation Plus free games for June, Sony has announced that members will be able to download Call of Duty WWII for free starting tomorrow, May 26!

This was announced by Sony just now and states that more games that are free for PS Plus members will be announced soon.

Once Call of Duty: WWII is free to download for PS Plus members, we’ll be sure to let our readers know.

Developed by Sledgehammer Games, Call of Duty: WWII was released back in 2017. Here’s what we had to say in our review:

Make no mistake: COD: WWII is a Call of Duty game. It looks like one, it feels like one, and it plays like one, too. Regardless if that’s a good or bad thing for you, it does do a lot of things right. From a value proposition, a full-fledged campaign, a deep multiplayer Zombies mode experience, and of course, multiplayer, makes it well worth the price of admission.

Bear in mind, that review doesn’t factor in the overhaul Sledgehammer rolled out for the game that made the shooter better in terms of pace, balance and more.

In other Call of Duty news, this year’s Call of Duty game reveal is rumored to be happening in Call of Duty: Warzone! This rumor is further buoyed by a Black Ops Easter egg in Warzone that was included in the latest patch.

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Alex Co

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

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Respawn Developed a Titanfall 2 Battle Royale Prototype Called Survivor Before Apex Legends

Before Respawn Entertainment took a dive in the battle royale genre with Apex Legends, they had been working on some prototypes within Titanfall 2 that dabbled in the idea of one life, one victor. One of those ideas was influenced by the Hunger Games and  this Titanfall 2 battle royale prototype was called called “Survivor.”

Related Reading:

This detail was revealed in a recent interview, where ex-Respawn dev Drew McCoy spoke briefly about the action blocking process for Titanfall 2.

Ben Hanson: Was Apex kind of that story of “Well, I guess we should probably check out Battle Royale.” Was it met with enthusiasm out of the gate at the studio or was there a little bit of “okay, everybody has to go for it, I guess we have to make a battle royale”?

Drew McCoy: There were a handful of people that were super into it and it was started because if you’ve watched any of our, like, behind the scenes talking about development of Titanfall 2, talking about our action blocking process where we do all these small rapid prototyping and it was like the summer of 2017 and a bunch of designers are rolling off of post-launch support for Titanfall 2, and they had their action blocked. I’m like, “Go ahead, go crazy, go prototype whatever you want,” and a little designer and descriptor made and it was called the Respawn-royale. It was gonna be our take on battle royale but it was very much just let’s get battle royale stuff going in the Titanfall world — and it was fun, it was crazy. Like the very first one I played back then, our engine couldn’t do big maps. I think we capped out at 24 players and we had no way of doing like a drop-type of system, so it was all zip lines criss-crossing the line on the high ground of a map, and so you you just zip line in and then you drop wherever you want and it was cool getting some live play tests. But once we had like squads with a really early version of ping and some character abilities and started to like, “Oh, this is really fun!” And then our play tests for the other stuff we were making it was hard to get participants and people would leave the playtests early,that’s a really good sign that we’re not on the right track.”
It was born out of two people going, “let’s go try this crazy thing that you know we’ve been playing the Arma mods,  PUBG that had just come out on PC” and they’re like, “this might be good, let’s try it out.” And it was before battle royale was a juggernaut. We’d actually tried a version of it in Titanfall 2 a year or two prior after Todd’s kids got addicted to the Hunger Games in Minecraft. So the Minecraft server that had, like, a 16-player Hunger Games battle royale type mode, and they were just like stuck to it, so we were like, “let’s try this out my kids like it, we’ll try it.” And we just didn’t have time to finish it, but so we dabbled in it over the years.
Ben Hanson: Hang on, so there was a chance that Titanfall 2 would have done the battle royale before PUGB blew up?
Drew McCoy: We called it Survival, and it wasn’t quite battle royale. It was more of like one life, and go find chests of stuff, type of thing — quick rounds. It was that kind of every man for himself, one victor type of mode.

Of course this mode was created right at the end of Titanfall 2 support, so any hope of it even making it in the game then was highly unlikely as the team was looking to move on to other projects. One of these projects is, of course, Apex Legends, which has arguably become the studio’s biggest game to date.

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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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PSA: Saints Row 3 Remastered Trophies Glitch Is Happening Like It Was 2011

If you’re playing Saints Row The Third Remastered (or more commonly known as Saints Row 3 Remastered) on PS4, you might want to check up on your Trophy progress, as it seems a Saints Row 3 Remastered Trophies glitch that was present in the original 2011 version is still happening to gamers now.

This was reported on by Reddit user ralad, who posted that going into Rest mode or your game disconnecting from the internet triggers this. What’s worse is, most people won’t even notice this Saints Row 3 Remastered Trophies glitch unles you check the Trophies menu and see the stuff you haven’t earned.

They have left in a massive bug from the original 2011 version that will prevent you from getting trophies if you go into rest mode or if your internet gets disconnected (while the game is running).

People are reporting broken trophies in other situations too, such as suspending the game and using other applications. Your trophies may become broken even when you suspend the game to look at your trophy list.

I played for 10 hours before realizing this since I wasn’t paying attention to the trophies popping. I’ve probably missed 10-15 trophies because of this, which I will have to restart the game to complete. I was in rest mode the entire time, I only managed to grab one or two because of the game crashing (which fixed the trophies until I went into rest mode again).

I hope they fix this, but in the meantime you should make a lot of save states and pay attention to trophies to make sure they’re popping. The rest of the game has been pretty great but this is a ridiculous bug to leave in especially since people were reporting this back when the game came out in 2011.

Other gamers have chimed in that yes, this is indeed a bug that’s still present today. If you’re hit with the bug, you might want to let Sperasoft (the studio that handled the remaster) about it over on Twitter so they’re aware. We’ve also reached out about this and will update the post if we get a response.

If you haven’t bought Saints Row 3 Remastered yet, you can check out our review to see if it’s worth the dough.

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Alex Co

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

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Report: Black Ops Cold War Reveal Will Happen in Call of Duty: Warzone

Earlier this week, it was rumored that this year’s Call of Duty will be titled “Call of Duty: Black Ops Cold War.” While that rumor is still up in the air, a new one has surfaced stating that the Black Ops Cold War reveal will happen in Infinity Ward’s free-to-play Call of Duty: Warzone!

According to VideoGameChronicle’s sources, Activision sees Call of Duty Warzone as the ideal platform to unveil this year’s Call of Duty game. If this rumor is true, then it adds further context as to why one of Treyarch’s popular scorestreaks the RC-XD can now be spotted in Warzone.

There’s also this interview with Infinity Ward Narrative Director Taylor Kurosaki just a few weeks ago where he mentioned that Call of Duty Warzone will be the Call of Duty title that connects the different Call of Duty series together. Here’s an excerpt  from his statement, “Call of Duty is a genre in itself, there are different branches in the Call of Duty tree, but they’re all connected in some ways. Warzone will be the through line that connects all of the different various sub-franchises of Call of Duty.”

Note that this is unverified, so take it with a grain of salt. That said, we can easily see this being the real deal given Activision would want to capitalize on Warzone’s millions of players to hype up this year’s Call of Duty; that and of course, more attention will be given to it than just outright announcing it, as this post clearly shows.

Will we see Call of Duty: Black Ops Cold War or whatever this year’s Call of Duty to be revealed in Warzone before the month is up? I sure hope so.

Would you want this year’s Call of Duty game to be revealed in another Call of Duty game? Or would you rather Activision announces it in a more traditional way?

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Alex Co

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

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Sony VR Patents Show PSVR With Headphones, Shared Virtual Space and More

It looks like Sony is heavily investing in PSVR (PlayStation VR) and VR as part of the company’s future. From real-world positioning, facial tracking, finger tracking, to even built-in headphones, Sony has taken a large interest in VR, as a large number of recently filed Sony VR patents have surfaced.

Do note that these are patents, and by no means suggests that the features found in them will make it into any commercial product. So take the information as you will, though one can’t deny that Sony is definitely not through with VR. Some of these have been filed just this year, while others from a bit back. They have all gone public this month, so all information found in this article is accessible to everyone.

The first patent we’ll look at is the most recent one and it pertains to Sony looking into creating a system that is able to detect and display boundaries associated with player movements. 

“Systems and methods for indicating that a boundary is crossed during execution of a video game are described. One of the methods includes generating, by a camera, a field-of-view, the field-of-view encompassing a plurality of boundaries that define a volume. The method further includes capturing, by the camera, one or more images of a head-mounted display (HMD) within the field-of-view. The method includes identifying, by a processor, a position of the HMD in a real-world environment from the one or more images. The method includes determining, by the processor, whether the HMD at the position has crossed one of the boundaries. The method includes generating one or more video frames including a guard rail upon determining that the HMD has crossed the one of the boundaries and sending the one or more video frames to the HMD for display.”

What exactly does this mean? Well, it means that if you have a large enough space to play in, the camera will be able to track your movements within the capture space. This meaning you could walk around within a VR environment as long as it’s within range of the camera. Here are some screenshots to accompany this for a better visual representation.

As you can see, each position provides a different viewpoint of the VR environment

 

This is how the camera interprets the real-world environment, showing us the moveable playspace

 

That’s some pretty exciting stuff right there, as the current method of movement requires a controller on PlayStation. You can lean and do a few other things to adjust your view, but physically walking in PlayStation VR yields no results as of now.

The next patent also is related to movement tracking, however, it expands and includes the ability to properly display the same VR scene across multiple users. In the examples provided, we see two VR users standing in different positions, along with their viewpoints showing each player in their corresponding position in the VR application. You may also recognize the characters in the following images as they are Stormtroopers from the Star Wars series.

Systems and methods for processing operations for head mounted display (HMD) users to join virtual reality (VR) scenes are provided. A computer-implemented method includes providing a first perspective of a VR scene to a first HMD of a first user and receiving an indication that a second user is requesting to join the VR scene provided to the first HMD. The method further includes obtaining real-world position and orientation data of the second HMD relative to the first HMD and then providing, based on said data, a second perspective of the VR scene. The method also provides that the first and second perspectives are each controlled by respective position and orientation changes while viewing the VR scene.

Virtual reality (VR) presented through head mounted displays (HMDs) are becoming a more and more popular way for consumers to interact with content. However, while much of the computer entertainment industry has seen a shift toward offering more social and inter-personal platforms of interacting with content, VR has been a notable exception. Indeed, VR users often find that virtual environments can be isolating and lacking in a social aspect. As VR continues to gain popularity, there is an opportunity to incorporate social and inter-personal components to enhance and humanize the VR consumer experience.

This is especially true when HMD users are co-located. For example, two co-located HMD users each within their own VR may wish to share their VR with the other and otherwise interact with one another within the VR environment. That is, there is an opportunity to not only enable co-located users to witness the same VR, but also to allow for the interaction between the avatars of the co-located users within a VR environment. Such inter-personal and “inter-avatar” interaction enhances the VR experience for users and allows content creators to incorporate social and multi-user dimensions into the VR content universe.

You can see each player’s own view from the bubble above. Also displaying both body and hand tracking.
Another example showing off how shared spaces work with player’s positioning

There was another tracking-based patent filed by the company back in 2018 that also went public this month, though unlike the other it doesn’t specify VR applications. It does however describe the ability of tracking movement and users starting points.

An electronic device for object tracking based on a user-specified initialization point is provided. The electronic device stores a sequence of image frames, which includes a first image frame and a second image frame. The electronic device estimates a set of feature correspondences between a first set of features points in the first image frame and a second set of feature points in the second image frame. The electronic device generates different first motion-estimate models for different groups of feature correspondences of the set of feature correspondences and further estimates, from different groups of feature correspondences, a plurality of inlier feature correspondences that correspond to the object of interest in the first image frame and the second image frame. The electronic device generates a second motion-estimate model as an optimal motion-estimate model and tracks the object of interest in the sequence of frames, based on the second motion-estimate model.

 

The next two are related to eye tracking. The first one doesn’t indicate any gaming application, however, the second one that was filed much later builds off that one and applies itself to VR. There’s a third one that was filed back in 2016 that also went public this month that pertains to eye tracking and performing actual movements. 

(first patent) A method for tracking eye movement is provided. One embodiment of the method includes receiving a first measurement from a first sensor configured to detect a gaze location, determining an initial gaze location based at least on the first measurement, receiving at least one of eye motion amplitude and eye motion direction measurement from a second sensor, and determining an estimated gaze location based at least on the initial gaze location and the at least one of eye motion amplitude and eye motion direction. Systems perform similar steps, and non-transitory computer readable storage mediums each store one or more computer programs.

(second patent) Methods, systems, and computer programs are presented for rendering images on a head mounted display (HMD). One method includes operations for tracking, with one or more first cameras inside the HMD, the gaze of a user and for tracking motion of the HMD. The motion of the HMD is tracked by analyzing images of the HMD taken with a second camera that is not in the HMD. Further, the method includes an operation for predicting the motion of the gaze of the user based on the gaze and the motion of the HMD. Rendering policies for a plurality of regions, defined on a view rendered by the HMD, are determined based on the predicted motion of the gaze. The images are rendered on the view based on the rendering policies.

(third patent) There is provided an information processing device, an information processing method, and a program that can facilitate a user to perceive a stereoscopic vision object, the information processing device including: a display control unit configured to perform movement control of a stereoscopic vision object perceived by a user from a start depth that is different from a target depth to the target depth on a basis of mode specifying information that specifies a mode of the movement control that supports stereoscopic vision by the user, and an information processing method including: performing movement control of a stereoscopic vision object perceived by a user from a start depth that is different from a target depth to the target depth on a basis of mode specifying information that specifies a mode of the movement control that supports stereoscopic vision by the user.

There is a module placed inside the HMD set that tracks the wearer’s gaze.
How it works
Shows movement of an object being performed by eye gaze (third patent)

Finally, the last one showcases a slight change to the PSVR headset, as it now sports a pair of earphones, built right into the headset itself. What’s more, while the PSVR features the option to directly plug in a headset, Sony is looking for ways to improve the ease of use as the patent details the ability to easily locate the earphone without possibly removing the VR set.

To propose a head-mounted display capable of enhancing convenience with respect to earphones. A head-mounted display (1) includes: a device main body (10) with a display device (11) incorporated therein; a mounting band (20) which extends toward the rear side from the device main body (10) and is used for mounting to a user’s head; a right earphone holding section (24R) which is provided at a right portion of the mounting band (20) and to and from which a right earphone (31R) can be attached and detached; and a left earphone holding section (24L) which is provided at a left portion of the mounting band (20) and to and from which a left earphone (31L) can be attached and detached. According to the HMD 1, the user can recognize the positions of the earphones (31R) and (31L) without visual confirmation.

What it looks like for the wearer. Also the patent details new lights on the band of the VR set

A look at the enclosure that houses the earphones
A better look at the enclosure door, along with (5) the new light added on the VR set

There are a few other patents by the company that expand a bit more on the tracking that is seen above, though we didn’t include them as they were just reciting the same information. That, and we’ve already reported on a handful of them from this month. Anyway, what do you all think about these patents? Is the company going in the right direction with tracking? Should they maybe opt for some sort of stationary conveyer belt system? Or perhaps they should continue with their current offerings, that being the 3Drudder that released last year? 

Again, stressing what we’ve mentioned previously, Sony filing these patents do not guarantee that they will be in the next iteration of the PSVR. Rather, it’s more conclusive proof that the company is investing significantly in VR, and these Sony VR patents prove it.

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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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Mortal Kombat 11 RoboCop Friendship Has Him Dancing the Robot, Sheeva Trailer Revealed

In case you didn’t know, RoboCop will be joining the roster of Mortal Kombat 11 thanks to the upcoming Aftermath DLC. Aside from that, Friendships are also coming for free too. If you ever wanted to see the Mortal Kombat 11 RoboCop Friendship finisher, here’s your chance!

I have to say, this might be one of the funniest things I’ve seen in a while given that RoboCop does, well, just go watch it for yourself.

https://www.youtube.com/watch?v=tLDeSWwxN9o

In addition to the Mortal Kombat 11 RoboCop Friendship reveal, we now have the official “Meet Sheeva” trailer, featuring, well, Sheeva!

The MK11 Aftermath DLC will introduce a new chapter in the MK11 storyline. We’ve gotten a glimpse of that thanks to the launch trailer released earlier this past week.

For more on RoboCop in Mortal Kombat 11, we’ve posted the trailers pitting him against the Terminator, and a look at some of the alternate skins available for the character once the DLC is released.

Mortal Kombat 11 Aftermath will be out this May 26 for the PS4, Xbox One, Nintendo Switch and PC.

More Mortal Kombat Reading:

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Alex Co

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

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Latest Modern Warfare Patch Adds a Warzone Black Ops Easter Egg

With last week’s Call of Duty: Modern Warfare patch, not only did Infinity Ward include gameplay changes in both multiplayer and Call of Duty: Warzone, but it seems the studio even sneaked in a Warzone Black Ops Easter egg as well.

Call of Duty Warzone BlackOps Easter egg images:

For those adventurous in Verdansk, there’s a shed in the swamp area that was previously locked, which can now be accessed! Here’s what the shed looks like so you’ll know you’re in the right place:

In the shed, there’s no epic loot to snag, but there is a neat Call of Duty Warzone Black Ops Easter egg! Placed on the table is what seems to be the under chassis of an RC-XD along with its batteries. If you don’t want to go through all that trouble, here’s what you’ll see when you open the door:

For those familiar with the Call of Duty franchise, the RC-XD is a scorestreak (or killstreak) that was introduced by Treyarch in Call of Duty: Black Ops, and has since been a staple in Treyarch-developed Call of Duty games. Based on my knowledge, there has never been an Infinity Ward-developed Call of Duty game that had the RC-XD as a ‘streak, which leads us to believe that this is a Call of Duty Warzone Black Ops Easter egg.

If you’re wondering why we’re seeing a Treyarch Call of Duty staple in Infinity Ward’s Warzone, it’s most likely because this year’s Call of Duty is rumored to be developed by Treyarch, and this is somehow related to it.

Speaking of which, a new rumor has surfaced that claims this year’s Call of Duty game is titled Call of Duty: Black Ops Cold War.

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Alex Co

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

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Warframe Hard Mode Detailed, Deadlock Protocol Coming Soon

Warframe hard mode has finally been revealed, pointing to a possible coincide release with the upcoming Deadlock Protocol drop.

This news was revealed a few week’s ago during the dev stream, which detailed some of the current development happening for Warframe hard mode

  • There will be two new difficulties. One hard, and once that’s completed ultra-hard will unlock.
  • Hard Mode: Enemies base level +50
  • Ultra Hard Mode: Enemies base level +100
  • Rewards are being worked on as are resources
  • XP is boosted naturally by the enemies levels
  • Potentially mastery implementation
  • Maybe some ship decorations for completing specific regions on hard mode
  • New Mission selector menu, applied to every tile in the game

During this week’s dev stream, Digital Extremes noted that Warframe hard mode may be releasing along with Deadlock Protocol, which according to the team is still set to release this month. This was however a big maybe as they are currently unsure if it will make the release in time. As for Deadlock Protocol, if it happens to miss next week then players should expect it to drop the first week of June. Deadlock Protocol will introduce the Corpus Ship tileset remaster along with the new Warframe, Protea. We’ll be sure to keep you all posted as the update drops, which should be for PC first, followed by consoles.

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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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NetherRealm Studios Has Other Projects in the Works Outside of Mortal Kombat & Injustice

The Creative Director at NetherRealm Studios, Ed Boon has confirmed that the studio is working on more projects outside of the Injustice and Mortal Kombat series.

This news was revealed during a live Summer Game Fest Q&A Stream, hosted by Geoff Keighley.

Geoff Keighley: What I’ve always admired is you’ve been doing this franchise since the beginning and it feels like your still having fun. Because a lot of people do the same thing for a certain number of years and it’s like, alright I’ve done all I can do, but for you, it feels like your having as much fun as you were back in the day, or even more fun. Probably now because your getting licenses and things, that people back in the day wouldn’t take the meeting, and now everyone wants to be in it probably.

Netherrealm Studio’s Ed Boon: Mortal Kombat has become like a staple thing, almost Marvel-like. You don’t expect the last Marvel movie to ever come out, they’re just gonna keep coming. Even though we’ve been able to scratch other itches, you know doing injustice games and stuff, and we have other stuff in the oven, but it’s always nice to do the Mortal Kombat games. Especially when the players have been embracing them as they have. If you would have told me that this would be our, so far fastest-selling Mortal Kombat games of all of them, 20 something years later, I wouldn’t have believed it. The fact that they’re doing as well as they ever have is great.

Interesting, as many are currently speculating that the next title by NetherRealm Studios may indeed be a new Injustice Game. Given some of the teases found in Mortal Kombat 11. However with this piece of news, perhaps this isn’t the case. Whatever it is, we hope it’s as enjoyable as their recent offerings have been.

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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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Here Are the Modern Warfare Update 1.21 Stealth Changes (Update)

Infinity Ward released a patch this past week, and it seems the studio is continuing to do stealth changes (unannounced/unlisted)  that affect gameplay in the latest update just like previous patches. Below are the known Modern Warfare update 1.21 stealth changes for multiplayer and Warzone.

Note: We’ve updated the list this May 24.

Modern Warfare update 1.21 stealth changes:

Note that we’ve already posted the changes made to the RPG and launchers in general right here, so while that’s part of the stealth changes in this patch, it’s not included in the list below.

Multiplayer:

  • Attachment name change for M91 LMG – 150 Round Belt Magazine attachment name changed to 150 Round HEI Belt (no change aside from name)
  • New grip added to Renetti pistol (in the Stock attachment slot) called the FTAC G-X. Based on data, this attachment is useless as it slows down your ADS (aim down sight) speed by one frame when equipped, and recoil is the same or even worse.
  • In the menus, it mentions Specialist bonus streak starts at seven kills which is wrong since it still requires eight kills (unless you’re using the Hardline perk).
  • Stealth fall damage change: Will let you survive a slightly higher fall.
  • Spawn protection from killstreaks turned off (might be a bug). Spawn protection for AI-controlled streaks still active (ie. VTOL won’t target you for 4-5 seconds after you spawn, while with manually-controlled streaks, you’ll be able to target enemies the moment they spawn).
  • White Phosphorus killstreak visibility made better
  • Armory now shows blueprints that you haven’t obtained that are part of the current bundles sold in the in-game shop.

Call of Duty Warzone:

  • New Calling Card for winning a Warzone match added. It won’t bre rewarded retroactively, meaning you have to win one now to get it.
  • Mud Dauber MP7 gun introduced in Warzone’s orange loot boxes

So far, that’s what’s known. If you know of any, email us or leave a comment below and we’ll add it to the list.

Again, it’s baffling why Infinity Ward made these Modern Warfare update 1.21 stealth changes without mentioning them in the patch notes, but it is, what it is. We’ll continue posting about this for every patch.

Thanks, Xclusive Ace, and eColiEspresso

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Alex Co

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

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Evidence Shows Call of Duty Warzone RPG Nerf From Latest Patch Is Actually a Buff

In case you didn’t know, Infinity Ward has rolled out a Call of Duty: Modern Warfare patch earlier this week that included changes to Call of Duty: Warzone as well, which is normal these days. Before this patch dropped, Infinity Ward announced that the RPG will be getting a nerf, which was also mentioned in the notes. Well, as it turns out, evidence has now proved that this Call of Duty Warzone RPG nerf, is actually a buff!

YouTuber Xclusive Ace did the testing and found out the different values which you can see below for pre-patch (Modern Warfare patch 1.21) and post-patch. Note that aside from the RPG, it seems the other launchers got re-jigged as well based on data.

Note that for the “max damage” values, this is for RPG hits that are not direct hits since those will always down players in Warzone. These max damage rangers are for RPGs that hit the floor or wall next to the player. As for “minimum damage,” this is edge when you barely damage the enemy.

Additionally, Ace states that this patch notes does “not make any sense,” given that contrary to what people think, since the studio mentions that in this patch, they have reduced the radius of RPG one-hit kills. Though it’s worth noting, even before pre-patch, this was not possible (unless it’s a direct hit). However, this is where the Call of Duty Warzone RPG nerf report turns south: with the introduction of the latest patch, players CAN now one-shot players.

I suggest giving the entire video a go to see what other findings are there. One thing’s for sure though: Infinity Ward could avoid any confusion if they just revealed the exact changes to weapon tweaks whenever they’re rolled out.

Do you use the RPG in Warzone? Is it better or worse after the 1.21 patch? Let us know your thoughts in the comments.

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Alex Co

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

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Playstation Days of Play Sale Begins June 3

Playstation Days of Play sale has returned! Promising major discounts on major Playstation exclusives and PlayStation accessories.

You can find the full list of discounts (as seen on the PlayStation Blog) that will be happening in the Days of Play sale, which begins June 3 and runs until June 17.

PlayStation Days of Play Discounts:

  • Select Gold Wireless Headsets – $69.99 USD / $79.99 CAD (MSRP)
  • Platinum Wireless Headset – $129.99 USD (MSRP) / $159.99 CAD (MSRP)
  • Nioh 2, MLB The Show 20 – $39.99 USD / $49.99 CAD (MSRP)
  • Predator: Hunting Grounds, Death Stranding, Dreams – $29.99 USD / $39.99 CAD (MSRP)
  • Days Gone, MediEvil, Blood & Truth – $19.99 USD  / $29.99 CAD (MSRP)
  • Everybody’s Golf VR – $14.99 USD / $19.99 CAD (MSRP)
  • Astro Bot Rescue Mission, Farpoint – $9.99 USD / $14.99 CAD (MSRP)
  • The Last of Us Remastered, select PlayStation Hits games – starting at $9.99 USD / $9.99 CAD  (MSRP)
  • 12 Months PlayStation Plus membership – 30% off MSRP**
  • 12 Months PlayStation Now membership – 30% off MSRP***
  • 3 Months PlayStation Now membership – 20% off MSRP***

Overall, some pretty good deals in the Days of Play sale. We’re sure more will be added later on throughout the sale, that and the weekly PSN sales should supply players with a hefty amount of savings. Anything, in particular, catch your eyes? Let us know in the comments!

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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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Dreams Update 2.13 May 23 Released

Those playing and creating games in Media Molecule’s (LittleBigPlanet) Dreams, the Dreams update 2.13 May 23 patch has just been released! Mind, don’t expect much as there’s no new tangible content included as far as we know.

Dreams update 2.13 May 23 patch notes:

Checking the official Dreams documentation for title updates, it mentions that there was a title update released yesterday for the Dreams v2.12 patch, which is for “various bug fixes.” However, as far as we know, we didn’t get a prompt to donwload the 2.12 patch yesterday, though we got one today for the Deams update 2.13 May 23 patch.

For today’s update, it’s for “minor bug fixes.”

Our assumption is, the 2.12 patch should have been released yesterday, but the studio hit a snag or two and had to delay it and do something with, hence we got this Dream update 2.13 May 23 patch instead.

Same as always, if you spot any gameplay-related changes and whatnot, let us know down in the comments and we’ll update the post to reflect it (pprovided it checks out).

In other Dreams news, fans have managed to build impressive projects with it. So far, we’ve seen one where a fan recreated a level from Call of Duty: Black Ops’ Zombies mode. For actual game releases via Dreams, we spotted one for a full-on horror game, and someone even managed to make a Sonic platformer!

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Alex Co

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

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Ex-Respawn Devs Comment on Titanfall 2 Being Released Just a Week After Battlefield 1

While Titanfall 2 was well receieved critically when it launched, it probably didn’t sell as well as it should have given its release window. For those unaware, publisher EA made the baffling decision of releasing Titanfall 2 just a week after Battlefield 1 — arguably, the publisher’s biggest multiplayer IP.

In a video interview talking about their new studo Gravity Well, former Respawn devs Drew McCoy and Jon Shiring commented on Titanfall 2’s poorly planned release date.

Question: What was it like having that release schedule and then having it released one week after Battlefield 1? A popular wisdom is that it crushed you guys, is that the internal wisdom as well?

Drew McCoy: I think it hurt us in the sense that multiplayer competitive games are a very nearly a zero sum situation to players. If you’re not not one of the top five most played shooters in the online space, you’re a quote-unquote “dead game” and then it becomes a self-fulfilling prophecy because players convince their friends not to play the game “Ah the game;s dead” dont play, come play this other game with me, everyone else is on this game with me. Everyone wants to be in the popular crowd.

You can watch McCoy and Shiring talk about the Titanfall 2 release date thing at around the 54:30 mark.

Important to note here, Call of Duty: Infinite Warfare was relesaed on November 4, 2016 — just a week after Titanfall 2’s launch (October 28, 2016). As you can already imagine, the game being sandwiched in between two heavyweight multiplayer games’ releases (BF1 and Infinite Warfre) isn’t really a smart move for any game, much less one that’s also focused on online multiplayer. Ultimately though, it’s publisher EA who’s to blame given it had control on when it wanted to release both of its titles. Most assumed (including this writer) that EA released the two shooters so close together to try and pry away as much as they can from Call of Duty’s fanbase, which sadly worked the other way around.

While Titanfall 2 might not have sold as much as fans would have liked, it’s still one heck of a game, and one we recognize as one of the best shooters of this console generation. Sadly, it doesn’t look like we’ll be getting a sequel to it anytime soon.

Do you think Titanfall 2 would be a bigger success than it is now if it got a different release date? Let us know your thoughts down below.

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Alex Co

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

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Modern Warfare Playlist Update May 22 Now Live

Infinity Ward has released the Call of Duty: Modern Warfare playlist update May 22 server-side update! Note that this doesn’t require any download at all given this is a server-side refresh. From what Infinity Ward has shared, this is a change for just Call of Duty: Warzone and not for MP.

Must-Read: Report – COD 2020 to Be Called Call of Duty: Black Ops Cold War

Modern Warfare playlist update May 22:

Warzone Playlist Update! Now live across all platforms, jump into BR Trios Classic: No Cash, No Contracts, No Gulag, No Loadouts, No Respawns!

That’s all we know so far. We’re not expecting any gameplay-related changes, but if ever there is since Infinity Ward has released gameplay changes in server-side patches before, we’ll be sure to update the post to reflect it.

For those looking forward to Duos, sadly, this isn’t your week just yet. Same as before, if you notice any changes, let us know down in the comments! For everything Call of Duty: Warzone, make sure to bookmark our game hub for it.

More Call of Duty Reading:

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Alex Co

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

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Destiny 2 Trials of Osiris Rewards This Week – May 22, 2020

It’s Friday, and for Guardians who are after new rewards, there’s the Trials of Osiris! Same as before, we’re here to bring you the Destiny 2 Trials of Osiris rewards this week for May 22, 2020!

Destiny 2 Trials of Osiris rewards this week May 22, 2020:

Note that we’ll be updating the post once the rewards are known, so make sure to refresh the page throughout the day.

Trials of Osiris Map

Dead Cliffs

Rewards

Rotation not known yet, please let us know!

  • 3 Wins (Powerful): Eye of Sol / Kinetic Sniper
  • 5 Wins (Powerful): Tomorrow’s Answer / Rocket Launcher
  • 7 Wins (Pinnacle): The Summoner / Energy Auto
  • Flawless (Pinnacle): Arms

Bounties

Name Description Cost Requirement Reward
Sweep the Field Defeat opponents. Multikills and streaks in the Trials of Osiris grant the most efficient progress. 1000 Glimmer 100 Progress XP & Glimmer & 35 Valor Rank Points & 5 Trials Token
Deepvoid Alignment As a fireteam, defeat opponents using Void damage in the Trials of Osiris. 1000 Glimmer 100 [Void] Void XP & Glimmer & 35 Valor Rank Points & 5 Trials Token

Passages

Name Perk Cost
Passage of Mercy Forgives one loss per run. 25000 Glimmer & 15 Legendary Shards
Passage of Ferocity With zero losses, your third win grants a bonus win. 25000 Glimmer & 15 Legendary Shards
Passage of Wealth Increased tokens from completing and winning Trials matches. 35000 Glimmer & 25 Legendary Shards
Passage of Wisdom Grants bonus XP from Trials wins, scaling with the number of wins on a ticket. 35000 Glimmer & 25 Legendary Shards
Passage of Confidence Grants bonus rewards from Flawless Chest. 50000 Glimmer & 50 Legendary Shards

In other Destiny 2 news, don’t forget that a new patch was released earlier this week that included gameplay, which you should read up about.

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Alex Co

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