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Fortnite Update 2.75 June 23 Released for Fixes

While we just got the big Fortnite Chapter 2 Season 3 patch a week ago, Epic Games has been released the Fortnite update 2.75 June 23 patch, which is the developer’s third patch in less than ten days. Given this is an unannouced update, don’t expect any content to be datamined, as this is purely for bug fixes it seems.

Clocking in at just 470MB on PS4, check out the Fortnite update 2.75 June 23 patch notes and changes below. Note that the fixes below are from the official Fortnite Trello, though it doesn’t specify which changes are included in this update, we’ve listed the ones marked as “Fixed in Next Update” as part of it.

Fortnite Update 2.75 June 23 patch notes and changes:

Battle Royale

Chug Splash does not heal when thrown inside of a bush.

Description
We’re aware of an issue that is preventing players from gaining the healing effect of Chug Splashes when using them inside of a bush.


Platforms
All

Supply Drops may sometimes push loot under the map.

Description
Supply Drops, especially when found in vaults, may sometimes push loot inaccessibly under the map floor when opened.


Platforms
All

Supply Drops may sometimes push loot under the map.

Description
Supply Drops, especially when found in vaults, may sometimes push loot inaccessibly under the map floor when opened.


Platforms
All

We’re on the looout for official changes, so if you spot any, share ’em in the comments below. Once we know more, we’ll update the post.

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Alex Co

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

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Hunt Showdown Update 1.08 June 23 Patch Brings Update 1.4 Content

Crytek has released what it calls “Update 1.4” for Hunt Showdown! Console players will see this as the Hunt Showdown update 1.08 June 23 patch, and it includes a lot of gameplay changes, new Legendary weapons and more.

Hunt Showdown update 1.08 June 23 patch notes:\Post image

Different Intensities for Damage Effects – Update 1.4 rewrites everything you know about burning, bleeding or poison, with new rules and intensities for each damage type.

New Equipment – The update brings some new toys to play with. Now you can poison your careless foes using the brand new Poison Trip Mine tool and as for the careful Hunters, the Serpent trait has been added, allowing the interaction with clues, rifts, and abandoned bounties from afar when using dark sight.

New Legendaries – We have introduced many new Legendary weapons including the runners up in our 2nd-anniversary weapon skin contest as well as a Hunter! Make sure to check them out.

Different Intensities for Damage Effects

Fire Damage

  • Fire damage can now cause different effects related to burning.

  • Light Fire Damage

    • Scorches health chunks lightly.

    • Does not cause burning on hunters automatically.

    • Can cause or increase burning on hunters when dealt repeatedly over a short amount of time.

  • Medium Fire Damage

    • Medium Burning is equal to what players are used to from before this update.

    • Scorches health chunks.

    • Causes Medium Burning on Hunters.

      • Deals fire damage over time.

      • Takes 4 seconds to stop.

      • Will escalate into Intense Burning when not stopped in time.

      • Indicated by a small flame on the health bar.

  • Intense Fire Damage

    • Intense Burning is 50% stronger than Medium Burning.

    • Scorches health chunks severely.

    • Can destroy a small health chunk instantly.

      • Causes Intense Burning on Hunters.

      • Deals severe fire damage over time.

      • Takes 6 seconds to stop.

      • Indicated by a large flame on the health bar.

  • Scorched health chunks now regenerate twice as fast than before.

  • Scorching over time from burning stacks with scorching from received fire damage attacks.

  • AI does not feature different intensities when burning.

  • Dead hunters are in the Medium Burning state which burns as fast as before this update.

Developer Note:
By introducing different intensities of fire damage we now have new options for balancing game mechanics and equipment. The most noticeable balance change is that hunters don’t automatically start burning anymore when they come in contact with fire but on the flip side can also burn faster than before. On one hand, this will reduce frustration for new players that are still learning the mechanics and also give careful players the opportunity to resolve certain situations more effectively. On the other hand fire now also has the potential to damage players even more severely when not taken seriously. The Hellfire Bomb explosion for example does no longer deal physical damage but will scorch a small chunk worth of health instantly and at the same time cause hunters to burn intensively.

This new mechanic will also help us to introduce and balance custom ammunition like incendiary bullets in the future.

Rending Damage

  • Rending damage can now cause three different intensities of bleeding on hunters

  • Light Bleeding

    • Light Bleeding is 50% weaker than Medium Bleeding.

    • Caused by light rending damage directly.

    • Deals minor damage over time.

    • Takes 2 seconds to stop.

    • Indicated by one blood drop on the health bar .

  • Medium Bleeding

    • Medium Bleeding is equal to what players are used to from before this Update.

    • Caused by medium rending damage directly.

    • Can escalate from light bleeding by consecutive rending attacks.

    • Deals moderate damage over time.

    • Takes 4 seconds to stop.

    • Indicated by two blood drops on the health bar.

  • Intense Bleeding

    • Intense Bleeding is 50% stronger than Medium Bleeding.

    • Caused by intense rending damage directly.

    • Can escalate from medium bleeding by consecutive rending attacks.

    • Deals severe damage over time.

    • Takes 6 seconds to stop.

    • Indicated by three blood drops on the health bar.

  • Bleeding intensity will not increase on its own .

  • Bleeding will last until stopped by the player.

Developer Note:
Since quite a few of the AI enemies and equipment in Hunt can cause a hunter to bleed it makes sense to introduce intensities and with that a certain scalability to the effect. This will allow players to slip up once in a while but punish them even more than before when they let a situation get out of hand.

This new mechanic will also help us to introduce and balance custom ammunition in the future.

Poison Damage

  • The poison effect no longer has a fixed duration.

  • Instead it can range from 0 to 20 seconds, depending on …

    • …how long the hunter had been exposed to a poison cloud.

    • …the poison intensity of the damage received.

  • Poison intensity will decrease over time when no poison damage is received.

  • The screen and audio effects that obstruct the player’s vision and hearing now have three intensities, that indicate the duration of the remaining effect.

    • Light – when remaining effect duration is between 0 and 5 seconds.

    • Medium – when remaining effect duration is between 5 and 15 seconds.

    • Intense – when remaining effect duration is between 15 and 20 seconds.

Developer Note:
The duration of the poison effect on hunters was fixed in the past and therefore did not necessarily match with the cause of the poisoning. With introducing an intensity that can scale up and down it’s now a valid option for careful players to sit out short exposures and not having to rely on traits or equipment like the antidote shot.

This new mechanic will also help us to introduce and balance custom ammunition like poison bullets in the future.

New Equipment

New Tool Added: Poison Trip Mine

  • Comes in packs of 2.

  • The Poison Trip Mine is part of the “Poison” unlock tree and has been added as the last item in that category.

New Trait Added: Serpent

  • Available for 4 Upgrade points.

  • Available at Bloodline Rank 28.

  • “Using Dark Sight, interact with nearby Clues, Rifts, and abandoned Bounty from a safe distance.”

  • Allows players to look at Clues, Rifts and Bounty in Dark Sight to start an interaction over distance.

  • The interaction range is 25 meters.

  • The duration is 10 seconds.

New Legendary Content

“Black Mamba”

  • Nitro Express Rifle

  • Description: “The deadliest rifle, named for the deadliest snake. This Nitro Express has a vicious bite and can take down the largest foes with ease.”

“Kamacite Moon”

  • Caldwell Uppercut

  • Description: “Forged by a scrappy fighter using what he had to hand, this Caldwell Conversion Uppercut is forged from Kamacite, an alloy of iron and nickel, found in a meteor that caused an ancient and unspeakable calamity.”

“Tooth and Claw”

  • Martini Henry IC1 Riposte

  • Description: “The law of the jungle dictates that only the fittest survive. This Martini Henry ICI Riposte gives its owner an edge. Beloved by a hunter who loves to take a risk – and still come out on top.”

“Death’s Breath”

  • Winfield M1873 Talon

  • Description: “One shot from this Winfield M1873 Talon will take your breath away – permanently. Designed by Corwin Stedman, a runner up in our 2nd anniversary weapon skin contest.”

“Gator”

  • Caldwell Rival 78 Handcannon

  • Description: “With hide tough as armor and gruesome, rusty teeth, this Caldwell Rival 78 Handcannon’s bite is as fearsome as that of its namesake. Designed by Seven-D, a runner up in our 2nd anniversary weapon skin contest.”

“Felis”

  • Legendary Hunter

  • Description: “Accomplices to the devil, stealers of souls, and an ill omen – cats have long been associated with dark magic, and Nika Felis bears the skull of one feline adversary on her head as a warning to others that she has capabilities as powerful – and as dangerous. Rumored to be a shapeshifter, and a colleague of Doctor John.”

Post image

Audio

  • Time of day “Sunset” now uses daylight ambience instead of night.

  • AI footstep intensity is now driven by aggro level instead of movement speed.

Developer Note: This change will make AI footsteps more reliably escalate and therefore easier to read.

  • Added fly swarm audio to poison barrels and the Doctor Grunt.

  • Audio Mix Improvements for elevation and azimuth, making sounds below, above and around the listener easier to pinpoint.

Gunplay

Melee Attachments

  • Updated light attacks on the Martini Henry Riposte and the Springfield Compact Striker variants to have their hit-boxes better fit their animations.

  • Increased Melee damage for all heavy Attack with “Talon” variants from 135 to 150

  • Increased Melee damage for the heavy Attack with the Romero Hatchet from 135 to 150

  • Increased Melee damage for the Light Attack with the Obrez Mace from 32 to 54

  • Increased Melee damage for the Heavy Attack with the Obrez Mace from 72 to 90

Shotguns

  • Removed rending damage and with that Bleeding from Shotguns.

  • Romero Handcannon’s accuracy has been increased slightly (effective range stat increased to 10m).

  • Romero Hatchet’s accuracy has been increased slightly (effective range stat increased to 10m).

  • Romero Hatchet’s recoil punch has been increased erraticly after shooting (reduced handling stat to 80).

Equipment

  • Fire Bomb

    • No longer deals damage

    • Scorches health chunks lightly and causes hunters to start burning

  • Hellfire Bomb

    • no longer deals damage

    • Scorches health chunks and causes hunters to start burning intensely

    • Can destroy a small health chunk on impact

  • Frag Bomb

    • Reduced damage from 200 to 150.

    • Now deals Intense Rending Damage (Causes Intense Bleeding).

    • Developer Note:
      This change will slightly increase the chance for players to survive with severe injuries at the edge of the frag bombs explosion radius.

  • Flare Pistol

    • No longer deals damage

    • Scorches health chunks and causes hunters to start burning intensely

  • Increased Weak Antidote Shot duration from 360 to 1800 seconds (6 minutes to 30 minutes)

  • Increased Choke Bomb duration from 60 to 120 seconds

  • Choke Bombs can now remove Poison clouds

    • Hunters may still receive initial Poison Damage while in a Choke Bomb Cloud

Hunter

Traits
Salveskin

  • Reduces fire damage and burn speed by 25%, even when downed.

  • Increased cost from 2 to 5 Upgrade Points

Bloodless

  • Bleeding will not escalate from light to medium or intense bleeding.

Mithridatist

  • Drastically reduces the time needed to recover from poisoning.

Bounty Hunt

  • Looting a dead hunter while carrying any Bounty now restores one second of Dark Sight Boost

    • Will restore even if Dark Sight Boost had been used up already

    • Dark Sight Boost can not exceed 5 seconds

AI

  • Torch Grunts deal Light Fire Damage

  • Cleaver Grunts deal Light Rending Damage

  • Doctor Grunts deal Intense Poison Damage

  • Hellhounds deal Light Rending Damage

  • Waterdevils deal Intense Rending Damage

  • Hives swarm attack deals Light Poison Damage

  • Immolators explosion deals Intense Fire Damage

  • Immolators now die to a single Poison Bolt

  • Concertina Armoreds deals Light Rending Damage

  • Concertina Armoreds now die to a single Poison Bolt

  • Armoreds now die to a single Poison Bolt

  • Leeches deal Light Poison Damage

  • Boss: Spider deals up to Medium Poison Damage

  • Boss: Butcher deals up to Medium Fire Damage

  • Boss: Assassin deals Intense Rending Damage

Localisation

  • Improvements made to Russian translation.

Store

  • Adjusted the Values in the Store for the Bornheim family to reflect the actual Damage and Effective Range.

  • Bornheim Family: Damage decreased to 74 from 84.

World

  • Smaller tweaks and updates made to various parts of Stillwater Bayou and Lawson Delta maps to improve navigation and fix clipping issues.

  • Closed lots of small gaps in walls all around Stillwater Bayou and Lawson Delta which were used to exploit people.

  • Oil Barrel Explosion deals Intense Fire Damage

StoreNew Tool Added: Poison Trip Mine

  • Added for $60

Antidote Shot

  • Increased price from 25 to 55 Hunt Dollars

Weak Antidote Shot

  • Increased Weak Antidote Shot price from 5 to 25 Hunt Dollars.

New Legendary Weapons

  • Added Nitro Express Rifle: “Black Mamba” for 500 Blood Bonds

  • Added Caldwell Uppercut : “Kamacite Moon” for 500 Blood Bonds

  • Added Martini Henry IC1 Riposte: “Tooth and Claw” for 500 Blood Bonds

  • Added Winfield M1873 Talon: “Death’s Breath” for 300 Blood Bonds

  • Added Caldwell Rival 78 Handcannon: “Gator” for 300 Blood Bonds

New Legendary Hunter

  • Added “Felis” for 700 Blood Bonds

Options

  • Opt out of statistic sharing ; other players won’t see the player’s statistic anymore, and he will not see them.

Matchmaking

  • Leaving a random teammate will now trigger a delay before searching for a new one.

    • Delay gets longer from 15 seconds to 1 minute after several leaves.

Performance

  • Precache skeletons for characters built with skin bundles.

UI

  • More information is displayed when picking up a weapon during a game (Number and type of ammo).

Miscellaneous

  • The KD Ratio now includes the assists in its formula.

  • The number of Kills, Death and Assists is now displayed as a tooltip, over the KDA Ratio.

  • Added Loading Screen for the Dark sight replenishment.

Post image

General

  • Fixed an issue where the Crosshair size changed on different resolutions for the same aspect ratio.

  • Fixed a bug where Toggling crossplay option in a group doesn’t work via button shortcut when the host has changed.

  • Fixed an issue where the player with XBOX Privacy setting crossplay on ‘blocked’ gets loaded into a crossplay match if the host has crossplay enabled.

  • Fixed a bug where empty hands would shown after dropping a world item despite having weapons.

  • Fixed some Discord rich presence issues and re-enabled the Discord rich presence integration.

  • Fixed a bug where under certain conditions, players could loot the invisible corpse of extracted players.

  • Fixed a bug where the player couldn’t interact with a clue for the first few seconds if a dead armored would have fallen directly on it.

  • Fixed some client crashes.

  • Fixed some minor localization issues.

  • Fixed an issue where looting a hunter with the Vulture trait did not yield any loot.

AI

  • Fixed a bug where the Butcher could teleport to the lower floor in Davant Ranch under specific conditions.

Audio

  • Fixed an issue where the sound of some animals could stop too early.

  • Fixed an issue that could lead to world animals not emitting sounds (horses, crows,…).

  • Fixed an issue where a hunters “out of breath” sound continued to play for too long after sprinting.

Gunplay

  • Fixed a bug where the aim down sights toggle did not work correctly

  • Fixed issues with the spread of the Romero Handcannon and the Romero Hatchet while Aiming down Sights: Spread was too tight.

  • Fixed an issue where players could survive their own frag bomb explosions.

UI

  • Fixed a bug where new Soul Survivor would appear only after hitting ‘Free Reshuffle’ when it would have been won without any recruits or Soul Survivors left.

  • Fixed a bug where the previous death damage still got displayed in damage history.

  • Fixed a bug where under certain conditions the weapon was displaced and wouldn’t rotate centered.

  • Fixed a bug where the crosshair would change size based on resolution.

  • Fixed a bug where the damage history often accumulated damage when ping / packet loss is high.

  • Fixed a bug where the Hunter and all their information disappeared from the death screen when player that killed the person left the mission.

  • Fixed an issue where player could receive a not fitting ‘Kill view’ in rare occasions where the killer shot him from behind a wall.

  • Fixed a bug where Player couldn’t open weapon wheel while waiting for other players.

  • Fixed a bug with the Legendary Bomb lance skin ‘Shellback’ where it had no ‘shoot weapon’ button in 3d viewer.

Again, Crytek calls this update 1.4, but it should show up as the Hunt Showdown update 1.08 June 23 patch for console gamers, so don’t be confused.

Source: Reddit

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Alex Co

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

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PUBG Update 1.46 June 23 Out, Brings 7.3 Changes to Consoles

PUBG Corp. has released the big PlayerUnknown’s Battlegrounds update 7.3 to PS4 and Xbox One today! The PUBG update 1.46 June 23 patch brings vehicle balancing, gameplay changes, a new throwable in the C4 and lots more.

PUBG update 1.46 June 23 patch notes:

Gameplay

Season 7 Vehicle Balance

Vehicles are crucial tools on the Battlegrounds, and for a while now there’s been some frustration around dying instantly when your vehicle explodes. This patch seeks to add some more realistic survivability to how vehicles take damage and gives players a small window to bail out before the final explosion takes place.

Explosion Mechanic Changes

  • Vehicles no longer explode instantly upon reaching 0 HP. Instead, engines are now disabled and set on fire, causing the vehicle to explode after 5 seconds

  • Vehicles can still explode instantly if taking large radial damage, like from Red Zones, C4 etc.

  • Exploding vehicles now receive both linear and angular velocity, instead of only linear (vehicle movement after exploding should look a bit less static now)

  • Additionally, vehicles will no longer receive increased collision damage when they’re rolled over

Damage Changes

  • Most vehicles now have multiple damage zones which apply different damage multipliers

    • Applies to the following vehicles: Buggy, Dacia, UAZ, Mirado, Pickup, Rony and Zima

      • All other vehicles receive damage as before, equally regardless of area hit

  • Damage zones:

    • Engine – 100% Damage

      • Engine area, usually located at the front

    • Body – 75% Damage

      • Front and rear doors, rear and bottom sides of body

    • Roof – 50% Damage

      • Roof panel, roof pillars, seats, mirrors

Boat Armor Upgrade

  • Boats are now granted with 5 static damage reduction.

New Throwable: C4

C4 is an interesting and powerful new tool that gives players new ways to strategically flush out timid opponents. With a massive 25 meter effective radius and damage that can penetrate cover, you’ll be wanting to run away when you hear this beeping brick of boom. A quick note about C4, we don’t intend this to be just another throwable. It has a pretty short range, but can be used to cut off enemy entry into a building or new zone, or as mentioned above can force enemies out of their safe positions.

  • C4 will start beeping and automatically detonate 16 seconds after being thrown

    • Detonation cannot be stopped or activated early

    • There is a warning LED on the C4 and audible beeping with increasing intensity, clearly audible inside the damage radius which warns you of the upcoming explosion

  • C4 sticks to most surfaces, including vehicles

    • It doesn’t stick to players

  • Effective damage radius is 25 metres, with a lethal damage radius of 15 meters

    • Damage extends vertically, but with slightly less range (lethal radius of 12.5 meters vertically)

    • The shockwave emitted from the explosion is so powerful it damages all enemies within its radius, even if they’re behind cover

  • Due to the weight of the C4 you can’t throw it far and you can’t carry many

  • Found as world loot on Erangel, Miramar, Vikendi and Sanhok

    • C4 will be added to Training Mode at a later date.

Good luck and try not to blow yourself up!

Spike Trap

Spike traps aren’t quite as effective as we hoped, so we’re increasing their length by 50% to make those trapped choke points more difficult to get around.

  • Spike Trap length increased by 50%.

Increased DMR spawns on Vikendi

  • We’ve been hearing feedback on the DMR spawn rates being a bit too low on Vikendi, so went to check our data. While the weapon class balance wasn’t as extreme as the old Vikendi, we did see room to dish out more DMR love. A big part of game balance is subjective and can be moulded by your feedback, so let us know how you feel about these changes.

Anti-Cheat
  • Introducing Packet Encryption.

    • We are hopeful this will drastically reduce radar hack usage.

    • For more details, read our latest dev letter.

Esports Tab

The new menu will include an overview, standings, and the next Pick’Em Challenge. The menu will be available through July, so be sure to stop back often to check out what’s happening with PCS1 and PUBG Esports!

Menu Breakdown

  • Overview: An Introduction to PCS1 and the Pick’Em challenge, along with match schedule for the event.

  • Teams: All participating teams and their players can be found here, including individual player stats updated daily. Click regions and teams for more info

  • Standings: Up to date standings with a per region breakdown (APAC, Asia, North America, and Europe).

  • Pick’Em Challenge: Event page for the PCS Pick’Em Challenge where you can vote on who you think will take home the event victory. All details can be found here on how to participate for a chance to unlock exclusive rewards.

  • We’ll also be sharing a separate announcement with more details before this goes live.

Want more info? Read the PCS event announcement here.

Stay tuned for another announcement on everything you need to know about the Pick’Em Challenge.

For everything PUBG Esports, head over to pubgesports.com, or hit the PCS1 logo in the esports tab for an easy shortcut when you’re in-game.

Vikendi

Train System Improvement

We’re glad so many of you are enjoying the updated Vikendi!

To help put more focus on the train system, we’ve added another line, additional stops, and some visual and audio improvements to let you know when your trains arrive and depart. We’ve added some more DMRs and some scenery changes to end out the season as well.

  • Added new Train Line

    • Towards the center of the map, we’ve added another train line spanning vertically to help better connect the whole system and make it easier to move across the map.

  • Improvements to existing lines

    • We’ve put a bigger focus on longer routes, lengthening existing train lines which should help players travel a substantial distance, without having to change trains multiple times.

  • Stations and signals

  • Trains will now move through two stations before changing direction, to give you some more time to catch up and jump on.

  • New flashing traffic lights and unique arrival and departure sounds will now alert you to arriving and departing trains

Additional Cover

  • Added more tree and rock cover in towns and regions where it was lacking

Dinoland

  • Artificial geysers have been added to Dinoland

UI/UX

Weapon Zoom In/Out in Store Preview

  • Now you can zoom in and out of weapons from the store preview.

Network Statistics Data

  • An new Network Statistics Data Collection option has been added to help troubleshoot certain network issues and send relevant data back to PUBGThis is DISABLED by default

System Pop-up Message Improvement

  • We have visually smoothed out the system pop-up message.

Polishing

  • Tommy Gun icon has been updated to more accurately represent the recent changes of the weapon.

  • Changed logos for the 6x Scope and Shotgun Chokes.

Performance

  • Reduced instances of FPS hitching/stuttering which could occur when first opening your inventory in-game

Survivor Pass: Cold Front

We’re nearing the end of Survivor Pass: Cold Front, so complete those missions, unlock rewards and spend your remaining your coupons.

  • The third season mission track is now available.Survival Pass: Cold Front ends July 21st 0900 UTC

    • After this, Premium Pass purchases won’t be available and you won’t be able to activate level up coupons.

  • Grace period

    • From July 21st 0900 ~ before the July 28th maintenance, players will be able to claim unclaimed rewards in the results page

    • The Coupon Store is available until the grace period ends, with any remaining coupons

  • Coupon store

    • Coupons can be spend in the coupon shop until July 28th maintenance.

    • Unused coupons will NOT be available after July 28th maintenance.

Ranked Mode

There are lot of questions when the Ranked season end and what rewards are available. We’ll be sharing more details on rewards closer towards the end of the season.

  • The current Ranked season will end with maintenance on July 28th, with a new season commencing immediately after completion of maintenance.

    • A timer will appear on the Ranked lobby screen one week prior to season end, so you can quickly see how much time is left.

  • Ranked Rewards

    • Ranked Season 7 rewards will be given out the first time a player logs in to the game after Season 8 is live

    • Ranked Season 7 rewards are determined by the highest Rank Tier a player is holding at the end of Season 7 in either queue.

    • Players who are on the Top 500 Leaderboards at the end of the season will receive bonus rewards.

In the 7.2 patch notes, we explained the ruleset differences between Normal Mode and Ranked Mode. However, the following item was left out:

  • M249, DBS, and Spike Trap intentionally do not spawn in Ranked Mode.”

Custom Match

Custom match list overhaul

  • The custom match list page now displays matches of all game modes on one page

Skin & Items

New items

Swimsuits #1

  • CHECKERED SUMMER SET (Including Victory dance 20 emote)

  • RETRO FERN SET

  • Summer Bikini (Black)

Swimsuits #2

  • POLKA DOT SUMMER SET

  • RETRO SUMMER SET

PCS1 2020

  • PCS1 COMBAT SET

  • PCS1 CLOTHING SET

  • Weapon Skin – 3 Items

  • Emote – 1 Item

Twitch Broadcaster Royale

  • Dahmien7’s BROADCASTER ROYALE CHAMPION CRATE

  • Dahmien7’s Champion Shorts

  • Dahmien7’s Champion Tank

  • Dahmien7’s Champion Shoes

  • Dahmien7’s Champion T-Shirt

  • Dahmien7’s Champion Pan

  • Weapon Skin – 6 Items

  • Clothes Skin – 14 Items

Emotes

  • Use Your Brain

  • Rev It Up

  • Victory Dance 17

  • Victory Dance 18

Sales period

  • Swimsuits #1 : 7/1 – 8/26

  • Swimsuits #2 : 7/15 – 8/26

  • Esports PCS#1 : 6/23 – 7/2

  • Twitch Broadcaster Royale : 7/1 – 7/22

  • Emotes – 4 items : 20/6/24

Stadia Only

Key Binding Feature Activation on Keyboard/Mouse

  • When using keyboard/mouse input, players can now activate the key binding feature from the settings.

Bug Fixes

Gameplay

  • Fixed an issue where sometimes weapons would clip through a player’s back while they were a passenger in a vehicle

  • Fixed the issue with boat/aquarail heaving awkwardly when hit by a throwable.

  • Fixed an issue which prevented leaning/peeking from working while crouched and using consumables

  • Fixed an issue where the appearance of AR and DMR compensators were swapped when attached to the MK14/SKS

  • Fixed an issue where on Sanhok, player character was able to go through and inside certain warehouse walls.

  • Fixed an issue where a player throws a throwable at the same time as they get on a BRDM, the player character will clip through the vehicle.

  • Fixed an issue on Vikendi where certain trees are floating in the air.

  • Fixed an issue where the C4 remains even after the object that it was stuck to is destroyed.

  • Fixed an issue when the player in seat #2 of a vehicle going faster than 50km/h fires a gun, the player leaning out on seat #4 gets shot.

  • Fixed an issue of a rock clipping through a certain cottage.

  • Fixed an issue of a certain house’s wall being made of the same materials as the roof.

  • Fixed an issue of railroads being spaced from the terrain on Volnova, Vikendi.

  • Fixed an issue of icicles floating in air at Cosmodrome, Vikendi.

  • Fixed an issue of terrain clipping through a certain house in Vikendi.

UI/UX

  • Fixed an issue which displayed the wrong system message when declining a party invite

  • Fixed a localization issue with the Mirado in the Last Match tab

  • Fixed an issue where you were not able to search Player IDs with three letters.

  • Fixed an issue where winning rates were not calculated on the Career page.

  • Fixed an issue which displayed the wrong system message when declining a party invite.

Skins & Items

  • Fixed a visual issue with PGI Title Wraps

  • Fixed the issue with character’s finger displayed abnormally when equipping a chainsaw skin in character customization screen.

  • Fixed an issue where the camera was not locked in place on the preview screen for weapon skins, or item crates

  • Fixed a visual issue with High Waisted Shorts.

  • Fixed the issue on Jerry Can where it was usable without limits when player switches to another Jerry Can from the inventory while using one.

  • Fixed a visual issue where if a player character is wearing multi-slot outfit and a hat at the same time then previews a hat from the pass rewards, it shows the that the player is wearing instead of the hat in preview.

  • Fixed an issue of the Ice Queen Suit clipping through the Jockey boots when worn together.

Yep, this PUBG update 1.46 June 23 patch is a big one, and note, there wasn’t a Test Server update for this on consoles.

Source: Reddit

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Alex Co

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

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Sniper Ghost Warrior Contracts 2 Announced; Out This Fall

Get your scopes in check, shooters! CI Games has announced Sniper Ghost Warrior Contracts 2! Set to release this fall 2020, Sniper Ghost Warrior Contracts 2 will be set in a modern-day setting, with more details revealed in the coming months.

For those not familiar with the franchise, Sniper Ghost Warrior Contracts was released in November last year for the PS4, Xbox One and PC, and was a tactical shooter that focused on mission-based gameplay that gave players the freedom to snipe how they wish. It garnered fairly positive reviews as well.

Once we know more details regarding Contracts 2, 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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Marvel’s Avengers Game PS5 and Xbox Series X Free Upgrade & Next-Gen Features Announced

In what would seem like a no-brainer move, Crystal Dynamics and publisher Square Enix have today confirmed the Marvel’s Avengers game PS5 and Xbox Series X free upgrade!

In the press release, Square Enix detailed some of the highlights the next-gen version will get, as well as confirmed cross-gen progression.

 Players who own the current-gen version of the game will be able to upgrade to the next-gen version at no additional cost, regardless if players are moving from PlayStation®4 to PlayStation®5 or Xbox One to Xbox Series X. Those moving their saves to next-gen will transfer their player profiles and progression so they can pick up right where they left off.  In addition, cross-gen play will be supported so PS5™ players will be able to play with their friends on PS4™ and Xbox Series X players will be connected with their friends on Xbox One.
 
Featuring extremely fast load times, boosted resolution and fidelity, improved texturing and armor destruction, ray tracing, and more – Marvel’s Avengers will look and play great on next-gen systems. The PlayStation®5 experience will be seamless and dynamic, fully utilizing the ultra-high speed SSD, the PS5 DualSense advanced haptics, and immersive spatial audio. To fully customize their visual experience, PS5 will also provide players with their choice of Enhanced Graphics Mode or High Framerate mode.

For more on Marvel’s Avengers, don’t forget, we’re going to get our first look at co-op gameplau later this week!

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Alex Co

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

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Report: Suicide Squad Game Being Worked on by Batman Arkham Studio

While Rocksteady Studios hasn’t announced a game in quite some time, it seems the studio’s upcoming project has been leaked, and it’s none other than a Suicide Squad game!

Apparently, domain names have been snapped up by a company connected to Warner Bros. This was posted on video game forum ResetEra, which Eurogamer “understands” to be accurate. The domain name hints at the game’s title, and it’s “SuicideSquadKillTheJusticeLeague.com,” which, of course reads as: Suicide Squad Kill the Justice League. While there are other domain names registered such as “GothamKnightsGame.com,” and “SuicideSquadGame.com,” Eurogamer has “heard” that the “Suicide Squad Kill the Justice League” name is a “contender” as the official title.

Note that Gotham Knights is said to be referring to Warner Bros. Montreal’s title, which the studio has already teased to gamers before.

Both the Suicide Squad game and Gotham Knights are allegedly set to be announced at the DC Fandome digital event taking place this August, which makes sense given Warner Bros. has already confirmed that announcements from the company’s games division will be forthcoming.

Expect both titles for next-gen (PS5, Xbox Series X), and based on previous reports, will feature multiplayer.

We’ll be on the lookout for more news regarding both titles, so stay tuned.

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Alex Co

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

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Destiny 2 Charged With Light Bow Build Makes Le Monarque One Shot in PvP

Destiny 2 Charged with Light mods have been around for a few seasons now. They allow you to consume a chunk of Light in order to activate hugely powerful buffs. Most of the time, these buffs are only useful in PvE, which is okay, but they’ve always been useless for those who prefer PvP. Until now that is. At the moment it’s possible to put together a Destiny 2 Charged with Light bow build that focuses on increasing your bow damage, allowing you to transform the Exotic Bow Le Monarque into a one-shot-kill.

One Destiny 2 player by the name of Jordon1880 over on Reddit shared their experience testing a Charged with Light build out in PvP. They explained that by equipping the Charge Harvester, Precision Charge, and High Energy Fire mods, they massively increased the damage output of Bows. Testing with 30-85 Resilience proved to reap the best rewards, especially with Le Monarque. With this build, the Exotic Bow was dealing 181 damage with each arrow, though that is precision damage. In addition to that base damage level, which is incredibly high, the shots also dealt 8 hits of poison damage, 3 each time, which puts the total damage output up to 205.

It’s important to note that with a max Resilience build you can only hope to get your Guardian’s health up to 201 health at the absolute maximum. That means that if someone is running around in PvP with a Charged with Light build like this, and they hit you with a precision shot from Le Monarque, you’re going down in one shot.

Bungie seems to be doing things very differently with Season of Arrivals. They’ve already outlined how they’ll be removing content from the game when the big expansion, Beyond Light, hits later this year. They’ve also already fixed a glitch that allowed everyone to level up their Guardians by barely playing the game. Now it looks like they’ve opened up the seasonal mod focus to let PvP players mess around with their builds a bit more.

I love using the Bow in PvP, but it’s also very difficult. I don’t think that we’ll be seeing too many Guardians running around with this build and Le Monarque, but those that are using it will be the most lethal Guardians on the battlefield.

Jamie Moorcroft-Sharp

Trying to be a games journalist, dad, and master of Destiny 2. Author

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Too Human Free for Xbox Gamers – Download It Here

Those who have an Xbox One, or even an Xbox 360, you have a free game to download today! Too Human, the action-RPG by now-defunct Silicon Knights, can now be downloaded for free! Check out the Too Human free direct download link below.

Xbox Marketplace Too Human free download – 6.22GB

Not only that, but players can even download armor sets and more too.

Official description:

As the cybernetic god Baldur, players are thrust into the midst of an ongoing battle that threatens the existence of mankind. An ancient machine presence has forced the hand of the gods, and now Baldur is charged with defending humanity from an onslaught of monstrous war machines bent on the eradication of human life.

Released back in 2008, Too Human is an action-RPG that also featured multiplayer. It was the first game in a planned trilogy, but after sales failed to live up to expectations, and the studio being embroiled in a lawsuit with Epic Games costing the studio to pony up $4.5 million, that never materialized.

As someone who’ve played Too Human from start to finish, it had some pretty good ideas back then, though it was mired in weird design decisions (control is weird for one), and was a little bit too ambitious for its own good. Still, it’s a shame we never got to see what Silicon Knights had planned for it.

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Alex Co

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

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Apex Legends Lost Treasures Patch Notes Revealed Ahead of Event

If you weren’t around to watch last week’s EA Play, you might not have known that Respawn Entertainment was launching a new event called “Lost Treasures” this June 23. Thankfully, Respawn has released the Apex Legends Lost Treasures patch notes ahead of tomorrow’s event!

Apex Legends Lost Treasures patch notes:

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Alex Co

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

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Shing Gameplay Trailer Gives Us a Look at How It Plays

Indie developer Mass Creation has released a new trailer for the studio’s side-scrolling arcade action game, Shing! (we’ll call it Shing, thanks). This classic beat-’em-up title supports both online and local co-op of up to four players. Check out the Shing gameplay trailer below.

Shing! delivers a classic beat ’em up experience that stays true to what fans love about the genre while adding a few twists of its own. Shing!’s unique control style is designed around the right analog stick, letting you pull off angled slices, counters, aerials and more with freestyle flicks and spins. Learning to block and parry effectively will help keep you alive in the heat of battle, while special buffs around the environment will give you incredible active and passive buffs to unleash on foes.

Your band of wisecracking warriors each have their own strengths, and you can swap between them at any time in an instant to extend combos, revive allies, or conserve power-ups for later use. Throughout the adventure, you’ll discover thrilling challenge rooms where you can test your skills and reflexes in ultra-hard scenarios. There are also special lore rooms where you can spend time getting to better know your party members, as well as the distinct world of anime-inspired visuals and music that is Shing!

Shing will beat its way out later this summer for the PS4, Xbox One, Nintendo Switch and PC.

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Alex Co

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

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New Modern Warfare Animal Takedowns Unearthed via Datamining

Are you someone who manages to sneak up on enemies in Call of Duty: Modern Warfare and do takedowns? Want new versions of it that involve animals? If so, you’ll be glad to know that new Modern Warfare animal takedowns have been unearthed in the game’s files, and we have video of the new ones!

Check out this one called “Sasquatch” that has a dog bite the enemy in the neck!

Dogs not enough? What about a hyena? Check out this one where a hyena chews on the enemy.

No word yet on when we’ll see these, but most likely very soon given Infinty Ward regularly refreshes the cosmetic bundles in the game.

In other Modern Warfare news, Infinity Ward has confirmed that a nerf to the Grau assault rifle is incoming! For those on PS4, the studio has also given a step-by-step guide on how to make the overall game file size smaller.

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Alex Co

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

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NetherRealm Hiring for Injustice, Mortal Kombat PS5, Xbox Series X Projects

Fighting game fans, you’ll be able to test your might come next-gen, as it looks like NetherRealm Studios is already working on Injustice and Mortal Kombat PS5 and Xbox Series X projects based on the latest job listings.

A recent WB Games (parent company of NetherRealm Studios) job listing has the studio looking for a Principal Software Engineer that can work on next-gen graphics. And yes, it specifically mentions the Mortal Kombat and Injustice franchises, too.

NetherRealm, a division of WB Games Inc., seeks a Principal Software Engineer – Graphics to drive the next generation console graphics vision for the Mortal Kombat™ and Injustice™ franchises. As a Principal Graphics Engineer you will work closely with the Lead Engineer and the rest of your peers to develop state-of-the-art graphics technology for the PS5, and XBOX Series X. Your domain will span the entire rendering pipeline and your responsibilities will include optimization, design, and implementation of pivotal new graphics technology.

Note that WB Games (via MortalKombatOnline) has been confirmed to be announcing this coming August at the DC Fandome digital event, though we’re not expecting that to be related to Injustice or Mortal Kombat, who knows, right?

Speaking of Injustice, go download Injustice: Gods Among Us for free right now! It’s up for a limited time, so get to it.

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Alex Co

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

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Cyberpunk 2077 Multiplayer Component Also Delayed

It’s common knowledge by now that Cyberpunk 2077 will have a multiplayer mode, though it won’t be available at launch. Given that the main single-player game has been pushed back a few months, some might be wondering whether this will affect the Cyberpunk 2077 multiplayer release, and sad to say, it will.

During an investor’s call earlier this week, CD Project RED has confirmed that both the multiplayer component of Cyberpunk 2077, and the extra game conent being planned will be delayed. That said, given there’s no firm release date for the multiplayer other than “after 2021,” this is to be expected.

While I’m curious to see how CD Projekt RED will handle multiplayer, the main draw of Cyberpunk 2077 is the single-player campaign, and the studio is rightfully focusing on that for now. Based on info revealed previously, we know the multplayer will be separate from the single-player, and that it will be handled by the studio’s largest team.

Source: Gameranx

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Alex Co

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

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Free Injustice: Gods Among Us Ultimate Edition Download Available for PS4, Xbox, and PC Until June 25

Yep, you read that right, NetherRealms Studios is offering a free Injustice: Gods Among Us Ultimate Edition digital copy on the platform of your choosing, with no strings attached. Once you have redeemed it, it is yours to keep forever. Here’s how to can nab a copy of it.

It’s actually quite easy, all you have to do is visit the storefront of either the PlayStation Network, Xbox Live, or Steam and you can immediately add it to your library, free of charge. Down below you’ll find a set of links if you prefer to redeem it via web-browser rather than the system themselves.

Free Injustice: Gods Among Us Ultimate Edition Digital Copy Links

PSN: https://store.playstation.com/en-us/product/UP1018-CUSA00079_00-INJUSTICEULTIMAT

XBOX: https://marketplace.xbox.com/en-US/Product/Injustice-Gods-Among-Us/66acd000-77fe-1000-9115-d80257520829?nosplash=1&SortBy=BestSellingToday#SortBy

STEAM: https://store.steampowered.com/app/242700/Injustice_Gods_Among_Us_Ultimate_Edition/

Content of the ultimate edition:

  • Injustice: Gods Among Us
  • 6 New Characters – Lobo, Batgirl, Scorpion, Zod, Martian Manhunter, Zatanna.
  • Over 30 New Skins
  • 60 New S.T.A.R. Labs Missions

About the game:

Injustice: Gods Among Us Ultimate Edition enhances the bold new franchise to the fighting game genre from NetherRealm Studios. Featuring six new playable characters, over 30 new skins, and 60 new S.T.A.R. Labs missions, this edition packs a punch. In addition to DC Comics icons such as Batman, The Joker, Green Lantern, The Flash, Superman, and Wonder Woman, the latest title from the award-winning studio presents a deep original story. Heroes and villains will engage in epic battles on a massive scale in a world where the line between good and evil has been blurred.

Not a bad freebie if we do say ourselves, and with it being the ultimate edition you get all the DLC that launched with it included. It may be over seven years old now, but it’s still worth a pick-up if you don’t own it yet. Be quick though as the offer expires on June 25.

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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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Star Wars Squadrons Will Launch With 6 Maps, Won’t Have Microtransactions

Just a few days ago, EA revealed our first look at Star Wars Squadrons gameplay. While we already know the game will feature both single-player and multiplayer, we now know a lot more about the other important stuff too!

For starters, we now know that there will be six Star Wars Squadrons maps available at launch, there won’t be any microtransactions and more. Over on Reddit, user ScorchRaserik posted a super handy FAQ that talks about flight sticks, being able to play in third-person and more.

Will VR/Joysticks/HOTAS be supported?

It will! Virtual Reality (VR), joysticks, and hand on throttle-and-stick (HOTAS) control will all be supported for Star Wars: Squadrons. VR will be available for PS4 and PC, and players will be able to play the entirety of the game within VR.

More information about supported flight sticks will be given closer to release, as well as information about compatibility with consoles.


Will there be an option to play in third person?

No, ship combat will be entirely in first person.

What ships will be available in the game?

There will be four ships for each side. A fighter, an interceptor, a support, and a bomber
The New Republic faction fills these roles with the X-Wing, A-Wing, U-Wing, and Y-Wing
The Empire faction fills these roles with the TIE Fighter, TIE Interceptor, TIE Reaper, and TIE Bomber


How many maps will there be?

The game will launch with 6 maps. Yavin Prime, Esseles, Nadiri Dockyards, Sissubo, Galitan, and Zavian Abyss.


Will there be any microtransactions?

No, all progression and customization options will be earned through gameplay alone.


Will I be able to customize my ship/pilot?

Yes, your pilot will be cosmetically customizable, and your ship can be upgraded both cosmetically and through over 50 ship components that alter how your ships fly, fight, and survive. These customization options can be earned through gameplay.


What multiplayer modes are there?

There will be two modes. A simple 5v5 Dogfight mode, and a more complicated multi-staged Fleet Battles mode.


Is there singleplayer/offline?

There is a singleplayer campaign, and you will be able to play solo or in a group of up to 5 players against other players or against bots. You will be able to play fleet battles solo against bots 100% offline


What will the campaign be like?

From the official press release:

Star Wars: Squadrons will also feature a single-player story that brings to life events following the Battle of Endor when the Rebel Alliance has successfully destroyed the Death Star II. Through the story, players will learn what it means to be a pilot as they battle from the alternating perspectives of two customizable pilots, one serving in the New Republic’s heroic Vanguard Squadron, while the other fights for the Galactic Empire’s fearsome Titan Squadron. The authentic story features a diverse cast of original characters, as well as some cameos from familiar faces in the Star Wars galaxy.

Aside from that, EA Community Manager Jay Ingram shared that there will be AI in Fleet Battles to make the gameplay feel more epic!

While six maps aren’t much, remember that Star Wars Squadrons will offer crossplay at launch, and will only be $39.99. Mind, EA Motive hasn’t ruled post-launch content for the game as well given it isn’t a live services title.

Per Game Informer:

This isn’t something we are building around a live-service strategy. It’s built around a game that is complete and great in its own right. That’s not to say we will never add anything, I guess we could, but it’s not presented as a live service.

Star Wars Squadrons will launch this October 2 for the PS4, Xbox One, and PC. It will support PSVR and VR for PC at launch, too.

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Alex Co

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

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Report: Official Call of Duty: Black Ops 2020 Logo Leaked

While rumors have pointed that this year’s Call of Duty will be called “Call of Duty: Black Ops Cold War,” the leaked official logo has surfaced and just pegs it as “Call of Duty: Black Ops.” (or what we’ll call Black Ops 2020) It seems the reboot rumors indeed have weight to them as Treyarch seems to be following Infinity Ward’s route with what the studio did with last year’s Call of Duty: Modern Warfare.

The official Call of Duty: Black Ops 2020 logo has surfaced earlier this month, and has been circulating around the hacking community. Recently, it has been shared by Twitter user DemonOGC.

https://twitter.com/DemonOGC/status/1270383781350912000

In addition to that, remember when we reported that The Red Door is the alpha name for this year’s Call of Duty? That file has a pronounciation file called “The Breach” which is part of the logo leak as well, proving its legitimacy.

https://twitter.com/DemonOGC/status/1270868793259065345

The “Pronounciation” file is part of the PS4’s pkg (package) file, and is present in every PS4 game.

While we’re waiting for Activision to official reveal this year’s Call of Duty, gameplay footage of it has already leaked, and pro players hav already confirmed that it is indeed being developed by Treyarch.

Once we know more details about this, 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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Modern Warfare Grau Nerf Incoming

For those playing Call of Duty: Modern Warfare or Call of Duty: Warzone, chances are you’re getting killed by one weapon right now, and that’s the Grau assault rifle. Well, that’s about to change soon, as Infinity Ward has confirmed that a Modern Warfare Grau nerf is incoming in a mid-season patch!

This was announced over on Twitter by Co-Design Director of Multiplayer Joe Cecot, who answered a fan who was complaining how the gun hasn’t been nerfed compared to the M4 which was nerfed three times immediately.

https://twitter.com/JoeCecot/status/1274034314305368064

We have a batch of weapon tuning in the works for the mid season update. Patch notes will outline when they drop 🙂

For those unaware, the Grau is a very versatile weapon in Modern Warfare. Not only is the gun’s stock sights good enough that you don’t need to equip it with a scope (thus letting you add more attachments), it also has attachments that make ADS-ing (aim down sights) super fast. It also doesn’t have a lot of recoil for an assault rifle too.

Well, for those Grau users, use it now, as your days are numbered!

Do you agree that the Infinity Ward should do a Modern Warfare Grau nerf or are there are other guns that deserve it more?

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Alex Co

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

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Streets of Rage 4 Interview – The Past, Present and What’s Next for the Devs

Possibly one of the biggest surprises this year has been Streets of Rage 4, and how well the developers — Dotemu, Lizardcube and Guard Crush Games — have managed to not only recapture the magic, but update the beat-’em-up formula to fit today’s modern gameplay advances.

With that in mind, we reached out to the Streets of Rage 4 devs to talk about their inspiration, the amazing art style they used for the game, what’s in store for them, and more! Here are the devs who took out of their time to answer our questions:

Cyrille Imbert, CEO and Executive Producer at Dotemu & The Arcade Crew
Jordi Asensio, Game Designer at Guard Crush Games
Ben Fiquet, CEO and Art Director at Lizardcube
Cyrille Lagarigue, Game Programmer & Designer at Guard Crush Games
Beausoleil “bo” Samson-Guillemette, Graphics & Tools Programmer at Guard Crush Games

streets of rage 4 review

MP1st: How did the process of getting approval from SEGA for the license came to be? Care to share that story?

Cyrille Imbert: The process was pretty simple actually. Once we had a solid pitch with the first artworks, I went to Tokyo and presented it in person to SEGA’s licensing department. They were very receptive and positive about the project, which was a good sign. A couple of months later, we managed to fine tune the last details and SEGA gave us their approval. 

MP1st: Streets of Rage 4 has been reviewed very highly overall, has this reflected on the sales figures? Has the studios recouped their investments?

Cyrille Imbert: Quality has always had a huge impact on sales in our industry. If your game gets good reviews, it doesn’t mean it will necessarily sell super well, but if you have bad reviews then it’s certain that you’ll lose a lot of sales. In the case of SoR4, the teams did an outstanding job and the reviews from both players and journalists reflect that, which is great! That really helped for the word of mouth for sure, and we are super happy with the results. We’re hoping to share more details on that in the upcoming days.

MP1st: Are you planning on doing more sequels/remakes? Golden Axe is a franchise that some have thrown around when it comes to reviving beat-‘-em-ups. Has the studio thought of that or any existing IP?!!

Ben: Sequels and/or remake are actually great to work with. You can learn so much just by trying to replicate and enhance an older game. Of course, we always think of cool IPs to go on, but they have to matter to us personally before we really consider it. 

Golden Axe is an amazing license. So are Landstalker and Shining Force, which I’d love to tackle. But at some point, maybe an original IP would be great too. 

Jordi: Though I would love to work on any old school franchise, we have nothing planned at the moment. If we can, we hope to find more ways to support Streets of Rage 4. 

Cyrille Imbert: Yes, we are currently working on Windjammers 2 and three unannounced projects similar to SoR4 and WJ2 (with different teams). So stay tuned!

streets of rage 4

MP1st: Is the studio looking to move on to next-gen development?

Ben: Lizardcube is making games, the platform matters not. Sometimes there are unique hardware features to take into account but overall, I hope to bring the games to whatever platform players are comfortable with.

Bo: Same goes for Guard Crush. We didn’t feel restrained when making SoR4. Sure there are some limits that we had to respect, but I’ve seen projects with much more constraint. We didn’t have to spend half our time counting cycles or chopping backgrounds into repeatable tiles. What I mean is, the game wouldn’t have been that much different on a next-gen platform. And I think it is a good thing. For some years now, the industry has looked at other, better ways to improve gaming platforms rather than only making them bigger and faster. 

MP1st: What do you think can the PS5 and Xbox Series X offer that this gen can’t aside from upgraded visuals?

Bo: For one, loading times. With their powerful SSDs, it might finally be the return of instant-loadings like we had in the Genesis or SNES era. PS5 is also supposed to have very advanced audio. I don’t know if Xbox will have an equivalent, but it’s an area we often forget about, so it’s nice to see some advances there.

MP1st: As developers, why do you think Stadia has failed to take off?

Bo: I think it’s still too early to say it failed. I think there’s still a lot of potential for the idea of instant play, as well as not having to download and install a game. It could also allow for unlimited processing power, outclassing anything a normal person could buy. There’s also the social aspect, where you can transition from watching to playing games seamlessly. It’s a totally different beast compared to your regular console, so we’ll have to see how many gamers skip a new console in favor of Stadia.

streets of rage 4

MP1st: On the matter of local and online play, how important do you see these features being? Games rarely go the local route, so it’s pretty nice being able to play with someone right at home just like the old times.

Cyrille Lagarigue: Local play was a no brainer for a Streets of Rage game. It is a game that is played best on the couch with friends, and we tried to expand on this experience with an expanded battle mode as well as the 4 player mode to have kind of a party game experience.

MP1st: Are you guys already planning Streets of Rage 5?

Bo: Already during development there was stuff we’d push to a purely hypothetical SOR5. But from theoretical concepts to actually planning a project like that, that’s a leap we haven’t made.

Cyrille Lagarigue: It is far even from the planning phase, and we still have some work to do on SOR4.

Cyrille Imbert: As Bo and Cyrille said, there is nothing is planned for now.

MP1st: In our review we mentioned how beautiful and stunning the visuals are. We feel it was a natural evolution from the Pixel designs of before. Was this always the direction the team wanted to go with? Why go this route over others?

Ben: Thanks! First of all, I think the art style was not driven by what could be, but what we were strong at. Lizardcube is more capable of offering hand drawn art and animation than anything else. It also reflects a personal taste ; I wanted to see these characters that I love evolve in the way I pictured in my head as a kid.

And truthfully, I think it helps a lot of newcomers to appreciate an old license without the threshold of the established pixel art.

MP1st: How’s post-launch content looking? Is there a process where you look at the community’s feedback and go based on that, or is there an outlined plan the team has set?

Cyrille Lagarigue: We have had an idea about what sort of content we would want to add for some time now. When developing a game, you always have a lot of things you want to put in, but you have to be reasonable with the project’s scope … Now that the game is out, we’re considering how people play the game and the community’s feedback on social networks and tweaking our plans to steer potential added content toward what it seems people would want the most.

Jordi: I’m listening to feedback from players, and I watch livestreams everyday. We’ll make patches that take most of that feedback into account. We’re already working on a big balance patch as we speak.


We’d like to thank the fine folks over at Dotemu, Lizardcube, and Guard Crush Games for taking the time out to answer our questions. Streets of Rage 4 is out now for the PS4, Xbox One, Nintendo Switch and PC.

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Alex Co

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

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Warframe Tennocon 2020 Delayed

Just a few months ago, Digital Extremes announced that its annual Warframe event called Tennocon would be going the digital route given the on-going COVID-19 pandemic. Well, it seems even that isn’t going as intended, as Warframe Tennocon has been delayed.

The new Warframe Tennocon 2020 date is set for August 1, and the studio has released a video announcing why this is happening, as well as the message posted on the official Warframe forums.

1) It’s a Digital Event – we can give ourselves the time we need. 

It’s been a turbulent year! COVID has forced us to adapt to new work from home development realities (and the obstacles that come with that!) and we’ve also had to make changes to our TennoCon plan so we can do it remotely. Because of this, we’ve had to make the tough decision to move TennoCon to later this summer. This will give us the time to make sure we can put on an awesome show – and deliver the magic of TennoCon – to our community worldwide!  

2) We have a history with dates and ambition.

As recently as last year, we had immovable dates that put us in less than ideal situations for the game. We are making this choice using our past experience to guide us. We have a lot of Buried Debts in terms of ideas we’ve shown (but not shipped), and we want our TennoCon 2020 presentation to be an unmistakable reveal of what you see is what you get. We don’t want to show a demo and release something months and months later. We want to ship what we show (when it’s ready, of course)!

As for Baro, he’ll be making a second visit in this new date window. We will be honoring the first visit, and simply adding a second! 

We will see you on August 1st  for an amazing day online. We can’t wait to share it with you.

Once we know more details about this, we’ll be sure to let you know. We’ll of course report on any new Warframe developments, so make sure to check the site regularly.

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Alex Co

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What Does DICE Need to Do to Win Back the Battlefield Community After Battlefield V?

Since it’s launch in November 2018, Battlefield V has gone from one controversy to another, which might or might not have contributed to the title not getting any new content earlier than expected. With a new Battlefield game confirmed to be in the works and dropping next year, we were wondering given the recent developments, what DICE needs to do in order to regain community trust once again.

Joining us in our conversations are Battlefield YouTubers, and someone who’s been entrenched with the Battlefield community over the years as a mod on not only the Battlefield V subreddit, but all the Battlefield-related subreddits — in short, the people we asked are those familiar with the franchise, and the community as a whole.

Note: Opinions shared have been edited for spell checking, grammar and punctuation, but aside from that, was left as is.

battlefield v

DannyonPC (YouTube, Twitter)

Don’t add Attrition, punishing for winning duels is bad. Bring the sandbox back, remove the physicality and animations. It’s not fun to be blown away because there’s an explosion nearby + it breaks vehicle gameplay if you can’t get in and out to repair. Also means that PTFO-ing tanking is more often suicide due to the combination of Attrition and not being able to hop out.

A standout function (probably brought by next gen power, like more people/better destruction) BF1 had the Behemotes, BF4 had Levolution, etc.

Announce the plans early and stick to it. No ”soon” memes.

Release stuff more often, dripfeeding sucks.

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Sgt. DangerCow (Twitch, Twitter)

In short, DICE needs to be more direct and more open in their answers. If something is under discussion they can say “We’re discussing it, but it’s a long way off.” If the game won’t have private servers at launch (for example), then say so. Currently people feel like they are spending their money on a game out of hope and vague promises and inevitably feel disappointed if they don’t get what they perceived out of said promises. If they can move back to a ground of solid answers and clarity, I think that will help to rebuild trust. Further I think making sure that people know from the outset what they will get for free and what they will have to mtx for will help.

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Flakfire Gaming (YouTube, Twitter)

So, first things first — I think they need to apologize. DICE and EA really didn’t do right by the community with Battlefield 5 and its live service. I’m sure there were good intentions, but promises were made and they under-delivered. I understand the reason behind the decision to end content for the game, but it’s entirely self-inflicted, stemming from the response to the game’s reveal and release in an unfinished state.

If DICE and EA want to win back the community and don’t want to correct the problems with Battlefield V, then it begins with Battlefield 6. They need to deliver a complete product — one that not only works, but has been through the requisite stages of development where ideas are refined and sorted. There needs to be a clear direction and game plan. It’s much easier to board a ship when you have confidence in the captain and know where it’s going.

I’d also really like to see some kind of bonus as a thank you to players who purchased Battlefield V. Whether that’s a special skin or a discount, those kinds of things show a fanbase that their connection to the franchise is valued. Many fans will be expecting this with the next iteration in the franchise.

Finally, an alpha/beta test for BF6 is a must. EA and DICE will be under a microscope for it, and they should be, given the performance of BFV. Now more than ever, players will use those opportunities to determine whether or not a product is ready.

There are probably a few other things that could be done, but I think an apology and admission that things weren’t done right, plus a commitment to do things better, would go a long way.

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OddJob001 (Reddit, Twitter)

RSP/Community Games

I believe a majority of the decrease stems from EA/DICE moving away from RSP or Community Games, starting with BF1. I believe this was originally a thought by EA to take the revenue that third-party service providers were making and move that revenue into their own revenue stream. However, they didn’t provide anything even close to what tools the community created for BF3, BF4 with rcon (Procon). This in turn left the many micro-communities of Battlefield with no option to host their own games, run servers how their community wants, or run custom community events. Instead it forced them to play on official, standardized servers. From a match-making and consistency perspective, this is great. What’s not great is that it has effectively killed off Battlefield communities that make up the greater “Best Community in the World” (as DICE calls it). They lost their “homes.” The lack of RSP/CGs in BF1 caused multiple clans to lose their core Battlefield players. Those players just aimlessly go and join whatever server is up, and there now is no feeling of community. I saw the Battlefield clans of BF4, numbered in the 40-60’s, dwindle down to about 5-10 communities in BF1 and even less in BFV. These mico-communities are the CORE of the Battlefield player base. There were Community Games added to BF1 towards its EOL (end of life), but it was too little, too late. When BFV launched there was nothing.. If Battlefield wants to have “The Best Community in the World,” then it needs to give the micro-communities that make up the larger player base, the tools they require to keep their communities alive, to keep players coming into their games, and to keep people playing together, not apart.

Roadmaps/Future Direction

Another issue with the lackluster performance of BFV was simply not listening to their player base. When players heard BFV was going to be based on WW2, people were more excited than I’ve ever seen for a Battlefield release. Most wanted to simply see a BF1942, remastered. What we got were developers, managers, directors, all with different ideas on the direction of where it should go. This misalignment of ideas caused yet further fragmentation of the player base. The release video was ill-received, as it looked like BFV was going to be some alternate WW2 universe. When the player base spoke up against the direction, they attempted to pivot to a more realistic approach, yet still included what some believe were outrageous skins for the era and unknown battle locations. Communication was all over the place about where they were going, moving forward. Roadmaps were put out with things that never happened. Development teams, internally, weren’t communicating with Community Managers, causing incorrect information to be relayed to the players. This made the confusion of where the game was going, turn into frustration. At this point we saw a mass exodus of long tenured EA/DICE employees as other game development companies moved into Stockholm and offered new and exciting career adventures. On the outside, looking in, it appeared as if there was an absolute disarray of the development teams internally. I believe the major reason the game ended early was due to this. As a developer myself, it takes at least 6-12 months (at least) to truly train a new developer in on a project. I believe there is no way they could recover from the loss of their senior development leadership. DICE needs to frequently post their near/far future plans with solid roadmaps that stick, in the next release. This leads us to the next issue.

Lack of Content

The initial content that came out for BFV was well received. The game was fun, the maps were fun (albeit missing a lot of the feeling of immersion that BF1 had), people enjoyed it. However, the content was drip fed. This was their first attempt at a “Live Service” for Battlefield. What many of the players thought Live Service would mean, would be constant small updates (1-2 a month), quick turnarounds for major and minor bug fixes, and consistent content. Instead, what it appeared, was a way for EA/DICE to buy themselves more time to train new employees, and attempt to turn the game around. I dont think they ever recovered from this. UI was never updated, things like assignment tracking was never refactored, it was all becoming stale. More importantly, the major issue with all of this was game breaking bugs — bugs that have been in the game since BF3 and each and every release after. Bugs that are so game-breaking you had to (and still have to) quit the game to overcome. Live Service should mean a bug is fixed immediately; not 4-8 months later, or never. The certification process with MSFT, Sony needs to change for the next game. We can’t be waiting 1-2 additional weeks just to get certification of the updates. If a bug in an update significantly breaks the game, it needs to be fixed within days. With months between significant content releases and new maps, players began to find other games to go to. Games that provided lots of new content and talked with their community to make quick and polished changes based on those discussions, which leads me to the final point.

Changes to the core game (that the player base didnt ask for)

Throughout the lifecycle of Battlefield V we saw numerous changes the EA/DICE made, that the majority of the community never asked for. Mainly the two changes to TTK or (Time To Kill), aka how many bullets it takes to kill an enemy. One thing the BFV had going for itself was gunplay. It’s considered the best gunplay in any of the Battlefields. Players loved it and expressed that love. Then EA/DICE changed it out of nowhere, without warning, without talking to their player base. This was likely to make it easier for new players to pick up, or to make the learning curve a little easier. However, that isn’t how a core Battlefield player views this game. The game has a somewhat steep learning curve, parts of it are difficult to master. But those that stick with it are rewarded for improving their skills and learning various tricks and tips. That is what makes Battlefield fun. It’s a challenge when you first come into it, and many people want to work to overcome that challenge. Outside of those opinions, the issue here was changes to the game that the majority of the playerbase didnt want and didnt ever ask for. This in turn caused more development time to both make the changes, but then to revert them…twice. At this point in the life of the game, what became of that was the frustration of the player based turning into anger. People quit, people went on to all platforms of social media bashing and flaming the game. What new person wants to try a game that the core player base is totally frustrated and angry with? Eventually tweaks were made, and although we dont have the same TTK as the game started with, it’s acceptable now. What’s not acceptable is the fiasco of time and the frustration this caused.

To sum it all up, there is no one reason why the game wasn’t as successful as it could have been, but numerous reasons why it’s considered a failure. A couple of those major issues could have been resolved and the game could have flourished. But too many of them happening together was too much.

The next installment of Battlefield needs to be the most polished Battlefield we’ve seen, at launch. It needs to release with a full set of robust tools for communities to run their own servers, day one. The turnaround time on game breaking bugs needs to be no greater than 1-2 weeks for a fix. The UI needs a massive overhaul to keep players in the game, and not exiting a server just to go change assignments. Internally, the development teams need to make sure they are working closer together and relaying correct information to our awesome Community Managers (Jeff Braddock and Adam Freeman). Content needs to come at a constant rate, we can’t have months between, or people leave. Battlefield needs to get back to its roots; focusing on intense, chaotic, large-scaled warfare. It needs to launch with minimal bugs, along with robust tools for micro-communities, that make it what it can be, the best FPS to ever be created.


Well, there you have it, folks. Do you agree with their sentiments? And more importantly, do you think the community will embrace the next Battlefield game even if Battlefield V is fresh on their minds? Let us know your thoughts down in the comments.

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Alex Co

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