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New Apex Legends Update August 20 Released for Certain Fixes

While we just got the big Season 6 patch for Apex Legends a few days ago, Respawn Entertainment has rolled out a new Apex Legends update August 20 server-side patch that fixes quite a number of things in-game. Note that it seems players on Origin are required to download a file, while those on PS4, don’t need to.

There’s also a playlist update coming later today, though at an unspecified time according to Respawn.

New Apex Legends Update August 20 patch notes:

Addresses the following:

  • Rampart Amped Wall client error in softened gore locales
  • Fix a server error causing immediate disconnects when Rampart puts down a wall
  • Fix an error caused in some instances where a player is on Rampart’s turret when it is destroyed
  • Issue around specific Bloodhound skin getting a stretched neck while using Rampart turret. We are still working on this issue for Lifeline’s Guardian Angel skin
  • Rampart’s “Boom” finisher line from playing across the map
  • Kill stat tracking for R-99 not displaying properly

Additionally, we are publishing a playlist update later today to do the following:

  • Reduce Devotion damage [17 -> 16] , and increases recoil – these are quick changes we can make now, more adjustments to Devotion that take more time to do will come later.
  • Reduce number of Devotions and Turbochargers spawned
  • Reduced number of gold helms, gold backpacks and gold incap shields

We are still looking at tweaks and changes coming in the next few weeks.

Source: Apex Legends Trello

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Alex Co

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

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EA UFC 4 Update 2.02 August 20 Kicks Out and Includes Gameplay Changes

EA Vancouver has released a new title update for EA UFC 4, and it’s live now! The EA UFC 4 update 2.02 August 20 patch includes fighter and gameplay related changes, exploit fixes and more. Read on for the full patch notes

EA UFC 4 Update 2.02 August 20 patch notes:

This is via the PS4’s update history:

  • Foxed issues that could prevent denying takedowns while moving or striking
  • Fixed an issue with Imanari Roll being available in “Stand and Bang” KO modes
  • Fixed exploit with Cage Back Clinch drives
  • Tuned Marathoner Perk
  • Tuned Cage Guillotine chain progress
  • Tuned AI Clinch frequency
  • Tuned Side Control strike damage
  • Tuned Boy strike damage
  • Updated moves and perks for a few fighters
  • Updated Archetype movesets

No word yet on which fighters got updated moves and perks , but we’re on the look out for it. If you spot any gameplay-related changes not mentioned above, let us know down in the comments below.

Be on the look out for our official EA UFC 4 review hitting the site soon.

More MP1st Reading:

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Alex Co

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

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New Borderlands 3 Hotfix August 20 Brings New Event and Weapon Changes

Gearbox Software has released the new Borderlands 3 hotfix August 20 patch. This will bring the “Show Me The Eridium” event and some weapon adjusments. Read on below for the complete list of changes.

Note: To apply the hofix, wait at the main menu until you see the sign that says “Hotfixes Applied!” Once that’s there, this means your game is up to date.

New Borderlands 3 August 20 hotfix patch notes:

With today’s hotfixes, the Show Me The Eridium event goes live! During this event, players will see more Eridium dropping and discounts on items that cost Eridium. This event will be live until August 27 at 9:00 AM PST, when it will switch to the Mayhem Made Mild mini-event with next week’s hotfixes!

  • Turns on the Summer 2020 Anniversary Event: Show Me The Eridium, live until August 27 at 9:00 AM PST
  • Replaced Mayhem 4 gear with Mayhem 6 gear in the Guardian Takedown boss pools
  • Increased the health of Titus, Herb, and Juno in the Bounty of Blood Add-On Content

Weapon Adjustments

Monacle

  • Increased weapon damage

Headsplosion

  • Increased weapon damage

Storm & Firestorm

  • Reduced charge time
  • Increased weapon damage

ASMD

  • Increased weapon damage
  • Slowed down the orb and increased the explosion damage

Lyuda

  • Increased weapon damage
  • Decreased reload time

AutoAimè

  • Increased weapon damage

Recursion

  • Increased the ricochet cap from 5 to 7

Star Helix

  • Increased weapon damage

Ogre

  • Increased weapon damage

Sawbar

  • Increased weapon damage
  • Increased the radius of the child projectiles

Damned

  • Increased weapon damage

Smog

  • Increased weapon damage
  • Doubled amplified damage when weapon shield is at max capacity

Webslinger

  • Increased weapon damage

Globetrottr

  • Increased the number of shots before the weapon breaks

Juilet’s Dazzle

  • Increased weapon damage

Good Juju

  • Doubled the critical hit bonus per body shot

General Grenade Buff

  • Increased grenade damage across the board

Once we get wind of more Borderlands 3 news, we’ll let our readers know.

Source: Borderlands

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Alex Co

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

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Black Ops Cold War SBMM to Be the Same as Modern Warfare, Official Artwork Released

With yesterday’s official announcement of Call of Duty: Black Ops Cold War, it seems more details about the game is slowly rising to the top, though unofficially. If you were hoping the Black Ops Cold War SBMM (skill-based matchmaking) wouldn’t be as strict as that in Modern Warfare, well, you’re out of luck.

Over on Twitter, YouTuber LongeSensation who now goes by his real name Tom Henderson has divulged more Black Ops Cold War info via his sources. amd one of the topics touched upon is SBMM.

https://twitter.com/_TomHenderson_/status/1296479171485618177

In addition to that, Henderson mentions how Warzone will get a new map but the weapons, vehicles and progression will remain intact.

https://twitter.com/_TomHenderson_/status/1296513322540564481

He adds that Black Ops Cold War weapons will be added periodically through game updates and Battle Passes.

https://twitter.com/_TomHenderson_/status/1296512338854641666

Bear in mimd, nothing here is official, so take it with a grain of salt. That said, I don’t expect Treyarch to acknowledge how SBMM will work in Black Ops Cold War. I’d love to be proven wrong, but I doubt they will since it’ll open up a can of worms that it might not be able to close.

For something more official, Treyarch has revealed official artwork for Black Ops Cold War! the studio tweeted it out, but we embedded it in the post for an easier view.

Stay tuned for more Black Ops Cold War news as we’re just geting started! The full reveal is happening next week on August 26.

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Alex Co

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

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Destiny 2 August 20 Update Introduces Hotfix 2.9.1.3 Changes

Bungie has released the Destiny 2 August 20 update, or what the studio calls hotfix 2.9.1.3! This is a server-side update, which means no patch is needed to be downloaded by players.

Given this is a server-side download, don’t expect a lot of changes or fixes. Read on for the full notes below.

Destiny 2 August 20 Update patch notes:

Gameplay and Investment

Solstice of Heroes
  • Fixed an issue where Bright Dust was not being rewarded from Solstice of Heroes weekly and repeatable bounties.
  • Fixed an issue where the Solstice of Heroes weekly challenge was not granting players a Powerful reward.
Means to an end
  • Fixed an issue where the challenge to complete “Means to an End” could be accidentally removed from player’s inventory independent of the weekly reset.
      • All players will need to reacquire the pursuit after the reset.

For those logging in for the first time this week, don’t forget to check out this week’s refresh of activities! Make sure to bookmark our Destiny 2 game hub as well, since we post Xur ASAP (the fastest out there), and even the Trials of Osiris rewards and weekly map.

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Alex Co

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Modern Warfare and Warzone Playlist Update Today August 20 Rolled Out, Nerfs FR 5.56 Shotgun & More

For those playing Call of Duty: Warzone, rejoice! Infinity Ward has released the Modern Warfare and Warzone playlist update today August 20, and yes, it nerfs the FR 5.56 shotgun attachment that’s been plaguing players for a week now.

Note that this doesn’t require an actual download, so your hardrdrives are safe.

Modern Warfare and Warzone playlist update today August 20 patch notes:

GENERAL FIXES:

  • Warzone: 12-Gauge Deputy underbarrel shotgun:
    • Clamped close lethal damage
    • Fixed damage falloff for the FR 5.56 underbarrel shotgun
  • Bruen MK9:
    • Reduced upper torso damage
    • Base weapon – Increased recoil
    • 60 Round Mag – Additional increased recoil
  • ISO:
    • Reduced movement penalty for drum mags
    • Increased base ADS movement speed
  • 725 Sawed-Off Barrel:
    • Small increase to ADS time
    • Small decrease to movement speed
    • Reduced close lethal damage range
  • Fix for an exploit near the Prison in Warzone
  • Removing the VO from the High Alert perk

Same as before, if there are any stealth changes included in this patch that wasn’t documented, we’ll let our readers know. If you spot any, share ’em down in the comments.

In other Call of Duty news, don’t forget, this year’s Call of Duty has officially been revealed as Black Ops Cold War, and we’ll know more about it next week!

Source: Infinity Ward

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Alex Co

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New Fall Guys Update Today August 20 Takes Out Back to Back Team Games & More

Mediatonic has stealthily released the new Fall Guys update today August 20 server-side patch that brings some much needed quality of life improvements! Chief among them: no more back to back team games! Hurrah!

New Fall Guys Update Today August 20 patch notes:

Here’s what got announced per the official Fall Guys Twitter account:

We just stealthily made a few changes to the game
Eyes

S N E A K Y
U P D A T E

Valve costumes will now be available in the store on PS4

Max player count for Fall Mountain is now 15

Team Tail Tag and Royal Fumble timer is now 1:30

No more back to back team games

Also of note, in case you didn’t know, Jump Showdown has been taken out while the infinite hang issue is being resolved. This was confirmed by a Fall Guys developer over on Reddit:

Hey!
Tweeting this out has slipped through the net but we’ve removed it while we fix the infinite hang issue.

There’s also a camera fix coming to the mode as well, thought that will be released a bit “later.”

Don’t forget to check out the free stuff Mediatonic has given to the community as a sorry for the recent server outages.

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Alex Co

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

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GTA Online Update This Week August 20 Brings Double Rewards in Yacht Missions & More

Following last week’s big GTA Online Summer update, Rockstar Games has released the GTA Online update this week August 20 refresh! Read on for the highlights and what to expect.

GTA Online Update This Week August 20 highlights:

  • Double GTA$ & RP in all six a Superyacht Life Missions
  • A free Six Figure Tee for players who complete any a Superyacht Life Mission this week, which they’ll receive when logging in next week
  • Triple GTA$ & RP in Trap Door and Double GTA$ & RP in Transform Races
  • A free TW@ Logo Tee for players that log in this week
  • The Pfister 811 is the latest Lucky Wheel top prize
  • 30% off all Boats, Yachts, Yacht upgrades and modifications
  • 30% off select Helicopters: Nagasaki Buzzard, Buckingham Akula, Buckingham Swift, Buckingham Swift Deluxe, Buckingham Volatus, Buckingham SuperVolito, and Buckingham SuperVolito Carbon
  • 30% off select Land Vehicles: Imponte Ruiner 2000, HVY APC, and Principe Deveste Eight
  • Prime Gaming Benefits: A GTA$200K bonus for playing this week, alongside a free Vespucci Canals Nightclub property, 70% off the Grotti X80 Proto, and 80% off the Bravado Gauntlet Hellfire

Yacht owners can continue to earn Double Rewards on A Superyacht Life:  from scavenging a local wreck to shooting it out with Speedophiling interlopers. Call Captain Darcy up on your iFruit, speak to the skipper in person on the bridge of your vessel or join up with other players to take on these six Contact Missions:

Overboard
A team of pesky joyriders and their buddies are making a break for it. Put things right by chasing them down across the waves and making sure they sleep with the fishes.

Salvage
Strap on a rebreather and hit an underwater wreck for salvageable cargo to bring back to your yacht. It’s not a crime, probably – you’re practically cleaning up the oceans. Keep an eye out as you return to your vessel, though. Things may not have gone as swimmingly for Captain Darcy.

All Hands
Your patrons and beneficiaries at the Pacific Country Club need help putting out some literal fires. Fly a newly customized Tula over the links and drop water bombs from above to extinguish the flames and save the day. The one percent will thank you later.

Icebreaker
The Captain wants his vengeance on those who wronged him; head to the Defrost Fridgit warehouse and help him exact revenge.

Bon Voyage
Time to put your feet up and relax. What could go wrong? Besides a perfect storm and wave after wave of attackers armed to the teeth, that is. That could very well happen.

D-Day
At the end of the day, it is a captain’s duty to always tie up loose ends. Hop in a Kraken sub, find the big bad’s yacht and bring an end to this madness.

Complete any Superyacht Life Mission this week and come back next week to receive the Six Figure Tee, just in time to show it off at the next boat club cocktail party.

DISCOUNTS

To help players get their sea legs, we’re pleased to offer a range of marine-based discounts and more, including:

  • Yachts – 30% off
  • Yacht Upgrades & Modifications – 30% off
  • All Boats – 30% off:
    • Lampadati Toro
    • Kraken submersible
    • Buckingham Tug Boat
    • Nagasaki Dinghy
    • Speedophile Seashark
    • Pegassi Speeder
    • Shitzu Jetmax
    • Dinka Marquis
    • Shitzu Suntrap
    • Shitzu Tropic
    • Shitzu Squalo
  • Helicopters – 30% off:
    • Nagasaki Buzzard
    • Buckingham Akula
    • Buckingham Swift
    • Buckingham Swift Deluxe
    • Buckingham Volatus
    • Buckingham SuperVolito
    • Buckingham SuperVolito Carbon
  • Land Vehicles – 30% off:
    • Imponte Ruiner 2000
    • HVY APC
    • Principe Deveste Eight

Tune in next week for the next GTA Online update!

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Alex Co

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

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Remnant From the Ashes Update 1.18 Now Out, Brings Subject 2923 DLC

Gunfire Games has released the new Remnant From the Ashes update today August 20 patch, and it brings the final expansion of the game, “Subject 2923” to the front. Console gamers will see this as Remnant From the Ashes update 1.18! Check out the new content and launch trailer below.

New Remnant From the Ashes Update 1.18 August 20 patch notes:

Note: Gunfire Games has not yet released the official patch notes or announced whethere there are any gameplay-related changes. Once they do, we’ll update the post. Check out the info from the DLC straight from the press release:

Below is a detailed list of features for Subject 2923:

  • New Campaign Mode: Subject 2923: Players will discover the origins of ‘The Dreamers’ and how they connect to the dreaded Root in this brand-new campaign – continuing the story of Remnant: From the Ashes with an expedition to Ward Prime, and several new locations.

  • New Zones, Bosses, and Quests: From rural lands and an abandoned military base on ruined Earth, to the frosty and unforgiving heights of the mountainous world Reisum, players will take on intense new challenges as they continue their fight for survival.

  • Superior Firepower: Players will outfit their character in order to survive these dangerous new experiences, choosing from a host of new weapons and modifications, new armor sets and skins, and new trinkets.

  • Survival, Adventure, and Hardcore Mode Updates: New threats emerge in Survival Mode and Adventure Mode, as monsters, dungeons, and bosses from Reisum are added to the rotation – while Survival Mode and Hardcore Mode receive a suite of new rewards.

Those playing Remnant From the Ashes, do you want more expansions to drop of the surprise hit of last year?

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Alex Co

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

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Black Myth Wukong Announced for Next-Gen With 13 Minutes of Gameplay and It Looks Incredible

Who doesn’t want new game announcements, right? Especially one that comes out of nowhere and just surprises us? Well, that’s what we have with Black Myth Wukong — a new action-RPG announced for the PS5, Xbox Series X, and PC!

Check out the 13-minute gameplay video below, and try to keep your jaw from dropping.

Black Myth: Wukong, developed by Game Science Studio, is now revealed to all!

This is a Action-Adventure video game. Check out our 13-minute gameplay trailer here. The gameplay footage is recorded directly from a pre-alpha game build work in progress. Hope you enjoy it.

Don’t fear death, fear a life unlived.

Official Website: www.heishenhua.com

It’s being developed by Chinese indie developers Game Science Studio using Unreal Engine 4. Sadly, no release date has been revealed just yet.

For those not familiar with Wukong, it’s the Chinese folktale about the Monkey King, or what people more commonly know as “Journey to the West.” Needless to say, we’re definitely keep a close eye on this, and if it’s anything close to how this alpha gameplay looks, then people are in for something special.

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Alex Co

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

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New Remnant From the Ashes Update Today August 20 Brings Subject 2923 DLC

Gunfire Games has released the new Remnant From the Ashes update today August 20 patch, and it brings the final expansion of the game, “Subject 2923” to the front. Console gamers will see this as Remnant From the Ashes update 1.18! Check out the new content and launch trailer below.

New Remnant From the Ashes Update Today August 20 patch notes:

Note: Gunfire Games has not yet released the official patch notes or announced whethere there are any gameplay-related changes. Once they do, we’ll update the post. Check out the info from the DLC straight from the press release:

Below is a detailed list of features for Subject 2923:

  • New Campaign Mode: Subject 2923: Players will discover the origins of ‘The Dreamers’ and how they connect to the dreaded Root in this brand-new campaign – continuing the story of Remnant: From the Ashes with an expedition to Ward Prime, and several new locations.

  • New Zones, Bosses, and Quests: From rural lands and an abandoned military base on ruined Earth, to the frosty and unforgiving heights of the mountainous world Reisum, players will take on intense new challenges as they continue their fight for survival.

  • Superior Firepower: Players will outfit their character in order to survive these dangerous new experiences, choosing from a host of new weapons and modifications, new armor sets and skins, and new trinkets.

  • Survival, Adventure, and Hardcore Mode Updates: New threats emerge in Survival Mode and Adventure Mode, as monsters, dungeons, and bosses from Reisum are added to the rotation – while Survival Mode and Hardcore Mode receive a suite of new rewards.

Those playing Remnant From the Ashes, do you want more expansions to drop of the surprise hit of last year?

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Alex Co

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

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First Global PS5 TV Commercial Released, Devs Talk About DualSense Features and How It’ll Benefit Games

Sony has officially kicked off the PS5 marketing blitz it seems, as the first PS5 TV commercial has been released! This is a different way of showcasing the console, as we there’s no actual games revealed, though it does kind of showcase the DualSense’s new features.

Confused? Watch it and judge for yourself.

https://www.youtube.com/watch?v=Cj6AUuRs1A4#action=share

Titled “Play Has No Limits,” a new article for the TV spot has ben posted on the official PlayStation Blog. Sony’s Vice Preident of Global Marketing for Sony Interactive Entertainment Mary Yee explains how the ad features the DualSense’s new feature like haptic feedback, 3D audio and more.

In our first global digital ad for the PS5 console, you’ll see the new console’s features come to life through a young woman’s eyes and her movements. It starts as she walks across a frozen lake, feeling the crack of ice at her feet. As the character senses danger, the sudden explosive reveal of the kraken from the icy surface showcases the haptic feedback sensation you can feel from DualSense™ wireless controller for the PS5 console. 

Sound then comes from all directions as the central character reacts to everything she hears – whether it’s coming from the front, the side, above, or from behind her – showcasing the PS5 console’s Tempest 3D AudioTech. Closing out the spot – as the central character draws her bow – the tension of her bowstring is a sensation you’ll also feel, made possible through the DualSense wireless controller’s adaptive triggers.

In addition to that, Sony has rounded up some of the developers working on PS5 games to talk about the DualSense’s new features too!

“The haptic feedback precision allows us to do all sorts of new things. In Marvel’s Spider-Man: Miles Morales, we’ll be hinting to players which direction attacks are coming from by providing haptic feedback from the appropriate direction on the DualSense wireless controller. What does it feel like to use Miles’s stealth ability? How does a Venom Blast feel? Because of the high resolution of DualSense wireless controller’s haptics system, we can really push the dimensionality of the feedback. For instance, as you hold down Square to do a Venom Punch, you feel Spider-Man’s bio-electricity crackle across from the left side of the controller, culminating in the right side on impact.” –Brian Horton // Creative Director, Marvel’s Spider-Man: Miles Morales

deathloop delayed

I’m really excited by the adaptive triggers and the haptic feedback, both features that will bring some physicality in game experiences, and give important feedback. Deathloop being a first-person shooter, we do a lot of things to make weapons feel differently from one another. One I like is blocking the triggers when your weapon jams, to give to the player an immediate feedback even before the animation plays out, which prompts the player in a physical way that they have to unjam their gun. –Dinga Bakaba // Game Director, Deathloop

 

Horizon Forbidden West features new weapons that are designed to feel unique and play a specific role in combat with machines and human opponents. The DualSense wireless controller adaptive triggers will help us to make the weapons feel even more unique and satisfying to use.— Mathijs de Jonge //  Game Director, Guerrilla

With the DualSense wireless controller and the power of haptics, we can make the combat [in Demon’s Souls] feel grittier, darker, and deadlier. Now you feel every blow as you strike down your enemies and cast each spell. You’ll experience the force of a titanic boss’ attack as you pull off a well-timed guard. Metal strikes metal when your foes block your attacks or you block theirs. That extra sensory feedback through the controller allows you to know your attack hit home and your perfectly-timed parry was a success, so you can react faster and more decisively.

We can also turn the simple act of pulling a lever to open a gate into a sensory experience. This is something that rumble could never do. It could never replicate the feeling of metal striking metal or fire crackling in your hand as you conjure magic. Haptics [are] integral to the experience, to immersing the player in the world and adding to the gameplay. The visual, aural, and tactile working together takes this new generation of gaming into the future. — Gavin Moore // Creative Director, SIE Japan Studio

godfall dualsense

As a player, I’m excited to finally FEEL which weapon I’m holding in my hands without looking at any UI. I can also sense where an enemy is spatially, even outside of my field of view. — Keith Lee // CEO, Counterplay Games

The adaptive triggers are something we’re excited to feature [in Ratchet & Clank: Rift Apart]! For instance, the Enforcer is a dual-barreled shotgun type weapon. As you pull the trigger, you’ll fire from one barrel, and you can feel resistance around halfway down the trigger. Need a bigger blast? Pull the trigger through that resistance point and you’ll fire both barrels at the same time. — Marcus Smith // Creative Director, Insomniac Games

As a developer, we want to surprise with unexpected feelings so the haptic feedback has been our central focus [for Astro’s Playroom]. The concept of “feeling the world” is omnipresent, that’s a significant step forward in immersion. I tried turning haptic feedback off once, and could not believe how much I missed it. It is a game changer for sure!

We use haptic feedback throughout the entire game. The most striking are the surfaces because players will notice within the first few seconds. Astro’s steps can be felt running on plastic, metal, sand, and even splashing in water. –– Nicolas Doucet // Studio Director, Japan Studio

Adaptive triggers have enabled us to provide sensations which match what Sackboy would feel in game. For example, when picking objects up, there is a tension to each press which conveys that the little guy is struggling to carry it. Similarly, when equipped with the grappling hook, R2’s ‘Weapon Mode’ makes the player feel like they’re actually firing it themselves.— Ned Waterhouse // Design Director, Sumo Digital

think the most effective use of the adaptive trigger [in Gran Turismo 7] is for representing the operation of the antilock brake system (ABS) while braking. A typical ABS releases brake pressure intermittently while the driver applies pressure to the pedal. The adaptive trigger is suited for recreating this pedal feel, and it will allow the player to accurately feel and understand the relationship between the braking force they want and the tire’s grip.

Compared to the rumble force feedback we had in the past, the special character of the haptic feedback is that it has a bigger range of frequencies it can produce.

What this means, is that sound design and tactile design can be handled in a continuous, integrated manner. — Kazunori Yamauchi // President, Polyphony Digital

Sony notes that more info regarding the console will be shared “soon.”

Speaking of the DualSense, Sony has confirmed it’ll have upgradable software, which is a first for the platform.

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Alex Co

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

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New Fortnite Update 2.81 Released for August 20

Epic Games has released a new Fortnite update 2.81 for today, August 20! It seems this patch is only for PS4, and unfortunately, doesn’ seem to bring any new gameplay-related fixes.

New Fortnite Update 2.81 patch notes:

According to the official Fortnite Support Twitter account, this is just for stability:

Over on the official Fortnite Trello board, some of the issues the game has been experiencing has been sorted out (note that this most likely have been fixed behind the scenes). Chief among them is the Catwoman bundle cosmetic issue.

General Top Issues:

Catwoman Bundle Missing Jeweled Cat Back Bling

Update

The Catwoman Bundle has been corrected and all missing Jeweled Cat Back Blings have been granted.


Description

We’re aware the Catwoman Bundle is not properly granting the Jeweled Cat Back Bling and will be correcting this shortly.

Anyone who already purchased and did not get the Back Bling will be granted it in the near future.

It also mentions how one bug in Creative has been fixed in a future game update

Crash on consoles when renaming a device:

Description

While playing on console, renaming a device will cause the game to crash.


Platforms

PS4, XBOX

It seems that’s it for this patch. If you spot any gameplay-related changes, let us know down in the comments and we’ll update the post to reflect it.

In other Fortnite news, don’t forget, a new DC villains bundle is coming soon! And of course, there’s the on-going lawsuit between Epic Games vs. Apple and Google.

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Alex Co

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Report: Halo Infinite Development Difficulties Amped by Outsourcing

In case you didn’t know, Halo Infinite’s release has been delayed from being an Xbox Series X launch title, to now shipping sometime in 2021. While developer 343 Industries has commented on COVID-19 as being part of the problem when it came to Halo Infinite development hardships, it seems there’s more to this than meets the eye.

Reliable Windows and Microsoft leaker Thurrott has reported that they have heard rumblings about Halo Infinite’s development woes. While part of that is due to building a game for an unannounced console (then), and of course, there’s the on-going pandemic, the site states that they believe outsourcing is part of the issues as well/

Apparently, one person “familiar with the compnay’s plans” indicated that they believed the outsourcing for Halo Infinite was at a ratio higher than what a typical studio undertakes during development, and this has caused “headaches” for cross-development collaboration.

The same report mentions that this development issues is also the cause as to why the E3 2019 trailer for Halo Infinite looked significantly better than the gameplay reveal last month.

I suggest giving the entire report a read, as it talks about how the Halo TV series has caused issues with development as well.

Don’t forget, none of the stuff here have been verified by Microsoft or  343 Industries, so take it with a grain of salt. In other Halo Infinite news, don’t forge that its multiplayer component will be free-to-play, and will run at a brisk 12- frames-per-second!

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Alex Co

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Ace Combat 7 Update 1.40 Flies Out

Bandai Namco has released a new game update for Ace Combat 7: Skies Unknown just now. Players will see this as Ace Combat 7 update 1.40, and it air drops a few new skins as part of the franchise’s 25th anniversary!

Ace Combat 7 Update 1.40 patch notes:

ATTN: Aces! This Thursday (8/20) there will be a FREE update to celebrate the 25th anniversary of the #AceCombat series!

This includes 3 popular aircraft skins from US Navy & US Marine Corps, along with 2 popular original skins. Are you ready to take to the skies? Ace Combat 7 is available now for #PS4 #XboxOne and PC https://bandainam.co/AceCombat7

5 New SKins

  • F/A- 18F Jolly Rogers Skin
  • F/A- 18F – Red Devils Skin
  • F-14D Jolly Rogers Skin
  • F-16C Patriot Skin
  • F-15C Patriot Skin

3 New Emblems:

  • United States
  • United States (Low-Vis)
  • United States (Low-Vis, Alt)

We’re uncertain if this includes gameplay-related changes, but given there’s no mention of it, we’re assuming these are just for skins. That said, we are checking the game and once we find out any changes, we’ll update the post. If you spot any changes not included in the notes above, let us know what they are down in the comments.

Released last year in January for the PS4, Xbox One and PC, Ace Combat 7: Skies Unkown has been well received critically.

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Alex Co

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

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Ghost of Tsushima Update 1.07 Slashes Out

While players just got a hefty Ghost of Tsushima update last week that brought in a number of gameplay fixes, Sucker Punch Productions has released the Ghost of Tsushima update 1.07 now on PS4. Don’t expect any new content or major changes, though, but we do get some much needed-fix.

Clocking in at just 870MB, here’s what we know from this new title update.

Ghost of Tsushima Update 1.07 patch notes:

Here’s what got changed according to Sucker Punch Productions:

Patch 1.07 for #GhostOfTsushima is now live, including a new option to increase stick tolerance to account for drift or deadzone issues, and various additional bug fixes.

Unfortunately, we don’t know what these additional fixes are. If we do find out, we’ll update the post.

In other Ghost of Tsushima news, Sucker Punch announced Ghost of Tsushima Legends — a free multiplayer expansion for the game!  Here’s what to expect from it straight from Sucker Punch:

Legends is an entirely new experience — it’s a separate mode that doesn’t follow Jin or the companions from his journey, but instead focuses on four warriors who have been built up as legends in stories told by the people of Tsushima. Ghost of Tsushima’s single-player campaign focuses on an open world and exploring the natural beauty of the island, but Legends is haunting and fantastical, with locations and enemies inspired by Japanese folk tales and mythology and an emphasis on cooperative combat and action.

Don’t forget, we have loads of guides on the game from our sister site at SP1st! We’ll be covering more Ghost of Tsushima here as it now includes multiplayer, so don’t be surprised.

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Alex Co

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

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WB Games Montreal Puzzle Cracked and Points to Batgirl

In the past few days, WB Games Montreal has been teasing gamers with the studio’s next project which has been confirmed to involve Gotham City and the Court of Owls. While this might seem like a Batman game is a foregone conclusion, that might not be the case.

Over on Reddit, Chase-5 (via GamesRadar) has managed to make sense of all the codes on the r3dakt3d website. Each day, there was a string of numbers shown:

Day 1 (8/18): 761
Day 2 (8/19): 941
Day 3 (8/20): 364
Day 4 (8/21): 995

Inputting those string of numbers lead in order: 761941364995, will lead people to the comic issue where Batgirl debuts!

Of course, the chances of Batgirl looking anything like her debut character is slim. And this isn’t Batgirl’s first foray into the Batman Arkhamverse either. Oracle, or otherwise known as Barbara Gordon was the first Batgirl and was present in Batman Arkham Asylum. As for the character itself, gamers got to play as her in the “Batgirl: A Matter of DLC” expansion in Batman Arkham Knight, and this Batgirl was Cassandra Cain, the daughter of David Cain and Lady Shiva.

Another bit to add to today’s Batnews is, WB Games Montreal tweeted a jumbled up image, and when sorted, seems to hint at Two Face being in the game as well.

https://twitter.com/Dylan66505161/status/1296100631409766401

Yep, “Face Two” isn’t exactly a subtle hint, right?

Will this game focus on Batgirl as the lead or just be one of the many heroes in WB Games Montreal’s project? Will the Court of Owls be the central villain or will we see more? Loads of questions remain to be answered, and we’re hoping they will come this weekend when DC Fandome happens.

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Alex Co

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

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Paradox Vector Interview – The Brain Behind the Game Mike Schmidt

We go one on one with solo developer Mike Schmidt of Schmidt Workshops to talk about his latest title, Paradox Vector, the ’90s inspired shooter made with gorgeous vector visuals.  

MP1st: For our readers who don’t know who you are, can we get a brief rundown?

I’m Mike Schmidt and I am a solo game developer working outside of the Chicago area.  I’ve been developing games for about 20 years, but my first commercial release was in 2016.  I had two games that were allowed onto Steam when Greenlight was still a thing, and two more since then, Paradox Vector being my fourth commercial release.  

MP1st: What prompted the development of Paradox Vector? Where did the inspiration come from?

Several different things converged to bring me the idea of Paradox Vector.  The spark that began it in terms of actual development was making a vector line-based mapping system in my other game Star Explorers.  Once I made this display work for simple cubes in that game, I realized I could make a whole game based on simple 3D lines.  It reminded me of those old arcade games we played as kids and so the nostalgia for games like Battlezone, Tailgunner and the original Star Wars games inspired me to do a modern take on that style.  The gameplay is pretty much a straightforward retro FPS game like Quake, but I also wanted something a little bit more thought provoking than shooting, so I incorporated the impossible geometry idea as the last major aspect of the game.  

MP1st: While the visuals are certainly enough of a pull to bring players in, one of the more creative aspects of Vector are the puzzles and how levels are designed around them. You could walk down a hallway on the first floor only to find yourself on the second at the end of it. What was the development process like creating moments like that?

Designing impossible geometry-based levels was one of the bigger challenges I set for myself.  I was not entirely sure I could pull it off.  But once the basic logic of producing that illusion was settled, it was actually pretty fun to come up with some of the different ideas in each level.  I tried to keep them as unique as possible, but they are all based on the same fundamental design principles. 

MP1st: I’m loving the Tron and other 80’s vector video game look. Was this always the art direction you wanted to go with? At one point did this look like a different kind of game?

No, this was always the idea for Paradox Vector.  My initial prototype was made up of very simple cubes and rectangles, but it was always using the same 3D line draw commands used to draw against a black background.  

MP1st: There’s definitely some Doom in Paradox Vector with the gunplay and enemies. Why was it decided to have first-person shooter elements rather than being a full puzzle solving game?

I have seen my share of puzzle based impossible geometry games.  Monument Valley was a big influence, and I loved that calm approach to game design.  Antichamber was also something I had encountered, though I had not yet played it when I started working on Paradox Vector.  As much as I love those games and the way they present their unique visuals, I also love the first-person shooter, along with the challenges it presents.  Games that do not have direct conflict tend to be slower paced, and that is harder for me to get in to as a player. Ultimately, as a solo developer, I want to develop the games that I want to play, so having some kind of fighting was necessary.  


With that said, I would also add that I much prefer the kind of shooter where there is a clear protagonist and the enemies pose a direct threat to the safety and sanity of the universe.  I can see the benefit of having more morally ambiguous themes in some games, but I think it’s very difficult to handle, especially for a small developer like me.  This is why my enemies tend to be non-human monsters.  

MP1st: How has the Steam early access benefit you in development? Is much of the community feedback being put to good use?
Yes, Early Access is incredibly valuable to a solo developer like me.  Having access to a potentially large audience and getting crucial feedback from actual players early in development have helped shape the way this game has been developed.  I do believe it is a great tool for developers, but I would also warn that it is no guarantee of success.  I made a commitment to finish the game with or without any financial success provided by Early Access, as this has been harder to achieve recently.  

MP1st: What can players expect out of the final release? Any big surprises?
What I have said is that the game is basically in its finished state in terms of levels and challenges.  I’ve been focused on improving the look and feel and optimizing things to run smooth.  I think the people who bought the Early Access game in the beginning will be surprised and will enjoy how it has come along.  Compared with the initial release it is about twice as long, has a wider variety of enemies, puzzles and greatly improved gameplay and stability.  It also has more exciting visuals in terms of environment art.  

MP1st: I feel this is a title that may do really well on consoles, or at least the Nintendo Switch. Do we have any plans to release on any other platforms?

This is something I would really love to do, but as a solo developer without strong financial backing it is something I have decided to put off until that kind of thing becomes more feasible.  Having a hit on PC would certainly provide the additional time and resources to pursue other avenues for my games.  Finding a publisher would also be great, as some of those things could be outsourced to them.  Right now, I am focused on making one good game, and hopefully it will be well received enough to merit one or more of these. 

MP1st: I know it’s a single-player game, but are there any plans to have multiplayer?

First person shooters like Quake and S.T.A.L.K.E.R., old school RPGs like Might and Magic and Bards Tale, along with games like Zelda and Metroid are my main points of reference as a gamer.  I have played multiplayer games, but have never been particularly competitive, so I don’t have a strong desire to make multiplayer games. 

I would give basically the same answer as to the previous question.  I have never tackled a multiplayer game on my own, and I would not want to put anyone through the pain of me trying that.  But, if I had a publisher or some kind of experienced team to work with, I would love to give a multiplayer version a try.  Part of solo development is knowing and respecting your limits.  

MP1st:  What was your favorite moment during the game’s development?

The beginning is always the most fun in terms of immediate gratification.  Getting ideas and seeing them come to life on the screen is an amazing experience, and a major part of why I am a game developer.  Having released games before and knowing some of the drudgery involved in taking an idea to completion is something that has helped me set my expectations better with this title.  So, I’ve found there is another kind of enjoyment when you have actually planned your game out realistically (or more so than previous games).  Originally, I was planning to spend six months on Paradox Vector.  But at around the three-month point, I saw that there was a level of interest in the game that I had never encountered before, so I decided to expand on the game a lot.  But at that point I knew enough to have a good idea of how long it would take, and I have been able to develop the game in the expected time frame.  That also makes me happy, since it might indicate that I may have some semblance of an idea as to what I’m doing as a game developer, if that makes sense.


This concludes out interview with Paradox Vector’s developer Mike Schmidt. Special thanks to Mike and the PR team for taking their time to give us this opportunity. Paradox Vector is now available on Steam early access, so please be sure to check it out it will not disappoint! 

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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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Call of Duty: Black Ops Cold War Officially Announced, Marks Aug. 26 Date in Warzone

It’s officially official! After months of rumors, Call of Duty 2020 has been announced and it’s titled Call of Duty: Black Ops Cold War (what a shocker)! A new unlisted teaser clip has surfaced today and it plasters the title at the very end.

https://www.youtube.com/watch?v=zVSP9BM1o5Q

In addition to that, it marks August 26 as a date important in Verdansk, which is, of course,  Call of Duty Warzone’s map! Perhaps a full-on gameplay reveal there then? This seems to put an end to the week-long puzzle/ARG thing tied to Warzone and Black Ops Cold War as well.

We’re on the lookout for more official details, and once we know more, we’ll let our readers know.

More Call of Duty: Black Ops Cold War Reading:

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Alex Co

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

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The Division 2 Gear Transmog Overview Detailed, Blue Screen Fix Coming Next Week

In this week’s State of the Game devestream for The Division 2, the devs talked about one of the big features coming to the game in Title Update 11 (TU11) and that’s The Division 2 gear transmog (or transmogrification)! Note that this only applies to gear and not weapons.

The Division 2 gear transmog breakdown:

What Gear can be changed

Title Update 11 will implement the long-awaited Transmogrification – or Appearance Mods – system into the existing character menu for The Division 2. With Appearance Mods, you’ll be able to change the appearance of your gear beyond the normal dye and coloration. Now you can change your mask, backpack, chest, kneepads, gloves, and holster to look like a similar piece of a different brand.

 

All armor gear, from common gray to high-end gold rarity, as well as gear sets can be altered in its appearance. Appearance Mods will allow you to finally get the specialized look you’ve always wanted or change the style of the setup you’ve loved for its function, but not its form.

 

Special gear like Exotics cannot have their appearance changed, however. These pieces are more visually distinctive and are meant to stand out. Conversely, other items cannot be made to look like Exotic pieces.

 

How can I change the Gear

=> Inspect Gear

https://imgur.com/o9cQCYW

=> Select Appearance Mod

https://imgur.com/L9zIusa

Simply inspect a gear item as if you were going to change the mods or add a dye, where you will see a new option called ‘Mod Appearance’. Here you’ll find the wide variety of potential looks you can select for your gear based on the gear you have acquired while playing.

 

Appearance mods unlocked on one character will be accessible across all your Agents, so make sure you log-in to each of your characters after TU11 to unlock all the gear-looks that you already possess in your stash and inventories. You’ll be able to “Favorite” your preferred options in the Appearance Mod menu for quick access as well.

 

Changing the appearance of gear will not change its performance in any way. Attributes, brand and set bonuses, rolls, and mods will persist from the original gear – only the visual look will change. Modified gear can also still be dyed as normal. Appearance Mods can be changed, removed, or replaced as easily as standard mods – just like gear dye.

 

Visibility of Gear Transmogrification

Your appearance mod choices will appear to yourself and all other players. Other players will still be able to inspect your Agent to see what your gear is underneath the Appearance Mod if they so choose.

 

Appearance modifications will persist

Appearance modifications will persist on gear just like a dye slot mod, you don’t have to worry about a limited supply or items losing their look once they’re unequipped. This way the Appearance Mod will also be saved in the Loadouts and be changed with the Loadout.

 

Availability / Unlock Process

Appearance Mods will be available to all players at all levels when TU11 launches. Characters new and old, standard and Hardcore, will all have access to the library of all gear appearances. Gear visual options will have to be unlocked, but all it takes is looting the item. (or have the item in the inventory or stash) If you were to pick up a pair of Grupo Sombra S.A. gloves, you would unlock the Grupo Sombra S.A. gloves look for all other gloves. That option remains even if the original pair of gloves is sold, discarded, or deconstructed. So the Appearance Mods will not have a footprint in your stash.

In addition to The Division 2 gear transmog breakdown, Ubisoft Massive confirmed that PS4 players suffering through the blue screen issue will get a fix next week on August 25! Note that this patch is for PS4 only, and unfortunately, the studio states that every ocurrence of the bluescreen bug will be fixed, but they believe the main cause has been found, which should result in a significantly better experience for players.

Finally, here’s what to expect in the next two State of the Game devstreams:

Once this patch is out next week for PS4 players, we’ll let our readers know. Note that this won’t be Title Update 11. Speaking of which, Ubisoft has confirmed that the Skyscraper mode will be coming with TU11!

Source: Reddit

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Alex Co

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

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