The latest patch for Like a Dragon: Pirate Yakuza in Hawaii is now live on all platforms. This is a minor update that fixes a surfer customization issue and other small bugs.
Players on PS5/Xbox Series X|S will see this as Like a Dragon: Pirate Yakuza in Hawaii update 1.014, while those on last-gen will see this pop as Pirate Yakuza update version 1.14. For the exact list of changes, head on below.
When Indiana Jones and the Great Circle was first launched, it surprised many people—myself included—by being not only a great game but one that truly understood the heart of the franchise.
Pirate Yakuza in Hawaii Latest Update Ushers in Technical Fixes
Like a Dragon: Pirate Yakuza in Hawaii New Update Patch Notes:
Fixed a bug in the OKA Surfer customization screen where the NEW display would appear again every time the game was started.
Fixed a bug in SEGA RACING CLASSIC 2 where some inputs were not being accepted.
Fixed a bug in the PC version where “Intel® XeSS Frame Generation” and “Intel® Xe Low Latency” could not be selected after patch 1.12.
Yep, that’s about it for today’s changelog. Last month’s patch was also one that brought in a small list of fixes such as the following:
Fixed a bug that prevented the game from progressing when opening the “Inventory” menu after redeeming the “Golden Ball” from the “Sicko Snap” menu.
(In cases where Shen has already sent you a message about the transaction, the scenario will progress even if you do not have all of the Golden Balls in your inventory.
Fixed a bug that prevented the sub-story “The One” movie from being displayed correctly in some cases.
Fixed an issue in 1.12 where the frame rate dropped and loading times had increased compared to previous versions.
Given the game is single-player-focused, we’re not expecting a lot of patches to be released. If we do get one, expect it up here on MP1st.
While Nintendo has always been known for releasing less powerful hardware compared to Xbox or PlayStation, it has consistently offered a massive library of innovative products.
Over a week ago, we reported that Respawn and Bit Reactor’s in-development Star Wars tactics game had a title: “Star Wars: Zero Company.” Today, that report of ours has been confirmed (no surprises here).
The announcement included a few minor details about the strategy game and our first-ever official image for it, which features art more than anything gameplay-related.
Back in September 2023, a Bethesda release schedule was leaked, mentioning Dishonored 3, a new DOOM game, and even a remake/remaster of The Elder Scrolls IV: Oblivion.
Star Wars: Zero Company Officially Announced
The announcement confirms the game will. be set in the Clone Wars era, where players will be able to “Recruit an unconventional team of operatives and deploy them on missions unlike any other in the galaxy far, far away.”
Aside from that, no other info has been shared other than our first look at the title, which will be shared at the Stae Wars Celebration on April 19 at 3:30 a.m. EDT/12:30 p.m. PDT/4:30 p.m. JST/3:30 p.m. HKT. Expect our first gameplay look, information, and, most likely, a release date announcement during the event.
When it comes to development duties, today’s announcement also confirms that Bit Reactor will be the main developer, with Respawn Entertainment and Lucasfilm Games collaborating with the studio.
In 2021 Turtle Rock Studios launched Back 4 Blood, a spiritual successor to the acclaimed zombie franchise Left 4 Dead, created by some of the studio's original developers.
While Nintendo has always been known for releasing less powerful hardware compared to Xbox or PlayStation, it has consistently offered a massive library of innovative products.
Former President of Sony Interactive Entertainment’s Worldwide Studios Shuhei Yoshida believes that Nintendo is losing its identity with the latest Switch 2.
The team at Digital Foundry has published a preview of the graphics performance seen in games running on the new Nintendo Switch 2, suggesting that the new console offers graphics similar to the PlayStation 4, with some improvements.
Focus Should Be on Games, Not Hardware, Says Yoshida on Switch 2 Reveal
Speaking on the Easy Allies Podcast, Shuhei Yoshida shared his thoughts on the Switch 2 and explained that Nintendo is a company that focuses on the fun and gameplay and not the technical aspects of consoles, which is something they seem to be prioritizing on the Switch 2. Yoshida also pointed out how this time around, Nintendo even had a tech person introduce the new console.
Yoshida states, “I think Nintendo is losing their identity in my opinion like, for me, they are always about creating some new experience like designing hardware and games, you know, together to create something — that amazing– new experience. But Switch 2, as we all anticipated, is a better Switch, right? It’s a larger screen, more powerful processor, higher resolution — 4K, 120fps…They even had a hardware person starting the stream, y’know, like [what] other platforms do, right?”
The former PlayStation boss continues that what the Switch 2 is doing is what other companies have been doing all the time, and also adds that it’s fine if your only gaming platform is Nintendo, and it’ll be the first time you’ll be able play amazing games like Elden Ring for the first time. But for most core gamers who own multiple hardware gaming devices, you weren’t interested in ports, but on Nintendo games.
When the Nintendo Switch 2 was revealed, the gaming world was surprised to see that some of its games would even be priced higher than the PS5/Xbox Series X|S titles.
“It’s a more powerful Switch, so it’s great if you had your gaming was only on Nintendo hardware; it’s the first time for you to be able to play amazing games like Elden Ring. But for us core gamers who own multiple hardware and play games on PlayStation, Xbox, PC the games they showed off especially from third-parties…In theory, it’s amazing to have all these all stars of industry games on Nintendo hardware. However what they showed were like [makes a face] and I was confused. Because you know, everybody, especially people in the industry like publishers, must have known the show last week Would be the one of the most watched show this year, like millions of people watch So it’s an amazing platform to announce and launch your new game if you had chance, but most of he games are like a ports from past generations. I don’t know if it was Nintendo’s direction or third-parties’ choice,” Yoshida shared.
In short, Yoshida believes that the Switch 2 is great and that all the upgrades over the base console are substantial. However, considering Nintendo’s history, he feels that the company should have focused more on Nintendo games than third-party ports. Most people buy Nintendo consoles to play Nntendo games. You have a PC, PlayStation or Xbox device to play the other games. Yoshida clearly thinks the same way, and it’s understandable if he wasn’t entirely on-board the Switch 2 reveal presentation.
When Indiana Jones and the Great Circle was first launched, it surprised many people—myself included—by being not only a great game but one that truly understood the heart of the franchise. A few months later, it’s now on the PS5, giving PlayStation gamers a taste of the adventure and how it holds up on new hardware.
This review will focus on the differences between the Xbox Series X|S version of Indiana Jones and the Great Circle, as the gameplay is essentially the same as in our initial review.
Let’s dive in and see what’s changed, what’s improved, and why this version might be the best way to experience Indy’s latest outing on consoles.
Aside from announcing that Indiana Jones and the Great Circle is set for release this December 9 (and getting a PS5 version in 2025), Bethesda has also confirmed the game's first DLC! Titled "Indian Jones and the Great Circle: The Order of the Giants" it will be story-focused DLC.
The Adventure Returns: Indiana Jones Finds a New Home on PS5
What can I say that I didn’t already say about this when it first came out last year and I reviewed it? Much of my opinions remain the same, which, for those who don’t want to read through, were overwhelmingly positive for the most part. I did have some issues, such as the stealth play being light in mechanics and some general polishing, the latter seeing improvements with multiple patches released since then. But overall, MachineGames left me feeling pretty good about the future of Indiana Jones games, as the Great Circle was an exceptional experience, a must-play for any fans out there. Being on PS5 now, the sealed doors open to a broader audience.
As someone who mainly plays PlayStation, I’ll put this in the most praise-worthy way I can think of that a majority of PlayStation fans can relate to: MachineGames does to Indiana Jones what Insomniac Games did for Spider-Man, in that they perfectly captured the very spirit of the character, along with everything else we love about the franchise. Yes, I know, this is a first-person game where many probably would have preferred it to be in third-person. But as I said in my original review, MachineGames are best known for their experience at making incredible first-person shooters.
And honestly? That’s what makes this game so impressive. MachineGames didn’t try to reinvent Indiana Jones — they just understood him. The heart, the charm, the scrappy brawls, the ancient mysteries, the constant feeling that you’re one bad decision away from getting crushed by a boulder — it’s all here, and it works.
Where Winds Meet is hosting a second closed beta next month, giving players another opportunity to try out this open-world Chinese RPG.
Yeah, some people might’ve wanted a third-person Indy game, and I get that. But the first-person perspective isn’t some gimmick here — it’s a choice (by the studio) that manages to pull you right into Indy’s world. You’re not just watching Indiana Jones. You are Indiana Jones. Swinging that whip, throwing those punches, dust flying in your face while barely surviving by the skin of your teeth.
This isn’t just a love letter to the movies. It’s an adventure that respects the legacy while carving out its own identity. MachineGames knew precisely what made Indiana Jones special, and they let you feel it firsthand. They didn’t just make an Indiana Jones game; they made THE Indiana Jones game that fans have been waiting for. Just like Insomniac with Spider-Man, they didn’t just understand the assignment — they absolutely nailed it.
Again, there are some faults, but at the end of the day, it’s an incredible must-play experience that I highly recommend everyone to play.
So, with that out of the way, I wanted to dive deeper into the PS5 version (standard and Pro) to see what exactly is new and improved and how it stacks up against the other versions. So, first, let’s see what’s new with this version of the game.
Built From the Ground Up to Utilize the DualSense
In May 2024, I looked at the first four exclusive Xbox titles to jump to PlayStation. My goal? To see whether Xbox would prove PlayStation wrong about supporting PlayStation exclusive features. You see, in the year prior, PlayStation was in a heated court battle over Xbox purchasing Activision -Blizzard, and one of their primary concern was that the publisher/console manufacturer would deliberately make inferior ports and ignore console-specific features, such as those found on the DualSense controller. Although not all of them proved extraordinary, Xbox did prove that their studios were dedicated to making the best version of a game on its respective platform, with Hi-Fi Rush being one of the finer examples of using the controller.
I’m glad to report that, while it does leave room for many improvements, Indiana Jones and the Great Circle has various adaptive and haptic features.
On the adaptive trigger side, you can expect the usual, such as R2 having a stop midway to replicate the feeling of pulling a gun’s trigger. Melee combat also has a bit of adaptive to it, letting you feel the force of a punch when it makes contact with an enemy. Like I said, it’s the usual stuff you’d expect to see out of the adaptive triggers, though it’s still great to see the studio added them.
What’s more impressive is the game’s haptics. While admittedly there are some areas I wish had some feedback (which are also absent on Xbox and PC), it’s clear from what is there that the audio team put in a solid amount of work. As I mentioned in my previous look at Xbox games on PlayStation, Xbox Studios isn’t simply taking the rumble experience found on the Xbox platform and “porting” it over. Far from it, and that’s the case with Indiana Jones and the Great Circle, as the rumble experience has been rebuilt from the ground up to create a more “immersive” experience.
While Santa Monica Studio's God of War reboot that was released in 2018 might possibly be the most impressive reboot we've seen of a game series to date, that wasn't always the case.
The opening hour shows plenty of this, with several improvements to existing and newly created feedback cues. Whereas the Xbox/PC version of the game kept most of the vibrational cues strictly to some player actions, most being jumping, weapons, and using the whip, with some cinematics having more intense moments, the PS5 version not only expands upon them to make them more distinct due to the voice coil motor in the DualSense, but also adds a variety of new cues not present in another versions.
Here’s a list of new haptic/HD rumble cues I found in the opening hour:
Movement
Water – When jumping into water, the controller will emulate a splashing effect. The same happens when walking over a small puddle; vibration will have a splashier feeling.
Doors – Opening doors that are locked have a click effect when you insert keys and turn them.
Hanging and moving on ledges – You can now feel Indiana Jones’s hands on everything he picks up to move along a ledge.
Ropes and Repelling – As with ledges, you can feel Indiana Jones grabbing and climbing a rope while freely hanging. When he’s climbing up a rope on the side of a building, you can feel each of his steps as his feet make contact with the building.
Ziplines – Not only is there a rubbing sensation from the zipline coming into contact with whatever Indy uses to ride it, but the haptics will also emulate the feeling of wind.
Swinging also produces a bit of a wind feeling.
General Gameplay and Cutscenes
Puzzles – Anything that involves something sliding or moving now offers feedback to emulate that feeling.
Gadgets – Things like a camera will produce zoom-in and zoom-out effects. The lighter will produce a click.
Cutscenes—This is where players will notice most of the differences, as several cutscenes now feature unique haptics. Here are some examples, and these are all from the intro.
When you enter the cave and cut away at the spiderwebs, a feeling of wind passing by can be felt through the controller.
The scene with the spiders. Someone at MachineGames not only wanted to make sure they got this scene right from the movies, but they also wanted to ensure you could now feel them. Even if it’s for a quick second, as Indy wipes them off the other character’s back, you can feel them falling on Indy’s feet.
After this scene, when Indy lifts his hand into the light, the controller will emulate a tingly feeling, followed by a swinging and rumbling of the trap springing. The controller will then emulate a sliding effect as Indy pushes the trap back into place.
The next scene has Indy using his whip to swing across a gap. The Xbox/PC version gives feedback when you use the whip, a quick vibrational jolt. The PS5 version adds a bit more feeling to it, though it also adds the sense of swinging (some emulated wind) that isn’t in the Xbox version.
When Indy comes to the booby trapped room with all the pressure plates, and uses a stick to push the plates down, you can feel the plates rubbing against the stone floor as it slides down into place.
When Indy springs the trap after lifting the Idol, there’s now feedback of the place falling apart. When the giant rock begins to roll, there’s a rolling feeling.
When you first encounter Locus in the academy, he’s pretty intimidating due to his height. To add more to this, the intensity of his footsteps has been increased—a small but effective change.
Combat
Guns have unique feedback and trigger effects.
All melee weapons and pickups produce unique sounds when picked up and struck with. Examples of things I tested by hitting a wall: Strings on a guitar vibrate the controller to emulate that. Hitting a metal shovel against a wall has a metallic clink, and a wooden baton has a wobbling effect.
Again, this is just from the opening hour of the game. The Xbox/PC version vibrational cue, in all honesty, could probably be counted off one hand alone. There isn’t much feedback on those platforms beyond the ones on the gameplay itself, which the PS5 also has (and enhances).
Now, this isn’t me trying to say, “Yeah, the PS5 version is much better.” I like haptic feedback, and I love it when a studio utilizes it well. But at the end of the day, it is just rumble, and the game is incredible regardless of your platform. However, I think this shows Xbox Studios’ continued commitment to utilizing features and hardware on other platforms despite their systems not featuring them. When parity was pushed so hard in the past by the company, it’s nice to see them pull back on that. MachineGames could have just as easily not supported these features, but they didn’t, and they went in and programmed things not found in other versions of the game.
The reality is that this is probably a positive for Xbox, as leaked court documents from last year indicated that the company was working on a new Xbox controller that would feature precision haptic feedback, much like the ones in the DualSense. Supporting the DualSense now will probably mean that the new controller (if it’s still coming) will already have a back catalogue of games to support it. But that’s a subject for another day.
I will say that there are some missed opportunities that I would have loved to see MachineGames play with, such as in the intro, where Indy is trying to match the weight of a bag of sand to replace the idol. It would have been cool to be able to feel the sand pouring out on one side of the controller. There are other instances where I thought some haptics would come into play, but they didn’t. There’s definitely room for more, though overall, I’m liking what I’m seeing or, huh, feeling.
Now, let’s move on to the next things: visuals and performance.
How the PS5 and PS5 Pro Stack Up
By default, the PlayStation 5 version of the game comes with the High-Resolution textures pack installed, which is optional on the Xbox and Windows versions (not Steam). It’s just something worth pointing out if anyone is wondering why other platforms have it but not PlayStation, and it’s because it’s already included in the initial download and installation. For those unaware of what this does, it essentially increases the resolution of textures to make them far more straightforward. I’ll come back to this in a bit.
Now, regarding PS5 Pro enhancements, the PlayStation Blog announced that Indiana Jones and the Great Circle would support native 4K on the PS5 Pro. There are no modes much like in other games where you get to select between quality or performance, and on the PS5 Pro, that usually means native resolution with ray tracing at 30fpsor PSSR (PlayStation Spectral Super Resolution) at 60fps, but in this case, there’s nothing to select from. That’s because, regardless of your platform, MachineGames has ensured that Indiana Jones runs at a 60fps, with some ray trace features. This includes the base PS5 and, yes, even the Xbox Series S, 60fps, with ray tracing, though on that platform specifically, the resolution has been dropped down a lot to make it work. It’s still an incredible feat. to pull off, given that ray tracing has become so demanding recently, and to see all platforms have it, and at 60fps, tells you a lot about the optimization level.
The PS5 Pro also has “advanced ray tracing.” However, spotting the advanced features was a bit tough, though I believe they are related to overall lighting and ray-traced shadows. Some of that you’ll see in the comparisons below.
As for the claims of being native 4K on the PS5 Pro, although I’m not 100% certain if the Pro version of Indiana Jones is running at native 4K, from my initial viewing and calculations (via the staircase method), there’s little reason not to think this is the case. It may be dynamic in some instances, but as far as I can tell, the resolution is nearly indistinguishable from a 4K image. There’s a sharper and cleaner look to it compared to the base PS5, though I believe the HD texture resolution pack is also coming into play here, with a higher resolution for them too.
Now, let’s look at a couple of shots between the PS5 and PS5 Pro. After showing them, I’ll give my brief thoughts and then do a bigger breakdown to spotlight the differences. So, let’s take a look at a few still shots.
Another thing: If you try to look for the differences hard, check around the faces, particularly the characters’ foreheads, noses, and beards. The backgrounds, too, you’ll notice differences there.
I used screenshots from the cinematics because that’s where you’ll see most of the significant differences, as outside of resolution, I had a hard time spotting those through moving environmental settings. That’s not to say they aren’t there; it’s just easier to show those differences in pre-rendered scenes.
So, here are some quick thoughts: If I wasn’t really “looking,” I’d say visually, the PS5 and PS5 Pro are pretty much the same based on the screenshots. It’s much harder to discern when it’s in motion, but I will say that I do prefer the PS5 Pro’s overall image quality, as it’s just one of those things where once you experience it, it just feels “off” going back to the original model. But overall, I’m pretty pleased with how MachineGames handled the same version of the game on both machines, as regardless of which model PS5 you play on, the game looks damn good.
Now, let’s break down some of the noticeable differences. Here, I’m using the same images, just zoomed in a lot more to get a closer look at the improvements the PS5 Pro model offers. In this first example, you can see how much clearer, as in less blurry, the PS5 Pro version is compared to the base model. Look at the pores on Indy’s head. Look around his eyes and beard, especially around his mouth, where you can make out each of his teeth, whereas on the base model, it looks more like a single white line rather than individual parts. Look at the background; both versions are still blurry, but you can make it out more on the PS5 Pro.
Here are two more zoomed-in examples. In the first image, look around the forehead again, and in the second, look around the areas around the cheek and nose. You can tell how much better the resolution is on the PS5 Pro.
It’s a significant resolution bump that brings out many otherwise blurred details that are sometimes non-visible on the base PS5. This is unsurprising, considering a beefier system should result in better visuals. Though, the question some may have is if it’s worth upgrading from a base to a PS5 Pro over this particular game. I wouldn’t say so, but plenty of other titles—some that show even more significant differences—add to those reasons. And as far as console platforms go, the PS5 Pro is easily the best place to play Indiana Jones and the Great Circle.
What’s more surprising is how both versions compare to the Xbox Series X version. While it’s not shocking that the PS5 Pro outperforms it in many areas, it is astonishing that in some places, the base PS5 model seems to hold up pretty well to it, even looking better in some spots and worse in others. During my earlier analysis, I expected the Xbox Series X version to be slightly better than the PS5 and only come up a bit below the PS5 Pro—marginally better results than what we see above from my expectations. The reality? Well, I’ll let you have a look.
Before we start, I want to be clear: My Xbox Series X has the optional HD Texture Resolution pack installed.
As you can see, the base PS5 version has very similar lighting to the PS5 Pro version, and compared to the Xbox Series X version, it even has better texture resolution in some parts. It’s not everywhere, as the Xbox Series X has some areas where the image quality looks better and less blurry, which is more common with the background and around character faces. I wasn’t expecting these results, as I initially assumed the base PS5 would more closely resemble the Xbox Series X. Instead, it sits in an interesting middle ground—borrowing a few of the enhancements seen on the PS5 Pro while falling short in areas like background sharpness and cinematic clarity compared to the Series X.
Still, all three versions look spectacular in motion, and regardless of which platform you play on, Indiana Jones and the Great Circle runs incredibly smooth. There are plenty of Xbox Series X|S benchmarks out there to watch, and outside of small and rare instances where you hardly notice the dips, the frame rate is essentially a locked 60fps. It’s the same story on the PS5 and PS5 Pro, with practically zero dips in my full playthroughs.
PS5 Pro Frame Rate Testing #1
PS5 Pro Frame Rate Testing #2
Base PS5 Frame Rate Testing
Final Thoughts
I was already blown away when Indiana Jones and the Great Circle first dropped, but jumping back in on PS5 just made me appreciate it all over again. This isn’t just a great game — it’s a love letter to everything that makes Indiana Jones iconic. And credit where it’s due: MachineGames didn’t just bring it to PlayStation; they elevated it. From the smart use of the DualSense features to the razor-sharp optimization, they clearly didn’t treat this like a simple port. They treated it like an opportunity — and delivered in a big way.
That said, no matter what platform you play on, the magic is still there. The heart, the adventure, the scrappy charm — it all hits. The PS5 bells and whistles are awesome, but they’re just an extra layer on top of an already incredible foundation. MachineGames didn’t just nail the spirit of Indy — they proved they’re one of the most technically skilled and versatile studios out there, id Tech 7 proving just how much of a powerhouse and scalability it can be. As long as Machiner Games remains at the helm of the steering wheel, the future of Indiana Jones video games is in very good hands. This is the game that fans have been dreaming of, and I cannot wait to see where MachineGames takes the franchise next.
Score: 9/10
Pros:
Good use of the Dualsense controller features, and overall, a solid
Great Visual Optimization on All PS5 Models. Smooth Performance Across All Platforms. A fantastic showcase of the id Tech 7 Engine.
A spectacular story that feels like an Indiana Jones adventure.
An incredible cast of characters with excellent voice-acting performances.
World exploration is fun, with plenty of history that can be learned from it.
The visuals are stunning, and some of the exotic places you visit feel like they’ve been plucked right out of the set of the movies.
Combat packs a punch, literally.
Musical scores – I’m a sucker when I hear that Indiana Jones theme, and it gets used so perfectly here.
A lot more polished that what it was during its original release, which every platform now is.
Cons:
Stealth is pretty basic. It’s not terrible, but it could have been better.
Platforming can at times feel really slow and janky.
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.
Dragami Games has pushed out Lollipop Chainsaw RePop’s latest major update 1.010.001, and this is more than a simple bugfix patch. Players will see a new Nightmare Mode added, as well as bug fixes.
For PS4 and Xbox One users, this is Lollipop Chainsaw RePop console update 1.10, which has the same set of changes. For the full details on the patch notes and what Nightmare Mode is all about, head on below.
Former PlayStation executive Shuhei Yoshida retired from Sony last year, and once he was out of the company, he gave many candid answers to some interesting questions.
Lollipop Chainsaw RePop Nightmare Mode Explained via Patch 1.010.001/1.10
Here’s the official patch notes straight from the developers:
Major changes included in the latest update
Added Nightmare mode
If you clear ORIGINAL mode or RePOP mode with all survivors rescued, Nightmare mode will be added. After that, you will be able to enter Nightmare Mode by selecting “NIGHTMARE MODE” from the main menu.
Bug Fix
Fixed an issue where unnatural voice messages were played after defeating a female police officer in Stage 1.
Fixed an issue where the voice before Morikawa’s event was not playing in Stage 1.
Fixed an issue where spelling was incorrect on the stage select screen in some languages.
Fixed an issue where rescued students did not fade away on some stages.
Lollipop Chainsaw RePop New Update’s Nightmare Mode Explained
Nightmare Mode is an additional content update in which Juliet awakens as a legendary zombie hunter. This mode becomes available after achieving a happy ending in either Original Mode or RePOP Mode.
The setting of this mode is San Romero High School, enveloped in a dark and immersive world within Juliet’s dream. Similar to the Original Mode, the game progresses stage by stage, starting from the prologue.
While the story and dialogue remain the same as in the Original Mode, all zombies appearing in this mode have been replaced with named zombies. Additionally, the “Voices of Darkness” enemies have undergone parameter and behavior changes, making them even more formidable.
In Nightmare Mode, players can obtain various items that awaken Juliet’s latent abilities. By collecting these items, Juliet will fully realize her potential as a legendary zombie hunter, allowing for high-speed, acrobatic battles on an entirely new level.
Unleash Juliet’s Full Potential as a Legendary Zombie Hunter!
In Nightmare Mode, players can acquire the following eight Awakening Items to enhance Juliet’s abilities:
High-Power Dumbbells – Increases attack power\
Speed Armband – Increases attack speed
Winged Sneakers – Increases movement speed
Power Engine – Increases chainsaw movement speed
Smart Chip – Speeds up Sparkle Hunting effects
Chain Motor – Speeds up slicing QTEs
High-Speed Loader – Increases blaster fire rate
Special Backpack – Increases max ammo capacity
Among these, the High-Power Dumbbells and Speed Armband will be available at the start of Nightmare Mode. The other items can be purchased from the in-game shop within the mode.
Additionally, by clearing up to Stage 6, players can obtain the legendary zombie hunter skill ” Aura of Legend ” which enlarges Juliet’s chainsaw and expands its attack range.
These awakened abilities can also be carried over to other modes (Original Mode, RePOP Mode, and Time Attack). With a few exceptions, players can toggle their effects on or off from the options menu.
That’s about it. This is a free major content drop, and I’m hoping we get more in the future.
In your standard console generation, the price of the hardware usually drops after a few years of being out in the market. Apparently, somebody forgot to send the memo to Sony, as we’re getting the exact opposite: a price increase for the PS5.
According to Sony, the price increase for the PS5 is because of a “challenging economic environment, including high inflation and fluctuating exchange rates,”
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PS5 Price Increase Confirmed for EMEA and Other Countries
The PS5 price increase is confirmed for Europe, the UK, Australia, New Zealand, and also in the Middle East and Africa. The price will be adjusted for people in these countries starting on April 14. In case you’re wondering, the PS5 Pro price will not be affected with this new price update.
Check out the updated PS5 console prices:
Europe
PS5 Digital Edition – €499.99 (No pricing changes for the standard PS5 with Ultra HD Blu-ray disc drive)
UK
PS5 Digital Edition – £429.99 (No pricing changes for the standard PS5 with Ultra HD Blu-ray disc drive)
Australia
Standard PS5 with Ultra HD Blu-ray disc drive – AUD $829.95
PS5 Digital Edition – AUD $749.95
New Zealand
Standard PS5 with Ultra HD Blu-ray disc drive – NZD $949.95
PS5 Digital Edition – NZD $859.95
The PS5 disc drive will be getting a slight decrease, which is also effective on April 14.
Europe
€79.99
UK
£69.99
Australia
AUD $124.95
New Zealand
NZD $139.95
For the Middle East and Africa, Sony says the PS5’s prices “may” also increase, and suggests customers check their local retailers or PlayStation Direct to find out more.
This is bad news for those living in those areas of the world. Couple this with the Nintendo Switch 2’s game price increase, and it looks like darker days are ahead for those gaming on a budget.
Former PlayStation executive Shuhei Yoshida retired from Sony last year, and once he was out of the company, he gave many candid answers to some interesting questions. Yoshida even revealed that he was forced to take an indie job at the company or he would have been asked to quit.
With over 30 years of employment history with the PlayStation and even part of the company’s birth of its gaming division, some might be wondering why Yoshida wasn’t offered the CEO role at PlayStation. If you were, you’re not the only one.
Following the launch of the PlayStation Store Spring Sale last month that saw a ton of great games get discounted, Sony has now updated the list with more games! By our count, there are over 2,000 items added to the entire list, with some great offerings (and some not so great).
Yoshida Thinks He’s “Too Crazy” for the Business People to Entrust the PlayStation Division to Him
In a feature by Game File (locked behind a subscription) where devs were given a chance to ask other people within the industry a question, Virtuos CEO Gilles Langourieux asked, “I thought he’d be in the running for being the head of SIE. Why are you not the boss of SIE today?”
Yoshida’s response? It’s mostly because he didn’t think like a “suit” (a term often used for business executives).
“Yoshida: Probably because they didn’t trust me as [to] making the best business decisions… I always wanted to do something interesting, you know, something new or innovative and never done before, that may become the great thing in the future, [that] kind of thing,” Yoshida explained.
Sony and Xbox have been highly focused on releasing AAA titles to sell their consoles over the years.
As a follow-up question, Yoshida was asked that maybe part of the decision-makers consider is that at least of what the head of Sony Interactive Entertainment needs to has to involve safer things?
Yoshida answered, “Look at all the heads of SIE in the past, other than Ken Kutaragi. He was crazy, right? So he did something totally crazy. But after Ken: Kaz [Hirai], Andrew [House], Jim Ryan, all business people, right? So there must be a reason for that.”
When shared that maybe he was a “little too crazy for them,” Yoshdia couldn’t help but agree, stating, “yeah.”
I must admit, a PlayStation with Yoshida as CEO would have been exciting to see unfold. Currently, Sony Interactive Entertainment’s CEO is Hideaki Nishino, who was elevated to the position after sharing CEO duties with Hermen Hulst, who has since been appointed as the head of PlayStation Studios, and directly reports to Nishino.
Do you think Yoshida would have made a good PlayStation CEO? Let us know your thoughts in the comments.
Following yesterday’s reveal of Marathon, Bungie is releasing more information about the extraction shooter, though not all of it might be well received by the gaming community.
Chief among the things confirmed is something that seems like an odd(for lack of a better word) gameplay design decision for a team-based online-focused game.
While the new Battlefield game doesn't even have an official title yet, thanks to the ongoing Battlefield Labs playtest, more information about it has come to light.
Marathon Wants to Combat Toxicity But Might Be Going About It the Wrong Way
For those who use proximity chat in team-based shooters, Bungie has confirmed Marathon will not feature proximity chat. If you’re unfamiliar with the communication feature, it’s something many shooters use today. It lets people speak to other players once they’re within the vicinity of the player. Once they’re near enough, players can say anything they want—good or bad—and the only way to stop it is by blocking the targeted player.
It looks like Bungie isn’t taking any chances with Marathon, as it’s disabling the feature right away.
Speaking to PC Gamer, Game Director Joe Ziegler discussed the rationale for removing proximity chat from the equation: “When it comes to prox chat, I don’t think we’re against the experience of it, to be fair. I think the challenge is how to make sure we’re creating a safe environment for players inside of that space.”
Ziegler doesn’t think voice proximity chat is something any dev has figured out, adding,”I don’t think anyone really has a good solution to that just yet. Because we’re so dedicated to making sure that we’re creating a safe space where we don’t have players just flaming each other or doing terrible things to one another, I think we’re not ready to invest in prox chat until we have a solution.”
While I understand why Bungie is doing it, it’s still a baffling move for a game that’s supposed to focused on team-based activities. Note that team chat will be available, but wouldn’t joking with an enemy or coming up near them unaware provide added entertainment too? Will players be OK with it? We’ll know for sure once the game releases on September 23.
If you missed the animated wallpapers on the PS4, Sony seems to be bringing it back, though without much fanfare, as some PS5 owners are stating they are now seeing animated backgrounds on their console's Welcome tab.
One of the biggest takeaways from Nintendo’s Switch 2 reveal was that some of the company’s games will be sold at a never-before-seen $80 per title. Needless to say, this has become a hot topic among gamers, and rightfully so, given that we just experienced a new normal of $10 added per game when the PS5 and Xbox Series X|S were introduced.
While most people aren’t a fan of the price increase, development budgets are getting higher and higher. One person who understands the situation is former PlayStation CEO Shawn Layden, who weighed in on the gaming price hike.
The team at Digital Foundry has published a preview of the graphics performance seen in games running on the new Nintendo Switch 2, suggesting that the new console offers graphics similar to the PlayStation 4, with some improvements.
Former PlayStation Boss Says Prices of Games Have Actually Gone Down
Speaking to PlayerDrive in a video chat, Layden mentioned that if you account for inflation, game prices have actually gone down. Also, the former PlayStation executive thinks that if game companies added $5 per generation, it would have eased gamers better into paying more for each game.
Layden shares, ” In 2025 you know $59.99 in 1999 is equivalent to (like) a hundred bucks. So, as you know, your purchasing power compared that against, you know, your cost of living, it’s much smaller now than it was before. But still companies have been reluctant to push that price up, because they probably should have done it they — I was in it at the time — probably every generation they should have, like, baked in a $5 software price hike and make that the typical, ‘well every generation it’s another five bucks’ and you would have been up to $90 already by now.”
With more and more game companies using AI (Artificial Intelligence) to help with development, could we be seeing a future where we'll see full-fledged, AAA games developed entirely by AI?
That won't be happening according to Take-Two Interactive CEO Strauss Zelnick, as AI won't be able to replicate human creativity.
It’s not nice to hear, but Layden has a good point. Games even during the SNES/Genesis era cost around $60 to $80 (some expensive cartridges went above the $60 price tag) per piece, and that was the standard price until the PS5 and Xbox Series X|S generation, which meant games didn’t raise prices for more than 20-30 years. If Sony, Nintendo or Microsoft added $5 per generation, people would not like it. Still, it would be easier to accept rather than seeing games go from $70 to $80 and even $90 per title in a single generation.
If Nintendo releases more games priced at $80, what’s stopping Take-Two from selling Grand Theft Auto 6 at $90 or even $100? I shudder at the thought of that happening, though it seems like that’s the future we’re getting regardless of whether we like it or not.
Would you still consider buying games if they were priced at $80 or even $100 per title? Or would that depend on the quality or scope of the game?
When the Nintendo Switch 2 was revealed, the gaming world was surprised to see that some of its games would even be priced higher than the PS5/Xbox Series X|S titles.
With the official Marathon reveal stream happening, Bungie opened up with a first-look gameplay trailer as well as confirming the game’s release date. For all runners wondering exactly when Marathon’s release date is, wonder no more, as the team-based extraction shooter arrives this September 23. pitting it head-to-head against Borderlands 4!
Alongisde the release date, we also got our first gameplay look and even a video showcasing an overview of what the game is about.
In recent years, Sony PlayStation have started bringing their games to other platforms, whether by choice or out of need.
Marathon Arrives This September
As revealed during today’s Marathon reveal stream, Bungie has released the first-ever gameplay for the game, which is coming later this year. In the short trailer above, you get a look at numerous abilities, weapons, and locations, as well as a general look at the gunplay itself. Bungie also released a much deeper overview of the gameplay, which you can watch below.
Although Marathon is planning to ship in September, Bungie fans will be able to get a much earlier look at the game in its upcoming closed alpha test, which begins on April 23, 2025. At the moment, Bungie is opening sign-ups via the official Marathon Discord channel.
Not sure what Marathon is about? It’s not Destiny, but something far more competitive.
From Bungie themselves: “Become a Runner in Bungie’s upcoming sci-fi PvP extraction shooter, Marathon. You are a cybernetic mercenary venturing into the unknown in a fight for survival and fortune where any run can lead to greatness.”
If you don’t get in this initial testing phase, the studio confirmed that there are mo tests planned in the future.
Marathon arrives on PS5, Xbox Series X|S, and PC on September 23. Currently, no pricing has been announced, though we’re guessing it won’t be free.
While Bungie has yet to announce whether Marathon is a paid title or one that's going free-to-play, their reveal teaser already hints that it won't be the latter.
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.
Zenless Zone Zero Version 1.7 has a release date, as well as an exciting new trailer and some fresh details! That’s not the only surprise, though, as an official Xbox release is also on its way and confirmed for release this June.
Here are the newest Zenless Zone Zero codes, which will reward you with free in-game items, like currency and resources to help upgrade your agent.
Zenless Zone Zero’s Epic Season 1 Comes to an End This Month
Dubbed “Bury Your Tears With the Past,” Zenless Zone Zero update 1.7 is arriving on PC and PlayStation on April 23. As with previous updates, this one comes packed with a new story chapter, new characters, new locations, and all kinds of features and events that players will be able to enjoy throughout its release.
However, this update is a rather big one as it marks the end of the year-long Season 1, tying up the final loose ends of the story to kick off a new one in Season 2, which is currently called Version 2.00. We’ll have more details on that, but in the meantime, here’s a look at what’s coming in Version 1.7.
Zenless Zone Zero Patch 1.7 Preview:
New story chapter and special episodes.
Mockingbird’s two S-Rank Agents bring elegance and precision to the battlefield.
Vivian, an Ether Anomaly Agent (S-Rank)
Hugo, an Ice Attack Agent (S-Rank)
Robin (Bangboo)
Physical Anomaly Agent Jane and the Fire Stun Agent Lighter will rerun in this version’s banners.
“Say It With Flowers” event where players will take on the role of managing a flower shop.
A-Rank Bangboo Overtimeboo
Bangboo Bash returns
Plenty more content is coming, some of which will be revealed in the weeks before the launch.
Now, onto Season 2. There’s not a whole lot known about it. However, the studio confirmed that we would embark on an entirely new story in Waifei Peninsula, where urban life and hollow explorations intertwine to tell a more immersive and cohesive story. As of now, Season 2 is set to release this June. But that’s not the only thing from Zenless Zone Zero coming this June, as the Xbox version, which was teased last week, will also launch alongside Version 2.0. A new trailer to celebrate the newly announced version was shared online, with even a tease of Version 2.0 at the end.
Exciting! All I can say is it’s about time it came to Xbox. For those who will be joining the adventure for the very first time this June, you’ll have access to every piece of story content released the last year, so plenty to play before you get into Season 2!
As always, we’ll have the full patch notes for version 1.7 once it goes live on April 23.
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.
While the new Battlefield game doesn’t even have an official title yet, thanks to the ongoing Battlefield Labs playtest, more information about it has come to light. This time, it’s about the dreaded SBMM (Skill-Based Matchmaking).
Important to note that same with any datamined content, whatever data is unearthed can be placeholder or changed entirely when the retail product is released.
It’s also not clear where this applies to, if it’s the base game multiplayer or only for battle royale (which datamine says will be a mode).
DICE is ushering in new melee weapons in the new Battlefield game, and aside from looking different, they can even do something new as well, and that's aiding in destruction of the environments such as walls, structures and more.
Battlefield 2025 SBMM Data Sparks Concern
Based on the findings by “schroomi (from the Battlefield 2043 Discord channel) : “we checked “AutoTest_MatchMakingChecks” and ‘AutoTest_Matchmaking_Flow’ to get an idea of the BF6 match making process:”
Given the topic, loads of players were in an uproar upon hearing this. It’s such a touchy subject that David Sirland, Lead Producer of the game, had to give a statement about it on the Battlefield Labs private Discord server (which was then shared on Reddit):
PSA: 2042 has SBMM according to this definition – this is what I tried to detail above yesterday. It has a factor of skill, its used, but ping and time to game is the TOP priority, and in a 64 player game our want is to spawn a server that starts as soon as possible – thus the skill factor is negligable in terms of sorting into servers. Also with a party that is more or less ignored. Just for clarity – saying SBMM is bad is not really useful. What you really want to say is “Heavy SBMM where skill separation is a priority is bad”.
But that doesn’t make skill as a factor in matchmaking bad wholesale, on the contrary we need a skill value to make balanced teams – no matter the ranges of skills total on a server. It wouldn’t be fun if all high skill players ended up on the same team, would it?
Just to calm this thing down a tad – the fact a skill value is in the matchmaker (it’s been there since we started being able to matchmake BTW) – doesn’t mean we are going with a heavy handed SBMM solution. Quite the opposite, Battlefield is at its best when you play the all out war modes with friends and different types of players – we do not want to limit that.
All of this is also true (skill being important for team balancing) regardless of in which way you join the server For reference, did you feel like the BF labs playtests were heavy handed SBMM? No? then we good. It’s the same matchmaker and settings we’ll use (with tweaks if we find any issues of course)
In case you didn’t know, skill-based matchmaking has always been a thing in multiplayer games. It’s why you don’t always see low-skilled players always matched with someone on a much higher skill level.
Whatever tweaks DICE is doing with matchmaking, we’re far from experiencing it ourselves, as we don’t even know the game’s title or release date. The latest datamine from BF Labs unearthed class specializations, which are coming back from Battlefield 4.
While nothing has been announced by Electronic Arts, assuming the new Battlefield game currently in development will feature a Battle Pass of some sort seems like a safe bet.
The latest patch for Two Point Museum is out, and players will see it as update version 1.003.003! This is a minor patch that adds Japanese voiceovers on all platforms.
Those on PC, you’ll know the game has updated if you see version 1.2.180068 in the game’s menu screen.
Hayley: Maaya Uchida
Notable Characters Portrayed: Is the Order a Rabbit?: Syaro Kirima, The Idolmaster Cinderella Girls: Ranko Kanzaki, The Promised Neverland: Norman
Harrison: Kanehira Yamamoto
Notable Characters Portrayed: That Time I Got Reincarnated as a Slime: Rigurd, Tasokare Hotel: Manager Haikyuu!!: Manabu Naoi
Monty: Hikaru Yoshihara
Notable Characters Portrayed: Touken Ranbu Kai -Kyoden, Moyuru Honnoji-: Tokugawa Soldier and Akechi Army, among others.
Two-Point Studios also confirms patch 2.0 is on the way “soon,” though some tweaking needs to be made before the studio can release the game’s first “big” update.
Hangar 13 and 2K Games made a mistake and accidentally revealed the release date for Mafia: The Old Country, the next game in the Mafia series.
The release date was meant to be announced on May 8, 2025, during the Pax East event, but the team forgot to remove the date from a post that was shared to invite players to the event.
The team at Digital Foundry has published a preview of the graphics performance seen in games running on the new Nintendo Switch 2, suggesting that the new console offers graphics similar to the PlayStation 4, with some improvements.
Mafia: The Old Country Release Date Set for August 8, 2025
The post, which appeared on the official game hub of Mafia: The Old Country on Steam, said, “Mafia fans understand the gravity of breaking omertà, so don’t miss your chance to uncover the origins of organized crime with Mafia: The Old Country at PAX East.”
It continued, “On May 8 at 7pm BST / 2pm ET / 11am PT, watch the developers at Hangar 13 reveal new details about the game and offer a rare behind-the-scenes look at the past, present, and future of this legendary franchise.”
Finally, the post mentioned that Mafia: The Old Country would be available starting August 8, 2025, for PS5, Xbox Series X/S, and PC. This means players can expect to see the game in action at Pax East on May 8, and possibly during the Summer Game Fest in June, with a gameplay trailer. The release in the summer was already confirmed by 2K Games, but now the exact date has been revealed.
If you missed the animated wallpapers on the PS4, Sony seems to be bringing it back, though without much fanfare, as some PS5 owners are stating they are now seeing animated backgrounds on their console's Welcome tab.
A prototype of the Steam Deck has been sold on eBay for 2,000 dollars. The device, labeled as Engineering Sample 34, was made during the development of Valve’s handheld device. It looks like an incomplete product that is still being finished.
There are several missing elements when compared to the final version, based on the photos (thanks, Gary_the_mememachine) . For example, the right analog stick is not present, and there is no operating system installed. It’s unclear if it’s possible to install one, or how to do it.
Valve has made some changes to Steam to better help and protect players.
Prototype’s Value Primarily for Collectors, Not Gamers
It’s hard to say if this unit is actually usable for gaming. Its value is more for collectors, and the seller was hoping to make more than the 2,000 dollars they eventually received. The starting price was 3,000 dollars.
It’s not clear how this person got their hands on Engineering Sample 34, but comparing it with the official press kit images of the Steam Deck shows that it is indeed a real prototype. This prototype tells the story of an important part of the product’s development at Valve.
The Steam Deck has grown a lot in 2024, partly because of a price change after the release of the OLED model. There’s also the option to buy refurbished models directly from the manufacturer.
Despite Amazon being one of the largest companies on the planet, with a near-endless amount of resources and money, their gaming venture hasn't turned out as successful as they'd hoped for it to be.
Season 2 of Marvel Rivals is now live for download, which will appear as version 1.000.016 for console owners. Expect a new hero in Emma Frost, a new map, loads of gameplay improvements and of course, hero balance adjustments.
Marvel Rivals Season 2 Update 1.000.016 Complete Patch Notes
1. New Content
1.1 All Platforms
Heroes and Costumes
1. Emma Frost makes her dazzling debut in Marvel Rivals!
2. New Costumes: Emma Frost – X-Revolution & Blue Sapphire!
Maps and Modes
1. Get ready for an all-new Domination map – Hellfire Gala: Krakoa.
2. Map Rotation Update: Hellfire Gala: Krakoa will enter the Competitive pool, while Yggsgard: Royal Palace and Tokyo 2099: Shin-Shibuya will be retired from ranked play. Tournament maps will align with the competitive mode, while Quick Match and Custom Game will still feature all maps without rotation.
3. Optimized the settlement logic for substitute players in Quick Match battles: victories will count normally, while losses will not affect combat history or scoreboard.
Battle Pass and Season Events
1. Unlock a dazzling shiny new Battle Pass featuring 10 brand new sets of heroic costumes!
2. The season event Cerebro Database has officially launched; participate to earn the free costume Mantis – Flora Maiden.
3. This season also brings exclusive bonus seasonal rewards: Complete 9 matches to receive the free costume Scarlet Witch – Chaos Gown.
4. An all-new Twitch Drops event is here! This event will gift players the Namor – Will of Galacta costume, nameplate, spray, and emote. (Stay tuned to official announcements for details!)
5. The mission system has been revamped: new weekly missions and rewards have been added, and the balance of daily and challenge missions has been adjusted while maintaining the overall Chrono Token distribution. The proportion of hero-specific missions has also been reduced.
Ranked
1. Rank Reset: based on your final Season 1.5 rank, ranks will be demoted by 9 divisions. For example, if you ended Season 1.5 at Diamond I, your Season 2 journey begins at Silver I.
2. New rank rewards are in! A dazzling new costume for reaching Gold — Emma Frost – Golden Diamond, along with new Crests of Honor for Grandmaster, Celestial, Eternity, and Top 500.
3. The minimum level required for new players to participate in Competitive has been adjusted to 15. (If you have previously completed at least one valid competitive match, you can still join Competitive in Season 2.0 even if you are below level 15.)
4. Pick/ban will now come into play starting from Gold III rather than Diamond tier.
5. When a team includes players from Eternity or One Above All, only solo or duo queuing will be allowed.
6. Currently, the score you earn per Competitive match is determined by both the outcome and your individual performance. After Season 2.0 launches, we will be increasing the weight of individual performances. The better you perform, the more points you will earn in victory, and the fewer points you will lose in defeat.
Tournament Updates
1. The second season of the Marvel Rivals Championship is here! The champion, runner-up, and third-place nameplates have been upgraded to dynamic designs, showcasing your hard-earned glory! This season features adjusted rank requirements and a revised sign-up phase. For all the details, please refer to the Marvel Rivals Championship rules.
2. The global tournament regions have been enhanced! North America (NA), Europe (EU), and Asia (AS) have now transformed into the Americas (AMERICAS), Europe, the Middle East, and Africa (EMEA), and the Pacific (PACIFIC). This upgrade allows for a more compatible and organized classification of server nodes across various regions.
3. A new faction search function has been added for the Knockout Stage.
4. The Tournament Overview page has been revamped! Players can now quickly access core tournament information in a visually engaging manner, with detailed explanations of each process and the specific rules for advancement and elimination in various tournament formats.
5. Introducing a new custom feature for the Marvel Rivals Championship nameplate emblem! Players with a Championship Emblem can now customize its display in Career – Customize.
6. A new Tournament Room option has been introduced in Custom Game, featuring additional tournament-related functionalities.
7. In the Custom Game – Tournament Room, we’ve added a pause function. The room host and authorized players can now initiate a game pause.
8. In the Custom Game – Tournament Room, an “Away” feature has been added. Non-host players can set their status to away, making it visible to others in the room.
Faction Updates
1. Introducing the all-new Faction Recruit and Seeking Factions system! Factions and players can now use this system to form their dream squads and prepare for various in-game tournaments.
2. A fresh batch of faction emblems has been added! Players can freely switch emblems in the faction details interface.
3. New reporting functionality for factions has been implemented. Players can report inappropriate custom content for factions, including names, abbreviations, and announcements.
General Updates
1. A new gift feature for friends has arrived! Now you can gift cosmetics to your friends.
2. The Career Overview page now supports the selection of specific hero forms.
3. Rank leaderboard display has been added to Career.
4. Real-time voice chat has been optimized! An interface prompt now appears when you activate voice chat using push to talk.
5. In Custom Games, spectators can now temporarily exit during matches, enabling them to rejoin the action anytime.
6. A new room host transfer function has been introduced. The current host can right-click on other players to transfer host privileges.
Following the launch of the PlayStation Store Spring Sale last month that saw a ton of great games get discounted, Sony has now updated the list with more games! By our count, there are over 2,000 items added to the entire list, with some great offerings (and some not so great).
1.2 PC
Graphics and Settings
1. We’ve introduced an experimental feature: Switch Shader Compilation Mode. When activated, shaders will only compile the first time you launch the game after a new version or graphics driver update. This feature can significantly reduce memory usage and minimize in-game stuttering. —Especially on systems with 16 GB of RAM or less.
However, if you’re using a CPU with less threads in combination with AMD FSR3 Frame Generation, you may notice occasional additional stutters with this feature enabled.
*Please note: This is an experimental feature. If you encounter any issues during use, our support team is standing by ready to assist.
2. We’ve added support for AMD FSR 4, using an AI-accelerated upscaling algorithm to deliver image quality improvements over AMD FSR 3.1. (Available exclusively on the AMD Radeon™ RX 9000 series graphics cards)
1.3 Console
New Vertical Deadzone Sensitivity Settings: Players can now customize the additional acceleration sensitivity after reaching the vertical deadzone.
Additional Sensitivity Acceleration Delay Settings: Players can tailor the delay time for acceleration to kick in after reaching the deadzone.
Character Movement Stick Deadzone Settings: Players can set the maximum and minimum deadzone values for the joystick controlling character movement.
Trigger Deadzone Settings: Players can now define the trigger depth required for activation.
New Player Initial Settings Feature: First-time players will receive a reminder of default sensitivity settings, vibration, and trigger effects upon entering the game, making their introduction as smooth as a Super Hero landing.
Focus Memory Optimization: The focus feature has been upgraded to intelligently remember the last position on the screen.
2. Fixes and Optimizations
2.1 All Platforms
General Updates
Resolved numerous issues related to notifications.
Rectified various text errors.
Fixed an issue in Custom Game where spectators would incorrectly exit the room after a match.
Fixed a rare occurrence where settings would reset to default upon restarting the game.
Maps and Modes
Fixed terrain issues that could cause characters to become stuck or clip through odd locations.
Resolved various issues including floating broken objects, collision errors, etc.
Addressed several sound issues on maps.
Resolved a rare issue in Custom Quick Match, where on the Empire of Eternal Night: Midtown map, spawn room transfer could sometimes not work correctly.
Heroes
Captain America’s Shield Bounce: Resolved an issue where Captain America couldn’t ricochet enemy projectiles while moving backward. Now, the Sentinel of Liberty can send those pesky projectiles flying no matter which way he is moving!
Spector Sightings: Fixed a glitch that sometimes caused abnormal camera angles after being revived by Adam Warlock’s Ultimate Ability. No more wobbly views for our heroes—everyone deserves to enjoy their epic returns in all their heroic glory!
Namor’s Super Soldier Shenanigans: In Hydra Charteris Base: Hell’s Heaven – Super-Soldier Factory, Namor’s Ultimate Ability could occasionally fail to deal damage when targeting the raising pillars. This issue has been resolved, ensuring the Sub-Mariner delivers his Giganto impact!
Winter Soldier’s Time Warp: Addressed an issue where Bucky would sometimes descend before ascending while unleashing his Ultimate Ability in unstable network conditions. Now, the Winter Soldier rises to the occasion without any time-traveling hiccups—no need for a Doctor Strange intervention!
Cloak & Dagger’s Form Flaw: Fixed an issue where Cloak or Dagger sometimes left their character model lingering for a brief moment during form switches. Now, they’ll slip into action smoother than a stealthy shadow.
Iron Fist’s Floating Fumble: Resolved a rare glitch where Iron Fist could end up floating indefinitely. The Immortal Weapon is now back on the ground, delivering justice and martial arts mastery without any unintended levitation!
Wolverine’s Ferocious Leap: Fixed a rarely occurring issue where Wolverine’s Feral Leap could leave him stuck in an abnormal state, unable to finish the move. Now, Logan can unleash his claws with confidence, ensuring his foes don’t get a second to breathe!
Claws and Consequences: Resolved a rare occurrence where being hit by Wolverine’s Feral Leap could render all abilities unusable. No more claw-induced chaos—heroes can now fight on without fear of losing their abilities mid-battle!
2.2 PC
Graphics and Settings
Fixed an issue where the AMD Radeon RX 9070 XT graphics card renders with excessively low brightness in certain scenarios.
2.3 Console
Fixed a rare issue where raw mouse input settings unexpectedly affected controllers, potentially causing crosshair drift.
Fixed an issue in console matches, where there was a chance that button prompts were displayed as keyboard and mouse inputs.
Titanfall 3 has been a hot topic ever since the release of the second game in the franchise, but Respawn Entertainment has kept its distance from it for quite some time, which is understandable given the studio has been busy with Apex Legends and its own Star Wars franchise.
DUELIST
Black Widow
Natasha is receiving optimizations to her shooting experience.
Added a new effect where Black Widow can directly shoot after releasing the second kick of Edge Dancer and after using Electro-Plasma Explosion (Ultimate Ability).
Hawkeye
We’re improving Clint’s mobility while drawing his bow, enhancing his combat capabilities, and increasing the threat of his Ultimate Ability.
Reduce the slow effect while charging the bow from 30% to 20%.
Increase both instances of damage for Hypersonic Arrow from 50 to 55.
Decrease energy cost for Hunter’s Sight (Ultimate Ability) from 3700 to 3100 and improve the bow draw speed increase from 1.35x to 1.5x.
Hela
The Goddess of Death will see a reduction in mobility while slightly enhancing her offensive power.
Increase cooldown time for Astral Flock from 12 seconds to 15 seconds.
Increase Spell Field Damage of Piercing Night from 30 to 35.
Decrease cooldown time for Soul Drainer from 12 seconds to 10 seconds.
Human Torch
Johnny’s attack feedback and survivability are being improved to enhance his impact across various combat scenarios.
Reduce attack interval for Fire Cluster from 0.6 seconds to 0.5 seconds; the launch timing of the primary attack projectile has been advanced.
Increase the cooldown for Flaming Meteor from 12 seconds to 15 seconds, but add a new effect: After releasing Flaming Meteor, immediately gain 75 Bonus Health, which will start to falloff 3 seconds later at a rate of 30 per second.
Iron Man
Iron Man is seeing improvements to his mid-range combat effectiveness.
Slightly reduce Iron Man’s hitbox size.
New feature: Gain 100 Bonus Health activating Armor Overdrive or Gamma Overdrive that will start to falloff 5 seconds later at a rate of 30 per second.
Iron Fist
Lin Lie will see an increase in his combat effectiveness against Vanguards, a slight improvement to his mobility, and a slight reduction to his survivability when first entering the battlefield.
Reduce the Bonus Max Health gained from Harmony Recovery from 150 to 100, but slow the falloff rate of that health from 25 per/s to 15 per/s.
Lower fixed damage of Yat Jee Chung Kuen from 10 to 9, but increase the percentage damage of the enemy’s Max Health per strike from 1.7% to 2.1%.
Decrease the cooldown for K’un-Lun Kick from 12 seconds to 10 seconds.
Mister Fantastic
We’re enhancing Reed’s capabilities while making some balance adjustments to his ultimate energy charge rate, adding additional control ability, and optimizing the release experience of his Ultimate Ability.
Increase base health from 350 to 375.
Boost the damage of Stretch Punch from 60 to 65 and from 75 to 80 while in Inflated state.
Flexible Elongation New Effect: Enemies within range now suffer a 35% slow effect; reduce Flexible Elongation cooldown time from 10s to 8s.
Reduce the Elasticity gained from Elastic Strength (passive ability) from 30 to 20, while the Elasticity provided by Stretch Punch is increased from 5 to 8. After entering the inflated state, the Bonus Health provided to self has been reduced from 450 to 400.
New Feature: When Mister Fantastic uses Brainiac Bounce (Ultimate Ability), immediately gain Bonus Health equal to that gained when entering inflated state.
Moon Knight
We’re optimizing Marc’s Moon Blade projectile bounce feedback while improving maneuverability, Ultimate Ability, and survivability.
Increase Crescent Dart projectile speed from 120m/s to 150 m/s.
Moon Blade New Effect: Gain 25 Bonus Health with each enemy hit, up to a max of 100. 3 seconds after the Bonus Health stops increasing, it will start to falloff at a rate of 20 per second.
Speed up Moonlight Hook pull startup time after hit from 0.4 seconds to 0.15 seconds.
Extend the duration of the Hand of Khonshu (Ultimate Ability) from 3.5 seconds to 4.5 seconds, and increase the number of talons generated during this period from 14 to 18. Additionally, the fall speed of the talons has been slightly enhanced. A new damage falloff mechanic for the spell field has been added, beginning at 1.5 meters from the center and reaching a maximum reduction of 70% at 5 meters.
Scarlet Witch
We’re reducing Wanda’s survivability but increasing her threat level against Strategists and Duelists while optimizing her Ultimate Ability release experience.
Remove Chaos Control percentage damage while increasing fixed damage from 60/s to 80/s.
Increase Chthonian Burst projectile damage from 35 to 40 and spell field damage from 35 to 40.
Increase the cooldown of Mystic Projection from 8 seconds to 10 seconds, and reduce Phased state time from 2 seconds to 1.5 seconds.
Rework the slow effect of Reality Erasure to start at 1.5 seconds instead of starting immediately, with a linear increase to a 35% slow over 3.5 seconds.
Star-Lord
We’re reducing Peter’s damage output and the efficiency of his Ultimate Ability charge rate.
Reduce Blaster Barrage damage from 80 per second to 75. Introduce a new damage falloff mechanic, starting at 4 meters and maxing out at 80% reduction at 8 meters.
Winter Soldier
We’re lowering Bucky’s threat level against Vanguards and reducing the margin for error in his Ultimate Ability.
Increase the cooldown time for Bionic Hook from 8 seconds to 12 seconds.
Reduce base damage of Kraken Impact (Ultimate Ability) from 100 to 80, but lower the culling threshold from 20% of maximum health to 15%.
Wolverine
We’re tuning Logan’s Rage acquisition rate and slightly lowering his control intensity over enemies:
Increase Rage gained from Savage Claw hits from 7 to 10, while Rage gained from Berserk Claw Strike has been decreased from 7 to 5. Reduce Rage gained from Feral Leap from 20 to 10, and from Vicious Rampage from 20 to 15. However, Rage gained from taking damage has been increased from 3 to 5.
Reduce the time an enemy is knocked down after impact from Last Stand (Ultimate Ability) from 1 second to 0.75 seconds.
As if NetEase doesn't have enough of the console playerbase with Marvel Rivals, the company is about to release first-person free-to-play shooter FragPunk later this month.
STRATEGIST
Adam Warlock
We’re slightly reducing the frequency of Adam’s abilities and adjusting the healing provided by his Ultimate Ability after reviving teammates.
Increase the cooldown for Soul Bond from 30s to 40s.
Karmic Revival (Ultimate Ability) now restores 30% of a fallen ally’s maximum health instead of a fixed 100 Health.
Cloak and Dagger
We’re optimizing the logic of this dynamic duo’s Ultimate Ability
After activating Eternal Bond (Ultimate Ability), the duration of the first three healing zones will no longer be calculated separately; instead, they will remain active until the duration of the final healing zone ends, at which point all will be removed together.
Invisible Woman
We’ll be fine-tuning Susan’s protective capabilities to create a more strategic gameplay experience.
Decrease the shield value of Guardian Shield from 300 to 250.
Loki
To balance Loki’s influence in matches, we’re making a small adjustment to the frequency of one of his key abilities.
Increase Regeneration Domain cooldown from 25 seconds to 30 seconds.
Mantis
To emphasize strategy over speed, we’re modifying Mantis’ health and buff mechanics.
Reduce base health from 275 to 250.
Effects of Healing Flower and Allied Inspiration can be stacked, up to a maximum of 16 seconds.
Rocket Raccoon
Rocket’s healing abilities will see some adjustments to enhance team survivability while balancing his mobility.
Decrease the healing area of Repair Mode spheres from 70 health/s to 50 health/s, but add a new effect of one-time healing of 55 health to allies hit. Projectile speed reduction increased from 4.5 m/s to 7 m/s.
Extend cooldown for Jetpack Dash from 6 seconds to 10 seconds; reduce dash distance from 10 meters to 8 meters.
Reduce C.Y.A. (Ultimate Ability) damage boost from 40% to 25%, but add a new effect: during the ability’s duration, linked allies will receive an additional 100 Bonus Health points per second, capping at 150. After breaking the link, this bonus starts to falloff after 1 second at a rate of 75 per/s. Additionally, increase the energy cost from 3700 to 4000.
The team at Digital Foundry has published a preview of the graphics performance seen in games running on the new Nintendo Switch 2, suggesting that the new console offers graphics similar to the PlayStation 4, with some improvements.
TEAM-UP ABILITIES
NEW:
Arcane Order (Doctor Strange – Scarlet Witch)
This mystical duo is set to enhance their powers!
As the Team-Up Anchor, Doctor Strange gains a maximum health increase of 100.
Scarlet Witch unlocks a new magical Mystic Burst ability through her team-up with Doctor Strange.
Stars Aligned (Captain America – Winter Soldier)
A classic partnership now with added strength!
As the Team-Up Anchor, Captain America gains a maximum health increase of 100 and a 5% boost in damage output.
Winter Soldier unlocks the devastating Stellar Impact ability through his team-up with Captain America.
Mental Projection (Emma Frost – Psylocke/Magneto)
A powerful trio that connects minds and abilities!
As the Team-Up Anchor, Emma Frost gains a maximum health increase of 100.
Magneto receives the Magnetic Resonance ability through his team-up with Emma Frost.
Psylocke receives the Soul Resurgence ability through her team-up with Emma Frost.
ADJUSTED OR REMOVED:
Ammo Overload (Rocket Racoon – Winter Soldier)
A slight change for this battle-hardened hero!
Winter Soldier loses the Infinite Grit ability he once had through his team-up with Rocket Raccoon.
Chilling Charisma (Luna Snow – Namor)
Things are heating up as synergies change!
Namor has lost the Frozen Spawn ability from his team-up with Luna Snow.
Dimensional Shortcut (Magik – Psylocke)
A temporal reconfiguration for these powerful souls!
Psylocke has lost the Psionic Disc ability previously attained from her team-up with Magik.
Gamma Charge (Hulk -Doctor Strange/Namor)
Changes in synergy for these heavyweights!
Doctor Strange loses the Gamma Maelstrom ability previously gained from his team-up with Hulk.
Namor now gains the Gamma Monstro ability through his team-up with Hulk.
Metallic Chaos (Scarlet Witch – Magneto)
A disconnect in family synergy!
The Team-Up Anchor enhancement effect for Scarlet Witch has been removed, along with the Metallic Chaos Team-Up Ability.
Magneto loses the Metallic Fusion ability he had through his team-up with Scarlet Witch.
Voltaic Union (Thor – Captain America/Storm)
A shift in electrical dynamics for this trio!
The Team-Up Anchor effect for Thor has been removed, along with the Voltaic Union Team-Up Ability.
Captain America loses the Charged Aegis ability from his team-up with Thor.
Storm loses the Charged Gale ability gained from her team-up with Thor.
Given the scope of the patch, don’t be surprised to see a follow-up update released by NetEase.
If you missed the animated wallpapers on the PS4, Sony seems to be bringing it back, though without much fanfare, as some PS5 owners are stating they are now seeing animated backgrounds on their console's Welcome tab.
Season 2 of Marvel Rivals is almost upon us! Before that happens, the game’s servers need to be taken down for a few hours. During this server outage, players will be unable to login or access the game.
What time will you be able to log back in? Read on for server schedule and Season 2 details.
If you missed the animated wallpapers on the PS4, Sony seems to be bringing it back, though without much fanfare, as some PS5 owners are stating they are now seeing animated backgrounds on their console's Welcome tab.
Marvel Rivals Down for Server Maintenance on April 11 for Season 2
According to NetEase, the Marvel Rivals server downtime starts April 11 at 5 am EDT/2 am PDT/5 pm HKT/6 pm JST. The expected downtime is 2-3 hours, which means servers should be back up by 8 am EDT/5 am PDT/8 pm HKT/9 pm JST at the latest.
As to what to expect for Season 2, here’s an overview.
Marvel Rivals Season 2 Overview
New Characters
Emma Frost (available at the launch of Season 2)
Ultron (available in the second half of Season 2)
New Maps
Hellfire Gala: Krakoa
New Team-Up Abilities and Tweaks to Existing Ones
Arcane Order (New) – Doctor Strange and Scarlet Witch
Mental Projections (New) – Emma Frost, Psylocke, and Megneto.
Stars Aligned (New) – Captain America and Winter Soldier
REMOVED – Metallic Chaos
REMOVED – Voltaic Union
Gamma Charge – Doctor Strange has been removed from this team-up and replaced with Namor.
Ammo Overload – Winter Soldier has been removed from this team-up.
Dimensional Shortcut – Psylocke has been removed from this team-up.
Chilling Charisma – Namor has been removed from this team-up.
Mission System Adjustments
Weekly missions will be implemented so players can earn more Chrono Tokens and complete the Battle Pass by the end of the season.
Costume Colors and Gifting Costumes
New color options are coming to some of the popular costumes.
A new feature is being added to allow players to gift costumes to their friends.
Replay Compatibility Update
Upgrades have been made to the game’s network protocol to enhance performance. Sadly replays from Season 0 and 1 will no longer be supported, with he studio urging players to record them now before the update drops.
Balance Roadmap for Season 2 and Season 2.5
Mister Fantastic, Penny Parker, Scarlet Witch, Black Widow, Rocket Racoon, and Jeff the Land Shark will be fine-tuned via team-up abilities and general balance adjustments. These will take time so they will be rolling out through both portions of Season 2.
Peni Parker will be getting buffs.
Captain America will be stepping up his competitive edge now that he is a new team-up anchor.
Doctor Strange is getting a nerf to his offensive powers, with improved survivability.
Scarlet Witch, Winter Soldier, Mister Fantastic, and Moon Knight will debut brand-new aggressive team-up abilities.
Rocket Raccoon team ability will be enhanced.
Loki’s Regeneration Domain and Adam Warlock’s Soul Bond will get modest nerfs.
More balance announcements are coming ahead of the Season 2 launch.
Ranked Adjustments
Competitive ranks are being reset.
Based on the player’s Season 1 standing, each player will drop nine divisions. For example, if you ended at Diamond I, you will start Season 1 at Silver I.
Hellfire Gala: Krakoa is entering map rotation.
Yggsgard Royal Palace and Tokyo 2099 Shin-Shibuya are leaving rotation.
Tournaments will use the same maps and modes as ranked.
Quick matches and custom games will still have every map.
Competitive Enhancements
The minimum level to enter competitive increased from level 10 to level 15.
Pick/ban will now come into play starting from Gold III rather than Diamond tier.
Individual performances will now have a bigger weight in rank. The better you perform, the more points you’ll earn in victory, and the fewer you’ll lose in defeat.
Tournament Plans
The studio is preparing for future tournaments.
Roadmap Ahead
The studio has been exploring and prototyping new modes they plan to introduce eventually.
Starting from Season 3, a new hero will debut every month.
Related systems will be adjusted accordingly.
If the maintenance window is extended, we’ll be sure to let our readers know.
Bandai Namco has released the latest title update for Bleach: Rebirth of Souls, and this is for version 1.05. Available now on all platforms, current-gen console owners will see this as Bleach: Rebirth of Souls update 1.00.005, and should be a small download.
Expect balance adjustments for characters and a few other bug fixes to be part of the patch.
Fixed an issue where the revival animation would not play for the guest player only in specific situations during online matches, causing a network disconnection.
Yoruichi Shihoin
Spiritual Pressure Move 1: Fixed an issue where the game would crash when the opponent activated a Counter.
Byakuya Kuchiki
Awakened Kikon Move 1: Fixed an issue where Soul Destruction would not occur even when the move hit in specific environments during online matches.
Kenpachi Zaraki
Flash Attack: Fixed an issue where Kenpachi would become unresponsive if Soul Break happened by an opponent’s attack during a Flash Attack combo when Kenpachi’s Reishi was below a certain level.
Sosuke Aizen
Kikon Move: [Normal State / Hogyoku Fusion Second Stage] Fixed an issue where Soul Destruction would not occur when hitting Grimmjow in specific situations during online matches.
Ulquiorra
Fixed a behavior where the opponent’s flinch stun time during Awakening and Reawakening would continue even after the Awakening animation ended, allowing for fast attacks to connect.
Other
ONLINE
Fixed an issue on specific platforms where players with different application versions could be matched together.
ROOM MATCH
Fixed an issue where the game would crash immediately after performing a room search.
MAIN STORY
Fixed unintended behavior in some cutscenes.
Stay tuned for more coverage of Bleach: Rebirth of Souls on MP1st.
As if NetEase doesn't have enough of the console playerbase with Marvel Rivals, the company is about to release first-person free-to-play shooter FragPunk later this month.
From the minds that brought you Superhot VR comes a brand-new VR experience set in a post-apocalyptic sci-fi world.
Where Winds Meet Arrives Globally In 2025, With a Planned Closed Beta Test
Everstone Studio has officially confirmed that its upcoming open-world Chinese RPG is coming later this year. While no exact release date was given, they did announce that they will be running a second closed beta test for gamers to try out. Just when you ask? Well, next month, as Where Winds Meet closed beta testing will be from May 16 to May 19 on both PC and PS5. All you must do to sign up is visit the official Where Winds Meet beta site and register. There are even some in-game rewards you can earn ahead of the beta start date via the registration page, so for those interested, better go and claim them now before they’re gone!
About the game:
“Embark on an unforgettable journey in Where Winds Meet, an open-world action-adventure RPG set in ancient China’s tumultuous Five Dynasties and Ten Kingdoms era.
Explore a land ravaged by war and territorial disputes, where political intrigue, power struggles, and epic battles shape the course of history. Amidst the chaos, discover a world brimming with cultural richness and prosperity, where heroes rise and legends are born.
Will you embrace your destiny as a young martial artist, uncover the secrets of your identity, and forge your own path in an era of boundless possibilities?”
Where Winds Meet will launch sometime this year for both PC and PS5.
As if NetEase doesn't have enough of the console playerbase with Marvel Rivals, the company is about to release first-person free-to-play shooter FragPunk later this month.
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.
If you missed the animated wallpapers on the PS4, Sony seems to be bringing it back, though without much fanfare, as some PS5 owners are stating they are now seeing animated backgrounds on their console's Welcome tab.
Throw, Smash, and Harpoon
Harpagun is developed by former Superhot VR devs under a new studio called Something Random Games. Players can expect fast-paced action, colorful environments, and a variety of enemies, including bosses
About the game (via Steam)
“Be Harpagun. Get stranded on a deserted planet. Accidentally destroy your own rocket. Be swarmed by insane critters. Wreck stuff, throw aliens. Argue with your useless crew. Smash more enemies. Meet a girl. Have hallucinations. Listen to slav beats. Shoot living grenades.
This a game. In VR. With story and stuff. Also combat. A lot of combat. It’s good – you have weapons but won’t use them cause it’s more fun to take a washing machine and slam it into an alien’s head
You can move stuff with a gravity ray. Enemies too, just yeet them into a wall or something and they die.
It’s an arcade game. You know, one of the ones you actually have fun playing. Like an on-rails-shooter but not really because you can move around and don’t puke. Just try it, it works. If not – return to sender, spend money on other stuff.”
The title was previously in early access, with the full release bringing the following content:
Remaining part of story mode with:
3 new weapons
7 new levels
New bosses
New enemy types
Elite enemy variations
Arcade mode additions:
Bosses included in arcade mode
Online leaderboards
Score grades for each level
Quality of Life Improvements:
Improved menu system
More feedback in all menu elements
Game Balancing:
A more forgiving first boss encounter
Difficulty selection
More ammo for special weapons
Presentation & Feel:
Changes to game lighting and atmosphere
More feedback on all weapons
Increased enemy hit reactions
Stability & Performance:
Numerous bug fixes
Better memory allocation
Geometry optimization on all levels
Harpagun is now available on the Meta Horizon Store, Steam, and PlayStation VR2. For a limited time, the Meta Horizon Store offers a generous 50% discount, with other storefronts getting slightly smaller discounts.
While Santa Monica Studio's God of War reboot that was released in 2018 might possibly be the most impressive reboot we've seen of a game series to date, that wasn't always the case.
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.