Home > Title Updates and Patches

Dynasty Warriors Origins Update 1.004 Adjusts a Weapon and Removes an Exploit

[summaraize]

KOEI Tecmo has released Dynasty Warriors Origins update 1.004 on all platforms, and while this is a minor patch, it plugs in an existing exploit, and adjusts one weapon to make it stronger.

Read on for the short changelog that also mentions how a Skill Point trading feature has been added.

Dynasty Warriors Origins Latest Update Buffs the Staff as Part of Patch 1.004

Here’s what’s new per KOEI Tecmo:

Additional Features and Adjustments

  • Added Arabic as a text language option.
  • Adjusted the staff weapon. The continuous attack executed by holding the Strong Attack button has been made more potent and the “Furious Tiger Dance” Battle Art has been given an effect that staggers enemies.
  • Added a Skill Points trading feature. After completing the game, you can trade them for Portable Items and gold at the Shui Jing Retreat.

Bug Fixes

  • Fixed an exploit allowing high walls and cliffs to be scaled by repeatedly attacking in midair.
  • Fixed other minor bugs.

The patch released last month included a bigger list of changes and fixes, which I suggest checking out too.

Avatar photo

Alex Co

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

Home > News

Cronos: The New Dawn Will Feature Dismemberment, But Won’t Be Similar to Dead Space

[summaraize]

With Bloober Team achieving a new level of success with the Silent Hill 2 remake, more eyes are now on the studio’s in-developement sci-fi horror game, Cronos: The New Dawn. If you’ve seen the first trailer for the sci-fi survival horror game, chances are it has reminded you of another sci-fi survival horror game called Dead Space.

Today, Bloober Team released the first dev diary for Cronos, and in it, the developers confirmed that the game will feature dismemberment — something the Dead Space franchise is known for.

Bloober Has Their Own Take on Cronos: The New Dawn’s Dismember System

In the Q&A portion of the dev diary, game director Wojciech Piejko confirmed there would be dismemberment in the game and said, “Yes, there is, but it doesn’t work like in Dead Space. We’ve got our own take on combat.”

The dev diary also has a super short snippet of gameplay, which reminded me more of Dead Space (in a good way).

Last year, we had the opportunity to chat with the Bloober Team about Cronos’ combat. Back then, the studio didn’t confirm dismemberment, but rather something to “spice up” the game’s combat, which Piejko compared to Dead Space’s Necromoprh-limb-cutting and Alan Wake’s flashlight.

“Overall, combat in Cronos is leaning towards RE and Dead Space areas but we are still storytellers at heart, so please also expect a strong emphasis on story and atmospheric exploration. The Traveler relies on suit, weapons and abilities, but is still very vulnerable to the monstrosities lurking in the ruins of an old world. You will be outnumbered, and you need to be careful to stay alive. Resources are limited and the monsters hit hard. We’ve also prepared something special to spice up and increase the tension of combat. I can’t reveal much right now but in Dead Space you need to cut-off Necromorphs limbs, in Alan Wake you need to use a flashlight on enemies, and in Cronos you will need to.. wait to see it ;],” Piejko told MP1st.

With how the Silent Hill 2 remake turned out, I’m personally looking forward to Cronos: The New Dawn. The devs did tease that gameplay will be shown soon.

No word yet on when the sci-fi horror game will be released, but it is confirmed for the PS5, Xbox Series X|S and PC.

Avatar photo

Alex Co

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

Home > News

FBC: Firebreak “Ditching All Engagement” Stress” Associated With Live Service Games

[summaraize]

While more and more developers are trying to integrate live service elements into their games to snag some of that sweet recurring revenue stream, that won’t be the case with Remedy Entertainment’s FBC:Firebreak.

Remedy’s upcoming co-op shooter might be the perfect game to slot in live service elements like daily missions to grind for and Battle Pass targets to hook players into logging in daily, but the studio is pushing back against that.

Remedy Steps on the Neck of Live Service With FBC: Firebreak

FBC: Firebreak

In a press-only event in which MP1st took part, Remedy confirmed they are not targeting FBC: Firebreak to be a live service game, going as far as to call out “grinds” is something they aren’t interested in doing.

Mike Kayatta Game Director of FBC Firebreak said, “And for us, we wanted to make something that players could enjoy on their terms. Not ours. And so that means ditching all of the engagement stress that you often see with live service titles. In other words, we don’t want to do daily check-ins and monthly grinds and these kind of, like, FOMO (Fear Of Missing Out) battle passes.”

Kayatta continued, “Basically, we’re not here to give you a second job.”

This is definitely good news for those planning to play the game. If you want to know more about FBC: Firebreak, check out our preview from the same event. We have a lot more FBC: Firebreak coverage hitting the site soon, so stay tuned.

FBC: Firebreak is set to be released in the summer of 2025 for the PS5, Xbox Series X|S, and PC.

Avatar photo

Alex Co

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

Home > News

Remedy Is Promising Great Visuals That Won’t Require a Monster PC to Run With FBC Firebreak; Confirms Steam Deck Support

[summaraize]

Despite being an online-centric title, Remedy’s upcoming cooperative shooter FBC: Firebreak will boast some pretty impressive visuals that you’d come to expect from the studio.

Although their recent games have required some pretty demanding specs, Remedy is making sure FBC: Firebreak is optimized to run on all kinds of machines, including the Steam Deck.

FBC: Firebreak Will Have Steam Deck Support, as Well As Full Tracing Features

For those worried that Remedy’s next title will be as demanding as its recent ones, Alan Wake 2 and Control, worry not. The studio is aiming to optimize for lower-spec PCs. This was revealed to us during a press-only event, in which the studio confirmed that FBC: Firebreak will have lower PC requirements and be optimized for the Steam Deck. One of the reasons provided was that the studio wanted to be able to reach more players. That should come as no surprise, considering the title is heavily marketed as a cooperative experience.

Still, this is fantastic news to hear, as the PC requirements for Alan Wake 2 were pretty high up there, especially if you wanted to run any ray tracing features.

Speaking of ray tracing, if you thought the studio’s aim for lower specs would mean they would cut back on features, think again. FBC: Firebreak will feature full ray tracing features, as well as support for Nvidia Reflex and DLSS 4. DLSS 4 support is the entire suite of its technology, which includes Multi-Frame Generation, transformer-based AI model for Super Resolution, Ray Reconstruction, DLAA, and the rest of its features.

Even if FBC: Firebreak isn’t pushing the visual barrier like what Alan Wake 2 did, it still looks impressive nonetheless. The Northern Light Engine, the same one used on Alan Wake 2, is really being put to the test here for a multiplayer game, especially when it comes to particle effects.

So yeah, that’s fantastic news for all of us Remedy fans out there who are planning to play this on PC. As for when we’ll be playing it, FBC: Firebreak launches sometime this Summer. It will be available on PC, PS5, and Xbox Series X|S. It will also be a day one on PC Game Pass + Game Pass Ultimate and for all PlayStation Plus Extra and Premium members.

If you’d like to read more about FBC: Firebreak, be sure to check our preview where we mention how Remedy aims to skip live service elements in favor of prioritizing the gameplay experience..

Avatar photo

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.

Home > Features

FBC Firebreak Preview – Fight For Control

[summaraize]

Remedy Entertainment is looking to grow the world of Control and Alan Wake, though in perhaps the most unexpected of ways, with a new cooperative shooter set in the Control universe titled “FBC: Firebreak.”

Aiming to release this summer, FBC Firebreak is Remedy’s first major multiplayer endeavor, and it’s looking to be one of their most ambitious, strangest, and most “Remedy” ideas yet.

Thanks to Remedy, MP1st got an early look at the game (and then some), where we see the developers’ concept come to fruition, and how it aims to stand from the crowd of shooters flooding the market.

What Happens When the People in Control Lose Control? Enter the Firebreak Initiative

Before diving in this preview, fair warning to all who haven’t played Control, as we’re about to dive into spoiler territory. With that out of the way, let’s talk about the setup of FBC Firebreak. While it wasn’t specified whether or not the game would see the story of Control get expanded on in any meaningful way, the setup that leads into FBC Firebreak is a continuation of where Control left off. The Oldest House, otherwise known as the headquarters of the FBC (Federal Bureau of Control), has been overrun by a force known as the Hiss, which are monsters from another universe that want to kill everyone. To prevent the Hiss from escaping and wreaking havoc on the world, the FBC decided to put The Oldest House under full lockdown. Unfortunately, this also meant locking down their own employees inside along with the Hiss.

That’s where Control originally ended and where FBC Firebreak began, as the headquarters has remained under lockdown for a full six years. With supplies running low and the battle against the Hiss being impossible to win, FBC’s director, Jesse Faden (Control protagonist), decides to appoint FBC member Hank Flowers to start and lead an initiative known as “Firebreak,” which consists of volunteer members within the locked down FBC. Members of Firebreak come from all kinds of different backgrounds, from higher-up execs to security guards to even the mailroom employees, basically, anyone willing to go up against the Hiss and traverse the most dangerous parts of The Oldest House. Unsurprisingly, not all of them survive, and the few remaining Firebreak members eventually become the characters we play in FBC Firebreak.

That’s about as much as we were told about the story of FBC Firebreak during our closed hands-off demo, though clearly, it seems to imply that it’ll somehow affect, or at least offer, more of what was told in Control. How that will eventually tie into Control 2 is only something Remedy knows, but based on the hands-off demo that was shown to us, as well as the trailer that is accompanied by this preview, something tells us that FBC Firebreak will play a pivotal role in the Control, and by extension, the Alan Wake universe.

Taking the Cooperative Experience Back to Basics

So, before we dive into the gameplay, I wanted to touch upon the points Remedy made during our press preview. For one, the general philosophy of FBC Firebreak and how Remedy isn’t building a GaaS (Games as a Service) experience simply because they want a piece of the growing trend. While the game is expected to receive post-launch updates that will add more content, as well as some plans to monetize some cosmetic items only, the way Remedy put things is that they want to remove the engagement stress of a live-service game entirely from FBC Firebreak.

That means the studio has ditched ideas such as Battle Passes, daily check-ins, monthly grinds, and anything that would make this game feel like a “second job” or have players experience the fear of missing out (FOMO). This falls into one of their four pillars for the game, “Pick Up and Play.” The goal of Pick Up and Play is to let players be able to, well, pick up and play the game, though not just in terms of accessibility and control, but putting as few barriers as possible between the player and others when it comes to playing FBC Firebreak. It doesn’t matter if someone buys something, or if someone has unlocked an item and you haven’t, or if they’ve spent hundreds of hours playing while you only have a few minutes. The point of Pick Up and Play is to enjoy the game regardless of experience and be able to jump right in without any issues.

The other three pillars, Only in Control, Better Together, and Fun On Repeat, are also designed to work with the core experience. Only in Control pertains to the type of content you’ll see, where the studio asks themselves, is this something that you could only see from Control or a Remedy experience? It does infer that there won’t be any outside crossovers of sorts if it doesn’t fit inside that pillar, but as the old saying goes, never say never, and given how Control deals with multi-universes, who knows what that future may entail?

Better Together revolves around finding the perfect balance of playing together. Cooperative games can be challenging, but more times than not, especially when playing with randoms, things can get pretty messy. The idea behind Better Together is to have things flow organically. So even when you or someone else isn’t actively contributing or being in a “zoned out” space of mind, there will be things that will help the team so that the fault of a bad run doesn’t lie solely on a specific player because they weren’t paying attention or were new to the game.

The final pillar, Fun On Repeat, addresses the game’s replayability. While Remedy plans on adding more content to the game post-launch, they realized they couldn’t keep up with it if they built the game around an endless stream of content delivered via updates. So their answer to this was to create a foundation with impactful and engaging minute-to-minute gameplay that would have players talking and willing to return. It’s meant to offer fun times where you can laugh with friends and yell at one another, creating memorable memories that stick with you.

Combining all the pillars, you can see that Remedy is setting out to craft a cooperative experience that respects your time while also aiming to deliver a fun and engaging experience for players through countless systems that aren’t driven by GaaS mechanics.

With that out of the way, let’s talk about the gameplay.

What If Left 4 Dead Was Developed by Remedy? You’d Probably Get Something Close to FBC Firebreak

So, the core loop of FBC Firebreak is to take on jobs issued by the FBC. These jobs vary in objectives and will take you through several different environments. Despite being inside a building, players can find themselves in exterior environments set within The Oldest House. Objectives also have a unique set of crises that players have to deal with, and this being a Remedy game set in the Control universe, you can probably guess what kind of crisis you’ll encounter. Expect the unexpected

Why yes, that is a giant monster made up entirely of posted notes.

But before you go off on what seems to be a multi-staged level that progresses in somewhat a narrative fashion (you’ll encounter a humanoid posted monster early on this specific job), you’ll get to select a threat (essentially difficulty and intensity with scaling rewards) and clearance level. Clearance level is the number of zones you must go through, with rewards tied to them. Remedy confirmed that players will initially go through three sets of clearance levels, though hints that a lot more levels will become available.  The “End Game” content, known as “Corrupted Items,” is tied to these clearance levels. The studio says they’ll discuss that at a later date.

Additionally, players will be able to edit their loadouts before taking on Jobs, and these loadouts also contain something known as Crisis Kits. They are as follows:

Jump Kit

An electricity-focused Crisis Kit for Firebreakers who want to excel at field control and positioning

  • Tool: Electro-Kinetic Charge Impactor
    • A portable compression impactor capable of delivering an impressive amount of electricity through the conductive plate attached to its end.
  • Item: BOOMbox
    • An improvised device that attracts nearby enemies with music before exploding. After deploying the BOOMbox, it can be charged with the Impactor. The device will taunt all enemies in proximity for a short time before automatically detonating.

Fix Kit

An impact-focused Crisis Kit for Firebreakers who want to solve most problems by hitting them with a massive wrench.

  • Tool: Wrench
    • A large wrench capable of repairing machinery and staggering enemies with powerful swings.
  • Item: Swivel turret
    • An improvised device that autonomously acquires enemy targets and fires damaging projectiles at them. After deploying the Swivel Cannon, it needs to be assembled by striking the parts with the Wrench. The completed device will autonomously fire upon enemies until it falls apart.

Splash Kit

A water-focused Crisis Kit for Firebreakers who want to put out fires and manipulate the conditions affecting their crewmates and enemies.

  • Tool: Crank-Operated Fluidic Ejector
    • An industrial hydro cannon capable of pooling and ejecting heavy globules of water. Excels at extinguishing fires and priming enemies for devastating effects.
  • Item: Humidifier
    • An improvised device capable of spraying healing water over a wide area. After deploying the Humidifier, it can be primed with the Ejector. The device will automatically heal all crewmates in proximity for a short time before falling apart.

Players can save up to three loadouts, and can change and edit them during a job if they’re not finding it suits their playstyle or the situation. There’s also a list of perks that players can equip, three main categories with three slots. Depending on the perk you select, you could stack three of a kind, essentially leveling up that perk to apply a different effect, with the third level being shared with the entire party. Remedy didn’t dive too much into this, but from what we can see, there are a bunch of perks that have all kinds of different benefits, such as being given more grenades, doing more damage, having a better healing factor, all kinds of different ones that likely will play a pivotal role when creating specific builds.

Of course, there’s a selection of different types of guns and grenades, along with character customization that all thankfully aren’t locked to specific classes. Based on what we saw, there are no classes, so don’t go in expecting this to be some hero shooter.

Although this was a hands-off experience, based on what we saw, FBC Firebreak has a very “Left 4 Dead” vibe, only set in the Remedy universe. It may not pull the headcount that L4D manages to pull with its zombies, but the beauty and mayhem of that are more than made up for by just how chaotic things can get in FBC Firebreak.

Many of the enemies you’ll recognize from Control, those being humans that have been taken over and corrupted by the Hiss. But there are more unique types of enemies. One you can see above is the giant posted notes monster, which spawns mini, human-like versions of itself. Hilariously, they can cover you up in posted notes to block your view.

It’s not all about shooting either, as the demo showcased a few puzzles and interactives. The giant posted notes monster also covers the field up with notes, which is where the splash kit comes in handy, as you can destroy these notes by covering them in water. We can only assume this will also affect the boss and other enemies and likely could be followed up the jump kit to electrocute foes.

Again, because it was a hands-off experience, it’s really hard to tell you how the gunplay feels. It did look very promising, and I love how, despite being a completely different genre, Remedy has captured the essence of Control in what appears to be a fun cooperative game. There’s an atmosphere of a much bigger world present in the footage that we saw, and I cannot wait to see how Remedy ties it all into the bigger picture. It’s not often I find myself sold on an idea of a multiplayer game based on a universe that has been known for its narrative singleplayer, but FBC Firebreak shows a ton of promise of being a spinoff that respects the source material but also avoids the pitfalls of becoming just another live-service game. Instead, it aims to deliver something that remains true to the heart of what made Control so special—rich storytelling, atmospheric design, and gameplay, only in a new cooperative format. If Remedy is able to stick with the vision they have, FBC Firebreak could easily become a standout title in the multiplayer space, offering a fresh yet familiar experience for fans of Control. It’s definitely a game worth keeping on your radar, and I cannot wait to give it a go when it launches this Summer.

At the moment, FBC Firebreak has no release date other than a target Summer 2025 window. It will launch on PS5, Xbox Series X|S, and PC. It’ll also be available on day one on PC Game Pass, Game Pass Ultimate, and PlayStation Plus Extra and PlayStation Plus Premium subscriptions.

Avatar photo

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.

Home > Title Updates and Patches

Diablo 4 Update 1.080 Released for PS5 as a Minor Patch

[summaraize]

Blizzard Entertainment has released a minor patch for Diablo 4 on PS5, which players will see as version 1.080. This doesn’t add any new content, and doesn’t have any major changes included.

PC, PS4 and Xbox gamers shouldn’t see a patch download, but don’t be surprised to see your game version on the start-up screen appear as 2.1.4a, since this is what latest build of the game is.

Diablo 4’s Latest PS5 Patch Is One for Stability

Diablo 4's New Update

According to Blizzard, this patch brings “Various stability improvements” and not much else. Bear in mind, Blizzard doesn’t need to go into detail on what kind of stability improvements this patch brings. The important thing here is, the game should crash less for players.

In terms of significant patches, we did get one a few days ago that ushered in various improvements to the base game and even Season of Witchcraft. Check out the changelog rot that below.

Base Game

Game Updates

  • Support for Intel XeLL and XeSS Frame Generation has been added. Settings can be found in the graphics menu for players on PC who meet the hardware requirements.
  • By default, Diablo IV will now enable resolution scaling for better performance. The scaling method chosen will be based on the user’s hardware configuration.

Bug Fixes

Season of Witchcraft

  • Fixed an issue where the Scour event could not be completed in certain situations.
  • Fixed an issue where the icons on the minimap for Herb nodes could disappear during the Scour event.
  • Fixed an issue where Treasure Goblins could be hard to hear in Headhunt zones.
  • Fixed an issue where Cocoons could destroy Druid Boulder projectiles.

Miscellaneous

  • Fixed an issue where Inquisitors could teleport to towns in certain scenarios.
  • Fixed an issue where the ability to rename a loadout could be lost when disabling the Mature Language Filter.
  • Various performance, stability, and visual improvements.

Once another patch is released, be it big or small, we’ll make sure to have it up here on MP1st.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

Madden NFL 25 March Update Version 1.018 Ushers in Ring of Honor

[summaraize]

The Ring of Honor 2025 inductees in Madden 25 are now available for the game’s March patch. Console players, you should see this as Madden NFL 25 update 1.018, and don’t expect any gameplay-related changes in this patch.

The complete list of inductees and even a summary of why they’re worthy to be added are listed below.

Madden NFL 25 March Update Adds Ring of Honor Players

What is Madden’s Ring of Honor?

The Ring of Honor stands as Madden NFL’s premier recognition program, celebrating legendary players who’ve shaped football culture through extraordinary leadership, athleticism, and iconic moments that live on in both NFL history and Madden NFL gaming legacy. These aren’t just Hall of Famers – they’re the superstars who’ve transcended the sport to become part of football’s cultural fabric.

Each year, we select 5 players to join the ROH and be immortalized in Ultimate Team forever. Players are chosen based on a few key factors: transformative on-field performances that changed how the game is played, memorable Madden NFL gaming moments that players still talk about years later, leadership that inspired both teammates and fans, cultural impact that extends beyond statistics and achievements, and embodiment of Coach Madden’s principles.

Players inducted into the Ring of Honor get immortalized with a 99 OVR player item in Madden Ultimate Team™, special in-game challenges highlighting their iconic moments, and status as ambassadors of Coach Madden’s legacy. Being inducted means joining an elite fraternity of players who’ve not only excelled at football but have become part of its living history.

Welcome to the Ring: Class of Madden NFL 25

Ray Lewis (Madden NFL ‘05 cover athlete)

Lewis’ presence in Madden NFL highlighted defensive mastery and intensity, with his signature tackles influencing the “Hit Stick” game mechanic and elevating the importance of defense in gameplay. Lewis was the first defensive player on the cover.

A 12-time Pro Bowl selection, Lewis received first-team All-Pro honors eight times during his career. He was recognized as the AP Defensive Player of the Year in 2000 and 2003, and was named to the NFL’s All-Decade Team of the 2000s.

Lewis is the only player in NFL history with at least 40 career sacks and 30 career interceptions (41.5 sacks and 31 interceptions). He is second only to Hall of Famer Jack Ham (53) in takeaways by a linebacker since the 1970 merger with 50, including 31 interceptions and 19 fumble recoveries.

Peyton Manning

Manning revolutionized Madden’s quarterback play with his strategic football IQ, realistic passing, and audible systems, setting a new standard for offensive gameplay precision.

Manning earned Pro Bowl honors 14 times (1999-2000, 2002-2010, 2012-14), was named the Associated Press NFL Most Valuable Player five times (2003-2004, 2008-09, 2013), Associated Press first-team All-Pro at quarterback seven times (2003-05, 2008-09, 2012-13) and was selected to the NFL’s All-Decade Team of the 2000s.

Marshawn Lynch

Brought unforgettable, powerful running moments to Madden, with his “Beast Mode” runs enhancing dynamic running mechanics and adding cultural flair to the game.

Super Bowl Champion (XLVIII), First-team All-Pro (2012), Second-team All-Pro (2014), 5× Pro Bowl (2008, 2011–2014), 2× NFL rushing touchdowns leader (2013, 2014), NFL 2010s All-Decade Team.

Joe Thomas

Thomas set a benchmark for offensive linemen in Madden with his consistent excellence, highlighting the strategic importance of a strong, reliable offensive line in team-building.

Thomas is one of only five players in NFL history to earn a Pro Bowl selection in each of his first 10 seasons (2007-2016) and the only offensive lineman to achieve that feat.

He was selected first-team All-Pro six times (2009-2011, 2013-15) and second-team All-Pro twice (2008, 2012).

He was selected to the NFL’s All-Decade Team of the 2010s, his 10,363 consecutive snaps were added to the Browns Ring of Honor at FirstEnergy Stadium in 2018 and he was inducted into the Cleveland Browns Legends program in 2022 for the indelible impact he left on the franchise.

Thomas never missed a start – or an offensive snap – over the course of his career. He started in each of his career 167 games and amassed 10,363 consecutive snaps – widely believed to be an NFL record.

Sean Taylor

His impactful, aggressive safety play is immortalized in Madden, inspiring game-changing defensive strategies and honoring his enduring legacy through special tributes. Awarded Second-team All-Pro (2007), 2× Pro Bowl (2006, 2007), PFWA All-Rookie Team (2004), Washington Commanders 90 Greatest, Washington Commanders Ring of Fame, Washington Commanders No. 21 retired.

With Madden 26 out in a few months, we’re not expecting any major updates for Madden 25 to be released by EA.

Avatar photo

Alex Co

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

Home > News

Helldivers 2 Director Urges Studios to Take More Risks, Avoid ‘Safe Bets,’ and Explains Why It Would Work

[summaraize]

The creative director of Helldivers 2, Johan Pilestedt, discussed the “ridiculous” state of the video game industry, which regularly goes through “cycles of death and rebirth” that have become “unnecessarily brutal” in recent years.

Speaking at a GDC session attended by Eurogamer, Pilestedt targeted the current state of the industry, which continues to lose talent despite the number of people playing video games being higher than ever before.

Helldivers 2 Director Says Safe Bets Are a ‘Death Sentence’ for Studios Trying to Survive in the Gaming Industry

Helldivers 2

According to Pilestedt, the problem is that publishers and developers have become too cautious, failing to meet the growing diversity of tastes among gamers: “The games industry is caught in a vicious circle of death and rebirth. Every so often we lay off thousands of people suddenly, and then nobody understands why, and I think it’s just because we converge.”

Pilestedt added, “We will always go through the cycles of death and rebirth, but now that cycle is unnecessarily brutal because we don’t diversify enough. We need to make more types of games because people are playing more than ever and still we are unable to stay in business. It’s ridiculous. If everybody stopped making battle royales and made [different] games we wouldn’t be in this position.”

“A lot of publishers – I’m sorry, my dear publisher friends – try to play it safe by taking safe bets. But one thing that I can guarantee is that those safe bets are a death sentence for the studios that try to make it. We are in the business of taking risks, and if you don’t take risks, we’re never gonna be able to achieve success. Few people believed that Helldivers would amount to anything, and yet here we are,” Pilestedt concluded.

His statement makes a lot of sense when looking at the industry’s current trends. Developers and publishers focusing too much on what is currently popular—like battle royales—often overlook the need for new experiences that can attract a wider audience.

A few months ago, former PlayStation CEO Shawn Layden also pointed out that studios shouldn’t focus on creating “a dollar store version of God of War,” but rather on introducing fresh and new ideas to the industry.

In related news, the former President of Sony Interactive Entertainment EU claimed that corporate greed does not cause industry layoffs and advised those affected to “drive an Uber” until things settle.

Avatar photo

Taha

Television kills your vision.

Home > Title Updates and Patches

Dying Light 2 Update 1.067 Introduces Changes to Last Life Mechanic, Character Stats in Tower Raid

[summaraize]

Techland has a new batch of fixes and adjustments for the Tower Raid mode of Dying Light 2, which the studio calls Anniversary Update 1.21. PS5 and Xbox Series X|S gamers will see this as Dying Light 2 update 1.067, and this is a significant patch for Tower Raid when it comes to gameplay balance.

Those on last-gen platforms, this will show up as Dying Light 2 update 1.67, and has the same changelog as its current-gen brethren. For the full list of changes, head on below.

Dying Light 2 March Update Version 1.067 Implements Significant Tower Raid Changes

Here are the list of fixes from Techland:

  • Introduced changes to the last life mechanic in co-op. Players will now have a chance to revive a teammate when on their last life before the Raid fails
  • Added a crowd damage mitigation system that reduces the incoming damage based on the number of enemies attacking the player
  • Implemented a one-shot protection system that prevents the player from dying from a single hit when above a certain health threshold
  • Rebalanced Tower Raid character statistics:

Scrapjaw

    • Health – 550
    • Stamina – 500 (new)

Toxbane

    • Health – 450 (new)
    • Stamina – 700

Dusk

    • Health – 400 (new)
    • Stamina – 400 (new)

Breach

    • Health – 450 (new)
    • Stamina – 500
  • Further improvements made to rectify AI replication issues in TR

The base game remains untouched, which is fine, given it’s in a good state now.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

Madden 25 Update 1.15 Released for Ring of Honor 2025

[summaraize]

EA has patched Madden 25 today on all platforms, and while the NFL season is over, we’re seeing the last bits of support for the in today’s Madden 25 update 1.15 download.

This doesn’t bring any new gameplay changes, but was pushed out for the Ring of Honor 2025 selection.

Ring of Honor 2025 Now available in Madden 25 via Update 1.15

Madden 25 Update 1.12

What is Madden’s Ring of Honor?

The Ring of Honor stands as Madden NFL’s premier recognition program, celebrating legendary players who’ve shaped football culture through extraordinary leadership, athleticism, and iconic moments that live on in both NFL history and Madden NFL gaming legacy. These aren’t just Hall of Famers – they’re the superstars who’ve transcended the sport to become part of football’s cultural fabric.

Each year, we select 5 players to join the ROH and be immortalized in Ultimate Team forever. Players are chosen based on a few key factors: transformative on-field performances that changed how the game is played, memorable Madden NFL gaming moments that players still talk about years later, leadership that inspired both teammates and fans, cultural impact that extends beyond statistics and achievements, and embodiment of Coach Madden’s principles.

Players inducted into the Ring of Honor get immortalized with a 99 OVR player item in Madden Ultimate Team™, special in-game challenges highlighting their iconic moments, and status as ambassadors of Coach Madden’s legacy. Being inducted means joining an elite fraternity of players who’ve not only excelled at football but have become part of its living history.

Welcome to the Ring: Class of Madden NFL 25

Ray Lewis (Madden NFL ‘05 cover athlete)

Lewis’ presence in Madden NFL highlighted defensive mastery and intensity, with his signature tackles influencing the “Hit Stick” game mechanic and elevating the importance of defense in gameplay. Lewis was the first defensive player on the cover.

A 12-time Pro Bowl selection, Lewis received first-team All-Pro honors eight times during his career. He was recognized as the AP Defensive Player of the Year in 2000 and 2003, and was named to the NFL’s All-Decade Team of the 2000s.

Lewis is the only player in NFL history with at least 40 career sacks and 30 career interceptions (41.5 sacks and 31 interceptions). He is second only to Hall of Famer Jack Ham (53) in takeaways by a linebacker since the 1970 merger with 50, including 31 interceptions and 19 fumble recoveries.

Peyton Manning

Manning revolutionized Madden’s quarterback play with his strategic football IQ, realistic passing, and audible systems, setting a new standard for offensive gameplay precision.

Manning earned Pro Bowl honors 14 times (1999-2000, 2002-2010, 2012-14), was named the Associated Press NFL Most Valuable Player five times (2003-2004, 2008-09, 2013), Associated Press first-team All-Pro at quarterback seven times (2003-05, 2008-09, 2012-13) and was selected to the NFL’s All-Decade Team of the 2000s.

Marshawn Lynch

Brought unforgettable, powerful running moments to Madden, with his “Beast Mode” runs enhancing dynamic running mechanics and adding cultural flair to the game.

Super Bowl Champion (XLVIII), First-team All-Pro (2012), Second-team All-Pro (2014), 5× Pro Bowl (2008, 2011–2014), 2× NFL rushing touchdowns leader (2013, 2014), NFL 2010s All-Decade Team.

Joe Thomas

Thomas set a benchmark for offensive linemen in Madden with his consistent excellence, highlighting the strategic importance of a strong, reliable offensive line in team-building.

Thomas is one of only five players in NFL history to earn a Pro Bowl selection in each of his first 10 seasons (2007-2016) and the only offensive lineman to achieve that feat.

He was selected first-team All-Pro six times (2009-2011, 2013-15) and second-team All-Pro twice (2008, 2012).

He was selected to the NFL’s All-Decade Team of the 2010s, his 10,363 consecutive snaps were added to the Browns Ring of Honor at FirstEnergy Stadium in 2018 and he was inducted into the Cleveland Browns Legends program in 2022 for the indelible impact he left on the franchise.

Thomas never missed a start – or an offensive snap – over the course of his career. He started in each of his career 167 games and amassed 10,363 consecutive snaps – widely believed to be an NFL record.

Sean Taylor

His impactful, aggressive safety play is immortalized in Madden, inspiring game-changing defensive strategies and honoring his enduring legacy through special tributes. Awarded Second-team All-Pro (2007), 2× Pro Bowl (2006, 2007), PFWA All-Rookie Team (2004), Washington Commanders 90 Greatest, Washington Commanders Ring of Fame, Washington Commanders No. 21 retired.

With Madden 26 out in a few months, we’re not expecting any major updates for Madden 25 to be released by EA.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

Kingdom Come Deliverance 2 Update 1.022 Fixes Room Renting Issue, Removes New Game From Pause Menu

[summaraize]

Warhorse has pushed out hotfix 1.2.2 for Kingdom Come Deliverance 2 on consoles and PC this March 20. Players will see this as Kingdom Come Deliverance 2 update 1.022, and while this doesn’t bring in any new content, it does resolve a few nagging issues.

Just what issues are resolved? The one affecting room renting is now fixed, and the New Game option has also been removed in the in-game pause menu to prevent accidental overwrites. For consoles, the PS5’s Performance mode artifacting issue is part of the changelog.

Bear in mind that this is a hotfix and not a major patch like we got last week that ushered in over 1,000 fixse, and even added a Barbershop.

Kingdom Come Deliverance PS5 Performance Mode Issue Fixed in Patch 1.022

Here’s what Warhorse had to say about the KCD2 patch released on March 20:

Fixes and Improvements

Room Renting 

Fixed an issue where players would still be considered trespassing in rented rooms after leaving the map and returning.

User Interface 

Removed the New Game option from the in-game pause menu to prevent accidental overwrites of existing playlines. A more robust solution will be implemented in a future update.

Into the Underworld Quest 

Fixed an issue where Goatskin would disappear when loading a save from version 1.1.X after updating to version 1.2.

Platform-Specific Fixes 

  • PlayStation 5: Resolved visual artifacts occurring in Performance mode.
  • PC: Fixed an issue where closing the barber overlay with a mouse would break the main menu.

Warhorse has been active in providing post-release support for the hit RPG, and we’re expecting more patches to be released in the future.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

God of War Ragnarok New Update 6.03 Brings New Items

God of War Ragnarok has gotten a new update as download version 6.03, and this brings the Dark Odyssey Collection to celebrate the game’s 20th Anniversary!

The free DLC brings Kratos back to the past, with a skin from Kratos’ Greek adventures, and there are new items for Atreus and Freya as well, all available for free.

God of War Ragnarok March 20 Update to Version 6.03 Details

How to Claim the God of War Ragnarok Dark Odyssey Collection Items

Players can access the collection below from any Lost Items chest in the base game or automatically while in Valhalla.

Here’s a list of the new content available now for allp players who own the game for free.

Dark Odyssey Armor & Appearance for Kratos

  • Dark Odyssey Kratos Appearance
  • Dark Odyssey Armor Set for Kratos (Dark Odyssey Breastplate, Dark Odyssey Bracers, Dark Odyssey Belt)

Dark Odyssey Companion Armor  

  • Dark Odyssey Vestment for Atreus
  • Dark Odyssey Witch Frock for Freya

Dark Odyssey Weapon Appearances & Attachments*

  • Dark Odyssey Leviathan Axe [Appearance] & Dark Odyssey Knob [Attachment]
  • Dark Odyssey Blades of Chaos [Appearance] & Dark Odyssey Handles [Attachment]
  • Dark Odyssey Draupnir Spear [Appearance] & Dark Odyssey Hind [Attachment]

Dark Odyssey Shield Appearances & Rönd

  • Dark Odyssey Guardian Shield [Appearance]
  • Dark Odyssey Dauntless Shield [Appearance]
  • Dark Odyssey Stone Wall Shield [Appearance]
  • Dark Odyssey Shatter Start Shield [Appearance]
  • Dark Odyssey Onslaught Shield [Appearance]
  • Dark Odyssey Spartan Aspis Shield [Appearance]
  • Dark Odyssey Rönd

The developers have also confirmed that players will be able to use the “Edit Appearance” feature on these new items as well.

There is no word yet on whether this patch will include gameplay-related adjustments or bug fixes, but we’ll let our readers know if Santa Monica releases anything official.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

God of War Ragnarok Update 6.003 Released for Dark Odyssey Collection

[summaraize]

To commemorate the God of War franchise’s 20th Anniverary, Santa Monica Studio has released God of War Ragnarok update 6.003, which is for the Dark Odyssey Collection.

This brings Kratos a look from his Greek adventures, as well as new items for Freya and Atreus.

God of War Ragnarok Update 6.003 New Content

How to Claim the God of War Ragnarok Dark Odyssey Collection Items

Players will be able access the collection below from any Lost Items chest in the base game or automatically while in Valhalla.

Here’s a list of the new content available now for allp players who own the game for free.

Dark Odyssey Armor & Appearance for Kratos

  • Dark Odyssey Kratos Appearance
  • Dark Odyssey Armor Set for Kratos (Dark Odyssey Breastplate, Dark Odyssey Bracers, Dark Odyssey Belt)

Dark Odyssey Companion Armor  

  • Dark Odyssey Vestment for Atreus
  • Dark Odyssey Witch Frock for Freya

Dark Odyssey Weapon Appearances & Attachments*

  • Dark Odyssey Leviathan Axe [Appearance] & Dark Odyssey Knob [Attachment]
  • Dark Odyssey Blades of Chaos [Appearance] & Dark Odyssey Handles [Attachment]
  • Dark Odyssey Draupnir Spear [Appearance] & Dark Odyssey Hind [Attachment]

Dark Odyssey Shield Appearances & Rönd

  • Dark Odyssey Guardian Shield [Appearance]
  • Dark Odyssey Dauntless Shield [Appearance]
  • Dark Odyssey Stone Wall Shield [Appearance]
  • Dark Odyssey Shatter Start Shield [Appearance]
  • Dark Odyssey Onslaught Shield [Appearance]
  • Dark Odyssey Spartan Aspis Shield [Appearance]
  • Dark Odyssey Rönd

The developers have also confirmed that players will be able to use the “Edit Appearance” feature on these new items as well.

There is no word yet on whether this patch will include gameplay-related adjustments or bug fixes, but we’ll let our readers know if Santa Monica releases anything official.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

Lost Records: Bloom & Rage Update 1.002.002 Lets Players Repair Save-Games With Broken Memoirs

[summaraize]

Developer Don’t Nod has released Lost Records: Bloom & Rage update 1.002.002, which is for hotfix 2.3. The major fixes here include Collectible Mode improvements, players now being able to repair save-games with “broken” memoirs and more.

There are also a ton of bug fixes related to crashing, progression blockers and more.

Lost Records: Bloom & Rage Latest Update Fixes Broke Memoirs/Missing Footage Issues

Highlights

  • Players can now repair save-games with ‘broken’ memoirs by filming and replacing missing clips with new alternate footage.
  • Collectible Mode has been improved for easier and more stable footage library management.
  • Fixed multiple progression blockers, crashes and implemented general fixes (read below).

What to do with your memoirs containing broken/missing footages?

Some of your issues might be automatically fixed when loading your save-game for the first time.
For example, this should address some inconsistent memoir counters (amount recorded / amount to record to complete the memoir).

However, as the game cannot automatically re-create missing camcorder footage, we’ve given you the possibility to fix yourself the memoirs with broken/missing clips (represented by a blue icon of a broken link).

If you already have *extra* alternate footages in your library matching a memoir, you can simply swap memoir’s broken clips with one of them.

  • For Collectible memoirs (white title), this can be done in Story mode or in Collectible mode.
  • For Story memoirs (pink title), this should be done only in Story mode.

If you don’t have extra footage available (that is not already assigned to a memoir), you can use Collectible mode to record some, which can then be used for fixing both Collectible or Story memoirs.

  • After recording some footage in Collectible mode, you can swap the broken clips with them right away for Collectible memoirs.
  • For Story memoirs, this is a bit trickier, as you will need to record *extra* footage for that memoir during Collectible Mode, and then return to Story mode to do the swap.

As a side note, the management of space usage for recorded footage has been greatly improved (as well as footage deletion), so the process should be easier now.

Camcorder footages & Memoir clips fixes

The game now correctly manages missing video or thumbnail files, and several fixes were made to prevent these issues.

  • Added proper handling of missing video files:
    • Missing video files are automatically detected, with a blue missing file icon displayed and a placeholder footage to playback.
    • Players can repair memoirs by replacing missing clips with alternate footage.
    • Missing camcorder footages are now hidden in the Footage tab.

Bug Fixes

  • Fixed an issue where the Collectible video deletions were sometimes not saved.
  • Fixed an issue where the footage deletions were sometimes saved even if the player returned to the menu without saving.
  • Fixed an issue with memoir clips reordering or replacement not always being saved properly.
  • Fixed an issue occurring when editing story memoirs during Collectible Mode, which could potentially cause missing videos when returning to Story Mode.
  • Fixed an occasional issue preventing the player from filling gaps in memoirs with available alternate footage.
  • Fixed an issue where a collectible object’s recorded footage would not be counted in its associated memoir’s progression value.
  • Fixed an issue where a collectible object already recorded would show ‘not recorded’ on the brackets when looking at the collectible object in the world in camcorder view.
  • Unreferenced video files in save-game storage are now cleaned up, ensuring accurate available space reporting for camcorder recordings.

Collectible Mode fixes

Collectible Mode has been improved for better stability and easier footage library management:

  • Players now have access to all available footage in Collectible Mode, including unused or junk footage from later chapters, making it easier to free up storage space.
  • All discovered collectible memoirs are now shown and editable, regardless of the chapter being replayed.
  • Any additional recorded footage is now kept after completing the replay of a chapter in Collectible mode.
  • All collectible related footages are properly saved.
    • Any *extra* footage recorded for story memoirs is also saved, which can be used to replace missing story memoir clips.
    • Players can also film footage with no subject (neither collectible nor story memoirs), and they will be properly saved.
    • The only footages that *aren’t* saved, are existing Story memoirs clips shot again during a Collectible mode replay, since the existing version of the Story mode must be preserved (note: when playing Collectible mode, Story memoirs of chapters later than the one being played are hidden).

Game Performance Improvements

  • Improved many textures loading times across the game, including faster high-resolution loading for Autumn’s vest in the Bar booth scene.

Game Progression Blockers Fixes

  • Fixed a blocker in **“Echoes of Summer”** where Swann could get stuck in a bush when approached by Kat.
  • Fixed a blocker in **“Movie Night”** where Swann could get stuck in the garage after watching camcorder footage on the TV.

Crash Fixes

  • Fixed a crash that could occur when opening camcorder menu just after recording a memoir clip.
  • Fixed a crash that could occur in ‘Phone A Friend’ when playing the TV again after picking up items in the trunk.
  • Fixed a crash on specific hardware setups (FWindowsPlatformAtomics::InterlockedExchange)

General Fixes

  • Fixed low or missing voice-over audio when replaying camcorder footage.
  • Added camera motion effects from Swann drinking alcohol to the Camera Shake toggle in the video settings (camcoder view must be closed and re-opened for the setting to be effective).
  • Updated the game’s Credits

If there’s another Lost & Rage patch released by Don’t Nod, we’ll be sure to let our readers know.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

The Finals Season 6 Kicks Off With Update 1.000.076

It’s finally here, contestants! Season 6 of The Finals is now live, and this brings a host of new content, alongside other gameplay changes. Players can now download The Finals update 1.000.076/1.14 on consoles and PC.

Read on for what’s new, or you can also check our preview on what’s planned for Season 6 and beyond.

The Finals Season 6: Rising Stars Now Live via Update 1.000.076/1.14

 

TEAM DEATHMATCH IS HERE TO STAY

Team Deathmatch (TDM) is now a permanent Quickplay mode for Season 6. The 5v5 coinbath is back, and has expanded to six (yes, six!) Arenas, so you can now play it in:

  • Fortune Stadium
  • Seoul
  • SYS$HORIZON
  • Las Vegas
  • Kyoto
  • Skyway Stadium

Jump into Quick Play, fight for a leaderboard spot, and earn progression rewards (more on that below!) as you compete for fame, fortune, and Fans!

POWER SHIFT EXPANDS TO NEW ARENAS

Platform pushers rejoice! You can now smash your way through Bernal and Las Vegas Stadium for a fresh challenge!

Alongside some adjustments to platform mechanics, we hope our beloved Power Shifters will have an even better time in these new Arenas!

Your chariot awaits – get ON the objective!

QUICKPLAY PROGRESSION

Starting today, whenever you play any of the Quickplay game modes: Quick Cash, Team Deathmatch, Terminal Attack, or Power Shift, you will earn Quickplay Points to increase your Quickplay Level, which you can advance over the course of the Season to get unique rewards!

You will earn points regardless of the match outcome (like World Tour), but victories will reward you with even more! Whether you are playing casually or grinding for the top, every match counts toward your seasonal progress!

LAS VEGAS STADIUM – A REIMAGINED CLASSIC

Season 6 transforms the Las Vegas Arena into a championship stadium, fully redesigned for better movement, cleaner sightlines, and smoother combat flow!

Each Sponsor has put their own unique stamp on the Arena by taking over the casinos and branding them to fit their own architectural aesthetic.

The Stadium has loaded, the crowd is cheering – are you ready to face the competition?

NEW WEAPONS AND SIGHTS

This season introduces three powerful new weapons, ensuring fresh strategies for every playstyle.

LIGHT | ARN-220

The lightweight contender’s best friend! This zippy assault rifle keeps you in the fight with lightning-fast reloads thanks to its secondary magazine. With a smooth recoil and a blistering fire rate, it’s built to shred mid-range targets before they know what hit ‘em!

MEDIUM | CB-01 Repeater

This hard-hitting lever-action rifle is built for precision. Empty the clip, snap in a speed-loader, and get back to landing high-caliber shots in no time! High risk, high reward!

HEAVY | M134 Minigun

A bullet-spewing beast with an insane fire rate and massive ammo reserves. Hold down the fort, spin up the barrel, and let it rip. Just don’t expect to run anywhere fast!

Whether you prefer speed, accuracy, or destructive firepower, there is something for you to excel with!

For those of you with a penchant for optimized aiming, we’re also introducing a complete arsenal of new sights for a variety of weapons – see the full list in the detailed notes!

BATTLE PASS – RISING TO LEGENDARY STATUS

The RISING STARS Battle Pass brings 106 rewards inspired by the Golden Age of sports entertainment. Outfits, emotes, and more let you transform from an underdog to a championship legend.

Premium Battle Pass
Earn 1,575 Multibucks, enough to get next season’s pass plus extras

Free Track
Unlock 26 rewards, including Multibucks and outfits

Remember your plays are only as iconic as the outfit you made them in, so get your grind on!

SIGN YOUR SPONSOR

This Season you’ll pledge your loyalty to one of three Sponsors by signing your performance and fans over to them! Whether you’re an addicted juice head, a tech fanatic or just a fan of an optimized home defense system – you’ve got the perfect lineup to choose from this season!

OSPUZE
Pop. Pour. Perform.

OSPUZE was created with one goal in mind: Total Liquid Domination, and with OSPUZE, overpowering everyone and everything in the Arena has never been easier. You’ll only need a few sips to remind the audience why you always come first. And once you start, you’ll never need to stop. Why would anyone want to stop winning?

CEO Sofia Petronelle is known to be a one-of-a-kind business icon. Under her relentless command, OSPUZE is now offering sponsorships to Contestants in Season 6 of THE FINALS! Not too many at once.

ALFA ACTA
Maximize Firepower, Minimize Risk

ALFA ACTA is all about proactive protection. If you’re looking to neutralize any threat, then Junior McJohnson shares your way of thinking. New to THE FINALS’ Contestant sponsorship program, anyone signing with ALFA ACTA is not only brandishing their virtual firepower, but brandishing it proudly. Whether you go guns blazing, or lock down the whole place, just know that ALFA ACTA has all the tools you need to get the job done.

CEO Junior McJohnson made the most of his family’s legacy of defense technology. Whether it be virtual combat sponsorships, or meatspace contracting, he’s expanded ALFA ACTA into the major player it is today. He’d make his gun-toting ancestors proud.

ENGIMO
Beyond Boundaries, Within Reach

Renowned for its cutting-edge communication infrastructure, ENGIMO seamlessly bridges the gap between the physical and digital worlds, ensuring unparalleled speed and accessibility. In Season 6, connect to fans around the world through their Sponsorship.

CEO Ichikawa Natsume is a trailblazer, and ENGIMO’s connective technology is her frontier. To make ENGIMO the worldwide giant that it is today, she had to strive forth and define the next generation herself. Her signature dragonfly brooch serves as a testament to the company’s commitment to swift, boundary-defying solutions.

CUSTOMIZE THE HOUSE DOWN

Passion for fashion? Coming to Season 6, you can mix and match cosmetics however you like across all Builds and save up to 24 outfits at any time!

No more manually equipping each item. Just pick an outfit and apply it instantly!
Mix, match, and test looks with all items so you can meticulously craft the best look the gameshow has ever seen, without sacrificing your hard-earned Multibucks before you are ready to hit the Arena!

If you forget to equip an outfit before a match, you will have one last chance to swap it on the loadout selection screen before the game begins!

PLENTY MORE IN STORE

The Store has received a major overhaul, making it both better-looking and more functional! </h3>
With categories for a wide variety of tastes, it’ll be sure to help you find your style!
What’s more, the new preview feature now allows you to see animations on weapon skins before purchasing!

PRACTICE MAKES PERFECT

The Practice Range has been upgraded with new and improved Dummies, or as we like to call them now, Smarties! We’ve improved our dummies that react to your loadout just like real Contestants!

This allows you to test mechanics in a whole new way, on dummies with slightly bigger brains!

IMPROVED PRIVATE MATCHES & SPECTATOR MODE

Private Matches now have more customization options! In addition to selecting Arenas and Modes, you can now configure weather, variants, and Game Show Events!

Lobby leaders can now organize the lobby by dragging players to teams, making it much easier to arrange matches!
Spectator Mode has seen huge improvements! Character outlines allow spectators to track players through structures with team-colored outlines and custom camera locations let spectators save up to nine camera angles for instant swaps, making it easier to follow the action.

“Watching the action from above, you understand it better than most.” – Valkyria

EXPANDED STREAMER MODE & PRIVACY OPTIONS

New privacy options have been added!

Anonymous Mode hides your display name, clan tag, rank score, and tournament seed from all players in a match.

Streamer Mode applies the same privacy settings to all other players on your screen to make sharing your game safer than ever!
Check out these new options and more in the Settings menu!

“Sometimes, it’s better if your opponents don’t know who they’re dealing with. They’ll know your name when this is over.” – Valkyria

NEW BODY TYPES FOR HEAVY

Bringing new body choices to the game has been in the works for a while now and it’s a huge undertaking! This Season, we’re debuting the first new options for Heavy!

Stay tuned for future updates as we work to bring more options to all the builds!

A SOUNDTRACK BUILT FOR CHAMPIONS

Season 6 includes six new tracks, blending disco-inspired beats, brutal bass, and high-energy synths to match the intensity of the Arena.

The Finals Season 6 Update Balance Changes and Bug Fixes

Gadgets

Anti-Gravity Cube

  • Decreased cooldown from 40s to 35s
  • Increased effect radius from 3.5m to 4m

APS Turret

  • Decreased damage taken per projectile destroyed from 40%to 31.25% of total health, meaning a full health APS can now block 4 projectiles instead of 3

Dev Note: APS usage has dropped considerably since we moved to having blocked projectiles consume the deployable’s health. This change nudges the APS’s power slightly, hopefully making it a slightly more popular choice than it is today

Data Reshaper

  • Decreased ammo count from 3 to 2

Dev Note: In the last round of buffs for the Data Reshaper, it became a very effective counter to Specializations like the Guardian Turret and other long cooldown deployables due to its improved usability. The cost of using the Reshaper’s ammo, versus how long it could make the opponent’s Turret unavailable due to cooldown, didn’t feel balanced With that new usage, the cost to use the Reshaper (up to the full duration) was minimal. By lowering the maximum ammo count we’re hoping to even things out.

Glitch Grenade

  • Decreased the fuse time from 1.8s to 1.5s

Dev Note: This change should help Glitch Grenade feel more responsive, and slightly more desirable to use.

Gravity Vortex

  • Increased the maximum duration of the vortex from 8s to 10s
  • Increased the minimum duration of the vortex from 5s to 7s
  • Decreased throw velocity from 16.5m/s to 15m/s
  • Increased projectile gravity modifier from 1 to 1.7, giving the projectile a steeper arc
  • Therefore, maximum throw distance decreased from around 29m to around 15m

Dev Note: We’ve felt the Gravity Vortex has been a little underused versus what we would expect, these changes aim to buff its impact slightly while avoiding scenarios where it might be thrown as a longer ranged ‘grenade’ rather than be used as a trap.

Tracking Dart

  • Increased tracking duration on targets from 10s to 13s

Dev Note: This is a small buff for the Tracking Dart to hopefully make it slightly more desirable as a Gadget pick

Arena Canisters

Explosive Canisters

  • Reduced the fuse time of the Explosive Canisters, so they will detonate sooner and more reliably

Dev Note: The previous fuse time for Explosive Canisters was set a long time ago, in part because the canisters did more damage back then and also because we liked some of the random impact we’d get from them bouncing off of walls. Today though, with their lower damage, we feel the longer fuse time was just hurting usability and reliability, especially for new players.

Specializations

Cloaking Device

  • Increased ‘Cloak Max Blend’ from 1.5 to 1.75, making cloaked players slightly more visible to others
  • Increased ‘Delay Before Transitioning Into Cloak’ from 0 to 0.5s, increasing the time it takes to for a player to disappear
  • Increased the ‘First Person Cloak Multiplier’ from 0.9 to 1.0, meaning the cloaking effect in first-person view will more accurately represent the cloaking effect seen in third-person view

Dev Note: We know that some players find the Cloaking Device very frustrating to face since we increased its duration, but we really like that the previous changes to it pushed it more towards giving players a sneaky style of play, rather than using it for straight-up evasion in combat. To try and address player feedback, while retaining this playstyle, these changes have been made to make Cloaked players more visible when moving, hopefully nudging them to use it even more as a ‘hide and seek’ style of play, rather than something more run-and-gun.

Winch Claw

  • Increased max range from 10m to 12m
  • Added scaling of the stun duration versus Weapons and Gadgets, based on the distance to the target player, meaning long range hooks stun for slightly longer than short range hits
  • Increased the maximum Weapon/Gadget stun duration on targets hit at max range from 0.55s to 0.65s
  • Added minimum Weapon/Gadget stun duration on targets hit at min range (3m or less) of 0.3s
  • The Winch Claw stun effect changes described here impact Weapons and Gadgets only. Specializations are always impacted for a fixed stun duration, which is a different value. That value is unchanged from what it was before.

Dev Note: We feel the last round of changes we made to the Winch Claw were maybe a little too aggressive and limited the use cases for it, as a result, we’ve buffed the ranged capability this time around. To offset this, we’ve made the micro stun duration for the Winch Claw more dynamic, adjusting its duration based on the range of the pull. We think this will make the Claw slightly less frustrating for players hit by it, while at the same time buffing the range for Winch Claw players.

Weapons

AKM

  • Improved recoil interpolation, making the weapon feel slightly smoother when it recoils. This does not change the underlying recoil pattern, only some of the first-person camera movement

Dev Note: This is purely a quality of life change to make the weapon feel nicer to use.

CL-40

  • Increased the size of the inner blast radius radius from 30cm to 60cm, meaning it should now be easier to do maximum damage
  • Increased the speed of the grenade projectile from 35m/s to 42m/s
  • Decreased the projectile gravity modifier from 1 to 0.9, giving projectiles a slightly flatter arc

Dev Note: The CL-40 feels slightly underused to us compared to other weapons, so this is a small buff in its effectiveness to try and make it more desirable.

Dagger

  • Increased damage of regular attacks from 50 to 60
  • Increased the damage of non-backstab secondary attacks from 50 to 75
    • Damage with backstab secondary attacks remains at 320 damage

Dev Note: This small buff to base damage is intended to make the weapon’s attacks, other than backstab, slightly more viable for combat in certain situations.

FAMAS

  • Improved recoil interpolation, making the weapon feel slightly smoother when it recoils. This does not change the underlying recoil pattern, only some of the first-person camera movement

Dev Note: This is purely a quality of life change to make the weapon feel nicer to use.

FCAR

  • Decreased recoil intensity for bullets 5-7 in the firing sequence, making the weapon slightly more stable

Dev Note: This is a very small improvement to the FCAR’s recoil pattern, without changing the overall pattern, with the goal of making the weapon slightly more steady and easier to use early in the firing sequence.

KS-23

  • Decreased pump-action duration from 0.82s to 0.7s, allowing the gun to fire faster.
    • This change effectively increases the KS-23’s fire rate from 73RPM to 85RPM

Dev Note: This small buff is aimed at improving the usability and competitiveness of the weapon.

LH1

  • Decreased damage from 46 to 40

Dev Note: The LH1 has been a very strong performer this season, even at closer ranges, which we didn’t fully intend it to be. This change to its damage is aimed at addressing that and also bringing it more in line with other weapons’ performance.

M11

  • Increased damage falloff max range from 15m to 17.5m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.62 to 0.52, meaning the weapon now does slightly less damage at range

Dev Note: The M11 has been outperforming a number of longer ranged weapons, which was not intended. This small adjustment should make it slightly less effective at longer ranges, but increase the ‘effective range’ slightly.

M60

  • Increased damage from 19 to 20
  • Increased damage falloff max range from 32m to 35m, giving the weapon a slightly longer effective range
  • Increased damage falloff multiplier from 0.4 to 0.5, meaning the weapon now does slightly more damage at range

Dev Note: Compared to the Lewis Gun and ShAK-50, the M60 has been underperforming. These buffs aim to hopefully bring it closer to those weapons in its effectiveness.

Pike-556

  • Decreased damage falloff minimum range from 50m to 45m, giving the weapon a slightly shorter effective range
  • Decreased damage falloff max range from 55m to 50m, giving the weapon a slightly shorter effective range
  • Decreased damage falloff multiplier from 0.85 to 0.75, meaning the weapon now does slightly less damage at range
  • Significantly reduced the amount of visual recoil experienced when aiming-down-sights, causing the bullets to land closer to where your reticle indicates

Dev Note: We want to bring it back in line with other weapons and we feel these reductions to its effective range should help achieve that. We also noticed it had a stronger visual recoil than other weapons, which has been reduced to make playing the weapon feel slightly nicer.

SA1216

  • Decreased pellet count from 13 to 12
  • Therefore, total damage per shot decreased from 78 to 72 (due to pellet count change)
  • Increased damage falloff minimum range from 10m to 12.5m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 15m to 20m, giving the weapon a slightly longer effective range
  • Pellet pattern has been adjusted, to move it towards a better closer-range role after the removal of a pellet
  • Added a new element to the ammunition HUD that shows the number of ‘feed modules’ the weapon has and how many have been used, to make it clearer when the player has rotated the magazine. This same HUD element is also used for the new ARN-220 with its dual magazines.

Dev Note: The SA1216 has been a strong performer for some time now, including being effective at slightly longer ranges than we’d intended. This changes lower the overall damage potential of the weapon, especially at range, but to preserve some of the feel of the weapon we’ve slightly extended the effective range to somewhat offset the damage reduction

XP-54

  • Increased damage from 16 to 17
  • Increased damage falloff minimum range from 20m to 22.5m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 30m to 32.5m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.62 to 0.52, meaning the weapon now does slightly less damage at range

Dev Notes: In Season 5 the XP-54 has underperformed compared to weapons like the M11, this change aims to address that.

Content and Bug Fixes

Animation

  • Made all transitions to aim down sight while sprinting feel much smoother
  • Quick Melee animations now show properly while vaulting
  • Fixed an issue where melee animations could be missing or look incorrect while attacking during the motion of swapping to an item
  • Fixed an animation issue when reloading prior to interacting with Cashouts and statues
  • Fixed an issue that caused reload animations to continue while being pulled by the Winch Claw
  • Fixed an animation issue that could occur when players are pulled by the Winch Claw while vaulting
  • Fixed an issue where interrupting looped reload animations could look incorrect
  • Fixed an issue where the spawn animation would sometimes not trigger when spawning
  • Fixed an animation issue when deploying weapons after performing a ledge catch motion
  • Throwing knives will now always play the standard deploy animation in between shots to avoid disorienting motions
  • Added animations to several primary weapons available for purchase in the customization menu
  • Fixed an animation blend issue when transitioning from a ladder straight to vaulting
  • Fixed an animation issue which made the player’s arms look strange while throwing a Goo Grenade with certain skins equipped
  • Fixed an issue where players would see static legs in first person or other players stuck in a “death pose”
  • Fixed an issue with single fire weapons that could lead to being stuck in infinite reload animations
  • Fixed an issue with the Recurve Bow clipping into the camera when vaulting on objects
  • Fixed an issue where the character’s fingers could blend badly during the slow motion sequence in the end of a round
  • Fixed an issue where the player’s animations could freeze when trying to interact with something immediately after a successful interaction was just completed
  • Made animations flow more smoothly when going from a vaulting animation to a firing sequence or aiming down sights

Audio

  • Reset the player’s Music Playlist to play the Season 6 Soundtrack, for a fresh introduction to the new theme and vibe. Players can easily turn it back to their preferences again through the Playlist menu

Controller

  • Fixed “Unbound” text that was shown in the inventory HUD when the “Equipment Cycling” gamepad preset was being used

Gadgets
APS

  • Fixed an issue where, if the APS Turret was attached to a liftable object and was being carried by a player, a sphere of invisible collision would block all bullets being fired near the APS

Dev Note:This change is a bug fix to collision and will not affect the gameplay of the APS

Gravity Vortex

  • Custom skins now stay applied when thrown

Gameplay

  • Interactions with statues and Cashouts should now be much less likely to be incorrectly interrupted at the start of the interaction
  • Added ‘Sorry’ as an emote option
    Dev Note: Sorry for taking so long!
  • Free-fly camera now ignores camera direction, meaning pressing the spacebar will always make the camera ascend vertically relative to the map
  • Fixed carried objects sometimes incorrectly clipping into the player head when held above the player
  • Fixed issue where the player’s held weapon was slow to start firing after dropping an object
  • Players using invisibility will now be uncloaked when directly hit by the flamethrower
  • Fixed a rare issue where players would lose respawn tokens when being revived
  • Fixed issues with enemy outlines sometimes not having the correct color
  • Fixed an issue where players could enter a “flying mode” after a ladder interaction
  • Fixed an issue with autosprint not triggering after respawning
  • Crosshair is now disabled correctly when emoting
  • Fixed a rare bug where outlines would show up as friendly on enemy contestants
  • Grenade throwing is now properly canceled when interacting with items
  • Fixed issue where using the last ammo of an item and picking up an object directly after would always make it drop again
  • Potential fix for a stubborn issue where Aim Down Sight suddenly stopped working
  • Fixed an issue where players could have the wrong item equipped when respawning

Game Modes

General

  • Gameshow Event duration is now shown in the HUD
  • Fixed a bug where players would not be able to pick their full loadout selection when backfilling into a match
  • Resolved issues where vaults spawning mid-game would not be highlighted

Bank It

  • Removed Bank It from the Quick Play menu for now as TDM takes its place. Bank It will still be available in Private Matches

Dev Note: Bank It is unfortunately our least played mode and often struggles with a very small population of players due to that lack of popularity. With the addition of TDM to the game, which has similar gameplay but has proven to be much more popular, we feel now is the right time to take Bank It out of rotation, to make sure we don’t split the playerbase between too many modes. Bank It will remain available in Private Matches and may return for events in future, but to ensure the best quality matches across our modes, it will no longer be a base game mode.

Ranked Cashout

  • Updates the scoreboard and Tournament overview screen in Ranked Tournaments. Previously shown information such as the seeding of other teams, other players Rank Score, or other players gameplay scores (such as combat score) will not be presented to players before or during the match. This change is intended to prevent previously-seen behaviours where teams would use this information to target/avoid specific opponents, and would monitor the status of opposing players through the leaderboard instead of scouting physically. And so, players will now need to use scouting or learn from past encounters to gain more information about opposing teams, as originally intended. Ranks and seedings will be shown to players after they are eliminated from the tournament.

TDM

  • TDM added to the Quick Play menu as a base mode
  • Now available on
    • Fortune Stadium
    • Seoul
    • SYS$HORIZON
    • Las Vegas
    • Kyoto
    • Skyway Stadium
  • Revamped visuals for the HUD
  • Players are now forced to spawn after being dead for an extended period of time, to prevent griefing

Cashout

  • Fixed an issue that could occasionally cause teams to respawn too close to objectives

Power Shift

  • Goo no longer slows down the platform
  • Slightly adjusted the speed at which the platform moves based on the amount of players on it
    • 1 player: 8.33% faster
    • 2 players: 3.33% faster
    • 3 players: same speed

Dev note: Goo slowing down the platform in Power Shift was a mechanic that a lot of players didn’t know about and could inadvertently hinder you and your team. The concept of “weighing down the platform” could potentially be an interesting dynamic element, but we feel it’s more important that the platform and its locomotion are more reliable and intuitive than anything else, hence the removal of this mechanic.

We see that quite a lot of Power Shift matches get “stuck” near the middle of the platform’s route. By slightly increasing the speed for 1 and 2 players on the platform, we hope to see a more dynamic back-and-forth along more sections of the path.

  • Slightly adjusted the path in Skyway Stadium near the Medical Center so the bridge no longer clips with the platform when open

Maps

Terminal Attack Tutorial

  • Fixed issue where players could throw the goo barrel out of bounds and brick the tutorial

General

  • Updated the collision of industrial beams to better match their visuals
  • Made it possible to vault on and have Goo interacting with the pillars of outdoor lifts
  • Elevator doors are now able to be destroyed
  • Slightly increased the distance that the map border effect becomes visible, making it easier to see to players approaching the edge of the playable space
  • Fixed issue where doors could be opened by walking backwards into them

Bernal

  • Fixed visible seam in landscape
  • Fixed a gap in one of the roads for better traversal
  • Fixed issue where gadgets could be moved underground when attached to the corkscrew platform

Kyoto

  • Performance improvements
  • Fixed an issue where players could get stuck between a rock and a hard place (a wooden beam) below the Cliffside building

Las Vegas Stadium

  • This new version of Las Vegas comes with a total rework of destruction to help optimize the map further

SYS$Horizon

  • Fixed shadow rendering issues on buildings for improved visual clarity
  • Made minor adjustments to the voxel bridge connecting the Art Gallery and Library so players can smoothly walk up the steps
  • Fixed an issue where the glitched visuals around trees would block projectiles

Skyway Stadium

  • Fixed a floating sign
  • Fixed an issue with flashing lights under an elevator

Player Customization

  • The Multi-Mood Mask and Affection Display cosmetics now work with body paint
  • The Wise-Wing Jumper poncho now has cloth-like properties
  • Fixed an issue where the character’s hands and props in the Player Card would misalign
  • Slight visual improvements to Player Card
  • Added new weapon animations in the customization screen
  • Fixed weapon inspects and deploy animations that would occasionally reset to default after being customized

Private Matches & Spectator

  • Added the ability to manually configure team compositions in the lobby
  • Added the ability to change Arena even after the lobby has been created
  • Private matches no longer wait for spectators to successfully connect to the match before starting
  • Added the ability to choose map condition, map variant, and mid-round event from the private lobby menu
  • Added Team Deathmatch
  • The info bar at the bottom of the screen for dedicated spectator in private matches has had a facelift with some QoL changes
  • Fixed an issue where squad names were not being randomised properly

Rendering

  • Fixed an issue that caused distant contestants to appear blurry and smear in movement
  • Speculative fix for missing gas from gas grenades and mines after being out of view
  • Fixed the look of the sniper bullet trail to be less thick and bright,returning to the original and intended look.

Settings

  • Added a separate category for spectator keybinds in the Settings menu

Specializations

  • Blocked the ability to pick up objects during the slam in Charge’N’Slam
  • Fixed an issue where an excessive amount of “healing completed” sounds would play when swapping targets

Stability & Performance

  • Fixed many of the most common crashes
  • Added GPU Utilization to the in-game performance overlay

UI

  • Added the ability to inspect weapon skin animations in the store and weapons customization screen
  • Removed Ranked Score from the Player Card
  • Improved and expanded Rich Presence in the Friends list to better display the current status of friends and the status of their party
  • VoIP now correctly displays the player’s name next to the speaker icon while talking
  • Build number now displays in uppercase monospace font for better clarity and separation of letters
  • Fixed double notifications when someone is kicked from a private match lobby
  • Fixed issues where the player would lose input focus when exiting out of the settings menu after being respawned
  • Resolved issues where progression on items would incorrectly show that they were leveling up in the end-of-round screen even when they had already reached max level
  • Fixed the club tag appearing in the wrong color in the event log
  • Fixed an issue where rewards could remain on the screen until the end of the reward summary sequence
  • Fixed an issue where the wrong items and characters could appear in the main lobby screen

VFX

  • Made the spawn sequence shorter and less intrusive to reduce the time when running blind

Weapons

General

  • Updated many of the weapon overview statistics to improve consistency of stats across weapon types.

Flamethrower

  • Fixed issue where Flamethrower would sometimes visually merge together with other items, making both unusable

Sights

  • Holographic:
    • ARN-220
    • AKM
    • Famas
    • CB-01
    • LH1
    • M60
    • Lewis Gun
    • M11
    • XP-54
    • Matter
  • Looking Glass:
    • ShAK
    • ARN-220
    • AKM
    • Famas
    • FCAR
    • CB-01
    • LH1
    • M60
    • Lewis Gun
    • XP-54
    • Matter
    • Model 1887
  • Adder Reflex:
    • ShAK
    • ARN-220
    • AKM
    • Famas
    • FCAR
    • CB-01
    • LH1
    • M60
    • Lewis Gun
    • XP-54
    • Matter
  • Compact Reflector:
    • ShAK
    • ARN-220
    • Famas
    • FCAR
    • CB-01
    • XP-54

Security and Anti-cheat

  • Improved messaging for AHK violations
  • Refined detection systems
  • Implemented hardware bans

Given how big this patch is, don’t be surprised to see a follow-up update be released to fix any major bugs or balancing issues that arise from it.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

Marvel Rivals Update 1.000.013 Silently Released This March 20

[summaraize]

NetEase has released Marvel Rivals update 1.000.013 on all platforms this March 20, and surprisingly, this is an unannounced patch by the developers. Most of the time, NetEase releases the patch notes days in advance, which adds to the mystery of this patch.

Clocking in at 1.7GB, we’re not expecting any major hero balance changes in this patch, since that usually gets announced. What you can expect are new skins out this week.

Marvel Rivals Latest Update Version 1.000.013 Still Doesn’t Fix Peni Parker Issue

Unfortunately, today’s patch doesn’t fix the issue with Peni Parker, where invisible mines were destroyed on her webs. So far, NetEase hasn’t said anything about the patch, but we do know that here are new skins releasing, which we’ve outlined below.

There’s also a skin out today for Iron Man too.

If NetEase reveals any gameplay-related changes or bug fixes in this patch, we’ll update the article to reflect it. If you see anything that got changed, leave a comment below and let us know.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

The First Descendant Hotfix 1.2.11 Drops for Update 1.059

[summaraize]

Nexon pushed out yet another The First Descendant hotfix on March 20, which will show up as version 1.059/1.59 for players. It includes various content improvements, such as tweaking the Sigma Sector’s rewards.

The First Descendant’s New Update 1.059/1.59 Applies Content Improvements

Content Improvements

Sigma Sector

– Sigma Sector Broken Boundary High-risk: Reduced the height of the Vulgus Storm Breaker appearing in Landing Zone Cassian.

– Changed the number of attempts of the Sigma Sector Mission Challenge from 5 to 8.

– Modified the effects to minimize visual fatigue when the commander monsters “Karel’s First Descendant Dia” and “Obliviant Commander, Pattern Elias” teleport the descendant.

Void Erosion Purge

– The number of Core Amplifiers that can be acquired a reward when completing Stages 21-30 has been increased as follows:

Stage Existing Rewards Enhanced Rewards
Stage 21 31 34
Stage 22 32 38
Stage 23 33 42
Stage 24 34 46
Stage 25 35 50
Stage 26 36 54
Stage 27 37 58
Stage 28 38 62
Stage 29 39 66
Stage 30 40 70

– Core Particle Disruptors have been added to the obtainable loot from defeating monsters in Stages 21-30.

ㄴ The higher the Stage, the greater the chance to acquire a Core Particle Disruptor.

– Changed the time limit for the Void Erosion Purge Stages 1-30 from 10 min to 12 min.

– Reduced the Death Penalty for the Void Erosion Purge in Stages 1-30 from 24 sec to 20 sec.

ㄴ Death Penalty start time → 20s

ㄴ Death Penalty increase time → 20s

– Decreased Monster HP in Stages 25-29.

(2) Descendants

– Modified the Purifying Blaze effect from Serena’s Module “Divine Surge” to reduce visual fatigue.

(3) Weapons & Modules

– Modified the projectile explosion and Cluster Rounds effect of “Restored Relic” to reduce visual fatigue.

– When in Sigma Sector with the unique weapon “Ground Sweeper” equipped, interacting with another “Ground Sweeper” will replenish the weapon’s Rounds per Magazine.

(4) UI & UX

– Improved the Shop page navigation hotkeys to allow continuous input.

– Changed the text of the Deselect All button in the Descendant selection window of the Shop to Select All.

– Improved the “Related Items” list to show products that are only available in Customize.

– Fixed the Remaining Time display for the “Assist with Serena’s Covert Operations” Event to correctly show the first Achievement period.

– Modified the Research interface to display “Owned” for Fellow-related Research Materials when the Fellow is already owned.

– Improved the Screen Tilt/Rotate Descendant option sliders in Photo Mode to operate continuously.

ㄴ When reaching one end, continuing to move in the same direction will take you to the opposite end.

– Changed the gamepad buttons for reflecting options on the core equip result screen.

Changed Buttons
PS XBOX
X → □ A → X

(5) Miscellaneous

– Sub Quests have been added to “View Quest Again” in the Descendant Instructor.

ㄴ Creating the Sound of Thunder with Thunder Cage!

ㄴ Weapon Phase Exchanger

ㄴ Complete Basic Weapon Training

ㄴ Weapon Readjustment Training

ㄴ Introduction to Special Operations

ㄴ Complete Energy Activator Training

ㄴ Reactor Enhancement

ㄴ State-of-the-Art Training Facility

ㄴ Make an Ultimate Weapon Even More Ultimate

ㄴ Something To Be Improved

ㄴ Reactor Implant Training

ㄴ Disseminating Response Policy to the Void Anomalies

ㄴ Weapon Core Unlocking Training

ㄴ Introduction to Void Erosion Purge

– Fixed an issue where completing Today’s Bonus benefits in Sigma Sector would prevent the selection of the corresponding list in Acquisition Info.

Bug Fixes

(1) Content

– Fixed an issue where the initial attack range and effect direction of the Commanders “Karel’s First Descendant Dia” and “Obliviant Commander, Pattern Elias” did not match while they were Immune.

– Fixed the issue where the main invasion quests “A New Encryption Scheme” and “Invasion” could not be progressed when reconnecting to the game during the quest.

(2) Descendants

– Fixed an issue where Valby and Ultimate Valby would display abnormal animations when their “Clean Up” Skill ended while airborne.

(3) Weapons & Modules

– Fixed an issue where incorrect stat values were displayed in the tooltips for the “Multi-Sight Module (Impact Rounds)” and the “Multi-Processor Module (Special Rounds)” at Enhancement Level 0.
– Fixed an issue where the “Firing Duration” was displayed in red in the information UI when enhancing the Unique Ability of the “Albion Cavalry Gun.”

(4) UI & UX

– Fixed an issue where the UI filter was not updating in real-time when applying Descendant filters in the Shop.

– Modified the Shop Inbox tab to display a red dot when there are items to receive.

– Modified the “Acquire Attached Item” key guide to show when hovering over attached items in Shop Inbox.

– Added a notification message when attempting to exceed purchase limits in the “[Event] Operation Support Shop.”

– Fixed an issue where the experience bar was not filled completely when reaching the maximum Unique Arche Factor level.

– Added a notification message when acquiring Today’s Bonus in Sigma Sector.

– Fixed an issue where Back Attachment Paints were not being displayed when moving between Maps.

– Modified the Weapon Info to display the Fire Rate stat without decimal points.

– Fixed an issue where equipment could not be unequipped from slots using a controller in the Customize > Fellow Main Screen.

– Fixed an issue where the display values for the newly added stats “Multi-Hit Chance” and “Multi-Hit Damage” were missing a calculation formula in the DPS UI.

ㄴ Actual applied values were correctly displayed; only UI stat values were displayed incorrectly.

(5) Miscellaneous

– Fixed an issue where item Acquisition Info from Combining and Dismantling did not scroll correctly.

– Fixed an issue where UI tooltip values for certain Inversion effects were incorrectly displayed and differed from the actual applied values in all languages except Korean.

ㄴ Strike Point Amplification

ㄴ Ammo System

ㄴ Evolutionary Cutting Mechanism

ㄴ Aerial Maneuvering Raider

Don’t be surprised to see another patch from Nexon released soon, as we usually get multiple patches in a week or month.

Avatar photo

Alex Co

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

Home > News

More PS5 Pro Support Teased to Be Coming for Assassin’s Creed Shadows

[summaraize]

It seems that we finally have a PS5 Pro-supported game that is showing some major graphical upgrades. In fact, the visual differences between the base PS5 and PS5 Pro for Assassin’s Creed Shadows are practically day and night when it comes to performance mode.

It seems that Ubisoft isn’t entirely done with the PS5 Pro just yet, as they’ve teased PSSR {(PlayStation Spectral Super Resolution,) support.

Assassin’s Creed Shadows Stuns on PS5 Pro, Giving You Quality Mode With Performance

ubisoft new entity

While the option to switch between 30 frames-per-second (fps) and 60fps, quality, and performance still exist on the PS5 Pro for Assassin’s Creed Shadows; it’s how the console handles its performance mode that has the fanbase talking. Digital Foundry recently posted their analysis of the PS5 Pro modes, which showed some impressive differences between the base and pro consoles. However, they were quick to notice that despite having PS5 Pro support, the game didn’t use PSSR (PlayStation Spectral Super Resolution), with them assuming that TAAU (Temporal Anti-Aliasing Upsampling) was being used here.

This was further reinforced by the Technical Architect at Ubisoft, Nicolas Lopez, who commented on X in response to a question about why the game didn’t have PSSR support. He did not explain but did tease that PSSR support is coming.

The lack of reasoning suggests that PSSR support is, in some capacity, not in the shipped versions yet.

We expect this means that we’ll be getting an update soon. With the game officially launching tomorrow, it could very well arrive in the next few days or weeks. Either way, it looks to be coming soon, possibly with more enhancements.

Assassin’s Creed Shadows will be available on PC, PS5, and Xbox Series X|S on March 20. If you’re unsure whether to pick it up or not,  check out our review where we talk about the different aspects of the game.

Avatar photo

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.

Home > News

Assassin’s Creed Shadows Trophy Glitch Could Prevent Unlocking Achievements

[summaraize]

In Assassin’s Creed Shadows, players are excited to dive into the Japanese adventures of Yasuke and Naoe. However, there is a problem with the PS5 version (likely affecting all versions): trophies are glitched and may not unlock.

The problem with Assassin’s Creed Shadows trophies is that if the game loses connection to the Ubisoft server, the trophy won’t unlock. This means if you don’t disconnect by accident while earning an achievement, nothing bad will happen, but if you’re unlucky, you may lose out on a trophy.

Assassin’s Creed Shadows Glitch May Prevent Trophies from Unlocking

For collectibles, this may not be a big issue, as you’ll still have them, and once you reconnect to Ubisoft’s servers, the game might recognize that you earned the trophy. However, for objectives tied to the end of a chapter, if the game disconnects, you may lose the trophy and have to start over to earn it again.

In the image shared on the PlayStation subreddit, it mentions that Act 2 is ‘particularly glitchy’ and recommends keeping manual saves on hand to go back and replay the end of the act if the trophy doesn’t unlock. It’s also wise to have a list of manual saves at intervals not too far apart so you can have a backup in case of problems

It’s noted that some glitched trophies may unlock on their own during an in-game load or just by restarting Assassin’s Creed Shadows. If that doesn’t work, you may need to create a new Uplay account, link it to your PlayStation profile, delete your local saves, reinstall the game, and replay it to earn any lost trophies. This is not something trophy hunters will enjoy doing.

In case you missed it, check out MP1st’s review of Assassin’s Creed Shadows, where we gave it a score of 7.5 out of 10. We stated, “While Assassin’s Creed: Shadows doesn’t quite live up to my lofty expectations, it still delivers a generally good and enjoyable experience.”

Avatar photo

Taha

Television kills your vision.

Home > News

WWE 2K25 Review – Bloodline Rules

After a major roadblock a few years ago, the WWE 2K series has really been on a roll lately. The last few entries have done a standout job of building on one another and adding new features here and there to really push the series forward.

With WrestleMania XLI quickly approaching, it’s the perfect time to check out the all-new WWE 2K25. Does it manage to hit a finsher or does it fall flat and get pinned? Our review gives a detailed breakdown on why this is worth a look for wrestling fans.

Undisputed Championship

Over the last few years, developer Visual Concepts has managed to hone in on what makes the gameplay work in this series and gradually improved it each year. Once having gameplay that felt way too complicated, WWE 2K25 continues the trend of the last few years by making the gameplay feel much more accessible, yet never feeling like it is too easy or simplistic. The general gameplay is just as it has been the last couple of years, though with a few tweaks here and there. Square and X (PlayStation controller) are used for light and heavy attacks, respectively, while Circle is used to grapple. Triangle is used to do reversals and counter the opponent when pressed at just the right time. From there, you must use wrestler’s combos to build up the Special Meter and unleash Signature attacks. There is also the Finisher Meter, which has three stocks that can be stored at a time to use Finisher moves or Super Finishers if you have all three filled. These are really easy to chain together too, which makes each match move at a fast pace.

WWE 2K has introduced varying pin mini-games over the years, and now it’s time for a new Submission mini-game that you can choose to use instead of the previous button-mashing-related one. Similarly, there is now a meter-based option where you can slide a meter around using L2 and R2 to cover the opponent’s area and then force them into Submission. I really enjoyed this new variation and instantly made it my default as it felt a lot more intense to fit the feeling of a submission rather than the basic button mashing of the original.

Not seen since WWE 2K19, another requested feature is back with chain wrestling in this year’s game. After locking up with another wrestler, you can execute a chain wrestling mini-game up to twice in one match. Upon the start, you’ll see a circular option appear with three choices that include Switch, Drive, and Attack to start. Upon selecting one of them, it will go to a circular meter where you and the opponent try to move the left analog stick in different ways to try to either execute the move or get out of it. After doing the Switch maneuver, you will get the additional option to Wrench and sometimes to attack by pressing Square. This is one of the more complicated systems within the game, but is well worth utilizing if you can master it.

WWE 2K25 also boasts a massive roster of over 300 playable wrestlers that span many years of the company. While I am personally sad we did not get Joe Hendry (yes, WE BELIEVE) in the game as he’s with TNA and that newer contract with WWE was signed more recently, I’m still holding out hope he comes in future DLC. Even so, the roster is huge, with lots of different options to choose from. The visuals for each superstar are still very impressive in the game, with the game seeming to look better and better each and every year graphically. This carries over into the various arenas and especially the introductions for each superstar. The attention to detail with theme music and everything is top-notch for every entrance.

Making the game even better is the introduction of intergender wrestling for the first time in the franchise, which allows for all kinds of different matchups using the large roster. While this doesn’t happen much in real life, it’s a fantastic addition here that fans have been asking for over the years. With no restrictions on the table, you can have that dream match of Rhea Ripley taking out her frustrations on Dominik Mysterio or just do a random tag match like Tiffany Stratton and Jey Uso vs. Bianca Belair and Jacob Fatu.

As for new match types, WWE 2K25 introduces Bloodline Rules and Underground matches into the mix. This already joins a lineup of other match variations from past years that include Hell in a Cell, Wargames, and even the always-fun Special Guest Referee match. Bloodline Rules essentially has a lack of rules where you can call in other people to help like the Bloodline matches we’ve seen over the last few years in WWE, which can cause lots of chaos. Underground matches take place in a ring without ropes, which is a rather unique setup with fans directly around you.

2K Showcase: The Bloodline’s Dynasty mode starts off with a really cool recreation of WrestleMania XL Night 2’s Main Event, where Cody Rhodes finished his story by defeating Roman Reigns, starting where John Cena comes in to help and going from there. This is very well done, though I wish we could have had some audio clips taken from the actual match be more prominent rather than small voice lines you could hardly hear.

The opening match ends with Cody countering Roman’s attack and finishing him off with three Cross Rhodes, which seems like a bit of a weird start for what is a Bloodline-centric Showcase mode by showing their Tribal Chief losing. However, this leads to a narration by the Wise Man himself, Paul Heyman, about the history of the Bloodline and how this family built a lineage that will continue regardless of the events of WrestleMania XL. The focus this time in Showcase mode is on the Anoa’i, Fatu, and Maivia family, including the likes of Roman Reigns, Rikishi, and, of course, Dwayne “The Rock” Johnson.

This all starts with the classic King of the Ring match from 1993, where Yokozuna faces off against Hulk Hogan to try to regain the WWE Championship. Naturally, Paul Heyman introduces each of the matches complete with real-life clips in a documentary style as we have come to expect from Showcase mode. This also includes interviews with Roman Reigns, Solo Sikoa, and more to better tell these stories from a personal perspective, Heyman. As someone who actually did not get into wrestling until the last decade or so, these are always some of my favorite parts of the games each year, where I can learn some of the most important history of the WWE and the wrestlers that have made it so special.

As always, each Showcase match consists of a list of objectives for you to complete in order that correspond with the actual events of the match. You can just beat up the opponent and win the match through whatever means, but you really lose out on a lot if you do that. There are some objectives that are optional and time-based, which you can always go back and try to get later. By winning the match, you will get certain rewards and then if you get all of the objectives complete, you will unlock additional rewards as well.

Showcase mode is not always true to history either, as a number of the matches ask you to change the outcome from how they originally ended. For instance, one of the best is the 2022 Royal Rumble match between Roman Reigns and Seth Rollins, which originally ended in disqualification. However, now you get the chance to win the match outright as Roman and take out the years of frustration he has had on Rollins since the breakup of The Shield. There are also some more classic matches where you are supposed to change history, including Rikishi vs. “Stone Cold” Steve Austin at No Mercy 2000, where “Stone Cold” was originally arrested and the match ended as a no contest, but now you get to finish the match as it was originally intended.

MyRise is back again as the game’s main story mode, where you create a male or female superstar and play through their career after being #1 overall in the WWE Draft. The big change this year is that MyRise is connected between the Men’s and Women’s Division, so both of your created MyRise characters will play a part in the overall story. There are also more story paths for you to experience, so the game has an extra save slot so that you can go back and try out the different paths along the way. From the MyRise Hub, you will have the opportunity to pick how you want to move forward by choosing between the available story options. There are Bold stories, Comedic stories, Scheming stories, and Ally stories to choose from, as well as Live Event match opportunities at times that can really help you earn more upgrade points.

MyRise offers one of the better stories we’ve seen from a WWE game in a while, as a rival group known as NXT Mutiny is trying to take over WWE as a whole as the top brand, and your created character is right in the middle of it. Regardless of whether you select a male or female superstar to start, you will end up having to create the other during the story mode as they both come into play together. From there, you will have the opportunity to switch between the two as the story dictates, which I thought was a cool way to handle this game mode. Rather than separating everything like in the past, having a unified mode helped make MyRise stand out above past years easily.

Rather than trying to mix the main story mode and an open-world setting like in NBA 2K, WWE 2K25 has kept them separate by having both the MyRise and the all-new The Island game modes. On the Island of Relevancy, as named by Roman Reigns, you must create an entirely separate MySuperstar from scratch to use, with the option of a Men’s or Women’s Superstar.

After first creating the character and jumping into the Island, the setup seems really cool with the layout and design. It’s definitely reminiscent of NBA 2K’s The City but has a bit of a different feel. Every part of the Island is based on a name brand, a wrestler, or a wrestling faction in WWE. When you first jump in you will see stores for Fanatics and Nike, but then you start to branch out and find other areas. This includes areas like a church area based around Undertaker known as the Deadlands, Hero HQ themed around Cody Rhodes, a Rhea Ripley tattoo shop, and even Damage CTRL Computer Repair. The Island isn’t huge, but the references are jampacked in it for sure.

The Island starts to falter with the fetch quest-style mission structure. It’s a case of getting a text from Roman or someone, running to the next area and talking to a person and initiating the next match, or find out who you have to talk to next. Oftentimes, there isn’t even any reason for a quest other than to have you run around. A great example of this was one of the earlier quests where you are trying to get special video game armor from Johnny Gargano and Dakota Kai at the recommendation of Xavier Woods. However, after winning a match against Kai, it has a quest for you to go talk to Woods again, where all he tells you is to go talk to Kai and Gargano again. It felt like pointless padding and really turned me off of this mode pretty early. The sad thing is it doesn’t any much better in those regards either.

Unlike NBA 2K, there is no fast travel or faster method of getting around other than running, which still feels rather slow. Then, when you speak to people, there’s no voice acting or animations and only static in-game model recreations of the people you’re talking to. The only time you get anything different is when Roman leaves you a video message to view, which is always elevated by his performance and the presence of Paul Heyman.

I was really hyped for the idea of The Island when I first heard about it, but it was a major disappointment overall. This is especially a letdown considering how well nearly everything else in the game is handled. The WWE 2K series had done a good job at leaving VC as only being necessary for unlocks and MyFaction mode, but now it’s infected yet another where it’s even more integral with the leveling system and any gear that you may want. I just found myself keeping the default clothes I was given most of the time because of how pricy the items were. For instance, the Becky & Seth’s Driporium store charges upwards of 18,000 VC for a jacket, 6,000 VC for a basic shirt, and 6,000 VC for a hat.  This is the very definition of nickel and diming and is always my least favorite part of NBA 2K as well.

Ultimately, The Island was an experiment with some potential but ended up being a letdown in this year’s game. With the lack of integration with other modes. including MySuperstar not being able to be imported or exported, it feels like this was a late addition to the game while everything else was nice and polished. It definitely was my least favorite part of the game this year, but I do have faith in the development team to take feedback and fix it through updates or by next year’s game.

MyGM is also back again in WWE 2K25, letting you take full control of one of the WWE brands and take it to the top. As soon as you enter MyGM, you will notice the major addition to the mode this year that fans have been begging for over the last few years: online play. While online play has some limits, such as disallowing custom GMs and rosters, it is great to see the mode go global. Otherwise, MyGM is much of what you have come to expect in recent iterations, where you choose from a list of GMs, this time 18 total, or a custom Superstar that you have created.

The GM options include the likes of current GMs Nick Aldis, Adam Pearce, and Ava for SmackDown, RAW, and NXT, respectively, but also has others you can pick such as Mick Foley, Paul Heyman, Miss Elizabeth, and CM Punk.  As for the brand, you can select SmackDown, RAW, NXT, NXT 2.0, WCW, ECW, and even the game-exclusive NXT Mutiny from the MyRise story mode. Each GM and brand has special abilities that you can utilize as well, so it makes the decision all the more important. I’ve found MyGM to be one of the more addictive game modes in the series over the last few years, and this year is no different. Taking on other GMs for the top spot in the ratings is a lot of fun and is a nice change of pace from the other game modes.

Universe mode is back as well, with the option of Superstar mode or Classic mode. with the latter giving you much more freedom in the mode. Superstar mode has you just picking a specific Superstar and playing through their matches that you do not simulate. With this, you can choose to have your specific superstar get in rivalries, set up matches, change shows, and more. Sandbox, on the other hand, opens things up further and lets you pretty much set up everything across the shows week to week for everyone. You can choose who has the championships, edit each of the shows down to even the day they air 0n, as well as anything you could have done with just a Superstar, but now for the whole roster. This does get a bit overwhelming at times with what you’re doing here, but it’s a lot of fun regardless.

The collectible card-based mode MyFaction returns for another year and is mostly what you would expect it to be. MyFaction does have some nice improvements like new features, stages, and the replacement of Proving Grounds with World Tour within it. However, this is the one mode besides The Island that microtransactions really do come into play if you don’t want to grind for more VC to spend on packs or in the marketplace, so it’s the most polarizing of the returning modes like it is each and every year depending on what type of player you are.

Verdict

WWE 2K25 continues the positive trend that the series has been on for a few years now by getting better and better with each iteration. The gameplay continues to feel natural and works as an accessible system for players of all skill sets to be able to enjoy. Showcase mode is always a standout feature with its documentary style, and this year does a stellar job at showcasing the history of the Bloodline over the years, which is very fitting considering how integral they are to the history of WWE and professional wrestling as a whole. MyRise is the best it’s ever been, with a combined storyline that also makes great use of the new intergender feature in the game. Unfortunately, the one major disappointment in the game is the all-new The Island mode, which focuses way too much on microtransactions and felt like a major step down from much of the rest of the game, albeit with some potential for the future in there at least. Even with that said, WWE 2K25 is so good pretty much everywhere else by perfectly building on the last few years and creating the ultimate wrestling game that is out there right now.

Score: 9/10

Pros:

  • Well-polished and accessible gameplay
  • Captivating Showcase mode (more Paul Heyman is always good)
  • MyRise’s combined storyline
  • Intergender wrestling is finally being added
  • The return of chain wrestling

Cons:

  • The Island as a whole
  • Annoying microtransactions in a couple of game modes

WWE 2K25 was provided by the publisher. You can read MP1st’s review and scoring policy right here.

Avatar photo

Dean James