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Disney Speedstorm Update 1.31 for Season 9 Hotfix Zooms Out This Aug. 27

Disney Speedstorm update 1.31 has been released by Gameloft on all platforms, and this is tagged as the Season 9 Hotfix. This brings Android fold device support and various fixes as well. The full patch notes are available below, and those on current-gen, this will show up as version 1.031.

Disney Speedstorm Update 1.31 Patch Notes for Aug. 27:

ANDROID FOLD DEVICE SUPPORT

Disney Speedstorm now supports Android Fold mobile devices. Experience a whole new way to play Disney Speedstorm with Split View giving wider visibility of racetracks and a dedicated space for your touchscreen buttons.

UX IMPROVEMENTS

UI/UX CHANGES MADE BASED ON COMMUNITY FEEDBACK

The team has made several improvements to the game’s UI/UX based on the feedback received from the community. We will continue to make improvements based on community feedback in future updates.

•    The Upgrade Racer button will not be selected by default in the Racer profile tab.
•    A preview of which stat will increase at the next Upgrade Level is now visible again.
•    The Crew menu now shows the Loot Point bonus stats for Crew members.

GENERAL FIXES AND IMPROVEMENTS

•    Various game crash occurrences fixed across all platforms.
•    The charged activation of Racer Kristoff’s Unique Skill should no longer cause server lag/crashes.
•    Fixed various visual User Interface bugs.

For what got changed in Season 9, head on over here.

[Source: Disney Speedstorm]

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Alex Co

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PS5 Price Increase Announced for Japan, Includes DualSense Controller

Here’s some concerning news: Sony has announced that the PS5 price in Japan is being raised and that includes the DualSense controller as well.

The updated price is as follows:

PS5 Disc Version: 66,980 yen to 79,980 yen ($551)

PS5 Digital Version: 59,980 yen to 72,980 yen ($502)

DualSense Controller (all colors): 9,480 yen to 11,480 yen ($79)

For clarity’s sake, this is a 13,000 yen price increase (about $90) for both PS5 models. This price increase also includes the PSVR2, the PlayStation Portal, and all PS5 accessories as well. To date, this is the third PS5 console price increase in Japan since the system’s launch in 2020.

You can round those figures out to $550, $500 and $80. Of course, this is just for Japan, though it remains to be seen whether this is the start of  a domino effect on pricing affecting the US, EU and other Asian countries.

According to Sony, the price increase is due to “In light of the recent severe external environment, including fluctuations in the global economic situation, and the impact on our business.” Could this “severe external environment” perhaps pertain to Black Myth Wukong’s massive success that resulted in China’s PS5 stock being depleted?

Sony ends by asking for the gaming community’s understanding.

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Skull and Bones Update 1.000.015 Hits the Seas for Mooncake Regatta This Aug. 27

There’s a new event incoming to Skull and Bones starting today, August 27! Ubisoft has released Skull and Bones update 1.000.015 on all platforms during today’s server maintenance. Expect a new limited-time event to be available called the Mooncake Regatta, alongside a few bug fixes as well.

Downtime Schedule:

  • August 27 at 8 am CEST/4 pm AET/11 pm PT/2 am ET/2 pm HK
  • Duration: 2 hours.

Skull and Bones Update 1.000.015 Patch Notes:

TIME-LIMITED EVENTS: MOONCAKE REGATTA

Available from 27th August – 17th September

– Under the guise of a cherished tradition, the pirates of the Indian Ocean are using it as an opportunity to encrypt and transport secret plans as an elaborate trap to take down the megacorporations. – Speak to Fanilo Rhantasoa, the shipwright of Sainte-Anne to start the Event Contracts. Please note the Mooncake Regatta Grand Ranking will reward all eligible players who complete all races within the time specified on each Leaderboard.

IMPROVEMENTS & BUG FIXES

EVENT LEADERBOARD

  • Fixed an issue where the Mooncake Regatta grand ranking leaderboard reward description mentions reward as “Mid-Autumn Sakura” instead of “Firelight”.

ITEM SALVAGE

  • Fixed an issue where several weapons do not get salvaged on first attempt at the Blacksmith.

IN-GAME NEWS

  • Fixed an issue where Seasonal news is missing the Season 3 border.

The latest patch released for the game is for Y1S3: Into the Dragon’s Wake, which you can read about here.

[Source: Skull and Bones Twitter]

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Alex Co

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The Division 2 Servers Taken Down for Extended Maintenance This August 27

Heads up, agents! Ubisoft has taken The Division 2 servers down this August 27, and this is for maintenance, though expect it to be longer than the ones that we usually get.

Players will be taken offline at the following schedule:

August 27, Tuesday at  8 am CET/2 am ET/11 pm PT /2 pm HKT(Convert to your timezone here)

Expected duration: 5 hours

There seems to be no scheduled patch set to be released but don’t be surprised if one is released. Also of note, there are is a chance of the downtime going longer than five hours, which has happened from time to time. If the servers are out for longer than the expected downtime, we will update the story with more info.

While we got the TU21,3 patch earlier this month, Ubisoft has relayed some of the known issues the dev team is looking to fix. Make sure to check on the game’s roadmap which confirms new story DLC is set to be released in 2025.

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Metal Gear Solid Delta Revamped Control Features and Other Updates Detailed; Expect No Real Load Times

Aside from featuring updated graphics via Unreal Engine 5, Metal Gear Solid Delta: Snake Eater will also feature revamped controls, new updates to some of the game’s core mechanics and more.

Thankfully, we don’t have to wait for the game to be released to know what new stuff got added. Today the gameplay hands-on preview embargo was lifted, and a load of info regarding the game has surfaced. Info regarding Metal Gear Solid Delta’s changes from the original game, the fact that the game has no real loading times, what improvements are noticeable right away and more are now available.

Graphics:

  • Will have a Fidelity Mode (30fps) + Performance Mode (60fps)
  • A lot of praise for the visuals (runs in Unreal Engine 5), you can “use the camera during a real time cutscene to zoom close enough to see the pores on Snake’s skin”, more ambient wildlife
  • All characters “look fantastic” and true to their original designs
  • The team worked hard on making sure new models/assets blended in and moved, breathed, reacted as similar as possible to the original

Controls:

  • Revamped controls with traditional options: you can play it as a traditional modern over-the-shoulder TPS, or with classic MGS3 controls
  • New controls “create a satisfying illusion of how I remembered MGS3 controlled even though it wasn’t. The transition felt natural, smooth and fun”
  • Rolling has a dedicated button (triangle), you can now dive to the ground from a standing position

Improvements From Original Game:

  • No real load times in the game, though the team wanted keep the pacing of the original so there’s still fade-to-black when transitioning to new areas
  • Camo Index System returns with further enhancements: Snake can also roll around in dirt, mud etc and get convincingly cover in it, improved his camouflage (This got tested, with Big Boss’ entire face and body became dripping wet brown, the characte’s hair sludgy and slicked… and his Camo Index maxed out, rendering him practically invisible to nearby crocodiles).
  • Wounds on Snake will appear on his body throughout the game as he gets hurt, which will “noticeably” affect him if not treated
  • New additions/changes: Snake’s initial bag of gear now provides a compass and objective indicator
  • Modernized menu design with variety of accessibility options (tweak how you ready your weapons/equipment, toggle or hold down a button when grabbing enemies, adjust color correction, center dot display, etc)
  • “Stays true to the original game”, “reverence for the original work,” “looking to be the remake fans have wanted for years”
  • Development is a mix of new talent and original MGS3 veterans
  • Quality-of-life updates are useful and not overbearing
  • Doesn’t reinvent the MGS3 experience, “personality has not been sacrificed in the pursuit of realism” (Snake still only climbs the same ivy-covered trees, snakes still get packaged into “to-go boxes” when killed, guards flail and run when shooting down a bee hive, you’ll still don a Raiden mask if you choose “I like MGS2” at the start of the mission, etc)

While no release date has been locked down for the game, it’s said it will be revealed later this year. Chances are, this might be revealed at Tokyo Game Show happening next month. According to a GameStop listing, MGS Delta is set for release this November 17, though  this is just a rumor for now.

There’s more info and gameplay footage available here and it’s even narrated by Snake’s voice actor, David Hayter.

[Source: GameSpot, IGN, PlayStation Blog via shinobi602]

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Alex Co

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Home > Title Updates and Patches

Minecraft New Update 2.95 for Version 1.21.22 Addresses Issues With Previous Patch

Developer Mojang has released Minecraft new update 2.95, which is for Bedrock version 1.21.22. This is a minor update, and seeks to resolve issues that surfaced from the 1.21.20 patch released a few weeks ago. Check out what’s new in the official patch notes, with the download now live for PC, PlayStation this August 26, and if your platform still hasn’t gotten it, it should once it passes certification.

Minecraft New Update 2.95 for Bedrock Version 1.21.22 Patch Notes:

Fixes:

  • Fixed several crashes that could occur during gameplay
  • Improved loading of add-ons from Marketplace
  • Fixed a bug where all custom blocks were rotated 180 degrees in the UI
    The default for the “gui” “item_display_transforms” “rotation” field is `[30, 45, 0]` instead of `[30, 225, 0]`
    “item_display_transforms”: {
    “gui” : {
    “translation”: [0, 0, 0],
    “rotation”: [30, 45, 0],
    “scale”: [0.625, 0.625, 0.625],
    “rotation_pivot”: [0, 0, 0],
    “scale_pivot”: [0, 0, 0],
    “fit_to_frame”: true
    }
    }

That’s about it. Don’t be surprised if another patch is released in the near future to deal with more bugs. If you notice any other changes outside of what’s listed above, leave a comment below and let us know.

[Source: Minecraft]

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Alex Co

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NBA 2K25 Top 100 Player Ratings – See Which Players Made the Top 10

One of the biggest changes and news in any new annual sports sim is which are the top players in the game. For NBA 2K25, Visual Concepts has revealed the top 100 players of the league, and of course, the most coveted spot — the top 10! Below, we sorted and listed the NBA 2K25 top 100 player ratings, and of course, the best of the best are saved for last.

NBA 2K25 Top 100 Player Ratings:

Who made the top 10? Most of the players in it won’t surprise you, but their placement might.

NBA 2K25 Top 10 Players:

1. Nikola Jokic — 97 overall
2. Luka Doncic — 97 overall
3. Giannis Antetokounmpo — 97 overall
4. Shai Gilgeous-Alexander — 96 overall
5. Joel Embiid — 96 overall
6. LeBron James — 95 overall
7. Stephen Curry — 95 overall
8. Jayson Tatum — 95

Note that these ratings are the ones available at launch, and chances are, Visual Concepts will be adjusting it based on the players’ real-life performance on the court.

You can check out the top rated rookies of NBA 2K25 below as well.

NBA 2K25 is set to be released this September 8 on the PS4, Xbox One, Switch, PS5, Xbox Series X|S and PC. Don’t forget that for the first time, the PC version will be based on the current-gen versions, which means players can expect new features for it.

You can check out the PS5, Xbox Series X|S and PC new features right here.

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Deadlock Dataminer and Leaker Now Contributing to Game’s Development; Valve Not Fussed About Leaks Unless It’s via Hacks

In case you didn’t know, Valve, the company behind the Steam storefront and countless classic titles such as Half-Life, Left 4 Dead and more, is currently developing its own hero shooter titled Deadlock. While Valve has tested the game extensively in closed tests, there’s not a lot of info out there before, though that changed thanks to dataminer and leaker Gabe Follower.

Interestingly enough, Gabe Follower is not only managing the Deadlock Discord server, but is also now helping Valve develop the hero shooter. The announcement was made by Gabe Follower recently:

Gabe Follower has confirmed to MP1st that the help they’re putting into the game is volunteer work. Interestingly enough, given most companies are not fans of stuff being leaked, we asked Gabe Follower if Valve is concerned at all about the stuff they’ve leaked so far, and even about the Half-Life 3 stuff that they’ve currently posted, and according to Gabe Follower, Valve doesn’t care about leaks if it’s not hacking.

It’s an interesting time to be in games development, as more and more projects and info are getting leaked, and it seems Valve is aware of this, and instead of treating these same people as outcasts, they are pulling them in closer to gain valuable feedback. Will we see this happen with other leakers/dataminers? We can’t say for sure, but it is certainly an interesting concept.

Deadlock is still technically not announced officially, but it’s being tested in a closed state for PC.

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Black Ops 6 Beta Rewards, COD Next Rewards Revealed; Multiplayer Trailer Showcases Omnimovement

While we’ve already seen Call of Duty: Black Ops 6 multiplayer footage before via leaked clips from the last-gen versions, Activision has released our first official look today! Not only that, but the Black Ops 6 beta rewards have been revealed, and even the rewards for watching this year’s Call of Duty Next event this week!

Before checking out what you can earn from playing the beta which kicks off this weekend, watch the multiplayer gameplay to see omnimovement in action!

Call of Duty Next Rewards for Black Ops 6:

Players can watch the broadcast airing on August 28 to earn rewards that can be redeemed in Black Ops 6!

What you need to do in order to get the rewards:

  • 30 minutes: “Mine” Emblem
  • 60 minutes: “Earning Stripes” Calling Card
  • 90 minutes: “Tri Harder” Charm
  • 120 minutes: “The Redactor” Weapon Blueprint

Complete all three steps will grant the viewer all these Call of Duty: Next rewards:

  • “The Redactor” Weapon Blueprint
  • “Tri Harder” Weapon Charm
  • “Earning Stripes” Calling Card
  • “Mine” Emblem

How to Claim your Call of Duty: Next Rewards:

  1. Create or sign into your Activision account and make sure you’re linked to your Xbox, PlayStation, Battle.Net, or Steam account.
  2. Then, link your YouTube or Twitch account with Call of Duty.
  3. Finally, tune in to Call of Duty: NEXT on your preferred platform while signed in with a linked account to earn rewards!

There’s even more rewards awaiting players, as those wo stay tuned immediately after COD Next, will be able to watch the Call of Duty Endowment (C.O.D.E.) Bowl V, and these will include their own rewards that can be used in Modern Warfare 3 and Warzone immediately!

  • 30 minutes: “Every Bit of Bravery” Animated Emblem
  • 60 minutes: “Far Out Flexin’” Loading Screen
  • 90 minutes: “Please Rewind” Weapon Charm
  • 120 minutes: “Bowl Buzzkill” Weapon Camo

Black Ops 6 Beta Rewards:

  • Level 2: “Beta Tester” Animated Emblem
  • Level 6: “Beta Tag” Spray
  • Level 11: “No Bugs” Weapon Charm
  • Level 15: “Quick Draw” Emote
  • Level 20: “Squish” Westpoint Operator Skin (only unlockable during Weekend One)
  • Level 20: “Squash” Westpoint Operator Skin (unlocked during either Weekend)
  • Level 23: “The Truth Lies” Loading Screen
  • Level 27: “Beta Expert” Animated Calling Card
  • Level 30: “Bug Smasher” Weapon Blueprint

For the complete Black Ops 6 beta dates and schedule, head on over here.

Black Ops 6 shoots out this October 25 on the PS4, Xbox One, PS5, Xbox Series X|S and PC.

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Crusader Kings 3 New Update 1.023 Marches Out for Friends & Foes Content This Aug. 26

Paradox Interactive has dropped a load of new content for Crusader Kings 3 for console owners, which is called the “Friends & Foes” Event Pack. There’s a lot of stuff to get through, so read on for the Crusader Kings 3 new update 1.023 patch notes for all the details.

Crusader Kings 3 New Update 1.023 Patch Notes:

This update brings several enhancements, overhauls, and improvements specifically for Console Edition, as well as features and enhancements from the “Bastion” Update for PC. Please see the changelog below for more comprehensive information.

Note: (*) denotes a Console Edition specific change

Free Update​

General

  • (*) The memory usage has been optimized to facilitate longer gaming sessions while avoiding crashes. Many gaming processes and mechanics (particularly in UI, texture loading, rendering, shaders etc.) have been optimized for more efficient memory utilization, thus preventing unexpected crashes due to memory overflow.
  • (*) Maximum game speed on consoles has been increased and aligned with the PC version.
  • (*) The logic of the save system has been revamped. The risk of save corruption or losing existing saves when attempting to create a new one has been significantly reduced.
    • (*) Fixed rare crashes while trying to save the game.

New Content​

  • Added an additional set of 12 new Childhood Personality Events, this will make certain personality trait combinations much more likely to appear, and also makes certain combinations possible that previously weren’t. The trait combinations are balanced in such a way that the choice for you as a guardian should be more interesting:
    • Diligent, Gregarious, Temperate
    • Zealous, Ambitious, Sadistic
    • Shy, Paranoid, Craven
    • Lazy, Gluttonous, Compassionate
    • Lustful, Chaste
    • Just, Greedy, Callous
    • Humble, Cynical, Content
    • Vengeful, Deceitful, Calm
    • Generous, Fickle, Arrogant
    • Forgiving, Trusting, Patient
    • Honest, Arbitrary, Impatient
    • Brave, Stubborn, Wrathful
  • When a Friend, Best Friend, Rival, Nemesis, Lover, or Soulmate relation is formed, a reason will now be stated. For example: “Kaiser Heinrich and King Philippe shared an excellent feast in Aachen” or “Basileus Andreas swore to avenge the death of Aristarchos, who was slain in battle by Ulf Munk”. These reasons can be viewed for any character in the Relationships tab in the Character Window, presuming the relation is public.
  • Added relationship icons on character portraits so you can see who is your friend/rival/lover at a glance, along with an informative tooltip
  • Characters now have Memories of things happening in their lives (children born, battles won, rivals killed, etc). These memories are used in events and other content. For example, if you are murdered your assassin might cite a grievance that your killer had against you. These memories might fade with time, and are usually lost on death. For certain characters memories are preserved longer or even forever (such as rulers the player has controlled, and high tier rulers).
  • Memories can be viewed by opening the Memory Viewer from the character window, via a button in the same place as the Kill List, Inventory, and Lifestyle.
    • Memories are listed chronologically alongside the date they were added (you can flip direction with a toggle).
    • Private memories will not be visible unless it’s your own character, or you are in Observer mode. (private memories such as gaining a lover or murdering someone).
    • You can view the public memories of any character in the world.
    • Memory lists can be copied to the clipboard via a button and shared outside the game.
    • For convenience you can pin the Memory Viewer to one character, or browse through different characters while keeping the Memory Viewer open.
    • Memories are collected up during game play time, but some characters may start with some already in place.
  • Added the Loyal/Disloyal Traits, which affect how likely a character is to join factions, cheat on their spouse, etc. These traits are integrated as Sins/Virtues, hooked into Cultural Traditions, and can be gained through new events.
  • Reworked Populist Factions in order to improve their functionality, especially in regards to how they interact with player vassals:
    • Vassals directly affected by a Populist Revolt now get a letter from the revolt leader, asking the vassal how they will respond to their demand. The vassal may:
      • Join the war and help their liege
      • Convert to the faction’s culture and/or faith and join the war on the side of the rebels
      • Stay out of the war and do nothing (though still risk losing land if the liege loses the war)
    • AI vassals are most likely to join the war on the side of their liege, but can in rare cases pick either of the other two options
    • Made it so that AI lieges will never accept the faction demand if a player vassal is targeted by the faction (this will finally allow player vassals to intervene and help protect their own realm)
    • Greatly increased the military strength of Populist Factions, to compensate for the fact that vassals can join the war:
      • Populist armies now spawn a few basic Men-at-Arms in addition to levies
      • Populist armies spawn Siege Weapons depending on their culture’s innovations, allowing them to better scale into the late game
      • Populist factions now generate a few commanders to lead their troops
    • The populist leader will now get some extra gold upon victory, to ensure that they can afford creating titles and Men-at-Arms
    • Reduced the rate at which factions gain discontent for being over the military power threshold. In practice, this will give rulers a longer time to react before factions press their ultimatum (especially when the faction is only slightly stronger than their target)
    • A successful Populist Faction will no longer usurp or create an existing title if they don’t control at least 50% of its De Jure (this is to prevent titles from being usurped too easily)
    • Increased the restrictions for a successful Populist Faction to create custom kingdoms and duchies. They will primarily attempt to create a title without a holder or usurp an existing title
    • Rulers participating in a Populist Faction will now become independent if they have too high a rank to be vassalized by the populist leader, instead of remaining a vassal to their old liege
    • The leader of a successful Populist Faction should no longer steal counties from rulers joining the revolt
  • Added 14 new event illustrations
    • Food Cellar
    • Crossroads with Inn
    • Hills
    • Plains
    • Bonfire
    • Kitchen (Western)
    • Jungle
    • Desert/Drylands
    • Docks (Tribal)
    • Castle Corridor Day/Night (Indian)
    • Courtyard (Indian)
    • Courtyard (MENA)
    • Relaxing Room
    • Wetlands
  • 7 new character animations for events
    • Assassination pose with raised knife
    • Eavesdropping
    • Eye Rolling
    • Laughing
    • Drinking from Goblet
    • Holding Lantern
    • Toast Using Tankard

Balance Changes​

  • ‘Domestic Affairs’ now also increases the rate in which you lose tyranny
  • A lot of interactions that used to consider max military strength will now consider current military strength
  • AI Muslim rulers with Jizya active no longer indiscriminately convert Apostolics if they aren’t zealous
  • AI counts will no longer complain that their capital county is under their De Jure when you’re revoking their titles
  • AI rulers will now elect to end their offensive wars should the defender end up being inherited by the Mongol Empire
  • AI rulers with Religious Taxation active no longer convert faiths within their own religious group without being somewhat zealous first
  • Added AI weights and a longer cooldown to the Latrine Disaster event
  • Baltic Pagans are now much more unlikely to spontaneously convert to an organized faith
  • Caliphal Subjugation is now based on adherence to Head of Faith, rather than same faith (which means that the Sunni caliph can subjugate Ashari, Maturidi, and Mutazili, for example)
  • Clans can now offer religious exemption when vassalizing
  • You can now ask for religious exemption when swearing fealty to a clan
  • Common rarity artifacts are now more likely to get damaged in sieges than stolen
  • Craven, Content and Trusting AI’s are now more likely to say yes to title revocation and vassal retraction
  • Generous characters now lose stress by giving away titles
  • Harold Godwinson will no longer get alliances within the first 5 years of the game, to let the battle for England play out first
  • If you have your temporal Head of Faith vassalized, you can now direct GHW’s if they’re enabled
  • Isolationist Cultures are now harder to vassalize
  • Norse characters will now tend to convert to their divergent scandinavian cultures if appropriate
  • Offer Vassalization Added 20 acceptance for having an alliance
  • Offer Vassalization Added 20 acceptance for offering to a realm encircled by yours, without access to the coast
  • Offer Vassalization Added a penalty for Feudals trying to vassalize Tribals, and vice versa
  • Offer Vassalization Added a penalty for being a year or more in debt
  • Offer Vassalization Added an acceptance modifier based on how well-liked you are by your Powerful Vassals, ranging between -20 to +20
  • Offer Vassalization Base acceptance changed to -50 from -45
  • Offer Vassalization Being the Rightful Liege/Unrighful Liege is now +20/-20, changed from +10/-25
  • Offer Vassalization Increased the claimant modifier to -20
  • Offer Vassalization Increased the rivalry modifier to -100
  • Offer Vassalization Lover/Soulmate now gives +10/+20 acceptance
  • Offer Vassalization The ‘I am a King’, ‘We just fought against each other’, and ‘I fought an independence war against you’ negative reasons have been increased, to offset the new positive reasons (you shouldn’t be able to vassalize kings easily!)
  • Offer Vassalization The ‘Wide difference in rank’ modifier is now 10, up from 5
  • Offer Vassalization The Ambitions, Arrogant, Paranoid, Fickle, and Stubborn traits now reduce acceptance by -10/-20
  • Offer Vassalization The Opinion Modifier now matter twice as much for clans (up to a potential +70 from +35), to make up for the fact that they can’t offer better vassal contracts
  • Offer Vassalization The Trusting and Content traits increase acceptance by 5
  • Reduced the vassalization acceptance bonus from the Diplomatic Court Type
  • Lowered the effect of True Ruler from 25 to 20
  • Significantly lowered the chances of artifacts getting damaged during feasts
  • Slightly loosened the requirements of pagan conversions for the AI so that less scattered pagan realms persist into the very late game
  • Steppe rulers will no longer automatically feudalize when converting to a non-pagan religion, to preserve the steppe tribal for longer
  • Rulers of Successor Khanates (Golden Horde, Chagatai, etc) are now much less likely to be sick, infirm, underage, of an ill-fitting culture, etc, while also now favoring highly skilled characters.
  • Significantly revised how the Successor Khanates spawn, patching many holes where they would fail to form, and ensuring that their borders are more logical and contiguous
  • Successor Khanate heirs will now switch to a majority faith of their new realm if they are Pagan upon succession
  • Successor Khanates now start with 100 dread to help them survive the first few years
  • Successor Khanates now start with High Partition
  • Successor Khanates will now be given a De Jure area depending on what they hold, within reason (the Ilkhanate will not shift all of persia, don’t worry)
  • The ‘guardian of my relative’ opinion modifier now stacks
  • The AI is now slightly more willing to give up land or vassals that belong to their liege’s primary title’s capital duchy (i.e. Valois for the Kingdom of France)
  • The AI will now tend to not attempt imprisonments of landed vassals when chances are exceedingly low, unless they’re lunatics
  • Patched an exploit where you could give the same artifact to multiple people, now only one will get it
  • The Gift Artifact interaction is now instant
  • The Gift Artifact interaction no longer shares opinion modifier with Send Gift, so you can do both to the same character
  • The Greatest of Khans trait and Modifiers now give Horse Archer and Light Cavalry siege speed bonuses
  • The Mongol Empire now starts with High Tribal Authority
  • The Mongol Empire will now always spawn as Tribal
  • The Mongol successor states (Chagatai, golden Horde, ilkhanate, etc.) now get some event troops and a little bit of gold to prevent them from instantly collapsing
  • The Mongols are now much less likely to gallop their horses into the mountains of Tibet
  • The Mongols now do not get Peasant Factions while a Great Khan is ruling them
  • The Mongols now get more dread from devastating provinces
  • The Mongols now have a chance to devastate counties when subjugating rulers in war, even if they do not siege them directly
  • The Royal Armory Duchy Building now also gives an army maintenance % reduction
  • The Seneschal position now provides slightly less control growth
  • The stress impact from revoking titles with the Generous trait has been lowered
  • There’s now a chance to steal artifacts from barons in sieges, should they have any
  • Tyranny Reducing effects from Artifacts are now less powerful
  • When embracing the English culture, all children and all vassal’s children will now also convert to the English culture
  • When vassalizing someone, they’ll now gain an opinion modifier that prevents them from joining Independence and Dissolution factions
  • You as the liege no longer lose a piety level for choosing not to imprison the guilty party in secret reveal events
  • You can no longer seize the gold from realm priests through banishment, and any gold that former realm priests hold will be transferred to the new realm priest if possible
  • You now get more opinion when gifting greedy characters artifacts
  • You now only need 1 Holy Site to create or recreate a Head of Faith title
  • AI vassals are now more likely to offer a gift when paying homage
  • Boosted the control gain from requesting Bailiffs from your Liege in a Petition
  • Children that are 10+ years old at game start will now always be assigned a sexuality
  • Non-landed children will now more often get bullies, victims, friends, and crushes
  • Kingdom of Naples is now a valid title for the Wily as the Fox achievement

AI Changes​

  • AI characters are now much less likely to convert to Adamitism, only truly irrational characters will consider it
  • AI characters will now more often accept imprisonment and revoke title demands made by Genghis Khan
  • AI rulers will now hire and preserve a Seneschal Court Position if they have Counties with low control, regardless of debt level (if at peace)
  • AI’s with the Peacemaker perk or the Stalwart Defenders tradition will now end wars earlier
  • Barons will now use more of their gold on building buildings
  • City Barons in Drylands and Deserts now prefer economic buildings over building camel farms
  • Depending on personality, the AI will now much more aggressively pursue control through revocation of Counties in its primary title’s capital duchy as long as it has room in its domain, taking on a modicum of tyranny when doing so. This makes the AI better at consolidating a powerbase for their realm.
  • Make attacker Dukes, Kings and Emperors raise their armies in a safe county close to the war goal county that is closest to their capital.
  • Make defending Dukes, Kings and Emperors raise their armies in a safe county close to the war goal county that is closest to their capital.
  • Players are fickle on the best of days and dishonorable on the worst! No longer shall we depend on their assistance when we declare our righteous wars for [GetWarReason]! They may still interfere with our plans, so we will still be weary of enemy player alliances.
  • Removed the restriction on Shy and Callous characters on using the Sway scheme
  • Slightly lowered the AI’s preference to buy MaA over buildings
  • The AI is now choosier when using the interaction to select who to seduce/romance; they will tend to want fertile characters close to their own age, unless there are special circumstances (deviants will seduce anyone, lustful/temptation focus characters have a larger age span, temptation focused characters want to seduce vassals/liege/realm priests, only irrational and lustful/incestuous characters may seduce much older family members, and everyone is free to seduce their own spouse/s). Note that this does not affect seductions/romances started via events.
  • The AI is now more inclined to use the Organize Army task when bankrupt if they’re rational
  • The AI now attempts vassalizations more frequently
  • The AI now slightly favors building the really good economic buildings (Farm Estates, Orchards, Cereal Fields, Quarries, Logging Camps, Regimental Camps)
  • The AI will be better at using the Support Schemes council task when they are performing murder schemes
  • The AI will no longer accept a negotiated alliance from someone they want to revoke land from in their primary duchy
  • The AI will no longer launch directed great holy wars/Jihads on an area where they would get less than 5 counties
  • The AI will no longer spend time swaying non-councillor barons
  • The AI will now always construct Farm Estates or Orchards before constructing Trade Posts
  • The AI will now join defensive Holy Wars if they’re decently Zealous and Bold, with enough gold to support their armies for a time
  • The AI will now more aggressively use the fabricate hook scheme on vassals with modifiable contracts, especially if the vassal’s spymaster is poor (and thus the success chance is higher)
  • The AI will now much more aggressively pursue control through revocation of its primary title’s de jure capital county and duchy.
  • The AI will now not want to build Duchy Capital or Special buildings before they’ve filled all regular building slots
  • The AI will now only consider Artifact Wars against close rulers
  • The AI will now recreate destroyed temporal Head of Faith titles (such as the caliphates) much more frequently
  • The AI will now send spare children to be educated by vassals in order to increase their opinion
  • The AI will now spend more of its money on Buildings and MaA, depending on stage of the game and personality. Early on, most AI’s will want to develop the buildings in their capital quickly, and later in the game their willingness to spend gold will in large parts depend on which personality archetype of these they fall into: Warmonger, Cautious, Builder, or Unpredictable. The AI boldness value also plays a big part.
  • AI’s with an ‘Builder’ personality will now prefer filling free building slots with Economic buildings
  • The AI will now target their Realm Priest with the Sway scheme much more frequently
  • The AI will now tend to sway unhappy vassals for longer
  • The AI will now try to appoint a righteous caliph (the decision to create your own caliphate as for example Muwhalladi) much more often
  • The AI will now try to educate their children in languages that their future subjects will speak, to prepare them for rulership
  • The AI will now use Commission Artifact, Hunt, and Feast less often when they don’t have a lot of spare gold, and even less if they’re of an ‘Economic Boom’ personality archetype
  • The AI will now use Disrupt Schemes when appropriate (paranoid, threatened by siblings, targeted by an exposed scheme, etc)
  • The AI will now use the Befriend, Romance, and Learn Language schemes somewhat more frequently
  • The AI will now use the Develop Capital and Expedite Schemes decisions
  • The AI will now use the Find Secrets council task if they are sufficiently devious/dishonorable
  • The AI will now use the Sway scheme much more frequently
  • The AI will now use the stress reducing decision granted by stress traits more often (except for the ones where they wound themselves or spend a lot of gold, those remain rarer)
  • The AI will now vastly prefer building all tier 1 buildings in its capital county before starting on secondary holdings
  • The AI will now want to build all tier 1 buildings in a province before upgrading them
  • The AI will now want to revoke secondary baronies that it can hold if it’s below domain limit
  • The Mongol Empire and its successor khanates are now less likely to simply give in to faction demands without a fight
  • The Mongols will now never give in to Dissolution or Independence wars, they will always fight
  • The Mongols will now prefer invading eastern european lands over the byzantine empire (no guarantees, though!)
  • Zealous AI’s will now attempt to get their children educated by their head of faith
  • Zealous AI’s will now sometimes send gifts to the defender in a GHW if they’re nearing bankruptcy
  • The AI will no longer Bestow Royal Favor on vassals of vassals
  • Fixed combat evaluation incorrectly used on sea zones, leading to many naval invasions being impossible.

Content Changes​

  • Reduced likeliness of AI engaging in incest as part of the “Something More” event where one might become romantically interested in a friend.
  • Reworked the ‘A Growing Shadow’ childhood event
  • Reworked the ‘Always On My Mind’ childhood event
  • Reworked the ‘Concern of a Friend’ childhood event
  • Reworked the ‘Destruction of the Toy’ childhood event
  • Reworked the ‘Diligent parent lazy child’ childhood event
  • Reworked the ‘Get a Bully’ childhood event
  • Reworked the ‘Get a Crush’ childhood event
  • Reworked the ‘Get a Friend’ childhood event
  • Reworked the ‘Get a Victim’ childhood event
  • Reworked the ‘Harsh Punishment’ childhood event
  • Reworked the ‘Make your bully stop being such a bully’ childhood event
  • Reworked the ‘Parent increases stress’ childhood event
  • Reworked the ‘Parent is your educator’ childhood event
  • Reworked the ‘Parent reduces stress’ childhood event
  • Reworked the ‘The Way of the Heart’ childhood event
  • Reworked the ‘Unconventional Coping’ childhood event
  • Reworked the ‘Your friendship can turn into a crush’ childhood event
  • Reworked the various ‘Child gets a pet’ childhood events
  • Reworked the various ‘Child studies X skill’ childhood events
  • You can now get a crush on an actual peasant character in one of the sexuality events that references one
  • Added a bit more cool stuff to the mystical animal hunt

Interface Changes​

  • Added a handful of icons to core character interactions
  • Added another decimal point to the display of Development Growth
  • Added missing icon to ‘Tamer of Horses’ modifier
  • Duchy Buildings will now properly tell the reader why they’re disabled
  • Made the old event ‘Ecstatic Peasantry’ nicer
  • The ‘Gift Artifact’ interaction now only shows unequipped artifacts, to make it easier to give away excess artifacts
  • The ‘Offer Ward’ interaction now lists children with existing guardians, so you don’t have to manually remove the old guardian before sending them to a new guardian
  • The Coming of Age events now use more interesting/telling animations and backgrounds
  • The GHW CB’s now use a more appropriate icon, and are listed at the top of the CB list
  • The Learn Language scheme will no longer say it’s invalidated when it’s succeeded
  • The Rags to Riches 1066 bookmark is now the default bookmark again
  • The Sway invalidated toasts should now look decent
  • Viewing a Barony title that is not created yet will show terrain type in background
  • Characters in events will now animate even if dead to allow for spooky content
  • Heir icon should now always be visible when relevant
  • Rivals should now always appear in the character screen

Database Changes​

  • Added a few traits to Basileios Basileios
  • Chagatai is now known as such, not ‘The Chagatai’
  • Genghis Khan now starts with Athletic
  • The Golden Horde now has the correct historical capital set, Itil
  • The Mongol Successor Khanates will no longer be named after dynasties (so that you will see ‘Golden Horde’, etc)
  • The Sunni, Shia, and Muwhalladi Caliphates now have a capital county defined so that their AI’s know which area to consolidate

Bug Fixes​

  • (*) Fixed widespread crash caused by hiring mercenaries by players or AI.
  • (*) Fixed an AI issue where applying the ‘sway’ scheme by a character with an invalid ‘befriend’ scheme would lead to a crash.
  • (*) Fixed issues with holdings, city buildings, and temples for some cultures being invisible to players but still interactable with the user interface.
  • (*) Restored PS5 activities that were previously disabled.
    • (*) Fixed some annoying game crashes caused by activities-related game logic.
  • (*) Fixed an issue with liege petitioning not working through alerts/notifications and forcing players to petition only through the Decisions tab.
  • Characters will no longer consider members of their own faith Astray
  • AI’s will now focus on one Dynasty Legacy track while valid for the Fate of Iberia legacies
  • Adoptionism can no longer appear as a regional heresy without first being revived through nebulous means
  • Faiths with Syncretic tenets should now never end up with negative faith conversion progress
  • Fixed an issue where you could give imprisoned children as wards
  • Fixed broken loc string in toast when a child learns a parent’s language
  • Landless rulers (Holy Orders, mainly) should now never be valid for forming hybrid cultures
  • Mozarabics are now considered part of the Western Christian block for the purposes of heresy generation
  • Recreated temporal Head of Faith titles will now correctly get the Temporal Theocratic title law set
  • Spouses of your children should no longer become wanderers
  • The AI will no longer go to war over personal artifact claims lower than Famed
  • The AI will no longer start sway schemes against characters that have 100 opinion of them
  • The Golden Horde, Chagatai, and Ilkhanate will now claim a more historical area when the Successor Khanates spawn
  • Fixed issue where you would receive war banners after creating a kingdom
  • Fixed positive outcome for Seduction failure in A Walk in Town event
  • Fixed possibility of character duplication in Out with the Old inspiration event
  • No longer possible to build Cities and Temples before they are invented by Petitioning your Liege
  • Properly display the liege title requirement for the “Consolidate the Canaries” decision
  • Properly apply the Priesthood Slaughtered modifiers on the different counties for the Toledan Nights event
  • The Petition event “Personal Matter” should no longer fire in a way that has you accusing yourself of infidelity
  • The Petition event “Sanctuary” now properly checks whether the deposed ally is suitable for it
  • The Court Event “Murder Holes and Priest Holes” is now more rare
  • The Court Event “Getting a Head” will no longer generate brilliant lunatics
  • The yearly event “Roughhousing” will no longer start the “Murders at Court” chain
  • Rectified the weight multipliers for the Petition event “A shadow in the Night”
  • The Petition event “A child of the Court” will no longer be able to pick your own child.

Localization​

  • Updated localization tokens and text descriptions for the PS5 Japan build

Friends & Foes​

  • Over one hundred new events and event chains which expand upon the relationships you have with your family, friends, rivals, best friends, and nemeses. Experience a much more varied pool of random events every year, as well as specific heart-wrenching (or heart-stabbing!) reactive content for when you, as an example, lie dying, or when someone close to you takes part in a foreign battle.
    • New events for finding and living with spouses: spoil your partners and suffer the consequences, deal with multiple rival spouses pushing their children to be first in the line of succession, rein in (or allow) an overly-zealous spouse from burning books to ensure your children remain pure, and seek out a potential partner who must first be defeated in combat before they will allow you to take their hand in marriage!
    • Manage life as a parent: deal with squabbles between children vying for their line in succession, correspond with a married-off offspring, and assuage the doubts and jealousy of the child of a concubine who wishes to be treated equally to their siblings.
    • Navigate the pitfalls of life as a Medieval child: make a friend at a bonfire, fend off would-be fratricide or sororicide from envious siblings, and swear eternal vengeance on bullies after they break your favorite toy.
    • Explore the joys of friendship: share war stories with an old friend and make a new one at the bathhouse. Resist the temptations of a dead friend’s spouse throwing amorous glances your way, forgive your gluttonous best mate for eating you out of house and home, stage an intervention for a companion when they are far too fond of a drink, attempt to matchmake for a lonely confidant, and attempt to ease the suffering of a friend as they pass on from this life.
    • Discover the depths of rivalry with your rivals: get into brawls on the wharf and in the pub, arm-wrestle to prove a point, burn their artifacts in front of them, wait until a bitter nemesis dies and then dig them up and defile their body to get back at them even after death. Sleep with your rivals’ offspring, or even sleep with them! Be careful of the consequences…
    • From small storylets to larger event chains, this content will weave new dramatic narratives about friendships, vengeance, feuds between houses, memories of the past, and much, much more.
  • New mood music focusing on the Middle East, the Western sphere, and some that fit regardless of where you play.

For more on Crusader Kings 3, head on over here for the game hub.

[Source: Paradox Plaza]

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Alex Co

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

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Star Wars Outlaws Review – Charted Territory

Back in 2021, Ubisoft shocked the gaming world by announcing that first-party studio Massive Entertainment (The Division) is working on an open-world game based on the Star Wars license.  Needless to say, a lot of people were excited and that included the majority of staff writers here on MP1st. After three years, we finally get to see and play the fruits of their labors, and how is this non-Jedi Star Wars game? Well, let’s just say that the Force isn’t quite on Kay Vess’ side.

A Long Time Ago, In a Galaxy, That Should Have Stayed Far Far Away

I wish I could tell you what kind of game Star Wars Outlaws is, but truth be told, no one, including the studio, probably has an exact answer for that. While it has a general outline of what it could be, in my full 12-hour playthrough of the campaign, I honestly can’t say that vision ever came to fruition.

On paper, Star Wars Outlaws is a game about an upcoming outlaw named Kay Vess. Like many of our Star Wars protagonists, Kay starts out life more on the unfortunate side, having been enslaved by the systems the Empire has brought forth to many star systems. Every day is a fight for Kay as she scrounges around for scraps to barely get by.

Fortunately for Kay, her luck is about to turn around as a once-in-a-lifetime opportunity presents itself, the kind of opportunity that could turn a nobody into a somebody. It just so happens that Kay lives on Cantonica, a planet known for attracting the ultra-rich and powerful due to its casino city, Canto Bight. As it turns out, there’s a job up for hire that involves her breaking into the casino’s mansion, cracking a vault, and retrieving a handsome sum of credits, with promises of paying a hefty cut.

It’s the heist of the century, and though Kay is only accompanied by her pet companion, Nix, she takes on the daunting task of solo robbing the place. As one would expect, things don’t go in Kay’s favor, which leads to the realization that she needs a crew if she wants any real chance at robbing the place. Thus, her journey into the stars begins, looking for the most skilled people to hire into her crew while facing off against the galaxy’s most wanted and notorious crime families.

If the plot of Star Wars Outlaws sounds familiar, that’s because it resembles that of Disney’s 2018 Solo: A Star Wars Story, a film that explored the origin story of our favorite space smuggler and how he came to be known as Han Solo. In short, his story, too, consisted of assembling a crew to pull off some notorious heist, and Outlaws rethreads similar ideas.

Still, it’s not an idea I’m completely against, as I am always up for a good heist story, and with Outlaws, Massive Entertainment has far more playroom than working with an established character. This means they could tell a story as they see fit without worrying about living up to the expectations of a character already set by other films and media. This is especially true when looking at the grander story of Outlaws, and it involves what is being called the cartel of space. Though I’d say, it’s more akin to the mafia with all the different families and hierarchies presented.

That sounds a bit exciting, and the initial introduction leads us to believe that Outlaws will unfold into some Godfather or Good Fellas-esque plot, exploring the ins and outs of each organization firsthand. An opportunity to truly show how evil and vile the underworld in Star Wars can be, rather than always whimsical. Sadly, while Outlaws tries to do just that, it gets caught up in mashing so many different plots together, that ends up losing its on theme on itself.

Kay interacts with each organization, but that ultimately serves as a means to access repetitive and boring side missions that add little to the central plot. Otherwise, Kay is spending most of her time visiting planets, going to a bar to get information on said crew members, and then infiltrating a base to free them. In that time, you learn about each member, who is easily forgettable due to the repetitive nature of the story and gameplay. All that while, another plot unfolds in the background that, in the most comical shoehorned way, gets brought forward, all so Outlaws could have a bigger place in the Star Wars universe.

It’s not very often I’ll find myself playing a game and not having a hook of sorts, especially with Star Wars, to have something to at least look forward to. There are no “bosses” in the main story, at least in a traditional sense. You know who the big bad guy is, but they feel treated like some Far Cry level of villainy where they show up at the very start of the game only to reemerge for a few short minutes to let you know they’re still around. They’re forgettable, which is only proven further in the latter portion when they end up getting overshadowed by other characters, who are just as forgettable.

The crew members you recruit especially don’t have much chemistry with Kay, leading to the most obvious outcomes from those relationships. Not only that, but Kay, as a character, doesn’t seem to have much growth after the initial opening hours. Being a heist game and all, you should go in and expect some double-crossing to happen, and it becomes a very common trope that happens to Kay, who is seemingly shocked every time. It’s like a never-ending bit that wants you to laugh every time, but it’s not meant to be funny.

If you were looking for something cinematic and narrative-driven, I can’t say there’s much to hold on to your attention or keep you interested and invested in the story on that front. It’s disappointing, to say the least, but not all games need to have a good story to at least be fun and enjoyable. After all, it’s a videogame, so you will be playing it, which brings up our next topic, the gameplay.

Pew, Pew, Pew, Pew, Pew, Pew, Pew, Pew, Pew, Pew, Pew, Pew

What do you get when you combine Assassin’s Creed with the epic-ness of an Uncharted game that happens to be set in a Star Wars universe? Well, it’s not Star Wars Outlaws. No, far from it, in fact, but the comparison still stands as Outlaws clearly draws inspiration. The thing is, Outlaws wants to be those things, something I would actually be up for. However, it’s more of a baseline level that Outlaws pushes for rather than a fully developed and realized system of gameplay mechanics that have the kind of depth that will make you want to come back.

Outlaws offers many different gameplay components. It’s a third-person shooter, an adventure game with plenty of traversal,  a stealth game, and more. It’s so many different genres mashed together to make one game, but the problem is that it’s not good at any of those things because it’s all so barebones.

The general gunplay is passable. It’s not anything special that’ll stand out from other third-person shooters, and there’s not a whole lot to it other than standing around and shooting. It’s not awful, but it’s not great either. The only weapon you have is the blaster, which comes with a stun, a regular pistol firing mode, and a charge shot. You can pick up other weapons that enemies drop, but drop them once you perform any action or run out of ammo. You can upgrade your blaster, but beyond those upgrades, there’s little to no variety in the combat outside of just blasting with the same gun, which gets old quickly. They did throw in the Red Dead Redemption Dead Eye ability where everything slows down and you can auto-target a bunch of enemies at once, which is nice if a bit unimaginative, I guess.

Strangely though, you can’t shoot freely (you can use the Dead Eye) while on the speedster, despite enemies being able to. You can’t shoot from ledges either, removing any sense of verticality combat the game could have offered. All the combat is done on the ground with your blaster, Nix being able to distract enemies, and a dodge roll. Like I said, not much to it beyond some basic functionality.

Stealth is the preferred option of play, as countless objectives force it with warnings to not raise any alarms. Alerting one usually resulted in having to restar the section, and that’s a common objective used throughout Outlaws. But much like the gunplay, stealth in Outlaws doesn’t have much going for it. The main way to go about it is to hide in tall grass or behind a small box, while sending Nix out to distract enemies, giving you opportunities to move to the next cover. Kay can also stealth takedown enemies, but only if she manages to get directly behind them.

It’s easy to see that Outlaws takes many of its stealth mechanics from Assassin’s Creed, but it’s also easy to see just how many of the franchises’ mechanics it ignores that makes them a standout to begin with. Again, Kay can only stealth takedown an enemy if she is directly behind them. This means there are no above-aerial takedowns, no grabbing a stormtrooper’s leg and pulling them down a ledge; you can’t even go into cover and yank someone who’s leaning on the other side of it. You can’t have anything between you or the enemy, no environmental takedowns or any cool animations that are special under certain conditions. There’s only one type of stealth takedown in the entire game. It’s very strange, a game that wants to be a stealth game and yet lacks so much imagination to allow the players to play that way. It feels like something ripped out of the late 2000s. Don’t be surprised if there ends up being a comparison cropping up online showing how much more stealth 2007’s Assassin’s Creed, or the original The Last of Us, games that are over a decade old.

Between the shooting and the stealthiness, there’s a good amount of platforming and puzzle work. The climbing can be janky at times, with Kay auto-snapping to spots that can result in a death or two every now and then. Puzzles are generally simple, typically blast this to open that. There’s door and terminal hacking, which is basically finding the correct symbols and putting them in the correct order. Those are very repetitive and remain essentially the same throughout the entire game. At least for those, there’s an accessibility option to just skip the puzzles, something I highly recommend turning on.

There are other things to do in the game too, such as playing Sabaac, a poker-like card game that have you betting money, or taking on one of the many, and I mean, many side quests. Just don’t go in expecting anything crazy for those side quests, as most of the ones I played through were mainly of the fetch variety. Travel across the entire map to collect an upgrade piece, and then back kind of thing. I can’t say I’m surprised by that, Ubisoft titles generally are heavy on that, but the game does set those expectations within the first few minutes of getting control of Kay, as the first thing you do is mindlessly wander a city collecting random junk to sell. I wasn’t joking about having experienced most of what the game has to offer in the first few hours because, after this and the first major stealth location, you really have experienced it all.

I don’t want to downright say that all the gameplay mechanics in Star Wars Outlaws are “bad” per se. It’s more that it’s just, forgettable? There’s nothing that stands out, nothing that makes you want to come back and keep on going through it. It’s like a bunch of mechanics from a bunch of different games were all thrown together, without understanding the work that was put into all those mechanics to make them standout in the first place. Half-bake, or more like a proof of concept to show to someone that this could work, only to never moved on passed that stage and just built everything else around it.

I’ve yet to even mention any sort of bugs I’ve experienced in the game, which is quite a lot. Nix can, at times, become unresponsive and even broken to the point where I need to reboot the game just to fix them. I’ve spoken with a few other reviewers, and one common issue is that elevators are not responding at all. They require you to stand on them for a few seconds, but sometimes they won’t move, leading you to think you’re going the wrong way. My speeder was constantly breaking on me, getting locked into the brake position, even after toggling the brakes off. That prompted me to hop off it, walk away a bit, and then spawn it back in. There was a mission that I had to restart multiple times because I had to keep up with a character, and my speeder just wouldn’t move at all. Eventually, when it did manage to get unstuck, it would accelerate faster than I could react, slamming me into a wall and starting the whole process of trying to get it unstuck again. Things especially get frustrating during the stealth, when Kay suddenly gets flung across the room just for doing a stealth take down, alerting everyone in the area.

If you thought the game looked rough based on previous gameplay videos, then the final product probably won’t convince you that much has improved. There’s definitely a lot lacking in the polishing department, something I feel the studio could have used some extra time for.

At Least It’s Pretty

I will say, bugs aside, Star Wars Outlaws’ visuals are pretty impressive. Mind you, they’re not as good as Massive Entertainment’s previous game, Avatar: Frontiers of Pandora, but they are pretty good nonetheless, with a few inconsistencies here and there in the environment. I love what the studio has done in some of the larger towns, as they’re filled with all kinds of NPCs from all reaches of the galaxy. There are some gorgeous backdrops, too, especially in space.

It definitely looks like something right out of Star Wars, and I’m glad to see the studio managed to nail down that look.

Now, I wasn’t really planning on addressing the whole outcry about Kay’s face looking manlier than her real-life model because I honestly didn’t care too much about it. I thought it looked fine, and it does in most of the pre-rendered CGI cutscenes in the game. But then you get in-game, and there’s actually a lot of inconsistency with how her face looks throughout, especially under certain lighting conditions.

I mean, look at her here; this doesn’t even look like the same character.

No disrespect to the model, but someone really did butcher her in-game face. It’s not great, and it’s hard to believe it’s the same character you’ve been playing this entire time.

Now, onto performance. As long as you don’t play with everything cranked to 11, including the raytracing lighting and reflection, you should be able to get Outlaws running at a pretty smooth and consistent frame on PC. I’m not one to go over 60 FPS unless it’s a competitive shooter, and for the most part, I did feel that Outlaws maintained a steady frame around there. With everything maxed out, though, I did notice some severe dips. No surprise, considering it can become a very demanding title, depending on your settings. This is running with a RTX 4090, with our other builds needing to be scaled much lower to keep frames up.

Lower Me Into The Carbon-Freezing Chamber

If I could sum up what Star Wars Outlaws is, it would basically be a massive fetch quest, that while looks pretty and manages to capture feeling and look of a Star Wars, is ultimately hindered by its repetitiveness, barebones gameplay, and lack of polishing.

Sure, there’s still fun to be had, and some story moments that do standout, but overall it’s a hard recommendation, even to the diehard Star Wars fans. While Star Wars Outlaws ticks off many boxes on what a good Star Wars games should be, it also doesn’t try and innovate beyond those check boxes. To add to it, what you’ll play in Outlaws is probably something you’ve played in another game, though a tad bit better, and executed earlier.

Ultimately, Star Wars Outlaws’ biggest strength is that it has the Star Wars license, but in terms of gameplay? It feels by-the-numbers for the most part. This is one outlaw that might want to spend some time in the pokey to reflect on their missteps.

Score: 6.5/10

Pros:

  • Visuals look good
  • Speedster gameplay is fun even if it feels limited
  • Sound and music are done well
  • Cool nostalgic moments

Cons:

  • Kay sometimes looks weird under certain lighting.
  • Bugs, bugs, and more bugs
  • Limited stealth gameplay
  • Limited blaster gameplay
  • Been there, done that…

Star Wars Outlaw review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Black Myth Wukong Maps Created by Community, With One Able to Be Added as an Overlay in the Game

While Black Myth Wukong does a lot of things right, there is one thing missing in the action game that’s badly needed, and it’s an in-game map. To date, GameScience has not made any announcement if we’ll ever see a map added as parr of the game’s post-launch support, and with that in mind, the community has taken it upon themselves to make their own Black Myth Wukong maps!

First off, Game Village has released their interactive map, which, as of press time, is finished all the way to Chapter 3-6 Thunderclap Temple. Note that perusing the map will present icons of items, bosses and whatnot, which might be considered spoiler-ish. Another one available now is via BlackMyth.gg which is also getting updated from time to time. For those who’d rather have an app, Gamersky has released one though it seems you’ll need WeChat to access it.

If you’re on PC, then there’s an even better option for you, as one user from China has created a map overlay that players can run while playing the game. Here’s how it works in action:

Players can can go here to check it out and run it (Note: we have not tested the map overlay outselves, and as such, we advice people to be careful in using any unauthorized software).

Will GameScience add an official Black Myth Wukong map? I sure hope so, and the devs can just make it something that can be disabled in the options menu for those who prefer playing the game with no map at all. Even without this feature available in the game, that hasn’t stopped gamers from buying the game in droves, as the game has managed to turn profitable in just its first day of release, and has reportedly made $450 million in gross revenue in its first three days of availability.

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Alex Co

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

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Sonic X Shadow Generations Will Use Past Themes That Made Shadow Famous for New Levels, Explains Why He Won’t Use Guns

This October, SEGA and Sonic Team are set to re-introduce Shadow and Sonic in Sonic X Shadow Generations, a remaster of the 2011 hit with added new content, and a bigger emphasis on Shadow (hence the title) with the character getting his own new levels. Mind, it’s not just a case of designing a level for Sonic and putting Shadow in the Blue Blur’s place.

In an interview in the latest issue of PLAY magazine (issue #44), Sonic Team boss Takashi Iizuka commented that they are using the themes of the past areas that have “famous Shadow gameplay” and using that as the basis of the brand-new levels in the upcoming game.

Shadow Generations will be going back and using the themes of the past areas that have really famous Shadow gameplay, and we’re using those to build brand-new levels to play through.

In the same chat, Iizuka explains why Shadow isn’t using guns in Sonic X Shadow Generations. which might surprise some fans given Shadow cursed and used firearms in 2005’s Shadow the Hedgehog.

When Shadow the Hedgehog was created, the team really wanted to make a shooting action game as it was a really popular genre, and so they took Shadow and gave him a gun. But this is a Generations format, which is really about high-speed platforming action, so guns aren’t necessary.

In place of Shadow’s guns are new “doom powers” which SEGA showed off in great detail in a new trailer, which we’ve included below.

If you’re not familiar with the upcoming Sonic title, here’s the official description for it:

Shadow the Hedgehog is back with Classic and Modern Sonic in SONIC X SHADOW GENERATIONS, an all-new collection featuring two unique experiences!

Play as Shadow in a brand-new story campaign featuring never-before-seen abilities that prove why he’s known as the Ultimate Life Form! Speed through iconic stages from Shadow’s history, discover hidden secrets in an expansive hub world, and unlock new powers to take on Black Doom and save the world.

SONIC X SHADOW GENERATIONS also includes a complete remaster of the highly acclaimed SONIC GENERATIONS, a time-traveling adventure featuring a greatest-hits collection of 3D and 2D Sonic stages, now with upgraded visuals and new bonus content.

Sonic X Shadow Generations will speed out this October 25 on the PS4, Xbox One, PS5, Xbox Series X|S, and PC.

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Alex Co

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Report: Half-Life 3 Is “Real,” Features Semi-Open World with Smart NPCs That Can Talk to You

Since the release of the second part of the first-person shooter series Half-Life, fans have been eagerly waiting for a third installment. Over 20 years have passed since the release of Half-Life 2 in 2004, and Valve, the game’s developer, has remained silent, leaving many to lose hope for a sequel. However, despite numerous rumors circulating for years, recent leaks suggest that Half-Life 3 is indeed real.

The info was shared by Gabe Follower,A well-known data miner and leaker that shared a ton of info about Valve’s Deadlock, has revealed that Half-Life 3 is in development. In his recent video, he said:

Half-Life 3 is real, and Valve are trying to hide that we’re going back to Xen. The game will feature a semi-open world, a weather system, day & night cycle, and smart NPCs that can talk with you!”

Gabe Follower claims to have been working on gathering these details for three years and explains that he obtained this information through data mining. The leaks also suggest Valve initially canceled Half-Life 3 due to technical limitations with the Source 2 engine. Now that Valve has resolved these issues, it has resumed development.

While Gabe Follower’s findings seem promising, it’s important to note that Valve has not yet confirmed the game’s existence, so treat the info with a grain of salt for now. However, as more news and rumors emerge, we’ll keep you updated.

For the younger generation of gamers not familiar with Half-Life 2, the shooter was released back in 2004 on PC before being ported to other platforms after. It garnered universal acclaim, and is considered one of the best games of all-time. At the time of its release, it managed to amass a whopping 39 Game of the Year awards from various publications, and is still highly regarded to this day.

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Rainbow Six Siege Y9S3: Operation Twin Shells Launches Sept. 10, New Operator, Gameplay Updates Revealed

Ubisoft’s next major content drop for Rainbow Six Siege is set to be unleashed next month on September 10! Officially titled as Year 9 Season 3: Operation Twin Shells, this new update will include a new operator in Skopós, gameplay updates, Siege Cup beta and more!

Thanks to an invite-only event where MP1st was able to test out and gain info ahead of time before today’s reveal, we have the full scoop o what to expect in Rainbow Six Siege’s next operation!

Rainbow Six Siege Year 9 Season 3: Operation Twin Shells Info:

  • New Operator: Skopós (Defender) – 2 speed/2 health
  • Gadget: V10 Pantheon Shells – Two remotely operated robots called shells (Talon and Colossus) – The active shell functions just like an Operator and wields the new PCX-33 assault rifle while the inactive shell crouches behind its very own shield and acts like a camera. Skopós can only control one of her shells at a time, but switching between the two gives her unprecedented mobility and creates new strategic potential
  • Weapon Loadout: New PCX-33 assault rifle (primary), P229 (secondary weapon)

Year 9 Season 3 also brings the Siege Cup beta!

Siege Cup Beta Info:

Siege Cup is our most competitive playlist, where 5-player squads are placed in a skill-based ladder tournament to compete for rewards every two weeks. Additionally, players who participate in Siege Cup and Ranked playlists can earn Competitive Coins to redeem exclusive items every season. The Siege Cup beta will be available in Western Europe and North America on PC only, with the objective of testing servers and ensuring fair competition before launch.

Players can register here for a chance to be one of the first to experience and provide feedback for the playlist.

New Additions to Anti-Cheat:

The Anti-Cheat Development Team continue to focus their efforts on testing and supporting new security updates—such as binary hardening and developing QB System expansions—that aim to disrupt cheat development and usage while making it difficult to introduce new cheats in the future.  According to Ubisot, this is a long-term, ongoing investments where updates will be made more frequently to ensure the game is played fairly.

Second Part of Solis Balancing Update:

Attacking operators Nokk and Dokkaebi will receive further tuning in the upcoming season.

Solis’ SPEC-IO Electro-Sensor only detects electronic devices in central view. The scan for detected devices has also been replaced with the Overclock function, which has limited uses, cannot be turned off, and alerts nearby enemy Observation Tools of Solis’ presence. In addition, changes have been made to Dokkaebi’s Logic Bomb and Nøkk’s Hel Presence Reduction gadgets to reflect player feedback.

New Training and Onboarding Updates:

Versus AI 2.0 – Players can defend bomb sites against a team of trained AI Operators, providing a well-rounded training experience in addition to defending AI from Year 8 Season 4. This update will allow new and returning players to hone their skills in an accurate and challenging environment before jumping into competitive play.

Additional Updates in Y9S3:

  • Quality-of-life changes
  • After Action Report 2.0 redesigned to provide a clear overview of the most valuable and relevant post-match information
  • Drones will get a boost mechanic that increases navigation speed and improve players’ ability to gather intel

Rainbow Six Siege Y9S3 will launch this September 10 across consoles and PC, and once it’s live, expect MP1st to have the patch notes available. You can keep tabs on all our Rainbow Six coverage here.

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Alex Co

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

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Concord Update 1.003.006 Reduces Level for Rivalry Playlist and More This Aug. 25

Firewalk Studios has released Concord update 1.003.006, which is the game’s second post-release client patch. This doesn’t include any balance changes, but it does reduces the required level to access the Rivalry playlist alongside other fixes. The patch is available for download now on both the PS5 and PC versions with the patch notes being the same for both platforms.

Concord Update 1.003.006 Patch Notes for August 25:

In-Game version: v.2c978676 326256

There was also a patch released yesterday on PS5 and PC as well, and we’ve included the changelog for that too.
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Alex Co

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

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Former Concord Developer Calls Haters as “Talentless Freaks,” Blocks People and Locks Account

With Concord’s release seemingly not going as planned by developer Firewalk Studios, it’s understandable that some people will offer their sympathies to some of the people who worked on it, but to see a dev who worked on it act in a hostile manner is a bit surprising to see.

This is what happened on Twitter/X, where Xander Ferrell, gameplay animator at PUBG Corp. and has previously worked on Concord, called those who hated the game as “talentless freaks.”

Not only that, but Ferrell has also started telling people to pay them $8 to “unhide” their tweet:

Ferrell has since set their Twitter/X account to private, and has seemingly deleted their LinkedIn account, and other social platforms. While we do NOT and never will condone any harassment to developers in any form, the person who offered their sympathies to Ferrell wasn’t hostile at all, and seemed genuinely sad that Concord launched with a thud rather than a bang.

Speaking of which, in its first full day of release, Concord has failed to crack even past 1,000 concurrent players, with the highest peaking at 660. Today, the 24-hour hour high is at a paltry 298 according to Steam Charts.

Of course, this is just the PC player base, and does not count those playing on PS5. While we do not have any numbers for the PS5 release (and we’re not counting on Sony to release any stats at all), it’s highly improbable that it has reached a million or anywhere close to it given the game’s social media presence, Reddit community and the like.

For a deeper look at Concord’s struggles, we did a breakdown of its beta stats, player reception and more, which you can read about here. Hopefully, Concord finds its footing soon, as this is not how you want a game that took eight years to make be received by gamers.

[Thanks, DANNYonPC!]

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Alex Co

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

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Black Myth Wukong Turned Profitable in First Day of Release, Has Earned More Than $450 Million Gross Revenue in First 3 Days

While Black Myth Wukong hasn’t been out for more than a week, the action game has already proven to be one of the top-selling games on Steam of all-time. Not only that, but apparently, the game has already turned a profit on its first day of release, too.

This was revealed by Niko Partners Director of Research & Insights Daniel Ahmad, where it was also mentioned that Black Myth Wukong has already earned more than $450 million in gross revenue over its first three days of release. For those unaware, gross revenue is the total amount of money a business generates from sales and other sources without considering any expenses. Even if that’s the case, that’s still very impressive.

Another bit that makes Black Myth Wukong even more appealing to Chinese gamers is that it’s priced at $38 locally versus the $60 it would cost in the US (for Steam). Of course, given the game is based on one of the most famous Chinese stories of all-time, it was going to sell out either way, but being able to buy it cheaper most definitely helped kick sales up a notch.

Wukong seems to be the breakout hit of the year, and just the other day, we reported on how PS5 consoles were selling out in China due to the game.

The latest press release from GameScience announced that Black Myth Wukong has already sold 10 million units worldwide, and managed to hit three million concurrent players across both PS5 and PC! Imagine if the title was already released the same day on Xbox? That would surely hike it up a bit more.

While our review of Black Myth Wukong on PS5 is still currently in process (hey! It’s a big game!), most reviews for the game have been favorable.

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[Source: BNNBloomberg]

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Alex Co

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

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Dragon Age: The Veilguard Warrior Class Combat Overview on Basics, Buffs, Ultimates and More Detailed

Even if it’s a weekend, that hasn’t stopped BioWare from releasing an in-depth look at combat in Dragon Age: The Veilguard. For today, we’re treated to a combat overview of the Warrior class and what it can do in engagements, and more.

Dragon Age: The Veilguard Warrior Combat Overview:

By choosing Warrior, the fighting style revolves around close range combat and defense. Skills, Traits, Runes, and Abilities are customizable to best suit that type of playstyle. The loadout will have slots for Abilities, accessed from the Ability Wheel. Picking which Abilities from the many in the arsenal to bring into battle is a strategic choice made for each encounter, and they can be swapped out anytime, except during combat. For some added depth, there are up to three equipable Runes. Runes provide a variety of control, utility, or additional damage to synergize with your build. While in combat, all three Runes can be cycled through and activated.

Warrior Rook Specialization Areas:

  • Reaper – Become night’s blade. Steal life and risk death to gain incredible, unnatural abilities
  • Slayer – Leap into the fray. Wield massive, punishing weapons while rushing enemies to deal devastating blows.
  • Champion – Be the shield. Shrug off damage while summoning righteous fire down on enemies.

Rogue Rook Specialization Areas:

  • Duelist – Draw your steel. Parry and dodge past enemies to gain strength with every strike.
  • Saboteur – Set the stage. Deploy explosives and turrets that devastate enemies, then pick them off with arrows.
  • Veil Ranger – Hunt the enemy. Snipe enemies from afar using artifacts that charge arrows with dangerous, powerful magic.

Mage Rook Specialization Areas:

  • Death Caller – Embrace the dark. Drain life from enemies and cast spells that writhe with the essence of death itself
  • Evoker – Call the void. Freeze enemies in their tracks, then summon the deepest cold to tear them apart.
  • Spellblade – Be the storm. Channel potent spells for close-quarters combat infused with lightning’s wrath.

Combat Basics

Now let’s talk about the foundations of the combat system. The four core moves that all three classes share include jump, dodge, light attack, and heavy attack, which can all be chained together. Rook can dodge at any time, even mid-attack, which adds fluidity to the combat. Is taking damage or dealing it better at that moment? Light attacks do quick damage and build small amounts of stagger; heavier attacks are slower and build more stagger to your opponent. Once enough stagger is built, the enemy will be rendered more vulnerable to all incoming damage and allows Rook to perform a takedown.

Each of these attacks (light and heavy) can be charged by holding down the button to deliver a more potent version of the strike. For example, a heavy attack can be charged while using a staff to unleash a magical wave of destructive energy. Attacks can also be triggered while sprinting and/or jumping to add depth and fluidity to combat.

In addition, each class has ranged attacks, blocks (or parries, if timed properly with the right weapon set), and the ability to control Companions’ combat strategy. Each Class also has two distinct weapon sets, which can be swapped seamlessly in the heat of battle. This drastically changes the available move-sets and strategies.

Heavy attacks remove Armor Barrier (denoted by a yellow bar) faster, and ranged attacks remove Shield Barrier (denoted by a blue bar) faster. There is also the Stagger meter (denoted by a lavender bar) which builds as hits are landed against an enemy. Stagger creates opportunities for bonus damage and special Takedowns.

The Ability Wheel pauses the fight for more precise control over Rook’s own abilities and those of their Companions, and where those tactical RPG elements come into play. Players can use the Ability Wheel to assign Companions to attack specific enemies, individually or together. Abilities can also be bound shortcut keys to keep the action flow going, instead of always bringing up the Ability Wheel. Vulnerabilities and resistances of enemies can also be seen while targeting enemies in the Ability Wheel. For example, Darkspawn are weak to fire damage.

Buffs, Debuffs & Crowd Control

Some Abilities apply buffs or debuffs to help you in the fight. For example, Davrin has the Heroic Strike Ability which applies the Overwhelmed debuff to enemies. This will increase the enemies’ Stagger and make it easier for Rook to perform a Takedown. There are also Area of Effect Abilities to help the party defeat large groups of enemies. Controlling the field of battle is a key consideration in Dragon Age: The Veilguard. Players will need to consider which buffs/debuffs or crowd control Abilities will work best for each situation.

Abilities require Class Resources (Mana, Momentum & Rage) to be able to use. Each class primarily builds up their Class Resource by dealing damage with basic attacks. In addition, each class has a secondary way to build their Class Resource – Warriors build Rage by taking and dealing damage, Rogues build Momentum by dodging attacks and parrying successfully, and Mages regain Mana passively over time.

Warriors who go into battle with a sword-and-shield build, will have access to the Shield Throw Volley. By landing a Heavy Attack on a Shield Throw return, the shield will ricochet, taking out multiple enemies. This sequence can repeat up to three times, causing a devastating ring of damage around Rook. This attack works well against swarms as well as distant adversaries. Other ways to manage distant enemies lean into Companion abilities, such as Davrin’s Death from Above to send Assan, his griffon, to attack enemies. Warriors also have the Grappling Spear Ability to pull enemies close for an easier victory. With these tools, attacks can be chosen based on the type of enemy and the situation to dispatch foes in the most optimal way, especially on higher difficulties.

Primers, Detonators, & Ultimates

Many Abilities include some type of coordinating effect and serve as either a Primer or a Detonator that can result in devastating combo attacks when properly executed with the Companions. These Ability combos can be set up in the Ability Wheel.

Finally, you have your most powerful attack: Rook’s Class Ultimate Ability. Doing damage to enemies increases your Ultimate Meter. The Ultimate Meter won’t fully fill during smaller skirmishes, because they are designed to decimate a significant swath of the battlefield or the toughest bosses.

All of these options combine together to create a rich combat experience that is highly customizable. The entire Skill Tree is also fully refundable, and Skill Points can be redistributed. We encourage you to try out multiple builds, use different Abilities for each mission, and change up the Companions you bring into battle.

According to BioWare, we will be getting the same treatment for the other classes, so stay tuned for the combat overview on the Rogue and the Mage.

Dragon Age: The Veilguard is set to release this Oct. 31 on PS5, Xbox Series X|S and PC, and you can check out the pre-order bonus and different editions that will be available here.

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Alex Co

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

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Silent Hill 2 Remake Has “Replaced and Remapped” All Enemy Locations; Konami “Serious About Renewing Series”

For those that played the original Silent Hill 2 back in 2001, you might be wondering what the upcoming remake has to offer aside from updated visuals. Konami and developer Bloober Team have not only confirmed changes are in store for some of the game’s mechanics, but we know now that even all the enemies have been placed in new locations as well.

This was revealed by Silent Hill series Lead Producer Motoi Okamoto in the latest issue of PLAY magazine (issue 44) which had a special blowout on Silent Hill 2. According to Okamoto,  “As for the creatures, we have some minor updates. We have also replaced and remapped all the enemies from where they were placed in the original so everyone can have a fresh take on combat.”

In the same issue, Silent Hill long-time composer Akira Yamaoka talked about the music, and how “all of the tracks have been reworked from the ground up.” To add, there’s nine hours of music in the game in total, and Yamaoka states, “we want to make sure everyone has a fresh experience.”

If it looks like Bloober Team and Konami are pulling out all the stops in making sure the Silent Hill 2 remake is a sure-fire hit, it’s because Konami has a point to prove with it.

Okamoto says that they are aiming to prove to gamers that they (Konami) are capable of delivering a high-quality Silent Hill game, and how the company is serious about renewing the franchise. “We fully understand that Silent hill 2 holds a special place in many people’s hearts as being memorable and as a masterpiece” Okamoto-san also adds, “So by introducing the remake of this game as the very first major title, we wanted to [demonstrate] to all of our players, all the fans, that Konami is serious about {renewing} the series, and that we are capable of delivering a high-quality Silent Hill game.”

With what we’ve seen so far, Konami and Bloober Team seem to be on the right track. Aside from new enemy placements, players can expect new puzzles, a new dodge button and more areas to explore as well, which is something we summarized here.

Silent Hill 2 is set for release on PS5 and PC this October 8.

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Alex Co

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