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Madden NFL 25 New Gameplay Features for PS5, Xbox Series and PC Revealed, Closed Beta Kicks Off

While a lot of games are still getting released on last-gen, that doesn’t mean they have feature parity with their newer, shinier siblings. One of the genres that this is very evident to see are sports sims. In Madden NFL 25, those on PS5, Xbox Series X|S and PC, will have more features to look forward to aside from shinier graphics.

From the newest iteration of FieldSENSE and the all-new BOOM tech, to even the presentation, there’s a lot of new features that last-gen Madden players won’t be able to experience since the franchise has been prioritizing current-gen for the last few seasons (as it should). Read on what to expect in the current-gen versions of Madden 25 and what new stuff it brings to the table.

Madden NFL 25 New Gameplay Features (Exclusive to PS5, Xbox Series X|S, PC):

Madden NFL 25 gameplay on PS5®, Xbox Series X|S, and PC brings new levels of control to players through FieldSENSE™ upgrades powered by BOOM Tech, plus signature styles and new mechanics with ball carriers, catching and pre-play, and a focus on football fundamentals within blocking, playbooks, and more:

  • Physics-Based Tackling: Cut loose and attack the ball with powerful Hit Sticks, Cut Sticks, trucks, dives, and stiff arms with more control and realism than ever. A new data-driven physics system considers timing, momentum, weight, speed, strength, and player ratings to inform 1-on-1 ball carrier impact for a wider variety of explosive and authentic physical outcomes.

  • Reloaded Hit Stick: Bring power in every phase of the game. The re-engineered Hit Stick uses a timing-based mechanic to provide more control determined by your angle of impact, stick skill, and accuracy for cut sticks, big hits, and trucks, with more realistic physical movements and results.

  • Ball Carrier Control: Run the rock with unparalleled confidence and command with the new Ball Carrier Balance and Recovery System. Feel the impact of every hit and experience the thrill of breaking tackles like never before with more realistic and dynamic ball carrier experience. Absorb big hits, regain your balance, and continue the drive, all based on the intensity of the collision and the ratings of the players involved.

  • Foundational Football: The latest additions to FieldSENSE™ deliver increased authenticity in all three phases of the game – offense, defense, and special teams – to celebrate and reward fans’ love of the NFL. New team-specific plays from some of the NFL’s most innovative play-callers bring enhanced strategy and gameplay variety, including the new NFL hybrid kickoff. Signature pre- and post-snap animations deliver a new level of immersion, and all-new skill-mechanics for ball carriers, receivers, and defenders provide players with ultimate control across the field.

The older features and modes are getting revitalized as well, which is par for the course for every sports sim that gets an annual release.

  • Presentation: Play by play never sounded so good with two additional commentary teams – Mike Tirico & Greg Olsen, and Kate Scott & Brock Huard – across the game plus fresh pregame montages, camera angles, environments, Super Bowl celebrations, and immersive audio that looks, feels, and sounds different at every level.

  • Franchise: Recharged Franchise mode provides a rebuilt NFL Draft night experience featuring Roger Goodell, a redesigned Franchise Central that delivers dynamic storylines and strategic insights, and more ways to customize your team and season on the Team Builder website.

  • Superstar Mode: Customize your avatar with new archetypes, faces, hair, tattoos, and more. Utilize new Combine drills to grow your avatar, then dominate The League, show off in Showdown, and collect rewards in year-round live events and dynamic seasonal experiences.

  • Ultimate Team™: Build the ultimate roster with more customization options that simplify lineup adjustments and include new challenge types, Solo Seasons, and fresh playbook content every update. Collect rewards with refreshed content all year long, and experience new ways to play including events that feature a 6v6 arcade-like experience.

  • Online H2H: Climb redesigned leaderboards by playing competitive seasons and mastering the new ranked structure in head-to-head divisions. Progress through divisions to gauge success; only the best of the best will qualify for a spot in the elite Top 100 division (on PS5®, Xbox Series X|S and PC).

EA showed off some of the new tech and features for Madden NFL 25 in short clips:

Why EA didn’t just release a trailer showcasing these off instead of tweets, I have no clue. You can read more about each new feature right here.

In addition to the info above, the Madden NFL 25 closed beta kicks off today for PS5, Xbox Series and PC.

Madden NFL 25 Closed Beta Info:

Schedule:

Weekend One: 2:00 P.M. EDT (Estimated) Friday, June 14th to 2:00 P.M. EDT Tuesday, June 18th

Weekend Two: 2:00 P.M. EDT (Estimated) Thursday, June 27th to 2:00 P.M. EDT Tuesday, July 2nd

WHAT IS INCLUDED IN THE MADDEN NFL 25 CLOSED BETA

Weekend One + Weekend Two:

  • Play Now
  • H2H
  • Practice Mode
  • Madden Ultimate Team
  • Superstar

Weekend Two:

  • Franchise Mode
  • Training Camp

For those who didn’t get a code, you can still get one by regularly checking Madden’s official Twiter accounts where extra codes are being sent out (EAMaddenNFL, @EASPORTS_MUT, @MaddenNFLDirect).

More details regarding the closed beta is available here.

Madden NFL 25 is out this August 16, and you can read up on the different editions of the game to know which one to buy come launch.

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Alex Co

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

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Elden Ring Shadow of the Erdtree Launch Times and PC Requirements Revealed

In just a few short days, players will be able to experience FromSoftware’s first — and only — DLC for Elden Ring titled Shadow of the Erdtree. While we already know that it’ll be available on June 21, some might be wondering just when the exact launch time will be, so they can plan ahead.

Thankfully, we don’t have to guess, as Bandai Namco announced the exact timings around the world.

Elden Ring Shadow of the Erdtree Launch Times:

That seems to cover a lot, right? As you can see, pre-load will be available 48 hours before the DLC’s activated. Also of note, the launch times are different for consoles and PC!

Consoles:

June 20 at 9 pm PDT/June 21 at 12am/June 21 at 12 am HKT

PC:

June 20 at 3 pm PDT/June 21 at 6 pm EDT/June 21 at at 6am HKT

Here’s a handy timezone converter in case you need it.

In addition to that, the PC requirements for the DLC has also been revealed:

Elden Ring Shadow of the Erdtree PC Requirements:

Unless I’m mistaken, the requirements for the PC version of the DLC is exactly the same as for the base game, which is perfectly understandable.

Aside from the global launch times, players might also be interested to know that the base game will be getting a title update alongside the Shadow of the Erdtree DLC, which will introduce new features.

Elden Ring’s Shadow of the Erdree launches June 21 on the PS4, PS5, Xbox One, Xbox Series X|S and PC.

More Elden Ring Reading on MP1st:

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Alex Co

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Helldivers 2 Community Chose to “Save the Children” Over Getting a New Weapon, So Arrowhead Donates to Children’s Charity

Here’s some out-of-the-box thinking from a game studio: Arrowhead Game Studios recently issued an in-game challenge to the community, and they could either “save the children” or complete the other task in order to obtain a new weapon.

Here’s the announcement from Arrowhead:

While it might seem that most gamers would pick the path that nets them a new weapon, I’m very glad to say that wasn’t the case, and most of the community instead opted to save the children even if they didn’t know what would happen if they did so.

Well, apparently the reward for saving the children meant that Arrowhead would donate money to real-world charity Save the Children! This was something Arrowhead Game Studios boss Johan Pilestedt announced on Twitter, where he also showed the donation of $4,311 to the charity!

For those wondering why the amount donated is a bit odd at $4,311, it’s because that’s the same number of sick children players saved from the Vernen Wells by liberating it.

Not only is this an awesome gesture by Arrowhead, but it somehow connects an in-game objective to something that reflects in the real world, and for something positive, too!

Hopefully, this is just the beginning, and players will be getting some other kinds of Major Orders with some surprise rewards in the future.

In other Helldivers 2 news, the game just got a massive balance patch, which is part of the studio’s new initiative in rolling out title updates.

More MP1st Reading:

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Alex Co

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

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Shovel Knight Dig PS5 and Xbox Series Versions Announced; Shovel of Hope DX for PC, Pocket Dungeon Free DLC Confirmed

In today’s Yacht Club Games Presents digital presentation, the studio not only announced that a proper mainline sequel to Shovel Knight is on the way, but even the older games in the franchise are getting new stuff as well.

First off, Shovel Knight Dig is getting PS5 and Xbox Series X|S versions! Not only that, but the game is also getting free DLC in the form of “Wicked Wishes.” No release date for the PS5, Xbox Series versions have been announced though info on the final free DLC has been shared, and it’s set to be released this summer.

More info about the DLC via Yacht Club Games:

The new downloadable content begins in Hoofman’s Guild Hall—a secret hideout where elite quest-seekers and their illustrious patrons converge! Climb the ranks within the guild by undertaking their thrilling challenges. Collect powerful Relics and buffs, face new bosses and enemies, and unravel the mysteries encircling the impeccably dressed horse and his top adventurer, the Guildarch. But be careful what you wish for, wicked consequences await you in the well…

We’ve also added the finishing touches on the game—rebalancing the level generation and implementing over 100 bug fixes, tweaks, and localization improvements! We’ll release all of the fixes on our Shovel Knight Dig updates page come release!

“Wicked Wishes” marks the completion of Shovel Knight Dig, a project that has been shaping up since 2018. Thanks for all the cherished memories we’ve created together during this development process. Now that everything is polished to perfection, if you haven’t had the chance to check it out yet, now is the perfect time to dive into the depths and enjoy the fully-realized adventure!

Next up in the announcements department, Yacht Club announced that Shovel Knight: Shovel of Hope DX is headed to PC! This is an enhanced edition of the original Shovel Knight, and will include new features. Check out the trailer and more info via the game’s Steam page that just went live today!

Features:

  • Choose Your Champion
    Now, you can choose your champion from a lineup of 20 iconic characters, each with unique playstyles. Dive into the action with Shovel Knight, team up with Shield Knight, or even play as the Enchantress herself!
  • Team Up for Glory in Online Multiplayer
    Online multiplayer allows you to join forces with friends worldwide. Together, tackle the main adventure or explore myriad challenges, too.
  • A Treasure Trove of Content
    Dive into fan-favorite features from all previous versions of the game, including Challenge Stages, Custom Knight, and the Battle Ghost Arena. And for full immersion, return to the world of Shovel Knight in full Stereoscopic 3D!
  • Rewind and Save States
    For the first time, use the power of Rewind to perfect your platforming skills or use Save States to pause and plan your next moves.
  • Remix with Cheats
    With over 300 classic gameplay-twisting cheats, customize your experience to make it as challenging or as weird as you like. All these cheats can now be enabled simultaneously, offering endless ways to remix your adventure.

Rounding out the Shovel Knight announcements is Pocket Dungeon’s free DLC! The “Paradox Pack” will be available later this summer, and will feature mod support for the PC version, new playable characters and more.

Mod Support

We’ve added Mod Support, exclusively for the PC version of the game. This lets players create and share their own modifications or download others from the Steam Workshop.

That’s a lot of stuff to dig through for Shovel Knight fans! Once the title updates are out for the new content for the games, we’ll let our readers know.

[Source: Yacht Club Games]

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Alex Co

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New Shovel Knight Mainline Game Announced, Will Launch Franchise Into “New Dimension of Gaming”

During today’s Yacht Club Games Presents stream, the studio not only showed new trailers for some of their upcoming projects, but they also officially announced a new Shovel Knight mainline game!

The studio announcement made it clear that this won’t be just another sequel stating, “It’s not just another sequel. It’s a bold new adventure that will launch Shovel Knight into a entirely new dimension of gaming.”  Yacht Club also said that clues for the new game are hidden in the current Shovel Knight titles.

The original Shovel Knight was released back in 2014. Since then, the game has gotten DLC, spin-offs and more but not a proper sequel. Based on Yacht Club Games’ tease of a “new dimension,” it seems we might be moving from 8-bit sprite graphics to maybe something 3D? Or I might be reading too much into this.

Once we know more about this, we’ll be sure to let our readers know, though that might not be for a while. While nothing has been announced, expect the new Shovel Knight sequel to be released on PC and consoles.

Update: The studio has talked more about the upcoming Shovel Knight sequel!

While the studio isn’t ready to unveil anything yet, they mention that fans can be rest assured that the game “will bring electrifying action, richer mechanics, and all the timeless charm you expect from a Shovel Knight title.”

Yacht Club has been developing the sequel for four years now, and referenced Dig and Pocket Dungeon, and all the games in the Treasure Trove as games where clues about the sequel has been left.

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Alex Co

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Rumor: Resident Evil 9 Protagonists to Be Leon and Jill, Will Feature Open-World Elements

While Capcom hasn’t officially announced Resident Evil 9 yet, loads of rumors about the upcoming survival horror game has seemingly surfaced (though unverified). This time around, a bunch of info regarding the game’s protagonist(s) have surfaced, alongside supporting characters, enemies and more.

Before diving into the info below, do remember that these are all unconfirmed and are considered leaks, and as such, should not be viewed as anything official. The only reason we are posting about it is that the source seems reliable enough.

This time around, the leak comes from German content creator Screenfire Germany, who reliable leaker Dusk Golem has apparently referenced previously as the first person to have leaked Resident Evil 0 and Resident Evil: Code Veronica remakes months before Dusk and other outlets reported on it. Allegedly, Screenfire’s source is a Capcom employee that he became friends with at gamescom.

Important to note that the Resident Evil 0 and Code Veronica remakes have not been confirmed as well. As for the info below, it has been translated from German to English by Sapphire Weapon.

Resident Evil 9 Info via Screenfire Germany (Rumor):

  • Says RE9 stars Leon AND Jill, not just Leon.
  • Jill is apparently to Leon what Sheva is to Chris in RE5.
  • Game is not fully open world, just has open world elements like RE Village and RE4 Remake.
  • Game was initially designed as a co-op game, but after the positive reception to RE7 and RE Village being single player, Capcom may have cut the co-op aspect.
  • When considering cutting the co-op, Capcom also considered cutting Jill as well to just focus on Leon and the single player. However, after reducing Jill’s role so much in RE5, they felt it was unfair to cut her again. Says he knows 100% that Jill is still in the game as a main character, he’s just not sure where she stands from a gameplay perspective.
  • Mentioned that if it is still co-op, he’s not sure how Capcom is designing it. Says it could be like RE5 and RE6, or like RE0 (where you could freely switch between them), or may just end up being two separate campaigns for each character.
  • Doesn’t know who the game’s supporting characters are, but suspects it’s most likely Barry for Jill and Ada for Leon.
  • Says RE9 will not focus on Blue Umbrella, and likely not on the BSAA cliffhanger from the end of Village either. If the BSAA cliffhanger is addressed, it will only be a small part of the game.
  • Game will be third person, but he suspects that first person will be added later to the game. (Similar to The Evil Within 2).
  • Thinks the enemies are zombies, but they’ll be faster and likely more aggressive since the slow, lumbering zombies wouldn’t be a threat to Jill or Leon anymore.

Outside of Resident Evil 9, the leaker has also dished info on the Resident Evil franchise as whole.

  • He said that the only characters who are safe from death are Chris, Jill, Leon, and Claire. Anybody else (including Barry, Rebecca, and even Ada) could all be killed off if the story calls for it. He suspects that could be part of the reason why Barry might appear in RE9. Due to his age, his window of being used is limited, so it’s possible Capcom may want to give him one final appearance before closing off his story.
  • RE5 Remake was in pre-production, but was ultimately shelved (not cancelled) until Capcom can figure out how to handle the racism controversy.
  • Says that Capcom put out a call for a RE6 Remake, but nobody had any interest in the project, so it was cancelled and will likely never happen.
  • Also mentioned that each team/director isn’t bound by the story or cliffhangers that came in the previous game. They can tell whatever story they want to and use the characters they want. This is why there are so many unresolved cliffhangers and characters that are introduced and never seen again.
  • Also said that seeing these newly introduced characters (like Sheva or Helena, he mentioned) are unlikely to ever make an appearance again.
  • He also says that he tries to be transparent with what he knows and doesn’t know in regard to leaking.

Again, it bears repeating that the info above is not verified, and as such, should be taken with a bag of salt.

In other RE9 news, a retailer has posted a listing of the unannounced game with the title “Revenant Shadows.” So far, Capcom has not mentioned anything about it even after we reached out.

[Thanks, DampRevil!]

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Alex Co

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

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Diablo 4 Update 1.4.3 Patch Notes for Mid-Season Build Released

Ahead of the patch’s roll out next week, Blizzard Entertainment has released the complete Diablo 4 update 1.4.3 patch notes or otherwise known as the mid-season patch for Season 4! Expect balance changes, tweaks to items and more.

Diablo 4 Update 1.4.3 Patch Notes:

GAME UPDATES

Developer’s Note: We greatly appreciate everyone’s excitement since the launch of Season 4 and are very happy with the state of the game. The changes in this patch are aimed at buffing classes and builds that are not performing as well as their counterparts. We are also slightly reducing the difficulty of the Pit to ensure that most builds are able to get to Tier 60 to get their final tier of Masterworking materials.

BALANCE UPDATES

General

Healing Potions

  • Minor Healing Potion
    • Initial healing increased by 50%.
  • Light, and Moderate Healing Potions
    • Initial healing increased by 100%.
  • Strong, Greater, Major, and Superior Healing Potions
    • Initial healing increased by 200%.

Legendary Aspects

  • Aspect of the Protector
    • Barrier Cooldown reduced from 30 to 20 seconds.

Mythic Unique Items

  • Andariel’s Visage
    • Poison nova now spawns on the enemy instead of the player.
    • Poison nova damage increased by 50%.
  • Doombringer
    • Shadow explosion damage increased by 100%.
  • Ring of Starless Skies
    • Maximum stacks of Resource Cost Reduction and bonus Damage increased from 4 to 5.
    • This increases the maximum amount of Resource Cost Reduction and bonus Damage from 40%[x] to 50%[x].
  • Tyrael’s Might
    • Divine barrage damage increased by 100%.

Paragon

  • Stat requirements for non-main stats reduced from 90 to 60 per Paragon Board.

Developer’s Note: A classes main stat is the one that increases the damage of all of their skills. For example, Sorcerers main stat is Intelligence, so this change affects their Rare Paragon Nodes that have threshold bonuses for Dexterity and Willpower. The stat requirements to activate any Rare Node increases for each additional Paragon Board you progress through. Some of these nodes that require non-main stats were harder to activate than intended. This change makes it easier to activate these nodes, especially on later Paragon Boards.

Barbarian

Skills

  • Whirlwind
    • Damage increased by 15%.
  • Violent Whirlwind
    • Damage bonus increased from 30%[x] to 35%[x].
  • Call of the Ancients
    • Korlic’s leap damage increased by 12.5%.
    • Talic’s whirlwind damage increased by 20%.
    • Madawc’s upheaval damage increased by 13%.
    • Prime Call of the Ancients
      • Damage bonus increased from 20%[x] to 25%[x].
  • Frenzy
    • Damage increased by 8%.
  • Flay
    • Bleeding damage over time increased by 8%.
    • Enhanced Flay
      • Vulnerable duration increased from 3 to 5 seconds.
    • Battle Flay
      • Bleed damage bonus increased from 10%[x] to 15%[x].
    • Combat Flay
      • Maximum stack amount increased from 4 to 5.
      • Damage Reduction increased from 3% to 4%.
      • Buff duration increased from 3 to 6 seconds.

Passives

  • Pressure Point
    • Previous – Lucky Hit: Your Core Skills have up to a 10% chance to make enemies Vulnerable for 2 seconds.
    • Now – Lucky Hit: Your Core and Weapon Mastery Skills have up to a 10% chance to make enemies Vulnerable for 2 seconds.
  • Tough as Nails
    • Additional Thorns as Bleeding damage increased from 10% to 15%.

Key Passives

  • Walking Arsenal
    • Damage per unique source of weapon damage increased from 10%[x] to 12%[x].

Legendary Aspects

  • Aspect Of Tempering Blows
    • Weapon swaps to activate the effect are reduced from 6 to 5.
  • Slaking Aspect
    • Previous – Lucky Hit: You have up to a 45-60% chance to gain 20 Fury when Rend deals direct damage to at least one Bleeding enemy.
    • Now – Lucky Hit: You have up to a 45-60% chance to gain 20 Fury when a Core Skill deals direct damage to at least one Bleeding enemy. Your Maximum Fury is increased by 5-20.
  • Dust Devil’s Aspect
    • Whirlwind Dust Devil damage increased by 100%.
  • Aspect of the Relentless Armsmaster
    • Before – Gain 35-65% increased Fury Generation while all bonuses from the Walking Arsenal Key Passive are active.
    • Now – Gain 35-65% increased Fury Generation and 15% reduced Fury cost to your Skills while all bonuses from the Walking Arsenal Key Passive are active.

Unique Items

  • Gohr’s Devestating Grips
    • Whirlwind explosion damage increased from 25-35% of Base damage to 40-50%.
  • Ancients’ Oath
    • Damage increased from 30-50%[x] to 40-60%[x].

Druid

Spirit Boons

  • Gift of the Stag
    • Maximum Spirit Increased from 20 to 40.
  • Prickleskin
    • Thorns amount increased by 100%.
  • Advantageous Beast
    • Previous – Reduce the duration of Control Impairing Effects by 15%.
    • Now – Gain 15%[+] Movement Speed and 15%[+] Impairment Reduction.
  • Scythe Talons
    • Critical Strike Chance increased from 5%[+] to 10%[+].
  • Iron Feather
    • Maximum Life increased from 14%[x] to 20%[x].
  • Swooping Attacks
    • Attack Speed increased from 10%[+] to 15%[+].
  • Energize
    • Spirit restored increased from 20 to 30.
  • Bolster
    • Fortify amount increased from 15% to 25% of your Maximum Life.
  • Obsidian Slam
    • Kills required for guaranteed Overpower reduced from 20 to 10.

Skills

  • Rabies
    • Poisoning damage increased by 25%.
  • Pulverize
    • Damage increased by 76%.
    • Raging Pulverize
      • Previous – Enemies Overpowered by Pulverize are Stunned for 3 seconds.
      • Now – Pulverize deals 30%[x] increased Overpower Damage. Enemies Overpowered by Pulverize are Stunned for 3 seconds.

Passives

  • Nature’s Fury
    • Chance to trigger a free Skill of the opposite category increased from 30% to 35%.
  • Perfect Storm
    • Damage bonus increased from 20%[x] to 30%[x].
  • Nature’s Reach
    • Damage to Distant Enemies increased from 3/6/9%[x] to 5/10/15%[x].
  • Toxic Claws
    • Poisoning amount increased from 8/15/23% to 12/24/36% of the Skill’s Base damage.
  • Quickshift
    • Maximum damage bonus increased from 6/12/18%[x] to 8/16/24%[x].
  • Defensive Posture
    • Previous – Increases the amount of Fortify you gain from all sources by 5/10/15%[+].
    • Now – Increases the amount of Fortify you gain from all sources by 5/10/15%[+] and you gain 3/6/9% Damage Reduction while Fortified.
  • Mending
    • Previous – While in Werebear form, you receive 6/12/18%[+] additional Healing from all sources.
    • Now – While in Werebear form, you receive 6/12/18%[+] additional Healing from all sources and gain 4/8/12%[x] increased Maximum Life.
  • Provocation
    • Time in Werebear form required for Overpower reduced from 24/20/16 to 20/16/12 seconds.

Legendary Aspects

  • Aspect of Trampled Earth
    • Landslide damage increased from 50-80%[x] to 70-100%[x] of normal damage.
  • Subterranean Aspect
    • Damage bonus increased from 10-25%[x] to 15-30%[x].
  • Aspect of the Alpha
    • Werewolf Companion damage increased from 85-115%[x] to 100-130%[x].
  • Unsatiated Aspect
    • Shred damage when cast above 50 Spirit increased from 10-25% to 20-35%.

Paragon

  • Constricting Tendrils Legendary Node
    • Damage increased from 120% to 150%.
  • Dominate Glyph
    • Damage bonus after an Overpower increased from 12%[x] to 15%[x].

Necromancer

Book of the Dead

  • Skirmishers Sacrifice Upgrade
    • Critical Strike Chance bonus increased from 5%[+] to 10%[+].
  • Defenders Sacrifice Upgrade
    • Resistance to All Elements increased from 20%[+] to 25%[+].
  • Reapers Sacrifice Upgrade
    • Shadow Damage increased from 15%[x] to 20%[x].
  • Shadow Mages Sacrifice Upgrade
    • Maximum Essence increased from 15 to 20.
    • Now also increases Essence Generation by 20%.
  • Cold Mages Sacrifice Upgrade
    • Damage to Vulnerable enemies increased from 15%[x] to 20%[x].
  • Bone Mages Sacrifice Upgrade
    • Overpower Damage increased from 25%[x] to 30%[x].
  • Bone Golem Sacrifice Upgrade
    • Attack Speed bonus increased from 10%[+] to 15%[+].
  • Blood Golem Sacrifice Upgrade
    • Maximum Life bonus increased from 10%[x] to 15%[x].
  • Iron Golem Sacrifice Upgrade
    • Critical Strike Damage bonus increased from 30%[x] to 35%[x].

Paragon

  • Blood Begets Blood Legendary Node
    • Maximum damage increased from 15%[x] to 30%[x].
  • Blood-drinker Glyph
    • Fortify bonus increased from 7% to 10% of your Maximum Life.
  • Desecration Glyph
    • Shadow damage bonus increased from 15%[x] to 20%[x].
  • Gravekeeper Glyph
    • Damage bonus increased from 2%[x] to 3%[x], up to a maximum from 12%[x] to 18%[x] for every Close Corpse.

Legendary Aspects

  • Sacrificial Aspect
    • Sacrifice bonus increased from 10-25%[x] to 35-50%[x].
  • Shielding Storm Aspect
    • Previous – Each time that Bone Storm damages an enemy, gain a Barrier equal to 1-6% of your Base Life for 10 seconds.
    • Now – Each time that Bone Storm damages an enemy, gain a Barrier equal to 1-6% of your Maximum Life for 10 seconds.

Rogue

Skills

  • Twisting Blades
    • Initial damage increased by 20%.
    • Return damage increased by 20%.
  • Flurry
    • Damage increased by ~25%.

Passives

  • Exposure
    • Lucky Hit no longer requires direct damage to proc, and will now also work on Damage Over Time effects.
  • Sturdy
    • Damage Reduction increased from 4/8/12% to 6/12/18%.
  • Mending Obscurity
    • Previous – While Stealthed, you Heal for 4/8/12% Maximum Life per second.
    • Now – When entering Sealth and every second while Stealthed, you Heal for 5/10/15% of your Maximum Life.

Paragon

  • Versatility Glyph
    • Non-Basic and Non-Core skill damage increased from 15%[x] to 25%[x].
  • Fluidity Glyph
    • Previous – When you cast an Agility Skill, you gain 9%[x] increased Energy Regeneration for 6 seconds.
    • Now – When you cast an Agility Skill, you deal 10%[x] increased damage and gain 15%[x] increased Energy Regeneration for 6 seconds.
  • Explosive Glyph
    • Damage Reduction increased from 10%[x] to 15%[x].
  • Diminish Glyph
    • Damage Reduction increased from 10% to 15%.

Legendary Aspects

  • Bladedancer’s Aspect
    • Damage increased from 30-60%[x] to 50-80%[x].
  • Aspect of Artful Initiative
    • Energy required to drop Grenades reduced from 100 to 75.
    • Grenade damage increased by 50%.
  • Aspect of Surprise
    • Grenade damage increased by 200%.
    • When using Shadow Step, Grenades now drop at the location the player teleports to instead of where they teleported from.

Developer’s Note: This only changes where the Grenades drop when using Shadow Step, and not Evade.

  • Trickster’s Aspect
    • Grenade damage increased by 50%.
  • Enshrouding Aspect
    • Time required for a Dark Shroud reduced from 3 to 2 seconds.
  • Umbrous Aspect
    • Previous – Lucky Hit: Critical Strikes with Marksman Skills have up to 45-60% chance to grant a free Dark Shroud shadow.
    • Now – Lucky Hit: Critical Strikes have up to 45-60% chance to grant a free Dark Shroud shadow.
  • Aspect of Arrow Storms
    • Arrow Storm damage increased by 30%.
    • Bonus damage dealt by all Arrow Storms increased from 25-35%[x] to 30-40%[x].
  • Vengeful Aspect
    • Arrow Storm damage increased by 30%.

Unique Items

  • Eyes in the Dark
    • Previous – Death Trap deals 50-70%[x] increased damage. Unless it hits a Boss of Player, Death Trap will continue to re-arm itself until it kills an enemy.
    • Now – Death Trap deals 50-90%[x] increased damage and will re-arm itself a second time.
  • Saboteur’s Signet
    • Grenade damage increased by 50%.

Sorcerer

Skills

  • Ice Armor
    • Barrier amount increased from 30% of Base Life to 25% of Maximum Life.
  • Shimmering Teleport
    • Duration increased from 3 to 4 seconds.
  • Incinerate
    • Damage Reduction increased from 15% to 20%.

Passives

  • Potent Warding
    • Maximum Resistance increased from 1/2/3% to 2/4/6%.
    • Adjusted functionality: No longer excludes Basic Skill casts.
  • Glass Cannon
    • Additional damage taken reduced from 3/6/9%[x] to 2/4/6%[x].
  • Align the Elements
    • Persistence duration increased from 2 to 3 seconds.
  • Conduction
    • Movement Speed increased from 3/6/9%[+] to 4/8/12%[+].
    • Duration increased from 3 to 4 seconds.
  • Electrocution
    • Reduced enemy damage dealt increased from 5/10/15%[x] to 6/12/18%[x].
  • Warmth
    • Healing per Nearby Burning enemy increased from .3/.6/.9% to .5/1/1.5%.
    • Healing per Nearby Burning Boss enemy increased from .6/1.2/1.8% to 2/4/6%.
  • Inner Flames
    • Bonus damage while Healthy increased from 3/6/9%[x] to 4/8/12%[x].
  • Overflowing Energy
    • Cooldown Reduction for hitting Elite enemies increased from .25 to .35 seconds.
  • Avalanche
    • Bonus damage increased from 45%[x] to 60%[x].
  • Combustion
    • Bonus damage per unique source of Burning increased from 2%[x] to 4%[x].
  • Esu’s Ferocity
    • Critical Strike Chance increased from 5%[+] to 10%[+].
  • Shatter
    • Bonus damage increased from 25%[x] to 30%[x].
  • Vyr’s Mastery
    • Bonus damage increased from 15%[x] to 20%[x].
    • Bonus damage after a Critical Strike increased from 20%[x] to 25%[x].

Legendary Aspects

  • Aspect of Concentration
    • Damage Reduction increased from 10-20% to 15-25%.
  • Aspect of Unbroken Tether
    • Additional Chain Lightning chains increased from 4 to 5.
  • Aspect of Overwhelming Currents
    • Chance to cast an additional Shock Skill increased from 15-30% to 25%-40%.
  • Mage-Lord’s Aspect
    • Previous – Vyr’s Mastery grants 6-9% Damage Reduction for each Close enemy, up to 18-27%.
    • Now – Vyr’s Mastery grants 6-9% Damage Reduction, tripled while fighting a Close enemy.
  • Aspect of Shattered Stars
    • Meteorites damage increased from 20-35%[x] to 30-45%[x].
  • Aspect of Frozen Memories
    • Additional casts increased from 1 to 2.
  • Battle Caster’s Aspect
    • Maximum stacks increased from 3 to 5.

Unique Items

  • Flamescar
    • Embers damage increased by ~35%.
  • Esadora’s Overflowing Cameo
    • Damage increased for every 100 Intelligence increased from 50%[x] to 60%[x].
  • Staff of Endless Rage
    • Bonus damage increased from 40-60%[x] to 50-70%[x].
  • Gloves of the Illuminator
    • Damage penalty reduced from 35-25%[x] to 30-20%[x].

END-GAME

  • Health and damage levels have been reduced in the Pit. The adjustment is most significant as players approach tier 60, so more players can fully participate in Masterworking.

Developer’s Note: We’re adjusting the pit so more players can enjoy a smoother end game progression experience.

  • All Tormented bosses have had their health reduced by 30%. This includes Blood Boils from Tormented Echo of Lilith.

BUG FIXES

  • Fixed an issue where Holy Bolts Elixir’s damage was scaling unintentionally high when it was triggered from pets such as Necromancer’s Minions.

Developer’s Note: Holy Bolts Elixir now deals a percentage of your weapon damage rather than percentage of the enemy’s health. This change is intended to reduce its effectiveness against the toughest enemies in higher tiers of the Pit, but will still be really valuable for players throughout the whole game. We made this change alongside a reduction to the health of enemies in the Pit so players who are delving deep into the Pit aren’t heavily affected.

  • Fixed an issue where casting Boulders with Dolmen Stone would cause it to not cast at all. Boulders now have a limit of 10 but their damage is increased by 10% for each boulder.
  • Fixed an issue Rapid Fire with Scoundrel’s Kiss equipped couldn’t properly hit close targets and could sometimes fire projectiles behind the player. This also increases the radius of the explosions by 25%.
  • Fixed an issue where Pets were being counted as minions in various cases.

The actual download is planned to be released this June 17 (Monday), though if anything changes, we’ll be sure to let our readers know.

[Source: Blizzard]

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Alex Co

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

Home > Features

Shiny Shoe Talks Inkbound – The Future, Rogue-likes and More

For those that dig rogue-likes, indie developer Shiny Shoe, the developer behind Monster Train, released Inkbound in May last year. Inkbound isn’t your typical rogue-like, as it’s a turn-based tactical game that can be played solo or co-op.

Coming out of nowhere, we were quite impressed at what we got to play (which was reflected in our review). So, when we were given the chance to talk to the studio, we asked quite a lot. In our chat with Creative Director Andrew Krausnick, we asked about the future of the game, whether we’ll be seeing a console version, a conversation about bosses and more.

MP1st: With the launch of Inkbound, how did it go? Was it within the team’s expectations? What player feedback did you appreciate reading the most? 

Andrew Krausnick: It’s definitely within expectations. So we’re continuing to work on hot fix patches. We’re also working on our first balance patch and content patch post-launch.

It’s been exciting, you also want to take over the world, but, I wouldn’t say we totally took over the world, but it was still good. Like the top 10 sellers on Steam for a minute. We were up there, and people were having a great time, and that’s what matters.

In terms of feedback we appreciate, we get a really wide range from everyone. I think for us, this was the first time we localized it. We’ve been in early access for a while, but we’re in English only. We actually were on Twitter/X, more widely used in Japan, than I think that it is here. We had a lot of the Japanese gaming community on there tweeting and we were there, reading about, that they were enjoying it, stuff like that. Our game is a little bit inspired by Japanese tactical RPGs and things like that.

I think it resonated there, it was really cool to see them, out there and enjoying it. We also got some, I would say, feedback about our localization, which has always been good. We outsourced it, we did our best, but it’s a big game, so that was a chance to improve.

MP1st: Awesome, that’s great! And then, like, and that’s also a nice thing to know, too, because I haven’t delved much into how much Japan uses X, for example, like you were bringing up, but that’s awesome that you’ve managed to find another fanbase outside of the normal reach that you’d typically post on.

Andrew Krausnick: We had one Japanese player we saw on Twitter all the time called Dear Lord, before we localized it, they were just playing in English and we were like, All right. Maybe there’s one super fan there. Maybe there’s more, you know,

MP1st: Where’d you get the inspiration for the colorful looks and book themed lore of the game? 

Andrew Krausnick: Cartoons of the 80s was a big one for us. Older than that, retro looks of 50s and 60s, Buck Rogers and all these space faring things, fantasy worlds that are very colorful, like, If you look at old art for even games like EverQuest, for example, Keith Parkinson’s style of art and stuff like that, Where it’s a little bit realistic, but it’s still very, fun and colorful and saturated.

You’re going into sort of fantastical worlds before fantasy was really defined as just Elves and Orcs. There was a lot more explosive imagination to things. We really dipped back into that.

MP1st: You could definitely tell, from what you just said, that’s exactly where you got it from.

Which is great though, because it gives it a more of a unique art style that, Everyone can enjoy and it isn’t graphically intense ’cause it doesn’t have to be over the top photorealistic kind of deal.

Andrew Krausnick:As an indie studio, we’re on the big indie side, we’re about 20 people, but we’re still pretty indie compared to the really big ones.We’re never gonna be to anyone on fidelity, it’s all about style.

MP1st: Is there a roadmap plan being proposed for the future and what is the frequency for any future updates? Once a month, once a week, give or take? 

Andrew Krausnick: It is something we are working on. We don’t really have anything to announce yet because we are still internally working on it, I would say our goal broadly It’s definitely not going to be once a week, for quick hot fixes it will be for sure we’ve been doing that but for content,in a matter of months We want to keep rolling stuff out.

We’re circling the wagons. We’re figuring out what we think we can do with that. Then how flexible we want to be versus how much we want to talk about stuff. We knew with 1.0, here’s the checklist of things we absolutely have to do and all that stuff.

And now that we’re past that, it’s much more wide open. We’re kind of figuring it out, right now our hunch is that we’d rather do more frequent, content drops rather than bigger, like that are slightly smaller than bigger ones that are more infrequent. At least for now that’s probably how we’re approaching it. It’s hard to talk about yet in terms of specifics.

MP1st: Speaking of updates, any chances of new classes dropping in the near future? 

Andrew Krausnick: We would love to do it. We know people love it. They take a while for us. We’re weighing in against other things. Chances are, yes, and we’re figuring all that stuff out.

MP1st: More of a personal question here. What is your favorite class in Inkbound? 

Andrew Krausnick:I get asked that pretty often actually. I will couch the answer because there’s always a risk as a developer when you answer that question that, people are like, “Oh, this got buffed” and “this got nerfed”. It’s because they played favorites, you know? It’s a little bit risky. I will, and I’ve answered this probably before and the one I go to the most is the Magma Miner because it is what I feel the most straightforward. And as a developer, I’m often trying to get something where I can play it kind of quite quickly to evaluate the game as it constantly is changing.

I like something where I can go on autopilot just a little bit, something straightforward to play. I have other favorites, personal favorites, and I have other ones, but those are the ones I’ll have to keep to myself because, otherwise I run a lot of risks.

MP1st: Because you never know, especially with people nowadays, l they’ll see, oh, this guy’s favorite is this one, and then they all start playing this, and then any tinkering that gets done to it, then he’s just like, oh, it’s not his favorite anymore, or he’s, giving you special attention, right?

Andrew Krausnick: I worked on MMOs for a long time and it’s the same thing.

MP1st: Exactly. Bosses at Inkbound are amazing to see and fight. Can we expect any more new bosses in the near future?

Andrew Krausnick:We love our boss variety. We added definitely at least modifiers in 1.0 and obviously the Unbound, this big final boss. I would say it’s definitely a possibility as well as additional ways that the bosses get modified because we love variety there. We also very well might do more on the revamp side of things, certain ones we have generally felt have been in better shape than others and we felt with 1.0 we revamped a few there to kind of bring them up to speed. Just as we learned more about the game since we had this totally new combat system. I would say more likely to see revamps and expansions to the variety of modifiers to them than whole new bosses, but. I will also never say never.

MP1st: There are some players that have mentioned that after 1.0, the difficulty ramps up and balance can feel somewhat flimsy from what they were used to before 1.0 came out. Has this been noticed internally or is there anything that is going to be done about it?

Andrew Krausnick: Speaking specifically to the difficulty of the game. We definitely did that on purpose. We find that with roguelikes, a lot of the engagement, a lot of the fun comes from overcoming challenges for a lot of people.  We felt that it was, it was basically just too easy in early access.

When you increase difficulty in these games, it does mean that some strategies that people were using that were succeeding are not going to work quite as well anymore because they were kind of on the lower end of the possibility for success and that can definitely feel disappointing and I think that’s a risk with an early access roguelike especially because normally in development we might have been like, oh we feel like the game’s too easy We’re gonna bump it up and no one would have known that like certain strategies would or wouldn’t work.

That said we recognize that people maybe want to mess around and have a lot of strategies work and not have to really min max those their draft picks quite as much or their strategies quite as much Which is a different kind of fun for sure we are looking at approaching a way to maybe do, we’ve been tinkering with even names for this.

This is how far along this idea is like a story mode or something where you can still progress your quests and you can do certain things maybe certain types of, objectives or progression are locked out, but you can play a version that’s closer to the one we had before that’s frankly easier and more things will work and you don’t have to min max quite as much, but for the min maxers, there will still be our current, let’s say intended difficulty.

If this is normal mode, we maybe don’t have an easy mode right now. And we’re looking at a way we can approach to add that for people who are looking for that slow experience.

MP1st: Which is awesome in my opinion, because like, not everyone is really good rogue-lite experience games, or maybe it’s someone who’s brand new to the genre.

You made a good point too, some strategies might have worked before 1.0, but then now it’s not impossible to do, but it’s definitely more difficult because as you said, with rogue-lites, you have to  overcome the challenges.

You know, finding a good balance, I’m going to bring up, for example, any souls-like games, they’re still beatable, but they are extremely hard, but you want to make it so that you can still beat it though. right? Not that it’s impossible, you internally can’t beat it. And you’re just like, “Okay. We need to dial this back.” 

Andrew Krausnick: We have our testers and we have people who are chain running, every difficulty level, like winning back to back. We’re like, Oh yeah, this is definitely possible.

It might mean that people kind of need to do the uncomfortable thing of leveling up or not. If people find it too uncomfortable, we don’t want to necessarily force it. But we also find that that act of mastery is something that a lot of people who come to the genre are looking for as well.

roguelite popularity

MP1st: Why isn’t the game available on consoles? Are there any plans in the future of bringing it to the Xbox Series S/X, PlayStation 5 and Nintendo Switch?

Andrew Krausnick: Nothing I can talk about right now as always, that’s a lot of other partnerships. The great thing about steam is that we’re on there. We do it ourselves and all that stuff.

We would definitely love to and hopefully at some point in the future, we can talk about things.

MP1st: There’s a lot of roguelites that are available now and coming out in the future. What is it about the genre that seems to have exploded in popularity in your opinion? 

Andrew Krausnick: I would say there’s an explosion of, smaller and indie teams and so on, like ourselves, who are a lot of bigger games are now adding roguelike DLC. It’s kind of the, the meme joke. The thing that’s really compelling about it for us and a lot of other people is that, a long time ago, one of the creators of Magic the Gathering explained it as a game that was like bigger than the box, the permutation of all the little individual pieces make this really big play space and thing you can think about because they all combine so well together, and I think, it’s very similar with Roguelikes, like you can build a lot of relatively small pieces of content that all combine together to make this game that feels very big, this possibility of space that’s very big all these cool combinations, it is within scope of smaller teams to make games that feel much much bigger.

They get played this much bigger way. They get played for a very long period of time. It obviously has a lot of challenges and, a lot of us are mathy design nerds and those challenges suit us well. How do we balance all these pieces together? How do we make interesting content? How do we make it understandable? Those are things that a small team can handle.

They’re challenges we can take on, unlike making, the next high fidelity, Assassin’s Creed or something. We could never do it. It’s just impossible. But this kind of challenge is something we can do at our scale. People are loving it. People are really enjoying it. They probably weren’t popular for a long time.

It’s like, who wants to restart every single time? And then games started figuring the answer to that out and, fans were there.

MP1st: Honestly, my first experience with rogue-like games was just a couple years back, and I was on the fence of it once you die, you lose where you were and everything.

When that first happened, I went into it completely blind, I didn’t look into any of it, and I’m like, “oh, okay,” so I just stopped playing for a bit but it’s the fact that it just gives you going back to the challenge aspect. It gives you a challenge that is okay, so you have to be more calculated on your moves because if you mess up, so you can’t be as careless because you know it will set you back so far and then you have to do everything again.

It just creates a scenario where you’re basically more focused and calm going into big fights when you can’t. You have to make sure everything is on point, right? 

Andrew Krausnick: Stakes feel high, which can be exciting. I think we’ve also figured out how to get session length down. Like a lot of the original roguelikes were like hours and hours and hours, in which case you definitely feel like very tense, but we got a lot of like under an hour is kind of what seems like the sweet spot and potentially even lower Especially for the extra casual ones. It’s like in those regards if you’re playing a MOBA or first person shooter arena game, those also reset every game, but you’re still having fun within the moment and you can feel like it’s a session-able thing.

MP1st: While Inkbound isn’t a live service title by any means, most gamers still want a roadmap or confirmation the game will get post launch support.

Do you think it’s fair for gamers to expect a game to be supported for one, two years down the road, or should it be just like, well, six months out of the road, we’re going to stop and make a sequel, for example. 

Andrew Krausnick: Especially for studios like ours, which is more flexible than maybe other bigger studios or things that have these, strict big roadmaps.

We always love to support our games, and it also depends on, how long the audience is around for it and things like that, which is, you know, obviously we want to build games that are played forever, but that’s not necessarily always what happens when they come out for a variety of reasons, maybe we didn’t hit the mark on that, maybe other games come out, other audience, audience shifts, for us, it’s a very fluid thing, we would love to support it as, as long as it kind of makes sense. That said, also sometimes to take the next step, to take your learnings and really synthesize them, that can mean a sequel or, you know, a genre pivot or spin off or something. As a studio, we are both kind of eyeing the future in those ways. As well as looking forward on Inkbound itself as what we can do with it to keep expanding it, and making it exciting for the people who bought it.

MP1st: For sure. If it comes to a business standpoint, say if no one’s playing the game, then really, there’s no monetization point, right? I’m not saying people go into game development just to make money, but money is needed.

You need to pay for things like an office, the computers and stuff and licenses and everything. 

Andrew Krausnick: In my experience, every single game I’ve ever worked on, even the ones that don’t get long term support, there’s always just a sort of solid group of people who kind of almost play it forever.

Especially if you’re unique like us, there’s nothing nowhere else you can find it. I know those folks are going to play forever and we want to give them as much as we can because we love them. They love us.

MP1st: Do you think Steam’s early access helped improve the overall game?

If you decided not to do Steam early access and you launched the game then and there, do you think it would be less of a success versus what it is right now because of Steam early access?

Andrew Krausnick: I would say, yeah, definitely in our case. I’m sure you’ll appreciate the very, very blunt answer to this.

Definitely improved it, in one very specific way for us. We do a lot of testing internally and we think the game was actually very good at early access itself. We maybe even could have launched it and something close to that. There’s other things we should have done like localization earlier, but something specifically was our monetization strategy where we thought it was a good idea, basically.

And the feedback was that wasn’t what people were looking for. Definitely, public sentiment had changed on a lot of those things as well over time since we had started development. Getting that feedback at early access, and we removed it, and we changed entirely how our monetization worked, which made our launch successful, frankly.

We would have had that same pushback and the same feedback. At that point later, and that’s not something you can do. It was not some feedback we got in testing at all because people just don’t know until you’re looking at it as you know, someone’s really buying it and playing it online in that way. You don’t feel it that same way.

>That was great, I think for a game that doesn’t do very much with monetization in any way. I could go either way on it. I think testing is super, super important, getting a lot of people in early, doing a lot of betas and alphas and things like that. Early access can replicate that, but it’s not as necessary basically.

MP1st: What are some interesting notes about the Unbound boss battle?

Andrew Krausnick: Broadly, the level of polish that we put on that battle we were super excited about. It was a chance to, after spending years working on this, getting a lot of feedback, build something really big and epic and have multiple phases and new kinds of unique attacks.

And definitely the challenge we ran into is and we found this on Monster Train as well and other roguelikes, is the further in a run you let people get, the more refined their builds get, and the more you need bosses to be able to accommodate a lot of build variety and yet still be challenging.

We found  that was the biggest challenge, and even there, something that we’re still tweaking on that fight itself to be like, This build is maybe too good against it or not good enough against it. And so you want to make something that’s a really unique fight that still has kind of everything that can fight it.

We also generally found with our combat system that having unique ads, basically and I think this is also a very MMO thing. You can’t necessarily just have one big stompy thing because. There’s so much positioning and movement and stuff in terms of the arena that you kind of also want a bunch of little guys Showing up and putting out other attack areas, you know, don’t stand fire style mechanics stuff like that. That fight was the culmination of all those learnings that went into that as well.

MP1st: What is the thought process of designing a boss? Were there any games that were a source of inspiration?

Andrew Krausnick: We have a number of developers on the team who have actually worked on MMO bosses and raid battles, so we definitely dipped into that toolbox. Overall our goal is to keep it interesting and challenging while easy to understand. It can be a design challenge to also make sure there’s enough variety, and we definitely did a lot of work to iterate on our ideas and figure out what worked best.

MP1st: How do you pick the boss style according to each level? Do you try to make it match the area as much as possible?

Andrew Krausnick: A lot of our designs were definitely ‘top down’, meaning that the theme came first. So once we knew how we wanted a fight to look or feel we’d start generating ideas and come up with how it could possibly work.

MP1st: How hard was it to balance the boss battle difficulty according to the number of players?

Andrew Krausnick: Multiplayer balance was definitely one of the hardest parts of the game. We have separate tuning values for how much different types of attacks can scale and how much health can scale. Also in the end sometimes you just need to tune specifically around a certain player count. In our case we’d often make sure solo and three player were focused on. Four player gets inherently a bit chaotic, and two player is close to those other two. In the end we also generally tried to make sure multiplayer runs were just a little easier, to account for a variety of skill levels participating.

Inkbound Review

MP1st: The names of the bosses in Inkbound are very unique; what inspiration created the names?

Andrew Krausnick: Our lore team definitely got creative! They’re very much writers and thinking about how words sound and related to the environment of the story was always a part of it.

MP1st: Can you tell me how you designed the final boss? Was it a different design challenge from building the other bosses?

Andrew Krausnick: The final boss was as you might expect the most challenging to design of all! Obviously it has to be bigger, better, and harder. Plus being at the end of the run it means that the build variety and range of power is the most it can possibly be. As a result we need to design something broad enough that any build could theoretically beat it without getting shut down, and also still find it challenging.


Inkbound is out now on PC via Steam

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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.

Home > News

New Destiny 2 Trials of Osiris Rewards and Map This Week June 14

Destiny‘s Trials of Osiris weekly PvP mode has returned this Friday with a new map and rewards. If you’re wondering about the current rotation, we’ve got you covered: MP1st’s new Destiny 2 Trials of Osiris rewards and map this week June 14, 2024 post lists down all that information in full below.

New Destiny 2 Trials of Osiris Rewards This Week June 14, 2024:

Trials of Osiris Map:

Bannerfall

Rewards:

  • Reputation Rank 4: Upgrade Module (2)
  • Reputation Rank 7: Enhancement Prism (3)
  • Reputation Rank 10: Trials Weapon (Changes for each rank reset)
  • Reputation Rank 13: Upgrade Module (2)
  • Reputation Rank 16: Trials Weapon (Changes for each rank reset)
  • Flawless Reward: The Summoner (Adept AR)

Reputation System, Trials Engrams, and Adept Farming

Win individual rounds within each match to gain Trials reputation. The amount of reputation you gain increases with each round you’ve won on your card. Earn enough reputation, and you’ll be able to claim a Trials Engram from Saint-14! This engram can be focused into any currently available trials loot you have previously obtained, or it can be taken to Master Rahool for a random Trials drop. Your reputation increases after every match completion, based on the number of round-wins on your card, regardless of the result of that match itself (win or lose, 0-5 or 5-4).

Once you have gone Flawless, keep playing! Every win you achieve while at the 7-win level, even if you lose your Flawless, has a chance to drop bonus Trials Engrams, adept weapons, prisms, and even Ascendant Shards. There is no penalty for losing once you’ve made it to the Lighthouse!

When you’re done, you can cash in your 7-win passage for one additional adept drop, granted you have gone Flawless that week. This resets your card so you can start anew.

Passages

Name Perk Cost
Passage of Persistence Losses following a win remove the win from the card. Reaching seven wins rewards the weekly Adept weapon. Reaching seven wins without having a win removed grants access to the Lighthouse. This passage cannot be used to focus Adept weapons. 1500 Glimmer
Passage of Ferocity Your third match win grants a bonus win. 1500 Glimmer
Passage of Mercy Forgives one loss per run. Forgives a second loss if you have not yet been flawless this week. 1500 Glimmer
Passage of Wealth Increased reputation from match wins on a ticket. 2500 Glimmer
Passage of Confidence Grants bonus rewards from Flawless Chest. 5000 Glimmer

(Thanks again, /r/DestinyTheGame!)

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Salman Haider Zaidi

That's a nice argument, Senator.

Home > News

New Destiny 2 Xur Location Today June 14, 2024 (And What Xur Is Selling)

Xur’s back to do business in Destiny this Friday with a fresh set of Exotics, Engrams, and Legendary gear, all on sale only in exchange for Legendary Shards. For those seeking the eccentric merchant’s wares, MP1st’s new Destiny 2 Xur location today, June 14, 2024 post lists both his location and full inventory until the next Weekly Reset.

New Destiny 2 Xur Location Today June 14, 2024 (And What Xur Is Selling):

Xûr, Agent of the Nine

A peddler of strange curios, Xûr’s motives are not his own. He bows to his distant masters, the Nine.

Location:

Bazaar, Tower, The Last City

Exotic Weapons

Name Type Column 1 Column 2 Column 3 Column 4
Crimson Kinetic Hand Cannon
Borealis Energy Sniper Rifle
D.A.R.C.I. Heavy Sniper Rifle
Hawkmoon Kinetic Hand Cannon Hammer-Forged Rifling Moving Target Smooth Grip

Note: Fixed perks on weapons are not displayed

Exotic Armor

Name Type MOB RES REC DIS INT STR Total Cost
Lucky Raspberry Hunter Chest Armor 4 16 16 19 9 2 66 41 Strange Coin
Heart of Inmost Light Titan Chest Armor 4 7 25 17 10 6 69 41 Strange Coin
Nezarec’s Sin Warlock Helmet 20 3 11 6 16 12 68 41 Strange Coin

Exotic Ciphers

Name Description
Xenology Complete Vanguard or Exotic playlist activities, or win matches in Crucible or Gambit. Extra progress is awarded for more challenging activities and for succeeding with clanmates.

Currencies & Engrams

Name Description Cost
Gambit Engram An engram with complex markers. Contains a random Legendary Gambit weapon or armor piece. Can be focused at the Drifter. 31 Strange Coin

Other

Name Description
Arbalest Catalyst Upgrades this weapon to a Masterwork. Once upgraded, the weapon will obtain enhanced capabilities, such as increased stats and/or additional perks. Defeat targets using this weapon to unlock this upgrade.
Bad Juju Catalyst Upgrades this weapon to a Masterwork. Once upgraded, the weapon will obtain an additional perk. Defeat targets using Bad Juju to unlock this upgrade.
Exotic Engram An engram with a predestined outcome. Contains a new Exotic if any of the possible rewards remain to be collected. Preview contents for possible rewards.

Materials

  • Enhancement Prism (5 for 31 Strange Coin)
  • Enhancement Core (3 for 3 Strange Coin)
  • Enhancement Core (11 for 17 Strange Coin)
  • Glimmer (30307 for 5 Strange Coin)
  • Glimmer (57077 for 11 Strange Coin)

Legendary Weapons

Name Type Column 1 Column 2 Column 3 Column 4 Masterwork
Deafening Whisper Energy Grenade Launcher Hard Launch // Quick Launch High-Velocity Rounds // Implosion Rounds Pulse Monitor Threat Detector Tier 2: Velocity
Threaded Needle Heavy Linear Fusion Rifle Fluted Barrel // Polygonal Rifling Accelerated Coils // Projection Fuse Rangefinder Vorpal Weapon Tier 2: Charge Time
Code Duello Heavy Rocket Launcher Countermass // Hard Launch Black Powder // Implosion Rounds Field Prep Unrelenting Tier 2: Blast Radius
Far Future Energy Sniper Rifle Extended Barrel // Fluted Barrel Alloy Magazine // Flared Magwell Lead from Gold Wellspring Tier 2: Stability
Crown-Splitter Heavy Sword Honed Edge // Jagged Edge // Tempered Edge Thresh Counterattack Tier 2: Impact
Chrysura Melo Energy Auto Rifle Fluted Barrel // Hammer-Forged Rifling Tactical Mag // Alloy Magazine Outlaw Harmony Tier 6: Handling
Scathelocke Kinetic Auto Rifle Fluted Barrel // Full Bore Appended Mag // Extended Mag Subsistence Eye of the Storm Tier 2: Handling
Strange Weapon Engram Weapon Engram

Note: Fixed perks on weapons are not displayed

Legendary Armor

Name Type MOB RES REC DIS INT STR Total Cost
Seventh Seraph Gauntlets Titan Gauntlets 7 10 15 7 14 10 63 17 Strange Coin
Seventh Seraph Plate Titan Chest Armor 6 10 16 10 12 10 64 17 Strange Coin
Seventh Seraph Mark Titan Mark 0 0 0 0 0 0 0 17 Strange Coin
Seventh Seraph Helmet Titan Helmet 14 7 10 10 20 2 63 17 Strange Coin
Seventh Seraph Greaves Titan Leg Armor 10 21 2 7 7 18 65 17 Strange Coin
Seventh Seraph Gloves Warlock Gauntlets 2 15 16 12 10 10 65 17 Strange Coin
Seventh Seraph Robes Warlock Chest Armor 16 6 12 24 7 2 67 17 Strange Coin
Seventh Seraph Bond Warlock Bond 0 0 0 0 0 0 0 17 Strange Coin
Seventh Seraph Hood Warlock Helmet 12 14 7 6 23 2 64 17 Strange Coin
Seventh Seraph Boots Warlock Leg Armor 12 7 14 14 2 14 63 17 Strange Coin
Seventh Seraph Grips Hunter Gauntlets 2 25 6 14 12 7 66 17 Strange Coin
Seventh Seraph Vest Hunter Chest Armor 6 6 20 15 7 10 64 17 Strange Coin
Seventh Seraph Cloak Hunter Cloak 0 0 0 0 0 0 0 17 Strange Coin
Seventh Seraph Cowl Hunter Helmet 18 6 7 6 10 17 64 17 Strange Coin
Seventh Seraph Strides Hunter Leg Armor 12 14 7 6 7 18 64 17 Strange Coin

What’s a Xûr?

Xûr, Agent of the Nine, is an eccentric merchant who randomly appears in a Public Sector on one of the Worlds. Xûr offers Exotic equipment and only takes Legendary Shards as payment.

TL;DR: He’s the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it’s coal.

When does Xûr visit?

Xûr visits every Friday at 17:00 UTC and departs at Weekly Reset (Tuesday 17:00 UTC). If you would like to see all the live conversions of Time Zones, please follow this link here.

(Thanks as always, /r/DestinyTheGame!)

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Salman Haider Zaidi

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MultiVersus Update 1.32 Released for Input Buffer Fix on Consoles, PC

While we just got a big MultiVersus update yesterday that brought in desync fixes alongside balance changes, it also towed along an issue that affected gameplay. Today, MultiVersus update 1.32 (PS5 version 1.032) is now live across all platforms this June 14, and this is to bring the input buffer fix.

MultiVersus Update 1.32 Patch Notes for June 14:

Update: The studio announced what’s in the patch, and as one might expect, it’s for the input buffer fix.


There’s no changelog released just yet outside of Player First Games boss Tony Huynh’s announcement regarding the bug yesteryday:

There is an known issue that causes longer input buffers than expected on some attacks. We have a fix ready and are testing to get this fix out asap.

Outside of that, check out some of the changes from yesterday’s patch:

General

  • All characters now incur a 15-frame repeat-move lockout on their ground side attack combo. This will prevent individual fighters from alternating ground side attack and dodge to lock enemies in hitstun for extended periods of time.
  • Camera minimum distance in 1v1 has been increased
  • All available Profile Icons, Banners, Badges, Ringouts and Announcer Packs will appear in the Account Cosmetics section of the Fighters tab. Previously only some unowned cosmetics were shown.

General Bug Fixes

  • Addressed more issues impacting performance on Xbox Series X|S
  • Fixed 2 issues causing matches to Desync
  • Fixed an issue where parrying an attack would not always put the victim into parry stun

For the full list of balance changes, head on over here.

If we get a proper changelog, we’ll be sure to update the article.

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Alex Co

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

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The Talos Principle 2 Update 2.010 Brings First Part of Road to Elysium DLC

Croteam and Devolver Digital have released The Talos Principle 2 update 2.010 on all platforms, and this kickstarts the Road to Elysium DLC! Oddly enough, those on PS5, you might have seen update version 2.008 be released and then soon after being prompted to dwnload the 2.010 patch

Read on for more details regarding today’s title update.

The Talos Principle 2 Update 2.010 Patch Notes for June 14:

This three-part coda will reunite you with beloved characters and put your puzzle-solving skills to the test through a series of thought-provoking new stories.

Following the events of The Talos Principle II, Road to Elysium continues the evolution of the robot world, providing you with a new perspective on some of the key moments from 1K’s journey, and challenging you with puzzles built around both new and pre-existing mechanics.

No word yet on whether this title update also includes gameplay-related changes or any new features outside of the DLC. We’ve reached out to Devolver for confirmation, and will update the article if we hear anything back.

Hopefully, the DLC is as good as the base game, which we awarded a 9/10 in our review.

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Alex Co

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

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EA Hiring Ex-Military Personnel to Help Build Next Battlefield Game via “Hiring Our Heroes” Program

While studios working on military shooters and the like almost always hire an advisor to keep things as authentic as possible, EA has taken it one step further, as the company has started hiring ex-military personnel in order to help shape the next Battlefield game.

With the help of the Hiring Our Heroes (HOH) program, which EA is a host company of, two new hires that are formerly from the military have just been hired by Ripple Effect. and are now working on the next Battlefield game.

Aaron Johnson, a former Special Forces is now an Associate Game Manager at Ripple Effect. Johnson has spent two decades in service, and went from operator to a team sergeant in the Special Forces, to becoming a small tactics instructor.

For those unaware, a small tactics instructor teaches the fundamentals of shooting, movement, communication, medical aid and sustainment, and how to do it in a combat environment, as well as behind enemy lines.

“I wanted to be part of the Battlefield team as much as I wanted to be a Green Beret,” says Johnson. “When I got placed on that team, I cried tears of joy.”

Another hire by EA is Madison Daugherty, a former military officer now working as the Battlefield Product Manager at Ripple Effect Studios. Her first job was an enlisted military police solider, then a logistics officer and battalion operations officer, to now part of the Battlefield team at EA.

Through the HOH program. Daughterty was offered a three-month fellowship at EA’s Battlefield team, where she could offer invaluable insights to support the development of the game. “I have been able to give good feedback on what realistic military stuff looks like,” says Daugherty. “We’ve put together executive summaries on military realism.”

After her three-month fellowship, Daugherty was hired full-time by Ripple Effect to work on the next Battlefield game.

While there’s next to nothing when it comes to any official info about the next Battlefield game, we do know that it’s being built by the largest Battlefield team in history and is already in a playable state. The studios confirmed to be lending a hand in developing it include: DICE, Ripple Effect Studios, Criterion and Motive Studio.

Another studio that was formerly working on the franchise was Ridgeline Games which was spearheaded by Halo co-creator Marcus Lehto. While the studio was just established in 2022, it has since been shuttered down by EA with no mention of what happened exactly.

Hopefully, the addition of ex-military personnel developing the next Battlefield means we’ll not only get something fun, but also authentic as well.

More Battlefield Reading at MP1st:

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Alex Co

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Elden Ring Next Update for Base Game Confirmed Alongside Day One Patch for Shadow of the Erdtree, Here’s a Preview

In just a week, Elden Ring players will be able to dive into FromSoftware’s full-on story expansion for the game titled Shadow of the Erdtree. For those who aren’t buying the expansion, you’ll still be receiving new content, as FromSoftware has confirmed that the next update for Elden Ring’s base game is set for release on June 20, and is launching alongside the day one patch for the Shadow of the Erdtree DLC!

Curious what base game owners are getting? Read on.

Elden Ring Next Update Preview:

New Inventory Features:

Image

– Newly obtained items will be marked with a “!“.
– A new tab called “Recent Items” has been added to review recently obtained items.

New Summoning Pool Features:

Image

– Active Summoning Pools will now be carried over to NG+.
– Individual Summoning Pools can now be enabled / disabled in the newly added Map Functions Menu. Only active Summoning Pools will be selected when using the Small Golden Effigy.

New Hairstyles:

– Five new hairstyles have been added to the game. They can be selected during character creation, using the Clouded Mirror Stand or using Rennala’s Rebirth feature.

In addition to the new stuff, there are other features included in the base game patch that’s set to be released on June 20 alongside the Shadow of the Erdtree day one update.

While Shadow of the Erdtree looks to be a promising expansion, don’t expect a follow up to it, as FromSoftware has confirmed that it is the first and only DLC planned for the multi-million selling action-RPG.

You can check out the Shadow of the Erdtree Collector’s Edition here alongside its key features.

Expect the patch to drop on June 20, but the DLC itself will be playable on June 21.

Related Reading:

[Source: Elden Ring (Twittter)]

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Alex Co

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

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Construction Simulator Update 1.34 for Patch 12.1 Carves Out Short List of Fixes

Software Entwicklung has pushed out Construction Simulator update 1.34 (PS5 version 1.034) on all platforms this June 14, and this is for a short list of fixes to the game. Read on for the complete patch notes provided by the studio.

Construction Simulator Update 1.34 Patch Notes for June 14:

We just released Update #12.1 for Construction Simulator on PC, PlayStation and Xbox. This patch fixes some smaller bugs as well as an issue with the spawn points of tower cranes and machines within the new Stadium campaign.

Patch notes – Update #12.1:
  • Fixed an error with vehicles appearing in incorrect and sometimes distant positions after loading a savegame
  • Corrected wrong icons in photomode
  • Several minor vehicle fixes

That’s about it for this patch. Once a new one is released, we’ll be sure to let our readers know. You can keep tabs of all our Construction Simulator articles here.

[Source: Steam]

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Alex Co

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

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Killer Klowns From Outer Space: The Game Update 1.007 for Version 1.1.4 Released

For the second time this month, Illfonic has pushed out another title update for Killer Klowns From Outer Space: The Game. This patch tagged as version 1.1.4 is intended to fix bugs and address crashing issues and more. Read on for the Killer Klowns From Outer Space update 1.007 patch notes.

Killer Klowns From Outer Space: The Game Update 1.007 Patch Notes for June 13:

General

  • Various Crash Fixes
  • Various fixes and improvements to address cheating and exploiting
  • Various fixes, improvements, and optimizations to the matchmaking, crossplay, and party systems
  • Various fixes and improvements to several map locations and escapes
  • Fixed an issue where players were able to interact with objects while stunned
  • Made adjustments to the timing of several animations to be more aligned with the gameplay

Humans

  • Addressed an issue that was causing certain items to be unable to be picked up
  • Reduced the duration of the Energy Drink
  • Fixed an issue where the Ice Cream Truck Escapes would sometimes allow the player to be killed even after they have already escaped
  • Fixed an issue where the Ice Cream Truck Escapes objective markers would not appear for players that have resurrected recently
  • Fixed an issue where vaulting would not drain stamina
  • Fixed an issue where players could enter the Bunker without escaping
  • Fixed an issue where players could continue to interact with an escape objective even after taking damage or failing the QTE
  • Fixed an issue that was allowing too many players to enter the Boat Escape

Klowns

  • Downed Humans will now get cocooned faster when being cottonized by non-raygun based weapons
  • Klowns can now push lackeys out of the way
  • Increased amount of Cotton Candy Cocoons that spawn on the map
  • Made improvements to the Boxing Gloves and Mallet’s hit detection
  • Added collision to Cotton Candy Cocoons to prevent them from being placed at certain escape locations
  • Addressed several issues that were causing escape objectives to not be cottonized with certain weapons
  • Fixed an issue where Klowns were able to cocoon Humans while the Human is being Klowntalitied
  • Fixed an issue where Klowns were able to cocoon Humans while the Human has already escaped
  • Fixed an issue where Klowns were sometimes unable to break certain windows

For those wondering, the previous patch was called the 1.1.2 hotfix, and the jump in versions is something Illfonic acknowledged as well.

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Alex Co

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

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Hidetaka Miyazaki Is Not Opposed to Bloodborne PC Version; Knows Other FromSofware Devs Want It Too

For fans of FromSoftware or souls-like games in general, chances are you’ve either played or heard of Bloodborne. Released back in 2015 on the PS4, the game has never gotten a proper remake even if fans have been clamoring for it, nor has it been released on PC.

If FromSoftware was in charge, they wouldn’t be opposed to having more gamers play it according to company president Hidetaka Miyazaki. This was something he said during a recent interview where he also added that he knows “for a fact” that other FromSoftware devs would love a Bloodborne PC port.

Obviously, as one of the creators of Bloodborne, my personal, pure honest opinion is I’d love more players to be able to enjoy it. Especially as a game that is now coming of age, one of those games of the past that gets lost on older hardware—I think any game like that, it’d be nice to have an opportunity for more players to be able to experience that and relive this relic of the past. So as far as I’m concerned, that’s definitely not something I’d be opposed to.

Miyazaki also said, “I know for a fact these guys want a Bloodborne PC port” referring to FromSoftware producer Yasuhiro Kitao and interpreter Bobby Simpson, and added, “If I say I want one, I’ll get in trouble as well. But it’s nothing I’m opposed to.”

Sadly, it’s not Miyazaki’s call, as the IP is owned by Sony. All is not lost, however, as Sony has been prolific lately in porting its games to PC. Given Bloodborne is an old game, it also fits the bill when it comes to PlayStation exclusives hitting PC. The big question is: will we ever see it? Only Sony knows the answer to that.

Aside from Bloodborne, FromSoftware’s Elden Ring is going to get a massive premium DLC drop this June with Shadow of the Erdtree.

More MP1st Reading:

[Source: PC Gamer]

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Alex Co

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XDefiant Movement Nerf and Bunny Hopping Penalty Explained

In case you didn’t know, Ubisoft San Francisco rolled out a patch yesterday that not only added sniper flinch, but it significantly nerfed the movement as well. For those wondering what got changed, here’s a quick explanation on the XDefiant movement and bunny hopping nerf that got implemented and how it changes combat engagements.

In the patch notes, the devs mentioned the following change:

  • Added aiming penalties for players who go to town on the jump/crouch buttons, aka the nuanced tactic of jump spamming, aka the maddening exploit of jump spamming. Opinions vary.

It’s a bit vague, right? In action, it looks like this:

Jump-spam penalty aim sway is really strong and I’m all for it (Same applies for crouch-spam)
byu/wedadman85 inXDefiant

What does the XDefiant movement nerf do?

In short: players can only jump three times in a row while in ADS (aiming down sights) before the penalty kicks in. What’s the penalty? On your fourth jump while in ADS, your aim will move on its own randomly, which makes it very, very hard to hit anyone. Note that players will still be able to jump around while shooting, but they won’t be able to spam it like before given the penalty.

Over on Twitter, XDefiant gameplay dev and former Call of Duty pro Patrick “Aches” Price explained it a bit more where he talks about “jump fatigue” and going into more detail on the changes made to ADS, movement speed and more.

We have always had jump fatigue which applies to both jump height and player speed, this dates back to some of our earliest Insider Sessions.

For Jump Height – it is reduced by 30% for each consecutive jump within a period of time.

For Player Speed – it is reduced by 20% for each consecutive landing within a period of time and you quickly resume full speed.

2. Like regular movement speed, the weapon you are using also effects your base ADS Jump Height. This value is 1:1 with the movement speed modifiers we use for each weapon class. So; Pistols > SMGs > ARs etc. (Note: There are some exceptions, like the MDR uses SMG movement speed modifiers)

3. Another thing we do is slow ADS time by 10% if you attempt to ADS anytime during a jump.

So those are all things that we’ve always had, now let’s talk about what we added. If you played during the Closed Beta a year ago, you might remember our ADS Sway penalty for jump and crouch spam behavior. Let’s dive into how it works.

Jump/Crouch spam penalty:

What is the penalty?
Once you reach the minimum number of inputs, we add sway(in ADS) and spread(in hip fire) to your weapon, that will get continually worse until it reaches its maximum amount.

What triggers this?
We will give you 3 inputs within 1s intervals penalty free. Each time you initiate a jump, that timer refreshes and if you hit a 4th jump while that timer is running, we will trigger the penalty. Worth noting Jump & Crouch are fully separated inputs and have independent counters from each other and Sliding does not count as crouch for this.

How long does this last?
Both the sway and spread penalty will last 1.25s

Based on what the devs did, this movement penalty seems to affect PC players who are using macros  the most, which is fine in my book.

Based on my experience after the patch, this seems to have done the trick, as I don’t recall seeing anyone jumping left and right like a drugged-out rabbit anymore.

Don’t forget, we are getting another patch next week, and hopefully, it fixes the console-only crossplay bug.

Are you a fan of the movement nerf or do you want the devs to bring it back the way it was at launch? Sound off in the comments and let us know.

More XDefiant Reading:

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Alex Co

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

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Marvel Snap Update for June 13 Brings Balance Changes

Developer Second Dinner Studios has pushed out a Marvel Snap update for June 13, and this brings balance changes to Captain America, Stegron, Gilgamesh and more! Read on for the exact changes made and the reasoning by the devs behind it in the patch notes.

Marvel Snap Update for June 13 Patch Notes:

  • Professor X
    • [Old]

      5/1 – Ongoing: Lock down this location. (Cards can’t be added, removed, etc.)

    • [New]

      5/2 – Ongoing: Moving is the only way to add or remove a card from here.

We’ve seen glimpses of the danger Professor X could pose over the last year or so, but rarely realized that potential. In many decks where Professor X was popular, such as Thanos, Professor X wasn’t often one of the better cards. However, some things have changed and over the last month Professor X has reached new heights. And that’s not just because it solves other threats–Xavier is doing significant work against a sea of matchups.Given the gameplay of Professor X isn’t something we want becoming a dominant element of the metagame, we decided to make a change once the existing card pool failed to effectively counter Professor X. This change removes two ways Professor X shut down locations: switching sides and movement. The latter is the most meaningful, as cards that can move will now be able to challenge Professor X, while Cannonball–a dominant card in its own right–will no longer create a combo. We may arrive at a better solution in the future, as we know this weakens the “story” of the card considerably.

  • Cannonball
    • [Old]

      5/8 – On Reveal: Move the highest-Power enemy card here away. If you can’t, destroy it with a Rock.

    • [Change]

      5/8 -> 5/7

Speaking of Cannonball, that card has spent weeks as one of the top cards in the game, and seen a ton of play to boot. While we’re optimistic that removing Professor X will blunt that strength enough, Cannonball’s dominance has been thorough and in enough different decks that we’re taking away one Power. This should help ensure the metagame does shift and that a few other 5-Costs can return to the fray. If this hits Cannonball too hard, we can always revert it.

  • Hela
    • [Old]

      6/6 – On Reveal: Resurrect all cards you discarded to random locations.

    • [New]

      6/6 – On Reveal: Resurrect all cards you discarded to random locations with -2 Power.

We’ve spoken at length on Hela in various forums. The deck has passionate fans and detractors alike, and has largely stayed within the tolerances we established for it. However, something else that’s important to our definition of a balanced metagame is that players have options where they find problems. That’s the foundational idea behind creating “release valves” within the card pool that can address various pressures. Whether Death and Sera are strong or not, Mobius is there for players who feel such threats merit special attention.Moving Leech to 4-Cost was one of the ways we’ve tried to address this, but in that case the cure proved worse than the disease. We’ve tried subtler things, but have yet to see the kind of success we’d hoped for. We’ve also debated a variety of cards we could add to the game to serve this role, but new cards take time to get into players’ hands. So today we’re taking action very similar to what we did with Galactus, and adding functionality that will create a better balance dial on the card itself.

  • Ebony Blade (created by Black Knight)
    • [Old]

      4/0 – Ongoing: Can’t be destroyed and its Power can’t be reduced.

    • [New]

      4/0 – Ongoing: Can’t be destroyed.

This change is technically impactful to Hela, but that’s not why we’re making it. We’ve been happy to see Black Knight find plenty of homes after a soft start, but have decided that giving the Ebony Blade complete protection from interference is unnecessarily strong. Having a large card that’s immune to Shang-Chi is novel and powerful enough to see play, and it wasn’t trivial to let the Blade freely dodge locations like Negative Zone, either.

  • Red Hulk
    • [Old]

      6/9 – When your opponent ends a turn with unspent Energy, +4 Power. (if in hand or in play)

    • [New]

      6/10 – When your opponent ends a turn with unspent Energy, +3 Power. (if in hand or in play)

It is with a heavy, fiery heart that we’re sanding a touch more strength off Red Hulk. The goal for this card was to position it as a simple “big monster” with ranging strength, but that range hasn’t been wide enough to ensure sufficient healthy competition with other 6-Cost cards. This is a fairly small tweak, but the card doesn’t look like it’s super far ahead in the data. There are plenty of novel decks playing 6-Cost cards that aren’t Red Hulk, it’s just been the default for a few too many decks aiming to make Power without leaning on heavy synergies.

  • Gilgamesh
    • [Old]

      5/7 – On Reveal: +1 Power for each of your other cards in play with increased Power.

    • [Change]

      5/7 -> 5/9

After seeing a few of our big cards go “too big,” we were more careful with Gilgamesh. The occasional Blob or Red Hulk will happen, but positioning such a card as the Season Pass would be a little more worrisome. However, after the first week of play, it looks like we were too careful. This is a fairly fast turnaround to make on a new card, but the low cube rate of the card was in particular a large concern for us. We always want to ensure that the Season Pass card feels like a great addition to players’ collection, but its performance thus far hasn’t met that bar. While Gilgamesh and Blue Marvel get Very Large, the backup combos are weaker than expected and there are fewer other decks to slot into, so this change should ensure Gilgamesh’s card communicates his canonical strength in-game.

  • Captain America
    • [Old]

      3/2 – Ongoing: Your other Ongoing cards here have +2 Power.

    • [Change]

      3/2 -> 3/3

Just a small tweak to Captain America here. We hit the Spectrum Ongoing deck slightly harder than we wanted to during the last OTA, and we’d like to ensure Cap is an appealing card for early and endgame Ongoing decks alike.

  • Shanna
    • [Old]

      3/2 – On Reveal: Add a random 1-Cost card to each location.

    • [Change]

      3/2 -> 3/4

Yeah, we’re doing this again. Shanna is a tricky card to evaluate, as the card winds up taking four slots and has so much variance in Power. We don’t like to change the same card a ton of times, but it’s been a while since the last try. We’d held off for so long in part because we expected that Mockingbird and Gilgamesh Zoo decks might provide the lift we needed, but that hasn’t been the case.

  • Stegron
    • [Old]

      4/6 – On Reveal: Move an enemy card from here to another location.

    • [New]

      4/7 – On Reveal: Move an enemy card here one location to the right.

Stegron is one of those “fine” cards that’s never really been good or bad. It’s just failed to find a steady home, and we think that’s in part due to the original effect’s randomness hurting its appeal and its strength. Giving Stregron a more specific effect will create more space from existing cards, and perhaps lead to Stegron claiming a space all its own.

That’s it for this Marvel Snap title update.

[Source: Steam]

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Alex Co

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

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Report: IGN Instructed and Even Offered Prizes for Crowd to Cheer During Phil Spencer and Other Live Interviews

Just a few days ago, IGN had a very special guest in its IGN Live show, as Xbox boss Phil Spencer sat down and answered questions about Xbox’s future, console exclusivity and more.

During one bit of the interview, Phil Spencer was asked about the recent studio closures that a lot of gamers felt strongly against about. Spencer’s answer seemingly avoided the question, and instead mentioned how painful it was to make hard decisions in order to run a sustainable business. Oddly enough, the crowd cheered at this response.

It seems we now know why they cheered. One of the IGN Live crowd attendees mentioned that they were told to cheer and be loud in order to keep the energy up, and whomever was the loudest even got prizes.

Some of the “bigger” prizes apparently included gaming headsets, and the show even gave out free 5 Hour Energy drinks all weekend for the crowd to drink. The person who talked about it, Bruno Rodriguez, mentioned that this cheering and shouting wasn’t an exclusive thing just for Spencer, and this was something they were instructed to do regardless of the person being interviewed.

While I understand IGN probably did this to make sure the crowd looked excited, perhaps one of their producers should have been mindful in telling people when to cheer or not?

Related Reading:

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Alex Co

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