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Destiny 2 The Final Shape Known Issues Revealed Ahead of Launch

With Destiny 2 The Final Shape launching later today, Bungie has taken down the game servers to better prepare the game for all the changes and influx of players that are expected to arrive. Though much preparation has gone into what many believe to be the final expansion in the current Destiny story, it seems that Bungie isn’t anticipating a bug-free launch. In fact, they’ve just listed a known list of issues that players can expect for Destiny 2 The Final Shape.

Below is a list of known issues that Bungie has confirmed that some players may experience during their time with The Final Shape.

Destiny 2 The Final Shape Known Issues:

  • Players progressing through The Final Shape campaign in a fireteam should avoid joining missions in-progress or swapping characters during the campaign to ensure progress is correctly recorded.
  • PC players with 3D audio enabled will not get any audio output from the game.
    • As a temporary workaround, players with Windows Sonic for Headphones, Dolby Atmos, or any other 3D audio setting enabled in their Windows Spatial Sound settings should switch the setting to Off when playing the game.
  • The “Leaving The Final Shape Campaign” pop-up is displaying placeholder art.
  • Activating Prismatic Hunter’s Blink Dagger super while mid-Grapple causes the player to fall.
  • The Solar Hunter’s “Knock ‘Em Down” aspect does not increase the number of Blade Barrage projectiles.
  • The ability description for the Hunter Arc Staff super does not mention that the three-attack combo or ground slam attack applies Blind.
  • The description for the Deconstruct perk does not reflect the recent change made in Update 8.0.0.1. Deconstruct now refills ammo from reserves.
  • Vestiges won’t auto-convert into a Memory item if another Memory item is in your inventory. Players must obtain another Vestige after the Memory is used for Vestiges to convert into another Memory. 
  • Some old seasonal currencies and items from Seasons 20-23 will not be automatically removed.
  • Khvostov 7G 0X‘s trait “Eyes Up, Guardian” incorrectly states that the ricochet shots deal more damage.
  • Players who were tracking Triumphs that were vaulted with the launch of The Final Shape cannot untrack them.
  • During The Final Shape campaign, if players do not open the final chest in The Blooming Deep Lost Sector before the cutscene plays, the loot will be lost.
  • When Warlocks pick up a Stasis Shard with the Glacial Harvest aspect equipped, they will not be granted healing.
  • The Berserker’s Bladefury super does not consistently apply Woven Mail to allies on super cast when combined with Into The Fray aspect.

Definitely some big issues/bugs on that list that players should read up on, as they could potentially risk progress and even story rewards.

If you’re wondering why some of these weren’t already patched out with the update we got today, it’s more than likely these were found after the update was sent out for certification. We expect to see a patch (or two) to address all these issues in the weeks to follow. 

Once the servers are back online and the expansion is out, Bungie will continue to monitor other issues that may arise, with updates posted in their top issues article, so keep an eye out there for updates and such.

Destiny 2 The Final Shape will officially launch on June 4, on PC, PS5, and Xbox Series X|S. 

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James Lara

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

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Expeditions: A Mudrunner Game Update 1.07 Slings Out for Patch 5 This June 4

Saber Interactive has pushed out Expeditions: A Mudrunner Game update 1.07 on last-gen platforms, and as patch 1.007 on current-gen. This is called Patch 5 and brings a host of fixes connected to the Breaking Ground update released last month.

Expeditions: A Mudrunner Game Update 1.07 Patch Notes for June 4:

Gameplay:

  • The use of the Jack-screw has been made easier: now the truck doesn’t go under the ground in the position selection stage, the player doesn’t have to lift it
  • Fixed infinite loading after start of contract tracking and exit to HQ
  • In the Dangerous Tourism contract, the construction zones were reset to avoid clipping the models
  • Fixed placeable anchors not having winch points in certain situations

Mod support:

  • Mod truck textures now displays properly on Xbox One (no black debug textures)

Trucks:

  • Fixed the animation of the steering wheel turning on the AFIM Hornet 622T: now all wheel’s details rotate correctly
  • Fixed the hub on the SIRO 72 T8-H: it was turning more than the wheel
  • Fixed the bug related to cargo display in sideboards: previously an empty sideboard showed 3-slots loading

Art:

  • Fixed the clipping tree on the Kanab Creek map

That seems to be it. There’s a lot more content planned with the next one due sometime in August. Once Focus or Saber announces something, we’ll let our readers know.

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Alex Co

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

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Puzzle Quest 3 Update 1.13 Released for Patch 3.1.5 This June 4

Developer Infinity Plus Two has released Puzzle Quest 3 update 1.13 today for what is tagged as patch 3.1.5. This update comes with quality-of-life changes as well as quest pass rewards. Check out the June 4 patch notes posted down below.

Puzzle Quest 3 Update 1.13 Patch Notes for June 4:

Update 3.1.5 will be released along with the Season, at daily reset.

Our new Forge System is finally here! It was a very extensive change to our Gear Crafting Followers (Torgaon, Gemka, and Soulchaser), so we gave it its whole own post 16!

  • Updated Quest Pass rewards will begin with Quest Pass Reset on 11th June UTC
  • Free Pass Reward Track Updates:
    • Level 30: 200 Shards → 50x Spell Pages
    • Level 40: 250 Shards → 1x Follower Crystal
    • Level 45: 1x Follower Crystal → 1x Epic Relic
    • Level 50: 1x Epic Relic → 1x Legendary Item
  • Premium Pass Reward Track:
    • Level 1: 1x Random Epic Minion → 1x Legendary Item
    • Level 15: 1x Epic Relic → 100x Spell Pages
    • Level 25: 1x Legendary Relic → 1x Legendary Item
    • Level 35: 2x Legendary Relic → 1x Armor Glyph
    • Level 40: 1x Armor Glyph → 1x Accessory Glyph
    • Level 45: 1x Accessory Glyph → 1x Weapon Glyph
    • Level 50: 1x Weapon Glyph → 1x Mythic Item
  • Note that Spells and Items awarded are non-Seasonal Spells and Items.
  • Updated Daily Login Rewards to include random items
    • Day 14: 1x Follower Crystal → 1x Epic Item
    • Day 21: 1x Epic Relic → 1x Follower Crystal
    • Day 28: 1x Follower Crystal → 1x Legendary Item
  • Note that Items awarded are non-Seasonal Items.
  • Adventures now support different rewards per difficulty in Reward nodes
  • Ancient Coins now have a weekly cap of 420 Coins, which resets each week (Tuesdays at 00:00 UTC)
  • Implemented a tutorial for the Spell rearrangement functionality in the Inventory
  • When auto-unlocking Achievements, they will now unlock in order, rather than randomly
  • Added loading screen to Hunts, Skirmishes, and Dungeons from battles menu, as well as to Season and Adventures to that the World Map is not loading in the background
  • Updated appearance of Chest slots to include their Dungeon/Skirmish icon, and removed unnecessary text
  • For Adventures with Persistent Health, you can now Revive in the post-battle results screen
  • Added upgradable icon to items that can be Honed
  • Future and past rewards in special event Tasks can now be selected to show the Task requirements
  • 30 Days of Crowns will no longer appear in the Featured tab of the Shop if you have an active subscription with more than 5 days remaining
  • When purchasing a specific Spell, the number of Pages is now shown as part of the description on the confirmation menu (i.e when purchasing a Spell for Seasonal Currency or Ancient Coins from the Season reward tab)
  • Daily Deals and Kingdom Bazaar deals now appear as the smaller, stacked display
  • Moved reset timer from each Bazaar deal to a single timer display
  • Follower Adventurer’s Guide now has a ‘More Details’ button which links out to the Help Center article on Followers
  • Adventurer’s Guide buttons now scale up instead of down when highlighted, to match similar functionality in other parts of the game
  • To assist with thermals on overheating devices:
    • The variable frame rate on iOS is more aggressive – it drops to 15fps when playing with a 30fps cap, 20fps with a 60fps cap
    • Consoles now have the option to play the game at 30fps. This will help with overheating issues for players who are using their consoles in warmer environments
  • Steam now has better frame rate options when playing on monitors above 60Hz
    • In these instances, 60fps and 30fps modes are not v-synced and two additional v-synced modes are offered
  • Added support for purchasing multiple of certain Shop products and flash offers that were not supported before. Examples include:
    • Random Items, Spells, and Minions
    • Season Currency
    • General offers without a choice with more than one stock available
  • Offers with remaining stock will now remain on screen after purchasing them
  • Purchasing Spells from the shop will no longer give Spells you own at Ancient Mythic (or that already have enough pages for Ancient Mythic)
  • Fixed heal effect on Vampiric Touch to be based of final applied damage
  • Variant bonuses no longer count the same Ring twice
  • Adventure auto-progress fixes:
    • Conversations can now progress into a battle costing Energy if there is enough available
    • Camera updates correctly after skipping a Merchant node or clearing a Blocked node
    • The Continue panel will now update after a conversation when there is a choice of next steps
  • Fixed Disease causing an error when applied to an opponent with no spells
  • Adventure Energy showing 2 different totals in Continue and Energy display
  • The bonus percent on post-battle rewards now showing the correct number
  • Updated Crocolisk and Dunestalker Bestiary previews
  • Fixed rendering issues in Lava Crater area
  • New areas should no longer show an error related to “environment previews”
  • Some character physics were either not functioning at all or not working correctly in Conversations
  • Fixed lower quality display images throughout the Shop Menu
  • Fixed scaling of Player & Enemy turn effects so that they will be a consistent size, regardless of screen resolution
  • The 9→1 & 1→9 Sort options in the Vault Filter now sort consistently
    • Items: Sorts by the Quality
    • Spells: Sorted by the Rarity
    • Minions: Sorted by Level
  • Fixed highlight display of rewards in Adventure. It now matches the background of the icon
  • Fixed cache display in Daily Siege and Event Dungeons being squished
  • Fixed spell sliding across the screen when dragging it all the way to the right edge of the screen
  • Fixed stretched target icon when viewing buffs and debuffs in the Adventure
  • There is a fix for some devices with Snapdragon 8 Gen 3 processors that were crashing.
    • Note: This may result in impacted performance. We are looking at a broader fix for this in an upcoming update
  • Some Xbox users were experiencing loud fan noises because the game would incorrectly activate 120fps mode even if it wasn’t selected.
  • Fixed an issue with Account Registration where if the email was not validated before the registration link expired, the email could not be used to register an account later
  • Inconsistencies in Spell Rush
  • Minions resting cannot be skipped with Food
  • Starting Mana Minion Debuff not applying in Versus
  • Game intermittently softlocks at end of Coin Collector Adventure
  • Leaving game in background causes black background

We will let you know when the next update is released soon.

Source: Puzzle Quest 3

Damien Seeto

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Final Fantasy 7 Rebirth Update 1.040 Slashes Out for Bug Fixes

Square Enix has released Final Fantasy 7 Rebirth update 1.040 on the PS5, which aims to address several bugs along with some improvements. Read on for what’s new in the FF7 Rebirth update for June 3.

Final Fantasy 7 Rebirth Update 1.040 Patch Notes

  • Fixes to bugs that would very occasionally prevent game progress under specific conditions.
  • Fixes that allow the player to acquire photo frames if a bug occurs that would prevent their acquisition after fulfilling the relevant unlock conditions.
  • Fixes to bugs that are triggered under specific circumstances in battle.
  • Fixes to a bug where information was not shown on screen when selecting to play Stage 2 of the Gambit Gears mini game on Hard Mode.
  • Fixes to several display-related bugs.
  • Improvements to the overall game stability.

That’s all for today’s update!

Source: Square Enix

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James Lara

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

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5 Things Call of Duty Can Learn From XDefiant

There’s no denying it: Call of Duty is the king when it comes to arcade multiplayer shooters. But even a king can learn a thing or two, right? That’s what I feel after playing Ubisoft’s recently released free-to-play arcade shooter, XDefiant.

While XDefiant just got released about a week ago, a lot of the game’s elements feel a bit familiar; from its gunplay (netcode and hit registration not withstanding), weapon attachments layout and more. It’s not that surprising given the game’s Executive Producer, Mark Rubin, worked at Infinity Ward and the Call of Duty franchise for nearly 10 years. Not only that, but one of XDefiant’s gameplay designers is Patrick “ACHES” Price, who is a former Call of Duty pro turned developer. Do note that we are not saying XDefiant is better than Call of Duty, but that, Ubisoft’s latest shooter does a lot of right things that Activision should probably do as well.

What Call of Duty Should Learn From XDefiant:

1) Developer Comms

While Infinity Ward and even Treyarch were vocal in asking for feedback and reassuring gamers they are listening, that all changed once the game was actually released. Sure, Sledgehammer Games is a bit better at this with Modern Warfare 3, but XDefiant’s devs have taken it up a notch or two.

Over on Twitter, Rubin and even Price, have interacted with players and if possible, answer questions and concerns even if a lot of people are rude (what’s new?). From upcoming updates, changes, and even tech issues, the devs try and interact with the community as much as they can, and it’s commendable.

Let’s hope they don’t stop this anytime soon.

xdefiant down

2) No SBMM

Ah, the dreaded Skill-Based Matchmaking (SBMM) online mechanic to make sure players win and lose the same rate for most of their gaming time. XDefiant has no SBMM, and it shows. There are matches where you will stomp on enemies, and that doesn’t mean that the next few games will have you going up against what feels like a pro team. You can have another pubstomping match, but it can also go the other way. In short: there is no matchmaking algorithm that artificially controls who gets matched with whom in order to main that 1:1 “fairness.”

XDefiant Console-Only Crossplay

3) Weapon Balance

While it’s still early days, it’s pretty evident by now that there is no one meta gun in the game. Sure, some might say it;’s the ACR, but even that is not a clear-cut winner. Just jump into a match, you will see some people use the AK-47, the MP7 SMG, sniper rifles and the like.

Even in terms of gadgets, the grenades are all viable picks with not one item being the best in the category.

While there are some changes that need to be done to faction abilities, it’s definitely more balanced than previously thought, and most are the best choice depending on the game mode. Think of it this way: almost every faction ability is deemed OP (overpowered) by players, which means they are not OP at all. Again, this doesn’t mean that there’s no balancing changes needed, but for the most part, the faction abilities are varied enough that not one ability is deemed as the best one of the lot.

4) No Camping Meta (No Doors, Not Being Able to Mount Weapons)

While there is nothing wrong with camping (it is a kind of playstyle like it or not), it really doesn’t have a place in XDefiant’s objective-based modes. Thankfully, there are no doors that aide that unlike the last few Call of Duty games.

Not only that, but there is no way to mount weapons, which give players almost zero recoil at the cost of not being able to move.

Sure, there might be people still camping, but as a whole it hasn’t been an issue so far in the game, and I doubt anyone is missing it.

XDefiant Weapon XP

5) Keeping Out the Bloat

While XDefiant has its fair share of issues when it comes to starting matches and wrapping them up (a tad too long there, Ubisoft!), it’s an easy navigation from booting the game to entering the match. While the game features a Battle Pass, it doesn’t get in the way of navigating the menus unlike Call of Duty where it constantly reminds you that you can get items so and so if you have the Battle Pass.

Not only that, but in terms of modes, there’s a handful available in the game that should be familiar for any gamer familiar with multiplayer shooters. XDefiant benefits a lot from very straightforward menus and modes and a pretty classic return-to-form for keeping the competitive shooter fairly bloat free. You can easily access loadouts, the faction menus and more fairly fast, and booting the game and then going to matchmaking is a fairly fast process, which we can’t say for Call of Duty anymore since you have to navigate the Battle Pass menu, Warzone and other stuff Activision shoves into our faces.

There you have it! Do you agree with our list? Leave a comment below and let us know your thoughts.

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Alex Co

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

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New Warzone Intro Features Black Ops 6 and Frank Woods on a Wheelchair; Adler “Wanted” Posters Surface on Map

For those playing Call of Duty: Warzone, Activision seems to have slotted in a new intro for the battle royale game, and it’s to promote Black Ops 6 that’s due out later this year.

The intro shows us Black Ops franchise protagonist Frank Woods, but this time, he’s on a wheelchair!

Not only do Warzone players get an intro, but there’s more references to Black Ops 6 in the game as well, and this one is a poster of Russell Adler and it seems the character is “Wanted” by certain individuals.

Image

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For those not familiar with Adler, here’s a character background info (via Call of Duty Fandom):

Special Officer Russell Adler is the deuteragonist to antagonist featured in Call of Duty: Black Ops Cold War. He is a CIA agent charged with stopping the mysterious Soviet agent codenamed Perseus. Adler is described as “America’s monster” with a “dark charisma”.[1] He later serves as the protagonist of the post-launch seasonal narrative for Black Ops Cold War, going up against Vikhor “Stitch” Kuzmin

If you want to see the posters yourself, you can find them at the Orlov Military Base . Check out the image from on how to get to it (via Victor_Prometheus)

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Chances are, there are more Black Ops 6 tidbits and Easter eggs scattered around Warzone’s map. We should be hearing (and seeing) more about Black Ops 6 in the coming days during the Call of Duty Direct happening on June 9 right after the Xbox Games Showcase.

Black Ops 6 has no release date set just yet, but expect it in the first week of November as per tradition. It’ll be available on PS4, PS5, Xbox One, Xbox Series X|S and PC.

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Alex Co

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

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XDefiant Cheater Gets “Warnings” From Ubisoft but Still Doesn’t Get Banned After More Than 50 Games

For those playing XDefiant, like it or not, there is a cheater problem in the game, which is to be expected from a multiplayer online game. While the shooter does feature an in-game reporting system, it seems reporting someone will just result in warning messages but no actual bans!

This was proven by Specialist_Rain722 who admitted to using cheats, and after playing more than 50 games racking up 100 kills in a match, and getting gold skins for all guns and still hasn’t been banned. They did, however, get a lot of emails from Ubisoft (about 20+).

Does this mean the in-game reporting tool is worthless right now if the game won’t ban cheaters? I honestly don’t know. Perhaps the devs are going to push out bans in waves? If so, then this means a lot of cheaters are running wild now, which will definitely sour the experience for all players.

Don’t forget, console-only crossplay is bugged as well for now, which means console players can’t even turn off crossplay if they want to find matches quickly. Ubisoft has mentioned that this, along with sniper and jumpshotting nerfs are incoming in a patch.

Have you encountered cheaters in XDefiant? Aside from aimbots, what else do they use? We here at MP1st do not — and will never — condone cheating in any game. I mean, why ruin the fun for everyone? Cheaters are the lowest form of gamers, and I honestly have no clue what enjoyment they find in artificially boosting their stats that they know they don’t deserve.

Hopefully, this is something the devs address soon.

More XDefiant Reading on MP1st:

[Image Source: Skewiff]

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Alex Co

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

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Destiny 2 The Final Shape Pre-Load Now Live for Version 3.26; New Content Listed

While Destiny 2’s next major expansion, The Final Shape, won’t be available until tomorrow, June 4, players will be able to download the file for right now on all platforms. The Destiny 2 The Final Shape pre-load will show up as version 3.26 on PS4, and version 1.121 on PS5.

Update: Check out the complete patch notes for Destiny 2’s massive 8.0.0.1 update here.

Destiny 2 The Final Shape Pre-Load Info:

PS4 Version 3.26 | PS5 Version 1.121

File Size: 40GB (PC), 49GB (Xbox)

STORY

Confront Oblivion

The Final Shape looms—a nightmarish calcification of reality into the Witness’s twisted design. Embark on a perilous journey into the heart of the Traveler, rally the Vanguard, and end the War of Light and Darkness.

The Campaign

Come to the aid of your allies and pursue the Witness through the heart of the Traveler. Unlock new rewards, new power, and prevent the Final Shape.

Legendary Mode

Count yourself among humanity’s greatest defenders; brave enough to face the impossible and bold enough to test your skill in the face of annihilation.

Upgraded Rewards

Complete Legendary mode and continue your adventure with rewards befitting a Guardian who has proven that there is no challenge they cannot overcome.

SUBCLASS

Prismatic

Light and Darkness have no quarrel within you, Guardian. For the first time ever, Prismatic empowers you to combine Arc, Solar, Void, Stasis, and Strand into a custom subclass of your design. Find power in the space between all you have mastered, blur the boundaries, and embrace the schism.

Exotic Class Items

Further customize your ultimate Guardian with the first armor capable of gifting its wearer with not one, but two Exotic powers.

Transcendence

Enter the fight and balance the Light and Darkness within you to unlock new abilities and unleash the true power of Prismatic.

DESTINATION

The Pale Heart

There is a place where we will find eternity being torn asunder. An unraveling landscape that echoes with the deeds of our past. Persevere in this impossible place and uncover what lies at the heart of this war.

NEW ENEMIES

The Dread

The vastness of our enemy’s influence reaches into the darkest corners of reality, summoning those who would align themselves with its terrifying and final vision of the universe.

New threats reveal themselves at the Witness’s side. Dual-wielding Husks hone their blades below fearsome Grim hovering in wait. In the distance, psionic Weavers and Attendants strategize and prepare for your fireteam’s arrival.

Grim

Husk

Omen & Attendant

Harbinger & Weaver

WEAPONS & GEAR

Destination Weapons – New Weapons and Armors

ACTIVITIES

The Only Way is Through

Step boldly into the unknown, Guardian.

Within the Traveler

Push back the corruption that has infested this mysterious and once-pure landscape.

New Raid

Calling all Guardians. The time has come to confront the Witness.

The Final Shape Dungeon Key

New pinnacle challenges await Annual Pass owners. Unlock two dungeons releasing during the year of The Final Shape.

EXOTIC

Tessellation

Purpose carved from meaninglessness; the chance generation of the universe crafted into beauty, intentionality. That which served no reason ceased, randomness elided by the sculptor’s art.
Pre-order The Final Shape + Annual Pass and instantly unlock the Tessellation Exotic Fusion Rifle.

YEAR OF THE FINAL SHAPE

Episodes:

  • Echoes
  • Revenant
  • Heresy

Starting in 2024, Episodes will be replacing Seasons as our new way of storytelling and content update format for Destiny 2. Each Episode will contain new story content and rewards, including a new Exotic mission, Exotic weapon and armor. Episodes will be split into three Acts, with a new Act releasing every six weeks—containing new stories, quests, activities, weapons, artifact mods, pass ranks, and rewards.

Echoes, Revenant, and Heresy will be the first three Episodes, coming in The Final Shape year.

That’s about it for the new content incoming in this expansion. For now, the servers remain down until tomorrow, and you can keep track of the server status here. Don’t forget, the expansion leaked last week, so be very mindful of spoilers.

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Alex Co

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

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Destiny 2 Servers Brought Offline for Extended Maintenance From June 3-4, 2024

Those who can’t log in to Destiny 2, it’s not just you, as Bungie has pulled the Destiny 2 servers down and offline this June 3, and this is not your standard maintenance, as the game’s servers will remain offline until tomorrow, June 4!

Players will be getting the next premium DLC for the game, The Final Shape, which was leaked in epic proportions last week. As for the downtime, go read the official schedule.

Update (June 4, 2024): Bungie has acknowledged the reports that players are having issues logging in or being placed in a queue.

Monday, June 3, 2024 – Maintenance
9:00 AM PDT -7 UTC
    • Destiny 2 will undergo maintenance.
    • Sign-on and game integration features will be unavailable on web, mobile, third-party apps, and the Bungie Store.
    • Players who observe issues should report to the #Help forum.
9:30 AM PDT -7 UTC
    • Destiny 2 will be brought offline for expected maintenance.
    • Players will be removed from activities and won’t be able to log back in until June 4, 10 AM PDT.
    • Ongoing Destiny maintenance is expected to conclude at 12 PM PDT.
June 4, 10:00 AM PDT -7 UTC
    • The latest Destiny 2 update will be available across all platforms and regions.
    • Players will be able to log back into Destiny 2.
    • Players logging into the game may be placed in a queue and may experience sign-on issues as background maintenance is still ongoing.
    • Clan features may remain offline until maintenance is complete.
June 4, 12:00 PM PDT -7 UTC
    • Destiny 2 maintenance is expected to conclude.
    • Console players who encounter issues updating should restart their console and try downloading the update.
    • Players who observe issues should report to the #Help forum.

Expect the game’s servers to be back up tomorrow, and along with it, The Final Shape.

We’ll provide a link out to the patch notes once they’re live. If there are any changes to Bungie’s maintenance schedule, we’ll update the article to reflect it.

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Alex Co

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

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Baldur’s Gate 3 Mod Support Incoming via Patch 7 Due Out in Sept., Closed Alpha Out Today

While Larian Studios has already mentioned that we’ll be getting improved “evil endings‘ in Baldur’s Gate 3’s Patch 7, it seems we are getting something even bigger than that, and it’s mod support! This feature isn’t just exclusive to PC, as even console gamers will be getting this much-sought feature.

Patch 7 has no release date yet, but it is confirmed for release in September. According to Larian, the upcoming major patch is being split into two-phase process, with the closed alpha kicking off today, June 3 (on PC only).

While the dev team is hard at work on Patch 7, Larian does note that they have “plenty” coming players’ way including anniversary “extravagance.” Crossplay, Photo Mode and more fixes are also confirmed in the works too.

Read on for the FAQ by Larian on Baldur’s Gate 3 modding feature.

Baldur’s Gate 3 Modding FAQ:

First things first, what is a mod?

Whether you are turning fireballs pink, boosting the attack damage of a hand-wielded sausage, or bestowing all citizens of Faerûn with a personal handgun, modding lets you alter a game to change how it looks or behaves.

With the official Baldur’s Gate 3 modding tools, you’ll have what you need to add new weapons and armor, create new classes and subclasses, design new powerful spells, customise your game dice skins, and share your mods with a community of creators.

What does official support mean, as opposed to mods I’m using right now?

Updates to Baldur’s Gate 3 as well as conflicts between third-party mods can cause issues with game stability and prevent mods from working correctly. That’s where official support comes in.

We will never prevent modding outside of our own official pipeline, but implementing our own will improve compatibility and give us the opportunity to ensure they’ll work wherever you’re playing Baldur’s Gate 3.

It’ll also ensure a smoother experience, at the cost of more script-focused modding, which can still be done outside of our pipeline. You’ll therefore have two choices for modding Baldur’s Gate 3, but we’ll only be able to officially support mods through mod.io.

Mod.io – what is it, and how does it work?

Mod.io allows us to bring modding support to all platforms, and provides the necessary infrastructure to allow you to download mods on both PC and Console, manage uploaded mods, host guides, and provide a level of content moderation to keep the community safe.

Will the support be rolled out in phases?

We are currently rolling out invites for the Baldur’s Gate 3 Toolkit on Steam to popular mod authors so they can explore the new modding environment, view the tools, and get familiar with the process of converting their mods and uploading them to the platform, or even try creating new ones.

At this early stage, participating mod authors will be able to provide us with direct feedback as we continue our internal development and testing. They will be using a live development environment, which means they’ll also get access to new features as they continue to be developed ahead of a full release.

Which platforms will be able to use and install mods?

Releasing first on PC, we expect to roll out the support to the wider community and various platforms shortly after – including for Mac players, as well as PlayStation and Xbox consoles.

Which platforms will be able to use the modding tools to create new mods?

Limitations in place on some platforms mean that while you will be able to browse, install, and use player-created mods, the official modding tools themselves will not be available to those playing on console.

PC players will have access to the Baldur’s Gate 3 Toolkit to create their own mods, and an internal curation process will determine which of these mods become available for those on console.

How are mods curated for PC and console?

On PC, general stability and Terms of Service checks will be carried out before a mod becomes available in the game’s browser. On console, an additional curation process confirms which of these PC mods become available for cross-platform support. While not all PC mods will become available for console, we’ll be sure to publish guidelines to help you understand what kind of content will pass our necessary checks – without blocking any unsupported creative mods on PC – so that we can continue supporting the modding community both inside and outside our official pipeline.

What mods won’t be available through mod.io?

Baldur’s Gate 3, as a Dungeons & Dragons game licensed by our partners, has certain guidelines in place to ensure the integrity of the game’s universe.

That said, we want to support as much creative freedom as possible.

Our goal with mod.io and our partners is to strike a balance that allows for extensive modding while keeping the guidelines in mind, and to open the door for mods to reach as many players as possible while ensuring they work seamlessly across different platforms. While some NSFW mods and certain script-heavy modifications may not be supported through the official pipeline, modding outside of our pipeline will still be an option.

For cross-platform support, direct level editing and changes to core game elements (like story, cinematics, dialogues, quests, and local gameplay adjustments) can’t be facilitated due to technical constraints and platform-specific guidelines.

We’ll be working with our partners to explore ways to expand modding possibilities within these constraints and provide clear guidelines to help everyone understand what is possible.

I want to do things your modding pipeline doesn’t support. How will mod.io handle unsupported mods?

Changes that won’t be officially supported within our pipeline, like scripting changes or NSFW mods that wouldn’t pass the moderation process due to platform-specific restrictions, may still be packed locally with mod.io’s toolset and uploaded to other mod distribution platforms!

This means that those mods can still be downloaded manually, and the game’s browser will still
recognise them and allow you to manage them in the mod load order of the game. However,
because they would be local and alter unsupported systems, there will not be embedded
support for checking for updates and syncing to others in a multiplayer session. Additionally, we will not be able to provide full technical support in case of crashes.

We understand and appreciate the hard work and dedication of the modding community, and have no plans to limit modding to our official pipeline. We are committed to supporting the modding community as comprehensively as we can, and can’t wait to see what ideas you bring to life!

Will Larian Studios provide any guidance for unsupported mods?

We are currently seeing how far we can offer guidance for unsupported mods, which – at present – includes discussing whether we create official scripting API documentation, and whether we introduce internal testing for the Script Extender and other tools to support compatibility between patches where possible. However, while we can guide, we cannot offer support for mods outside of our pipeline.

Is there a long-term support plan for providing official modding support?

Outside of critical fixing post-release, we do not currently have the technical capacity to provide long-term support while also lending our focus to future projects.

What will the Baldur’s Gate 3 Toolkit consist of?

Beyond game code architecture for managing mods, we will release a subset of our internal development tools as part of the Baldur’s Gate 3 Toolkit. This will let you:

  • Access the editor to create your own mods.
  • Upload mods directly to mod.io servers.
  • Load levels read-only to look at all the local entities, as well as the setup, and test your mods in-game while creating them.
  • Get access to our internal editors for supported asset types such as textures and visual models, allowing you to override them directly in your mod through the developer interface.
  • Publish your mod via the editor where it will be moderated and made visible in the in-game browser, or pack your mod locally to upload to a third-party site.
  • Mod UIs through file editing. We will provide documentation that will explain how our internals are set up to solve mod loading/compatibility issues.
  • Within Baldur’s Gate 3 itself, you’ll be able to:
    • Download and manage your mods directly.
    • Manage multiplayer and save game files through a verification UI.

What’s included as part of mod.io?

Mod.io provides moderation tools that allow us to curate mods for console, as well as offers a hosting and distribution solution for your mods, which you will be able to access through mod.io, or through our website. You’ll also be able to subscribe or unsubscribe from mods in-game with our mod browser.

You’ll need a mod.io account to manage and create your mods, where you’ll be able to upload, tag them, as well as add screenshots, descriptions, and other stuff.

Given Larian’s wording, expect an update before Patch 7 to be released in the future.

[FAQ Source: Steam]

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Alex Co

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

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Dead by Daylight Update 3.16 Ushers in Patch 8.0.0 for Dungeons & Dragons Content

Behaviour Interactive’s next major content drop for Dead by Daylight is here, and this one brings the Dungeons & Dragons collab content! Expect a new killer, a new survivor and loads more. For console gamers, this will show up as Dead by Daylight update 3.16 (PS5 version is 8.000.001), while the dev version that shows up for PC gamers will be at 8.0.0. Read on for the complete patch notes and new content details.

Dead by Daylight Update 3.16 Patch Notes for June 3:

Content

New Survivor – Aestri Yazar

New Survivor Perks

  • Mirrored Illusion
    This perk activates after completing a total of 50% worth of repair progress on generators.
    Press the ability button 2 when next to a totem, chest, generator or exit gate to spawn a static illusion that lasts for 100/110/120 seconds.
    Then, the perk deactivates.
  • Bardic Inspiration
    Press the ability button 1 while standing and motionless to enter the “performance” interaction that lasts up to 15 seconds and empowers Survivors within 16 meters. Roll a d20. This effect lasts for 90 seconds if the performance is completed.
    When the ability is cancelled or the performance completes, it goes on cooldown for 110/100/90 seconds.
    | You scream, but nothing happens
    2-10 | skill checks give +1% progress
    11-19 | skill checks give +2% progress
    20 | skill checks give +3% progress
  • Still Sight
    After standing still for 6/5/4 seconds, this perk activates.
    Until you start moving, you see the aura of the Killer as well as all generators and chests within 24 meters.

New Killer – The Lich

Killer Power

Bound with the skin and flesh of men, the Book is packed with spells both forbidden and wicked.
To select a Spell, hold the Ability Button to open the Spell selection. The Lich has access to 4 different Spells:

  • Mage Hand: Creates a magical hand that lifts a downed pallet or blocks an upright pallet for 4 seconds.
  • Flight of the Damned: Conjures 5 flying spectral entities that can pass through obstacles and injure Survivors.
  • Dispelling Sphere: Casts a moving invisible sphere that reveals Survivors and temporarily disables their Magic Items.
  • Fly: Gain a flying speed for a short period of time, allowing you to travel a long distance quickly and move over vaults and pallets.

SPECIAL ITEM: MAGIC ITEMS

Treasure Chests found around the map can contain Magic Items. Each Survivor can equip up to two Magic Items at once: one pair of Boots and one pair of Gauntlets. These Magic Items are each connected to a specific Spell, and activate when The Lich casts that spell.

  • Boots/Gauntlets of the Interloper: The Survivor sees the aura of pallets affected by Mage Hand and gains Haste for 3 seconds.
  • Boots/Gauntlets of the Nightwatch: The Survivor can see the auras of the spectral entities conjured by Flight of the Damned.
  • Boots/Gauntlets of the Archivist: The Survivor can see the Dispelling Sphere.
  • Boots/Gauntlets of the Skyguard: The Survivor can see The Lich’s aura during Fly and for a few seconds after.

SPECIAL ITEMS: HAND & EYE OF VECNA

Rarely, Survivors can instead find the Hand or Eye of Vecna in a Treasure Chest. When picked up and used, Survivors gain a special ability while at full health. Using one of these special abilities costs the Survivor a health state and reveals their location with Killer Instinct for 3 seconds.

  • Hand of Vecna: When doing a Fast Locker Entry, the Survivor is teleported to a further locker.
  • Eye of Vecna: When doing a Fast Locker Exit, the Survivor cannot be seen by The Lich and gains Haste for 15 seconds.

New Killer Perks

  • Weave Attunement
    When any item becomes depleted for the first time each match, it is dropped. You see the auras of dropped items.
    Survivors within 12 meters of dropped items have their auras revealed to you.
    When a Survivor picks up a Survivor item, they suffer the Oblivious status effect for 20/25/30 seconds.
    Oblivious prevents Survivors from hearing or being affected by the Killer’s Terror Radius.
  • Languid Touch
    When a Survivor within 36 meters of you scares a crow, they gain the Exhausted status effect for 6/8/10 seconds.
    This perk has a 20-second cooldown.
    Exhausted prevents Survivors from activating exhausting perks.
  • Dark Arrogance
    Increases the duration you are blinded and the duration of pallet stuns by 25%.
    Increases regular vault speed by 15/20/25%.

New Map – Forgotten Ruins

Pulled from the memories of alchemists, warriors, storytellers, and criminals, the Forgotten Ruins is an amalgamation of hidden knowledge and dark secrets. How many have wandered this dead terrain, unaware of what lurked beneath their feet? And how many more ventured down to the bottom of that decaying staircase, only to succumb to what awaited them?

Killer Perk Updates

  • Deadlock
    Decreased the block duration to 15/20/25 seconds. (was 20/25/30 seconds)
  • Grim Embrace
    Decreased the block duration before reaching 4 tokens to 6/8/10 seconds. (was 8/10/12 seconds)
  • Pop Goes the Weasel
    Decreased the amount of progress lost to 20%. (was 30%)
  • Scourge Hook: Pain Resonance
    Decreased the amount of progress lost to 10/15/20%. (was 15/20/25%)

Survivor Perk Updates

  • Background Player
    Decreased the movement speed bonus to 150%. (was 200%)
    Decreased the Exhaustion duration to 30/25/20 seconds. (was 60/50/40 seconds)
  • Buckle Up
    Both you and the healed Survivor gain Endurance for 6/8/10 seconds. (Removed)
    The healed Survivor breaks
    into a sprint at 150% of their normal Running Movement speed for 3/4/5
    seconds and leaves no scratch marks during this time. (New functionality)
  • Invocation: Weaving Spiders
    Decreased the time it takes to complete the Invocation to 60 seconds. (was 120 seconds)
    Increased the time it takes for an Invocation to completely regress to 90 seconds. (was 6 seconds)
  • Decisive Strike
    Decreased the stun duration to 4 seconds. (was 5 seconds)

Killer Updates

The Blight – Addons

  • Compound Thirty-Three
    Rush tokens are capped at 5. (was 3)
    Increases Rush turn rate by 11%. (was 33%)
    Increases Rush duration by 11%. (was 33%)
  • Iridescent Blight Tag
    Increases Rush speed by 10%. (was 20%)

The Cannibal – Basekit

  • Decreased the obstruction collision size while using the Chainsaw to 10 cm. (was 17.5 cm)
  • Decreased the base Tantrum duration to 3 seconds. (was 5 seconds)
  • Increased the base Chainsaw Sweep duration to 2.5 seconds. (was 2 seconds)
  • Increased the base Chainsaw Sweep movement speed to 5.35 m/s. (was 5.29 m/s)

The Cannibal – Addons

  • Award-Winning Chili
    Increases maximum Chainsaw Sweep duration by 0.2 seconds per charge spent. (was 0.5 seconds)
  • Chainsaw File
    Decreases tantrum duration by 0.25 seconds. (was 0.5 seconds)
  • Chili
    Increases maximum Chainsaw Sweep duration by 0.15 seconds per charge spent. (was 0.25 seconds)
  • Homemade Muffler
    Decreases tantrum duration by 0.5 seconds. (was 1 second)
  • Knife Scratches
    Increases Chainsaw Sweep movement speed by 1.5%. (was 2%)
    Increases time required to charge the Chainsaw by 10%. (was 12%)
  • The Beast’s Marks
    Increases Chainsaw Sweep movement speed by 2%. (was 3%)
    Increases time required to charge the Chainsaw by 12%. (was 14%)

The Deathslinger – Basekit

  • Decreased the stun duration when a Survivor breaks free to 2.7 seconds. (was 3 seconds)
  • Increased the reel speed to 2.76 m/s. (was 2.6 m/s)
  • Increased movement speed while reloading to 3.08 m/s. (was 2.64 m/s)

The Deathslinger – Addons

  • Bayshore’s Cigar
    Decreases the stun duration when Survivors break free by 0.75 seconds. (was 1 second)
  • Bayshore’s Gold Tooth
    Increases the Speargun’s reeling speed by 5%. (was 9%)
  • Chewing Tobacco
    Decreases the stun duration when Survivors break free by 0.25 seconds. (was 0.5 seconds)
  • Snake Oil
    Increases the Speargun’s reeling speed by 2.5%. (was 5%)

The Mastermind – Basekit

  • Decreased the Hindered penalty when reaching maximum infection to 4%. (was 8%)
  • The Uroboros infection now resets to 1% upon being hooked. (was 50%)

The Good Guy – Basekit

  • Scamper is now only available while performing a Slice & Dice.
  • Hidey-Ho Mode cooldown reduced to 12 seconds. (was 18 seconds)
  • Scamper time reduced to 1.3 seconds. (was 1.4 seconds)
  • Added a 1 second cooldown after cancelling a Slice & Dice charge up.

The Good Guy – Addons

  • Strobing Light
    Decreases Terror Radius by 8m when Hidey-Ho Mode is in cooldown. (was 4m)
  • Pile of Nails
    Upon manually exiting Hidey-Ho Mode, Chucky remain Undetectable for 3 seconds. (was 5 seconds)
  • Yardstick
    Performing a Scamper reveals Survivor auras within 16 m distance for 3 seconds. (was 12m / 5 seconds)
  • Hard Hat
    Removed “and exits Hidey-Ho Mode.” from description.

Toolbox Updates

  • Toolbox
    Increases sabotage speed by 15%. (was 10%)
  • Mechanic’s Toolbox
    Increases sabotage speed by 25%. (was 10%)
  • Commodious Toolbox
    Increases sabotage speed by 50%. (New functionality)
  • Engineer’s Toolbox
    Increases sabotage speed by 10%. (was Decreases by 25%)
  • Alex’s Toolbox
    18 charges. (was 24 charges)
    Increases sabotage speed by 100%. (was 50%)
  • Festive Toolbox
    Increases sabotage speed by 50%. (New functionality)
  • Anniversary Toolbox
    Increases sabotage speed by 50%. (New functionality)
  • Masquerade Toolbox
    Increases sabotage speed by 50%. (New functionality)

Toolbox Addons

  • Cutting Wire
    Increases the Toolbox’s sabotage speed by 20%. (was 15%)
  • Grip Wrench
    Hooks sabotaged using the Toolbox take an extra 20 seconds to respawn. (was 15 seconds)
  • Hacksaw
    Increases the Toolbox’s sabotage speed by 30%. (was 20%)

Events & Archives

  • The Twisted Masquerade event begins June 13th at 11:00 am ET.
  • The Twisted Masquerade event tome also opens June 13th at 11:00 am ET.

Map Updates

Decimated Borgo Realm Update

The red lighting was a big issue in the realm of The Decimated Borgo. The art and lighting team took care to make the realm more accessible to all players and bring a different ambiance to the maps.

Features

UX

  • Started adding search tags for Charms
    Only “Perks” and “Birds” for the moment.
  • New Item Preview Window
    Regular and Special Items will now display a short description of their effect inside a Trial by using a new item previewer window.

Bug Fixes

Archives

  • Fixed an issue that affected Archives challenges which required the Killer to complete a Trial with no more than X Survivors living to update their progress incorrectly during a match. It now correctly updates throughout the match as each Survivor dies.
  • Fixed an issue that prevented the Archives challenge progress notification to display in the Match Results screen if the challenge was already
    completed before entering another trial.

Bots

  • The names of the Bots that appear following a player disconnection have been corrected.

Characters

  • Fixed an issue that caused some survivors to stop playing their idle animation when equipped with an item in the lobby.
  • Fixed an issue that caused Survivor to be misaligned with The Ghost Face during a vault interruption.
  • Fixed an issue that caused the Male Survivors to be misaligned when Naughty Bear picks them up.
  • Fixed an issue that caused the chains from the Cenobites portals not to be dismissed when the Cenobite teleports to a Survivor solving the box.
  • Fixed an issue that caused a crosshair to be briefly visible in the middle of the screen when unbinding Victor as the Twins.
  • Fixed an issue that caused Victor to briefly appear on Charlottes head in the tally screen when playing as the Twins.
  • Fixed an issue that caused the Plague’s Vile and Corrupt Purge animation to continue playing after the interaction has ended.
  • Fixed an issue that caused the Cannibal to be missing the Tantrum animation from the Killer POV when not extending the Chainsaw Sweep.
  • Fixed an issue that caused the Cannibal to be missing the Tantrum animation after bumping into an asset.
  • Fixed a crash that could sometimes happen when playing against killers with a lullaby

Environment/Maps

  • Fixed an issue that caused items to slightly float on the Ferry Boat in the Pale Rose map.
  • Fixed an issue that prevented the Killer from interrupting Survivors performing the Invocation interaction from specific spots.
  • Fixed an issue in Raccoon City Police Station where the Nurse can blink out bound

Platforms

  • Fixed an issue with input bindings for players on the Windows Store.
  • Haptic Feedback has been fixed on PlayStation.

UI

  • Changing presets in the Loadout Menu will no longer rotate the character due to different charm layouts.
  • Fixed an issue where the survivor offerings’ order is inconsistent in the match details
  • Fixed a crash issue that could occur in the search bar
  • Fixed a crash issue that could occur while reporting another player
  • Fixed an issue where the perk’s description is not displayed properly in the Tally Scoreboard on the Switch
  • Fixed an issue where the owned tag is shown on customization items in the Rift
  • Fixed an issue where a tooltip was not displayed on the disabled button in the lobby

Misc

  • Bloodwebs with kill-switched items should no longer be possible.
  • Fixed a crash that could occur while in a Trial when gaining Bloodpoints.
  • Fixed a crash that could occur while loading between the Play as Survivor lobby and the pre-Trial lobby.
  • Fixed an issue that VFX to misalign with the Spirit’s body during the Mori preview with the Blazing Lineage outfit.

That’s one heck of a patch! Don’t be surprised to see a bugfix patch be released in the next few days and weeks from Behaviour if any bugs surface from today’s title update. For the PTB changes, head on over here.

We also posted the Year 9 roadmap along with other future content details for those interested what’s coming after this content drop.

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Alex Co

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

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PSVR2 PC Adapter Lets You Play SteamVR Games on PC and It’s Out August 7

Find your PlayStation VR2 (PSVR2) library a bit lacking when it comes to games? That should change starting this August, as Sony will release the PSVR2 PC adapter on August 7, which lets gamers play thousands of SteamVR games.

The PSVR2 PC adapter will retail for the price of $59.99 / €59.99 / £49.99 at select retailers and Sony’s own PlayStation Direct storefront. In addition to that, players will also need a commercially available DisplayPort cable (sold separately) that is compatible with DisplayPort 1.4, and a Steam account and a PC with the appropriate requirements.

Minimum PC requirements

Here are the minimum requirements for PS VR2 gameplay on PC:

Operating system Windows 10 64-bit / Windows 11 64-bit
Processor Intel Core i5-7600 / AMD Ryzen 3 3100 (Zen 2 or later architecture is required)
RAM / memory 8 GB or more
GPU / graphics card -NVIDIA GeForce GTX 1650 or later (Turing or later architecture is required)-NVIDIA RTX series-AMD Radeon RX 5500XT or later / AMD Radeon RX 6500XT or later
(For the best performance, we recommend that you use an NVIDIA GeForce RTX 3060 or later or AMD Radeon RX 6600XT or latergraphics card)
DisplayPort DisplayPort 1.4 (must have a standard DisplayPort or Mini DisplayPort output port)
USB Direct connection only
Bluetooth Bluetooth 4.0 or later**

Sony has mentioned that the PSVR2 was designed from the ground up specifically for the PS5, so some features like HDR, headset feedback, eye tracking, adaptive triggers and haptic feedback are not available when playing on PC. Players can expect 4K visuals (2000×2040 per eye), 110-degree field of view, finger touch detection, and see-through view as well as foveated rendering (without eye-tracking), and 3D Audio in supported games.

You can check out the SteamVR library here in case you’re thinking of using PSVR2 on your PC.

More PlayStation Reading:

[Source: PlayStation Blog]

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Alex Co

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

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Braid Anniversary Edition Review – Revisiting the Past

Xbox Live Arcade for the Xbox 360 was revolutionary at its time for helping to bring more indie games to home consoles than ever before on top of a slew of other titles. This led to numerous standout titles like Geometry Wars and Castle Crashers, as well as ports of games that were not easily accessible otherwise like Marvel vs. Capcom 2 and Castlevania: Symphony of the Night. One of the standout indie titles at the time was the puzzle-platformer Braid, which subsequently received a port on PlayStation 3 and PC, but hadn’t been available elsewhere in the years since until now with the release of Braid Anniversary Edition.

Setting the Stage

Braid’s story follows the protagonist named Tim as he’s trying to rescue a princess from a monster, but not everything is as it seems. The entire narrative itself is a big spoiler, so I will hold off going into further details besides saying that the story is told through books you come across between each world. Each book that you walk past gives you a little more of the overall story from Tim’s perspective, talking about his past history with the girl he’s trying to save and letting you learn more about their relationship as the game unfolds before culminating in a very unique fashion for the ending.

The gameplay in Braid was unique at the time and is still a game that takes a lot of strategy and thinking to complete. This is because each world introduces a new mechanic that you must utilize to advance further, with them getting more and more complicated. An interesting tidbit is that the first world you enter is actually known as World 2 and then you go from there. However, it would also be a spoiler to explain why and how this works in a more detailed sense.

After reading the text from the aforementioned books leading into each world, you will enter the world proper with a puzzle before you to solve. The first area in each world showcases a different style ability that you have to learn and master, with the first of these being Tim’s most important tool of all, the rewind feature. At any time, you can hold down Square on PS5 and rewind time, including the ability to speed up to 8x speed in the reversal. This means you will never truly die in the game, as you can always rewind, but more importantly, it is used to solve an array of puzzles throughout the game. While some of these puzzles must be solved to advance directly, the majority of situations you need to use the ability to earn the jigsaw puzzle pieces scattered throughout each world.

Within each world, there are 12 total puzzle pieces for you to find. You can technically make your way through the game without collecting all the pieces, but you need to get all of them to reach the game’s ending. Each piece is typically placed in a hard-to-reach location that requires the use of that world’s ability to collect it. The different abilities that you can utilize as you get into later worlds are very creative and easily can leave you stumped for a bit.

World 3 introduces items and places where time isn’t affected, which means you can manipulate time differently around you to get to certain places. One of the more difficult mechanics comes in World 4, where time begins to be affected by your movement. Standing still means any enemies or obstacles stand still, while moving right and left cause everything to move forward or backward in time respectively except for Tim. This is one of the most difficult abilities to master, as it takes a lot of trial and error to figure out the best way forward while also collecting all the puzzle pieces. World 5 adds a shadow version of Tim that recreates your movement after you rewind, which can be used to your advantage. Lastly, World 6 gives you a ring that slows down time around you, allowing for further jumps and the slowdown of projectiles especially.

Near the end of each stage, but sometimes a bit earlier, you’ll come across a board where you can start to put together the puzzle pieces. You can also wait to put the puzzle together in the main hub of Tim’s House, which lets you travel between each world as well. One puzzle piece early on even requires you to put part of the puzzle together to use it as a platform to get another puzzle piece. I thought this was very innovative and was left disappointed that this was the only time they were used this way in the main quest.

Beyond the main story, there are also eight stars for you to find, and they are very well hidden. In fact, it’s quite likely you will not even come across these without using a guide of some sort. Even worse, one of them can only be reached if you have not put all of the puzzle pieces in World 3’s puzzle together so you can use individual pieces as stepping stones in Tim’s House to get it. This is why I recommend just looking up a general guide at least for how to obtain these or else you may find yourself having to replay the entire game. Even with the game being very short, I still think there should be a way to break up the puzzle pieces after completing them for this very reason, as it’s kind of cruel to have one missable star entirely like this just for doing what you think you’re supposed to do by completing the puzzle.

New Additions

Braid still holds up incredibly well with its unique gameplay, even as someone who beat the game back in 2008 when it was originally released. Thankfully, this new release is not just the original game ported with no extra features or upgrades. In fact, there are quite a few in Braid Anniversary Edition, starting with the visuals of the game. Rather than just upscaling the game and calling it a day, the development team instead remade the game pixel by pixel with an updated art style and new animations that look fantastic. It is not a drastic change from the original to where it changes the aesthetic but rather is just a better-looking version of the original.

For those who do not care for the modern visuals, you can quickly swap back to the original visuals by pressing in on the right analog stick at any time. This was always something I loved in Halo 2: Anniversary as a way to see the difference in art between the two versions right away instead of through a menu, with it being just as seamless here. The music has also been upgraded and sounds better than ever as well.

In one of the most innovative uses of commentary I’ve ever seen, Braid Anniversary Edition has added an entirely new world based around the commentary where you get to listen to over 15 hours of developer commentary from Jonathan Blow while exploring old puzzles and also completing some brand new puzzles exclusive to this version of the game. This commentary by Blow is very detailed and gives excellent insight into the development of the game and the thought process behind certain decisions. Braid is Blow’s baby and you can tell with the amount of love and care this commentary and the release as a whole exudes.

The commentary is even split into different categories such as programming, design, and visuals, allowing you to choose the order or even what you want to listen to at all.  Leaving a level with commentary will cause it to pause and then will resume upon your return, which is a great feature that allows you to play around and not have to constantly worry about where the commentary is if it was reset.

The majority of the commentary has you revisiting old puzzles with new details on how they were designed and the like, but some of the doors you enter in the commentary world will take you to alternate versions of previous levels or new levels entirely with a puzzle piece icon. This means there is a new puzzle piece for you to collect in this area, with some of these being even harder than the main game. Adding numerous new puzzles was a nice touch to provide people who have already played the game or even those who powered through the short main game for the first time with additional content to consume.

Braid Anniversary Edition is a good example of it being very hard to mess up a great thing, which Braid itself already was. Every change or addition in this remake was for the better, as the game itself was not just updated superficially, but also received new content for players old and new to experience. The original Braid still holds up well today as one of the best puzzle-platformers ever made and now Braid Anniversary Edition continues to prove that in this stellar remake.

Score: 9.5/10

Pros:

  • Innovative puzzle design
  • Upgraded visuals and sound
  • Can switch back to the original visuals seamlessly
  • New commentary world adds insight and new puzzles

Cons:

  • Missable star issue still requires total restart to obtain

Braid Anniversary Edition review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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Dean James

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Naughty Dog’s Neil Druckmann Confirms Multiple Single-Player Projects in the Works; “We Will Not Be The Last of Us Studio Forever”

While Naughty Dog boss Neil Druckmann already confirmed a few months ago that the studio was working on multiple projects, the studio chief now confirmed that these are single-player titles as well.

In a feature on the game director by the LA Times, Druckmann re-affirmed that there are “numerous games” in the works, and that these include “multiple single-player projects.” Understandably, Druckmann didn’t offer more details outside of that. Having said that, Druckmann also mentioned, “I promise you, we will not be ‘The Last of Us’ studio forever.”

Speaking of the The Last of Us franchise, Druckmann himself also confirmed that Part 3 of the franchise is being developed, which shouldn’t surprise anyone.

What could Naughty Dog be developing? Could we perhaps be getting another entry in the Uncharted franchise? I wouldn’t say no to that. What if the studio brings back Jak & Daxter? Or what if the studio digs up its archives and revives the Way of the Warrior game? Yeah, probably not that but let your mind wander what Neil and the rest of the dogs are developing now outside of The Last of Us Part 3. What we do know the studio isn’t working on is the multiplayer for The Last of Us 2, as that was confirmed cancelled a few months ago.

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Alex Co

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

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XDefiant Weapon XP and Battle Pass XP Gains to Be Evaluated; “Everything” Will Be Looked at in Terms of Faction Abilities Balancing

Do you find XDefiant’s weapon leveling and even Battle Pass leveling a tad too slow? Chances are, you do, and we have some (kind of) good news for you. The game’s devs have confirmed that XDefiant’s weapon and Battle Pass XP gains will be evauluated.

This was confirmed by Executive Producer Mark Rubin over on Twitter in answering a player who’s concerned about the XP gains for people who can’t game 24/7.

While Rubin didn’t exactly say whether anything will change, the fact that they are going to take a look at it is a good sign.

Another thing that should be changing at some point are the effectiveness of faction abilities. Rubin mentioned that they are waiting for more player data to go through before doing any adjustments, but assured that “everything” will be looked at in terms of balancing.

This is also good news, as the devs aren’t acting hastily when it comes to people saying a faction ability is overpowered (OP). That said, based on what we’ve read online, it seems every faction ability is being called OP.

Aside from the upcoming balance adjustments that we’ll be getting at some point, Ubisoft has confirmed that sniper flinch is incoming and even bunnyhopping will be nerfed. In addition to that, a ping system is confirmed to be added at some point and even reticle customization.

Do you think XDefiant’s weapon XP and Battle Pass XP gains are a little on the slow side? What about faction abilities? Which ones are OP? Leave your comment down below.

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Alex Co

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Monster Hunter Stories PS4 Hands-on Preview – Older Game Shows Some Life

Capcom is betting a lot on its popular Monster Hunter series of games, with last year’s Monster Hunter Now launching on mobile, and now two different ports for the Monster Hunter Stories spin-offs onto slightly more modern hardware. We spend some time with Monster Hunter Stories PS4 version, and have our impressions ready as we gear up ahead of its June 14 release date.

Why Hunt When You Can Ride?

For those who may not know, Monster Hunter Stories is a spin-off of the main Monster Hunter series, and originally released in 2016 on the Nintendo 3DS. This game did well enough to warrant a mobile release on Android and iOS in 2018, and now the game is launching on the PlayStation 4, Switch, and Windows platforms on June 14th. The decision to release on the last generation of consoles is a curious one, but the game plays just fine on a PS5. Considering the age of the source material, there’s probably not much more benefit that can be gleaned by using newer hardware, anyway.

If you’ve played the original Monster Hunter Stories on either the 3DS or Switch, this will be a familiar adventure. You play as an adolescent who has chosen to become a Rider, which in the Monster Hunter universe are a tribe of people who opt to keep and raise monsters instead of hunting them as in other games. Riders serve as guild members, who complete tasks, cull invasive wildlife, or perform other duties as requested by the rest of the tribe.  It’s a way of life that’s different from seemingly everyone else in the world. The story actually has a pretty dark start in what is an otherwise lighter-hearted tale.

You Love to Hate Him

All key cutscenes are fully voiced, including the ever-talkative Navirou, whose voiceover artists do a great job at creating a grating, annoying voice, in either English or Japanese. That is to say, it’s well-done because when that character gets slapped around from time to time, you can’t help but feel a bit of schadenfreude.

Monster Hunter Stories was originally created for much earlier systems, and it shows in some ways. Graphically, of course, since this was originally released for Nintendo’s 3DS, expect to see a lot of blurry textures, blocky designs, and other things you shouldn’t be surprised to see. Things have been cleaned up a bit, but overall, you can tell this was made a long time ago.

Age Shows From Time to Time

This even extends to the controls. At any time when you’re out on an expedition, you can opt to ride your lead Monstie, which allows for faster traversal of the game’s levels. Movement is controlled via the left analog stick, however it seems to stick to eight directions. This makes sense, considering the 3DS had an analog disc that at best could be described as inaccurate. It’s not a major thing, but does take some getting used to.

Monster Hunter Stories may have some eccentricities to it, but for those who may have missed it on Nintendo’s consoles the first time around may enjoy this port. While the graphics remind you constantly that the game originally released almost eight years ago on the 3DS, the entertaining story, whimsical characters and lore, and relatively simple gameplay combine into something you’ll likely play through when you don’t want to think too much, and simply have fun collecting Monsties, fighting, and progressing the storyline. While the game isn’t due out for another couple of weeks, Monster Hunter Stories is shaping up to be a faithful port for those who may have missed it the first time around, or players who want to remember why they enjoyed it back in the day. Expect our full review when the game launches on PS4, Switch, and Windows this June 14.

Aside from Stories, Monster Hunter Wilds is the next mainline entry in the franchise and launches next year for the PS5, Xbox Series X|S and PC. Read on here for gameplay details, and video.

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Paulmichael Contreras

Paulmichael has been writing in the gaming industry since 2008. Living just outside of Los Angeles, he has been lucky enough to attend numerous gaming events around the world, including the last ten E3 shows (RIP)! A thoughtful reviewer, every game you see scored by PmC has been given careful attention. Paulmichael is also an aviation fan and an avid snowboarder. Favorite games include: No Man's Sky, Gran Turismo 7, skate., CloverPit.

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Call of Duty: Warzone and Modern Warfare 3 Pride Month Freebies Released; Gundam Mobile Suit Collab Launched

Activision has something for Call of Duty: Warzone and/or Modern Warfare 3 players this weekend, as the premium cosmetics collab with Gundam is now live, alongside some free content in celebration of Pride month!

According to Activision, this is just the first of three Gundam collab cosmetics incoming for the two games. Check out the MS-06S Zaku II in action.

In addiiton to that premium cosmetic bundle, Activision also released a freebie, and it’s in celebration of Pride month! Check out the seven weapon skins available to all players right now for both Warzone and Modern Warfare 3!

New free Pride Gift Pack dropped. 7 Weapon Camos:
byu/FistOfSven inModernWarfareIII

While the Pride weapon camos look awesome and is a good gesture by Activision in support of LGBTQA rights, the Gundam suits are kind of out of place. I mean, they look cool and all, but they really make the game seem goofier than it needs to be, no?Then again, we really shouldn’t be surprised given the kinds of operator skins we’ve seen. I suspect we’ll get more zany operator skins in the future as well, and I can’t say I’m a big fan of it.

In other Call of Duty news, Black Ops 6’s big reveal is happening in just a few days in the Call of Duty Direct show, which goes live after the Xbox Games Showcase.

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Alex Co

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Take-Two CEO Doesn’t Think AI Will Reduce Employment or Development Costs; Says It’s “Stupidest Thing” He’s Heard

Like it or not, it seems AI (Artificial Intelligence) is making its way not only into our lives for better or for worse. One chief worry of most people is, AI will replace people to cut costs, and that translates to people losing jobs. Apparently that won’t be the case according to Take-Two CEO Strauss Zelnick.

Speaking at the TD Cowen conference with Senior Media Entertainment Analyst Doug Kreutz, Strauss explains why AI won’t result in unemployment, and why it won’t make game development budgets necessarily cheaper as well.

Q: If I think about the history of the video game industry, You know, 40 years or so of it being a mass market entertainment industry. There have been a lot of major technological advances. And in that 40 years, the price of making video games has only ever gone up. And that’s because it’s a very competitive industry.

And if you don’t make the best product, your competitor will, and you’ll lose. So, when you think about what AI can do, I mean, a lot of investors ask me, Is it going to reduce the cost of making video games? My answer is typically, No, I don’t think it will. It may reduce the cost of some aspects of making video game, but that money will get spent elsewhere to make the game better.

What it will probably do is expand what’s possible in video. So me having framed the answer, do you agree or disagree with what I’m saying?

Zelnick: I mostly agree, actually we’ve been in the AI business since, you know, the beginning of the business, of course. And we’ve seen numerous tools created for our business that yield efficiencies.

And despite that, of course, as you said, the cost of making games has gone up and it hasn’t gone up because there weren’t efficiencies created by those tools. Those efficiencies were created and that allowed us to turn our attention to more complex activities that continue to engage and delight consumers.

I’m pretty sure the same thing happens. So what happens is generative AI will allow us to do a bunch of things more efficiently. So we’ll turn our attention to other things and those other things will probably still be costly and time consuming.

The Take-Two boss continues on mentioning animation before used to be all hand drawn, and how today, it’s not and it’s created in computers, but it costs a lot more to make compared to a “Mickey Mouse” movie back in the 1920’s.

Zelnick: So, I think the same thing happens here. I think we just. We, you know, increase our expectations, I also don’t think for a minute that generative AI is going to like, reduce employment. That’s crazy. It’s actually crazy. You know, it’s not going to make, you know, people, people irrelevant. It’s going to change the nature of certain forms of employment.

Finishing up, Zelnick says that the thinking of AI is going to make people unemployed is the “stupidest thing” he’s ever heard, and how the history of productivity tools is that it even increases employment.

Zelnick: So believe it or not, like I’m in a (chat) What’sApp chat with a bunch of Silicon Valley CEOs and like the conventional wisdom out there is like AI is going to make us all unemployed. It is just the stupidest thing I’ve ever heard. The history of productivity tools is that it increases employment.

It increases value, it increases yield, it enhances growth. All of these things will happen. Or said another way, remember the paperless office? Anyone remember the paperless office? Guess what? We consume more paper than ever before. Despite the fact that no one here has file cabinets, we consume more paper than ever before.

Zelnick uses farming (and farmers) as a comparison point. He mentions that 140 years ago in the mid 1870s, 65-70% of the US population made its living in agriculture. Compared to today where he claims it’s at 1-2%.

Zelnick: So the analogy I like to give, and I’ll try to make this interactive. So 150 years ago, mid, you know, 1870s, what percent of the U. S. population, uh, made its living in agriculture? 65 to 70 percent. What percent of the U. S. population is involved in agriculture today? Now, we feed all of America, and we feed a lot of the rest of the world. What percent?

Between one and two percent. Around one and a half percent.

When was the last time you ran into someone who said, “It’s horrible, I cannot get a job as a farmer. I mean, you just can’t believe it. I’ve been trying, and I’m unemployed, no farming job for me.” The answer is, we do not want to get our hands dirty farming, or most of us do not. By the way, farmers don’t get their hands dirty anymore, because it’s automated and we have massive farms.

So, the same thing will happen. You have a moment in time. Where certain people will be put out of work by AI. An example would be like routine call centers. Not high tech complex ones. But for those of you who shop online, a little box opens up and says, Hi, I’m Bob, how can I help you shop for a couch today?

You do know that Bob is AI, right? That Bob, you’re aware that Bob is not Bob, right? So, that’s, but the person who was Bob, who was three years ago, was sitting in a call center, In, in India, like they’re doing more interesting work now because these are competent people who are highly educated and better jobs came along that probably pay them more.

Time will tell if Zelnick’s ideology on AI is correct or not, though what he said about it not reducing development costs do seem spot-on. While I understand how AI makes some work easier and faster, there’s still no beating that human touch when it comes to creativity.

In related news, Strauss Zelnick also mentioned how Rockstar Games will make “more announcements in due time” when asked about Grand Theft Auto 6 on PC.

(Editor’s Note: Added the farming and call center references as Zelnick uses it as analogies).

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Alex Co

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

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Clocktower: Rewind Physical Version Editions Revealed as Pre-Orders Kicks Off

For those old enough to remember, the Clocktower franchise was one of the pioneers of the survival-horror genre. If you want to relive a classic but with modern conveniences slotted in, you’ll be glad to know that Clocktower: Rewind is set to be released later this year, and what’s more, physical versions of the game will be released as well.

In the press release sent out, Limited Run Games has now opened the pre-orders for the physical version of Clocktower: Rewind for the PS4, PS5, Xbox Series X, Switch and PC. Note that pre-orders will only be open until this month. Read on for the different physical version editions and their contents and other details.

Clocktower: Rewind Physical Version Editions:

Pre-orders will be open until June 30, 2024 on Limited Run Games’ website.

Standard Edition:

Price: $34.99

  • Game with case and manual (for the PC version, the game is on a USB drive)

Collector’s Edition:

Price: $124.99

  • Game with case and manual (for the PC version, the game is on a USB drive)
  • Soundtrack CD
  • Double-sided 12″ x 16″ poster featuring art by Shintaro Kago
  • Sticker sheet
  • Miniature clock tower statuette
  • Demon idol keychain
  • Ham object enamel pin
  • Acrylic standees of Jennifer and Scissorman
  • Dan Barrows stressball squishy

Not familiar with Clocktower: Rewind? Read on for the key features and game synopsis.

Game Description:

One of the pioneers of the survival-horror genre, Clock Tower: Rewind marks the first time that the groundbreaking Super Famicom Clock Tower game will be officially translated and released outside of Japan, thanks to the power of Limited Run Games’ Carbon Engine. This intense, chilling adventure casts players in the role of teenage orphan Jennifer, who must explore the haunting confines of the Barrows family manor to find items, reveal secrets, and discover ways to evade Scissorman, a murderous, unstoppable, shears-wielding psychopath.

Clock Tower: Rewind features the original graphics, sound, and play mechanics of the game’s 1995 release, and can be enjoyed in either Original mode, which lets players experience the game as it was when it initially launched, or Rewind mode, which adds extra content and quality-of-life improvements. Both modes are playable in English, French, German, Italian, Spanish, Chinese, simplified Chinese, and Korean, as well as the original Japanese, and are accompanied by new features including a new animated intro, opening and ending vocal theme songs, motion comics with voiceovers, interview with creator Hifumi Kono, art gallery, border artwork, save states, and a music player.

Key Features:

  • The survival-horror classic, Clock Tower, officially translated and brought out of Japan for the first time
  • Choose from Original mode or Rewind mode, which features numerous gameplay additions and quality-of-life refinements
  • Run, hide, and survive as you attempt to evade the psychotic Scissorman
  • Atmospheric 2D art, detailed animations, and haunting sound effects augment the tense point-and-click gameplay
  • Multiple endings and randomized gameplay elements maximize replayability (and jump scares)
  • New animated opening, motion comics with VO, and vocal theme song performed by Mary Elizabeth McGlynn
  • Featuring an art gallery, music player, behind-the-scenes interview with creator Hifumi Kono, save states, and other modern inclusions

Clocktower: Rewind is being developed by Human Entertainment, WayForward and Limited Run Games, and is set for release later this year on the PS4, PS5, Xbox Series X, PC.

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Alex Co

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

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Inkbound Dev Explains Roguelite’s Popularity Explosion

There’s no denying how popular roguelite games are these days with games like Hades, Dead Cells, Rogue Legacy and even Inkbound catching the eye of gamers worldwide. While there’s no shortage of roguelite games in the market, just why are studios so keen on making ’em?

This is something we asked Inkbound’s developer Shiny Shoe in an exclusive chat with MP1st. Creative Director Andrew Krausnick explains it from an indie point’s perspective.

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 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 math-y 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.

Krausnick does make a lot of sense. I mean, indie devs obviously will have a hard time matching graphical quality and fidelity against a huge AAA studio that’s backed by a publisher. But, for roguelites, if you can nail a proper visual flair, and compelling mechanics, you can keep gamers occupied for hours on end without restoring to seasonal content drops and whatnot.

In the same chat, Krausnick said that he’d “definitely love” a console version of the game, though there’s nothing to announce just yet. Stay tuned to our full interview with Krausnick hitting the site very soon.

In case you haven’t tried Inkbound yet, go read our review of it here.

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Alex Co

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