Just a few days ago, a curious user sought answers from Valve regarding a very niche scenario: Can Steam accounts be transferred to another individual via will? If you were curious about this yourself, wonder no longer. Valve has confirmed that a Steam account transfer is not possible via will.
This question was first posed by ResetEra user delete12345 last week. Curious about the implications of bequeathing a Steam library to someone post-mortem, he reached out to Steam Support to ask the following:
“Hi Steam Support. This is a quick question to satiate a burning question in the back of my mind. I don’t plan on dying anytime soon, but when I do, could ownership of my Steam account be transferred via a will?
Thanks for any and all answers on this.”
A representative from Steam Support responded to the user within the hour with a very direct response:
“Hello, thank you for contacting us. Unfortunately, Steam accounts and games are non-transferable. Steam Support can’t provide someone else with access to the account or merge its contents with another account.
I regret to inform you that your Steam account cannot be transferred via a will.”
There you have it. If you were hoping to pass your account off to a loved one after your death, a will isn’t going to cut it. If you want your family to have access to your games, you’ll just have to get them set up with Steam’s new Family Sharing process instead.
With MultiVersus returning from the dead today, fans who have awaited its arrival might be surprised to see how the game has changed since its beta. One of the biggest changes found in the MultiVersus launch is the inclusion of not one, not two, but four new kinds of in-game currency, each with their own special uses.
When MultiVersus originally launched in beta, the game only featured Gleamium and Character Tickets for unlocks. Now, there are four separate currencies, each of which received an explanation in a recent MultiVersus developer post:
Perk – Used to unlock in-game perks. Can be earned via Events, Rifts Mode, the Battle Pass, and Account/Character Mastery.
Fighter – Used to unlock characters. Can be earned via Events, Rifts Mode, the Battle Pass, and Account/Character Mastery.
Prestige – Used to unlock exclusive Prestige cosmetics. Can be earned via acquiring cosmetics.
Gleamium – Used to unlock cosmetics, emotes, the Battle Pass, and more. Can be earned via Events, the Battle Pass, or by purchasing the premium currency directly.
Gold, which was another currency available during the beta, has been entirely removed, and players will now receive commemorative cosmetics based on how much Gold they accumulated during their time in the beta. Additionally, character and Battle Pass tokens are no longer earnable, though players can still use their remaining pools of these currencies for unlocks.
This seems like a lot to keep track of, but we have a feeling it’ll become second nature pretty quickly to MultiVersus regulars. It’s not the first game to feature numerous different currencies, and it certainly won’t be the last. We’re more concerned about the question that seems to be on everyone’s mind: will MultiVersus succeed this time?
While microtransactions are the norm in today’s gaming world, would gamers be OK with a game requiring this level of in-game monetization? We’ll know for sure in the coming weeks and months.
MultiVersus is out today, May 28, on PS4, PS5, Xbox One, Xbox Series X|S, and PC. There’s a new title update that was released today that brings in free stuff for those who played the game previously.
The Texas Chain Saw Massacre update 1.19 patch notes are now available, and this lists the changes made in today’s title update by developer Gun Interactive. This is a minor update, though one that brings in new cosmetics and also a few important gameplay changes.
Texas Chain Saw Massacre Update 1.19 Patch Notes for May 28:
A new set of Battlefield 2042 weekly missions and store bundles is now live! MP1st’s Battlefield 2042 Season 7 Week 11 weekly missions, store bundles, and Portal Modes post details this week’s new missions, modes, and store items down below.
In case you didn’t know, MultiVersus is now back from its hibernation starting today! The game, which was available before in early access stage, is now out in its retail version on consoles and PC! Having said that, aside from the servers, players are also seeing the MultiVersus update 1.29 (PS5 version is at 1.029) download this May 28 on launch day, and this acts as the game’s new “day one update” given the situation. This is a rather hefty download on consoles, and you can read more about it below.
MultiVersus Launch Update Version 1.29:
PS5 Version 1.029
Download Size: 12GB (Xbox)
Unfortunately, no changelog has been released just yet, though we do know this title update includes the free content as a “thank you” to the community.
Free Content – Thank You to the Community
We have something special for all players who complete the new tutorial… a seven-day reward calendar that will allow you to unlock a new character – Banana Guard from Adventure Time – at launch, for free! If that wasn’t a-peeling enough, if you complete all seven days of this reward calendar, you can also pick up the Lady Banana Guard character variant. We hope everyone has as much fun playing with Banana Guard as the team had designing them.
Free Content – Returning Open Beta Players
For our returning players from Open Beta, if you log in to MultiVersus by June 11, you’ll receive access to Season 1 premium Battle Pass for free! And as part of that you’ll get the Jason Voorhees character from Friday the 13th as your first reward. We’ll talk more about that in a moment.
Additionally, Open Beta players who return to MultiVersus at any point will receive a special edition Snow Suit Finn commemorative character variant, a special edition Rising Stars ringout, and a special edition Banana Guard announcer pack.
Battle Pass Updates
It’s incredibly important for the Battle Pass to be fun and rewarding, and we’ve taken steps to improve the experience.
First, if you’re a returning player and log in by June 11, you’ll get the Season 1 premium Battle Pass for free.
We’ve increased the number of high-value items in both the free and premium tiers by adding more ringouts, character variants, taunts, and currency. You can also now earn premium currency (Gleamium) through both tiers, which can be used on many different in-game items, whether it’s for new characters or saving to use towards the next season’s premium Battle Pass.
For Season 1 at launch, we’ve loaded up the premium tier of the Battle Pass with a lot of great rewards, including a new character – Jason Voorhees (Friday the 13th) – plus more variants, ringouts, taunts, and currency. The premium battle pass also allows you to earn enough Gleamium to get the next premium Battle Pass. And keep in mind, while the new fighter (Jason) is a premium tier reward, returning players who log in by June 11 will get this pass for free, plus he’ll also be available via character tokens or in-game currency when the pass is over.
Another Battle Pass update is its duration. At launch, the Season 1 Battle Pass will be eight weeks, and the final tier of the pass will be repeatable, so you can keep playing and earning rewards even if you reach the end of it early.
Currency Updates
During the Open Beta, players may have acquired Gleamium, character tokens, and Battle Pass tokens – all of these items will still be available at launch and can be used in the same way.
In the Open Beta, characters tokens were only acquired through the Founder’s Pack and used to unlock characters. When we launch, we will not be offering new character tokens, but if you already have existing character tokens in your inventory, you can still use them to unlock characters.
Similarly, Battle Pass tokens were used to unlock the premium Battle Pass tier during Open Beta and were also only acquired through the Founder’s Pack. When we launch, we will not be offering new Battle Pass tokens, but if you already have existing Battle Pass tokens in your inventory, you can still use them to unlock the premium Battle Pass tier.
We are, however, making some adjustments based on learnings from the Open Beta. Specifically, we’ll be introducing new replacement currencies to focus more on specific reward types.
First, there is Fighter currency, which can be earned in-game and used to obtain fighters. Keep in mind, Fighter currency is different from character tokens, and it cannot be exchanged for character tokens. As we mentioned above, we will not be offering new character tokens. On top of this, you can also try out new characters through our weekly free character rotation, which will work the same way as it did during the Open Beta.
Next, there is a separate Perk currency, that you can use to get… you guessed it, perks.
And we’re introducing a Prestige currency, which rewards players for all of the items and cosmetics they collect for their favorite fighters.
Here’s how Prestige currency works: Each cosmetic item you acquire awards its own Prestige currency value based on type and rarity. Eventually, you’ll use your Prestige currency to unlock Prestige cosmetics, which represent the rarest cosmetics in the game. These items can only be unlocked using Prestige currency.
When we launch, all returning players will receive an allotment of Prestige currency based on the number of cosmetics they acquired during the Open Beta as a reward for all previous purchases and unlocks.
Here’s a look at the different currency types available at launch and how to get them:
You’ll notice that Gold is not included above. That’s because Gold will no longer be available in the game. In its place, we’ll be providing commemorative cosmetics that correlate to a player’s Gold earned during Open Beta. These are exclusive items that can’t be earned any other way. Keep a lookout for them in your inventory.
Perks Updates
As a refresher, Perks are powerups that you can attach to characters to give them particular buffs during combat. Following the Open Beta, we found that most players only used a few key Perks while others often went unused. They can be a fun way to spice up gameplay, so we wanted to find a way to make them more valuable to players. In an effort to adjust the system, we removed the old Perks that players rarely used, reworked favorites, and added new Perks that should enhance the gameplay experience. To make this fair for all players, we’ll be resetting all Perks from Open Beta, which provides the opportunity to acquire as few or as many of the new, adjusted Perks as you see fit, it’s up to you.
As mentioned above, Perks will now be unlocked using the Perk currency, attainable through playing the game, and all players will receive an allotment that correlates to the number of Perks unlocked from the Open Beta.
So, what does this mean for mastery? Well, mastery tracks for characters will also be changing. To keep everything fair for all players, both player and account mastery tracks will be set to level 1 at launch, giving everyone an opportunity to earn those rewards. Mastery tracks are a great way to give you both short-term and long-term goals when starting out, and ultimately, we want to give all players the chance to earn lots of items.
If we do get a proper changelog from Player First, we’ll update the article with the info.
The latest seasonal content has sailed out for Ubisoft’s Skull and Bones and this brings a significant number of improvements, changes and more. Expect a host of in-game events to start today, alongside a new ship, weapons and more! The full details are available in the Skull and Bones update 1.000.009 patch notes for Season 2!
Skull and Bones Update 1.000.009 Patch Notes for Season 2:
highlights
seasonal content: chorus of havoc
Commanding their Chorus Fleet, the flamboyant yet deadly twins Armand and Bertrand Hubac have been sent to the Indian Ocean alongside the Compagnie Royale to eradicate the Helm and the growing pirate threat.
In completing the Seasonal contracts, players will be rewarded with a Helm Lease. Players may use it to exchange for an available Manufactory of their choosing. The choice of Manufactory depends on the Lease type: Faction, Regional, or World.
episode 1: the pirate’s lament
Starting from Week 1 onward.
Fend off the Chorus Fleet’s invasion and protect your growing Helm Empire.
Complete Episode 1 Seasonal contracts from Yanita Nara and William Blackwood to obtain a Helm Lease, a new weapon: Mine Spring Loader I and new furniture: Spring Loader Furnace I and Spring Loader Powder House I.
Take on new Bounty Contracts placed on Armand Hubac, Bertrand Hubac, and the Elite Warship Soleil Royal.
Note that the bounties for Armand and Bertrand Hubac will be limited to the first week and will be become available again in the later episodes.
episode 2: the rebellion’s symphony
Starting from Week 3 onward.
The Chorus Fleet expands their reach to the East Indies where Helm assets continue to be targeted.
As the Helm drives to compete in this technological arms race against the Compagnie, complete Episode 2 Seasonal contracts from Yanita Nara and William Blackwood to obtain more Helm Leases, the Mine Spring Loader II and the Faule Ilse. Plus, a new Figurehead: Death Forsworn.
Take on Bounty Contracts placed on Bertrand Hubac, the Elite Warship Soleil Royal, and new sea monster, Mega Lestari.
episode 3: shadow sonata
Starting from Week 5 onward.
Reports make mention of Compagnie ships gathering around key locations, indicating that the Twins are preparing for something big. Meanwhile, rumours of a lingering plague and poison resurface along with sightings of a deadly new weapon, La Piqure – La Peste and his Plaguebringers stir.
Complete Episode 3 Seasonal contracts from Yanita Nara to obtain Helm Leases, a new weapon, La Piqure and more key materials to craft Season 2 equipment.
Take on Bounty Contracts placed on Armand Hubac, Bertrand Hubac, the Elite Warship Soleil Royal, and sea monster, Mega Lestari.
The Soleil Royal holds 2 new furniture to bolster your strength while Mega Lestari’s hide will allow you to craft a new Epic Armour, the Leviathan to clad your hull with.
episode 4:the pirate’s overture
Starting from Week 7 onward.
Fend off the collective might of the Hubac Twins and their Chorus Fleet against the all-out assault on the region.
Complete Episode 4 Seasonal contracts from Yanita Nara and be rewarded with Helm Leases, a new Springloader, Little Grace and the Hubac Strongbox.
Take on Bounty Contracts placed on the Hubac Twins (new!), Armand Hubac, Bertrand Hubac, the Elite Warship Soleil Royal, and sea monster, Mega Lestari. The Blighted Bastion, Kumaharibu, and Rode Maangodin make their return once again.
new ship: brig
Fast and agile, this support ship excels at deploying minefields and repair buoys using the new Springloader weapon. Available free from completing Smuggler Pass challenges.
Perk:Artificer
Consecutive weapon hits to targets increases effectiveness of subsequent Buoys by 2%, capping at 30%. Resets if more than 12 seconds pass between hits.
Reduces reload time of Auxiliary weapons by 10%, as well as for nearby friendly ships.
Available upgrades:
Better navigation stats – increased top speed and turning speed.
More furniture slots.
Secondary Perk: Evolved – Buoys you deploy lasts longer.
new weapon type: mine springloader
Launches floating buoys that create minefields. These minefields deal damage to enemy ships and destroy torpedoes that collide into the minefield.
Slot: Auxiliary
New stats for Springloaders include Operation Range, Operation Time, Buoy Health, Number of Buoys.
new weapon variants
springloader variants
Little Grace – Launches floating buoys that repair and restore the integrity of damaged hulls and masts.
Available from the Seasonal main contract “Curtain Call“.
Infernal Maw – Launches Sea Fire Mines, that deal fire damage to enemy ships and destroy torpedoes that collide into the minefield. These buoys also carry volatile sea fire that erupts when destroyed, dealing 300% damage.
Available from the Smuggler Pass
demi-cannon variant
Faule Ilse – Shrapnel fired from this weapon ricochets to nearby targets on impact. 75% of the original damage is dealt upon secondary hit.
Available in the Black Market.
rocket variant
The Warhammer – Fires a volley of 10 heavy explosive rockets from above.
Available in the Black Market.
torpedo variant
Endless Requiem – Highly advanced torpedoes with target seeking capability.
Available in the Black Market.
long gun variant
La Piqure – A malicious weapon wielded by La Peste’s cronies. It fires tainted shells that drains Crew Stamina. Adds 20% damage that cannot be blocked.
new armour: rhapsody of the deep
A powerful armour that provides protection against Torpedoes, and which can completely counter the effects of Flooding for as long as the player keeps bracing.
Available free from completing Smuggler Pass challenges.
Perks:
Unsinkable: While bracing the effects of being afflicting with “Flooded” is negated.
Iron Plastron: Reduced damage from Torpedoes by 25% and by an additional 25% while bracing.
new armour variants
Stormwoven Symphony with the new armour perk: Crescendo.
Holding brace charges up a sonic attack that damages surrounding enemies
Available from the Black Market.
The Buccaneer’s Oath and Abyssal are available from the Black Market.
Leviathan will be available as a reward from the Lestari Bounty.
new game modes: manufactory buyout & manufactory defense
Manufactory Buyout:
It is a solo (non-competitive) opportunity where players fulfil the demands of a Helm agent in a race against time to secure a Manufactory.
Upon accepting the Buyout Opportunity, the player should travel to the target outpost where the Overseas Smuggler is located.
When the warm-up countdown timer is up, the Smuggler will reveal the item(s) they require in exchange for ownership of said Manufactory. The target manufactory will also be revealed at this point. The requested items may range from: Commodities, Contraband, Currencies and Equipment, etc.
Gather the required item(s) and submit them to the Smuggler within the time limit to complete the Buyout and obtain the manufactory!
Manufactory Defense:
Safeguard your Manufactory against faction rivals looking to cripple your Empire network.
Upon accepting the Manufactory Defense opportunity, the player should travel to the targeted Manufactory.
The player will need to remain within the area and defend their manufactory against incoming waves of enemies. There will be 5 waves of enemies, each with increasing difficulty.
Mix of ships that prioritize either targeting the player or the manufactory.
Ensure that your Manufactory’s HP does not reach 0 at the end of all 5 enemy waves.
Upon successfully defending their manufactory, the player will receive the following rewards.
Manufactory Defense Rewards
Manufactory Health
Manufactory State upon Reward
Rewards
>0% HP
· Manufactory is funded while receiving the rewards
· Manufactory is NOT funded while receiving the rewards
· 8000 Silver
· 1x Gold Raider’s Cache
The Gold Raider’s Cache contains Silver, Pieces of Eight, Enhanced Repair Kits, Helm materials, chance of some refined Helm Wares and a chance to obtain a World Helm Lease.
If the player fails at defending their manufactory, production of Pieces of Eight will cease temporarily while the manufactory recovers. At level 1, the damaged manufactory will remain “in repairs” for 1 hour. With each increasing Manufactory level, there is a corresponding increase in the duration of Po8 production downtime, up to the max downtime of 14 hours for a level 10 manufactory.
This opportunity will only generate for players that meet the following conditions: Owns at least 5 manufactories, the last defense opportunity was completed at least 4 hours ago.
Manufactory Level
Time to Repair
Level 1
1 hour
Level 2
2 hours
Level 3
3 hours
Level 4
4 hours
Level 5
5 hours
Level 6
6 hours
Level 7
8 hours
Level 8
10 hours
Level 9
12 hours
Level 10
14 hours
new sea monsters: lestari & mega lestari
The contract “The Vanishing” will be available from the Seapeople Huntmaster at Lanitra outpost.
Subdue Lestari to obtain monster fangs which can be exchanged at the Huntmaster for an Epic Lestari Armour, a special dish, and a firework. Turning in the contract also awards a silver reward.
Pick up bounty contract “Silent Death” at the dens – but be warned, the Mega Lestari is not to be trifled with (recommended Ship Rank: 13).
Complete the bounty to receive the Bounty Chest, which contains pieces of the vanity set “Legend of Lestari” and captain vanity set “Lestari Hunter“.
time limited event: dragon’s regatta
Available from 28th May to 18th June.
Over the span of 3 weeks, participate in 3 different races across 3 different regions.
Make your way to the Race Official ship or the floating buoy and interact with them to start the race. Once the timer starts, the checkpoints will be marked. To complete the race, meet all the checkpoints (in any order) before the timer runs out!
Within the race routes, players can activate Speed boosters and Stamina boosters that will appear throughout the course.
Your best time will be recorded and players who have completed all 3 races will be ranked on the Dragon’s Regatta Leaderboard based on their best time. At the end of this time limited event, the top 100 players will be awarded the Golden Lemur pet.
For each race completed, players can earn Regatta Tokens and a Regatta Chest containing: Pieces of Eight, new food item Rice Dumpling, materials and chance for a new Epic Furniture, Secret Cache I.
Players may use their tokens to exchange for Regatta ship and captain vanity sets.
time limited event: summer fiesta
Available from 2nd July to 16th July.
More information on this event will be shared closer to its availability.
ship upgrades
The shipwright will now provide upgrades for ships of players that have reached Kingpin status if they have the necessary silver and materials required, including a new item: Upgrade Parts.
The highest Ship Rank is now 13, attainable on all small and medium ships, except the Dhow.
All ships (except Dhow) have access to 6 tiers of Upgrades, with each tier granting improvements such as new perks, additional furniture slots, enhanced ship stats like hull health, cargo space, speed, and ship rank score. Small ships are brought up to par with medium ships through these upgrades and gain access to weapon slots previously only available on medium ship.
At upgrade tier 3/6, medium ships gain a new perk – “Deep Blue” – that increases manoeuvrability when traversing seas.
At upgrade tier 4/6, small ships gain a new perk – “River Rat” – that increases speed and manoeuvrability when traversing rivers.
All fully upgraded ships will also unlock a new unique ship perk that provide additional bonuses for each ship:
Ship
Perk (Lv 6)
Function
Bedar
Jousting
Ramming a target reduces its armour rating by 150 for 30 secs and increases own weapon damage by 10%.
Hulk
Ironwill
Increases Armour Rating by 150 for yourself and nearby allies.
Cutter
Unsparing
Increases Repair Effectiveness of allies by 30% after repairing.
Barge
Devouring
Applies Torn Sails status effect when hitting a target with Ablaze.
Sloop
Ruin
Explosive Damage hits decrease enemy’s weapon damage by 10%
Padewakang
Siege
At half-sails or anchored, increase weapon damage by 20% and decrease reload time by 20% for Explosive weapon.
Snow
Vindictive
After bracing, increases weapon damage by 20% for 20 seconds.
Brigantine
Headstrong
When moving at 14 knots and above, increase ram damage by 30%.
Sambuk
Firebug
Decrease fire weapon reload time by 25%
Barque
Mend
Increase Repair Amount of Repair Weapons by 40% for ships with less than 33% of Hull Health.
Brig
Evolved
Deployed buoys last longer.
upgrade parts
Captains can obtain Upgrade Parts from:
Completing seasonal boss bounties and the new Main Contracts.
Trade with Scurlock, Rahma.
Completing Smuggler Pass challenges.
Chance drop from recurring bounty chest such as the Rode Maangodin, Lestari.
End of Season rewards based on the progression made in Empire game mode.
fleet management
Assign your ships to an owned Manufactory and have your fleet collect Pieces of Eight for you! The fleet will collect Po8 on a cycle.
The duration of the collection run depends on the Manufactory’s distance from the nearest Den. While in operation, you will not be able to use the assigned ship or change its loadout.
Ships can only be assigned to manufactories that have reached level 4 and above.
Before you assign your ship, ensure that the assigned ship’s rank meets the recommended levels. Otherwise, your assigned ships would be at risk of encountering rival ships that would attack your assigned ship and try to loot your Pieces of Eight!
Repairing the damaged ship will cost Silver.
With each ship rank increment, you have increased efficiency – allowing the ship to carry more Po8 at one time.
fleet management: selling ships
You can now sell your ships at the shipwright for silver.
gameplay updates
seasonal rewards
Season 1 reward: “Gilded Sin” captain’s vanity set should be found in your inventory if you’ve reached Diamond tier on the Seasonal Leaderboard at the end of Season 1, 28th May, 2 AM UTC.
Season 2 reward: “Sovereign” nameplate.
helm empire
Introducing a variety of new Helm Empire upgrades, split by factional benefits. General increased cost of buying upgrades.
Dev note: to encourage players to strategize about where they should start building their Empire.
helm office
You can now view your collection of pets in the Helm office.
rempah and fara merchant convoys
New Merchant Convoy carrier ships.
camera features
Deathcam: Check out the ship that got the last hit on you before you sank.
Photo mode: Use the 4 new camera angles to capture your ship’s vanity in a new light.
changes to ship rank (sr)
Ship rank damage modifiers will now be less significant once you are of higher ship rank. The first band starts at ship rank 8 when both entities are above, and the second band starts at ship rank 11.
Dev note: Ship rank damage modification felt artificial and even frustrating at endgame however its usefulness in the main contract path and helping players to quickly understand general the power level of an item. This change enables us to keep the best of the two systems.
Ship Rank modifiers will now be less significant once you are of higher ship rank. These modifiers are separated into three different SR bands:
player ship rank 1-7 vs ai:
No changes.
player ship rank 8-10 vs ai ship rank 8+:
No change in damage taken vs AI of equal SR.
No change in damage dealt vs AI of equal or lower SR.
2-4% increased damage taken vs AI of lower SR depending on SR difference.
10-30% reduced damage taken vs AI of higher SR depending on SR difference.
10-30% increased damage dealt vs AI of higher SR depending on SR difference.
player ship rank 11+ vs ai:
No change in damage taken vs AI of equal SR.
No change in damage dealt vs AI of equal or lower SR.
4-6% increased damage taken vs AI of lower SR depending on SR difference.
20-40% reduced damage taken vs AI of higher SR depending on SR difference.
15-60% increased damage dealt vs AI of higher SR depending on SR difference.
Additional balance changes to boss encounters:
for ship rank 13 content:
No changes.
for ship rank 14 content:
AI health and damage reduced by 5%.
for ship rank 15 content:
AI health reduced by 32%.
AI damage reduced by 15%.
for ship rank 16 content (season 2):
AI health reduced by 25%.
AI damage reduced by 15%.
season 2 rewards
gameplay updates
contracts/ bounties
Difficulty of Kumaharibu has been increased to account for the Ship Rank rebalancing. Increased damage by 40% and hit Points of Interests by 23%.
Contract item given during “A Nose for Business” has been renamed to “Writ of Ownership“, not to be confused with the new item, Helm Lease.
gameplay
Players are now only able to heal other Players that are in the same activity (e.g. Co-Op, Opt-In PvP, out of PvP).
plundering
Players now have a grace period to re-enter the location they are plundering before it goes into recovery state.
the helm
Barque blueprint is now available in the Black Market, among other new items.
world events
Re-routed La Potence sailing path as it was sometimes sailing too close to Sainte-Anne.
localisation
Placeholder voice no longer present in dialogue at start of “Devil’s Gambit” Contract in French.
ship & ship ai
Players can no longer heal AI Ships that are hostile to the Player.
harvesting
Depleted resource nodes now show the “Depleted” prompt.
camera
Photomode no longer exits when crew stamina is completely depleted.
settings/ menu
Adjusted maximum microphone volume to mitigate distortion/background noise on voice chat.
ui/ ux
Incorrect reward is displayed in the opportunities information widget for manufactories that are already owned.
Marking is now enabled in the fast travel map.
fixed
contracts/ bounties
Fixed an issue where Rempah Traitor fails to spawn in “Blue Moon Bribes” Contract. Please note that the fixes implement may reset the players’ Contract progression.
Fixed issue where DMC corrupted officers’ ships were not spawning on specified location for Contract “A Clandestine Trail“.
Fixed issue where “Anguish from the Abyss” Contract fails after the Host leaves.
Rode Maangodin no longer spawns in daytime.
legendary heist
Fixed an issue where a Legendary Heist instantly fails if Player sinks the Convoy target while having a full inventory.
gameplay
Fixed incorrect buff duration referenced on the bonfire lit event notification.
achievements/ challenges
Fixed an issue where “The People’s Person” trophy progresses/unlocks incorrectly after Player interacts with Job/Bounty Board.
Fixed issue where “East Indies Explorer” Achievement Won’t Unlock.
plundering
Fixed issue with group member not exiting spyglass when plunder scene has been triggered by another group mate.
the helm
Fixed issue where Helm Lease onboarding Contract not placing markers on targeted POIs.
Fixed issue where Player was unable to fund newly Owned Manufactory.
multiplayer (co-op)
Fixed an issue where “Pursuing Plague” and “Encroaching Epidemic” were not set to shareable.
Fixed a bug allowing players that have not reached Kingpin tier to progress past “Growing Ambitions” and access Kingpin tiered content earlier than intended.
Fixed an issue where “Helm Wager Unsuccessful” notification is missing for group member who failed Helm Wager while their group member successfully completed the Opportunity.
Fixed an issue where the group member is teleported out of Scurlock’s office and causes unintended Contract progression after submitting Leader’s Contract item while submitting their own Contract.
vanity items
Fixed an issue where preview for any vanity set is not displayed after visiting store at Vanity Atelier.
Added Oceanborn vanity to the reward definition for “Fates in the Stars“.
world events
Fixed an issue where reinforcement ships sometimes fail to detect Player as threat who have joined the World Event.
captain’s logbook
Fixed an issue where preview images for Action Wheel and Enemy Flares are missing in Knowledge tab.
localisation
Gunner’s quadrant French translation has been amended.
loot/ items
Fixed issue where “Clandestine Trail” was giving Rocket Works 1 instead of Rocket Grinder 1.
ships & ship ai
Fixed an issue where reinforcements would fail to spawn during Hostile Takeovers at certain Manufactories.
Fixed an issue where ships will be pushed underwater after using the Mortar.
camera
Decouple Camera settings no longer reset after restarting the game.
ui/ ux
Fixed issue where contents of menu go missing when Player sets different menu and subtitle language in JP SKU.
Fixed issue where Players were stuck in the Captain’s Creation screen.
Fixed an issue for Cutthroat Cargo widget where the status on the tracker incorrectly shows the warmup information when the map is already secured.
Fixed an issue where players may be unable to interact or plunder Ankohonana settlement.
Fixed an issue where the Contract cosmetic icon is not present on the “Herald’s Honor” Contract Compagnie in the Sails tab while completing 1 step of Contract “Delicate Alliance“.
Fixed an issue where the Helm tooltip does not reflect the correct number of supply boost materials needed after using “Extended Supply Run I“.
Fixed an issue where the Player is unable to interact with the Carpenter at Sainte-Anne.
Fixed an issue where the “Unequip” option is not working for Body Cosmetics at Vanity Atelier.
Fixed an issue where black screen appears on Map UI when Player opens “View in Map” from “Calls For Help” while accessing Store.
Fixed an issue where screen turns black after pressing back while scrolling down in Smuggler Pass rewards menu.
Show preview of health when highlighting a repair kit in the wheel.
Resolved issue where Contract objectives would sometimes grey out and block progression.
Fixed select button on the base button bar not displaying after browsing items belonging to a set and exiting after.
Fixed Ship Info Display Mode “Always On” not showing Ship’s UI elements even though the ship’s Scouted/Spyglassed.
Fixed an issue where the out of bounds timer was not showing while fighting an Elite enemy.
Amended discrepancies and requirements are confirmed as Marauder.
audio
Fixed an issue where a robotic voice is present in dialogue at the start and the end of “Devil’s Gambit” Contract in French.
controls
Fixed an issue where players getting stuck in a bush in Grande Falaise.
text/ voice chat
Reduced occurrences of “KINGFISHER-4” and “NIGHTINGALE-12C” errors.
Fixed an issue where incoming speech-to-text works with turned off voice chat.
Fixed an issue where players are unable to hear group members after switching Crossplay settings.
For optimal performance, consider keeping mic sensitivity and voice chat volume at 100%.
Fixed an issue where players that were kicked from servers for remaining idle, are subsequently unable to hear group members after re-joining a group.
Fixed social interaction Mute button access to be only available while in a group with voice chat on.
others
Fixed an issue where Photomode camera automatically moves to primary camera’s default position.
Fixed an issue where the Player would experience a long loading screen when exiting Yanita’s interaction.
Now this is one jampacked update by Ubisoft! Don’t be surprised to see a follow up patch is released in the coming days and weeks as well.
While NetEase has yet to confirm a console version for the in-development hero shooter Marvel Rivals, the company accidentally confirmed the game coming to “other platforms” in an FAQ before removing that part out, and a recent datamine on the alpha client even confirmed that crossplay implementation for PC and consoles is part of the game’s code, which further gives the impression that the game is indeed headed to consoles.
It seems the console version of Marvel Rivals might be farther along than we think, as a recent playtest for the game seems to have been conducted just recently. While it didn’t name Marvel Rivals directly, it mentions NetEase Games, and it’s asking for testers who have game experience with the following titles: Apex Legends, Call of Duty, Fortnite, Halo Infinite, Overwatch 2, PUBG, Rainbow Six Siege, and Valorant.
What’s more, known insider and dataminer Miller also confirmed this, as they are asking for anyone who played the console version to contact them directly.
Did you participate in this playtest for the unannounced Marvel Rivals console ports? I’d love to hear how it went. My message requests are open, or you can reach me securely via e-mail at millereross@protonmail.com 😊 https://t.co/2CmYjCrPrEpic.twitter.com/s3rjupI2tP
While nothing has been announced, it seems a console version of Marvel Rivals is indeed a real thing. Let’s hope NetEase announces it soon. I know I’m not the only one looking forward to playing this on consoles.
Marvel Rivals is an upcoming free-to-play game set for PC, and based on the evidence mounting, is also headed to consoles (PS5, Xbox Series X|S) as well.
For those who are playing XDefiant, have you ever wanted a way to alert your teammates or just to point something out? I know I have, and it seems the devs are aware of this, as they have confirmed that an XDefiant ping system is in the works.
This was confirmed by Executive Producer Mark Rubin, who also mentioned that work on it has stalled given that the people working on it are focusing on other high priority stuff.
We have ping in the works. I think it’s stalled out just because we needed those people on higher priority stuff. But hopefully we can get back to it once we get deeper into being live.
In another Twitter convo, Rubin also confirmed that reticle customization in the form of colors and shapes will be released but it won’t be “right away.”
So it won’t be right away but yes we are going to release some reticle colors and shapes to help people find something that works best for them.
As someone who’s binging the game, I cannot wait to see a ping system be implemented for the shooter. I’ve lost count how many times I wanted to point out an enemy’s location but couldn’t, which is crucial given every game mode in XDefiant is objective-based.
In case you’re looking for something different, Shiny Shoe has released Inkbound on Steam this April, and it’s a turn-based tactical roguelike from the creators of Monster Train. For those who saw the game or have played it on PC and wondering if it’ll see the light of day on consoles, we were wondering the same thing, so when we got the chance to talk to the studio, that’s one of the things we did,
Speaking to MP1st, we asked Shiny Shoe’s Creative Director Andrew Krausnick whether Inkbound is console bound at some point.
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.
While nothing has been confirmed, it does sound like the studio is aiming for a console version at some point in the future. Over on Steam, the game has received mostly “Very Positive” reviews at the time of this writing.
In case you’re curious how it plays, go read our review where we state, “There’s a certain addictive and wondrous factor in Inkbound that creeps in and may trigger your childhood imagination, enticing you to go for just another run, time after time.”
Stay tuned to our full interview with Shiny Shoe regarding the game later this week.
Final Stand: Ragnarok is a cooperative action RPG that heavily drinks from Norse mythology and puts you in control of one of five champions, with more to come. From the makers of the frequently delayed PvP MMORPG Camelot Unchained, the highlight of the game is the concept of waves with thousands of units rushing at you, akin to a massive horde mode where players will have to cooperate to the fullest extent if they want to have any chance of surviving. It’s all about that kill count and loot, the excitement of being against overwhelming odds, and those odds are likely going to crush you again and again.
Death Comes in Many Sizes
The Final Stand: Ragnarok Early Access build we managed to explore already seems to have most of the mechanics in place, albeit not much content, and it’s easy to understand how compelling the systems at work here can potentially be. The gameplay taps into the age-old factor of instant gratification, the rush of taking out countless enemies in a handful of seconds, the sense of growing power and interesting champion synergies. As hundreds of creatures target you and your towers, your partyruns around, seamlessly attacking and defending, until the phase timer ends and you can take a moment to rest, before moving on to the next target.
Up to eight players can participate in each match, and it’s a full PvE affair as you level up your champions and collect consumable items of different tiers to use against the forces of Hel. The gameplay is fast, it gets chaotic in a few minutes, and it all escalates with even tougher enemies and boss battles.
At its heart, Final Stand: Ragnarok is a mix of a MOBA such as SMITE with the mechanics of a cooperative game. It seems to have some of those addictive qualities that keep you around for a while, but it feels extremely simplistic and ends up being repetitive. The gameplay loop isn’t terribly exciting, pushing for the same kind of actions in different locations from the map, and doesn’t go a lot further in terms of creativity or new ideas.
I had some issues finding matches as well, since the player base has been low since the initial release, never going much further than three dozens or so. While a few runs with other player served to see how the mechanics and other fundamentals work, most times I was thrust into solo matches. Through this experience I quickly noticed that Final Stand: Ragnarok isn’t suited for lone players – I’d go as far as saying that it’s impossible to enjoy – as the odds will never be in your favor and balance seems to be broken and unrewarding to push through. Anything other than the ranged character Aella is the same as dying in the first 10 minutes without making any real progress at all.
It’s also far from a looker; the visuals are simplistic, more than they could be if the goal is to showcase hundreds, even thousands of units, and the color choices are not going to create consensus either. While this can be improved somewhat, it’s doubtful that it will significantly change, considering that the Early Access stage is ongoing since October 2021 and the player count never too off.
Waves of Uncertainty
Although it would be fair to say that Final Stand: Ragnarok still has time to improve its repetitive gameplay loop, balance the gameplay for the various amounts of players – mainly solo – and polish some technical aspects, it’s also fair to wonder if that will happen at all. The long stay in Early Access without capturing the attention of many players doesn’t bode well for the future, and this could end up being a decisive factor for this type of game, stuck in a vicious cycle where lack of players results in no sales, and no sales result in a non-existent player base.
Considering that the game is now in version 1.0 and still listed as Early Access, it’s a strange state of affairs. Ironically or maybe not, the next months could be crucial to see if Final Stand: Ragnarok will stand proudly or, more likely, be crushed under the weight of insurmountable odds.
MP1st was given access to a preview build of Final Stand: Ragnarok for our hands-on session. Final Stand: Ragnarok is launching for PC in 2024.
Just a few weeks ago, we reported on a rumor that Resident Evil 9 was supposed to be revealed soon. Well, it seems the person who said that has backtracked, though not without mentioning that Resident Evil Zero and Resident Evil: Code Veronica remakes are in the works.
The rumor was mentioned by DuskGolem, who fired off a series of tweets explaining that Resident Evil 9 is now pushed to a late 2025/2026 release. In the same series of tweets, DuskGolem also mentions that a Resident Evil 5 remake is not in the works, which might surprise a lot of gamers who were expecting it after the excellent Resident Evil 4 remake.
(4/4) a remake of Resident Evil Zero & Code Veronica in development right now.
I’ve talked to many others behind the scenes about this at this point, it’s something I heard over a year ago, think it was going to get out whether I was the one to say it or not, & that’s about it.
— AestheticGamer aka Dusk Golem (@AestheticGamer1) May 27, 2024
(1/4) Fuck it, I’m choosing to be the one to burst the bubble in a bigger way of what’s going on with Resident Evil stuff.
First, I would wipe the expectations of RE9 being announced this summer period. The initial murmers I heard I now do believe are right, & RE9’s announcement
(2/4) is further away than this upcoming summer. Sorry for the back-and-forth on that, that’s my fault.
RE:1 Remake rumors are bullshit, as far as I know RE:1 is not in any form of development at all right now.
RE:5 is not actively in dev now either. It’s been funny seeing this
(3/4) be what people think is happening publicly.
RE9 is pushed back to late 2025/2026.
If everything I’ve heard is correct, which I fully believe it is, & I know others have hinted this & I’m not the first to say this publicly actually just its not caught on, there’s actually
(4/4) a remake of Resident Evil Zero & Code Veronica in development right now.
I’ve talked to many others behind the scenes about this at this point, it’s something I heard over a year ago, think it was going to get out whether I was the one to say it or not, & that’s about it.
Same as with the previous RE9 rumor, none of the info here has been verified by Capcom, and as such , treat it with a bag of salt for now. That said, DuskGolem is somewhat reliable when it comes to horror gaming leaks, so we’re running this in good faith that they know something.
Resident Evil Zero was originally released back in 2002 for the Nintendo GameCube before being ported to every gaming platform under the sun, with the latest re-release in 2016. RE: Code Veronica was released for the Dreamcast in 2000, and oddly enough, the title hasn’t received a remake yet.
Hopefully, Capcom announces the remakes soon, since we’re left in the dark when it comes to Resident Evil game for the time being.
With Sea of Thieves finally out, Microsoft has officially released four (as well as Fallout 4 next-gen versions releasing) Xbox console exclusives on the PS5 and other platforms; no longer making them exclusives. While there’s a hot debate happening between fans of each console, I wanted to divert some attention to one of the biggest concerns that PlayStation had about Microsoft owning Activision and the Call of Duty franchise, and that was that they believed that Xbox would deliberately release a buggier and inferior version, pointing out to things like visuals, performance, and even not making use of some of the exclusive features found on the PS5.
While it’s still too early to say whether that statement will come true for the Call of Duty series, we may have been given a small glimpse of that support with some recently ported Xbox exclusive titles. Early signs suggest that Xbox Game Studios is making good use of the horsepower under the PS5’s hood; however, the same cannot be fully said about those “advanced” exclusive features that PlayStation was concerned with. What advanced features? Well, those are provided by the DualSense controller, such as advanced haptic feedback and adaptive triggers.
With five Xbox titles being ported to the PS5 in the last few months, let’s examine how each studio has enhanced its games using the DualSense controller.
Feeling the Beat – How Tango Gameworks Takes Advantage of Haptics in Hi-Fi Rush
While not the first Xbox game to make the jump to PlayStation (that belongs to Pentiment), Hi-Fi Rush is perhaps the most exciting of the bunch, as it’s a title that many could agree is perfect for the PlayStation fanbase. It is an original story-driven single-player with stellar gameplay, music, and visuals. It was a masterpiece on Xbox and is still very much one on the PS5. But while both versions remain practically the same, the now defunct game studio, Tango Gameworks, has gone the extra mile for the PS5 version, ensuring that the game looks and runs excellently on the platform while fully utilizing the DualSense features.
Believe it or not, developers have used several techniques for haptic feedback in games. They may not be as apparent because who’s paying attention to them while playing a game? But there are a few standout titles out there that many have openly appreciated, such as Returnal, Astro’s Playroom, Ratchet and Clank: Rift Apart, and others.
Have you ever wondered why they stand out so much compared to many other games, though? Well, that was something I’ve dove into before with my Astro’s Playroom and Insomniac Game pieces, but the short of it is, these games and the studios behind them aren’t looking at haptics as just another form of rumble in a game. They’re looked at from a perspective of how they can improve the player’s experience through the sense of feel.
Take rain. In Astro’s Playroom and Returnal, players can feel individual droplets landing on a character through the DualSense’s haptic motors. Stuff like wind blowing, a lightsaber and its hum, the feeling of metal being struck, so much can now be felt because of haptics, but only if a studio does the work at emulating such things.
It’s not just about outputting in-game sounds either because not everything feels like how it would sound if that makes any sense. Maybe a loud pitch has a violent tremble, or it doesn’t. Maybe something doesn’t have an audible sound, but if you held it, you could feel the certain vibrations it’s making. Like a heartbeat, you can’t hear it unless you get super close to your heart, but if you put your finger on your neck, sure enough, you can feel it.
These games take that into consideration: things that you can feel but not necessarily always hear. To provide that feel, they need to create a vibration that would produce it, which, at times, can be audible from the controller. I always like using the Pixel Gun from Insomniac Games’ Ratchet and Clank: Rift Apart to show this: what you hear in-game isn’t always what the DualSense haptics always produce.
Unique audio cues are created for specific actions, providing unique feedback through the controller.
Tango Gameworks follows that example of implementation. Rather than throwing in the same vibrational tile set from the original Xbox and PC releases, the studio has rebuilt the entire game for the haptic experience on the PS5 (and updated the PC version with DualSense support).
Scenes have been enhanced, meaning you will no longer get a standard rumble that produces patterned vibrations like a massaging machine. Instead, each vibrational cue will attempt to emulate what an object might feel during a specific action.
Because Hi-Fi Rush is a rhythm game where nearly every sound is meant to accompany another for a musical mash-up, controller vibration is an excellent way of getting the players more involved. With the DualSense, it feels like you are holding a jukebox as every beat tries to emulate a unique tone. It’s not just patterned vibration you feel; it’s part of the game’s music, whether during cutscenes or in combat.
Again, I want to point out that this isn’t just Tango Gameworks overlaying data on top of the existing information. One of the significant benefits of DualSense’s motors is that they can read more and output on a far larger and even smaller scale. Many of these smaller-scale ones come in the form of things such as Chai tapping his feet and snapping his finger, and even when his weapon is assimilated, you can feel the individual clicks and stomps rather than one continuous vibration.
Because the DualSense can provide short burst feedback like a finger snap, there are now several instances throughout Hi-Fi Rush that have more vibrational feedback going on. Mind you, they’re small, but it’s those small details that, when added up, really do make for a better experience.
To give you an idea of how much more has been added, comparing the opening scene of the Hi-Fi Rush of both the Xbox and PlayStation versions, I counted how many times the controller vibrated. To verify my count, I laid both controllers down and connected a mic to them to record every instance they vibrated. This allowed me a more accurate count as it could be brought into an editor with a visible timeline. What I considered a count was any instance that the motors in the controller would go nearly completely silent, even if it were for a split second. A visual timeline from a short sample allowed me to verify when these dips would happen, which is further explained in this image.
So here’s my count for the intro alone:
Xbox Series: 17 times the controller vibrates
PS5: 34 times the controller vibrates, a mix of multiple cues playing during those 17 vibrational scenes in the Xbox version, with eight scenes now having feedback not present in the Xbox version, as shown below.
Here’s a short comparison with audio to give you a better idea of what’s going on with the controllers on each platform. There’s no sound on the Xbox version in the first part because there’s no feedback to capture from the controller during this specific scene.
I won’t go through the entire game to note all the differences between the two versions. There are plenty of examples above to show some of those differences, and trust me, the game itself has loads and even far more noticeable moments.
I just found it cool to see a now-owned Xbox studio putting in the effort to make some of those exclusive PlayStation features shine in their game. To be fair, Tango Gameworks did work on Ghostwire Tokyo, which started as a PS5 exclusive, and both games share the same audio programmers, so there is experience being carried over here. Still, Hi-Fi Rush was initially built for the Xbox and PC, with the PS5 port being developed after those releases.
The studio uses some cool little techniques, such as distance feedback for vibration. That’s also present in the Xbox version, though the DualSense’s haptics makes it more noticeable in some scenes.
It’s not so much on a graphical and performance scale that players should be left impressed with the PS5 version of Hi-Fi Rush, because, after all, outside of better shadows, as Digital Foundry concludes, both versions of the games are near carbon copies of one another. However, if there are going to be any talking points about the most significant differences, it, in my opinion, should come down to how the controller performs on each platform.
By no means is the Xbox version terrible when it comes to rumble, and in fact, I quite enjoy the more violent, high-intensity moments in the Xbox version in some instances. But it’s hard to ignore what more the DualSense can bring to the table when immersing players with its unique and precise motors. There’s more going on in the PS5 version than the Xbox version; even when it’s not as high in intensity, it hits differently when those vibrations jolt through your hands.
Tango Gameworks deserves a ton of praise for the work done with this port, praise that is sadly overshadowed by the news of their shuttering earlier this month. It’s not just a blow to gamers but to Xbox overall, as not only did they close down a studio that produced one of their best games in recent years, but they’ve also closed down one of their best studios when it comes to working on the PS5 and its DualSense controller.
That becomes more apparent once you start looking at the other recent ports of titles, as the DualSense is left mostly ignored, and underutilized.
Sea of Thieves, Grounded, Pentiment, and Fallout 4, Where Do They Stand?
Initially, this piece was going to focus only on Hi-Fi Rush. The reason was the lack of time and how close all these releases were, but after playing through Hi-Fi Rush entirely, it did get me more interested in visiting the other titles.
Before diving into each of them, I want to set a baseline. For Hi-Fi Rush, I am marking it as a 4/5 rating for using DualSense features, with the following breakdown.
Hi-Fi Rush DualSense Rating: 4/5
Basic gameplay – Used during combat, with unique haptics for specific actions.
Example – The feedback used when the character jumps is not the same as when the character swings their weapon, and different strikes have slightly different feedback.
Environments – Many objects in the environment also have haptics, so you are not only feeling feedback produced from the character but also various things within the environment.
Cutscenes and Cinematic Moments
You would be surprised at the number of games offering little to no feedback during cutscenes. It’s always great to see a studio add more to its own cutscenes.
Fully rebuilt for the haptic experience.
I’ve listed and shown some examples of this above. Hi-Fi Rush isn’t just a quick port; Tango Gameworks did some real work, redoing the rumble experience and adding new cues throughout the game.
There’s room for improvement, such as improving adaptive trigger uses. Still, Hi-Fi Rush makes fantastic use of DualSense, comparable to some of PlayStation’s first-party offerings and better than many other third-party offerings.
Pentiment – No Rating
I’m giving Pentiment a “no rating,” considering the kind of game Pentiment is. It’s you’re classic adventure game. There’s no combat; all the gameplay solely relies on the story and role-playing through it. So, while rumble and haptics can play an important role, I don’t think it would add much to the overall experience here for the kind of game that Pentiment is.
Mind you, there are many instances where haptics could have worked, such as being able to feel a boat crossing the sea, someone writing, drawing, painting, and so many other places, but I don’t think Pentiment is a game to expect much from on the DualSense front.
Sea of Thieves – 2/5
Basic Gameplay – Many gameplay elements in Sea of Thieves use haptic feedback. They are on the lighter side, but there are plenty of them.
Examples – These mostly revolve around actions on the ship, like reloading a canon ball, steering the ship, and adjusting the sail.
Each gun looks to provide unique feedback, with adaptive triggers that also give you that pulling-of-the-trigger resistance.
Environments – From my testing, it appears the only environmental feedback is from walking through bushes and such. There’s a slight bump every time you walk through them. There’s no terrain feedback, such as going from a sandy surface to hardwood. There’s no feedback from swimming, either, which is something I expected out of a game like this. Nitpick, sure, but Marvel’s Spider-Man 2 has feedback from swimming, and that’s something I bet most players don’t even do because of how pointless it is there, but it’s there.
Cutscenes and Cinematic Moments – There is not much going on here if there is any feedback. I assume it’s the same on Xbox, where these scenes lack rumble, but it’s still a missed opportunity.
Adaptive Triggers—Present, and as you would expect, they get used in weapons wherever tension and resistance are at play, and they are mapped on the triggers.
Grounded – 1/5
Grounded is the biggest disappointment of the exclusive (as it was not previously on PlayStation).
Basic Gameplay—So far, the only feedback provided is when the character hits something with a melee weapon. Even then, it’s very hit-and-miss, and that feedback is nearly identical to the feedback given during menu navigation.
Environments – As far as I can tell, there is zero environmental feedback. Character walking and their steps produce no feedback, no matter the terrain, a common haptic technique seen in plenty of other games.
Cutscenes/cinematic moments
Grounded is not heavy on cutscenes, with the intro being a video playback. There’s no feedback there, which is unsurprising, considering it’s not running in real-time.
But the game does take you through some “cinematic” story moments where things play out, and even then, the use of the controller goes completely unnoticed.
As far as I can tell, this is the bare minimum of support, if we even want to say that, when using the DualSense features. The experience barely differs from that of the standard rumble.
Adaptive Triggers – Since the weapons in Grounded are mainly melee weapons, adaptive doesn’t offer much there. You typically see adaptive come into play when something in the game can provide recoil and resistance. There is a crossbow, but sadly, there is still nothing on the adaptive side.
Fallout 4 – 0/5
This is my biggest disappointment of all the recent Xbox ports. I mentioned that for Grounded, but that title was never on PlayStation to begin with. Fallout 4 was on the PS4, with its next-gen port announced a year before Microsoft bought Bethesda.
There were a lot of expectations set with this port compared to the other releases, and with it now out, there’s been a lot of disappointment on all fronts on every platform. But looking at the DualSense, Bethesda has practically made ZERO effort to utilize it in any way.
Given the list of weapons, terrain, locations, enemies, elemental damage, and other stuff, you’d expect a lush amount of haptics and adaptive design for each instance. The reality is that no adaptive triggers are used on any of the available weapons or actions. Vibrational support is listed as the only DualSense-supported feature on the PlayStation storefront. Still, the lack of adaptive trigger support is disappointing, given how long this port took to get.
As for haptics, the game supports vibration, which is still considered haptic, but it’s not anywhere near what can be produced on the DualSense. From my testing, it’s very barebones. All guns have practically the same vibrational pattern and tones, just in short or longer bursts, which is the same pattern when you are hit with a melee weapon or get hit by an enemy, regardless of whether they use a gun or melee weapon. It’s nearly the same vibrational experience brought over from the PS4 version. It feels like no attempt was made to understand and use the DualSense to enhance the player experience in Fallout 4.
What Does the Future Hold?
It’s hard to say whether the studios under Xbox’s wings, which only made Xbox console games before the recent change, will improve when taking advantage of other platform features in the future. Early signs point to things being a bare minimum, with Tango Gameworks being the shining example of real effort being put into their release. But that example is one that comes with the experience of an audio team that previously worked on a former PS5 exclusive (Ghost Wire Tokyo), which made great use of the controller.
As of now, the only other known title that is coming from Xbox to PlayStation is Call of Duty Black Ops 6, though I will say that PlayStation gamers concerned with Xbox suddenly gimping the PS5 version by ignoring the DualSense probably shouldn’t have to worry. Sure, the previous examples may say otherwise, but the Call of Duty studios have been working with PlayStation hardware for decades.
All current PS5 Call of Duty games have made tremendous use of the DualSense, and there’s very little reason to believe that Black Ops 6 won’t do the same, considering the experience is already there. However, it is something I’ll be checking out for myself once the game drops later this year.
That said, other potential Xbox exclusives coming to PlayStation may be a different story, as evidence suggests that the advanced exclusive features offered by the PS5 are going mostly unnoticed. That could change, but beyond those ports running well, I would temper expectations for future ports when it comes to taking advantage of the DualSense features.
If Xbox were to ever upgrade their controller with haptic motors comparable to or better than those in the DualSense, it may not be a bad idea to support the controller more themselves, as that would at least allow them to have a good amount of Xbox games ready to take advantage of that new controller.
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.
Aside from Prince of Persia: The Lost Crown which was released early this year, Ubisoft is expanding the franchise with The Rogue Prince of Persia by Evil Empire, and this is a 2D action-platforming rogue-lite game, that’s now available on Steam via Early Access!
The Rogue Prince of Persia Launch Overview:
Price: $19.99 with a 10% discount during the first 24 hours
Early Access Overview:
6 biomes
8 main weapons
6 powerful tools
2 boss encounters
30 trinkets for endless combinations
What to Expect After Early Acces:
Leading up to its full 1.0 launch, players can expect more content to arrive: new levels, bosses, weapons, enemies and upgrades, as well as additions based on community feedback.
Game Synopsis:
In The Rogue Prince of Persia, players will be transported to a mythical version of Ctesiphon, once the thriving heart of the Persian Empire. The Prince must act as this grand city stands on the brink of annihilation since its invasion by the ruthless hordes of the Huns, commanded by the wicked chief Nogai.
Journeying through vibrant biomes, the Prince must deploy his full range of acrobatic talents to navigate safely across the procedurally generated levels, acquire and refine an arsenal of weapons, equip new trinkets, unlock new equipment at the Oasis, and gather allies to stand a chance in saving the city. To master the game’s platforming challenges, players will get to use the signature wall run, for seamless traversal over gaps, avoiding traps and outmaneuvering enemies. But the environment will not be the only peril players will have to face, as they will engage in combat with a variety of foes: the Huns, armed with dark shamanic magic, and the beasts tainted by this nefarious power.
Crytek has released Hunt: Showdown update 2.05 on all platforms this May 27, and this is a hotfix primarily aimed at fixing Thundershower and Fog Times of Day. The Standard Contract contract has been restored back to normal as well, with the full details available in the patch notes below for what Crytek calls Hunt: Showdown patch version 1.16.1.1.
Hunt: Showdown Update 2.05 Patch Notes for May 27:
Dev Version Update 1.16.1.1
Standard Contract
We have restored the Standard Contract back to normal. Single and Double Boss Targets are both available, as are the following Times of Day.
Ash Bloom
Fog
Gold
Neutral
Night
Serpent Night
Sundown
Sunset
Thundershower
Bug Fixes:
Thundershower and Fog Times of Day have been fixed.
The grain filter has been reverted to its intended, pre-1.16.1 state.
However, it seems this patch has brought in another issue, as Crytek just announced that this recent hotfix is being reverted to its previous state due to a technical bug.
Hunters,
We identified an error in the recent hotfix and are reverting it to its previous state.
We apologize for any inconvenience and are working on a solution.
No word yet on whether clients will need to revert their game state itself by downloading another patch, but once we know more, we’ll update the article.
With the game’s move to CryEngine 5.11 scheduled for August, today’s patch should be one of the last few updates the console versions are getting before they’re migrated to the current-gen versions.
It’s finally here — for PC players at least, as Bohemia Interactive has released the DayZ Stable Update 1.25 download on PC, with consoles getting it soon though there’s no specific date for it yet. The patch notes are available below, and as for the console patch, Bohemia states that due to a technical issue and to ensure a smooth update, they have decided to postpone the console patch roll out, which was originally scheduled to go out today as well.
DayZ Stable Update 1.25 Patch Notes for PC:
PC Stable 1.25 Update 1 – Version 1.25.158199 (Release on 27.05.2024)
NOTES
Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
Consider de-fragmenting your HDD after downloading large updates.
You can help us to further improve the game by posting your feedback on the Feedback Tracker.
GAME
ADDED
The Livonia terrain is now part of the core game
VS-89 rifle and magazine
Support for game crash reporter
In-game ambient soundtrack
FIXED
It was possible to aim with a weapon with an opened gesture wheel
With the “disableContainerDamage” server setting enabled, it was not possible to repair sea chests and wooden crates (https://feedback.bistudio.com/T177819)
Items located inside of nested containers are no longer accessible through the quick bar or the reload key
Reworked the sound sets for all shotguns shots
Reworked the sound set for the crossbow shots
Reworked the sound set for the M79 grenade launcher shots
Adjusted the attenuation of character action sounds
Reworked character reconciliation between client and server
Updated the game credits
Reduced the width of the weapon collection triggers to allow more natural behavior of the weapon lifting
Removed promotional Livonia DLC highlighting
Optimized the system greatly behind noise system reducing drops in server performance when AI is around many dynamic objects or there is AI grouped together attacking a player
SERVER
Added: Server config parameter ‘networkObjectBatchUseEstimatedBandwidth’ to switch between the method of replication limiter. Enabled means it will use an estimated bandwidth sent and disabled means it will use the true bandwidth (recommended disabled)
Added: Server config parameter ‘networkObjectBatchUseDynamicMaximumBandwidth’ to choose if the bandwidth limit should be a percentage of the maximum bandwidth or an absolute value. The maximum bandwidth can fluctuate depending on network quality
Added: Server config parameter ‘networkObjectBatchEnforceBandwidthLimits’ to enable the replication limiter based on bandwidth (default disabled)
Added: Server config parameter ‘networkObjectBatchBandwidthLimit’, if above is enabled, the range is (0, 1). If above is disabled, the range is (1000, inf). Recommended is 0.8 and 20000 respectively
Fixed: Spawning ammopile types into weapons with inner magazines via json loadouts was not fucntioning properly (https://feedback.bistudio.com/T179268)
Changed: Server config parameter ‘networkObjectBatchSend’ split into ‘networkObjectBatchSendCreate’ and ‘networkObjectBatchSendDelete’
Changed: Improved replication statistics in server debug window on diag builds
Changed: DayZ client will no longer use hardcoded port 2304 and up but use OS assigned ports instead
Added: Server config parameter “clientPort” to assign connecting clients a specific port e.g. “clientPort = 2304;” (Documentation)
Added: Possibility to add steam query port of a server to connect parameter to query if they have a custom client port “-connect=IP:PORT:QUERY” -> “-connect=127.0.0.1:2302:27016”
Changed: In-game server browser also uses the new connect format to automatically query for and apply the custom port
Changed: Launcher now uses the new connect format, since “-port=” overrides port used by the client which is not desired (-port= functionality is untouched)
Added: ‘Pawn’ class with full feature set of functions
Added: ‘PawnMove’ and ‘PawnState’ class
Added: ‘PlayerIdentity.Possess(Pawn)’ to possess a Pawn
Added: Security: Config parameter ‘hasHistory’ per entity type to allow tracking of the entity as it may move throughout the world, otherwise only current position is used
Fixed: Object creation on remote clients would update the last value synchronized for clients that had already had the Object created
Changed: Moved calls to ‘OnVehicleSeatDriverEnter’ and ‘OnVehicleSeatDriverLeft’ from script to native, ‘OnVehicleSeatDriverLeft’ is now called when getting out starts instead of when the command ends
Changed: ‘Human.LinkToLocalSpaceOf’ will now internally call ‘UnlinkFromLocalSpace’ if ‘Human’ is already parented and prevent linking if already parented to the same entity
Changed: ‘DayZPlayerTypeRegisterItems’ now gets called when (re)joining servers
This patch marks the start of somewhat of a new starting point for DayZ’s Livonia DLC, as starting today (at least on PC for now), all current owners of the base game will be getting the Livonia DLC for free! This is something we reported on previously.
Key highlights for today’s patch includes the addition of ambient music, which is something Bohemia worked on with Czech composer Dikolson. This aims to increase the immersion for players as they walk through the different areas of the game at various times of the day. There’s around 70 minutes of music available at the moment, and more are incoming in the future.
Patch 1.25 also delivers the first rework of the firearm sounds and this touch up includes updated sounds of shotguns, the crossbow, and the grenade launcher. Bohemia’s audio team is also busy rebalancing the distance where players can still hear someone’s actions in-game. For reference, the audibility of all actions previously was set at 50 meters.
In terms of armaments, Bohemia introduces a new long-range bolt-action firearm with the V-89 which houses a 10-round magazine.
The updates for DayZ isn’t stopping there, as the next step is patch 1.26, which will be released alongside premium expansion Frostline later this year.
Here’s your crazy video game news for the week: it seems a fan group decided they wanted to make Plants vs. Zombies 3 by themselves, and usurpingly, EA isn’t on-board with it.
According to the dev team, what they’re making is a non-profit game and it was titled as “Plants vs. Zombies 3: What Could Have Been.” The title seems apt, as the dev team shared that EA has shut the project down relaying the following message:
PopCap and EA have contacted us directly to stop development on Plants vs Zombies 3: What Could Have Been.
It is not a cease and desist or a DMCA. It was a warning, and the team has decided they’d rather not take the risk.
We believe they managed this situation awfully and unprofessionally, however we don’t have a way to fight back.
Everyone in the team was excited and eager to help bring this project to life… but it seems that that very passion put a target on our heads.
This is not the end for us as a team, but the end for anything Plants vs Zombies coming from us.
Thank you all for the support.
-THE PLANTS ZOMBIES WHAT COULD HAVE BEEN DEV TEAM
According to the dev team, after they arranged a re-brand, EA pulled the “Don’t use any of our characters. Even if you make every asset on a unique style by your own pen” card, which would mean they’d still need to shut it down.
Sharing more info, the dev team said EA contacted them on May 14, just two weeks after the announcement of the project on May 1. EA mentions how the dev team is creating an alternate version of the franchise, and this reason is enough for them to request the fans to cease the creation of their fan project,
You can read the entire message from EA below.
We’ve recently seen some of the artwork that you’ve been creating for the “What Could Have Been” project. It’s clear to us how much you love the PvZ games, and we truly appreciate that dedication.
As you know, we’re the developer and publisher of the Plants vs. Zombies (PvZ) franchise, and we own the PvZ intellectual property (IP), including the name, logos, characters, and artwork. Our artists spend an immense amount of time and energy creating our PvZ characters and artwork. That work is of the utmost value to us and so we must protect it from unauthorized use.
We love to see expressions of creativity and dedication from our community of players, and we’re generally OK with fair and non-commercial uses of our IP in many cases. But we have to put some limits in place, and one of these is the explicit use of our IP to create new or alternate versions of our games. We truly do love seeing what fans like you create so we encourage you to review our Policy so you can find ways to express yourself with the IP – such as fan art, cosplay, or videos. Unfortunately, the game you’re developing is an alternate version of our PvZ 3 game that uses PvZ characters, art, and story. For that reason, we must ask you to stop development of your project. We recognize that your project was born out of some changes you’d like to see made to PvZ 3 and we would welcome the opportunity to hear your feedback on how we can improve from your perspective.
We look forward to hearing from you soon and hope you’ll confirm that you’ve stopped development of the game. We encourage you to use that passion for things like art or new stories and don’t hesitate to let us know! We love sharing the creativity of our fans!
The dev team mentioned in their response that they are not looking to replace Plants vs. Zombies 3: Welcome to Zomburbia, and how they are not seeking to monetize or sell the project.
There seems to be a misunderstanding of the intentions of this project. I would like to explicitly state that this fan-game is not meant to act in any way as a replacement of “Plants vs. Zombies 3: Welcome to Zomburbia”.
Our project will not distributed nor be available on PvZ3’s market space and will notably NOT be sold or monetized in any shape or form. The game will diverge significantly in it’s core gameplay and will have a completely original storyline; our target audience is functionally fully distinct from that of PvZ3’s.
All creative elements are and will be entirely developed from the ground. This will include all the artwork and music. We are compromised to not use any of the creative assets developed and owned by the artists and composers working for EA. Any non original asset won’t be present in the final product.
We are actively working on rebranding with a new title, using a temporary placeholder in the meantime. Our dedication to this project’s success remains unwavering, and we are eager to see it flourish independently. Additionally, we extend our best wishes for the improvement of PvZ3 to you and the teams at EA and PopCap.
Me and the team behind this project appreciate this warning. Our team is committed to making necessary adjustments to ensure our project maintains its unique identity, distinct from PvZ3.
Best regards,
The Project Bloom Team (Working Title)”
In addition to that, the dev team shared that all art, music, story or asset was going to be made from scratch. But that didn’t matter it seems, as EA replied that the fan-made project was going to indirectly create creative assets that are similar to the theirs, and the publisher pushed for the fan group to create their own characters and experiences with a brand that communicates their unique and original creativity.
Thank you for the quick response and understanding! We appreciate that you’re actively rebranding, as that was one of our concerns. However, we ask that you don’t use our characters, like Peashooter, Sunflower, Wall-nut, or Conehead Zombie, just to name a few. Although you’re not directly using assets or files from our games, because you’re recreating popular characters from our games in your own pen, you’re still copying our IP.
We have no problem if you create your own original characters with their own unique and distinctive features that “live” in the PvZ universe, but if you re-draw our characters in your own style or make characters that are similar to ours, then you’re indirectly using our creative assets, which our artists and composers have worked hard to create.
The fan-made dev team sent a reply to EA stating that they feel singled out, as other community members have made countless stuff inspired by characters and the franchise for decades. They stress in it that are aiming to make every asset original; from the art and story that has yet to be completed, the music and everything else.
We understand that PopCap and EA hold the intellectual rights of the Plants vs Zombies IP and its characters, however, what we find confusing is why this project has been singled out. PvZ has a passionate community of creators that have made countless things inspired by its characters and premise for over a decade and yet, despite our clear efforts to make every asset original, from the art & story to (the yet to be made) music, with no intentions or ability to replace or compete with official installments or monetize the project, yet you continue to demand the termination of this project.
The project currently only stands, in it’s majority, as my artwork. There is no game. It was born out of love and passion of PvZ and its characters. Passion that was as hopeful as the community is now of the franchise’s future.
Through your hollow words of support, that hope will slowly die out, for you have showed more clearly than ever before that you do not care.
For now, EA has not replied to this last email, but even so, the fan-made project is not continuing. According to the main dev working on it, the key takeaways are:
– They knew of the rebrand, and mentioned that was one of their main concerns (now being addressed)
– They know we are making everything from the ground up. No asset reuse
– They explecitely don’t want characters like Peashooter being present in the game – They previously mentioned they were generally ok with non-profit fan projects – They were actually ok with us making original characters in the PvZ universe (though we would have to make an explicitely unique stand in of every existing PvZ character… which is not worth it)
As for just calling it something else and not using the PvZ3 brand, the fan group said they were already working on a rebrand when. When the project started, it wasn’t their intention to make a game, but once it took of, they said the name stuck.
While EA struck this fan project down, it isn’t the end, as indie devs seem to have decided that going with a new IP is the best course of action, as most of them voted for this. However, given they are in very early stages, it will be a while before they can share anything. Expect the fan group to share what they’ve created in the short time as a memoir, and they are planning on doing an AMA (Ask Me Anything).
I honestly am not surprised at this, and in EA’s defense, they were respectful in how they worded the takedown request. That said, this is one of those times EA isn’t in the wrong. I mean, even if the fan project wasn’t going to be monetized, it would be confusing on consumers’ end (not to mention risky) if they allowed this to continue. That said, I hope the devs looking to spin this into their own thing manages to pull it off, as that would be the perfect “F You” moment for them to signal to EA.
As for the official Plants vs. Zombies 3, it was released back in 2020 as a soft launch of the game, and to date, there is still no firm official release date set for it yet.
Unicorn Overlord update 1.05 has been released by Vanillaware, and those on PS5 should see this as version 1.005. This is another minor update, and as such, don’t expect any new content from this download.
Unicorn Overlord Update 1.05 Patch Notes for May 27:
PS5 Version: 1.005
Thank you for your continued patronage of our products. Regarding
” Unicorn Overlord “, we will be releasing “Update Ver.1.05”
to improve the stability of the game under certain circumstances and to improve the system .
The PlayStation®4 and PlayStation®5 versions are available from today.
According to Vanillaware, the Nintendo Switch and Xbox Series X|S versions will be released as soon as approval is received from the platform owner.
Bug fixes
Fixed a bug that occurred under certain conditions.
Patch Version 1.04 for the game was released last month and had the following fixes:
Bug fixes
Fixed a bug that occurred under certain conditions.
Function addition
Added the ability to select units in the unit list.
Added items that can be set in options.
Changes have been made so that you can retry stages that appear when certain conditions are met .
Functional improvement
We have improved the display information on unit formation and battle screens.
We have improved the sorting function on various screens.
We have upwardly adjusted the parameter changes when multiple weapons and shields are equipped.
In addition, we have made system improvements and improved operational stability.
Once another title update for the RPG is released by Atlus, we’ll be sure to let our readers know about it.
For those playing XDefiant, chances are you’ve encountered players jump shotting and bunny hopping all over the place. If you’re one of the many annoyed at this, you’re in luck, as it seems the planned changes to this didn’t make it to the launch build, but the devs have confirmed that it will be getting nerfed!
This was confirmed by Patrick “ACHES” Price, a former Call of Duty pro that’s now one of the gameplay designers for XDefiant.
Jump shotting (and spamming behavior in general) – The original clip has since been deleted, but wanted to share this thread from last year’s Closed Beta.
We do intend to penalize players for too many repeated jumps & crouches by adding aim sway. This was disabled after our… https://t.co/4ovPGVRFsU
Jump shotting (and spamming behavior in general) – The original clip has since been deleted, but wanted to share this thread from last year’s Closed Beta.
We do intend to penalize players for too many repeated jumps & crouches by adding aim sway. This was disabled after our tests while we made some needed improvements and unfortunately did not make it in time for launch. But rest assured we will get this in as soon as possible. We absolutely want players to use all mechanics in our game and not feel restricted – but there’s a sweet spot between intended use and spam and we want to get that right.
While I admit, I do jump shot a lot, I agree with Price on this, as it does become a bit spammy rather than relying on aiming and whatnot.
Another bit of good news for the game is confirmation that the XDefiant crossplay functionality is bugged, and we’ll be seeing improvements for it in an upcoming patch. While we already reported on how console-only crossplay is incoming for the shooter, XDefiant Executive Producer Mark Rubin confirms that crossplay being turned off is currently bugged, and improvements for it are incoming in a future update.
We have an upcoming patch that should make crossplay off better. And then longer term we want to have crossplay console only so Xbox and PS5 can play without PC.
No word yet on when this patch will be released, but we wouldn’t be surprised if it’s this coming week. Aside from crossplay fixes, Ubisoft has also confirmed that netcode and hit registration improvements are also in the works, as well as sniper flinch and camera shake adjustments too.
Stay tuned to our XDefiant review hitting the site soon.
In what could possibly be one of the weirdest secrets in gaming I’ve seen in quite some time, it seems DICE has snuck in a Battlefield 2042 Sharknado Easter egg in the game’s most recent patch, and seeing it in action is all kinds of crazy.
In case you think I’m kidding, there’s video proof of what I’m saying. There literally is a tornado full of sharks in Battlefield 2042, and they can even take down vehicles! No doubt, DICE was inspired by the 2013 film that’s all kinds of absurd.
Battlefield 2042 Sharknado Easter Egg – How to Trigger:
On the Orbital map when it’s stormy weather, you’ll see the sign above(if not, restart the match):
You’ll be able to find a walkie talkie in the B1 flag on the map, which you’ll want to bring to the sign.
Activate the walkie talkie which will then transmit a morse code that basically tells the player to find the laptops across the Orbital map.
You can interact with the laptops, and once you do, they will teleport to where the walkie talkie is.
Once the four laptops are near the sign, players will need to enter the code 1, 3, 2, 3, 1,3. If the player entered it correctly, a morse code should start playing to know you’ve done it correctly.
After that, the player with the weapon charm equipped must melee kill an enemy in the water as a blood sacrifice. Players will get a badge called “Sharkbait”
We’ve also listed how to get all four laptops.
Laptop Locations:
Laptop 1 can be found in the launch platform under the stairs and somewhere on the middle floor,
Laptop 2 is in the metal shed in front of the launch platform
Laptop 3 is in the B2 flag next to the red tool box
Laptop 4 is in the big building and players should fly or drop to the middle platform and go down one set of stairs and it will be in a dark corner
For a more detailed explanation of how it works and to see the Sharknado event in action without needing to do all that, watch the video below:
Yep, that as one insane Easter egg, no? You can also check a timelapse of it below to see how a tornado full of sharks suddenly appears from the water.
I have to admit, this is kind of cool! While there are no more seasons coming to Battlefield 2042, DICE hasn’t stopped support for the title. On the contrary, a new event called Future Strike is now live in the game with a new set of rewards! Read up on that here to know more about it.
Will this be the last Easter egg by DICE for BF2042? If so, they’ve certainly outdone themselves. If we spot any other secrets from the game, we’ll let our readers know.
The next major update for Rainbow Six Siege has been revealed today, and it involves an Operator rework alongside the announcement of a new subscription program for the game called “R6 Membership.” Thanks to Ubisoft, MP1st was invited to a closed door preview and presentation of Rainbow Six Siege Year 9 Season 2 “Operation New Blood,” which launches June 11 on all platforms.
Rainbow Six Siege Year 9 Season 2 “Operation New Blood” Info:
The big news for R6 Siege’s Y9S2 is the complete rework of the Recruit operator. Alongside this, there are significant balancing changes affecting Fenrir and Solis, the introduction of R6 Membership and more! Read on for the breakdown of each new feature incoming to all players this June.
The Recruit
After nine years, Siege is reinventing its first Operator. The Recruit now sports a fresh look and features two new archetypes for playing as an Attacker or Defender, as well as the ability to customize their loadout by selecting two gadgets from those available depending on their role. This allows the Recruit to adapt to players’ strategies, fill gaps wherever needed, and provide new players with opportunities to explore different secondary gadgets and gameplay tactics.
Striker: the offensive Recruit, can select two different gadgets from the wide range of attacking secondary gadgets. They’re armed with the M4 or M249 as a primary weapon, and a 5.7 USG or ITA 125 as a secondary weapon.
Sentry: The defensive Recruit can select from any defensive secondary gadget in the arsenal. Sentry’s loadout features the Commando 9 or M870 as a primary weapon, and the C75 Auto or Super Shorty as a secondary weapon.
Since all players will have access to the Recruit, Battle Pass owners will receive an Operator voucher that can be redeemed for any Operator. Players who own all available operators will receive 600 R6 Credits.
Balancing Changes:
With Operation New Blood comes balancing changes for Defending Operators Fenrir and Solis, who were too strong in matches and demanded significant attention from Attackers.
Fenrir: he number of F-Natt Dread Mines in Fenrir’s possession have been reduced to 4 and are no longer bulletproof.
Solis: For the first part of Solis’ balancing update, the duration and range of her SPEC-IO Electro Sensor has been reduced to reflect player feedback and maintain balance between Attackers and Defenders.
Rainbow Six Siege Y9S2 New Features:
Starting June 25, players who have two-factor authentication (2FA) enabled are at least clearance level 25 will have access to the Rainbow Six Siege Marketplace where they can safely and anonymously trade skins using R6 Credits.
The new season will add the Standard Map filter with selections for Ranked Map Pool, Non-Ranked Map Pool and All Maps. This will let players curate their unranked matchmaking experience to resemble casual or competitive play.
Training Updates – Players can now train their am and map navigation with feedback in Endless Drill, Versus AI will also see a significant map and operator additions to diversify the gaming experience.
Caster Card changes are also planned to improve the experience,
Stadium layout changes
Player comfort updates for audio and flashbang customization
R6 Membership Info:
Price: $9.99 a month or discounted at $79.99 a year
Active members will receive monthly drops of exclusive content that includes time-limited gear, animated Legendary skins, 10x Battle level skips, a Bravo Pack and access to the Premium Battle Pass.
Once the title update is live, we’ll be sure to let our readers know. Make sure you bookmark our Rainbow Six Siege page for the latest game news and updates.