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Final Fantasy 7 Rebirth Update 1.020 Released to Add New Performance Modes

Square Enix has begun rolling out Final Fantasy 7 Rebirth Update 1.020, which adds a new graphical option for performance mode. Read on for the complete patch notes.

Final Fantasy 7 Rebirth Update 1.020 Patch Notes

Size: 5.76 GB

Update: Patch notes are now live!

  • Corrected typos and omissions in some texts.
  • Fixed an issue with the controlled character that would occur under certain conditions on the map.
    • Fixed an issue where Red XIII’s abilities “Lunatic High” and “Warrior’s Inspiration” were easily canceled during battle.
  • Fixed an issue where enemies would stop under certain conditions during battle.
  • Fixed a progress issue that occurred under certain conditions in the quest.
  • Improved frame rate and overall game stability.
  • Added “Sharp” and “Soft” options to the performance mode screen output settings.
  • Improved graphic quality.
    • The camera’s reverse setting is now reflected in the “gliding” mode when operating a sky chocobo.
    • Reverse camera settings are reflected in the target mini-game camera.
  • Enhanced guidance support while climbing the vines in the location “Mithril Mine”.
  • Added difficulty settings to the customization screen for mini-games “Condor Fort” and “Gambit Gears”.

While Square Enix has yet to release any official patch notes, we know from our tests that there is a new sharpening and smoother performance. The description of each mode reads as follows.

  • Performance – Sharp – Prioritize maintaining 60-fps framerate with a sharper image quality.
  • Performance – Smooth – Prioritize maintaining 60-fps framerate with a softer image quality.

We assume this is the setting the performance was previously in before the update was released before launch, though we can’t entirely confirm that. Seeing that the update is also pretty large, we expect there to also be some other changes, most likely around bug fixes and general performance improvements.

For those wondering how big of a difference the modes are, we did a very quick comparison of the two. We had to zoom into the image as the differences were very hard to notice.

Hopefully, Square Enix will release the full changelog shortly, but for now, try the new smooth option!

More Final Fantasy 7 Rebirth Reading:

Source: Square Enix

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James Lara

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

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Helldivers 2 Crashing Issues and Galactic War Progress Not Tracking After Latest Update Being Investigated

Earlier today, Arrowhead Game Studios released patch 1.000.103 on all platforms for balance adjustments and fixes. Unfortunately, the latest update for the game also resulted in Helldivers 2 crashing issues and some have reported on Galactic War progress not tracking after today’s patch dropped as well.

Arrowhead is aware of these issues, and has also released statements about these on the game’s official Discord server.

On Galactic War not tracking properly:

“Helldivers!
We’re aware of an issue with the Galactic War not tracking your effective spread of Liberty properly.

We are investigating this urgently and will keep you posted as soon as we understand the issue and have a fix to communicate to you.

Thanks very much for your patience while we squash some software bugs.”

Acknowledgement of the crashing issues affecting players:

“We know that many of you are experience a lot of crashes at the moment (seemingly linked to the patch deployed earlier today, which at least resolved the persistent friend request issue for a lot of players). Our team is deep down in the trenches digging into the issue as we speak. We are on alert ready to update on any changes here. We’re very sorry @everyone for not being able to supply you with the glorious feeling of bug and bot stomping and hope to have the game more stable as soon as possible.”

Also of note, Arrowhead also released backend update to fix these issues:

  • Eagle kill stats should now increase as expected.
  • Missions Completed stats no longer count twice per mission.
  • We have done three related fixes for friend invites that should resolve some of the issues with inviting friends. You will need to log out and log back in for it to take effect.

Speaking of issues, here’s a list of known problems the devs are looking into:

Various issues involving friend invites and cross-play:

  • Cross-platform friend invites might not show up in the Friend Requests tab.
  • Players cannot unfriend other players befriended via friend code.
  • Players cannot unblock players that were not in their Friends list beforehand.
  • Players cannot befriend players with Steam names shorter than 3 characters.
  • Hellpod steering close to large or important objects is currently not functioning as intended, resulting in steering being disabled in a large area around the object.
  • Online features are not functioning when console language is set to Ukrainian.
  • Players may be unable to select loadout when joining a multiplayer via an activity card.
  • Planet liberation reaches 100% at the end of every Defend mission.
  • Drowning in deep water with a Vitality Booster equipped puts Helldiver in a broken state.
  • Exosuits will sometimes be delivered in a damaged or broken state.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • Pink artifacts may appear in the sky when setting off large explosions.
  • Text chat box display is obstructed by the cinematic letterboxing during extraction.
  • Sometimes the player’s loadout customizations will reset after restarting the game.

From the sound of it, don’t be surprised to see another patch for the game released soon to fix the crashing problems and more. If one is indeed released, we’ll be sure to let our readers know.

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Alex Co

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

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Banishers: Ghosts of New Eden New Game Plus Looking Unlikely as Benefits Are “Small” Says Don’t Nod

If you’ve played or currently playing through Don’t Nod’s ambitious new action game Banishers: Ghosts of New Eden, and was hoping that a future update could add New Game Plus that could make replaying it with different choices more enjoyable, you might be waiting a while.

Will Banishers; Ghosts of New Eden Get New Game Plus?

While Don’t Nod didn’t outright state that New Game Plus won’t be coming to Banishers: Ghosts of New Eden, the studio’s comment about don’t exactly fill us with confidence. Speaking to MP1st, we asked Don’t Nod whether a New Game Plus (or New Game+) mode is currently part of the post-release plans.

MP1st: Is New Game+ part of the post-release plans?

Mathieu Bourgain (Lead Systems Designer): NG+ may make sense if players can’t get all the rewards in a single playthrough, or if character respec is limited. However, we have chosen to allow players to get all the rewards in a single playthrough and respec their characters at will. With enough investment, Banishers allows you to experiment with all the gameplay possibilities around combat efficiency without having to start a new run.
That’s why we’ve chosen to focus our resources and attention on the first playthrough of the game; we think the benefits of an NG+ for Banishers are small. The game still has good replay value if you want to explore other narrative choices and endings.

Bourgain does make a lot of sense in that players can respec their skill trees in Banishers without any penalties. That said, I think most people who want a New Game Plus for it are more interested in the different outcomes for the Hauntings, story branches, and whatnot, while also maintaining all their progress instead of starting a new game.

Stay tuned to our full interview with Don’t Nod regarding Banishers hitting the site soon.

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Alex Co

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

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Dying Light 2 Co-op “Improvements and Additions” Are Coming Confirms Techland

While Techland hasn’t said anything about the upcoming updates to Dying Light 2: Stay Human, we can confirm that co-op improvements are on the way.

This was revealed by Techland’s Dying Light Franchise Director, Tymon Smektała. Speaking to MP1st, we asked Smektala if there are further plans to improve co-op progression in the game.

MP1st: Are there plans to further improve co-op progression (progress carrying back over to individual saves, etc.) in Dying Light 2 Stay Human?

Tymon Smektała (Dying Light Franchise Director) – We’re constantly trying to improve various aspects of our co-op experience to better adapt to evolving expectations of our community. Narrative progress carried over in individual saves is one of the things that is on the table, though it is obvious that this is also the most difficult to have due to the depth and complexity of changes it requires. I can’t make any promises now, but I can confirm that some co-op improvements and additions are definitely coming.

Well, there you have it. No exact date on when these improvements and additions will be released, but at least we know they’re on the way. Speaking of updates, we got the big Firearms Update last February, and another one for bug fixes earlier this month.

In the same interview, Smektala talked about the Dying Light franchise’s “secret sauce,” and how they view pushing the game into full-on live service territory. For those hoping for crossplay to make its way into the game, Techland hasn’t closed the door on that, and states that it’s “still an option.”

Stay tuned to our full interview hitting the site this week.

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Alex Co

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

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Marvel 1943: Rise of Hydra Announced With New Trailer and Tech Demo, Core Cast Revealed

Back in September 2022, Skydance New Media alongside Marvel Games revealed a new game featuring Captain America and Black Panther, which is being helmed by former Naughty Dog writer Amy Hennig. Well, today, we now know its official title, and it’s “Marvel 1943: Rise of Hydra.”

In the press release sent out, not only do we get the first official trailer, but we even get a tech trailer as well, and the first gameplay details too.

Marvel 1943: Rise of Hydra Story Trailer:

Marvel 1943: Rise of Hydra Tech Demo on Unreal 5.4:

Skydance also revealed the game’s core cast for the game.

  • Azzuri (played by Khary Payton) -The WWII-era Black Panther
  • Steve Rogers (played by Drew Moerlein) – aka Captain America
  • Nanali (played by Megalyn Echikunwoke) – A Wakandan spy embedded in Occupied Paris
  • Gabriel Jones (played by Marque Richardson) – A U.S. soldier and member of the Howling Commandos
  • Julie (played by Lyne Renée) – A key ally in the French Resistance
  • Howard Stark (played by Joel Johnstone) – Tony Stark’s (Iron Man) father

In addition to the cast, the story trailer’s music comes from Grammy Award-winning composer Stephen Barton. The game itself will boast an original score from Barton who has composed for notable games such as Star Wars Jedi: Survivor, Apex Legends, Titanfall and more.

According to the press release, Marvel 1943: Rise of Hydra will be out in 2025, and the gameplay will be inspired by “Marvel’s landmark comics, films, and television series.” No platforms have been confirmed, but we expect the PS5, Xbox Series X|S and PC are a given.

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Alex Co

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

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Alone in the Dark Medicine Bottle Puzzle Guide

Having trouble piecing together the clues for the medicine bottle puzzle in Alone in the Dark? Don’t worry; you probably aren’t the only one, as it can be a little confusing from the clues they give. Thankfully, we have removed all the confusion to give you the solution to this puzzle so that you can continue your journey to solving the mystery behind the mansion.

Alone in the Dark Medicine Bottle Puzzle Guide

A few hours into your search for Jeremy, you’ll be tasked with finding some missing medicine bottles. Their locations aren’t kept much of a secret, as the clues will point out which room they’re in, so follow those, get the medicine, and eventually, you’ll find yourself in Lottie’s room with a locked box and a medicine tray lying around. To open the box, you need the combination, and to get the combination, you need to arrange the medicine bottles in the correct order and have them rotated the right way.

The clue given is a stain on each bottle that connects somehow. It sounds easy and should be, but stains can align and connect differently depending on how you look at it. Either way, here’s the solution with the order and rotation of the medicine bottles.

Here’s the code for opening the lock on the box in the room based on the solution above.

Assuming these numbers aren’t randomized and different for each character, this should get you inside the box so that you can continue with the main story. Otherwise, just set the medicine in the order above and look at the bottle numbers. There are three of them: open up the key cipher and match the number with the symbols, which will get you inside the box.

That’s it; you should now be able to continue with the story!

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James Lara

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

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Alone in the Dark – How to Get the Shotgun

Are you wondering how you can get the shotgun locked away in the display case in Alone of the Dark? Well, wonder no longer, as we tell you exactly how in this step-by-step guide.

Alone in the Dark How to Get the Shotgun:

Fairly early in the game, you’ll come across the Small Parlor room, which has a shotgun locked inside a display. It needs a key, which the game provides no hints on where to find.

Fortunately, the shotgun is part of the story, meaning you’ll eventually unlock it despite passing by it several times. Just how soon? Well, it’s during chapter 2. Eventually, you’ll be transported into another reality, where you’ll be tasked with shutting down an oil pump. The objective is pretty clear, so do that, which will lead to a series of cutscenes.

You’ll find yourself in the mansion again, inside the Small Parlor room. The next objective is to solve the boiler room puzzle, but if you’ve been paying attention, you still don’t have all the pieces. So, observing the ground in the Small Parlor room, you should see a bag. Open it, and it’ll contain the Palette Knife. You can use this knife to now open doors with wedges, and the first door to use this on is the one in the Small Parlor room.

Enter the new room and collect everything, including the Sitting Room Key. With this key, you can now unlock the shotgun display case.

That’s all there is to it; it’s not too complicated, just a lengthy string of quests to follow, but the shotgun is unmissable despite how many times you pass by it during the story.

It’s also one of the best weapons in the game, killing most enemies in one shot, or staggering them long enough to follow with another.

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James Lara

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

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Alone in the Dark Boiler Room Puzzle Guide

So you’ve finally got all the pieces assembled to solve the boiler room puzzle in Alone in the Dark, but can’t quite figure out how to place each piece. Well, lucky you, we’ve managed to crack this puzzle and have made things a lot simpler by giving you the full answer right away. Here’s how to solve the boiler room puzzle in Alone in the Dark.

Alone in the Dark Boiler Room Puzzle Guide:

The boiler room puzzle isn’t at all that difficult, just a bit time-consuming as you’ll need to align each piece in order to create a picture, and that’s 12 pieces you have to play around with. So, to help you cut to the chase so that you can keep playing the story, here’s the solution to the boiler room puzzle.

Line each part exactly like that; this then unlocks a talisman puzzle where you need the right number combination. Back out, and take a look at the meters for the boiler. If you notice, they are all different sizes, matching the size of each dial on the talisman.

Whatever number the arrow is pointing to is your solution, just in case it’s different for you. This is what we got.

Alone in the Dark Boiler Room Puzzle Guide 3

You can now start the next part of the story, which is another lengthy section in the alternative reality.

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James Lara

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

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Max Payne 1 & 2 Remakes Have Been Fully Funded by Rockstar Games; Budget Similar to Alan Wake 2

Good news for Max Payne fans, as Remedy Entertainment has announced that their Max Payne games (Max Payne 1 & 2) have now been fully funded by none other than the IP holder, Rockstar Games!

As discussed in the studio’s financial statement, Max Payne Remakes has now received full funding from Rockstar Games, with “considerable” progress being made on the project. Remedy reveals that the budget of the remakes will be close to what Alan Wake 2 was (estimated guesses put it between $65-$80 million dollars). 

“Max Payne 1&2 Remake also continued in the production readiness stage. The team made considerable progress throughout the year. Max Payne 1&2 remake is going to be a major new game with great potential, enabled by a similar development budget as Alan Wake 2”

Seems the title will be out of the proof of concept phase real soon if it hasn’t already. Just how long until we see anything from it, well, that’s only something Remedy would know, but considering they haven’t even started full production yet, we wager this will be on the title that won’t be making any kind of appearance until next year. 

Hopefully, Max Payne’s re-imagining is the same quality as Alan Wake 2’s, as the game is not only a fantastic sequel, it’s a fantastic game period. Thankfully, the game’s sales have trended well so far, as it has become Remedy’s fastest game to hit the one-million sales mark.

Speaking of Alan Wake 2, go read our review of it here and see why it was our Game of the Year for 2023.

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James Lara

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

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Dragon Ball: Sparking Zero Gameplay Reveal Hits Hard, Confirms 11 New Fighters

Bandai Namco Entertainment along with develolper Spike Chunsoft, have revealed our first real look at Dragon Ball: Sparking Zero gameplay! This is about three minutes of footage featuring how the latest entry in the Budokai Tenkaichi series has evolved.

Check out the trailer below, and we’ve also gotten confirmation of 11 fighters joining the roster!

According to the press release by Bandai Namco, Dragon Ball: Sparking Zero brings back and enhances gameplay elements that the franchise has been known for to make battles even more spectacular. Evolved features include “Skill Count,” “Revenge Counter,” and “Vanishing Assaults” which give players more chances to counterattack, and add more strategy to fights.

The trailer also unveils 11 new fighters joining the game, which Bandai Namco says is “centered on the constant discussion of Speed vs. Power.”

  • Super Trunks
  • Master Roshi, Max Power
  • Nappa
  • Burter
  • Jeice
  • Super Saiyan Broly (Full Power)
  • Hit
  • Super Saiyan Kale (Berserk)
  • Toppo
  • Dyspo
  • Kakunsa

No release date for Dragon Ball: Sparking Zero, but it’s headed to the PS5, Xbox Series X|S and PC.

Let’s hope this is a game the late Akira Toriyama, the creator of the Dragon Ball franchise, would be proud of.

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Alex Co

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

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Dragon’s Dogma 2 Review – Arise, Chosen One

Twelve years ago, Capcom and director Hideaki Itsuno released what many gamers would later consider to be a cult classic, Dragon’s Dogma. It was a title that, although it was successful later in its lifecycle, didn’t exactly hit it off with the market at the time, though that soon changed quickly when word of mouth spread about how good it actually was. I was amongst those who didn’t give the game a chance at first, but soon after the Dark Arisen expansion was released, I jumped in, absolutely loved it, and grew to be a part of the fandom, which are the very fans who have been screaming every day for a follow-up.

Those cries would go unanswered for over ten years, with all hope nearly dashed. Little did we know that shortly after the game’s tenth anniversary,  Capcom would hold a showcase, announcing several new projects, with one of those being the long-awaited sequel simply titled Dragon’s Dogma 2. It was an announcement that made me jump out of my seat with excitement, so much so that I instantly rang up a long-time friend who introduced me to the series to let them know of the good news.

It would take nearly two years after the initial announcement, but we can finally say that the release of Dragon’s Dogma 2 is upon us, as the global launch arrives this Friday, March 22. But before you can experience it yourself, we’ve been graced with the opportunity to review Dragon’s Dogma 2 before launch. I have plenty to say and not enough time to say it, so let’s dive into my thoughts and find out if this is the game we’ve all been waiting for, which, spoiler alert, it most definitely is.

Editorial Note: This review is entirely spoiler-free Outside of the core story setup.

This Is Your Story

Without getting too deep into the story of Dragon’s Dogma 2, players can expect the core story to follow that of the hero’s journey. You, an Arisen, a.k.a. “Chosen One,” have been deemed worthy by the world-ending dragon to possess unique abilities and powers that can control a mysterious race of beings known as pawns. While the citizens inhabiting the world may not understand why such a singularity exists and why it would be the dragon to pick, it’s been what was prophesied to happen. Thus, the world’s fate rested solely on this chosen hero.

It’s an adventure fit for a hero, or at least we thought, because, as it turns out, the impossible has happened, and the world has somehow ended up with not one, but two Arisen.

Despite some of the plot differences listed above, Dragon’s Dogma 2 is, in many ways, a remake — or kind of — revisioning of the original Dragon’s Dogma. It’s not a direct remake on the scale of the Resident Evil games, mind you, but it rethreads some very familiar story points from the first game. That shouldn’t come as a surprise, especially to those with deep knowledge of the franchise, as it fits nicely into the universe’s lore. But if this is your first time playing the series, the good news is that you do not need to play any previous ones, though it’s highly recommendable as they are fantastic games.

But being someone who did play through those, Dragon’s Dogma 2 is more of that “dream” game the studio wanted to create but couldn’t because of the constraints at the time. The story and the lore revolving around the universe are far more fleshed out in the sequel, though, to be honest, the main story itself may leave you a bit underwhelmed.

That’s something that many fans felt about the previous games, where the presentation wasn’t quite up to par with the rich lore of the games. The same could be said here with the sequel, as the world is brimming with details and individual stories but sticking to the main path, and solely that, the story itself is rushely strung together. There are even plot points that felt entirely forgotten, though the game gives a sort of explanation as to why, but odd considering how much time is spent on that specific plot.

However, and this is the important part that every player should know before playing: how you experience the game and its narrative is entirely up to you. I’ll say bluntly: If you rush through the campaign, you’ll likely feel disappointed by what’s presented. There are fantastic set pieces that it takes you through, but following the plot can sometimes feel rushed and confusing if you aren’t paying attention closely.

But the counterpoint to all that is that Capcom has managed to recapture the magic I felt when playing through Elden Ring for the first time, mixed with a bit of Baldur’s Gate 3. There’s a sense of wonder in the world that makes you want to explore every inch of it, and the game doesn’t hold you back from doing so. It’s all rewarding, too, much like in Elden Ring, where if you veer off and explore something, the probability of encountering something completely new is considerably high.

In one of my journeys, I completed a quest, but rather than return, I noticed a closed-off road. Curious about how to get beyond it, I explored the area and discovered a path below. After an encounter with a few enemies and even a mini-boss, I eventually found myself on the other side of the road, now following the path. This eventually took me to a village where the locals were all acting strangely as if something sinister was happening here, warning and telling me to leave.

Of course, I stuck around and explored, only to get caught up in a new story without any actual quest to put in my log. Many quests are like that, where NPCs will ask for help or tell you to go somewhere without the log getting updated, yet will reward you for following through. That’s a very similar take to what FromSoftware did with Elden Ring, and like so, I found myself jolting down notes, taking screenshots of locations, and marking them myself.

I’ve spent numerous nights dipping well into the early morning hours just exploring and trying to unravel the secrets in this game. Over 60 hours into my journey, I feel I’ve only scratched the surface of possibilities that Dragon’s Dogma 2 truly offers.

This becomes especially true once you realize just how reactive the game’s NPCs are to certain decisions and outcomes you make. A glimpse of that happens fairly early on when you’re going to Checkpoint Town to continue the story. You’ll get approached by several NPCs looking for a particular item, one that a local merchant sells. Well, as it turns out, this merchant is also a forger and will forge almost any item you have had. These forged items are almost identical to the originals, outside the fact that they may produce different effects.

I returned to this mechanic almost 30 hours later because I wanted to see what would happen if I gave a certain NPC a fake item. The result was not disappointing, as it was entirely different from when I had given them the real item they requested.

In another quest, I was tasked with finding an assassin. I failed, and though all seemed good, the assassin eventually killed the NPC I was trying to protect. Again, this is a mechanic that I feel I’ve only seen a small glimpse of, and it still surprises me every time I try a different approach to some things. I am sure I’ve yet to discover other mechanics and items similar to the forger, with them having a massive list of usage throughout the game.

Once I started to play Dragon’s Dogma 2 with the approach of exploring and discovering things myself, the game’s brilliance began to unfold. It’s a fantasy RPG that, while it does guide you, works better when you decide to take full control of the story and veer off to take the road less traveled.

The funny thing is, I spoke with a few other reviewers, and their stories were nothing like mine. I had done stuff they missed, and vice versa, while having very different outcomes in other situations. Despite following the same path, they encountered some things I didn’t. It became evident how much freedom and how the world reacts to that there was, something you won’t discover unless you step away from the main narrative and take in the world around you.

I realized this appreciation during my second playthrough, as it was a story not written by someone else but one forged by my own hands — a book that felt like mine to tell.

It’s utterly amazing what can be done in this world, and Capcom has nailed down exactly what it means to create a living and breathing environment that reacts to your every action. So, while the main campaign may feel underwhelming initially, it’s all about whether you decide to take control of your destiny in the game, which ties in very nicely with the game’s overarching narrative.

It’s the ultimate RPG fantasy that every role-playing game fan dreams of.

They’ll Be Singing Legends About You and Your Epic Battles

The one thing that every fan of the series can agree with is that the combat of the original Dragon’s Dogma and Dark Arisen is among the best for an RPG. The vocations (aka classes) offered and all their unique abilities made for a very robust game that catered to all kinds of different playstyles. Want to be a cool-ass knight wielding a massive sword like Guts from the Berserker series? Or maybe you want to be Gandalf from Lord of the Rings, conjuring spells. Maybe you like playing from the shadows, moving swiftly and silently like a thief in the night, dual-wielding a set of deadly daggers? Yes, you can be all those in Dragon’s Dogma 2.

Whatever playstyle you preferred, Dragon’s Dogma had it all, presented in such a slick and imaginative way that many other action RPGs haven’t quite captured since. There’s a reason why the games are so highly talked about to this day, and even then, I think most are underselling them, and I probably will be, too.

The animation work was astonishing for a game of its time, and it still holds up strong for even today’s standards. Severely underappreciated, and I’d even go as far as to say that the combat was well ahead of its time.

So, my expectations for the combat in Dragon’s Dogma 2 were extremely high, expectations that I’m happy to say have been met.

It’s not a very different game in terms of core combat, which, in my eyes, is a good thing because why fix what isn’t broken? Improve upon it, which Capcom has done in several areas, to make it more fluid and up-to-date. Considering this is a new engine, everything has been rebuilt from the ground up. Yet, Capcom has managed to capture the feeling of the original, only better with all the new and improved animations and more stylistic combat that brings it even closer to the Devil May Cry series, though with its unique identity.

But with Dragon’s Dogma 2 and modern technology, Capcom can create things on a grander scale than the original. Battles are much bigger, not just in terms of enemy count but also in everything else. Fighting a dragon, for example, and seeing them whip up massive tornadoes and other cool particle effects make for rather epic and memorable moments.

Unfortunately, the enemy variety is pretty light from start to finish, but Capcom makes full use of what’s there, ensuring these monsters have a lasting impact on the players. The new hybrid vocations are fantastic to play as, too, though I’ll always find my way back to being a thief with its fast-paced combat and expanded moveset (all vocations have unique exclusive moves) that are just so fun to combo with.

But the big significant changes aren’t what’s been changed with the core gameplay, but what’s been changed elsewhere.

It wouldn’t be a Dragon Dogma game if the “Pawn” system weren’t making a return, and in the sequel, it’s been improved in every way imaginable. For starters, the AI themselves are quite helpful and one point when it comes to battles. There are a few commands you can perform, but I found that during combat, the pawns were very self-sufficient, aiding me whenever I needed healing or a monster’s attention diverted and other actions. There may not be co-op (though I wish there were), but the pawns certainly make up for the lack of it in how well they operate on the battlefield.

It’s not just their combat expertise that has improved; outside of combat, they have several helpful traits that benefit largely when connecting online. Every pawn has its personality, with your main one evolving to offer better benefits in and out of battle. However, not every pawn is the same when it comes to abilities and specializations, and when you hire a pawn from the Rift, they also retain all the knowledge of their master.

Some pawns can provide guidance, while others can even translate certain languages for you that would otherwise be unreadable. One of the coolest things, though, is how the pawns will talk amongst one another, discussing their journey with their masters and how your choices were different from theirs. Hints that the world offers a lot more without being too obvious. Hired pawns will even help you find hidden items their master collected during their playthrough.

It’s a clever way of making online important and worthwhile without forcing an always-online connection for no reason, like so many other games that mandate it.

It goes without saying that not everything in Dragon’s Dogma 2 is as good as one would hope for. For starters, the save system. You only get two saves, one for the last rested inn and the other a manual save that can be overwritten anytime with the auto-save system. It’s the same system carried forward from the first game, and like here, it’s not very well explained.

Even if it was, it’s still not a fun system to work with. I completely understand that the studio wants players to live with the decisions they made, but it’s also a system that can easily turn a lot of players away. I’ve lost countless hours myself after dying because of being restricted from saving in some parts, and the auto-save never kicked in. This system also locks you to a single character unless you’re on PC, which allows you to easily back up your saves by hopping into the folders. Consoles have cloud backup, but that will eventually, at one point, result in a lost save should you ever decide to download that file or upload a new one.

It’s an inconvenience many have voiced before, and I hoped the sequel would have a better system. Sadly, this is not the case.

But my biggest gripe isn’t with the save system but with general traversal in the game. The world of Dragon’s Dogma 2 is far larger than the previous games, but like those games, you’ll spend much time walking to locations or using travel carts. Fast travel does return here via Portcrystals, but it’s so limited. When you get your first Portcrystal, the game tells you you can only set ten of these at any moment. It’s more than enough, and some cities have a permanent one that unlocks after touching it. But that’s not the case for all major cities and towns out there, and after 60 hours, I’ve only found three Portcrystals myself.

Sure, you might think that’s a bit of a nitpick, but Capcom is also heavily monetizing Dragon’s Dogma 2. Most of the items they plan on selling are easy to get, but the one that stuck out is that they’re selling Portcrystals at $3 a pop. That doesn’t sit well with me for what I probably consider one of the best items in the game to use, especially with how rare they’re to come by. There could be an item somewhere in the game that changes that, but based on my time, I haven’t seen it yet.

The stamina and weight system are constant balancing acts in every portion of the game. Never have I felt like a game was making me think I was doing something wrong than the stamina and weight system in Dragon’s Dogma 2. You can only run a few feet before running out of stamina when out of combat. It’s punishing for simply just wanting to explore areas. In towns, you have unlimited stamina, yet as soon as you step out, that meter starts draining for simply making a short run to the next place. Why can’t the open world have that everywhere besides during combat?

The nice thing about all these issues is that they should be addressable. In the worst case, mods will probably improve on some of them on PC, much like in the original games.

This brings me to the next section of our review, which is the visuals and performance.

A Stunning Next-Gen Showcase of the RE Engine.

Capcom’s RE Engine, which debuted with 2017’s Resident Evil 7 and was followed by the remake of Resident Evil 2 in 2019, has been quite the showcase for the past few years. While initially created to power the next generation of Resident Evil games, the publisher has used the engine in other games and genres since its debut, such as Street Fighter 6, Devil May Cry 5, Exoprimal, and even Ace Attorney.

It’s an engine capable of quite a lot, though arguably, outside of potentially Monster Hunter Wilds, it has yet to be used for a game of this size and graphical rendering. All past games have always had some unique art style tied to them, and more commonly, they were linear-style games. Resident Evil Village was probably the closest we’d seen the engine to produce an “open world” with its wide environments aiming for realistic visuals. Still, it was a frontier that the engine had yet to conquer.

Well, that all changes with Dragon’s Dogma 2, which is an absolute showcase of the engine’s capabilities, not just from a visual standpoint but also from a technical one.

Starting with the visuals, this is, in my opinion, the best-looking RE Engine game to date. Environments are so rich in details, regardless of the graphical level or system you’re playing on. The PC version of the game is a full showstopper when it comes to the visual quality and animations being displayed. Mind you, there are some areas that can be rough here and there, with the lighting producing weird effects in some cases, but in general, Dragon’s Dogma 2 looks as next-gen as it gets.

It wasn’t a title that I was going in with the mindset that it would set some sort of graphical benchmark, and yet here I am saying it does (PC with everything maxed out, at least, not so much on consoles). This is especially true in Vernworth, the massive capital of the world, as it’s brimming with rich details during the day while showcasing the power of lighting at night. The game has a day-and-night cycle, and no matter the time and location, it all looks stunning.

Capcom doesn’t just pull from a single type of environment either, as there are plenty of locations to wander through, and again, it all looks so damn good going through it. The large set pieces, those with more baked lighting and such, are some of the best I’ve seen this generation, and they blend in beautifully with a tone that the story wants to tell in those given moments.

On PC there’s support for ray-trace lighting, which really makes environments and such pop more with the dynamic lighting. It still looks great with it off, but that ray-tracing is truly on another level we’ve yet to see in RE Engine games.

Now, onwards to what most of you are probably wondering about: performance.

Given Dragon’s Dogma 2’s size and scope and how little the studio has talked about performance outside of consoles being unlocked with 30 frames-per-second as a baseline, one might expect this is an indication of a poorly optimized game. Well, running on a PC rig equipped with an Nvidia RTX 4090 GPU and AMD 7900x CPU, performance on such a beast is, in general, rock solid outside of one area I’ll talk about shortly.

I have a 120fps 4K supported display, though in most cases, I will stick to 60fps as I play with every kind of setting enabled and, on the highest, usually plays smoother at 60fps, from my experience. I played at 120 fps for a while, which was mostly solid throughout most areas.

Moving down to a 4070, 3080, and even a 3060 and weaker CPU systems along with resolution decreases, Dragon’s Dogma 2 held frames very well throughout testing. There were some minor dips here and there out in the open parts, but nothing too detrimental.

The console versions of the game, though uncapped, targets around 30fps. That may not sound that good, and in most cases, I would agree, but with the right techniques and motion application, 30fps can look really good. There are dips, some big ones, but in general, I didn’t mind how 30fps looked and ran here. Don’t get me wrong; I’ll take 60fps and higher any day of the week when it’s an option, but it’s an option that is not on the console version.

But it does look like Capcom is using the right motion blur and other motion options correctly here because the game looks smooth in motion. We’ve had plenty of other 30fps games where it’s really noticeable with dips, and Dragon’s Dogma 2 does have those on the console, but generally, the frames hold strong and steady. That’s coming from someone who does experience straining in their eyes when playing a game at 30fps. So, if you have a PC that can handle Dragon’s Dogma 2, especially since it has FSR and DLSS support, then I highly recommend playing the game there. But if you only have a console, the 30fps dilemma isn’t as big as some try to make it out to be, at least in this case.

I know when 30fps is an issue, as there’s normally visible pacing and such. There’s some of that in Dragon’s Dogma 2, but honestly, I would compare the smoothness to something like Driveclub. It’s a 30fps racer that you’d have a hard time telling if it’s 30fps, all because of how good the motion blur and smoothing effects are. The visuals, on the other hand, have clearly been toned down in a lot of areas to even get it to run as smoothly as it does. It’s still a very beautiful game on consoles, but you’ll notice a lot more rough patches compared to its PC counterpart. It doesn’t seem like ray-trace lighting is in the console version. Not surprising considering how demanding any ray-tracing feature can be.

Now, the one area that we did notice is an issue across every tested hardware, and something other reviewers mentioned to us is that as beautiful as Vernworth is, the area is consistent with frame dips. No matter what settings I went with, there was no way to counter the dips experienced in the city. The dips were less noticeable on the stronger GPU and CPU combos, but I still noticed some severe ones here and there. But the weaker the hardware, the more dips occurred. I suspect Vernworth is a very CPU-demanding area, given the size, the number of NPCs, and the schedules they run on, something that isn’t as extensive in other parts of the game. It’s really just this part here, and we expect some improvements to come post-launch.

Wake Up, Arisen, You Have a Dragon to Slay

If you’d told me a few years back that we’d get a sequel to Dragon’s Dogma, I wouldn’t believe you, and I’d probably cut all forms of contact with you for playing with my heart like that. Yet, here we are, over 12 years later, on the eve of the release of Dragon’s Dogma 2, getting that sequel that everyone wanted but no one ever thought would ever get made.

I’m amazed it took Capcom this long to do one. It seemed like a no-brainer to do it, yet we had to wait over 12 years for it to come to fruition. Leading into the release, I had doubts that the magic touch the studio and its director had for the first game wouldn’t be something they could just pick up from again, resulting in some weird, hollowed, poor attempt that would cut back everything about the original that we loved. We’ve seen it happen with so many other projects from other studios before.

But I kept my faith up, hoping that the world I would soon return to would once again ignite the passion I had for it from the first game. To say the least, Dragon’s Dogma 2 has excelled in nearly all my expectations, and it is an easy contender for Game of the Year.

While I know it’s not the perfect game, and certainly not one for everyone, I do know that it’ll be a title that I’ll find myself returning to year after year until Dragon’s Dogma 3 is made. Let’s hope that’s not another 12 years, but if it is, at least we’ll have a sequel to keep us busy for the years to come. Dragon’s Dogma 2 is an instant classic, the ultimate RPG adventure that fans have been dreaming about, making that long wait well worth it.

Score: 9.5/10

Pros:

  • Satisfying combat offers good improvements over the first.
  • The pawn system is better than ever.
  • A massive open world that is just waiting for you to explore.
  • Side quests and explorations are some of the best we’ve seen in a game. If you loved how Elden Ring handled it, you’re going to love it here.
  • Hundreds, maybe even thousands, of hours of content worth.
  • The PC version is a beautiful showcase of the RE Engine’s capabilities, while the PS5’s performance is solid. Overall, the visuals are stunning.

Cons:

  • One save-only system, a feature from the first game, is still not great.
  • One of the best items in the game feels so rare that they decided to sell it as a microtransaction.

Dragon’s Dogma 2 review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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James Lara

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

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The Finals Update 2.1.0 for Version 1.000.022 Brings Season 2 Fixes This March 20

Embark Studios has released The Finals update 2.1.0 (PS5 update version 1.000.022) for Season 2 improvements and fixes today. Season 2 was released a week ago, but today’s update brings better bug fixes and gameplay improvements in many areas of the game. You can even now choose a map when starting a private match. You can check out the March 20 patch notes and watch a new video for more details on this update.

The Finals Update 2.1.0 Patch Notes:

PS5 Update Version: 1000.022

This update brings a new development to private matches! In the first of many improvements, we have added map selection to the feature so you can play in the arena of your choice.

We’re excited to see how many of you love Power Shift! Very soon, we’ll be adding new maps to this mode so you can ride the platform to its destination in a whole new setting! This and more, coming in Season 2 – so stay tuned!

BUG FIXES & ADDITIONS 

Private matches

  • Players can now select the map when starting a private match

  • Players will no longer be stuck trying to join the game server after leaving a private lobby

  • Fixed an issue where party members with different crossplay settings could be unable to leave private match lobbies

  • Fixed a bug where players could bypass the “Crossplay ON” requirement for private matches, which resulted in a softlock

Console

  • Crash fix for audio-related crash

Power Shift 

  • Monaco:

    • Fixed jump pads clipping the streets on low/medium/high settings

    • Added a short zip line to the closed alleyway next to the cathedral to make traversal smoother

    • Polished placement and orientation of spawn points

  • Skyway Stadium:

    • Added jump pad outside the construction spawn area

    • Tweaked spawns to sit less close to edges

  • General:

    • Fixed objective count score in the summary screen

Maps 

  • Performance and polish on SYS$HORIZON

  • Adjusted collision on ceiling blocker to prevent players from getting stuck above the library when using the gateway gadget in SYS$HORIZON

  • Moved a spawn location in the corner of Monaco near the Hotels that was creating imbalanced scenarios in some game modes

  • Fixed incorrect destruction effect on trees in SYS$HORIZON

  • Fixed missing destruction effects on concrete fences in Seoul

  • Fixed missing destruction effects in multiple assets in the tutorial

Weapons & Gadgets 

  • Fixed bug with inconsistent damage when multiple explosives were triggered at the same time by C4s and breaching charges as opposed to multiplied melee damage

  • Fixed an issue that made recoil on burst weapons not behave as intended

  • Fixed Gateway ammo not being properly refunded when being thrown into an APS

  • Fixed hovering objects after transmutation

  • Blocked transmutation on friendly carriables

  • Improved zipline behavior to better match the intended exit point and direction of the player

  • Improved the dematerializer ability to dematerialize/rematerialized objects when multiple objects are close to each other

  • Removed the ability to equip the mesh shield during defib revive

Art

  • Updated the shoulder-length hairstyles to avoid clipping

  • Fixed oversized ÖRF Sweater to prevent the sleeves from blocking ADS

UI/UX

  • Social syncs will not be excluded if a user is already logged in

  • Fixed a bug that would cause carriable objects to weigh more if they had an active Ping marker attached to them

  • Fixed incorrect text on certain contracts

  • Fixed overflowing text in item tutorial videos

Audio 

  • Fixed seek-to-start time not working

  • Corrected the audio for the Season vignette video

BALANCE 

Weapons

  • SA1216

    • Decreased fire rate from 230RPM to 200RPM

    • Decreased damage per pellet from 7 to 6

Gadgets

  • Glitch Grenades

    • Changed glitch grenades to trigger on impact when they hit mesh shields and dome shields — on other surfaces, they will still bounce

  • Glitch Traps

    • Changed glitch traps to trigger on impact when they hit mesh shields and dome shields

SECURITY

  • Improved prevention and detection

  • Added ban progression with a 3-strike system

Be sure to stay tuned because further updates are expected to be released following the release of Season 2.

Source: Reach the Finals

Damien Seeto

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Helldivers 2 Update 1.000.103 Out to Fix Exosuit and Balance Gameplay This March 20

Arrowhead Game Studios has released Helldivers 2 update 1.000.103 on PC and PS5 to fix the EXO-45 Patriot exosuit. This update also adds improvements to planetary hazards and patrol spawns. Read on for the Helldivers 2 March 20 patch notes below for more details.

Helldivers 2 Update 1.000.103 Patch Notes:

Size: 315MB (PS5)

Overview

For this patch, we have implemented:

  • Fixes to the EXO-45 Patriot exosuit, game stats, UI, and general stability.
  • Balance improvements for planetary hazards and patrol spawns.
Balancing
  • Balanced and adjusted spawn rates for the various planet hazards including tremors, meteor showers, volcanic activity, fire tornados, and ion storms. Hazards should now spawn less frequently during missions.
  • Meteor Shower has received the following changes in addition to reduced spawn rate:
  • Reduced explosion radius
  • Reduced meteor damage slightly
  • Reduced meteor velocity slightly
  • Meteor color has been changed slightly to try and make it easier to spot.
  • Volcanic Activity has received the following changes in addition to reduced spawn rate:
  • Reduced explosion radius
  • Reduced rock velocity slightly
  • Lighting on Fenrir III has been adjusted to be a bit less bright to improve visibility during meteor showers
Fixes
  • Reduced incidents of patrols spawning on players.
  • Exosuit no longer destroys itself when firing a missile while turning .
  • Exosuit retains its melee functionality, even when damaged.

Crash Fixes for the following scenarios

  • When ALT+Tabbing in fullscreen mode
  • After changing voice over language
  • PS5 boot issue
  • Using a stim inside of an Exosuit while wielding a grenade
  • When joining an ongoing mission
  • When idling on the title screen
  • Shots from arc-based weapons, such as ‘Blitzer’ shotgun and ‘AC-8 Arc Thrower’ stratagem now count towards “Shots fired” and “Shots hit” stats.
  • Fixed network desync issue with downed Automaton dropships.
  • Fixed Elgato Stream Deck Foot Pedal support.

Known Issues

These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.

Various issues involving friend invites and cross-play:

  • Cross-platform friend invites might not show up in the Friend Requests tab.
  • Players cannot unfriend other players befriended via friend code.
  • Players cannot unblock players that were not in their Friends list beforehand.
  • Players cannot befriend players with Steam names shorter than 3 characters.
  • Hellpod steering close to large or important objects is currently not functioning as intended, resulting in steering being disabled in a large area around the object.
  • Online features are not functioning when console language is set to Ukrainian.
  • Players may be unable to select loadout when joining a multiplayer via an activity card.
  • Planet liberation reaches 100% at the end of every Defend mission.
  • Drowning in deep water with a Vitality Booster equipped puts Helldiver in a broken state.
  • Exosuits will sometimes be delivered in a damaged or broken state.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • Pink artifacts may appear in the sky when setting off large explosions.
  • Text chat box display is obstructed by the cinematic letterboxing during extraction.
  • Sometimes the player’s loadout customizations will reset after restarting the game.

Since this is a live service game, be prepared for more updates to come in the near future.

Source: Steam 

Damien Seeto

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Prince of Persia: The Lost Crown Update 1.10 Slides Out for Warrior’s Path Version 1.1.0 This March 20

Announced last week, Ubisoft has pushed out Prince of Persia: The Lost Crown update 1.10 (PS5 update version 1.001), which is for game version 1.1.0 or also known as the “Warrior’s Path.” This is the first of the four planned content drops for the game, with the last one culminating in story DLC.

Prince of Persia: The Lost Crown Update 1.10 Patch Notes for March 20:

PS5 Update Version 1.001 | Game Version: 1.1.0

Update 2: Added the official changelog below the list and details of new content.

Update: The complete details regarding the new content in the Warrior’s Path have been released and we’ve updated the article.

Permadeath Mode

We’ve seen your platinum trophies, but how about a real challenge?

Introducing Permadeath Mode: Play the game with only one life and no second chances!

You read that right; when you die with this game modifier applied, you must start a new game.

Here are some first tips to survive this menace of a challenge:

  • Be sure to use the Wak-Wak tree as often as you can to restore your health and change out your amulets as needed
  • Make sure to upgrade your gear and buy as many health potions as you can you never know when you’ll need them
  • Head off the main path and find the soma tree petals to increase your health bar

To enable Permadeath Mode just start a new game, and you will see the option!

If you succeed in beating the game with this mode enabled, not only will you have earned massive amounts of respect from our development team, but you’ll also receive a brilliant outfit. If you are up for an extra challenge, try beating the game on Immortal difficulty in Permadeath Mode, and yet another outfit awaits you.

Speedrun Mode

Want to test your running skills and see how quickly you can beat the game?

Introducing Speedrun Mode: race against time to beat your own records and keep track of your best attempts at completing the game as quickly as possible.

Beat the set time to earn a new outfit and bragging rights among your friends and fellow Prince of Persia fans!

Fariba’s Hints

You can now purchase Treasure Maps from Fariba, in the Haven, with time Crystals. Each treasure map purchased adds the location of all chests in a previously visited area on your Eye of the Wanderer map. To purchase a treasure map, you must first own the specific map of the relevant area.

  • __After finishing the main story of the game, __a special map can be purchased to Fariba: it unveils all the Lore items that remain to be found in the game, throughout Mount Qaf.

Quality of Life

New accessibility options were added to the game:

  • New option to enable ‘Omnidirectional Parry’
    • Allowing you to parry an attack coming from behind, above or below you
  • Custom Difficulty parameters range extended
    • Notably: The Parry Difficulty can now be set to “Very Easy”
    • Enemy Damage and Enemy Health have wider ranges
  • New ‘Auto Athra refill’ option in Custom Difficulty
  • New option to ‘Hide the HUD’
  • New option to adjust background Audio level.
  • Misc: Support of 120Hz on Xbox Series S

Fashion Week

We heard you like outfits, so, how about something with a touch of nostalgia?

This new outfit for Sargon will be unlocked immediately with the download of the new update.

However, the other outfits will require great effort to obtain.

The other outfits include:

  • Swift Sargon (Silver): Unlocked when defeating the game in Speedrun Mode in less than 10 hours, at any difficulty.
  • Holo Chroma (Sands of Time alt color): Unlocked when defeating the game in Permadeath Mode, at any difficulty.
  • Gold: Unlocked when defeating the game in Permadeath Mode in ‘Immortal’ difficulty. (seriously tho, who does this?)

Patch Notes for Update 1.1.0:

Patch size:
Nintendo Switch: 440 MB
PlayStation®5: 1.91 GB
PlayStation®4: 3.57 GB
Xbox One: 3.4 GB
Xbox Series X|S: 9.7 GB
PC: 2.08 GB
Luna: 2.08 GB

NEW FEATURES

Speedrun mode
Permadeath mode
Fariba’s Treasure Maps

QUALITY OF LIFE UPDATES

Support of 120Hz on Xbox Series S

ACCESSIBILITY AND OPTIONS

New omnidirectional parry option
New “No HUD” option
Custom difficulty parameters range extended:
• The Parry Difficulty can now be set to “Very Easy”
• Enemy Damage and Enemy Health have wider ranges
• New ‘Auto Athra refill’ option

GAMEPLAY

Addressed:
• In some occasions, the Time Crystals were missing as a reward together with the Haoma fragment.
• Gravity Wings reward would sometimes be missing after completing the first Constellation.
• Giant Crab would sometimes not take damage.
• A Mystery Chest in Lower City could sometimes disappear when leaving the room too quickly after triggering its appearance.
• The Mystery Chest in Sacred Archives could sometimes not appear, right after the Jailer’s first appearance.
• A lore item in Sunken Harbor could sometimes disappear if not picked up before changing areas
• “The Prophecy of Mount Qaf” side quest could be not triggered if performing specific actions in the Prophecy room before hitting the first sand jar.

WORLD

Addressed:
• In Lower City, a specific door after the Water puzzle could remain closed by changing rooms quickly.
• It was sometimes impossible to enter the Infinite Tunnel on the far left outside of Mount Qaf.
• A lever platform in the Depths could be broken in some circumstances.

PERFORMANCE

Addressed:
• FPS would drop below 50 in some areas of the Hyrcanian Forest.


While there are no official patch notes available yet, we do know what’s incoming with this title update.

The Prince of Persia: The Lost Crown Warriors Path Update will include:

  • Speedrun Mode
  • Permadeath Mode
  • New Sargon Outfits

We’re also expecting gameplay-related fixes to be part of today’s patch. Once the official patch notes are out, we’ll update the article to reflect it.

Warrior’s Path is the first free DLC drop for the game, and the next one is set to drop in Spring 2024 and will include a Boss Attack mode. So far, the only paid DLC announced is the one extending the game’s story, and has no release window yet other than “later in 2024.” You can check out the roadmap for The Lost Crown right here.

Source: Ubisoft, Prince of Persia Discord

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Alex Co

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

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PSN Down This March 19 for Some Users Causing Game Launching and Connectivity Issues

If you are trying to play some PlayStation games online and have noticed some connection issues, you aren’t the only one, as it would appear that some of the PSN servers are down, causing issues for some users.

PSN Down March 19, 2024 Reports:

While PlayStation has yet to acknowledge any network issues, based on our testing and rising numbers on Down Detector, we can confirm that a number of services are currently accessible. For some games, this includes not being able to access online, and account management appears to be inaccessible as well. Some users, including us, even have a locked symbol on our game, though it is still bootable. 

Checking the network status for connection does appear to show that there are issues with connecting to the PlayStation network, as it’s taking a long while to verify the connection. Other menus, such as Users and Account and verifying licenses, are also having issues. 

Mind you not everyone is having issues, and it does appear to only be affecting a small number of users out there. 

Hopefully, things will resume normal soon, though PlayStation has yet to acknowledge any issues related to the outage. We’ll keep watch and will update the story should any new developments arise.

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James Lara

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

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Battlefield 2042 Battle Pass Progression Bug, Haven Map Freezing Issues, and Vehicles Not Spawning After Season 7 Patch

Earlier today, DICE released the Battlefield 2042 Season 7: Turning Point patch to usher in the new map called “Haven,” new weapons and more! While the new content and gameplay adjustments are fine and all, one thing that’s not are bugs! It seems the BF2042 Season 7 Battle Pass has encountered progression issues, and what’s even worse, Xbox Series X players are suffering from a freeze mid-match on the new Season 7 map.

These problems were acknowledged by DICE in an announcement today, where the studio also confirmed another issue with vehicles not spawning in properly.

“We’re aware that some of you are currently unable to progress the Season 7 Battle Pass, and at times are unable to spawn in with either the AK5C or SCZ-3.

The team is actively investigating the root cause of this and we’ll update you once we have resolved the issue.

Brief update on the issue with certain vehicles not spawning in, as well as Xbox Series X players encountering freezes on Haven: While we made some progress on fixes, we will not have a patch ready today.

More updates as we get a clearer timeline on patch/hotfix rollout!”

No timeline yet on when this patch will be pushed out and whether it’ll be just for Xbox players or for everyone, but based on the bugs, we’re expecting all platforms to get this hotfix very soon.

If you know of a workaround for the freezing issues or the Battle Pass progression, leave a comment below and let us know.

Aside from Haven, another new map is on the way in the season, and it’s called Stadium, which is the stadium part in Hourglass reworked to be infantry-only. You can read more about that here.

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Alex Co

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

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Destiny 2 Into the Light Stream 1 Reveals “Onslaught” Horde Mode and More

In case you didn’t know, Bungie held the first Destiny 2 livestream (the first of three) to showcase “Into the Light”, which is a major title update for the game set for release in April 9. While there’s two more livestreams set to air, there’s a ton of info revealed today, which includes the confirmation of a horde mode for the game called “Onslaught.”

Destiny 2 Into the Light Stream 1 – What Was Revealed:

  • Horde Mode “Onslaught” confirmed
  • Legend difficulty confirmed
  • Tripwires, turrets confirmed.
  • Wave 1 to 50 mentioned
  • No matter the difficulty, losing it all and it will fail. Defensive game mode, not offensive
  • Will be found in the Last City
  • Witness doing all it can to stop us closing it down
  • Shaxx is opening up his Arsenal (hear more next week) and is the vendor
  • Gameplay shown during livestream
  • Onslaught is three-player fireteam based. Matchmaking. (not confirmed for higher difficulties)
  • Build crafters should be on notice
  • Fallen enemy shown.
  • Killing enemies grant scrap which can be spent on defenses
  • Shaxx’s Redjacks will be there to help
  • MIDNIGHT COUP CONFIRMED
  • Lore point is that because we assault the Witness, earth is undefended so building this is essential to defend the Last City
  • Lots of weapon information starting next week (Lots of new Lore attached)
  • High Value Targets shown with Champions dropping materials and augments
  • Onslaught map is PvP map Midtown with new decorations
  • Defenses can be upgraded to be stronger. Tripmines and Turrets. Do more damage, health, fire rate
  • Bonus objectives appear. One seen is complete wave in X amount of time. Rewards include heavy ammo crates. Bonuses scale with difficulty as you go further on
  • Playlist version of Onslaught, 10 waves. Challenge version is 5 sets of 10 waves and you move around 3 different locations around the map
  • Bosses confirmed in Challenge version
  • One location is taking the fight to a Pyramid ship and dunking a spark like Rift
  • 10 wave version is Onslaught playlist. Quick and easy going fun
  • Upgrades increase in cost (Scrap) so choose upgrades wisely
  • Throwing batteries at main ADU gives it health. Like Black Armory forges and rewards scrap. Don’t let enemies in the zone
  • Boss in Pyramid taking fight to the Witness
  • Has augments to help deal with bosses
  • Playlist is matchmaking / fireteam. Challenge mode normal is matchmade, legend challenge pre-made (Says needs to confirm). Fireteam Finder on hand
  • Hive shown. Hive, Fallen and Taken will be involved
  • More weapons to be revealed next week
  • Shaxx will be announcing during the mode to push us on
  • Max level for defenses is 3
  • If defense is destroyed, It will need to be re-bought and levelled
  • Scrap is player based, not Fireteam
  • 12K Scrap total to fully upgrade Turret
  • Up to wave 20 on stream
  • Every time you clear a boss; your previous defenses will remain. So if you move location they will remain at the last location but cannot be upgraded again until it’s the defense point
  • Every 10 waves you get a chest. Challenge you’ll get 2 chests. Hard mode, additional rewards and double (Some surprises along the way)
  • Possible variants to rewards
  • Revives – on until you progress in challenge to a certain point which will turn into darkness zone and modifiers will also be added the further you go
  • Can’t gift scrap. You can upgrade defenses other players place or upgrade first
  • ‘Onslaught and chill’ will be great for catalysts, triumphs and bounties
  • Bungie challenges the community do complete legend all 50 waves solo
  • No timer. Only fail condition is to lose the defense
  • Lore wise – Weapons Shaxx has been keeping. Ones that are frowned upon in the Crucible. Revealed next week
  • Light level set to current level

For those that missed the stream, there’s also quite a bit of gameplay shown, but it’s portions. Thankfully, a Destiny subreddit compiled everything. You can catch each by clicking the link below.

If you want to rewatch the presentation, you can do so below. The info above is basically a recap of what was shown by Bungie during the stream.

Don’t forget, there are two more livestreams for Into the Light, with the next one set for March 26, and the last one at April 2. We’ll have info about the two livestreams on the site for those who want a more condensed version of what transpired.

In other Destiny 2 news, there was a patch released today (version 7.3.5.2) which features a slew of gameplay improvements and fixes.

Thanks, RiseOfBacon and gifv_Kayla!

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Alex Co

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

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New Fallout 76 Atomic Shop Weekly Update for March 19, 2024

It’s a new Tuesday, and that means another store refresh for Fallout 76 players! That’s right, the items for sale in Fallout 76’s Atomic Shop have been updated for the week of March 19. Here’s everything, including their pricing.

New Fallout 76 Atomic Shop Weekly Update – March 19, 2024:

Limited Time Offers

Item Atom Price
Rustic Helvetian Hideaway Bundle 1800
Maul Ally Bundle 1500
S.P.E.C.I.A.L. C.A.M.P. Bundle 1800
Rustic Helvetian C.A.M.P. Kit 700
Rustic Helvetian C.A.M.P. Porch Kit 500
Hand Carved Skin (Black Powder Rifle) 500
Lite Ally: Maul 1200
Scent-o-matic Perfume Dispenser 500
Exercise Bike 500

The Rustic Helvetian Hideaway includes:

  • Rustic Helvetian C.A.M.P. Kit
  • Rustic Helvetian Porch Kit
  • Helvetia Window Door
  • Helvetia Dresser
  • Helvetia Nightstand
  • Helvetia Beside Lamp
  • Red Tartan Curtains
  • Hand Carved Blackpowder Rifle Paint

Maul Ally Bundle includes:

  • Maul
  • Mean Green Pose
  • Super Mutant Paint (Super Sledge)
  • Super Mutant Backpack

S.P.E.C.I.A.L. C.A.M.P. Bundle includes:

  • Weight Bench
  • Radiation Glove Box
  • Exercise Bike
  • Scent-o-matic Perfume Dispenser
  • Mechanical Derby Game
  • Antique Speed Bag
  • Fortune Teller Machine

Featured Offers

Item Atom Price
Outside in Helvetia Bundle 1500
Rustic Barbershop Bundle 1500
Root Cellar Bundle 2000
Modern Home Kitchen Bundle 1800
Thanksgiving Kitchen Bundle 2250
Classic Bedroom Bundle 1800
Root Cellar Shelter 1500
Helvetian Fence Set 500
Wall Vines Set 500

The Outside in Helvetia Bundle includes:

  • Helvetian Fence Set
  • Helvetia Wooden Door
  • Helvetian Lodge Sign
  • Helvetian Window Canopy
  • Swiss Flower Cart
  • Daffodil Arrangement
  • Tulip Arrangement
  • Seasonal Elm Trees

The Rustic Barbershop Bundle includes:

  • Barber’s Chair
  • Barbershop Pole Light
  • Checkered Circles Linoleum Floor and Foundations
  • White Wallpaper
  • Open and Closed Sign
  • Vault-Tec Locker Bay
  • Mr. Rocket Kiddie Ride
  • Mr. Fuzzy Kiddie Ride

The Root Cellar Bundle includes:

  • Ritual Votive Stand
  • Coffin Stash Box
  • Worm Farm
  • Vines Set

What is the Fallout 76 Atomic Shop?

The Atomic Shop is an in-game store in Fallout 76 offering cosmetics, C.A.M.P. objects and more in exchange for a special currency called Atoms. Most purchases are unlocked account-wide, and may be accessed by any character on the account.

Some objects require an in-game plan to be learned in order to gain access, while other items are only unlocked for a single, specified character. All exclusive items are character-bound, and cannot be dropped or traded with other players. The Atomic Shop is accessible at any time from the main menu, as well as the pause screen after leaving Vault 76 for the first time.

If you fancy nothing from this week’s refresh, there’s always next week, which as always, we’ll have up and posted, so be sure to check back!

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James Lara

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

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New Overwatch 2 Item Shop Rotation for March 19, 2024

A new Overwatch 2 item shop rotation for March 19, 2024 is live now, bringing a fresh set of store bundles plus individual cosmetics, emotes, and much more. Players will need the requisite amount of Overwatch Coins in order to make purchases in the item shop.

Remember that a 100 Overwatch Coins convert to $1 USD, so 1,000 Overwatch Coins equate to $10 and so on.

New Overwatch 2 Item Shop Rotation for March 19, 2024:

Featured:

  • Cowboy Bebop Mega Bundle (Legendary) – 5600 OC
    • Faye Valentine – Ashe Legendary Skin
    • Spike Spiegel – Cassidy Legendary Skin
    • Ed – Sombra Legendary Skin
    • Jet Black – Mauga Legendary Skin
    • Hip Shooter – Epic Highlight Intro
    • Revolver Twirl – Epic Highlight Intro
    • Coach Gun – Rare Victory Pose
    • Dynamic Duo – Rare Victory Pose
    • Finger Gun – Epic Emote
    • Ed’s Saunter – Epic Emote
    • Faye Valentine – Rare Name Card
    • Jet Black – Rare Name Card
    • Spike Spiegel – Rare Name Card
    • Ed – Rare Name Card
    • Swordfish II – Epic Weapon Charm
    • Bonsai – Epic Weapon Charm
  • Faye Valentine Ashe Bundle (Legendary) – 2500 OC
    • Faye Valentine – Ashe Legendary Skin
    • Hip Shooter – Epic Highlight Intro
    • Coach Gun – Rare Victory Pose
    • Dynamic Duo – Rare Victory Pose
    • Faye Valentine – Rare Name Card
  • Spike Spiegel Cassidy Bundle (Legendary) – 2500 OC
    • Spike Spiegel – Cassidy Legendary Skin
    • Revolver Twirl – Epic Highlight Intro
    • Finger Gun – Epic Emote
    • Spike Spiegel – Rare Name Card
    • Swordfish II – Epic Weapon Charm
  • Ed Sombra Bundle (Legendary) – 2500 OC
    • Ed – Sombra Legendary Skin
    • Ed’s Saunter – Epic Emote
    • Ed – Rare Name Card
  • Jet Black Mauga Bundle (Legendary) – 2500 OC
    • Jet Black – Mauga Legendary Skin
    • Jet Black – Rare Name Card
    • Bonsai – Epic Weapon Charm
  • Holi Symmetra Bundle (Epic) – 1100 OC
    • Holi – Symmetra Epic Skin
    • Holi – Rare Player Icon
    • Holi – Common Spray
  • Bounty Hunter Baptiste (Legendary) – 2100 OC
    • Bounty Hunter – Baptiste Legendary Skin
    • Qui Vive – Epic Highlight Intro
    • Vigilant – Rare Victory Pose
    • Aim for the moon – Common Voice Line

That’s all for this week’s Overwatch 2 store refresh! In case you didn’t know, Blizzard announced earlier that each new major in-game event will feature a free skin which players can earn through playing, just like the first Overwatch.

Players can also take a look at these store items over at the official Battle.net Overwatch 2 Shop page.

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Salman Haider Zaidi

That's a nice argument, Senator.

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Overwatch 2 Season 10 Changes: Heroes Won’t Be Locked Behind Battle Pass and More

Blizzard’s given us a first look at upcoming Overwatch 2 Season 10 changes via a developer update posted this morning. The next Season will unlock the game’s Hero roster for all players and bring past Mythic skins back for purchase in the new Mythic Shop.

These changes were also detailed on the official Overwatch 2 blog, which we’ll break down into more detail for you here.

Overwatch 2 Season 10 Changes Detailed:

While the gameplay specifics are still under wraps, Blizzard’s making a few important high-level changes to the game for all players. Here’s what you can expect from Season 10:

  • Hero Releases – Starting Season 10, all heroes will be immediately unlocked when they launch. All existing heroes will also be unlocked for players. This means that heroes will no longer need to be unlocked through the Battle Pass to play them, including Season 10’s new hero, Venture.
    • New players will still need to complete the first-time user experience to unlock heroes as they learn the ropes. Once the heroes from the original Overwatch roster have been unlocked, all Overwatch 2 heroes will also become available.
  • Mythic Changes – Season 10 will introduce changes to how you earn, upgrade, and unlock Mythic hero skins through the new Mythic Shop. The Mythic Shop will allow you to work towards past and current seasonal Mythic hero skins as you progress through the Premium Battle Pass. You get to decide how far into each Mythic skin you would like to build. So, for example, if you don’t want to fully unlock all of a skin’s color or model variations, you can spread your progression towards other Mythic hero skins.
    • Blizzard is also adding past Mythic hero skins to the Mythic Shop, giving you the opportunity to pick up your favorites. Seasonal Mythic hero skins will be available two seasons after their debut. This means Mythic hero skins from Seasons 1 through 7 will be available in the Mythic Shop starting Season 10.
  • Challenges and Coins – Starting Season 10, you will earn coins as you progress through the Free and Premium tracks of the Battle Pass, making them easier and more consistent to earn. Blizzard is also increasing the number of coins you can earn for free from 540 to 600 coins per season.
    • Weekly challenges will be more flexible to fit with your playstyle, and they will now reward Battle Pass XP.
  • Keeping Gameplay Fresh – Blizzard has promised continued changes with new or updated systems, as well as meta shake-ups, rank resets, and new rewards. More details will be shared down the line as to the specific changes coming to Season 10.
  • More Maps to Explore – The brand-new mode introduced at BlizzCon 2023, Clash, will make its debut this year with two accompanying maps. Season 10 will introduce a limited-time Clash trial with the new Hanaoka map upon launch.
    • Season 11 will introduce Runasapi, the new Push map set against the stunning backdrop of Peru in the world of Illari and the Inti Warriors. This season will also bring a reworked Colosseo.
    • Dorado, Circuit Royale, Havana, and Numbani are also on the agenda for upcoming significant updates. Blizzard will share more about the specific changes in the future.

So far, Season 10 is shaping up pretty positively. Let us know what you think about the planned changes in the comments. To learn more about these changes as we get closer to Season 10’s release date, stay tuned in to us here at MP1st.

Overwatch 2 also recently got a Cowboy Bebop crossover event with a handful of new skins. You can check that out at this link.

You can watch the developer update video below:

Source: Blizzard

Jack Breitenbach

Game the night away!