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Suicide Squad: Kill the Justice League Roadmap Revealed, First Content Drops March

In today’s Suicide Squad: Kill the Justice League Insider Episode 3, Rocksteady Studios revealed the game’s roadmap, and also details on the first content drop, and what’s incoming in the future seasons, too.

Suicide Squad: Kill the Justice League Roadmap:

Season 1

Start Date: March 2024

  • The Joker as a New Playable Character
  • New Joker-Themed Playable Environment
  • Two Episodes with New Missions, Activities & Strongholds
  • New Boss Fights & Enemy Variants
  • New DC Villain-Themed Weapons & Gear
  • New Riddler Content

Future Seasons (2-4)

  • 3 New Playable Characters
  • 3 New Playable Environments
  • Weapons,
  • Themed Gear Sets
  • Activities
  • Mid-Season Updates

Per WB Games, each season will be themed at a different DC character and incorporate alternate realities invaded by Brainiac, which will be known as Elseworlds.

In case you missed it, we ran a story on the game’s episodes and seasons being datamined, which seems to align with what was shown today.

In addition to that, Rocksteady Studios also revealed in today’s show that an Elseworld’s version of The Joker will be the first new playable character that will be available in March. In the same episode, Rocksteady Studios revealed that Brainiac will be voiced by Jason Isaacs (Harry Potter, The Patriot)

We’ll have more from today’s episode up on the site, so stay tuned.

What Is Suicide Squad: Kill the Justice League About?

Suicide Squad: Kill the Justice League is an original genre-defying third-person action-shooter developed by Rocksteady Studios, creators of the best-selling Batman: Arkham series. Play as Harley Quinn (a.k.a. Dr. Harleen Quinzel), Deadshot (a.k.a. Floyd Lawton), Captain Boomerang (a.k.a. Digger Harkness) and King Shark (a.k.a. Nanaue) and embark on an impossible mission through Metropolis to save Earth and take down the world’s greatest DC Super Heroes, the Justice League.

Suicide Squad Kill the Justice League will be launching on February 2 for the PS5, Xbox Series X|S, and PC. Early access will be available starting January 30 for Deluxe Edition buyers.

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Alex Co

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

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Persona 3 Reload Live-Action Trailer Sees Umbrella Academy Star Crossing Over

In a little over two weeks, Persona fans and newcomers will finally be able to get their hands on the remake of Persona 3, Persona 3 Reload! As with any marketing, ATLUS is starting its final push, with a live-action trailer for Persona 3 Reload now available, featuring a familiar face from the Umbrella Academy. 

Seal Your Fate With Persona 3 Reload Live-Action Trailer 

I know the trailer is a little silly, and I can’t help but laugh at seeing Aidan running in place.

If you look closely enough, I’m sure he cracks a smile before it cuts away to his Persona-fied game version. I’m unsure if this will sway anyone into buying it, but it’s all good fun! 

Fitting for actor, Aidan Gallagher, or as fans may know him better as Number Five of the Umbrella Academy, considering his powers and scene in Umbrella Academy.

What Improvements Are Coming to Persona 3 Reload? 

Persona 3 Reload is more than just a graphical facelift, as the remake will be bringing all kinds of improvements. Several of these revolve around the combat, bringing some features from Persona 5, and making other improvements. A breakdown of all that can be found here: Persona 3 Reload Battle System Detailed

What may be the most exciting for fans is the addition of new Linked Episodes. Linked Episodes will offer a new side to characters, with new story content. Eventually, after building a high enough bond level, players will be given new upgrades and Persona Fusions to use at their disposal. 

Persona 3 Reload launches on February 2 for the PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC.

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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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Palworld Surpasses 1.5 Million Concurrent Players on Steam, Sells Over 5M Units in 3 Days

The success of Palworld keeps growing, this time shattering Steam records as it has surpassed 1.5 million concurrent players, becoming the platform’s third-highest, most-concurrent-played game.

Palworld’s Success Isn’t Slowing Down

By now, there’s no denying that Palworld is a resounding success, selling over one million in the first eight hours of release, followed by selling five million copies in the first three days. That’s no easy task for an IP that is brand-new, though its likeness to Nintendo’s Pokemon franchise likely played a significant role in that success. In fact, many have described it as “Pokemon with guns,” despite the gameplay being different from the series.

Either way, it’s clear that players are taking a liking to the idea, so much so that on Steam alone, the game saw a whopping 1,582,482 concurrent players for today, January 22, surpassing LOST ARK, DOTA 2, Elden Ring, and many others to claim the third most played spot on Steam for concurrent players.

It trails behind Counter-Strike 2, which has 1.8 million concurrent players. At the very top, we have PUIBG, which had a massive 3.2 million players online in a single instance. Though Palworld continues to grow with each day passing, we aren’t sure if it’ll manage to break that record held by PUBG.

It would be an impressive feat. But it would need to double its numbers on Steam to break it. This does make Palworld the second most-played concurrent player count for a paid experience, right behind PUBG,.

Can Palworld keep this momentum going?

Will Palworld Come to PS5?

In other Palworld news, at the moment, the title is only available on Xbox Series X|S and PC, with many wondering if it will make its way over to the PlayStation 5. While  Pocket Pair In. has yet to announce a PS5 version of Palworld officially, we know from their FAQ posting that they may be considering it.

[Will Palworld be coming to PS5?]

We don’t have plans for this at the moment, but will consider it during development!

We speculate that part of the reason why there’s no PS5 version to begin with is Microsoft shelling out for Game Pass inclusion, as well as the fact that it’s releasing in an early access state. We’ve seen this with numerous early access releases arriving on PC and Xbox, leaving PlayStation gamers out until an official full release. Chances are, PlayStation isn’t too keen on this kind of program unless it’s in the form of an alpha, beta, or demo.

This may be another reason why Palworld isn’t on the platform, as it’s still considered to be an unfinished game. Titles in early access can often stay in this state for years, with some examples listed on Steamspy nearing almost a full decade of early access.

It’s hard to say if Palworld will be one of those titles stuck in early access for years, but given how popular it has become and its sales, we have a feeling that Pocket Pair Inc. will. be doing everything it can to get to that “1.0” version, which is typically considered to be the “completed” version of a game.

Could we see the PS5 version then? Maybe, but for now, Palworld is only available on PC and Xbox Series X|S.

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James Lara

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

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WWE 2K24 Release Date, Different Editions Detailed, and Cover Stars Revealed

Teased last week, WWE and 2K Games have revealed the WWE 2K24 release date and Superstar covers, editions, and features in this year’s iteration of the wrestling sim, which will be out on March 8.

Before we break down each edition and its cover stars, here’s a first look at WWE 2K24, featuring some of the greatest WWE stars in history.

WWE 2K24 Editions

WWE 2K24 Standard Edition:

Cody Rhodes will take center place in the standard edition of WWE 2K24.

The Standard Edition will be available for $59.99 on previous-gen platforms (PS4, Xbox One consoles) and PC and for $69.99 on current-gen consoles (PS5 and Xbox Series X|S);

Pre-Order Bonus Offers****: Players who pre-order the WWE 2K24 Standard Edition will receive the Nightmare Family Pack: a bonus pack of content including four playable Superstars – two alternate versions of Cody Rhodes (The “Undashing” masked Cody and the flamboyant Stardust), as well as the 1976 version of his father, WWE Hall of Famer Dusty Rhodes, plus one of Dusty’s greatest rivals, “Superstar” Billy Graham, all available as playable characters. Additional MyFACTION content includes three MyFACTION cards – a Mattel “Bruised” Cody Rhodes Gold Rarity card and, for the first time ever, Cody’s dog, Pharaoh, appears in WWE 2Kas a Gold Rarity Manager card**. In addition, all Digital Pre-Orders of any edition of WWE 2K24will include the Standard Edition of WWE 2K23, the highest-rated game in franchise history according to Metacritic*****;

The Standard Cross-Gen Digital Edition will be available for $69.99 on PlayStation and Xbox consoles. The Standard Cross-Gen Digital Edition includes the Standard Edition across previous and current-gen platforms within the same console family and the same PlayStation or Xbox account******;

WWE 2K24 Deluxe Edition

Both Bianca Belair, and Rhea Ripley share the spotlight in the Deluxe Edition.

The Deluxe Edition will be available for $99.99 for PS4, PS5, Xbox Series X|S, Xbox One, and PC. The Deluxe Edition includes the Standard Cross-Gen Edition, Nightmare Family Pack, plus a Season Pass to all five post-launch DLC content packs*******; the MyRISE Mega-Boost and SuperCharger; Gold Rarity Rhea Ripley MyFACTION Card, Gold Rarity Bianca Belair MyFACTION Card, and alternate attires for Bianca and Rhea. The Deluxe Edition will be available from March 5, 2024 – three days ahead of Standard and Cross-Gen Editions!

WWE 2K24 The Forty Years of WrestleMania Edition

This year’s “ultimate” edition features stars from 40 years of WWE history.

The Forty Years of WrestleMania Edition will be available for $119.99 for PS4, PS5, Xbox Series X|S, Xbox One, and PC. In addition to the Standard Cross-Gen Edition and all bonus content included in the Deluxe Edition, the Forty Years of WrestleMania Edition includes the Forty Years of WrestleMania Pack, which features alternate attires for “Macho King” Randy Savage (WrestleMania VI), Rey Mysterio (WrestleMania 22), Triple H (WrestleMania 30), Charlotte Flair (WrestleMania 33), and Rhea Ripley (WrestleMania 36), as well as Gold Rarity MyFACTION cards for each, instant unlocking of all playable Showcase characters, and the WrestleMania 40 Arena, which will be available after launch.******* The Forty Years of WrestleMania Edition will be available from March 5, 2024 – three days ahead of Standard and Standard Cross-Gen Editions!

WWE 2K24 Key Features

  • 2K Showcase…of the Immortals: For 40 years, WrestleMania has captivated millions of fans around the globe as WWE Superstars became Legends and spectacular moments – from Hulk Hogan slamming Andre the Giant, to “Mr. WrestleMania” Shawn Michaels and The Undertaker putting on a match for the ages, and many more – cemented WWE Hall of Fame legacies. “The Grandest Stage of Them All,” has drawn earth-shaking roars from 100,000+ in attendance, as the biggest icons in WWE made history, and left every drop of blood, sweat and tears in the squared circle. 40 years in the making, the WWE 2K24 Showcase…of the Immortals puts players in control, playing through the most iconic moments in WrestleMania history as 2K’s distinctive Slingshot Tech seamlessly morphs gameplay to live-action footage and back again for the most immersive WrestleMania video game experience to date. A host of unlockable content adds challenge and replay value to this historical experience.
  • Iconic Roster: WWE 2K24 boasts a star-studded roster featuring WWE Legends including “Stone Cold” Steve Austin, Undertaker, and Andre the Giant, alongside current WWE Superstars including “The American Nightmare” Cody Rhodes, Bianca Belair, John Cena, Rhea Ripley, and Roman Reigns, whose larger-than-life entrances and signature moves are heightened by ultra-realistic graphics.
  • New Match Types and Improvements on Existing Match Types: Players asked, and WWE 2K24delivers, with four new, chaotic match types: Special Guest Referee, Ambulance Match, Casket Match, and Gauntlet Match. In addition, the Backstage Brawl now features 4-player support and new interactive environmental elements – including a working elevator, breakable control room glass, and a vending machine with throwable sodas – while the Royal Rumble now offers support for eight online players in 30-Superstar online matches. All of the familiar WWE 2K match types, such as WarGames, Extreme Rules, TLC, Submission, Hell in a Cell, and many more also return. More details on each new match type will be shared soon.
  • Gameplay Upgrades: WWE 2K24 features improvements to gameplay throughout, including Super Finishers, the Trading Blows mini-game, top rope dive onto a group of opponents outside the ring, double title matches, new Paybacks and much more. New weapon types, including trash cans, guitars and microphones, plus the ability to throw weapons, allow players to bring the pain. Also, seven real WWE referees are featured to add to the immersive experience.
  • MyGM: The popular WWE brand management simulation continues to expand with new GMs and brands to choose from, more match types, more Dramas, more Championships, talent scouts, Superstar trading between brands, Superstar contract management and the new Superstar Journey, which allows Superstars to earn XP, train and level up to gain new benefits after participating in matches.
  • MyFACTION: The team-building mode in which players collect, manage, and upgrade an array of WWE Superstars and Legends to create their ultimate four-person factions returns with a new direct purchase card market and updated multiplayer experience. Players can now compete in ranked online QuickPlay with unique rewards and seasonal leaderboards, challenge themselves with Weekly Towers, and take on a revamped Faction Wars 2.0, featuring more real-world factions, more 4v4 match types, a Faction Wars specific reward shop and more. New themed card packs and goals will continue to roll out regularly throughout the year with seasonal content refreshes.**
  • MyRISE: In WWE 2K’s unique career mode experience, two new storylines – Undisputed (men’s) and Unleashed (women’s) – put players in control of custom created Superstars looking to make a name for themselves and cement their legacies in WWE history. Featuring Roman Reigns, Cody Rhodes, Mick Foley and others performing MyRISE voiceover for the first time, alongside other Superstars and Legends, expanded rewards, original MyRISE characters and unlockables carrying-over into other game modes, and new environments, MyRISE is more impactful on the overall WWE 2K experience than ever before.
  • Universe: The ultimate WWE Universe sandbox that puts players in charge of Superstar rosters, feuds, champions, weekly shows, and Premium Live Events now features expanded Rivalry actions, including run-ins, Money in the Bank cash-ins, scenarios and brawls, as well as new cutscenes, Special Guest Referee support, Double Title Matches and a Loser Leaves Town stipulation.
  • Creation Suite: The crown jewel of the WWE 2K franchise, the best-in-class, most detailed and robust creation suite returns with all-new support for Create-A-Referee and Create-A-Sign, as well as new parts and animations to design custom Superstars, GMs, arenas, entrances, move sets, championships and more.
  • Peacock Promotion:*** New subscribers get 1 month of Peacock at no extra cost (a $5.99 value) with purchase of any edition of WWE 2K24 by April 14, 2024. Promotional code must be redeemed between March 12 and May 31, 2024. After offer ends, plan auto-renews at the then-current retail price (plus tax) until canceled by subscriber. Eligibility restrictions and terms apply. See https://www.peacocktv.com/offer-terms/2k for full terms, availability, redemption, and cancellation instructions.

Wow, talk about a feature-packed iteration! That roster potential will undoubtedly be a major talk in the community, so let us hope that 2K games cram as many Hall of Famers and Legends into it, as 40 years is quite the extensive history to draw from. Let’s not forget about the gameplay improvements this year brings, along with confirmation of casket matches and special guest referees.

Yeah, this year’s WWE 2K is definitely going to be a good one.

WWE 2K24 launches on March 8 on the PS4, PS5, Xbox Series X|S, Xbox One, and PC.

Source: WWE

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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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Disney Dreamlight Valley Update 1.87 Drops for Hotfix This Jan. 22

Disney Dreamlight Valley update 1.87 (PS5 update version 1.087) is now out on all platforms, and this brings fixes to the game once again. Read on for the official Dreamlight Valley patch notes for January 22.

Disney Dreamlight Valley Update 1.87 Patch Notes | Disney Dreamlight Valley Update 1.087 Patch Notes:

Description

Deployment of this hotfix has been completed on Steam, Epic, Switch, Xbox, Microsoft Store, Apple Arcade, and Mac App Store.

Notable fixes include:

  • Crafting when using the Glitchy Pixel Duplicates causes materials to disappear
  • Fixed an issue where Fairy Godmother model freezes during her WoL animation.
  • Fixed a crash that happened when selecting Dreamlight menu while offline on Windows Store.
  • Fixed an issue where the Glitchy Pixel Duplicates from a players storage were not showing in the counter in the crafting menu.
  • Fixed an issue where some IP’s had placeholder icons.
  • Fixed an issue where the Flynn figurines were part of the Frozen collection rather than the Tangled one.
  • Fixed an issue where fishing Ripples would only appear when approaching at close range.
  • Fixed an issue where equipping the Right Rose Eyepatch would block the player from changing outfits.
  • Fixed unreachable fishing locations in Ancient’s Landing biome.

That seems to be it. The dev team is aware of other issues, which you can read about in the official Disney Dreamlight Valley Trello board.

If you haven’t played the A Rift in Time DLC just yet, go read our review of it here to see whether it’s worth a purchase.

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Alex Co

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

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Apollo Justice: Ace Attorney Trilogy Review – No Objection

While fans are still waiting for a brand new game in the series to come to fruition, Capcom has been bringing the older entries in the series to modern platforms piece by piece, including the original trilogy and the two previously Japan-exclusive Great Ace Attorney games. Logically, the next games in the series to get a re-release would be the second trilogy of games that are now being released as Apollo Justice: Ace Attorney Trilogy.

Take That!

The mainline Ace Attorney series has had six entries to date, each with its own set of cases to defend. While they have been split into trilogies for re-releases like this, there is not an overarching story between each trilogy other than each subsequent entry continuing the stories of the characters.

Apollo Justice: Ace Attorney trilogy specifically includes Apollo Justice: Ace Attorney, Phoenix Wright: Ace Attorney – Dual Destinies, and Phoenix Wright: Ace Attorney – Spirit of Justice. Like the other Ace Attorney compilations, each of the games are available to be played from the very start via the game’s main menu. From here, you can select any of the three games to play. This is a nice inclusion for those that perhaps already played Apollo Justice: Ace Attorney, but missed the other two games and wanted to jump right to them instead.

While somebody can just jump right into these games, it is recommended that you play through the original trilogy first so that you can get an idea of what these games are like and who characters like Phoenix Wright are. It also can serve as a way to see if you will like this game as well, since they are for the most part the same style of games with different stories and some new mechanics added in each. The biggest thing here that is ever present in the series is a lot of dialogue. If you are not in for a visual novel game with lots of text, this is certainly not going to be a game or series in general for you.

A nice feature that has been carried over from The Great Ace Attorney Chronicles is the ability to select Episodes and even specific Chapters from the very start. One of the complaints about the original Ace Attorney trilogy collection was the lack of a chapter selection, but that was remedied in The Great Ace Attorney Chronicles and is also back again here. Regardless of if you have played any of say Phoenix Wright: Ace Attorney Spirit of Justice, you can jump right into Episode 4 or even the Special Episode that is included from the very start. This obviously isn’t recommended at all if you haven’t played the games before, but say you were playing on one platform and then wanted to jump to another, this is great to have as an option.

One might have assumed prior that Apollo Justice: Ace Attorney was a spin-off title since the rest have Phoenix Wright in the title, but it still serves as a mainline entry. This game picks up over seven years after the events of the third game, Phoenix Wright: Ace Attorney – Trials and Tribulations. Since that time, Phoenix Wright has been disbarred and this leads to Apollo Justice being the lead for the game. However, Phoenix Wright is still ever present in the story and plays a huge part from the very start.

The first trial in Apollo Justice: Ace Attorney has Apollo defending Phoenix Wright himself after he is accused of murder, which leads to the duo working together moving forward. Part of the story revolves around Wright’s disbarment which naturally is very important for future games. The cases in this game were quite interesting and had a lot of nice twists involving characters that you may not expect either.

For the most part, Apollo Justice: Ace Attorney plays like previous Ace Attorney games where you have to gather information through investigations, cross-examine witnesses, find contradictions in their statements, and present evidence to prove your deductions correct. This entry does introduce a new wrinkle though with the Perceive mechanic, as Apollo has a special gift for noticing if someone has a tell or tick when lying during a statement. The Crime Scene Recreation mechanic was also new at the time and allows you to find contradictions in the crime scene itself, which is still very useful in the courtroom. One new feature here that was already in the two follow-up games was a History option to review previous dialogue in the game, which is a great addition.

Where the Ace Attorney took a step into the next generation at the time was with Phoenix Wright: Ace Attorney – Dual Destinies, as it featured a jump to the Nintendo 3DS at the time. The leap between Apollo Justice and Dual Destinies can still be seen now from the very start as it features a fully animated opening cutscene with voice acting.

Dual Destinies starts off with a bang, literally, as a bomb is ticking down as people are running out of the courtroom before it explodes and you find yourself playing as a new character named Athena Cykes who has to defend a girl who is accused of the very bombing. Apollo at this point is injured from the blast and Athena has to take over as defender for this case before Phoenix ends up getting involved as well. Interestingly, this case doesn’t take place until much later in the game chronologically, so it may get a bit confusing for those playing through the first time on when things are taking place if you aren’t keeping note of the dates. The story overall felt a bit darker than other entries to this point, especially with Apollo’s story as he begins to push away both Phoenix and Athena.

This game features three different defenders that you will play as, including Phoenix, Apollo, and Athena, each of which has their own special abilities to use in the courtroom. Apollo returns his Perceive ability, while Phoenix has a Psyche-Lock ability where he can tell that someone is lying and Athena has a Mood-Matrix that helps you to see the emotions of the person you are cross-examining. These all come in very handy in cases and feel quite natural for the series. Another major addition at the time was the ability to explore spaces in 3D when doing investigations, which still is an important part of the game as well.

The last game of the trilogy is Phoenix Wright; Ace Attorney – Spirit of Justice, which features a split storyline that has Phoenix visiting former assistant Maya Fey in the fictional Kingdom of Khura’in while Apollo and Athena stay at home handling cases there. Phoenix’s story involves Khura’in’s belief that defense attorneys are useless at this point and instead rely on Divination Seances for their verdicts. On top of this, they have a law that says anyone who defends someone will befall the same fate if found guilty and pretty much every case for the last so many years has been a guilty verdict. We know Phoenix better than that though and he gets involved and has to find his way around a corrupt system to survive. While initially staying at home, Apollo eventually gets involved in the events of Khura’in as well and we learn some very interesting things about Apollo that were not known prior.

I really thought the way this game tried to turn the traditional trial system on its head by changing things up was unique at the time and I still had a lot of fun with it today. The aforementioned Divination Seances were introduced that showed the final moments of a victim before their death, which added another layer to the existing gameplay fans of the series have come to know and love. From my initial playthroughs, I always found this game to be my favorite of the three and that is still the case today after replaying the trilogy.  They are all separate entries that are only a trilogy because of how they are now re-released, but they still go well together as continuous stories of these characters over several years following the original trilogy of games.

Apollo Justice: Ace Attorney on the DS still maintained most of the 2D visual style of the original trilogy of games upon its release, but the move to the 3DS with the subsequent two entries led to a transition to more 3D models alongside the 2D ones at the time that felt a little weird in Dual Destinies and even Spirit of Justice later. However, that is no longer a problem as they all look a lot better here as the entire trilogy has been upgraded visually to fit with modern systems. All three games look crisp throughout and maintain the colorful animations that the series has always been known for.

One thing that I was disappointed in the original trilogy re-releases as well was the lack of adding voice acting to the game, which is also the case here. As mentioned previously, the cutscenes for the latter two games in this trilogy added voice acting, but that is only for those scenes still. This would have been a lot of work though with how text-heavy these games are, so it is very understandable why they did not on top of the developers previously stating that this was purposeful so that players could read the text with their own voices in their head for what they thought characters should sound like. Even so, I think it would be a nice addition to the series for future entries.

Besides the three games being included in their entirety, Apollo Justice: Ace Attorney Trilogy also includes an in-game museum for you to explore. The first part of this section is the Orchestra Hall, which allows you to play various music tracks. Not only are the soundtracks for all three games included, but there are also orchestral arrangements for multiple tracks as well as a couple of new trilogy exclusive variations of songs to select.

The Art Library is full of extra content for you to view, including illustrations, character designs, and even the in-game movies if you would like to rewatch them. Something kind of weird is that you cannot pause or close out of the movies for Apollo Justice: Ace Attorney specifically once you begin each for some reason, even though the game does warn you of this before clicking. This is more of a nitpick, but is just strange to not have included as an option for only the first game of the trilogy when the other two have this feature.

An Animation Studio is also available in the Museum, though it’s very basic by letting you select characters from the three games, select their stance, and then select their sound effect. There’s not much to do here and most players will just skip this entirely. The only other part of the Museum is the Accolades section which includes in-game achievements for players to earn in the game, although the majority of them are just completing each Episode in the game.

There is no objection needed here, as Apollo Justice: Ace Attorney Trilogy is just what we wanted to see with the re-release of these three classic games in the series. You may not have the convenience of the second screen from the originals, but pretty much everything else is better here than in the past. The visual upgrades for all three are impressive and are very much in line with other modern games and releases, while the gameplay for the trio still holds up very well today. While the Ace Attorney series is definitely not for everyone as a visual novel game, Apollo Justice: Ace Attorney Trilogy is yet another winning re-release for this franchise that will have fans itching even more for a new entry in the franchise to be announced.

Score: 8/10

Pros:

  • Tons of hours to enjoy across the three games
  • Compelling characters and cases
  • Each subsequent game has new mechanics to introduce
  • Remastered visuals are a big improvement

Cons:

  • No added voice acting
  • No extra content besides the Museum
  • Not for everyone

Apollo Justice: Ace Attorney Trilogy review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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Dean James

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Monster Hunter Rise Update 16.02 Released, Reportedly Adds Enigma Protection

Capcom have released Monster Hunter Rise update 16.02 on PlayStation, Xbox, and PC, and though it’s focused on the removal of some past collabs, it seems the game has broken for some Steam Deck owners, with reports of Enigma Protection being added. 

Monster Hunter Rise Update 16.02 Patch Notes | MH Rise Update 16.000.002 Patch Notes:

According to Capcom, this update removes a couple of collaboration DLCs, though those who still have the items downloaded can still use them. However, if you delete the game, they will forever be gone.

On the PC side, Steam users have reported that Enigma Protection has been added to Monster Hunter Rise, with many now saying that the game no longer runs on Steam Deck for them. We looked at the .exe file and can confirm that Enigma is showing. However, we aren’t sure if this has been there before this update or not.

Whether this is why Steam Deck has broken for some is unknown, though based on some user responses on Steam, this doesn’t appear to be breaking mods like many reported when it was recently added (and then removed) with Resident Evil Revelations. 

Capcom shortly issued a statement upon the removal of the update, citing there were issues with it.

“Due to an issue observed with the latest update released, we have reverted the corresponding update. We apologize for the inconvenience caused, and once the issue is resolved, we will re-release the update. Thank you very much for your patience and cooperation.”

However, many other titles still have Enigma Protection. 

Capcom has recently been under fire for implementing this form of DRM, as many believe it to be an attack on modders after they made comments about modding equating to cheating. 

Source: Twitter

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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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Modern Warfare 3 Hidden Changes in Season 1 Reloaded Update Revealed

Just a few days ago, Sledgehammer Games released the first major update to Call of Duty: Modern Warfare 3 (and Warzone) with the big Season 1 Reloaded mid-season patch. While we got a hefty serving of patch notes to go along with it, it seems there are a few items not mentioned in it that did get an adjustment. If you’re curious what the Modern Warfare 3 hidden changes in the Season 1 Reloaded update are, read on!

Modern Warfare 3 Hidden Changes in Season 1 Reloaded Update:

Spotted by Call of Duty content creator TheXclusiveAce, the list below isn’t as significant as when Infinity Ward was the developer of the game. It seems Sledgehammer isn’t all that bad when it comes to stealth changes and whatnot.

Note that the list below applies to multiplayer (we can’t vouch for it in Warzone) only. For the most part, the tests done by TheXclusiveAce disproves the notion that Sledgehammer Games tweaked the time-to-kill (TTK) and damage values of the weapons. Nope, based on his testing, that hasn’t been adjusted at all. With that said, here are the few undocumented items that were changed in MW3’s Season 1 Reloaded patch that weren’t part of the notes.

  • Firing Range dummies health changed from 100 to 150 (which is the standard HP in MW3)
  • Rate of fire of burst guns display changed (stats didn’t change at all, just how the devs show the damage values)
  • Almost every gun in the game had its advanced stats for recoil values changed. Numbers changed, but based on testing (pre-patch vs. post-patch), no immeasurable change has been seen.

WSP-9 SMG damage values nerfed for longer ranges:

Pre-Patch Values:

  • Base damage: 42-35-32-30
  • Upper Torso & Arms: 46-38-35-33
  • Headshot Damage: 54-45-41-39

Post-Patch Values:

  • Base damage: 42-35-30-27
  • Upper Torso & Arms: 46-38-33-29
  • Headshot Damage: 54-45-39-35

Note: Up close, the WSP-9 will perform the same, but beyond 38 meters (where it was previously a guaranteed five-shot kill anywhere in the body), it will now require six shots to kill in that range. The change is more significant in Hardcore mode, as it now drops to being a two-shot kill to the body beyond 38 meters (previously it was a one-hit kill in HC anywhere regardless of where you hit the enemy).

Stormender Changes:

  • Weapon can now destroy Drill Charges
  • Weapon can now destroy the Inflatable Decoy
  • Can counter the Smoke Airdrop Drones
  • You can now target and destroy Swarm Drones (125 points per drone eliminated)
  • Cruise Missile streak cannot be targeted or destroyed by weapon after patch
  • Overwatch Helo streak cannot be targeted or disabled/damaged by the weapon after patch
  • Chopper Gunner streak cannot be targeted or disabled/damaged by the weapon after patch
  • VTOL streak cannot be targeted or disabled/damaged by the weapon after patch
  • Wheelson now cannot be disabled by the weapon after the patch

That’s about it. Mind, this doesn’t mean that this is it for the stealth changes, as there is a chance that an attachment or gun had some of its values changed. If anything crops up, we’ll let our readers know.

Related Reading:

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Alex Co

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

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Palworld PS5 Version Being ” Considered by Pocket Pair

While the newest video game sensation Palworld is available on PC and Xbox, PlayStation gamers are left out of it so far. Well, it seems that could change soon, as a Palworld PS5 version is not out of the question according to developer Pocket Pair.

Will we see a Palworld PS5 version?

This was mentioned by the studio in the game’s official FAQ on Steam.

[Will Palworld be coming to PS5?]

We don’t have plans for this at the moment, but will consider it during development!

Read on for the rest of the FAQ below.

[When will Palworld releasing?]

Palworld launches worldwide into early access on January 19th, 00:00 PST!

[How much will Palworld cost?]

Palworld will cost $29.99 (USD) during early access! This price will vary depending on your regional currency.

[Will new Pals and areas be added to Palworld?]

Yes! Palworld will continue to be updated during and after early access! We will share a roadmap of our year 1 plan shortly after release!

[Is there PvP in Palworld?]

PvP will not be supported at the initial release. However, we are currently testing PvP internally and experimenting with different approaches. We want to find the right type of PvP that fits Palworld and when it is ready, we will share news with you all.

[Is Palworld on Xbox Game Pass for PC?]

Yes! Palworld is on the Xbox Game Pass and the Xbox Game Pass for PC!1

[Does Palworld support crossplay between Xbox and Steam?]

Not at launch, but we are working to make this a possibility as soon as possible!

[Will Palworld support more languages?]
We don’t have any plans to add more languages for the initial release, but we would like to support more as we continue to develop the game!

[Does Palworld support controllers on PC?]

Yes!

[Can Palworld be played offline and single-player?]

Yes! You can play Palworld by yourself offline or with your friends online!

[How does multiplayer work in Palworld?]

You can play Palworld with up to 3 friends by simply starting a multiplayer game and inviting them (4-player co-op). Beyond this, you can create a dedicated server, which will allow for up to 32 players to play in the same world and create guilds together. We will provide the tools to create these servers yourself at launch.

[Can I use my single-player character in multiplayer too?]

At the moment, partially yes. Your character is bound to your world and is not shared across servers or single-player.
However, if you are the host of a co-op game then you can switch between single-player or multiplayer freely, but your guests will not be able to do this.
We plan to provide a server/save transfer method later on during development.

[Does Palworld support modding? Steam Workshop?]

Steam Workshop support won’t be supported straight away but we plan to add it after launch. Palworld is made in Unreal Engine 5 and we look forward to seeing what sort of mods people come up with!

[Is this game a scam? Or is it a money-making MMO or virtual currency game?]

It is not a scam and will definitely be released on January 19th. PalWorld is a typical Steam game, you buy it once and it is yours forever. While we may consider expansions after the full release, that is a conversation we will all have together, as a community, when the time comes!

In case you didn’t know, Palworld has already smashed through over three million copies sold and that’s just in a few days! Once the game is out in early access, I’d expect it to sell even more.

Speaking of which, the game being available in early access might also be the reason why it’s not on PS5, as the console doesn’t allow it, but the Xbox platform does.

Thanks, NextGenPlayer!

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Alex Co

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

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Palworld Down With Server Outage Due to Massive Player Influx, Devs Working on It (Update)

Players having a hard time connecting to Palworld, it’s not just you, as developer Pocket Pair has acknowledged the Palworld down reports and confirmed that there are issues with the game’s servers this Jan. 21.

Palworld Down With Server Outage Updates for Jan. 21:\

Update: The studio has apologized for the server issues and are working hard to resolve it.

The developer has acknowledged the server issues on Twitter:

Server Outage Notice:

As the number of concurrent players across all platforms exceeded 1.3 million, the Epic Online Service is currently experiencing outages due to an unusually high load worldwide.

Singleplayer is unaffected by this server outage. This is causing connectivity issues with co-op and servers. We are sorry for this inconvenience and we are working to recover stable operation as soon as possible.

As soon as we have further information, we will send it out on X and the official Discord.

Same as always, once there are new developments on the server situation, we’ll update the article, so refresh it from time to time. If you can connect to the game, leave a comment below and let us know what platform you’re on and where you’re connecting from!

More MP1st Reading:

Ibrahim Kabir

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Palworld Sales Hit Over 3 Million Copies in Just 40 Hours Since Launch, Enters Top 10 Steam Concurrent All-Time Peak

Following Palworld’s massive debut of hitting over a million copies sold in just eight hours after launch, that number has now been obliterated, as the Palworld sales figures are now over three million units sold in just 40 hours since it released!

This was announced by the game’s official Palworld Twitter/X account:

Not only that, but the open world survival game is now also the most played Japanese game on Steam of all-time, too.

The impressive feat isn’t done there, as Palworld has now also cracked Steam’s top 10 all-time peak for concurrent players.

So far since launch, Palworld has become the most played game in the world, and the top selling game in the world at the same time.

For those curious, here’s the official game description of Palworld (via Steam):

ABOUT THIS GAME

Q. What kind of game is this?

A. In this game, you can peacefully live alongside mysterious creatures known as Pals or risk your life to drive off a ruthless poaching syndicate.

Pals can be used to fight, or they can be made to work on farms or factories.
You can even sell them or eat them!

Survival
In a harsh environment where food is scarce and vicious poachers roam, danger waits around every corner. To survive, you must tread carefully and make difficult choices…even if that means eating your own Pals when the time comes.

Mounts & Exploration
Pals can be mounted to traverse the land, sea and sky—allowing you to traverse all kinds of environment as you explore the world.

Building Structures
Want to build a pyramid? Put an army of Pals on the job. Don’t worry; there are no labor laws for Pals.

Production
Make use of Pals and their skills to make fire, generate electricity, or mine ore so that you can live a life of comfort.

Farming
Some Pals are good at planting seeds, while others are skilled at watering or harvesting crops. Work together with your Pals to create an idyllic farmstead.

Factories & Automation
Letting Pals do the work is the key to automation. Build a factory, place a Pal in it, and they’ll keep working as long as they’re fed—until they’re dead, that is.

Dungeon Exploration
With Pals on your side you can tackle even the most dangerous areas. When the time comes, you might have to sacrifice one to save your skin. They’ll protect your life—even if it costs their own.

Breeding & Genetics
Breed a Pal and it will inherit the characteristics of its parents. Combine rare pals to create the strongest Pal of them all!

Poaching & Crime
Endangered Pals live in wildlife sanctuaries. Sneak in and capture rare Pals to get rich quick! It’s not a crime if you don’t get caught, after all.

Multiplayer
Multiplayer is supported, so invite a friend and go on an adventure together! And of course you can battle your friends and trade Pals, too.

In online co-op play mode, up to 4 players can play together.
Additionally, a dedicated server can allow up to 32 players to play together.

Note: PvP will be implemented in a future update.
Note: The maximum number of players playable on the same server will also be increased in a future update.

Palworld is available now in Steam Early Access for $30, though there is a 10 percent off sale happening right now until January 26.

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Alex Co

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

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Who’s Really Behind The Typewriter in the Alan Wake Series?

Alan Wake may have his name on the games and books, but is it really his story being brought to life, or is it perhaps someone else’s? Just who is the person behind the typewriter?

Before anyone dives in, needless to say, this will be rife with spoilers for Alan Wake 2! So, if you haven’t played the game yet (you should since it’s excellent!), proceed at your own discretion.

It’s Remedy’s and Sam Lake’s story. There, the mystery is solved.

But seriously, ignoring the fourth-wall-breaking stuff and forces beyond that have always been hinted at by Remedy’s games, if there was a definite “villain” in Alan Wake that is causing all of this, who exactly would it be? Well, let’s take a look at our top candidates who may be behind the typewriter. Oh, and spoiler warning to those who haven’t beaten Alan Wake 2 yet.

Alan Wake

We’ll get him out of the way since he’s the most obvious of choices. His name is on everything, so it would make sense that he is writing the story. Everything we’ve seen unfolded from both games has been written in ink by Wake. His stories are coming alive, though there has always been one confusing matter. If he’s writing all this, what’s the purpose, and how does that work? Why would he put himself through so much?

To answer that, we have to look to Wake’s revelation at the very end of Alan Wake 2: It’s not a loop; it’s a spiral.

When you think of time, you think of it being linear. Loops, the same thing happening over and over and over. But a spiral? That’s different, depending on whose interpretation you look at. Junji Ito’s Uzumaki comes to the minds of many when they think of time working in a spiral. It doesn’t have a beginning or an end; it just spins forever. Everything caught up in it is all connected, with some things having no real concept of time, frozen or aging in an instant.

Alan Wake 2 showed many instances of events overlapping one another. As things happened to one character, something else happened to them in another instance. One moment, they are dead; another, they’re alive, and sometimes both. Loops weren’t loops; they were the characters passing through different moments of the spiral.

So what this means for Wake is that ultimately, he’s the writer, but he unknowingly did all this to himself. It’s all written, and we are just experiencing it now. Moreover, something causes him to keep writing even after all this.

Alan Wake 2 shows Wake seemingly forgetting about things he’s done, like writing another book (alright, that’s explained) and telling other characters what to do and when. But he has no memory of this. Rose tells Wake that she has been following every piece of instruction that he has sent, only for Wake to say he hasn’t done any of that. In a spiral, those things could be possible; it’s just that the current Wake we’re playing hasn’t done it yet and may never. That’s assuming Wake is behind those messages left for Rose.

It isn’t very clear, but ultimately, it would mean that Alan has been behind everything, as the game has always suggested. But could it be that simple? I don’t buy it; there has to be more.

Mr. Door

The next obvious candidate is the mysterious Mr. Door. Despite playing a big role in Alan Wake 2, we don’t know a lot about him. From Control, we learned about the multiverse from him and how there are worlds on top of one another, side by side, and even inside each other. He, however, exists simultaneously in all worlds and can shift in and out whenever.

Mr. Door is a being beyond human. We don’t understand the full extent of his powers, which is scary but also makes him the perfect candidate to pull the strings. But we still don’t know his goal or whether he’s a good guy despite refusing to spread the Hiss during Control. He seems to be trying to help Alan, but as soon as Alan realizes that Mr. Door has been putting him through these fake talk shows, his demeanor changes to something more threatening. He also lets on that he knows something, telling Alan to play his part and that it would be best to stay out of his way.

However, he also revealed that the only reason why they’ve crossed paths is because Wake brought someone into the story he cares about. It’s never revealed (though some suggest it’s Saga) who, potentially alluding to those questions being answered in the Night Springs expansion.

So, as all-powerful as Mr. Door is, it seems whatever force is at play here is even greater than him, and the only person who can stop it is Wake himself or the person in charge of the story.

Sam Lake 

I know, I said I got that out of the way earlier, but he is an actual character in Alan Wake 2, as fourth-wall-breaking and meta as that is. Sam Lake is shown to have many different personalities: a movie director, a cop, and even an actor staring in his Finnish film. Sam Lake is as involved in Alan Wake’s story as any other character in the game. It’s weird, but I love it.

But I don’t want him to be the force behind it all because that’s already true in real life. He and Remedy are making these games, which would fly too close to being too much if the big reveal was some massive fourth wall-breaking twist. Alan Wake 2 features plenty of those moments that feel more like they are just in there for laughs. I don’t think we need it to be the driving force behind the narrative.

Plus, from his Alex Casey persona, he seems as stuck in the story as anyone else, just playing the role written for him. He’s living in a nightmare as much as everyone else.

Mr. Scratch

All things point to Mr. Scratch being the all-powerful force behind it all. He has a ton of influence over everything, to the point that he managed to fool characters into thinking they were doing stuff of their own accord.

But Mr. Scratch is also the “main” villain, and from how both games have been presented, he seems just as trapped in the story as much as anyone else. He wants the clicker as much as Wake and Saga want it to control the story and write it however they want.

There’s also confusion about who Mr. Scratch even is. In American Nightmare, he was an actual person, a counterpart of Wake, but in Alan Wake 2, it’s implied that it’s just Wake driven to insanity. So it seems to be retconned, and if that’s the case, how does it take over Casey? Mr. Scratch has manifested into something more, but I suppose the bigger question is, what does Mr. Scratch want?

Who knows, but I’m ruling him out as the person behind the curtain.

Thomas Zane

Alan Wake 2 Thomas Zane

Thomas Zane has become the center of theories these last months, as the fanbase has debated who exactly he is. In Alan Wake 1, he’s a poet and diver who, like Alan Wake, got stuck in Dark Place during 1970, over 40 years before the first game’s events. In Alan Wake 2, he’s a filmmaker under the guise of Thomas Zane, who claims Tom the poet was a fictional character he created. So, which is he? A poet or a filmmaker? Well, he’s both and more.

The whole Alex Casey storyline in the game explores this, as in the real world, he’s a real cop who just so happens to also be a fictional cop in the books that Alan Wake wrote, and at the same time, a Finnish actor, by the name of Sam Lake, that plays him in a movie, who also ends up being a cop that gets trapped in those movies. It isn’t very clear, but the point is, they’re all Alex Casey.

This becomes evident during Casey’s chase of the Grandmaster in the Dark Place, where the Grandmaster reveals that Casey is a fictional character, telling Wake that if he now assumes the role of detective, is he fictional too? And if so, who’s story is he in? Ah ha, now you understand why I’m questioning who’s really behind the typewriter.

If Casey was fictional, and yet now Alan is, does that make him real since Alan believes he is real? It’s a question we hope gets answered, along with whoever the Grandmaster is, but the ending twist also reveals that Alan has been trapped in a spiral, not a loop.

This means that all of these characters can exist and are real in each of their own universes.

But how does this make Thomas Zane the man behind it all?

Well, in the first game, it’s revealed that Alan Wake wrote Zane into existence. Yet it’s later contradicted that Zane’s poem brought Alan into existence, creating a chicken or egg situation.

But when Alan meets Zane, the filmmaker, for the first time in The Dark Place in Alan Wake 2, he asks Zane why he looks just like him. We, as the player, can see the difference, at least enough, though he does look exactly like wake in Control. To further add to the confusion, Zane, the filmmaker, and Zane, the poet, are referenced throughout the game by different characters. Even more confusing is that everyone in the Old Gods foster home refers to Alan Wake as Tom.

Ahti, The Janitor, is an interdimensional being seen in both the Alanb Wake and Control games. He’s the same character and is able to traverse the multiverse, and yet he, too, refers to Alan as Tom.

This leads us to believe that Thomas Zane and Alan Wake may be the same person, just from alternative universes. That, or Thomas Zane, is Alan’s lost father. But it’s still confusing, as Zane wouldn’t exist without Wake, and Wake without Zane, so what’s going on here?

Alice Wake

Here’s my last take; the Alan Wake games have a major focus on Alice Wake, and yet, despite that, she is featured very little in both games.

In the first game, she’s kidnapped by the Dark Presence and taken to the Dark Place. She is trapped there until the end, with Alan swapping places with her, trapped in it for the next thirteen years.

We learn from the Control AWE DLC that even though she’s free of the Dark Place, she is haunted every night by what she assumes is an evil version of her ex, Alan. Alan Wake 2 follows up on this story, with her documenting everything and assuming that Alan isn’t dead but stuck in the Dark Place. She created a documentary for Alan to find in the Dark Place, tricking him into thinking she’s dead. All this was a rouse, though, to guide him through the story, and by the end, it’s implied that she is back in the Dark Place.

Yet this seems odd, given that she guides Alan through the story. This would assume that she ascended to a being, much like Mr. Door and Ahti the Janitor, though if we stay on the course of it’s not a loop, but a spiral, then it’s possible Alice is well aware of this like Wake is at the end, thus being able to guide him and other characters.

It’s also revealed in the game that after she visits the FBC (AWE DLC from Control), she gets all her memories back from when she spent time in the Dark Place. We have to remember that, like Alan, she too is an artist and most likely was forced by Mr. Scratch to do things in her time in the Dark Place. It’s possible she even created it.

What I do want to draw, though, is a parallel between both Alan’s and Alice’s stories. Let’s look at Alan’s story in the sequel. He’s trapped in the Dark Place, and he can only escape it by writing Saga into the story. We learn that what Alan has done has altered the history of things. Saga’s daughter is now dead, while she has memories of her still being alive. She has no memories of ever living in the town of Watery nor being related to the Old Gods.

This is important because it reveals that whoever is writing the story can change not only the present but also the past. In this case, Alan changed Saga’s history and the fate of certain characters.

Now, let’s look back at the first Alan Wake game:

The story is very straightforward, with Alice being taken to the Dark Place and Alan trying to save her. In this case, he knows it (unlike Saga, who followed clues), but the story setup is very similar to that of Alan’s in the sequel. Someone is trapped in the Dark Place and needs rescue. What I am suggesting here is that, while Alan believed everything that was happening was because of him, and he was just following the story he wrote, what if it was Alice behind it, writing, or in her case, drawing and painting the story that Alan would follow?

I don’t think it’s a far-fetched idea, especially when she regains all her memories of the Dark Place post-Control. She’d know more about the place than Alan, as time works differently there. Thirteen years for Alan may have been in real-time for him, but for Alice, the length of the original Alan Wake could have been far more for her. She could have lived through an entire lifetime, and her FBC visit made her remember everything.

She certainly seems to know what’s going to happen already in the story of Alan Wake 2, as she wouldn’t have the exact items that Alan and Saga would need to get the desired ending. Strangely, she contacts Saga, a character with whom she had no prior interaction, just at the right moment in the Dark Place.

I’m leaning heavily toward the idea that Alice is the writer behind the story. A lot points to her, a character with a more significant role than the game lays out at first.

Barry Wheeler

Who's The Real Writer in Alan Wake Series (7)

I know; I said Alice Wake was my last guess, but I lied. Barry might be Alan’s best friend, but the opportunity for money was too much to pass on, and we’re just living in his twisted money-scheming world now. He could be the twist no one saw, the tree force behind Alan Wake. Barry’s greed fuels Alan’s nightmares and won’t end until Barry has everything he wants. Just look at that smug face; there is something more than what Remedy wants us to believe. Barry only mentioned in passing in Alan Wake 2 as a tease to remind you that he’s out there still, probably enjoying his billion-dollar yacht. What’s the saying? Follow the money? That money leads right to Barry, Alan’s agent.

One more guess, and I promise this is a short one. They’re all the writers. Too many cooks got involved with the story that it’s become a mess, a spiral of what it originally was supposed to be. Alan passes the helm to Saga, allowing her to help write the story by the end of the game. It’s the only reason I didn’t include her as part of the list, as she is clearly innocent in all this.

So, who do you think is behind the typewriter? Is it as simple as being Alan Wake himself, or is there more to this story that Remedy has yet to tell us?

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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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Halo Infinite Seasons Are Being Ditched In Favor of Smaller Updates

343 Industries has confirmed that Season 5 will be Halo Infinite’s last and final season, as the studio has shifted its focus to making smaller updates.

The news comes from Halo Infinite’s January and 2024 Roadmap stream, where 343 Industries confirmed a massive update arriving on January 30 for Halo Infinite. The update will introduce a new map, operation, and customization options players have been waiting for since the game’s launch. All of this was shown off during the stream, which you can watch below. 

But what comes as a massive shock is towards the end of the stream where, 343 Industries confirmed that there won’t be a Season 6 for Halo Infinite. Instead, the team will focus on smaller updates and content drops. Operation events will be created, with 20-tier battle passes versus 100-tier. 

Community Director Brian Jarrad says (as noted by PCGamer) that there’s a dedicated team working on supporting Infinite while commenting on their new project. 

“We have a dedicated team working on supporting Halo Infinite and continuing to deliver coming forward, but also, we have additional teams now that are accelerating towards the future working on brand new projects,”

From the sounds of it, Halo Infinite is starting to go into its end-of-life phase as support is slowly being pulled away from it. While Halo Infinite was off to what many considered a rough start when it came to seasons and content drops, the latest season, Season 5, did bring a pretty big turnaround for fans. Sadly, it doesn’t seem enough for the studio to consider extensive support. 

Then again, these smaller updates could prove more beneficial since that would mean waiting less in between drops. 

Still, Halo Infinite was meant to be Xbox’s big live service, and to see support dwindling after a few short years doesn’t bode well for its future. 

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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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Arknights Endfield Hands-On Preview – Fighting With My Factories

Arknights Endfield is the kind of spin-off that dares to take risks and completely swap genres without looking back. It may keep some of the characters and lore from the original tower defense RPG, but the new approach is definitely a very different type of beast. Now playing more as a 3D RPG with base-building mechanics, it is infinitely more ambitious, but could also divide the player-base given the new approach to combat and crafting.

Calling All Operators

This is not Arknights, but it isn’t entirely Genshin Impact as well, despite the various similarities with the latter that are impossible to ignore. Arknights Endfield is a concoction that tries to mix anime and sci-fi, combat and factories, but our time with the technical test version didn’t entirely sell us on the potential of either. There are foundations of a gacha game – which wasn’t present in this technical test but likely to be in the final release – and your characters, or Operators as they are called, evolve in the exact way you’d expect them to: by using upgrade materials, recycling inferior resources, and promoting to break the level cap at certain points. This is a tried and tested system and you’ll know what you’re getting into from the very first time you see the Operators screen.

Arknights Endfield Preview

Exploration is more confined to a rigid map layout, no way for you to grab onto ledges and climb, or go on free roam like you would do in Genshin Impact; this is a much more restrictive overworld, sprinkled with the occasional hidden collectibles, but mostly one that isn’t letting go of its hand.

The beginning of Arknights Endfield is slow-paced, somewhat heavy on the dialogues and the descriptions, without really feeling like the kind of game that needed such exposition. As far as first impressions go, it shows signs of a solid and polished game, but one that takes its time to get going, several hours in and still feeling like a tutorial. When you finally reach the factory tutorial start, connecting electricity cables via Electric Pylons and Relay Towers, you get a guided look into the inner workings of factory building.

This is one of the main features of the game, a time-consuming one for sure, but potentially engaging and fostering your creativity, as you assign Operators to structures, refine and shred materials to create new resources, use conveyor belts to shift resources around, and unlock new possibilities via the tech tree, which is another way of acquiring more advanced structures and gear, among other things. It’s a promising loop, one where you suddenly forget about the overworld and only care about moving your structures around, creating a neat layout where everything is functional and optimized.

Arknights Endfield Preview

On the other hand, there are aspects here that could be honed before release, as the system is already a bit daunting and could do without some convoluted design decisions. For example, when pulling an electric cable between towers, which is of limited width, it should take point A to point B into consideration as a straight line whenever possible, instead of the twists and turns that your character takes while walking to the destination. Being forced to drag the result of a refining or shredding process into your inventory is another extra step that could be streamlined, whenever we are accessing the machine itself.

The factory is your gateway to unlock the tech tree, another manner of acquiring more advanced structures and gear, among other things. Connecting cables through different areas of the world will give you access to building in faraway regions and more possibilities open in front of you. It’s easy to see the loop of gathering resources, transforming them into other materials, and creating new end products and processes being one that is time-consuming but also rewarding in the long run, if you are a fan of this type of factory-building gameplay.

No Factories Without Fights

Arknights Endfield Preview

With the appeal of recruiting various Operators, their skills will naturally be put to good use during the many fights. Each one comes with a special skill and an ultimate, and you can switch between the units in a team of four at your will. Attacking someone before they notice you is a so-called ambush where you stun the enemy, giving you an edge right from the start. Activating a skill instantly switches control to that character and moves it to the body of the one you were controlling, with AI leading the rest of the team in a quite frankly not very astute fashion – think of your AI-controlled partners as cannon fodder, teammates that seemingly attack at random instead of focusing on a single threat.

Due to that and a couple of other reasons, combat didn’t feel quite satisfactory during this test. A big motive of concern is the lack of a dodge action, an odd choice considering that we have timings to evade enemy attacks. So, the alternative to not dodging is either to move away while you can, something that is wildly annoying, or to use a skill to break their offensive.

The other issue is the way the game uses the same input for regular skills and ultimate, forcing you to immediately use the latter before you can activate the skill again. It’s restrictive and gets in the way of saving your ultimate for an ulterior moment in the battle, something that is bound to frustrate players.

Arknights Endfield Preview

Apart from each Operator’s unique skills, the remaining part of combat did feel a little tame and lacking direction, almost as if trying to offer a different approach from other RPGs but making some odd choices in the process. Hopefully there will be an overhaul to the combat system before release, as it does seem to be lacking in a few departments.

With leveling up material playing a big role in the game, one would expect some type of event where this can be regularly claimed. Spatial Rifts are these places where you can enter a succession of fights for good rewards, and this is one of the places where the familiar energy system comes into the spotlight. Called Sanity here, it has a daily limit and can be replenished using Sanity Syrup items.

The Beginning of the Endfield

Arknights Endfield Hands-On Preview

Arknights Endfield has the potential to be a huge game with an interesting balance between combat and base-building, tempered by a hefty dose of resource gathering and narrative. The starting hours do feel somewhat tedious, with a lot of guidance and dialogues that make for slow-paced first impressions. It doesn’t help that combat seems to fall short of expectations, leaving the factory segment with most of the weight on its shoulders.

Evidence seems to point to a game that isn’t as easy to love as the original tower defense chapter, requiring more devotion and eventually the ability to overlook some issues, which hopefully will be fixed in the meantime. For now, Arknights Endfield leaves a bittersweet taste, and while it’s undeniable that it is an ambitious and bold sequel, it needs significant work to stand proud among the likes of Genshin Impact and Tower of Fantasy.


MP1st was given access to a preview build of Arknights Endfield for our hands-on session. Arknights Endfield is launching for PC, PS5, Android, and iOS, but a release date is yet to be announced.

Vitor Braz

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Suicide Squad Kill the Justice League Endgame Gameplay Loop Details Revealed; Year 1 Package Info Coming Soon

Rocksteady Studios sheds some light on the Suicide Squad Kill the Justice League endgame, detailing some of the mechanics and general gameplay loop.

Yesterday was a big day for upcoming online-focused game, as Rocksteady invited a few content creators to try out and stream gameplay for nearly three hours. Throughout the stream, Rocksteady chimed in off-screen, offering some insight into what the creators were playing. Towards the end, they were allowed to play parts of the endgame, with Rocksteady breaking some of it down during the stream. Here’s what we learned during that stream.

  • Design Philosophy
    • The end game is about mastery. Mastery of the game mechanics, traversal, environment, mission rules, and, most importantly, build. These will all come together for an increasingly difficult challenge where you’re going to have to ramp up your gear, get more powerful gear, and find new synergy and new combinations to defeat the ever-increasing challenge.
    • Builds in this game are designed to change fundamentally how you play the game.
    • Builds are made to be ridiculously overpowered.
  • 100s of builds are available as the game develops.
  • End Game missions are called “Incursion Missions.”
    • You will be transported into a different universe/Earth.
    • The stream showed off all the different Earths during the teleportation animation.
    • Players will have to complete different objectives in these alternative universes.
    • Different versions of heroes are referenced on these different versions of Earth.
  • Difficulty keeps going up in the end game. These are known as Mastery Tiers.
  • Different mastery tiers have a range of effects.
    • Enemies do more damage and have more health. The obvious ones.
    • Increased weather effects. Some enemies have an electrical debuff that prevents traversal abilities. This can be an effect applied to weather, and higher tiers will see lighting constantly striking down with this debuff.
  • Mutators – Described as a mechanic that can, on the fly, change the abilities of enemies.
    • Enemies exploding on death and healing when they deal damage were just a few to name.
    • Mutations can stack as the difficulty ramps up.
    • 6 will be at the start of the season and will change as the season progresses.
  • Some Info on the End Game Loop
    • Gathering a resource called Promethium throughout Metroloplis, which is used to shield a ship to enter Brainic’s dimension.
    • These are rewarded by doing patrol missions, killing certain enemies, care packages, etc.
    • Once you have enough, you can buy into the Incursion missions and be transported into another universe.
  • Season 0 will be themed on Bane
    • Infamy Gear is all-themed on the season’s character.
    • There are different tiers for Infamy Gear.
    • These gear have unique perks and set bonuses.
    • More pieces of a specific set make it stronger.
    • Dev made a comment that there is no shortage of characters that they can be inspired by for gear and such.
  • Seasons can be picked from; even if that season is over, you can go back to it.
  • There are different maps for the Incursion mission, and during the stream, they showed a few.
  • Boss fights and a mission type called “Mayhem” were mentioned.

There were some other tidbits here and there, though we expect to hear more details during the next Suicide Squad Insider Episode, which airs this Monday. A dev confirmed that they’ll be talking about what they’re calling the Year 1 package soon, which I assume is a Season Pass. Otherwise, a lot of gameplay was shown off the end game during this stream, which you can watch on DrLupo’s channel.

Suicide Squad Kill the Justice League will be launching on February 2 for the PlayStation 5, Xbox Series X|S, and PC. Early access will be available starting January 30 for Deluxe Edition buyers.

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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 Texas Chain Saw Massacre New Characters, Map, Features and More Incoming in the Next 90 Days

Those looking for new content in The Texas Chain Saw Massacre, Gun Interactive has you covered! During the latest devstream for the horror multiplayer game, the studio confirmed that new characters, map and more are incoming within the next 90 days!

The Texas Chain Saw Massacre New Character, Map, Features Details:

New Characters & New Map

The dev team confirmed that a new Victim and new Family member are both in development. Both new pieces of content still requiring further fine-tuning and testing, and more details about these characters will be shared closer to their launch time.

The new map, also in development, is called The Mill, and has a wildly different layout than currently available maps, with more verticality and four distinct levels, including a dry creekbed.

Execution Packs & Weapon Skins

Multiple new execution packs will soon be added to the game, many of which are far more brutal than those currently available to players. Creative Director Ronnie Hobbs “pushed the dial a little further toward the dangerous to bring [these executions] to life.”

As well, weapon skins will soon be available, allowing players who focus on playing as Family members to customize their favorite weaponry.

Cosmetics

During the livestream, Gun Interactive announced that they will be partnering with the studio Art Bully to bring new styles to everyone’s favorite Family and Victim characters.

Two of the most notable? Bride Sissy and the oft-requested Shirtless Johnny, both of which will be free for all players once launched.
Museum Mode

Similar to a photo mode, this will allow players to better appreciate the in-game levels, and to take and share photos of their own. As well, this mode will showcase trivia and behind-the-scenes footage from the game and the original 1974 film!

While no release dates or timings were given for the content, it’s expected that the studio will release these within the next 90 days, with some set to arrive sooner.

Once we know more about the new characters and release timings, we’ll let our readers know.

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Alex Co

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

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Turnip Boy Robs a Bank Review – The Healthy Kind of Heist

After committing tax fraud, everyone’s favorite bad veggie is back for another round of no-good deeds with Turnip Boy Robs a Bank. An intentionally silly old-school roguelite, this game ramps up on the action and gives it a heist twist with a great excuse for the grind, Groundhog Day-like but definitely with a lot more shooting and hostage shakedowns. This follow-up to Turnip Boy Commits Tax Evasion is a charming and addictive little game that comes short of brilliance due to a few design decisions that aren’t entirely understandable, mainly the aspect ratio.

Turnip’s Eleven

Clearly not happy with the felonies from the previous game, Turnip Boy is now teaming up with the Pickled Gang for a heist that is going down in history as the most healthy one, or something like that – he is going to rob the Botanical Bank. Far from a small and simple location with a few hallways and a safe room, there are outdoor places and entire communities living there, as you will find out without getting deep into any additional spoilers.

Turnip Boy Robs a Bank Review

The first thing that jumps at you when you launch the game is one of those design choices that are hard to comprehend. Unlike the previous game that shines in all its widescreen glory, Robs a Bank is locked into 4:3 paired with a few sidebars with customizable patterns as the option to occupy the empty space. Whatever the reasoning behind this move may be, and it surely wasn’t a technical one, it doesn’t seem to give the game any edge over a 16:9 aspect ratio. It’s a bit of a letdown to be forced into this and it feels like a step-back from the original game, concealing part of the gameplay area; furthermore, since this is a lot more action-based than before, it’s not uncommon to be hit by enemies shooting outside of the visible screen area, something that could have been minimized with the wide display.

The warehouse is where the gang reunites before each heist attempt, and there will be many. Each run into the bank is limited to an initial three minutes before vegetable police and swat start dropping in from the roof in larger numbers, a clear sign that it’s time to escape with the loot you already amassed. But it’s not hard to resist to this wave of enemies, earning some extra cash in the process, until you reach five starts of wanted status, like in GTA games, and the bank owner decides to gas the place, turning things into a run or die situation. Die and you lose part of your loot; succeed in escaping and you have plenty of money to upgrade your abilities and gadgets.

Some of the most important things can be found in Robo-Rafael’s store. Things like adding an extra minute to your run or increasing the amount of loot you can carry around are crucial, not to mention the obvious extra damage and fire rate, among others. You can only upgrade these up to a certain standard, with increasing costs – the timer, for example, is limited to six minutes maximum.

Turnip Boy Robs a Bank Review

Then you have the Dark Web, another place to spend your loot in diverse tools of the trade. C4 is crucial to blow up the safe door, and a laser pointer cuts through smaller safes like a warm knife through butter. But things get interesting when you go for the odd items such as goop boots to walk over spilled toxic waste, or the lantern to see farther in darker areas. Despite seemingly optional, they are crucial to your progress, especially due to the amount of enemies that you get to face in though locations.

Bring weapons back – you can only carry two at a time – and you can recycle them in your own weapon research area. This helps unlock an arsenal to use on the heist, from uzis to grenade launchers. One of my favorites is the bow, a good compromise between damage and fire rate, with the added perk of trespassing enemies and hitting everyone in a row.

Bad Beets

Turnip Boy Robs a Bank Review

That should cover the warehouse part, and now for the bank heist component. Playing pretty much in a loop due to the limited time you have to get in, loot, and get out, you unlock new areas once in a while due to sheer persistence and quest completion. It’s not always about shooting everyone and doing shakedowns to innocent bystanders, it also depends on helping citizens with their wacky quests, something that carries across runs. Getting divorce papers, defiling paintings, bringing this illegal item called wood to someone, returning a food certificate, or force someone into paying their debt are just some of the options among many others – this roguelite shooter doesn’t lack in the quest department.

The bank is larger than expected and the map isn’t very helpful to begin with, especially because some areas beyond the elevator may vary between runs, so pay close attention to where you’re stepping into. Same goes to finding room exits, as the layouts are a bit all over the place – in a good way – and not all doors are easy to spot.

Shooting feels good, with mouse and keyboard control offering nice accuracy, naturally hindered for rapid fire weapons. There is some creativity at work with the secondary weapons, melee or ranged, with some designs that defy description but are effective in their own ways, from musical note projectiles to exploding flowers, among many others. However, these come with limited ammo, something that ponders on your decision to drop one of your main weapons for the rest of the run.

Turnip Boy Robs a Bank Review

One of the issues you may struggle with is noticing where the aiming crosshair is at times. A quick trip to the options is advised as there are alternate crosshairs to select from, some of them much more intuitive than the mere tiny dot that the game begins with.

Boss battles are part of the deal, some of them chaotic as they should be, and with creatures that have some kind of affinity and identity to the vegetable theme of the game. While not hard on the default mode, you can switch to the alternate playstyle to get a much harder challenge.

Rogue Veggies Are Good For You

Featuring an interesting gameplay loop neatly balancing shooter and exploration, Turnip Boy Robs a Bank is the best game ever made featuring a rotten, outlaw turnip. It’s occasionally funny, quests aren’t entirely straightforward or quick to achieve (including some “kill X enemies of this type” ones), and it feels rewarding to unlock a new area and fight a new boss. The choice to lock the aspect ratio to 4:3 is baffling, doesn’t benefit the gameplay at all, but that’s a quirk worth living with since most of the game is sheer roguelite goodness with veggies on top.

Score: 8.5/10

Pros:

  • A good mix of roguelike shooter and exploration
  • Solid shooter mechanics
  • Some silly humor
  • Fun quests and plenty of them

Cons:

  • Aspect ratio incomprehensibly locked to 4:3
  • Map is close to useless

Turnip Boy Robs a Bank review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

Vitor Braz

Home > Features

Exoprimal’s Monster Hunter Crossover Features Awesome Rathalos Boss Fight That Breathes New Life Into the Game

Four hours after the Monster Hunter collaboration went live in Exoprimal, a teammate and I finally managed to face off against the King of the Sky, aka the Rathalos, and to my surprise, the fight was actually really fun.

Regardless of how you may feel about Exoprimal, players can probably agree that 10-player cooperative modes are amongst the best the game has to offer. But this season in Exoprimal brings a rather surprising collaboration, as Capcom has brought another one of their IPs into the game, Monster Hunter that takes advantage of the 10-player mode.

This collaboration offers plenty, with the first noticeable items being the new Exo skins, themed after some of the monsters, and armor in the series.

But the skins aren’t what I want to talk about, even if they fit in nicely with their corresponding Exos. No, what I want to talk about is the main course of this update, the new 10-player Monster-Hunter-themed cooperative mission.

Upon logging into the game, players will notice that the Dino Survival mode now features a monster footprint icon. Joining a match, these prints will randomly appear, allowing players to examine them.

Collecting enough of these ( we don’t know the exact specifics) will activate a new mission type roughly mid game into the match, teleporting everyone on both teams for a new battle. This marks the start of the special Monster Hunter cooperative mission, and like hunting in a Monster Hunter game, Exoprimal works on building up to that special hunt.

In this case, it spawns 2000 Velocipreys from Monster Hunter. You did not misread that; Capcom will really throw 2000 Velociprey at you in what I can only describe as an Earth Defense Force-esque phase of the build-up. Here’s a screen of what I was dealing with.

It’s sheer mayhem, but it’s a lot easier to deal with than it looks. It’s an easy phase overall, not so much to challenge the player, but to get them into the mindset of what’s to come next: The King of the Skies, the Rathalos.

I’m a sucker for Monster Hunter stuff, and it’s one of the reasons why I decided to jump back into Exoprimal. But the one thing I was not expecting is how well Capcom made this fight work within Exoprimal, as it truly taps into Monster Hunter with some awesome mechanics.

Don’t think this will be Rathalos in all his glory, as he’s been toned down from his Monster Hunter counterpart, missing some of his attacks and abilities. But, given that Exoprimal is a completely different game than Monster Hunter, Capcom makes it feel like a true Monster Hunter moment.

Don’t think for a second that the cutback moveset of Rathalos makes this fight any easier, and considering there are ten players instead of the traditional four players from the Monster Hunter games, he puts up quite a challenging battle. It’s an exciting battle that keeps the momentum moving with different phases that the Rathalos will go through, including an enraged phase like in the Monster Hunter games.

It’s not just some poorly done reskin of sorts. This really is a Monster Hunter fight within the Exoprimal game.

A nice touch I wasn’t expecting was that some parts of Rathalos can be broken or cut off. Scales will break from his body in what I can only assume will expose some weak points, while his tail can be cut off just like in Monster Hunter!

During the fight, he’ll zip around the map, shooting out balls of fire and engulfing portions of the map in flames. Eventually, the floor will turn to lava, with platforms rising for players to stand on. This part of the battle can get pretty cramped, with players trying to stay on the platforms and avoid fire.

As an added hazard, parts of the floor will even turn to lava, with the Rathalos lunging toward players to throw them into it.

But the best part comes when the clock ticks down to the last minutes, and Rathalos’ life nears its end. The music suddenly changes from the Rathalos theme into the main Monster Hunter “Proof of a Hero” theme, adding an exciting build-up to the conclusion.

I know it’s a silly idea to see fully automatic weapons and explosives in anything Monster Hunter, but at the end of the day, this collaboration is all good fun. It somewhat reminds me of the time Capcom did a crossover with Konami in Metal Gear Solid Peace Walker, where we saw Big Boss take on the Rathalos similarly. It’s dumb, but you’ll have a good time with it anyway.

If there was a reason to jump into Exoprimal, then this collaboration is definitely it, even if you end up playing for only a short time, the fight is just too fun to miss.

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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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Palworld, the “Pokemon Game” With Guns, Has Sold Over 1 Million Copies in Just 8 Hours

It seems that Palworld, the game described as Pokemon with guns, is already a massive success, as developer Pocketpair has announced that the title has sold over one million copies since its launch this morning.

Taking to X, Pocketpair has revealed that there have been over one million Pal Tamers in just eight hours. And this isn’t how many players have played it, but how many have purchased the game, as they specifically say “sold.”

Wow, for a new IP, that is very impressive.

Moreover, the game has gotten such an overwhelming number of players that the servers have had issues throughout the day. The studio said they were “blown away” with the response and that they’re working on server issues.

“Hello everyone, We are blown away with the response to Palworld and we’re doing our best to respond to your issues! Currently, our server provider is reporting that due to the large amount of concurrent players, the servers have become unstable and you may be experiencing issues connecting to servers. We are working to resolve this ASAP! In the meantime, some users have reported success in attempting to connect 2-3 times or waiting after launching the game.”

It’ll be interesting to see just how many players joined din during the launch, as Steam Charts currently lists the all-time high as over 370K. However, that number is only on PC, as Palworld is also available on the Xbox Series and as part of the Xbox Game Pass subscription. This means it’s likely that the Palworld has seen way more than a million players, as Game Pass has over 33 million subscribers.

Either way, huge congratulations to Pocketpair for achieving this success! Looking forward to seeing how the game grows.

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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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Suicide Squad: Kill the Justice League Players Can Have Their Head Blown Off If They Disobey Waller’s Orders

It seems Amanda Waller isn’t having any of it when it comes to disobeying orders in Suicide Squad: Kill the Justice League, as it has been revealed she’ll detonate the bomb in any of the Task Force X members should they decide to go off the path.

This was revealed during today’s content streams, where creator DrLupo unexpectedly had a hard crash while in-game. Upon booting back in, his fellow content creators had already progressed far into the mission to the point that he was far behind on the level. This started the “you’re too far away from your teammates” trope with a countdown timer appearing.

Normally, when a game does this in multiplayer, it’ll teleport that player to the other members, which Suicide Squad does but with an added twist. While DrLupo waited for the countdown timer to end, Amanda Waller began talking, making threats and asking if they wanted to join the Exploded Head Club with another mentioned character.

To the surprise of some, as soon as the countdown zeroed, Captain Boomerang’s head exploded right off.

Suicide Squad Kill the Justice League Head explode bomb

Ouch! I guess it would be wise to listen to her when being told, though based on what happened after, there doesn’t seem to be any real consequences outside of having this little fun moment.

Suicide Squad Kill the Justice League will be launching on February 2 for the PlayStation 5, Xbox Series X|S, and PC. Early access will be available starting January 30 for Deluxe Edition buyers.

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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.