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Granblue Fantasy Versus: Rising Gets New Gameplay Trailer Showing Off Lucilius

It is an exciting day tomorrow for Granblue fans, as Cygames will release the first DLC fighter for Granblue Fantasy Versus: Rising! To celebrate, the studio has released an all-new trailer for Granblue Fantasy Versus: Rising, showing off Lucilius in all his glory. 

Lucilius will be the first DLC fighter to join the roster since the game’s launch last year, with five more planned to be released throughout the year, up until October. 

The next fighter, who happens to be a crossover character from Square Enix’s Nier games, 2B, will arrive in late February. You can read up more about the rest of the fighters in the recently announced Granblue Fantasy Versus: Rising roadmap, though Cygames has kept the final two fighters a secret. All the characters will come as part of the Deluxe Character Pass that is bundled with the Deluxe Edition of Granblue Fantasy Versus: Rising. They also are sold separately, with the character pass also becoming available outside of the Deluxe Edition. 

Lucilius will be available tomorrow alongside Granblue Fantasy Versus: Rising update 1.1, which will also introduce a new stage, a battle pass, several bug fixes, tweaks and adjustments, and more. 

We’ll be sure to let you all know when the patch is available and when you can start playing as Lucilius.

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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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Report: Suicide Squad Kill the Justice League Post-Launch Content Datamined, Expect Seasons and Episodes

While Suicide Squad: Kill the Justice League’s endgame has already been detailed alongside a tease for the Joker DLC, it looks like a recent datamine has unearthed what to expect from Rocksteady Studios regarding the Suicide Squad: Kill the Justice League post-launch content plans.

Outed by reputable leaker Miller Ross, we see an outline for the first few seasons, as well as “episodes.”

(Note: While the info below is not official and not confirmed by WB or Rocksteady, it might still be considered spoiler-ish in nature, so proceed at your own discretion).

Suicide Squad Kill the Justice League Post-Launch Content Datamine:

Image

According to Miller, the game launches into what’s coined as “Season 0,” which is what’s also known as the pre-season in other online multiplayer games. Each season is split into two episodes, though Season 0 only has one episode.

Here’s what Miller currently knowns about the game’s post-launch plans:

STORYLINE 1

YEAR 1

SEASON O
Episode 1: N/A [Launch; Campaign and post-game] Episode 2: Finite Crisis

SEASON 1
Episode 1: Fear [+ Joker]
Episode 2: Duality

SEASON 2
Episode 1: Frozen Heart [+
Episode 2: Winter

SEASON 3 [this seems to coincide with Halloween] Episode 1: Thieves [+ Lawless]
Episode 2: Balance

SEASON 4
Episode 1: Assassin [+ Deathstroke] Episode 2: Control

YEAR 2 [this isn’t sorted into seasons (yet?) and is generally kinda amorphous]

Episode 1: Focus [+ ??? “Focus” seems closest to Katana out of the year 2 names I’ve heard] Episode 2: Finality

STORYLINE 2 [my theory is that this won’t happen if the game bombs and is a clear ending point if they want out]

Based on our conversation with Miller, players will be hunting down a specific enemy in each episode (which we won’t name to avoid spoiling the game), and this is the game’s first post-launch storyline. Furthermore, it’s understood that each new playable character will be released in the first episode of each new season. Players can expect each character to have a tie-in to the episode they’re set to be released, and that will be reflected in the title.

Same as with any datamined info, nothing here has been confirmed by the developers, so take it with a grain of salt, That said, Miller has been pretty spot-on with their previous datamines and leaks, so we’re running this one with confidence.

Given the game’s closed alpha is in the hands of a lot of gamers, it’s not surprising to see stuff about it seeping out via datamine. Chances are, this won’t be the last time we see something datamined for the game.

Suicide Squad: Kill the Justice League flies out this February 2, but will be available starting January 30 for Deluxe Edition buyers on the PS5, Xbox Series X|S and PC.

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Alex Co

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

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Ubisoft Offering Day One Releases With Newly Renamed Subscription Ubisoft+ Premium

Ubisoft is taking cues from Xbox Game Pass, as their Ubisoft+ Multi-Access and PC Access subscription model is evolving, renaming it to Ubisoft+ Premium and introducing the Classic plan for PC.

As announced in a blog post, Ubisoft+ Multi-Access and PC Access subscriptions are being rebranded as Ubisoft + Premium. But that’s not the big thing that everyone is talking about, as the perks of the subscription will also be expanding, offering day-one new releases and early access where applicable, alongside premium editions, monthly rewards, and more! Ubisoft+ Classics was also announced for PC, offering a curated selection of popular back-catalog and live games.

Ubisoft’s Director of Subscription, Philippe Tremblay, explains the new models in the blog post:

“Premium means day one access to new releases and in some cases, like Prince of Persia: The Lost Crown, early access to upcoming new releases. This is on top of our extensive back catalog, where you’ll have access to premium editions, DLC, and monthly rewards. All of this is offered on Xbox, PC, and Amazon Luna, and you’ll only need to subscribe once to have access to these games across all these platforms. Players can subscribe to Ubisoft+ Premium for a monthly fee of $17.99.

Alternatively, players can subscribe to Ubisoft+ Classics, a curated selection of our most popular back-catalog games, like Far Cry 6, Rainbow Six Siege, and Watch Dogs: Legion. This catalog will grow with time, is included for PlayStation+ Extra and PlayStation+ Premium Members, and is now available on PC through the Ubisoft Store for $7.99 per month.”

He says the company has an exciting lineup planned for Premium, which will eventually see games from Activision Blizzard as part of their deal with Microsoft.

Unfortunately, it looks like PlayStation gamers will be left out of this new plan based on the wording used in the blog. That may be due to Activision Blizzard games eventually coming to the service, as they’re now Xbox-owned titles.

Ubisoft+ Classics is available for PlayStation, though the full-fledged version that has been available on other platforms for years has yet to arrive on the platform. Hopefully, that changes down the road, as having more options is never a bad thing.

What do you think of this announcement, does the idea of playing Ubisoft releases day one interest you enough to want to subscribe? They do have some major titles dropping, the biggest Star Wars Outlaw

Source: Ubisoft

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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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Baldur’s Gate 3 Update 1.005.600 Released for Hotfix 17 This Jan. 15

Larian Studios has pushed out Baldur’s Gate 3 update 1.005.600, which is for Hotfix 17! Read below for the complete BG3 new update patch notes for January 15.

UPDATE (1/23/24): For those looking for the January 23 patch notes, head on over here.

Baldur’s Gate 3 Update 1.005.600 Patch Notes | BG3 Hotfix 17 Patch Notes | Baldur’s Gate 3 New Update Patch Notes for Jan. 15:

PERFORMANCE AND CODE

  • Fixed black and colorful visual artifacts sometimes appearing for 1 frame on PS5 when switching scenes or opening and closing UI windows.
  • Increased the compression of savegames, which should fix several issues caused by large savegame files.
  • Reduced the size of save files by removing summons that don’t exist in the game anymore.
  • Guarded against crashes caused when certain character resources (Actions, Bonus Actions, Superiority Dice, etc.) were added and later removed by a mod or cheat engine.

GAMEPLAY AND COMBAT

  • In Honour Mode, the aura of Cazador’s Potent Mist Form now properly dissipates after he’s. Sorry!
  • Fixed the camera sometimes zooming in while jumping or casting projectile spells.
  • Fixed the ability to walk through open doors when you click beyond them from far away.
  • Fixed Thieves’ Tools in the camp chest or inventory of a companion who is waiting at camp not being accessible when lockpicking.

UI

  • Safeguard Shield’s Saving Throw modifier is now correctly reflected on the Character Sheet.

FLOW AND SCRIPTING

  • Gale will no longer permanently leave the party if you don’t offer him any magic items while talking to him – unless you’re abundantly clear that you don’t plan on ever doing so.
  • Fixed characters getting stuck ‘in a story event’, preventing you from controlling them, after getting killed in the fight with Grym.

Source: Steam

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James Lara

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

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Elden Ring DLC Section on Steam Gets Mysterious New Entry

Excited for the Elden Ring DLC “Shadow of the Erdtree?” You’re not the only one, which is why people have been keeping a close eye on the game’s digital storefront pages. Turns out being vigilant pays off, because a new app mysteriously appeared in Elden Ring’s DLC section just five days ago.

This new application is visible on the game’s SteamDB page. You can see what the DLC section looks like below:

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As shown in the image, a new app labeled “SteamDB Unknown App 2778580” appeared and was last updated five days ago within Elden Ring’s DLC section. Alongside the new app are the existing EU Pre-Purchase DLC Bundle, Adventure Guide, Digital Artbook & Original Soundtrack, and Bonus Gesture. Those haven’t been updated in well over a year, so this is very clearly separate from them.

We’re likely ramping up to see an Elden Ring DLC announcement soon. Back in December, a Thrustmaster controller leak revealed that they were planning an Elden Ring-themed controller release in collaboration with the Shadow of the Erdtree DLC release.  Video game collectible manufacturer Pure Arts also tweeted recently that their first Elden Ring collectibles would launch in February:

Everything is pointing to a February reveal and potentially even release date of the Shadow of the Erdtree DLC. Now of course, this is all speculation, so take it with a big bag of salt. But the signs are there. It’s fair to start getting hyped for the next bit of news for Elden Ring. We’ve waited a long time.

Are you looking forward to the Elden Ring DLC? Let us know down in the comments.

Source: SteamDB

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Jack Breitenbach

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Final Fantasy 7 Rebirth New Character Bios, Voice Actors and New Screenshots Revealed

With Final Fantasy 7 Rebirth’s release just a month and a half away, Square Enix seems to be kicking up the game’s marketing a notch, as not only did we get a new trailer for the game today, but a host of Final Fantasy 7 Rebirth new character bios, their voice actors and new screenshots have been revealed!

First off, check out the trailer titled “Destined for Rebirth” which features Sephiroth and the other characters.

In addition to that, check out the various FF7 Rebirth new character bios sent out by Square Enix.

Final Fantasy 7 Rebirth New Character Bios and Voice Actors:

Cait Sith & Moogle (voice actor TBA)

This gregarious cat fights from atop his sturdy moogle mount, who provides both mobility and support during battle. When Cait’s not duking it out, his high-tech helper aids him in hacking computer systems and telling fortunes

Captain Titov (Voice Actor: Jonathan Lipow)

The captain of the Shinra-8, responsible for overseeing safe passage for all who travel between Junon and Costa del Sol. He’s earned a sterling reputation among his crew, thanks to his unerring devotion to his duties. This is most evident during the various festivities held aboard his vessel, which he personally─and passionately─emcees

Elena (Voice Actor: Piper Reese) Though she may be a rookie, she’s as skilled with her fists and a gun as anyone else in the Turks unit of Shinra’s General Affairs Division. She and her partner Rude are tasked with pursuing the black-robed figures, which she is more than happy to do if it means being assigned a mission with Tsen

Vincent Valentine (voice actor Matthew Mercer)

A self-proclaimed “security” guard who hibernates in a coffin deep below Shinra Manor. This man of mystery is swathed in a red cape and boasts the genes of a monster — as well as a hidden connection to Sephiroth.

Cid Highwind (voice acotr J. Michael Tatum)

This rogue pilot of reputable skill runs a shuttle service out of various abandoned airstrips. After Cloud and company flag him down, he flies them around the globe in his beloved Tiny Bronco.

Dyne (voice actor Dave B. Mitchell)

Dyne was once Barret’s closest friend, back when the two used to make their living in the coal mines of Corel. Now, he is a wanted man with a gun grafted to his left arm, and his current whereabouts are unknown.

Dio (voice actor Ian James Corlett)

The charismatic owner of the Gold Saucer. Famous for his brawny physique and handlebar mustache. Dio is often found participating in his park’s parades, flexing his muscles before throngs of screaming guests.

Doctor Sheiran (voice actor Lloyd Sherr)

Though his clinic in North Corel may be small, Doctor Sheiran’s heart and intellect are anything but. Lately, he has been caring for the black-robed figures that have stumbled into town, and is attempting to uncover the truth behind their mysterious illness.

Solemn Gus (voice actor Jonah Scott)

The sleazy kingpin of Corel Prison, Gus is as flamboyant as he is smooth-talking. Add to that a healthy dose of showmanship, and it’s little wonder that the dregs of the Dustbowl have flocked to him.

Biggs (voice actor Gideon Emery)

After surviving the fall of the Sector 7 plate, Biggs awoke to find that he is the last remaining member of the ill-fated anti-Shinra rebels, Avalanche. Having record from his injuries, he now seeks revenge against the company that murdered his comrades.

In addition to that, a bunch of images showcaasing Cait Sith and Moogle, Captain Titov, Elena, the world and more have been released too.

For the latest look at gameplay, head on over here.

Final Fantasy 7 Rebirth is set to be released this February 29, 2024 exclusively on the PS5.

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Alex Co

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Rust Update 1.86 Released for Community Server Changes This Jan. 15

Rust update 1.86 has been released by Double Eleven, and this adds several Community Server changes and highlights known issues. Read on for the complete Rust January 15 patch notes down below.

Rust Update 1.86 Patch Notes | Rust January 15 Patch Notes:

Update 1.86 aims to fix the connectivity issues happening due to the high amount of server list refreshes. Some other fixes related to community servers have also been addressed.

COMMUNITY SERVER CHANGES

  • Improved the server list to fix servers not being visible.
  • Community servers can no longer make maps larger than 3K.
  • Fixed a bug causing teams not to be correctly saved resulting in teams mixing. Teams will clear once more then persist correctly.
  • Fixed a bug which prevented players leaving their team when they are in close proximity to the team leader.

KNOWN ISSUES

  • Server list may show maps that exceed 3k after fix but this is a visual issue only.
  • Performance issues were detected and will be addressed with the release of 1.87 later this month.

That’s it for the patch notes. We will let you know in the near future when patch 1.87 arrives later this month.

Source: Rust

Damien Seeto

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Bleach Brave Souls Update 1.48 Released This Jan. 15

KLabGames has released Bleach Brave Souls update 1.48 today. Read on for the Bleach Brave Souls January 15 patch notes posted down below.

Bleach Brave Souls Update 1.48 Patch Notes | Bleach Brave Souls January 15 Patch Notes:

KLabGames has not posted any patch notes for today’s update, although the PS4 update history states it’s for minor bug fixes. Check out the details down below.

This update includes: – minor bug fixes See in-game notices for details.

We will update this post as soon as possible if more detailed patch notes are revealed for today’s update. You can read more about the game below via the PlayStation Store description.

Tite Kubo’s hit manga and TV anime series Bleach comes to life in this 3D hack-and-slash action game! The game faithfully reproduces the story of the Bleach anime, Shonen Jump manga, and novels in loving detail with fantastic graphics and all-action gameplay.

That’s all the info we have today. Please keep visiting our site for more gaming news and updates.

Damien Seeto

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Wo Long: Fallen Dynasty Update 1.26 Released for Version 1.303

Team Ninja has released Wo Long: Fallen Dynasty update 1.26 (PS5 update version 1.026), and this is called version 1.303 by the studio. This patch includes various gameplay adjustments and bug fixes, which are listed in the official patch notes below.

Wo Long: Fallen Dynasty Update 1.26 Patch Notes | Wo Long Update 1.026 Patch Notes | Wo Long Update Version 1.303 Patch Notes:

All Platforms

Adjustments
  • Made adjustments to prioritize actions that activate Frenzy mode while the player is equipped with a whip.
    • This change will prioritize the shift to Frenzy mode rather than the performance of a Fatal Strike during combat against an enemy in Spirit Disruption.
  • Made adjustments to the movement patterns of the boss Yuan Shu.
  • Made changes so that the boss Yuan Shu cannot land multiple hits with Water Phase charging attacks.
  • Made changes so that damage dealt with Fatal Strikes is not affected by the special effect “Pangu’s Creation of the World.”
  • Added a message that will be displayed when players complete Mile 1000 in The Thousand-Mile Journey for the first time.
  • Made adjustments so that some items will be added to Exchange Golden Horse Hooves earlier than before in The Thousand-Mile Journey.
Major Bug Fixes
  • Fixed a bug that decreased the amount of damage dealt by consecutive hits with some Wizardry Spells after applying update Ver1.300 or later updates.
  • Fixed a bug that sometimes triggered Revenge Accomplished if the player performed a Fatal Strike with a whip, even if they had not defeated the enemy.
  • Fixed a bug that sometimes prevented the animation camera from engaging when the player performed a Fatal Strike with a whip on some enemies.
  • Fixed a bug preventing damage Bonuses based on Spirit from being applied if the player performed a Spirit attack without accumulating power after successfully deflecting with a long sword.
  • Fixed a bug that sometimes prevented the first strike of normal attacks with a slashing spear from hitting enemies within range of the Wizardry Spell Deathly Bog.
  • Fixed a bug that sometimes allowed the Divine Beast Chenghuang’s positive effect Chenghuang’s Prance to be applied multiple times.
  • Fixed a bug that prevented some actions from triggering input buffering for the Wizardry Spell set to R2+△.
  • Fixed a bug that sometimes allowed Shrimp Soldiers to perform consecutive Critical Blows after their Spirit had been depleted by the player deflecting their Critical Blow.
  • Fixed a bug that sometimes caused players or NPCs to immediately recover Spirit after taking elemental damage from an attack that did not trigger a hit reaction animation if they were inflicted with a status effect and their Spirit was depleted at the same time.
  • Fixed a bug that sometimes prevented players from recovering from Spirit Disruption if they fell from a cliff just after their Spirit was depleted.
  • Fixed a bug that sometimes caused Guan Yu’s spirit to immediately recover if his Spirit had been depleted during his Critical Blow “Soaring Phoenix.”
  • Fixed a bug in which Red Hare did not roam around the area properly after Lu Bu dismounted.
  • Fixed a bug that sometimes prevented players equipped with a spear from landing Spirit attacks during certain actions made by the boss Yuan Shu.
  • Fixed a bug that sometimes caused the screen to become distorted for a split second after the player used the Wizardry Spell Flashing Icicle.
  • Fixed a bug that sometimes caused the player to take elemental damage after deflecting any Corpse Demon attacks except Flame attacks.
  • Fixed a bug in which the invading NPC Zhang Ying was not carrying a bow despite a bow being equipped.
  • Fixed a bug preventing positive effects meant to increase damage from being applied to Wizardry Spells.
  • Fixed a bug causing some tutorials to be displayed in the main battlefield “Village of Calamity” in “Path of the Rising Dragon” and beyond.
  • Fixed a bug that sometimes caused a certain sound to play when the player cleared the main battlefield “Desolate Waterside Village.”
  • Fixed a bug in which some doors would not remain open when playing with all flag progress retained in the main battlefield “Desolate Waterside Village.”
  • Fixed a bug that sometimes caused the player character to die after defeating the boss Yuan Shu in the main battlefield “The Rampant Demon Emperor.”
  • Fixed a bug that prevented certain buffs from affecting the boss Yuan Shu during Co-op in the main battlefield “The Rampant Demon Emperor.”
  • Fixed a bug that sometimes prevented the player from picking up items in the sub battlefield “The Lost Sacred Artifact” and completing the battlefield.
  • Fixed a bug in which Demonized Xiahou Dun would become stuck in the ground upon appearing in The Thousand-Mile Journey, making it impossible for the player to progress.
  • Fixed a bug causing the player character to die if they remained in the battlefield for some time after defeating all enemies in “Rapid Elimination” in The Thousand-Mile Journey.
  • Fixed a bug causing a certain noise to continue ringing if the player summoned a Divine Beast while battling Mezuki in “Horde Eradication” in The Thousand-Mile Journey.
  • Fixed a bug allowing players to perform a Fatal Strike (against unaware enemies) on certain NPCs when they appeared in “Horde Eradication” in The Thousand-Mile Journey.
  • Fixed a bug that occurred if the player had progressed to Mile 91 and beyond in The Thousand-Mile Journey in saved data from before update Ver1.220, which prevented battlefields in Mile 102 and beyond from being selectable when the player first applied update Ver1.300.
  • Fixed a bug causing previous settings for Maximum Morale Rank via Inner Discipline to be reset upon beginning Co-op in The Thousand-Mile Journey.
  • Fixed a bug that sometimes allowed players with only two of the DLCs to play Mile 101 and beyond during Co-op in The Thousand-Mile Journey.
  • Fixed a bug preventing the battlefield selection screen from appearing for guest players when searching for an alternative battlefield in any level of Mile 8 or 9 during Co-op in The Thousand-Mile Journey.
  • Fixed a bug in which the special effect “Pangu’s Creation of the World” remained active after the player performed a Fatal Strike (against unaware enemies) or summoned a Divine Beast.
  • Fixed a bug in which the player’s Spirit was not always completely depleted upon performing a Spirit attack with the special effect “Pangu’s Creation of the World” activated.
  • Fixed a bug causing HP recovery to drop to 0 when the HP recovery amount for the Dragon’s Cure Pot passed a certain amount as a result of upgrading Benefits in The Thousand-Mile Journey.
  • Made the selling price of equipment with upgrade levels of 14 or higher equal to that of equipment with an upgrade level of 13.
  • Fixed a bug occurring during Co-op in The Thousand-Mile Journey, in which drops of equipment with upgrade levels of 12 or higher were enabled for guests with only two DLCs if the host had all three DLCs.
  • Fixed a bug occurring after changing restrictions via the Inner Discipline screen in any main or sub battlefield and then moving to The Thousand-Mile Journey, which caused the player’s Morale Rank to decrease even if they had not changed their Maximum Morale Rank.
  • Fixed a bug occurring after exchanging Benefits via the Exchange Golden Horse Hooves screen on the Thousand-Mile Map and then traveling to any main or sub battlefield, in which the Benefits exchanged were lost under certain conditions.
  • Fixed a bug that activated the special effect “King of Fusang’s Manifestation” under certain conditions when players opened the Battle Set screen, even if they had not fulfilled the activation requirements.
  • Fixed a bug in which there was no selling price set for “Stratagem: Unhindered Healing” in some cases.
  • Fixed a bug in which the Favorites and Lock options for Stratagems in the Set Stratagems menu were not consistent with the display in the Inventory menu.
  • Fixed a bug occurring under certain conditions, in which players received notifications that the feature Store Genuine Qi in the Level Up menu had been unlocked even though it had not.
  • Fixed a bug causing a discrepancy of 1 for the recommended level displayed in the “Recommended Lv. for Each Transcendence Bonus Rank” screen in Inner Discipline.
  • Fixed a bug in which no confirmation message appeared when setting the Maximum Morale Rank via Inner Discipline at a value lower than the player’s current Morale Rank.
  • Fixed a bug in which certain processes caused a discrepancy in the Current Morale Rank field in Inner Discipline and the player’s actual current Morale Rank.
  • Fixed a bug in which closing out of the game at a certain point after clearing any battlefield caused the Maximum Morale Rank settings in Inner Discipline to be reset when the player resumed play.
  • Fixed a bug causing the list of Hidden Tome drops to be displayed in the Character Directory pages for Guan Yu and Zhang Fei even when the DLC “Upheaval in Jingxiang” had not been applied.
  • Fixed a bug that delayed the rendering of the Battle Flag held by the protagonist when the player returned to the title screen from THEATER.
  • Fixed a bug in which the name of the set bonus Twin Swords of Ingenuity was incorrect in some languages.
  • Fixed a bug in which name of the positive effect granted by the set bonus Principle of Daode was incorrect in some languages.
  • Fixed a bug that allowed players to go outside the bounds of the current stage from certain locations in some stages.
  • Fixed other minor bugs.

Steam®/Microsoft Store Versions

Major Bug Fixes
  • Fixed a bug causing the game to lag after the player applied elemental attributes via Wizardry Spells while equipped with a whip.

Once a new patch is released, we’ll let our readers know.

Source: Team Ninja

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Alex Co

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

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Tekken 8 Intro Movie Released; First DLC Fighter Coming Spring

Tekken 8’s release is almost upon us, and to help draw up hype, Bandai Namco has released Tekken 8’s intro movie, featuring some gorgeous cinematics. That’s not all; they’ve also revealed when we can expect to see the first DLC fighter!

Tekken 8 Intro Movie

Wow, talk about epic! However, if you played the demo, then you’d probably know to expect that already!\

But that’s not the only thing for Bandai to reveal either. If you stuck around until the end of the video, you might have noticed a release roadmap for DLC being announced, with Eddy, Tekken 8’s first DLC figure dropping this Spring!

Looks like one character will drop per season, so we’ll have something to look forward to throughout the entire year. Though I suppose the bigger question is, who will be the other DLC fighters? We already know the full roster, so plenty of other characters have been left out. Of course, there could be more new ones, too, not to mention potential crossover characters like Tekken 7 had

Who do you hope we’ll see arrive in Season 1? Think we’ll get any surprise crossovers, or will that be saved for another season instead? Let us know!

Tekken 8 officially launches on January 26 for PlayStation 5, 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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The Division 2 Title Update 20 PTS Phase 1 Feedback and Dev Notes Revealed by Studio

Just last month, Ubisoft’s Massive Entertainment revealed not only the next major update set for The Division 2 which will be released in February, but also the Phase 1 PTS patch notes. Well, the devs have responded with their findings, as The Division 2 Title Update 20 PTS phase 1 feedback has been revealed, which includes developer notes too.

The Division 2 Title Update 20 PTS Phase 1 Feedback and Dev Notes:

Description

Hello Agents,
We are immensely grateful for all the feedback we received following Phase 1 of the TU20 and Project Resolve PTS, and we want to share our findings and next steps based on your experiences on PTS.

WEAPONS AND TALENTS

  • Enhance accuracy and stability of some weapons
    • Our primary focus has been on performance rather than handleability. Modifying accuracy and stability would result in diminishing the unique characteristics of each weapon, potentially leading to a homogenization where all weapons become identical. Instead, our objective is to ensure that certain weapons are harder to handle, but in turn, offer greater power when landing shots. We have decided to refrain from implementing any additional changes now. However, we will reassess the situation following the release and consider potential adjustments.
  • Mantis Exotic MR is too buffed and needs a nerf
    • We agree with the notion that it needs to be brought down. The change will be available with PTS Phase 2.
  • The Doctor Home Exotic Rifle changes were unnecessary
    • We have reviewed your feedback and determined that Doctor Home requires a revision. Therefore, we will be reverting it back to its original version for PTS Phase 2.
  • With all the other weapon changing, St. Elmo’s Engine Exotic AR feels underwhelming
    • We hear you and can confirm that we’ll be leaving as it is for PVP.
  • All Rifles should be given a 30% – 50% buff to accuracy and stability
    • Buffing the handling of every rifle would risk diminishing the individual traits that make each weapon unique, potentially leading to a lack of diversity. Our main objective in preserving the current state of weapon handling is to ensure a wide variety of weapons remains available. Therefore, we have decided not to implement any changes that would make the rifles too similar.
  • Concerns about Nemesis, Regulus and Scorpio Exotics getting a bigger buff in PVP now that the third Attribute can be reconfigured
    • We are looking into nerfing Scorpio, Nemesis and Regulus in PVP only.

GEAR

  • Brand Set changes suggestions
    • Thank you for your suggestions. However, we currently do not have any plans to change the Brand sets. Our focus is on enhancing the existing stats and not moving them around.
  • Concerns regarding Armor Regen scaling in PvP
    • We agree that the Armor Regen buffs are indeed too significant. We have decided to implement adjustments to these buffs for both PvP and PvE to ensure a more balanced and fair experience for all players.

CONFLICT

  • Unbreakable didn’t need a nerf
    • We will be reverting it back to its original version for PTS Phase 2.
  • Either add more turrets or revert the change
    • The current implementation of the turrets did not achieve our goal of preventing spawn camping. Considering the technical constraints that prevent the addition of more turrets, we have decided to remove them for now and explore alternative options.

DARK ZONE

  • The rogue activation timer can be shorter
    • The timer is set up to stop players from going rogue near you. To see how a shorter timer would function, we will be adjusting it to 3 seconds for PTS Phase 2.

DESCENT

  • Suggestion to add Reconstructed caches at high price to the NSA Shop
    • It is a great idea and we are committed to implementing it. The cost of the caches would be very high, though.
  • Even with the session’s length change, it still takes too long to reach the Nemesis
    • Our intention is to gauge the impact of the current changes in a live environment. Based on player feedback, we will make any necessary adjustments in future Title Updates to ensure the best possible experience. Right now, we want to refrain from further shortening the session length as it can lead to frustration due to the waiting time between rooms and travel time.
  • Don’t reduce the number of Talents
    • The implementation of the change in PTS Phase 1 was not fully completed as the UI with the list of Talents available in the rotation was missing. To ensure that players are aware of the current rotation, a comprehensive UI presentation will be added.
    • We agree that a 1-week interval might be too long between re-rolls. We’ll explore the possibility of reducing the interval between re-rolls.

GEAR LOCK

  • Gear locking has generated mixed opinions, so we would like to provide further insights into our motivations. The Division 2 is a tactical shooter, meaning that strategic planning and decision-making play a significant role in gameplay. One aspect of this strategy involves choosing and committing to specific gear items before engaging enemies. Allowing players to swap gear during combat would diminish the tactical nature of the game. It would also introduce complexity, as players would need to be aware of the mechanics of their current gear as well as the other options in their inventory. While some players may excel at managing this complexity, we believe it would make the gear system more difficult for the majority of players to understand and engage with. Additionally, balancing the game’s difficulty becomes more challenging, as we would need to consider not only the available builds but also the potential talent combinations that should not be possible during combat. However, we acknowledge that in certain situations, preventing loadout swapping can be overly restrictive. As a result, we have decided to remove the loadout block for Rogues, which was implemented in PTS Phase 1.
  • We ask you to concentrate your efforts on testing it with the following specs during Phase 2:
    • Gear lock while in combat, regardless of game mode remains as is
    • Gear lock while in Conflict remains as is
    • Gear lock while Rogue will be reverted and available for testing on PTS Phase 2
  • Additionally, we introduced following QOL changes:
    • You now will be able to switch grenades
    • You will now be able to switch gear while in the shooting range
    • You will now have a 1-minute grace period where you’re allowed to switch gear after joining another player’s session.

That’s about it. We should get the PTS Phase 2 notes sometime this month, and once we have it, we’ll let our readers know.

Source: The Division Trello board

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Alex Co

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

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Features We Need for the Nintendo Switch 2

It is no secret that the Nintendo Switch has been an insanely successful product for Nintendo. It was exactly what the company needed to wash the taste of the drastically less successful Wii-U out of everyone’s mouths and stay competitive with Sony and Microsoft.

While the Switch may not boast anywhere near the power or speed of current-gen consoles, it has managed to carve its own path in the market with its unique hardware and high-quality exclusives. All good things must come to an end though. We are close to the Switch’s 8th year anniversary on the market and with so many recent rumors and rumblings, we are certainly due for another iteration on Nintendo’s next-gen offering. Whether that will be a follow-up to the current Nintendo Switch or something entirely different is still up for debate. Regardless what it is though, there are still many features Nintendo should consider to keep fans happy. With that in mind, these are some of the features we need for the next Nintendo Switch or what’s otherwise known as the Nintendo Switch 2 (yes, we know that it’s very unlikely Nintendo will call its next console that, but for now, we’re rolling with it).

Nintendo Switch Denuvo

Controller Redesigns

If you own a switch, chances are you have had to deal with two major issues regarding your controllers. They drift and are hilariously small. The latter has been made less of an issue with small hardware additions like the joy-con grip or the pro controller. While it is nice to have options to mitigate these issues, they are all extra expenses that a customer has to pay on top of the price of the console. Controllers that are one-size-fits-all has been the standard approach for many years. Nintendo however, seems to have made the controllers with children in mind specifically, which has left some of us forced to dish out a lot of extra cash on additional controller options. The bigger problem with the controllers here though, is the ongoing issue of drift.

Admittedly, Nintendo has done a noble job of repairing most joy-con drift effected controllers. Regardless, the simple fact that it has been an issue for the consoles entire lifecycle is frankly ridiculous. This problem was exacerbated even further with the Nintendo Switch Lite. The controllers are hard-wired into the console and in order to get them repaired the entire console must be sent in. The idea of controllers that slide on or off a console for handheld or TV play is a genius idea, and in my opinion, should stick around for the next console. What it absolutely does need though, is a redesign to make them feel good in the hands of a majority of gamers and sturdy enough to last. As it stands now, playing a first-person shooter on the console in handheld is nothing short of a nightmare.

Steam Deck Playable Games

More Power

The handheld market has changed considerably since the launch of the original switch in 2017. Whether Nintendo’s next console will be a handheld is yet to be seen, the fact remains that the Steam Deck can run circles round the switch in a similarly small package is an issue. Nintendo has never strived to create the most technical games. They instead have followed a simple, yet extremely effective, “find the fun” model that has done well for them. While the Wii was offering true motion controls as a never- before-seen feature, PlayStation and Xbox were trying to create the most visually striking games they could. While this strategy still works to this day, it isn’t as effective as it used to be —  especially for third-party developers

The Switch is home to many third-party games, and while the sales are usually quite strong, the experience they offer to the player is often a watered down version of itself. Developers have to make cuts and force themselves into constraints in order to work within the limited power of the Switch. This leads into negative press for developers and Nintendo, as ports to their console either get called out for being poorly optimized or outright broken as current games are too demanding for what the console can offer.

Nintendo has never been about delivering top-level industry visuals. As long as their own studios can develop within their systems architecture that is good enough for them. As games switch to Unreal Engine 5 and other complex engines Nintendo needs to considerably up the specs of their next console to future proof themselves for the next eight years and allow third-party developers more freedom to work and thrive within their ecosystem.

nintendo switch oled zelda tears of the kingdom edition

Internal Customization Options

For the longest time, it was thought that themes were coming to the Switch akin to the PS4’s themes. Dynamic themes that could match a games aesthetic and move in the background, or themes that changes the buttons or sounds when navigating the UI. To this day all we have gotten is a choice between Black or White. That’s it. This is exactly as depressing as it sounds, and for a company as extravagant and energetic as Nintendo it seems that it is a huge missed opportunity. Even allowing players to simply add a screenshot as a background would be a big win at this point. For the amount of silly Nintendo titles available, it is a shame to have to boot them up with such a monochrome UI.

Ideally the next console would offer a few basic themes that change the layout of the console and decorate it with someone’s favorite franchise. Of course, they would be free to offer additional themes at a small price, but the fact that they have that option to use them at all is the important part. While Nintendo has created no shortage of options in terms of hardware aesthetics, they could do a much better job at providing players with a console that feels like their own.

video game achievements

Achievements and Updated Online Capabilities

Achievements and trophies are both staples of the industry at this point. Bragging to your friends that you platinumed a game you loved has become an easy way to show your gaming badge of honor. Nintendo has no such system, and the rewarding feelings a player gets when hitting those achievements are lost when playing on Switch. Apart from being able to add in additional goals for players to strive for their first-party games, it keeps them in line with the competition and lets their players be apart of a community that has existed on other console for years.

This bleeds into the next missing feature which is the Switch’s lack of online capabilities. Voice chat, party systems, connection issues, infrastructure, direct messaging, etc. are all noticeable omissions that make-up a larger issue that Nintendo has been guilty of since the launch of the Switch. The current online platform is laughable compared to other systems and needs to be made a priority. While Nintendo is undoubtably the king of couch co-op, the lack of basic features and reliable servers means that playing online is a chore when you want to.

Backwards Compatibility

Times have changed, and many people own most of their games digitally. This creates a unique scenario where companies have to find ways to integrate a customer’s digital libraries into their future hardware. Losing access to games you have already paid for cannot be understated and is what most would consider a make or break when buying a new console. The trade-off is of course, less next-gen exclusive games that fully take advantage of the new hardware.

Often times when a new console comes out, there is a transition period where games will release on both the new and old consoles simultaneously. Ignoring the already large player base of the previous generation means your sales are going to be severely impacted if you choose to release something for next-gen only. Nintendo needs to offer exciting new games and experiences to entice players to buy into their latest hardware. At the same time, it needs to ensure them that their games will follow them as well. Playing old games on a new system can help ease the painful wait for those next-gen releases, and is too big of an ask to expect customers to re-buy their games all over again.

sony xbox nintendo e3

Nintendo Switch, for all of its shortcomings, is still extremely successful and rightfully so. The console is a great entry point for new gamers and offers some of the best first party experiences the company has ever produced. The Switch will continue to sell well, and may even outpace the longstanding champion of console sales, the PlayStation 2, given enough time.

While the Switch has many features to praise, there is also a lot to be desired. Nintendo specifically has never earned their place in the gaming market by directly competing with Sony or Microsoft. Instead they innovate on themselves in new and interesting ways to offer their customers something different each generation. Let’s hope they keep iterating on what makes them unique and desirable, but don’t forget to keep us happy with some modern updates as well.

Josh Richardson

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Neko Atsume Purrfect Kitty Collector (VR) Review – Living My Cat Dream

Have you ever dreamt about living in a home with cats roaming everywhere? You know, the dream of every cat person coming home to nothing but cats as they pledge their unconditional love to you every single day. If you have, then we have the perrrrrrfect game for you, as Neko Atsume Purrfect Kitty Collector lets you live out that fantasy of a crazy cat person, all from the comfort of your very home in a VR space. 

Every Cat Person’s Dream and Every Dog Person’s Nightmare

The premise of Neko Atsume Purrfect Kitty Collector is a pretty simple one. You, the player, get thrown into a VR living room space where you can meet and interact with different cats. You’ll be tasked with finding cats (over 40), but beyond that, there’s no real sense of progression. Instead, you’ll find most of the enjoyment comes from those interactions, as you’ll play with the cats using a variety of toys. 

Rubber balls, laser pointers, and cardboard boxes are just some of the goodies that you can unlock for your cats to play with. You can even feed, pet, and pick them up, and they’ll purr, which can be heard through the Quest headset speakers, with the Quest 3 controllers providing haptic feedback for a more immersive experience. It almost feels like I’m petting a cat with those haptic vibrations. 

You’ll find the general experience of Neko Atsume Purrfect Kitty Collector to be relaxing, as controls and mechanics are as simple as they can get for a VR game, making it the perfect experience for newcomers—a stress-free experience, with some cute visuals that’ll put a smile on anyone. 

Playing on Quest 3 also allows you to use the Mixed Reality mode, bringing a single cat into your actual living space. It’s fun seeing a virtual cat roam around your home, and there are some nifty features, such as a backdoor that you can open to re-enter the virtual world. 

Beyond this, though, there’s not much else. As I mentioned, the game doesn’t have a progression unless you count purchasing items. It’s only meant to be played in short bursts, almost as a stress reliever. It accomplishes what it sets out to do and is fun for the little time you’ll spend inside it.

A Short Catnap

I’m already living this dream and loving every second of it. As for Neko Atsume Purrfect Kitty Collector, it’s a fun little experience to show to friends, especially if they love cats and want to see what VR may be all about. It’s visually pleasing, with relaxing and chill gameplay that doesn’t involve much from the player, all while they play with some adorable little cats that you can’t help but fall in love with. It’s a cat person’s dream game, though one that wears off after half an hour, as beyond watching and playing, there’s not much else to do. That’s a common theme amongst most relaxing VR games, so if you’re into that, this is the perfect game for you. 

If you’ve ever wanted to know what it’s like to own a dozen cats at once,  it provides just that, minus the allergies, smells, scratches, and expensive vet visits. 

Score: 7.5/10

Pros:

  • It’s a relaxing game where you get to play with cats. Who doesn’t like cats? Oh, you? Then I guess we can’t be friends. 
  • There are many toys to unlock and plenty of cats to play with. 
  • The visuals are adorable, with soothing music playing in the background and cries of meows. 
  • Mixed Reality Mode turns your home into one for a virtual cat. 

Cons:

  • There’s not much else beyond playing with cats.
  • There’s no free walking with the controller, limiting you to a few teleportation spots. 

The publisher provided a review build of Neko Atsume Purrfect Kitty Collector. You can read MP1st’s review and scoring policy right here.

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James Lara

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

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GTA 6: Rapper T-Pain Barred From Role Playing in GTA 5 Due to Working on Sequel

It looks like we can probably expect to see some music and perhaps an appearance from T-Pain in Rockstar’s newest Grand Theft Auto game, GTA 6, as the American singer-songwriter has confirmed he’s working on the project.

The confirmation comes from T-Pain (real name Faheem Rashad Najm) himself, who took to social media to address why he left the GTA RP Discord server for NoPixel, saying that Rockstar told him he couldn’t since he’s now working on GTA 6.

 

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“I used to be on NoPixel” Najm explains, “… then I started working on GTA 6, and they told me I couldn’t do RP anymore because it kind of goes against — they had this whole speech, like, you know, ‘What if somebody took your album and re-recorded it, and more people were listening to that,’ and I’m like, ‘Okay, I kind of get that, but I was having a good time. Alright, that’s fine,'” then I started working on the game with them.”

He then jokes about Rockstar buying the RP developers, laughing it off and pointing out the irony of him not being allowed to role-play despite Rockstar now working with the devs.

Well, now we all know why he suddenly stopped. Probably wasn’t supposed to reveal he’s working on GTA 6, but we can’t picture this confirmation being a major issue with Rockstar.

What do you think, will we be seeing some original music by T-Pain for GTA 6? Maybe he’ll even play a character, given he’s already been role-playing in GTA 5 since 2021.

Related Reading: 

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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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Day of the Devs Hands-On Previews – Indie Heaven

Day of the Devs has been around for a full decade now, with this year’s showcase being the 11th iteration. A love letter to all things indie games, Double Fine (Psychonauts, Brütal Legend) puts out the event at no cost to the developers it invites, with some support from iam8bit, as a mini convention that is also free of charge and open to the public at large. Traditionally, it has taken place in San Francisco, and while that is still the case this coming March, a special The Game Awards-themed version took place the day after the big event in Los Angeles. We happened to be in the area, and swung by to check out a handful of games on offer. You can read all about what we got our hands on now.

Valley Peaks

Valley Peaks is an upcoming climbing simulator with an obsession of frog people. Though, frogs are pretty chill animals to begin with, so what’s not to like there? The game features a cel-shaded world, where your main goal is to climb the local peaks in each area, and place radio towers once you reach each summit for the first time. Each mountain sports easy, medium, and hard paths to climb, and while you’re not required to climb every path in order to progress, the challenge is there for those who want it. You can unlock gadgets such as binoculars, gliders, and more, and the debut release by developer Tub Club has a great camping vibe about it that will appeal to many a chill gamer. Slated for release next year on Steam.

RESISTOR

RESISTOR might appear on its surface to be a simple, cel-shaded racing combat game, but its plans are anything but. Sure, there is plenty of racing, barrel rolls, smashing cars to bits, and vast desert landscape to tear through, but there is also a story about a kid trying to save their mom, earn their citizenship, and maybe even overthrow a corporation or two while they’re at it. RESISTOR promises to bring an expansive story that is equally as important as its offroad action, with base expansion and customization options to boot. No release date yet, but it is targeting release on Steam, Epic Games store, current generation consoles, and the Nintendo Switch.

Whisker Squadron: Survivor

Whisker Squadron: Survivor is a cel-shaded, on-rails sci-fi space shooter, in the vein of Starfox but with a lot more onscreen action, as well as a focus on amassing pickups to alter the way you play. You are tasked with surviving ten waves of enemies as you fly through a sprawling megalopolis, taking out as many baddies as you can along the way. There is a story here for those who care about it, where a robotic species of insects known as The Swarm must be defeated. Your ship is pieced together with things found while playing – this is a roguelike, so each play through is different, and lasts about 20 – 30 minutes each. It just screams the type of “one more go” game for arcade die-hards and Starfox fans alike. Currently available in Early Access on Steam for as little as $11.99 USD, with a target launch timeframe of early 2024.

Kind Words 2

Kind Words 2 was a corner of positivity at Day of the Devs, which of course was itself a positive event where even PlayStation icon Shuhei Yoshida could be found amongst smiling faces and great vibes. A sequel to 2019’s Kind Words, the game runs on the same servers as the original, meaning no separation of the playerbase here. The gist is that you can write letters to random people online, but the rule is that you cannot be negative towards others. You can sit at a desk, read others’ incoming thoughts, and reply to them with as little or as much thought as you feel like. It felt kind of therapy-adjacent, and in speaking to developer Popcannibal, it was clear they were not claiming to provide therapy by any means, but the atmosphere could not be chiller. There’s even a poetry slam. You can request to join the Steam playtest right now, though there is no publicly available launch window just yet.

Thank Goodness You’re Here

Thank Goodness You’re Here is the most British game I think I will ever lay my eyes upon. You play as a small traveling salesman, who gets tasked by the townsfolk with increasingly odd jobs. It’s described as a “comedy slapformer,” where often the only solution to a particular puzzle is to give everything a nice solid slap. There is a lot of British humor here, such as helping a shop owner fill his meat pies, with the various double entendres you might expect. The game controls as a very light platformer, with your main options being to jump or slap something and watching how the world reacts to your actions. It seems like a cozy situational adventure, which will give some a nice chuckle from time to time as the various characters go about their lives. Developer Coal Supper is currently targeting a 2024 release on Steam.

Sophia the Traveler

Sophia the Traveler is a quaint, find-the-object game in the vein of a Where’s Waldo book brought to life. It tells the story of a real-life couple, who developed the game, as they imagined what traveling to distant places might look like when in reality they were stuck at home during the worldwide COVID-19 pandemic. Each level starts off simply enough, as you begin looking over an RV from an isometric viewpoint, with a list of items to find. Clicking on each item in the sidebar will reveal some info about them, along with a hint as to where they might be found in the current area. For those who remain stumped, an hourglass unlocks every handful of minutes which will highlight the general area of a random item. There’s no timers beyond that, no rush to finish the game, but plenty to find and interact with. Developer Memo Gogo is aiming to bring a plethora of content to feast your eyes upon, with over 1800 character assets, 300 animations, 100 buildings, etc. Many of the people and items that you click on will react to you, as well, with voice recordings performed in multiple languages so you get a taste of the many ways in which we greet one another. While there is no hard release date yet, a free demo can be had on Steam for a small sampling of the kinds of interactions you can expect.

Arco

Arco is a tough-as-nails mixture of realtime and turn-based RPG pixel art game that holds no punches. While there are three different stories within the whole game, this wasn’t really touched upon during our hands-on time with Arco, mainly because simply surviving most fights is quite a battle. Every attack or action costs a certain amount of mana (called Magia here), which is in very limited supply. The player has to carefully balance attacking with playing defense, along with managing health and planning next moves. It’s not a roguelike, and dying places you just before the battle you last lost, allowing you to simply try again when you fail. With the right strategy, seemingly any fight can be overcome. Arco currently has a release date of simply some time in 2024 on Steam, and can be wishlisted now.

Mars After Midnight

Mars After Mightnight was the only Playdate game available at Day of the Devs. The Playdate, for those who don’t know, is a purpose-built handheld gaming console with some peculiarities, including a 1-bit screen (yes, black and white only, but it’s highly reflective and easy to look at in a bright setting), a directional pad, A and B buttons, and an honest-to-goodness crank which is its main control differentiator. This analog control mechanism is used by Mars After Midnight in various ways. You play as the caretaker of an Off-Colony Community Support Center, specifically a Cyclops Anger Management course which runs, well, after midnight on Mars. The game says a lot through its imagery, and you are tasked with only allowing in cyclopes, but only after first organizing the night’s free snack offering and cleaning the previous cyclops’ mess that they left behind. Do well, and the cyclops will reward you with a tip as they head into the session. The goal is to help up to eight Martians each night, with some necessary trial-and-error as you learn what works and what doesn’t. There is even some budgeting to handle, as you’ll need to target the cyclops that live on Mars, who may not even consider that they have anger management issues to begin with. There is a lot more going on here than you might otherwise assume at first glance, and Mars After Midnight looks like a unique game on a handheld known for unique games.

Despelote

Rounding out the selection of games we spent time with is Despelote. This is billed as a slice-of-life adventure where you play as an eight year old schoolchild named Julián in Ecuador in 2001, when the country was very close to qualifying for the World Cup. You can see the ways in which almost everyone in the city become obsessed with talking about the upcoming matches, and wondering if their country really has what it takes to reach the pinnacle of the world’s most popular sport. As a kid, your main goal is to kick a ball around, and see how others react to it. Photos and audio were often taken on-locaion in Ecuador, with an art style that should be seen in-motion to be experienced fully. There is no set release date beyond 2024, and Despelote can currently be added to your wishlist on Steam.

Day of the Devs The Game Awards

Spreading Their Wings

There were, of course, many more games available, but only so much time that we had. There was even an outdoor section featuring a few oddball games and experiences, such as attempting to fool an AI as you tried to cross a road without being spotted as a person, food trucks, and even an iam8bit pop-up shop. While this was the first time Day of the Devs was held outside San Francisco, here’s hoping it won’t be the last! Again, since the event is free and open to the public, you are welcome and encouraged to check it out, play some games, and be surrounded by the thriving community that is the indie game development scene.


Hands-on impressions from early builds of the game and not final code.

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Paulmichael Contreras

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

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Report: Raven Software Had Two Projects Cancelled Including COD Zombies Live Service and Sequel to Classic Title

Raven Software had some big plans to make their own Call of Duty game based on the Zombie mode created by Treyarch. Not only that, but it’s also been revealed that they were working on reviving a classic IP that was also canceled by Activision.

For the last decade, Raven Software has been a major support studio for Activision that assisted on and co-developed many of the recent Call of Duty games. However, it wasn’t always like this, as the studio did develop and release their own games prior to this shift, with a long history dating back to the ’90s. Yet despite that, for over ten years now, they’ve been working on Call of Duty games, though that’s not to say that they didn’t try to make their own game. 

This is all according to former Raven Software Lead Designer Michael Gummelt’s LinkedIn profile, claiming that the studio was working on two titles. 

The first is Call of Duty, though it would have been their own, similar to how Treyarch has Black Ops and Infinity Ward Ward has Modern Warfare. It was a spin-off of Treyarch’s own Zombie mode and was described as being a live service version. Sadly, Treyarch assumedly stepped in to cancel it as they wanted that portion of their IP back.

Furthermore, the studio attempted again to make a game under their name, though moving away from Call of Duty. This happened back in 2019, with the studio having prototypes for a revival of one of their classic IPs. That was canceled by Activision in favor of developing Warzone.

There’s no word on what this classic IP would have been, though many speculate it was a new Hexen

With Microsoft now owning the studio as part of the Activision-Blizzard King buyout, one has to wonder if Raven Software will take another crack at making a new game. One can hope. 

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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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Instinction Gameplay Released; Now Available for Pre-Order

Teased last month, Hashbane Interactive has finally released the first look at the gameplay of their upcoming Dino action-adventure game, Instinction.

Instinction Gameplay – Part 1

There’s no combat shown off here, just some light exploration showing off the environment and teasing a bit of the dinos themselves. Hashbane noted in the YouTube comments that the footage we’re seeing is very early in the game (about 30 minutes) and only shows off 5% of the first map. Instinction isn’t entirely an open-world, but instead described as a ” wide-linear campaign.” That means we should expect to see plenty of large explorable areas, but not quite to the extent that it’s considered a fully open world.

This is only part 1 of the planned series of gameplay videos Hashbane will be dropping, and hopefully, the newer ones will give us a look at the combat itself. I have to say, from the slither of gameplay shown above, Instinction is looking incredibly beautiful. Cannot wait to see how the dinosaurs look up close.

This isn’t the only thing Hashbane has for us, though, as they’ve launched a brand-new website for Instinction, which is also now accepting pre-orders! There will be two editions for PC, the first being the standard offered at a 33% discount on full price, while the other is the supporter edition. Details on what’s included and pricing can be found below.

Instinction Standard Edition

Price:

  • $39.99 prior to early access launch (Q3 2024)
  • $49.99 early access
  • $59.99 full launch (Q4 2025)

Content:

  • Full game

Instinction Supporter Edition

Price: $119.99

Content:

  • Full game
  • Alpha Access (Q3 2024)
  • Experimental Branch
  • Access to support only Discord channel
    • Access to rigging videos and WIP content
    • Monthly briefing updates, bi-annual AMA
    • Exclusive behind-the-scene content
    • Post-release documentary
    • Private screening of gameplay videos before release
  • First DLC Free
  • Supporter only Skin, UI & menu
  • Digital copy of Instinction soundtrack
  • Digital artbook

The pre-order editions are for PC (steam) only at this time.

Lastly, we can expect to see more news about Instinction next week, as the website also confirms that we’ll be getting a roadmap reveal. So stay tuned for that!

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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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Discord Layoffs Strike Again, Affecting 170 Employees

After cutting 4 percent of their workforce last August, Discord layoffs have struck once again. This time around, 170 positions have been dissolved, amounting to 17 percent of the company as a whole in response to excessive growth in the last few years.

The Verge first reported on the layoffs yesterday afternoon, citing an internal memo and staff meeting that occurred yesterday. The memo comes directly from CEO Jason Citron, and you can read it in its entirely below:

Hi @everyone,

I want to follow up on what we just covered at our all-company meeting and share some context.

Today we are making the unfortunate and difficult decision to reduce the size of Discord’s workforce by 17%. This means we are saying goodbye to 170 of our talented colleagues. This is a decision we did not take lightly, but it is one that we have conviction in to better serve our users, our business and our mission over the long term.

Where we are and how we got here

Our company has changed and grown significantly over the past few years. We should all be really proud of what we’ve been able to accomplish together to serve the millions of people who turn to Discord every day to spend time with their friends.

At the same time, we have to face some hard truths. We grew quickly and expanded our workforce even faster, increasing by 5x since 2020. As a result, we took on more projects and became less efficientin how we operated.

Today, we are increasingly clear on the need to sharpen our focus and improve the way we work together to bring moreagilityto our organization. This is what largely drove the decision to reduce the size of our workforce. While difficult, I am confident this will put us in the best position to continue building a strong and profitable business that delivers amazing products for our users and supports our mission for years to come.

What happens next

I’m sure all of you are anxious to know what this means for each of you.

– By 10:30 a.m. PT, everyone will receive an email. In your email, you will learn whether or not your employment has been impacted by this reduction-in-force

– Leadership will hold a meeting with departing team members at 11:00 a.m. PT to discuss next steps

– For all remaining employees, we will come back together this afternoon at 1:00 p.m. PT to talk about what’s next

How we’re taking care of our colleagues

It is incredibly important to me that we support departing team members through this difficult time and provide them with a sizable runway as they transition into future employment. To that end, we are offering them:

– Five months of salary (plus an additional week for every full year at Discord)

– Five months of benefit continuation

– Three months of outplacement services

– Equity vesting of awards scheduled to vest on Feb. 1, 2024

– Continued access to Modern Health through the end of 2024, and more

I’ll end by sharing deep appreciation and gratitude for those leaving us. Discord is better because of your contributions and the passion you brought to delivering for our users, our company, and each other. Thank you for everything.

It’s incredibly difficult to say goodbye to respected peers, many of whom have become friends. I’m hopeful that working on and with our product has reinforced that these bonds can be sustained and even strengthened beyond the “walls” of any one place.

Take care of yourselves and let’s look out for each other through this particularly challenging time.

Jason

Long story short, it appears as though the primary reason for the cuts is financially motivated. The company doesn’t seem to be struggling, but Citron (and I imagine other Discord higher-ups) seem to believe that the company could be working more efficiently—and more cheaply. It’s about as corporate of a reason as you can get.

Other gaming-adjacent companies have suffered significant layoffs as well in the past month. Twitch just cut 500 jobs earlier this week. A few days before that, Unity chopped a whopping 1,800 positions, which amounted to roughly 25% of their workforce. We’ve seen a lot of development studios lay people off or shut down entirely in the last year, but the trend is now stretching to include companies tangential to the industry too. It’s a saddening pattern to witness.

We’ll keep our readers posted on the inevitable further news of layoff waves as they continue to strike.

Source: The Verge

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Jack Breitenbach

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Battlefield 2042 Next Update 6.2.1 on January 16, Here’s What’s Changing

DICE has announced the Battlefield 2042 next update 6.2.1 download that’s set to be released on January 16. While this isn’t a major update, this does bring in improvements, with a bigger patch set to be released at the “end of January” that DICE promises more substantial changes.

Battlefield 2042 Next Update 6.2.1 Patch Notes:

CHANGELOG

  • The YUV-2 Pondhawk is now available from the Light Ground Transport Vehicle list for Custom Conquest, Air Superiority and Ground Superiority Custom Experiences in Battlefield Portal.
  • The YUV-2 Pondhawk should no longer spawn under the map when deploying on it within Breakthrough > Flashpoint as the attacking side, during the final sector.
  • Attachments for the RM68 will now correctly display the Charon Weapon Skin colors rather than appear as factory standard items.
  • Soldiers will now be able to successfully spawn on Capture Point A4 whilst it is being contested by the enemy team on Control > Breakaway.
  • Fixed an issue on F-35E Panther changing its flying characteristics after activating VTOL while using mouse and keyboard peripherals.
  • F-35E Panther and SU-57 Felon should now have similar flight sensitivity while using mouse and keyboard peripherals.
  • Further improvements have been made to sticky input while using mouse and keyboard peripherals.

Dev Comment: This will make triggering sticky input quicker and easier especially for default settings, allowing players to do loops without constantly dragging their mouse across the mousepad. Players will still need to provide aggressive input in order to initially trigger this maneuver.

Of course, these smaller patches are part of the studio’s roadmap leading to the big Season 7 reveal and content drop happening in March.

Expect this new BF2042 patch to be released Tuesday around 4 am ET/1 am PT/5 pm HKT, which is the usual time DICE releases these updates on a Tuesday.

Source: EA

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Alex Co

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

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Suicide Squad Kill the Justice League Joker DLC Teased; End Game Content Explained

As we near the launch of Suicide Squad Kill the Justice League, Rocksteady has begun opening up about how the game’s endgame works, as well as giving a brief tease as to what’s coming later in the game, as apparently there are DLC plans already.

Revealed during a Q&A session on the game’s Discord, Game Director Axel Rydy discussed what players can expect from the Suicide Squad Kill the Justice League endgame, describing it as “constantly evolving” and “challenging” with districts themed around villains, and the first being Batman villain, Bane.

“After you’ve completed the main story, End Game is a huge, constantly evolving and challenging experience for you to put your skills to the test.
Our core philosophy for End Game was, essentially, Mastery. Mastery of your character, traversal, Talents, enemy types, mission mechanics and, of course, your choice of build. And as the difficulty increases, you will have to find new builds to overcome the challenge. That’s why we have three distinct Tiers of Infamy Sets in End Game, all themed around an iconic DC character. For launch, that character is Bane, and his Infamy Sets are all themed around different ways of dominating your enemies and harnessing the chaos around you.

We have a somewhat chaotic game, with a constantly changing battlefield with lots of things going on. The game is frantic and fast paced, and we’ve purposefully made it to feel like the Squad is always surrounded and in the middle of the chaos, and Mastery of the game comes from you harnessing that chaos and using it as one of your strengths, turning the very thing Brainiac is throwing at you right back at him.”

He goes on to explain how they’ve built the end game, and how difficulty scales with rewards.

“Because our game is chaotic and because we wanted our End Game to lean into build construction as well as Mastery of mechanics, we’ve made our End Game revolve around a core backbone of mission types that provide a more predictable experience and challenge. But that doesn’t mean that Brainiac is just going to sit back and let you go head to head with his forces without throwing a spanner in the works, or that you know what’s going to happen in each mission. Brainiac keeps evolving his forces throughout End Game and you’ll have to adapt your builds to match this.

There will be several types of missions, from the snappier Incursion Missions, where the poor Squad is sent into Brainiac’s domain under the protection of a very fickle Promethium Shield that protects you from the Skull Ship’s tentacles as well as the full force of Brainiac’s army. The Squad have to fight their way through Brainiac’s forces – often with the help of the Support Squad – to make it back to Metropolis. But once the mission is completed, the Promethium Shield goes down so the Squad has to leg it. Waller’s really not doing the Squad any favours here and she seems intent on emphasising the Suicide in Suicide Mission. Then we have the more grand Killing Time missions where the Squad is battling an increasingly frantic horde of Brainiac’s enemies, and they have to keep killing enemies to fuel the Promethium Shield because once it goes down, there’s no hiding from the Skull Ship’s tentacles.

As the difficulty levels go up, so do the rewards, and we have some quite frankly insane Infamy Sets and Notorious items that are earned from the highest tiers of End Game. That, paired with Global leaderboards for Solo, 2-player, 3-player and 4-player groups, mean that there’s plenty of friendly competition to go around… And if you want some tips on how to build your character, the leaderboards will be a good place to scout around.”

This closed out the Q&A, though neatly tied into the tease at the end, hinting that we’ll be getting a Joker-themed DLC.

If the image wasn’t obvious that this was Joker-themed, the file name is called “SS_Logo_Joker_2,” and we even get our first look at what might even be the Joker in the screenshot from an upsidedown newspaper clipping.

Suicide Squad Kill the Justice League Joker DLC Image

And a spoiler warning for those who didn’t play the Batman Arkham games. I’m sure most are wondering, wait, didn’t the Joker die at the end of Arkham City? He did, so the question is, just who is this version of the Joker? They look different, so we can assume it’s a different person. Or, perhaps maybe this may be a hint of the multiverse existing?

We’ll know soon enough, as Suicide Squad Kill the Justice League is launching in a few weeks. For now, let the theories commence!

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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.