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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!

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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Sand Land Release Date Revealed for April 26 With Explosive New Trailer

The Sand Land release date has just been unveiled! The upcoming desert-filled action-RPG from Dragon Ball creator Akira Toriyama got a chaotic, adventurous new trailer yesterday that revealed the game’s impending release on April 26.

You can view the new trailer below:

The gameplay, which seems mostly vehicular, centers around traversing wide open deserts and dank dungeon-esque locales in various mechanical vessels. Tanks, mechs, hoverships, and more appear in the trailer, all with guns blazing and rockets blasting to defeat various different monsters and other enemies.

Here’s a general description of the game from its Steam Page, which is live now for pre-orders:

Dive into a desert world where both humans and demons suffer from an extreme water shortage – SAND LAND. Meet the Fiend Prince Beelzebub, his chaperone Thief, and the fearless Sheriff Rao, and follow the team on an extraordinary adventure in search of the Legendary Spring hidden in the desert. The end is only the beginning, as beyond this arid ground lies a new realm to explore.

In this action-RPG, players will find a nostalgic and heartwarming world created by Akira Toriyama, where you will become the main character Beelzebub. Learn how to control his powers and lead your company of heroic misfits exploring the legendary world of SAND LAND. Beware of the many dangers that populate it: between bandits, fierce wildlife, and the Royal Army, reaching the spring won’t be easy! Use your tact and imagination to develop tanks and other vehicles that will help you navigate this vast land, using a wide array of part combinations.

  • Vehicles From Beyond Your Imagination – Unlock vehicles that can be leveled-up with various mechanic parts including weapons, engines, and suspensions. Design and operate a large variety of vehicles including Battle Tanks with powerful cannons, Motorbikes that speed through deserts, and Jump-bots that bounce over rivers to explore every corner of the continent.
  • Become the Savior the World Needs – Develop your basecamp in the city of Spino, as you build relationships with its inhabitants. As you bring the exiled people of the desert to Spino, watch the town and its capabilities grow. Listen to their requests and wishes, and unlock useful materials and city features.
  • Adventure Beyond the Dunes – Travel through SAND LAND and its canyons, unveil its secrets, overcome all obstacles, and find the entrance to an unknown world.

If you’re really into the Dragon Ball art style, you’ll feel right at home with this one. It also carries a similar lighthearted tone, and it’s likely to have a similar writing style to the franchise many have come to know and love. It’s definitely worth checking out if you’re a fan of Toriyama’s work.

Sand Land launches on April 26 for PS4, PS5, Xbox Series X|S, and PC.

Source: Steam

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Jack Breitenbach

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Starfield Next Beta Update Set for January 17, Will Contain Over 100 Fixes and Improvements

While Bethesda originally said that the next major Starfield update is due in February, it seems those willing to test it can do so next week, as the Starfield next beta update for Steam is due on January 17!

According to Bethesda, this next patch will contain over 100 fixes and improvements, and will be released to all players in the retail version in about two weeks’ time.

While the actual patch notes won’t be available until the beta patch is live, we do have a quick preview of what to expect from it.

  • Will contain multitude of fixes to quests: Eye of the Storm issues such as being unable to dock with the Legacy or data transfer not starting, Temples not showing up into the Unknown will no longer prevent Constellation from exploring the cosmos.
  • Will bring stability improvements and numerous graphic improvements ranging from additional widescreen support to improved textures, lighting and shadows.

Other fixes and improvements include: sun disk geometry, planet ring shadows, bulldozed objects reappearing when returning to an Outpost, ship hatches marked inaccessible, and another fix for asteroids following ships

Once the patch is out next week, we’ll be sure to let our readers know. Don’t forget, players can opt in the Steam beta, though it might be better just to wait until the patch is rolled out in the retail version.

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Alex Co

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

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EA UFC 5 Update 1.004 Delivers Patch 2.0 This January 12

EA UFC 5 update 1.004 is out now on all platforms this January 12, and this is for the big 2.0 title update! This adds new fighters, alter egos and more to the fighting sim, with the full details listed in the official EA UFC 5 new update patch notes.

EA UFC 5 Update 1.004 Patch Notes | EA UFC 5 Update 2.0 Patch Notes:

Size: 664MB (PS5)

NEW FIGHTERS

  • Mayra Bueno Silva (#2 WBW)
  • Jailton Almeida (#7 HW)
  • Ian Machado Garry (#10 WW)
  • Mike Malott (WW)
  • Charles Jourdain (FW)

UFC 297 Fight Week Challenges and New Alter Egos

  • These will be added on Jan. 16, 2024

MISC. ADDITIONS AND UPDATES

  • Added Kamaru Usman to Middleweight
  • Added Deiveson Figueiredo to Bantamweight
  • Added short color selection to Fighter Select for all rostered fighters (excludes Alter Egos)
  • Added new Vanity Rewards

STRIKING

  • Reduced stamina recovery between rounds and made it taper off each round.
    • Even at the first interval, the recovery has been reduced. As rounds go on, fighters will recover less and less, whereas before, the recovery stayed flat. In total, this amounts to a reduction of nearly 20%.
  • Tuned body strikes, generally shifting them from damage to stamina drain utility.
    • We’ve heard feedback that body strikes now inflict heavy damage and allow for TKOs too easily. Meanwhile, the stamina drain from body strikes felt a bit too low, which hampers the tactical use of body strikes to slow the pace of the fight down and helps discourage relentless attempts at breaking the (high) block. We also considered that the body punches are a bit too risky to throw, the body lead hook is a little overused, and the body jab is a bit underused. The following tuning changes aim to address all these issues:
    • Damage Decreases:
      • Body Straight: -10%
      • Body Lead Hook: -15%
      • Body Rear Hook: -10%
      • Body Lead Upper: -10%
      • Body Rear Upper: -10%
    • Long-Term Stamina Drain Increases:
      • All Body Punches: +22.5%
        • This value is meant to net +10% drain past the damage decrease to most of the body punchesand the intention is that it will be a big net increase in damage for the body jab (Which isn’t getting a damage decrease).
      • All Body Kicks: +10%
    • Vulnerability Decreases:
      • Chin (Upper) Vulnerability of all Body Punches: -15%
      • General Vulnerability (anywhere but Chin) of Body Jab: -33%
  • Improved the speed and evasive properties of ducking.
    • This will reduce the occurrences of strikes unnaturally tracking opponents as they’re ducking.
  • Assigned proper stances (orthodox/southpaw) to Sergei Pavlovich, Magomed Ankalaev, and Colby Covington.
  • Fixed a rare foot planting issue with the Leon Edwards Alter Ego.
    • He could sometimes drag his feet when walking around.
  • Fixed a rare unplayable state from cage knockdowns.

GRAPPLING

  • Removed the effect of Negative Grapple Advantage in the ground game.
    • Previously, Negative Grapple Advantage would both speed up your opponent’s transitions and slow yours down. Now, it will no longer slow you down. This should encourage more activity in the ground game and make it harder for a fighter to hold a position for too long.
  • Increased the influence of the Ground Striking attribute on postured Ground and Pound damage, especially for elbows.
    • This constitutes an increase in damage for postured ground and pound and rewards fighters who specialize in it. At a max attribute, the change should lead to a buff of 10% for punches and about 23% for elbows, which are riskier. Time to “Smesh!”
  • Decreased the damage of elbows in the tight ground game.
    • The base damage of the tight ground elbows (when not postured up) was reduced to a value only slightly higher than the punches. The influence of the Ground Striking attribute on the damage itself was increased, although the net result is still a decrease in damage. This means the damage from the elbows was decreased in general, especially for fighters with a low attribute.
    • Elbows will retain their bonus to cause and aggravate cuts and swelling, this still makes them more potent than punches, but not by such a wide margin as before. Our intention is for players to use punches more in situations where they want to chase a facial injury to the eye, with hooks; or the nose, with hammer fists. The ground elbows target the forehead (as do the postured-up elbows).
  • Fixed a Heads-Up Display (HUD) issue in submissions where the damage icon of the first desperate escape would apply to following desperate escapes and the finish, even if they were of different types and required different icons.
    • For instance, an armbar desperate escape would correctly show an arm icon, but a subsequent heel hook desperate escape would show the same arm icon, instead of properly showing a leg icon. This issue was affecting only the icons on the HUD, not the gameplay functionality.
  • Fixed an issue where knees could be caught in the clinch and result in the fighters getting stuck.
  • Fixed a rare unplayable state during a clinch grappling exchange.

Thank you to everyone who has taken the time to give us feedback and for reading our blog posts. We stated in last month’s blog post that we are continuing to improve UFC 5 based on your feedback and we want to reinforce our commitment to providing you with future updates and transparency with those updates. Please stay tuned for more updates and more content that is on the way in the coming months, including some highly requested fighters that are being added to the roster in February and March:

FEBRUARY

  • Bryce Mitchell (#10 FW)
  • Maycee Barber (#7 WFW)
  • Joe Pyfer

MARCH

  • Sean Brady (#7 WW)
  • Jalin Turner (#10 LW)

Additional fighters will be announced at a later date and in case you’re wondering, YES! Thug Nasty will have his camo shorts in the game.

As you can see, new fighters are set to be added this February and March, and once we know more details about them, we’ll be sure to let our readers know. Stay locked in with everything new regarding the game in our EA UFC 5 game hub!

Source: EA

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Alex Co

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Lords of the Fallen Update 1.026 Released for Version 1.1.430

HexWorks has released Lords of the Fallen update 1.026 for today, January 12, on all platforms. This massive update introduces several improvements, from audio fixes to bosses, AI, and much more. Here’s the breakdown of everything included in LOTF version 1.1.430 update.

Lords of the Fallen Update 1.026 Patch Notes | Lords of the Fallen Hotfix 1.1.430 Patch Notes | LOTF New Update Patch Notes for Today:

Size: 1.2GB (PS5)

Greetings Lampbearers,

And a warm welcome to 2024! We trust you’ve all enjoyed a very festive ‘Season of Revelry’, not only battling your way through our Trial of the Three Spirits, but also making use of a whole stockings-worth of Offerings from our radiant lord, Orius, including the much-requested storage box, new spells, additional grievous strikes, character appearance reset, and more!

We’re pleased to confirm the team are now back in full force following the holidays, and have already been working hard this week to ensure a meaningful first update, bringing with it over 50 enhancements and optimisations to the world of Mournstead. Please find further details below, and as always, let us know your thoughts in the comments.

In light, we walk.
Hexworks Team

Visuals
  • Fixed an issue that could cause players to look through the game world on top of the fallen Umbral tower in The Empyrean.
  • Fixed an issue that could cause the environment around Leprosarium to visibly unload from far away.
  • Fixed an issue where wrong materials and tinct combinations were used for the Gauntlets of a Holy Bulwark.
  • Fixed a visual glitch that caused atmospheric effects to be detached from the environment in The Empyrean.
  • Fixed an issue that caused the chest piece of General Engstrom to be colored when coloring the gloves.
Collision
  • Fixed a collision issue where the player character could clip through certain stones in Leprosarium
  • Fixed a collision issue where throwables and spells could clip through stairs near Leprosarium
  • Fixed a collision issue that could cause players to get stuck behind Umbral assets after being damaged by enemies in The Empyrean.
  • Fixed a collision issue that could cause players to get stuck in environmental assets close to the Hallowed Sentinel Scripture in Pilgrim’s Perch.
  • Fixed a collision issue that could cause players to get stuck behind a wooden scaffolding near Lower Calrath.
  • Fixed a collision issue that could cause players to get stuck in rocks when jumping down a cliff near Shrine of Adyr.
  • Fixed collision issues with certain rocks that could cause players to get stuck near the Vestige of the Bloody Pilgrim.
  • Fixed a collision issue where throwables and spells would not trigger properly when hitting the floor on the top level of the cathedral in The Empyrean.
  • Fixed a collision issues that could cause players to get stuck behind impaled bodies at the plaza in Lower Calrath.
  • Fixed a collision issue that allowed players to unlock the Shrine of Adyr without having to defeat the Ruiner boss encounter by jumping on rocks near the ladder leading to the shrine.
  • Fixed a collision issue that allowed players to reach unintended areas and fall out of the game world near Abbey of the Hallowed Sisters.
  • Fixed a collision issue that
  • Fixed a collision issue that could cause players to get stuck inside of assets near an Umbral platform in Revelation Depths.
  • Fixed a collision issue where the player character could clip through certain stone walls in Bramis Castle.
Multiplayer
  • Fixed an issue that caused the coop partner’s character collision to remain while the coop partner was dead.
  • Fixed an issue where a connected client was not able to see the host’s withered health in specific situations.
  • Fixed an issue where the invaded player’s health bar was wrongly displayed as full before any damage was dealt.
  • Fixed an issue where a coop partner could fall through the elevator in Tower of Penance under special circumstances.
  • Fixed an issue where the player’s Sanguinarix amount would be reduced upon returning back to their world after a failed invasion.
  • Fixed an issue that could cause a connecting player to get stuck in the loading screen if the host made changes to the multiplayer settings while a connection was established.
  • Fixed an issue where the Divine Arms spell’s visual effects would look broken for the client.
  • Fixed an issue that could prevent invaders and hosts to meet due to a locked door in Manse of the Hallowed Brothers.
Animations
  • Fixed an issue that could cause Pieta to cancel her animation when talking to her during the Sanguinarix upgrade.
  • Fixed an issue that could cause the player character to unexpectedly detach themselves from ladders when the enemy AI attempted to reach higher ground.
  • Fixed an issue where Pieta did not play her Sanguinarix upgrade animation if the upgrade started before Pieta finished her previous dialogue animation.
  • Improved the turn animations of General Engstrom to be more fluent.
Audio
  • Improved Pieta’s voice overs.
  • Improved the sound effects of Tancred, Master of Castigations.
  • Fixed an issue where the sound effects of Spirit of the Bleak Season could be heard without activating all pumpkin stigmas in the arena of the Hushed Saint.
  • Improved the voice overs of The Iron Wayfarer.
  • Improved Damarose’s voice overs.
AI
  • Fixed an issue that could cause the Abiding Defender to lose player focus when traversing to Umbral.
  • Fixed an issue that caused the Holy Bulwark to become unresponsive for a brief period.
  • Fixed an issue that caused the Blood Tornado spell of Scourged Sister Delyth to prematurely explode when hitting the stairs in the boss arena.
  • Fixed an issue where the body of Mendacious Visage didn’t disappear after dying.
Bosses
  • Fixed an issue that caused the Hushed Saint to not focus back on the player after defeating a summoned NPC.
  • Fixed an issue that caused the Bringer of Stillness, Bringer of Nullity and Bringer of Silence to appear with low health in New Game +1.
  • Fixed an issue that prevented Umbral parasites to appear when using the lamp at the Hushed Saint boss encounter.
Environment
  • Fixed an issue where the player didn’t get damaged by water under certain circumstances.
  • Added a death-zone trigger under the wooden bridge in Revelation Depths to prevent players from skipping a huge part of the area.
UI
  • Added virtual keyboard support for interacting with the multiplayer password UI on Steamdeck.
  • Adjusted the sorting order of runes in the player’s inventory.
Quests
  • Fixed an issue where the braziers didn’t light up in the right color and didn’t play any sounds for coop partners in depths.
  • Fixed an issue where the braziers didn’t light up in the right color and didn’t play any sounds for coop partners in depths.
Other
  • Removed the Christmas decorations on all Vestiges.
  • Further optimized characters and enemies by disabling irrelevant actions that were not needed in certain situations.
  • Fixed an issue that caused lock-on targeting to have inverted controls on the Y axis.
  • Fixed an issue that could prevent players from soulflaying certain objects and blocking their progression.
  • Adjusted the damage output of Grand Swords when using plunging attacks.
  • Fixed an issue where Lucent Beam would deal damage to players when blocking.
  • Fixed a rare crash that could occur when interacting with certain NPCs.

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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New Destiny 2 Trials of Osiris Rewards and Map This Week January 12

Destiny‘s Trials of Osiris weekly PvP mode has returned this Friday with a new map and rewards. If you’re wondering about the current rotation, we’ve got you covered: MP1st’s new Destiny 2 Trials of Osiris rewards and map this week January 12, 2024 post lists down all that information in full below.

New Destiny 2 Trials of Osiris Rewards This Week January 12, 2024:

Trials of Osiris Map:

The Anomaly

Rewards

  • Reputation Rank 4: Upgrade Module (2)
  • Reputation Rank 7: Enhancement Prism (3)
  • Reputation Rank 10: Trials Weapon (Changes for each rank reset)
  • Reputation Rank 13: Upgrade Module (2)
  • Reputation Rank 16: Trials Weapon (Changes for each rank reset)
  • Flawless Reward: Eye of Sol (Adept)

Reputation System, Trials Engrams, and Adept Farming

Win individual rounds within each match to gain Trials reputation. The amount of reputation you gain increases with each round you’ve won on your card. Earn enough reputation, and you’ll be able to claim a Trials Engram from Saint-14! This engram can be focused into any currently available trials loot you have previously obtained, or it can be taken to Master Rahool for a random Trials drop. Your reputation increases after every match completion, based on the number of round-wins on your card, regardless of the result of that match itself (win or lose, 0-5 or 5-4).

Once you have gone Flawless, keep playing! Every win you achieve while at the 7-win level, even if you lose your Flawless, has a chance to drop bonus Trials Engrams, adept weapons, prisms, and even Ascendant Shards. There is no penalty for losing once you’ve made it to the Lighthouse!

When you’re done, you can cash in your 7-win passage for one additional adept drop, granted you have gone Flawless that week. This resets your card so you can start anew.

Passages

Name Perk Cost
Passage of Ferocity Your third match win grants a bonus win. 1500 Glimmer
Passage of Mercy Forgives one loss per run. Forgives a second loss if you have not yet been flawless this week. 1500 Glimmer
Passage of Wealth Increased reputation from match wins on a ticket. 2500 Glimmer
Passage of Confidence Grants bonus rewards from Flawless Chest. 5000 Glimmer

(Thanks again, /r/DestinyTheGame!)

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Salman Haider Zaidi

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New Destiny 2 Xur Location Today January 12, 2024 (And What Xur Is Selling)

Xur is back in Destiny this Friday carrying a fresh set of Exotics, Engrams, and Legendary gear that he will sell only in exchange for Legendary Shards. For those who want to know his current hideout and wares, MP1st’s new Destiny 2 Xur location today, January 12, 2024 post details both his location and full inventory until the next Weekly Reset.

New Destiny 2 Xur Location Today January 12, 2024 (And What Xur Is Selling):

Xûr, Agent of the Nine

A peddler of strange curios, Xûr’s motives are not his own. He bows to his distant masters, the Nine.

Location:

The Last City, Earth > Tower Hangar

Exotic Weapons

Name Type Column 1 Column 2 Column 3 Column 4
Merciless Energy Fusion Rifle
Hawkmoon Kinetic Hand Cannon Corkscrew Rifling Hip-Fire Grip Combat Grip

Note: Fixed perks on weapons are not displayed

Exotic Armor

Name Type MOB RES REC DIS INT STR Total Cost
Orpheus Rig Hunter Leg Armor 12 2 19 12 10 9 64 23 Legendary Shards
Mk. 44 Stand Asides Titan Leg Armor 8 25 2 2 16 14 67 23 Legendary Shards
Wings of Sacred Dawn Warlock Chest Armor 20 11 3 17 14 2 67 23 Legendary Shards

Exotic Ciphers

Name Description
Xenology Complete Vanguard or Exotic playlist activities, or win matches in Crucible or Gambit. Extra progress is awarded for more challenging activities and for succeeding with clanmates.

Engrams

Name Description Cost
Exotic Engram An engram with a predestined outcome. Contains a new Exotic if any of the possible rewards remain to be collected. Preview contents for possible rewards. 97 Legendary Shards

Legendary Weapons

Name Type Column 1 Column 2 Column 3 Column 4
Escape Velocity Kinetic Submachine Gun IS 5 Circle // Model 8 Red Tactical Mag // Flared Magwell Threat Detector Elemental Capacitor
Hoosegow Heavy Rocket Launcher Confined Launch // Smart Drift Control Black Powder // Implosion Rounds Threat Detector Kill Clip
Royal Chase Energy Scout Rifle Arrowhead Brake // Fluted Barrel Appended Mag // Flared Magwell Full Auto Trigger System Threat Detector
Threaded Needle Heavy Linear Fusion Rifle Arrowhead Brake // Smallbore Liquid Coils // Projection Fuse Rangefinder Frenzy
Chroma Rush Kinetic Auto Rifle Hammer-Forged Rifling // Smallbore Appended Mag // Flared Magwell Moving Target Adrenaline Junkie
Stochastic Variable Energy Submachine Gun Chambered Compensator // Extended Barrel Appended Mag // Light Mag // Phase Magazine Ambitious Assassin Quickdraw
Without Remorse Energy Shotgun Corkscrew Rifling // Full Choke Accurized Rounds // Light Mag Well-Rounded Incandescent

Note: Fixed perks on weapons are not displayed

Legendary Armor

Name Type MOB RES REC DIS INT STR Total Cost
Midnight Exigent Gauntlets Titan Gauntlets 6 20 7 2 15 14 64 50 Legendary Shards & 1000 Glimmer
Midnight Exigent Plate Titan Chest Armor 12 15 6 11 10 12 66 50 Legendary Shards & 1000 Glimmer
Midnight Exigent Mark Titan Mark 0 0 0 0 0 0 0 50 Legendary Shards & 1000 Glimmer
Midnight Exigent Helm Titan Helmet 16 2 16 2 26 6 68 50 Legendary Shards & 1000 Glimmer
Midnight Exigent Greaves Titan Leg Armor 14 14 2 2 16 16 64 50 Legendary Shards & 1000 Glimmer
Yuga Sundown Gloves Warlock Gauntlets 14 2 17 2 6 23 64 50 Legendary Shards & 1000 Glimmer
Yuga Sundown Robes Warlock Chest Armor 2 20 11 6 15 10 64 50 Legendary Shards & 1000 Glimmer
Yuga Sundown Bond Warlock Bond 0 0 0 0 0 0 0 50 Legendary Shards & 1000 Glimmer
Yuga Sundown Helmet Warlock Helmet 10 10 12 2 30 2 66 50 Legendary Shards & 1000 Glimmer
Yuga Sundown Boots Warlock Leg Armor 12 10 10 6 10 16 64 50 Legendary Shards & 1000 Glimmer
Abhorrent Imperative Grasps Hunter Gauntlets 24 2 6 24 2 7 65 50 Legendary Shards & 1000 Glimmer
Abhorrent Imperative Vest Hunter Chest Armor 14 12 6 2 7 23 64 50 Legendary Shards & 1000 Glimmer
Abhorrent Imperative Cloak Hunter Cloak 0 0 0 0 0 0 0 50 Legendary Shards & 1000 Glimmer
Abhorrent Imperative Mask Hunter Helmet 2 16 15 7 23 2 65 50 Legendary Shards & 1000 Glimmer
Abhorrent Imperative Strides Hunter Leg Armor 12 10 10 12 20 2 66 50 Legendary Shards & 1000 Glimmer

What’s a Xûr?

Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector on one of the Worlds. Xûr sells Exotic equipment and only takes Legendary Shards in exchange for them.

TL;DR: He’s the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it’s coal.

When does Xûr visit?

Xûr visits every Friday at 17:00 UTC and departs at Weekly Reset (Tuesday 17:00 UTC). If you would like to see all the live conversions of Time Zones, please follow this link here.

(Thanks as always, /r/DestinyTheGame!)

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Salman Haider Zaidi

That's a nice argument, Senator.

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SMITE 2 Announced at SMITE World Championships, Runs on Unreal Engine 5

The long-awaited sequel to the classic action-combat MOBA SMITE was revealed today. At the SMITE World Championships, we saw SMITE 2 announced in full Unreal Engine 5 glory, looking flashier, faster, and more chaotic than ever.

You can view the reveal trailer below:

Here are all the juicy details we gleaned from today’s press release following the event:

SMITE 2 takes everything players love about SMITE 1 and wraps it in state-of-the-art visuals, animations and gameplay. With a refined user interface, updated audio, clearer spell effects and fresh physics-based abilities for Gods such as Ymir, everything in the game has been improved. The move to a new backend technology also brings state-of-the-art cross-play, a ranked rework that contains new tiers and structures, alongside improved matchmaking.

Newcomers and veterans will discover new God pantheons, kit refinements, gameplay changes and overhauled Relic and Item systems for deeper strategy, and more impactful combat. As well as a vision control slot and new dynamic map objectives, SMITE 2 introduces dual power sources – Strength and Intelligence – to diversify each God’s abilities and offer more nuanced and varied playstyles. The reimagined Item Store simplifies item building and will improve new-player learning curves.

To honor 40 million SMITE players, a Divine Legacy program has been added. It will reward players for their time and accomplishments over 10 years of SMITE 1 and will honor player spending. Every gem players have previously spent will be converted into Legacy Gems in SMITE 2, that can be spent on new purchases. The Divine Legacy program will offer 11 unique skins, badges, Gold Mastery levels, and cross-generation skins that work across both games. Beginning in 2024, all new gem-purchasable skins in SMITE will be cross-generation.

Titan Forge Games is committed to supporting both SMITE 1 and SMITE 2 simultaneously, with SMITE 1 servers remaining active once the sequel launches. Players will be able to continue to enjoy their journey in the original game while exploring the new horizons of SMITE 2.

There’s a lot here to be excited for if you’ve been playing SMITE for years. The devs seem to be focusing on the right things. The game has been aching for a modernization for a long time, and what better way to bring it into the present than with a sequel?

The Closed Alpha for SMITE 2 is expected to arrive sometime this Spring, according to devs. Invested players can register for an alpha code at this link. You can also tune into the very first SMITE 2 Dev Insights show on SMITE’s usual channels on Sunday, January 14 at 10:30am PST/1:30pm EST/2:30am HKT to hear the devs talk more about the process of making this sequel.

Are you looking forward to getting into SMITE 2? Let us know down in the comments.

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Jack Breitenbach

Game the night away!

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Mortal Kombat 1 Update 1.002.003 Punches Out This January 12 (Update)

NetherRealm Studios has released Mortal Kombat 1 update 1.002.003 on all platforms, and it’s the first one of the year! Read on for the MK1 new update today’s patch notes.

Mortal Kombat 1 Update 1.002.003 Patch Notes | Mortal Kombat 1 Version .177 Patch Notes | MK1 New Update Patch Notes:

Size: 727MB (PS5)

Update: The patch notes have been released!

General Fixes & Adjustments

  • Fixed a desync that occurs during Kombat League sets.
  • Adjusted the timing of the match found audio cue.

Size: 727MB (PS5)

Original story:

At the time, NetherRealm Studios has yet to publish any patch notes around this update, either on social feeds or in-game. However, it’s likely this update is to prepare the game for the upcoming release of Kameo release of Khameleon, who drops January 16. 

We did notice that Khameleon has been added to the Kameo roster menu (locked,) though we’re unsure fi this was something added with the last update that brought Quan-chi.

If the NetherRealm Studios releases any notes or we spot anything from the community, we’ll be sure to update the story. For now, assume this is to add support for the upcoming DLC Kameo.

If you spot anything, leave a comment below and let us know what you spot.

Update: Full patch notes have now been added.

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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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Unity Layoffs Leave Roughly 1,800 Employees Jobless

We’re hardly into 2024 and we’re already getting some of the worst news on job cuts we’ve seen. On Monday, game engine company Unity suffered from around 1,800 layoffs, or about 25% of its staff.

This news was first reported by Reuters on Monday morning. The company shared the news via an internal memo and a regulatory filing. The filing reads as follows:

On January 8, 2024, Unity Software Inc. (“Unity” or the “Company”) announced that it plans to reduce approximately 1,800 employee roles, or approximately 25% of its current workforce, as it restructures and refocuses on its core business, and to position itself for long-term and profitable growth.

At this time, Unity cannot reasonably estimate the costs and charges in connection with this reduction, which it expects will be substantially incurred in the first quarter of 2024. The charges will primarily relate to employee transition, severance payments, and employee benefits.

Unity faced significant backlash last year when they made changes to their pricing and licensing structure. While they walked back a good number of their proposed alterations, they lost a lot of good faith within the game dev community. The company has clearly been trying to adjust their business for a while.

This is one of the larger waves of job cuts we’ve seen in the gaming industry thus far. The next largest incident we can recall in recent memory is over at Epic Games, which chopped nearly 900 jobs back in September. It’s frustrating and disappointing, and it never stops being demoralizing to see how common it is right now for people in the video game industry lose their livelihoods.

While Unity is one of the first gaming-adjacent companies to have layoffs in 2024, it’s highly unlikely to be the last. We’ll be sure to keep our readers up to date on layoffs and closures as the year progresses.

Sources: Reuters, SEC

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Jack Breitenbach

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War Hospital Review – A Closer Look Into the Horrors of War

War Hospital is both a tribute to the unsung heroes of war and a reminder of how conflict affects countless lives, way beyond the visible grit of the frontlines. But it’s also a real-time strategy game set during World War 1 and in this regard it doesn’t quite excel at everything that it sets out to do. Death looming at all times and a constant need to keep morale high are points where the game succeeds to a certain extent, but it gets less engaging and even frustrating due to its initial slow-pace and the rigidity of processes.

Micromanagement Hospital

War Hospital is the kind of strategy game that looks like a city-builder but isn’t entirely so, offering a more confined take on the genre focused on micromanagement. You’re in charge of a field hospital and the first one to decide who lives and who dies, taking care of wounded soldiers before they succumb to the horrors of war. What seems like a fairly straightforward gameplay loop – ultimately, it is simpler than in other games – gets a little more complicated when you ramp up the improvements and many variables come into play, such as different types of healing and operation procedures.

One of the aspects that feels like a missed opportunity here is the rigid building system, with all the main structures already set in place and ready for you to start assigning workers to them. It’s a way to steer you down a given path and to make the game “understand” the time it takes for the staff to go from the lodging to the casualty clearing station, for example, saving on more troublesome things such as path-finding and custom routes. Having the option to set the structures on the places you wish for could potentially pave the way for unique playthroughs, as each player would start strategizing right there, placing them in order to minimize traversal and assure that no precious seconds are lost.

War Hospital Review

Alas, that isn’t the case, and the default field hospital layout is available from the beginning of the game, each potential upgrade attached to the respective building, just waiting for your order to get the engineers working on it.

With this out of the way, War Hospital focuses on managing staff and making sure that lives are saved in the least time possible. But we are dealing with representations of humans, who get exhausted, demotivated, and need to rest before collapsing, something that the game deals with albeit forgetting that excessive micromanagement can lead to tedium, as it does indeed. We can order medics, nurses, engineers, and others to rest, but with the various units in the field and a constant need to keep a watchful eye on everything and everyone, the gameplay loop becomes a strain. The setting is meant to be stressful, understandably, and it is, bolstered by the music that seems out of a horror movie, but it becomes overly punishing as you progress, instead of expanding into something more interesting and absorbing.

Staff have preferences, from the work structure to shifts, things that you can coordinate with an interface that tries to be resourceful but feels a little convoluted. Fail to get a specific type of worker somewhere and that will severely delay or even halt the recovery of any soldier, a cycle that ends up becoming tiresome due to the constant need to manually send staff to rest.

Live and Let Die

War Hospital Review

One of the most interesting aspects in the game is the casualty clearing station, where the wounded are admitted to. A couple of surgeons are dealing with a host of patients, with decisions coming fast and furious as you choose the order to treat and operate on some of them, and to deny treatment to soldiers who are severely hurt and potentially not capable of surviving a complicated and lengthy surgery. Attempting to do so and failing takes a big hit on field morale, forcing you to decide who survives or not right off the bat. Naturally, casualties happen anyway, since patients arrive in different conditions and get worse the more they wait, with time playing a big role in this and every other aspect of War Hospital.

The moral concerns brought by this segment of the game are prominent, as you play God with the virtual lives of others, sacrificing some for the greater good, or at least thinking that much. The line between good and bad is even more blurred when you receive some special requests from higher-ups, asking you to make a priority of a wounded VIP. Will you obey and eventually earn some precious resources, or treat them as any other patient?

After treatment and possibly surgery, soldiers are sent to the rehabilitation center, and will be back on their feet after some time. This is when we can choose between three options with varied outcomes, pretty much a resource pool of sorts under a different guise: releasing from duty boosts morale, sending to HQ rewards you with military drafts to spend on improvements, and sending to trenches boosts combat power against the regular German assaults.

War Hospital Review

Since each soldier has stats displaying their combat power, it’s best to send the more appropriate ones into the trenches, paying attention to the timeline showing the hours when the next assault is happening – a bland and automated cutscene is pretty much all there is to it. Besides, the icon colors represent your ability to effectively repel the attack and avoid a massive number of wounded, putting your hospital under huge strain.

Eventually, you’re going to unlock the scout tent, a nice little touch of variety to the game. With it, you can use the map to examine the surroundings of the field hospital and choose an event to investigate deeper. Short stories unfold and task you with making an often conflicting choice, from the one that gives you more resources to others that take a more humane approach.

The Strains of Game Warfare

War Hospital review

All this would be great if War Hospital didn’t become boring after a few hours. The mechanics get repetitive quickly, and one of the things that could relieve you from the constant staff micromanagement – hiring more personnel – is hard to come by, requiring staff permits that drop from very rare events. Morale falls sharply, soldiers die because they just do, and you repeat the same actions hoping for different results or something that gets you hooked; instead, you tell this nurse to pause for a while, that engineer to take a break, wait for the doctors to… you guessed it, rest, and so on.

War Hospital has its heart in the right place but unfortunately that’s not enough to make a good game. The loop is more interesting in theory than in practice, and it becomes repetitive and more of a chore to play than it should be. There’s no denying that the idea of paying homage to the brave people working in hospitals during such times deserves a wholehearted recommendation, but sadly as a game per se, War Hospital isn’t much more than a good attempt.

Score: 6.5/10

Pros:

  • A brave game idea that is worth checking
  • Some interesting management possibilities and moral choices

Cons:

  • Gameplay is too rigid and quickly repetitive
  • UI can be overwhelming and confusing

War Hospital review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

Vitor Braz

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Suicide Squad: Kill The Justice League PC Requirements Revealed – Minimum, Recommended, and Ultra

Suicide Squad: Kill The Justice League PC requirements have been released, detailing what hardware you’ll need to run the game smoothly on PC. 

Suicide Squad: Kill The Justice League PC Requirements

Suicide Squad: Kill The Justice League PC Minimum Specs

  • Resolution and Framerate: 1080P @30FPS
  • CPU: Intel I7-9700K, AMD Ryzen 7 5800X
  • GPU: Nvidia: RTX 2060, AMD RX 5700 XT
  • Memory: 16 GB Dual Channel
  • Storage: SSD Required

Suicide Squad: Kill The Justice League PC Recommended Specs

  • Resolution and Framerate: 1440P @60FPS
  • CPU: Intel I7-10700K, AMD Ryzen 7 5800X3D
  • GPU: Nvidia RTX 2080, AMD RX 6800 XT
  • Memory: 16 GB Dual Channel
  • Storage: SSD Required

Suicide Squad: Kill The Justice League PC Ultra Specs

  • Resolution and Framerate: 4K 60FPS
  • CPU: Intel I7-12700K, AMD Ryzen 7 7800X3D
  • GPU: Nvidia RTX 3080, AMD RX 7900 XT
  • Memory: 16 GB Dual Channel
  • Storage: SSD Required

The requirements aren’t super crazy on the GPU side of things, but based on the specs, it does look like Suicide Squad: Kill The Justice League may be heavy on the CPU side of things so if there is something you’ll likely need upgrading, it’ll be on that side. Still, at least it doesn’t need a RTX 4000 series card for 4K 60FPS.  

Source: Twitter

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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Minecraft Legends Support Ending With Final Update Less Than a Year After Release

Minecraft Legends support is coming to an end this month, hardly nine months after the game’s initial release. While there will be no new development updates, the team did promise that one last Lost Legends content drop will arrive in the game in the next few days.

The Legends team published a blog post late yesterday detailing the game’s final update. This update will add a new Lost Legend called Snow vs Snouts. This mode removes the player’s ability to control units or build structures and instead sits them at the helm of an advanced redstone launcher. They must use this launcher exclusively to destroy far-off piglin bases and soldiers. It’s effectively Angry Birds.

At the end of this blog post, the team stated they were ending support on Minecraft Legends with the following message:

Since launch, we’ve been working hard together with Blackbird Interactive to bring improvements and new features to Minecraft Legends based on your feedback. With Minecraft Legends, we took a completely new approach to gameplay, so much so that we had to make up a new genre for it (kind of): action strategy. Our community has always helped us shape our games and that’s something we value greatly, especially when launching a completely new game.

The latest title update brought the fearless frog, witches, clangers, air choppers and a host of enhancements to the game’s mechanics, making the battles in Minecraft Legends even more intense. And, thanks to your input, we’ve made various tweaks to the gameplay and interface, from enhanced pathfinding to a more comprehensive Battle View UI.

Since launch, we’ve listened to community feedback and implemented a series of changes and tweaks to make the game better. With that complete, we’re now going to take a step back from development. While we won’t be releasing any new content (i.e. updates, Lost Legends, or Marketplace DLC) for Minecraft Legends, the fun doesn’t stop here. We’ll continue having a blast playing the game alongside our community because those rowdy piglins are showing no signs of slowing down. Plus, we’re leaving you one last freebie: the Bright-Eyed Hero skin, which you can claim now on Minecraft Legends Marketplace. Illuminate your path forward and continue fighting the good fight!

Our existing Lost Legends challenges will remain available for free, and you’ll still be able to reap the rewards if you claim victory. We will of course continue to offer technical support to players, and we won’t be removing any functionalities or features from the game. PvP and co-op will also remain fully functional, so you can continue playing whether you prefer to take on the piglins by yourself or battle alongside (or against) friends.

It’s not surprising to see a game like this end support so quickly. Minecraft Legends was a perfectly serviceable strategy game that didn’t do much to go above or beyond. It was drowned out by the dozens and dozens of fantastic games that released last year, not to mention every successful live-service game it competed with. Still, it’s likely a bummer to fans of the Minecraft IP to see the team move on from the project less than a year after its initial release. Not all games have long legs, but this had shorter legs than most.

We’ll be sure to let our readers know what Blackbird Interactive‘s next project is as soon as we hear more.

Source: Minecraft Blog

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Jack Breitenbach

Game the night away!

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Suicide Squad: Kill the Justice League Pays Tribute to Kevin Conroy and Arleen Sorkin

Rocksteady Studios’ upcoming game Suicide Squad: Kill the Justice League will be paying tribute to the late Kevin Conroy and Arleen Sorkin.

When you think of Batman, you probably have fond memories of the 1992 Batman: The Animated Series. A show that many consider to this day to still be the perfect representation of Batman, so much so that many of his shows, movies, and games can all be traced back to the animated classic. Beautiful animations coupled with a fantastic story. But I think most of us can agree that the highlight of the show was the incredible cast, as they would bring legendary characters to life with their iconic voices. Sadly, in the last few years, we lost two of the greatest members of the cast, Kevin Conroy, who voiced Batman, and Arleen Sorkin, who voiced Harley Quinn.

While we’ll get to hear Conroy dawn the voice of the cape crusader one last time with Suicide Squad: Kill the Justice League, Rocksteady is doing something a little extra for both actors, as they’ll forever be remembered in the game with a dedicated plaque for each. Speaking with Eurogamer, game director Axel Rydby revealed these plaques as well as some words about Conroy’s performance in the game.

“It was very emotional for all of us in the entire studio, it was so sad when he passed,” said Rydby. “I think it’s hard to overstate how important he’s been to Batman as a character and the depiction of Batman. We were all really sad when it happened and we wanted it to be as much of a tribute as we could make it in the game.

“His performance as Batman in this game is stellar, as always. But he’s taken Batman to a new place, I think in this game, where he’s an older character. We know that Mr. Conroy really enjoyed his performance in the game and that was important to us that it felt like he liked what we were doing with the character as well.”

Kevin Conroy sadly passed away from cancer at the age of 66 in 2022. A year later, Arleen Sorkin passed away at the age of 67 from her battle with multiple sclerosis.

Two iconic voices that will forever be remembered.

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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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Astronimo Review – A Little Big Galaxy of Flawed Inventions

Astronimo is a mix of side-scrolling platformer and contraption builder that screams LittleBigPlanet in more than one way. It’s cute but not as immediately accessible as it should be, due to an elongated tutorial that seems never-ending and some design choices that result in clunky controls, hurting your ability to imagine and realize an interesting potential for resourceful inventions.

Contraptions in Space

You control your little astronaut on the starting planet of a few more to explore, having crash-landed and now trying to reunite with the rest of the crew. Easier said than done, because this requires you to use your rubbery physics-based body to explore and execute tasks that are often more challenging and odd than they should be. Having independent control over each of your character’s arms is both a blessing and a curse, as it may expand the possibilities but also ramps up the clunkyness. This results in occasional bouts of uncanny and exaggerated physics, not always enjoyable, especially the frustrating swinging on ropes until you realize the best way to go about it.

Physics is also a double-edged sword when it comes to the world and the connection with the gadgets you build. It’s not uncommon to see your platforms or vehicles clipping with the map, failing to properly follow notions of obstacles and boundaries, often resulting in your character sinking into the ground himself as your latest build turns on its head.

Astronimo Review

Astronimo is a side-scroller that works in predefined lanes, exactly as LittleBigPlanet. Transition isn’t seamless, as your little astronaut jumps from one to the other, usually three lanes, avoiding obstacles and playing around with depth in concurrency with verticality. It’s not the greatest choice in practice, and it can both be fun and annoying as you zip along in one of your custom thruster-powered bicycles of doom, changing lanes last-second, often bumping into some part of the environment whose lane position wasn’t entirely easy to discern. Some players won’t be too fond on this, but it’s a mechanic they will have to live with if they plan to find their fleet.

While looking for items and ore to mine, something that can be used to spin for character and building cosmetics, you’ll discover these workshops where you can enter the vehicle building part of the game, the other half of Astronimo. This grid-based construction system isn’t terribly complicated at first, but it’s also not very practical as you use the controller to drag parts around and try to fit them all as you hope for. Despite the various tutorials – again, the game tries to ease you in but it still feels like a lot of information is being thrown at you in short succession – there are still questions about actions as crucial as the lack of an instant undo button, which is far different from the existing delete button.

Astronimo Review

The various rods, wheels, and platforms are paired with things like buttons and connectors, allowing you to create various chain reactions that go from simple to extremely complex, eventually convoluted. The freedom offered by the contraption building system results in some random and weird physics fun, with strange reactions and mechanical issues clashing in ways that can be both unforeseen and entertaining. However, it’s not entirely easy to grasp all the mechanics, certainly not as simple as dragging something from one end to the other as the tutorial suggests – getting things to respond as we want them to can be somewhat confusing, and it’s not unlikely that some players may quickly get to the point where they struggle to understand why something isn’t connecting, and give up on it altogether.

Combining platforming and building is essential, as many challenges involve creating the right kind of platform to reach a ledge, or a vehicle capable of gaining enough momentum as to go over a ramp or loop. Things get harder as you progress, naturally, and there’s this seeming freedom to exploration, as you ping the objectives to learn about their location.

The More Astronauts, the Merrier

Astronimo Review

Playing Astronimo solo isn’t remarkably interesting, although you can immerse yourself in the main campaign and create some interesting contraptions if you strive for it. But it’s not that exciting going alone, which is why a four-player cooperative mode is the best way to go. Since the game is capable of zooming to extreme distances, it’s not a problem if the crew gets somewhat spread apart; there’s even an option to “bubble” yourself close to the nearest player, saving the effort of walking for some time.

With more players, you can start devising vehicles with more seats capable of carrying the entire crew, resulting in even more complex works and potential chaos. The confusion may not always be equivalent to fun, so there’s that, and you can start some scuffles if you feel like it. But in the end, this is a multiplayer game that isn’t entirely easy to pick up and play, with a fairly steep learning curve that requires your full attention and friends who are up to the task.

Astronimo is a charming game that isn’t exempt of issues and design decisions that aren’t bound to be consensual, from the lane system to the odd dual-arm physics that may complicate things more than they help. The building potential is intriguing, but the system isn’t as intuitive as it could be, and the more complex vehicles using claws and several seats require a lot more time than you might think at first to function properly. The world editor ramps up the possibilities but also does so with the complexity, and unless you are really into this type of gameplay and visual style – the latter fails to reach the appeal of LittleBigPlanet’s Sackboy and buddies – it may not be your cup of tea. Save some time, stock up on patience and bring a few like-minded friends and you may have some fun with these building antics in space.

Score: 7.5/10

Pros:

  • A throwback to LittleBigPlanet platformer gameplay
  • Interesting vehicle building system with potential for some crazy works
  • Cooperative mode – up to four players – is the best way to enjoy it

Cons:

  • Building can be less intuitive than it should be for the more complex works
  • Lane gameplay isn’t very appealing
  • Physics-based controls can be hit and miss

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

Vitor Braz

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Jujutsu Kaisen Cursed Clash Characters Added to Roster: Yuka Okkotsu and Suguru Geto Join the Fray

The fifth and final trailer for the upcoming fighting game based on the hit Shonen anime dropped this morning. We’ve got two new Jujutsu Kaisen Cursed Clash characters to round out the roster: Yuka Okkotsu and Suguru Geto!

You can view the new trailer here:

First up is Yuta Okkotsu, who wields a flashy katana and fights alongside the Cursed Spirit of his childhood friend, Rika Orimoto. He seems to have a fairly speedy, hard-hitting attack style, and Rika’s assistive attacks seem to pack a punch as well.

Next, we’ve got Suguru Geto. A powerful sorcerer, Suguru Geto seems to mostly use ranged attacks that involve summoning various creatures to crush his opponents. When he’s up close and personal, he lays down a beating with his bare hands. All in all, another worthy addition to the game’s roster.

Jujutsu Kaisen Cursed Clash is releasing in less than a month. Hopefully, it’s a worthy entry for fans of the anime and the manga. From the trailers, it looks to be a pretty competent fighting game. We can hope that there’s a good variety of stages to fight in and solid support for the game after launch.

Jujutsu Kaisen Cursed Clash launches on February 2 for PS4, PS5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC.

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Jack Breitenbach

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COD Modern Warfare 3 and Warzone Update for January 11 Includes Various Fixes

Sledgehammer Games has deployed the COD Modern Warfare 3 and Warzone update for January 11, and while this is a server-side update, there are still loads of fixes in it. Read on for the official patch notes that touch on Zombies, Multiplayer and more.

COD Modern Warfare 3 and Warzone Update for January 11 Patch Notes:

MULTIPLAYER

UIX

  • Bug Fixes
    • Adjusted several Attachment descriptions to better reflect their true effects.
    • Resolved issues causing the player to be unexpectedly kicked back to the Multiplayer menu in multiple scenarios.
      • Viewing the After Action Report
      • Equipping a Conversion Kit on a Blueprint
      • Utilizing Attachment filters
    • Addressed an issue causing the incorrect Weapon model to appear while selecting a Blueprint in the Gunsmith.

GAMEPLAY

  • Weapon check animations will no longer play upon respawn in small map playlists.
    • Note: This change went live on January 4, 2024.

PROGRESSION

  • Corrected unlock requirements displayed for the Throwing Star (Equipment).
  • Corrected unlock requirements displayed for multiple Attachments.
    • Ravage-10 Stock
    • Rival-9 Compensator Muzzle
  • Resolved a spelling mistake in the Kingslayer Kills Challenge.
  • Daily Bonus Challenge completions will no longer appear as “CHALLENGE NAME MISSING” in the Notifications tray.

MAPS

  • Afghan
    • Added additional spawn points to increase the quality of spawn selection in Team Deathmatch and Domination.
  • Invasion
    • Increased Operator lighting to address poor visibility in certain areas.
    • Adjusted spawns to prevent unnecessary spawn flips while the Bus Station capture point (P3) is active in Hardpoint.
  • Meat
    • Adjusted spawns to prevent players in the Garage from killing enemies upon respawn.
  • Rust
    • Increased consistency of quality spawn selection.
  • Sporeyard
    • Players can no longer become stuck upon respawning in Storage.
  • Terminal
    • Adjusted spawn points near Security to prevent unfavorable spawn conditions in Team Deathmatch and Domination.

MODES

  • Gun Game
    • Removed a placeholder image found in the Stats tab of the Scoreboard.
  • Operation Spearhead (War)
    • Loadout Drop (Field Upgrade) will no longer destroy the tank and cause a stalemate.

WEAPONS & ATTACHMENTS

» Submachine Guns «

  • AMR9
    • Once unlocked, the JAK Ettin Double Barrel Kit Attachment can now be equipped.
  • WSP-9
    • Incompatible hybrid Optic Attachments can no longer be equipped.

 

» Handguns «

  • TYR
    • Once unlocked, the JAK Beholder Rifle Kit Attachment can now be equipped.

EQUIPMENT

  • Scatter Mine (Tactical)
    • Reduced explosive damage to 1 to prevent lethality in Hardcore Modes.
      • Note: This change does not apply to Core Modes.

KILLSTREAKS

  • Remote Turret
    • Repositioning the turret will no longer cause it to become more vulnerable to incoming damage than intended.

CUSTOMIZATION

  • Improved white accent color coverage of the Atlanta FaZe 2024 Camo.

ZOMBIES

WEAPONS

» Aether Blade «

  • Addressed an issue where players would lose their Aether Blade if it was thrown at and hit a Harvester Orb.
  • Closed a duplication exploit associated with Ammo Caches.

GAMEPLAY

Weekly Challenges

  • Week 4
    • Addressed an issue that prevented the ‘Destroy 5 Vehicles with a Recommended Weapon’ challenge from tracking.

General

  • Addressed an issue where the maximum reserve ammo for some weapons was inconsistent between Urzikstan and the Dark Aether Rift.

UIX

Weapons

  • Addressed an issue that prevented the Gutter Knife from appearing correctly in the Weapon select menu.

PROGRESSION

Camos

  • MWII Completionist Camos
    • Addressed an issue where some players were unable to progress MWII Weapon Camo challenges after the MWIII Season 1 update.

STABILITY

  • Added various crash and stability fixes.

GLOBAL

BUG FIXES

  • Fixed an issue preventing CDL Team Bundles from unlocking properly when purchased from the Store.
  • Fixed an issue causing Event progress to not track properly on the front-end menu.
  • Fixed an issue preventing Emblems from being awarded properly for Prestige Level progress.
  • Fixed an issue causing some Soap Operator Skins to not have appropriate menu imagery and text.

WARZONE

WEAPONS

Weapon Adjustments

Please note that additional weapon adjustments will be going live in the Season 1 Reloaded update which is slated to release on January 17th, 2024.

» Sniper Rifle «

  • MTZ Interceptor (MWIII)

    • Max Damage reduced to 85, down from 95
    • Min Damage reduced to 78, down from 84

Attachment Adjustments

» Ammunition «

  • Snake Shot
    • This attachment will be reenabled with the scheduled Playlist update at 10 AM PT.
    • Damage per pellet at max range reduced to 12, down from 34

BUG FIXES

  • Fixed more collision issues with various elements across Urzikstan allowing Players to exploit/peek/shoot through them.
  • Fixed an issue allowing Players to duplicate Loadout Drop Markers.
  • Fixed an issue causing the Dead Silence icon to unintendedly appear in the killcam.
  • Fixed an issue allowing Players to exploit the Cash deposit balloon in Plunder.
  • Fixed an issue allowing Players to duplicate items in the Backpack menu.
  • Fixed an issue causing Players to get stuck in the Gulag.
  • Fixed an issue causing the After Action Report to end abruptly.
  • Fixed an issue causing some Attachments to not appear correctly when equipped on certain Weapons.
  • Fixed an issue preventing the Dual Kamas unlock challenge from tracking properly.
  • Fixed an issue causing Players to be sent back to the front Menu while navigating Attachments in the Gunsmith.

In other Call of Duty news, don’t forget, Season 1 Reloaded will be released on January 17! Read on here to see the new content incoming to all players.

Source: Call of Duty (1, 2)

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Alex Co

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

Home > News

Meet Your Maker Update 1.27 Sweeps Out for Bug Fixes This Jan. 11

Behaviour Interactive has pushed out Meet Your Maker update 1.27 (PS5 update version 1.007.003), which is a hotfix for bug fixes. Read on for the game’s first patch of 2024, as we have the official patch notes down below.

Meet Your Maker Update 1.27 Patch Notes | Meet Your Maker Update 1.007.003 Patch Notes:

Hey Custodians,

We’ve just released a hotfix to address some additional issues that arose with the release of our Sector 3: Decayed Hope update. Please see the full patch notes for all the details:

CONTENT:  

  • The holiday event is now over. The Harvester has been reverted to its default visuals and audio.

BUG FIXES:  

  • We have fixed multiple game title crashes.
  • Fixed an issue causing Demolition Cannon grenades to be unable to destroy Launchpads with the Camouflage Mod equipped.
  • Fixed an issue preventing Traps from being destroyed when placed on certain decorative elements in the Decayed Hope environment.
  • Fixed an issue causing collision issues with the Chemical Plant Props.

That’s about it. Aside from Meet Your Maker and Dead by Daylight, Behaviour Interactive has also partnered with Supermassive Games to develop The Casting of Frank Stone, a narrative-driven game connected to the Dead by Daylight franchise.

Source: Behaviour Interactive Forums

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Alex Co

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

Home > News

Suicide Squad Kill the Justice League NDA Lifts for Closed Alpha Discussion

The community has spoken, and Rocksteady has heard! As of today, they’re lifting the NDA restrictions around the Suicide Squad Kill the Justice League, allowing players to discuss their thoughts on the game. 

This was announced via the game’s official Discord channel, and though the NDA has now been lifted, it’s also important to note that it is strictly for discussion and not any gameplay or screenshots. 

Here’s what the studio had to say about the NDA lift. 

“We have some good news for our Closed Alpha participants!

As many of you know… Back in November, we held a Closed Alpha Test for Suicide Squad: Kill the Justice League where players agreed to a Non-Disclosure Agreement and got a chance to check out an early section of the game. Now that there is more news out on the game and players are asking, we’re no longer enforcing a portion of the NDA and we’re allowing players to talk about their experience from the Closed Alpha Test.

We’ve heard the community requests and want to give players an opportunity to discuss what it’s like to explore Metropolis as Harley Quinn, Deadshot, Captain Boomerang, and King Shark.

To the amazing players who tested the game, please feel free to talk and write about your gameplay experience. Keep in mind that all other terms of the NDA still apply, and players may not post imagery or videos from the Closed Alpha Test.”

Pretty awesome of them to do, and very unheard of for tests under any kind of NDA. 

With this, I can also officially say that I’ve participated in the alpha. I should have a short write up available real soon, so keep an eye on the site!

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.