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Hunt Showdown Engine Update to Help Bring Content Parity Between Consoles and PC, Don’t Expect Full Crossplay at Launch

While Crytek has, for the most part, kept both the console and PC versions of Hunt Showdown at par with one another when it comes to events, game patches are often pushed out on PC well ahead of their console counterparts. That’s mostly due to the nature of PC and how easy and faster it is to push patches out, but that looks to be changing once the big engine update arrives alongside next-gen versions, as the team plans on bringing parity to releases on all platforms.

Speaking to MP1st in an interview, David Fifield, the General Manager of Hunt Showdown, shared that one of the goals for the engine upgrade is to bring content and patch releases closer across all platforms.

MP1st – Will the next-gen releases bring console content and update releases more in line with the PC? Can we expect a unified player base with crossplay, or will PC players remain separately?

David: One of the primary goals of the engine upgrade is to bring parity to Console and PC release dates and content. On release, all matchmaking pools and platform separation will function as they do currently.

Generally, Hunt Showdown console patches are behind those of the PC version, mostly due to the certification process being quicker and easier on PC. Given that the studio is doing a massive engine upgrade that is forcing them to leave behind last-gen consoles, this can mean improvements to the general development of these patches. Events always start at the same time on all platforms, but patches often drop days to weeks ahead on PC.

The Hunt community on consoles has been vocal about this in the past, with some feeling as if the studio has ignored them in favor of PC players. That has prompted some to even move to PC due to some of the communication.

With this news, it’s good to see that Crytek has acknowledged the issue in some way, with it being part of their goal and many improvements planned with the engine upgrade.

Hunt: Showdown PS5 and Xbox Series X|S versions will arrive with the CryEngine upgrade in April 2024.

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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 Last of Us 2 Remastered Lost Level Names Revealed via PlayStation Page Listing

With the recently announced The Last of Us 2 Remastered set to be released this coming January 2024, it looks like the game’s official PlayStation page has gone live, and along with it, the official The Last of Us 2 Remastered Lost Level names!

The Last of Us 2 Remastered Lost Level Names:

  • Sewers
  • Jackson Party
  • Boar Hunt

Alongside that, the game’s official features have been listed on the page as well.

Native PS5 enhancements

Built for the PS5, The Last of Us Part II Remastered enhances the original PS4 game in ways not possible before. Visual performance now includes native 4K1 output in Fidelity Mode, 1440p upscaled to 4K in Performance Mode, and an Unlocked Framerate option for TVs that support VRR. The Last of Us Part II Remastered also includes improved load times to let you jump right back into the action. Descriptive Audio and Speech to Vibrations have also been added to The Last of Us Part II Remastered’s suite of accessibility features

No Return – A roguelike survival mode

Experience deep combat via an entirely new mode! Survive as long as you can in each run as you choose your path through a series of randomized encounters featuring different foes and memorable locations from throughout The Last of Us Part II, all culminating in tense boss battles.

Unique gameplay modifiers can offer new and unexpected challenges as you fight to succeed – and survive – in a host of different encounter types. Play as a variety of characters including never-before-playable characters like Dina, Jesse, Lev, Tommy and more,2 each with unique traits to offer different playstyles, and unlock skins for them as you progress to use in the mode.

New ways to play

Delve deeper into this beloved adventure and learn how the original game was created. Lost Levels let you explore early-development versions of three new levels not seen in the original The Last of Us Part II: Sewers, Jackson Party and Boar Hunt. Enjoy hours of new developer commentary about The Last of Us Part II’s development as you experience the game.

Live up to your musical potential with Guitar Free Play, which includes new instruments2, or take on the new Speedrun Mode2 and post your best times. Take incredible Photo Mode shots with additions like dynamic lighting, Frame Forward, and Gaze Direction, as well as new frame and logo options.

The Last of Us Part II Remastered also features brand new unlockable character and weapon skins for players to use for both Ellie and Abby.

Graphical improvements and full DualSense™ wireless controller support

The beautiful yet dangerous world of The Last of Us Part II Remastered is brought to new life on the PS5. This version features increased texture resolution, increased Level-of-Detail distances, improved shadow quality, animation sampling rate, and more. The Last of Us Part II Remastered also makes full use of the DualSense wireless controller’s haptic feedback and adaptive triggers to allow every weapon to feel distinct and convey an increased sense of presence in your surroundings as you explore the snowy mountains of Jackson and the rain-drenched city streets of Seattle.

Alongside this new info, a new report has surfaced today stating the No Return roguelike mode will feature 12 levels.

The Last of Us 2 Remastered is launching on the PS5 on January 19, 2024.

Source: PlayStation

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Alex Co

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

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Report: Call of Duty Black Ops Gulf War Launches 2024; Story Follows CIA During the 90s

Call of Duty Modern Warfare 3 may have just been released a little over a week ago, but rumors of the next game have already started brewing, with the latest claiming that Call of Duty 2024 is indeed a new Black Ops set during the Gulf War and developed by none other than Treyarch themselves. 

The new rumor comes from Jez Corden of Windows Central, who has had a lengthy track record of having insider knowledge on several gaming projects. His latest scoop is around. Call of Duty 2024, which he claims his sources had confirmed, is a new Black Ops, internally named “Black Ops 6” with suggestions pointing to Black Ops: Gulf War as the final name. He confirms that Treyarch will be developing it this year, which is no surprise given they’ve led the Black Ops series ever since it came to the Call of Duty scene. 

As for the era, we’ll be going back in time again rather than another modern or future setting. 

“Call of Duty 2024 will sport the Black Ops moniker and once again follow some of the West’s more shadowy military dealings in global conflict scenarios. Black Ops “6” will take place during the Gulf War, which was the first major conflict between Saddam Hussein’s Iraq and a coalition of U.S.-led militaries. U.S. President George Bush senior and UK Prime Minister Margret Thatcher deployed troops alongside Egypt and Saudi Arabia into Iraq after the Hussein regime invaded Kuwait, in what formed the largest coalition of militaries since World War 2. It also charted a new era of heavily-televised conflicts, with Operation Desert Storm becoming notorious for its live media coverage, the war also featured some of America’s largest-ever tank battles, in an era before drone warfare. “

As it’s going back to the early 90s, expect weapons to stem from that era rather than lean on more modern and future-era-style weaponry. 

Jez’s sources also say that Activision is exploring other avenues of early access offerings, with the base game being days early and talks of the Zombie mode (round based) being made weeks before the full game launches. 

As always, take these rumors with a grain of salt. 

The last Black Ops game, Cold War, was released in 2020. Assuming Fall/Winter 2024 is the targeted release, it would have been four years since we’ve gotten a mainline game from Treyarch. It was initially rumored that they would be heading in 2023, but it was later delayed in favor of Sledgehammer’s Modern Warfare 3

It will be interesting to see what Treyarch has come up with, given that four years will have passed since the last Black Ops game by the time this is released. Will they build upon what they established with the Cold War, or perhaps take a note out of Sledgehammer’s book and drastically update the series movement to be in line with what fans want? 

What are your thoughts? Are you excited to jump back into the world of Black Ops, or is it time for a new Call of Duty franchise to arise?

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James Lara

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

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SnowRunner Update 1.46 Plows Out for Patch 27.0

SnowRunner update 1.46 has been released by Saber Interactive on all platforms this November 22, and this is for patch 27.0! This brings new content in the form of new trucks, as well as a host of various fixes. Read on for what’s new in the official patch notes.

SnowRunner Update 1.46 Patch Notes | SnowRunner Update 27.0 Patch Notes:

New content: This content will be available later on Nintendo Switch

  • [DLC] New truck:
    Kenworth W990
  • [DLC] New addons and trailers:
    Jack of All Treads Tire Pack

Snowrunner now is available on Mac (Steam, EGS, AppStore)

Vehicles improvements:

  • Fixed a bug where the anchor of the ‘IM50 Loading Crane’ addon was shaking if it standed on the mud or snow terrain surfaces on the ‘Burlak 6×6’ truck

Co-op:

  • Fixed a bug where the truck couldn’t be refueled from the addon or trailer in the coop session
  • Fixed a bug where the anchors of the ‘Movie Star’s Semi-trailer’ folded up after reconnecting when approaching the trailer by the Guest in the coop session
  • Fixed a bug where the visual model of the ‘Movie Star Semi-trailer’ shook during the execution of the contract by the client in the coop session
  • Fixed a bug where the visual model of the ‘Movie Star’s Semi-trailer’ was not synchronized between players in the coop session

Other Changes:

  • Fixed a bug where the pause menu could not be opened anymore after players pressed “Down” button in gamepad with opened “you have to unlock the garage” warning window
  • Fire sparks visual fixes
  • Various fixes in .xml files (Mod Editor)
  • Localization fixes

Source: Focus Entertainment

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Alex Co

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

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The Talos Principle 2 Update 2.004 Drops for Hotfix 1.0.4, Here’s What’s New

The Talos Principle 2 update 2.004 is now out on all platforms, and this is for hotfix 1.0.4! This brings various fixes to puzzles, progression and more, with the full details listed in the official patch notes available below.

The Talos Principle 2 Update 2.004 Patch Notes | The Talos Principle 2 Update 1.0.4 Patch Notes:

The Talos Principle 2 Hotfix 1.0.4 Changelog
  • Fixed the bug where interactive elements (like Plasma Doors) inside certain puzzles would become open when solving another puzzle.
  • Fixed the bug where Plasma Doors in the Endgame puzzle would sometimes become non-collidable even when closed.
  • Progress Wheels solved in the Endgame puzzle are now saved and remain solved if the player restarts the game.
  • Falling into deep water in the Endgame puzzle no longer restarts the puzzle, but puts the player onto the latest walkable location with the puzzle setup staying intact.
  • Fixed the bug where certain Tetromino Bridge in the Megastructure South was not solvable in reverse.
  • Fixed the bug where certain puzzles in the South 3 cluster would not light up the Progress Ring upon being solved (and thus not adding new Tetromino Bridge pieces).
  • Fixed the issue where the “outdated driver” warning on AMD graphics cards was sometimes displayed when it should not have been.
  • Adjusted Lumen quality on Ultra presets to increase performance.

If you haven’t played the game yet, you might want to change that soon, as our review gave it an outstanding 9/10, where we state, “Brilliant from its mechanical head to toes, The Talos Principle 2 is a mind-bending puzzle and adventure game with a lot to say about humanity, past, present, and future.”

Source: Steam

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Alex Co

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

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Latest Suicide Squad: Kill the Justice League Trailer Features King Shark Being Murderous and Adorable

Did you know that King Shark is a Shark? Yeah, it surprised me, too! But it’s true, and while that might give you the wrong impression that he’s some carnivorous, blood-lusting monster, well, huh, you aren’t wrong. But that doesn’t mean he has no heart underneath those lifeless, doll-like black eyes, as the latest trailer for Suicide Squad: Kill the Justice League is all about King Shark himself, showing us why we love him but also why we fear him.

Suicide Squad: Kill the Justice League Trailer – King Shark Spotlight

King Shark is the second member of Task Force X to get a spotlight trailer, with Harley Quinn having one earlier this week. We expect the other two members, Captain Boomerang and Deadshot, to have their trailers up real soon, so stay tuned for those!

About The Game:

Suicide Squad: Kill the Justice League, is a genre-defying, action-adventure third-person shooter from Rocksteady Studios, creators of the critically acclaimed Batman: Arkham series.

Featuring an original narrative set within an expansive open-world city of Metropolis, Suicide Squad: Kill the Justice League puts the four DC Super-Villains on a collision course with an invading alien force and DC Super Heroes who are now laser-focused on destroying the city they once vowed to protect. All the while, the Suicide Squad must be mindful of the lethal explosives implanted in their heads that could go off at the first sign of defiance.

Each squad member has their own unique moveset with enhanced traversal abilities to freely explore the dynamic open-world of Metropolis, along with a variety of weapons to customize, and skills to master.

Take down The Justice League yourself in single-player or team up with friends in multiplayer co-op.

Don’t be a hero.

Suicide Squad: Kill the Justice League launches on February 2, 2024, for PlayStation 5, Xbox Series X|S, and PC (Steam and Epic Games Store).

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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: The Last of Us 2 Remastered No Return Mode Will Feature at Least 12 Levels

The Last of Us 2 Remastered is bringing more than just a performance and resolution bump for PS5 owners, as it was announced that it would also feature a new roguelike survival mode called “No Return.” Plenty of details about the mode have already been revealed, though we also may now know how many levels it features for players to playthrough.

As spotted by X user Joanastic, a former Naughty Dog QA tester had listed new details around The Last of Us 2 Remastered and its No Return Mode on their Linkedin profile work history (now edited), giving us further information on the mode.

Here’s what was listed:

  • Created, implemented, and tested Al dialogue regions in-engine across 12 different No Return roguelike level layouts in The Last of Us Part 2 Remastered.
  • Created, modified and tested render regions in-engine by adjusting lighting levels to fit visual filter aesthetics throughout 135 tasks in The Last of Us Part 2 Remastered story mode.
  • Tested and modified extraneous audio regions, and adjusted PAT tags on surfaces and object throughout 12 different No Return roguelike levels in The Last of Us Part 2 Remastered.

Do note that this doesn’t confirm that there are only 12 levels or level layouts but that this employee had worked on 12. Even so, it’s hard to judge precisely what levels are, and while roguelikes tend to keep them short, these could be lengthy ones for all we know.

Regardless, it does seem like the mode will have plenty to offer for players as in addition to the 12 levels, players will also have the following. as summarized by Okami Games.

  • Choose from a host of playable characters, both new and returning (Dina and Lev confirmed)
  • Compete and survive in randomized encounters
  • Unlock more characters, skins, and more as you progress
  • Each character comes with their own traits
  • Chart your course on each run, choosing between stealth and combat encounters
  • Encounters can have unique modifiers  Global leaderboard confirmed

The Last of Us 2 Remastered is launching on the PS5 on January 19, 2024.

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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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Tekken 8 Leo Gameplay Trailer Released

There may not be any more characters to reveal for the roster of Tekken 8, but that doesn’t mean that Bandai is done with showcasing them. Specifically, those characters who have been confirmed as returning but never got a reveal trailer themselves. To kick off this series of trailers, Bandai has released a Tekken 8 gameplay trailer for Leo, showing his massive glow-up in Tekken 8. 

Tekken 8 Leo Gameplay Trailer

Regardless of how you may feel about Leo in past iterations, there’s no denying that Tekken 8 seems to be introducing a large number of improvements, not just to his combat but also to his personality. And that new outfit is looking pretty awesome!

I, for one, cannot wait to try him out in Tekken 8, but there are still plenty of other returning characters the studio still has left to show off, and plenty of time to do so! Who are you hoping they show off next?

Tekken 8 launches on January 26, 2024 for PS5, 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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Prince of Persia: Sands of Time Remake Has Achieved an “Important Internal Milestone”

Ubisoft has revealed that the Prince of Persia: Sands of Time Remake has reached an “important internal milestone and development is progressing,” which is a good sign for the troubled remake of one of the publisher’s most popular IPs.

As you know, the passionate team at @UbisoftMTL is reimagining this legendary story, and we are glad to announce today that the project has passed an important internal milestone and development is progressing. We look forward to sharing more in the future!

It is great to hear the game is finally on the right track. Announced back in 2020, the game has received several delays, and at one point, Ubisoft even refunded all the pre-orders. Just recently, the development was shifted to Ubisoft Montreal, prompting a return to the conception phase.

The Prince of Persia: Sands of Time Remake has high expectations as it is one of the most beloved entries in the series. Ubisoft will certainly want to exceed those expectations.

For those eager to witness the game in action, patience is key. With a recent restart in development, it will be some time before the game reaches a stage where it can be unveiled to the public. However, the encouraging news is that the development is now advancing smoothly, and we hope that we will get to see it soon.

Hammad Taufeeq

Fear the Old Blood

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Ride 5 Update 1.014 Drives Out Today for All Platforms

Milestone has released Ride 5 update 1.014 on consoles and PC platforms. Check out the Ride 5 November 22 patch notes down below.

Ride 5 Update 1.014 Patch Notes | Ride 5 November 22 Update Patch Notes:

Milestone has not revealed the official patch notes for today’s update yet, but they did release a patch for the game earlier this month. Read what the details were in the Steam patch notes below.

New Patch Alert! Discover the Race Director Mode to oversee your races and hand out penalties, or test the revised trajectories and much, much more. Read more on our website!

We will update this post as soon as we can if Milestone reveals official patch notes for update 1.014. For now, keep visiting MP1st for more news about Ride 5 in the future.

Source: Steam

Damien Seeto

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Aliens: Dark Descent Update 1.07 Has Been Released Today (Update)

Tindalos Interactive has released Aliens: Dark Descent update 1.07 (PS5 version 1.007) today for bug fixes. Check out the Aliens: Dark Descent November 22 patch notes down below.

Aliens: Dark Descent Update 1.07 Patch Notes | Aliens: Dark Descent Update 1.007 Patch Notes | Aliens: Dark Descent November 22 Update Patch Notes:

Update: Tindalos has released the official patch notes!

Hi everyone,

Thanks to your feedback, we worked on a hotfix to resolve the issue regarding your missing marines when launching a New Game + campaign. We are sorry for the inconvenience and hope you’ll have a great time facing the new difficulty parameters we brought for you in the last update.

You should now properly get your marines when creating a NG+ campaign using a save created before the release of the New Game + Update but please note that in some cases the experience won during the Mission 11 Olduvai Dig Site will not be saved. If you want to be sure to have your marines with the experience gained during that mission please follow those steps:

  • Load your last Otago save or your last Olduvai Dig Site (Mission 11) save
  • Complete the mission 12: Redemption
  • Go back to the main menu

Disclaimer: This hotfix is aiming players creating New Game + campaigns based on campaign saves that were created before the release of the New Game + update. For the players that already created a NG+ campaign and have some marines missing, you will need to create a new NG+ campaign if you want to get back all your marines. We are once again sorry for the inconvenience.


Since this is an unannounced update, Tindalos Interactive has not revealed the full patch notes for the game just yet. We do have info about the patch via the game’s PS4 update history. You can check out those details down below.

  • Multiple bug fixes and improvements.

We will update this post as soon as possible if Tindalos Interactive decides to reveal proper patch notes for this update. Keep it locked at MP1st for more updates about Aliens: Dark Descent in the near future.

Update: Full patch notes are now available.

Source: Steam

Damien Seeto

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KarmaZoo Review – We Fled a Zoo

KarmaZoo is an infinitely charming and cheerful multiplayer platformer that is impossible not to like, at least on surface level. The wonderfully exquisite pixel graphics seal the deal by having 50 cute animals and items as player characters, a challenging selection as we unlock them with Karma hearts accrued during our adventures. With some clever mechanics and fostering a strong spirit of cooperation, this is a fun journey that will live and die by the might of its player base.

Let’s Escape a Zoo

Legend says that the only way for you to evolve from your primordial blob stage and escape the zoo is by unlocking all the animals in the sanctuary – well, not everyone is an animal, there are items such as a compass, a teapot, or a spring as well. Players do this by entering the Loop and growing the Karma tree, ultimately earning Karma hearts that allow them to unlock more animals with advanced abilities. After a handful of levels, you are free to continue your journey or return to the sanctuary with a whole lot of hearts to use on new animals and a few special abilities.

At heart, KarmaZoo plays as a puzzle platformer with colorful retro graphics for the background and a monochromatic palette for the animals. The contrast is adorable and works in a way that words might not convey, but much of that is due to the noticeable identities and personalities of the tiny sprites, mainly when they burst singing.

KarmaZoo Review

KarmaZoo is exclusively multiplayer, from the minimum of two up to 10 players. There’s no solo mode whatsoever, since everything is designed around teamwork, every puzzle requiring at least the combined efforts of two players. The feel-good and laid back style of the gameplay is suddenly shaken up by the sight of a time limit, as players cooperate to grab fruit, keys, solve puzzles, and reach the portal at the end of the stage. While most of it breathes familiarity, there’s one mechanic in particular that is very much unlike anything you’ve seen in most platformers: the halo.

Each animal has their own halo, a circle around them that provides safety and the comforting thought of infinite lives. Animals may die in many ways, but as long as they are together, they instantly respawn nearby and resume their run – death is, in fact, more than a misstep but an actual strategy, as being killed by spikes creates a cute block that can be used as a platform for you and your companions to progress.

The halo is your safe zone, the aura that only works if you are in the vicinity of another player. The more it spreads, the better visibility you have of your surroundings, making the puzzles easier to grasp, the moving platforms easier to jump to, and the valuable fruit easier to spot.

KarmaZoo Review

It’s debatable just how much the game gains from the introduction of the halo mechanic. While it enforces this set of rules that players must abide by, it darkens the whole level apart from the areas brightened by the halos, and platforming can be though sometimes as the challenges don’t hold back from a certain point. Opinions will surely be divided by it, as both choices bring their own benefits.

Fruit is of utmost importance, more than what you might initially imagine when you first spot it in the lobby, as you wait for other players to join. Attempting to fully collect it becomes second-nature, working as a bargaining chip for a handful of bonus cards exclusively used during the following stage – the more fruit you have collected, the more cards you can choose from. All players get to vote on their favorite cards, the one with more votes being the chosen. Some of the abilities are very useful, others fun, and a few of them just teasing with you, such as turning everyone into a specific animal, keys glowing in the dark, or adding night vision.

With over 300 levels to tackle depending on a combination of factors, including animals, bonuses, and number of players, there is a lot to discover here and in all likelihood, part of it may remain out of reach even after several days of play.

Animal House

KarmaZoo Review

Animals have an exclusive perk beyond the actual fluffy looks, and combining these in a run is sometimes crucial to overcome some obstacles. The frog jumps three times in a row (versus the normal two times of most animals), while the armadillo is immune to spikes, the pig attracts fruit, and the squirrel runs on wheels, among others. Some animals are mandatory for certain parts of each stage, and there’s a bit of a learning curve as you try to discover what goes where, but nothing that turns this into an arduous task.

Singing is something that any animal can do but in their own style, and I couldn’t contain a chuckle or two as I heard some of them – let’s just say that out of tune is an understatement, but everything is forgiven beholding such cuteness. Singing is required to make some platforms turn solid, allowing your partners to jump onto them, or to move platforms to other places. Combining playstyles and discovering how to overcome the puzzles without forgetting about the fickle balance between infinite lives and sudden death brought by the halos is a shadow looming over your performance, alongside complete strangers striving for the same goal.

KarmaZoo is fun when you get players sharing the same mindset of looking for hidden collectables and with enough dexterity to surpass some of the challenges. It’s solid platformer fare with laudable levels of polish and creativity, and the collaboration spirit is reinforced by the existence of a Karma Pass, a free and humorous stab at the traditional premium passes in other games. This time, every player contributes to unlock new animals simply by playing, no matter the platform.

KarmaZoo Review

When you feel like taking a break from the loop and going for some straightforward competition, the party mode called Totem offers a selection of mini-games where the uniqueness of the animals is ignored and everyone has the same role. Winning the challenge is more about one’s skills than having an unfair advantage due to a specific animal type. It’s like a streamlined version of the main campaign, where competition replaces cooperation and manages to be fun in a different way.

One final mention goes to the charming soundtrack that includes a few head-bobbing pieces, and this all-seeing, all-knowing entity acting as the narrator with some fun takes and the occasional bout of coughing and stubbornness.

KarmaZoo is the perfect fit for Devolver Digital, a bold and original publisher who has offered us games that many would surely label as out of the box and commercially unviable. This is another example of it, a charming and original platformer with solid gameplay deserving of all the love that players can get it.

Score: 8/10

Pros:

  • Over 50 characters with unique charm and abilities
  • Clever mechanics and stage design that enforce teamwork
  • Party mode focused on straightforward fun
  • Cute pixel art graphics
  • Low price

Cons:

  • Not a glimpse of a solo mode
  • Halo mechanic may not appeal to some players

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

Vitor Braz

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Paragon The Overprime PS5 Closed Beta Goes Live on December 14

The revival of Paragon is back with another beta on PS5. Paragon: The Overprime PS5 Closed Beta runs from December 14 through January 7, 2024, and players can pre-register to secure themselves a spot starting today.

Here’s the teaser for the second closed beta:

https://www.youtube.com/watch?v=dmaT1QS4a2E

Here are the details directly from today’s press release:

Paragon: The Overprime PS5 Closed Beta Details:

The CBT will run from December 14 through January 7 of 2024 in the United States and Europe. Players can secure a spot and pre-register today on the PARAGON website. Access codes will be delivered to participants beginning on December 14.

During the first successful Closed Beta Test, over 15,000 players participated across 60,262 matches and accumulated over 164,000 hours (equivalent to 1.9 years) of playtime.

This new CBT will add three new heroes from the PC version featuring Morigesh, Yin, and Marty, from the South Korean Virtual Girl group MAVE: created by Metaverse Entertainment. MAVE consists of four virtual members (SIU:, ZENA:, TYRA:, and MARTY:) created through a combination of 3D rendering and scanning technology.

Based on player feedback, several changes have been made for the upcoming CBT, including an alternate D-pad layout to provide a more flexible control method, an auto-purchase feature for in-game items, as well as improvements to the Dual Sense navigation system for players’ overall convenience.

If you’re interested in participating in the beta, head over to the official site linked above and sign up.

We’ll be sure to remind our readers once the Paragon: The Overprime PS5 Closed Beta goes live. In the meantime, stay tuned into us here at MP1st.

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Jack Breitenbach

Game the night away!

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Payday 3 Animation Improvements for First -Person Coming Soon, Starbreeze Confirms

In today’s Payday 3 dev stream, Global Brand Director and Head of Community Almir Listo confirmed that more first-person animations are on their way to Payday 3. These include animations for most actions in the game, from tying up civilians to reviving your teammates.

The team showed off several of the upcoming animations in the stream, which you can see a clip of at this link. Twitter/X user @Tuffcooke_ also managed to create a list of every animation confirmed for the game:

Here’s every animation that’s been confirmed:

  • Using keyboards
  • Tying civilians
  • Searching files
  • Grabbing items
  • Unscrewing vents
  • Reviving teammates
  • Placing flares
  • Filling bags
  • Grabbing bags
  • Inspecting weapons
    • Inspecting your weapon in Casing Mode will check your gloves
  • Picking up from ammo, medic, and armor bags
  • Guiding civilians
  • First-person follow
  • Scanning keycards
  • Opening doors

These are sure to help players feel a little more immersed in the game and provide something to look forward to while we wait for more content. For as much trouble as Payday 3 has faced, the devs seem committed to making it a game people are excited to play, so hopefully this is a step towards a brighter future for the game.

Are you still playing Payday 3? Let us know down in the comments.

You can watch the full developer stream here. If you’re interested in our thoughts on the game, you can check out our review.

Jack Breitenbach

Game the night away!

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Warhammer 40K: Space Marine 2 Delayed to Second Half of 2024

In some rather not-so-surprising news, Focus Entertainment has announced that Warhammer 40K: Space Marine 2 has been delayed to the second half of 2024!

This was revealed in a new press announcement of the publisher’s game release program, where it mentioned Banishers: Ghost of New Eden (which was already pushed back to Feb. 2024), and how Focus will reveal the game’s release date in “early December. The publisher states that Space Marine 2’s release date being pushed back to the second half of 2024 is due to the time needed to properly polish the game and to ensure the best possible experience.

As someone who’s been eagerly looking forward to the game, I’m all for the delay. You know what they say, a bad game is bad forever, so I’d rather we get a polished experience than something rushed just to capitalize on holiday sales.

If you haven’t checked the game out, go watch the extended gameplay of it. It’s looking quite nice and reminds me of the Gears of War franchise.

For more on Warhammer 40,000: Space Marine 2, check out our hub page for the game.

Source: Focus Home (thanks, Shinobi!)

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Alex Co

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

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A Plague Tale Requiem Celebrates Three Million Players, New Collab With Focus for “Exciting Project” Announced

A little more than a year after its release, A Plague Tale Requiem has reached three million players. In response to the support, publisher Focus Entertainment announced another collaborative project with Asobi Studio, potentially teasing another sequel in the Plague Tale series.

The announcement arrived today via Focus Entertainment’s official Twitter/X account:

Asobi Studio is the developer behind the first two Plague Tale games, as well as numerous other well-known titles. They’ve only worked with Focus Entertainment for this series specifically, lending credence to the possibility that the next project could be a continuation (even though they stated they didn’t have plans for a sequel). Regardless, we’re excited to see what the next project will be.

If you’re interested in A Plague Tale Requiem, you can check out our review here. We gave it a 9/10 and said “whether you played the original or not, you owe it to yourself to check out A Plague Tale: Requiem during this spooky season, and beyond.”

Jack Breitenbach

Game the night away!

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Modern Warfare 3 Season 1 Starts Dec. 6; First Double XP Weekend Announced to Celebrate Engagement Breaking Record

The Call of Duty: Modern Warfare 3 Season 1 officially kicks off December 6, but before players start their seasonal journey, Sledgehammer Games is doing an in-game celebration for the game’s success with the first double XP weekend!

In a press statement sent out by Activision, Sledgehammer has revealed that Modern Warfare 3 has managed to set its highest engagement numbers out of any game in the new Modern Warfare Trilogy. Hours played in Modern Warfare 3 have already exceeded that of Modern Warfare 2 and 2019, with MW3 being the most-played campaign and Modern Warfare Zombies being the most-played third-person mode in the Modern Warfare franchise. 

The studio wrote a letter thanking the community, and confirming the launch of Season 1 and the announcement of the game’s first double XP weekend. 

Modern Warfare III players,

This season, we are thankful for you.

Thank You for a historic launch. Just two weeks in, MWIII has already set records with the highest engagement in the new Modern Warfare Trilogy!

Thank you for inspiring us and for spending so much time in this game. Your feedback and passion continually make us better. And, thank you for playing with us – it’s been a blast, and there’s much more fun in store!

Congratulations to our talented colleagues at Treyarch for setting a new Modern Warfare record with MW Zombies – and another shoutout to players for making all of this possible!

To celebrate with us, look for a triple feed holiday weekend this week with Double XP, Double Weapon XP and Double Battle Pass XP coming your way.

And circle your calendar for Season 1 launch on December 6 with new maps, a ton of content and more.

Thank you again!

Huge congrats to Sledgehammer Games and the supporting studios!

Players can join in on the celebration, as the first double XP weekend event for Modern Warfare 3 will be hosted this weekend, allowing players to earn double the XP on everything, from level progression to weapons and even the battle pass! One last grind before Season 1 starts, so be sure to finish up whatever you need to because Season 1 is coming in hot (you can read more the Season 1 content here)! Oh, and you might want to read up on the latest playlist update, as it brings in several weapon nerfs and changes.

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James Lara

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

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Modern Warfare 3 Playlist Update for November 21 Brings Weapon Nerfs and More

Sledgehammer Games has pushed out the Call of Duty: Modern Warfare 3 playlist update for November 21, and not only does this bring bug fixes, but a bunch of weapons got nerfed, too! The Holger 556 Assault Rifle alongside the DZG-58 and FR 5.56 all got heavy nerfs. Read on for what’s new in the patch notes below.

Modern Warfare 3 Playlist Update for November 21 Patch Notes:

GLOBAL

STABILITY & PERFORMANCE

  • Resolved a crash that could occur while viewing Weapon Challenges.

UIX

  • Bug Fixes
    • Closed an exploit that allowed players to equip Weapon Camos they have not yet unlocked.
    • Addressed an issue that prevented players from equipping the Borealis Weapon Camo once it has been unlocked.

COSMETICS

  • Dragonfly Blueprint for the M4 (MWII) will now appear as expected across all platforms.
  • Addressed an issue that prevented the appearance of the Io Operator (MWII) from dynamically changing as expected.
  • Adjusted the Ghoulie Camo (MWII) to prevent it from becoming overwhelmingly bright in dark environments.

MULTIPLAYER

UIX

  • Wins will now progress Armory Unlocks without first completing Daily Challenges.
    • Today’s update includes UI modifications to reflect this previously-implemented change.
  • Bug Fixes
    • Players will no longer experience graphical corruption when transitioning between the Field Upgrades and Social menus.
    • XP requirements in the Progression menu will no longer display as negative values under certain conditions.
    • Attachments that are incompatible with the current selection can no longer be equipped to a Weapon.

PROGRESSION

  • Challenges
    • Updated the description of the Gilded Camo challenge for the MTZ-556 (Assault Rifle) to accurately reflect the intended requirements.
    • Weekly Challenges requiring Triple Kills and Quad Kills will now properly track completion.

MAPS

  • Derail
    • Adjusted environmental fog to increase contrast, improving visibility.
  • Estate
    • Decreased grime on windows of the Lodge to improve clarity.

WEAPONS

  • Holger 556 (Assault Rifle)
    • Decreased headshot damage multiplier from 1.4x to 1.3x.
    • Decreased neck, upper-torso, arm, and hand damage multipliers from 1.1x to 1x.
    • Increased sprint to fire time from 210ms to 231ms (+10%).
  • DG-58 (Assault Rifle)
    • Decreased maximum damage from 44 to 40 (-9%).
    • Decreased medium damage from 35 to 33 (-6%).
    • Decreased neck damage multiplier from 1.4x to 1.1x.
    • Increased burst delay from 100ms to 120ms (+20%).
  • FR 5.56 (Assault Rifle)
    • Decreased maximum damage from 44 to 43 (-2%).
    • Decreased near-medium damage from 40 to 36 (-10%).
    • Decreased minimum damage from 36 to 33 (-8%).
    • Decreased headshot damage multiplier from 1.5x to 1.4x.
    • Decreased leg and foot damage multipliers from 1x to 0.9x.
    • Increased aim down sights time from 240ms to 260ms (+8%).
    • Increased sprint to fire time from 210ms to 231ms (+10%).
  • Striker (Submachine Gun)
    • Increased maximum damage range from 9m to 19m (+114%).
    • Increased near-medium damage from 33 to 36 (+9%).
    • Increased far-medium damage from 27 to 33 (+22%).
    • Decreased aim down sights time from 240ms to 230ms (-4%).
  • AMR9 (Submachine Gun)
    • Increased lower-torso, lower-arm, and hand damage multipliers from 1x to 1.1x.
    • Decreased sprint to fire time from 294ms to 206ms (-30%).
  • Striker 9 (Submachine Gun)
    • Decreased maximum damage from 32 to 27 (-16%).
    • Decreased aim down sights time from 275ms to 225ms (-18%).

The highlight of this balance pass is a reduction to the lethality of the FR 5.56 and DG-58. Both Weapons will now require two headshots to kill an enemy with a single 3-round burst fire. Additionally, these changes aim to improve the consistency and viability of Submachine Guns to the intended target for the class.

PERKS

  • Ordnance Gloves
    • Removed undocumented reduction to the cook duration of Frag Grenades.

ZOMBIES

GAMEPLAY

  • Missions
    • Storm the Castle
      • Warlord kill credit is now squad-based, and the required mission item will now spawn when a member of your squad kills the target.
    • Interceptor
      • Destroy Mercenary Convoy now accurately tracks completion.
      • Picking up a Keycard from a mercenary at the convoy will always count toward mission completion.
  • Perk-A-Colas
    • Tombstone Soda
      • Tombstones will no longer appear in the next session if a player exfils while in last stand.
  • General
    • Essence can no longer be stowed.
    • Addressed an issue where newly stowed items, acquisitions, or schematics would be replaced, and therefore lost, with previously sold items that underwent a swap item menu interaction.
    • Closed various exploits related to the use of Cymbal Monkeys.
    • Closed an exploit that permitted duplication of scorestreaks.

ENEMIES

  • Zombies
    • Zombie spawn priority has been adjusted to favor increased ground spawning.
      • Players can expect fewer ambient Zombie spawns on rooftops and higher elevations.
  • Terminus Outcomes
    • All Mercenaries
      • Mercenary damage against Player Armor has been reduced.
    • Shielded Soldiers
      • Shielded Soldiers now have a slower fire rate when engaged.

WEAPONS

  •  Pack-A-Punch
    • Addressed an interaction and UI issue that would incorrectly show Pack-A-Punch Level III as Pack-A-Punch Level IV.

STABILITY

  • Various stability fixes.

In case you didn’t know. Sledgehammer answered a ton of questions about Modern Warfare 3 multiplayer, which you can read about here. However, don’t expect any of those answers be related to Skill-Based Matchmaking (SBMM), as those got completely ignored.

Source: Call of Duty

More MW3 Reading:

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Alex Co

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

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The Simpsons: Hit & Run Devs Don’t Understand Why the Game Never Got a Sequel

The Simpsons: Hit & Run is one of the most simply entertaining games on the sixth generation of consoles. In fact, it’s so well-loved that one fan even remade the entire game in Unreal Engine. If the fact that The Simpsons: Hit & Run sequel never came to fruition is confusing to you, that’s reasonable: the devs don’t get it either.

In an interview with MinnMax yesterday, several members of the development team for The Simpsons: Hit & Run got together to talk about the game’s development. The entire interview is an hour long, but MinnMax cut out a three-minute clip where the devs discuss why the game didn’t get a follow-up.

In the interview, Executive Producer John Melchior explains exactly how the sequel became dead in the water:

Melchior: The biggest crime was that [Vivendi Games] did not obtain The Simpsons license when they had an offer in. So, The Simpsons came back with an offer for five games for X amount of dollars. It was a really good deal, and Vivendi said no. AFTER the success of Hit & Run.

Ben Hanson (MinnMax): And what was the logic there?

Melchior: I don’t know. They did Cold Winter, Buffy the Vampire Slayer…. And to everybody’s credit here, the sequel was like, we had airships, we had trains, we had lots to go on The Simpsons. This was going to be a franchise, no doubt in anybody’s mind…. But yeah, it was sad because we had a ton of momentum. There was no momentum loss between the shipping of this game and the work being done on the sequel.

Melchior also discussed how the production team felt about the decision:

It was a five-game deal for less than I think Vivendi paid for the first game. Like, really cheap because they were really happy. I remember getting that all like, ‘Yeah, we decided to pass.’ I’m like, ‘Pass on what game?’ They’re like ‘The Simpsons license.’ I remember Steve Bersch… he was our boss at Fox… he was like, ‘I don’t understand. I gave it to you on a silver platter. Why aren’t you just saying yes and doing these games?’ It was a really bizarre decision. I’ll never understand it. Most people on the production level never understood it.

Perhaps if there’s enough fans pushing for it, we might get a sequel someday. For now, however, it looks like The Simpsons: Hit & Run sequel is lost to time.

If you’d like to watch the clip yourself, you can do so below:

You can check out the entire interview over on MinnMax’s YouTube channel.

Jack Breitenbach

Game the night away!

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Former Halo 2 Lead Designer Weighs in on Call of Duty SBMM

Here’s something you might not have known, and that is Halo 2 and 3 both featured SBMM (skilled-based matchmaking) though implementation wasn’t quite as obvious as it has been recently in other franchises. This was revealed by the former lead designer of both games, chiming into the whole SBMM debate that has surfaced yet again with Call of Duty: Modern Warfare 3, and even going so far as saying the system discriminates by opposing restrictions on high-skilled players. 

In a lengthy X thread, Former Halo 2 and 3 Lead Designer and current Founder and CEO of Certain Affinity, Max Hoberman, opened up about SBMM in the Halo games, explaining how he tried to balance it out to promote fun, and ensured certain systems weren’t in place for unranked modes.

What I implemented cleanly divided the space into Ranked and Unranked matchmaking playlists. Ranked filtered opponents based on level. This was for when you wanted a competitive match – but even then, I intentionally allowed variability in the range of levels we matched you with.

This variability was a topic of hot debate internally, during development, 20 years ago. Obviously no one wants to get stomped continuously. On the flip side, it gets dull (for most people) continuously stomping others. However, it IS fun having the upper hand some of the time.

By intentionally allowing a range of skills to match together, we provided 3 experiences in ranked matchmaking: an easier one where you can kick butt, a harder one where you’re likely outmatched, and an evenly matched one. My theory was that a good mix of these three was ideal.

He goes on to explain why they didn’t just always evenly match player skills, citing that these would always produce the most stressful of matches. 

The failure of modern skill-based matchmaking, imho, is that it’s designed to maximize these perfect match scenarios and minimize the others. When it’s working, a majority of games become super tight, super stressful. That’s not fun for most players. Where’s the variability?

The system that I designed for Ranked playlists ensured a healthy mix. Sure, it sucks watching your favorite team get their butt kicked. But it comes full circle when they’re the ones kicking butt. Throw in tight, evenly matched games every so often, and that’s a ton of fun.

I haven’t even gotten to Unranked playlists yet. I designed these to NOT factor in skill/level in the search for opponents. Yes, our engineers utilized the same codebase and kept skill/level as a search criteria, but we substantially de-prioritized it in matchmaking.

We also didn’t track skill/level globally, only per-playlist. The net result was that Unranked matchmaking allowed a very wide range of skill levels to match together for what everyone agreed was casual, inconsequential fun. Again, that’s the way it should be, in my opinion.

Hoberman closes off by touching upon forced long wait times for high skilled players, calling it a form of discrimination and that devs shouldn’t take the easy way out.

Segregating high skill players from the population at large, forcing long wait times on them, is a form of discrimination. Designers should strive to find a way that players of all skill levels can have fun together. Casual, inconsequential Unranked matchmaking is one way.

I dabbled with handicap settings and asymmetric game mode design as others. Game devs shouldn’t take the easy way out and default to segregation though, there’s far more that can be done. Derogatory views like this, among game devs, is a cop out – and a disservice to players.
It’s not often a dev will divulge the specifics of their matchmaking system when it comes to SBMM, but this has certainly provided a wonderful insight to many in the gaming community. We may still not understand exactly how the SBMM (or whatever system it uses) works in Call of Duty, as the developers have continued to ignore any acknowledgment of it, but we do know that it very much does exist. 

How Sledgehammer plans to address it if at all, will remain to be seen, though with more and more pressure mounting, we’re hoping some form of acknowledgment is made sometime soon. For now, you’ll just have to keep dealing with the inconsistent system, fighting it out with sweats every so match. 

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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.