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Modern Warfare 3 Preload Info, PC Requirements Revealed

It’s almost time, Call of Duty fans! Modern Warfare 3 is almost upon us! While the official release of the game is on November 10, there is campaign early access before that. Below, we’ve outlined the complete Modern Warfare 3 preload info for all modes, as well as the PC requirements players will need to hit in order to play the first-person shooter.

Modern Warfare 3 Preload Times for Early Campaign Access

PC: November 1, 9 AM PT

PS5/PS4: November 1, 10 AM PT

Xbox Series X|S, Xbox One: November 1, 10 AM PT

Global Timings for PC:

Modern Warfare 3 Preload Times

Modern Warfare 3 Preload Times for Multiplayer

PC: November 8, 9 AM PT

PS5/PS4: November 8, 10 AM PT

Xbox Series X|S, Xbox One: November 8, 10 AM PT

Modern Warfare 3 PC Requirements | Modern Warfare 3 PC Specs

Minimum

  • OS: Windows 10 64 Bit (latest update)†
  • CPU: Intel Core i5-6600 or AMD Ryzen 5 1400
  • RAM: 8 GB
  • Hi-Rez Assets Cache: Up to 32 GB
  • Video Card: NVIDIA GeForce GTX 960 / GTX 1650 or AMD Radeon RX 470
  • Video Memory: 2 GB
  • Storage: SSD with 149GB available space (78GB if COD HQ and Warzone are already installed)

Recommended

  • OS: Windows 10 64 Bit (latest update) or Windows 11 64 Bit (latest update)†
  • CPU: Intel Core i7-6700K or AMD Ryzen 5 1600X
  • RAM: 16 GB
  • Hi-Rez Assets Cache: Up to 32 GB
  • Video Card: NVIDIA GeForce GTX 1080Ti / RTX 3060 or AMD Radeon RX 6600XT
  • Video Memory: 8 GB
  • Storage: SSD with 149GB available space (78GB if COD HQ and Warzone are already installed)

Competitive / Ultra 4K Specifications

  • OS: Windows 10 64 Bit (latest update) or Windows 11 64 Bit (latest update)†
  • CPU: Intel Core i7-8700K or AMD Ryzen 7 2700X
  • RAM: 16 GB
  • Hi-Rez Assets Cache: Up to 64 GB
  • Video Card: NVIDIA GeForce RTX 3080 / RTX 4070 or AMD Radeon RX 6800XT
  • Video Memory: 10 GB
  • Storage: SSD with 149GB available space (78GB if COD HQ and Warzone are already installed)

Required for all specs:

  • Network: Broadband Internet connection
  • Sound Card: DirectX compatible

Recommended Drivers for NVIDIA/AMD

  • NVIDIA: 537.58
  • AMD: 23.10.2

As detailed on the Call of Duty Blog, PC players can enjoy over 500 customization options in the PC version, including FSR and DLSS 3.5 support, Nvidia Reflex, ultrawide, ray tracing, and many other options.

Here’s a PC-specific trailer for Modern Warfare 3.

Just a few more days, and we’ll finally be playing the next chapter in the Modern Warfare 3 campaign. I can’t wait to see where the story goes, and hopefully, the multiplayer ends up being as big a hit this year as everyone expects. However, that may all depend on how Sledgehammer can address the concerns, some of which were brought up in our MW3 beta review.

Modern Ware 3 early access campaign launches on November 2, with the game’s full release, including multiplayer and zombie mode, on November 10. Stay tuned, as we’ll have a full review of both modes after launch.

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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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Apex Legends Ignite Patch Notes, New Battle Pass Trailer Blast Out

Starting tomorrow, Apex Legends players will be able to play as the new legend Conduit in the Ignite title update that also brings in a new Battle Pass and various changes. Thankfully, we don’t need to wait until tomorrow to know what’s changing, as Respawn has revealed the official Apex Legends Ignite patch notes.

Apex Legends Ignite Patch Notes:

NEW LEGEND: CONDUIT

Rowenna grew up amidst a war, but in a move that turned the tide, one Monarch Titan sacrificed itself to end the fighting. In the years after, her home planet of Nexus established ties across the Outlands, introducing Rowenna to the Apex Games. The Games represented everything she aspired to–heroism, hard work, sacrifice—and she became a dedicated fan.

When her elder sister Diwa suffered a terrible injury at work, Rowenna resolved to support her family no matter what. She stole the battery from the Monarch, still rusting on the hill, and had a combat rig built with its battery at the core. She used it to qualify for the Apex Games, and even though the battery exposes her to poisonous radiation, she refuses to give up. No one else was going to get hurt to support her family. Rowenna’s choosing to have hope for her dreams or die trying. Now, it’s Conduit’s chance for a day in the sun.

Check out more details about Conduit, here.

PASSIVE: SAVIOR’S SPEED

Gain a burst of speed when running toward a teammate out of Tactical range.

TACTICAL: RADIANT TRANSFER

Blast your ally with energy, regenerating temporary shields for them when in danger.

ULTIMATE: ENERGY BARRICADE

Deploy an array of shield jamming devices which damage and slow enemies.

IGNITE MAP ROTATION

The following maps will be available for public matchmaking in the Battle Royale mode:

  • Broken Moon
  • Olympus
  • Storm Point

STORM POINT MAP UPDATE

ANTI-CHEAT UPDATES

NEW IN-MATCH NOTIFICATIONS

A new feature that launched during Resurrection is live: in-game notifications for banned players. This notification will appear in the kill feed when a player in your current match has been removed. This alert will only be triggered by our anti-cheat systems and will not display when someone quits a match, loses connection or is kicked for AFK. This is the first of many steps the team is taking to improve visibility and player feedback when users are actioned.

RANKED

NEW FEATURE: PROMOTIONAL TRIALS

In Season 19, players will enter a Promotional Trial state when they reach the peak of their tier. During a Trial, LP loss and gains are frozen, allowing the player to focus on completing the trial:

  • Completing the conditions of a Trial within the given match count limit (either by winning a game or completing the alternative) will allow promotion into the next tier with a 250 LP promotional bonus
  • Failing to complete the Trial within the match limit results in the Trial ending and a loss of LP based on the player’s performance
  • Trials are time limited to 5 matches, increasing by 1 game each time a player fails and then reenters the same Trial, up to a max of 10 retries
  • Promotional Trials are skipped during Provisional matches
Trial Tier Main Condition Alternative Condition
Rookie → Bronze Win a game During the Trial:

  • 3x Top 10 placement
  • Get 3 Kills/Assists
Bronze → Silver Win a game During the Trial:

  • 3x Top 5 placement
  • Get 6 Kills/Assists
Silver → Gold Win a game In 3 different matches complete both:

  • Place Top 10
  • Get 3 Kills/Assists
Gold → Platinum Win a game In 3 different matches complete both:

  • Place Top 5
  • Get 6 Kills/Assists
Platinum → Diamond Win a game N/A
Diamond → Master Win a game N/A

RANKED TUNING

If you missed our recent reddit Dev Team Update, we’ve made some tuning adjustments for Ignite’s Ranked:

  • Increasing the amount of Rating Bonus given to help players’ ranking catch up to their skill bracket
  • Reduce the bonus that is withheld and thus the difficulty of climbing, when players are actively pushing against their skill ceiling
  • Provisional Bonuses are adjusted to land players closer to the expected statistical 1.5 tier drop at the end of their 10 provisional games

Ranking difference restrictions for 3 stack premades has been REMOVED. Players will now be able to play with friends no matter where they are on their climbs—with the caveat that your squad will face more difficult battles if there’s a bigger discrepancy between your skill.

PATCH NOTES

  • Cross Progression will be rolling out in phases across existing platforms—read more in our detailed blog here
  • Holosprays can now be deployed while skydiving

Rolling out the new Rendering Hardware Interface (RHI) code on PlayStation 5 and Xbox Series X and S—more background info on RHI can be found via our Reddit post here.

BALANCE UPDATES

Crafting Rotation

  • RE-45 and 30-30 Repeater leave the crafter and are back on the floor
  • R-301 and Volt enter the crafter
  • Boosted Loader removed from crafting rotation
  • Digital Threat optic removed from crafting rotation
  • Hammerpoint Rounds added to crafting rotation

Care Package Weapon Rotation

  • L-Star EMG returns to the floor
    • Removed Disruptor Rounds
    • Projectile size reduced
    • Improved recoil pattern
    • Reduced randomness in the early part of the recoil pattern
    • Damage increased to 17 (was 16)
    • Barrel attachment improved to match other weapons
  • Wingman enters the care package
    • New hop-up – Skullpiercer Elite: ignores helmet headshot damage reduction
    • Boosted Loader hop-up attached
    • Base damage increased to 50 (was 45)
    • Projectile size increased
    • 110 ammo

Care Packages

  • Care Packages will now always have 1 weapon at all stages of the game

Gold Weapons Rotation

  • Havoc, RE-45, C.A.R. SMG, L-Star, Longbow DMR

Hop-Ups

  • Boosted Loader: removed from floor loot
  • Turbocharger: Removed 1 damage reduction when equipped

WEAPONS

30-30 Repeater

  • Increased hipfire spread

Bocek Bow

  • Faster initial draw speed
  • Select Fire button now toggles Shatter Caps
  • Tightened Shatter Caps blast pattern

Charge Rifle

  • Improved bullet drop ballistics
  • Increased projectile size

Hemlok

  • Damage reduced to 21 (was 22)

Longbow DMR

  • Increased projectile size

Sentinel

  • Increased Amped Shot projectile size

LEGENDS

Bangalore

  • Double Time: reduced duration to 2s (was 3s)
  • Smoke Launcher: smoke lifetime reduced to 18s (was 23s)
  • Rolling Thunder: stun duration reduced to 6s (was 8s)

Catalyst

  • Piercing Spikes
    • Core no longer blocks projectiles, allowing bullets to pass through
    • Max in-world count reduced to 2 (was 3)
    • Throw range decreased by about 50%
  • Dark Veil
    • Cooldown now starts after the wall comes down
    • Reduced lifetime to 25s (was 30s)

Passive Updates

  • Pathfinder’s Insider Knowledge: can now scan Care Packages after allies have already scanned them
  • Wraith’s Voices from the Void: reduced look time required to trigger (feels more reliable/consistent)

Ultimate Updates

  • Newcastle’s Castle Wall
    • Reduced recovery time on landing
    • Increased max leap height
  • Revenant’s Forged Shadows: reduced time extension window for assists to 3s (was 30s)
  • Vantage’s Sniper’s Mark: bullet count increased to 6 (was 5)

MAPS

Olympus

  • Addressed a number of bugs and rat spots
  • Addressed known exploits to get underneath the map

Kings Canyon

  • Addressed multiple rat spots
  • Fixed geo holes in world between Relic and Caustic Treatment

Storm Point

  • Added two Mixtape maps based on new POIs (ZEUS Station and Wattson’s Pylon)
  • Addressed a number of bugs and rat spots

WORLD SYSTEMS

  • Players now respawn with the shields and weapons that they had when they were eliminated
    • Body shield and helmet level are preserved
    • Knockdown shield is reset to white
    • Backpacks are removed
    • Inventory will contain some ammo for their weapons, two syringes, and two shield cells
    • Weapons are maintained, unless that weapon was a care package weapon, and all weapon attachments are removed, including from kitted weapons
  • Replicator, Ring Console, and Survey Beacon spawn rates have returned to being even across all POIs

MODES

Mixtape Map Rotation

  • Control
    • Caustic Treatment and Siphon are out
    • Barometer and Production Yard are in
  • Gun Run
    • Skulltown and Fragment are out
    • The Core is in
    • New map: Wattson Treatment
  • TDM
    • Fragment and Habitat are out
    • Phase Runner is in
    • New Map: Zeus Station

BUG FIXES

  • Closed an exploit that allowed players to survive ring damage longer than expected using the Phase Runner on Olympus
  • Death Boxes can no longer fall into unreachable areas – or lava
  • Heat Shields can no longer stick to Tridents
  • Heat Shields no longer provide protection above them on higher ground
  • Holster weapon UI no longer appears when healing outside the ring
  • Knockdown Shield FX no longer remains on while spectating
  • Longbow’s Dawn’s Awakening skin no longer has visible barrel with scopes
  • Nemesis’ Demon’s Whisper skin no longer obstructs player view
  • Provisional badge icon restored on Ranked match summary screen
  • Rarity display now updates after equipping from store or pack opening
  • Resolved occasional “[UI] Array index 100000000 is out of range (array size 45)” error when launching the game
  • Revenant now faces direction he is shooting in third person view
  • Skydiving into an exiting respawn dropship will no longer propel the player along with it
  • Squad sorting now consistent between HUD and Inventory
  • Swapping to lower tiered armor after taking damage no longer requires refreshing the Death Box

AUDIO

  • Resolved rare cases where the priority system would kill certain local player weapon sounds at an incorrect time

GRAPHICS

  • Fixed squads’ animated poses sometimes ghost slightly on each other
  • PC
    • Fixed Intel ARC graphics cards defaulting to suboptimal video settings
    • Fixed issue with low resolution textures when using adaptive supersampling or after changing resolution
  • PC DX12: fixed occasional bad triangle rendering on AMD cards

LEGENDS

  • Loba: Tactical is no longer canceled when thrown on a tower near Containment
  • Mirage: resolved not breaking cloak sometimes when switching weapons
  • Revenant
    • Assassin’s instinct
    • Digital threats now highlight enemies after being highlighted by Assassin’s Instinct
    • Fixed cases where enemies were not being highlighted correctly
    • Highlight no longer interferes with other legend highlights
    • Highlight now applies to Mirage decoys
    • Forged Shadows shroud no longer gets stuck on indefinitely (previous hotfix)
  • Wattson: fences now collapse when the round ends, preventing ongoing damage audio in post-match screen

QUALITY OF LIFE

  • Added Offscreen Portraits setting
  • Caustic: restored “Shield Cracked” VO in German
  • Firing Range: blue Nessie stays hidden for now… but a new challenger has appeared
  • Implemented additional security measures
  • Improved PC controller support
    • Controller input will no longer be processed when a different window has focus
    • Added native support for PS4 and PS5 Bluetooth-connected controllers. Players who have been relying on Steam Input to use PS4 and PS5 controllers over Bluetooth should disable that setting in Steam.
  • Mixtape: assists are now awarded for Assisted Kills by ALL Teammates in modes where multiple squads are teamed together
  • Pings
    • Ping Enemies on the map: double-clicking the Ping Button will place an Enemy Ping on the map at that position
    • Reply to Enemy Pings with Ok, Hold On, and Wait ping reply options
  • Rampart: players can now pick up their amped walls while in placement mode
  • Revenant 
    • Add vibration support when Forged Shadows shield is damaged, and when the shield reforms or breaks
    • Improve vibration support when charging Shadow Pounce

LOCALIZED AUDIO

Localized audio is being moved out of the base game package on Playstation. Users who play Apex Legends in languages other than English will need to download the free Additional Content pack that contains the audio for their preferred language. In-game text is not impacted by this change.

Apex Legends Ignite Battle Pass Trailer:

Once the patch is live tomorrow, we’ll be sure to let our readers know.

Source: EA

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Alex Co

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

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Avatar Frontiers of Pandora PC Requirements Revealed From Low to Ultra Settings

We’re almost a month away from the launch of Avatar Frontiers of Pandora, and to get PC players better prepared for it, Ubisoft has released the official Avatar Frontiers of Pandora PC requirements, detailing what you’ll need to run this massive open-world.

Avatar Frontiers of Pandora PC Requirements | Avatar Frontiers of Pandora PC Specs:

MINIMUM

  • Visual setting: 1080p, Low Preset with FSR2 Quality/30 FPS
  • CPU: AMD Ryzen5 3600 /Intel i7 8700K
  • GPU: AMD RX 5700 8GB /Nvidia GTX 1070 8GB /Intel ARC A750 8GB (REBAR ON)
  • RAM: 16 GB dual channel
  • Storage: 90 GB SSD
  • Operating System: Windows 10/Windows 11 with DirectX12

RECOMMENDED

Visual setting: 1080p, High Preset with FSR2 Quality/60 FPS

  • CPU: AMD Ryzen5 5600x / Intel i5 11600k
  • GPU: AMD RX 6700 XT 12GB/ Nvidia RTX 3060 Ti 8GB
  • RAM: 16 GB dual channel
  • Storage: 90 GB SSD
  • Operating System: Windows 10/Windows 11 with DirectX12

ENTHUSIAST

Visual setting: 1440p, High Preset with FSR2 Quality/60 FPS

  • CPU: AMD Ryzen5 5600x/ Intel i5 11600k
  • GPU: AMD RX 6800 XT 16GB/ Nvidia RTX 3080 10GB
  • RAM: 16 GB dual channel
  • Storage Space: 90 GB SSD
  • Operating System: Windows 10/Windows 11 with DirectX12

ULTRA

Visual setting: 4K, Ultra Preset with FSR2 Balanced/60 FPS

  • CPU: AMD Ryzen7 5800x3D/ Intel i7 12700k
  • GPU: AMD RX 7900 XTX 24GB/ Nvidia RTX 4080 16GB
  • RAM: 16 GB dual channel
  • Storage: 90 GB SSD
  • Operating System: Windows 10/Windows 11 with DirectX12

Seems you’ll need a pretty beefy set-up if you want to be able to run the game with everything set to ultra, with full 4K and ray tracing, though that seems to be a common trend as of late. Even if you aren’t a fan of Avatar, there’s no denying that Frontiers of Pandora does look gorgeous with all its PC features on display.

Avatar Frontiers of Pandora releases on December 7 for the PS5, Xbox Series X|S, and PC.

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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God of War and Uncharted: Legacy of Thieves Are Coming to GOG

Lovers of GOG, rejoice. As part of their Haunted Grounds Halloween sale and celebration, gaming storefront GOG.com has announced that God of War and Uncharted: Legacy of Thieves Collection will be joining their Sony games collection in the near future. This follows the recent news that Horizon: Forbidden West will be arriving on PC early next year.

GOG announced the news on their official Twitter account this morning:

For those unfamiliar, GOG is beloved by many gamers for its commitment to launcher-free titles and a largely DRM-free library. This means that once you’ve purchased a game on GOG, all you have to do is download the launcher and any extra files and you’ll be able to play it without needing a program like Steam or the Epic Games Store to hold your titles. This makes it more convenient to play your games on multiple devices.

Additionally, the fact that these games are DRM-free means that they don’t require any internet connectivity or account activation to play. Obviously, games that feature online multiplayer will need a way to connect to the game’s servers, but you won’t need to verify any sort of license to play these games via internet. Instead, you can download them, shut your router off, and enjoy them just the same.

There’s currently no date listed for when these two Sony classics will arrive on GOG. When they do arrive, they’ll join Bend Studio’s Days Gone and Guerilla’s Horizon: Zero Dawn as part of GOG’s Sony lineup.

We’ll be sure to let our readers know when these games hit the GOG storefront. In the meantime, you can check out our God of War PC review or take a look at Uncharted: Legacy of Thieves Collection’s latest patch notes.

Jack Breitenbach

Game the night away!

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Hot Wheels Unleashed 2 Update 1.06 for Oct. 30 Races Out

Milestone has pushed out Hot Wheels Unleashed 2 update 1.06 (PS5 version 1.006), and this once again brings fixes. Read on for what’s new in the Hot Wheels Unleashed 2 October 30 patch notes.

Hot Wheels Unleashed 2 Update 1.06 Patch Notes | Hot Wheels Unleashed 2 Update 1.006 Patch Notes:

Milestone has not released the official patch notes just yet, but we’ve listed the fixes included in the October 26 patch.

  • Added an alphanumeric code to the player profile in online matches in order to identify players with the same user name during online cross play sessions.
  • Improved the minimap UI of “Clash Derby” and “Grab the Gears” game modes: icons are no longer cut on the edge of the minimap, making it easier to read them.
  • Added more “Secret” rarity and “Add-on” vehicles to the available filters in the “Collection” page
  • Added an option to maintain the original rims in the Livery Editor.
  • Improved texturing and lighting of the “Clash Derby” arena.
  • Fixed the Automatic Closure feature not working when editing a branch of a split track in the Track Editor.
  • Fixed a bug that forced the wrong vehicle in online matches if chosen in the online main page.
  • Fixed a bug where the Elimination race do not finish if the player remains alone with no other opponents.
  • Fixed some tracks showing the wrong suggested vehicle category in the “Track Selection” page.
  • Fixed a bug that caused a module SFX to loop in the “Track Selection” page.
  • Fixed the party overlay visible over the Player Profile visualization page.
  • Improved some “Unleashed Missions” description to make them more clear.
  • Fixed the “Success Story” Mission unlocking condition.
  • Added the “Shared Content” button when viewing a player profile.
  • Fixed a bug that caused problems with the boost using a specific combination of perks with some vehicles.
  • Fixed the accessibility options not working in “City Rumble” Elimination mode events.
  • Minor fixes to the UI.

Once the official patch notes are out, we’ll update the article accordingly. If you haven’t played the game yet, go read our review of it here where we state, “Playing with physical Hot Wheels was always a blast as a kid, and now playing Hot Wheels Unleashed 2: Turbocharged really recaptures a lot of that same magic.”

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Alex Co

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

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Quantum Error 2 Already in Development as Devs Announce Has Already Made Back Its Budget via Digital Pre-Orders Alone

While sci-fi horror game Quantum Error won’t be released officially until November 3, it seems a sequel is imminent, as TeamKill Media has confirmed today that Quantum Error 2 is already in development.

This was confirmed by the studio over on Twitter where they also announced that the game has already made its budget back just by the digital pre-orders alone!

We want to give everyone who has pre-ordered Quantum Error the biggest thank you and hug ever! 🙏😇🙏
As of last night we have made back our budget we put into the game over it’s development time on digital pre-orders alone!
All of you are the best and we can’t wait for you to play QE!

Here are some of the fan replies confirming a sequel is in development:

Not familiar with the game? Here’s the story synopsis alongside the game’s features straight from the devs.

STORY / ABOUT

The United Nations of America has integrated A.I. into everyday life. Monad, the most powerful tech company in the world, created the Advanced Retinal Global Unity System, ARGUS, to activate and operate this A.I. which is mandatory for all people on earth. People are divided by necessary and unnecessary and will be activated or not activated according to the professions they work in, resulting in opposition from and the formation of militant groups.

When the Monad Quantum Research Facility – 30 miles off the shore of CA – is attacked by an unknown entity in the year 2109, engulfing the complex in flames and putting it into a full containment lock-down, a distress call is sent out for mutual aid, to the Garboa Fire Dept in San Francisco, CA.

Fire Chief Sturgis answers the call and sends you – Capt. Jacob Thomas – and your partner Shane Costa and a crew by helicopter to the Monad Facility.

What starts as a simple mission to save lives from the burning complex, soon descends into a nightmarish cosmic journey that will take you from reality to other worlds where you must fight for your life as well as others.

Experience the mysticism of a cinematic story driven First Person/Third Person shooter game set in the coming of the Quantum Age. Explore and descend deep into the high tech yet esoteric Monad facility and beyond, to interstellar travel, encountering enemies and bosses from the familiar to the inexplicable. Ride a rollercoaster of cosmic horror as you fall deeper and deeper into the unknown.

  • IMMERSE yourself into a cinematic story and seamless gameplay as you meet a full cast of intriguing characters that leave you questioning everyone’s motives up until the very last moment.
  • EXPERIENCE STUNNING graphics and dramatic lighting utilizing Global Illumination in Unreal Engine 5 accompanied by a provocative soundtrack in 3D audio where you feel the terror of this cosmic journey!
  • SEAMLESSLY switch between first person and third person extinguishing the flames of a roaring fire as you make your way through the smoke-filled facility to save people and perform CPR. Firefighter tools like the jaws of life can become the jaws of death as you chop through enemies!
  • ADVANCE from fireman’s bunker gear to a spacesuit with a jet pack as you travel from the facility to planets, fighting a variety of earthly and alien enemies to epic boss battles, while wielding a vast array of high-tech upgradeable weaponry.

PS5™ in game features:

  • – Haptic Feedback: Experience a Firefighter’s sensation in your hands. Intensity of a backdraft door, using the K12 saw, or feeling the flames of a roaring fire.
  • – Adaptive Triggers: Feel the tension of a Firefighter’s tools and weapons as they resist, vibrate, and fight back with every action or while administering CPR.
  • – Controller Microphone: Utilize the controller microphone to deliver breaths during CPR.
  • – SSD: Experience near instant loading times for seamless gameplay.
  • – 3D Audio: Immerse yourself in the chilling sounds coming from every direction as you revel in the provocative soundtrack which enhances the terror and excitement of Quantum Error.

Stay tuned to our Quantum Error review hitting the site very soon! You can watch four minutes of gameplay of the upcoming horror game right here.

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Alex Co

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

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Dead Island 2 Haus DLC Review – Techno Cult of Severed Heads

Haus is the name of the first Dead Island 2 expansion, pitting players against a latex-obsessed cult having some hardships acknowledging what it truly is. This is a story quest of literally two halves, merrily ramping up the blood and gore to very exciting standards during the first part, but devolving into a somewhat disappointing aftermath that ironically feels like it was designed by some sort of artificial intelligence.

True Head Cases

Finishing the main campaign isn’t mandatory to try Haus, as you can access it via an invitation card in Emma’s mansion in Bel Air. The invitation places you in the vicinity of a gorgeous and quaint villa in Malibu, a clear-cut case of small on the outside, big on the inside. Actually, it’s not that small by any standard, but as you step through the doors, you are in for a massive world of techno-cult depravities and unhealthy doses of latex-clad monstrosities, ranging between the dead and the deader.

You first encounters are bound to make your head spin as you try to find a proper one and attach it to its inert body. The first act of the Haus expansion follows an approach that isn’t entirely original, as you face a few trials meant to unlock the greater goal. The first couple of hours are nonetheless thrilling, striking a fine line between action and puzzles, more so than the actual story campaign. Action still wins by a great margin, but it’s interesting to have our perception and cognitive skills tested as well.

Dead Island 2 Haus Review

The one thing that comes to mind – apart from the headless personas – is the bucolic and fairly small area where the first trial occurs. Signs warning to avoid stepping on the grass are to be taken literally, as hordes of zombies suddenly sprout from the ground until we step back onto the defined path. Exploring the area will require such risks, however, as the goals aren’t entirely linear and force you to rummage every inch of the houses, looking for the trigger that advances the story.

This is, in fact, one of the best things about Haus and Dead Island 2 – the detail that goes into each house is staggering, furniture and items abound and lend a feel of a realistic place that was abandoned in a rush. The architecture design is accomplished, and the physics system worthy of praise, with all the clutter reacting in credible ways, and the same is valid for the limb system.

But that much could be said of the original game, and Haus is what this review is about. After finishing the first three trials, you venture into the Deeper, a true maze of bottomless pits and techno lighting that would make any nightclub cower in shame. It would be dreamlike if it wasn’t nightmarish, almost a blast to the senses that mixes reality and dreamscapes, and finding your bearings around this place is but one of the challenges.

Dead Island 2 Haus Review

Finding the second head is another challenge, this time starting in a forest. With a few paths and enough darkness to make it confusing during the first strolls, the showdown takes place in a diner so putrid that it would make many horror stories look like children lullabies. On our way we stumbled upon a game-breaking bug, as these brains didn’t want to be turned into a pulp by our crossbow shots, until a while later and after a game reload it finally worked as it should have from the start.

The dinner battle is by far the highlight of the Haus expansion, with the player serving as a severed talking head delivery service for the second and last time. It’s trippy, very much zombie apocalypse nasty as one would expect it to be, and apart from another set piece soon after, the remaining content ends up being fairly mild.

Cultist Simulator

Dead Island 2 Haus Review

As if running out of creativity and steam, the final stretch of Haus is a somewhat repetitive and redundant succession of button pushing, brain shooting, and zombie mashing. Visually far from the excitement of the previous moments, it’s a bit of a letdown when we were expecting precisely the opposite. Haus hits some high notes but when it should deliver the final blow, it stumbles upon derivative and tired work.

This story quest should take you about three hours to complete, and it brings three new weapons – K-rossbow, Hog Roaster, and Dead Islands – and eight new skill cards. Only the first weapon will be easily attainable, the others requiring some exploration to discover where they stand.

Inventive during its first half, delivering a solid serving of horror and humor combined, Haus unfortunately fails to maintain the pace when it should have upped the ante. It’s still worth a teleportation trip to Malibu even if only to experience the grim and enigmatic Deeper and the events surrounding this cult supported by a trio of talking heads.

Score: 7/10

Pros:

  • Ramps up on the gore and the trippy… not to mention the latex
  • Some engaging puzzle moments

Cons:

  • One serious bug involving brains had us stomped for a moment
  • Latter half of the story lacks creativity

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

Vitor Braz

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Report: Take-Two Patent for GTA 6 Filed for Highly Dynamic and Realistic Animations

Take-Two Interactive has obtained a Grand Theft Auto 6 patent for innovative locomotion technology aimed at enhancing the realism and dynamics of GTA 6 animations.

This information was reported by a Reddit user u/Tobblelobben30, who did some digging and found that Tobias Kleanthouse had been employed at Rockstar Games from 2014 until late 2021, and he was the primary inventor and author of the patent titled “System and Method for Virtual Character Locomotion.”

On their LinkedIn profile, they describe this patent as being related to “animated locomotion control based on some of the core technology” that they developed and implemented during their tenure at Rockstar Games. An idea of what this new patent brings to the table has also been provided by the Reddit user.

Based on this patent, it seems like they’re using a clever system. They’ve built a library of small building blocks for character movements. These blocks can be combined in various ways to create a wide range of animations. For instance, think about a character in the game walking in the rain, feeling tired, or getting injured. Instead of designing separate animations for each of these situations, they use these building blocks to put together the character’s movements naturally.

This suggests that GTA 6 may incorporate a more extensive array of realistic animations. Players can anticipate characters moving in a manner that mirrors their environment, such as the weather, their energy levels, and any injuries they might have. This animation system aims to enhance the player experience by making the world feel more authentic and immersive.

Like much of the gaming community, we are eagerly awaiting the official reveal of GTA 6. If the information shared above is accurate, it has the potential to become one of the most immersive games to date.

Source: Reddit

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Hammad Taufeeq

Fear the Old Blood

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Xbox to Stop Allowing Unauthorized Third-Party Accessories Starting Nov. 12

Microsoft is taking steps to crack down on unauthorized third-party accessories for Xbox consoles. This information comes from a warning that shows up for Xbox owners, which outlines the implementation of a new policy aimed at preventing the use of “unauthorized third-party accessories” starting November 12, 2023.

Simply plugging in an unauthorized device will result in an “error 0x82d60002” as shown in the picture below.

Unauthorized Third-Party Accessories

While not everyone may welcome this change, many will embrace it, as it stops the XIM and Cronus users from cheating in multiplayer games. The usage of these third-party accessories has negatively impacted several excellent PvP games. Nevertheless, with this new policy, they are certain to face significant limitations.

This policy is a welcome change for players who use controllers and struggle to compete against users employing third-party accessories to gain unfair advantage. If this adjustment promotes a level playing field in multiplayer games on Xbox consoles, then we are sure to have some fun going forward.

Source: Windows Central

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Hammad Taufeeq

Fear the Old Blood

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Wo Long Update 1.20 for October 30 Released for Patch Version 1.210

Wo Long: Fallen Dynasty update 1.20 (PS5 version 1.020) is now out on all platforms, and this brings a bunch of new features, balance changes and more. This is tagged as Wo Long update version 1.210 by Team Ninja and you can check the full patch notes for it below.

Wo Long Update 1.20 Patch Notes | Wo Long: Fallen Dynasty Update 1.020 | Wo Long Update Version 1.210 Patch Notes:

All Platforms

Additional Features

  • Added the option to select difficulty levels in The Thousand-Mile Journey.
    • This feature will be made available upon completing Mile 50.
    • Players will be able to choose whether to raise the difficulty level when selecting a camp to travel to.
    • Raising the difficulty level will also increase the number of Golden Horse Hooves that can be obtained and the likelihood of obtaining rarer items.

Adjustments

Weapon Categories

Straight Sabre, Sword, Curved Sabre
  • Added 1 extra stock to the Spirit Gauge.
Glaive, Halberd, Spear, Slashing Spear, Staff
  • Made changes so that all attacks will now cause the status effect Armor Break to accumulate.
    • Like elemental status effects, Armor Break will be triggered once a certain amount has accumulated.
    • When Armor Break is in effect, attacks will cause most enemies to stagger, even if they normally do not.
Spear
  • Shortened the startup sequence of Spirit attacks.
  • Adjusted the size of the hitbox when moving from normal attacks to Spirit attacks.
Staff
  • Made it possible to continue swinging the staff after each stage of a normal attack by holding down the button.
    • Repeatedly pressing the button will no longer trigger this action.
Hammer, Poleaxe
  • Made changes so that players receive less damage during the period when they are prevented from staggering during attacks.
  • Added an interval during which, for a very brief moment at the beginning of the player’s attack, all damage from being hit by an enemy’s attack will be nullified.
    • Successfully nullifying an enemy’s attack in this way will grant extra damage to the player’s attack.
  • Added the tutorials “Glaives, Halberds, Spears, and Slashing Spears,” “Staffs,” “Hammers and Poleaxes,” and “Dual Swords, Sabres, and Halberds.”
  • Increased the probability of high-risk battlefields appearing in The Thousand-Mile Journey.
  • Made changes so that The Thousand-Mile Journey will now be unlocked at the same time as Path of the Soaring Dragon.
  • Lessened the requirements to proceed to Mile 21 and beyond in The Thousand-Mile Journey.
  • Adjusted the type of items dropped upon defeating the boss Zhang Bao in The Thousand-Mile Journey.
  • Made changes so that all Shitieshou in the battlefield “Calm in the Storm” in The Thousand-Mile Journey will be the giant variant.
  • Increased the probability of high-rarity equipment being obtainable as pickups in the battlefield “Calm in the Storm” in The Thousand-Mile Journey.
  • Further reduced the remaining survival time upon defeating powerful enemies in the battlefield “Relentless Survival” in The Thousand-Mile Journey.
  • Reduced the maximum possible survival time randomly set in the battlefield “Relentless Survival” in The Thousand-Mile Journey.
  • Made changes so that some stages will not appear in the battlefields “Relentless Survival” and “Swarm Carnage” in The Thousand-Mile Journey.
  • Made changes to the randomization when some enemy warriors spawn in The Thousand-Mile Journey.
  • Made changes so that when prompted with “Continue co-op with your ally?” upon clearing a battlefield during Co-op sessions in The Thousand-Mile Journey, if the host selects “No” and the two guests select “Yes,” the guests can continue playing in their Co-op session.
  • Reduced the amount of HP damage and elemental damage dealt to enemies with Morale Ranks 16+ lower than the player.
  • Made changes so that a companion will not lose HP if they fall to their death.
  • Made it possible to set conditions for items with set bonuses (warrior set bonuses and Grace effects) in Auto-Salvage/Auto-Sell Settings.
  • Made changes to the Auto-Salvage/Auto-Sell Settings so that if the materials obtained by salvaging exceed the maximum amount that can be possessed, the excess will be automatically sold.
  • Made it possible to swap Martial Arts techniques consecutively via Swap Martial Arts in the Blacksmith menu.
  • Changed the text color of rarities in the Battle Set menu to improve visibility.
  • Increased the amount of HP restored when using the Dragon’s Cure Pot.
  • Made it possible to use the Martial Arts technique Pegasus Thrust with halberds.
  • Made changes so that the accessory Peculiar Inner Elixir can now be dropped by enemies if it has already been obtained by the player at least once.
  • Made it possible to embed the special effect “‘Damage Reduction’ upon Losing Morale Rank” in chest armor.
  • Made changes to the name of the special effect “Damage Bonus (Heavy/Light Equip Load)” in some languages.
    • Only the name has been changed. The behavior of the special effect remains unchanged.
  • Changed the Heavy Cavalry Spear’s fixed special effect from “Damage Bonus (Heavy Equip Load)” to “Damage Bonus (Light Equip Load).”
  • Made changes so that equipment obtained on the Exchange Golden Horse Hooves screen will be automatically locked.

Major Bug Fixes

  • Fixed a bug in which switching weapons caused the screen to go black and the player’s HP to fall to 1.
  • Fixed a bug that sometimes prevented the additional input with the button for the third Martial Arts technique from functioning properly.
  • Fixed a bug that sometimes caused a generic Spirit attack to be triggered instead of the intended one when using a spear to perform a Spirit attack after successfully deflecting.
  • Fixed a bug in which there was no invincibility frame when performing Fatal Strikes with a long sword.
  • Fixed a bug in which using a long sword to perform Spirit attacks following deflects would prevent the attacks from hitting enemies.
  • Fixed a bug causing the attack motions to be interrupted when using a long sword to perform a Fatal Strike on the boss Demonized Xiahou Dun.
  • Fixed a bug that sometimes occurred when another character was hit with a Critical Blow by the boss Demonized Dian Wei, in which the attack also hit the player even if they were not in range.
  • Fixed a bug that caused players to walk instead of dash, even if the option Automatic Dash was enabled, when they used the Dragon’s Cure Pot while moving and continued to hold down the stick in the process.
  • Fixed a bug that prevented the correct amount of damage from being inflicted after a Fatal Strike (against unaware enemies) was performed against Bingcan.
  • Fixed a bug causing Flame effects to remain in the air after players deflected Fire Pots thrown by enemies.
  • Fixed a bug making it impossible for players to progress if the host defeated the first boss while guests were in the process of joining the Recruit session in the sub battlefields “Crouching Dragons’ Battle Royale” and “Crouching Dragons’ Fierce Rumble.”
  • Fixed a bug that sometimes caused the same special effect to be selected for both the premium and regular embedding slots of accessories obtained from Shitieshou.
    • The special effects of accessories already in the player’s possession will not be changed after the update is applied.
  • Fixed a bug in which the amount of HP damage and elemental damage dealt to enemies with Morale Ranks 26+ lower than the player did not scale correctly.
  • Fixed a bug preventing players from obtaining treasure chest pickups in some stages in the battlefield “Battleground Conquest” in The Thousand-Mile Journey.
  • Fixed a bug that sometimes caused the boss Demonized Xiahou Dun to fly in unnatural directions in The Thousand-Mile Journey.
  • Fixed a bug making it possible for players to perform Fatal Strikes from behind some enemies right when they appeared in the battlefields “Swarm Carnage,” “Relentless Survival,” “Horde Eradication,” and “Onslaught of Warlords” in The Thousand-Mile Journey.
  • Fixed a bug in which enemies remained in the area after the time limit ended in the battlefield “Relentless Survival” in The Thousand-Mile Journey.
  • Fixed a bug in which entering a battlefield in The Thousand-Mile Journey and then leaving the game without touching a Battle Flag sometimes caused the player’s Morale rank to drop to the same level as their Fortitude Rank once they restarted the game.
  • Fixed a bug in which progressing through The Thousand-Mile Journey in Co-op sessions and then leaving the game at a certain point sometimes prevented the player’s total number of miles traveled from being updated.
  • Fixed a bug in which the rewards screen was not displayed if players had progressed through The Thousand-Mile Journey in Co-op sessions and then ended Co-op upon arriving at a camp.
  • Implemented changes regarding a bug that caused Demonized Dian Wei to leave the stage’s boundaries in certain battlefields in the Thousand-Mile Journey.
    • After the update is applied, Demonized Dian Wei will no longer appear in some stages.
    • If he has already appeared in the current stage, the changes will take effect after a new battlefield is selected when traveling to a camp.
  • Fixed a bug in which warriors appearing as bosses could be made to accompany the player as reinforcements in the sub battlefield “Crouching Dragons’ Fierce Rumble.”
  • Fixed a bug making it possible for players to perform Fatal Strikes from behind some bosses right when they appeared in the sub battlefield “Crouching Dragons’ Fierce Rumble.”
  • Fixed a bug in which touching a Battle Flag in the sub battlefield “Fate of the Entertainer” sometimes made all sound cease for several seconds.
  • Fixed a bug that sometimes caused the dialogue of Xiahou Dun and Xiahou Yuan to play at the same time in the sub battlefield “The Two Walls Stand Tall.”
  • Fixed a bug in which Zhou Yu could be made to accompany the player as reinforcements in the sub battlefield “Who Plays the Jade Flute” on the Path of the Rising Dragon and beyond.
  • Fixed a bug in which the equipment dropped upon defeating some bosses in battlefields on the Path of the Rising Dragon and beyond was of a lower rarity than it should have been.
  • Fixed a bug in which the rewards for clearing battlefields were affected by the special effect “Drop Priority.”
  • Fixed a bug in which the Wizardry Spells automatically set during Basic Training were carried over when players started The Thousand-Mile Journey from Basic Training.
  • Fixed a bug that allowed players to go outside the bounds of the current stage from certain locations in some stages.
  • Fixed a bug that caused characters to become stuck (in the ground or surrounding objects) in certain locations in some stages, making it impossible for players to progress.
  • Fixed a bug in which the description of the activation requirements for Skyward Majesty under the set bonus Grace of the Supreme Heavenly Emperor was incorrect.
  • Fixed a bug in which the efficacy of Skyward Majesty under the set bonus Grace of the Supreme Heavenly Emperor was incorrect.
  • Fixed a bug in which the efficacy of Principle of Daode under the set bonus Grace of Daode Tianzun the Pure One was incorrect.
  • Changed “Melee Attack Spirit Damage” to “Spirit Damage” in the description of effects for Fuxi Devised Eight Trigrams under the set bonus Grace of Fuxi.
    • Only the text has been changed. The behavior of the special effect remains unchanged.
  • Fixed a bug in which the special effect “HP Restoration from Melee Attack Damage” did not function properly while Zhurong’s Celestial Fire under the set bonus Grace of Zhurong was in effect.
  • Fixed a bug in which bosses who were defeated for the first time on the Path of the Rising Dragon and beyond were not added to the Character Directory.
  • Changed the phrase “You will lose any Spirit gained from Levels 2 and 3” to “You will lose any Spirit gained from Level 3” in the tutorial “Cestuses.”
    • Only the text has been changed. The behavior of the weapon remains unchanged.
  • Fixed a bug causing the dialogue to be canceled immediately when prompted with response options during conversations with NPCs under certain conditions.
  • Fixed a bug in which opening the Equipment menu via the Thousand-Mile Map screen in The Thousand-Mile Journey sometimes prevented certain videos from playing.
  • Fixed a bug in which, if the Auto-Salvage/Auto-Sell Settings were set to sell ranged weapons, throwing weapons were also sold.
  • Fixed a bug that sometimes prevented players from switching between tabs displaying equipment details upon salvaging items in the Blacksmith menu.
  • Fixed a bug that caused elemental effects to remain visible upon accessing Character Creation with cestuses equipped and elemental attributes applied.
  • Fixed a bug that sometimes temporarily disabled controls in the Character menu after players started the game via New Game.
  • Fixed other minor bugs.

Steam® Version

Additional Features

  • Made it possible to set a higher sensitivity via Mouse Sensitivity (Switch Locked-on Target) in Control Settings.

Major Bug Fixes

  • Fixed a bug preventing the Matching Area in Online Settings from functioning properly.

That’s about it. If a new patch is released, we’ll be sure to let our readers know about it. For more on Wo Long: Fallen Dynasty, go check out our hub page where all patches for the game has been posted.

Source: Team Ninja

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Alex Co

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

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World of Horror Review – A Visceral Text-Based Throwback

Boot up the DOS and insert the floppy disk, World of Horror is going to take you on a journey back to a time when colors in videogames were a dream, and the slightest of animations were a feat only at the reach of the best coders. And yet, how memorable many of those text-based adventures were, lingering memories of pixelated imagery and exciting tales. World of Horror achieves that goal, seemingly a basic game but with a lot more hiding beneath the blatant pixels and gruesome stories. This is a chilling and original game with more appeal than it honestly should have, but that still could do with some additional polish.

Choose Your Own Death

World of Horror deliberately shares its concept with those classic “choose your own adventure” books. Each run puts you through a randomized selection of gruesome mysteries that you can solve in any order you wish, the paths are diverse and result in one of multiple outcomes. In a sense, this is a roguelite adventure RPG, one where you face a series of event cards in the hope of reaching the end of the story. And then you do it again, trying to find new events and unlock different endings.

This is more compelling than it sounds, due to the no holds barred nature of the adventure. It takes a page from the school of H.P. Lovecraft and some renowned Japanese authors, with very descriptive situations aided by some great pixel art and the occasional jumpscare. Soon enough, you will restart some mysteries because you want to try other paths and investigate different areas, craving some new and harrowing scenes that may result in better weapons or additional items. This is, after all, an RPG and your character has stats and an inventory.

World of Horror Review

Some actions and finished mysteries reward you with experience points, and you get to level up your character by selecting a new perk and stat upgrade. These come in handy for some events, since there’s a considerable amount of RNG going on, with success or failure checks that affect the outcome of the situation. But you’re most likely to pay close attention to your stats when you enter one of the many battles against horrific creatures.

The turn-based combat is initially daunting, with the UI being the main culprit. It’s unnecessarily convoluted and for some reason, it feels like it could have been streamlined and more intuitive than it currently is. There are several menus for all types of actions, and while it provides a host of possibilities that will keep you experimenting for several runs, it’s one to learn by trial and error; a tutorial is available, but it’s not going to guide you through all the workings.

World of Horror Review

When you finally learn your way around the numerous combat buttons, you realize that there are more strategies than the basic time movement bar led you to believe. You can do things such as ordering your companions to distract the enemy, make them attack, throw an item, pray for heals, boost an attack, cast spells, search for an improvised weapon, and more. Each action takes a specific amount of time that may change according to your stats, and after selecting a few moves, you launch the turn. Given the lack of proper hit feedback apart from a brief shake and sound effect, you have to stay attentive to health points to judge how the battle is turning out.

Investigating scenes raises your doom level, since a run is intrinsically tied to a random old god and the effect it brings upon the investigation. Moving from scene to scene increases doom, some negative actions boost it even further – but others may decrease it – and if it reaches 100%, the run is over. Gods may affect the game in ways such as locking areas from access or increasing doom rate, among other twists.

Retro Doom

World of Horror Review

With around 20 mysteries for now, there’s enough variety to keep you busy until you enter the lighthouse for the main showdown. Hours will fly by until there are no more mysteries to investigate, and it’s all completely worth the asking price.

Mysteries are fairly diverse and don’t hold back on the nasty characters and descriptive narrative, resulting in a palpable sense of discomfort and wariness as you move from one room to the next. The achieved art direction plays a big role in this, simple enough to be evocative but never too disturbing as it could have been with the current tech, showing that even MS Paint can be used to create a successful moody style. The chiptune soundtrack that accompanies the adventures is another triumph, providing just the right mood up to the point where it becomes unnerving, unsettling, bothersome… eventually on purpose.

However, you’ll inevitably reach a point where the scenes start to repeat themselves more often than not. Considering the initial appeal and the pace at which you are likely to devour the mysteries, just like a good “choose your own adventure book,” the pages will become very familiar. Furthermore, most scenes are bound by the RNG effect, with a positive or negative outcome that you don’t really have much control over to begin with, and the other condition to succeed is being in possession of a certain item or perk. With a limited inventory and an extremely tough choice when it comes to picking a perk, gameplay ends up being reduced to a certain luck factor where you just happen to be in possession of this or that, right when you needed it.

World of Horror Review

Still, it’s worth persevering for a few good hours, if only to see where the twisted mind of the creator is going with each story. There’s some disturbing fun to be had, like a good episode from a V/H/S movie but in retro gaming format and with some graphical imagery that is evocative and often chilling.

World of Horror is a niche game, one that younger players may dismiss as an antiquity lacking substance and ease of play. But older players know that the intent is precisely that – to bring back the feelings from decades ago, where this type of presentation was all the rage, but improving on the choices and possibilities in ways that weren’t possible back then. The twisted mysteries also help, often taking dark turns and not holding back on the gruesome and the morbid. It’s an accomplished horror throwback that mostly hits the mark and may hit your emotions in a couple of different ways as well, disgust comfortably sitting next to a strong nostalgia flavor.

Score: 8/10

Pros:

  • Mysteries are twisted and fun to uncover
  • Art style is accomplished and gruesome in effective ways
  • Enough diversity in scenes to make you want to explore more of it
  • Chiptune music is unnervingly stressful and all the best for it

Cons:

  • Battle UI is cumbersome and could do with some streamlining
  • A certain shade of RNG in scenes may lead to frustration

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

Vitor Braz

Home > Features

Will Artificial Intelligence Help or Hinder the Video Game Industry?

Artificial Intelligence and its uses in video games and other media are a hotly debated topic currently. Looking at the recent Hollywood strikes, we, as a society, are suddenly forced to deal with a very real cyberpunk-esque reality none of us were ready for. AI is here, and it is not going away. 

As it stands today, AI can be used to complete many tasks in a game’s development. It can create concept art, original music pieces, dialogue, code, and perform language translation to name a few. Everyone who completes these types of tasks are now set to be replaced. This goes even further when considering that AI can be used to replicate the work of others who have departed a company or even passed away. Most recently, Cyberpunk 2077 was able to do exactly this by recreating a voice actors role using AI after they had passed away. In this example, they had gotten permission from the family beforehand, so it was done respectfully, but will that always be the case?

From a business standpoint, it is an incredibly attractive proposition to reduce a large portion of development costs by shifting tedious work to AI. This however, is just the beginning. As AI gets better, the output and detail of the work it can complete will increase exponentially (as with any technology) to a point where a games development team could be cut in half within the next five years. For its first few years however, AI will be more of an investment for larger companies than anything. They will pour cash and resources in order to train their specially designed AI systems to work within the parameters of their company-specific engines. Not only will this reduce costs for these companies in the long-run, but it will also speed up production considerably once these systems are in place past the “trial and error” phases.  

A major push for annual releases, consistent updates, and tie-in marketing games may be the route that these companies gravitate towards to keep engagement on the products and IPs they own at their peak. Many online games already live or die based on their output of meaningful and engaging content. Taking a quality-over-quantity approach will help these companies stay relevant with their dedicated player bases by not giving them a reason to jump ship to another game when there isn’t enough to do. AI generated work will speed up the production of development and updates we see in games to a degree we have not seen before. This is all fine if you are on the business side of the deal, but what kind of repercussions can we expect as gamers?

For a while, whether companies want to admit it or not, there will be a nosedive in the quality of content in the games we play. Slowly but surely, entire quests will be generated by AI, along with dialogue options, enemy types, and maps. Ubisoft has already begun the process of implementing AI-generated content into their development cycles and is assuredly going to be doing more in the future. This creates an issue for the people who play games, especially in the early years, when technology is still working out the bugs. Playing a game from a studio you love could be missing a lot of the magic and identity that previous games from that same studio held due to AI outsourcing and shortcuts. 

Redfall update 1.1

There absolutely may come a time when AI is so good it seamlessly blends handcrafted content along with its own, but for now, the difference will be readily apparent, and gamers will not be happy. There will be specific marketing for titles that boast the phrase “No AI-generated content!” as a feature. On the other side, you can have games that can market themselves by offering’s endless AI generated content that ensures the player will always have something to do.

Just like when micro-transactions were initially introduced, they will creep into so many products that they will slowly become the norm. Regardless of those that protest, any outrage against it will slowly fade away with time. The main counterargument is of course the reduction of necessary “crunch” for a development team. AI assisted video game production will see to it that studios can accomplish much more with much less. This eliminates the tight restrictive schedules and negative tabloids around a games stressful development that is harmful to that companies image. 

Interestingly enough, this also puts Indie developers at an even greater disadvantage than before. Competing with AI-enhanced release schedules and content will be near impossible when you are forced to do most of the work for a game manually. Of course these studios may be able to use their own AI tools, however they will not have the specific AI powered software that many of the larger companies will have access too. This may also mean new IPs aren’t seen as frequently because training an AI to work within an existing world is conceptually easier than creating one from scratch. 

Lord of the Rings Gollum New Gameplay

On the other side of the coin however, there are sure to be plenty of good that will arise with the use and normality of AI. As we have already begun to see, AI has done wonders for hardware improvements beyond their current limitations. AMD and Nvidia already employs AI for DLSS, ray tracing, resolution enhancements and more. This has allowed existing products on the market to get a simple and effective “boost” with very little to no work from developers.

While this is generally a good thing, it has led to some games being released in abysmally poor states. Additionally, these types of tools are now being used as a crutch to fix games rather than enhancing them as well. There is already such a heavy reliance on these systems where if you don’t use them, then your performance suffers. This generally isn’t an issue for consoles where things are standardized. PC’s are a different story though, where the variance in hardware set-ups can cause major issues without the aid of things like AMD’s FSR or Nvidia’s RTX.

AI should be used sparingly and appropriately according to your needs. An indie developer who does not have an artistic edge using AI to help explain their ideas visually to their team can be an incredibly useful tool. Or using an AI system to quickly create terrain and environments can cut down on time, costs, and stress. Developers should be free to dedicate what limited resources and time they have into shaping the parts of their game that deserve passionate handcrafting rather than tedious busywork.

It will be tempting to take the path of least resistance and simply allow an AI to create most of your game for you though. You could simply feed it prompts until you have a semi-competent product you can throw onto a store page without much care. While the convenient uses of AI are more than apparent, the reliance should never be 100% on them. We will always value the integrity and passion that goes into creating something that comes from a place of true vision.

Finally, there is the argument of art and integrity. Is a game still considered a piece of art if many of its assets and production were created via AI? Does it still qualify to win awards if that work wasn’t done by a team or individual with a shared vision? It is hard to say, but with so many industries choosing to incorporate AI in some way or another, it will become increasingly difficult to discriminate against those that do.

The reality is that AI, whether we like it or not, is here to stay. As with any technology, it is created with the intention of making our lives easier, which it already has. The issues don’t arise from the use of AI as a tool, but rather whether it is implemented in smart and meaningful ways that doesn’t compromise the artistic vision of the project. Companies will be under a lot of scrutiny from consumers if they do not use this technology wisely and instead release rushed products with poorly crafted AI components that deviate from what was advertised to the consumer. Quality, above all else, must be demanded for any games created with heavy AI assistance or we run the risk of going back to the days of NES shovelware.

It is entirely possible we will reach a point where AI is able to create the most immersive and ground-breaking experiences on the market. Containing worlds so interactive and interesting we never want to leave, providing us endless content for our favorite games. Until then though, we have to deal with the growing pains of the technology, and the reality of the effects it will have on those creating the games, and those playing them. 

Josh Richardson

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The Finals: Following Major Beta Turnout, Cheat Makers Eyeing Shooter

Just a few days ago, the former Battlefield devs at Embark Studios launched the first open beta for The Finals. Since then, the game has blew up, and has now amassed over 264,000 concurrent players on Steam alone (it’s in open beta on PS5, Xbox Series X|S and PC).

According to the ever-reliable Steam Charts, The Finals open beta has managed to hit its current all-time high of 264,874 players on Steam today.

Image

Again, bear in mind, that insane number does not even factor in the PS5 and Xbox Series X|S player bases. While there’s no way of knowing those, even half of what the PC playtest is pulling is a fair estimate and would make the total reach over 400K concurrent players, which is an insane number for an upcoming free-to-play game with little to no marketing.

Unfortunately, with a game hitting it big this soon, the parasites are quick to jump in to capitalize as well. Cheat makers are now targeting the game, which means it’s just a matter of time before cheaters populate the game and ruin everyone’s fun.

Hopefully, Embark has some good anti-cheat measures lined up for when cheats invade the game.

For more on The Finals beta, check out the maps, modes and everything else you need to know right here. While we already have a hands-on preview of the beta when it was only for a select number of participants, look out for our console hands-on impressions hitting the site soon.

More The Finals Reading:

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Alex Co

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

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Remnant 2 Update 1.000.014 Rolls Out for Hotfixes This October 28

Gunfire Games has released Remnant 2 update 1.000.014, which brings a new round of hotfixes. Here’s everything included in the Remnant 2 October 28 patch notes now available on all platforms.

Remnant 2 Update 1.000.014 Patch Notes | Remnant 2 New Update Patch Notes for October 28:

Bug Fixes

Gear / Items

  • Fixed an issue where Mods, Mutators, and Relic Shards were not saving as part of a load out.

UI

  • Fixed an issue where Corrupted Meridian’s mod, Deadpoint, was missing its description.

It’s a minor update, though not surprising, considering the major update that introduced a host of quality of life improvements just dropped a few days ago. As a reminder, the Remnant II Aberration Domination event is now live, an in-game Halloween event for Remnant 2 that sees new rewards and a new mini-boss to face off. This is a limited-time event, so if you haven’t already gotten started on it, you’ll want to before it ends on October 31.

Have some fun out there! And if we spot any other changes, we’ll update the notes as always.

Source: Gunfire Games

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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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Wolverine Game Set in Same Universe as Marvel’s Spider-Man 2, Confirms Insomniac

While Insomniac Games just released Marvel’s Spider-Man 2 a few days ago, some gamers might already be looking forward to the game’s next confirmed project, Marvel’s Wolverine.

Understandably, details are a little light on the upcoming game, but there is one tidbit of info that was just revealed by the studio that might excite fans given the potential of what could be. Speaking in a video interview with Kinda Funny, Marvel’s Spider-Man 2 director Bryan Intihar confirmed that both games exist in the same world/universe!

In the video chat, host Greg Miller comments, “just honestly don’t remember, has it been confirmed, denied or just not mentioned if they’re (Spider-Man and Wolverine) in the same universe?” Intihar answered, “I mean they are…they’re both 1048. I think I got that right, but yeah.”

Well, this certainly opens up a wealth of possibilities when it comes to crossovers and whatnot, no? Could there potentially be Wolverine Easter eggs hidden in Marvel’s Spider-Man 2? I wouldn’t be surprised if there were.

While there’s not a lot of info revealed about Insomniac’s Wolverine game, the studio did confirm last month that work on it is underway. As for the future of Spider-Man, Intihar mentioned that it’s “epic” in scope though refrained from going into other details.

If you want to watch it yourself, you can hear Intihar say it around the 1:10:45 mark.

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Alex Co

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

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Capcom to Release an Unannounced Title That Will Sell Millions by March 2024

While Capcom already has multi-million selling games like Resident Evil 4 and Street Fighter 6 already released this year, the company it seems has one more unannounced title set for release before the end March 2024 that’s expected to sell millions.

This was revealed by Capcom during the company’s quarterly earnings report, where Q&A session was part of it. Read on for the confirmation of an upcoming unannounced title and how it affects Capcom’s revenue below (translated by ResetEra’s Angie).

Q: How do you plan to achieve the sales goal for new titles for this financial year?

A: In the second half of this FY, we plan to release Apollo Justice: Ace Attorney Trilogy in January in addition to a currently unannounced major title. Moreover, we plan to boost the sales figures of new titles of the first half of this FY to achieve the target.

Q: How do you think of the sales goal of 45 million copies of console titles? Taking into account the first half of this FY, wouldn’t it be difficult to achieve it?

A: We are planning a major title in the second half of this FY. Additionally, we originally planned to achieve the goal mainly by focusing on sale events in the second half of this FY to boost the sales figures of our catalogue titles.

What game could this be? The logical choice would be a new entry in the Monster Hunter franchise, as that’s easily a multi-million selling Capcom property. If it’s a new Resident Evil game, I assume we would have heard of it by now. What if it’s a Dino Crisis remake? Highly unlikely but one can hope, no? Whatever it is, your guess is as good as mine. There is time for a major game reveal, as The Game Awards is the last big gaming event slated for 2023, and we might be hearing about this unannounced title then.

Whatever unannounced game it is, don’t be surprised if it runs on Capcom’s evolved RE Engine called the Rex Engine, which was talked about by the company recently.

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Alex Co

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

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The First Descendant: Devs Undecided on Paid Boosters; UX Improvements for Farming Planned

Just last month, Nexon Games launched the first public beta for upcoming free-to-play looter shooter The First Descendant. While most F2P games have some sort of booster to make the grind faster (and easier), the devs aren’t sure whether this is something that will be implemented in The First Descendant.

Speaking to MP1st, we asked the devs whether boosters will be incoming to the game, and here’s what game director Minseok Joo had to say.

MP1st: Will players be able to speed leveling up by purchasing boosters and the like?’

Minseok Joo: We haven’t decided if there will be boosters yet, but regardless of those boosters, we’re designing the game balance so that players can grow and farm just by playing the game.

In addition to that, based on our experience from the beta, the game’s various currencies that players can earn while playing the game was a bit underwhelming. This is something we also voiced out to the devs. Thankfully, Nexon has some farming-related convenience features planned to make farming for materials a bit less confusing.

MP1st: During the beta, some of us felt a bit overwhelmed by the different currencies, materials, etc. is this something the dev team is looking into so as not to overwhelm players?

Minseok Joo: The First Descendant is a grinding game, and we think part of the fun is collecting different currencies and materials. We want to make sure that our players feel a sense of accomplishment when they spend them, and that they are willing to farm for them to fulfill those accomplishments.

The Crossplay Open Beta allowed the team to test a number of things, including ensuring that the farming worked as intended. As the team watched, they were able to identify a number of usability issues. For instance, there were a number of different materials required for research, and it was frustrating to see where each material could be farmed, or the fact that players had to open menus and navigate through multiple levels of UI each time to see what they were currently targeting.

We’re looking into adding a variety of farming-related convenience features before launch. We’ll be improving the UX for players to be able to enjoy farming in a much more convenient environment.

Our full interview with Nexon about The First Descendant will be hitting the site very soon. In the same interview, the devs revealed that there will be character-specific stories and endings for the game.

The First Descendant has no firm release date just yet, but is set for release on the PS4, PS5, Xbox One, Xbox Series X|S and PC.

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Alex Co

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

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Alan Wake 2 Update 1.000.005 Creeps Out This October 28 (Update)

Remedy Entertainment has released Alan Wake 2 update 1.000.005 across the PS5, Xbox Series, and PC, which is the game’s second launch day patch.

Alan Wake 2 Update 1.000.005 | Alan Wake 2 October 27 Patch Notes

Size: 500MB (PS5)

Update: The official notes are now live!

  • [PS5 and PC] Bugfixes
  • [PS5 and PC] Localization fixes
  • [PC] Significantly friendlier error message when third-party software stops the game from starting

Remedy has yet to release any official notes or acknowledge an update for Alan Wake 2 at the time of writing. We haven’t noticed any new options in the settings with this update, so we’ll assume this is for further performance improvements for both quality and performance modes. Based on our testing, it does seem a little better than what it was before.

Additionally, some bugs have cropped up for players, with some preventing them from interacting with objects in the game. For those affected, you may want to see if this patch has fixed anything for you. There have also been heavy reports of audio issues on the Xbox Series, along with a some graphical bugs cropping up. Hopefully those have been addressed with this patch.

If you spot something different, let us know, and we’ll add them. Otherwise, we’ll keep an eye on Alan Wake 2’s social channel, as well as Remedy’s X account.

If you’re still unsure whether or not Alan Wake 2 is worth a buy, be sure to check out our Alan Wake 2 review! Here’s what our reviewer had to say about it, “It’s one of the greatest survival horror games ever made, this shouldn’t be skipped. A fantastic example of how different types of media can crossover and create a very special outcome, it was absolutely worth the wait for Alan Wake to come up with a plan to escape the Dark Place and write an outstanding story about it for us to read, watch, play, and above all, enjoy.”

Source: X

 

More Alan Wake 2 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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Battlefield 2042 Next Update 6.1.0 Patch Notes Revealed, Download Out on Oct. 31

With Battlefield 2042 set to get its new mid-season event Dark Protocol next week, it seems a title update is slated to go out alongside it. Thankfully, DICE has revealed the Battlefield 2042 next update 6.1.0 patch notes ahead of its roll out this October 31.

Battlefield 2042 Next Update 6.1.0 Patch Notes:

AREAS OF IMPROVEMENT

Improved End of Round Screen

With Update 6.1 you will now find a new and improved End of Round Screen aimed at further emphasizing the beneficial actions of Squad Play. There will now be a “Best Squad” screen which highlights the most efficient Squad for that particular match, alongside the main vehicle that the squad used.

Alongside this, you will continue to see your own squad and the contributions that you’ve made towards the match.

EMKV90-TOR Improvements

Update 6.0 had introduced some of our changes taking place around the EMKV90-TOR, which were aimed at addressing its anti-vehicle capabilities at considerable ranges.

Update 6.1 delivers the second portion of this package aimed at further enhancing and improving the role of the EMKV90-TOR. This second portion will include a series of weapons and changes that will allow this vehicle to handle close range combat if you choose to modify your Vehicle Loadout to suit a more aggressive approach.

CHANGELOG

AI, Soldier and General Improvements

  • Fixed an issue where the camera would snap to a certain position when reloading in open vehicle passenger seats and exiting the vehicle at the same time.
  • Fixed an issue causing incorrect voicelines to be played when changing Specialists during the pre round phase.
  • Fixed an issue where the vehicle deploy option was present despite there being no vehicles on the map.
  • Fixed missing audio before and after holding breath with Sniper Rifles.
  • Fixed an audio issue causing Heavy Suppressor SFX to not play correctly when changing fire modes.

 

Maps and Modes

Redacted

  • Players will no longer be able to get on top of the incinerators on Flag A to ensure fairer capturing opportunities.
  • Fixed an issue where Ammo and Medical Crates would clip through certain objects.
  • Fixed an issue where players could become stuck behind some objects.
  • Fixed Out of Bounds scenarios within the Biodome.
  • Fixed instances where shadows may appear incorrectly on Flag A, and going from Flag A to Flag B.

Breakaway

  • Fixed an issue with fire effects around the silos on Breakaway.

Valparaiso

  • Fixed an issue where trees were indestructible by Air Vehicles.

Gadgets & Specialists

  • Fixed an issue with EOD Bot falling through Redacted in some areas.
  • Fixed an issue which caused Specialists not transitioning from climb state to fall state correctly.
  • Paik’s EMG-X Scanner will no longer trigger when using certain vehicles.
  • Improved an issue where explosions could get through obstacles in the presence of smoke.
  • Fixed an issue causing G84-TGM cooldown not progressing if the user controls the EOD Bot after firing a missile.
  • The OV-P Recon Drone should now have cooldowns when destroyed by an EMP Grenade or EMP Burst

Vehicles

  • Increased the first person perspective free-look sensitivity for Jets based on player feedback regarding it being too slow.
  • The Penguins have been tampering with the manufacturing processes of Light Air Vehicles, with the MD540 Nightbird, Jets and Stealth Heli’s now vulnerable to standard bullets.
  • Guided Shell on Battlefield™ Portal tanks will no longer fire before the weapon is locked.
  • Tanks should no longer be able to climb very steep angles.
  • UH-60 (BF3) passengers will no longer face in the opposite direction in third person perspective while shooting.
  • Fixed an issue where the UAV keybinding would show as “unassigned”.
  • Controller input should no longer be displayed for already selected weapons.
  • UAV – Laser Guided Missile kills will now correctly appear within the XP log.

MD540 Nightbird

  • Minimum damage for the minigun is lowered from 10 to 8.
  • Minigun damage drop off will now start at 100, reduced from 150.
  • Minigun damage drop off will now end at 250, reduced from 300.

Dev Comment: We have introduced these changes to ensure that the MD540 Nightbird is most efficient in its intended combat range, which is close to medium. We do not expect drastic performance alterations with these changes, however players can expect to be less efficient when taking on targets out of the intended range.

EMKV90-TOR

  • Gunner Seat will now have 20mm Shotgun, 40mm Grenade Launcher and 7.62 Miniguns available for selection as loadout options.
  • A unique, close range coaxial canister weapon with a high rate of fire will now be available for use by drivers of the EMKV90-TOR.
  • Both main weapons of the EMKV90-TOR will now have increased turret speed.

Weapons

  • Fixed an issue that could cause Ghostmaker R10 bolts to despawn too early during flight.
  • Fixed an issue that caused the crosshair to still sometimes drift from the center of the screen during recoil on MP28 and MP443.
  • Armor Piercing bullets on Avancys had the wrong headshot multiplier (2.1x), it will now have the same as other LMG bullets (2x)
  • A variety of minor UI improvements have been made to the Collection Screen for weapons.
  • Various fixes to firing, reload, and other weapon-related animations.
  • Fixed instances where using Subsonic Ammo wouldn’t reduce muzzle flash correctly when used in conjunction with some barrel attachments.
  • Fixed various cases of incorrect textures being used in certain magazines.
  • Fixed cases of clipping when using the M11 scope and firing the Masterkey attachment on the M5A3 or AK-24.
  • Fixed cases of clipping when using the Fusion Holo sight on the PF51.
  • Fixed an issue on the RM68 that could cause the pros and cons fields on the Loadout Screen of the default barrel attachment to be applied on other barrel attachments when equipped to the weapon.
  • Fixed the location of smoke VFX when using the PB Heavy Suppressor on a K30.
  • Fixed the ADS walking speed on the RPT-31, which was slower than on other LMGs.
  • Fixed the “Toggle Scope” UI hint appearing on screen when using scopes without that function.
  • Fixed an issue that could cause dispersion on the PP-29 to be lower while moving than when stationary.
  • Minor rework of AEK-971 handling. Recoil now resets faster, has different multipliers for the first shots in a burst and has an improved recoil camera behaviour.
  • Overall GEW-46 accuracy has been reduced by 5%, which should only be noticeable at longer ranges.
  • ACW-R damage curve has been tweaked slightly and will now be as follows:
    • 0 – 15 meters: 28 damage
    • (Previously: 0-30 meters: 28 damage)
    • 15 – 20 meters: 26 damage
    • 20 – 70 meters: 22 damage
    • (Previously: 30-75 meters: 22 damage)
    • 70+ meters: 18 damage
  • Fixed missing suppressor icons on BSV-M and SWS-10.
  • Fixed missing pro and cons statistic fields for M1911 reload speed.
  • Fixed an issue causing NVK-S22 to appear with a blue tint.
  • Fixed an issue where subsonics do not use suppressed muzzle flash when using muzzle brakes and suppressors.
  • Fixed various names of default and extended magazines for Vault Weapons
  • Fixed several laser and flashlight icons missing the type icon on Vault Weapons
  • Fixed an issue with laser underbarrel icon not updating when deployed
  • Fixed missing attachment descriptions for MP443, MP412 Rex and M1911
  • Fixed an issue that referred to the magazine of the Gewehr 43 as a stripper clip
  • Fixed an issue that caused the magazine size of the Gewehr 43 to show as 10 instead of 5.
  • Fixed an issue where the MP443 produced a recoil effect where it looked like suppressors were misaligned

Once the patch is live, we’ll let our readers know.

Source: EA

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Alex Co

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

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XDefiant to Release This Fiscal Year According to Ubisoft

Just yesterday, Ubisoft published its latest quarterly earnings report. While there’s still no XDefiant release date available, the company did confirm that it’s still coming later this fiscal year.

Here’s the part of the earnings report where XDefiant was mentioned:

The lineup for the remainder of the fiscal year includes, on the premium side, Assassin’s Creed Mirage, Assassin’s Creed Nexus VR, Avatar: Frontiers of Pandora™, Just Dance® 2024 edition, Prince of Persia The Lost Crown and Skull and Bones™, which is set to release during Q4 2023-24. On the free-to-play side, Rainbow Six® Mobile, The Division® Resurgence and XDefiant will also launch later this fiscal year.

For those not familiar, current fiscal year is from now until March 2024, so this means XDefiant could be released from anywhere today or sometime until March 31, 2024  and it would still fall under the current fiscal year.

While this doesn’t give us a definite release date, at the very least, we know it’ll be released in the coming months. I mean, the last official announcement delayed it indefinitely, and for now, this is the best news we have.

With Call of Duty: Modern Warfare 3 set to be released this November 10, it’s very much in Ubisoft’s best interest to not avoid a direct clash with gaming’s biggest shooter franchise. That said, I wouldn’t be surprised to see XDefiant be released in early 2024 to capitalize on the early gaming drought for shooters.

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Alex Co

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