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Marvel’s Spider-Man 2 Mistakenly Includes a Cuban Flag; Community Director Promises a Fix

Perhaps before Insomniac thinks any further about a potential Spider-Man 3, they should spend a little time polishing Spider-Man 2. Marvel’s Spider-Man 2 players noticed a careless mistake in Miles’ apartment over the past weekend: despite Miles’ Puerto Rican heritage, a Cuban flag is hanging in the hallway of his home.

First spotted by TheHouselessTurtle over on the SpiderManPS5_ subreddit, Miles’ apartment contains a flag decoration on the wall near the entrance. The flag, however, is Cuban, not Puerto Rican. While the two are similar, Puerto Rico’s flag features red stripes and a blue triangle, whereas Cuba’s flag has reversed colors.

Cuban flag
byu/TheHouselessTurtle inSpidermanPS5_

Twitter users were quick to point this error out and tag Insomniac Games directly, hoping to get some feedback on the issue. Thankfully, Insomniac’s Director of Community and Marketing James Stevenson was quick to respond to a tweet about the faulty flag with a promised fix:

For such a high-level team to make such a significant mistake is surprising. It almost seems to undermine any attempts to be true to Miles’ Puerto Rican culture when they can’t even bother to include the proper flag. Regardless, it’s good to see that a fix is coming. Better late than never, I suppose.

We’ll be sure to let our readers know when the patch hits the game. In the meantime, stay tuned in to us here at MP1st to stay up to date on all things Spider-Man.

Marvel’s Spider-Man 2 is available now exclusively on PS5.

Jack Breitenbach

Game the night away!

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Mortal Kombat 1 Update 1.001 for October 23 Pushed Out, Patch Notes Listed (Update 2)

Mortal Kombat 1 update 1.001 has been released by NetherRealm Studios on all platforms, bringing some new fatalities, features, and more! Read what’s new in the MK1 new update patch notes for October 23.

Mortal Kombat 1 Update 1.001 Patch Notes | Mortal Kombat 1 Update 0.134 Patch Notes | MK1 New Update Patch Notes for October 23

Size: 8.5 GB on PS5

Update 2: Finally, NetherRealm has released the official patch notes.

OCTOBER UPDATE

General Gameplay Adjustments

  • Move list corrections
  • Localization fixes
  • AI adjustments & improvements
  • Improvements to Screen Reader functionality
  • Added Halloween Finisher, which is available in the Premium Store
  • Added Halloween Variant to Cage Mansion Arena, available for free to all players
  • Wu Shi Academy Arena Evening Variant, Koncept Art, & Music can now be unlocked by players
  • Shrine can now be activated right away after receiving a reward
  • Fixed cases where the yellow notification for New Items would not clear
  • Fixed issue that sometimes causes players to not have access to DLC while Offline
  • Adjusted camera placement for Goro (Kameo) & Motaro (Kameo) in Kustomize Photo Mode
  • Fixed situation in Kameo Kustomize where randomizing Kameo Palettes would not save new setting
  • Fixed miscellaneous circumstances of visual effects in Kustomize disappearing too quickly
  • Added ability to Tag Moves to the screen during play from the Move List
  • Move List now returns to last tab used & remembers if Advanced View is toggled
  • Fixed a physics issue likely to occur when pausing at a certain timing in Tutorial Mode
  • Tutorial Mode text adjustments & corrections
  • Removed difficulty selection from Endless Tower in Klassic Towers
  • Added Online Leaderboards to Klassic Towers
  • Added Voice Chat Options to Mute Yourself & Mute Other Players to Main Menu Audio Options & Online Pause Menu
  • In-game Ping / Connection Indicator can now be enabled in Online Options
  • Added Forever King Mode to Online KOTH
  • Fixed visual issues occurring after some brutalities were performed
  • Fixed visual issues that sometimes occurred when a Quitality happened in the air
  • Fixed an issue that could cut off some intro clash dialogue early
  • Adjusted last hit animation when defeating your opponent with a jumping attack
  • Increased default combo damage scaling on sweep & fast knockdown reactions
  • Announcer will now say the Arena name after a Random Arena is selected
  • Fixed several situations where facial animations would get stuck in one pose for an extended period of time
  • Fixed several issues that could occur when defeating an endurance opponent
  • Fixed several visual issues in Test Your Might
  • Fixed several visual issues that could occur during victory cinematics
  • Fixed a rare issue which could cause Player Select to become unresponsive if both players input a specific sequence
  • Fix for several brutalities causing the game to become unresponsive under certain rare conditions
  • Fixed situation in which the Kameo could obstruct view of the main character during the Fatal Blow cinematic
  • Fixed a rare issue which could cause Fatal Blows on hit to briefly lose invulnerability before the cinematic begins
  • Fixed issue with Kameo Summons entering from the wrong side when called near the corner during specific situations
  • Removed the ability to perform a reversal without letting go of block
  • Removed a window where Ambush Attacks would be done during the last 3 frames of block stun
  • Fixed issue that when pressing Kameo input button at the same exact timing as an attack button causes one of the inputs to be ignored
  • Fixed issue with some cancels using Enhanced specials not executing properly when used at specific timing with a Kameo Ambush
  • Fatal Blows now use the correct reduced combo damage scaling
  • Fixed issue with certain Kameo attacks when used in a combo would prevent brutalities
  • Fixed specific situations where the character performing Breaker would instantly recover
  • Fixed issue which could cause multiple input Kameo moves preventing the main character from performing a special cancel
  • Flawless Block now also reduces Super Meter gained from blocked attacks as well as block damage
  • Fixed issue with several Kameo Projectiles that could cause the opponent to face the wrong direction when hit
  • Fixed certain Kameo attacks still able to be performed while the Kameo is in a knocked out / cooldown state

Practice Mode

  • Fixed changes to Kontrols not working correctly when using playback recording
  • Block Type now appears when Damage Text is On if the attack does zero damage
  • Fixed rare issue that could cause the AI to do Getup/Reversals even when set to off
  • Fixed issue with Auto Block not functioning if Breaker Mode is set to On
  • Fixed UI issue that could cause Kustom Dummy settings to not update after using a Playback Recording
  • Jump Movement Mode now immediately jumps after recovery has ended from being hit

Invasions

  • Fixed some camera positioning issues
  • Adjusted Armor on some common enemies
  • Super Armor no longer reduces damage
  • Reduced the chance for Ambushes to trigger
  • Players can now toggle to a faster navigation speed by pressing R3
  • Talismans now have 1 hit of Armor reduced reduced startup & recovery
  • Fixed an issue during kombat which could cause attacks to not hit when affected by Magic Aura Modifier
  • Fixed several lingering visual effect issues during kombat
  • Adjusted rotation of Hourly, Daily, & Weekly Towers in the Gateway Mesa
  • Fixed a UI issue with stats causing them to not properly display if increased above 254 points
  • Fixed a UI issue which would not correctly display the number of Ornate Keys available when opening a Locked Chest
  • Players can now use a Talisman while morphed into opponent as Shang Tsung
  • Fixed issue which sometimes allowed brutalities to be performed in endurance modes, causing incorrect animations to occur
  • Elemental Armor is now based on number of hits instead of damage (resisted damage doesn’t count as a hit, effective damage shatters it).

Story Mode

  • Fixed several cutscene transition camera issues
  • Fixed visual and audio issues with several Timeline Invaders during Chapter 15
  • Ninja Mime Timeline Invader will no longer talk

Character Specific Adjustments

  • Ashrah
    • Soaring Demon (Towards + Front Kick) can no longer be 2in1 cancelled when Up Blocked
    • Fixed visual issue that would cause the opponent to have an incorrect animation after being hit by Spirit Slice and not inputting any actions for a period of time

 

  • Baraka
    • Stab Stab has increased combo damage scaling when hit out of synced animation
    • Chop Chop has increased combo damage scaling when hit out of synced animation
    • Adjusted Victim Regions when stand blocking & Up Blocking
    • Fixed several issues with Bleeding Foot (Back + Front Kick) which could cause him to go outside boundaries of the Arena, move to unexpected locations when it is interrupted, and causing characters to pass through with attacks

 

  • General Shao
    • Fixed issue that could cause Axe to become permanently inactive if he loses a round while performing Axe Quake or Axe Recall
    • Fixed issue that could cause Axe to become permanently inactive if his opponent uses Shujinko’s Kopy Kat while it is planted from Power Strike
    • Fixed issue which was causing all special moves to do less block damage than expected
    • Fixed visual effects issue during Fatal Blow startup

 

  • Geras
    • Shattered Sands (Front Punch, Back Punch, Back Punch, Front Punch + Front Kick) has increased combo damage scaling when hit out of synced animation
    • History Lesson has increased combo damage scaling when hit out of synced animation
    • Interrupting History Lesson now causes combo damage scaling to be applied
    • Fixed issue with Redo which could cause it to no longer rewind Geras to his marked location when he is hit after certain attacks
    • Fixed issue that allowed Geras to block during the recovery of Redo in certain situations
    • Fixed inconsistency with direction of hit reactions when Geras and Time Clone are on opposite sides of the opponent during Double Time
    • Fixed visual issue when Geras is defeated while using Redo
    • Fixed issue with glowing eye color not changing based on selected Palette
    • AI will now execute Time Klone attacks while Double Time is active

 

  • Havik
    • Blood Bath has increased combo damage scaling when hit out of synced animation
    • Interrupting Skab Stab now causes combo damage scaling to be applied
    • Fixed issue with Corpse Taunt which would allow the opponent to block follow-up attacks in certain circumstances
    • Corpse Taunt hit reaction will no longer execute if hitting the opponent while they are under the effects of Time Stop
    • Fixed several End of Round taunt visual issues

 

  • Johnny Cage
    • Fixed issue with Show Off that could cause Down + Back Punch attacks from some characters to recover excessively slow
    • Fixed repeating sound effect issue when Johnny Cage is selected as either character during Fatality Practice

 

  • Kenshi
    • Enhanced Spiritual Alignment used while Shujinko Mimic ancestor is active no longer allows two Ancestors to be active at the same time
    • Fixed visual issue with Kenshi’s sword not appearing as your Kustomized sword during Ancestral Assist
    • Fixed lingering visual issue with some End of Round taunts
    • Adjusted audio during Upper Gash (Jump + Back Punch)
    • Fixed Kameo UI flickering when Kameo Gauge is set to Refill in Practice Mode while Ancestor is active

 

  • Kitana
    • Fancy Strike (Back + 1) hit reaction adjusted and now has positive hit advantage
    • High Heel (Front Kick) hit reaction adjusted and now has positive hit advantage

 

  • Kung Lao
    • Hat Toss hit reaction adjusted and now has positive hit advantage when done up close
    • Downward Slice (Towards + Back Punch) no longer has 10 more frames of blockstun if Flawless Blocked compared to Regular Block
    • Slightly Increased combo damage scaling after Enhanced Shaolin Shimmy

 

  • Li Mei
    • Fixed lingering visual effects when Pankration Champion (Back Kick, Front Kick, Front Punch, Back Punch) is interrupted
    • Fixed visual effects flickering at the end of her victory screen

 

  • Mileena
    • Ballerenal Failure (Back Punch, Front Punch, Front Punch + Front Kick) has increased combo damage scaling when hit out of synced animation
    • Enhanced Roll has increased combo damage scaling when hit out of synced animation
    • Fixed lingering visual effects after Roll is punished on block
    • Fixed incorrect death animation if a grounded opponent is defeated by The Right Sais (Back Punch, Front Punch)
    • Fixed mask clipping issues on several Palettes

 

  • Nitara
    • Blood Sacrifice now does 5 damage (down from 50)
    • Fixed issue which was causing all special moves to do slightly less block damage than expected
    • Fixed issue that was causing Enhanced Air Dash to be used instead of Air Dash if hit by a Breaker or ending a combo under certain circumstances
    • Adjusted audio during Quick Taste

 

  • Raiden
    • Lightning Strikes (Back + Back Punch) has increased combo damage scaling when hit out of synced animation
    • Shocker has increased combo damage scaling when hit out of synced animation
    • Increased combo damage scaling on Enhanced Shocker
    • Electric Fly has increased combo damage scaling when hit out of synced animation
    • Double Take (Jump + Front Punch, Front Kick, Back Kick) hit reaction adjusted
    • He Can Slap (Jump + Back Punch, Front Punch, Back Punch) hit reaction adjusted
    • Whirlwind (Jump + Back Punch, Back Punch, Back Kick) damage and hit reaction adjusted

 

  • Rain
    • Water Dragon (Jump + Front Punch, Back Kick, Back Punch) hit reaction adjusted
    • Rain God hit reaction adjusted
    • Fixed Overkast (Jump + Back Punch, Back Kick) & Drownpour (Jump + Back Punch, Back Kick, Front Kick) not allowing Kameo Ambushes or special cancels to be performed
    • Drizzle (Jump + Back Punch) is now vulnerable to Up Block
    • Fixed issue with Up Flow sometimes hitting behind Rain & can no longer sometimes cause a lingering hitbox when interrupted with specific timing
    • Fixed Rain God, Ancient Trap, Geyser & Enhanced Geyser not displaying Punish when hit during recovery frames
    • Fixed rare audio issue that could cause the opponent’s sound effects to be distorted for a short time if Rain’s Throw is interrupted

 

  • Reiko
    • Savage Siege (Back Kick, Front Kick) hit reaction adjusted
    • Interrupting Pale Rider now causes combo damage scaling to be applied
    • Fixed issue with Full Cross (Jump + Back Punch) into Busted Knuckles (Front Punch) causing Straight Punch (Back Punch) to execute instead
    • Fixed rare issue that could cause the AI to get stuck endlessly jumping if Fatal Blow misses

 

  • Reptile
    • Tipping The Scales (Jump + Front Punch, Back Punch) hit reaction adjusted
    • Death Roll has increased combo damage scaling when hit out of synced animation
    • Enhanced Invisibility now causes Reptile to become harder to see faster than Invisibility
    • Fixed issue which would prevent fatality attempt if last round is won by hitting a grounded opponent with Force Ball
    • Fixed incorrect blood color appearing when hit by certain attacks and brutalities

 

  • Scorpion
    • Burning Fist (Jump + Front Punch, Back Punch) hit reaction adjusted
    • Krushing Kunai (Jump + Front Punch, Front Kick) hit reaction adjusted
    • Fixed issue with rope disappearing if hit by a freeze reaction during various attacks

 

  • Sindel
    • Fixed situation where Levitate used multiple times in a combo could lead into an attack becoming unblockable
    • Fixed visual issue when Fatal Blow hits the opponent close to the corner
    • Fixed missing visual effects on Brutality Victory pose
    • Adjusted audio during Inspire & Enhanced Inspire

 

  • Shang Tsung
    • Major Complications (Jump + Front Punch, Back Punch, Back Punch) hit reaction adjusted
    • Festering Wounds (Jump + Back Punch, Back Punch) hit reaction adjusted
    • Injection has increased combo damage scaling when hit out of synced animation
    • Ground Skull & (Air) Down Skull special moves build less Super Meter on hit
    • Invisibility moves used during Form Stealer will no longer sometimes prevent Shang Tsung from returning to his base form
    • The Klassic (Down + Back Punch) brutality can now be performed when morphed into opponent
    • Fixed face animations sometimes not working as intended when morphing into opponent
    • Fixed situations where incorrect animation when Old Form Shang Tsung is defeated by a Brutality
    • Fixed AI getting stuck in situations where they stay in Old Form or Young Form for the rest of the match

 

  • Smoke
    • Smoke Bomb no longer ignores combo damage scaling on last hit
    • Jump Attacks after Enhanced Smoke-Port no longer have extra recovery occasionally
    • Fixed rare visual issue when doing special cancels which could cause blood effects to move erratically
    • Fixed rare visual issue with Smoke Bomb where Smoke briefly appears again after disappearing

 

  • Sub-Zero
    • Ice Klone will no longer disappear when teleported by his own Kameo
    • Fixed issue which could sometimes cause Kameo Wakeup or Kameo Reversal invulnerability visual effect to not appear
    • Fixed visual issues when hitting Kameos with Deadly Vapors

 

  • Tanya
    • Piety (Front Punch, Back Punch, Back Punch) has slightly increased range, has 2 more active frames, recovers 2 frames faster on miss, and has a different hit reaction when hitting an airborne opponent
    • (Air) Heavenly Hand has increased hitbox when used in a combo, and hit reaction changed when hitting an airborne opponent
    • Brought Low (Front Kick, Front Punch + Front Kick) has increased combo damage scaling when hit out of synced animation
    • Message From Above (Back + Back Punch, Front Kick) is now vulnerable to Up Block
    • Fixed issue that could sometimes cause Spinning Splits Kick to pass through opponents
    • Heavenly Hand, Enhanced Heavenly Hand, (Air) Heavenly Hand and (Air) Enhanced Heavenly Hand are no longer throw immune during some recovery frames
    • Fixed Seeking Guidance, Heavenly Hand, Enhanced Heavenly Hand, (Air) Heavenly Hand and (Air) Enhanced Heavenly Hand not displaying Punish when hit during recovery frames
    • Fixed visual issues with Divine Protection while under the effects of Sub-Zero (Kameo)’s Arctic Armor
    • Fixed lingering visual effect issues that could sometimes occur after Seeking Guidance

 

  • Cyrax (Kameo)
    • Adjusted combo damage scaling on Kopter Chopper & Horizontal Kopter Chopper
    • Cancelling Kopter Chopper into Horizontal Kopter Chopper now costs 50% Kameo Gauge
    • Slightly faster Kameo Gauge recharge speed after Horizontal Kopter Chopper
    • Kopter Chopper & Horizontal Kopter Chopper will no longer sometimes cause the wrong reaction facing direction on hit
    • Fixed camera issues when using Kopter Chopper during some characters Throws

 

  • Darrius (Kameo)
    • No longer lingers around if the round ends while he is waiting to perform Eat Dirt
    • Fixed clipping issues during forward throw on some Arenas

 

  • Frost (Kameo) – Fixed issue that could cause Ice Karpet to move the opponent high in the air if they are hit close to the ground in certain circumstances

 

  • Goro (Kameo) – Increased recharge delay of Raise the Roof when used more than once in the same combo

 

  • Jax (Kameo) – Slightly Increased recharge delay of Back Breaker when used more than once in the same combo

 

  • Kano (Kameo) – Slightly Increased recharge delay of Knife Toss when used more than once in the same combo

 

  • Kung Lao (Kameo)
    • Adjusted the recharge rate of Buzz Saw
    • Buzz Saw will no longer sometimes cause the wrong reaction facing direction on hit
    • Spin no longer has incorrect hit reaction when done as a reversal
    • Fixed situation where Away We Go was used 3 times in a combo it could lead to an attack becoming unblockable

 

  • Motaro (Kameo)
    • Fixed issue with Motaro could still be interacted by the opponent if they jump over Tail Shot
    • Punish message now appears if character is hit during the recovery of Charge! Fatal Blow
    • Fixed situation where if Centurian Warp was used 3 times in a combo it could lead to an attack becoming unblockable

 

  • Sareena (Kameo)
    • Increased recharge delay of Kia’s Blades when used more than once in the same combo
    • Fixed issue allowing opponent to gain Super Meter while being hit by Jataaka’s Kurse
    • Fixed long delay that could sometimes occur after Sareena performs her End of Round Taunt

 

  • Scorpion (Kameo) – Increased recharge delay of Fire Breath when used more than once in the same combo

 

  • Sektor (Kameo)
    • Increased recharge delay of Up Rocket & Homing Rocket when used more than once in the same combo
    • Fixed Rare visual issues during Fatal Blow

 

  • Sonya (Kameo) – Slightly increased recharge delay of Square Wave & Leg Grab when used more than once in the same combo

 

  • Stryker (Kameo)
    • Increased recharge delay of Low Grenade Toss & High Grenade Toss when used more than once in the same combo
    • Low Grenade Toss & High Grenade Toss will no longer sometimes cause the wrong reaction facing direction on hit

 

  • Shujinko (Kameo)
    • Kopy Kat Ice Slide (Sub-Zero) now does 110 (up from 30)
    • Mimic Time Stop (Geras) will now cause an alternate hit reaction if the victim has already been hit by Time Stop in the same combo
    • Mimic Stab Stab (Baraka) now does correct damage to an airborne opponent
    • Roll (Mileena), Drill Kick (Tanya), Charging Pain (Reiko), and Sand-Nado (Geras) will no longer sometimes cause alternate hit reactions when used in certain combos with Shujinko’s Mimic
    • Fixed using Smoke’s Invisibility followed by Fatal Blow causing lingering invisibility proceeded by re-appearing with no visual effects
    • Shujinko morphing into a Shang Tsung opponent’s Kameo will no longer cause himself to get stuck near the corner in certain rare situations
    • Fixed visual issue when performing Kopy Kat against Havik
    • Fixed issue during endurance fights which could cause Kopy Kat and Mimic to not work as intended after the first opponent

Update: While the complete patch notes aren’t out yet, NetherRealm has confirmed it will be revealed “soon.” In the meantime, the in-game patch notes we’ve supplied below is all the official info that’s been released.

https://twitter.com/MortalKombat/status/1716577323133383024

  • Halloween Fatality added to the Premium Store
  • Moves can now be pinned to the HUD
  • In-game Ping/Connection Indicator can now be enabled in Online Options
  • Added ability to mute Voice Chat and Microphone via the Main Menu under the Audio Settings and Pause Menu Settings in an online match
  • Fixed cases where the yellow notification for New items would not clear
  • General Gameplay Bug Fixes

Also of note, it seems NetherRealm has removed the store timer, though it’s not part of the in-game changelog.

These are all the notes that have been listed in-game, and should NetherRealm release any additional notes, we’ll be sure to update this post.

Update: Official patch notes have been added.

Source: Mortal Kombat

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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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Marvel’s Spider-Man 3 Teased to Be “Epic” in Scope by Creative Director

Spider-Man 2 has already sold 2.5 million copies in its first 24 hours, and the game’s Creative Director is already teasing the potential for Marvel’s Spider-Man 3. During an interview on the Friends Per Second podcast, Bryan Intihar referred to the potential story for Spider-Man 3 as “epic” and likened it to a certain immensely popular MCU film.

While the entire podcast is nearly three hours long, Okami Games on Twitter was kind enough to clip out the specific part of the podcast where Senior Creative Director Bryan Intihar responds to a question about Spider-Man 3:

When asked about the story potential for Spider-Man 3, Intihar hesitated for a long time before choosing his words very carefully:

If Spider-Man 1 and Miles Morales were like our Iron Man, and Spider-Man 2 was like a Civil War… where logically do we go from there? I think it’d be pretty epic. But, y’know, we’ll see.

Clearly, he’s not at liberty to say much on the topic of a potential sequel, especially given that Spider-Man 2 is still incredibly fresh. That being said, Intihar seems to be implying that Marvel’s Spider-Man 3 could elevate Spider-Man’s story in the same way the stakes were raised in MCU’s Avengers: Infinity War. It wouldn’t be a surprise to see the next game deal with potentially world-ending foes.

If you’d like to watch the full interview, you can check out the Friends Per Second episode over on Skill Up’s YouTube channel here.

In other Spider-Man 2 news, the game will be receiving a New Game Plus sometime before the end of the year. You can check out the nitty gritty details on that here.

Marvel’s Spider-Man 2 is available now exclusively on PS5.

Jack Breitenbach

Game the night away!

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Alan Wake 2 Review Embargo Lifts October 26

Alan Wake 2 officially launches this Friday, but before you jump into Remedy’s newest chapter, you’ll get the chance to see what critics think, as the Alan Wake 2 review embargo has been announced.

This was confirmed (due to leaks) by Remedy’s Communications Director, Thomas Puha. 

Alan Wake 2 Review Embargo Timings

  • Thursday, October 26, 6 AM Pacific / 9 AM Easter / 2 PM London / 4 PM Helsinki. 

A day before launch, which is pretty standard for embargoes. 

I cannot wait to see how the game does, and hopefully, we have another banger of a title on our hands. In the meantime, we can look forward to this Wednesday for the Alan Wake 2 launch trailer, as it is set to debut during the Xbox Partner Preview event. Oh, and don’t forget to check out the official Alan Wake 2 PC system requirements to ensure your PC can run it.

Alan Wake 2 is out this October 27 for the 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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Marvel’s Spider-Man 2 Sales Reach More Than 2.5 Million Copies In a Single Day

It’s official! Marvel’s Spider-Man 2 has become PlayStation’s fastest-selling title, selling over 2.5 million copies in its first 24 hours.

This was revealed in an X posting by PlayStation, where the publisher announced that their newest game, Marvel’s Spider-Man 2, has become their fastest-selling IP.

The previous holder was last year’s God of War Ragnarok, which sold 5.1 million in its first week. We project that Marvel’s Spider-Man 2 will surpass that come this Friday, considering that it reached half that number in a single day.

All we can say is congratulations to both PlayStation and Insomniac Games. Their hard work has not only paid off in reviews but also sales, and we cannot wait to see where the series heads next. Though that may be a while, as their next game, Wolverine, is slated to come out next. Either way, we’re looking forward to the future of Insomniac Games.

Speaking of future of Insomniac Games, one franchise we’re hoping the studio takes for another tour is the Resistance franchise, which we mentioned in our feature counting the PlayStation IPs we want to make a comeback.

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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 2 and Warzone Update for October 23 Brings Various Weapon Changes

Infinity Ward has deployed the Call of Duty: Modern Warfare 2 and Warzone update for October 23, and this is a server-side patch that brings weapon changes alongside bug fixes too.

Modern Warfare 2 and Warzone Update for October 23 Patch Notes:

GLOBAL

WEAPONS

The following Weapon balance changes are only reflected in Modern Warfare II

» Submachine Guns «

  • Minibak
    • Reduced close damage range
    • Reduced close range damage amount
  • Vasznev-9k
    • Reduced close damage range
  • Lachmann Shroud
    • Reduced mid and far damage range
  • ISO 9
    • Reduced far damage range
  • PDSW 528
    • Increased mid damage range
  • Fennec
    • Increased mid damage range
  • BAS-P
    • Increased mid damage rage

 

» Assault Rifles «

  • TR-76 Geist
    • Reduced close damage range
    • Reduced close range damage amount
    • Reduced arm, leg, and torso location damage
    • Increased long range damage amount
  • Kastov 762
    • Increase close damage range
  • Kastov-74u
    • Reduced close damage range
    • Increased long range damage amount
    • Reduced leg location damage
  • TAQ 56
    • Reduced close damage range
  • FR Avancer
    • Increased close damage range
    • Increased mid and long range damage amount
  • M16
    • Increased mid damage range
  • Tempus Razorback
    • Increased close damage range
    • Increased mid and long range damage amount
  • M4
    • Increased close damage range
  • Lachmann 556
    • Increased close and mid damage range

 

» Battle Rifles «

  • Cronen Squall
    • Increased mid damage range
  • SO-14
    • Increased damage range
  • Lachman 761
    • Increased damage range
  • FTac Recon
    • Increased close damage range

 

» Shotguns «

  • Lockwood 300
    • Maelstrom Dual Trigger with 12 Guage and Dragon’s breath ammunition
      • Reduced damage range
  • Bryson 900
    • 12 gauge and Dragon’s Breath ammunition
      • Reduced damage range
  • Expedite 12
    • Increased close-mid damage range
  • KV Broadside
    • 12 Gauge ammunition
      • Increased close damage range
    •  Dragon’s Breath ammunition
      • Reduced damage range

 

» Marksman Rifles «

  • EBR 14
    • Reduced damage range
  • Tempus Torrent
    • Reduced mid damage range
  • SPR-208
    • Increased mid damage range

 

» Light Machine Guns «

  • RAAL MG
    • Increased mid to far damage range

BUG FIXES

  • Fixed an issue preventing splitscreen from functioning correctly
  • Fixed an issue where a crash could occur when starting The Haunting content from the Co-op mission lobby
  • Fixed an issue where exiting to the Title screen and reentering the Main Menu causes the Soul counter to display “0 Souls”
  • Fixed an issue where the Raining Death Blueprint had a placeholder image on the combat detail widget
  • Fixed an issue where an incorrect sound plays when navigating the Soul Capture rewards menu
  • Fixed an issue where the Chainsaw preview image would show the Pickaxe when on the ground
  • Fixed an issue that could cause the red indicator above enemy Operators to not display on some night Maps
  • Fixed an issue where the Skeletor Operator’s staff was not aligned with hands in the Operator select menu

WARZONE

WEAPONS

The following Weapon balance changes are only reflected in Warzone

» Assault Rifles «

  • Kastov 762
    • Close-mid Damage decreased
    • Head Damage Multiplier decreased
    • Neck Damage Multiplier decreased
    • Upper Torso Damage Multiplier decreased
  • Lachmann-556
    • Head Damage Multiplier increased
  • TR-76 Geist
    • Close Damage decreased
    • Close-mid Damage decreased
    • Mid Damage decreased
    • Head Damage Multiplier decreased
    • Limb Damage Multipliers decreased
  • M13B
    • Close Damage decreased
    • Head Damage Multiplier increased
    • Neck Damage Multiplier decreased
    • Torso Damage Multipliers decreased
  • M4
    • Close-mid Damage Range increased

 

Attachments

  • Lockwood 300
    • Maelstrom Dual Trigger
      • 12 Gauge Shell
        • Close Damage Range decreased
        • Close-mid Damage Range decreased
        • Mid Damage decreased
        • Mid Damage Range decreased
        • Mid-far Damage Range decreased
  • 12 Gauge Dragon’s Breath
    • Close Damage Range decreased
    • Close-mid Damage decreased
    • Close-mid Damage Range decreased
  • 12 Gauge Slug
    • Close-mid Damage decreased

BUG FIXES

  • Fixed an issue that could cause character model arms to misalign when switching seats while leaning out of a vehicle
  • Fixed an issue where Players could obtain an unintentional Juggernaut Killstreak from the UFO on Al Mazrah (Night)
  • Fixed an issue where the Tiara icon would follow the Player instead of the item in DMZ on Al Mazrah (Night)
  • Fixed an issue where the Player was able to use a weapon while carrying a hostage in DMZ
  • Fixed an issue where a placeholder image could show in the thumbnail for Rotation Battle Royale Solos
  • Fixed a rare crash that could occur when accessing the DMZ menu
  • Fixed an issue where the Swamp Monster wouldn’t retreat as intended on Al Mazrah (Night)
  • Fixed an issue where unintentional numeric text can display on-screen in Al Mazrah (Night)
  • Fixed an issue where The Butcher could appear frozen when killed during an execution animation
  • Fixed an issue where the Player could get stuck under the ship near Sawah Village in Al Mazrah (Night)
  • Fixed an issue where the Player could be kicked from the match if they crossed the Ghost Train portal while being affected by a Shock Stick with an automatic weapon equipped on Al Mazrah (Night)
  • Fixed an exploit where Players could duplicate weapons using a Workbench in DMZ
  • Fixed an issue where the Player could use NVGs without having them in their inventory in DMZ on Al Mazrah (Night)
  • Fixed an issue where ghosts couldn’t be killed by sniper rifles on Al Mazrah (Night)
  • Fixed an issue where Foresight Killstreak drop was a UFO boss reward

Given Call of Duty: Modern Warfare 3 is about to be released, don’t expect a lot of patches to be released for Modern Warfare 2 moving forward.

Source: Call of Duty

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Alex Co

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

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Aliens Fireteam Elite Getting Quality-of-Life Updates, as Studio Confirms New Title in Development

Cold Iron Studios has confirmed the development of a new game while detailing future planned updates for Aliens Fireteam Elite.

Normally these types of posting formats would come with bad news (as with The Evil Dead: The Game), but today Cold Iron instead brought good news, confirming that Aliens Fireteam Elite is getting more updates that are centered around long-requested quality-of-life improvements, with the first dropping tomorrow.

“To everyone who has supported Cold Iron Studios, Aliens: Fireteam Elite, and all of the work we’ve put in, we wanted to first thank you. We have had a lot of things going on under the hood, and the continued dedication our fans have delivered has been invaluable. That said, we’ve got lots of great news to share!

First is that we are proud to announce Elena Siegman as our new Studio Head, leading production and development, and Kendall Deacon Davis, spearheading creative. We announced this on our company website and you can read more about it at coldironstudios.com.

Alongside the new leadership, Cold Iron will be adding some long-requested quality of life updates to Aliens: Fireteam Elite, with the first update coming tomorrow, October 24. We’re committed to providing these updates while we’re hard at work on our next major project. Future updates will include many of the community’s most prominent requests, such as fixes to matchmaking and improvements to everyone’s favorite Synths, Alpha and Beta.

In the meantime, we are in full development on a new title. Building on the success of Aliens: Fireteam Elite, Cold Iron is hard at work making a new experience for fans to sink their teeth into. More updates will be coming as development is further along.”

What comes as a big surprise, though, is that the team is in full development of a new title that is building off the success of Aliens Fireteam Elite. Mind you, this doesn’t mean that they are developing a sequel (but it could), just that all the experience and success they’ve had from the game is going into making this one. We can’t wait to see what the team has cooking, and we’re also glad to see that support for Aliens Fireteam Elite will continue on.

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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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Lords of the Fallen Update 1.011 for October 23 Released for Version 1.1.222 and 1.1.224

HexWorks has pushed out Lords of the Fallen update 1.011 on consoles, and this is for the patch versions 1.1.222 and 1.1.224 which are already available on PC! Given it’s essentially two patches combined into one, expect a rather robust changelog listed in the official LOTF patch notes for October 23.

Lords of the Fallen Update 1.011 Patch Notes | LOTF Update 1.1.222 and 1.1.224 Patch Notes:

Size: 1.15GB (PS5)

Greetings Lampbearers,
We come bearing a rather large patch for consoles, one which addresses stability and performance issues, as well as gameplay changes from your feedback and suggestions. One hefty change being implemented is the introduction of crossplay between consoles, allowing Xbox players to join PlayStation players within Mournstead. We will have more information to follow regarding the re-introduction of crossplay between consoles and PC, but our plan is to re-enable this on Thursday. More on this below.

We hear you. And have decided to roll out some fundamental changes to ensure everyone continues to enjoy the NG+ experience, including both those who have relished the no-vestige challenge and those who would rather they were still present throughout the world.

From today’s patch onward, when you complete your initial playthrough, you will be presented with a new option before embarking on your next playthrough; you can either progress directly to the next consecutive NG (i.e if you’ve just completed NG+1, you would move onto NG+2), or you can replay the current NG at the same difficulty, albeit retaining your character, items, and progression, but resetting the entire world, including NPCs and questlines. This will allow trophy hunters and completionists to seek out any outstanding tasks without having to contend with increased difficulty, should they so choose.

A further patch this coming Thursday will see further updates made to the NG+ mode; instead of removing all vestiges (as it does currently), NG+1 will only see a few disappear while keeping the key locations intact. In NG+2, a few more will disappear, and then in NG+3 all but the main HUB (Skyrest Bridge) and Adyr’s Shrine vestige will disappear. This way, our initial vision remains intact but is more of a gradual adaptation, awaiting those who seek increasing levels of challenge.

Lastly, as a follow-up to the popular announcement made during last week’s stream, we can confirm we have started designing the “NG+ modifier system”, allowing players to fully customize their NG+ experience, whether that’s retaining all vestiges, keeping just a few, or removing them completely. It will also include other fun modifiers like a “hardcore” mode (1 death = permadeath), item randomizers, enemy randomizers, etc. The feature set is yet to be fully defined, but our current intention is to release the modifier system before the end of the year.

Today as a means of helping with enemy density, we’re improving our ‘leashing’ system, further limiting how far enemies will pursue players from their spawn point. This helps prevent large crowds of enemies from relentlessly pursuing the player when rushing through a level.

We aim to have further refinements in Thursday’s patch, including reducing the number of enemies present in areas where players most struggle. These enemies will be removed in your initial playthrough but will remain in NG+, in keeping with the more challenging experience players seek.

Additionally, we are going to tweak some crowd behaviors so enemies will not swarm players as often; multiple enemies will no longer land hits at the same time, while enemies will also be a little less aggressive when swarming the player in greater numbers.

As we explained in the Q&A stream, we are targeting to deploy this ASAP for all platforms, but we want to ensure certain GPU stability levels for PC players before this happens.

We are pleased to confirm we are activating crossplay on consoles this coming Monday, with a plan to activate it on ALL platforms this coming Thursday.

Mob Density

  • We’ve activated a leashing system in which enemies will stop following you after X meters (case-by-case scenario). To avoid crowds of enemies on you, if you happen to rush through a section of a map.

NG+

  • Added a new option for NG+ which resets the game world – allows to restart with current character level in the same world

Crossplay

  • Crossplay has been enabled between consoles, and PC players will join as soon as it’s stabilized.

3D Photo Mode

  • Sometimes the camera of a saved 3D scene in 3D Photo Mode was in the wrong position. Added failsafe for this not to happen.
  • Fix door state (opened/closed) and other interactables not being saved in the 3D photo.

AI

  • Fixed enemies that could sometimes be spawned in a T-pose at the lower part of the manse.
  • Tweaked the navmesh on a small section of Lower Calrath to help AI navigate better in that complex environment setup.
  • Trapper’s traps can now be destroyed with ranged options such as arrows, grenades, magic, and more.
  • Ruiners now have a higher chance of triggering their fearful charge.
  • Ruiners now aim their shield fire attack at players more accurately. Beware!
  • Parasites now follow their hosts more quickly to prevent them from straying too far when the player pulls the host far away. If they are blocked, they will teleport to the host to aid players who are siphoning them by staying close.
  • We found an issue where Pilgrim’s Perch pilgrims could sometimes shoot through certain structures. This issue has now been fixed.
  • Crossbowmen have undergone additional adjustments to their behavior in order to make them smarter without increasing their difficulty. This should result in a more engaging and balanced gameplay experience when encountering these enemies in the game.
  • A navmesh in the cistern has been adjusted to assist an invisible archer in targeting the player more efficiently.
  • The aggro ranges of the Deep Sparrow, Infernal Enchantress, and Mendacious Visage have been revised to prevent them from pursuing players after losing sight.
  • The Abbess and the Conflagrant Seer will now refrain from using their abilities against the player if the player is not in plain sight.
  • The worms spawned by the Mendacious Visage can now be dodged more easily.
  • There was one instance of a Pilgrim at Pilgrim’s Perch who could see the player from a very far distance. Now, he will only notice the player when they get closer.
  • A fix has been implemented for archers to keep the arrow in place while applying vertical offset. This is a visual fix for archers that, when aiming at you from slopes, the arrow was being incorrectly displaced. The most visible impact was on the Holy Archer, particularly in the women’s area section.
  • An update has been made to the “LookAt” behavior for NPCs to prevent neck snapping when the player gets close to them. This improvement aims to create a smoother and more natural interaction between the player and NPCs.

Audio

  • We’ve added a new (slightly sexier) sound when pressing “continue” in the main menu.
  • The Exclusive Section of the Collector’s Edition now has a specific song.

Balancing

  • Flame Funnel spell from the Remembrance store has seen its price adjusted.
  • Fixing buyable items in the shrines missing skipinventory bool being set to true.
  • Adjusting social shrine goals based on progression and forecast.
  • Temporary change at the Umbral Shrine to sell 999 Umbral Scourings, instead of one, while we wait for a proper “infinite” implementation.
  • Balancing pass on NG+ for bosses and regions almost end-game NG+ (the curve was too steep).
  • Molhu decided to lower the price of the seeds in his store from 2’500 vigor to 1’200 vigor.
  • The Parry Guard protection has been increased to 80%, as announced in today’s stream with Fightin’ Cowboy. It also avoids receiving any elemental damage or ailment.
  • The amount of poise damage inflicted by enhanced throwable items has been reduced.

Boss

  • Parasites in Crimson Rector now do not trigger a heavy reaction in the player.
  • We observed an instance where Reinhold’s stab attack was propelling the player in a random direction. This issue has now been fixed.
  • Menacious Visage will now react correctly with the camera if the player is positioned between the boss and the camera.

Collisions

  • Collisions on some umbral platforms in the cistern have been fixed to improve the navigation of certain enemies.
  • On the Fief, during our gardening day, we’ve improved trees that needed better collision detection.
  • We’ve covered a ground hole in Pilgrim’s Perch that was causing players to fall through it. It wasn’t visible enough and felt unfair.
  • We’ve fixed the collision of a small wood platform in Lower Calrath that was causing Bringers of Stillness to fall through it instead of lurking from the shadows.
  • Changed invasion area gameplay sublayer to match the surrounding Art sublayer. This fixes the invader spawning under the ground at the start of the invasion.
  • Fixed chase farming spot in which he would fall over the world on his own for every spawn. Now if you go take a coffe for your character to farm on his own, you might find your character dead when coming back.
  • Players may get out of boundaries and fall out the world at the Abbey of the Hallowed Sisters
  • Fixed small collision bump that could lead AIs to get stuck near Agatha’s vestige.
  • Fixed missing Umbral navmesh in CSC Main East
  • Fixed a small ground
  • The collisions of two umbral walls in Lower Calrath have been reviewed and updated.
  • Various ramps and staircases that didn’t offer smooth navigation have been improved.
  • Two ground tiles that were causing issues with Delyth’s attacks, preventing her from reaching the player, have been fixed.
  • Collision issues in the Deep Forest have been addressed to prevent enemies from getting stuck in certain situations.
  • Collision issues in the Deep Forest have been fixed to improve player navigation and prevent invisible blockers.
  • Collisions in Upper Calrath have been adjusted to provide smoother player navigation and eliminate small steps.
  • Collisions in Lower Calrath’s Alehouse have been improved to better support jumping gameplay and prevent players from falling off on the other side.
  • Multiple collision fixes in Lower Calrath have been implemented to ensure the AI’s navigation mesh functions correctly.
  • A rock that previously lacked collisions now has proper ones.
  • Two locations in the Forsaken Fen have been tweaked to prevent creatures from getting stuck under certain combat conditions.
  • Players can clip through the floor at a specific spot in the refractory of the Manse.
  • The camera could clip with the statue in the Leprosarium.
  • Improved the navigation of “drones” in a secret “room” within Bramis Castle.
  • Added an additional collision box for AIs to prevent them from falling through a hole at the Tower of Penance. Players can still push them through.
  • Fixed a collision issue in Lower Calrath that could prevent players from stepping on it without using a jump.
  • Collision fixes and optimization in the area around Lower Calrath’s orphanage have been implemented.
  • Corrected hidden landscape collision on Manse Supply Road to prevent thrown objects from getting stuck.
  • Players were not dying properly due to the Void volume being too low on Pilgrim’s Perch.
  • A collision issue between a rock and a wooden structure has been fixed to prevent players from getting stuck under certain conditions.
  • A wrong collision setup that made it difficult to pick up an item in Lower Calrath’s Smelter area has been fixed.
  • A collision bug that occurred on a specific bed at Bramis Castle has been fixed.
  • Players could get stuck on a collision in the Sunless Skein.
  • Fixed a hole at Fritzroy’s Gorge that could cause players to fall through it.
  • Fixed a collision on an asset that could cause players to get stuck when rolling in a certain way.
  • A misplaced collision could cause players to fall through the ground in the tutorial area.

Customisation

  • Removed root bone influence from the Stalker’s Hunter body and legs to improve the visuals.
  • The Holy Archer character model has been adjusted. These changes include removing the belt from the torso, shortening the cloth on the head, and modifying CLPs to accommodate these alterations
  • Swelling on the skirt part of the Marksman Armour has been removed to improve visuals and physics.

Gameplay

  • Fixed Soulflay attack to prevent falling from ledge when taking a step back just after it.
  • Fix wrong orientation of the player while interacting with NPCs and trying to move around.
  • Updated Retrieve Vigor anim to be faster, interruptible more quickly & added iframes until retrieving the Vigor
  • Adjusted “Empty Sanguinarix” anim to be faster and interrupted sooner
  • Fix wrong behavior of the player while interacting with NPCs and vendor screens which could lead tro weird poses.
  • Modified Vestige interactions to allow camera movement while interacting with the vestige.
  • In some instances, when using the lamp to traverse certain platforms in Axiom, falling would trigger the fall animation twice. Now it only triggers once as intended.
  • Fixed controller vibration and camera shake from some level elements that ignored if the player turned that option off in the menu.

Level Disign

  • A puzzle involving umbral platforms at the Empyrean could be exploited by using soulflay on one of the platforms from a specific angle.
  • A streaming volume has been adjusted in Pilgrim’s Perch to ensure that some assets don’t appear too late for the player.
  • Revised the obstacles in one of the shortcuts to no longer force the player to go through the Umbral fully; now it can be crossed by simply raising the lamp.
  • Slightly adjusted the backstab tutorial to prevent the enemy from sometimes going through the fence.
  • Fixed an issue where players could interact with a Soulflay Chain from the ground in Skyrest Bridge, bypassing one step of the puzzle.
  • An invasion area at Pilgrim’s Perch could be easily abandoned with a simple jump. To address this exploit, we’ve added an additional “moth-wall”.
  • Fixed an issue where players could interact with the Soulflay Chain from the ground in the Swamp area. This fix prevents players from bypassing one step of the puzzle.
  • Lock-on targeting has been re-enabled for ambush enemies in the following areas: Forsaken Fen, Fitzroy’s Gorge, Cursed Fief, Redcopse, Sunless Skein, and Manse of the Hallowed Sentinels.

Multiplayer

  • Revised multiplayer timings and pings to prioritize good connection between players, instead of connecting fast with higher pings.
  • Deactivated the Orian protector feature so we can bring it back with a more interesting loop in it. Orian protecto was entering a player being invaded to help out on the fight. Was confusing to players and reported as bug. So we’re redesigning it.
  • Fixed an issue where the audio from the host could sometimes not be heard by the client when in spectator mode after dying.
  • Fixed an issue in which the client could lose the ability to move under certain conditions.
  • We’ve detected an issue in which clients leveling up in vestiges could lose their progress under certain conditions.

NPCs

  • Sparky got some additional lines of dialogue.

Optimisation

  • The 4000 books on the shelves at Bramis Castle now lack collision to reduce memory usage.
  • It was gardening day on the Fief, and several trees have been optimized.
  • Certain UI textures have been optimized to load more quickly and reduce their VRAM usage.
  • Revised some global textures to reduce memory usage without any apparent loss in visual quality.
  • Collisions within a secret arena at Bramis Castle (with a group of enemy drones) have been optimized and adjusted.
  • We have heavily optimized the game thread for calculating navmesh, adhering to a maximum processing time budget.
  • Umbral eggs have been optimized to check for player position only after they’ve been opened.
  • Collision optimizations in the Lower Calrath storehouse surroundings.
  • Several additional collision optimizations have been implemented to free up memory and improve the game’s performance.
  • The navmesh has been optimized further to avoid potential hiccups and micro-stutters.
  • We’ve started a rework on how the animations of complex enemies are calculated to gain additional performance without compromising quality.
  • Skyrest has undergone further optimization of its walls to improve performance.
  • Ruiner’s totems have been optimized.
  • Parasites have received an additional optimization pass.
  • Improvements have been made to shadow cost and overdraw in the Skyrest bridge area.
  • A slight animation budget optimization has been implemented to ensure that hidden enemies do not blink. Why would they blink? Instead, they will keep their eyes wide open, waiting for the player to appear, allowing for a more effective ambush.

Performance

  • Adjusted Soulflay texture sizes and materials to be easier to handle by GPU.
  • Reworked some UI elements to free some memory.
  • Reduced environment interaction memory allocation to free memory (~16MBs).
  • Anchor images are now loaded only when interacting with vestiges.
  • Fixed several textures used “everywhere” to reduce video memory (~10MBs)

Quests

  • In one of the character’s quests, there was a big door that would disappear. Now, when it disappears, it does so with style, as we’ve added moth particle systems to the disappearance.

Stability

  • Fixed crash that could happen when interacting with an NPC character and somehow the NPC character actor is not ready
  • Fixed crash that could happen when opening the inventory and an item is removed from it when filtering the categories (DLC items that no longer exist in player’s inventory)
  • Fixed crash when trying to set the description of an item that no longer exists (DLC items that no longer exist in player’s inventory)
  • Fixed crash that happened when soulflaying certain entities
  • Fix for crash not clearing a c++ timer for the foggates
  • fix for crash when trying to know which ammo slot we have selected while not having a valid inventory component
  • Adding a check to make sure we have a player pawn on the client before trying to disable interactions.
  • Fix a very rare crash that could happen when picking up, and the item might be gone while playing the montage.
  • Make sure the payload in the trigger event is correct and end the ability otherwise.
  • Fixed crash that could happen when an NPC was talking, under very specific conditions.
  • Fixed a rare crash that could happen when enemies were targeting players for their abilities.
  • Fixed a rare crash that could happen when interacting with certain interactables.
  • Fixed a rare crash that could happen with some niagara particles that left a trail behind them.
  • Fixed a rare crash that could happen when running out of ammo and trying to do an action that consumes ammo.
  • Fixed a rare crash related to player spawning in multiplayer by the host, when the client is still not fully ready.
  • Fixed a rare crash that could happen when resurrecting in an anchor.
  • Fixed a potential crash when being invaded by a player that disconnects at the right frame.
  • Fixed a crash that could occur when the soulflayed character is destroyed while the player has not yet finished the soul flay pull animation.
  • Fixed a crash that could occur when the GameThread timed out waiting for RenderThread after 120 seconds.
  • A failsafe has been added to prevent an access violation crash in DirectX. The suspicion is that the RHI texture is deleted before FD3D12DynamicRHI::RHIAsyncCreateTexture2D returns.
  • A sneaky bug has been fixed where lower supported AMD cards could crash when using 32-bit wave operations in shaders instead of 64-bit.
  • We’ve are now calling TerminateOnGPUCrash() when the GPU has actually crashed, not when it’s unresponsive, to get better information on Sentry in case of crashing.
  • Fixed an issue where the wrong descriptor was passed to the d3d12Resource constructor, resulting in asserts when getting resource allocation info for shared buffers.
  • Fixed a crash that could occur when an actor in the process of being soulflayed was destroyed before the player could finish the pull animation.
  • Fixed a very rare crash that occurred when continuously hitting walls. Occasionally, the wall would take revenge and crash your game.
  • Fixed a crash that could happen when interacting with the vestige, under very specific conditions.
  • We fixed a crash that could occur when enemy AIs used their abilities in specific conditions.
  • Fixed a potential GPU crash caused by the initial cinematic resizing the viewport. Now it fades to black until we resolve the ratio-changing engine hiccups on some GPUs.

UI

  • Fix for the skip cinematic button not appearing when any key is pressed
  • Modified max length for online session passwords to 8 characters. We see people online usually goes for 4-6 long character words.
  • Splash screen now has some additional sounds.
  • now if you equip an ammo or spell that cannot be used, we show the (X) also in the widget
  • Fixed a bug in which the character name pop-up could not be closed with the gamepad if spamming (A) or (B) while opening.
  • we reverted the “any button shows (A) to skip” in cinematics as we saw that on some devices this wasn’t working well. Will come back tomorrow.
  • Fixed a display issue for stackable items sold in vendors, where it could show a higher number than the actual available purchaseable amount after going through an anchor once.
  • Improved navigation on Faction Shrines with a gamepad, so you don’t have to go all the way down to move from tier to tier.
  • Increased the password limit for multiplayer to 8 characters.
  • Removed a prompt warning of the presence of an umbral path from a boss arena, and it now only appears after the fight is over.
  • Interact prompts sometimes were not displaying the correct keybinding, depending on the chosen key.

VFX

  • Adjusted banners FX angle that could sometimes be rotated too much.
  • Poison and Umbral Mist reworked to look better after seeing it pixelated on some streams.
  • Dart Fan optimized
  • Steps VFX now disappear when off-screen, instead of being frozen (yet still calculated)
  • The lightreaper jump attack needed another pass to make it more spectacular.
  • Cleric’s weapon now doesn’t have skinnin issues.
  • Crossbowmen now have more noticeable and perdurable arrow trails to increase visibility and directionality

Visuals

  • lower lod2 and lod3 cloth was missing on the effigy of scorn
  • Several armor sets, including the Marksman Armour, Sin-Piercer belt, and Condemned chest, have been adjusted to address minor clipping issues that occurred when using extreme character sizes (strong or thin).
  • A few fire decals in Lower Calrath have undergone further optimization and visual enhancement.
  • Fixed an issue where a bush was clipping through a wall in the Manse of the Hallowed Brothers.
  • Camera vibrations on some elevators have been adjusted to reduce exaggerated camera shakes.
  • Fixed a soulflayable spirit that was hard to hit due to the art surrounding it.
  • The LOD (Level of Detail) settings of the Strider have been updated to address an issue where the jewelry would behave unexpectedly when transitioning from LOD1 to LOD0. This update should result in a smoother and more visually consistent experience with the Strider character in the game.
  • Fixed a torn skirt by resetting the bones to their reference pose. This was discovered while cleaning her abp for optimization.
  • Fixed some ground artifacts in the Forsaken Fen.

Optimisation

  • Multiple performance improvements on XBOX Series X and XBOX Series S

UI

  • Fixed the bosses health bar to be better centered on screen.

Optimisation

  • Multiple performance improvements for PS5.

Visuals

  • Fixed a nanite mesh on the 3D gallery background that had a glowing light.

As you’ve already read, there is another patch due this Thursday. Once that’s out, we’ll let our readers know/

In other LOTF news, the game has now sold over one million units since its launch 10 days ago.

Source: Reddit

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Alex Co

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

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Xbox Partner Preview Airs Oct. 25, Will Showcase Trailers from Like a Dragon: Infinite Wealth, Alan Wake 2, and More

Microsoft has just announced the first Xbox Partner Preview, a livestream event showcasing trailers from Xbox’s third-party partners. The event will feature developers like Ryu Ga Gotoku studio, Remedy Entertainment, and more. Microsoft has also confirmed that there will not be any news related to their recent acquisition of Activision Blizzard shared in the presentation.

The event will be livestreamed on Xbox’s official channels on Wednesday, October 25 at 10am PDT/1pm EDT/1am HKT and will run for more than 20 minutes. According to Xbox, the stream will showcase “updates and new games coming to Xbox and Windows” and shed some light on upcoming Game Pass titles. In particular, Like a Dragon: Infinite Wealth, Alan Wake 2, Ark: Survival Ascended, and Dungeons of Hinterberg will all show off new trailers.

To answer any questions our readers might have about the event, we’ve got the official Q&A from the Xbox Wire below:

Xbox Partner Preview Q&A:

  • Q: What time does Xbox Partner Preview begin?
    • A: Wednesday, October 25, at 10am Pacific time/1pm Eastern time/1am Hong Kong time.
  • Q: How do I watch?
    • Xbox Partner preview will be available to be seen through a variety of outlets, and in over 30 languages, and American Sign Language, British Sign Language, and English Audio descriptions here:
      • Youtube.com/Xbox
      • Regional Xbox channels around the world
      • Twitch.tv/Xbox
      • Twitch.tv/XboxASL
  • Q: Is the event available in languages other than English?
    • A: We will be providing subtitle support in the following languages: Albanian, Arabic, Bosnian, Bulgarian, Simplified Chinese, Traditional Chinese, Croatian, Czech, Danish, Dutch, English, Estonian, Finnish, French, Canadian French, German, Greek, Hebrew, Hindi, Hungarian, Indonesian, Italian, Japanese, Korean, Latvian, Lithuanian, Macedonian, Malay, Maltese, Moldovan, Montenegrin, Norwegian, Persian (Farsi), Polish, Portuguese, Brazilian Portuguese, Romanian, Russian, Slovak, Castilian Spanish, Latin American Spanish, Swedish, Thai, Turkish, Ukrainian, Vietnamese. While we expect to have all languages available with the show’s live broadcast, it is possible that select languages may need to be added in the days following the broadcast if they have not finished translating.
    • Aside from going directly to a regional Xbox channel, you can find support for all languages, as well as American Sign Language (ASL) and Audio Descriptions (AD), at YouTube.com/Xbox. ASL and AD video will be listed separately, but just click the gear icon in the lower righthand corner of our primary stream to choose the language of your choice. Oftentimes YouTube will default to a random language when you join the stream so you may also want to switch over to English if needed.
  • Q: Is the show going to be accessible to those with low/no hearing or low/no vision?
    • A: There will be a version of the show with Audio Descriptions (AD) in English on the Xbox YouTube channel, and American Sign Language (ASL) on Xbox’s YouTube channel and the /XboxASL Twitch channel.
  • Q: I’m not going to be able to watch, where can I find out what was announced?
    • A: As announcements roll out during the broadcast, the Xbox Wire team will be publishing detailed blog posts containing key announcements on Xbox Wire (including localized versions in Brazilian Portuguese, French, German, LATAM Spanish, and Japanese). A full show recap will go live immediately following the end of Xbox Partner Preview.

Xbox also confirmed that the stream will not feature any licensed music tracks, meaning that content creators can co-stream the event without worry. The streamers and reactors in our audience can rest easy.

We’ll be sure to keep our readers up to date on everything that gets announced at the Xbox Partner Preview. Xbox has had a pretty good track record in terms of showcases this year between Hi-Fi Rush’s surprise reveal and their massive Xbox Games Showcase back in the summer, so we’re optimistic.

Once more, the Xbox Partner Preview airs October 25 at 10am PDT/1pm EDT/1am HKT.

Source: Xbox Wire

Jack Breitenbach

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Lords of the Fallen Sales Surpasses 1 Million Units in First 10 Days

It looks like HexWorks reboot of Lords of the Fallen is a bonafide hit, as publisher CI Games has announced that the Lords of the Fallen sales have now broken one million units sold in its first 10 days of availability!

Here’s a statement from the Marek Tyminski, CEO, CI Games regarding the game’s launch success:

“Lords of the Fallen is the most important and ambitious game we’ve developed in our 20-year history, and the first in our new planned AAA pipeline of games in the years ahead,” said Marek Tyminski, CEO, CI Games. “To see this fresh and innovative take on the action-RPG achieve one million sales in just 10 days has been humbling for everybody at HEXWORKS and CI Games.”

For those who haven’t bought the game, read on for the game’s features:

  • Explore a vast interconnected world: Use the Umbral Lamp to cross between the worlds of the living and dead, reach forgotten places, unearth fabled treasures, and even manipulate the very soul of your foe.

  • Challenging fluid tactical combat: Master melee and ranged weapons, and wield powerful magics against Adyr’s demonic hordes.

  • Define your own legend: Choose from nine starting character classes and fully customise your warrior for the herculean journey ahead.

  • Rise from death: Fall in the world of the living and rise again in the world of the dead. The lamp allows for a second and final chance to return to life, as the nightmarish forces of Umbral descend upon you.

  • Unite or fight in online multiplayer: Seamless two-player co-op multiplayer enables players to take on Adyr’s forces together; but beware of heroes invading from other realms.

You can read our review of the game here, where we state, ” Just like the original that preceded it, Lords of the Fallen is a solid Soulslike game, which relies on a familiar game loop of dying repeatedly, learning from your mistakes along the way,”

There’s also a patch released on PC today as well, which will drop on consoles sometime this week,.

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Alex Co

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

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Ghostrunner 2 Review – Prepare to Die

Ghostrunner was released back in 2020 from co-developers One More Level and Slipgate Ironworks and was generally lauded for its fast-paced parkour action, setting, and difficulty. Now three years later, One More Level decided to give it a go on their own this time, as Ghostrunner 2 looks to build on everything people loved about the first game with an even better sequel.

Danger Around Every Corner

Ghostrunner 2 picks up after the events of the first game where the Keymaster was destroyed, putting you once again in control of the Ghostrunner himself whom we learned was named Jack at the end of the first game. Now that Dharma Tower and everyone within it is seemingly free, an AI-based cult has formed outside of the tower and is trying to take advantage of the fall of the Keymaster by taking over themselves and killing anyone that stands in their way. The story is quite interesting as Jack investigates this cult and its members, which leads to some very intriguing twists that are best experienced for the first time while playing rather than being spoiled here.

Jack starts off the game within Dharma Tower where its cyberpunk setting looks bigger and better than ever. The neon lights shine bright as you explore the innards of the city before eventually breaking outside and traveling in the more dystopian desolate landscape outside of Dharma Tower. Visuals for each location are pretty impressive, whether it’s a large-scale area, the cyberspace sections, or just looking at the level of detail put into the environment in each Dharma Tower building, even if many can look pretty similar to one another.

Like the original, parkour is at the center of the action in Ghostrunner 2 as you go through the game’s 18-level story campaign. This starts off as simply wall-running but quickly elevates into much more as you reach more complicated areas that require using your Sensory Boost ability from the first game and grappling hook to make it across. That is far from all though, as you get other upgrades that are used in tandem with the environment, such as using shurikens to create targets that you can use your grappling hook on and even a wingsuit later in the game that completely reshapes traversal from that point forward.

Regardless of which point of the game you’re in, the movement almost always feels very fluid to where you usually feel like it is your fault that you end up dying rather than the fault of the game. This was even more evident in the cyberspace sections where you would be moving between numerous in-air platforms one after the other until you make it to the next standing platform. There are many games where poor frame rate and level design can cause you to die, but your deaths in Ghostrunner 2 are typically a result of the timing that you will have to master rather than any performance issues with the game. That is really one of the very core elements of the game too, as you are meant to learn from your mistakes and try, try, and try again.

As to be expected from a sequel, you will be dying a lot. Ghostrunner’s DNA already felt ingrained in games like Hotline Miami, where you would continually die until you correctly learn patterns to advance further, complete with almost instantaneous restarts. The first Ghostrunner was like this and now Ghostrunner 2 is exactly the same. As soon as you die, the game quickly jumps to the death screen and allows you to restart with one press of a button.

There are no long loading sequences after death here, at least on the PlayStation 5 version, which allows you to jump right back into the action and possibly die once again. Some points of the game will definitely test your patience as you die again and again, but that is part of the gameplay here that somehow still manages to work very well. Trial and error is something that rarely works in a game as it can frustrate the player, but this series is actually built around it and manages to execute it somehow.

The checkpoint system found in Ghostrunner 2 is also quite fair, which could have really ruined the game if it was not. With as often as you will be dying in this game, not being sent back very far is a very welcome sight upon respawning. This could have gotten especially cruel during the multi-part boss battles that will test your skills to the max. Having a few checkpoints during these boss fights actually allows you to be a little riskier with your tactics and have a lot of fun while still also probably dying countless times along the way.

Dying in Ghostrunner 2 comes occasionally from the platforming itself, but more often than not comes from the lightning-speed combat. This is because Jack is very vulnerable to attack, once again dying after only one hit. This means that you can’t just run in and expect to tank damage and take out hordes of enemies. Instead, you have to be much more methodical in your tactics and the game’s quick respawn system plays well into this.

Jack always has his trusty katana with him that he can use to attack with one button and block with another, which are your only combat moves at the start of the game. For anyone who did not play the first game, the combat itself can take some getting used to due to the first-person perspective that is rare in a game with combat like this. This often leaves you open to surprise attacks in your blind spot, so you have to almost have the block button held or ready to be held as you are making your way through a level for the first time.

The block button is also vital to your survival by being able to parry and deflect enemy attacks. By pressing block just as an enemy is about to hit you, it will in turn kill the enemy in one hit instead. If the enemy shoots projectiles, you can also deflect them back by timing your block in the same manner. This is something that becomes core to the gameplay and it’s very hard to survive without utilizing it in many areas. However, the game’s final boss fight changes the way the parry system is handled, which was a very poor idea in my opinion. The timing here led to many deaths that were unnecessary and turned what was really not that hard of a boss fight into one that was infuriating after a while. If the game had not had multiple checkpoints during this fight, I could see many people just up and quitting during that very fight.

As for the regular enemies in the game, there are several different kinds that you will come across and have to learn how to defeat. Some are basic enemies that use melee attacks, while others use projectiles or other types of weapons. Learning which enemies are best to target first is all part of the learning experience, which is something you’ll need to take advantage of to survive in the long term.

Use Your Skills Wisely

After playing through more of the game’s story campaign, you will unlock three very important additional skills and an ultimate attack that can be hit or miss. The first of these skills was the one I ended up using more than any other in the game, which was the Shuriken ability. This not only helps with traversal as mentioned previously, but also can be very deadly in battle as well. Depending on the enemy you are facing, you can throw a shuriken at it to immediately kill it in one hit or usually at least stun it to allow you to move in and take it out. It can also be used to target explosive barrels and protective barriers, so it is very versatile.

You also gain access to the Shadow and Tempest abilities, though I ended up using them mostly only when necessary compared to the shuriken. Shadow allows you to cloak yourself and make a copy from where you are standing when activating it. This was required in a few areas, but I never found it as useful in combat. Tempest is essentially the Force push ability from Star Wars, which mostly was used for pushing objects rather than enemies in my playthrough. What I really enjoyed here though was I was able to tailor my experience to the skill that I liked best, while others could easily find one of the other two skills much more useful and go that route instead.

There are also a few different Ultimate abilities that you can choose between and equip, with more becoming available later in the game, including one that lets you create an energy beam that takes down numerous enemies at once and another that lets you slow down time. These are activated by pressing the right analog stick, which actually got kind of frustrating at times due to how many times I accidentally activated it due to the fast-paced nature of the game’s traversal and combat. Each of the Ultimate abilities also has three levels of Boosters that you can access via the game’s Motherboard system.

Ghostrunner 2 has changed up the upgrade system from the first game by introducing the Motherboard. As you play through each level in the game, you will come across hidden purple Memory Shards that you can collect to gradually upgrade your Motherboard to allow for more memory. You will also come across a computer in the main hub and a few other areas that sell special chips that can then be equipped onto the Motherboard. These chips are split into different categories such as ones that involve your character speed, the amount of stamina used by shurikens, and even the aforementioned Ultimate Booster chips. This system is a little convoluted at first, but essentially there are different places where certain chips can be placed and the level you place them on the board affects how much memory it costs to place them. As a result, it will take some time to learn this system and how to best place chips.

One of the greatest additions to Ghostrunner 2 is Jack’s new motorcycle as he makes his way outside of Dharma Tower. Featuring a completely different setting from the cyberpunk look of Dharma Tower, these locales feel much grander in scale as you drive between map markers to complete the corresponding quests. The motorcycle controls very well, including some very innovative sections where you have to launch yourself to avoid laser barriers that the motorcycle can drive through and then grappling back onto the motorcycle in stride. I almost wish we could have had more sections like this and easily would love to see a full game focused on this setting in the future.

The motorcycle is not just for driving either, as there are also sections of vehicular combat where you get infinite bullets to shoot at enemies or use your sword up close to slash enemy cyclists. These sections are rarely as hard as some of the first-person sections of the game, but I thoroughly enjoyed nearly every second of them. The pinnacle of this is when Jack has to avoid getting killed by a giant robotic sandworm named Naga that you eventually drive inside of and destroy. This entire sequence was exhilarating and was a great change of pace to keep the game fresh many hours into the experience.

Those completionists out there will also find a few different collectibles throughout the game as well. There are alternate skin colors for your sword, gloves, and motorcycle to be found, as well as random artifacts and audiologs that are scattered across the game. None of these are required, but it’s fulfilling to try alternate paths that you notice and then come across a collectible that you were not expecting.

Verdict

Ghostrunner 2 takes what was already a great game and takes things to the next level in the even-more-ambitious follow-up. The gameplay itself is largely the same as before, but now you have even more abilities like the shuriken that make the adrenaline-pumping combat even more satisfying upon surviving each battle. Traveling outside of Dharma Tower with the motorcycle was a refreshing change of pace that we really hope to see expanded upon even further in a hopeful sequel (or as part of its post-launch plans). Ghostrunner 2 is not only a fantastic follow-up to the original, but one that could easily be enjoyed by those who have never played the first one as well.

Score: 9/10

Pros:

  • Still as difficult, but almost always fair
  • Captivating enough story to keep you invested while playing
  • Venturing outside Dharma Tower adds a grander scale to the game
  • Motorcycle segments, especially against the sandworm, are very exciting

Cons:

  • Some players may find the game’s difficulty too much to overcome with no difficulty options
  • Final boss parry timing change was unwelcome
  • Poor button placement for Ultimate ability

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

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Dean James

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Star Citizen’s Squadron 42 Is Feature Complete, Now Entering Polishing Stage

Squadron 42, a narrative-driven single-player set in the Star Citizen universe, just hit a massive milestone as Cloud Imperium Games today announced that it is feature complete, with the game moving into the polishing stage.

Squadron 42, part of the initial Kickstarter form Star Citizen back in 2012, is now feature complete, meaning all initial features intended for the final release have been implemented. But don’t get too excited just yet, as there is still lots of work left to be done, as the studio didn’t provide any target release. Instead, they released a statement and video celebrating this news and showcasing the significant upgrades they’ve done while confirming that they are now moving onto the polishing stage.

“We are excited to announce that Squadron 42 is now feature complete!

As we move into the polishing phase, we’re fully focused on optimizing and fine-tuning all aspects of the gameplay experience to deliver an unprecedented cinematic adventure. To celebrate this milestone, we have gathered our core development leadership from around the globe to share what this means.

Thank you for your continued support of Squadron 42.”

Generally, the polishing stage is the last in a game’s development, though the time to release varies from game to game.

Nonetheless, this news is fantastic for those following Squadron 42 since its announcement. Hopefully, the wait isn’t as long as it’s been to reach this point, and we fully expect to hear more about Squadron 42 within the following year.

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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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F1 23 Update 1.16 for Oct. 22 Slides Out for Hotfix

Codemasters has pushed out F1 23 update 1.16 (PS5 version 1.016), and this is to usher in a small list of fixes to the racing sim. Read on for the official F1 23 hotfix patch notes for Oct. 22.

F1 23 Update 1.16 Patch Notes | F1 23 Update 1.016 Patch Notes:

Here’s the announcement from the official EA Sports F1 Twitter account:

🛠 #F123 Hotfix 🛠

We’ve just issued a hotfix across all platforms for the following issues:

✅ Reverted a change to the Barcelona circuit that, with certain setup changes enabled, was causing a collision on the Start/Finish line

✅ Balanced and corrected esports drivers statistics*

*This will only be present in new saves. Existing saves will not have the change

That’s about it for this patch. Once a new one is pushed out, we’ll be sure to let our readers know what’s in it. There was a bigger patch released last week, which you can read about here.

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Alex Co

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

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Lords of the Fallen Update v1.1.224 Released This Oct. 22, Crossplay to Be Reenabled This Week

HexWorks has pushed out Lords of the Fallen update v1.1.224 on PC today, and this adds a New Game+ option for world resets, alongside other fixes. Read on for the official patch notes alongside new info on crossplay and other issues recently talked about by the devs.

Lords of the Fallen Update v1.1.224 Patch Notes for October 22:

NG+

  • Added a new NG+ option that resets the game world, allowing you to restart with your current character level in the same world.

Enemy Density

We’ve improved the leashing system where enemies will stop pursuing you after a certain distance (varies by situation). This prevents overwhelming crowds of enemies if you rush through a map section.

Visuals

  • Fixed fog card artifacts in locations like the Manse of the Hallowed Brothers chapterhouse when Frame Generation was enabled.

Note that this patch is available just for PC at the moment, though we’re expecting it to be out on consoles this week.

Alongside the patch, HexWorks talks about enemy density, crossplay being reenabled this week and more in its latest community feedback.

Vestiges in NG+

From today’s patch onward, now when you complete your initial playthrough, you will be presented with a new option before embarking on your next runthrough; you can either progress directly to the next consecutive NG (i.e if you’ve just completed NG+1, you would move onto NG+2), or you can replay the current NG at the same difficulty, albeit retaining your character, items and progression, but resetting the entire world, including NPCs and questlines. This will allow trophy hunters and completionists to seek out any outstanding tasks without having to contend with increased difficulty, should they so choose.

A further patch this coming Thursday will see further updates made to the NG+ mode; instead of removing all vestiges (as it does currently), NG+1 will only see a few disappear while keeping the key locations intact. In NG+2, a few more will disappear, and then in NG+3 all but the main HUB (Skyrest Bridge) and Adyr’s Shrine vestige will disappear. This way, our initial vision remains intact but is more of a gradual adaptation, awaiting those who seek increasing levels of challenge.

Lastly, as a follow up to the popular announcement made during last week’s stream, we can confirm we have started designing the “NG+ modifier system”, allowing players to fully customize their NG+ experience, whether that’s retaining all vestiges, keeping just a few, or removing them completely. It will also include other fun modifiers like a “hardcore” mode (1 death = permadeath), item randomizers, enemy randomizers, etc. The feature set is yet to be fully defined, but our current intention is to release the modifier system before the end of the year.

Enemy Density

Today as a means of helping with enemy density, we’re improving our ‘leashing’ system, further limiting how far enemies will pursue players from their spawn point. This helps prevent large crowds of enemies from relentlessly pursuing the player when rushing through a level.

We aim to have further refinements in Thursday’s patch, including reducing the number of enemies present in areas where players most struggle. These enemies will be removed in your initial playthrough, but will remain in NG+, in keeping with the more challenging experience players are seeking.

Additionally, we are going to tweak some crowd behaviors so enemies will not swarm players as often; multiple enemies will no longer land hits at the same time,while enemies will also be a little less aggressive when swarming the player in greater numbers.

Crossplay

We are pleased to confirm we are activating crossplay on consoles this coming Monday, with a plan to activate it on ALL platforms this coming Thursday.

Performance & Stability

Our constant efforts for improved GPU stability are paying off, and we see that right now, the numbers have been reduced drastically from launch, to less than one third of what they were day one, yet still affecting 4% of our players each hour.

We are diligently addressing the remaining 0.28% of crashes stemming from game code, while also collaborating closely with NVIDIA, AMD, and Epic to resolve any outstanding issues reported by players through Sentry.

We have a number of key improvements rolling out between today and Thursday that will drive those numbers even lower.

Progression Loss

For those players who have lost level progression, either through corrupted saves or due to the co-op related issue in v.1.1.215, please know we are working diligently on a solution for you.

We’re setting up a team you can send your corrupted saves/downgraded characters to, which will respond by providing your saves with the required vigor to restore characters up to the level they were before the glitch.

Those affected by the corrupted save file, please follow the steps below:

  1. Create your new character
  2. Send your new character save*, the name of that character, and the level you need restored, to support@cigames.com.
  3. We’ll send you back your save, with enough vigor skulls to reach the same level. You will need to restart your playthrough, but should be able to restore your progress very quickly with your high-level character.

Those affected by the co-op savegame glitch on v.1.1.215, please follow the steps below:

  1. Send your affected character save*, the name of that character, and the level you need restored, to support@cigames.com.
  2. We’ll send you back your save, with enough vigor skulls to reach the same level.

*Your character saves are located at %USERPROFILE%/AppData/Local/LOTF2/Saved/SaveGames

Once the patch is out on consoles, we’ll let our readers know.

Source: Steam

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Alex Co

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

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Hunt Showdown Down With Server and Matchmaking Issues This Oct. 21

Hunters having a hard time connecting to the Hunt Showdown servers or can’t seem to find matches, it’s not just you, as players on all platforms have flagged Hunt Showdown down reports this October 21.

Hunt Showdown Down This Oct. 21:

Here are some of the reports on the game’s subreddit:

Hunt Showdown Servers????
byu/funnyruler inHuntShowdown

Hunt: Serversdown
byu/Khaztr inHuntShowdown

Why are these server issues not adressed yet
byu/Informal-Concern-311 inHuntShowdown

There’s more of that but you get the idea.

So far, Crytek hasn’t acknowledged any downtime, but once we know more, we’ll update the article to reflect it.

In other Hunt Showdown news, the big Tide of Corruption update was released last week, which you can read about here. For those waiting on the native PS5 and Xbox Series X|S versions before jumping in, that’s set to be released in April 2024. Read more about that and the game’s roadmap here.

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Alex Co

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

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PlayStation Franchises That Deserve a Comeback

Sony has made a name for itself by building upon established franchises and new intellectual properties over the past four console generations. While the flood of new games has been good for the most part, there seems to be some favoritism when choosing which games they are going to dedicate their time and money to. Sony has the rights to many classic games that they have seemingly forgotten about or chosen to ignore for far too long. With so many intellectual properties’ and an undeniable track record, it is a shame that they have done so little with their massive backlog of series and characters. These are some PlayStation franchises that deserve a comeback.

10 PlayStation Franchises That Deserve a Comeback:

#1 – Twisted Metal

new twisted metal game

You would have to think that with the TV show releasing recently that PlayStation would have something cooking in the pipeline for this series. Finding a way to capitalize on the success and nostalgia the IP commands would be an easy win for them. There was the recently released Destruction All-Stars, which unfortunately did not have the staying power that anyone had hoped. The fast paced action, superb destruction mechanics, and hilarious absurdity makes this series a classic that almost any PlayStation gamer has enjoyed at some point. A new Twisted Metal would be a welcome addition to PlayStations line-up and a nice change from the normal third person action adventure games that Sony puts out.

#2 MAG

MAG is an interesting title, because you almost had to be there to know just how special it was when it first came out. During Call of Duty’s rise to dominance over the first person shooter market, MAG came along and offered something no one else had been able to before on console. True massively multiplayer online battles. A single game could hold up to 256 players at the same time on a single map. When it worked, it was beautiful, creating absolute pandemonium from the sheer amount of interactions going on at any given time. In a world where the first person shooter market is dominated by Battlefield and Call of Duty, a MAG revival would be a refreshing change of pace. With how much better servers and connection issues have gotten over the past decade, this is a game that could truly shine and offer a unique experience for many players.

#3 InFAMOUS

Superhero games have had a rough time in the gaming ecosystem as of late. Recent releases and mishaps like Gotham Knights and the laughable Suicide Squad game have left gamers craving extreme power fantasies without much to look forward to aside from Marvel’s Spiderman 2. While PlayStation definitely tried to create a solid experience with inFAMOUS Second Son, it didn’t quite hit the mark and it is unlikely they are going to revisit it anytime soon. It did however, have a unique power system that was aligned to your decisions that changed your powers depending on if you chose to be a good or bad superpowered maniac. It’s an idea that is deserving of expanding upon at the very least, and the more ways to feel like an overpowered god in gaming is always welcome.

#4 Warhawk

Whether you played the original Warhawk in 1995 or the 2007 remake, you’ll know just how absolutely insane this game could get. It was vehicular madness to the max, featuring a large variety of different futuristic vehicles and weapons to experiment with in it’s huge sandbox maps. Warhawk was at its best when it was played with friends and could more than certainly benefit from a fresh coat of paint. Even though it featured so many different ways to play, it always felt balanced and gave everyone the tools they needed to succeed regardless of how they chose to play. While Sony did try to create a sequel to the PlayStation 3 game with Starhawk that wasn’t entirely successful, another crack at this franchise from a fresh perspective would likely be a hit with those who have fond memories of this awesome series.

#5 Resistance

Resistance was once a staple franchise for Sony. It seems however that the franchise has been put on ice in favor of other projects. While there have always been small rumors of a revival for the series, none of those have yet to come to fruition. This is unfortunate, because for those who remember the series, it is often regarded as one of Sony’s best. The simple yet tried and true story of man vs. alien was done so in a way that was satisfying and memorable. On the PS3, Resistance 3 had some of the best online multiplayer gameplay the console had to offer with interesting and unique alien weapons to boot. Now that Sony has seemingly begun an online-focused resurgence of games, it may be the perfect time to take this series off the shelf and introduce it to a whole new generation of gamers.

#6 Ape Escape

It seems almost daily there is a thread somewhere on the internet asking if Ape Escape will ever come back. To many, this game series represents a time of nostalgia and platforming fun for anyone who owned a PlayStation that can’t be matched. While other consoles had Mario and Banjo and Kazooie, PlayStation had Specter the monkey. The game series represented everything good about those old classics we remember so fondly. Tight responsive controls, great music, cool gadgets, and a very unique charm that came along with it. Nowadays, PlayStation has Astro Bot and Sackboy as their poster child for cute platforming protagonists. While they have certainly proven to be deserving in their own right, it definitely leaves something to be desired. One thing is for sure though, a comeback of a very funky monkey would make a lot of patient fans incredibly happy.

#7 Syphon Filter

The Syphon Filter franchise fills a nice hole in Sony’s current first party offerings. Solid stealth based third person espionage. In simple terms, it was Sony’s version of Splinter Cell combining Metal Gear Solid and Goldeneye into one cohesive package, and damn was it good. It feels as though a series like this could have an easy time appealing to new fans with a remake or a new game even. Bluepoint Games has been knocking old classics like this out of the park with their remakes of older games like Shadow of the Colossus and the Demon’s Souls Remake. If they decided they wanted to do another remake this would assuredly be an easy choice that would do a lot to revitalize this franchise and give it the spotlight it deserves.

#8 SOCOM

socom 5 ps5

Chances are, even if you have never played SOCOM, you have heard it talked about many times. This is a franchise that, rightfully so, commands respect. It helped to solidify the tactical shooter genre as one of great importance and paved the way for games like Rainbow Six Siege to succeed. Over it’s many entries it raised the bar for realism and smart gunplay that was incredibly addicting. Ordering your squad with your voice offered a new level of immersion that run and gun shooters couldn’t compare too. That bar was elevated even higher when going online to compete against other teams. The rewarding think-before-you-shoot gameplay the series offered created many tense moments that games are still trying to replicate today. One can only hope that PlayStation plans to eventually bring back the series in a big way.

#9 Sly Cooper

Another one of PlayStation’s forgotten Mascots. While the most recent game came out in 2013, it still has been quite some time since we have gotten to see this dastardly racoon in action. His games were best known for their fantastic stealth-action platforming, excellent mission variety, interesting mini-games, and amazing music. It is no wonder that most of the games in this series have aged like a fine wine and still hold up even by todays standards. While Crash Bandicoot has seen a recent revival, I believe a Sly Cooper resurgence could do just as well. With so many characters and IP’s under PlayStations belt, it is a shame to have them sit around slowly being forgotten.

#10 PlayStation All-Stars Battle Royale

PS all stars BattleRoyale

With all the past characters from franchises previously mentioned, as well as all of the new characters PlayStation has created over the past decade, this game is in desperate need of a sequel. While other companies have tried to cash in on the Super Smash Brother’s money train with Nickelodeon All-Star Brawl 2 and Warner Brothers Multiversus, Sony seems to be in the best position currently to do so. Their first attempt should be a lesson learned to make way for a sequel that is firing on all cylinders. They hold a massive number of characters and IP to pull from as well. The roster alone is enough to get excited about. They are also in the unique position of being able to go the M-rated route to allow for some seriously interesting additions and guest characters. PlayStation has the funding to create something with the same level of care, passion, and polish as the Smash Brothers Series in their own unique style. Seriously PlayStation, think about it.

What franchises do you fondly remember playing on PlayStation? Do you think they are doing enough to cater to fans who grew up playing their consoles? Leave a comment below and let us know.

Josh Richardson

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Roblox Down and Having Server Issues This October 21 (Update 3)

If you can’t connect to Roblox or any of its games, it’s not just you, as Roblox down reports have surfaced this October 21 affecting gamers worldwide.

Roblox Down and Server Issues This Oct. 21:

Update 3: Server’s status has changed to “operational” with reports of users being able to get back in now.

Update 2: Roblox status now states “degraded performance” and it is currently being investigated.

Update: The official Roblox status page has mentioned that they are currently investigating issues, though it cites that everything is “operational.”

Incident Status: Operational

Components: User, Player, Creator

Locations: Website, Mobile App, Xbox App, Games, Studio, Asset Delivery, Data Store, Game Join, Avatar, Dashboard, Talent, Documentation, Forum, Marketplace


Multiple reports have surfaced online about the game’s servers having issues as far back as two hours ago.

Did Roblox just go down?
byu/StaleMeatMachine inroblox

The Roblox RTC community-led Twitter account also reported on its outage recently:

It seems some people are able to connect online, though we can’t say for certain which regions and areas are affected. If you can connect, leave a comment below on your platform and where you’re connecting from so other players are aware.

If anything official is shared, we’ll update the article.

In other news, Roblox is now available on PlayStation consoles, you can read more about it here.

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Alex Co

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

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Marvel’s Spider-Man 2 PS5 Disc Installation Issues Tangles Players Into Its Web

Marvel’s Spider-Man 2 officially launched today, and while many are enjoying the latest adventure from Insomniac Games, there seems to be a good amount of physical disc owners who have unfortunately run into issues with Marvel’s Spider-Man 2 disc installations on their console. 

Marvel’s Spider-Man 2 PS5 Disc Installation Issue:

Taking a look at the SpidermanPS5 subreddit, multiple physical buyers who picked up Marvel’s Spider-Man 2 have reported a rather nasty issue where the game isn’t installing. The PS5 can recognize the disc and even start to download and install its data, but right around 36% it seems to be getting stuck, as reported by countless users on the thread. 

Many have suggested several troubleshooting processes, including rebuilding the PS5 database and even installing the disc offline, but to no avail, no one has discovered a workaround at the time of this writing. 

It seems that PlayStation and Insomniac Games have to issue a patch, though we’re unsure if that will solve it as it seems to possibly be a bad batch of Marvel’s Spider-Man 2 PS5 discs. PlayStation and Insomniac Games have yet to address the issue, though given the amount of reports, we’re sure they’re aware of it. Hopefully, it’s an easy fix; otherwise, those affected may have to go back to their local store to return the game for a replacement disc. Pray if you do that, you’ll have better luck with the new one. 

We’ll continue to monitor the situation, and should any development arise, we’ll let you know. 

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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 First Descendant Will Have Character Specific Stories With Endings

While Nexon’s The First Descendant launched its first open beta last month, did you know that each character not only has unique abilities, but they’ll each have their own unique story and endings?

This confirmation comes from game director Minseok Joo in an interview with MP1st.

MP1st: Speaking of, does the game have a proper “ending” of sorts? Particularly when it comes to the story?

Joo: Currently, the story is focused on Karel and the story of the Iron Heart. This story is structured up to the ending, but since The First Descendant is a live service game, we’re also thinking about the story afterward.
We’re also working on character-specific stories for each character. These stories will be short, but will have an ending, and will cover the narrative of the Descendants.

This adds a layer of replayability to the upcoming looter shooter, as not only does it give each character that players will unlock new ways to play, but also a new narrative point-of-view as well.

Stay tuned to our full interview with Nexon Games about The First Descendant hitting the site soon.

The First Descendant has no firm release date yet but is scheduled to be released 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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Diablo 4 Blood Drive Campaign Lets Players Earn Rewards While Saving Lives

I love the idea of gaming being used for the good of mankind, and that’s just what Blizzard Entertainment is doing in celebration of Diablo 4’s Season 2 launch, Season of the Blood. All during the Season of the Blood, Blizzard will encourage players to donate blood to their local center, offering milestone rewards in the process. 

Rewards will be granted to all players, but reaching them will require people to go out and donate some blood. For a good cause, though, donated blood will go to the millions in need of it, saving lives all over the country and even the world.

If you are interested in partaking in the campaign, all you have to do is go to your local blood donation center, donate blood, and submit proof via the Diablo Blood Harvest page.  Details as to what rewards can be unlocked can be viewed below. 

Diablo 4 Blood Drive Campaign Rewards:

Tier I–At 33% of the total goal, all players will receive the following Weapon Cosmetics:

  • Dagger: Bloodpetal Anlace
  • Axe: Bloodpetal Sever
  • Necromancer Focus: Bloodpetal Heart
  • Sword: Bloodpetal Blade
  • Druid Staff: Bloodpetal Bludgeon

Tier II–At 66%, all players will receive Tier I rewards plus:

  • The Loch Raeth Maor Barbarian Armor Cosmetic

Tier III–At 100% participation, all players will receive Tier I and Tier II rewards plus:

  • The Vermilion Eye Piebald Mount
  • The sweepstakes to win the custom real human blood-infused PC will unlock.

That sweepstakes, the custom PC infused with real human blood, is actually what it sounds like. A PC cooled off the blood of humans.

Insane, but pretty cool. It’s a pretty beefy PC to according to the specs. 

  • RTX 4090
  • i9 CPU
  • Over 64 GB of DDR5 RAM
  • 3TB of SSD Storage
  • Quantum Vector GPU Waterblock
  • Red/Black Themed Liquid Cooling

Diablo Blood Harvest will run until November 20. Now get out there, and save some lives!

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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.