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Payday 3 First Patch Issues Identified Before It Can Be Released, Starbreeze Revamping Patching Process for “Steady Cadence”

The launch of Payday 3 faced significant challenges, primarily due to server issues that plagued the launch day and extended throughout the opening weekend. This has obviously angered the player base, and in response, Starbreeze Studios apologized, and assured the community they are actively addressing the issue, with the Payday 3 first patch originally set to be released at the start of October.

While the game’s first post-release update was originally set to be released during its first week, the developer announced a delay, pushing the update to sometime in “mid-October.” Well, we’re past here in mid-October already and there’s still nothing.

Starbreeze has finally given an update on the situation over on Twitter, where the devs apologized for the lack of communication, and confirmed that the patch hasn’t been released due to some issues tied to it that needs to be addressed first.

We, like many other Payday 3 fans, are eagerly awaiting this update to drop so that we can get back to our heists. Let’s hope that the wait won’t be too long now.

If you haven’t played the game yet, go read our review right here where we state, “Payday 3 is history repeating, a game that is lacking at launch, setting up the foundations for something that may end up being extremely good in a couple of years. This is not how things should go, but it is how it turns out sometimes, and Starbreeze just needs to listen to the players and react accordingly.”

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Hammad Taufeeq

Fear the Old Blood

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Lords of the Fallen Update 1.010 Hacks Out for October 16 (Update)

HexWorks has pushed out Lords of the Fallen update 1.010, addressing several more bugs and issues. Read on for everything new in the Lords of the Fallen patch notes for October 16.

Lords of the Fallen Update 1.010 Patch Notes | Lords of the Fallen v1.1.199 Patch Notes October 16

Update: Official notes added!

Greetings Lampbearers,

Starting the week on a positive note with an exciting new update. We’re working at full throttle to deliver you guys the most enjoyable experience and we’re eagerly anticipating your feedback on this patch.

As always, please continue to report any bugs you encounter through Sentry!

Major AMD GPUs Fix

Fixed multiple GPU crashes on AMD cards by skipping Niagara compute shader dispatches when the thread count exceeds what is supported by the hardware.

This update should resolve the majority of crashes reported in Sentry, as over 30% of them were caused by this issue in the communication between the drivers and DirectX12.

Sentry Reported Issues
  • Fixed a crash that could occur when interacting with an NPC character, especially when the NPC character actor was not ready.
  • Fixed a crash that could occur when opening the inventory and an item is removed from it when filtering the categories (DLC items that no longer exist in the player’s inventory).
  • Fixed a crash that occurred when trying to set the description of an item that no longer exists (DLC items that no longer exist in the player’s inventory).
  • Fixed a crash that occurred when soulflaying certain entities.
  • Fixed a crash by clearing a C++ timer for the fog gates.
  • Fixed a crash that occurred when trying to determine which ammo slot was selected without having a valid inventory component.
  • Fixed a very rare crash that could occur when picking up an item if the item disappeared while playing the montage.
  • Added a check to ensure that we have a player pawn on the client before attempting to disable interactions.
  • Ensured that the payload in the trigger event is correct and ended the ability otherwise.
Multiplayer Adjustment

After hearing the community feedback and observing numerous hours of PVP and PVE matches, we’ve identified certain matchmaking timing issues that result in “can’t connect” messages. Additionally, matchmaking with high pings has been causing annoying rubber-banding. In response, we’ve made several adjustments to the rules we use for player matchmaking. We now prioritize finding players with a good ping over connecting quickly. As a result, instead of almost instant connections to other players, it may take a few minutes at most, but a better ping connection with the opponent will be established. We believe this will lead to a better overall experience.

  • Adjusted multiplayer timings and pings to prioritize establishing a strong connection between players rather than reducing matchmaking times.
  • Disabled the Orian Protector feature temporarily to rework it with a more engaging gameplay loop. Previously, Orian Protectors would join a player being invaded to assist in the fight. However, this caused confusion among players and was reported as a bug multiple times. We are revisiting this feature to enhance its functionality.

We plan to reintroduce Crossplay to the online experience once we’ve gathered sufficient data from both PVE and PVP and have ensured its stability.

Balancing
  • The price of the Flame Funnel spell in the Remembrance store has been adjusted.
  • The social shrine goals are being adjusted based on player progression and forecasts.
  • Fixing buyable items in the shrines that were missing the skipinventory bool being set to true.
Gameplay Adjustments
  • Fixed the Soulflay attack to prevent falling from a ledge when taking a step back just after using it.
  • Fixed the incorrect orientation of the player while interacting with NPCs and attempting to move around.
  • Updated the “Retrieve Vigor” animation to be faster, interruptible more quickly, and added invincibility frames (iframes) until the Vigor is retrieved.
  • Tweaked the “Empty Sanguinarix” animation to be quicker and interruptible sooner
Collisions
  • Fixed a farming spot issue with Scarlet Shadow where he would fall through the world on his own for every spawn. Now, if you leave your character to farm on their own, you might find them dead when you return.
  • Modified the invasion area gameplay sublayer in Fritzroy’s Gorge to prevent rare instances where the invader would spawn underground at the beginning of the invasion.
  • Players could previously exit the boundaries and fall out of the world at the Abbey of the Hallowed Sisters.
Visuals
  • The lower LODs for the effigy of Scorn have been adjusted to activate their clothing physics.
UI
  • The skip cinematic flow has been improved by displaying the required key on the screen when any button is pressed.

It’s also worth noting that crossplay functionality has been turned off on the same day the v1.1.191 patch was released, and hopefully, this has been patched back in with today’s update.

That’s all for today, hopefully this improves performance on consoles, especially the Xbox Series version.

Source: Steam

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James Lara

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

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Cities: Skylines 2 Modding Support Arriving Shortly After Release; Performance Improvements Planned

Cities: Skylines 2 modding support is currently in beta and set for a full deployment soon after the game’s full release. The development team is also targeting improved performance on PC throughout the coming months following concern over a recent raising of recommended PC specifications.

This news comes via a post by the official Cities: Skylines account over on the Paradox Forums. First and foremost, Paradox addressed concerns about the game’s performance:

We’ve noticed the concerns raised about Cities: Skylines II performance, especially after our previous statement with raised minimum and recommended specs. As we’ve always believed in transparency, we’d like to further shed some light on the current state of the build.

Cities: Skylines II is a next-gen title, and naturally, it demands certain hardware requirements. With that said, while our team has worked tirelessly to deliver the best experience possible, we have not achieved the benchmark we targeted.

In light of this, we still think for the long-term of the project, releasing now is the best way forward. We are proud of the unique gameplay and features in Cities: Skylines II, and we genuinely believe that it offers a great experience that you will enjoy.

We will continually improve the game over the coming months, but we also want to manage expectations on performance for the coming release. Our ambition is for Cities: Skylines II to be enjoyed by as many players as possible, and we’re committed to ensuring it reaches its full potential.

Thanks for your understanding and continuous support. We’re lucky to have a community as passionate and dedicated as you.

While this does raise some concerns about the game’s performance at launch, hopefully the team will be quick to implement improvements and ensure the game’s accessible to a wider audience. It’s good to see them getting out in front of it ahead of time.

Cities: Skylines 2 Modding Update and FAQ

The team also took a moment to update fans on the status of modding tools within the game. The update reads as follows:

We know you have been waiting, and now it’s time to share the latest developments regarding modding in Cities: Skylines II.

First and foremost, our in-game editor is currently in its beta phase and will launch shortly after release. While we look forward to unleashing the power of creative modification to all of you, in preparation, we are collaborating with a talented group of creators working behind the scenes – ensuring you’ll have amazing mods to dive into on the launch of the mods platform.

While the modding tool will have a basic framework at its inception, we are dedicated to its continuous expansion and enhancement, making it a central focus of our development efforts moving forward. More in-depth details about the editor and its roadmap ahead will be shared shortly – keep an eye out for our dev diaries.

Secondly, we’re introducing Paradox Mods as the new mods platform for Cities: Skylines II. One of the core reasons for this is its inclusivity; modding capabilities will be extended to players across platforms – both PC and console – aligning with our commitment to provide as many as possible with the opportunity to modify and enjoy the game.

For console users, this means you will be able to access Asset Mods in the library. Yes, you read that right! We know it is a huge part of the Cities: Skylines experience and we’re beyond excited to introduce a solution that makes mods available to everyone. As with all major updates, we are fully aware of the learning curve it might present, but we’re committed to providing resources to ensure a smooth transition to Paradox Mods.

Long story short, the game will be getting official mod support soon after it launches and will feature an official mod browser. This will streamline the modding process and ensure that the experience for modders is highly supported.

A link at the bottom of the post directed readers to a modding and performance FAQ, which you can see here:

Cities: Skylines 2 Mods and Performance FAQ

  • Q: Why are you releasing the game if you have performance issues?
    • A: We’ve taken the long-term vision of the project into account and feel that a release now is the right step. Cities: Skylines II presents features a gameplay that we’re very proud of and despite that the game is performance heavy, we believe it will be an experience you’ll truly appreciate.
  • Q: Will everyone experience performance issues?
    • A: It all depends on your PC configuration. Some will experience issues, some will not. It also depends on how high your graphic settings are compared to your hardware.
  • Q: IS there anything I can do if I experience performance issues at launch?
    • A: Yes. We have determined a few graphic settings that have minimal impact on the player experience but increase performance significantly. We will provide more details shortly. Should you face any performance issues at launch, these configurations will be our top recommendations!
  • Q: What Mod platform will be used for Cities: Skylines II?
    • A: We are using Paradox mods for Cities: Skylines II. This is to ensure cross-platform modding compatibility and to provide an integrated in-game experience for our players.
  • Q: Will other mod platforms be supported?
    • A: No, we won’t support other platforms such as Steam Workshop. We have decided to have Paradox Mods as our platform, as it allows us to have cross-platform modding compatibility. We also wanted mods to be more easily accesible in game, which we are able to do with Paradox Mods.
  • Q: What do you mean with “the modding is in beta?”
    • A: It means that we have a small group of modders testing the tools out in a closed beta before it’s released publicly (which will happen soon!).
  • Q: Will CS1 assets be usable in CS2?
    • A: No, mods from Cities: Skylines are not compatible with Cities: Skylines II. It is built on an entirely new codebase and its fidelity is vastly different. As such, it requires its own unique mods. With that said, some of the best mods creators from Cities: Skylines have early access to the sequel and who knows – perhaps they are already working on a new version of your favourite Mod for Cities: Skylines II.
  • Q: Will mods be supported on console?
    • A: Yes! Asset Mods will be available for Console users. Due to restrictions code mods are not possible on Console.
  • Q: When will modding be available to everyone?
    • A: Modding is currently in a beta phase and will be available to PC players soon after release. Console users will get access to modding too, and we will share a timeline later on.
  • Q: Can I be part of the modding beta?
    • A: We do not have an application to become part of our beta group. Our team keeps an eye out for modders who are community leaders and have a history of positive impact on the community. If you do, you might eventually be invited!

That sums up the post. We’ll keep our readers posted on any further updates from the team prior to release.

Cities: Skylines 2 launches on October 24 for PC, with PS5 and Xbox Series X|S versions slated for Spring 2024.

Source: Paradox Forum

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Jack Breitenbach

Game the night away!

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Metal Gear Solid 2’s Fatman Bomb Rush Cyberfunk Mod Is the Perfect Crossover We Needed

What do Metal Gear Solid 2 and Bomb Rush Cyberfunk have in common? More than you think, as someone has managed to mod in MGS2’s bomb-loving expert, who also has a hobby for skating, Fatman, into Bomb Rush Cyberfunk. It’s time to laugh… and grow fat!

Twitter user and game modder SilentManJoe, has managed (with the help of @ParametricPalta and @DesireDelta) to mod in Dead Cell’s very own Fatman into Bomb Rush Cyberfunk, resulting in what I can only describe as being the perfect, most logical crossover in a video game that I didn’t know I needed. 

Bomb Rush Cyberfunk Metal Gear Solid 2 Mod

If I had a reason to pick up Bomb Rush Cyberfunk, this might just be it. It just makes too much sense now that we’re looking at it, given Fatman’s general personality and the fact that he skates around during his boss fight in Metal Gear Solid 2. Though, being a spiritual successor to Jet Set Radio is already more than enough of a reason. 

Speaking of Metal Gear Solid, in case you missed it or forgot, the launch of the Metal Gear Solid Master Collection is this month! You’ll get to relive all three original Metal Gear Solid games, including the fight against Fatman in Metal Gear Solid 2, when the collection launches this October 24. 

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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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Pete Hines Announces Retirement From Bethesda After 24 Years

After 24 long years in the gaming industry, Bethesda’s longtime Head of Publishing Pete Hines announced his retirement this morning. This follows shortly after Hines’ recent promise on behalf of the studio to make Redfall a good game.

Pete Hines has been with Bethesda since 1999 and was the SVP of Global Marketing and Communications for most of that time. He was promoted to Head of Publishing in October of last year as the studio ramped up production on Redfall and Starfield.

His retirement was announced in a tweet this morning:

Here’s what Hines had to say in his announcement tweet:

After 24 years, I have decided my time at Bethesda Softworks has come to an end. I am retiring and will begin an exciting new chapter of my life exploring interests and passions, donating my time where I can, and taking more time to enjoy life. This was not a decision I came to easily or quickly, but after an amazing career, culminating in the incredible launch of Starfield, it feels like the time is right.

This is certainly not goodbye by any means. My love of Bethesda and its people has never wavered, and I will never stop being part of this incredible community we have grown. Thank you to the hundreds and thousands of fans I’ve gotten to meet and talk to over the last 24 years. Your energy, creativity, and support has been such a big part of my journey. I look forward to experiencing the next part of the adventure alongside you.

Working with the amazing people, teams, and studios at Bethesda has been the greatest experience of my life. I’m incredibly proud of everything we have done together, and I’m genuinely excited to see the amazing things they will create next.

Love you guys,

Pete

Pete Hines has been one of the faces of Bethesda at many of their big events over the last few years. Next to Todd Howard, he’s probably the most recognizable face in the company. It’ll be sad to see him go, but it sounds like he’s got great plans for where to go next.

Are you sad to see Hines go? Let us know down in the comments.

Speaking of Bethesda, Starfield’s most recent update adds a much-wanted FOV slider. You can check out the details of that here.

Jack Breitenbach

Game the night away!

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Marvel’s Spider-Man 2 Reviews Round-Up

Marvel’s Spider-Man 2 reviews have come out just in time for its highly anticipated launch. To no one’s surprise, the game seems to have received mostly positive reception from the critics. Here are the scores from some of the most reliable websites.

Marvel’s Spider-Man 2 Reviews Round-Up:

IGN –  8/10

Marvel’s Spider-Man 2 delivers Insomniac’s best tale yet, and despite its open world falling short, is a reliably fun superhero power trip.

Eurogamer –  4/5

At once a little simple and a little over-stuffed, Marvel’s Spider-Man 2 is still above all a game of immense charm and fluid, free-form style.

VideoGamer –  10/10

It’s hard to find fault in a game that will no doubt have you hankering for a radioactive spider bite of your own. Reality being what it is, you’re better off playing Marvel’s Spider-Man 2 over and over again.

VGC – 5/5

Spider-Man is an incredibly confident sequel and one of 2023’s best. Incredibly fun to play, fast-paced and full of heart, it takes the best of the Spider-Man lore, and the best of Insomniac’s penchant for excellent gameplay sequences, and combines them for arguably the best Marvel game ever.

VG247 – 10/10

Spider-Man 2 is exceptional. In your hands, it’s the best a superhero game has ever felt. On your eyes, it’s a pure tour de force of what the PlayStation 5 can do. On your heart, it’s heavy, enticing, exciting. The open world is a tonic, the characters are a riot, the villains are unbelievable in the best way. Suspend your disbelief in a neat little web above your head, dive in with your mask pulled tight over your face, and prepare yourself for the daftest, most earnest action game of 2023. It’s a 20-or-so hour hoot you’re not going to be able to put down until the post-credits scene has rolled.

MetroGamesCentral –  8/10

The best Spider-Man game ever and probably the best use of Venom in any medium outside of comics, with the stunning visuals and slick gameplay overcoming a certain overfamiliarity.

GamesRadar+ – 10/10

Marvel’s Spider-Man 2 improves on its predecessor across the board, while saluting the superhero genre over the last 30 years as a whole. With a captivating narrative and unrivaled spectacle, it’s the quintessential superhero game, in story and mechanical terms.

GameSpot – 8/10

All in all, Marvel’s Spider-Man 2 may largely give us more of what we’ve played in Insomniac’s previous Spider-Man games, but that winning formula is still so damn fun that it really doesn’t matter. The story’s exploration of loneliness is fantastic, creating gripping new narratives for the two heroes, Peter and Miles, as well as the two main villains, Kraven and Venom. Spider-Man 2 unites all four characters in a riveting narrative throughline you’ll want to see all the way through and has the gameplay hooks to keep you engaged the whole ride.

COGconnected –  10/10

Spider-Man 2 is the greatest superhero game ever made. Period. The way it builds off the foundation laid by 2018’s Spider-Man is a shining example of how to create a sequel. It pulls no punches when evolving the experience, delivering an unforgettable ride that unequivocally demands your attention. Other developers need to take note – this is how you expand upon a franchise. Spider-Man 2 caught me in its web from the opening scene and didn’t let go until the credits rolled. Now, excuse me; I need to go play it again and again and again.

PlayStation Universe – 10/10

Full of emotional highs that will make you get out of your chair and cheer at the screen in a way that few games have managed to achieve in recent memory, Marvel’s Spider-Man 2 represents Insomniac Games operating at the apex of its considerable powers. Spectacular and amazing, Marvel’s Spider-Man 2 is a superior, spectacle stuffed action adventure that provides players with the ultimate superhero fantasy. Full of surprising heart and delicate moments that balance beautifully with the sort of blockbuster superhero bombast that its developer has refined to a fine art, Marvel’s Spider-Man 2 is a toweringly polished, unparalleled masterwork that redefines the superhero video game genre at large and is better than the previous two games in every way imaginable. This is exactly what you’ve been waiting for.

God is a Geek – 9.5/10

Marvel’s Spider-Man 2 manages to improve on the two already fantastic Spidey titles, featuring great gameplay and a gripping story.

GameInformer – 9.5/10

Insomniac has nailed that rarest of video game development feats. The team has landed a trilogy of games that all stand strong on their own merits but unite into a sweeping saga made better by experiencing its entirety. While more Spider-Man games will inevitably expand this mythology in new directions, there’s no need to wait. With Spider- Man 2, the developer has found what makes superhero stories worth telling (and retelling) and given its likable heroes the journey they deserve.

Trusted Reviews – 9/10

Marvel’s Spider-Man 2 is exactly what you want from a sequel, building upon the web-swinging traversal and thrilling combat with numerous upgrades, while also making the most of the PS5’s cutting-edge hardware for improved visuals and instantaneous loading. The story is excellent too, with one of the best on-screen adaptations of Venom to date. If you’re a Spider-Man fan, this is an essential purchase for PS5 owners.

Forbes – 8.5/10

For fans of the first game, or Spider-Man, or action games in general, Spider-Man 2 is an easy recommendation. There are about five dozen teasers and easter eggs by the end so I’m sure we’re in for more, whether that’s another Miles-sized game or another sequel down the road. But for now, yes, this is all the Spider-action you need for a good long while.

The expectations from Marvel’s Spider-Man 2 were high, and it appears that Insomniac Games has met most of them. We can’t wait to play the game when it launches this Friday, October 20, 2023 exclusively for the PS5.

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Hammad Taufeeq

Fear the Old Blood

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Hot Wheels Unleashed 2: Turbocharged Review – Ready, Set, Go!

Hot Wheels has been one of the best-selling toy brands for decades, whether it’s kids or collectors buying them. The brand has crossed over into the medium of video games numerous times over the years, with one of the best easily being 2021’s Hot Wheels Unleashed (read our review of it here). Fresh off the success of that game, developer Milestone is back on the classic orange-colored track once again with the sequel titled Hot Wheels Unleashed 2: Turbocharged.

Back to Childhood

What made the first Hot Wheels Unleashed game so fun was the creative design of the tracks that you were able to race upon, mixed with the well-designed racing mechanics. Both of them are back once again in Hot Wheels Unleashed 2: Turbocharged with gameplay that should not feel too different from anybody who played the first game.

There have been countless different variations of Hot Wheels released over the years. While there was no way that anywhere near all of them could be included in the game, Hot Wheels Unleashed 2: Turbocharged still manages to include a solid number of vehicles to choose from with over 130 available at launch. Many of these vehicles are based on real-life vehicles that have been released as Hot Wheels, including a 2010 Aston Martin DBS and a ’55 Chevy. There are also plenty of Hot Wheels exclusive vehicles, like one of my personal favorites, the Veloci-Racer.

Like the first game, there are also some tie-in properties found in the game with the DeLorean from Back to the Future, KITT from Knight Rider, the Dodge Charger SRT Hellcat Widebody from Fast & Furious, and even a vehicle based on Snoopy’s doghouse. These vehicles are obtained through one of two ways, either from purchasing in the shop or using up tokens you earn on a wheel spin in the game’s Hot Wheels Spin section. I really loved that the game had zero microtransactions related to the purchase of cars, as coins are very plentiful in the game and you can continually purchase vehicles from a rotating selection through the in-game shop.

Players who are not satisfied with the stock version of each vehicle can also give them a boost or customize their design. By using the in-game currency or special tokens you collect in the game, you can upgrade a car from Stock to the Powered and eventually Ultimate tiers. Each of them also has skills underneath them that you can spend skill tokens on to obtain and equip for that specific vehicle. The majority of these boosts also come at the cost of some other vehicle stat though, so be forewarned before equipping everything you can. You also have the ability to completely change the color, material, and more for each vehicle through the use of liveries for those who are really feeling creative.

There are five track locations that you can choose from, including the Backyard, Mini Golf Course, Arcade Room, Gas Station, and Dinosaur Museum. From there, each of them also has 10 track variations that can actually differ quite a lot from one another other than being placed upon the standardized location. I really enjoyed playing through the different stages, though some of them can start to seem a little too familiar after driving on them continuously.

Not Fixing What Isn’t Broken

Hot Wheels Unleashed 2: Turbocharged certainly does not reinvent the wheel when it comes to your controls, as it has the majority of the staples for your typical arcade racer. The right trigger serves as the gas, and the left trigger serves as the brake, which are two buttons you will be utilizing quite often thanks to the winding tracks found in the game. You also have access to a boost via a boost meter, which can be presented in one of two ways depending on the vehicle you are driving. These can either be a normal meter or a series of hexagonal icons, both of which operate in a similar fashion. Most arcade racers allow you to get a jump at the start of the race by timing the pressing of your gas pedal, but here, you can start the match with a certain amount of boost meter filled based on your timing instead. You also have the ability to jump and double jump as well, which is an uncommon feature for a racing game but fits perfectly with Hot Wheels.

The tracks themself have some notable features as well that can help you get to the finish line quicker, including trails that let you build more of your boost meter or some trails that outright speed you up as long as you are driving over them. There are also different circular icons you can run over that do different things, including the blue boost charger, the green boost trigger, and the two purple jump or flip jumpers. Each of them helps in different ways and sometimes can be necessary to get over certain chasms in a track.

As to be expected with any racer like this, drifting also plays a large part in the racing experience for those who want to compete at a high level. By successfully drifting around curves, you can build up your boost meter, which also works well in tandem with the drift mechanic to make your way around the more hard-to-navigate curves and turns in the game. This is the ideal way to gain an advantage over your competition, so it is wise to learn early how to best utilize the drift mechanic.

Many of the tracks also include obstacles that are trying to keep you from completing them, including large gaps to jump over, barriers, spiderwebs, poison and ice spots, and even ghosts. There are even some larger obstacles like the fire-emitting dinosaur tails, boulder-dropping machines, or even a simple boulder rocking back and forth across your pathway on a rope. These are rarely all that difficult to avoid, but hitting one can certainly hinder your progress. The nice thing is that if one of these knocks you off the track, you can hold down the respawn button to respawn at the last checkpoint. This becomes very handy on some of the more intricate courses as there are some jumps that can be a bit tricky to master the first time through. It did feel like some of these jumps were not designed as well as they could have been though, so be prepared for some frustration when it comes to some of them.

Drift Racer

Hot Wheels Unleashed 2: Turbocharged offers single-player or two-player split-screen options for offline play, along with the ability to play online with one player. Single-player gives you five different game modes to choose from, which include Quick Race, Time Attack, Drift Master, Elimination, and Waypoint, while two-player lets you pick from all except Time Attack. Quick Race is the general race mode with 12 total race cars on the course at one time vying to finish first. Time Attack is a one-vehicle experience where the goal is simply to reach the finish line as fast as you can.

The first of the more unique game modes is the all-new Drift Master, which gives you one lap around the course, and the goal is to rack up as many points drifting as possible. There is no points system in a regular race, but here, you get points every time you drift and try to build the multiplier. This can get pretty difficult though, as the multiplier resets and the point total for each successful drift stops once you hit anything with your vehicle. The multiplier meter also gradually reduces when you are not actively drifting, so it can be hard to really get high scores until you really learn how to master the art of drifting. This was definitely my most frustrating game mode to start with, but I actually started to really have a lot of fun with it also helped improve my overall drifting in regular races as well.

Elimination races are essentially the same as any Quick Race, except there is a twist. Every few seconds, a timer will appear on the screen and start counting down. When the timer reaches zero, the bottom one or more racers at that time will be eliminated. This continues until it gets down to the final three, and it counts down to eliminate the racers in second and third place. Unlike the Quick Races that give you a lot more margin for error early on in the race, you cannot play around, or you will get eliminated before you know it here.

Lastly, Waypoint races have you navigating more of the ground level of each locale instead of the more elevated tracks you are accustomed to driving on. The goal here is to look for the blue-shining cylinder that the arrow is pointing to and run into it, which then unlocks the next blue light elsewhere. These must be hit in an exact order, and the race is only concluded when you hit the very last one. I really had a lot of fun with these, as it was pretty neat to see more of the actual locations like the Mini Golf Course and Arcade Room that you usually only saw from up above outside of some small ground sections in the other tracks.

Anyone who played the first game and its City Rumble mode will find the new one’s single-player story campaign titled Hot Wheels Creature Rampage very familiar, as five giant creatures are, once again, running rampant and causing terror. This prompts the Hot Wheels Racing team of Professor Tanabe, Darla, Robert, and the Claptrap soundalike robot XRO46 to go and stop them by shrinking them down to toy size and taking them down before they can do too much damage. The story is as basic as it gets, with most people eventually getting to the point of just wanting to skip through the game’s 16 cutscenes. These cutscenes aren’t even fully animated, using 2D character images over a static background instead.

Hot Wheels Creature Rampage features a world map that is split into five regions, which include a Tropical Island, the Tundra, and eventually the City Center. Unfortunately, the locales are simply for the world map rather than the actual races found in them, as they are instead relegated to one of the five different stage locations. The world map is filled with eight different space types that you can move to and take part in or activate, including one for each of the five aforementioned race types available in the game, as well as challenge spaces, bonus spaces, and the Boss Races that are always found at the end of each region of the map.

The Boss Races seem like they could be a lot of fun at first, but unfortunately, they falter midway through the race due to repetition. Each one of these races has the exact same goal, continually hit the special targets found in the course one after another until you reduce the boss’s HP to 0. After hitting each target, the boss’s rage meter will start to fill up, and you must hit the next target to reset the meter before it overfills and the boss becomes victorious. The first battle against the Octopus was rather fun and was a nice way to introduce the Boss Races. However, the four remaining races are handled the exact same way outside of being on different courses. Nothing changes other than the target occasionally being elevated to where you have to jump for it, making these races become ones you don’t even look forward to after the first few. While the regular races themselves can get a little monotonous, like any racer, it’s really disappointing they could not have added new elements into each of the five Boss Races to make them stand apart from one another.

You almost can’t have a successful Hot Wheels game without some sort of trackmaker, as that has always been one of the most fun parts of playing with actual Hot Wheels. The Track Builder found within Hot Wheels Unleashed 2: Turbocharged allows you to pick from each of the five-track locations you have access to in the rest of the game, as well as a simplistic Track Room. From here, you can create your own track using the different parts that make up other tracks in the game. I actually thought this could have used a much better tutorial system to start with, as it was really confusing on how to get started. Once I got the hang of it, though, I really started to have a lot of fun building my own insane courses to play through. Similar to a game like Super Mario Maker, you have to validate your course by completing one lap of it yourself before you can unload it, but then anyone else can try it online if you manage to build one you feel is worthy enough.

Verdict

Playing with physical Hot Wheels was always a blast as a kid, and now playing Hot Wheels Unleashed 2: Turbocharged really recaptures a lot of that same magic. Much of what is found in this sequel is built upon the ground that was laid by the first game, but now it is bigger and better. The Creature Rampage mode is the one really disappointing aspect of the game, as the almost non-existent story could have been handled much better, and the boss battles are the very definition of lackluster. Thankfully, this is very much offset by the increase in the number of different and unique vehicles, the fun new track locations, and the overall enjoyability of the racing that makes Hot Wheels Unleashed 2: Turbocharged such a pleasure to play.

Score: 8.5/10

Pros:

  • There are more than 130 vehicles to choose from
  • Feels like playing with actual Hot Wheels
  • Versatile game modes to keep you interested

Cons:

  • The single-player story is very uninspired
  • Boss Races are repetitive and monotonous
  • Some jumps can be more frustrating than they should be

Hot Wheels Unleashed 2: Turbocharged review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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Dean James

Home > News

F1 23 Update 1.15 for October 16 Skids Out for Various Changes

Codemasters has released F1 23 update 1.15 (PS5 version 1.015) on all platforms, and this brings a host of bug fixes and improvements to the racing sim. Read on for the complete F1 23 patch notes for October 16.

F1 23 Update 1.15 Patch Notes | F1 23 Update 1.015 Patch Notes | F1 23 Update v1.15 Patch Notes:

  • Addition of the F2™ 2023 season in-game
  • Addition of ‘F1® Pro Series’ drivers to the Icon driver pool in My Team
  • Sports Update for F1® 23, changes to vehicle geometry, bodywork, sponsors, colours, and team attire have all been made
  • Fixed an issue where the Singapore Grand Prix was incorrectly 61 laps instead of 62
  • Fixed an issue where it was possible to get ‘Speeding under the Safety Car’ penalties when entering the pits with a negative delta time
  • Fixed an incorrect bump on the pitlane entry of Circuit de Barcelona-Catalunya, potentially unsettling the car
  • Fixed an issue with corner cutting and track limits at the Las Vegas Strip Circuit. This necessitates TT leaderboards for Las Vegas to be reset in this patch
  • Fixed an issue where the front suspension on the official cars was not attached to the wheel
  • Fixed an issue where textures on top of the halo were not correct on the Ferrari SF-23
  • General Stability Improvements
  • Various Minor Fixes

Players using Thrustmaster wheels can install new firmware to fix issues relating to Force Feedback. More information about that can be found here.

Once a new patch is out, we’ll be sure to let our readers know.

Source: EA

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Alex Co

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

Home > News

F1 Manager 2023 Update 1.09 for October 16 Out for Version 1.9

F1 Manager 2023 update 1.09 (PS5 version 1.009) is out now, and this is for patch version 1.9. Today’s update comes with game stability, difficulty options, and more. Read on for the official F1 Manager 2023 patch notes for October 16.

F1 Manager 2023 Update 1.09 Patch Notes | F1 Manager 2023 Update 1.009 Patch Notes | F1 Manager 2023 Update 1.9 Patch Notes:

GAME STABILITY

  • Optimised memory usage during cinematics
  • Intel GPUs without active driver development now default to DX11 for improved stability

GAME DIFFICULTY

  • Added ‘Career Difficulty’ options for Race Sim AI and AI Car Development

RACE SIM

  • Added penalty investigations
  • Added “Investigation: No penalty given” outcome for incidents not warranting a time penalty

RACE WEEKEND

  • Enabled AI to fit new car parts between races, rather than only on race day; resulting in more informative car comparison data
  • Updated recommended strategies for Jeddah
  • Adjusted start times for P2 on Sprint weekends
  • Fixed audio reactions to constructor title win not triggering when won during a Sprint
  • Fixed audio reactions to dominant constructor title win referring to a “close” title win when won during a Sprint
  • Updated Singapore GP lap total from 63 to 62 [NEW SAVES ONLY]
  • Fixed Alonso Sprint win triggering Grand Prix win commentary lines
  • Fixed grid lights staying on after race start
  • Updated medium speed sections on Marina Bay circuit map
  • Updated DRS zones on Hermanos Rodríguez, Red Bull Ring, and Suzuka circuit maps
  • Updated circuit speed on Barcelona circuit map

PRESENTATION

  • Fixed main driver name appearing in replays instead of reserve driver when used in Practice
  • Fixed sponsor obligation targets not displaying when progressing to screen using R2 button
  • Fixed Recent History screen in Board Profile showing current drivers for previous seasons
  • Fixed Race Moment briefly, incorrectly displaying as “On Target” in data view
  • Fixed “Go to…” link not working when multiple fanfares are triggered simultaneously
  • Fixed Play/Stop Team Intro button not working when using a controller during new career setup
  • Updated “Last Lap” notification to say “Final Lap”
  • Fixed starting grid positions not displaying on Race Preparation screen
  • Fixed “DRS Disabled” message appearing instead of “DRS Enabled” after loading a mid-session save

INBOX

  • Fixed rival team principal email stating signed driver is “with us for now” on Jan 1st, after driver is signed on Dec 31st
  • Fixed rival team principal stating “It could be going better” in F1 Monthly update, when in first place
  • Fixed repetition of “chassis” in email when rushed car part design project is delayed
  • Stopped “Skip sponsorship obligation” email dilemma being sent after final race

ANIMATION

  • Improved lighting in garage scenes during night races
  • Fixed mechanic clipping through chair in garage
  • Adjusted cameras used for Bahrain intro cinematic
  • Fixed bottle clipping and shaking in Monaco podium scenes
  • Fixed camera view being obscured by set on post-race reaction cinematic

Source: F1 Manager

Damien Seeto

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Tower of Fantasy Update 1.18 Out This Oct. 16 for Difficulty Fix

Hotta Studio has released Tower of Fantasy update 1.18 (PS5 update 1.000.018) today for all platforms. This update fixes some difficulty issues with the game. Check out the Tower of Fantasy October 16 patch notes down below.

Tower of Fantasy Update 1.18 Patch Notes | Tower of Fantasy 1.000.018 Patch Notes | Tower of Fantasy October 16 Patch Notes:

Update Content: 

The difficulty of the Gluttonous Feast will be greatly reduced after the update.

  • The difficulty reduction will take effect immediately after maintenance, there is an error in the in-game display.
  • Passing the Challenging difficulty will no longer grant you the limited title after the difficulty has been reduced.

Maintenance for the game should be finished soon so all players will be able to download the update when it’s up. We will update this post if more details are revealed about this patch.

Source: Tower of Fantasy

Damien Seeto

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Jojo’s Bizarre Adventure: All-Star Battle R Update 2.10 for Oct. 16 Drops for Patch 2.2

CyberConnect 2 has released Jojo’s Bizarre Adventure: All-Star Battle R update 2.10, which is for the game’s big patch 2.2! This includes a host of balance changes, with the full All-Star Battle R patch notes for October 16 available below.

Jojo’s Bizarre Adventure: All-Star Battle R Update 2.10 Patch Notes | Jojo’s Bizarre Adventure: All-Star Battle R Update 2.2 Patch Notes:

Common

Hit behavior when launched

  • Fixed issue causing opponents to still hit the ground and become downed rather than lifted when hit with an attack that should lift just before they hit the ground.
    • Increases combo reliability.

Pushing hit detection

  • Fixed issue causing both characters to slide when they were in contact that would cause them to push against each other.
    • This was unintended and has been fixed.

Recovery

  • Fixed issue where some attacks that do not allow recovery to trigger allowed recovery to trigger.(Ex. When Iggy hits Jotaro Kujo during his “My Stand will be the judge!” skill’s uininterruptible state and is hit by “My Stand will be the judge!”, he will be sent into recovery despite the attack not allowing this.)
    • This was unintended and has been fixed.

Assault Assists

  • [Nintendo Switch only] Fixed issue that caused non-projectile/deployed Assault Assists to hit after downing an opponent by using the Assault Assist before a Taunt with a special animation.
    • This was unintended and has been fixed.

Landing after aerial recovery

  • Fixed issue preventing some characters from using Stylish Guard at the moment of landing after aerial recovery.
    – Johnny Joestar (Mounted Mode)

    • This was unintended and has been fixed.

Assists

  • Fixed issue causing the Assist Icon to turn pink when they are unable to be used if the attack and assist buttons are pressed together while jumping.
    • This was unintended and has been fixed.

ASB Mode

  • Added Part 8 Panel: “Josuke Higashikata 8 vs Josuke Higashikata 4”
    • Fixed issue causing the “Hit with a GHA” Secret Mission to become impossible to complete.
      • This was unintended and has been fixed.

Jonathan Joestar

Crouching strong normal attack

  • Fixed issue preventing canceling if the hitbox struck the opponent towards the end of its duration.
    • This was unintended and has been fixed.

“Scarlet Overdrive” skill

  • Reduced the horizontal knockback of the first hit of the medium and strong attack versions.
    • Improves usability in combos. (Makes it easier to combo into the second and later hits.)

“This is my final Hamon!” special

  • Fixed issue causing the getting hit animation to activate partway through the move when using certain skills’ Hamon versions after revival.
    – “Scarlet Overdrive” skill
    – “Overdrive Barrage” skill

    • This was unintended and has been fixed.

Dio Brando

“I’ll suck you dry!” skill

  • Increased the distance at which the first hit pulls the opponent in.
    • Improves usability in neutral and in combos. (Makes it more likely that the full move will hit if the very edge of it hits characters whose Stands appear in front of them in Stand Mode.)

Caesar Anthonio Zeppeli

“Hamon Kick” skill

  • Adjusted so that the invincible period continues through the second hit from the Hamon version.
    • Improves usability in neutral and in combos.

“Bubble Lenses” skill

  • Adjusted so that when using Bubble Lenses repeatedly, previously spawned Bubble Lenses will disappear. (Bubble Lenses that are already attacking will remain.)
    • Balance change that makes the matchup more manageable for certain characters who had difficulty with two or more bubbles.

Joseph Joestar

“Now you’ve pissed me off!” special

  • Fixed issue causing the opponent to bounce abnormally when hit by the move under certain conditions.
    • This was unintended and has been fixed.

Kars

Aerial normal attacks and aerial skills in Ultimate Thing form

  • Fixed issue causing Kars to fall to the ground by entering a recoil animation different from the one that should be caused by the opponent’s attack when hit during the animation of his third attack in a row in the air.
    • This was unintended and has been fixed.

Aerial Dash in Ultimate Thing form

  • Fixed issue causing Kars to turn around repeatedly when this move finishes the opponent or sends them flying in the opposite direction.
    • This was unintended and has been fixed.

Jotaro Kujo

User Mode standing weak normal attack

  • Fixed a bug where the mover could not be cancelled at a certain timing.
    • This was unintended and has been fixed.

“ORA ORA ORA ORA!” HHA

  • Fixed issue causing the Stand to appear in a distant position from the user in Stand Mode after being hit by Risotto’s “Control iron within 5-10 meters” just after activating the HHA in User Mode.
    • This was unintended and has been fixed.

Mohammed Avdol

User Mode standing strong normal attack

  • Adjusted hitbox position.
    • This adjustment eliminates situations where some characters in Stand Mode would not be hit.

User Mode crouching medium normal attack

  • Fixed issue preventing canceling if the hitbox struck the opponent towards the end of its duration.
    • This was unintended and has been fixed.

Stand Mode standing strong normal attack

  • Adjusted action of the Stand returning to the user’s position on activation.
    • Improves usability in neutral and in combos. (Makes it easier to cancel into this normal attack when the edge of the standing medium attack hits.)

Stand Mode crouching medium normal attack

  • Fixed issue causing pushing hit detection to vanish during the attack animation.
    • This was unintended and has been fixed.

“Must I do this the hard way?” skill

  • Sped up the expiration of the pushing hit detection.
    • Prevents an unintended behavior where the pushing hit detections coming into contact caused both attacks to miss.

Jean Pierre Polnareff

“Start packing for hell!” skill

  • Changed the attack’s type to low attack.
    • Improves usability in neutral.

“You miserable cur!” skill

  • Delayed the timing where the move cannot be Flash Cancelled.
    • Improves usability in neutral and in combos.

Old Joseph Joestar

“Solar Energy Hamon!” skill

  • Changed recoil animation.
    • Improves usability in combos. (Ensures that the expenditure of an HH Gauge is rewarded with the ability to continue into a combo.)

Josuke Higashikata 4

Jumping attacks during “Watch your mouth!” skill

  • Fixed issue where these were counted towards an identical Same Move Limit as standing attacks.
    • This was unintended and has been fixed.

Okuyasu Nijimura

“I’m eliminating space!” and “Gaoohhhn” skills

  • Fixed issue where the hurtbox in front would still be active at the moment of Flash Cancel.
  • Fixed issue causing the Stand’s hurtbox to be bigger if you jump just after activating.
    • This was unintended and has been fixed.

Koichi Hirose

“Sizzle!” skill

  • Increased number of hits for the weak and medium versions.
    • Improves usability in combos. (To balance out the increased hits, damage is slightly lowered.)

Akira Otoishi

“I’ll drag you in!” skill

  • Fixed issue where the move could hit opponents that should be immune to throws.
    • This was unintended and has been fixed.

Kosaku Kawajiri

“Contact Bomb” skill

  • Removed the “Cannot be deflected” clause from the Command List description.
    • Revision of inaccurate information.

“This stone is a bomb!” skill

  • Made the skill trigger its explosion on downed opponents.
  • Changed recoil animation. *Now sends opponents flying even when they are downed.
    • Improves usability in combos. (Previously, the move was geared more towards neutral, e.g. hitting with this skill as the opponent got up. These changes allow it to be used to follow up against downed opponents.)
  • Adjusted damage distribution between the multiple hits.
    • Limits damage when used as an additional attack against a downed opponent. (The total damage against an opponent who is not downed is the same, but the first hit, which is subject to downed damage reduction, has been given more of the damage.)

Recoil caused by explosions.

  • Extended recovery period of the self-damage recoil caused by being hit by the character’s own explosions.
    • Fixes the ability to take advantage of self-damage to continually attack the opponent’s guard until guardbreak occurs.

Keicho Nijimura

“Commence attack!” and “Fire missiles!” skills

  • Fixed issue where, upon cancelling just after activation into HHAs, etc., the missiles that were supposed to fire are delayed.
    • This was unintended and has been fixed.

Bruno Bucciarati

“I’ve got you!” special

  • Adjusted the attack strength value that determines when a Clash occurs. (The move was triggering a Clash with the opponent’s skills.)
    • This was unintended and has been fixed.

“Not so bright, are you?” special

  • Adjusted the attack strength value that determines when a Clash occurs. (The move was triggering a Clash with the opponent’s skills.)
    • This was unintended and has been fixed.

“Open, zipper!” skill

  • Fixed issue where the hitbox position would shift during the move.
    • This was unintended and has been fixed.

Narancia Ghirga

Stand Mode crouching strong normal attack

  • Fixed issue preventing canceling if the hitbox struck the opponent towards the end of its duration.
    • This was unintended and has been fixed.

“I’ll make you swiss cheese!” skill

  • Changed command input to ↓↘→ + Attack.
    • “I’ll make you swiss cheese!” is often used repeatedly, so the new command reduces the ease of accidental activation. The input of “Attack!” has likewise been changed.

“Attack!” skill

  • Changed command input to “↓↓ + Attack.”
    • “I’ll make you swiss cheese!” is often used repeatedly, so the new command reduces the ease of accidental activation. The input of “Attack!” has likewise been changed.

“Now’s my chance!” skill

  • Changed command input to → during an opener.
    • Goes with the change to the input of “Attack!”

“I’ll shoot!” skill

  • Changed the attack’s type to middle attack.
    • Improves usability in neutral.

“I know how to waste you!” skill

  • Changed recoil animation. *Now sends opponents flying even when they are downed.
  • Increased the Stand’s forward motion during the attack.
  • This can now hit downed opponents.
    • Improves usability in combos.
  • Added the “Additional Attacks on Downed Opponents” icon to the Command List.
    • Adjusted display to fix missing information.

Leone Abbacchio

“You an enemy?! Huh?! Well, are you? An enemy?!” GHA

  • Fixed so that Assist Characters cannot be summoned until Narancia is completely off screen.
    • This was unintended and has been fixed.
  • Fixed the variance of where the opponent goes flying from at the end of the animation.
    • This was unintended and has been fixed. (Fixes occasional issue where the opponent would get caught on Abbacchio as they were flying.)

Ghiaccio

“White Ice Gently Weeps!” HHA

  • Fixed issue causing projectiles not to be deflected when guarding.
    • This was unintended and has been fixed.

Risotto Nero

“Control iron within 5-10 meters” skill

  • Fixed issue causing all incoming damage from additional combo attacks is reduced when the opponent hits Risotto while this skill is active and he is affected by a condition such as poison.
    • This was unintended and has been fixed.

“This is the end! Take this! Metallic!” GHA

  • Reduced damage.
  • Increased recovery time after the animation.
    • Balance change to bring the move in line with other characters, given its combination of applying a status effect, having high damage, and having a quick recovery.

Jolyne Cujoh

User Mode standing strong normal attack

  • Shortened recovery period.
    • Improves usability in neutral and in combos.

Stand Mode standing medium normal attack

  • Extended hitbox towards the attack’s origin.
    • Prevents the attack from missing on the near side.

Stand Mode crouching medium normal attack

  • Fixed issue preventing canceling if the hitbox struck the opponent towards the end of its duration.
    • This was unintended and has been fixed.
  • Extended hitbox towards the attack’s origin.
    • Prevents the attack from missing on the near side.

“Your body’s best angle to punch.” skill

  • Added HHA to the cancellable parameters.
    • Improves usability in combos.

“String Barrier” skill

  • Fixed issue where the hit detection that recognizes the opponent before the actual attack counted towards the hit counter.
    • This was unintended and has been fixed.

Narciso Anastasia

Stand Mode jumping weak and strong normal attacks

  • Fixed issue where Stylish Guard would not function properly due to a desync between the animation speed of the Stand and user when landing at certain times and using Stylish Guard immediately after.
    • This was unintended and has been fixed.

Weather Forecast

“Weather Forecast” special

  • Fixed issue causing projectiles not to be deflected.
    • This was unintended and has been fixed.
  • Fixed issue where the move would override the following characters’ GHAs.
    – Noriaki Kakyoin
    – Hol Horse

    • This was unintended and has been fixed.

Father Pucchi

Throw

  • Increased speed of forward throw. (No change to backward throw.)
    • This was unintended and has been fixed. (Applies common rules that other characters follow.)

“I order you!” skill

  • Fixed so the attack shows SFX when activated.
    • This was unintended and has been fixed.

“You shall be crucified!” skill

  • Increased speed of weak version start up.
  • Shortened recovery of weak version.
    • Improves usability in neutral and in combos. (If canceled from standing medium attack, the move can combo. If comboed out of standing strong attack being guarded, it can combo the guard. After being guarded, the user has the option to counter the opponent’s attack with “It’s an illusion.” or maintain pressure on an opponent who is aware of that and does not counter.)
  • Increased speed of medium version start up.
  • Shortened recovery of medium version.
    • Improves usability in neutral and in combos. (Makes it able to combo if canceled from standing strong attack.)

“It’s an illusion.” Skill

  • Fixed issue where the opponent’s recoil was different depending on whether the opponent was countered while airborne (e.g. using a jump attack) or on the ground.
    • This was unintended and has been fixed.
  • Shortened attack startup animation.
  • Shortened recovery period.
  • Shortened duration.
    • Improves usability in neutral. (The duration is shorter, but this is not intended to be a nerf. Rather, the entire move is sped up to reduce vulnerability periods.)

Rules for dropping DISCs

  • A DISC is now dropped when guarding in addition to taking damage.
    • Maintains the character’s unique mechanic of sealing the opponents’ actions while lowering the difficulty of the opponent’s ability to regain recover. (Once a DISC is stolen, the opponent must cause it to be dropped and then pick it up. Making the first step of dropping a DISC easier preserves the uniqueness while improving balance.)

Father Pucchi (Final)

Backstepping

  • Shrank hurtbox during activation.
    • This was unintended and has been fixed. (Applies common rules that other characters follow.)

“It’s an illusion.” Skill

  • Fixed issue where the opponent’s recoil was different depending on whether the opponent was countered while airborne (e.g. using a jump attack) or on the ground.
    • This was unintended and has been fixed.
  • Shortened attack startup animation.
  • Shortened recovery period.
  • Shortened duration.
    • Improves usability in neutral. (The duration is shorter, but this is not intended to be a nerf. Rather, the entire move is sped up to reduce vulnerability periods.)

Rules for dropping DISCs

  • A DISC is now dropped when guarding in addition to taking damage.
    • Maintains the character’s unique mechanic of sealing the opponents’ actions while lowering the difficulty of the opponent’s ability to recover. (Once a DISC is sealed, the opponent must cause it to be dropped and then pick it up. Making the first step of dropping a DISC easier preserves the mechanic while improving balance.)

Funny Valentine

“Back from the ‘other side'” special

  • Fixed issue where status conditions from before activation were kept afterwards.
    • This was unintended and has been fixed.

Alternate World Diego

“I WILL win.” Skill

  • Adjusted the attack strength value that determines when a Clash occurs. (The move was triggering a Clash with the opponent’s normal attacks.)
    • This was unintended and has been fixed.

“Your sentence is death!” skill

  • Adjusted the attack strength value that determines when a Clash occurs. (The move was triggering a Clash with the opponent’s normal attacks.)
    • This was unintended and has been fixed.

DLC Characters

Character Select

  • Added the paid DLC character Yuya Fungami.

Gallery Items

  • Added new gallery items.

JoJo Glossary

  • Added entries to JoJo Glossary.

Customization

  • Added customize options.

Source: Bandai Namco

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Alex Co

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

Home > News

Battlefield 2042 Steam Player Count Manages to Break Its All-Time High for Concurrent Players After Two Years

The Battlefield 2042 free weekend and Season 6 offering is bringing much attention to the game, as it has managed to break its all-time high for concurrent players on Steam.

A few days ago, we reported on Battlefield 2042 having its strongest month in player count since release, though a number that was shy of its all-time high. As of today, Battlefield has managed to break that record (according to Steamcharts), accumulating 101,362 concurrent players on Steam. For reference, launch day numbers were around 100,590 players. 

Mind you, these are only Steam numbers, meaning the actually in-game player count is higher than this when you account for console players. It may not be an insane amount more, but it’s still more. 

Regardless, this is very impressive for a title that has struggled to retain players since its launch. This is even more impressive considering that DICE has held other free-to-play trials prior that didn’t see a significant boost of players. It’s also during the Modern Warfare 3 open beta weekend, making this feat even more impressive. 

Now, the big question is whether or not the game will retain a feasible amount of players once the free trial period is over. Battlefield Season 6 brought over some worthwhile content and much-needed improvements, but so have all the other past seasons, to the point that we can say that Battlefield 2042 is a far better game than most remember. But is it enough?

Battlefield 2042 Player Count 2023 screen 3

Looking at the charts for the last three days, we can see that there have been significant dips in the player count since the trial started. But interpreting this data shows those dips happening during the “off” hours when players may be going to bed, assuming most are stateside. Even at the drops, the player count had nearly doubled the previous average (from 5,000-6,000 to 10,000-13,000), with the following day seeing a massive player boom. This could indicate that players are returning the next day, possibly bringing in their friends and other new players. 

It’ll be interesting to see the drop-off and retention after the trial. If the momentum keeps up, hopefully, DICE will continue working on more seasons, as this potentially has the makings of one of gaming’s biggest comebacks. 

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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.

Home > DLC and Expansions

Why Have Many of the Online Multiplayer Games of the Past Five Years Failed?

Video game companies have a habit of chasing trends. Whether it be tie-in movie release games of the past, souls-like games, or battle royales, video game companies always seem to be trying to appeal to the broadest audience possible with every release based on what is currently popular. Online multiplayer games are no different. However, there seems to be a troubling trend that has occurred too often to ignore in the past few years. Almost every online multiplayer game that has been released recently has seemed to die and fade away within a year of its release.

Diablo 4 has been losing players and their interest since its launch, Halo Infinite came and went quicker than it should, considering the power the franchise used to hold. Redfall launched in such a terrible state it is almost deemed unfixable. So why have many of the online games released, outside of annual franchises like Call of Duty, failed to keep the average gamer invested in them?

To answer this, we need to take in a few different considerations, as there doesn’t seem to be one singular answer to this question. We often hear marketing speak from these companies that mention topics like long-term engagement, end-game content, seasonal updates, and battle passes. What used to be generally new ideas have now come to be buzzwords that every game must tick off like a checklist. Regardless of the work put in by the developers, it seems many of the games that were released with these features haven’t had nearly enough staying power to justify the updates and content they boasted pre-launch.

There does seem to be a pattern of sorts, however. It appears that the most popular online games with some of the aforementioned features already existed in some capacity. Games like Rocket League, Overwatch, Call of Duty: Warzone, Apex Legends, and Dead by Daylight have all managed to incorporate some of these popular features into their games after the fact because they already had a dedicated fanbase invested in their ecosystem.

Multiplayer games, as of late, especially those that are a new IP, have an incredibly high bar to overcome by asking players to re-invest much of their time and energy towards a new experience that may or may not last. The keyword here is time. While we would all like to play games all day, the reality is that most of us are limited in how much we can play each day. Asking a player to spend X number of hours grinding a battle pass for a new game or trying to convince their friends to play something new can be a big hurdle.

With so many games having their versions of tiered progression systems, battle passes, and exclusively-timed content, splitting your time between too many multiplayer games becomes a chore. There simply isn’t enough time to dedicate the time that these games expect you to put into every one of them. It is much easier for most people to pick one or two games they enjoy and stick with them and the updates they provide. This is also where another incredibly important aspect comes into play: the sunk-cost fallacy.

halo infinite infection

Naturally, with these games providing us with so much content, we are bound to acquire many items within its virtual ecosystem on top of being highly leveled. This unconscious investment into the games ecosystem can make the choice to drop it in favor of something new for more than a few weeks incredibly challenging. Not only are these games asking you to give up some of the limited time you have to play games at all, but also to give up on all the progress and everything you have gained within another game’s ecosystem.

The more we play a specific game, the better we get and the more we unlock. Browsing through one of your most-played online games often means looking at pages of cosmetics and unlocked options you have already paid for with your time or your money. Firing up a new game can feel more like looking at the start of a potential project. Little options compared to what you have in other games means that the calculation of the time of investment to get where you want to be often isn’t worth it. This, combined with the fact that many new games are released with so few modes, maps, and missing features, the justification for playing something new can be hard to make. Sticking with a newly released multiplayer game, waiting for new content, balancing issues to be fixed and exploits can be harsh, to say the least. There are so many of these new multiplayer games released every year that it can be difficult even to choose a new game, let alone dedicate dozens of hours of your time.

Saturation in the market is a reality. With so many of these companies chasing these trends, there are bound to be more than a few duds among the sea of online games. Headlines of games shutting down servers after not receiving the engagement they wanted are all too common. The truth is that even if your game is hotly anticipated and finds some success at launch, a dozen others are either more established in their content or have consistently strong player bases.

diablo 4 sales

It is easy for companies to boast huge numbers at launch when they have the most eyes on their product and want to pump up the success of their title. “10 million players!” and other taglines have become normal in enticing you to think you are actively missing out by not engaging with that online game. The fact is, those numbers are so quickly bolstered by a variety of other metrics. Those 10 million players include people who have less than an hour of playtime, played the game once for free through a subscription service, played the game in a beta, or those who have downloaded the game without once starting the app. A good example is how Diablo 4was boasting huge numbers at launch, but recently, twitch streams for its predecessors have garnered more views than it has. Active players in a game matter much more, as the expectation for continued support from developers, is more secure, and you are more easily placed in a ranking with other players of similar skill.

Whether you think it is a good thing or a bad thing, a lot of the multiplayer games that are currently popular today will most likely continue on through this generation. Rainbow Six Siege, Fortnite, Apex Legends, and the like have all rooted their place in the multiplayer sphere.

Very rarely do games come along and enter the multiplayer space with enough to grab our attention and pull us away from our favorite games we are already playing. Even less so can keep us playing those new games instead of returning to old experiences we know and enjoy. This makes it difficult even to play a new multiplayer game because the immediate barrage of modes, unlockables, and content to catch up on can often be overwhelming. Perhaps it is more upsetting when games, like Marvel’s Avengers by Crystal Dynamics, put all their effort into online modes only for them to fail and fade away when the potential for success is massive. Assuredly, companies will continue to pump these multiplayer experiences out because, for every one that fails, the single one who succeeds has a huge potential to pull in cash for years.

The draw of steady income off a single product is too easy to ignore. Instead of rushing to the ideal end goal with these online games, companies should instead focus on building a solid foundation for their games and focus on expanding them along with the content they can provide.


Opinions expressed in this article are solely of the author’s and does not represent MP1st and the entirety of its staff.

Josh Richardson

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Marvel’s Spider-Man 2 Launch Trailer Is Loaded With New Gameplay and Story

We’ve been waiting for over two years, and it is finally launch week for one of the biggest PlayStation sequels, Marvel’s Spider-Man 2. To celebrate its upcoming release, Insomniac Games has released the launch trailer for Marvel’s Spider-Man 2.

Now, before you potentially watch the trailer, I do want to warn you that there is a lot, and we mean a lot of new stuff revealed in it. More so than anything we’ve seen thus far, so if you don’t want to be spoiled anymore, I highly recommend you don’t watch this. Otherwise, enjoy!

Marvel’s Spider-Man 2 Launch Trailer

All I can say is, holy shit! Does Venom look good in this or what? And did you see Sandman? I was not expecting to see him in the sequel, and by the looks of it, he’ll have a massive setpiece within the game. 

Now I wonder, if the studio was comfortable enough showing this much before the release, what else are they hiding? We’ll be finding out real soon, as Marvel’s Spider-Man 2 officially launches on the PS5 this Friday, October 20. 

More Marvel’s Spider-Man 2 Reading:

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James Lara

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

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PlayStation Begins Rolling Out New “Check for Update” PS5 Feature for Titles in the Game Library

Updating your games on PS5 just became a little easier, as PlayStation has begun rolling out a new “check for update” PS5 feature that lets you check for game updates for titles in your game library.

Some might quickly point out that the system has always had this feature. That’s right and wrong, as the “check for update” was only for titles displayed on the home screen. This meant that if the PS5 didn’t automatically download a game update (which, from reports, is very hit-and-miss with the option on), games that aren’t displayed on the home screen but in your game library may not have updated. Because the feature was only available for titles on the home screen, you’d have to boot each game to determine whether there was a pending update. It was an annoying process that made your home screen shift between different titles if you weren’t pinning them.

Well, now PlayStation has begun rolling (as spotted on Reddit) out the “check for update” feature for titles in the library.

From the comments, this feature doesn’t appear to be available for everyone right now. There’s no software update/download nor restart needed for it, though, as it should be automatically pushed to the console. If you don’t see the feature, you can try navigating to the “System Feature Update” option by opening the console settings and going to the system tab. It will be located here. This will check for any features that PlayStation might have pushed through.

It’s about time this was added to the game library. Sure, it’s a small one, but that also begs the question of why it wasn’t there to begin with. Hopefully, we get some sort of “check for updates for all games” buttons (something we listed in our PS5 firmware update wishlist) or an update history with patch notes like the PS4 still has.

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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 Vigor Farming Guide Offers Over 220K an Hour

Are you looking to level up quickly in Lords of the Fallen but can’t seem to find a good spot? Well, lucky for you, as players have discovered a very early game Vigor Farming spot for Lords of the Fallen that requires little effort but some patience. 

As discovered by Reddit user and YouTuber SiahZ, below you’ll find a short but detailed guide to farming over 220K of vigor an hour in Lords of the Fallen. 

Lords of the Fallen Vigor Farming Method (Early Game):

Step 1: Have the Pilgrim’s Perch Bellroom Vistage Unlocked

The first and most important thing is to have this Vistage unlocked. It’ll make things easier, as the location to farm the Vigor is next to this. It should be the fifth or sixth major Vistage in the game. If you are only starting, you must progress a bit, with the first boss beaten. 

Step 2: Clear Enemies 

Once you’ve unlocked the Bellroom Vistage, you will want to look to the left of it. You should see a tall enemy with a spikey helmet. Kill them, and move on to the next area, where you will see a caster. Kill them also, and if you look, there should be a ladder nearby. Climb it and kill the last caster here. You want to do this before the next step, as leaving them alive will cause issues later. 

Step 3: Enter Umbral World and Wait for the Red Reaper to Spawn

 

Once you’ve killed the caster while staying up on top of this platform, enter the Umbral world. This is important because you need the Vigor modifier to maximize gains. You can either wait on top of this platform until it has reached times three, or you can roam around the area for a bit and farm some enemies. But don’t go too far, as once the Vigor modifier reaches times three, you will want to be back in the same area with the casters as the Red Reaper will spawn. It has a red glow on the ground that tracks the player and will pop out to attack you. The Red Reaper does a ton of damage if you aren’t equipped, but defeating one gives you plenty of Vigor. 

Step 4: Cheese the Red Reaper, Farm Enemies, Cheese the Red Reaper, Rinse and Repeat

You will want the Red Reaper to be above the ground in this spot. Once it is, take the bone path on the right and make your way across the left side onto a wooden plank overlooking the platform. 

The Red Reaper should have trouble following you to this spot if you do it correctly. Now, you move back a little to get the Red Reaper on the right side. It will do a lung attack, and if positioned right, the Red Reaper will fall to its death, leaving a pile of Vigor to collect. 

Now, all you do is traverse the area, killing enemies that spawn. You will get three times the Vigor thanks to the modifier, and after three minutes, the Red Reaper will spawn again, and you can rinse and repeat the process for as long as you want. 

You can watch a video guide of it if that makes it easier.

Interestingly, this was an area I used to farm for Vigor during the review process, though I never considered exploiting the Red Reaper like SiahZ has done. I’d just go back to the Vestige and respawn all the enemies again. This is, by far, a faster method, and if not, the fastest in the game so far. Even high-level players who are near the endgame can benefit from this method. 

Of course, many may frown upon this, though we say this should help those struggling. Speaking of struggling, be sure to check out our  Lords of the Fallen guides. We have some detailed early boss guides, as well as the best settings to play the game on, and more!

More Lords of the Fallen Reading:

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James Lara

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

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Reminder: Marvel’s Spider-Man 2 PS5 Bundle Code Will Be Redeemable October 20

There seems to be a lot of confusion in the PlayStation community, but for those who recently picked up a Marvel’s Spider-Man 2 PA5 bundle and have been trying to redeem the code without success, you’ll want to know it won’t work until launch. 

If you’ve opened your new PS5 Marvel’s Spider-Man 2 bundle and wanted to get a head start by downloading the game early via the provided voucher, we have bad news for you as the code won’t be available to use until October 20. This is listed on the voucher and the Console’s Limited Edition website, though we’d understand if you missed it, as it is in small print compared to the rest of the text.

Marvel's Spider-Man 2 PlayStation 5 Bundle Code Will Be Redeemable October 20 Image

“*Account for PlayStation Network and internet connection required to redeem voucher. Redeem code when game is available on October 20, 2023.”

What this essentially means is that you won’t be able to start downloading Marvel’s Spider-Man 2 until the day of the official release. It sucks, but to our understanding, it’s because the code works similarly to a review code, granting instant access to the game rather than a pre-order. So it’s understandable why PlayStation has locked the codes for redemption to be on launch day, though hopefully, no other issues arise. Till then, you’ll just have to keep that code somewhere safe.

Marvel’s Spider-Man 2 will be available exclusively on the PS5 on October 20, 2023. 

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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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Remedy Says There Are Still No Plans for a Physical Version of Alan Wake 2; Explains Why American Nightmare Wasn’t Remastered

Despite THQ expressing interest in doing a physical release of Alan Wake 2, Remedy once again reiterates that there are still no plans as of now, while also explaining why Alan Wake American Nightmare Remastered never happened.

Speaking live at the EGX Theatre, Creative Director of Remedy Entertainment, Sam Lake, took to answering audience questions, with one around a possible update for a physical release and whether we will ever get an American Nightmare remaster.

Who decided to go pure digital only because a lot of people love collecting physical media, collector editions, and steel books. If you even did a digital release, then a couple of months later did a physical release, I would still buy that, hands down. Would we ever possibly ever see American Nightmare Remastered?

Sam Lake: I’ll start with American Nightmare. Yeah, we did discuss that when we did the remaster, but the reality of it was that the tech base underneath the hood of American Nightmare is already so different from Alan Wake that it would have been separate back then. So, it didn’t make any business sense at the time.

Alan Wake 2, as we talked about, I appreciate your passion, I really do, it is a digital-only game. This is a decision between Remedy’s management and our publisher. I hear you, but there are no other plans as of now.”

Bummer to both! Though, of course, like all things, never say never as things could change down the road. We’d love to see a collector’s edition of Alan Wake 2 released sometime in the future, as well as a remastered version of American Nightmare. Hopefully, something Remedy will revisit at a later time.

Alan Wake 2 launches on the PS5, Xbox Series X|S, and PC this October 27 as a digital-only title. If you’d like to learn a bit more about it, you can read our hands-on preview of Alan Wake 2, where we discuss its new mechanics, narrative, and more.

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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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Call of Duty: Modern Warfare 3 Dedicated Servers Locations Revealed

For those who have been playing the Call of Duty Modern Warfare 3 beta and have noticed a high level of ping, you might want to check out this list of servers, as it has been revealed where the Modern Warfare 3 dedicated servers are located.

NETDUMA, the maker of DumaOS, has recently announced support for Call of Duty Modern Warfare 3, allowing gamers to choose the best servers to connect to. In the process, they have revealed the locations of MW3 dedicated servers, which you can find below.

Call of Duty Modern Warfare 3 Dedicated Servers Location:

North America

  • West United States
    • Portland, Oregon
    • San Francisco, California
    • Los Angeles, California
    • Salt Lake City, Utah
  • Central United States
    • Dallas, Texas
    • Chicago, Illinois
  • Eastern United States
    • Columbus, Ohio
    • Washington D.C.
    • Atlanta, Georgia
    • Miami Florida

South America

  • Soa Paulo, Brazil
  • Santiago, Chile

Africa 

  • Cape Town, South Africa

Europe

  • Amsterdam, Netherlands
  • London, England
  • Paris, France
  • Madrid, Spain
  • Helsinki, Finland
  • Moscow, Russia

Asia

  • Riyadh, Saudia Arabia
  • Bahrain
  • Hong Kong, China
  • Seoul, South Korea
  • Toyko, Japan
  • Singapore

Australia

  • Sydney

Note, that you’ll only be able to select your server via router configuration or using the DumaOS app. While the game will try its best to select a server closest, some users in certain territories may find better results with different servers. At the very least, for those who are having high ping in MW3, you may understand a bit better why if you aren’t near one of the dedicated server spots.

The Modern Warfare 3 beta is available to everyone right now, and if you’re curious what we make of it so far, read on here for our beta review.

Modern Warfare 3 will be available this November 10 on the PS4, PS5, Xbox One, 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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J.K. Simmons Claims Earthrealm for the Viltrum Empire in Mortal Kombat 1 Omni-Man Trailer

Mortal Kombat 1 Omni-Man is officially arriving this November, and to celebrate, NetherRealms Studios has released our first look at the character.

Mortal Kombat 1 Omni-Man Trailer

Oh yeah, this is going to be good, and we cannot wait to play as the Viltrumite later this year. Additionally, the trailer also confirms Tremors is coming as a Kameo character.

For those who don’t know, Omni-Man is a “superhero” from the comic and animated TV series Invincible. We won’t spoil anything about him if you haven’t watched the show, which is available on Amazon to stream.

Omni-Man is the first character from the Kombat Pack 1 pass to be released. The other fighting joining him in the future are:

  • Homelander
  • Peacemaker
  • Quan Chi
  • Takeda
  • Ermac

Omni-Man will arrive this November. Early access to those who own the Kombat Pack 1 pass.

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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.