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Texas Chain Saw Massacre Stutter and Frame Rate Drops Fix Outlined

The Texas Chain Saw Massacre is going to release today, August 18, 2023 and there’s a lot of excitement surrounding the new asymmetrical horror game from Gun Interactive. However, those on PC who encounter some of the Texas Chain Saw Massacre stutter (or frame rate drops) issues, you’ll be glad to know the devs are aware of this and have outlined a fix.

Texas Chain Saw Massacre Stutter and Frame Rate Drops Fix:

If you notice any performance symptoms try the following:

  • Lower graphic preset settings from Ultra to High or lower. You can find this by selecting Options and then select the Video tab.
  • Upscaling is a feature of specific graphic cards and can be used to render graphics at a lower resolution but scale it upwards to your target resolution with little loss in visual fidelity. This option will be available for Nvidia Geforce RTX cards and specific AMD cards viewable here.
  • Check for updates for your graphic card.
  • Verify the integrity of your game files.

You can read more about The Texas Chain Saw Massacre metagame to be prepared for the best performance both in a Victim or Family role, and our exclusive Texas Chain Saw Massacre interview dives deep into the game’s development, the absence of bots, and the potential for crossovers.

Of course, if you aren’t decided yet, go read our review of it here where we state, “It’s not a flawless game, but the anguish and thrills that it conveys are almost one of a kind, delivered with confidence and brutality to match the source. This is one for horror aficionados and everyone else who likes a good old-fashioned game of murderer cat, and stealthy mouse.”

Source: Texas Chain Saw Support

Vitor Braz

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Lies of P Pre-Orders Available, New Gamescom 2023 Trailer Shows Stylish Combat

Neowiz has released a new Lies of P Game trailer ahead of Gamescom 2023, giving players another taste of the stylish and ambitious nature of this Souls-like. Featuring the harrowing question “How many lies?” repeated various times about Pinocchio’s desire to become human, the voice over is supported by some remarkable scenes, serving as a great teaser for the full game. The game is also available to pre-order right now, with some bonuses to players who want to jump earlier than the official launch day.

Alternating normal footage with slow-motion combat chosen with great care, this Lies of P trailer throws a few bosses into the mix, revealing some of the abominable foes that you will have to face in this twisted take on Pinocchio’s classic tale of a boy who desires to be just like the others.

Pre-orders are now open from the official website, with the digital standard edition offering a Mischievous Puppet’s Set outfit, while the digital deluxe edition brings the Great Venigni’s Set outfit, a unique mask, and a three-day head start. As for the physical edition, it comes in an exclusive SteelBook tome-inspired collector’s box alongside a 92-page artbook, and the bonuses include the original soundtrack, The Great Venigni’s Set outfit, and a unique mask to be worn to the festival.

Lies of P launches on September 19, 2023 for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC via Steam.

Vitor Braz

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Diablo 4 Update for August 18 Released for Hotfix 1 of Version 1.1.2

Blizzard Entertainment has released the Diablo 4 update for August 18, and this is for patch version 1.1.2’s Hotfix 1! This is a server-side patch, which players should automatically download and install once they connect to the game’s servers.

Diablo 4 Update for August 18 Patch Notes | D4 Version 1.1.2 Hotfix 1 Patch Notes:

THIS HOTFIX HAS BEEN FULLY DEPLOYED.

Miscellaneous

  • Further stability improvements

Unfortunately, that seems to be it. There doesn’t seem to be any gameplay-related changes, but if we spot any, we’ll update the article to let our readers know.

Source: Blizzard Forums

More Diablo 4 Reading:

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Alex Co

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

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Remnant 2 Update 1.000.009 for August 18 Brings Difficulty, Progression Fixes and More

Gunfire has released Remnant 2 update 1.000.009 (Xbox versions 1.0.0.13) on consoles, and this brings the game at par with the PC version, which got a patch yesterday. This ushers in fixes related to progression, performance and a lot more. Read on for the official Remnant 2 new update patch notes for August 18.

Remnant 2 Update 1.000.009 Patch Notes | Remnant 2 Update 1.0.0.13 Patch Notes:

Size: 890MB (PS5)

–Performance and Crashes–

– Updates to reduce potential crashes.
– Addressed an issue where game would hang on Remnant II logo screen for some players
when first starting the game.
– Fixed various issues causing memory leaks.
– Added an option to the graphics settings to turn off the optimizations when in a menu.
–Achievements & Difficulty Rewards–

– Retroactively fixed “Proving Grounds” Achievement/Trophy.
– Retroactively fixed issue where players who beat the game on Apocalypse difficulty
previously were not receiving Nightmare difficulty rewards.
DEV NOTE: To unlock difficulty rewards and achievements/trophies, you must interact with the World
Stone.
– Fixed an issue where Revivalist Trait was not unlocking for some players.
– Fixed an issue with granting difficulty rewards related to localization.
–Bug Fixes–

[ Progression & Rewards ]
– Progression Blocker: Fixed an issue where if the game was closed during the Binding of
Three cinematic in the Labyrinth, the portal to the final world would not open correctly.
– Progression Blocker: Fixed an issue where players could use Havoc Form during the final
boss fight transition and get stuck.
– Progression Blocker: Fixed an issue where the key in Kaeula’s Rest would not show up.
– Progression Blocker: Fixed an issue where train siege on N’Erud would lock players out,
preventing them from progressing forward.
– Progression Blocker: Fixed an issue where players could get stuck in Tal’Ratha’s
metaphysical phase and not complete the fight.
– Progression Blocker: Fixed an issue where the key in the Morrow Sanatorium would not
show up.

[ Archetypes ]
– Fixed issues with Archon’s Tempest ability not working with Big Bang.
– Fixed issue with Summoner’s minions targeting corpses in Magister Dullain fight.
– Fixed an issue where Engineer’s turret would allow them to move through walls and
doors.
– Fixed an issue where Very Good Boy would sometimes attempt to attack an invisible
enemy after defeating Labyrinth Sentinel.
– Fixed an issue where Archetypes could show up as “!”, locking them out for players.

[ Gear / Items ]
– Fixed an issue with Chilled Steam not correctly granting movement speed increase.
– Fixed an issue with Dark Cider’s stat description not matching advanced stats display.
– Fixed an issue with Mudtooth’s Elixir bonus not showing up in advanced stats display.
– Fixed an issue with Smolder not scaling correctly with Mod damage.
– Fixed an issue where Black Cat Band was incorrectly triggered when dodging with Void
Cloak.
– Fixed an issue where unequipping the One-Eyed Joker idol was not removing its effect.
– Fixed an issue where Stamina cost when using Huntress Spear was not benefiting from
Reinvigorate.
– Fixed an issue where Momentum mutator bonus was not being applied correctly when
upgraded.
– Fixed an issue where Scavenger’s Bauble was not automatically picking up Relic Dust.
– Fixed an issue where Samoflange amulet incorrectly triggered when dodging incoming
enemy attacks.
– Fixed an issue where Astral Burst mod was not bouncing three times as stated in its
description.
– Fixed an issue where Reality Rune would slow friendly projectiles.
– Fixed an issue with Restriction Cord related to interacting with World Stone.
– Fixed an issue with Tranquility Font’s description not displaying the correct values.
– Fixed an issue where Weightless Weight was not applying the correct values when
changing armor.
– Fixed an issue where in combination with Restriction Cord, Ring of Anguish could cause
a crash.

[ Enemies ]
– Fixed an issue with Gorge’s rear spin attack not connecting with players correctly.
– Fixed an issue with Labyrinth creatures getting stuck in stagger state in various places.
– Fixed an issue with Abomination’s AoE slam size collision not matching visual.
– Changed Abomination’s plates to take normal damage instead of resisting damage.
– Fixed an issue with Abomination retreating too often.
– Fixed an issue with Chainsaw Dran getting stuck when killed while performing
interactive on player.
– Fixed an issue with Huntress killing all of Summoner’s minions at once during fight.
– Fixed an issue where players could get stuck under the arena in the second phase of the
final boss fight.
– Fixed an issue where Bastion aberration affixes remained active outside of combat.
– Fixed an issue where Tal’Ratha’s spit attack could still hit the player if they were out of
range.
– Fixed an issue where Gorge would not spawn and door would not open if player quit
while door to room was still opening.

[ Misc Fixes ] 
– Fixed multiple places where players could get stuck outside of the world on N’Erud
– Fixed visual issues with lightning in the sky during final portion of campaign.
– Fixed an issue where advanced stats could not be toggled on/off when returning from
map menu.
– Fixed an issue where Chain Lightning was not doing Shock Damage.
– Fixed an issue where non-vendor town NPCs would disappear for some players.
– Fixed level geometry allowing players to access Bone Harvester’s lair without first being
grabbed by the Bone Harvester.
– Fixed an issue in Town Turned to Dust where players could get stuck between bridge
planks.
– Fixed an issue where clients could interact with the Fae Council and quit out mid
conversation, locking the Host out of speaking with them again.
That’s about it. If we get wind of a new update or other tidbit of news, we’ll let our readers know.

Source: Remnant

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Alex Co

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

Home > News

The Division 2 Year 5 Season 2 Starts in October, Updated Roadmap Incoming

Ubisoft has revealed some changes coming to the next seasons in The Division 2. The developers are going to extend the duration of each season in the game to four months, from the previous three month-long seasons. This move is communicated as something to improve the overall experience, delivering the content that gamers are expecting alongside any technical improvements that may be necessary in the meantime. We also get to know that The Division 2 Year 5 Season 2 is now set for October, following these changes.

The message comes from the official Tom Clancy’s The Division Twitter account, and explains the reasoning behind the decision. As the message states, Year 5 Season 2 will start in October, and this change will help Massive Entertainment to allocate more time and resources to make technical improvements to the game.

Here is the full message from The Division 2 development team for your reading convenience:

Agents, we want to share an important update regarding the upcoming Seasons in The Division 2. In our ongoing commitment to enhance your gaming experience, we have decided to extend the duration of each season to four months. Season 2 will now start in October.

This change allows us to allocate more time and resources so we can make technical improvements to the game alongside the seasonal content you expect.

We are fully committed to delivering the best possible experience in The Division 2. Without your support and dedication, we would never have gotten this far. We appreciate your patience and understanding as we focus on these enhancements.

Thank you for your continued support, and we look forward to sharing more with you later this year.

This means that The Division 2 will have three annual seasons instead of four, but Ubisoft confirmed that no seasons will be lost, “just moved to a later date.” We also get some details on the upcoming The Division 2 DLC, which “won’t be coming out this year,” and the studio is working on updating the roadmap.

Once more details about the upcoming season and roadmap surfaces, we’ll let our readers know.

Vitor Braz

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HexWorks Talks Lords of the Fallen – Building Bosses, Gameplay Design, Technical Aspects and More

In just a few short months, HexWorks will release its upcoming reboot of the Lords of the Fallen franchise, which should be on the radar of Souls-like fans everywhere. Before that happens, MP1st was fortunate enough to not only get some hands-on time with the game, but we also managed to talk to the studio about the upcoming action-RPG.

Speaking to the site is head of studio Saul Gascon, and Creative Director Cezar Virtosu. We asked the devs about its gameplay design philosophy regarding Souls-like games, why the game is only releasing on current-gen platforms, comparisons to Elden Ring and loads more.

HexWorks Talks Lords of the Fallen:

MP1st: How long is the game’s single-player, will there be incentives to replay the game? New Game Plus modes?

Saul Gascon – The single-player experience for us, like we know whatever enemy spawns, we know everything about it,  think around 25 hours. For a new player, it’s gonna be somewhere around 30 or more.

Cezar Virtosu –  Seeing that the tutorial area takes more than an hour and a half. For us, it takes like 25 minutes tops. So we are looking; I have some 30 hours or something. 

Saul Gascon –  30 plus, more or less. Then you have different endings. Like you have three different endings depending on which factions you align with, so that’s one of the replay values. Plus the different classes, so you want to try different types of builds and etc. 

On top of this, is NG+. We have quite a few surprises waiting for players. Just as a brief one, you’ve seen (referring to our hands-on experience) that you have the Ancient Vestiges that are always there, they are present. You have the ones Vestige Seedlings that you can build yourself.

So in NG Plus, there is only one Ancient Vestige, all of the others are out, and it’s in the hub, and any vestige you want, you need to build it yourself. That means mastery of the environment itself. 

It’s funny because this is how we originally designed the game crafting Vestiges. The first iteration of the game only had one Vestige. But then, through the playtest, we saw that the dark souls or souls like veterans were super happy about it, “oh, It’s amazing,” right? But then anybody you know was in the rest of the world “That’s too hard, man, you went too far!”. Then we kept that original vision, but only for NG plus. Plus a couple of extra surprises that you will find NG+. 

Lords of the Fallen Pre-Order Bonuses

MP1st: What’s involved in building those (Vestige)?

Cezar Virtosu –  A rare resource called the seeding vestige, which you get by defeating bosses or buying them with hard currency at one very distinct spot in Umbral. So they’re not readily available, and when you craft one, the previous one is destroyed.

MP1st: Can players expect a performance and quality mode at launch? What resolution frame rate is the game targeting? 

Saul Gascon –  For consoles, we have the performance and quality modes. Performance is at 60 fps on PS5 and Xbox Series X/S. Quality mode is at 30fps, but the resolution is quite higher.

In terms of resolution, for 60fps, we’re looking at upscaled 1080p, which is kind of the standard in the industry. For quality mode, it’s 2K upscaled to 4K.

MP1st: I know I play in quality mode, I like to take it in. I’m pretty rare, though, as I know I read a report that performance is preferred by a lot of players these days. 

Cezar Virtosu –  I don’t wanna blow out our own horn, but the performance looks good.

Saul Gascon –  Even in performance, the game is great.

MP1st: In terms of post-launch content, does Hexworks have something in mind already, or is the game more of a traditional action rpg in the sense that once you’ve finished the single-player story, you’re essentially done?

Saul Gascon –  We have several things in mind that will all depend on us from the community feedback – how people ask for more, right? So basically, we have to pass ahead, which is our original plan, working on the next one. But if the community asks for more content, we might have a bit of an effort to create more content for this game we’re launching right now, this year. It’ll depend a lot on that. 

Then on top of this, we’re gonna be supporting post-launch with free updates for people, like improvements, requests, and feedback. We’ll be doing that for at least like six months to one year after launch, based on the request that we receive. That’s something that we’re going to be doing post-launch. 

lords of the fallen post launch support

MP1st: Why is the game only available for current-gen platforms? Is this a technical issue where the PS4, Xbox One, etc., can’t handle the game or something else?

Cezar Virtosu – We’re using Unreal Engine 5. It uses Nanite & Lumen and the requirements for the GPUs are quite high. The PS4 and Xbox One, cannot handle Unreal Engine 5. We are one of the first AAA games to launch with Unreal Engine 5.

MP1st: I think we’re going to be seeing a lot more of that now as we finally get out of last-gen

Cezar Virtosu – We are one of the first AAA games to launch with Unreal Engine 5. We’re trailblazing; let’s see how technology evolves. Maybe there will be a port, but right now, it doesn’t seem very likely, and we cannot engage with this at this time. 

Saul Gascon –  We’re a studio where we hear a lot of the player feedback. We’ve done it for every iteration of our game. Like we’ve done play testing with actual players, with mock reviewers, with different externals, and we’ve adapted a lot of the objectives of our game based on that. And so the feedback from the first game, the original game, if we see a high demand for those provisions, we might put an extra effort to downgrade the game to fit on those platforms. 

MP1st: It would be tough, though (chuckles)

Cezar Virtosu – It’s looking like a tough, tall order. It’s doable. I worked on a team that ported Watch Dogs on the Wii. So you can put anything on a dishwasher, but it’s a lot of effort for technical wizardry.

MP1st: Has Elden Ring had any effect on the game’s development, be it removing or changing some gameplay mechanics or design because of it, this is something like a remake or reboot, you know, did that factor in at all? 

Cezar Virtosu – I hate this answer, but it is yes and no – It’s a non-answer.What I meant is that Elden Ring caught us by surprise. We were expecting something great, not something groundbreaking. Nobody expected that sort, and it came late in our development, so we had to stick with our guns.

Because the way we do business is that we lock gameplay metrics on placeholder assets early on, and from there we just do tweaks as we create art. This is our way to cut on the iteration time and create AAA in 3.5 years. 

Luckily, our industry savviness, we picked our horses differently than Elden Ring. We also overlapped on some of the improvements. For instance, the crafted tankers, the vestiges, we thought we were giving the players a bit too much with manual saves, but then we saw Elden Ring doing the Stakes of Marika and we’re like, alright, we’re good. We were very concerned that we were doing too much accessibility. 

Some of the weapons that we’ve done, we found them in Elden Ring. Okay, there’s nothing we can do. 

They have a girl that flies and fights with a sword. We have a girl that flies and fights with a sword. They had a small noble. We have a small noble. But we didn’t change them. We left them as they were. We are confident that they have different thematics, different stories than the ones from Elden Ring. They have flying creatures. We have some flying birds and things.

I would say 98% of the game is untouched. But if we saw something that looked like Elden Ring, and we can do something about it in tweaks, colors use, and VFX, that’s what changed. 

Saul Gascon – I think you nailed it. Of course, we are very aware of what surrounds us, where and when are we launching, and who’s around like the big one. We took a look, we played it, we checked, and then said, okay, we are good. We don’t overlap with them too much.

And actually, with Umbral, we really are on a different side. We saw as well and compared the main strength of being open world, right? That is something that also we checked as well with our playtests, and people appreciated that we were not open world. So it’s like a different experience. In that regard, it was a very good thing, though, that they brought in the audience, they made the game more accessible to more people, and then from those people who are taking those, are looking for us, for a more intense, handcrafted experience.

Lords of the Fallen Demo

MP1st: One of the highlights of playing Soulslike games is the bosses. What would you say makes a good boss not only in terms of design but gameplay as well? 

Saul Gascon – I guess it starts with the story, right? 

Cezar Virtosu – That’s everything.

Saul Gascon – Who is that character in our world? What does he want? Why do you have to tear them down and kill him? 

Cezar Virtosu – Bosses, firstly, are the tragic pillars, one of the architects of the victims of the situation. You turn and tear them down, and then you find out their involvement in the world – stuff like that. Because we write a lot of lore for those bosses, even before we have imagery, with all of it, and it’s not lore for the sake of lore, but the answer to DNA, who are they, what’s their motivations, how they react, why do they do the way they do?

If you are armed with all this information, when we pass it over to art, they have so much to work with. It’s not just to create a cool flying girl. No, they create a stigmata… I don’t want to spoil Pieta, but also want to see how the bosses reflect the world and how they corrupt the world around them.

What is the lore? What is the world? And, of course, then have enough variety, not just just small and large bosses, but everything in between. We wanted unique locomotion for every boss, not every boss, but the big major ones. We wanted transformative phases that challenge your perception in terms of, we wanted “what the fuck bosses” that should drop in their (players) laps without being warned because some floorboards broke under you and you fall into a pit, and somewhere we wanted those things. We wanted something that swoops from the skies and so on and so forth. 

That’s how we went about it. And we motion-captured most of them because we wanted actors. For this and some other bosses they might not have seen, they were captured with contortionists and professional actors because having someone walk backward affects the style; it’s not very convincing and compelling. You need the movement of the creature. The fact that he looks backward, looks at curiosity, this sort of characterization of movement and curiosity and reactions, pushes them away from appliances, makes them a bit more immersive, you know, more believable. For us, immersion is number one and number two; immersion is our currency.

Saul Gascon –  That in going back to the question on the gameplay part. So long story short, every boss challenges a specific part of our core mechanics. Some bosses like Pieta are challenging you to parry, to dash to avoid the attacks, and to use parry as an offensive mechanic. So you can defeat Pieta any way you want, you can range, and you can defeat her. We are not hard-locking people like you have to fight this boss like this. But every boss has an optimal way of defeating him or her, a weakness.

That weakness is always tied to a mechanic. For instance, Pieta, if you master the parry, it’s super easy. Like we saw today with the playtest, four parries, one guy was parrying, and was like, beep, beep, beep, beep (parry noises), then the next one. Whoa! Okay, that was fast. Meanwhile, others were trying to range (cries in agony) and running around suffering.

But they still beat her. That’s how we designed that. Then the characterization, the personality, and the backstory of that character also go inside the type of attacks they do, the type of how they’re trying to kill is aggressive in trying to get you or is some somebody more laid back that just attacks when needs to.

That was something very important. Even two-phase bosses, you also see this difference. They transform and have a phase two, and then that phase two is a, let’s say, a fucked up state of mind, and then they act completely different. So you need to adapt your strategy, like, oh shit, now this guy is super aggressive when previously they were more laid back and doing range attacks. 

Cezar Virtosu – We have a top-down approach to core bosses and enemies. When this cuts on the iteration a lot, this has been to an artist before success, a lot of concept prep work. Examples, a lot of it, and then art and then prototype. The prototypes have their limitations, but limitations show your freedoms. Then we end up with the really unique concepts because we didn’t start with a mannequin that let’s have the attacks and let’s make something cool. We started with an idea, and we ended up with a creature.

Saul Gascon – We’re quite proud actually, and with the places we’ve seen it, that they feel very vari and very different within each other, the main bosses. They’re very unique, each one on its own terms. That’s something that took us a lot of work, a lot of time, but it’s paying off.

MP1st: – You guys kind of had the idea first, didn’t like the idea, kind of drive the design.

Cezar Virtosu – Everything. She’s a stigma of engineering – You can see the character in your head without even writing a design for it. It’s so strong. 

MP1st: Right. And then you see a couple of different art, art concepts, and you’re like, that’s the one that was in my head.

Cezar Virtosu – It makes so much sense. Me and Saul, we watch it, this is it, this version two is what we want. We don’t even need to argue. Okay, we can argue about the color of hair. But not even that.

Saul Gascon – It is like that!

Cezar Virtosu – Me and Saul, we headhunted, and we pulled people from our old companies, and we got the hard hitters, the black belts, to work because we don’t have time to fool around. We don’t have time to iterate six years in pre-production, like other games. 

MP1st – The new game seems to have a way higher budget compared to the original. Is it now more of a traditional AAA game in terms of scope and budget?

Cezar Virtosu: That is correct, Hexworks was created 3.5 years ago to handle the conception and production for Lords of the Fallen. The 2014 title is still quite the looker even by today’s standards, so as such, a decade later, we couldn’t have fallen short of expectations (excuse the pun). This title is several magnitudes bigger than anything CI Games (our publisher) undertook. That being said, we are under the titans of the industry like Rocksteady or From Software when it comes to budget and studio size. But we more than make up for this with our love for the genre and the fact that being completely remote, we are able to leverage key talent from wherever they may be located. This flexibility gave us an edge, allowing us to recruit the right people for the right jobs, fragment the production floor into highly specialized strike teams and crack on.

MP1st: Will we get a demo for the game before release?

Cezar Virtosu: While the idea of a demo is currently shelved for the time being, we are still discussing this internally.

MP1st: From our understanding, it will feature co-op, right? Is this drop-in, drop-out co-op at any time in the campaign? Or is it a standalone portion of the game?

Cezar Virtosu: The co-op is seamless drop-in, drop-out at any time in the campaign, as you said. One can invite a friend directly into the game from any of our in-game checkpoints (called Vestiges) or beckon a random player. Two players only, the host and the guest. The host is in control of the world state, be that Axiom/Umbral, mechanisms or NPC interactions, while the Guest can only pick up whatever loot drops, keep their accrued vigor, can level up at the vestiges, and interact with vendors, but cannot engage in quests and dialogue options with said vendors. When the guest dies in Axiom, the host can freely resurrect them on the spot by interacting with an effigy that is spawned upon their death. This is a lengthy interaction, and as such, the decision to resurrect that guest is a tactical one. Otherwise, both players respawn at the last visited Vestige, crafted or otherwise.

MP1st: How does the PvP part of the game work? Can players invade another player’s game, or is it a more controlled environment?

Cezar Virtosu: Invasions take place everywhere in the world, and we have PVP-designated areas sprinkled throughout. The invader arrives relatively close to the Host to facilitate quick engagements. The invader has only one life, and if killed, they won’t resurrect in Umbral, only the host controls that realm. Which means that if the invader is standing on an Umbral only structure and the Host happens to be next to an Effigy of Emergence and switches the realm back to Axiom, said invader will swiftly go on a date with gravity.

MP1st: The studio hasn’t shied away from Elden Ring/FromSoftware games comparisons, given the devs are fans of the studio, right? What similarities can we expect from the two titles?

Cezar Virtosu: One chief directive, back when we put the game’s bones in place, was to address user feedback and do market research. A fair number of the points of contention that the community had for the 2014 title brought us closer to Soulslike combat. Our goal is to satisfy the core audience and provide them with an orthodox foundation when it comes to combat (fast and fluid tactical combat, with stamina management, level design-driven encounters, animation canceling, and scarce access to healing). Once we achieved it, then we spread our wings, adding all the bells and whistles that you experienced in the tutorial section, from chaining seamlessly heavy and light attacks, switching stances mid swings, seamlessly alternating between ranged option and melee, multihits attacks and all the myriad of umbral abilities, the withering paradigm and how the two realms interact affecting combat and healing. We were also quite keen to do away with the stand-alone parry mechanic and do it on the move with the last-moment block concept. Aside from the Soulslike combat, another element that we were very keen to realize was the verticality of the level design, harkening to the earlier games to better emphasize the vistas foreshadowing the next areas and being able to look behind and track your progress in the previous areas.

MP1st: How hard is Lords of the Fallen? Does it play like your traditional Soulslike game?

Cezar Virtosu: The game is very challenging, far more so than the 2014 title, from gnarly encounters, deadly verticality, and enemies with a myriad of ranged options, combos, and magic. Raising the lantern in Axiom to peek in Umbral renders one vulnerable to the horrid Umbral natives that would pull the player into their world, effectively killing you. So we throw a lot at the player, but at the same time we offer a myriad of Umbral powers to mitigate these challenges and increase the awareness of ambushes and alternative paths to circumvent said ambushes. Lengthy onboarding to learn and practice the basics, multiplayer, and so on. In a nutshell, we feel that the game is harder than most Soulslikes but we offer a number of tools for the players to mitigate this difficulty if they chose so. Of course, you can also brute force the game via skill or RPG progression, it’s all on the player really.

MP1st: We’ve seen many Soul clones hit the market, and I feel that one of the common misconceptions is around the difficulty and that the harder the game is, regardless of how that’s achieved, the more “Soulslike” it is. There’s a lot more to it than just that, like the learning side,  which is where I think some of the satisfaction comes from. How does the team strike that perfect balance with a boss, where they’re challenging but not annoyingly hard to the point that players feel cheated?

That is a fantastic point, and we are in complete agreement. At Hexworks, we believe that the difference between frustration and motivation is knowing what you did wrong or what “the game wants you to do.” Knowing what you need to do to succeed will carry you through that gnarly bit for sure. Or bosses seem intimidating and seemingly indomitable if faced head-on, with the player hoping to overcome them by sheer skill and timing of dodges. Obviously, it can be achieved like this, but if one peeks with the lamp in umbral they might notice that certain umbral parasites empower the boss in one way or another, there might be certain environmental hazards that they can use to debuff the boss or simply outlining their weakness to exploit with a ranged weapon (or when their positioning allows reach with melee weapons). This tactical approach is one of the chief paradigms of Lords of the Fallen, the detective work approach to both combat (bosses or exploration), narrative (environmental storytelling and hidden NPC’s), and navigation.

MP1st: Alright, seems we have time for one final question. How do you guys like to play? 

Saul Gascon – My favorite starting class is the condemned (cursed class).

MP1st:: Oh, yeah. I will never touch that.

Saul Gascon – I really like the fantasy of the anti-hero. You start from nowhere, and you grind up to being whoever you want. I always tend to every time I play a full playthrough, I tend to go like an assassin Umba, an assassin sort build of combining Umbra magic with fast-paced two knives, stuff like this. That’s my fun. 

Cezar Virtosu – I play as an Orion Preacher because I like religion and I like bringing people into my religion. I want to smite the heretics, to pray to warriors to grant me the strength and tenacity to reach deep into the depths and pull out evil to the surface and searing light. I love this fucking fantasy. It’s just my thought. It’s very thematically.  

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James Lara

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

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New Destiny 2 Trials of Osiris Rewards and Map This Week August 18

Destiny‘s Trials of Osiris weekly PvP mode is back this Friday with a new map and rewards. If you’re wondering about the current rotation, we’ve got you covered: MP1st’s new Destiny 2 Trials of Osiris rewards and map this week August 18, 2023 post lists down all that information in full below.

New Destiny 2 Trials of Osiris Rewards This Week August 18, 2023:

Trials of Osiris Map:

Midtown, Altar of Flame, Wormhaven


Rewards

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

Reputation System, Trials Engrams, and Adept Farming

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

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

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


Passages

Name Perk Cost
Passage of Ferocity Your third match win grants a bonus win. 15 Legendary Shards
Passage of Mercy Forgives one loss per run. Forgives a second loss if you have not yet been flawless this week. 15 Legendary Shards
Passage of Wealth Increased reputation from match wins on a ticket. 25 Legendary Shards
Passage of Confidence Grants bonus rewards from Flawless Chest. 50 Legendary Shards

(Thanks again, /r/DestinyTheGame!)

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Salman Haider Zaidi

That's a nice argument, Senator.

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New Destiny 2 Xur Location Today August 18, 2023 (And What Xur Is Selling)

Xur is back in Destiny this Friday carrying a fresh selection of Exotics, Engrams, and Legendary gear that he sells only in exchange for Legendary Shards. For those curious about his new hideout and wares, here you go: MP1st’s new Destiny 2 Xur location today, August 18, 2023 post details both his location and full inventory until the next Weekly Reset.

New Destiny 2 Xur Location Today August 18, 2023 (And What Xur Is Selling):

Xûr, Agent of the Nine

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

Location:

Arcadian Valley, Nessus > Watcher’s Grave

Exotic Weapons

Name Type Column 1 Column 2 Column 3 Column 4
D.A.R.C.I. Heavy Sniper Rifle
Hawkmoon Kinetic Hand Cannon Extended Barrel Moving Target Smooth Grip
Dead Man’s Tale Kinetic Scout Rifle Arrowhead Brake Light Mag Fourth Time’s the Charm Hand-Laid Stock

Note: Fixed perks on weapons are not displayed

Exotic Armor

Name Type MOB RES REC DIS INT STR Total Cost
Young Ahamkara’s Spine Hunter Gauntlets 6 11 16 13 7 10 63 23 Legendary Shards
ACD/0 Feedback Fence Titan Gauntlets 10 4 19 2 12 18 65 23 Legendary Shards
Apotheosis Veil Warlock Helmet 2 3 29 2 19 10 65 23 Legendary Shards

Exotic Ciphers

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

Engrams

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

Legendary Weapons

Name Type Column 1 Column 2 Column 3 Column 4
Gnawing Hunger Energy Auto Rifle Extended Barrel // Smallbore Appended Mag // Tactical Mag Auto-Loading Holster Multikill Clip
Whispering Slab Kinetic Combat Bow Flexible String // High Tension String Fiberglass Arrow Shaft // Straight Fletching Archer’s Tempo Swashbuckler
Tripwire Canary Energy Combat Bow Tactile String // Flexible String Fiberglass Arrow Shaft // Natural Fletching Perfect Float Opening Shot
Recurrent Impact Heavy Machine Gun Extended Barrel // Full Bore Alloy Magazine // Flared Magwell Firmly Planted Headstone
Gridskipper Energy Pulse Rifle Corkscrew Rifling // Fluted Barrel Ricochet Rounds // Flared Magwell Killing Wind Snapshot Sights
Enigma’s Draw Kinetic Sidearm Shortspec SAS // Tactic SAS Appended Mag // Ricochet Rounds Grave Robber Swashbuckler
IKELOS_SR_v1.0.3 Energy Sniper Rifle Fluted Barrel // Smallbore Seraph Rounds // Steady Rounds No Distractions Box Breathing

Note: Fixed perks on weapons are not displayed

Legendary Armor

Name Type MOB RES REC DIS INT STR Total Cost
Tusked Allegiance Gauntlets Titan Gauntlets 12 13 2 2 10 13 52 50 Legendary Shards & 1000 Glimmer
Tusked Allegiance Plate Titan Chest Armor 2 10 13 2 10 12 49 50 Legendary Shards & 1000 Glimmer
Tusked Allegiance Mark Titan Mark 0 0 0 0 0 0 0 50 Legendary Shards & 1000 Glimmer
Tusked Allegiance Helmet Titan Helmet 11 13 2 6 6 11 49 50 Legendary Shards & 1000 Glimmer
Tusked Allegiance Greaves Titan Leg Armor 13 6 6 15 6 6 52 50 Legendary Shards & 1000 Glimmer
Tusked Allegiance Gloves Warlock Gauntlets 17 9 2 6 6 13 53 50 Legendary Shards & 1000 Glimmer
Tusked Allegiance Robes Warlock Chest Armor 12 10 2 8 6 10 48 50 Legendary Shards & 1000 Glimmer
Tusked Allegiance Bond Warlock Bond 0 0 0 0 0 0 0 50 Legendary Shards & 1000 Glimmer
Tusked Allegiance Hood Warlock Helmet 6 9 12 8 6 10 51 50 Legendary Shards & 1000 Glimmer
Tusked Allegiance Boots Warlock Leg Armor 2 2 22 2 12 10 50 50 Legendary Shards & 1000 Glimmer
Tusked Allegiance Grips Hunter Gauntlets 16 2 10 2 16 6 52 50 Legendary Shards & 1000 Glimmer
Tusked Allegiance Vest Hunter Chest Armor 13 2 11 2 10 10 48 50 Legendary Shards & 1000 Glimmer
Tusked Allegiance Cloak Hunter Cloak 0 0 0 0 0 0 0 50 Legendary Shards & 1000 Glimmer
Tusked Allegiance Mask Hunter Helmet 2 12 14 2 6 16 52 50 Legendary Shards & 1000 Glimmer
Tusked Allegiance Strides Hunter Leg Armor 20 2 6 2 16 6 52 50 Legendary Shards & 1000 Glimmer

What’s a Xûr?

Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector on one of the Worlds. Xûr sells Exotic equipment (as well as Engrams and Legendary equipment), and only accepts Legendary Shards as payment.

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

When does Xûr visit?

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

(Thanks as always, /r/DestinyTheGame!)

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Salman Haider Zaidi

That's a nice argument, Senator.

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No Man’s Sky Next Update Echoes Teased in 7th Anniversary Video

Developer Hello Games is proudly looking back into seven eventful years since the release of No Man’s Sky in August 2016, a game that went through all the motions. Going forward, the studio has starting teasing the future of the game, with the title of the next update being Echoes.

The video below was posted in Hello Games’ official YouTube channel and shows a fast montage of the many updates, which ended up turning an underwhelming launch into the game that it was promised to be. The video includes a note on the Switch and Mac releases, and ends with the unassuming but very exciting message for fans “Our journey continues…” before fading into a No Man’s Sky Echoes logo.

There are no details or release date on the No Man’s Sky Echoes update at all, for now, apart from the logo seen in the video above and a very vague “coming soon.” No Man’s Sky updates always bought some interesting additions into this sci-fi adventure, so players are naturally eager to learn more about the features coming with this expansion.

Vitor Braz

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Armored Core 6 Trophies Listed; 30 Trophies in Total

Just before the game’s release later this month, the entire list of Armored Core 6 trophies has been revealed. Armored Core 6 has a total of 30 Trophies (1 Platinum, 5 Gold, 10 Silver, 14 Bronze). You can find out the entire list of all the Armored Core 6 trophies below.

Armored Core 6 Trophies

Platinum:

  1. Collect all other trophies.

Gold:

  1. The Perfect Mercenary – Cleared all missions with an S Rank rating.
  2. Stargazer – Cleared all missions.
  3. Master of Arena – Cleared all Arena programs.
  4. Asset Holder – Obtained all parts.
  5. Tuning Expert – Performed all OS upgrades.

Silver:

  1. The Fires of Raven – Reached ending: “The Fires of Raven.”
  2. Liberator of Rubicon – Reached ending: “Liberator of Rubicon.”
  3. Alea lacta Est – Reached ending: “Alea lacta Est.”
  4. Weapon Collector  – Obtained all weapon parts.
  5. External Parts Collector – Obtained all frame parts.
  6. Internal Parts Collector – Obtained all inner parts.
  7. Expansion Collector – Obtained all Core Expansions.
  8. Combat Log Collector – Obtained all combat logs.
  9. Data Log Collector – Obtained ten data logs.
  10. Testing Complete – Cleared all combat aptitude evaluation programs in the Arena.

Bronze:

  1. Illegal Entry – Cleared mission: “Illegal Entry.”
  2. Operation Wallclimber – Cleared mission: “Operation Wallclimber.”
  3. Contact – Cleared mission: “Attack the Watchpoint.”
  4. Ocean Crossing – Cleared mission: “Ocean Crossing.”
  5. A New Threat – Cleared mission: “Attack the Old Spaceport.”
  6. Ayre and the Coral – Cleared mission: “Destroy the Ice Worm.”
  7. Into Unknown Territory – Cleraed mission: “Underground Exploration – Depths 3.”
  8. Re-education – Cleared mission: “Reach the Coral Convergence.”
  9. The Floating City – Cleared mission: “Take the Uninhabited Floating City.”
  10. MIA – Cleared mission: “MIA.”
  11. Training Complete – Cleared all training programs.
  12. Hardware Engineer – Assembled an AC.
  13. Software Engineer – Upgraded your AC’s OS.
  14. Graphic Designer – Changed the coloration of your AC.

Armored Core 6: Fires of Rubicon fires out this August 25 on PS4, PS5, Xbox One, Xbox Series X|S, and PC.

Source: Exophase

More Armored Core 6 Reading: 

Ibrahim Kabir

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The Texas Chain Saw Massacre Best Settings Guide

The Texas Chain Saw Massacre game by Gun Interactive isn’t one for the weak, delivering a terrifying thrill ride that changes accordingly to which side you are on. Rarely have sound and sight played such an important role in a game, and that’s why this The Texas Chain Saw Massacre best settings guide for PC and consoles will help you make the right choices and optimize the options to achieve the greatest comfort during play. Check our recommendations below and Victim or Family, you are certainly going to ramp up your game.

Audio

The Texas Chain Saw Massacre Best Settings Guide Audio

The Texas Chain Saw Massacre is all about audio cues, triggering noise, and the deafening silence that goes along with it. You’ll want to optimize this area to the utmost, providing a great experience where you are aware of every noise made by the opposing team, while also knowing how silently you are moving around the maps. Since this game requires absolute concentration, headphones with a great sound quality and background noise reduction are entirely recommended – this is how you will listen to every step, every scary chain saw revving sound at the distance, giving you an opportunity to prevent an encounter. Naturally, sound effects are the most important, so dial down the music and focus on the environment.

Then we have the voice chat function, which isn’t a consensual one. It allows for team-based chat, meaning that Victims and Family can’t communicate between themselves, but it doesn’t work as a spatial or proximity chat, unfortunately. In terms of immersion, the ideal scenario is that every player has the voice chat feature turned off, but since we know everyone loves to win, using voice chat is a great help as it lets you coordinate with your teammates for help in healing, using items, escaping (Victims) or to make sure a Victim is surrounded with no escape route (Family).

Video

The Texas Chain Saw Massacre Best Settings Guide Video

Here is a beautiful and immersive horror game where lighting and shadows may give you that last second warning over the presence of a rival player. So, you’ll want to run the game with the best graphical settings possible in some of the options – but don’t worry, you can tone a few of them down (PC) if your hardware can’t handle all the beautiful and bloody sights.

Our recommendation is that you turn the settings to Ultra where it really matters, which is things that provide you the best experience and eventually advantage over other players. View Distance is one of those options, and Shadows is the other one. You also want to push Foliage to Ultra since you will spend a long time hiding in the vegetation and it pays to be completely sure that you are indeed in hiding, and not a single bit of your head is popping out and giving your position away.

Other options like Effects and Anti-Aliasing can be tweaked according to your preferences, as long as it doesn’t affect the frame rate and overall performance. Naturally, PC players should go for Full Screen Mode, as this will shift the most resources to the game and make it run the best it can.

Vsync is also recommended to be turned on so your game runs at a matched refresh rate as your monitor/tv.

Last but not least, Brightness. When you first run The Texas Chain Saw Massacre, you are asked to calibrate it, but it’s only while playing that you discover just how right these settings are for you. In all honestly, this is a game that is meant to have some extremely dark and chilling areas, so you shouldn’t mess too much with brightness for the sake of immersion; but if you are aiming for those wins, there’s nothing that we can say to prevent you from boosting clarity just a bit, right?

Input

The Texas Chain Saw Massacre Best Settings Guide Input

This option is up to player preference, with the default choices sounding like a good deal. See if the default mouse sensitivity is comfortable for you, and learn the ins and outs of the controls for Victims, Family, and Leatherface, as there are some significant differences between them.

Game

The Texas Chain Saw Massacre Best Settings Guide Game

The last options for you to check involve some general choices, from subtitles to language selection. Anonymizing player names may give you an immersion boost, but this being a very competitive game, it’s important to know who is who in the heat of the moment. Vibration Intensity is hugely important as it gives you vital gameplay clues, and Cross Play is something you want to have enabled so that players from both PC and consoles can play together, guaranteeing that the matchmaking is quick and balanced due to the larger player base. Of course turning it off would lower the chances of running into a cheater/hacker for console players, though that comes at the cost of potentially longer queue times.

This is all we have in our The Texas Chain Saw Massacre best settings guide, hopefully it helps you optimize your game to the max. Don’t forget to read our The Texas Chain Saw Massacre review to learn more about Gun Interactive and Sumo Digital’s asymmetrical multiplayer horror game.

The Texas Chain Saw Massacre launches on August 18, 2023 for PC, PlayStation 4, PlayStation 5, Xbox Series X|S, and Xbox One, and is a day-one Xbox Game Pass release. Read our exclusive interview to know more on topics such as bots, potential crossovers, and more.

Vitor Braz

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Like a Dragon Gaiden: The Man Who Erased His Name Overview Trailer Unleashed; Free Like a Dragon: Infinite Wealth Demo Included With the Title

Director of Ryu Ga Gotoku Studio, Masayoshi Yokoyama sat down in a new video for Like a Dragon Gaiden: The Man Who Erased His Name to give more details on the game’s story and gameplay. Yokoyama also announced that a free “special trial version” or a demo of Like a Dragon: Infinite Wealth will be available for free for players who purchase and beat Like a Dragon Gaiden: The Man Who Erased His Name. You can watch the full Like a Dragon Gaiden: The Man Who Erased His Name overview trailer and developer update right here:

According to the video, the demo for Like a Dragon: Infinite Wealth will be available to players on launch day for The Man Who Erased His Name but can only be played once players beat the main story. The Infinite Wealth demo will also feature an exclusive scene that could not make it in Like a Dragon 8.

Other than that, the developer also laid down its plans for future reveals and that Like a Dragon: The Man Who Erased His Name playable demo will be available at gamescom, PAX West, and Tokyo Game Show for players to check out. You can watch the video above for more information, and stay tuned to MP1st for more updates.

Like a Dragon Gaiden: The Man Who Erased His Name is set to release worldwide on November 9, 2023 on PS4, PS5, PC Xbox One, and Xbox Series X|S.

Ibrahim Kabir

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Madden 24 Down for Server Maintenance This August 18, Known Issues at Launch Listed

Football fans, if you’re having issues connecting to matches or access online features in Madden 24, it’s not just you, as EA has taken the Madden 24 servers down this August 18, which is the second time this week that servers had maintenance work done.

In addition to that, we’ve also compiled the Madden 24 known issues at launch.

Madden 24 Down for Server Maintenance August 18 Schedule:

Here’s the announcement from EA:

As you can see, there is no timeframe on how long the servers will be out. However, if we had to hazard a guess, it will be at least 4-6 hours.

While you’re waiting for the servers to go back up, EA has also issued an update on the issues the dev team is tackling as they prepare for the game’s worldwide launch later.

Madden 24 Known Issues at Launch:

Server Connection Error

  • Some players have reported connection issues when trying to enter H2H Seasons or Solo Battles, among other actions while navigating the Ultimate Team menus.
  • This is our priority issue we are actively working to resolve.
    • Workaround: Some players have shared they have been able to bypass this issue by creating a brand new lineup in Ultimate Team.

Headliners House Rules Rewards

  • We are actively working on resolving players not receiving their House Rules rewards from the Headliners Program. Please be sure to follow MaddenNFLDirect for updates.

Headliners Odell Beckham Jr. Token

  • We addressed an issue of a Milestone not rewarding a Token for the Odell Beckham Jr. Headliners Item. Players who have yet to achieve the Milestone will be awarded the Token when they complete it.
  • For players who previously completed this Milestone before the fix was implemented you will be granted the Token. Please be sure to follow MaddenNFLDirect for updates on when the Token grant will be delivered.

Head To Head Seasons Rewards

  • We are investigating an issue where winning Super Bowls in Head To Head Seasons aren’t awarding all earned Trophy Packs. After we resolve this issue, we will be working towards delivering all missed Trophy Packs to any impacted players.
  • Here’s a breakdown of Trophy Packs awarded for winning a Super Bowl per Division:
    • Rookie: 1 Trophy Pack
    • Pro: 1 Trophy Pack
    • Veteran: 1 Trophy Pack
    • Star: 3 Trophy Packs
    • MVP: 3 Trophy Packs
    • Legend: 5 Trophy Packs

Daily Objectives

  • We are aware and investigating an issue with the “Complete All 3 Daily Objectives”
  • We’ll be sure to let you know on MaddenNFLDirect when this objective is live in game.

Don’t be surprised if a launch day patch is released to address some of the issues listed here. Once the servers are back up, we’ll let our readers know.

Source: EA Answers

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Alex Co

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

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Modern Warfare 3 Different Editions Content, Pre-Order Grants Early Campaign and Beta Access

Following yesterday’s Call of Duty: Modern Warfare 3 reveal, Activision has outlined what variants of the game players will be able to buy come launch. Read on for the Modern Warfare 3 different editions and what content each one houses.

Modern Warfare 3 Different Editions Content and Pre-Order Bonuses:

Call of Duty: Modern Warfare 3 will be available for purchase on the following platforms:

  • PlayStation 5
  • PlayStation 4
  • Xbox Series X|S 
  • Xbox One 
  • Battle.Net
  • Steam

Modern Warfare 3 Vault Edition:

  • Campaign Early Access (Preorder Benefit)
  • Open Beta Early Access (Preorder Benefit)
  • Soap Operator Pack (Preorder Benefit)
  • Nemesis Operator Pack
  • Two Weapon Vaults
  • BlackCell (one Season), includes the Battle Pass, BlackCell Sector that includes 1,100 CP Bonus, 50 Battle Token Tier Skips, and more.

Nemesis Operator Pack — Vault Edition Benefit

Face off against or become the ultimate threat.

Preorder or own the Vault Edition, and on day 1, receive four famed Multiplayer Operators. Each Operator is clad in animated outfits themed for their faction. Those players preordering the Vault Edition can expect to use any of the four Nemesis Operator Skins during the Modern Warfare III Open Beta.

Two Weapon Vaults — Vault Edition Benefit

Preorder or own the Vault Edition to unlock two incredible FATE Weapon Vaults. Available to test out during the Open Beta, each FATE Weapon Vault is a variant of a Modern Warfare III weapon that keeps its cosmetic properties on all associated attachments native to its base platform. This allows for instant customization, with every related attachment ready for immediate use in either a red and black (the signature colors of the Konni Group) or a blue and silver graphical design (the current colors of Task Force 141), depending on the Vault you’re using. 

Season 01: BlackCell

Preorder the Vault Edition, and you’ll receive the Modern Warfare III Season 01 BlackCell offering which includes the Battle Pass, BlackCell Sector that includes CP, Battle Token Tier Skips, and more. This exceptional content drop includes the following:

  • Access to a MWIII Season Battle Pass, along with 20 Tier Skips from BlackCell (25 on PlayStation®) and the unlocking of up to 1,400 COD Points.
  • An additional 30 Tier Skips for purchasing the Vault Edition. The BlackCell Sector within the Battle Pass Map with a variety of exclusive content, along with immediate unlocking of adjacent Battle Pass Sectors.
  • BlackCell-only Battle Pass content: expect BlackCell Alt Operator Skins, Weapon Blueprints, and more.

This also includes the full Battle Pass with access to over 100 rewards across multiple Sectors, such as functional weapons, Blueprints, Operator Skins, Emblems, Skins, Stickers, and other Modern Warfare III–specific content.

Modern Warfare 3: Standard Console Cross-Gen and PC Digital Editions:

All applicable console and PC platforms have a digital edition of Modern Warfare III, which includes the following preorder benefits for $69.99 Suggested Retail Price or your regional equivalent:

  • Campaign Early Access (Preorder Benefit)
  • Open Beta Early Access (Preorder Benefit)
  • Soap Operator Pack (Preorder Benefit)

Consoles and Cross-Gen Bundle Flexibility: Whether you’re playing Modern Warfare III on PlayStation 4, or PlayStation 5, Xbox Series X|S or Xbox One, you have flexibility in terms of potential upgrades and platform availability.

Pre-purchase or preorder any Cross Gen Digital Edition — or Vault Edition — for your preferred console, and you’ll have access to the previous generation of Modern Warfare III (PlayStation 4 or Xbox One ), as well as the current generation (PlayStation 5 or Xbox Series X|S).

For players using a PlayStation 5 or Xbox Series X|S, when the game becomes available to play, ensure you’re downloading the current generation version of the game rather than the previous generation version, as both may be available to download in the Cross-Gen Bundle.

PC Digital Editions: For players using a PC, the choice is simple: There are two different editions of Modern Warfare III to pre-purchase: the Standard  Edition or the Vault Edition. All PC versions are available for  pre-purchase  via Battle.net or Steam (*3).

 – Additional Intel: If you pre-order on Battle.net, you will have the opportunity to donate to the Call of Duty Endowment. 100% of your donation, minus transaction fees, funds the placement of veterans into great jobs.

Vault Edition Upgrade: If you preorder or pre-purchase the Standard or Cross-Gen Digital Edition of Modern Warfare III, you can upgrade to the Vault Edition if the upgrade is on the same platform where you initially purchased. For example, if you pre-purchase the Battle.net Standard Edition, you can upgrade to the Battle.net Vault Edition at any time until the upgrade offer expires. The upgrade method varies depending on your platform:

  • PlayStation: Upgrade directly through the Call of Duty in-game store or the platform store where you purchased the Cross-Gen Digital Edition, for $30 or your regional equivalent. 
  • Xbox: Cancel your Cross-Gen Digital Edition preorder, then purchase the Vault Edition through the Call of Duty in-game store, the Call of Duty website, or the platform store.
  • Battle.net: Upgrade directly through the Call of Duty in-game store or the platform store where you purchased the Standard Edition, for $30 or your regional equivalent.
  • Steam: Upgrade directly through the Call of Duty in-game store or the platform store where you purchased the Standard Edition, for $30 or your regional equivalent.

Soap Operator Pack (Digital Edition Benefit, Preorder Benefit)

Now you can instantly unlock the Soap Operator Pack by pre-ordering or pre-purchasing any Digital or Vault Edition of Modern Warfare III.

  • Instantly receive the “Masked Soap” and “Unmasked Soap” Skins, and the “Shadow Siege” Weapon Blueprint.
  • The Soap Operator Pack can be immediately used in Modern Warfare II and Call of Duty: Warzone™, and will carry forward, meaning it will also be available in Modern Warfare III at game launch.

Campaign Early Access (Digital Edition Benefit, Preorder Only)

Fight against the ultimate threat up to one week prior to the game launch: Anyone who digitally preorders Modern Warfare III (Standard or Cross-Gen Digital Edition or Vault Edition) can prepare for Campaign Early Access.

Expect a fight like never before as Task Force 141 gets tested beyond their limits. Combat means making choices, Open Combat Missions where taking different paths through certain Campaign Missions is part of your tactical planning. As well as signature, cinematic Call of Duty Campaign missions, prepare for Open Combat Missions (OCMs) that provide you with more choices, ensuring you adapt to the ultimate threat.

Modern Warfare III: Physical Console Editions, Call of Duty Endowment (C.O.D.E.) Edition

If you’re wanting a physical disc version of Modern Warfare III, you can preorder it now at your preferred gaming retailer. The following versions are available:

  • PlayStation 4: Physical Edition Cross-Gen Bundle (includes PlayStation 5 next-generation version).
  • PlayStation 5: Physical Edition next-generation version (does not include PlayStation 4 version of Modern Warfare III).
  • Xbox Series X|S and Xbox One: Physical Edition Cross-Gen Bundle (includes Xbox One and Xbox Series X|S versions).

Call of Duty Endowment Direct Action Pack (Physical Editions): Exclusive for a limited time to select retailers, there will also be specially marked versions of Modern Warfare III that include the Call of Duty Endowment Direct Action Pack, which comes with  an animated emblem, sticker and calling card   The Call of Duty Endowment Direction Action Pack helps contribute to Veterans & helps them find high-quality also allows you to donate to the Endowment, which helps veterans find high-quality careers by supporting groups that prepare them for the job market and by raising awareness of the value veterans bring to the workplace. You can also donate here.

Open Beta Early Access (Digital, and Physical Edition Benefit, Preorder only

No matter which edition of the game you preorder, including every digital and physical version, you’ll be granted early access to the game’s Open Beta. Get an early look at the game’s Multiplayer mode, including maps, modes, weapons, and other features and surprises.

There are multiple ways to play the Open Beta:

  • The Early Access Open Beta period (for preorder customers).
  • The Free Access Open Beta period (for everyone).

The Open Beta is free, available across all supported platforms, and hosted over two consecutive playable weekends. Expect additional details and Open Beta dates to be revealed in the coming weeks.

Digital Edition Preorder Customers: You do not need a “Beta Code,” as you will automatically be able to access your  Early Access to the Open Beta.

Physical Edition Preorder Customers: You should have received a “Beta Code” allowing Early Access at the point of sale, at your retailer.

Modern Warfare 3 fires out this November 10 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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Street Fighter 6 Update 1.000.004 Released for August 17 (Update)

Capcom has begun rolling out the Street Fighter 6 update 1.000.004 (PS4 version 1.04.) This update comes during the ongoing maintenance and is likely related to fixes on some recently discovered bugs.

Street Fighter 6 Update 1.000.004 Patch Notes | Street Fighter 6 Update 1.04 Patch Notes | SF6 Patch Notes for August 17:

Update: Capcom has listed the following fix from today’s patch:

  • Updates – Fixed an issue where items would be lost while using PlayGo or performing a streaming installation.

At the time of writing, Capcom has yet to officially release any patch notes, though that should change as soon as the planned maintenance (details below) is over.

Maintenance Period

  • August 18, 12:00 – 14:00 JST
  • August 17, 8:00pm – 10:00pm PDT
  • August 18, 3:00am – 5:00am UTC

Caution

  • The maintenance period may change.
  • All online content cannot be used as players cannot log in during maintenance.
  • Challenges, Fighting Pass, Shop, etc. cannot be accessed even during their availability periods.

We’ll have the complete list of changes and fixes as soon as Capcom releases them. In the meantime, we’ll continue to monitor all community feedback, and will update the post with any of those findings.

Update: Capcom has mentioned a fix for today’s patch. If there are any other changes, we’ll update the article.

Source: Street Fighter

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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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SF6 Update 1.04 Brawls Out for Aug. 17; Servers Undergoing Maintenance (Update)

The (Street Fighter 6) SF6 update 1.04 has begun rolling out across all regions and platforms, which appears to be an unannounced update coinciding with the planned maintenance. 

SF6 Update 1.04 Patch Notes for August 17:

Update: Capcom has listed the following fix from today’s patch:

  • Updates – Fixed an issue where items would be lost while using PlayGo or performing a streaming installation.

At this time, Capcom has not released any official notes relating to today’s update. However, for those who have downloaded the update, you may have noticed that the Street Fighter 6 servers are currently down. This is due to planned maintenance, which the studio confirmed for today. Below are the periods when the game will be unavailable to play online. 

Maintenance Period

  • August 18, 12:00 – 14:00 JST
  • August 17, 8:00pm – 10:00pm PDT
  • August 18, 3:00am – 5:00am UTC

Caution

  • The maintenance period may change.
  • All online content cannot be used as players cannot log in during maintenance.
  • Challenges, Fighting Pass, Shop, etc. cannot be accessed even during their availability periods.

Should Capcom release any official patch notes, we’ll update this post. In the meantime, we’ll monitor any community-reported changes, so refresh the page! Oh, and in case you haven’t already, read our full Street Fighter 6 review to find out why this is one fighter you don’t want to miss out on!

Update: Capcom has mentioned a fix for today’s patch. If there are any other changes, we’ll update the article.

Source: Street Fighter

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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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Skull and Bones Closed Beta Signups Open, System Requirements Revealed

Ubisoft has opened the Skull and Bones closed beta signups, letting all potentially fearsome swashbucklers take their shot at a spot and try the game firsthand. The beta runs from the 25th to the 28th of August on PC (you need an Ubisoft Connect account) only, and English is the sole available language. In case you are one of the chosen few, you can check the times for the various continents right below, including a pre-loading option. Register for the Skull and Bones closed beta via the official website.

The best thing about being selected to receive an invite is that each player is able to invite up to two friends to join them in the beta, so in practice you’re not getting one slot, but three.

Skull and Bones Closed Beta Pre-Load, Start, and End Times:

  • Preload: 22nd August, 3am (PT) / 22nd August, 12pm (CEST) / 22nd August 8pm (AET)
  • Start: August 24th, 7pm (PT) / August 25th, 4am (CEST) / August 25th, 12pm (AET)
  • End: August 28th, 12am (PT) / August 28th, 9am (CEST) / August 28th, 5pm (AET)

Skull and Bones Closed Beta Signups Open Times

During this beta, players will be able to play and experience main campaign contracts up until the Exterminate the Rat contract. Accepting various activities will take them up to the Buccaneer Infamy Tier. You have Side Contracts, Repeatable Contracts, Bounty Contracts, and the Merchant Convoy World Event, just a small showing of the many options you have when you start exploring everything within your grasp. Check the closed beta page for more details.

Skull and Bones Closed Beta System Requirements:

Ubisoft also shared the specs needed to run Skull and Bones at different resolutions and frame rates. See just how your own PC compares to the options below:

Recommended requirements (1080p at 60 frames per second)

  • Operating system: Windows 10 / Windows 11
  • Processor: Intel Core i7-8700K, AMD Ryzen 5 3600, or better
  • RAM: 8 GB (running dual-channel mode)
  • Video card: NVIDIA RTX 2070 (8 GB), AMD Radeon RX 5700 XT (8 GB), or better
  • Hard drive: 65 GB available storage (SSD recommended)

Minimum requirements (1080p at 30 frames per second)

  • Operating system: Windows 10
  • Processor: Intel Core i7-4790, AMD Ryzen 5 1600, or better
  • RAM: 8 GB (running dual-channel mode)
  • Video card: NVIDIA GeForce GTX 1060 (6 GB), AMD Radeon RX 570 (8 GB), or better
  • Hard drive: 65 GB available storage (SSD recommended)

Recommended 2K configuration (1440p, 60 frames per second)

  • Operating system: Windows 10 / Windows 11
  • Processor: Intel i7-9700K or AMD Ryzen 5 5600X, or better
  • RAM: 16 GB (running dual-channel mode)
  • Video card: NVIDIA GeForce RTX 3070 (8 GB) or AMD Radeon RX 6800 (16 GB), or better
  • Hard drive: 65 GB available storage (SSD required)

Recommended 4K configuration (2160p, 60 frames per second)

  • Operating system: Windows 10 / Windows 11
  • Processor: Intel Core i5-11600K or AMD Ryzen 5 5600X, or better
  • RAM: 16 GB (running dual-channel mode)
  • Video card: NVIDIA GeForce RTX 3080 (10 GB) or AMD Radeon RX 6800 XT (16 GB)
  • Hard drive: 65 GB available storage (SSD required)

Vitor Braz

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The Walking Dead: Destinies Announced With Trailer

GameMill Entertainment and AMC have announced a new game set in The Walking Dead franchise titled “The Walking Dead: Destinies.” Destinies is a third-person, narrative-driven, action-adventure title where you get the chance to rewrite the story of seasons 1-4 of the TV show depending on your choices.

Watch The Walking Dead: Destinies reveal trailer (revealed exclusively to IGN) right here:

Step in the shoes of Rick Grimes visiting key locations inspired by The Walking Dead TV show including the Greene farm, the prison, Woodbury, and Atlanta. Make sensible choices because they will determine the fate of people’s lives, and differ you from how the events unfolded in the show.

GameMill’s upcoming choice-driven game will feature over 12 characters from the original show, including Shane, Michonne, Carol, Daryl, Rick, and more. The characters will have their own unique abilities.

The Walking Dead: Destinies will retail at a suggested price of $50, and will launch across PS5, PS4, Xbox Series X|S, Xbox One, Nintendo Switch, and PC.

Thanks, IGN

Ibrahim Kabir

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Remnant 2 Update for August 17 on PC Brings Achievements, Bug Fixes and More

Gunfire Games has released the Remnant 2 update for August 17 on PC, and this brings a host of fixes related to performance, achievements and more. Note that console players won’t need to wait long ot get this patch (per the developers).

Remnant 2 Update for August 17 Patch Notes (PC):

–Performance and Crashes–

– Updates to reduce potential crashes.
– Addressed an issue where game would hang on Remnant II logo screen for some players
when first starting the game.
– Fixed various issues causing memory leaks.

–Achievements & Difficulty Rewards–

– Retroactively fixed “Proving Grounds” and “Maxed Out!” Achievements.
– Retroactively fixed issue where players who beat the game on Apocalypse difficulty
previously were not receiving Nightmare difficulty rewards.
DEV NOTE: To unlock difficulty rewards and achievements, you must interact with the World
Stone.

– Fixed an issue where Revivalist Trait was not unlocking for some players.
– Fixed an issue with granting difficulty rewards related to localization.

–Bug Fixes–

[ Progression & Rewards ]
– Progression Blocker: Fixed an issue where if the game was closed during the Binding of
Three cinematic in the Labyrinth, the portal to the final world would not open correctly.
– Progression Blocker: Fixed an issue where players could use Havoc Form during the final
boss fight transition and get stuck.
– Progression Blocker: Fixed an issue where the key in Kaeula’s Rest would not show up.
– Progression Blocker: Fixed an issue where train siege on N’Erud would lock players out,
preventing them from progressing forward.
– Progression Blocker: Fixed an issue where players could get stuck in Tal’Ratha’s
metaphysical phase and not complete the fight.
– Progression Blocker: Fixed an issue where the key in the Morrow Sanatorium would not
show up.

[ Archetypes ]
– Fixed issues with Archon’s Tempest ability not working with Big Bang.
– Fixed issue with Summoner’s minions targeting corpses in Magister Dullain fight.
– Fixed an issue where Engineer’s turret would allow them to move through walls and
doors.
– Fixed an issue where Very Good Boy would sometimes attempt to attack an invisible
enemy after defeating Labyrinth Sentinel.
– Fixed an issue where Archetypes could show up as “!”, locking them out for players.

[ Gear / Items ]
– Fixed an issue with Chilled Steam not correctly granting movement speed increase.
– Fixed an issue with Dark Cider’s stat description not matching advanced stats display.
– Fixed an issue with Mudtooth’s Elixir bonus not showing up in advanced stats display.
– Fixed an issue with Smolder not scaling correctly with Mod damage.
– Fixed an issue where Black Cat Band was incorrectly triggered when dodging with Void
Cloak.
– Fixed an issue where unequipping the One-Eyed Joker idol was not removing its effect.
– Fixed an issue where Stamina cost when using Huntress Spear was not benefiting from
Reinvigorate.
– Fixed an issue where Momentum mutator bonus was not being applied correctly when
upgraded.
– Fixed an issue where Scavenger’s Bauble was not automatically picking up Relic Dust.
– Fixed an issue where Samoflange amulet incorrectly triggered when dodging incoming
enemy attacks.
– Fixed an issue where Astral Burst mod was not bouncing three times as stated in its
description.
– Fixed an issue where Reality Rune would slow friendly projectiles.
– Fixed an issue with Restriction Cord related to interacting with World Stone.
– Fixed an issue with Tranquility Font’s description not displaying the correct values.
– Fixed an issue where Weightless Weight was not applying the correct values when
changing armor.
– Fixed an issue where in combination with Restriction Cord, Ring of Anguish could cause
a crash.

[ Enemies ]
– Fixed an issue with Gorge’s rear spin attack not connecting with players correctly.
– Fixed an issue with Labyrinth creatures getting stuck in stagger state in various places.
– Fixed an issue with Abomination’s AoE slam size collision not matching visual.
– Changed Abomination’s plates to take normal damage instead of resisting damage.
– Fixed an issue with Abomination retreating too often.
– Fixed an issue with Chainsaw Dran getting stuck when killed while performing
interactive on player.
– Fixed an issue with Huntress killing all of Summoner’s minions at once during fight.
– Fixed an issue where players could get stuck under the arena in the second phase of the
final boss fight.
– Fixed an issue where Bastion aberration affixes remained active outside of combat.
– Fixed an issue where Tal’Ratha’s spit attack could still hit the player if they were out of
range.
– Fixed an issue where Gorge would not spawn and door would not open if player quit
while door to room was still opening.

[ Misc Fixes ] 
– Fixed multiple places where players could get stuck outside of the world on N’Erud
– Fixed visual issues with lightning in the sky during final portion of campaign.
– Fixed an issue where advanced stats could not be toggled on/off when returning from
map menu.
– Fixed an issue where Chain Lightning was not doing Shock Damage.
– Fixed an issue where non-vendor town NPCs would disappear for some players.
– Fixed level geometry allowing players to access Bone Harvester’s lair without first being
grabbed by the Bone Harvester.
– Fixed an issue in Town Turned to Dust where players could get stuck between bridge
planks.
– Fixed an issue where clients could interact with the Fae Council and quit out mid
conversation, locking the Host out of speaking with them again.

The latest patch for consoles was released a few days ago, which you can read about here.

Source: Remnant

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Alex Co

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

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The First Descendant Open Beta Featuring Crossplay Set for Sept. 19, PS5 Features Trailer Revealed

The First Descendant Open Beta has been announced from September 19 through September 25. The First Descendant Open Beta will feature crossplay across PS5, PS4, Xbox One, Xbox Series X|S, and PC.

Other than that, The First Descendant has partnered up with PlayStation to reveal exclusive features that can only be experienced on the PS5. Continue reading to find out about these features and how to sign up for the Open Beta, and watch the next-gen trailer below showcasing some of the features exclusive to PlayStation 5.

4K Resolution:

The First Descendant PS5 version supports 4K resolution and offers in-game performance and fidelity support. It also includes an HDR mode through the fidelity mode.

Meanwhile, the performance mode of up to 60 fps allows smooth gameplay, fast-paced combat, and VRR (variable refresh rates).

Adaptive Triggers

In The First Descendant, each weapon class serves a different purpose, and we reflected the characteristics of each weapon in the adaptive triggers. To make every weapon class feel unique, we set different pressure and intensity values for each of our 11 weapon classes, depending on their usage.

For instance, a light handgun’s adaptive triggers will be lighter than a heavy launcher or a sniper rifle with heavier trigger pressures, each providing a unique experience. Through the adaptive triggers, our Dev team created a much more immersive experience when using weapons.

Haptic Feedback

In addition to the vibrations, it has been designed so that the haptic feedback would work in tandem with your character controls and the environment. Bringing the game to life, haptic feedback can be found throughout the game, such as the direction a boss appears and walks towards, the direction in which you’re attacked when you use a gun, and more.

3D Audio

PlayStation’s 3D Audio does a great job of bringing the world to life. It’s hard to explain the tension you feel when you encounter the sound of a missile passing by a character in 3D Audio during a battle against a mighty giant boss.

To sign up for The First Descendant Crossplay Open Beta, you need to visit this website, select the platform of choice, and enter your email address. Then, Nexon Games will send you an email with further instructions.

Go check out the rewards for the beta and more right here.

The First Descendant is scheduled to release across PS5, PS4, Xbox One, Xbox Series X|S, and PC at an unknown date.

Source: PS Blog, The First Descendant

Ibrahim Kabir