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

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

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

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

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

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

STORY / ABOUT

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

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

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

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

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

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

PS5™ in game features:

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

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

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Alex Co

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

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

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

True Head Cases

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

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

Dead Island 2 Haus Review

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

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

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

Dead Island 2 Haus Review

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

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

Cultist Simulator

Dead Island 2 Haus Review

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

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

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

Score: 7/10

Pros:

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

Cons:

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

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

Vitor Braz

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

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

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

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

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

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

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

Source: Reddit

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Hammad Taufeeq

Fear the Old Blood

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

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

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

Unauthorized Third-Party Accessories

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

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

Source: Windows Central

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Hammad Taufeeq

Fear the Old Blood

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

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

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

All Platforms

Additional Features

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

Adjustments

Weapon Categories

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

Major Bug Fixes

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

Steam® Version

Additional Features

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

Major Bug Fixes

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

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

Source: Team Ninja

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Alex Co

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

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World of Horror Review – A Visceral Text-Based Throwback

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

Choose Your Own Death

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

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

World of Horror Review

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

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

World of Horror Review

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

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

Retro Doom

World of Horror Review

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

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

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

World of Horror Review

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

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

Score: 8/10

Pros:

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

Cons:

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

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

Vitor Braz

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Will Artificial Intelligence Help or Hinder the Video Game Industry?

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

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

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

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

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

Redfall update 1.1

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

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

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

Lord of the Rings Gollum New Gameplay

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

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

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

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

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

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

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

Josh Richardson

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

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

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

Image

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

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

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

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

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Alex Co

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

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Remnant 2 Update 1.000.014 Rolls Out for Hotfixes This October 28

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

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

Bug Fixes

Gear / Items

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

UI

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

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

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

Source: Gunfire Games

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James Lara

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

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

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

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

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

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

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

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

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Alex Co

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

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

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

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

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

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

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

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

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

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

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Alex Co

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

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

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

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

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

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

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

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

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

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

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

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

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

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Alex Co

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

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

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

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

Size: 500MB (PS5)

Update: The official notes are now live!

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

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

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

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

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

Source: X

 

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James Lara

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

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Battlefield 2042 Next Update 6.1.0 Patch Notes Revealed, Download Out on Oct. 31

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

Battlefield 2042 Next Update 6.1.0 Patch Notes:

AREAS OF IMPROVEMENT

Improved End of Round Screen

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

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

EMKV90-TOR Improvements

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

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

CHANGELOG

AI, Soldier and General Improvements

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

 

Maps and Modes

Redacted

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

Breakaway

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

Valparaiso

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

Gadgets & Specialists

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

Vehicles

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

MD540 Nightbird

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

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

EMKV90-TOR

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

Weapons

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

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

Source: EA

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Alex Co

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

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XDefiant to Release This Fiscal Year According to Ubisoft

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

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

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

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

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

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

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Alex Co

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

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Capcom Announces the “REX Engine,” the Next-Generation of the RE Engine

Capcom recently held an open conference to discuss everything around their RE Engine, including its successor, REX Engine.

While details are light, and most of the information relating to the REX Engine is for developers, Capcom did highlight in the video that the next-gen version of the engine would maintain all its current features while also addressing several key issues the original had. Amongst those issues are ways to handle larger files better while adding more customization and usability. 

What’s interesting here is the naming of the engine being REX, which, for all those Capcom fans out there, you may immediately draw a connection to Dino Crisis. But that could be a coincidence, as while the RE Engine has been used mostly with, and is commonly associated with, the Resident Evil franchise, the “RE” is simply the first two letters of the engine’s full name, Reach for the Moon Engine. It could be a coincidence, but I like to think it’s not.

It also doesn’t seem that Capcom is retiring the RE Engine, as the presentation hints at commercializing, allowing other developers and organizations to use the Engine, such as Unity and Unreal Engine. 

If true, that’ll be massive as it offers the development of yet another alternative to the current engines available. Let’s hope that Capcom doesn’t have any outrageous pricing if the RE Engine is indeed going public. 

As for when the new and improved REX engine will arrive, that’s unknown, though I wager we’ll see it right before the end of this console generation. If the RE Engine could deliver the Resident Evil Remakes and Devil May Cry 5, games that performed and looked incredible, we can’t imagine how big of an improvement the REX Engine will bring. 

Thanks, Okami!

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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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RoboCop: Rogue City Story Trailer is All About Crime, and the OCP

It seems that our favorite corrupted mega-corporation, Omni Consumer Products is back to its old ways, as the latest RoboCop: Rogue City story trailer features criminal scum and the menacing ED-209.

RoboCop: Rogue City Story Trailer

There are plenty of callbacks, and the most notable one is the ED-209. But for avid RoboCop out there, you probably noticed that RoboCop 2, OCP’s attempt to replace and improve the original RoboCop, is also featured in the game. That is surprising, considering the last time we saw OCP working on this was in the original RoboCop sequel where the human portion of these cyborgs couldn’t handle their fate, taking their own lives during their presentation.

How utterly terrifying. Fingers crossed, there’s a scene just like this in the game.  

RoboCop: Rogue City releases on November 2 for PS5, Xbox Series X|S, and PC. Stay tuned to our review hitting the site soon.

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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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EA Sports UFC 5 Review – Technical Knockout

Seeing the massive success of MMA and UFC in particular, EA Sports shifted the team behind the fan-favorite Fight Night series over to create their take on UFC back in 2014. In the following years, they consistently released a new game every two years up through 2020 with EA Sports UFC 4. Now after the longest gap between entries thus far, the series finally returns to the Octagon once again in EA Sports UFC 5.

Rise to the Occasion

Regardless of the sport, EA Sports typically manages to provide players with a very authentic experience, and UFC 5 is no different. The visuals found in the game are top-notch, which is to be expected by this series. Each fighter’s facial animation is incredibly detailed, from the character model down to the actual blood and sweat found upon them. The likeness of real-life fighters is also very realistic and pairs with exciting fighter walkouts that use lifelike animations based on the fighters to bring them to life. This is not even to mention the overall presentation surrounding each fight, which captures the feeling of excitement surrounding the Octagon.

The new Real Impact System in UFC 5 manages to elevate the realism of the series even higher than in the past. This focuses on emulating true-to-life damage on the fighters during a bout, with each fighter’s face now having eight different regions that can be affected by cuts, swelling, and bruising. In fact, the developer stated that there are more than 64,000 different facial injury combinations in the game, which is very impressive. These facial and other body injuries aren’t just superficial injuries either, as they can cause ill effects like blurry vision or limited mobility depending on the injury. Fights can once again be stopped due to certain injuries as well, so you have to be very careful with what you are doing in a fight.

The controls have been switched up a bit, now allowing for easier access to moves such as uppercuts and spin attacks. One of my favorite things to do in the game was dominate the opponent with strong uppercuts and then knock them out with a strong roundhouse kick right to the head, and this felt easier than ever to execute in UFC 5. New animations have also been added in certain moves, along with upgraded facial animations that really show the impact of strong attacks like the uppercuts. The punishing nature of these moves really took me back to the Fight Night series, which was one of the first games I ever remember pulling this off at this level.

While EA Sports’ UFC series has typically been praised over the years, one of the areas that has been criticized quite often has been the overly convoluted ground game. This area is still a work in progress without question, but this entry in the series has managed to improve on it and make it feel like you have a little more control than in the past. Gone are the mini-games found in UFC 4, and now players instead have a submission meter that shows the different submission effects. When the bar is low, you have a better chance of your opponent tapping out, so you have to work towards getting there. This does still feel like a crapshoot sometimes, but it is a decent improvement over the last entry in this area. The good news is that the game’s Grapple Assist does make it a little better for beginners to get the hang of it, at least.

EA Sports UFC 5 continues offering multiple game styles to choose from to best tailor the experience to each individual player, including Competitive, Simulation, Knockout, and Stand and Bang. While Competitive and Simulation are the best for the typical UFC experience, I did find myself playing a good bit with Stand and Bang for a style akin to the aforementioned Fight Night series that we as gamers are sorely lacking with the long hiatus that series has seen.

Become the Greatest

Career mode lets you create your own fighter or just import an existing UFC-licensed fighter. When creating your fighter, you get to choose between the five play styles and then customize your fighter. This includes the look of your fighter, their gear, and even their post-fight animation and taunts. The game gives you 339 different options for walkout music as well, though it felt like the number of licensed music tracks here was lacking compared to many other EA Sports games in the past. The majority of these songs are just EA Bonus tracks they created, which do not bring the same level of energy.

The story found in Career mode is very basic, as you take your created fighter from just fighting at the local gym Davis MMA and building your career from there forward. This includes the return of Coach Davis from the past, as well as the introduction of the real-life former UFC Flyweight champion Valentina Shevchenko as well. Some of these story modes feature phoned-in performances, but they actually work quite well here, and I found myself enjoying watching most of the cutscenes even if nothing too exciting happens outside of the matches. The game mode starts to open up much more once you get through the early tutorials and reach the UFC Performance Institute. At this point, you can get to start accepting contract fights that come your way. By setting the weeks until the fight, you can also alter the gym fee percentage for the total fight payout as well.

In the lead-up to each fight, you will be given a certain amount of weekly points that can be spent on certain activities during what is known as Training Camp. One of the most important activities is the ability to take part in sparring sessions, as it allows you to earn more Evolution Points that you can use to upgrade your attributes and buy new perks. You do have to be careful, though, as you can suffer injuries like cuts while sparring that you will then need to spend in-game money or expend weekly points you have available to recover and avoid attributes being reduced. Upgrading your attributes is vital to your long-term success, as you will start facing more difficult opponents and need to keep up with them stats-wise.

Your fighter has stats that can be upgraded in the three categories of Stand-Up, Grappling, and Health, each of which has multiple attributes to choose from. By getting the Evolution Points from sparring, you can upgrade these different abilities in whichever order you choose, at least to a certain degree. You cannot level just a few attributes up to five stars right away, as the game will limit you from upgrading further on abilities without leveling up other attributes within that category to a certain benchmark as well to keep your fighter more balanced. Performing certain moves well in fights will also allow you to improve your moves over time, which is very helpful for bettering your fighter.

Evolution Points can also be used to unlock different perks that can be equipped for your fighter. To start, you only have a couple of slots available to set perks, but you can gain up to three more by becoming a UFC fighter, becoming a UFC-ranked fighter, and becoming a UFC champion. Pairing these with the upgradeable attributes and moves allows for a natural progression of your fighter in their career, which could have felt very unbalanced if not handled correctly.

Another really cool feature is the ability to invite a fighter to train for the week that you can learn some additional moves from to then equip and use. You do have to pay money on top of the weekly points cost as well, though. This allows for a lot more versatility in your fighter by mixing in some different move sets that would have otherwise not been possible. You can even build relationships through the hype section with fighters to lower the costs required to get new moves as well.

EA UFC 5 Presentation

Watching tape allows you to learn additional information about your opponent in advance of the fight, such as their top moves and tendencies, to where you can better prepare yourself. You can also hype up the fight in a few different ways, starting by selecting promotions such as radio interviews or social media posts. From there, you can eventually sign sponsorship deals to unlock additional promotions. This can also lead to building connections with other fighters, which can help to reduce the cost of learning their moves in the future.

Reaching the status of champion in the game’s Career mode is only the beginning, as the game also keeps track of your performance records under what is known as G.O.A.T. Status. This page tracks the number of submissions, knockouts, wins, and much more that you get over time. For instance, the list has 0/15 knockouts and 0/26 UFC wins, so it gives you some career numbers to strive for to become the greatest of all time.

Career mode is definitely the meat of the experience in EA Sports UFC 5, as there aren’t many other options to choose from. You have the typical Fight Now option against AI or a friend locally, as well as the ability to take fights online as well. Event Creator mode lets you create a UFC event or a tournament bracket, but they are essentially just longer extensions of Fight Now.

Place Your Bets

The only other big mode found in UFC 5 is where the series dives headfirst into the live service setting with the Fight Week game mode. Fight Week is connected to real-life UFC cards for upcoming events and allows you to make in-game predictions on the winners, victory methods, and which round each fight ends. This will reward you with UFC coins that you can then spend within the game while also ranking you on leaderboards based on your picks. In fact, the top scorers in each group will even be able to obtain special rewards like customizable fighter assets. Unfortunately, the majority of this mode was not available for us to try out as it won’t launch until a week or two after launch in the lead-up to UFC 295.

UFC 5 deep dive

What was available, though, was the other element of Fight Week, where you can take part in daily AI battles with preset settings for in-game currency. There will be more of these tied to the actual event, but we were able to take part in these matches for the time being. The current battles go up daily and seem to last one week from the time they were first added and range in difficulty and other settings. There will be additional challenges associated with these in the future as well, allowing players to earn many better rewards that even include what are known as Alter Egos.

Alter Egos are a new feature in the UFC series that allows you to play as variations of fighters during specific phases of their career, such as their debut or big wins. These are not just cosmetic variations either but rather feature varied attributes, moves, and perks on top of the visual difference. The Deluxe Version of the game even includes Alter Egos for Bruce Lee, which is quite cool. This is a really cool addition to the series that will be paired with the Fight Week mode and can be obtained through either challenges or the in-game store. The only real downside here is that it appears these will be rotating, so you may miss some fighters as a result. Hopefully, they will keep new additions in the store perpetually, but we won’t know until Fight Week actually launches soon.

One of my personal favorite features in games like this is the ability to create your own fighter to use in the game. The level of detail is once again really impressive here by letting you create your own male or female fighter. However, one major disappointment once again in this iteration is the inability to share your own creations online and download other people’s creations. This was something that the Fight Night series included and the WWE series still thrives on today, but for some reason, the UFC series still continues to avoid allowing this. There are so many possibilities for fighters out there with the creativity that people have and not tapping into that is a big mistake from EA Sports yet again.

It certainly wouldn’t be an EA Sports game without microtransactions and they are still found here, but they do not feel quite as scummy as some other series like EA Sports FC and Madden. Thankfully, UFC 5 did not bring back the controversial Ultimate Team mode that was also missing in UFC 4, so the UFC coins in the game are instead reserved for cosmetics for your fighters or to get additional fighters. The disappointing thing is that the currency found in Career mode does not carry over here, so those who focus on that mode will find themselves with hardly any in-game money to spend in the store. The game really should have rewarded some UFC coins from Career as well as a way to fix this issue, as it otherwise makes you feel like you need to avoid Career when grinding for certain items as a result.

Verdict

The EA Sports UFC series has certainly been one of their most consistent quality-wise, and EA Sports UFC 5 continues that trend. Career mode is still the core of the experience as you climb the ladder to the top, and Fight Week has a lot of potential once it launches, though how good that actually is remains to be seen. Where the series continues to shine best, though is the stellar presentation and the well-executed and authentic gameplay, which even made some improvements to the often maligned ground game, to where EA Sports can add yet another victory to the win-loss record with EA Sports UFC 5.

Score: 8.5/10

Pros:

  • Authentic gameplay and presentation
  • Real Impact System brings more brutality than ever
  • Career mode keeps you invested
  • Potential of Fight Week

Cons:

  • Ground game can still be frustrating
  • Inability to share or download created fighters
  • Microtransactions

EA Sports UFC 5 review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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Dean James

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Alan Wake 2 Inventory – How to Increase Space and Find All Satchels

Are you finding that you have too much equipment but not enough space in Alan Wake 2? The good news is you can upgrade the inventory space in Alan Wake 2. The bad news is that it requires some extra exploring and work. The good thing for you is that we also know the location of each upgrade, showing you how to increase inventory space in Alan Wake 2. 

Now, before we get, we’ll point out that each character, Alan Wake and Saga Anderson, has their own inventory space and upgrades. This means that because you increased inventory with one character, it does not mean the other increased. You have to find an upgrade for each character, though Saga has four rows to unlock, whereas Alan only has one. 

So let’s start with Saga Anderson first, since her first two inventory upgrades are fairly early in the game. 

How to Increase Inventory Space in Alan Wake 2 and All Satchel Locations:

Alan Wake 2 Inventory – How to Increase Space – Satchel Location – Saga Anderson

Saga uses satchels to increase her inventory space. These can be found around the world and hidden in some cult caches.

Satchel Location #1 – Chapter Return 2 The Heart

As I mentioned in our previous Shotgun location guide, shortly after starting Chapter 2, you’ll be tasked with finding Nightingale’s heart. Make your way back to  Cauldron Lake and follow the objective, eventually leading you to the general store. This is where you’ll face your first Taken enemy. After dealing with them, if you were to head to the back of the store, behind where the Taken showed up, you should notice a display case on the wall carrying the shotgun. Below it is a set of cabinets, with the first satchel here. Pick it up, and you’ll receive your first inventory upgrade. 

Satchel Location #2 – End of Chapter Return 2 The Heart / Start of Chapter Return 3 No Chance

The next satchel isn’t that far away from the last one but will require you to complete the chapter. Once you’ve reached the end of the chapter and the chapter music plays, a cutscene featuring Saga and Casey on the shore of the lake will play out. Once that’s completed, you’ll start making your way back to your vehicle. The path is to the left of Casey, underneath a fallen tree. 

Eventually, this will lead to a split, one path going up the hill back to the parking lot, the other under some tree branches along the shoreline. Take that path, and you’ll see a Cult Cache at the end. 

To unlock it, all you have to do is keep an eye on the order the light flashes on the keypad. Once you’ve entered the three buttons, the cache will unlock giving you your second inventory upgrade. 

Satchel Location #3 – End of Return 5 Old Gods/ Start of Chapter Return 6 Scratch 

This last and final satchel for Saga won’t be available until much later in the game. Eventually, the story will take you to a nursing home, and you’ll begin the Old Gods Chapter, leading to an overlap that must be closed. Upon fingering out how to close the overlap, you will, at some point, find the Bolt Cutters. It’s unmissable and required for the final satchel. 

Once you’ve resolved the overlap, you’ll head back to Bright Falls. The town has a Fresh Seafood refinery, and the entrance is locked. This is where the bolt cutters come in, opening the fenced door. To the right is a small shack with a Cult Cache. The solution is: 697. Open it, and the final satchel upgrade for Saga will be here, along with the Lighthouse Key. 

Satchel Location #4 – Still looking for This One

 

Alan Wake 2 Inventory – How to Increase Space – Word of Power Location – Alan Wake

Increasing Inventory space for Alan Wake is different than for Saga, as no satchels can be found in the Dark Place. Instead, he has Word of Power, which offers him different upgrades, one of which unlocks one row (versus four) of additional inventory space. 

Sadly, this upgrade comes in rather late game in his campaign. 

Word of Power – Word of Stuff –  Inventory Upgrade – Chapter Initiation 5 Room 665 – Alan Wake 

You’ll need to progress in Wake’s story until it leads you to the Oceanside Hotel. 

There will be things you need to do as part of the story, so do all that, and as soon as you get inside the hotel’s ballroom (required for the story), you’ll see a bar. Behind the counter, on the ceiling, is a Word of Power, the Word of Stuff that can be used to upgrade Alan Wake’s inventory. 

 

You should now have all the inventory slots available for both Saga and Alan. This will help you manage your items better, as you won’t need to frequently drop things or store them in the shoebox to make more room. 

Sadly, the last two upgrades do become available right around the end of the game, though once New Game Plus is released, you should be able to utilize that extra spacing better. Until then, you’ll have to keep surviving in the Dark Place with what you got. 

If you found this guide helpful, you may want to check out our other Alan Wake 2 guides, which go over some weapon locations and the best settings to run the game with. 

More Alan Wake 2 Reading:

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James Lara

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

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Mortal Kombat 1 Store Refresh for Oct. 27 – Here Are the New Premium Items

Halloween is a few short days out, and to celebrate, the Mortal Kombat 1 store refresh for October 27 has brought even more festive skins! Here are all the premium items included with this week’s reset.

Mortal Kombat 1 Store Refresh for Oct. 27:

Featured Items

  • Masquerade Bundle – Scorpion, Sub-Zero, Mileena – 1,900
  • Dia De Muertos Scorpion – Scorpion – 800
  • Kannibal Killer – Mileena – 800

Rotating Items

  • Horror Baraka – Baraka – 500
  • Terror Rain – Rain – 500
  • Nightmare Nitara – 500
  • Happy Halloween Fatality – 1200
  • Deadly Alliance Scorpion – 1000
  • All Hallow’s Kung Lao – 500
  • Honor Above All Scorpio – 300
  • Akita – Kenshin – 300
  • Easy Fatalities – 300

Yeah, I can’t say we’re too excited about that $12 fatality released with this refresh. Judging from the reaction of the player base, no one is happy about this. Hopefully, Warner Brothers and NetheRealm Studios will double back on this; otherwise, their game may be at risk of losing players here soon.

Outside of that, is there anything here you might be interested in picking up?

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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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