Capcom has released Resident Evil Village update 1.204 this October 10, and this seems to be for the current-gen version of the game. Don’t expect any new content from this outside of fixes, as Capcom has not announced anything and we’ve seen the game wrap up its story nicely.
Resident Evil Village Update 1.204 Patch Notes for October 10:
Update: Capcom has released the official changelog and there’s not much in it.
[PlayStation 5]
The following updates have been made to the game.
– Fixed some bugs/issues.
So far, Capcom has not revealed or acknowledged today’s title update, though we’re expecting that to change soon. For reference, the last patch released back in June, added language options and undocumented bug fixes. We are expecting the same thing in today’ update.
If anything changes, or if we spot anything worthwhile, we’ll update the article with the info. If anyone spots anything, leave a comment below and let us know.
As for the latest in the franchise, Capcom recently released the Separate Ways DLC for Resident Evil 4, and it also came with free content for base game owners.
Just a couple of weeks ago, Ubisoft released patch notes for Y8S3.2 for Rainbow Six Siege. Today, they revealed the Designer’s Notes for the upcoming Y8S3.3 update to give us a better idea of what to expect in the next patch. Let’s hop into them.
Rainbow Six Siege Y8S3.3 Designer Notes:
In this latest edition of Designer’s Notes, we’ll go into detail about the balancing changes that’ll come with the Y8S3.3 Update and give you some insight into the reasons behind them.
OPERATOR BALANCING
FROST
An earlier iteration of these changes was released on the Lab Test Server and two main lines of feedback were identified from the community:
Players don’t want to lose the ability to bait extra attackers into reviving the victim trapped in the Welcome Mat.
Players are afraid that these changes will make the game more run & gun oriented.
We have heard your feedback and made some tweaks aimed to tackle these issues:
Teammate Revive: Players caught in the Welcome Mat can choose to wait for a teammate to perform the revive, if they do so, they will not receive the debuff when leaving the trap. This should grant Frost opportunities to hunt teammates willing to help trapped players while attackers are rewarded for playing as a team.
Stronger Debuff: In addition to not being able to sprint we’ve added a movement speed reduction of 20% and increased the duration of the effect to 1 minute. This will cripple the run & gun capabilities of reckless players that separate from their teams and fall into Welcome Mats. Slower Revive Animation: Trapped players will now need 4 seconds to exit the trap regardless of the revive method. This should grant extra time for defenders to finish off trapped enemies before they can stand up.
Welcome Mat
Welcome Mat Removal by Teammate takes 4 seconds (was 4.3 seconds). No debuff applied.
Welcome Mat Removal by Self takes 4 seconds (was 2.5 seconds).
If players remove the trap by themselves, a debuff will be applied to them. The effects are as follow:
Duration is 60 seconds (Was 20 seconds on the Lab Test Server).
Will move 20% slower
Won’t be able to sprint.
Will leave a trail of blood behind them.
Health is set to 20 hp.
Being caught by a Welcome Mat is considered entering the Down But Not Out state. R6 allows DBNO only once per round, this means players that have already been DBNO will immediately die if they fall into a Frost trap.
We have two main objectives with this set of changes, the first is to make the placement of Welcome Mats more strategic and less “deploy and forget.” The second is to make being caught by Welcome Mats less frustrating by giving more options to players.
Players will have now two options to escape from a Welcome Mat, they can wait for a Teammate to help them, or they can release from the trap by themselves at the cost of receiving a penalty with several negative effects that will impact their movement speed.
Frag Grenades
As mentioned in the Y8S3 Designer’s Notes, the next few changes are in preparation for a more definitive solution that intends to address the Frag Grenades issue.
IANA
Loadout
Gadgets: Stun Grenades will replace Frag Grenades.
Secondary Weapon: Added Gonne-6.
Iana has been the top Attacker for almost a year since we removed Frag Grenades from Finka and changed Sledge’s and Zofia’s armor rates. It is time for a change that leaves more space for other Operators to excel. We are replacing the Frag Grenades with Stun Grenades to retain Iana’s aggressive playstyle and adding the Gonne-6 to keep a bit of her destructive power.
FINKA
Loadout
Gadgets: Added Frag Grenades as 3rd option.
Secondary Weapon: Removed Gonne-6.
We needed to add another ‘competitive’ operator to replace Iana during this transition period. We already know that Finka is a good fit and could take this spot. Now that the LMG-meta has been adjusted, we believe that she can have Frag Grenades again.
She won’t keep the Gonne-6 however, as the combination of it and Frag Grenades will be limited to special cases.
SENS
POF-9 (PC & Console)
Reduced vertical recoil.
Reduced lateral recoil.
Reduced recoil increase after long bursts.
We believe that Sens is an operator with great potential, but it looks like they’ll need a push to shine. We made them a 1-Armor and 3-Speed operator back in Y7S4, and softened the POF-9 recoil for Gamepad in Y7S3, but that wasn’t enough. Operator weapons have a lot of weight on their performance, so we are taking a second look at the POF-9, but this time for both Mouse and Gamepad.
This weapon has been considered challenging to operate for a long time, and we’ve decided to soften its recoil. With this change we are aiming to have a weapon that feels way more forgiving to use. This should allow players to perform better with the POF-9 at longer distances and grant them more freedom to pick its weapon attachments.
TACHANKA
DP27
Damage: Increase to 60 (from 49)
Despite the high damage, the time to kill is much higher than average regardless of enemy armor because of the low rate of fire. We never increased it because we didn’t want to go lower than 3 bullets to down a player with any automatic weapon, but the recent changes on the Extended Barrel have proven that this is fine for certain operators.
So, with this change, the DP27 will be closer to other weapons with higher rates of fire in terms of time to kill a full health operator, especially against high-speed operators.
1-armor: 0.218ms (faster than average)
2-armor: 0.218ms (faster than average)
3-armor: 0.327ms (slower than average)
WARDEN
Operator Stats
Armor: 3 (from 2)
Speed: 1 (from 2)
We changed Warden to 2-Armor and 2-Speed by the end of Y4 to increase his mobility and allow him to react faster to the Attacking team. With the evolution of the game, and defenders playing more loosely than back then we will drop his speed to reduce his roaming capabilities.
We believe the 1.5x on the MPX, synergizes well with his kit to counter Smokes from far away, so rather than change that we are going to reduce his speed. He will be slower and louder while running around the map, which will make him an easier target to take down by more coordinated teams.
We want to encourage players to play him closer to the site, where he can use his ability more effectively because flashes and smokes are easier to predict. He should be a critical operator to keep alive until the end of the round because can counter most of the attacking strategies. He shouldn’t be the one to go for roaming and dying too early.
That sums it up. We’ll be sure to let our readers know when the full patch releases.
Since its launch last week, EA Sports FC 24 has amassed a global player count of 11.3 million, while EA Sports FC Mobile has garnered a user base of 11.2 million in the same time frame. The mobile title saw an astounding 2.2 million downloads on its launch day, highlighting its appeal to the worldwide community.
Cam Weber, the president of EA Sports, shared his thoughts on this impressive achievement, saying that they have experienced a growth of over 20% with the latest entry in the series.
In addition to welcoming back millions of our longtime players, new players in FC 24 are up nearly 20% year over year, showing the excitement of football fans everywhere to join the Club.
He further emphasized that the company’s vision is to build the largest football community with EA Sports FC, and this is just the beginning of their incredible journey.
We are building the world’s biggest football community through EA Sports FC, and we’re just getting started.
This ambitious goal sets the stage for EA Sports to continue expanding its community and fostering its connection with football fans worldwide.
EA Sports FC 24 is available now for PC, Nintendo Switch, iOS, Android, Xbox One, Xbox Series X|S, PS5, and PS4. You can read our review of the football sim here, where we state, “Rather than a full-on reinvention of the FIFA series alongside the name change, EA Sports FC 24 is exactly what we would have expected from FIFA 24 if it had maintained the old naming structure.”
While Ubisoft originally targeted XDefiant to be released during summer, which was then pushed to sometime in mid October, it seems more time in the oven is needed, as the dev team has announced that the XDefiant release window won’t be met, and the game has been delayed with no concrete timeframe or date for when it’ll be available.
Thank you to everyone who participated in our recent Public Test Session and continues to stand alongside us as we build XDefiant. The PTS once again showed us your appreciation for our fast-paced gunplay, uniquely crafted maps, objective-driven modes, and iconic Faction roster.
But it also surfaced some inconsistencies in the game experience that we need to address prior to launching our Preseason. So we’ve made the hard decision to delay the Preseason of XDefiant.
The team will continue working to address these issues and testing them to make sure we deliver on our goal of being a best-in-class arcade shooter. We will share more information about Preseason and testing as it comes.
Thanks again for your support – we’re working hard to make something really special and we couldn’t do it without you.
XDefiant’s Executive Producer Mark Rubin, also shared a longer statement about the game’s release delay.
Hello All!
We just had a quick test of our PTS (Public Test Session) server infrastructure and I want to thank everyone who took part in the test! These servers will be used when we are live to test and get feedback of new content coming to the game. So, you may see new factions, new weapons, new modes, etc. We will adapt as needed to make sure the game is as aligned with player expectations.
And thank you so much to everyone who filled out the survey and provided feedback on our various social media platforms. From this feedback, we saw that the majority of people had a great time and saw an improvement over previous tests, BUT…that wasn’t the case for everyone.
And so, we’ve spent the last week digging through the data that we collected and have identified some things that brought us to the decision to take some extra time to fix or improve the experience for everyone.
I also want to point out that all feedback is not only extremely welcome but crucial to our goal of making a great game. We really do listen to everyone’s feedback no matter who you are and I hope that comes across even if the team and I can’t respond to everyone all the time. A great example of feedback from the PTS test was around movement feeling off. In particular that slide felt nerfed or clunkier. Nothing had changed in that part of the game but because people brought it up to us we were able to dig deeper and find that the slide was being interrupted by frame spikes. So again this might not have been something we’d ever see through normal testing so thank you again for the great feedback.
I know it’s a bummer that we are moving the date especially since we seemed so close and that for many the game is great and they can’t wait to play but I’d rather ship a game that is better for everyone. Our intent for this game is to be something that players can return to for many years and to do that we have to build this game WITH the community.
So, keep an eye out for future updates and info on the game and its launch. Thank you all again!!!
Sadly, there’s no word whether this delay means we’ll see the game sometime in November, or of it will miss 2023 entirely.
While we’ve enjoyed what we’ve played of XDefiant, I’d rather have a good game than a rushed one. This also potentially steers XDefiant off Modern Warfare 3’s gargantuan shadow as well, which no shooter franchise wants to tangle with.
Here’s to hoping we get another XDefiant beta test soon given the release delay.
With the Xbox Acquisition of Activision Blizzard expected to close this month, many had wondered if Xbox would be adding the publishers’ extensive catalog of titles to its Game Pass subscription. While subscribers shouldn’t expect to see major titles like Diablo 4 and Call of Duty: Modern Warfare 3 available in the subscription service this year, the soon-to-be-bought publisher confirmed you should anticipate titles to join the sub next year.
In a statement issued on X (formerly Twitter), Activision Blizzard had this to say about their games coming to Game Pass:
“It’s awesome to see anticipation building for Call of Duty®: Modern Warfare® III. As we continue to work toward regulatory approval of the Microsoft deal, we’ve been getting some questions whether our upcoming and recently launched games will be available via Game Pass.
While we do not have plans to put Modern Warfare® III or Diablo IV into Game Pass this year, once the deal closes, we expect to start working with Xbox to bring our titles to more players around the world. And we anticipate that we would begin adding games into Game Pass sometime in the course of next year.”
It’s awesome to see anticipation building for Call of Duty®: Modern Warfare® III. As we continue to work toward regulatory approval of the Microsoft deal, we’ve been getting some questions whether our upcoming and recently launched games will be available via Game Pass.
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.
The Walking Dead: Betrayal is a strange case of deja vu, a game that is so obviously and admittedly inspired by a similar title that in a sense it almost feels pointless. It’s Project Winter but in name, a social deception multiplayer game that enjoyed some success and is now mixed with the atmosphere and zombies from The Walking Dead. It can be fun, but finding a match may prove just as though as finding the traitors among us.
Survive and Betray
From our brief experience, this early access release can be fun here and there, as the gameplay loop is intrinsically interesting and reaching deep into your anxiety and suspicion is naturally engaging. But as it happens with this genre, games live and die by their player base, and that’s the thing that jumps out at you with the lack of lobbies. Maybe the $19.99 asking price is a bit too much for a game that always requires players, even more accentuated currently by its early access phase and single game mode. It’s early days but this is a worrying sign that the mass appeal factor may be lacking.
In the game, eight players are trying to fend off hordes of walkers and attempting to repair a bridge so they can escape to safety. However, two out of those players are traitors and will do their best to sabotage the survivors and turn them into dead meat, quite literally. There isn’t much in the way of lore, as The Walking Dead: Betrayal goes straight to the crux of the matter, not wasting much time with a narrative that players can create themselves within their heads.
Not every member is the same, with different roles attributed at the start of each match, nine in total: Bereaved, Daredevil, Confidant, Turncoat, Bodyguard, Traitor, Negotiator, Tailor, and Scavenger. These directly affect some aspects of the match, such as the Negotiator’s vote that counting for two, or the Bereaved who is disgruntled for the death of their loved one and is now bent on poisoning other people’s food. Roles are these conflicting game-changers that may seem helpful but also can raise suspicion, as proven with the use of sewer systems by the Turncoat or the traps placed by the Daredevil. Keeping your role close to your chest is the best way to enjoy the game, but teamwork and mic communication are also crucial, so you need a serious group of players to make the most out of the game without spoiling it for others.
Hunting for resources is a big part of survival, but walkers are a constant menace. Initially their threat may look tame and even the shoddiest arsenal is able to deal with them, but large numbers are coming and you will need to craft better weapons. Your limited inventory is a problem, so using a dead drop system to send an important item across the map is important, and so is your stash.
Where it feels more like Among Us is when players get to voting. Exiled players won’t be able to open the safe zone gates from the outside or see mission objectives, while leaders and deputies get a boost to their stats. There’s always the risk of punishing fair survivors, but this is part of the deception theme of the game and great fuel for debate and fun.
Walking Winter
Familiarity with Project Winter might be a plus to some players, but a turn-off for others. The Walking Dead: Betrayal feels too much of a spin-off in more ways than one, and that’s visible not only in the graphics, but also in the UI and the inventory. The appeal of Walking Dead style and the walkers may not be enough to convince a large crowd to play survivor and traitor, and the fact that it’s already so difficult to find a match doesn’t bode well for its future. The lack of a solo mode is another issue that makes the game even more restrictive and hard to dive into, given the current outlook.
Free-to-play could be the move that some would hate but might give The Walking Dead: Betrayal a new lease on life when the official launch comes. It’s a shame that an interesting and occasionally tense gameplay loop may not reach its full potential simply because there aren’t enough players willing to pay the asking price, which sounds a bit steep for the current version, so let’s hope that the game gets the survival odds it deserves.
MP1st was given access to a preview build of The Walking Dead: Betrayal for our hands-on session. The Walking Dead: Betrayal is currently in Early Access for PC, with a full launch planned for Q1 2024.
When The Lord of the Rings: Gollum first released, it was such a bad game that the developers put out an apology letter on the game’s official Twitter. Now, the team has revealed that the Gollum apology was written entirely by AI without any input from the devs themselves.
This news comes from a recent interview conducted by Game Two. @Knoebelbroet on Twitter was the first to point it out in a tweet you can see below:
Knoebel originally received this information from Game Two Episode #307, which was posted over on Game Two’s official YouTube channel. In that video, Game Two confirms that the letter did not originate from Daedalic in a statement from the team itself. The statement has been translated from German to English below:
The post was posted on the game’s official Twitter account, which is not maintained by us but by Nacon. Accordingly, Nacon wrote this article and Daedalic did not see it beforehand, so we cannot say anything about the exact history. The typo is obviously just that, a typo – and not a “secret message” as some people suspect.
Game Two also received word from two anonymous sources that the entire apology was even written by ChatGPT, an AI chat bot designed to generate text based on a prompt. The apology was clearly never double-checked, so this corroborates the anonymous source’s claims.
You can watch the entire Game Two episode below. We recommend watching the whole thing, as it’s a very interesting deep dive into the game’s journey:
In this day and age, AI is unavoidable. It’s permeated every kind of content, including text, imagery, audio, and even video. That being said, when you’re planning to put out an apology for something, say, a game that didn’t live up to expectations, you should probably take the time to sit down and write it out with a team by hand. It should also come from the team who made the game itself and not from a publisher with minimal involvement.
If you just can’t get enough of the trainwreck that is The Lord of the Rings Gollum, you can check out our review here (spoiler alert: we didn’t love it). Otherwise, you can read about the game’s unfortunate consequences for developer Daedalic.
The Steam Next Fest event for October 2023 has officially begun, allowing PC players to try out hundreds of demos for upcoming new titles.
The Steam Next Fest event will be from October 9 to October 16, and during this time, and during this time, several developers will discuss and showcase their upcoming titles. But most importantly, players will also be able to try out these titles, including Deep Rock Galactic: Survivor, Terminator: Dark Fate – Defiance, Solium Infernum, Japanese Drift Master, Songs Of Silence, The Talos Principle 2, and much more!
The complete list of demos is available here, while the broadcast schedule can be found here.
I hope you all have as much fun as we’re about to have this week! There might be some heavy sleeper hits, which could be the perfect way to discover them.
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.
Halo Infinite Season 5 Reckoning launches on October 17, but before we dive into the new season, 343 Industries has released the season’s trailer, detailing what players can expect.
Halo Infinite Season 5 Trailer:
Forget the new map and modes; did you see those Flood-inspired cosmetics? Yeah, I think those are more than enough to jump into the season alone. But hey, if you needed more reasons to be excited about this season, here’s a breakdown (provided by 343 Industries) of what to expect from Halo Infinite Season 5 Reckoning.
This season of Halo Infinite brings a new map, modes, cosmetics, and much more!
Infect your Spartan and weapons with all-new Flood customization items.
Venture into crystal caves (watch out for those blamite crystals!) and ancient, mysterious stone ruins on two new Arena maps—Prism and Forbidden.
Create your own PvE experiences with the new Forge AI toolkit, and stay tuned for the arrival of Firefight King of the Hill in matchmaking.
Level up your customization game by equipping any helmet across all Armor Cores.
Complete your Career Rank journey and obtain the rank of Hero to unlock the Infinite Mark VI Armor Kit.
Halo 4’s Extraction mode returns, reimagined for Halo Infinite.
Earn XP to advance your Battle Pass in Custom Games.
Halo Infinite Season 5 Reckoning launches on October 17. As always, we’ll have the full patch notes once the update is live, so stay tuned! In the meantime, if you are a fan of Halo but also a Rainbow Six Seige player, you may be interested in knowing that there’s a current cross-over bundle that lets you play as the legend himself, Master Chief. Details on the collaboration can be read here: Rainbow Six Siege x Halo Collaboration Launches Master Chief Into Action With New Sledge Elite Set.
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.
Those who want to destroy their opponents in style in Mortal Kombat 1 and have some loose change to burn, you’ll be glad to know that the Mortal Kombat 1 store refresh for October 9 is now live. Check out the new premium store items below.
Mortal Kombat 1 Store Refresh for October 9:
Featured Items
Yakuza Bundle – Kenshin – 600
Dark Geras Bundle – 600
Dead Of Winter – Sub-zero Gear – 300
Rotating Items
Unending Ambition – Kung Lao – 300
Chain Of Infection – Baraka – 300
The Punisher- Shao Kahn – 300
Ceremonial High Mage’s Staff – Rain – 300
Cry Freedom – Baraka – 300
Dark Sindel – 600
Funkeira – Tanya – 800
Grasp of Righteous Deity – Liu Kang – 300
Easy Fatality Token – 100
Which items are you getting? Do you want to see the new store items each week? If so, leave a comment and let us know.
EA Sports continues to be the most prolific annual sports game developer with series such as Madden, NHL, and most certainly FIFA. Things are changing this year though, at least on the surface, as EA Sports has cut ties with the FIFA organization entirely. Rather than scrap the series and start from scratch, it has instead been rebranded this year using the existing foundation laid out by recent entries under the new name EA Sports FC 24.
More Than Just a Name Change
People hearing that the FIFA series has been rebranded as FC may make them think it’s just the same game as last year’s being re-released. While that is the case in some areas, as is almost always the case with annual sports releases, EA Sports FC 24 has evolved on the pitch as well in multiple ways.
EA Sports introduced the HyperMotion motion capture system two years ago in FIFA 22, which was then improved upon with HyperMotion2 last year. Now, the system has evolved even further in FC 24 with the use of HyperMotionV. The V in the name stands for the volumetric data that was collected from more than 180 top-tier matches across leagues like the UEFA Men’s and Women’s League and the Premier League. The data received from these matches influences the way that players move in each match, including over 1,200 signature run styles.
FC 24 takes things to the next level by combining the HyperMotionV motion capture with the new SAPIEN character technology that also debuted in this year’s Madden. This system goes all the way down to the skeleton of the player and looks at their motions to allow the character models to perform with more fluidity than ever through all areas of their body. This includes more realistic motion as players slide to create separation and then move upfield to score a goal and celebrate.
One of the most exciting new additions to the game is the new PlayStyles that utilize real-world player data from the sports analytics company Opta, thus creating a more authentic version of players than ever before. PlayStyles are broken down into 34 signature abilities across categories like Scoring and Ball Control. The best of the best players in the world also have enhanced versions of the core PlayStyles that are known as PlayStyles+. Considering the Madden and NHL series has had X-Factors in the past, it felt right for this series to finally get something comparable.
Players also feel like they have more control than ever thanks to a number of new gameplay mechanics. I could feel the impact of the new Precision Passing immediately, as it allowed me to shape the path of my passes with expert precision.
This pairs perfectly with the new Effort Dribble Touch, which allows you to set up your next move ahead of time. FC 24 also introduces Controlled Sprint as a way to move faster than normal, but not quite as much as a full-on sprint. This allows you to maintain better control of the ball by keeping it closer to the player’s body as you move around the pitch. Learning how to effectively use the game’s new gameplay mechanics helped to elevate my offensive game, making them excellent additions to the series.
Familiar Territory
Player Career puts you in control of a single player as they go through their career from the very start or choose an existing player and pick up where they already are in their career, just as has been the case in the last few entries. After creating your player and picking your team, the journey for your player begins. At the start, you’re going to have to work hard to increase your Manager Rating to move from a bench player to a member of the starting line-up. This can be done by completing objectives within each match or taking part in training sessions in between matches. You are not able to just continually ride the bench though, as the manager will eventually send you off on loan or put you up for transfer as a result of your low rating. You also have some say in your future by negotiating with other Clubs as well, so you can play both sides to see which makes you happiest.
Your player can build towards one of three personality types off the pitch, which are Virtuoso, Maverick, or Heartbeat. This is shaped by the decisions you make, shopping choices you make, and investments. The shopping in the game includes options like buying a better mattress or booking a course of dance classes, which reward you with different points towards the three categories, as well as sometimes giving other player boosts.
Training sessions are available before each match, with you even able to create and easily load pre-set favorite training sessions in the future. These sessions are vital to not only earning XP and Skill Points but also to improving your Manager Rating. Skills Points are required to upgrade your player across different categories such as Shooting, Dribbling, and Defending. Each of these has multiple attributes within them that you unlock to help improve different stats on your player.
Player Career allows you to choose the style in which you want to play, whether that is only playing as your created player/chosen existing player or controlling the entire team. I personally liked to mix it up here, because sometimes it was fun to only have to play one position while others it could get frustrating when the rest of your team was letting you down and I wanted to take matters into my own hands.
The biggest problem with Player Career is that the majority of the off-the-pitch activities just feel more ancillary than anything else. I eventually reached a point where I just wanted to skip past most of them and get straight to the matches, which has been a problem that has plagued this series for the last few years. This series has had some really good variations of the Player Career in the past, but something just feels missing and really did not change even with the newer additions this year.
Manager Career received a bit of an upgrade with the new Total Management System that comes into play before your players ever even hit the pitch. The first element of this is known as Tactical Vision, where you as the manager get to pick between seven different real-world philosophies such as Counter Attack and Tiki-Taka. My personal go-to was the Tiki-Taka, but it’s well worth trying the different styles out.
Ultimate Team is typically one of the most popular, yet controversial game modes in the series and that is likely to be no different with EA Sports FC 24. As always, the goal of Ultimate Team is to literally build the ultimate team of players that you collect and can use for only set periods of time. Like in real life, you have to re-sign players to use them in more games like most game modes of this type. I’m still much more partial to MLB The Show’s Diamond Dynasty, which allows you to continually use all of your cards without restrictions, but this is just something that has been part of Ultimate Team forever and likely will not be changing anytime soon. The microtransaction element is still ever present as well, but you just have to know it comes with the territory by this point.
One of the coolest new features in FC 24’s Ultimate Team that was never in the series under the FIFA name is the introduction of intergender rosters. This allows you to mix your team with both male and female players at the same time when the mode was previously exclusive to male players. While there is likely a vocal minority that will cause an uproar about something like this, this is a great next step in the series that adds a lot more variety to your rosters.
FUT also adds what are known as Evolutions into the mix, which allows you to upgrade your base-level cards over time to get better stats. This is a fantastic addition, as now you can take some of your favorite players who may not quite have the stats to warrant being a starter on your team and work to build them up to the starter level. That is not all though, as you can also customize your cards to give them specific skill moves or make other changes to tailor them to how you want your team to be set up. Cards can go through several Evolutions, allowing you to create unique cards to use as part of what can truly be your Ultimate Team.
The street football-based mode Volta is also back again this year, though it is the least notable of the bunch compared to last year’s game. Volta is always a lot of fun and still is in FC 24, but it would have been nice to see the mode be given more attention and care in this iteration besides getting added to the list of modes available for crossplay.
Verdict
Rather than a full-on reinvention of the FIFA series alongside the name change, EA Sports FC 24 is exactly what we would have expected from FIFA 24 if it had maintained the old naming structure. That is far from a bad thing though, as this annual franchise had already created a solid product that the developers were able to add onto. While a number of the game modes still feel pretty stagnant, such as the underwhelming Player Career and lack of upgrades for Volta the addition, of the HypermotionV and SAPIEN technologies, new gameplay mechanics, and even the ability to have intergender matches in Ultimate Team for the first time ever make EA Sports FC 24 well worth playing for fans of the franchise.
Score: 8/10
Pros:
Familiar experience that players can jump right into
Gameplay upgrades make motion feel more realistic than ever
Introduction of Evolutions and female player in Ultimate Team
Cons:
Side activities in Player Career feel hollow and unnecessary most of the time
Minimal if any noticeable upgrades to a few select game modes
Microtransactions in Ultimate Team are still awful
Texas Chain Saw Massacre PC players may enjoy the benefits of better graphics and performance than their console counterparts, but one mechanic in the game seems to be putting that at a major disadvantage. We’re talking about the game’s blood trail mechanic, as a new video has surfaced comparing the console version with the PC version. The results? The blood trails on the PC version of The Texas Chain Saw Massacre seem to be broken. Or perhaps it is the other way around?
This hotly debated issue was one that many noticed since the launch of the game. However, it recently gained traction when a Reddit user posted an image of what console players saw, with many PC players commenting that blood trails were nowhere near as much as the console version. The general opinion was that the PC version was small, hard to see droplets, compared to the pools of blood the console version had.
The difference is clear, and as clarified by the OP, The Texas Chain Saw Massacre offers different levels of blood depending on the damage, and what you see here is the maximum output of it. It’s clear that the PC version doesn’t leave as much blood and, if anything, is far harder to track than the console version.
However, where the debate is coming from is whether or not the PC version is the right amount, with the console version being the “broken” one. For one, several have voiced out that the console version’s blood trail makes it harder for players to go stealth. The Family can easily track players, given the amount of blood left behind.
On the other hand, the PC version allows players to hide quickly from the Family, but at night time, it’s next to impossible to see the blood trail since it’s droplets.
But the one thing that everyone can agree on is that Johnny’s Hunt ability, which lets him focus on blood trails more, is useless on consoles since the blood trails are far more noticeable than what the ability offers and for every member of the Family.
Regardless of the opinion, this is very much a major issue. Hopefully, one Gun Interactive will address this sooner rather than later.
For the latest on the game, Gun Interactive has released a patch last week that re-integrated crossplay for PC players.
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.
Bethesda has released Starfield update 1.7.36 on both Xbox Series X|S and PC, and this adds an (Field of View) FOV slider on the PC version alongside bug fixes. Read on for what’s new in the official Starfield new update patch notes for October 9.
Starfield Update 1.7.36 Patch Notes | Starfield Update Update Patch Notes for October 9:
GENERAL
FOV: Sliders are now available in Settings that allow players using first person or third person to adjust their FOV.
PERFORMANCE AND STABILITY
[PC ONLY] Improved stability for Intel Arc GPUs.
Various additional stability and performance improvements.
QUEST
Echoes of the Past: Addressed an issue where tunneling creatures could pick a location that would prevent progression.
That’s about it. There are more patches in the works according to Bethesda, and once we know more about that, we’ll let our readers know.
In other news, the Starfield HD rework mod is available, which you can check out here.
The PlayStation Plus Extra games for October 2023 have been leaked by the ever-reliable Billbil-kun. In keeping with the spirit of the Halloween season, Sony is offering a few chilling horror classics as part of their lineup. The complete list of leaked titles is as follows:
Gotham Knights
Alien: Isolation
Dead Island Definitive Edition
The Dark Pictures Anthology: House of Ashes
Disco Elysium: The Final Cut
Gungrave G.O.R.E
Elite Dangerous
Far: Changing Tides
From horror to action, space combat to an indie classic, there appears to be something for everyone in this lineup. It should be noted that this is an incomplete list; Sony will make the official announcement on coming Wednesday, where they will unveil the complete list of titles that will be a part of PlayStation Plus Extra games for October 2023.
While nothing has been announced by Sony so far, Billbil-kun has been on the money in these early info.
These additions will become accessible to PlayStation Plus Extra/Premium subscribers from October 17, 2023.
BattleBit Remastered update 2.1.9 is now available this October 8, and this brings a new map called Kodiakm reward changes for weekly challenges, bug fixes and more! Read on for the official patch notes.
BattleBit Remastered Update 2.1.9 for October 8 Patch Notes:
NEW MAP: KODIAK
[1×1 km map]
This new playspace finds players taking part in an Invasion on an Alaska-inspired biome, with key locations like Power Stations, Shelter and Port. Overall, this map was designed with Infantry gameplay as the primary focus, while still offering combined arms combat.
Coastline (South) is best suited for close quarters and mid-range fire fights. Infantry will find plenty of cover from the Port area to Town.
Inland (North) is where players will find success with mid to long range weapons like DMRs and Snipers, while also serving as a battleground for armored vehicles. Open fields and elevation changes will grant stronger sniper capability.
Between Power Plant and Town you’ll notice a small bomb shelter. Utilize it to cross the area safely and avoid exposure to enemy snipers.
Show More
UX / UI
The remaining time for weekly challenges will now be displayed on the weekly challenges panel.
Brightness settings will now adjust the screen’s brightness instead of applying gamma.
GAMEPLAY
Weekly challenge XP reward bonus increased to 250,000xp from 100,000xp.
Improved networking for packet loss recovery.
Prioritized networking packets for hit registration.
During bandaging, players cannot switch their target (self or friend) once bandaging has begun, unless they are bandaging another teammate who then moves away.
FIXES
Fixed a bug that caused server crashes after an extended period.
Fixed an unintended blue filter on the screen
Fixed an issue where grenades sometimes dealt damage through walls.
Fixed a UI bug where users were shown the option to bandage another player even when the latter was out of reach and nonbandage-able.
It’s no secret that almost any online multiplayer game will have its fair share of cheaters ruin everyone else’s fun. But this time, this is something new, as the Modern Warfare 3 beta already has cheaters even if it’s only available on PlayStation consoles (PS4, PS5).
You can check out the cheating happen in the video below:
There are already cheaters and hackers on the Modern Warfare 3 beta even though it’s only available on PlayStation at the moment. #MW3pic.twitter.com/5nwjNGOJa9
While some have said that this is done via jailbroken PS4 consoles, we disagree with that sentiment. According to one of our staffer who’s been following the hacking scene, as of now, there are no supported public jailbreak firmware that allow online access, on both he PS4 and PS5. They’re speculation is that this may instead be a developer kit running a modified package of the beta.
Hopefully, this is nipped in the bud by Sledgehammer and Activision, as nothing can ruin someone’s online gaming fun faster than cheaters, and we all know how Activision takes these things very, very seriously.
In other Modern Warfare 3 news, don’t forget, the beta is now open to everyone! Yes, this means that even if you didn’t pre-order or get a code, you’ll be able to load it and play. Xbox and PC players, you’ll get your time with the MW3 beta starting next weekend. You can read more about the beta here.
While the Call of Duty: Modern Warfare 3 beta isn’t even available to everyone right now, that hasn’t stopped info from the game from leaking ahead of any official announcement. This time, info regarding Modern Warfare 3’s upcoming season has surfaced, and it ties the game into Sledgehammer Games’ past Call of Duty game, Advanced Warfare.
This was revealed by reliable Call of Duty leaker Bob Network over on Twitter, where the four weapons set to be added to MW3 has been revealed.
In addition to that, Advanced Warfare weapons have been spotted as in-game Calling Cards for Modern Warfare 3.
Proof That the EM1 From Advanced Warfare is Returning in #MWIII Will likely coincide with the rumoured Advanced Warfare Season for Season 03 pic.twitter.com/IN25FeYM1G
Bear in mind that same with any other leaked info (even datamined ones), none of this has been confirmed by Activision or Sledgehammer Games, and as such, should be taken with a grain of salt. That said, it’s worth mentioning that most Call of Duty leaks tend to be real, so don’t be surprised if these are do come to fruition, which is highly probable given Sledgehammer Games is the developer of both games.
Stay tuned to our Modern Warfare 3 beta impressions hitting the site soon. Don’t forget, those on PlayStation, you can join the beta right now without the need for codes, while PC and Xbox players will get their chance to jump in next weekend.
Call of Duty: Modern Warfare 3 will be released on November 10 on PS4, PS5, Xbox One, Xbox Series X|S and PC.
When Sony first revealed the PlayStation 5 over two years ago, expectations for the next-gen console were at an all-time high. Coming off a generation where games were starting to show their age, especially in performance, the new hardware promised more power and a blazing-fast SSD to eliminate load times and other generational leaps. However, while the console specs were impressive, what came as a huge surprise was the reveal that the PS5 controller wouldn’t be a new iteration of the fan-favorite DualShock but rather a new controller dubbed the DualSense. It was an odd name at the time, but soon after release, gamers everywhere began to realize the true meaning behind the “Sense” naming, as the controller gave players a new level of immersion with innovative haptic feedback and adaptive triggers.
Many had thought these features would die out like so many other gimmicks before, yet nearly three years after its release, support for its features has gone on strong from both first and third-party studios. And while Astro’s Playroom will remain the definitive showcase of the DualSense, there is another first-party studio that has already released three, and soon a fourth, title this gen that has made good use of it, and that studio is none other than Insomniac Games, who have seemingly become the masters of not just the PS5’s hardware but also the DualSense controller.
Let’s see how the studio has used the DualSense and why that should be one of the many reasons to be excited for the upcoming PS5 exclusive, Marvel’s Spider-Man 2.
Marvel’s Spider-Man Remastered – With Great Power
Having initially played Marvel’s Spider-Man on the PS4, I was in no rush to replay the remastered version when it first launched alongside the PS5 two years ago. However, after playing through Miles Morales recently on the PS5 for the first time, I was intrigued to see how a remastered PS4 title fared on the PS5 with all the features Insomniac advertised. It was (and still is) an impressive remaster of a PS4 title that only got better with post-launch updates that added a ray-trace performance mode and VRR support.
The remastered is absolutely gorgeous, though that should be no surprise given Insomniac’s history of taking advantage of hardware to push visual fidelity. While the PS5 has plenty of untapped power to be showcased, I wanted to divert the attention away from the console itself and look at its fancy new controller, the DualSense.
When Sony first introduced the DualSense, they promised it would be a means to let gamers feel what was happening in a game, therefore offering an experience that was more immersive than their past consoles. How? Well, with haptics and adaptive triggers.
As we saw (or more like heard) in our breakdown of Astro’s Playroom last year, ASOBI demonstrated just how immersive the DualSense can make an experience by fine-tuning haptics so that players could feel and even distinguish certain feedback. For example, when it rained, you could feel droplets of water lightly splash from the haptics. However, when it hailed, while the effect of being able to feel each drop remained, the haptics themselves were “harder” due to the frozen water. Terrain and several other objects and actions also produced unique haptics exclusive to specific responses.
Looking at how traditional rumble works, walking on ice, snow, dirt, water, and grass would feel the same since the motors could only vibrate in a specific way. They could produce patterns and lower and increase their intensity, but they mainly served as a means to give players some form of feedback that wasn’t at all distinguishable from each other.
But when you introduce haptics, you can feel the difference between things like metal and wood, snow and ice, water and fire, dust and wind, basically anything. You can even feel the difference when something is hollow or not if a scene calls for that. This is what makes the DualSense such an amazing controller because despite what many call a gimmick, it truly heightens the level of immersion in a game in the most surprising of ways.
So, looking at Insomniac Games, how is the studio using the controller to make Marvel’s Spider-Man Remastered feel more immersive? Well, give it a listen yourself. I do not recommend watching/listening to the entire thing, only the first four minutes, and I’ll go over why after.
Now, if you watched this video in its entirety or maybe just those first few minutes, you might have realized that many of the haptics sound the same. There’s a reason why I have this video showcased the way it is, because despite Insomniac doing a decent job, I realized that Marvel’s Spider-Man Remastered is rather underwhelming for a game to make use of haptics.
I know, I just “hyped” haptics up, and to start on a bit of a low note after that? There’s a point, trust me.
If you were to go back and replay the video above, you’d notice that a bulk of the haptics revolve around the characters themselves. This is the case for many titles where the haptics are solely tied to the character’s actions. For Spider-Man, these are jumping, swinging, and punching, though those same effects are heard throughout the entire game on sources not even relating to those actions.
Most haptics end up being reused for actions that aren’t remotely similar, contrasting how ASOBI used haptics in Astro’s Playroom. Spider-Man has a charge jump (powering up) you can’t hear in-game, but if you listen closely, the DualSense will emulate a charging sound via its haptics. This same effect is used later in the game during the big villain team-up when Vulture charges at Spider-Man, only to be used again moments later by Mr. Negative when he unleashes his blast attack. It’s also used when Spider-Man is being dragged along the street by Vulture later. I heard that same “powering up” sound used when Spider-Man was simply opening a door and some odd random instances that didn’t make sense to have it.
Going back to the scene with all the villains beating on Spider-Man, you can hear Spider-Man’s jumping and punching haptics being reused multiple times as feedback for the villains. Rhino’s footsteps, for example, are used when Spider-Man hits an enemy, only at a slightly higher intensity.
Here’s a sample of that scene. We recommend you use headphones if you’re viewing this on mobile. You’ll notice many of the haptics are very much the same as the ones heard in the video above.
See what I mean?
Most boss fights are like this in their haptics, making them feel “lackluster” because outside of Spider-Man, there’s almost no feedback aside from the punches’ land, which is reused for other effects. Punching and being hit by Rhino should “feel” different than hitting someone like Mr. Negative since it’s metal versus a human body. What’s funny is that the jetpack enemies had more “varied” haptics than the bosses themselves.
The environment lacks, too, with many instances throughout the game having no haptic effects outside of explosions, and even those are misses in some scenes.
To be clear, the purpose of pointing this out wasn’t to nitpick or point out flaws, but instead, I wanted to show you how Insomniac’s first hands at the DualSense turned out. Marvel’s Spider-Man Remastered is impressive for many reasons, and being a port of a game built initially for the PS4 with the upgrades mainly focused on visuals and performance, I think the lack of varied haptics is more forgiving. Plus, it’s a great example to look back on to show how the studio has evolved its approach to haptics. Most of you probably wouldn’t notice this, which could be a good thing, but it’s also a bummer that most of you wouldn’t realize just how far Insomniac has come with their haptic implementation since the Spidey PS5 remaster. I’d go as far as to compare it to a generational graphical leap. Yes, honestly, it’s that big of a jump.
From a haptics standpoint, I like to view Marvel’s Spider-Man Remastered more as what the studio could do at a glance because when you look at Marvel’s Spider-Man: Miles Morales, you can see how much more the studio focused on the DualSense when having the feature in mind from the get-go.
So, how big of a leap does Insomniac’s experience with the controller jump in their next title? Well, quite a lot, as the studio realized in the standalone follow-up that haptics could bring more immersion than what they offered in the Remastered, giving us a true sense of feel.
Marvel’s Spider-Man Miles Morales – The Power of the Sun in the Palm of My Hand
Believe it or not, Marvel’s Spider-Man Miles Morales’ haptics are drastically improved over the Spider-Man Remastered. While players will feel almost no difference in feedback when playing as Miles and swinging across New York, given that he does practically play the same as Peter’s Spider-Man, it’s what’s going on around in the world that Insomniac has decided to focus on in this standalone experience.
Immediately when you start the game, you’ll notice the haptics kick in as you can feel the train Miles is on moving, the text messages he receives, and the vibration of a vehicle driving by as he walks down a busy street. If you noticed, none of those listed are related to the actions performed by Miles, but rather the environment itself, something that was lacking nearly entirely in the remaster.
What’s crazy here is that the bridge scene alone probably features more unique and varied haptics than the entirety of the Spider-Man Remastered. There’s so much going on in that scene alone, and having looked back on it, I’d say it’s possibly my favorite scene when it comes to showing off haptic features.
A breakdown of some of the haptics featured in that video.
Other improvements include feeling objects off-screen, such as the helicopter in the opening act or when Peter propels upside-down to meet Miles. Before you even see it, you’ll feel it first. the remaster had some of this, too, but not to the degree of Miles Morales.
These small details truly make the DualSense shine, elevating the level of immersion to new heights. Miles Morales is loaded with these small haptic details and improvements, which stretch out to other areas such as boss fights and even improved character haptics.
As mentioned, the remaster didn’t have much going on during boss fights, but Miles Morales quickly addressed it, giving Rhino and other bosses unique haptics. During the Rhino chase, you’ll feel the explosion he causes and the things he breaks, and as you fight him, you can feel his steps and his charge attacks, as well as him picking up and throwing objects. He had a light amount of feedback in the Remastered, which didn’t differ from the standard grunt enemy, but in Miles Morales, Rhino’s haptics have been designed specifically for him and only him.
A comparison video featuring snippets of fights from both games and other changes.
There’s something else that I noticed that Miles Morales introduces that is even more noticeable than it is in Ratchet and Clank: Rift Apart, and that’s being able to feel haptics from more than one source in a given scene. If you pay close attention to the opening scene of Miles Morales, you can feel the brakes slowing the train down and the slight bumps on the train tracks. Later, when Miles meets up with Peter, the aircraft transporting Rhino can be felt, and as both Peter and Miles begin to follow it, you can feel every time they shoot their web and simultaneously feel the blades of the aircraft spin.
It’s even used in combat, which Insomniac pointed out in a PlayStation Blog post during the release of Miles Morales.
“The haptic feedback precision allows us to do all sorts of new things. In Marvel’s Spider-Man: Miles Morales, we’ll be hinting to players which direction attacks are coming from by providing haptic feedback from the appropriate direction on the DualSense wireless controller.”
This isn’t something you would notice unless you paid massive attention to it or, in this case, had it pointed out, but now that you know it, you can understand how much more advanced haptics can offer over traditional rumble motors. You aren’t going to get multiple sources playing over each other like that or a sense of direction as you would with haptic feedback.
There are also two other haptic effects that Insomniac added to Miles Morales that are mostly absent from the Remastered. One is around the distance of an object, which we’ll dive deeper into in the next section with Ratchet and Clank: Rift Apart. The other is echoing. When you hear a sound, depending on the space you’re in, sometimes these sounds will produce an echo. Shout hello across a valley, and it’ll say hello back to you, but the reality is that’s your voice hitting a surface and bouncing back to you.
Insomniac has emulated this effect throughout Miles Morales with the use of haptics. The steel cargo carrying Rhino at the start of the game is one of these very examples, as whenever it bounces or gets hit, it produces a metallic echo that can be felt through the haptics. Here’s how it sounds.
Feel what you see, and Insomniac Games has undoubtedly delivered on that, fully utilizing the PS5 and its DualSense controller. The latter is something I don’t think Insomniac Games gets enough credit for. However, many acknowledged that in their next title, Ratchet and Clank: Rift Apart.
Ratchet and Clank: Rift Apart – A Beautiful Pairing of Haptics and 3D Audio
Ratchet and Clank: Rift Apart is one of the best examples of what the PS5 is capable of when you build a game from the ground up exclusively. Visually, it’s damn near the quality of a Pixar movie, and as far as making full use of features such as the SSD, 3D audio, haptics, adaptive, and even ray tracing, it truly is one of the most next-gen games out there to date.
But sticking to the subject of haptic feedback, Ratchet and Clank: Rift Apart is a beautiful showcase of the controller, producing even more unique haptics throughout the campaign than the two previous Spider-Man games. From feeling the different types of surfaces you walk on, the rumbling of a flying car driving by, loud music at a club, to even the subtle soft reloading of a gun, which by the way, are all unique for each weapon. If there is a game (outside of Astro’s Playroom) to impress someone with haptic feedback, look no further than Ratchet and Clank: Rift Apart.
As impressive as the application of haptics is in Ratchet and Clank: Rift Apart, I bet there’s one thing you didn’t notice (unless you watched the video above) during a playthrough, and that’s how Insomniac has taken distance and directional feedback even further with this title.
Sony has been very vocal over the last two years about the power of 3D audio. We don’t blame them because when a game utilizes the custom audio engine in the PS5, it can produce some unique and memorable moments. Resident Evil Village is one of those games that makes perfect use of 3D audio, as are the many first-party games that Sony has released, such as Returnal, God of War Ragnarok, and so many more. 3D audio lets you hear where sound is coming from and how it reacts dynamically in the environment.
But what if I were to tell you that Insomniac Games not only took full advantage of 3D audio in all their games but also made it so haptics would adjust to those instances where they shift direction and distances to provide even more of an immersive haptic experience?
To explain what I mean, think of sound and how we can hear and feel the direction it comes from. Now picture a road with a car traveling from one end to the other. With you positioned in the middle and the car traveling down the road, you would hear it getting closer as its engine would become louder.
By the time the car had passed, the sound would shift from one ear to the other, with the volume of the vehicle’s engine decreasing as it traveled away from you. This is known as the Doppler effect, which NASA explains better:
As any object moves through the air, the air near the object is disturbed. The disturbances are transmitted through the air at a distinct speed called the speed of sound. Sound is a sensation created in the human brain in response to small pressure fluctuations in the air. Sound moves through the air as a series of waves. When the waves pass our ears, a sound is detected. The distance between any two waves is called the wavelength and the time interval between waves passing is called the frequency . The speed of sound relates the wavelength and the frequency; high frequency implies short wavelength and low frequency implies a long wavelength. The brain associates a certain musical pitch with each frequency; the higher the frequency, the higher the pitch. Similarly, shorter wavelengths produce higher pitches. The speed of transmission of the sound remains a constant regardless of the frequency or the wavelength. The speed of sound only depends on the state of the air (or gas) not on the characteristics of the generating source.
Because the speed of sound depends only on the state of the gas, some interesting physical phenomena occur when a sound source moves through a uniform gas. You can study some of these phenomena by using the interactive sound wave simulator. As the source moves it continues to generate sound waves which move at the speed of sound. Since the source is moving slower than the speed of sound, the waves move out away from the source. Upstream (in the direction of the motion), the waves bunch up and the wavelength decreases. Downstream, the waves spread out and the wavelength increases. The sound that our ear detects will change in pitch as the object passes. This change in pitch is called a doppler effect.
This is something you think little about nowadays, so I could understand PS5 owners not noticing it when it comes to the haptic feedback since those are generally tied to the character’s action, which makes it harder to showcase this effect.
I love how Insomniac Games have taken advantage of the haptic features. They’re uniquely built for almost every action in Rift Apart, and the studio also takes things a step further by emulating the feeling of “distance” (also featured in Miles Morales) of specific actions. Again, the video above showcases all the sounds you could hear from the haptics, but I’ve spliced up a small clip below to show you that the Doppler effect does come into play. Do note that you won’t be able to hear the direction of the feedback due to the nature of the vibrations playing at a low-level decibel and our audio device only handling a single channel of capture. That prompted me to fill the left or right audio tracks with whichever channel was the loudest to have a higher volume. You may still find that you’ll need to crank up your system (especially mobile users) to hear this.
This may seem small, but as someone who enjoys looking at things from a technical standpoint, I appreciate the studio’s work tackling haptic feedback. Again, while the video doesn’t show it, playing it for yourself, you’ll not only be able to feel the different levels of intensity of the vibrations but also the different directions it’s coming from. As the two critters in the video travel from one side to the other, this is also reflected on the DualSense, with the haptics switching from the left to the right side of the controller and vice versa.
You can feel footsteps as they get closer and closer and as they get further and further away. As far as I’m aware, Insomniac was the first to do something like that, though that doesn’t mean there aren’t other titles to do this since.
The significant thing that sticks out for me the most for haptics when it comes to Insomniac Games and Sony’s first-party titles, in general, is how they’re not just using the in-game audio and throwing them in as the haptics output. Look at Rift Apart; what you hear in-game is not always the same as what you would feel and hear from the haptics. That was something many caught on fast when they realized the Pixelizer gun played a tune using only the haptic motors.
When you think of it, that means that someone (or more) is sitting there and looking at how to implement haptics in these games. They could take the easy way and, as mentioned, feed what you hear in-game out to the motors. But they didn’t, and because they’re putting so much focus and care, they can make these games feel even more immersive than they already are. Shout out to that person or group doing this; you’re doing a fantastic job!
This brings us to our final game.
Marvel’s Spider-Man 2 – Be Greater. Together.
With everything shown here, there’s no denying that Insomniac Games has become the master of the PS5, not just with its hardware but also with its DualSense controller, adding to the reasons why you should be excited about Marvel’s Spider-Man 2. Of course, I’m sure many of you have other reasons to be excited about it. I know I do, as I instantly fell in love with the first game when it was released on the PS4 and could not wait to see where the series would go. Then the PS5 dropped, and little did I know just how revolutionary its controller would be, so much so that I look forward to seeing what every game can offer for it.
It’s often used to hype players up and, at times, a marketing gimmick, but Insomniac isn’t about being a gimmick; they’re about proving that things work if you put enough time and effort into something.
With Marvel’s Spider-Man 2 launching as a full-fledged PS5 exclusive, it’ll be interesting to see just how far the studio will manage to push the hardware. But it’s also the haptics that I believe will end up being among the highlights of the title. No doubt the studio will do some exciting things with them, given how varied they already are in Ratchet and Clank Rift Apart and the two previous Spider-Man games.
Luckily, we won’t have very long to wait as Marvel’s Spider-Man 2 is due in a few short weeks. The studio has even talked about using haptics, giving us this small tease from a recent PlayStation blog post, confirming that unique haptics are tied to the black suit and Lizard.
“A massive bell tolls, sending impactful, reverberating ripples through the DualSense controller haptics. The resonant haptic sensation sells the bell’s disruptive effect on the twitching Black Suit. Cutscenes with the massive stampeding Lizard are also accented by intense haptic pulses, emulating the nerve-jangling might of the mutating Super Villain.”
Yeah, I’m excited, and I cannot wait to get my hands on Marvel’s Spider-Man 2 when it launches exclusively for the PS5 on October 25.
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.
Update: This update isn’t live yet, but it will be out soon.
Guerrilla Games has released Horizon Forbidden West update 1.027 (tagged as 1.27 by the developer) today for PS5. Check out the Horizon Forbidden West October 8 patch notes posted down below.
Horizon Forbidden West Update 1.027 Patch Notes for October 8 | Horizon Forbidden West Update 1.27 Patch Notes:
No patch notes have been posted about this update thus far, but the game’s ‘Complete Edition’ was released for PS5 this October 6. You can check out the features of the Complete Edition of the game below.
Horizon Forbidden West for PS5
Burning Shores DLC for PS5
Digital soundtrack
Digital art book
Horizon Zero Dawn Vol. 1: The Sunhawk digital comic book*
In-game items:
Extras in Photo Mode (special pose and face paint)
In-game items unlocked via story progression:
Carja Behemoth Elite outfit ·Carja Behemoth Short Bow
Nora Thunder Elite outfit
Nora Thunder Sling
Apex Clawstrider Machine Strike piece
Resources pack
We will update this post as soon as we can if the developer decides to release proper patch notes. Keep it locked at MP1st for more news about Horizon Forbidden West in the future.
EA has released the UFC 5 “Presentation” deep dive video, and it gives us an in-depth look at how the fighting sim’s visuals and overall authenticity to the sport (and fighters) lend an extra layer of realism.
Watch the 12-minute footage now to see how the Frostbite engine ramps up the graphics a step or two, and delivers a more technically impressive game.
For the first time in franchise history, the Frostbite™ engine powers EA SPORTS UFC, bringing unrivaled graphics upgrades for console games. From dynamic lighting and overhauled character fidelity to realistic strand hair and cloth animations — Frostbite helps bring the action in the Octagon to life.
Thanks to Frostbite and a significant upgrade to our lighting and rendering features — including dual-lobe skin and eye shading, strand-based hair, updated fighter body types, and industry-leading facial animation technology — the fighters you know and love have never looked more authentic.
It’s all about impact. Improved fidelity means when fighters absorb strikes, the results show on their face and body in an authentic, wince-inducing fashion. Plus, all new fluid physics and particle systems make blood and sweat drip and spray as it does during the heat of the action in the Octagon.
Signature walkouts, breathtaking knockouts, and everything in between. From the roar of the crowd to Bruce Buffer’s iconic introductions, new in-game cinematics bring a whole new level of excitement, authenticity, and immersion to UFC 5.
UFC 5 releases on October 27 for PS5 and Xbox Series X|S.