The new map for Modern Warfare 3 Warzone has been revealed at today’s COD Next event. The new map takes inspiration from both MW1 and MW2’s Warzone maps to create a brand new space.
You can watch gameplay of the new map reveal here:
Here are all the new map features in Urzikstan:
Modern Warfare 3 Warzone Map Features
POIs
Levin Resort
Popov Power
Orlov Military Base
Seaport District
Urzikstan Cargo
Old Town
Low Town
Hadiqa Farms
Zaravan City
Zaravan Suburbs
Shahin Manor
The Gulag Returns
The new map also features a new gulag underneath the Orlov Military Base that features the traditional 3-lane design. Instead of the traditional capture point, the new tiebreaker mechanic is a mid-map ascender cable that brave combatants can attempt to take to the surface to escape.
The gulag will also feature a couple of different variants. Some examples include a night vision gulag and a cash gulag. These variants will add some new flavor to the 1v1 combat arena to keep it nice and fresh.
New Transportation
Modern Warfare 3 Warzone will feature a driveable train for the first time. The train features a handbrake on the back and a control room on the front to change the speed and direction of the train. Players will have to fight back and forth to gain control and roll around Urzikstan.
Are you excited to hop back into Warzone? Let us know below.
Urzikstan will be available in Modern Warfare 3 Warzone when the game launches on November 10 for PS4, PS5, Xbox One, Xbox Series X|S, and PC.
Some new and returning Call of Duty: Modern Warfare 3 game modes were detailed today during the COD Next live stream. These include the brand new 3v3v3 Cutthroat mode as well as War mode returning from COD: MW2. The team also confirmed that weekly challenges will be coming to the multiplayer.
Here are the details on some of the upcoming modes:
Modern Warfare 3 Game Modes
Cutthroat
A brand-new mode to the franchise, Cutthroat introduces 3v3v3 action on Core Multiplayer maps. Operators have only one life per round; eliminate the enemy teams or capture the overtime flag to win the round. Will you charge in gunning for everyone, or let the other two teams whittle each other down first? The opportunities are endless in this new chaotic mode arriving at launch.
Ground War
Players who love large-scale Multiplayer battles will be glad to know that Ground War is returning in Modern Warfare III. Compete in sections of the map that players will experience later this year in Call of Duty: Warzone.
War Mode
War mode is back! In this classic mode that was originally featured in Call of Duty: WWII (2017), players enter a vast, purpose-built landscape, with the focus on competing in linear engagements and progressing the battle through a series of objectives. Secure capture points, escort an armed tank, and launch an ICBM — this is War.
Weekly Challenges
Players will be able to grind out weekly challenges to gain extra xp and rewards while they work towards max level and unlocking everything the game has to offer. These will work alongside daily challenges to give players lots to look forward to.
We can’t wait to see all the different modes available when we get our hands on the game.
If you’re excited for Modern Warfare 3, check out the latest announcement of Ranked Play coming to the game here.
In typical COD fashion, a Modern Warfare 3 Playstation Exclusive Operator Pack is arriving upon the game’s launch on November 10. The operator, “Lockpick,” will come with unique SMG and knife blueprints.
Here’s the trailer for the Lockpick Operator Pack:
Lockpick sports an intimidating metal mask and some shiny blue camouflage armor. Players who pre-order the game digitally on the PlayStation Store will receive the Operator Pack as a bonus for buying in early.
Lockpick will not be playable during the MW3 beta that goes live tomorrow, but players will be able to hop in as her when the game launches next month. The team also confirmed that nearly thirty operators would be available at launch during today’s COD Next event.
Are you looking forward to MW3? Let us know.
You can earn in-game rewards for MW3 by tuning into today’s COD Next event on Twitch or YouTube. You can view those rewards and learn more here.
Call of Duty: Modern Warfare 3 launches on November 10 for PS4, PS5, Xbox One, Xbox Series X|S, and PC.
The world’s greatest space-dwarf mining simulator is back. Announced this morning, Deep Rock Galactic: Rogue Core is a co-op roguelite spin-off of one of the best co-op games in recent years. The game’s aiming for a November 2024 early access launch.
Here’s the teaser trailer for the newest game from Ghost Ship Games:
Here’s some information about the game from its Steam page:
STORY
Expenite, a new mineral of incredible value and utility, has been discovered within planet Hoxxes IV! Space mining company Deep Rock Galactic immediately sets up covert mining operations deeper than ever, to harvest this precious material. But without warning, all the dig sites go dark, and all contact is abruptly lost.
Expenite, a new mineral of incredible value and utility, has been discovered within planet Hoxxes IV! Space mining company Deep Rock Galactic immediately sets up covert mining operations deeper than ever, to harvest this precious material. But without warning, all the dig sites go dark, and all contact is abruptly lost.
GAMEPLAY
Each Rogue Core mission begins with selecting your loadout. Pick a Phase Suit equipped with an Active Ability of your choice, as well as one of a range of unique Reclaimer Weapons. Once loaded up, you board your Drop Pod and land at the outer boundary of a lost dig site, facing the Greyout Barrier surrounding it. Luckily, R&D has equipped you with a device capable of carving a hole through the Barrier — but once you go in, there is no way back except mission success. Proceed through the Barrier on foot and fight your way down multiple procedurally-generated stages to the deepest and most dangerous level of the dig site.
During each stage, you will salvage caches of DRG equipment and weapons to expand your arsenal for that mission. The dig sites are also full of the wonder-mineral Expenite. Deposit any Expenite you can find into your trusty Processor Drone to generate a wide range of powerful temporary upgrades. Thus, as you progress ever deeper, your power will grow, but so will the challenge. Every advantage will be necessary to make it through all the stages, reach the Core, and reclaim the dig site.
Between missions, you return to your ship – the RV-09 “Ramrod”, parked in low orbit above Hoxxes IV. By completing mission tasks and reclaiming dig sites, you will earn the means to research and permanently unlock new Reclaimer Weapons, Phase Suits, and Suit Mods. Expand your gear options and experiment with various setups to tackle the deepest and most dangerous dig sites.
OPEN DEVELOPMENT
With the announcement of ROGUE CORE, we want to invite you along for the early, early, early open development journey of Rogue Core. That means that you will be exposed to early ideas, early sketches, early mockups, and early implementations, way before stuff is “done”. …Did we mention this was early development? Also, this is a good thing.
We started our Open Development journey on Deep Rock Galactic two full years before we even launched into Early Access, and by now we feel very experienced with the process. The engagement we established with our community during and after that time has simply been awesome. The process made DRG a better game than it otherwise would have been, and we very much want to reproduce that for Rogue Core as much as possible.
In other words, this is our open invitation to you. Come join us on this journey as we tackle making a game right from the very earliest stage of development, way before we launch into Early Access. We recognize that this kind of thing is not everyone’s cup of tea, and if that’s the case, no worries. But we have faith that a lot of you will.
We will keep you up to date on the Steam forum and on Discord. If you are interested, join us and help us make Rogue Core the best game it can be!
Further down the line, there will of course also be Closed Alpha testing to be done. So follow us, if you’re interested in getting your feet wet in the early-early access versions of the game.
Are you looking forward to hopping back into the DRG universe? Let us know.
If you’re still playing the original Deep Rock Galactic in the meantime, check out the latest patch notes here. Otherwise, stay tuned to us here at MP1st for all DRG news.
A new Modern Warfare 3 Zombies gameplay trailer was unveiled as part of today’s COD Next event. The trailer shows off a ton of gameplay on the new open world map and gives us a tease of what to expect in the upcoming mode.
We know you’re excited to see it, so check out the trailer here:
Modern Warfare 3 Zombies Gameplay Overview
MW3 Zombies is an extraction-type mode, sort of an evolution of last year’s DMZ mode. Players will have to drop in numerous times and attempt to bring new equipment out of the drop zone. The Aether Storm creating the zombies will also begin to spread across the map at the 45-minute mark, meaning players will have to act fast to avoid becoming zombie dinner.
Wonder Weapon
We can also see our first look at the new Wonder Weapon: The Scorcher. This weapon is built for demolishing the highest density of zombies. Its alternative fire launches you into the air if you want to get away from zombies or dive right into the fray.
Upgrading Your Arsenal
In the extraction-based gameplay featured in this iteration, players will be able to store and use weapons they’ve successfully exfilled within their future matches, including fan favorites like the Ray Gun. For the first time ever, you’ll be able to start future matches with these classic weapons!
Throughout the map, players will additionally find blueprints that allow them to create acquisitions outside of the match, providing benefits like starting a deployment with Juggernog.
Monsters and Humans
Zombies features much greater enemy density this time around, and it’s not just the undead you’ll be fighting. Battle against mercenary soldiers working for the Terminus Outcomes PMC hired by the main antagonist Viktor Zakhaev. In addition to a variety of undead and otherworldly creatures, prepare to face one of the biggest Zombies creatures to ever appear in the mode.
A private PMC group will also try to stop players from achieving their goals. These AI human enemies will patrol significant locations on the map and attack players on sight. Clever gamers can train zombies into these hostiles to take them down or just go in guns blazing to kill them all.
MW3 Zombies Intro Mission
The team showed off gameplay of the introductory mission for MW3 Zombies. You can watch that here:
MW3 Zombies will launch day one with Call of Duty: Modern Warfare 3 on November 10 for PS4, PS5, Xbox One, Xbox Series X|S, and PC.
Good news! Call of Duty: Modern Warfare 3 Ranked Play will be arriving sometime during the game’s first season. This was confirmed by the developers during today’s COD Next event.
Ranked Play was added to Modern Warfare 2 back in February and was developed by Treyarch. The team has confirmed that Treyarch will return to port the popular mode to the remakeof MW3.
While Ranked Play won’t be available at launch, it’s slated to arrive during the Season 1 mid-season update. This will give players some time to get accustomed to the game’s maps, movement, and weaponry before hopping into ranked to try to reach the top of the leaderboards.
Are you looking forward to getting into Ranked Play in MW3? Let us know in the comments.
To keep up with all the MW3 news from COD Next, stay tuned in to us here at MP1st, as we’ll have more tidbits of info from the event hitting the site.
4J Studios has released Minecraft update 2.74, and this is for Bedrock patch version 1.20.32, that brings a small list of changes, and acknowledges a certain issue as well. Read up on what’s new in the official Minecraft patch notes for October 5.
Fixed “§” text modifiers overwriting text when next to a line break on iOS (MCPE-174480)
Fixed an issue that caused the keyboard to become unresponsive when placing multiple Signs successively (MCPE-175072)
Buttons and some other non-full blocks once again prevent Spiders and other mobs from spawning on them and on adjacent blocks (MCPE-175119)
Fixed purchased content not transferring to a Microsoft account when logging in for the first time
Known Issue:
You may experience a crash when a player dies while playing splitscreen multiplayer on PlayStation with the Immediate Respawn game rule enabled. This will be resolved in an upcoming update.
That’s about it. As you can see, a new patch is brewing already, and once that’s out, we’ll be sure to let our readers know about it ASAP.
Minecraft update 2.74 has been released this October 5, and this is for patch version 1.20.32 Bedrock. Read on for what got fixed in the official Minecraft update 1.20.32 patch notes.
Fixed “§” text modifiers overwriting text when next to a line break on iOS (MCPE-174480)
Fixed an issue that caused the keyboard to become unresponsive when placing multiple Signs successively (MCPE-175072)
Buttons and some other non-full blocks once again prevent Spiders and other mobs from spawning on them and on adjacent blocks (MCPE-175119)
Fixed purchased content not transferring to a Microsoft account when logging in for the first time
Known Issue:
You may experience a crash when a player dies while playing splitscreen multiplayer on PlayStation with the Immediate Respawn game rule enabled. This will be resolved in an upcoming update.
That’s about it. As you can see, a new patch is brewing already, and once that’s out, we’ll be sure to let our readers know about it ASAP.
DICE is ready to bring a new wave of content to Battlefield 2042 players with Season 6: Dark Creations, which is kicking off on October 10. Before that kicks off, we have the details regarding the Battlefield 2042 Season 6 new map “Redacted,” as well as the new weapons and gadgets incoming and more.
Thanks to EA, MP1st was part of an invite-only group to check out BF2042 Season 6, and we have a good breakdown of the content incoming, as well as even some of the quality of life changes being brought onto players.
Battlefield 2042 Season 6 New Map, Weapons, Gadgets and Quality of Life Changes:
According to DICE, the Battlefield 2042 Season 6 new map called Redacted was inspired by Operation Metro and Operation Locker. There will be no vehicles playable in the new map, which the devs call a “claustrophobic” CQC map that is set completely indoors.
BF2042 Season 6 New Weapons:
VHX D3
Assault Rifle
Optimized portability
Great for medium-close range combat
L9CZ
Sidearm
Semi-automatic
High accuracy
G428
DMR
Exceptional accuracy
Substantial penetration power
BF2042 Season 6 New Gadgets:
Pouches
Support item
Comes in Ammo and Health variety
Season 6 New Vehicle:
YUV-2 “Pondhawk”
Two-person transport
Can move across the battlefield quickly
Perfect for getting in and out of scrapes quicky
Pondhawk will not be available in new Season 6 map, but will be available in other maps
BF2042 Season 6 Quality of Life Changes:
Aim Assist improvements for console players in order to improved cross-play fairness
Vehicle handling improvements
Improved the player driving experience by tweaking tank turning and vehicle speed
Gravity adjustments for land vehicles in-air
Jet handling improvements
Recon balancing
Rework for Rao’s hacking tool so it will no longer block firing on vehicles. It will now damaged states on targeted vehicle
Minor tweak for Rao’s hacking ability so that when a hacked enemy has been killed, information on all the nearby soldiers will be briefly revealed.
Adjustments for the EMP grenade to match this new hacking behavior
Adjustments for Caspar’s Recon drone to match this new hacking behavior
Stay tuned to the full Season 6 patch notes, which we should get before the new title update drops next week.
Rockstar Games has unleashed a new GTA Online weekly update for October 5 with a fresh set of activities plus discounts, GTA Plus benefits and more! Read on for the full highlights and details in one convenient list below.
New GTA Online Weekly Update for October 5 – Discounts, GTA Plus & More:
Halloween season kicks off in GTA Online with the return of classic Halloween-themed Modes, all paying out extra rewards – with more spooky surprises coming throughout October.
Plus, to help players get into the seasonal spirit, a free Scarlet Vintage Devil Mask is available to everyone who plays GTA Online this week.
Full details from this week’s update include:
Double GTA$ and RP on Classic Halloween-themed Modes, including Condemned, Slashers, and Alien Survivals; and Special Cargo Sell Missions
Triple GTA$ and RP on Judgement Day
A free Scarlet Vintage Devil Mask for playing this week
Premium Deluxe Motorsport Showroom Vehicles: The Pegassi Torero XO (Super, 40% off), Pegassi Reaper (Super, 40% off), Pegassi Infernus Classic (Sports Classic, 40% off), Pegassi Monroe (Sports Classic), and Pegassi Oppressor (Motorcycle)
Luxury Autos Showroom Vehicles: The Pegassi Vacca (Super) and Pegassi Zorrusso (Super, 40% off)
LS Car Meet Test Rides: The Maibatsu Penumbra (Sports), Albany Alpha (Sports), and Dewbauchee Massacro (Sports, 40% off)
LS Car Meet Prize Ride: Place Top 2 in the LS Car Meet Series for three days in a row to win the Pfister Neon (Sports)
Lucky Wheel Top Prize: The Bravado Greenwood (Muscle)
On PlayStation 5 and Xbox Series X|S:
HSW Premium Test Ride: The Principe Deveste Eight (Super)
This week’s HSW Time Trial takes place between East Vinewood and Vespucci Beach
40% off Special Cargo Warehouses
Vehicle Discounts: 40% off the RC Bandito (Off-Road), RC Bandito Modifications and Upgrades, the Dewbauchee Massacro (Sports), Pegassi Zorrusso (Super),Pegassi Torero XO (Super),Pegassi Reaper (Super), and Pegassi Infernus Classic (Sports Classic),plus20% off the Maibatsu MonstroCiti (Off-Road)
This week’s Gun Van Discounts: 20% off the Advanced Rifle, and for GTA+ Members, 40% off the Precision Rifle
GTA+ Members: Free Bravado Hotring Hellfire, Double GTA$ and RP on Assault on Cayo Perico, Free Clothing, access to play additional Rockstar Games titles including Grand Theft Auto: The Trilogy – The Definitive Edition, and more
GTA+
GTA+ Members get the new Bravado Hotring Hellfire (Sports). And now you get access to play additional Rockstar Games titles including Grand Theft Auto: The Trilogy – The Definitive Edition on the platform associated with your GTA+ Membership, and more:
San Andreas Federal Reserve Tee, Republican Space Rangers Tee, You Own Los Santos Hoodie
Free Guided Missiles for the Kosatka Submarine
2X GTA$ and RP on Assault on Cayo Perico
2X GTA$ for robbing Armored Trucks
And much more, including a GTA$500,000 bonus delivered upon billing each month, access to The Vinewood Car Club, and other benefits updated monthly. Visit the GTA+ website for the complete breakdown.
DISCOUNTS
Special Cargo Warehouses – 40% off
RC Bandito (Off-Road) – 40% off
RC Bandito Modifications and Upgrades – 40% off
Maibatsu MonstroCiti (Off-Road) – 20% off
Dewbauchee Massacro (Sports) – 40% off
Pegassi Zorrusso (Super) – 40% off
Pegassi Torero XO (Super) – 40% off
Pegassi Reaper (Super) – 40% off
Pegassi Infernus Classic (Sports Classic) – 40% off
Funcom has released Conan Exiles update 1.97 on all platforms today for the Age of War Chapter 2 hotfix 2! This update comes with general bug fixes and more. Read on for the new Conan Exiles October 5 patch notes.
Conan Exiles Update 1.97 Patch Notes | Conan Exiles Age of War Chapter 2 Hotfix 2 for October 5 Patch Notes:
Reduced damage of Javelins and three sets of spears which were disproportionately buffed in the recent combat balance adjustments
Epic Variants of the Blood Crystal Spear, the Aesir Chieftain Spear, and the Vanir Shaman spear no longer have increased damage
Stygian Commander Tassets now have the correct leg material regardless of the character’s sex
Wight horses no longer sport ghastly endowments
Fixed an issue where Skeleton Keys would sometimes not be consumed when opening a legendary chest
Also fixed an issue where legendary chests would sometimes give out loot regardless of if the player had Skeleton Keys or not
Fixed an issue where sometimes the Savory Fodder recipe would not be granted to players upon successfully claiming the Festive Crested Lapdog Twitch drop
Fixed an issue where male characters visually dip downwards briefly after exiting a reading stand
Fixed an issue where players failed to buy Crom Coins within the Battlepass screen after a previous transaction was cancelled
Fixed an issue where if a player logged out with a sheathed Bazaar/Battle Pass/Twitch Drop items, the item would disappear from hotbar after logging back in
Fixed an issue where a Purge had the chance to spawn outside of the Curse Wall
Fixed an issue where some Tier 4 thralls cannot be knocked out before being killed when placed in the basic Truncheon
The Sandstorm should no longer deal damage to fully sheltered players
Relic Hunters will now drop fewer trophies
Shield Frames and Weapon Handles no longer drop as loot from NPCs
Increased draw distance for grass and foliage in the swungle biome
Battle Pass emotes are now properly organized upon being unlocked
CD Projekt Red has released Cyberpunk 2077 update 2.010 today for PC, PS5 and Xbox Series X/S. This is tagged as patch 2.01 and it comes with a ton of bug fixes and gameplay improvements. Check out the Cyberpunk 2077 October 5 patch notes down below.
Balls to the Wall – When talking to Paco, repeating the blue dialogue option from the Corpo lifepath will no longer block progress.
Dog Eat Dog – Fixed an issue where it was possible to earn multiple Relic points by triggering the first meeting with Songbird more than once.
Firestarter – Fixed an issue that could cause V to get stuck in the wall or roof after performing a Finisher on Kurt Hansen.
Moving Heat
Fixed an issue that could cause all traffic to disappear after completing the quest.
Fixed an issue where triggering combat in the garage in specific scenarios could cause various disruptions to quest flow.
New Person, Same Old Mistakes – Fixed an issue where the gate to Bill’s hot dog stand was closed.
Somewhat Damaged
Fixed an issue preventing the player from scanning the Neural Network system.
Various fixes for devices in the bunker.
The Killing Moon – Fixed an issue that caused the doors leading to the shuttle to not open.
You Know My Name
Fixed an issue where V could remain connected to the sniper nest, blocking quest progress, after repeatedly switching cameras at the end of the sequence.
Reed will now wear his party outfit during the dialogue with Songbird.
Addressed an issue where some phone calls necessary to continue the main story began with a delay.
Various visual fixes for animations, lighting, scenes, VFX, and more.
Performance improvements for both PC and consoles, especially in the Dogtown area.
Quests & Open World
Automatic Love – The distortion effect caused by talking to Johnny and selecting a specific dialogue option at the end of the quest will no longer persist on the screen.
Ghost Town – Fixed an issue where the quest could get stuck on the “Defeat Nash and his people” objective if the game was saved during combat prior to Update 2.0.
Gig: Breaking News
Fixed an issue where Ted Fox’s car didn’t spawn.
Fixed an issue where the gig wouldn’t trigger after approaching the quest area.
Gig: Going-Away Party – Fixed an issue where it wasn’t possible to get in the car with Flavio because it spawned underground.
Gig: The Lord Giveth and Taketh Away – Fixed an issue where the Militech SUV spawned underground.
Killing in the Name
Fixed an issue where leaving the quest unfinished could block clue scanning, preventing the player from progressing in many quests.
Fixed an issue where the Bartmoss Collective website wasn’t visible in some cases.
Playing for Time – Fixed an issue where healing and radio icons disappeared from the HUD after the car chase with Takemura.
Space Oddity – Fixed an issue where the quest didn’t activate if the location was approached prior to Update 2.0.
The Heist
Fixed an issue where Jackie wasn’t present in front of the Afterlife.
Fixed an issue where, when riding the elevator to the 42nd floor with low FPS, V could fall through the floor and die.
The Prophet’s Song – Fixed an issue where completing the quest could cause the police system to turn a blind eye to V’s crimes.
The Ripperdoc – Fixed an issue where, if the player got into the driver’s seat from the passenger seat, Jackie would return to the noodle stand and refuse to drive to the ripperdoc.
Fixed an issue where NCPD Scanner Hustles could remain uncompleted even after looting the necessary containers.
Fixed an issue where some Iconic weapons wouldn’t appear on wall of the Stash in V’s apartment.
Lowered the value of the Attribute check required to enter the area where the Thermal Katana can be looted.
Gameplay
Made it possible to properly switch to Arm cyberware by cycling through weapons.
Addressed an issue that could cause V to become invulnerable to all damage.
A wrecked NCPD cruiser without wheels won’t be patrolling the streets of Night City anymore.
Fixed an issue where some obsolete mods in the Inventory and Stash weren’t properly exchanged for a new weapon mod.
Fixed an issue where weapons obtained pre-Update 2.0 could have a Tier that’s too high when compared to the player’s level.
Removed various obsolete Crafting Specs.
Disassembling a Budget Arms Slaught-O-Matic will now give 1 crafting component.
PC-specific
Fixed an issue where the UI could show controller inputs when playing on keyboard and mouse.
Players unable to get achievements due to an issue that prevented Phantom Liberty achievements from unlocking on PC before a backend fix implemented on the day of the release will have them retroactively unlocked on GOG and Steam after loading a save from that playthrough. For the Epic Games Store, the issue is still under investigation.
Fixed an issue where, after installing Update 2.0 but not the expansion on GOG, a pop-up saying “Phantom Liberty downloaded – please return to the main menu to access new content” could appear in the in-game menu.
Improved image quality of DLSS Ray Reconstruction in the Ultra Performance setting.
Console-specific
Addressed the issue of corrupted saves on PlayStation by increasing the maximum save file size limit. Note: this won’t fix saves corrupted before the update.
Fixed an issue where launching the game without an internet connection would prompt the player to log into GOG My Rewards again.
Miscellaneous
Various crash fixes on PC and consoles.
Vehicle radio volume has been adjusted so it’s no longer too quiet compared to other sounds in the game. If you’ve turned down the volume of other sounds in order to better hear the radio, you may want to re-adjust the volume before you continue playing.
Added sounds for the Basilisk that were missing.
Fixed an issue where the player could earn an infinite score in Trauma Drama by shooting at enemies dropping from a helicopter repeatedly.
Growl FM and Dark Star websites will now be visible when playing without Phantom Liberty.
Fixed an issue where disconnecting the internet didn’t result in an error message being displayed in My Rewards and Cross Progression tabs.
The song History by Gazelle Twin and Trash Generation will now be disabled when the “Disable Copyrighted Music” option is turned on.
Fixed an issue where hair didn’t cast shadows when Ray Tracing was enabled.
Players who pre-ordered Phantom Liberty but didn’t get the Quadra Sport R-7 “Vigilante” will now receive it.
Several improvements and changes to Ukrainian localization, including fixes for lines where the translation lost its original meaning.
REDmod
Fixed an issue where tweak mods would not compile in REDmod.
EA has released EA Sports PGA Tour update 1.000.013 today on most platforms. Read on for what’s new in the EA Sports PGA Tour October 5 patch notes.
EA Sports PGA Tour Update 1.000.013 Patch Notes | EA Sports PGA Tour Update October 5 Patch Notes:
Since this is an unannounced update, EA Sports has yet to post any patch notes for today’s update. The last update was patch version 1.000.012 and this came with Season 6 content for the Ryder Cup.
The only thing EA Sports announced recently about the game is that you can now sign up to be a part of the PGA of America eSeries. The first 1,500 players that register will earn themselves some reward points. You can sign up by clicking here.
We will update this post as soon as we can if EA Sports releases proper patch notes for today’s unannounced update.
FromSoftware has released Armored Core 6 update 1.03.01 today on all platforms. Expect bug fixes and adjustments from this title update. Read up on what’s new in the AC6 patch notes for October 5 below.
GRENADE “DF-GR-07 GOU-CHEN”: increased Total Rounds/Projectile Speed, decreased Reload Time. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
GRENADE “DIZZY”: increased Total Rounds/Projectile Speed, decreased Reload Time. Effective Range also adjusted. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
GRENADE “IRIDIUM”: increased Total Rounds/Projectile Speed, decreased Reload Time. Reduced sway caused by accumulated Recoil. Effective Range also adjusted. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
SIEGE HAND MISSILE “WS-5000 APERITIF”: increased Reload Time, decreased Guidance
GRENADE CANNON “EARSHOT”: decreased Reload Time. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
GRENADE CANNON ”SONGBIRDS”: decreased Attack Power/Impact/Accumulative Impact. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
STUN NEEDLE LAUNCHER “VE-60SNA”: decreased Impact/Accumulative Impact/Direct Hit Adjustment/Attack Power on consecutive attacks
LASER CANNON “VP-60LCS”: increased Total Rounds
DIFFUSE LASER CANNON “VP-60LCD”: increased Total Rounds
EXPANSION “TERMINAL ARMOR”: increased Duration
・Adjusted Attitude Recovery rate according to Total Weight. ACS Strain now dissipates much faster on lighter ACs, and slightly slower on heavier ACs
・Adjusted various Boost Speed rates according to Total Weight
・Decreased top speed during Assault Boost for heavier ACs
・Decreased Boost Kick attack range for Tetrapod legs
・Increased EN Consumption while hovering with Tetrapod legs
・Decreased Impact reduction effect during Assault Boost
・Decreased Impact/Accumulative Impact dealt when colliding with enemies during Assault Boost
・Decreased Impact/Accumulative Impact dealt by Boost Kick from all leg types except Reverse Joint
・Adjusted damage dealt by certain weapons when attacking the pulse shield deployed from PULSE SHIELD LAUNCHER “EULE/60D”
Bug fixes
Fixed a bug with CORAL OSCILLATOR “IB-C03W2: WLT 101” where charged attacks would have stronger tracking than intended when using Tetrapod legs
Fixed a bug where the attack warning marker would not display for an enemy AC firing DETONATING MISSILE “45-091 JVLN BETA” equipped to the left back slot
Fixed a bug where the attack warning sound would not play correctly for an enemy firing GRENADE “IRIDIUM”
Fixed a bug where charged attacks from LIGHT WAVE BLADE “IA-C01W2: MOONLIGHT” and CORAL OSCILLATOR “IA-C01W7: ML-REDSHIFT” would clip through certain structures/objects
Fixed a bug where reloading with a full magazine would cause certain weapons to fire unintentionally
FromSoftware has taken the Armored Core 6 servers down this October 5, and this is for maintenance, where we’ll also see a patch be released for adjustments and bug fixes.
Armored Core 6 Down for Maintenance Schedule for October 5:
Here’s the announcement from Bandai Namco about the server downtime:
#ARMOREDCORE servers will undergo maintenance today for Regulation Update 1.03.1.
Single player content will be available during maintenance.
This update contains balance adjustments & bug fixes.
Maintenance begins at 1:00 PDT | 10:00 CEST | 17:00 JST | 4 AM EDT | 4 PM HKT and will last 1 hour.
As you can see, a patch will be released during this time. We’ll post the patch once it’s live, and provide a link out to it from this article. If anything changes regarding the server downtime, we’ll update the article to reflect it too.
While the Call of Duty: Next event isn’t happening for a few more hours, it seems Call of Duty: Modern Warfare 3 multiplayer gameplay footage has leaked ahead of it, and it shows us how fluid this year’s game is!
Check out the footage below from Twitter user SabaCOD2023, where we see what seems to be the return of quickscoping coupled with way faster movement than in Modern Warfare 2!
Before anyone says it, yes, we know the player is going up against bots, but even so, we get to learn a lot from the gameplay, such as confirming that the Nuke streak is back! It is once again called as the “MGB” (Mass Guided Bombs) and same with every Nuke, it ends the match once triggered.
https://streamable.com/w2l7hu
It’s best you watch these clips now, as they will, no doubt, be taken down by Activision fairly soon. Even so, the wait isn’t long now, as COD Next is happening later where we’ll get a full blow out of multiplayer, which should come alongside a ton of footage from various content creators.
For those on PlayStation, the Modern Warfare 3 beta is kicking off this weekend, and we’re giving away codes! Head on over here to get a chance to snag one.
Call of Duty Next premieres on October 5 at 9am PDT/12pm EDT/12am HKT.
KLabGames has released Bleach Brave Souls update 1.44 on all platforms today. Read on for the Bleach Brave Souls October 5 patch notes posted down below.
KLabGames did not post any patch notes for today’s update, but you can see the details that have been posted on the game’s PS4 update history. See the details down below.
This update includes:
– improvements to existing features
– minor bug fixes
See in-game notices for details.
KLabGames also posted a new Guild Quest Difficulty Challenge. Details are below.
New Guild Quest Difficulty Challenge
From 10/3 until 10/8, 23:59 (JST)
The VERY HARD difficulty has been added to Guild Quests!
Attempt the VERY HARD difficulty and post content such as a screenshot of your results, a screenshot of your team, or a video of a playthrough on social media for the chance to win a reward!
How to Enter
1. Follow the official Bleach: Brave Souls X account (@Bleachbrs_en).
2. Post VERY HARD Guild Quest content such as a screenshot of your results, a screenshot of your team, or a video of a playthrough with the hashtag #BraveSoulsGuildQuest.
We will update this post if the developer decides to release proper patch notes for today’s update.
Just last week, Sega pronounced Hyenas dead in the water before it even launched. Now, thanks to an investigative video from YouTuber Volound, we’ve got some insight on why exactly Hyenas was canceled and how much its production cost.
First things first, you can watch the video in question here:
Volound managed to get a bunch of behind-the-scenes information on the game directly from an anonymous developer who he confirmed had worked on the game. Sega originally cited low profitability in Europe as the central reason for leaving Hyenas on the chopping block, but the developer believed the game failed for a different reason:
So what went wrong? Total lack of direction, many of the leadership asleep at the wheel but they never seem to lose their jobs. An engine change, part way through the process. Attempting to break into a saturated market, and not committing to do anything adventurous with the game.
This lack of direction apparently took hold of the project pretty early on. Initially, the team wanted to make a game with “a gritty sci-fi setting with a touch of NASA.” The game was also going to lean towards more punishing gameplay and model itself after games like Escape From Tarkov. This direction was quickly abandoned because it seemed “too hardcore for a wide audience.” Shortly after, the team tried to make the characters appear more lighthearted, and it apparently did not go well:
We were updated on the shape of the game, and rather than “lovable rogues” they were going with “gleeful audacity….” The characters looked hilariously bad, unmemorable, unrecognisable, and they even tried to play with some “gleeful audacity” by making a few test animations of the characters flipping off a security camera or swaggering down a corridor like an idiot. This was a period where it felt like we just had no idea where we were going with the tone, or what needed to be done.”
Film Director Neil Blomkamp was even involved in the project at one point. Blomkamp was reportedly a huge fan of Alien: Isolation, another game by the team at Creative Assembly. When he stopped by the studio one day to check out their next project, he got attached to Hyenas and fed the team a bunch of ideas. Another anonymous developer stated that the game was “Sega’s most heavily funded title as it was backed by some big names in the company” partly due to Blomkamp’s involvement.
Unfortunately, Blomkamp’s ideas were much better on paper than in practice. By the time the team changed direction again and settled on “Payday in space,” the project was already in flames. One developer had this to say regarding what those involved thought of the project:
All internal feedback pointed to it being a bad game, a poor experience, and something ultimately that will melt into the background of an already saturated multiplayer shooter market.
When it looked like the game wasn’t going to be good on release, [Executive Producer] David Nicholson even talked about “doing a Rainbow 6 Siege,” like it was almost the plan to release a bad game and fix it after the fact. Oh, and it was originally going to be a paid for game, but indeed by the time it was canceled they already planned to release it as free to play – with microtransactions.
So, what sort of hole did this project leave in Sega’s pocket? The exact number is unclear, but the devs are certain that it was Sega’s most expensive mistake:
…I forgot to mention that Hyenas was Sega’s biggest budget game ever, but obviously you heard that already. Towards the end there were people from Sega Japan more or less permanently at the UK office, this has NEVER happened the whole time I’ve worked at CA, they occasionally came to visit and check how a game was looking but as I said previously, generally hands-off.
The most unfortunate casualties of Hyenas’ failure are those who lost their job due to Sega’s cuts. We’ve seen a big trend of job cuts in the gaming industry lately, from fan-favorite studios like Volition to massive companies like Epic Games. It always sucks to see people get laid off. Hopefully, the trend ends soon.
May Hyenas rest in peace. If you watch the video for yourself, leave us a comment about what you think.
It’s been six long years since Forza Motorsport 7 was released, and since then, Turn 10 has been hard at work in what it’s calling a fresh new start to the series. Dubbed “Forza Motorsport,” this new, next-gen iteration serves as a reboot with big promises of being the best racing simulator with unmatched visuals. Does Forza Motorsport cross the finish line to reach new levels of glory, or is this one racer that should have remained in the pitstops? Let’s find out.
Relationship Building
Level, build, and dominate. These are the three pillars of Turn 10’s rebooted Forza Motorsport, designed to give racers what can be described as a relationship-building experience between you, your cars, and the tracks.
For Forza Motorsport, this all begins with The Builders Cup, a series of tours that’ll put your racing skills to the test. With Forza Motorsport’s new simulation physics, it’s one test that will undoubtedly prove challenging, as all races are a competition now.
The new physics system sees the tires now having eight points of contact rather than the previous one point, offering better drivability and more realistic behavior all over the track.
Fans should notice the difference when stacked against past Motorsports games, with suspension and other mechanics offering increased realism.
In ways, the new driving physics comes naturally to the player, emulating real-life driving. You’d be doing a disservice if you didn’t play this with a racing wheel, though the thrill and excitement of driving at high speeds, drifting around every corner, can be felt on the controller.
The single-player campaign, known as The Builder Cup, will have players experiment with all the new systems that Turn 10 has developed. However, as noted, it also offers a unique experience that lets you build a personal connection with the cars you drive.
Your bond with a vehicle grows for every turn you take and every race you win, unlocking new potential to help you dominate the competition. By the end of my tour, I grew pretty fond of my cars, enough to sit in reflection and take them all out for another spin around the track.
It’s a fun and engaging campaign with bits of narrative thrown here and there to give players some history of the tours, though don’t expect anything too deep, especially with the available tracks and modes. That level of depth comes in the form of player progression.
Practice Makes Perfect
What I consider to be Forza Motorsport’s stroke of genius moment is its level of guided learning and accessibility. No, I’m not talking about all the in-game options that auto drive, brake, shift, and other things for you, but instead how Turn 10 Studio has taken the simulator aspect of the game and made it welcoming to new and veteran players without being intrusive to the core experience.
Being a racing simulator, there’s a “hardcore” aspect to the game, as it sheds away the arcade-style physics you’d find in the Forza Horizon series and opts for realism on the track.
That means that controls and physics are tighter, and compared to the looser, more floaty physics of an arcade racer, sims are generally more punishing. One wrong push of the joystick could lead to losing control of your vehicle, causing you to spin out, crash, and burn.
It’s not a genre for everyone, but for this racer, it’s that level of realism that makes me flock to these games (and other franchises) every time.
Even I can admit that sometimes these sims can be a little hard to get into, and for Forza Motorsport, they’ve always tried to be more accessible by providing players with a rewind functionality. Made a mistake that caused you to move into last place? Worry not; you can simply rewind to the point of that mistake, avoiding whatever you did to cause it.
It’s a bit of cheating, but it’s always been a welcomed feature from the fans. I use it constantly as it beats restarting an entire race because of some fumbling at the end.
But rewind isn’t a feature I’d say provided me with a deep level of learning from my mistakes. It’s more of a clutch to use whenever I want. It’s a clutch that’s dangerously easy to get addicted to, though it won’t save you online for obvious reasons.
This is where Forza Motorsport begins to take center with its experience, as several new mechanics have been built to teach players how to drive without being too intrusive about it.
One of those features I’m talking about is the pre-race practice laps you do (can be skipped) before a race. Pre-race practice laps are designed to help you familiarize yourself with a track before competing against AI racers. You get three timed laps, with an additional 10 minutes of practice after that are optional. There’s no pressure, even if other AI racers sometimes drive alongside you. You get to learn all about a track, and it even earns you XP, so there’s an incentive to do them.
But it’s not just a 3, 2, 1, and you’re off until you finish. As I mentioned, practice laps are a way for players to familiarize themselves with a track, and one of the ways Turn 10 has enforced this is through track checkpoints known as key sectors. These are the most challenging parts of a track, typically a sharp corner requiring the utmost control and focus.
Key sectors are tracked and timed for each lap, with the goal being for each passing lap to beat the last time you hit in these sectors
It’s a simple mechanic, one we’ve seen in plenty of racers before, even in the Forza series. Though I’d argue with the addition of pre-race practice laps, they play a much more important role this time.
Learning the layout of a track is one thing, but learning how to tackle these corners on the fly is another thing, and sectors lean in on teaching them to you.
In a typical scenario, I’m going through these practice laps, with my first lap being my worst, not just in time, but in amounts I’ve found myself off the road and using the rewind feature. My second lap shows massive improvements, with my third seeing me rarely use the rewind. Key Sectors played a role in that, as each time I went through them, there was a bit of guidance and an incentive (extra XP) to do better at them each time. When it came to the actual races, I found I had been hitting each of those sectors perfectly on my first lap up to the finish.
This will be a weird analogy, and probably one that’ll get memed on, but in some ways, it reminded me how FromSoftware approaches their bosses and level design in their Soul games. No, I’m not saying that Forza Motorsport is the Souls game of racers, so get that out of your head and stop rolling those eyes.
What I’m saying is that FromSoftware has mastered the art of teaching. You confront a boss, you fail, and you reflect on why you failed. Go at it again, make a bit of progress, fail again, learn again, and apply again. Once you succeed, there’s this overwhelming feeling of satisfaction, knowing that you learned how to beat something without it being pointed out to you in the most obvious of ways.
Turn 10 has captured that very thing, at least for me. For every practice lap I did and for every tour I beat, I could feel and see myself becoming a better driver.
There are several other mechanics I found that offered encouragement for learning. The narrator, for example, will, from time to time, remind you that it’s okay to experiment with some of the many accessibility options, as well as turn them off one by one as you get better and better.
I started as a novice, and by the end of the campaign, I had upped the difficulty to the max while removing all forms of accessibility. I grew to that skill level naturally, all thanks to the several mechanics in place.
Forza Motorsport maintains aspects of being a full sim racer but does so without throwing you in the heat of it with the expectations of you needing to be good.
I know this is usually handled by the class of races offered, with it getting more and more difficult with progression in most racing games, but this seems like a fantastic evolution to further improve and enhance the player’s experience.
However, don’t think for a minute that this means Forza Motorsport has sacrificed difficulty for accessibility.
One of the significant improvements in this iteration of Forza is the AI system. Turn 10 has noted that the AI in this iteration has evolved with machine learning, offering the most realistic AI system in a Forza game thus far.
This has led to races that are cleaner, tighter, and more thrilling as the AI acts as humanly as possible with new track lines and braking points to follow.
Their aggression has been scaled back, too, though that’s also dependent on the selected difficulty level you’ve set for them. I always start on the easiest and work my way up, and even on the lower difficulty, I’ve been surprised by how aggressive the AI can be. I’ve had them run me off the road a few times, but that may have been my fault as I’ve slammed into them.
Other improvements include the AIs taking up the whole road versus following a straight line behind each other. That reflects playing online with others, as no one follows each other in a perfect line. Everyone’s always out to try and overtake one another, and during races, you can see the AI react in such manners with you and the other AI drivers.
The important thing is that the AIs aren’t unbeatable. Of course, on higher difficulty, that may be a different opinion for some, but for the most, you won’t feel cheated by them as there is a fair level of balancing. So much so that they, too, can make mistakes, such as veering off the road and crashing into other drivers. I had one try to cut me off, as if I was in its blind spot, only to see it swerve away as if it noticed me at the last second.
Then there’s the subject of the rubber banding. For those unaware of what rubber banding is, it’s those moments where an AI racer is far ahead, and they purposely slow down (speed up if they’re behind you) for you to catch up, only to slingshot away the moment you catch up at what seems to be impossible speeds. It’s meant by design to keep the pace of excitement flowing, though many in the Forza Horizon community can probably agree that rubber banding is completely broken.
The reason is that it’s too apparent, and when it happens, the AI performs nearly impossible feats for most players. Forza Horizon 5 had some of the worst in the franchise, with AI drivers having a magical grip and the ability to take corners as if they were nonexistent. This became evident when players began to review the lap times of AI drivers. The third lap would often see drastic improvements, so much so that an AI driver placing in last could outperform every other drive for best lap times. Tell me how that makes any sense!
On the other hand, the Forza Motorsport series hasn’t had to deal with this issue too much, and thankfully, it still doesn’t, as Turn 10 made sure not to rely on cheap tactics in this iteration.
Their cars may be tuned faster and drive better, but they won’t slow down when they’re in the lead. Sadly, once you get ahead, they seem to “give up” as you quickly leave racers in the dust. Higher-difficulty AI will offer better chases, though I’d like to see the AI tweaked a bit at every level. It can get lonely being in the first place the last few laps of a race.
Practice laps also offer a bit of a surprise challenge. Most times, they’ll take place on a clear and sunny day. The actual race itself can feature different weather and different starting times of the day. Just because you perfected laps from practice doesn’t mean you’ll do that well in the actual race. Roads can be slippery because of a violent ongoing storm. You could be driving in complete darkness, with the only source of light being that from your headlights and nearby streetlights. The track could be covered in dense fog, offering low visibility. The weather and day and night cycle are all dynamic in Forza Motorsport, something the practice laps won’t prepare you for. Driving physics will react differently depending on the weather.
CaRPG
Forza Motorsport has a new progression and upgrade system in the form of individual vehicle leveling. Every car you buy and own will have its own level of progression, and the higher they are, the more parts you unlock for that vehicle. This has received somewhat of a mixed reaction since it was announced, as you must level up each car to unlock parts for them. It doesn’t carry over to the identical model vehicles either; you have to level that one up, too.
You could say this makes for a grindy progression system.
Thankfully, leveling up is relatively fast, and the currency awarded is generous. You can probably max out a vehicle (level 50) in over an hour, unlocking all its upgrades for you to play with. If you aren’t too big on tuning, a quick upgrade option automatically upgrades vehicles with all the best-suggested parts.
Some also like having duplicates of specific vehicles, using one for drag racing (coming later) and the other for competition. You can save vehicle set-ups, so at the least, you don’t have to worry about leveling up the same car twice to have multiple set-ups.
For the progression itself, almost anything you do will earn you XP and car points. As I said, it’s fast and generous, and simply driving and hitting a high sector score will earn you XP during races. You’ll level up several times during a single tour, with both practice and competitive races giving you XP.
I enjoyed the new progression system, but I can understand where someone might not be a fan. Grinding out to earn enough currency to buy your favorite car, only to be progression-locked because you want to max it out immediately, can get annoying. It’s wasted time, even if it’s quick. If enough players don’t like it, I’m sure Turn 10 will change it, but for the most, I’d say expect an alright system that feels rewarding in the end.
A New Visual Benchmark for Racing Games?
Ever since Forza Motorsport came onto the racing scene, one of its biggest draws has always been around its visuals. That may be due to its competitor, Gran Turismo, as both franchises have always strived to have the most realistic cars and tracks in any racing game. You could say they’ve both pushed each other to new heights and for Forza Motorsports, those new heights include full ray tracing support and ray tracing global illumination on PC.
Forza Motorsport is gorgeous, an absolute beauty of ray trace features. Cranking everything up on ultra, with reflections set as high as possible, the sheer amount of visuals produced from the vehicles alone makes this one of the best-looking racers to date. Ray trace isn’t just a replay mode feature; on both PC and Xbox, you can use it while playing (not strictly in replay or garage). Replay mode looks better, but the gameplay is pretty damn close this time around for visuals. The details in all the cars, combined with ray tracing, are an absolute treat for car enthusiasts. I am mesmerized by how damn good reflections look, not just on the vehicles but everywhere else on the track.
The new lighting system is fantastic, too, adding a depth of realism as it dynamically reacts as you move around a track. Seeing the sun try and poke through some clouds during a cloudy day, with god rays shining parts of the track, is a site to behold. All tracks feature a day and night cycle, so the lighting changes according to the time of day as you race around it.
All the various weather effects and how lighting reacts to them make for some of the best we’ve seen in a racer. Thick fog will sweep across tracks, limiting lighting. Meanwhile, rain will wet surfaces and vehicles, causing light and reflections to scatter gorgeously.
The car damage system has also been improved in this iteration of Motorsport, now offering more detailed scratches and directional denting. These can be purely cosmetics, or if you want, you can crank some simulation options up and have it be service-impacting. Just don’t go in thinking this will resemble anything like Burnout Paradise. I don’t think we will ever see a racing simulator reach those heights, mostly likely due to car manufacturers. Still, the improved damage system is much welcome and better than just a few scratches, like in some other racers.
To help set a more realistic tone, Turn 10 has also shifted its focus on visual improvements to objects outside the track. There is noticeably more foliage, with grassy patches now clearly visible, rather than it being some odd patch of textures. Trees have more lush to them, and structures throughout look far better than they have ever. I know some may say, who cares, you’re playing a race game, but addressing the visuals of the environment goes a long way to crafting what I may consider to be the most realistic racing game out there.
Sadly, the human NPCs on the side of the track still look like they’re ripped out of a PS1 game. Neary, every racing game has that issue, and I suppose it’s to lower the load on the CPU. You wouldn’t notice them anyway unless you zoom in, but it’s hilarious to see, nonetheless.
For performance, Forza Motorsport rocks a solid 60fps with everything set to ultra on a PC equipped with an RTX 4090 GPU. That 60fps is capped by choice, but if you want to play it unlocked, the option is included, along with DLSS support. The build I played on only had DLSS support, and I am unsure if AMD’s FSR and Intel’s Xess will be available at launch. I did notice that FSR 2.0 was listed as a setting in the benchmark test, but it wasn’t an option in-game yet.
The Xbox Series X version also supports ray tracing on the track through either visual mode (30fps) or a performance-plus ray tracing mode, which targets 60fps. Honestly, the performance plus ray tracing mode is the way to go; as though it loses a bit of image quality, you’d hardly notice it at the speeds you’re moving. I’d say it’s comparable to a PC running on high to possibly ultra, with a few settings, such as shadows and anti-aliasing, turned down.
Regardless of your platform, Forza Motorsport looks astonishing across the board, and with 60fps options available on all platforms, this is by far the most visually impressive Forza game to date.
One Final Lap Around the Track
Although I’m not too fond of the always-online requirement, looking beyond that, Turn 10 has, without question, delivered its best racing simulator to date with Forza Motorsport. From all-new driving physics to a host of new accessibility options and realistic visuals with some of the best ray tracing implementation I’ve seen in a racer. Forza Motorsport is sure to satisfy any fans of the series out there when it comes to its simulator gameplay.
But beyond that, there are a few areas that could use some fine-tuning. Specifically in its RPG mechanics, which can feel like a grind for upgrading vehicles. It also lacks tracks and modes, but that’s something that can be fixed over time. It’s still an issue for launch, though I’m sure in the year to come, Turn 10 will have Forza Motorsport firing on all cylinders to make it the ultimate racing simulator.
Score: 8.5/10
Pros:
Career leans on teaching you the ins and outs of professional racing. I could feel myself becoming a better racer with every corner taken and every race won.
CaRPG mechanics have a sense of progression and reward but could use more tuning.
The new physics system is one of the best we’ve seen in a racing sim.
Incredible graphics, with ray tracing taking it to the next level.
Cons:
Always-online for progression – It has many online focus features, but the campaign should be playable offline entirely. Free races are available offline, but no progression can be made anywhere unless you are connected online.
Vehicle upgrades are locked behind leveling, and you must upgrade every car. No class base unlocks, something I hope gets tweaked.
Track list is surprisingly light. Will be fixed with the planned content drop, but at launch, it’s missing a lot of iconic tracks that have really stood out.
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.
Apex Legends update 2.35 has been released on all platforms this October 2, and this should fix the crashing issues connected to player stats that surfaced from the other day’s patch. Read on for what’s new in the patch notes.
Apex Legends Update 2.35 Patch Notes:
Update: As expected, Respawn has confirmed that the patch is to fix the stats crash glitch.
As a final update, the above issue should now be resolved for all players. You can now progress your Weapon Mastery and view the stats pages as normal.
While Respawn Entertainment hasn’t disclosed what this patch does yet, it should fix the crashing issue connected to player stats.
As an update on the above, stats pages remain bugged, however we have pushed out a fix for players who are stuck crashing due to weapon mastery level ups. This required weapon mastery to be disabled.
The team is still working on a full fix for the above and getting weapon…
As an update on the above, stats pages remain bugged, however we have pushed out a fix for players who are stuck crashing due to weapon mastery level ups. This required weapon mastery to be disabled.
The team is still working on a full fix for the above and getting weapon mastery back online. In the meantime, we advise against going to any player stats-related screens as it will cause your game to crash.
More updates to come, and thank you for being patience with us as we work through a fix!
Once more details have been released, we’ll be sure to update the article.