While the Armored Core 6 PC system requirements were revealed last week, Bandai Namco has now unveiled the Armored Core 6 performance details for the PS4, PS5, Xbox One, and Xbox Series X|S. According to the chart posted by Bandai Namco, Armored Core 6 will run at 4K targeting 60 fps on the PS5 and Xbox Series X.
Bandai is also maximizing optimization for Microsoft’s lower-priced console, the Xbox Series S where the game will run at 1440p targeting up to 60 fps. Continue reading for the full breakdown:
Armored Core 6 Performance Details:
PS4:
Max Resolution: Up to 1920 × 1080
Framerate: Up to 30fps
PS4 Pro:
Max Resolution: Up to 3200 × 1800
Framerate: Up to 30fps
HDR: Supported
PS5:
Max Resolution: Up to 3840 x 2160
Framerate: Up to 60fps
Raytracing: Supported (Garage Only)
Xbox One:
Max Resolution: Up to 1920 × 1080
Framerate: Up to 30fps
HDR: Only supported on Xbox One S
Xbox One X:
Max Resolution: Up to 3840 x 2160
Framerate: Up to 30fps
HDR: Supported
Xbox Series S:
MaxResolution: Up to 2560 x 1440
Framerate: Up to 60fps
Raytracing: Supported (Garage only)
Xbox Series X:
Max Resolution: Up to 3840 x 2160
Framerate: Up to 60fps
Raytracing: Supported (Garage Only)
PC:
Max Resolution: Up to 3840 x 2160
Framerate: Up to 120fps
Raytracing: Supported (Garage Only)
Ultrawide Monitor: Supported
Armored Core 6 releases globally on August 25 featuring mech action, fast-paced, omni-directional battles, in-depth customization, and thrilling boss fights for Xbox Series X|S, Xbox One, PS5, PS4, and PC. Stay tuned to MP1st for more updates regarding the upcoming title!
EA has released the NHL 24 World of Chel deep dive video, and it’s a three-minute presentation of what hockey fans can expect from this year’s iteration of the mode.
With more ways to play, connect, and express yourself, this is the most dynamic version of WOC yet. The introduction of cross-play to World of Chel means you can now play with, against, and talk smack to your friends across same-generation consoles. This deeper player pool also shortens wait times so you can get in the game even faster against the level of opposition you’re looking for.
An overall upgrade and streamlining of user experience mean lightning-fast response times when switching between the different aspects of Creation Zone to customizing your character.
Casual Mode and matchmaking improvements, more human players, and upgrades that make earning Battle Pass XP more fun are all new in NHL 24. An update to EASHL Playoffs introduces an authentic, streamlined do-or-die 16-game path to the title, which also sees you earn Ranking Points as you make your way through the bracket. A Global Champion will then be crowned post-playoffs, upping the stakes and excitement.
Play, win, flex. WOC Storefront updates give you even more items to outfit your character with, as well as access to exclusive new premium bundles of custom characters, player banners, and more. Plus, purchase exclusive items from your favorite teams in the all-new NHL team store.
Set for release this October 6 on the PS4, PS5, Xbox One, Xbox Series X|S and PC, you can check out the game’s new features right here.
Bandai Namco has unveiled the Naruto x Boruto Ultimate Ninja Storm Connections release date to be November 17, 2023. The publisher also shared a new trailer to celebrate the release date announcement.
You can watch the Naruto x Boruto Ultimate Ninja Storm Connections release date trailer featuring new glimpse at the game’s story and gameplay right here :
The story takes place during the events of Boruto. When the Ninja World is finally at peace, and Naruto is Hokage, Boruto discovers a popular online game, Ninja Heroes. Through the game, he meets Nanashi, a navigator. While Boruto is occupied with Nanashi, something unusual happened in the real world and the Fifth Great Ninja War is about to break out.
Developer One More Level and publisher 505 Games announced today that the Ghostrunner 2 release date is locked for October 26 on the PS5, Xbox Series X|S and PC!
This was accompanied by a new trailer featuring the game’s pre-order bonuses!
The new trailer features new gameplay and some of the incredible action and bosses you will encounter in Ghostrunner 2.
Set one year after the critically acclaimed sci-fi smash, Ghostrunner 2 sees cyber ninja protagonist Jack emerging from the deathtrap of Dharma Tower for the first time to explore the sprawling wasteland beyond.
Featuring intense fast-paced-push-forward combat, and deeply challenging gameplay, the sequel promises to up the ante from the original in every conceivable way, including, for the first time, motorcycle combat.
Bursting with new powers, upgradeable abilities, traversal mechanics, an expanded narrative, deeper world building, and devilish new enemies, Ghostrunner 2 is the ultimate power fantasy… every kill will be earned. Adapt to, and master the gameplay as only a cyber ninja would.
Be under no illusion…. blood will run. Accompanied by a killer synthwave soundtrack.
Ghostrunner 2 Pre-Order Bonus:
Traditional Katana Pack
Upgrade to Brutal Edition:
Receive 48-Hour Early Access
Once more Ghostrunner 2 news jumps out, we’ll be sure to let our readers know about it.
While it seems The Texas Chain Saw Massacre is already a big hit for Gun Interactive with over a million players slaying since launch, it looks like it’s not without its issues. One of these said issues being looked into is The Texas Chain Saw Massacre invite bug that’s plaguing players.
This was acknowledged by the devs over on Twitter:
We are aware of an invite bug causing lobby join codes to exceed 6 characters. The team is investigating and will update once we know more.
— The Texas Chain Saw Massacre (@TXChainSawGame) August 21, 2023
We are aware of an invite bug causing lobby join codes to exceed 6 characters. The team is investigating and will update once we know more.
In addition to that, the studio also touched on the “Invalid Credentials” or “Network Error” that some PC players are seeing as well. Replying to a Twitter user, the devs state, “Current troubleshooting that has worked for a lot of folks is to try rebooting the application, steam, and your PC. If you have any GPU software, that can cause some issues getting on. Try disabling anything like MSI Afterburner, etc.”
Another issue the dev team has acknowledged is stuttering on PC. You can read more about that here.
In case you haven’t played the game yet, go read our review where we state, “It’s not a flawless game, but the anguish and thrills that it conveys are almost one of a kind, delivered with confidence and brutality to match the source. This is one for horror aficionados and everyone else who likes a good old-fashioned game of murderer cat, and stealthy mouse.”
KLabGames has released Bleach Brave Souls update 1.41 on all platforms today. This is tagged as version 15.2.0 by the developer. Today’s new update includes a Character Multi-Power Up feature and more. Read on for the Bleach Brave Souls August 21 patch notes posted down below.
We’ve added a feature that allows you to power up a character’s Soul Tree and level, as well as perform Ascension. This feature can be accessed through the Power Up button on the Character Info screen. From there, you can strengthen your character without changing screens.
By default, Raid characters will be selected as fodder for Ascension. If you have no Raid characters, no materials will be displayed and you will be required to change your settings. This change will be saved, so it will not need to be performed every time.
In a future update, we plan to improve this feature so that level power up and Ascension can both be selected on a character that is currently at max level but can be Ascended.
Accessory Multi-Power Up
We’ve added a Multi-Power Up feature for ★4 Accessories. This can be used by selecting the Accessory you would like to strengthen and then tapping Multi-Power Up. You will then be able to power up the Accessory without navigating to another screen.
Contact Us Button
We have added a Contact Us button to the Menu on the Title screen. Please use this when you’re having trouble logging in. We hope you continue to enjoy the game.
As expected given yesterday’s announcement, the Black Myth Wukong Steam and Epic Games Store pages are now up! Alongside it, new screenshots and official details have been revealed as well.
Black Myth: Wukong is an action RPG rooted in Chinese mythology. The story is based on Journey to the West, one of the Four Great Classical Novels of Chinese literature. You shall set out as the Destined One to venture into the challenges and marvels ahead, to uncover the obscured truth beneath the veil of a glorious legend from the past.
Explore a Land of Vast Wonders
A world unseen, where new sights rise with every stride. Enter a fascinating realm filled with the wonders and discoveries of ancient Chinese mythology!
As the Destined One, you shall venture through breathtaking landscapes in the classic tale of Journey to the West, creating a new epic of uncharted adventures.
Confront Mighty Foes, Old and New
Heroic Monkey, might and fame, adversaries rise, to test his name. One of the major highlights of Journey to the West is its diverse cast of adversaries, each with unique strengths.
As the Destined One, you shall encounter powerful foes and worthy rivals throughout your journey. Fearlessly engage them in epic battles that know no surrender.
Temper Your Mastery of Varied Spells
Spells unbound, knowledge’s flight, infinite abilities take their height. Spells, transformations, and magic vessels in all manifestations, complementary yet adversarial, have long been iconic combat elements in Chinese mythology.
As the Destined One, aside from mastering various staff techniques, you can also freely combine different spells, abilities, weapons, and equipment to find the winning formula that best suits your combat style.
Discover Heartfelt Tales Behind Every Facade
Within beings of every kind lies the story of a life. Beneath the ferocity and craftiness of your foes lies an engaging tapestry of their origins, personalities, and motivations waiting to be revealed.
As the Destined One, you will uncover the stories behind a variety of characters, delving beyond your battles with them, to taste the love and hate, greed and fury they once had and still carry with them.
The official game PC specs, release date and more have yet to be revealed, which is to be expected. Black Myth Wukong is set to be released in Summer 2024, and is expected to hit the PC, PS5 and Xbox Series X|S (per the previous announcement).
While Black Myth Wukong is said to be releasing in Summer 2024, it seems a planned presentation for it has surfaced online! You can check out the leaked Black Myth Wukong video presentation that includes new gameplay below.
The two videos below clock in at two minutes each, and shows the action game running on PC (via Twitter user 四叶妹妹):
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Note that according to analyst Daniel Ahmad who focuses on the Chinese gaming market, the Black Myth Wukong Steam and Epic Games Store pages will go live tomorrow, August 20. In addition to that, there is supposed to be reviews of the offline demo and videos of it set to be revealed tomorrow, too, which we assume is what got leaked today.
As for the English coverage and the new trailer, it’s set to be available next week during gamescom 2023.
You can check out the latest official gameplay released right here where we see the game running at 4K with ray tracing & NVIDIA DLSS. No word on a specific release date yet outside of Summer 2024, but the game should be released on PC and current-gen platforms (PS5, Xbox Series X|S), and is being developed by Game Science Studio.
FromSoftware’s upcoming sci-fi mech action game Armored Core 6: Fires of Rubicon is reportedly using the same engine from Elden Ring and Sekiro. The info isn’t official, but it comes from modder Lance McDonald, a source that is known for fiddling with games from the Japanese developer and even creates some interesting mods, such as one where players could control the enemies in Bloodborne.
Lance McDonald shared the finding on his Twitter account, confirming “100%” that Armored Core 6 runs on the engine that powered the widely acclaimed Souls-like games Elden Ring and Sekiro: Shadows Die Twice:
In case there was any uncertainty, I can confirm 100% now that Armored Core 6 is running on the Elden Ring / Sekiro engine. We assumed it was the case, but yeah, it’s confirmed now.
With Elden Ring and Armored Core 6 seemingly so different both in terms of visuals and core gameplay mechanics, this may come as a surprise to some. It ends up being a welcome confirmation and one that many players were already expecting, the modding community in particular given the potential for exploring the possibilities, including optimization aspects.
Armored Core 6: Fires of Rubicon launches on August 25 on PS4, PS5, Xbox One, Xbox Series X|S, and PC, and the initial impressions are very positive. You can check the PC system requirements to see if your rig is up to the fight, and the Armored Core 6 trophies have already been revealed as well, with 30 trophies in total.
It looks like Gun Interactive has hit gold with The Texas Chain Saw Massacre! In just 24 hours since release, The Texas Chain Saw Massacre player count has already crossed over one million players!
This was announced by the official game account today:
Over 1 million of you went to Texas in the last 24 hours.
— The Texas Chain Saw Massacre (@TXChainSawGame) August 19, 2023
Not bad for a multiplayer-focused online horror game, no? If you’ve yet to play it, go read our review of it here, where we state, “It’s not a flawless game, but the anguish and thrills that it conveys are almost one of a kind, delivered with confidence and brutality to match the source. This is one for horror aficionados and everyone else who likes a good old-fashioned game of murderer cat, and stealthy mouse.”
In a rather shocking bit of news, Treyarch Studio Design Director David “Vahn” Vonderhaar has announced that he is departing the Call of Duty studio after 18 years of service.
This was announced by David Vonderhaar on Twitter:
After an incredible 18 years and 8 Call of Duy games, I am moving on to explore new opportunities.
Treyarch’s official Twitter account also acknowledged the amazing work Vahn has made over the years.
Farewell to the legendary David Vonderhaar, whose discipline, creativity & innovation helped shape our games from COD 2: Big Red One to Black Ops Cold War. His iconic phrases & groundbreaking ideas will be missed. Excited for your next adventure. #ThankYouVahn
Over on LinkedIn, Vonderhaar posted a statement confirming he is now working on an undisclosed project.
Today I am sharing that I have left Activision and Treyarch after an incredible 18 years and 8 Call of Duty games.
To my co-workers at Treyarch, I am immensely grateful for the time we invested working to improve our craft, never sitting on successes, and always wondering how to improve what we design and how we produce it.
Thank you to the Call of Duty community for your passion and enthusiasm. That energy has often fueled our determination as a studio and individuals. I will always be grateful for the opportunity to interact with so many of you directly online and in person. This energy will always be a massive part of me.
I am staying in the games industry, working on an undisclosed project I can’t discuss yet, but I am excited about a rare and unique opportunity. I’ll update you as soon as possible.
David / Vahn
David Vonderhaar has worked on all of Treyarch’s Call of Duty games, and started as the Online Manager for Call of Duty 2: Big Red One. Throughout the years, Vahn was see as “the man” who called the shots on Treyarch’s Call of Duty multiplayer and was (usually) beloved by fans of the franchise (which is a rare thing).
We wish you success in your undisclosed project, Vahn!
Ubisoft has revealed the third and final episode of the Assassin’s Creed Mirage dev behind the scenes. Today’s episode of Assassin’s Creed Mirage dev diary delves deep into 9th-century Baghdad and how the developer recreated the “lost city.” The behind-the-scenes footage features insight from the devs, as well as new looks at the ever-so-beautiful city of Baghdad in Assassin’s Creed Mirage.
You can watch Assassin’s Creed Mirage – Recreating a Lost City right here:
From the developers:
In Assassin’s Creed Mirage, you are Basim, a cunning street thief with nightmarish visions, seeking answers and justice. After an act of deadly retribution, Basim flees Baghdad and joins an ancient organization – The Hidden Ones. As he learns their mysterious rituals and powerful tenets, he will hone his unique abilities, discover his true nature, and come to understand a new Creed – one that will change his fate in ways he never could have imagined.
Assassin’s Creed Mirage comes out October 12, 2023 for Xbox Series X|S, Xbox One, PS5, PS4, and PC.
Those hitting the virtual field on PC for Madden 24, you might be encountering issues that has prevented you from playing. I’m specifically talking about the Madden 24 Steam launching error that seems to have reared its ugly head this launch day.
Madden 24 Steam Launching Error Fix:
EA has acknowledged the issue and have made the following announcement:
Our team is aware of some players being unable to launch Madden NFL 24. Please go to this link and navigate to the ‘Secure Boot is not enabled on this machine’ section for documentation and assistance on fixing this error. Thank you.
Here’s a step-by-step guide outlined by EA:
What is EA anticheat?
EA anticheat is a PC anticheat solution that is designed to ensure fair play in our games and help prevent cheating. It also has a strong focus on privacy and security.
Which games use EA anticheat?
EA anticheat is available in FIFA 23, Madden NFL 24, and EA SPORTS FC 24™. The anticheat solution is installed when you download and install the game from the EA app, Origin for Mac, Steam, or the Epic Games Store. Stay tuned to hear about any future games that we may add.
How to install EA anticheat
If you need to troubleshoot an issue or previously uninstalled EA anticheat, follow these steps.
If you’re on desktop, the link will automatically download the installer onto your browser.
Click the game you want to add EA anticheat to.
Click Install.
Any game that uses EA anticheat will try to install the tool when you install the game, if EA anticheat isn’t already enabled.
Secure Boot is not enabled on this machine.
If you’re on Windows 11, you need to enable Secure Boot. Do the steps below. After you’ve done that, try reloading the game again.
This article is intended for users who are not able to upgrade to Windows 11 because their PC is not currently Secure Boot capable. If you are unfamiliar with this level of technical detail, we recommend that you consult your PC manufacturer’s support information for more instructions specific to your device.
Secure Boot is an important security feature designed to prevent malicious software from loading when your PC starts up (boots). Most modern PCs are capable of Secure Boot, but in some instances, there may be settings that cause the PC to appear to not be capable of Secure Boot. These settings can be changed in the PC firmware. Firmware, often called BIOS (Basic Input/Output System), is the software that starts up before Windows when you first turn on your PC.
To access these settings, you can consult your PC manufacturer’s documentation or follow these instructions: Run Settings > Update & Security > Recovery and select Restart now under Advanced startup. From the next screen, select Troubleshoot > Advanced options > UEFI Firmware Settings > Restart to make changes.
To change these settings, you will need to switch the PC boot mode from one enabled as “Legacy” BIOS (also known as “CSM” Mode) to UEFI/BIOS (Unified Extensible Firmware Interface). In some cases, there are options to enable both UEFI and Legacy/CSM. If so, you will need to choose for UEFI to be the first or only option. If you are unsure how to make any necessary changes to enable the UEFI/BIOS, we recommend that you check your PC manufacturer’s support information on their website. Here are a few links to information from some PC manufacturers to help get you started:
While the requirement to upgrade a Windows 10 device to Windows 11 is only that the PC be Secure Boot capable by having UEFI/BIOS enabled, you may also consider enabling or turning Secure Boot on for better security.
For a list of the known launch issues acknowledged by the dev team, head on over here. Don’t be surprised to see a patch released as early as next week to tackle some of the issues the game is dealing with at launch. Once we know more, we’ll let our readers know.
The Texas Chain Saw Massacre is going to release today, August 18, 2023 and there’s a lot of excitement surrounding the new asymmetrical horror game from Gun Interactive. However, those on PC who encounter some of the Texas Chain Saw Massacre stutter (or frame rate drops) issues, you’ll be glad to know the devs are aware of this and have outlined a fix.
Texas Chain Saw Massacre Stutter and Frame Rate Drops Fix:
If you notice any performance symptoms try the following:
Lower graphic preset settings from Ultra to High or lower. You can find this by selecting Options and then select the Video tab.
Upscaling is a feature of specific graphic cards and can be used to render graphics at a lower resolution but scale it upwards to your target resolution with little loss in visual fidelity. This option will be available for Nvidia Geforce RTX cards and specific AMD cards viewable here.
Of course, if you aren’t decided yet, go read our review of it here where we state, “It’s not a flawless game, but the anguish and thrills that it conveys are almost one of a kind, delivered with confidence and brutality to match the source. This is one for horror aficionados and everyone else who likes a good old-fashioned game of murderer cat, and stealthy mouse.”
Neowiz has released a new Lies of P Game trailer ahead of Gamescom 2023, giving players another taste of the stylish and ambitious nature of this Souls-like. Featuring the harrowing question “How many lies?” repeated various times about Pinocchio’s desire to become human, the voice over is supported by some remarkable scenes, serving as a great teaser for the full game. The game is also available to pre-order right now, with some bonuses to players who want to jump earlier than the official launch day.
Alternating normal footage with slow-motion combat chosen with great care, this Lies of P trailer throws a few bosses into the mix, revealing some of the abominable foes that you will have to face in this twisted take on Pinocchio’s classic tale of a boy who desires to be just like the others.
Pre-orders are now open from the official website, with the digital standard edition offering a Mischievous Puppet’s Set outfit, while the digital deluxe edition brings the Great Venigni’s Set outfit, a unique mask, and a three-day head start. As for the physical edition, it comes in an exclusive SteelBook tome-inspired collector’s box alongside a 92-page artbook, and the bonuses include the original soundtrack, The Great Venigni’s Set outfit, and a unique mask to be worn to the festival.
Lies of P launches on September 19, 2023 for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC via Steam.
Blizzard Entertainment has released the Diablo 4 update for August 18, and this is for patch version 1.1.2’s Hotfix 1! This is a server-side patch, which players should automatically download and install once they connect to the game’s servers.
Diablo 4 Update for August 18 Patch Notes | D4 Version 1.1.2 Hotfix 1 Patch Notes:
THIS HOTFIX HAS BEEN FULLY DEPLOYED.
Miscellaneous
Further stability improvements
Unfortunately, that seems to be it. There doesn’t seem to be any gameplay-related changes, but if we spot any, we’ll update the article to let our readers know.
Gunfire has released Remnant 2 update 1.000.009 (Xbox versions 1.0.0.13) on consoles, and this brings the game at par with the PC version, which got a patch yesterday. This ushers in fixes related to progression, performance and a lot more. Read on for the official Remnant 2 new update patch notes for August 18.
– Updates to reduce potential crashes.
– Addressed an issue where game would hang on Remnant II logo screen for some players
when first starting the game.
– Fixed various issues causing memory leaks.
– Added an option to the graphics settings to turn off the optimizations when in a menu. –Achievements & Difficulty Rewards–
– Retroactively fixed “Proving Grounds” Achievement/Trophy.
– Retroactively fixed issue where players who beat the game on Apocalypse difficulty
previously were not receiving Nightmare difficulty rewards.
DEV NOTE: To unlock difficulty rewards and achievements/trophies, you must interact with the World
Stone.
– Fixed an issue where Revivalist Trait was not unlocking for some players.
– Fixed an issue with granting difficulty rewards related to localization. –Bug Fixes–
[ Progression & Rewards ]
– Progression Blocker: Fixed an issue where if the game was closed during the Binding of
Three cinematic in the Labyrinth, the portal to the final world would not open correctly.
– Progression Blocker: Fixed an issue where players could use Havoc Form during the final
boss fight transition and get stuck.
– Progression Blocker: Fixed an issue where the key in Kaeula’s Rest would not show up.
– Progression Blocker: Fixed an issue where train siege on N’Erud would lock players out,
preventing them from progressing forward.
– Progression Blocker: Fixed an issue where players could get stuck in Tal’Ratha’s
metaphysical phase and not complete the fight.
– Progression Blocker: Fixed an issue where the key in the Morrow Sanatorium would not
show up.
[ Archetypes ]
– Fixed issues with Archon’s Tempest ability not working with Big Bang.
– Fixed issue with Summoner’s minions targeting corpses in Magister Dullain fight.
– Fixed an issue where Engineer’s turret would allow them to move through walls and
doors.
– Fixed an issue where Very Good Boy would sometimes attempt to attack an invisible
enemy after defeating Labyrinth Sentinel.
– Fixed an issue where Archetypes could show up as “!”, locking them out for players.
[ Gear / Items ]
– Fixed an issue with Chilled Steam not correctly granting movement speed increase.
– Fixed an issue with Dark Cider’s stat description not matching advanced stats display.
– Fixed an issue with Mudtooth’s Elixir bonus not showing up in advanced stats display.
– Fixed an issue with Smolder not scaling correctly with Mod damage.
– Fixed an issue where Black Cat Band was incorrectly triggered when dodging with Void
Cloak.
– Fixed an issue where unequipping the One-Eyed Joker idol was not removing its effect.
– Fixed an issue where Stamina cost when using Huntress Spear was not benefiting from
Reinvigorate.
– Fixed an issue where Momentum mutator bonus was not being applied correctly when
upgraded.
– Fixed an issue where Scavenger’s Bauble was not automatically picking up Relic Dust.
– Fixed an issue where Samoflange amulet incorrectly triggered when dodging incoming
enemy attacks.
– Fixed an issue where Astral Burst mod was not bouncing three times as stated in its
description.
– Fixed an issue where Reality Rune would slow friendly projectiles.
– Fixed an issue with Restriction Cord related to interacting with World Stone.
– Fixed an issue with Tranquility Font’s description not displaying the correct values.
– Fixed an issue where Weightless Weight was not applying the correct values when
changing armor.
– Fixed an issue where in combination with Restriction Cord, Ring of Anguish could cause
a crash.
[ Enemies ]
– Fixed an issue with Gorge’s rear spin attack not connecting with players correctly.
– Fixed an issue with Labyrinth creatures getting stuck in stagger state in various places.
– Fixed an issue with Abomination’s AoE slam size collision not matching visual.
– Changed Abomination’s plates to take normal damage instead of resisting damage.
– Fixed an issue with Abomination retreating too often.
– Fixed an issue with Chainsaw Dran getting stuck when killed while performing
interactive on player.
– Fixed an issue with Huntress killing all of Summoner’s minions at once during fight.
– Fixed an issue where players could get stuck under the arena in the second phase of the
final boss fight.
– Fixed an issue where Bastion aberration affixes remained active outside of combat.
– Fixed an issue where Tal’Ratha’s spit attack could still hit the player if they were out of
range.
– Fixed an issue where Gorge would not spawn and door would not open if player quit
while door to room was still opening.
[ Misc Fixes ]
– Fixed multiple places where players could get stuck outside of the world on N’Erud
– Fixed visual issues with lightning in the sky during final portion of campaign.
– Fixed an issue where advanced stats could not be toggled on/off when returning from
map menu.
– Fixed an issue where Chain Lightning was not doing Shock Damage.
– Fixed an issue where non-vendor town NPCs would disappear for some players.
– Fixed level geometry allowing players to access Bone Harvester’s lair without first being
grabbed by the Bone Harvester.
– Fixed an issue in Town Turned to Dust where players could get stuck between bridge
planks.
– Fixed an issue where clients could interact with the Fae Council and quit out mid
conversation, locking the Host out of speaking with them again.
That’s about it. If we get wind of a new update or other tidbit of news, we’ll let our readers know.
Ubisoft has revealed some changes coming to the next seasons in The Division 2. The developers are going to extend the duration of each season in the game to four months, from the previous three month-long seasons. This move is communicated as something to improve the overall experience, delivering the content that gamers are expecting alongside any technical improvements that may be necessary in the meantime. We also get to know that The Division 2 Year 5 Season 2 is now set for October, following these changes.
The message comes from the official Tom Clancy’s The Division Twitter account, and explains the reasoning behind the decision. As the message states, Year 5 Season 2 will start in October, and this change will help Massive Entertainment to allocate more time and resources to make technical improvements to the game.
— Tom Clancy’s The Division (@TheDivisionGame) August 18, 2023
Here is the full message from The Division 2 development team for your reading convenience:
Agents, we want to share an important update regarding the upcoming Seasons in The Division 2. In our ongoing commitment to enhance your gaming experience, we have decided to extend the duration of each season to four months. Season 2 will now start in October.
This change allows us to allocate more time and resources so we can make technical improvements to the game alongside the seasonal content you expect.
We are fully committed to delivering the best possible experience in The Division 2. Without your support and dedication, we would never have gotten this far. We appreciate your patience and understanding as we focus on these enhancements.
Thank you for your continued support, and we look forward to sharing more with you later this year.
This means that The Division 2 will have three annual seasons instead of four, but Ubisoft confirmed that no seasons will be lost, “just moved to a later date.” We also get some details on the upcoming The Division 2 DLC, which “won’t be coming out this year,” and the studio is working on updating the roadmap.
It won't be coming out this year. We're working on updating the roadmap.
— Tom Clancy's The Division (@TheDivisionGame) August 18, 2023
Once more details about the upcoming season and roadmap surfaces, we’ll let our readers know.
In just a few short months, HexWorks will release its upcoming reboot of the Lords of the Fallen franchise, which should be on the radar of Souls-like fans everywhere. Before that happens, MP1st was fortunate enough to not only get some hands-on time with the game, but we also managed to talk to the studio about the upcoming action-RPG.
Speaking to the site is head of studio Saul Gascon, and Creative Director Cezar Virtosu. We asked the devs about its gameplay design philosophy regarding Souls-like games, why the game is only releasing on current-gen platforms, comparisons to Elden Ring and loads more.
HexWorks Talks Lords of the Fallen:
MP1st: How long is the game’s single-player, will there be incentives to replay the game? New Game Plus modes?
Saul Gascon – The single-player experience for us, like we know whatever enemy spawns, we know everything about it, think around 25 hours. For a new player, it’s gonna be somewhere around 30 or more.
Cezar Virtosu – Seeing that the tutorial area takes more than an hour and a half. For us, it takes like 25 minutes tops. So we are looking; I have some 30 hours or something.
Saul Gascon – 30 plus, more or less. Then you have different endings. Like you have three different endings depending on which factions you align with, so that’s one of the replay values. Plus the different classes, so you want to try different types of builds and etc.
On top of this, is NG+. We have quite a few surprises waiting for players. Just as a brief one, you’ve seen (referring to our hands-on experience) that you have the Ancient Vestiges that are always there, they are present. You have the ones Vestige Seedlings that you can build yourself.
So in NG Plus, there is only one Ancient Vestige, all of the others are out, and it’s in the hub, and any vestige you want, you need to build it yourself. That means mastery of the environment itself.
It’s funny because this is how we originally designed the game crafting Vestiges. The first iteration of the game only had one Vestige. But then, through the playtest, we saw that the dark souls or souls like veterans were super happy about it, “oh, It’s amazing,” right? But then anybody you know was in the rest of the world “That’s too hard, man, you went too far!”. Then we kept that original vision, but only for NG plus. Plus a couple of extra surprises that you will find NG+.
MP1st: What’s involved in building those (Vestige)?
Cezar Virtosu – A rare resource called the seeding vestige, which you get by defeating bosses or buying them with hard currency at one very distinct spot in Umbral. So they’re not readily available, and when you craft one, the previous one is destroyed.
MP1st: Can players expect a performance and quality mode at launch? What resolution frame rate is the game targeting?
Saul Gascon – For consoles, we have the performance and quality modes. Performance is at 60 fps on PS5 and Xbox Series X/S. Quality mode is at 30fps, but the resolution is quite higher.
In terms of resolution, for 60fps, we’re looking at upscaled 1080p, which is kind of the standard in the industry. For quality mode, it’s 2K upscaled to 4K.
MP1st: I know I play in quality mode, I like to take it in. I’m pretty rare, though, as I know I read a report that performance is preferred by a lot of players these days.
Cezar Virtosu – I don’t wanna blow out our own horn, but the performance looks good.
Saul Gascon – Even in performance, the game is great.
MP1st: In terms of post-launch content, does Hexworks have something in mind already, or is the game more of a traditional action rpg in the sense that once you’ve finished the single-player story, you’re essentially done?
Saul Gascon – We have several things in mind that will all depend on us from the community feedback – how people ask for more, right? So basically, we have to pass ahead, which is our original plan, working on the next one. But if the community asks for more content, we might have a bit of an effort to create more content for this game we’re launching right now, this year. It’ll depend a lot on that.
Then on top of this, we’re gonna be supporting post-launch with free updates for people, like improvements, requests, and feedback. We’ll be doing that for at least like six months to one year after launch, based on the request that we receive. That’s something that we’re going to be doing post-launch.
MP1st: Why is the game only available for current-gen platforms? Is this a technical issue where the PS4, Xbox One, etc., can’t handle the game or something else?
Cezar Virtosu – We’re using Unreal Engine 5. It uses Nanite & Lumen and the requirements for the GPUs are quite high. The PS4 and Xbox One, cannot handle Unreal Engine 5. We are one of the first AAA games to launch with Unreal Engine 5.
MP1st: I think we’re going to be seeing a lot more of that now as we finally get out of last-gen
Cezar Virtosu – We are one of the first AAA games to launch with Unreal Engine 5. We’re trailblazing; let’s see how technology evolves. Maybe there will be a port, but right now, it doesn’t seem very likely, and we cannot engage with this at this time.
Saul Gascon – We’re a studio where we hear a lot of the player feedback. We’ve done it for every iteration of our game. Like we’ve done play testing with actual players, with mock reviewers, with different externals, and we’ve adapted a lot of the objectives of our game based on that. And so the feedback from the first game, the original game, if we see a high demand for those provisions, we might put an extra effort to downgrade the game to fit on those platforms.
MP1st: It would be tough, though (chuckles)
Cezar Virtosu – It’s looking like a tough, tall order. It’s doable. I worked on a team that ported Watch Dogs on the Wii. So you can put anything on a dishwasher, but it’s a lot of effort for technical wizardry.
MP1st: Has Elden Ring had any effect on the game’s development, be it removing or changing some gameplay mechanics or design because of it, this is something like a remake or reboot, you know, did that factor in at all?
Cezar Virtosu – I hate this answer, but it is yes and no – It’s a non-answer.What I meant is that Elden Ring caught us by surprise. We were expecting something great, not something groundbreaking. Nobody expected that sort, and it came late in our development, so we had to stick with our guns.
Because the way we do business is that we lock gameplay metrics on placeholder assets early on, and from there we just do tweaks as we create art. This is our way to cut on the iteration time and create AAA in 3.5 years.
Luckily, our industry savviness, we picked our horses differently than Elden Ring. We also overlapped on some of the improvements. For instance, the crafted tankers, the vestiges, we thought we were giving the players a bit too much with manual saves, but then we saw Elden Ring doing the Stakes of Marika and we’re like, alright, we’re good. We were very concerned that we were doing too much accessibility.
Some of the weapons that we’ve done, we found them in Elden Ring. Okay, there’s nothing we can do.
They have a girl that flies and fights with a sword. We have a girl that flies and fights with a sword. They had a small noble. We have a small noble. But we didn’t change them. We left them as they were. We are confident that they have different thematics, different stories than the ones from Elden Ring. They have flying creatures. We have some flying birds and things.
I would say 98% of the game is untouched. But if we saw something that looked like Elden Ring, and we can do something about it in tweaks, colors use, and VFX, that’s what changed.
Saul Gascon – I think you nailed it. Of course, we are very aware of what surrounds us, where and when are we launching, and who’s around like the big one. We took a look, we played it, we checked, and then said, okay, we are good. We don’t overlap with them too much.
And actually, with Umbral, we really are on a different side. We saw as well and compared the main strength of being open world, right? That is something that also we checked as well with our playtests, and people appreciated that we were not open world. So it’s like a different experience. In that regard, it was a very good thing, though, that they brought in the audience, they made the game more accessible to more people, and then from those people who are taking those, are looking for us, for a more intense, handcrafted experience.
MP1st: One of the highlights of playing Soulslike games is the bosses. What would you say makes a good boss not only in terms of design but gameplay as well?
Saul Gascon – I guess it starts with the story, right?
Cezar Virtosu – That’s everything.
Saul Gascon – Who is that character in our world? What does he want? Why do you have to tear them down and kill him?
Cezar Virtosu – Bosses, firstly, are the tragic pillars, one of the architects of the victims of the situation. You turn and tear them down, and then you find out their involvement in the world – stuff like that. Because we write a lot of lore for those bosses, even before we have imagery, with all of it, and it’s not lore for the sake of lore, but the answer to DNA, who are they, what’s their motivations, how they react, why do they do the way they do?
If you are armed with all this information, when we pass it over to art, they have so much to work with. It’s not just to create a cool flying girl. No, they create a stigmata… I don’t want to spoil Pieta, but also want to see how the bosses reflect the world and how they corrupt the world around them.
What is the lore? What is the world? And, of course, then have enough variety, not just just small and large bosses, but everything in between. We wanted unique locomotion for every boss, not every boss, but the big major ones. We wanted transformative phases that challenge your perception in terms of, we wanted “what the fuck bosses” that should drop in their (players) laps without being warned because some floorboards broke under you and you fall into a pit, and somewhere we wanted those things. We wanted something that swoops from the skies and so on and so forth.
That’s how we went about it. And we motion-captured most of them because we wanted actors. For this and some other bosses they might not have seen, they were captured with contortionists and professional actors because having someone walk backward affects the style; it’s not very convincing and compelling. You need the movement of the creature. The fact that he looks backward, looks at curiosity, this sort of characterization of movement and curiosity and reactions, pushes them away from appliances, makes them a bit more immersive, you know, more believable. For us, immersion is number one and number two; immersion is our currency.
Saul Gascon – That in going back to the question on the gameplay part. So long story short, every boss challenges a specific part of our core mechanics. Some bosses like Pieta are challenging you to parry, to dash to avoid the attacks, and to use parry as an offensive mechanic. So you can defeat Pieta any way you want, you can range, and you can defeat her. We are not hard-locking people like you have to fight this boss like this. But every boss has an optimal way of defeating him or her, a weakness.
That weakness is always tied to a mechanic. For instance, Pieta, if you master the parry, it’s super easy. Like we saw today with the playtest, four parries, one guy was parrying, and was like, beep, beep, beep, beep (parry noises), then the next one. Whoa! Okay, that was fast. Meanwhile, others were trying to range (cries in agony) and running around suffering.
But they still beat her. That’s how we designed that. Then the characterization, the personality, and the backstory of that character also go inside the type of attacks they do, the type of how they’re trying to kill is aggressive in trying to get you or is some somebody more laid back that just attacks when needs to.
That was something very important. Even two-phase bosses, you also see this difference. They transform and have a phase two, and then that phase two is a, let’s say, a fucked up state of mind, and then they act completely different. So you need to adapt your strategy, like, oh shit, now this guy is super aggressive when previously they were more laid back and doing range attacks.
Cezar Virtosu – We have a top-down approach to core bosses and enemies. When this cuts on the iteration a lot, this has been to an artist before success, a lot of concept prep work. Examples, a lot of it, and then art and then prototype. The prototypes have their limitations, but limitations show your freedoms. Then we end up with the really unique concepts because we didn’t start with a mannequin that let’s have the attacks and let’s make something cool. We started with an idea, and we ended up with a creature.
Saul Gascon – We’re quite proud actually, and with the places we’ve seen it, that they feel very vari and very different within each other, the main bosses. They’re very unique, each one on its own terms. That’s something that took us a lot of work, a lot of time, but it’s paying off.
MP1st: – You guys kind of had the idea first, didn’t like the idea, kind of drive the design.
Cezar Virtosu – Everything. She’s a stigma of engineering – You can see the character in your head without even writing a design for it. It’s so strong.
MP1st: Right. And then you see a couple of different art, art concepts, and you’re like, that’s the one that was in my head.
Cezar Virtosu – It makes so much sense. Me and Saul, we watch it, this is it, this version two is what we want. We don’t even need to argue. Okay, we can argue about the color of hair. But not even that.
Saul Gascon – It is like that!
Cezar Virtosu – Me and Saul, we headhunted, and we pulled people from our old companies, and we got the hard hitters, the black belts, to work because we don’t have time to fool around. We don’t have time to iterate six years in pre-production, like other games.
MP1st – The new game seems to have a way higher budget compared to the original. Is it now more of a traditional AAA game in terms of scope and budget?
Cezar Virtosu: That is correct, Hexworks was created 3.5 years ago to handle the conception and production for Lords of the Fallen. The 2014 title is still quite the looker even by today’s standards, so as such, a decade later, we couldn’t have fallen short of expectations (excuse the pun). This title is several magnitudes bigger than anything CI Games (our publisher) undertook. That being said, we are under the titans of the industry like Rocksteady or From Software when it comes to budget and studio size. But we more than make up for this with our love for the genre and the fact that being completely remote, we are able to leverage key talent from wherever they may be located. This flexibility gave us an edge, allowing us to recruit the right people for the right jobs, fragment the production floor into highly specialized strike teams and crack on.
MP1st: Will we get a demo for the game before release?
Cezar Virtosu: While the idea of a demo is currently shelved for the time being, we are still discussing this internally.
MP1st: From our understanding, it will feature co-op, right? Is this drop-in, drop-out co-op at any time in the campaign? Or is it a standalone portion of the game?
Cezar Virtosu: The co-op is seamless drop-in, drop-out at any time in the campaign, as you said. One can invite a friend directly into the game from any of our in-game checkpoints (called Vestiges) or beckon a random player. Two players only, the host and the guest. The host is in control of the world state, be that Axiom/Umbral, mechanisms or NPC interactions, while the Guest can only pick up whatever loot drops, keep their accrued vigor, can level up at the vestiges, and interact with vendors, but cannot engage in quests and dialogue options with said vendors. When the guest dies in Axiom, the host can freely resurrect them on the spot by interacting with an effigy that is spawned upon their death. This is a lengthy interaction, and as such, the decision to resurrect that guest is a tactical one. Otherwise, both players respawn at the last visited Vestige, crafted or otherwise.
MP1st: How does the PvP part of the game work? Can players invade another player’s game, or is it a more controlled environment?
Cezar Virtosu: Invasions take place everywhere in the world, and we have PVP-designated areas sprinkled throughout. The invader arrives relatively close to the Host to facilitate quick engagements. The invader has only one life, and if killed, they won’t resurrect in Umbral, only the host controls that realm. Which means that if the invader is standing on an Umbral only structure and the Host happens to be next to an Effigy of Emergence and switches the realm back to Axiom, said invader will swiftly go on a date with gravity.
MP1st: The studio hasn’t shied away from Elden Ring/FromSoftware games comparisons, given the devs are fans of the studio, right? What similarities can we expect from the two titles?
Cezar Virtosu: One chief directive, back when we put the game’s bones in place, was to address user feedback and do market research. A fair number of the points of contention that the community had for the 2014 title brought us closer to Soulslike combat. Our goal is to satisfy the core audience and provide them with an orthodox foundation when it comes to combat (fast and fluid tactical combat, with stamina management, level design-driven encounters, animation canceling, and scarce access to healing). Once we achieved it, then we spread our wings, adding all the bells and whistles that you experienced in the tutorial section, from chaining seamlessly heavy and light attacks, switching stances mid swings, seamlessly alternating between ranged option and melee, multihits attacks and all the myriad of umbral abilities, the withering paradigm and how the two realms interact affecting combat and healing. We were also quite keen to do away with the stand-alone parry mechanic and do it on the move with the last-moment block concept. Aside from the Soulslike combat, another element that we were very keen to realize was the verticality of the level design, harkening to the earlier games to better emphasize the vistas foreshadowing the next areas and being able to look behind and track your progress in the previous areas.
MP1st: How hard is Lords of the Fallen? Does it play like your traditional Soulslike game?
Cezar Virtosu: The game is very challenging, far more so than the 2014 title, from gnarly encounters, deadly verticality, and enemies with a myriad of ranged options, combos, and magic. Raising the lantern in Axiom to peek in Umbral renders one vulnerable to the horrid Umbral natives that would pull the player into their world, effectively killing you. So we throw a lot at the player, but at the same time we offer a myriad of Umbral powers to mitigate these challenges and increase the awareness of ambushes and alternative paths to circumvent said ambushes. Lengthy onboarding to learn and practice the basics, multiplayer, and so on. In a nutshell, we feel that the game is harder than most Soulslikes but we offer a number of tools for the players to mitigate this difficulty if they chose so. Of course, you can also brute force the game via skill or RPG progression, it’s all on the player really.
MP1st: We’ve seen many Soul clones hit the market, and I feel that one of the common misconceptions is around the difficulty and that the harder the game is, regardless of how that’s achieved, the more “Soulslike” it is. There’s a lot more to it than just that, like the learning side, which is where I think some of the satisfaction comes from. How does the team strike that perfect balance with a boss, where they’re challenging but not annoyingly hard to the point that players feel cheated?
That is a fantastic point, and we are in complete agreement. At Hexworks, we believe that the difference between frustration and motivation is knowing what you did wrong or what “the game wants you to do.” Knowing what you need to do to succeed will carry you through that gnarly bit for sure. Or bosses seem intimidating and seemingly indomitable if faced head-on, with the player hoping to overcome them by sheer skill and timing of dodges. Obviously, it can be achieved like this, but if one peeks with the lamp in umbral they might notice that certain umbral parasites empower the boss in one way or another, there might be certain environmental hazards that they can use to debuff the boss or simply outlining their weakness to exploit with a ranged weapon (or when their positioning allows reach with melee weapons). This tactical approach is one of the chief paradigms of Lords of the Fallen, the detective work approach to both combat (bosses or exploration), narrative (environmental storytelling and hidden NPC’s), and navigation.
MP1st: Alright, seems we have time for one final question. How do you guys like to play?
Saul Gascon – My favorite starting class is the condemned (cursed class).
MP1st:: Oh, yeah. I will never touch that.
Saul Gascon – I really like the fantasy of the anti-hero. You start from nowhere, and you grind up to being whoever you want. I always tend to every time I play a full playthrough, I tend to go like an assassin Umba, an assassin sort build of combining Umbra magic with fast-paced two knives, stuff like this. That’s my fun.
Cezar Virtosu – I play as an Orion Preacher because I like religion and I like bringing people into my religion. I want to smite the heretics, to pray to warriors to grant me the strength and tenacity to reach deep into the depths and pull out evil to the surface and searing light. I love this fucking fantasy. It’s just my thought. It’s very thematically.
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.
Destiny‘s Trials of Osiris weekly PvP mode is back this Friday with a new map and rewards. If you’re wondering about the current rotation, we’ve got you covered: MP1st’s new Destiny 2Trials of Osiris rewards and map this week August 18, 2023post lists down all that information in full below.
New Destiny 2 Trials of Osiris Rewards This Week August 18, 2023:
Reputation System, Trials Engrams, and Adept Farming
Win individual rounds within each match to gain Trials reputation. The amount of reputation you gain increases with each round you’ve won on your card. Earn enough reputation, and you’ll be able to claim a Trials Engram from Saint-14! This engram can be focused into any currently available trials loot you have previously obtained, or it can be taken to Master Rahool for a random Trials drop. Your reputation increases after every match completion, based on the number of round-wins on your card, regardless of the result of that match itself (win or lose, 0-5 or 5-4).
Once you have gone Flawless, keep playing! Every win you achieve while at the 7-win level, even if you lose your Flawless, has a chance to drop bonus Trials Engrams, adept weapons, prisms, and even Ascendant Shards. There is no penalty for losing once you’ve made it to the Lighthouse!
When you’re done, you can cash in your 7-win passage for one additional adept drop, granted you have gone Flawless that week. This resets your card so you can start anew.
Passages
Name
Perk
Cost
Passage of Ferocity
Your third match win grants a bonus win.
15 Legendary Shards
Passage of Mercy
Forgives one loss per run. Forgives a second loss if you have not yet been flawless this week.