In yet another win for Microsoft, the Competition Commission of South Africa has unconditionally greenlit the Microsoft-Activision deal. The regulator has found that the “proposed transaction is unlikely to result in significant foreclosure concerns,” and that the deal “does not raise any substantial public interest concerns.”
Since Microsoft first announced its intention to acquire Activision Blizzard, multiple markets across the globe have been scrutinizing the particulars of the transaction. Despite aggressive opposition from Sony about the Redmond corporation’s alleged ambitions to foreclose the former out of Call of Duty and other Activision Blizzard IPs, the acquisition has slowly been receiving approval in several countries.
As one of the largest markets in the African continent, South Africa and its regulators have also been reviewing the anticompetitive potential of the deal. In its 11th April meeting that has been detailed to the world today, the Competition Commission of South Africa has unconditionally approved the deal.
Shooting down Sony’s allegation that Microsoft seeks to foreclose it out of Activision Blizzard business, the watchdog has, like the CMA, found that the acquiring body simply does not have the ability nor the incentive to undercut competitors through engaging in foreclosing strategies with Call of Duty, and furthermore, its commitments to continue supplying Call of Duty games to competitors are worth taking into account.
Elsewhere, the UK CMA and US FTC as well as EU and Chinese regulators are still reviewing the acquisition. Stay tuned here at MP1st for all upcoming news and announcements about the Microsoft-Activision deal.
Update: Activision Blizzard has issued the following statement in response to the decision:
The South African Competition Commission recommended approval of our merger with Microsoft based on a thorough review of the facts about competition in the gaming industry. We appreciate this additional affirmation from an important global regulator.
Dambuster Studios and publisher Deep Silver have released the Dead Island 2 launch trailer, and this gives gamers a brief intro on what to expect in their trip to Hell-A!
Set to launch later this week on April 21, go check out what’s in store for the zombie franchise once it returns.
Dead Island 2 launch trailer hype-train is departing now! The final sneak-peek at the Slayer life before we launch. You may need to grab a raincoat because you are now in the zombie-slaying splash zone – enjoy the gore!
Here’s the official description for Dead Island 2 straight from Deep Silver:
The long-awaited next entry in the Dead Island franchise, Dead Island 2 places players in the shoes of one of six bombastic survivors – Amy, Bruno, Dani, Ryan, Carla, and Jacob. After finding out that you’re immune to the zombie virus the hard way, humanity’s future is in your hands. Aided by newfound friends, including the original Dead Island’s Sam B., players must escape from HELL-A before the rest of the world succumbs to the undead plague.
Standing in your way are the undead hordes of Angelinos, as varied as they once were in life. Slaughter reanimated muscle-beach hunks, fashionable celebrities, and beach bums alike in gruesome style with a variety of weapons. Whether you’re slashing them up with knives, chopping them with an electrified axe, or turning them into swiss cheese with an assault rifle, Dead Island 2’s blood-drenched action is a gory spectacle to behold.
With different environmental effects to experiment with and your own strange abilities as an infected yet seemingly immune zombie virus survivor, there are ample ways to take out the undead. As long as there’s a trail of gore behind you, there isn’t a wrong way to mow down the hordes.
For those on PC, you can check out the PC requirements needed in order to run the game. Stay tuned to our review hitting the site soon!
TalesWorlds has pushed out Mount & Blade 2: Bannerlord 1.11 update, which is for patch version 1.1.3! Players can expect changes to both single-player and multiplayer, with the official Mount & Blade 2: Bannerlord April 17 patch notes available below.
Mount & Blade 2: Bannerlord 1.11 Patch Notes | Mount & Blade 2: Bannerlord Update v1.1.3 Patch Notes:
Singleplayer
Crashes
Fixed a crash that occurred due to corrupt save data when making peace with minor factions.
Fixed a crash that occurred when transferring troops between formations with banners.
Fixes
Fixed a bug that caused vassals to randomly disappear after they had been promoted from a companion position.
Multiplayer
Crashes
[Custom Server] Fixed a server crash that occurred due to a modded client.
Fixes
Fixed a bug that allowed players to use the teenage human body.
Changes
[Custom Server] Adjusted the limit for the RoundTimeLimit server option to 60-3600 seconds.
[Custom Server] Increased the maximum number of servers you can host concurrently via your server token from 5 to 50.
If a new patch is released, we’ll be sure to let our readers know.
Milestone has released Ride 4 update 1.34 (PS5 version 1.024) today for all platforms. This should be one of the final updates for the game before Ride 5 drives out later this year. Read on for the Ride 4 April 17 patch notes posted down below.
The only patch notes that have been released so far come from the game’s PS4 update history. You can check out the details down below. The patch size on PS4 was over 4GB.
Minor fixes
We will update this post as soon as we can if proper patch notes are released. You check out the more details about the game below via the PlayStation Store.
Choose among hundreds of officially licensed bikes and ride on dozens of tracks all around the world, carefully designed with an extraordinary level of detail! Every asset has been created starting from CAD data, laser and 3D scanning to achieve precision down to the smallest detail and let you enjoy the best two-wheel racing experience ever.
Keep it locked at MP1st for more updates on the Ride franchise.
Hello Games has released No Man’s Sky update 4.23 (PS5 version 4.023) today on all platforms. This update includes a small fix for the Interceptor patch. Here are the full patch notes for today’s update.
No Man’s Sky Update 4.23 Patch Notes | No Man’s Sky Update 4.023 Patch Notes | No Man’s Sky April 17 Patch Notes:
Hello everyone,
Thank you to everyone playing the Interceptor Update, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.
We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 4.23, which is now live on Steam and will be coming to other platforms as soon as possible.
Bug fixes
Fixed a threading crash.
We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.
Frontier Developments has released Jurassic World Evolution 2 update 1.22 today for PS4. The same update was released for other platforms a few days ago. This update includes some gameplay improvements and more. Read on for the Jurassic World Evolution 2 April 17 patch notes down below.
Jurassic World Evolution 2 Update 1.22 Patch Notes | Jurassic World Evolution 2 Update 1.7.2 Patch Notes | Jurassic World Evolution April 17 Patch Notes:
Hello Park Managers!
Please see the changes below:
Decorations
Restored Supply Piles 01 and Supply Piles 02 decorations to their pre-Update 6 visuals
Added Supply Piles 03 and Supply Piles 04 (duplicated from Update 6’s unintentional replacement of Supply Piles 01 and 02)
Gene Editor – The variant carousal now doesn’t use the LB/RB input anymore
Build Menu – Display the detached viewing galleries when the Building Styles filter is applied in Sandbox modes with “All Buildings”
Fixed cinematic camera mode causing occasional frame rate issues on busy parks
Removed the gap between the play area and background forests on maps
This will still cause a small gap on existing saves, new saves will have no gap
Crema has released Temtem update 2.000.009, which is for patch version 1.3.1. This update includes new content and improvements. Check out the Temtem April 17 patch notes posted down below.
We’ve added an indicator for the Nuzlocke and Randomlocke modes that will show you the number of captures left for the zone you’re currently in. It’s located next to the Minimap.
We’ve added an Species Clause to the Nuzlocke and Randomlocke modes:
When running into a Temtem they have already tamed before as the first encounter on any given zone, the player can defeat it or run away without wasting one of their allowed encounters.
If the player decides to capture that Tem despite already having it, it will count as a valid encounter and it’ll consume one of the allowed encounters.
The game will check for the entire evolutive line, so if you have a Granpah in your squad and encounter a Paharo, you will be able to defeat it without using one of your allotted encounters.
We’ve added new internal rules to the Techniques of starter Temtem to prevent insta-failed runs in the Randomlocke mode.
Starters must now have at least one Technique that fulfills all of these requisites: Damage greater than 1, Hold 0 and STA Cost less than 20.
These changes will be applied to all existing Challenge Runs, and any Challenge Run created from now onwards.
We’ve changed the message you get when trying to capture a Temtem once you’d surpassed the capture limit in Nuzlocke and Randomlocke modes. It’s now a new message created specifically for the Challenge Modes.
The Anahir given to the player during the story will now be full HP in the Nuzlocke Mode, and the random Temtem given instead of Anahir will follow suit in the Randomlocke Mode.
We’ve improved and clarified the process of choosing a name for your character. It should now be more clear when the name you’ve picked is already in use or otherwise not fit to be picked.
The Trait and Technique textbox is now scaled based on the description text.
Economy
The price in Novas of all Premium musical instruments and Premium emotes has been reduced by 40%.
We’ve adjusted the Luma Drop rewards given by the species located in the Tuwai Shrines. They will now reward higher amounts of Luma Drops.
Temtem
These changes were meant to be included with patch 1.3, but didn’t make it in due to a bug. After checking the competitive community’s feelings on it, we’ve decided to include them in this patch to place us closer to the idea of balance we had for this Season.
#101 – Kauren
STA has been increased 45 ⇒ 54.
SPDEF has been increased 51 ⇒ 57.
#121 – Broccolem
HP has been increased 74 ⇒ 79.
STA has been increased 63 ⇒ 67.
Gaia has been added to its move pool.
All platforms
Fixed a hardstuck situation at the Evershifting Tower after defeating a floor boss and getting healed.
Fixed getting hardstuck if, during the Randomlocke, once the player runs out of captures in a zone they encounter two Temtem, capture one with the TemCardX and then run away from battle.
Fixed a softlock after changing the language in the Settings menu.
Fixed getting softlocked when receiving the plot of land for housing in a Challenge Mode.
Fixed getting softlocked if the Coward’s Blanket was active and, in a dual wild encounter, the player captured both of them with only one free slot on their squad and released the first one captured.
Fixed a softlock after receiving a Temtem that the player is not the OT for in the Locke modes.
Fixed getting softlocked by the renaming pop-up when receiving any gifted Tem from an NPC in the Nuzlocke and Randomlocke modes. It won’t be possible to rename these Tems from now onwards.
Fixed a crash that could happen when moving between empty slots in the Tempedia.
Fixed getting stuck when interacting with another’s player co-op emote while sitting.
Fixed getting stuck in battle if the move Piercing Wheel was used in the Randomlocke mode.
Fixed getting stuck behind Distracted peasant or Studious Yamabushi if the battle against them was started directly in the opposite direction they were looking at.
Fixed a black screen if there was a disconnect while attempting to reconnect when seeing the preview of the Challenge Mode rewards.
Fixed getting disconnected when a player cleared 33 notifications or more at once.
Fixed not being able to skip the capture requirement to unlock the Temessence in the Randomlocke Mode.
Fixed Temtem with catch rate 0 appearing in the wild in the Randomlocke Mode.
Fixed eggs opening when changing between the main save and the Challenge mode accounts.
Fixed a spike of lag after using the incubator machine at the Breeding Center.
Fixed the Temtem Plus benefits not being applied in the Challenge Modes.
Fixed consumable items running out when a Player switches from their normal save to a Challenge Mode.
Fixed Glossy Tempedia, Bright Tempedia and Shiny Tempedia Kudos not updating correctly in the server.
Fixed Dojo Rematches and Kudos not being granted when the player finished the battle with a transformed Mimit.
Fixed PvP daily, weekly and per-match rewards not being given properly server-side.
Fixed some issues related to Showdown Squad configuration and cross-progression.
Fixed being able to continue playing with an unlinked account until the primary account is booted if the unlink for the cross-progression was made from the secondary account’s Settings menu.
Fixed TCs not disappearing after being used in the Challenge Modes.
Fixed Feathers not updating in the “Select Amount” UI of the shop at Tamer’s Paradise.
Fixed getting a random Temtem from the Ukama Lover in the Nuzlocke Mode.
Fixed getting a different face in the Challenge Modes if the Main Save has a specific Face set
Fixed visually spending one Tem Renaming Voucher when trying to change a Temtem’s nickname using Pansuns.
Fixed Trade House’s filter not having into account the secondary typing of Chromeon and Koish.
Fixed Mimit having DNA Extraction in Randomlocke instead of whatever tech it had after transforming in battle.
Fixed being able to pick an empty squad in a competitive battle.
Fixed mouse input not working if a player ended a PvP Match with the emote wheel enabled.
Fixed Reactive Vial not healing the holder when proccing.
Fixed Rejuvenate not working properly on Multi Target techniques.
Fixed Techniques that apply 2 Status Condition and have an extra effect not copying the 2 Status Condition through Traits.
Fixed Adaptive users being able to receive a Status Condition that should be avoided with the typing change this Trait triggers.
Fixed not seeing correctly the HP recovered with the Inductor Trait when attacking a Temtem with the Toxin Skin Trait.
Fixed an interaction between Kaleidoscope and Bright Beam while the user had the Seized Status Condition.
Fixed Misogi’s Synergy not applying Regenerating.
Fixed Bully doing more damage when the target had 2 Status Conditions applied.
Fixed Neutrality and Resistant users losing their Invigorated Status Condition when a 1 Turn Exhaust was applied on them.
Fixed Dreaded Alarm not showing the sign that it was triggered when attacking an asleep Temtem.
Fixed the Acid Reflux technique (signature move of Noxolotl) was being played when used by other Tems in the Randomlocke mode instead of the default VFX animation.
Fixed several bugs involving a Temtem dying because of the Dreaded Alarm trait.
Fixed once per battle traits triggering twice when a player who doesn’t have the Speed Arrow swaps in an Intimidator Tyranak and a Temtem with a once-per-battle trait, keeps them in battle for one turn, swaps those Temtem out and then brings back the Temtem with the once-per-battle trait.
Fixed STA not being updated when a Temtem that was already in the battlefield enters again automatically after one Temtem faints due to being the last Temtem in the bench.
Fixed the Battle Log showing the Gears Temtem have in the TemDeck/Squad instead of the ones assigned on the Pro Battlebox if the third Pro Battlebox was the one being used.
Fixed activity club log was not displaying the most recent activity when a club surpasses the log limit.
Fixed not being able to scroll down using keyboard or gamepad when moving between specific slots in the Tempedia UI.
Fixed Galvanid not following the player the first time it spawns in the world.
Fixed that Tems captured in the Evershifting Tower could stay with no Techniques assigned if the player closed the game without assigning any Technique.
Fixed Luma Drops icon appearing in the Boutiques/Housing Stores after buying something in Nanto Labs.
Fixed hidden NPCs being shown if the player has a battle in the zone this NPC is.
Fixed not being able to equip the default battle outro correctly if the player had another battle outro already equipped.
Fixed Spectate Mode having two Exit buttons in the Settings Menu.
Fixed being able to claim already-claimed Housing items from events while doing a Lair.
Fixed Megazizare Steed’s jump animation not being shown properly when doing big jumps.
Fixed being able to overlap Seals in their preview if a player switched one for another in Temtem’s details.
Fixed Luma Koish and Chromeon’s preview in the TemCard thrown during the intro animation not matching the secondary type of the Temtem.
Fixed player not showing animations when entering a building using a mount that does not have a matching surfboard when on water.
Fixed a wall covering the door of the Royal Castle Construction’s interior if the house was placed in one of the bottom slots of a section at Atoll Row.
Fixed the icon of the dye bundles to show correctly the last dye.
Fixed a floor item in Malachite furniture shop with prize set at 0 Pansuns.
Fixed the grid on the Comfy Corner layout
Fixed Tamers’ banners appearing with no sprite in the Tournament Finals’ UI.
Fixed Tamers’ banner appearing with no sprite in the cross-progression UI.
Fixed previews of battle outros having a black and white club banner behind the player.
Fixed the Leprechaun’s Eve emote sound not playing in the Event Rewards preview.
Fixed the dialogue lines of Musa after fighting him for the weekly rematch. No more confusion.
Fixed a wrong dialogue from one of the new NPC trainers at the Arissolan Dojo.
Fixed some technique descriptions that were not updated.
Fixed a bonus default text appearing the first time the players enter in a DigiLair at Tamer’s Paradise
Fixed that the competitive battle outros obtained when changing the animation style at the beauty center did not have names.
Fixed “Objective” and “Global” texts being shown in English regardless of the language set in the Speedrun Mode.
Fixed the “Retry” button on Challenge Modes wasn’t showing the text properly in all languages but English.
Fixed Q/E prompts in the Temdeck being shown scaled after opening a UI that requires the player to choose a Temtem to show/give to an NPC with a controller, and then opening the TemDeck with a controller only to then change the input to Keyboard/Mouse.
Xbox
Fixed the text of the Radar Expert Xbox Achievement was showing 400 radar encounters instead of 300.
Fixed a white transparency overlapping the battle intro for a PvP match in Xbox.
PS5
Fixed being able to access the Competitive Menu from the Ranked PS5 Activity while having the PS-Only option on.
Here’s your WTF news for the day: SEGA, the former console rival of Nintendo and now home to the Yakuza and Sonic franchises, have just acquired Angry Birds studio Rovio Entertainment for a cool $775 million!
SEGA not only aims to own Angry Birds, but also utilize the studio’s expertise in mobile gaming to bring their “current and new titles to the global gaming market.”
Check out the “background and purpose of acquisition” per SEGA’s statement:
1. Background and purpose of the Acquisition
(1) Positioning of the Consumer business for the Company
The Company positions the Consumer segment of its Entertainment Contents Business as a growth area under its Mid-Term Plan (FY2022/3-FY2024/3), and has accelerated its efforts to strengthen the business through initiatives such as converting existing IPs into global brands, strengthening user engagement through multi-platform support and enhanced media mix, etc.
As a part of its growth strategy to invest up to ¥250 billion during the five-year period ending FY2026/3, the Company has been exploring investment opportunities in the Consumer area to strengthen its development capabilities as well as to create new ecosystems.
In order to strengthen global development capabilities, SEGA has historically acquired numerous development studios, from the UK-based The Creative Assembly Ltd. in 2005, to the Japan-based ATLUS. CO., LTD. (formerly, Index Corporation) in 2013, and the acquired studios have all greatly expanded its scale while also releasing many new titles across the globe.
(2) Background of the Acquisition
The size of the global gaming market is projected to reach US$263.3 billion by 2026, growing at a CAGR of 3.5% from 2022 to 2026. The mobile gaming market in particular, is set to grow at a CAGR of 5.0% to represent 56% of the global gaming market overall, an increase from 53% in 2022. (Source: IDG Report (dated October, 2022))
The Company firmly believes that it is imperative to continue investing in its game development and operating capabilities, in order to further strengthen its position in this fast-growing mobile and global gaming market, which therefore led to the decision to acquire Rovio.
Through the Acquisition, the Company aims to take-in Rovio’s live-operated mobile game development capabilities and expertise in mobile game operation, to accelerate the development of mobile-compatible and multi-platform-supported version of SEGA’s existing game IPs, thereby strengthening and further accelerating global expansion of SEGA’s game portfolio.
(3) Purpose of the acquisition
Rovio is a global mobile-first, games company that creates, develops and publishes mobile games, which have been downloaded over 5 billion times. Rovio is best known for the global Angry Birds brand, which started as a popular mobile game in 2009, and has since evolved from games to various entertainment, anime, and consumer products through brand licensing.
SEGA aims to accelerate its growth in the global gaming market and increase its corporate value by generating synergies between SEGA’s existing businesses and Rovio’s strengths, including its global IPs and live-operated mobile game development capabilities. More specifically, SEGA aims to create synergies with particular focus in the following areas: ·
Utilization of Rovio’s distinctive know-how in live service mobile game operation, to bring SEGA’s current and new titles to the global mobile gaming market, where there is large potential, and many users can be accessed- SEGA strongly believes Rovio’s platform, Beacon, holds 20 years of high-level expertise in live service-mobile game operation centered around the United States and Europe
Rapid expansion of both companies’ fanbase by sharing know-how regarding multi-media expansion of global characters- Rovio and SEGA have both succeeded in extending its IPs, “Angry Birds” and “Sonic the Hedgehog”, to various media outside of video games, such as movies, anime, and merchandising, and accordingly hold a strong fanbase around the world as well as know-how regarding IP expansion
Support cross-platform expansion of Rovio’s IP using SEGA’s capabilities- Rovio is aiming to expand its platform outside of mobile gaming, and SEGA will actively look to support this process through its capabilities
First off, I didn’t know SEGA had this much scratch to be able to spend that much for one studio. Secondly, it looks like SEGA is buying Rovio more for a global mobile gaming push than Angry Birds, so there’s that.
Once we get wind of the first game announced with the acquisition, we’ll let our readers know.
Just a few days ago, EA finally lifted the lid on Ascendant Studios’ upcoming first-person magic-based action game “Immortals of Aveum.” Not only did we get a new trailer featuring gameplay, but we also got a ton of new info straight from the studio as well.
MP1st was invited to a closed media briefing for the game where games media were given the chance to ask questions to Ascendant Studios. Answering for the dev team are game director Brett Robbins, Julia Lichtblau (Associate Art Director), Dave Bogan (Senior Art Director), and Kevin Boyle (Executive Producer).
In the interview, Ascendant explains Immortal of Aveum’s insipiration, how the game takes around 25 hours to complete, and more! While Robbins used to work on Call of Duty, the studio also explains how it’s not just Call of Duty but with a fantasy setting too.
Note that the question and answer shown below is from a group session interview.
Q: With this battlemage type of gameplay, did you use some learnings taken from previous similar titles and or did that lead to some unique features that sets this game apart from those?
Bret Robbins: That’s a great question. So, you know, definitely my time on Call of Duty was instrumental in how I wanted the combat to feel on that franchise. We’d focus a lot on making sure that the combat was fluid and fast and really smooth, running at a high frame rate, super important for that experience.
I think I brought a lot of that to what we’re doing here. The challenge, of course, is that we don’t have traditional guns. We have magic and spells, and we spent a lot of time making that feel really visceral, impactful, and not feel soft or, or feel strange to what a shooter fan might expect.
I think the great advantage we had was that we are a magic game. You can do anything you want. You can create all sorts of cool abilities and spells. You have a very large canvas to play on.So large in fact that we had to put our own rules around magic and around what we can do.
And we had to make some decisions early on about what the nature of magic was going to be. We’re not Harry Potter, we’re something else where a battle age. So I wanted to keep things very visceral and, and exciting and make sure that the player felt really powerful.
Q: Are there any plans for multiplayer or cooperative play?
Bret Robbins: We have spent some time thinking about that for sure. We may have spent some time working on that as well, but we’re not ready to really talk about anything like that. We’re focused fully on the single player story and the experience right now.
Q Since you’re not using actual guns in the game, were there any traditional FPS mechanics (reloading, cover system, etc) that you enjoyed breaking or reworking with the magic system?
Bret Robbins: We made a lot of decisions around magic and how we wanted it to feel different than traditional guns.
For one thing, I didn’t wanna make a traditional cover shooter. I didn’t think the fantasy that I was trying to create involved you, hiding behind a bush and firing your wand over it. I wanted instead the player to feel like a gun slinger, someone who could walk into an area and be a badass basically.
One of the early mechanics we developed was the shield. You bring your own cover with you. You’re able to create your shield, you can fire through it, it has a cost of movement. You move a little slower and it’s got a certain amount of health. It’ll shatter after a while.
That was a very interesting mechanic to bring and to move away from the traditional kind of cover shooters that I had worked on before. There’s a lot of decisions like that throughout where we’re trying to walk that line between being both familiar to shooter players, but also bringing something new and interesting to the table.
The fact that we’re magic, opens up those possibilities, quite a bit.
Q: Do the tattoos play any role or significance in the character’s powers and abilities? Or are they simply cosmetics?
Dave Bogan: That’s a great question, one I wasn’t expecting. I would say that the tattoos are not directly attached to gameplay at all or your abilities per se, but everything in the art has a reason and a purpose. And I would say that the tattoos help build out our lore and our storytelling for the characters.
Without giving away spoilers or anything like that. They directly tie into the storytelling, the origins of the characters, their place and the story and their status in the world. They have significance, but are not directly attached to gameplay.
Q: Who is the composer for the game?
Bret Robbins: We had a few different composers working on the game. We had Tom Hawk and Jamie K were two of the primary ones. And our Audio Director Aubrey Hodges also did a lot of work on music. It’s all original music,
Q: How would you describe the aesthetic of the world, its architecture and the magic visuals, how do you want players to feel when they see these landmarks and fight in these environments?
Julia Lichtblau: We really want to tell a story of this brand new universe and when a player steps into our game, they feel grounded. They do see some things that they recognize.
A lot of the plant life is just reminiscent of Earth. But then we throw in a lot of unique architecture, some of which is these big, solid stone military walls. But then you’re also seeing vestiges of older civilizations that suggest that this world has been around through many cataclysms and many ever.
And there’s just a lot more to uncover about it, and you get to see all these different civilizations and start to kind of unlock those mysteries as you move through our game.
Dave Bogan: Right from the beginning, when I first started and even interviewed with Brett, He had a pretty solid vision for what he wanted to do and when I first started out, top of mind was always to stay away from typical tropes in fantasy and just to start from a fresh palette to always try to reach out for the unexpected, for the audience and the player.
That was top of mind. And throughout that we landed in this great place where we have a unique world that’s not Earth. It’s a different planet called Aveum and it’s a great mixture, between old world styled fantasy kind of binded with a lot of simplified sci-fi shaped language that’s kind of inspiring a lot of our not just architecture, but vehicles or even even the weaponry in the game.
So it’s kind of this nice, kind of unique look.
Q: From what I’ve seen in gameplay, there are a lot of attacks using the four elements (elements), but are there any special magic spells that curse the opponent, or control light or darkness, time or space?
Bret Robbins: There are a lot of interesting abilities there actually is a spell that controls time.
I would say overall about the spell system and the magic system. I wanted everything to create synergy between all the different powers. We are kind of loosely referred to it as a comboing system, but really what it means is, I want to use the right spell at the right time and combine it with other spells.
And I don’t mean like I’m creating a recipe or anything. It’s more like if I have an enemy that’s far away, I want to use my lash to bring them in closely so I can hit ’em at close range and do more damage to ’em. I use a different spell to create a sort of gravitational vortex that pulls a lot of enemies in so I can hit them with an aoe.
There’s a lot of different abilities and ideas, mixed up in the combat system and beyond that, the three colors, red, green, and blue, each having a certain personality to them. Significance, the ability to be more effective against certain types of enemies. Certain enemies being vulnerable to a certain magic type, for example.
All of this is part of our goal of creating a very deep system. The controls and the spells will feel somewhat familiar to people when they first start the game and start playing it. And then the depth starts to reveal itself. As you keep playing, there’s a lot to learn and there’s a lot of ways to, to master the game which I’m really excited about.
Q: How does this game go beyond that initial idea of Call of Duty but with magic?
Bret Robbins: I started with a loose idea around a magic shooter and of course I was working on Call of Duty and, some thoughts sort of along those lines very quickly, the game evolved into something pretty different. We are not, you know, fantasy Call of Duty. We are our own game.
We have a lot of world exploration, a lot of puzzles, puzzle mechanics, a lot of additional content. It’s a huge game.If you’re just trying to play it straight through, it’s well over 20, 25 hours. And if you want to really explore and do a lot, it gets quite a bit longer than that.
The idea of of making a magic shooter, that was the initial vision and inspiration. And then as I brought on more people, as we really started to develop the ideas and develop what the game would be, things evolved and changed, always for the better.
Where we are now, I feel like we’re going to deliver on something pretty unique.
Kevin Boyle: Beyond the mechanics of the game, from a narrative perspective, this is a story you could not tell with a contemporary backdrop. The world building, the conflict evolves over the course of the game. It is very specific to Aveum and kind of the nature of the conflict in this world.
That’s one of the huge points of appeal for me.
Q: Will there be a photomode inc at all? the enviro and characters look stunning?
Bret Robbins: We’re not revealing our full feature set yet at this time. There will be a lot of cool features.
Q: Will it require to be always online, despite being single player and will it have in-game monetization?
Bret Robbins: None of the above.You’re not required to be online to play. It is single player and there is no in-game monetization.
Q: Are you able to change between types of magic and abilities the same way you would choose guns and grenades? Or are the powers locked in for the red/blue/green abilities?
Bret Robbins: You actually have quite a bit of variety within the red, green, and blue spells. What you saw in the video was the sigils that you focus your magical power through.
They actually come in a few different varieties. So even though you’re using a blue sigil that has a very distinct type of attack, you can find different sigils that will alter that attack and make it behave quite a bit differently. For example, in Blue Magic, there’s the javelin sigil.
And the javelin sigil allows you to actually power up a big shot that does a lot more damage, but is a slower rate of fire. In a way, we have different guns throughout the sigil types, but because it’s magic, we can do quite a bit more than you could with standard modern guns.
Within the sigils there’s variety. And a big part of the game is the gear system, the talent system, the fact that you’re able to really customize your play style. If you want to play a faster character that’s gonna do a lot of close range damage. You want to rush enemies or you want to bring them in with your lash.
You can build a character through your talents and your gear that really, emphasized that and, and increase your power in those areas. Or if you find a spell you really like, you can double down on that. Find gear and talents that make that even more. There’s a lot of variety.
There’s a lot of reasons to experiment with different builds. Ultimately there’ll be a lot of reasons to replay the game and, and try different tactics.
Q: When you first created the world of Aveum, what was your main inspiration?
Julia Lichtblau: A big inspiration for just the natural world like I said before, we really wanted to sort of ground this world a bit and make the player feel like this is an earth-like space. Obviously we had the opportunities to do a lot of exploration with magic and magical types of foliage that we saw in some of the environments featured before, but there are still a lot of very natural, realistic plants that you might see in your backyard. And we’re here in beautiful, Northern California.
As I was doing some research for basic plant life and flowers just to sort of fill out our pastures, I discovered that there’s quite a few endangered species just in our own local area. That sort of got me on a quest to represent a lot of endangered species in North America. Most of the trees and the bushes and anything that’s not very magic related, actually is a real endangered species of a plant.
That was just a really interesting way of incorporating this environmental environmentalism and exposing players to these very sort of underrepresented species that are quite beautiful and unique in their own way, just as all of the magical plant life that we’ve created is unique as well.
Dave Bogan: Thematically that works with our world and our setting. The overuse of magic in the world and the ripple effect it has on everyone’s lives. That’s kind of a direct parallel to our current world in our state. Beyond the environments, on biomes and things like that.
When I first started, Brett not only showed me a 60 page design document, but he kind of barraged me with, a lot of conceptual visuals that he’s drawn to. Pairing that with my own kind of inspiration. You know, growing up watching all kinds of cartoons and comics and, and movies.
This project has been just a godsend in terms of being able to inject all this visual inspiration from my childhood. The old grander cartoon or the silences from Battle Star Galactica or growing up playing Dungeons and Dragons. It’s all kind of like merging and creating this unique kind of binding, visual binding sense of all my childhood inspirations.
So it’s been really, really amazing.
Q: If you could pick only one aspect of the game that the team is particularly proud of and that you think makes the game unique and special and everyone should try out, what would it be?
Kevin Boyle: I’d start with something that I touched on a bit before that doesn’t necessarily come across with all the flash of the preview trailer type stuff, and that is kind of the development of these characters and the relationships and your investment.
As a player in this story, the mechanics I think feel great and are hitting the nail on the head in a lot of ways, but it’s the context for the use of those mechanics that I find particularly interesting. What you’re trying to do as Jack, the crisis of this place and the conflict you’ve been caught up in.
So, for me that’s a combination of amazing writing and just incredible cast. And really well executed character models and animation and cinematics and audio that all comes together to effectively tell a story that I still enjoy as someone who’s really deep in it on a daily basis.
So I’m really looking forward to players getting a chance to take that in.
Julia Lichtblau: I was just going to touch on that, we have such an amazing cast of characters that being able to go around and speak to all of the NPCs and the extra characters around, they’re all just fully fleshed out with their own unique backstory, their own sort of dialogue, how they teach, they talk, their history, where they come from.
You can engage in just really fun, witty back and forth banter with a whole host of characters that I still enjoy going and finding different people in different areas of the game and just hearing where they came from. And it’s just very, Very exciting and very fun, and enjoyable.
Bret Robbins: I think for myself, I’m hoping people really enjoy the world building,and to me that’s kind of a combination of all of the above. We spent a lot of time and effort to make sure the world felt consistent, both in terms of the combat,the storytelling, and marrying those things together.
I spent a lot of my career working on single player campaigns and trying to walk that line of really merging game design with narrative in fluid and interesting ways, and we had the opportunity to create a whole new world and a whole new cast of characters and a new story and a new combat system and everything was new.
And so trying to keep that all as a consistent world that makes sense, that feels lived in, that feels both believable but also fantastical. Those are really our goals and I feel like we did a really good job of that. I think we have something that feels like a very new place and a new experience.
The story, the combat, the enemies, the puzzles, the exploration, all of that sort of wraps together into world building. And I hope people really, I feel like people will really enjoy our world.
Dave Bogan: From my perspective, I think it’s obvious. I’m super proud of the art that we’ve been able to generate.
Everything from the VFX to the environments, to the animation and the characters models.Everything’s really, really quite pleasing, from my perspective. I would want to double down on the heart of the product and the writing in the world building. It’s just really strong.
There’s a lot of games where you kind of like the cinematics start to play and you just gotta roll your eyes and tune out because it’s not well written or the voice acting isn’t quite hitting it. We’ve just been super fortunate and on top of that, being able to be uninhibited creatively.
For all the people that made this possible, like Brett and Brian and even EA, we’ve been able to do what we’re really kind of yearning for, in a story in a world, without any limitations really. As well, working in Unreal for the first time, it’s just been, it’s been bonkers in terms of visuals we’ve been able to create.
The whole recipe of all that is, and throw in the passion of the people that work here, it’s been amazing. I Love it.
Immortals of Aveum will be released this July 20, 2023 on the PS5, Xbox Series X|S and PC.
Just over a week ago, Bohemia Interactive unveiled the latest project brewing in the studio with “Silica,” a real-time strategy (RTS) and first-person shooter (FPS) hybrid, While we did see a few snippets of gameplay before, this new Silica gameplay video showcases 10 minutes worth!
Check out the video below where we also see vehicular gameplay and how big the environments are.
Silica is a crossover of FPS and RTS where up to 3 factions battle for control over the planet of Baltarus. Lead from above as commander, or experience the action first-hand, either alone, or with friends. Join one of two human armies, or hunt them down as the territorial aliens.
Here are some of the game’s features via Bohemia’s press release sent previously:
Silica Features
First/third-person shooter with vehicles
6 unique locations
3 engaging game modes
Singleplayer and multiplayer options
5 infantry classes
11 distinct vehicles
8 alien creatures
AI control for both commander and units
Silica is set to hit Steam Early Access soon, and is not announced for any other platform.
Road 96 was a politics-centric game about a teenager crossing a border and eventually perhaps overthrowing an entire government. Developer DigixArt is back with another entry, this time a prequel called Road 96: Mile 0. They’ve changed many things this time around, while also keeping some things the same. Time to see if that results in a more polished game, or something that needed more time.
Between Two Stories
Road 96: Mile 0 is a prequel to the original Road 96, while also serving as a sequel to DigixArt’s first ever game, Lost in Harmony. Naturally, this does mean that while the narrative does branch, and the game features four different endings, certain things will always occur in order for the original Road 96 to make any sense. Some endings will also lock themselves away via another playthrough if you have either Zoe or Kaito on one side of the political spectrum.
The story of Road 96: Mile 0 takes place in a fictional country called Petria, during everyone’s favorite time: election season! Petria is a Soviet-like country which pushes government propaganda very heavily, including a single actual state-run news channel as the only (legal) option on the airwaves. Under this oppressive regime, you alternate between playing as the Minister of Oil’s daughter Zoe, and a city worker’s son Kaito. They start the game as best friends born on opposite ends of the opportunity and political spectrums. As the player, you’re given the chance to see how differently members of society will treat you just based on the family you were born into.
As the story progresses, both characters have choices to make, which influence how they feel politically, as shown on a two-sided bar in the upper-left portion of the screen. Tearing down a partially-town propaganda poster will make the character more rebellious, for instance, while fixing it will make them more subservient. If you’ve played the original game, then you already know which way the story should lead you. Otherwise, Road 96: Mile 0 is a touch vague about who you should really believe. It also makes a statement about blindly following the beliefs of those who came before you, and the unforeseen consequences of your choices having a long-lasting impact on those you love. The story is a bit deeper than the bright visuals might otherwise have you believe.
Short Runtime, Multiple Endings
With a runtime of around three hours or so (and that’s taking your time to fully explore most areas), it wouldn’t be a stretch to have viewed all possible endings within a day or a weekend. Thus, Road 96: Mile 0 is priced right at $12.99 as of the time of this writing. The game does rely entirely on autosaves, however, as there are no save slots to speak of. So be prepared to live with your choices, with your only recourse to seeing another ending by replaying the whole thing.
What’s interesting is that DigixArt introduced a whole rhythm-based mechanic to Road 96: Mile 0. Certain cutscenes and activities will trigger one of eight (CHECK) songs to play, and it’s your job to rollerskate as Zoe or skateboard as Kaito to the beat. This involves collecting floating diamonds, or performing quick-time event button presses to avoid certain doom. Touching any obstacle results in part of the song replaying. This mechanic is a bit rough, as some of the timing required is extremely precise. It seems even the developer understood it would frustrate some gamers, because if you fail any section of a song a handful of times, the game will offer to simply skip you ahead to the next checkpoint in the song. At the end, you’re graded on an F-S scale, with the option to replay and try again.
Songs are also occasionally collected throughout the adventure, and the soundtrack is a fitting mashup of pop and electronica. While the in-game songs are original creations, some of the rhythm levels include licensed tracks, with a personal highlight of mine being The Offspring’s No Brakes song. You’ll probably end up with a favorite track to play a couple of times before moving on, that is if you’re lucky enough to enjoy the song that also has a good level assigned to it.
Rough Around the Edges
While the soundtrack and audio work in general is good in Road 96: Mile 0, the same cannot always be said about the voice acting. Granted, DigixArt is an indie studio, and this is a budget-priced game. But still, some characters have a very flat delivery, including on some occasions Zoe. Other characters feature voice lines that were clearly recorded at different times, despite the conversation occurring in real-time.
Road 96: Mile 0’s presentation is also occasionally lacking. While the cel-shaded, low-poly look helps cement the game squarely in the mid-90’s, the awkward animations don’t help it much. The story is told mostly through low-action moments, so thankfully it’s not too jarring to see characters abruptly stop their animations. Whether through a lack of time or budget, there is also a stealth sequence that is played as the world’s most basic maze runner. At first glance, it’s simply yet another minigame hidden within Road 96: Mile 0. But once you really think about it, this served as a shortcut to not have to model a whole separate building that is only visited once. Surprisingly, there are also two playable arcade games, and at one point in the story you can play Connect 4 against an almost perfect computer opponent.
Occasionally rough animations aside, Road 96: Mile 0 runs just fine on the PS5. The Unity Engine has no problems running the game smoothly, and there were no noticeable hiccups in performance experienced at any time during our playthrough. No console features such as the DualSense’s controller speaker are ever used, but at this price point it’s also not expected. Load times are quick, even if they’re not exactly instantaneous.
Verdict
Road 96: Mile 0 is an offbeat, short trip that doesn’t overstay its welcome. While some of the rhythm mechanics are a little too unforgiving, practice makes perfect and it is easy to retry any song you’ve beaten before from the main menu. There’s even some replayability in trying to unlock all of the different endings. While it may be chock-full of awkward animations and voice acting, Road 96: Mile 0 has a certain charm to it that may leave you wanting to continue the story when the credits roll.
Paulmichael has been writing in the gaming industry since 2008. Living just outside of Los Angeles, he has been lucky enough to attend numerous gaming events around the world, including the last ten E3 shows (RIP)! A thoughtful reviewer, every game you see scored by PmC has been given careful attention. Paulmichael is also an aviation fan and an avid snowboarder. Favorite games include: No Man's Sky, Gran Turismo 7, skate., CloverPit.
Ubisoft has released XDefiant beta update 1.000.002 this April 16, and this one is out on PS5 for now, though is making its way to the Xbox Series X|S platforms soon as well. Given this is a beta, don’t expect any new content, as this patch was released for connection fixes more than anything else.
XDefiant Beta Update 1.000.002 Patch Notes:
Size: 304MB
Here’s Ubisoft’s announcement regarding the patch:
We are still actively working on issues that are impacting progression. We will update on this topic when we have more information!
Thank you again for the patience and understanding as we work on these issues! 2/2
Following Armored Core 6: Fires of Rubicon being rated in Korea just a few days ago, a new piece of AC6 key art has surfaced, and this time it’s from the official Microsoft Store.
As spotted by Reddit user EliWats17, Armored Core 6 can now be forced downloaded on Xbox consoles via the Xbox App. Mind you, this isn’t the actual game, as it’s a very tiny install, serving more as a placeholder. The image shared by the user was one captured from their phone, though we did manage to test and confirm this ourselves, providing you with a full HD image of the official key art for Armored Core 6.
We aren’t sure if this is an indication that a release date or a big reveal is about to happen, but like the community, we’ll take any news on the long-awaited sequel. With this key art now finally out, we’re sure many are going to start speculating exactly what the image may be suggesting, not just in terms of the game’s release but also in the grand lore of it all.
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.
For those looking to pick up Aloy’s next adventure on the PS5, we now know how much space you’ll need to allocate on your hard drive, as the Horizon Forbidden West Burning Shores download size has surfaced, and it’s at 16.76GB!
This bit of info was revealed by PlayStation Network data scraper PlayStation Game Size.
— PlayStation Game Size (@PlaystationSize) April 16, 2023
Priced at $19.99 (and of course, you’ll need to own Horizon Forbidden West already before you can play this), Burning Shores is the first major expansion for the game. You can pre-order it on the PlayStation Store here, and we’ve included the game info straight from the store page:
Pre-order to receive these in-game items:
– Blacktide Dye outfit
– Blacktide Sharpshot Bow
South of the Tenakth Clan Lands, a millennia of volcanic eruptions and violent seismic activity has carved the ruins of Los Angeles into a treacherous archipelago.
Experience the next chapter of Horizon Forbidden West™, as Aloy pursues a sinister new threat to the planet, hidden among these dangerous, untamed wilds.
The Burning Shores contains additional content for Horizon Forbidden West™, including new storylines, characters, and experiences in a stunning yet hazardous new area.
– Travel beyond the Forbidden West as Aloy’s story continues.
– Encounter new machines and a compelling new story.
To enter the Burning Shores, you must complete the main quest (up to and including Singularity) in the PS5 version of Horizon Forbidden West – following the main quest, the player will receive a call over Aloy’s Focus, beginning the DLC.
Horizon Forbidden West: Burning Shores will be released this April 19 on the PS5.
Guardians trying to login to Destiny 2 but can’t, it’s not just you. A load of Destiny 2 down reports have surfaced this April 15, and they confirm the game’s servers just went kaput.
Destiny 2 Down Server Status and Updates for April 15:
Update: It seems the outages were more for Xbox platforms, as while the official Bungie support account didn’t make any announcements, the official Xbox Support account did confirming that servers are now all back up.
Users should once again be able to sign in and play Destiny 2. Thank you for sticking with us and happy gaming! https://t.co/PW4SbUOcsB
For now, Bungie has not acknowledged the outages just yet, but we suspect that will change soon if the issues persist.
While you’re waiting for the servers to go back up, go read up on how Bungie is now going after XIM and Cronus cheaters! Once the servers are back up, or we get new info from Bungie about today’s unscheduled downtime, we’ll be sure to update the article.
It looks like fans of upcoming multiplayer action RPG Wayfinder will need to wait a little longer before being able to get their hands on the game in Early Access. Following a recent announcement, Wayfinder Early Access has been delayed to sometime in Summer 2023, with the global closed beta being similarly moved back to May 10.
The announcement was made via a post on the official Wayfinder Twitter account:
Wayfinders! We are moving our Global Closed Beta to May 10 with Early Access to follow this Summer. This additional time allows the team to polish and add more features to the game requested by the community.
We’re excited to be building the game alongside you and appreciate…
Originally, the game’s Early Access release was set for May this year, but following the delay, Wayfinder will only be playable next month through the global closed beta, now set to occur this May 10. Though this does mean that players will need to sign up for access to the game, given that it’s still weeks before the beta begins, this should provide enough time to register and hope for access next month.
Wayfinder is Airship Syndicate’s latest title, blending action RPG elements with hero-based co-op gameplay and replayable, procedurally-generated instances. With lots of activities for players to grind and gain loot from, it’s setting up to be an online multiplayer title similar to the likes of Warframe by Digital Extremes, the studio that coincidentally acts as the game’s publisher for Wayfinder.
Over 2500 team users have apparently had their accounts restricted over a single negative game review, according to a recent post on Slashdot, a tech forum site. The post details that the 2439 users who marked the review as “Helpful,” as well as those who gave it a total of 437 rewards, all have their accounts restricted.
The review in question comes from the Steam store page for Warlander, a fantasy-themed online multiplayer MOBA. With the game being listed as having “Mixed” reviews on Steam, there are quite a few negative ones that populate the bottom section of the page. Until recently, however, one review stood out. It pointed out the game’s “shady anti-cheat system,” alluding to possible data collection and intrusive software. The review has since been taken down, and while a screenshot is available of the post itself, the review text has been hidden, likely as a result of the ban.
https://imgur.com/a/ggyfAnX
Apparently, the review had been up for almost three months before a Steam moderator took it down. Following this, all users who marked the review as “Helpful” or gave it rewards had their accounts restricted, preventing them from upvoting or downvoting any Steam reviews for 30 days.
https://imgur.com/a/2aaCtQo
When attempting to contact Steam regarding the issue, affected users were met with a default response and were unable to get the vote ban lifted or shortened.
While there are quite a few reviews criticizing the game’s anti-cheat still up on the store page as of writing, the banned review was the most upvoted among them. Valve has yet to make a statement on the matter. With a single review ban having the potential to cause such repercussions, some have begun to question th effectiveness of the platform’s review system as a whole.
With Ubisoft’s XDefiant being a free-to-play game, it’s natural to expect the usual content drops with season content and Battle Passes. Well, we now have a better understanding of the XDefiant post-launch support straight from Ubisoft.
As part of a press event MP1st attended for XDefiant, the studio revealed that players will be getting a new season every three months! In the presentation, CeeCee Smith, Live Operations Associate Director for XDefiant explained what each season will bring.
Every three months, we’ll bring a new season that includes a brand new faction with new characters, new maps, new weapons, a new battle pass, new cosmetics and events. Listening to our community and always being transparent will remain our priority. Plus on-going live support will deliver new seasonal events and balance updates.
Here’s a list of what each new season of XDefiant will bring:
Battle Pass
Every season will come with a new Battle Pass.
Seasonal Content
In addition to all the launch content, XDefiant will also bring new content every season (every three months). The content players can expect is:
FromSoftware Inc.’s latest project — Armored Core 6: Fires of Rubicon — has just been rated in Korea! The Game Rating and Administration Office listing has surfaced recently, which means we’re inching closer to release.
While no release date or new info was revealed by the listing’s appearance, this also reconfirms (in a way) that the game’s 2023 release schedule is still on track. If I’m not mistaken, FromSoftware’s Elden Ring was released less than six months after it was rated in Korea.
With FromSoftware developing Armored Core 6 and Elden Ring’s upcoming major expansion, it looks like the latter won’t be released this year not unless FromSoftware is keen on releasing two products so close to each other.
If you’re not familiar with the Armored Core franchise, read up on the game’s official description (via Steam):
ABOUT THIS GAME
In ARMORED CORE VI FIRES OF RUBICON, players will assemble and pilot their own mech with 3D maneuverability to move freely through three dimensional fast-paced missions. Take on difficult challenges and overwhelm your enemies with dynamic movements that make full use of ranged and melee combat. Players can enjoy a variety of actions that can only be truly realized with mechs.
Armored Core 6: Fires of Rubicon is still slated for a 2023 release on the PS4, PS5, Xbox One, Xbox Series X|S and PC.
Capcom has announced the Exoprimal post-launch plans as well as full release info for the game that players can expect at launch.
For post-launch support, Capcom has confirmed that Exoprimal will see other Capcom titles crossover to the action game. Given how we’ve seen this in past titles like Monster Hunter, this should come as no surprise to anyone. Aside from that, we can expect seasonal content drops too, which is, again, not a surprise.
Exoprimal Post-Launch Plans and Launch Info
We also plan on supporting Exoprimal with title updates after its release.
Exosuit variants that use different equipment for different play styles, like Deadeye with a burst-fire rifle that can also be used as a shotgun
Updates with each season that add more game content
Collaborations with other Capcom titles
While the open beta allowed players to experience some of the missions available in the Dino Survival mode, Exoprimal’s full release will feature the following content for players to enjoy.
Missions without direct combat between players where victory is determined by clearing the PvE objectives as fast as possible
Cutscenes and an Analysis Map where players can explore Exoprimal’s story and the mysteries surrounding Leviathan and parallel worlds
Story-related missions in Dino Survival
10-player co-op missions with a variety of objectives and even fiercer dinosaurs
A variety of maps like Dam and Volcanic Base
5-player missions that rotate weekly with global leaderboards for fastest completion time
Equipment called Modules that allow for deeper customization of exosuit capabilities
Exosuit skins, weapon skins, decals, emotes, and other cosmetic options
In-game medals and awards for completing certain challenges, like blocking a certain amount of damage as a Tank suit
Exoprimal will launch this July 14 on the PS4, PS5, Xbox One, Xbox Series X|S and PC. You can read on for our hands-on preview of the game right here to see what we make of it so far.