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Minecraft Update 2.61 Released for 1.19.72 Purchasing Fix This March 20

4J Studios has deployed Minecraft update 2.61, which seems to be just for PlayStation platforms. Called dev version 1.19.72, this doesn’t bring any new content, but rather, it’s out for a specific fix. Read on for what’s new in the Minecraft March 20 patch notes.

Minecraft Update 2.61 Patch Notes | Minecraft Update 1.19.72 Patch Notes | Minecraft March 20 Patch Notes:

A new update has been released for PlayStation consoles that fixes an issue with Realms purchases since the release of 1.19.70.

Please continue to upvote and report any new bugs at bugs.mojang.com and leave us your feedback at feedback.minecraft.net.

Fixes:

Fixed an issue that prevented purchasing or renewing Realms on PlayStation

You can check out the changes for 1.19.70 right here, and the notes for 1.19.71 here.

Source: Minecraft

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Alex Co

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Dying Light 2 Update 1.9.4 Out for PC This March 20 (Update)

Techland has released Dying Light 2 update 1.9.4 this March 20 and it’s just for PCs with consoles getting it at a later date. Don’t expect much from this patch, as there’s another one set to be released next month that will contain a lot more changes. Read on for what’s new in the Dying Light 2 March 20 patch notes.

Dying Light 2 Update 1.9.4 Patch Notes | Dying Light 2 Update for March 20 Patch Notes:

Update: Patch notes are out!

  • New event (Starts tomorrow)
  • Game is now fully compatible with Steam Deck (and is now Steam Deck Verified as well)
  • Legend Levels are now working for players who are using mods
  • Fixed several crashes

The console patch is due for release tomorrow, and once it’s live, we’ll be sure to let our readers know about it.


Techland has not released the patch notes just yet, but it will be available soon! However, Community Manager “Uncy” has already confirmed that what’s in the patch today are only “slight changes,” as there’s a bigger update is due in April with the “brutality changes.”

Image

Check out the announcement below where it’s confirmed that consoles will be getting this patch at a later date.

Once the patch notes are out, we’ll update the article with the info, so sit tight.

Update: Added official patch notes (via Reddit)

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Alex Co

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Elden Ring Stats: Malenia Boss Fight Attempted 329 Million Times, Rock Sling Most Popular Spell & More

A year into the game’s release, Bandai Namco Entertainment has released a collection of Elden Ring statistics aggregated from player data across the game’s platforms. The infamous two-stage Malenia fight is the game’s most-attempted boss battle at 329 million attempts, and the Rock Sling Gravity Sorcery is the game’s most-cast spell. Read on for the full details of these stats, released by the developer as a “Battle Scars” infographic.

Elden Ring Stats: Most-Attempted Boss, Most Popular Spell, and More:

  • Out of the total 5.9 billion boss attempts since the game’s February 25 launch last year, Malenia, Blade of Miquella is the #1 most-attempted boss fight with 329 million attempts.
    • The game’s first major boss Margit, the Fell Omen comes in at #2 with 281 million attempts.
    • The optional Limgrave Tree Sentinel enemy (viewed by much of the community as a pick-your-battles, “come back later” enemy) is in third place with 277 million attempts.
    • The Elden Ring’s guardian Radagon of the Golden Order comes in at #4 with 148 million attempts.
    • In fifth place, the legendary Starscourge Radahn was fought 139 million times by players.
  • Players have died over nine billion times in Elden Ring, and most often to enemies and NPCs (69% of total deaths).
    • 15% of these deaths have been due to status effects (Poison, Scarlet Rot etc.).
    • 14% of these deaths are due to players falling off ledges or from great heights.
    • Surprisingly, only 2% of deaths were caused by another player in PvP.
  • Co-op accounts for 88% of the over one billion summons in Elden Ring, while invasions account for only 12% of these summons.
  • The most popular spell in Elden Ring is the Rock Sling Gravity Sorcery, likely due to its significant stance-breaking potential.
    • The conic Crystal Torrent Crystalian Sorcery comes in at #2.
    • The early-game Glintstone Pebble Glintstone Sorcery is #3.
    • The Greatblade Phalanx Carian Sorcery comes in at #4.
    • The Rotten Breath Dragon Communion Incantation comes in at #5.
  • The Blessing of the Erdtree is the most acquired Incantation in Elden Ring.
    • Coming in at #2 is the Bestial Sling Incantation.
    • The Golden Vow Incantation comes in at #3.
    • The Flame of Frenzy Incantation comes in at #4.
    • Lastly, the Bestial Vitality Incantation enjoys the #5 spot.

In other news, the most-awarded game of all time is all set to finally receive new DLC with the “Shadow of the Erdtree” expansion. If you’re looking to pick Elden Ring up now, be sure to check out our in-depth review of “FromSoftware’s best game to date” first.

Source: Bandai Namco Entertainment

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Salman Haider Zaidi

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Star Wars Jedi: Survivor Story Trailer Features Cal and Crew Reuniting, New Screenshots Released

Respawn Entertainment has released the Star Wars Jedi: Survivor story trailer, and this one features Cal Kestis reuniting with his pals aboard the Mantis.

The dark times are closing in as Cal Kestis seeks out a safe haven far from the reach of the Empire. Five years after the events of Star Wars Jedi: Fallen Order, a more mature Cal Kestis must look beyond his lightsaber to find his destiny in the shadow of the Empire. Familiar friends and new allies – Cere Junda (Debra Wilson), Greez Dritus (Daniel Roebuck), Merrin (Tina Ivlev), and the newly introduced mercenary Bode Akuna (Noshir Dalal) – stand by Cal’s side against the Empire and galaxy’s most ruthless foes. Cal’s quest will take him to new planets and familiar frontiers in the Star Wars galaxy, including Koboh, which is the home of the Bedlam Raiders.

Alongside the new trailer, we also get a bunch of new screenshots as well:

Star Wars Jedi: Survivor will fly out this April 28 on the PS5, Xbox Series X|S and PC, and is being helmed by Respawn under the leadership of game director Stig Asmussen (Star Wars Jedi: Fallen Order, God of War 3).

More Star Wars Jedi: Survivor Reading:

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Alex Co

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Sonic Frontiers DLC “Sights, Sounds, and Speed” Shooting Out as Free Update on Mar. 22 (Update)

Sonic Team and SEGA have revealed that the new Sonic Frontiers DLC “Sights, Sounds, and Speed” is set for release on March 22 as a free update. The DLC promises new features and modes, and the content promised for “Update 1” in the 2023 Sonic Frontiers roadmap indicates that the DLC will include the jukebox and Photo Mode features as well as new Challenge modes.

In an email sent out to players, Sonic Team and SEGA revealed that the Sonic Frontiers DLC “Sights, Sound, and Speed” will be released on Wednesday with “newly added features and modes:”

Sonic Frontiers DLC “Sighs, Sounds and Speed” Free Update Overview:

SEGA has confirmed the contents of the new update and released the details of the new Challenge modes as follows:

  • New Challenge Modes – After completing the main story campaign, players can access new challenge modes – Cyber Space Challenge and Battle Rush – via the title screen. The Cyber Space Challenge is a time-attack mode where players will compete against the clock to complete multiple Cyber Space stages in a row. Additionally, Sonic Frontiers will offer Battle Rush, a timed-battle mode where you fight multiple enemies, Guardians and Titans in one go. 
  • Photo Mode – To capture memories of their time on the Starfall Islands, players can open the pause menu to access Photo Mode, which will pause gameplay and bring up a camera that is freely moveable. 
  • Jukebox – Players can listen to their favorite Sonic songs all throughout the Starfall Islands with the new Jukebox. With 53 song tracks available, players will have instant access to 13 songs, and can unlock the remaining 40 songs by collecting Sound Memories on each island. 

While the email did not explicitly reveal the details of these features and modes, the 2023 content roadmap released last November outlined three free updates set for release during the year. The first of these updates was to include jukebox and Photo Mode features, and new Challenge modes. As the first DLC update of the year, “Sights, Sounds, and Speed” exactly matches the first update’s promised content in both its name and description.

After the update is released, Sonic Frontiers fans will still have much more to look forward to: the roadmap promised a birthday event for Sonic, new Open-Zone Challenges and new Koco with the second update, and new playable characters and story content for the third update. If you’re looking to hop into Sonic Frontiers now, be sure to check out our review of the game first where we found it “strange in an endearing if frequently frustrating way.”

Additionally, the next two free updates promised in the roadmap for 2023 are confirmed to be bringing the content promised in the roadmap.

Update: SEGA has moved the release time for the “Sights, Sounds, and Speed” DLC to March 22 at 8pm ET/5pm PT/8am HKT (March 23) across PC, PS5, PS4, Xbox Series X|S, Xbox One, and Nintendo Switch. Previously, the story (based off SEGA’s email to players) read March 23, which has now been amended.

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Salman Haider Zaidi

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Report: “Mr. Battlefield” Lars Gustavsson Founds New Studio “TTK Games” in Sweden

After his departure from DICE and EA last September, “Mr. Battlefield” Lars Gustavsson has reportedly created a new game studio in his home of Stockholm, Sweden. While the new studio was formed in April 2022, it did not receive its registration until November of the same year. No details about the studio’s projects are currently known, but it is legally registered as a game publishing company.

Last year in September, creative director of the Battlefield franchise Lars Gustavsson announced his departure from both DICE and EA, choosing at the time to not reveal what he intended to do next. It now seems that “Mr. Battlefield’s” next game journey has officially begun, as company filings of his new studio “TTK Games” have apparently surfaced.

The studio was formed in April 2022 prior to the announcement of Gustavsson’s leaving, and received its registration months later in November. The studio is legally registered as a “58210 – Publishing of computer games” entity under the Swedish Standard Industrial Classification (SNI) system. Gustavsson’s primary experience is with developing shooter games and “TTK” most commonly stands for “Time to Kill,” making it quite likely that the studio will likely set its sights on developing another shooter game.

For now, all that remains unconfirmed. Should any news of Gustavsson’s next project come out, we’ll be sure to let our readers know. Meanwhile, DICE’s Battlefield 2042 can be enjoyed on PC, PlayStation, and Xbox platforms right now through either Xbox Game Pass or PlayStation Plus for no additional cost.

Source: Insider Gaming

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Salman Haider Zaidi

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Fortnite Update 1.000.096 Out for v24.01 March 20; Patch Notes & Datamined Content Released (Update)

Epic Games has released Fortnite update 1.000.096 today and this is for the v24.01 patch. Read on for what’s new in the Fortnite March 20 patch notes.

Fortnite Update 1.000.096 Patch Notes | Fortnite March 20 Patch Notes:

Update 2: Here’s some official info on this update. 

Update: Dataminers have said that this patch is just for bug fixes for the upcoming Fortnite Creative 2.0 patch. We should know in a bit if it’s true if Epic doesn’t release any patch notes.

As expected, Epic hasn’t released the full patch notes just yet, although that should change within the day

Here are some current known issues:

  • Zip lines have been temporarily removed from Party Royale. They will return in a future update.
  • We’re aware of an issue with the Geralt Quest displaying incomplete 4/5 for some players. As long as you’ve completed all the requirements this is a visual issue only and will be resolved in the next update.
  • When emoting with the Kiss the Cup emote, FNCS music will be heard instead of the World Cup music
  • Some outfits like Jonesy Ranger and Rio appear to have a glossy shine to them.
  • The Exiles Emblem wrap appears bright yellow when used instead of reflecting the colors displayed in the icon.
  • Players may experience an issue when firing their weapon while sprinting and jumping. The shot may not do any damage and also does not use ammo.
  • When joining a party that is already in a match and spectating them, PC players using a controller may find the controller buttons are unresponsive.
  • Wind currents across the Battle Royale map were temporarily disabled due to an issue.
  • We’re aware that banners received from completing School of Llama challenges may be missing from the Locker or “Equip” may be greyed out.
  • We’re aware some console players Falcon Scout binds may be unbound when opening Fortnite from sleep mode. As a workaround, players should restart Fortnite or their console.
  • Players may find the Peely’s Plunder augment can occasionally lead them to treasure in an inaccessible area.

Fortnite v24.01 Datamined Content:

Here are the datamined content straight from reliable miners:

Same as always, we’ll update the article with the proper patch notes as it’s released, and we’ll also update it with the datamined content as more are found. Once it’s done, we’ll post an “Update” on the article headline to reflect that changes have been made and finalized.

Source: Fortnite Trello Board

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Fortnite Update 3.85 Released This March 20 for v24.01; Patch Notes & Datamined Content Listed (Update)

Fortnite update 3.85 has been rolled out by Epic Games during today’s maintenance window for the game. This is called the v24.01 patch, and once again brings new cosmetics and more into the fold! Read on for everything new in the Fortnite update v24.01 patch notes below.

Fortnite Update 3.85 Patch Notes | Fortnite Update v24.01 Patch Notes:

Update 2: Here’s some official info on this update. 

Update: Dataminers have said that this patch is just for bug fixes for the upcoming Fortnite Creative 2.0 patch. We should know in a bit if it’s true if Epic doesn’t release any patch notes.

Epic Games hasn’t released the official patch notes just yet, though that should change very soon.

Here are some current known issues:

  • Zip lines have been temporarily removed from Party Royale. They will return in a future update.
  • We’re aware of an issue with the Geralt Quest displaying incomplete 4/5 for some players. As long as you’ve completed all the requirements this is a visual issue only and will be resolved in the next update.
  • When emoting with the Kiss the Cup emote, FNCS music will be heard instead of the World Cup music
  • Some outfits like Jonesy Ranger and Rio appear to have a glossy shine to them.
  • The Exiles Emblem wrap appears bright yellow when used instead of reflecting the colors displayed in the icon.
  • Players may experience an issue when firing their weapon while sprinting and jumping. The shot may not do any damage and also does not use ammo.
  • When joining a party that is already in a match and spectating them, PC players using a controller may find the controller buttons are unresponsive.
  • Wind currents across the Battle Royale map were temporarily disabled due to an issue.
  • We’re aware that banners received from completing School of Llama challenges may be missing from the Locker or “Equip” may be greyed out.
  • We’re aware some console players Falcon Scout binds may be unbound when opening Fortnite from sleep mode. As a workaround, players should restart Fortnite or their console.
  • Players may find the Peely’s Plunder augment can occasionally lead them to treasure in an inaccessible area.

Fortnite Update 3.85 Datamined Content:

Here are the datamined content straight from reliable miners:

Same as before, we’ll update the article with the proper patch notes once they’re available, and we’ll also update it with the datamined content as more are found. Once it’s done, we’ll add an “Update” on the article headline to note that changes have been made and finalized.

Source: Fortnite Trello Board

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Alex Co

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Fortnite Down for Server Maintenance and Patch v24.01 This March 20

Epic Games has taken the Fortnite servers down for maintenance this March 20, and during this time, players will see patch v24.01 released that will usher in new content and more.

Update: The Fortnite v24.01 patch is live! You can read more about it here.

Fortnite Down for Server Maintenance Schedule and Info for March 20:

Downtime for v24.01 starts at 04:00 AM ET (08:00 UTC)!

Matchmaking will be disabled 30 minutes before downtime.

The downtime starts at 4 am ET/1 am PT/4 pm HKT, and should last a few hours. Same as always, once the patch is out, we’ll be sure to let our readers know. Not only do we update the patch notes article for Fortnite with the official list of changes and new content, but we also add in the datamined content found as well. You can check if it’s out by bookmarking and refreshing our Fortnite game hub

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Alex Co

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JoJo’s Bizarre Adventure: All-Star Battle R Update 1.60 Out for Balancing This March 20

Developer CyberConnect2 has released JoJo’s Bizarre Adventure: All-Star Battle R update 1.60 today for all platforms. This update includes many gameplay balances. Check out the JoJo’s Bizarre Adventure: All-Star Battle R March 20 patch notes down below.

JoJo’s Bizarre Adventure: All-Star Battle R 1.60 Patch Notes | JoJo’s Bizarre Adventure: All-Star Battle R March 20 Patch Notes:

General Changes

Backstepping

  • Standardized the hurtbox area around feet.
    • Eliminates differences in ability to avoid certain deployed projectiles (e.g. Ghiaccio’s “Any form of attack stops cold when it hits my ultracold temperatures!” skill) by stepping backwards. *The purpose of this is to remove imbalances in different characters’ ability to escape deployed projectiles while getting up from being downed.

Direction of counter HHA flying

  • Adjusted the force that sends opponents flying to the direction the initiating character is facing.
    • Under certain situations, when performing a successful counter, the target would go flying in the opposite direction from that suggested by the attack animation.

Guardbreak

  • Added damage reduction to combos that start out of guardbreak.
    • Reduces the reward for performing a guardbreak while maintaining the ability to pursue that guardbreak.

Damage received during skills that don’t cause the victim to recoil.
e.g. Jonathan Joestar’s “Tackle” special

  • Allowed damage taken during rebound protection to receive damage reduction.
  • Changed counterstrikes to not occur while taking damage from attacks that do not cause rebound.
    • Improves usability in neutral.

Damage received during attacks that do not cause recoil while in Resolve Mode.

  • Allowed damage taken during rebound protection to receive damage reduction.
  • Changed counterstrikes to not occur while taking damage from attacks that do not cause rebound.
    • Improves usability in neutral.

Recoil caused by leg sweep attacks

  • Shortened animation lead-in and sped up transition to downed state.
    • This was changed due to certain attacks that allow additional attacks on downed opponents to fail due to recoil invincibility.

The pivot line when characters swap positions in the air.

  • Resolved inconsistencies between characters’ positional pivot lines and the center of their collision detection.
    • Under certain circumstances, when jumping attacks hit the opponent in the back, they were less likely to fall frontward. *This prevents confusion from guard direction working opposite to what is expected.

Collision detection (determines when characters push against each other)

  • Removed Stand collision detection during standing and crouching recoil animations.
    • Under certain circumstances, when jumping attacks hit the opponent in the back, they were less likely to fall frontward. *This prevents confusion from guard direction working opposite to what is expected.

Crouching recoil animation

  • Fixed a rare issue where being hit during the Stylish Guard’s recovery would cause the crouching recoil animation to trigger.
    • Ensures that recoil animations are appropriate to the situation.

Character Specific Changes

Jonathan Joestar

Dash Forward

  • Increased dash speed.
    • Improves usability in neutral

“Sendo Overdrive” skill

  • Decreased projectile speed.
  • Shortened recovery period.
  • Extended pushback on hit.
    • Improves usability in neutral.
      *Combined with the anti-air capability of “Scarlet Overdrive”, this improves the ability to bait and counter the opponent.

“Overdrive Barrage” skill

  • Increased forward motion. 
  • Shortened recovery period.
  • Improves usability in neutral and in combos.

Dio Brando

Dash Forward

  • Increased dash speed.
    • Improves usability in neutral

Crouching strong normal attack

  • Increased forward motion.
    • Improves usability in neutral and in combos.

“Useless, useless, useless, useless!” skill

  • Reduced the number of button presses required to receive the damage increase.
    • Reduces difficulty of control.

“I’ll suck you dry!” skill

  • Reduced the number of button presses required to receive the damage increase.
    • Reduces difficulty of control.

“That must be five or six ribs broken!” skill

  • Shortened recovery period.
  • Increased launch power when hitting an airborne opponent.
    • Improves usability in neutral by reducing recovery. The launch power increase is to prevent infinite combos possibly resulting from the recovery reduction.

Robert E. O. Speedwagon

“Martial Arts, the Eastern mystery!” skill

  • Removed ability to continue the attack if it’s guarded.
  • Shortened attack activation time.
  • Changed recoil from medium attack. (Now triggers when dropping to the ground.)
    • Reduces The Asian’s ability to sustain a safe position while preserving his combo-centric strengths.

“Don’t try to bluff, you rich little snot!” skill

  • Changed so that if Robert E. O. Speedwagon is sent into recoil while the hat is flying, it will have no hitbox while returning.
    • Removed the attack’s function of insurance against counterattacks while preserving its strength as pressure out of Flash Cancel.

“Aren’t you acting tough!” skill

  • Removed The Asian’s collision detection when landing.
    • Prevents the opponent from getting stuck and unable to advance.

Joseph Joestar

Backstepping

  • Shortened recovery period.
    • Improves usability in neutral

“Clacker Boomerang” skill (Hamon version)

  • Adjusted so the recovery animation when touching a returning clacker while standing still could be canceled.
    • Improves usability in neutral and in combos. *On hit with “I’ll smash you good!” and following up with “Clacker Boomerang” (Hamon version), if the HH Gauge is built up, can now follow up further with attacks such as “Clacker Boomerang” skill (Hamon version).

Lisa Lisa (Elizabeth)

Standing strong normal attack

  • Increased duration of attack hitbox.
    • Improves usability in neutral and in combos.

Jumping strong normal attack

  • Shortened attack activation time.
    • Improves usability in neutral and in combos.

“Blasphemy is prohibited!” skill

  • Altered number of knives thrown.
    • Medium attack throws 2 knives.
    • Strong attack throws 3 knives.
      *This change will affect total damage of the attack.
    • Weak: 30 damage x 1 knife
    • Medium: 18 damage x 2 knives
    • Strong: 14 damage x 3 knives
  • Altered the speed of throwing the projectiles.
    • Delayed for medium attack.
    • Massively delayed for strong attack.
  • Altered the flying speed of the knives.
    • Sped up weak version.
    • Slowed down strong version.
    • Sped up Hamon version.
  • Changed recoil animation of non-Hamon versions.
  • Altered landing recovery times.
    • Increased for medium attack.
    • Increased greatly for strong attack.
      • Improves usability in neutral and in combos. *For non-Hamon versions, the change to the slam recoil animation enables following up into specials from this attack at close range.

“Hamon Master” skill

  • Increased movement range for medium, strong, and Hamon versions.
    • Improves usability in neutral and in combos.

“All I need is this scarf!” skill

  • Increased horizontal launch force.
    • Prevents the opponent from flying in the opposite direction in some situations.

“You picked a bad time to test me!” skill

  • Enlarged hitbox.
  • Decreased speed of attack activation.*Will combo if “Hamon Master” hits.
  • Increased forward motion.
    • Improves usability in neutral.
      *Attack now hits if the opponent guards against Hamon Chain’s secondary skill and then backsteps.

“Die with regret” skill

  • Shortened attack activation time.
  • Increased number of hits.
  • Made the attack turn to face the enemy on activation.
  • Changed recoil animation. *Now triggers slam animation even against airborne opponents.
  • Improves usability in neutral.
    *Attack now hits if the opponent guards against Hamon Chain’s initial skill and then dodges or jumps.

“Snake Muffler” skill

  • Shortened attack activation time.
  • Made the attack turn to face the enemy on activation.
  • Changed recoil animation.
    *Now triggers slam animation even against airborne opponents.

    • Improves usability in neutral. *Attack now hits if the opponent guards against Hamon Chain’s initial skill and then dodges or jumps.

“Settle this with style” skill

  • Shrank hurtbox during activation.
  • Shortened recovery period.
    • Improves usability in neutral. *If the opponent guards against Hamon Chain’s initial skill and then counters with an attack that doesn’t have a low hitbox, such as a leg sweep, that attack will miss, and this attack will hit.

“Prepare to die!” skill

  • Shortened attack activation time.
  • If the opponent is inputting back during activation, they will be in guarding position.
  • Increased forward motion.
  • Shortened recovery period.
    • Improves usability in neutral. *Attack now hits if the opponent guards against Hamon Chain’s secondary skill and was still guarding.

“Smooth as silk” skill

  • This skill is now able to cancel into specials.
    • Improves usability in neutral.

“Futile!” skill

  • This skill is now able to cancel into specials.
    • Improves usability in neutral.

Cancel Hamon Chain recovery into GHA

  • Allowed canceling recovery into GHA, but only after the attack’s hitbox has spawned. *Doesn’t apply when airborne.
    • Standardizes when cancels are and aren’t possible.

Caesar Anthonio Zeppeli

“Seated Jump” special

  • Removed ability to use “Bubble Launcher” when performing backwards.
    • Too effective against specific characters.

“Bubble Launcher” skill (aerial)

  • Reduced duration of projectiles.
  • Extended landing recovery period.
    • Too effective against specific characters.

“Hamon Kick” skill

  • Decreased speed of attack activation.
  • Increased landing recovery time when guarded.
  • Increases the difficulty of hitting with the skill and the punish window for missing with it.
  • Increased number of hits.
  • Increased damage.
    • Makes it easier to cancel into HHA when hitting. The damage increase improves the reward for landing the skill.(Despite the damage increase, it takes place over 2 hits, so the damage from counterstrikes is limited.)

“Gliding Bubble Cutter” skill

  • Increased projectile spawn speed.
  • Shortened recovery period.
    • Improves usability in neutral.

Esidisi

“Think fast!” HHA

  • Increased health drained on hit.
    • Improves reward for hitting.

Wamuu

“He bent backwards!” skill

  • Increased the size of the follow-up kick’s hitbox.
    • Improves ability for the attack to combo.

Rudol von Stroheim

Reversal Assist

  • Added ability for hitstop to apply to the attack’s hits.
    • Applies universal rules that other characters follow.

“Farewell, you annoying Englishman!” skill

  • Fixed issue where being KOed while being sent flying from the explosion would disable assists in the following round.
    • This was a bug and has been fixed.

Mariah

“If you’re not allowed to touch something, it makes you want to touch it more…” style

  • Extended time until a deployed power socket vanishes.
    • Improves usability in neutral.

“Sorry, but you’ll have to die now.” skill

  • Aerial normal attacks can now be performed after activating skill during forward and straight jump.
    • Improves usability in neutral.

Iggy

“Ha ha, sucker!” skill

  • Can now be Flash Canceled from a successful counter.
  • Made it so a successful counter turns Stand Mode ON.
    • Improves usability in combos.

“A nasty habit” skill

  • Reduced invincibility period. 
  • Increased time the attack is active.
  • Made attack rebound away if guarded.
    *Can be canceled into Aerial Dash special during this rebound.

    • Comboing an attack with invincible activation to an HHA or other follow-up allowed for racking up massive damage. To make up for the reduced invincibility, other changes improve usability in neutral.

Old Joseph Joestar

Assault Assist

  • Adjusted so activation speed was not sped up in certain situations.
    • Applies universal rules that other characters follow.

Reversal Assist

  • Adjusted so activation speed was not slowed in certain situations.
    • Applies universal rules that other characters follow.

“Hamon Overdrive!” skill

  • Removed Hamon damage property from weak, medium, and strong attack versions.
    • Applies universal rules that other characters follow. *This change makes it so that the weak, medium, and strong attack versions no longer deal extra damage to Vampire and Pillar Man characters. In exchange, the attacks now build the HH Gauge.

Jean Pierre Polnareff

“Reap as you sow!” skill

  • Speeds up attack activation, standardizing weak, medium, and strong attack versions.
  • Reduced all animation lead-ins. *No change in the increase in attack duration that applies to weak/medium/strong versions.
    • Improves usability in neutral.

“My secret weapon!” skill

  • Changed recoil animation. (Now sends the opponent flying.)
  • Increased damage.
    • Improves usability in neutral.

“Off comes the armor!” HHA

  • Fixed so that the follow-up skill can no longer be activated repeatedly in some situations.
    • This was unintended and has been fixed.

Hol Horse

“Come get us!” skill

  • Fixed so that the follow-up skill can no longer be activated repeatedly in some situations.
    • This was unintended and has been fixed.

Josuke Higashikata 4

“Break through, beat you up!” skill (weak version)

  • Reduced the forward launch force when hitting an airborne enemy.
    *Shared with all attacks that make the opponent drop to the ground.

    • Narrows viable combo routes, as there were too many varied ways to open into high-damage combos.

“Meet my homing missile!” HHA
*HHA secondary skill

  • Increased damage.
    • Improves usability in neutral and in combos.

“You’re already fixed!” GHA

  • Increased damage.
    • Improves usability in neutral and in combos.

Koichi Hirose

Stand Mode crouching strong normal attack

  • Increased recovery time.
    • Increases punishment for missing.

Shigekiyo Yangu

Standing strong normal attack

  • Increased damage.
  • Increased number of hits.
    • Improves usability in neutral and in combos.

Crouching strong normal attack

  • Increased number of hits.
    • Improves usability in neutral.

“Don’t come any closer!” skill

  • Made it so the character continuously faces the opponent.
    • Prevents being unable to guard in certain situations.

“Don’t underestimate Harvest!” skill

  • Prevented disappearing when reaching the edge of the arena.
    • Eliminating situations where launched projectiles disappear.
  • Enlarged hitbox.
  • Reduced launch force of the additional hits.
    • Improves reliability of landing extra hits.

“I can get anything I want!” skill

  • Fixed issue where the attack activation delay was different between the Nintendo Switch version and other platform versions, and where the Same Move Limit was not applying on the Nintendo Switch version.
    • This was a bug and has been fixed.

Jotaro Kujo

User Mode standing medium normal attack

  • Shortened attack activation time.
    • Improves usability in neutral and in combos.

All User Mode and Stand Mode jumping attacks

  • Shortened landing recovery period.
    • Adjusted the long landing recovery of all applicable attacks to the same baseline as other characters.

“ORAAAA!” special

  • Increased number of hits.
  • Increased damage.
    • Improves usability in neutral and in combos.

“ORAAA!” skill (medium attack)

  • Fixed bug where this move was sharing the Same Move Limit with the “ORA, ORA!” skill. They will now have separate Same Move Limit detection.
    • Improves usability in combos.
  • Shortened attack activation time.
    • *After being hit by “ORA, ORA!” and then guarding the combo hit, the opponent will now be hit by this attack if they try to escape by jumping.

“ORAAA!” skill (strong attack)

  • Shortened landing recovery period.
    • Improves usability in neutral and in combos. *Can now move at the same timing when canceling after hitting with any strong normal. When canceling from a special, can now combo with a weak normal.

Yukako Yamagishi

Jumping medium normal attack

  • Enlarged hitbox.
    • Improves usability in neutral and in combos.

“Love Deluxe” style

  • Slowed HH Gauge drain while mode is active.
  • Increased number of throw hits while mode is active.
    • Improves usability in neutral.

“You shithead!” special

  • Adjusted hitbox position.
    • Adjusts the hitbox to more accurately reflect the move’s animation.
      *The move no longer hits an opponent directly above.

“You dumbass!” skill

  • Increased landing recovery time when guarded.
    • Increases punishment for failing to land a hit.

Akira Otoishi

“Spitfire!” skill

  • Fixed an issue where the user’s collision detection would be removed.
    • This was unintended and has been fixed.

Giorno Giovanna

“This doesn’t feel good…” special

  • Changed recoil animation.
    *Now sends opponents flying even when they are downed.
  • Removed the ability to cancel into GHAs and special moves.
    • Improves usability in combos.

“WRYYYYYYYYYYY” skill

  • Fixed issue where the Same Move Counter was set wrong between skills.
    • Applies universal rules that other characters follow.

Dashing
*Golden Wind Requiem only

  • Adjusted the possible time to cancel forward and backward dash to be earlier. 
  • Adjusted so that only Aerial Dash forward is usable.
    *Jump attacks are usable during Aerial Dash.

    • Improves usability in neutral.

Crouching medium attack during GHA effect
*Golden Wind Requiem only

  • Increased forward motion.
  • Increased time the attack is active.
  • Decreased speed of attack activation.
    • Improves usability in neutral. 
      *For balance reasons, the reach and duration increases have been offset by a slight slowdown in attack activation.

“Can you escape destruction?” skill
*Golden Wind Requiem only

  • Decreased projectile speed.
  • Made attack not guaranteed to hit when canceled into after an aerial attack is guarded.
  • Made the projectile revert to a brooch when it hits the ground.
  • Cosmetic change only.

Guido Mista

“Places, everyone!” special

  • Allowed for combining.
    *When Bullets are deployed with “Places, everyone!”, it’s now possible to activate “Time to get to work!” and load the Stand into bullets. Vice versa also applies: while the Bullets are loaded with “Time to get to work!”, it’s also possible to place them in the arena with “Places, everyone!”

    • Improves usability in neutral.

“Time to get to work!” special

  • Allowed for combining.
    *When Bullets are deployed with “Places, everyone!”, it’s now possible to activate “Time to get to work!” and load the Stand into bullets. Vice versa also applies: while the Bullets are loaded with “Time to get to work!”, it’s also possible to place them in the arena with “Places, everyone!”

    • Improves usability in neutral.

“Pass, pass, pass!” skill

  • Reduced damage.
    • Balancing change to offset the new ability to use “Place, everyone!” and “Time to get to work!” simultaneously.

Bruno Bucciarati

“I’ve got you!” special

  • Adjusted so it properly recognizes the upper hit limit.
    • Brings the skill in line with other characters by preventing the same attack from hitting three or more times in a row.

Diavolo

Forward Step

  • Delayed the time to become invincible.
    • Reduces the ability to use the move to escape safely from attacks while standing up from being downed.

Backward Step

  • Delayed the time to become invincible.
    • Reduces the ability to use the move to escape safely from attacks while standing up from being downed.

User Mode standing medium normal attack

  • Reduced knockback on hit.
    • Increases punishment for being guarded.

User Mode standing strong normal attack

  • Reduced knockback on hit.
    • Increases punishment for being guarded.

User Mode crouching strong normal attack

  • Increased forward launch power when hitting an airborne opponent.
    • Using this as a second hit from another attack gave high damage for its ease of use. This change raises the skill requirement for effective comboing.

User Mode jumping medium normal attack

  • Shrank hitbox.
  • Shortened duration of attack hitbox.
    • Reduces aerial offensive capability.

Stand Mode jumping medium normal attack

  • Increased duration of attack hitbox.
    • Improves usability in neutral.

Stand Mode jumping strong normal attack

  • Made attack hitbox appear faster.
    • Improves usability in neutral.

“The passage of time resumes!” skill

  • Shortened knockback on hit from weak and medium versions.
    • Increases punishment for being guarded.

“This is the end!” skill

  • Added some homing on the opponent for all versions (weak, medium, and strong).
    • Improves usability in neutral.

“Time has been erased…”

  • Fixed an issue where sometimes, when countering with the fastest blow, the animation would only play for the user and the Stand would not attack.
    • This was a bug and has been fixed.

Narancia Ghirga

Stand hurtbox

  • Assigned the Stand a hurtbox.
    • Applies universal rules that other characters follow.

User Mode standing medium normal attack

  • Increased duratin of attack hitbox.
    • Improves usability in neutral and in combos.

User Mode crouching medium normal attack

  • Increased duration of attack hitbox. 
  • Increased forward launch power when hitting an airborne opponent.
    • Improves usability in neutral and in combos.

User Mode jumping medium normal attack

  • Increased duration of attack hitbox. 
    • Improves usability in neutral and in combos.

Stand Mode standing weak normal attack

  • Increased recovery time.
    • Too effective against specific characters.

Stand Mode standing medium normal attack

  • Decreased speed of attack activation.
  • Increased recovery time.
    • Too effective against specific characters.

Stand Mode standing strong normal attack

  • Decreased speed of attack activation.
  • Increased recovery time.
    • The attack has strengths such as multiple activations, advantage in clashes, and a long reach. This leaves all those strengths while making it more of a risk.

Stand Mode crouching weak normal attack

  • Decreased speed of attack activation.
  • Removed ability to cancel with weak attacks.
    • Too effective against specific characters.

“I’ll make you swiss cheese!” skill

  • Adjusted firing angle.
  • Increased recovery time of medium and strong versions. 
    • Too effective against specific characters.

“Attack!” skill

  • Increased Stand’s movement speed.
  • Enlarged hitbox.
  • Shortened recovery period.
    • Improves usability in neutral.

“Yes! Right on time!” follow-up skill

  • Increased recovery time.
  • Increased number of hits.
  • Increased damage.
    • Improves usability in neutral

“I know how to waste you!” follow-up skill

  • Shortened recovery period.
    • Improves usability in neutral

“I’m gonna kill you!” follow-up skill

  • Shortened recovery period.
    • Improves usability in neutral

“Blast off!” skill

  • Increased launching force.
    • Improves usability in neutral and in combos.

Trish Una

User Mode crouching medium normal attack

  • Changed recoil animation. (Now makes the opponent rebound.)
    • Improves usability in neutral and in combos.
      *When the attack downed the opponent, it was difficult to use in combos.

User Mode crouching strong normal attack

  • Increased number of hits. 
  • Made attack hitbox appear faster.
  • Increased damage.
    • Improves usability in neutral and in combos.

“With the force of a vise!” special

  • Changed recoil animation of the final part.
    *Now sends even downed opponents flying.
  • Enabled Flash Cancel.
  • Increased damage.
    • Improves usability in combos.

“Something soft is even more unbreakable than diamond!” skill

  • Increased number of hits.
  • Increased damage.
  • Increased forward launch power when hitting an airborne opponent.
  • Shortened recovery period.
  • Improves usability in neutral and in combos.
  • When canceling out of a guard, disallowed canceling into HHA or Flash Cancel.
  • Disallowed damage from this move to finish the opponent.
    • This adjustment is to avoid situations such as when using the skill to counter from a guard and then KOing the opponent, and the opponent is finished off in a near-death state, robbing them of the opportunity for a comeback.

“Spicy Lady!” skill

  • Changed recoil animation from the final part. (Now makes the opponent rebound.)
  • Increased damage.
    • Improves usability in neutral and in combos.

“Crush!” skill

  • Made attack hitbox appear faster.
    • Improves usability in neutral and in combos.

“Nobody’s getting taken out today.” skill

  • Made attack hitbox appear faster.
    • Improves usability in neutral and in combos.

“Make any material soft!” HHA

  • Fixed an issue where, if the move is interrupted by a Reversal Assist mid-execution, the Stand would be left out of position.
    • This was unintended and has been fixed.

Ghiaccio

“Will you lay off?” special

  • Increased recovery time.
    • Increases punishment for failing to land a hit.

“And now you’re frozen solid!” skill

  • Shortened recovery period.
    • Improves usability in neutral.

Risotto Nero

“Assassin” Style (vanishing while jumping forward)

  • Delayed the jump.
  • Altered the jump arc.
    • Reduces aerial offensive capability.

“Assassin” Style (vanishing while jumping backward)

  • Delayed the jump.
    • Reduces ability to escape in neutral.

“Assassin” Style (vanishing while stepping backward)

  • Delayed the jump.
    • Reduces ability to escape in neutral.

Crouching medium normal attack

  • Reduced forward motion.
    • The long movement distance made it easy to set up a situation where the user would move first after the opponent is hit or guards. This change brings the character in line with others while retaining his distinctiveness.

Jumping weak normal attack

  • Changed recoil animation. (Now sends the opponent flying.) 
    • Improves usability in neutral and in combos.

Jumping strong normal attack

  • Enlarged hitbox.
  • Enlarged hurtbox.
  • Increased launch power when hitting an airborne opponent.
    • Improves usability in neutral and in combos.

“You can find iron anywhere in this world.” skill

  • Altered recovery times.
    • Medium attack: Extended recovery time.
    • Weak attack: Greatly extended recovery time.
      • The attack’s short recovery made it easy to repeat, making it easy to gain an advantage even at long ranges. Reducing the attack’s repeatability makes it necessary to pay attention to the opponent’s aerial offense at medium ranges.

“Control iron within 5-10 meters” skill

  • Removed ability to cancel after the unblockable attack, other than Flash Cancel.
    • This was unintended and has been fixed.

“The assassin that no one could find” skill

  • Extended knockback on hit.
  • Shortened recovery period.
    • Improves usability in neutral and in combos.

Jolyne Cujoh

Stand Mode crouching strong normal attack

  • Increased launch power when hitting an airborne opponent. 
    • Improves usability in combos.

“String Barrier” skill

  • Increased number of hits.
    • Improves usability in neutral.

Narciso Anastasia

User Mode standing strong normal attack

  • Made attack hitbox appear faster.
    • Improves usability in neutral.

Stand Mode standing weak normal attack

  • Decreased speed of hitbox spawning.
    • The combination of powerful throws and long reach made it easy for Anastasia to gain an advantage. Reducing reach and animation speed retains her distinctiveness while bringing her more in line with other characters.

Stand Mode standing strong normal attack

  • Increased recovery time.
    • The combination of powerful throws and long reach made it easy for Anastasia to gain an advantage. Reducing reach and animation speed retains her distinctiveness while bringing her more in line with other characters.

Stand Mode crouching weak normal attack

  • Reduced reach.
    *Altered animation.

    • The combination of powerful throws and long reach made it easy for Anastasia to gain an advantage. Reducing reach and animation speed retains her distinctiveness while bringing her more in line with other characters.

Stand Mode crouching medium normal attack

  • Extended reach.
    *Altered animation.

    • Improves usability in neutral.

“Shut yer trap!” special

  • Reduced upward launch power when hitting an airborne opponent.
    • The move made it easy to keep opponents juggled in combos. The lifting force is reduced, but the attack is still usable in combos against opponents that are already lifted high up.

“You’re in range!” skill

  • Reduced damage.
    • Brings skill damage more in line with other characters.

“And… RELEASE!” skill

  • Shortened recovery from full charge.
    • Improves usability in neutral.

“Dive!” skill

  • Decreased speed of hitbox spawning on strong attack version.
  • Made the rush part only trigger if the initial part hit or was guarded.
    • The move made it easy to keep the opponent on the defensive regardless of range. The animation change narrows the window to force the opponent to guard, making the move a way to keep up pressure in a combo after forcing the opponent to guard.

“Go to hell!” skill

  • Changed recoil animation.
    *Now triggers slam animation even against airborne opponents.
  • Made attack hitbox appear faster.
    • Improves usability in neutral.

Gyro Zeppeli

User Mode crouching medium normal attack

  • Reduced forward motion.
    • The long movement distance made it easy to set up a situation where the user would move first after the opponent is hit or guards. This change brings the character in line with others while retaining his distinctiveness.

Steel Balls returning after a skill

  • Changed so that if Gyro is sent into recoil while a Steel Ball is returning, it will lose its hitbox.
  • Changed so that if Gyro is sent into recoil while a Steel Ball is on the ground, it will return without a hitbox.
    • An opponent who avoids a Steel Ball and hits Gyro will find their combo interrupted by the returning ball, making this a powerful defense that caused major frustration for players fighting against it.

Golden Spin Mode

  • Delayed the no-rebound timing.
    • Despite being a projectile, this was also effective in defending against opponents attacking while the character is standing up. Delaying this effect allows the attack to retain its effectiveness in neutral at long and medium ranges.

“Scan” skill

  • Adjusted firing position to eliminate cases where the second hit would fail to hit opponents directly ahead.
    • This was unintended and has been fixed.

“Raaaaugh!” skill

  • Fixed an issue where the tornado would retain its hitbox after Stylish Guard.
    • This was unintended and has been fixed.

“One moooore shot!” HHA

  • Capped the damage reduction adjustment at 50%.
    • Improves usability in combos.

Diego Brando

User Mode crouching medium normal attack

  • Changed recoil animation. (Now sends the opponent flying.)
  • Adjusted cancel timing.
    *Now cancelable from the second hit.

    • Improves usability in combos.

“My speed is supreme.” special

  • Increased forward motion.
    • Improves usability in neutral and in combos.

“You flinched!” special

  • Changed recoil animation. (Now triggers dropping to the ground.)
  • Eliminated collision during movement, allowing dashing through the opponent.
    • Improves usability in neutral and in combos. (aerial/mounted)

“Gouge” skill

  • Decreased speed of attack activation.
    • Weak: Will combo if canceled from a medium attack hit.
    • Medium: Will combo if canceled from a strong attack hit.
    • Strong: Will combo if canceled from a special falling to the ground.
  • Shortened invincibility period.
    • As a rush attack with a fast activation, this skill could be comboed out of a Flash Cancel. It’s only usable with the corpse, but it does provide invincibility. This change keeps it from being too out of line with other characters.

“Useless, useless!” skill

  • Enabled aerial activation.
  • Adjusted invincible period. (aerial/mounted)
    • Improves usability in neutral.

Ikuro Hashizawa

“This is Baoh!” Style

  • Shortened the no-rebound period.
    (Can now be rebounded when the hitbox is spawning.)

    • Reduces usability in neutral.

“Baoh Melting Acid Phenomenon” skill

  • Increased landing recovery time when guarded.
    • Increases punishment for failing to land a hit.

“Baoh Break Dark Thunder Phenomenon!” skill

  • Enlarged hitbox so it can hit opponents who dodge at point blank range.
    • Improves usability in neutral.

Assists

Adjusted uses of Assault Assists and Reversal Assists

  • Hol Horse: 2/1 (-1 Reversal Assist)
  • Josuke 4: 1/2 (-1 Assault Assist)
  • Narancia Ghirga: 2/1 (-1 Reversal Assist)
  • Father Pucchi (Final): 2/1 (-1 Reversal Assist)
  • Diego Brando: 2/1 (-1 Reversal Assist)
    • Brings it more in line with other characters

Adjusted cooldowns (time until Assists are usable again)

  • Shortened cooldown of Reversal Assists of characters whose Reversal Assists have 1 use.
    • Narrows the gap between characters with 1 and 2 Reversal Assist uses.

General

Practice Mode

  • Fixed issue where Recording Mode would not record Stand Mode follow-up skills and Stand Rush.
    • This was a bug and has been fixed.

DLC Character

Character select

  • Added the paid DLC character Keicho Nijimura.
    • Update to go with the release of the Keicho Nijimura playable character DLC.

Gallery item

  • Added new gallery items.
    • Update to go with the release of the Keicho Nijimura playable character DLC.

JoJo Glossary

  • Added entries to JoJo Glossary.
    • Update to go with the release of the Keicho Nijimura playable character DLC.

Customize

  • Added customize options.
    • Update to go with the release of the Keicho Nijimura playable character DLC.

Source: Bandai Namco

Damien Seeto

Home > News

Diablo 4 Beta Known Issues Listed; Includes Inaccurate Queue Times and Performance Problems

The Diablo 4 beta launched a couple of days ago, but not without some notable issues affecting players. From poor performance on older hardware to voice chat problems, many players participating in the beta have reported these issues to Blizzard, and the company seems to be aware of them. 

A recent post by Community Manager PezRadar over on the Blizzard forums lists all the known issues from the beta. Here are all the issues as of March 19, 2:30 PM ET.

Diablo 4 Beta K Known Issues as of March 19:

  • If the player triggers the Lorath introduction cutscene while the world is in daylight, the player’s and Lorath’s shadows will shimmer in-game until the Prologue is complete. This issue will not occur if the player skips the cutscene.
  • In-game voice chat may not function correctly for all players.
  • Performance optimizations are still in progress. Players may encounter some performance issues, particularly on older hardware across different platforms.
  • The ‘Play’ tab at the top of Character Selection is clickable but currently does not lead to another menu in the beta.
  • Users may experience a queue while logging into Diablo IV during Early Access Beta Weekend. Please note that the countdown may finish and go beyond the duration listed on the queue timer. Do NOT leave the queue as this will restart the queue. We will have more accurate timers in place for Open Beta Weekend.
  • During the beta players will be able to select from a wide variety of work-in-progress “Text Language” options beyond English. English will be the only available option for “Spoken Language” during the beta, but other languages will be available at launch.
  • Player 2 may experience issues joining games with a pre-existing hero while playing couch co-op during the Prologue.
  • Players playing Hardcore in local couch co-op on console may not be able to return to character select until both players die. This will be addressed at launch.

At the very least, Blizzard appears to be aware of the beta issues and has mentioned them outright. We’ll have to wait and see if the launch version of the game will address all of Diablo 4’s known issues.

Source: Blizzard Forums

Carlos Perez

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Sony Files Cross-Platform NFT Trading Framework Patent for Gaming

While only a patent, meaning it isn’t a guarantee it’ll happen, it seems that Sony has, at the very least, some sort of interest in NFTs, as a new patent filing by the company is focused on them, this time with it being a framework to earn and trade NFTs, even across other systems. 

The patent, which you can view here, describes a framework that would allow players to earn NFTs (non-fungible tokens) in the form of exclusive skins and other content, which would then allow users to trade and even transfer said NFTs to different consoles and platforms. 

The patent reads:

SUMMARY

As recognized herein, in some applications such as computer/video games, an NFT might represent the artwork or an asset in the game (such as a character or weapon, or other game assets), but current systems are technologically inadequate for the owner to use the asset across different games and/or platforms. Accordingly, as further recognized herein, the functionality of the game may be enhanced by enabling gamers and/or spectators to exclusively use the asset and possibly transfer its rights to others via NFT as described further below.

Accordingly, in one aspect, a system includes at least one computer medium that is not a transitory signal, and that includes instructions executable by at least one processor to determine that a first end-user entity has performed a task for which a first non-fungible token (NFT) is to be provided. The task is performed within at least one computer simulation, and the first NFT represents a digital asset. The instructions are also executable to, responsive to the determination, provide the first NFT to the first end-user entity and prevent other end-user entities engaging in other instances of at least one computer simulation from being provided another NFT for performing the task again subsequent to the first end-user entity performing the task.

In some examples, the first end-user entity may include plural end-users that act in concert to perform the task. In other examples, the first end-user entity may include a single end-user and no other end-users.

In various example implementations, the task may include locating the digital asset within at least one computer simulation and/or beating or overcoming a particular aspect of at least one computer simulation.

Additionally, in example embodiments, the digital asset itself may include a video game skin, video game artwork, an avatar, a video game weapon, and/or a video game skill.

Again, this is merely a patent, meaning that it may not be something that actually does happen, and the company is simply filing it, so others can’t. However, it does indicate that Sony and PlayStation are exploring NFTs to some capacity. Whether that’s something that ends up happening in the future is anyone’s guess, though we can’t say that the idea alone is a popular one, especially amongst the gaming community.

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James Lara

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

Home > News

Report: LEGO Sports Game License Secured by 2K, “LEGO 2K Drive” Images Surface

If you’re a big fan of sports sims and want something more arcade-y, then do we have some good news for you! A new report has surfaced stating that 2K Games, the home of NBA 2K, PGA Tour 2K and more, have secured the rights to develop and publish LEGO sports titles!

The report comes from “people with knowledge ” of the plans (via VGC), where it mentions that 2K has signed a multi-game partnership with LEGO, as the toy company looks to broaden its horizon once its exclusivity contract with Warner Bros. expires.

2K’s LEGO sports titles will kick off with a footie (soccer) game which will be developed by Sumo Digital (Sackboy: A Big Adventure, Hood: Outlaws & Legends). This LEGO soccer game will be followed by an open-world racing game currently in development at Visual Concepts (NBA 2K, WWE 2K). While no game or partnership has been announced just yet, the footie game will be released later this year to coincide with the FIFA World Cup, with the racing game out in 2023. There’s also a third game brewing and that’s said to involve a major sports franchise. 

Another person with knowledge of the deal suggests that the LEGO licensed sports games could even include guest characters from some of LEGO’s popular licenses such as Harry Potter, Marvel and DC. 

As for the current LEGO and WB Games set up, it looks like it’s not clear whether WB will pump out more LEGO games, but if it does, don’t expect the LEGO license to be exclusive to just one publisher. 

2K nor Sump Digital has responded to requests for comment on the story, with a LEGO spokesperson telling VGC that they do not comment on “speculation about future products or partnerships.” 

Further adding fuel to the fire, and seemingly confirming the deal, are new images that have surfaced online for what’s called “LEGO 2K Drive,” which is 2K’s LEGO racing game that’s said to be undergoing closed beta testing. 

Check out images from the in-development game below (via Insider-Gaming):

https://imgur.com/a/30XNP3T

While no confirmation has been made, the fact that there are screenshots add credibility to VGC’s report. Once we know more, or if an official announcement has been made, we’ll be sure to let our readers know.

Source: VGC

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Alex Co

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

Home > News

Report: Battlefield 2042 “Year 2 Upgrade” Surfaces on Origin

While DICE has already confirmed that Battlefield 2042 will be getting another round of content with Season 5, what comes after is a bit of uncertain for now. Well, it seems DICE might be continuing their post-launch support of the shooter, as references to Battlefield 2042 “Year 2” has been spotted!

Battlefield players have spotted a “Year 2 Upgrade” on EA’s own Origin platform surface, and thankfully, some knowledgeable folks tinkered with the platform’s API to see if it’s fake or not. 

The finder MPThLee, mentioned that they have BF2042 on both Steam and Origin, and it shows up for both versions, and mentioned, “I was trying to downgrade EA App to Origin with some XML Hacks. (Thanks to ‘Oh Snap, It Crashed’ Error) And I was boring so trying to check “Extra content” page on Steam-version of BF2042 on origin. and this comes out.”

Here are some of the findings by daniluk400:

  1. This is not fake, but it’s only one “offer” inside API with placeholder texts (It’s called “BATTLEFIELD 2042 – YEAR 2 UPGRADE – PC – WW”) – e.g. I didn’t find any content uploaded in store
  2. This “DLC” costs 2 euros (seems to be placeholder price as well)
  3. “storeStartDate” parameter is set to 1st March 2023 – I can suggest they’ve missed a month and April or something else was supposed to be here and that’s why it is the only “offer” available
  4. It must even be purchasable via Origin UI
  5. This is not some old thing they forgot to destroy – it was last updated 17 March

If you’re wondering what this means, this highly suggests that EA and DICE are planning a second year of content for Battlefield 2042, and this is part of its DLC or microtransactions (the first year of BF2042’s release up to its first year anniversary counts as Year 1). It could be a shortcut alongside instant unlocks of the new operators and weapons, maybe a new Season Pass (different from a Battle Pass) or something else entirely. If you’re a Battlefield 2042 player, this is definitely good news. Mind, with the recent re-introduction of classes, and how the game seems to have increased its player base on PlayStation platforms by 500%, I wouldn’t be shocked to hear EA make a formal announcement about it soon.

Of course, there is also the chance that this is a mistake or something DICE planned previously, but didn’t plan on pushing through. But why would it be updated as recent as this week, no? Once we know more about it, we’ll be sure to let our readers know.

Would you want to see more BF2042 content released after Season 5? If so, what do you hope to see? I know I wouldn’t say no to seeing Operation Metro make an appearance.

Thanks, MPThLee, daniluk400, DANNYonPC!

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Alex Co

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

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Final Fantasy 16 Will Take 35 Hours to Finish Story, 70 to 100%; Will Feature Online Leaderboards

More information regarding Square Enix’s upcoming action RPG Final Fantasy 16 has been revealed. According to a recent interview with the game’s lead developers, Final Fantasy 16’s main story will take 35 hours to finish, with twice the time required to 100% the title. 

In addition to the Final Fantasy 16 game length info, FF16 will also feature online leaderboards. This information comes from a recent dev interview with Famitsu, a Japanese news outlet, that spoke with game’s director Hiroshi Takai and producer Naoki Yoshida. The following is an English-translated version of the interview via aitaikimochi, who regularly covers Final Fantasy and JRPG-related content on Twitter. 

Famitsu: How many hours does it take to clear the game’s main story?

Takai: FF16 is a story driven game that will take you on a roller coaster trip. You’ll see the entirety of Clive’s way of life, and the game will probably take about 35 hours to clear. If we include side content, it’ll can be double that amount.

Famitsu: Double the amount, that means about 70 hours…That’s way more than expected!

Takai: We heard people asking “if you focus on the main story, does that mean there’s not that many side quests?” That is absolutely not the case as we of course have plenty sidequests prepared.

Yoshida: When the game development was just starting out, I had the idea in mind that gamers these days are really busy with other things, so I wanted them to be able to at least aim to complete the story. I thought making the game something you can complete in about 20 hours would make sense, but more and more just got packed in.

Aside from the game’s completion time, Takai revealed that FF16 will feature a leaderboard system that would allow for “endless gameplay.” Players can also expect a more challenging version of the game in “Final Fantasy Mode,” a New Game+ mode that Yoshida mentions in the interview.

Y: For this game, we really wanted the player to be able to experience the story from start to finish. If the story length was too long, then it might get tiring to play. That’s why we want FF16 to feel like a roller coaster experience where just when you think you can see the road ahead of you, you’re pulled into another direction. As a result, the game is truly packed with story, battles, etc. that if you did not skip any cutscene, it’ll take about 35 hours for you to understand the meat of the story and complete the game. Now, if you want to master and level up all abilities, gather all accessories, do all the side quests, and fight all the monster hunts, you’re probably looking at about 70~80 hours of gameplay. Not only that, but we also included an insanely difficult New Game+ mode that allows you to carry over all your stats called the “Final Fantasy Mode.” That’ll probably add even more gameplay hours.
 
T: We also will implement a score board for attack points, and after the 2nd round you will see a leader board. Once you try this out, you can literally have endless gameplay and be able to compete with other players around the world, myself included (laughs).

Final Fantasy 16 launches this June 22 exclusively on PS5.

Source: Famitsu via ataikimochi

More FFXVI Reading:

Carlos Perez

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Diablo 4: Ashava The Pestilent World Boss Guide

Diablo 4’s finally in beta, and players with Early Access can now attempt to face the world boss of the Fractured Peaks, Ashava the Pestilent. Ashava is a pretty difficult boss in the sense that you’ll need good gear to take him on. This Diablo 4 Ashava the Pestilent world boss guide will go over the necrotic beast’s moves and tells, giving you an idea of what to look out for when taking it on yourself. Do note that this guide is based on the fight in the beta version of Diablo 4, and Blizzard may very well change things up in the final release version when it comes out in June.

With that being said, here’s what you need to know about Ashava the Pestilent in Diablo 4.

Diablo 4 Ashava the Pestilent World Boss Guide

Ashava the Pestilent doesn’t just spawn anywhere. In fact, the boss actually has its own dedicated area in the Fractured Peaks. Named The Crucible, this area has no enemy spawns outside of Ashava, so players can comfortably AFK there while waiting for it to spawn.

You can find the location of the Crucible as shown above. If you ever die while fighting Ashava, don’t worry—you will respawn near the edge of The Crucible, allowing you to get right back in the action. You’ll also gain potion charges upon dropping Ashava’s HP to certain thresholds, as indicated by the red arrows on top of Ashava’s HP bar.

Here’s a list of all the different moves and attacks Ashava can execute (the order seems to be random).

Bite

Ashava bites at a player in front of it. This attack has a quick windup and deals lots of damage, so melee players must always look out for this move when in front of Ashava. 

Smash

Ashava raises one of its wing bones in the air, causing an AoE marker to appear. Ashava will then slam its wing bones at this location, knocking players away from the center of the AoE. Simply move out of the AoE when it appears or Evade at just the right time to dodge the damage and knockback.

Double Smash/Swipe

Ashava raises both of its wing bones in the air, causing two AoE markers to appear. Ashava will then slam its wing bones at these locations. This is immediately followed up by a backward swipe. To avoid this attack, simply move to Ashava’s sides when you see two AoE markers appear in front of Ashava, and you’ll be fine. 

If you can’t get out in time, there seems to be a small safe spot between the two swipes, though there’s such little room that it may be difficult to pull off.

Leap

Ashava leaps at a random player. This leap can cause Ashava to travel quite far across the arena, so keep that in mind if you’re playing a melee class like Barbarian.

Ice Swipe

Ashava raises one of its wing bones and swipes the ice around it in a wide arc. The wing disrupts the ice beneath it, and any players caught in the wing attack will take massive amounts of damage. While this is arguably Ashava’s deadliest move, it’s also the easiest to spot thanks to the obvious tell.

To dodge the swipe, you can either Evade into the swipe, making use of your invulnerability frames from Evade, or stand right under Ashava. There’s a tiny safe spot below Ashava, and you only need to move slightly in order to steer clear of the swipe. Alternatively, you could also simply stay out of Ashava’s swipe range if you’re playing a ranged class, but this can be a bit trickier to do.

Rotten Breath

Ashava spews out rotten fluid from its mouth in a cone. This leaves behind puddles of the same liquid at random locations on the arena. Simply dodge the breath attack and avoid the puddles while fighting.


And that’s about it! There aren’t any second phases or new attacks once Ashava gets low, so it’s just a matter of learning the tells and dodging the attacks from start to finish. Once you take down Ashava, it can drop all sorts of loot, including legendary gear and Ashava’s Spoils, a bag of loot that contains even more gear.

Ashava will spawn four times during the Early Access weekend and four more times during open beta. Click here for the specific times based on region.

Carlos Perez

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Report: Battlefield 2042 Sees Over 500% Player Increase After Coming to PlayStation Plus

It looks like Battlefield 2042’s inclusion into PlayStation Plus this March is paying off big time for EA, as the game’s player count has seen a massive uptick!

According to the latest PlayStation Trophy data from TrueTrophies, Battlefield 2042’s trophies has seen a major surge after the shooter’s release on PS Plus. Using the gameplay data of over three million active PlayStation accounts, it shows that BF2042 has gained a whopping 578% player increase! What’s more,  It went from being the 31st most popular game to skyrocketing to fifth overall.

This means that Battlefield 2042 is by far the most successful PlayStation Plus game for March. The report also states that with BF2042’s climb, it has now become one of the top five most played PS5 and PS4 games.

If true (we can’t say for certain given the report isn’t publicly available and there is no way of checking it ourselves), this is a massive win for DICE and EA. Hopefully, the players stick around — especially since the game’s re-introduction of the class system is a major step in the right direction.

Are you seeing more BF2042 players on PlayStation platforms? Do you think this high uptick will stick? Let us know your thoughts down in the comments.

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Alex Co

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

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Exoprimal Hands-On Preview – Dino Crisis Online

Exoprimal may not be the Dino Crisis we wanted, but it is the one we are getting. Capcom is putting a prehistorical spin on the traditional end of the world scenario, asking players to get into their exosuits and deal with the voracious dino threat. This is a team-based shooter where humanity is swarmed by relentless dinosaur waves and must fight back using every means possible. Despite sightings of a red-haired woman resembling Regina from Dino Crisis, no ties have been confirmed between this game and the classic horror adventure.

Hungry Dinos

Set in 2040 when dinosaur outbreaks occur all over the world, it’s up to the Aibius corporation and its advanced AI Leviathan to predict where the creatures will appear and take action. Players must perform the aptitude tests and become powerful exofighters, donning their revolutionary armored suits and pushing back the invaders. Said test is nothing more than a short tutorial, which is introduced in an astute way, as your character enlists in the corporation and goes through the sign-up and character customization process, although the impact of their emotions of joy and surprise are undermined by a lack of voice and sound effects.

Creating your character is a simple affair and could do with some extra options before the official release. Currently it’s limited to male and female presets, facial features, and pilot suit color, but it felt both odd and exciting having the option to mix gender stereotypes in a flowing way, from faces to hair styles. This could either be a sign of the times or a few restrictions yet to be set in place, but it’s surely an unusual thing to see in a videogame where character customization isn’t a main bullet point – after all, during most of the time you will be covered heat to toe in your hulking exosuit, with your face reserved for cutscenes.

After dealing with the enlistment process, it’s time to step into the harsh reality of the dino invasion. The beta version only featured one game mode called Dino Survival, but it is hyped as Exoprimal’s main mode, so it should give you a good idea about the core gameplay and help set expectations.

Exoprimal Hands-On Preview

Touted as a 5v5 PvE and PvP mode where each squad strives to complete missions faster than the opposing side, Dino Survival is a succession of dinosaur outbreaks that often culminates in a random special assignment which may pit the two teams against each other, sometimes even forcing you to begrudgingly cooperate with your rivals to take down a common foe. The Leviathan AI occasionally throws a few variables into the fights, including the option to directly control a massive T-Rex and wreak havoc among the enemy team.

There is an appreciated diversity on display in terms of end of match missions, with around a dozen planned. Data Key Security is an example among many that dabble into PvE and PvP, as both teams protect a moving asset that can be attacked and destroyed by players; Escort tasks you with defending an NPC from dinosaur hordes until they complete their investigation across various locations; Neo T-Rex asks for temporary truce as both teams put aside their rivalries and fight a colossal and mutated dinosaur. The revelation twist at the end of the standard missions is a welcome one and always gives that element of surprise to the outcome of the match, but the sudden move into PvP may come as abrupt to those who prefer the exciting nature of cooperative PvE gameplay.

Suit Up

Looking at the exosuits, it’s impossible not to think Warframe in some of the designs and animations. However, the similarities end there, as Exoprimal is all about teamwork to take down those unremitting dinosaurs, true reflections of insatiable zombies who will stop at nothing to take a bite out of your metallic legs and arms.

Exosuits are divided into three roles that speak for themselves: assault, tank, and support. Picking one suit from a class at the start of the mission isn’t going to bind you to that choice; you are free to change roles at any time during the battle to adapt to the threat at hand. It’s strange and somewhat incomprehensible that the exosuit switch isn’t immediate; you call the menu and pick the next role, but then you see an animation of your character getting out of the suit and moving around in their fragile human form, until you finally press another button to jump into your new exoskeleton. Why anyone decided that an extra step would be a good thing in the middle of the frantic action is beyond me.

This not-so on-the-fly switch may not be consensual, as it throws some interesting variables into the battle but also undermines the idea of going for a fixed role selection and a deep team-based focus with clearly defined and balanced roles, unless you are part of a squad that is actively communicating and aligning strategies, which is the optimal way to play Exoprimal anyway.

Exoprimal Hands-On Preview

The different types of dinosaurs require varied approaches that will make your team synergy shine. Using a tank’s shield to push the velociraptors back and going guns blazing against the large ankylosaurs are regular challenges, but there are more situations where learning and adapting is crucial. The visual spectacle in some scenes can be impressive, such as when you are trapped in a valley with hundreds of dinosaurs falling from the sky and running into your direction. Exoprimal looks good, even great at times, putting Capcom’s proprietary RE Engine to great use, the same that has shown its strength in Resident Evil Village and Resident Evil 4 Remake.

While it will remind players of Anthem, Warframe, and Overwatch, your enjoyment greatly depends on how excited you are about the game’s identity crisis that makes it casually shift between PvE and PvP missions in the same run. For now, Exoprimal is a beast that is worth looking into for its punchy cooperative battles and dinosaur waves, but it feels like the $59.99 asking price is too steep for an experience that desperately demands a large player base to succeed.


MP1st was given access to a preview build of Exoprimal for our hands-on session. Exoprimal is set to launch on July 14, 2023 for PC, PlayStation 5, PlayStation 4, Xbox One, Xbox Series X and Series S.

Vitor Braz

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Forspoken Update 1.011 Casts Out on March 17 for Crash Fixes

Square Enix has released Forspoken update 1.011 on March 17, addressing some user-reported crashes. 

Related Readings – Forspoken Sales Reported to Be “Lackluster” as Square Enix Prepares “Promotional Initiatives” for the Game

Forspoken Update 1.011 Patch Notes | Forspoken March 17 Patch Notes

According to Square Enix, update 1.011 (now live on both PS5 and PC) fixes some crashes that users have reported on, though they did not provide the specifics as to which section of the game.

We’re aware that there is an issue where the game occasionally crashes in certain scenes or by certain actions after the release of Patch 1.10. We are now working on the bug fix and are planning to release an update patch to resolve the issue on March 17 2023.

No additional fixes have been revealed by the studio. 

Should there be any additional fixes uncovered by the community, we’ll be sure to update this post. 

Source: Twitter

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James Lara

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

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Remnant 2 Trailer Features a New Dog Companion That Accompanies Players

A new trailer for upcoming survival action shooter Remnant 2 has been released. Unlike other game trailers, however, this one’s a little different, as it features a new companion system that’s coming to the game. Players will be able to explore the world of Remnant 2 alongside a dog companion that will also assist you during combat.

The trailer shows off some gameplay with your canine pal. Have a look:

Interestingly enough, the original Remnant: From the Ashes game already had a dog companion of sorts, though you could only get one via a weapon mod. Known as the Very Good Boy mod, it allowed you to summon a dog that would aid you in combat. While we don’t know how players are going to be able to unlock or bring the dog along on their journeys, given the fact that we got an entire trailer for the feature, it may be something that players can try out regardless of which mods they use. The trailer does hint at the dog having the ability to revive a downed player toward the end of the video, though this could also merely be a cutscene of sorts from the game.

Remnant 2 is set to arrive on PS5, Xbox Series X|S, and PC this Summer 2023

Carlos Perez