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Dead Island 2 Hands-On Preview – The Fresh Brains of Bel-Air 

Dead Island 2 is a sequel that has been in the making for over a decade, and just that thought alone means that the weight of expectations from gamers will be quite heavy. We got our first true hands-on experience with Deep Silver Dambuster Studios’ Dead Island 2, and not only is it really on the way this time, but it’s actually quite fun.

The City of (Un)Dead Angels

It’s no secret that Dead Island 2 has been in development hell for the last decade. I mean, how many games do you remember in recent years that have switched between the hands of not one, not two, not three, but FOUR developers? If there is one that comes to mind, then it’s probably Duke Nukem Forever, and we all know how that turned out. It’s a cautionary tale burned into the minds of gamers, one that Dead Island 2 has been following far too closely over the years. 

Understandably, there isn’t much to instill confidence in Dead Island 2. It’s been through hell, literally, with multiple developer switches, delays, re-announcements, reboots, and so much more. Everything that has happened to the game up until this point has had the signs of things not being quite right.   

So when MP1st was approached to preview Dead Island 2, I, like everyone else, had worries about what I was about to experience. 

Yet despite the odds, despite everything to suggest otherwise, somehow, someway, Deep Silver Dambuster Studios has managed to surprise this gamer, and in a good way. To cut to the chase, Dead Island 2 looks, plays, and feels fantastic.

Before I slice into the meat (haha!) of things, I first want to talk about the state of the preview build we were given. To address everyone, the preview build provided was not the final release. An older build that didn’t have co-op (and other features) enabled, and per Dambuster, the final release (including review copies) will include significant updates. So do bear in mind that some of the things I say here may change (for better or worse) come release. 

With that said, let’s start this preview by talking about the performance and visuals. Playing on PC, I’m happy to report that, as far as this build goes, the PC version of Dead Island 2 is in really good shape. Mind you; I was running the game on a PC sporting an RTX 4090 GPU paired with an AMD 7900X, so lower-spec builds may vary in this experience. However, with the onslaught of recent PC games being poorly optimized, Dead Island 2 is certainly impressive early on. 

There was some minor stuttering due to shaders loading in and out of new areas, but we noticed those stutters were nearly eliminated with FSR 2.2 enabled. Unfortunately, we didn’t see DLSS or ray tracing support, nor do we know if there are any plans to add them at this time. 

Despite the lack of the mentioned features, Dead Island 2 is jaw-droppingly stunning. 

It’s visually impressive, not just in details and its photorealistic environments, but also in its variety and usage of coloring. There’s beauty in chaos in the world of Dead Island 2.  

And while not an open world, Dead Island 2 certainly offers a variety of environments to make its world feel “alive.” The starting section saw us exploring the rich residential neighborhood of Bel Air. You’ll enter large mansions that are filled with expensive, exotic, and outlandish things. Outside, there are Lambos and other cool luxuries, like rooftop pools and even a private indoor gym with a view of the entire hill. 

It’s surprisingly gorgeous, and clearly, the team has spent a considerable amount of time nailing down the very atmosphere of Bel Air and its other surrounding rich suburbs. Dead Island 2 may not be on an island like the last game, but Dambuster sure does a fine job at making us feel like we’ve been isolated from the world in this somewhat bizarre and over-the-top, yet believable version of LA, or as they call it, HELL-A.  Of course, this being Dead Island 2, the location probably isn’t going to be what’s on the minds of most players. No, what you’ll likely be focusing on is the shambling and rotting corpses of the undead, who have grown a relentless appetite for the living. I’m talking, of course, about the zombies.

While we’ve had plenty, and I mean PLENTY, of zombie games since Dead Island (2011) was released, I don’t think we’ve ever had a zombie game quite like Dead Island 2.

Now to be blunt, there isn’t anything extraordinarily different about the zombies of Dead Island 2 when looking at them from a behavioral perspective. They’re as “zombie” as a zombie can be. They’re super sluggish, as if fighting their own weight so that they don’t collapse, all while hoping to catch prey to satisfy their never-ending hunger. And sure, there are runners, brutes, and other unique variants to keep the excitement going, but at its core, these are the everyday zombies you’d expect to see in a zombie-infested world. 

Think about that last sentence for a second. If the world of today suddenly ended due to a zombie apocalypse, do you think you’d expect to see the same carbon copy zombie over and over, or do you think every single zombie you encounter would, in some ways, look different? Be that their size, weight, and clothing? You’d have a hard time finding a pair of people looking the same in real life, let alone dozens that look identical. In a video game, not so much, but Dambuster looks to be changing that. 

Now I’m not saying that Dead Island 2 manages to make every single zombie different from one another like it would be, but it does an amazing job at creating the illusion of it. That’s because zombies are generated based on the location they’re in rather than being fetched randomly from a large spawn pool. 

When you think of Bel Air, you probably imagine the rich and powerful, living glamorous lifestyles. Zombies will dress that part, as you’ll encounter them wearing suits, and party dresses, as if they just attended a fancy dinner. Going around the neighborhood, you’ll encounter other zombies wearing different clothes that are entirely based on the location. Maybe the neighbors were having a pool party the night of the outbreak? Expects to see zombies wearing bikinis and trunks. What about the neighbor across from there, maybe they were shooting some hoops or using that indoor gym. Well, they’ll be wearing their gym clothing cause who has time to change during an outbreak?

You’ll encounter a lot of these different-looking zombies, and although, at the end of the day, they’re still zombies, I couldn’t help but, dare I say, feel bad for killing them. I mean, I still hacked away, but there was some added weight that came with it.

Like this zombie wearing construction worker clothing was alive at some point. Maybe they were just leaving work and got bit on their way home? Or perhaps they were trying to help, directing people to safety, and ended up mistaking a zombie for a still-living person? What about these two zombies out here alone, staring at the sunset? Were they a couple? Maybe old-time friends playing catch up? Who knows, but seeing zombies wear all these different types of attire, there’s a sense of believability that they were alive at some point. 

But that feeling fades quickly as they stumble towards me, jaw twitching with violent snaps. What else can I do other than bash their brains in? Don’t tell me because, frankly, I don’t care. Bashing zombie brains in Dead Island 2 is one of the most satisfying experiences I’ve ever had in a zombie game. Why? Because of an in-house system built specifically for Dead Island 2. The FLESH system. 

Get Ready to Rot, and Roll

FLESH is the name of the gore and disembodiment system, which procedurally breaks skin and bones. That means that every time you face off against a zombie and tear it into them, it’ll always look different than the last zombie you killed. I’ll confidently say this, even without playing the final retail release, FLESH is the most advanced gore system we’ve ever seen in a video game. I’m sure I won’t be the only person saying this. 

There’s a lot, and I mean A LOT, with this system that players can do. 

Blades, for example, slice through zombies, cutting limbs and leaving large gashes. Depending on where you slash, the cuts may be more severe than others. So cutting a zombie near the abdomen may end up spilling its guts (yes, there are individual internal organs, and they have physics tied to them), or cutting near the rib cage may cause it to burst open. 

Tons of different tendons can be seen being pulled and ripped apart. If you had the stomach for it, you could skin and gut everything out of a zombie, leaving it as a bloody skeleton. It’s all real-time, and what I like is the damage doesn’t just pop up as you make it as you can see the path of the slices being carved out. 

I’ve cut a few arms off, and every time, I’m left surprised because sometimes it’ll break the bone, cut entirely through, or cut through the bone completely, but a tiny slither of skin is still intact, leaving the arm dangling around as the zombie moves. 

Hitting a zombie’s skull with a blunt weapon will sometimes cause it to cave in or crack wide open. You can expose the brain and chip away small pieces of it. 

The one that got me, though, is that I struck a zombie so hard with a wooden board that its eyes popped out of its socket, still connected by the veins. It was a massive holy shit moment. 

It’s fucking disgusting, and I love it.  

FLESH is a game changer, and after experiencing it firsthand, I think it’s a system that every game developer should look to whenever thinking about adding any kind of gore to their games. It’s that good. 

The weapons also play into the procedurally generated physics of the FLESH system. As I’ve talked about, blades and blunt weapons deal different damage from each other, and so do different weapons fitting those two categories. But it’s not just the gore, as zombies will react differently based on the weapon you use. 

Hit a zombie with a baseball bat in a certain spot, and they’ll have a knee-jerk-like reaction, shifting their entire body in the direction of the force produced from the hit. It’s not anything new in a game, mind you, but it goes without saying that it helps make the combat feel authentic, adding another layer that overall is fun and satisfying. 

Weapon handling feels realistic in the sense that if you expect a weapon to do or behave in a certain way, chances are it will. That’s not to say that Dambusters have opted for complete realism, as the team told us in an interview that while they aimed high for weapon authenticity, they’re leaning towards the “cool” side of things. So there’s a bit of an over-the-top element to certain aspects of the combat and how the gore is produced.  Almost like a classic ’80s action movie; you know it’s not realistic, but it looks cool as hell. 

Weapons can also be modded with special effects, as well as an increase in their durability. Yes, durability is back in Dead Island 2. I know some weren’t a fan of it, but I will say that it didn’t come off as annoying, as the likelihood of you finding another weapon, and the exact same one, was high. For modded weapons, which are likely to become your favorites, you can repair them at workbenches, as well as upgrade them and slot new mods. 

I crafted a number of electric blades that seemingly cause zombies to catch on fire. A pair of brass knuckles I found I crafted into tiger claws. 

There are also character skills that you can unlock, though these come in the form of skill cards rather than a skill tree. Some skills are shared between the six selectable Slayers, while others are exclusive. One thing I liked is that you could change between cards at any time, even during a fight. It’s not the most seamless method, as it requires you to navigate into the character menu, but it’s nice that you can, nonetheless. 

Whether this system is better than the skill tree offered in the past Dead Island games, I’ll need to play the final release to decide on that. 

As for the story itself, I’ll need to experience it more to form a better opinion. It had some great setpieces, but I’d like to see where it goes before giving a more detailed thought. I do like that each Slayer has their own personality, but again, the preview didn’t offer enough to form a definite opinion on it.

The side missions, from what was there, all felt unique from one another, and nothing screamed like cookie-cutter fetch quests. That may be due to the linearity of this portion of the game, but it did seem to open up a bit more later in the preview. 

Sadly we didn’t get to try out any co-op, as the mode wasn’t included (as previously noted) in the build. I’m curious how the game will play with additional players on the map, as the early sections were relatively linear and close-quarters focused. There’s definitely space in the more open areas, but there are a lot of interiors you go through that are pretty small, even for one person. Replay value is also something I question on the co-op side. I don’t know if there will be much for players to want to play with one another in terms of rewards outside of just playing with a friend. With a big focus on weapons and character builds, the coop dynamic does have us curious. 

Last Flight to HELL-A

If there’s a reason for players to want to coop, it’ll probably be because Dead Island 2 offers no difficulty options. I liked it and died a lot because areas seemed to scale to offer a high challenge. It’s not so much that the zombies are bullet sponges but more that it seems that the game is adapting. 

I always laugh at how someone can get surrounded by zombies in a movie or show because they’re crazy slow. Well, Dead Island 2 shows me exactly how that can be because I found myself surrounded by them plenty of times. There’s definitely a challenge, so having an extra friend probably isn’t a bad idea.

There’s a lot more I want to talk about, but I’ll save all that once I’ve gotten my hands on the final release. For now, Dambuster has convinced me that Dead Island 2 may indeed be well worth the wait. Unless they pull a bait-and-switch, I think the public is going to be surprised by what the team has managed to pull off. I know I was, but let’s just hope the rest of the game ends up being as impressive as what I experienced here. 


MP1st attended a digital preview event for Dead Island 2, with a preview build provided by the publisher and played on PC. Dead Island 2 launches on April 21 for the PS4, PS5, Xbox One, Xbox Series, and PC. 

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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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The Witcher 3 Update 4.020 Released This March 13

The Witcher 3 update 4.020 has been released by CD Projekt RED on all platforms today! This is officially tagged as patch version 4.02, and brings another round of fixes to both consoles and PC. Check out what’s new in The Witcher 3 March 13 patch notes.

The Witcher 3 Update 4.020 Patch Notes | The Witcher 3 March 31 Patch Notes:

Size: 2GB PC, 2GB (PS5)

PC-SPECIFIC

  • Improved CPU core utilization in the DX 12 version.
  • Restored horizon-based ambient occlusion. Players who had previously turned Ambient Occlusion off will need to do so again. You can find it in Options → Video → Graphics.
  • Fixed an issue where the “My Rewards” section was not localized in REDlauncher.
  • Fixed an issue with a flickering landscape in Toussaint that occurred when NVIDIA HairWorks was disabled.
  • Fixed an issue related to particle optimization which could result in temporary stuttering.

CONSOLE-SPECIFIC

  • Improved Performance Mode on next-gen consoles.
  • Fixed an issue where characters could become slightly blurry during dialogues and cutscenes on PlayStation 5.
  • Fixed an issue related to memory usage in Ray Tracing Mode which could result in crashes on Xbox Series X.
  • Whatsoever a Man Soweth… – The game will no longer crash if Geralt runs away from Shani after starting the conversation on next-gen consoles.
  • Fixed an issue where quicksaves couldn’t be loaded when using cross progression on Xbox One.
  • Added two missing “Top notch swords!” on previous-gen consoles.
  • Fixed an issue with overwriting manual saves where in some circumstances the oldest gamesave was deleted on PlayStation 5.
  • Addressed performance issues in Beauclair and Novigrad that occurred after loading a gamesave.

VISUAL – PC and Next-Gen Exclusive

  • Improved immersion of water appearance by adding refraction to SSR and ray-traced reflections.
  • Fixed a visual issue with brick textures where black artifacts covered stone arches.
  • Added a Motion Blur slider. It can be found in Options → Video → Graphics.

QUESTS & GAMEPLAY – Available on all platforms

  • Battle Preparations – Fixed the lack of a dialogue option that would progress the quest during the objective “Let Avallac’h know everything’s ready.”
  • Reason of State – Fixed an issue where the door to the warehouse could become permanently locked if the player knocked, entered and then immediately left the building.
  • Scavenger Hunt: Cat School Gear Upgrade Diagrams Part 1 – Fixed an issue where the quest could stay active even after the diagrams were looted.
  • Fixed an issue where trying to start a New Game+ on an incompatible save would block the player from starting the expansions in standalone mode until the game was restarted.

LOCALIZATION – Available on all platforms

  • Fixed an issue with the Korean localization of Ciri’s and Geralt’s Gwent card descriptions.
  • Fixed punctuation issues in Arabic localization.
  • Updated Traditional Chinese font.

Please note: these are only the most notable changes. The patch contains other minor fixes that didn’t make it onto this list.

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Alex Co

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

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The Witcher 3: Wild Hunt Update 4.03 Slices Out for Patch 4.02 This March 13

CD Projekt RED has released The Witcher 3: Wild Hunt update 4.03 on all platforms today, and is tagged as patch version 4.02 by the devs. Same as the previous patches, this should bring in a round of fixes to the action-RPG once again. Read on for what’s new in The Witcher 3 update 4.02 patch notes.

The Witcher 3: Wild Hunt Update 4.03 Patch Notes | The Witcher 3: Wild Hunt Update 4.02 Patch Notes:

Size: 2GB (PC)

PC-SPECIFIC

  • Improved CPU core utilization in the DX 12 version.
  • Restored horizon-based ambient occlusion. Players who had previously turned Ambient Occlusion off will need to do so again. You can find it in Options → Video → Graphics.
  • Fixed an issue where the “My Rewards” section was not localized in REDlauncher.
  • Fixed an issue with a flickering landscape in Toussaint that occurred when NVIDIA HairWorks was disabled.
  • Fixed an issue related to particle optimization which could result in temporary stuttering.

CONSOLE-SPECIFIC

  • Improved Performance Mode on next-gen consoles.
  • Fixed an issue where characters could become slightly blurry during dialogues and cutscenes on PlayStation 5.
  • Fixed an issue related to memory usage in Ray Tracing Mode which could result in crashes on Xbox Series X.
  • Whatsoever a Man Soweth… – The game will no longer crash if Geralt runs away from Shani after starting the conversation on next-gen consoles.
  • Fixed an issue where quicksaves couldn’t be loaded when using cross progression on Xbox One.
  • Added two missing “Top notch swords!” on previous-gen consoles.
  • Fixed an issue with overwriting manual saves where in some circumstances the oldest gamesave was deleted on PlayStation 5.
  • Addressed performance issues in Beauclair and Novigrad that occurred after loading a gamesave.

VISUAL – PC and Next-Gen Exclusive

  • Improved immersion of water appearance by adding refraction to SSR and ray-traced reflections.
  • Fixed a visual issue with brick textures where black artifacts covered stone arches.
  • Added a Motion Blur slider. It can be found in Options → Video → Graphics.

QUESTS & GAMEPLAY – Available on all platforms

  • Battle Preparations – Fixed the lack of a dialogue option that would progress the quest during the objective “Let Avallac’h know everything’s ready.”
  • Reason of State – Fixed an issue where the door to the warehouse could become permanently locked if the player knocked, entered and then immediately left the building.
  • Scavenger Hunt: Cat School Gear Upgrade Diagrams Part 1 – Fixed an issue where the quest could stay active even after the diagrams were looted.
  • Fixed an issue where trying to start a New Game+ on an incompatible save would block the player from starting the expansions in standalone mode until the game was restarted.

LOCALIZATION – Available on all platforms

  • Fixed an issue with the Korean localization of Ciri’s and Geralt’s Gwent card descriptions.
  • Fixed punctuation issues in Arabic localization.
  • Updated Traditional Chinese font.

Please note: these are only the most notable changes. The patch contains other minor fixes that didn’t make it onto this list.

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Alex Co

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

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Temtem Update 2.000.008 Out for Patch 1.3 This March 13

Crema has released Temtem update 2.000.008, which is for patch version 1.3. This update includes new content and improvements. Check out the Temtem March 13 patch notes posted down below.

Temtem Update 2.000.008 Patch Notes | Temtem Update 1.3 Patch Notes | Temtem March 13 Patch Notes:

  • Like with every Season change, your TMR will be soft-reset at the beginning of Season 3. Soft reset means it won’t be reduced to 0 or to 1000, which was the starting point, but rather to a middle point between your TMR at the moment and 1000. The formula, for those interested in the specifics, is ((1000 + S2 TMR) / 2).
  • Following Season change, too, rank redistribution will happen, and Competitive ranks will be redistributed in accordance with the population that played ranked matches during the previous Season. This means the cutoff numbers will change, i.e., if you needed to reach 2500 TMR to get to Legend before, you might need to reach 2700 TMR now, depending on how that rank’s population and intended population are. This is the first time the system is going to tackle this on its own; we’ll be monitoring it closely to ensure everything has gone well, and to check if further changes or intervention are needed.
  • Since there was a delay in the launch of this patch and Season 3 will start one week later, we’ll be adding an extra week at the end of it. This means Season 3 will last until June 19th.

 

  • The new Challenge Modes are in.
    • Experience Temtem like never before with three new challenges delimited by extreme rules:
      • Nuzlocke Mode: You only get to catch the first 2 Temtem you see per route (1 Temtem each if you’re playing Co-op!). Each and every Temtem knocked out during battle will be released automatically.
      • Randomlocke Mode: Same rules as the Nuzlocke mode, but with randomized Tems, move sets and items.
      • Speedrun Mode: You must complete the story in as little time as possible. A clock will be timing each island and the general progress, and you’ll need to beat a mark set by Crema to consider the run a success.
    • You will be able to start a Challenge mode once you’ve completed the campaign story, or by unlocking it anytime through a very well-known videogame code (use your left thumbstick!). You can only have one Challenge run at a time, but you can end one and start the next with no restrictions. You will always start from zero.
    • The Challenge Mode runs have their own server, and a different save slot between the three of them. You’ll interact with other people attempting a Challenge run, including being able to co-op. This effectively means you’ll be able to have both your normal save and usual account, and a challenge save with a Challenge run at the same time.
    • You cannot trade during a Challenge run. You won’t be able to earn Tamer Pass experience during a Challenge run, due to technical limitations. You can PvP during a Challenge run, and your Tems won’t die, so you can safely enjoy it still. Saipark will exist and be open, but only the resident Tems will ever appear.
    • You can co-op in the Challenge Modes, but there are limitations:
      • For all modes, you can only co-op with someone who is playing the same Challenge mode as you; there can’t be a Tamer Level difference of more than 5 levels between both partners.
      • For Nuzlocke and Randomlocke, you’ll need to choose whether you’re playing solo or co-op at the beginning of the run: if you choose Co-op, you’ll only be able to tame one Tem per route instead of two; if you choose solo, you won’t be able to co-op during the run. This setting will continue for the duration of your run.
    • Challenge Modes have exclusive rewards for each of them, and you’ll only be able to obtain them if you conquer the challenge.
    • We’ve added some spicy new Kudos in relation to conquering the Challenge Modes, good luck!
  • The doors of Nanto Labs are open!
    • Exchange your Lumas for Luma Drops, a new currency. You’ll be rewarded more or less Luma Drops depending on the species, whether you’re the OT or not, and whether they’re Soulbound or not.
    • You’ll be use your Luma Drops in a new shop where you’ll be able to buy previously unavailable dyes, items like the TemCard X, and more goodies coming in the future.
  • Of course, a new Season begins today!
    • Clash of Tamers is a Season centered around the spirit and fierceness of competition, of working hard to be better, and other epic themes.
    • We’ve added a new set of cosmetic items to the Daily Shop pool, and in the Weekly Premium Shop as well!
  • We’ve added a new “Exit game” button to PS5, Switch and Xbox SX. It will take you back to the Lobby. This will make accessing the Challenge modes way easier.
  • We’ve added all the 15 Backer characters for Backers with tiers Villager and Dojo Disciple. Some of them have been placed as non-mandatory NPC Tamers in some Dojos.

 

  • We’ve improved the loading time when exiting a battle on the Switch a bit more.
    • In our ongoing effort to improve the game’s performance on Switch, for this patch we put our focus on the loading times, which since 1.2.2 have been one of the main points of dissatisfaction.
    • Due to the other improvements carried out in the previous patch, the game was taking longer when exiting a battle because it was loading and unloading assets that weren’t needed. With the current change, repeating battles in the same environment should feel faster and the game will try to maintain the reused assets between battles in memory in order to optimize loading times.
    • Like we mentioned in patch 1.2.2, we’re going to continue working on improving memory performance on the platforms that require so.
  • We’ve made a full rework to the untamed Tems spawn system:
    • The idea behind this change is to make encounter frequency more consistent and constant.
    • There should now be a bit more space between combat and combat, and you shouldn’t get an encounter right after a battle.
    • However, the longer you walk without an encounter, the higher the possibilities you find and encounter will get, so you won’t end up walking too long without an encounter.
    • In short, the range of variability has been reduced, so encounters should feel more constant and steady, and less dry or overwhelming.
    • Items related to spawn rates have also been tweaked to adapt to this rework; in practice this means they’ll work nicely, like before, in the optimal scenario, and way better than before in the worst case scenario.
  • Likewise, we’ve also made some changes to the way the PvP timer works when a player gets disconnected:
    • If you disconnect from a competitive match, it will now use the extra time instead of the current turn time. This applies to both the pick&ban phase and the actual battle.
    • Also, turns will now last the same as they would for a connected player, instead of discounting time and rushing them.
  • The duration of all Scent items has been doubled! Their price has also been reduced, check down below for the full list.
  • The Exit game button in PC will now take you back to the lobby (aka title screen) instead of closing the game. This will make accessing the challenge modes way easier.
  • Some previously alert NPCs will now be distracted and won’t stop to battle you as you walk by, only when you talk to them.
  • The last encounter from the Finding Aina quest will now have the “Dojo Master” music track.

 

Economy

  • All ETCs will now have the same chance to appear as a reward in all applicable loot pools.
  • The Anak Sanctum and Highbelow Sanctum Lairs have gotten some buffs:
    • All runs of the Mythical Lairs will provide the rewards as if it were the first run of the week, Mythical egg included.
    • They will now reward 30% more Feathers upon completion.
    • The price of entry for these Lairs has been reduced from 2500 ⇒ 2000 Pansuns. The price of Lair Tickets has been reduced too.
    • Lair rewards now have a 118% increased chance of having an ETC, and a 37% reduced chance of having a Trait Hack.
  • Similarly, Tamer’s Paradise activities have gotten some review:
    • The GritArena, DraftArena and TemSafari activities will now reward 30% more Feathers upon completion.
    • The Evershifting Tower activity will now reward 20% more Feathers upon completion.
    • The price of the Evershifting Tower, DraftArena, GritArena and DigiLair activities (the tries beyond the initial free Token) has been reduced by 1000 Pansuns.
    • The price of the TemSafari activity (the tries beyond the initial free Token) has been reduced by 2000 Pansuns, so from from 7000 ⇒ 5000 Pansuns.
  • PvP activity required a little tweaking:
    • All Weekly and Daily PvP Challenges will now reward 30% more Pansuns and Feathers. Tamer Pass experience won’t be affected.
    • PvP battles’ will now reward 30% less Pansuns and Feathers. Tamer Pass experience won’t be affected.
    • PvP battles were way above any other activity in the game, and although this is something we want to perpetuate and agree with, the distance to other activities shouldn’t be that abysmal. Improving the Weeklies will make people more interested into and drawn to PvP, even if just to complete the Challenges, and will appeal to a different, more casual sector of the PvP players.
  • All the cosmetic items available in Boutiques across the Archipelago have experienced a 25% price reduction. They will now be cheaper.
  • Balms’ price has been reduced from 80 ⇒ 64.
  • Balm+’s price has been reduced from 325 ⇒ 280.
  • Revives’ price has been reduced from 500 ⇒ 400.
  • Smoke Bombs’ price has been reduced from 120 ⇒ 70.
  • Scents’ price has been reduced from 60 ⇒ 20.
  • Super Scents’ price has been reduced from 320 ⇒ 150.
  • Max Scents’ price has been reduced from 1200 ⇒ 500.
  • TemCard+’s price has been reduced from 80 ⇒ 65.
  • TemCard++’s price has been reduced from 325 ⇒ 275.

 

PvE

  • We’ve adjusted some endgame Elite Kudos so that they’re a tad bit easier and more affordable to achieve, without them losing their Elite essence.
  • The Weekly Challenge that was “Defeat 6 Tamers in the GritArena” has been changed to 5 Tamers.
  • Naolin no longer has a Temtem with the Hypnotic Peg-Top Gear in their Archtamer pool.
  • Yareni’s Volarend now has all 500 TVs on its spread.
  • Percival’s Aohi now has all 500 TVs on its spread.

 

Temtem

Season 3 is here! The changelog for balance this patch could be one of the biggest we have ever had, so there’s a lot of stuff to unpack. There are many things we wanted to tackle, and some we just wanted to start work on, so there’ll be a bit of everything and some changes are going to be more meaningful than others.

We have reviewed almost every Temtem in game and made changes to its stats, Techs or Traits. Our main objective has been to dethrone the top tier Temtem, but not bury them, all while pushing new faces into the group of frequently-seen Temtem. You will discover 3 new Traits and a brand new Tech that were created to support this intention.

On top of that, we analyzed some mechanics that felt unfair to a majority of players and we have started taking action to test and measure the impact they really have in the game. The principal mechanics we have adjusted are Freeze and Healing. Both are going to be a little less free to abuse: Freeze has been capped at 2 turns, and healing has been reduced in a handful of techniques. We are going to keep an eye on them and, if needed, we’ll make adjustments on following seasons.

To close this intro, we’re already working on season 4! Our objective for Season 4 is to revisit Stall and its lack of interaction.

  • #003 – Zaobian
    • SPD has been increased 51 ⇒ 63.
  • #006 – Molgu
    • HP has been increased 79 ⇒ 82.
    • STA has been increased 47 ⇒ 55.
    • SPDEF has been increased 58 ⇒ 66.
    • Molgu has a lot of potential, but its typing was not helping its bulky design much. We hope that Molgu can stay in battle a bit more with the proposed changes and that it can use its tools more freely thanks to its new STA values and the changes to Splitter.
  • #007 – Platypet
    • Water Blade has been removed from its movepool.
  • #007 – Platimous
    • SPD has been increased 78 ⇒ 82.
    • After testing the changes done to Water Blade and the SPD of Platimous during the previous patch cycle, we want to bring back its lost SPD but we’ll still keep Water Blade from it as a fee.
  • #011 – Loali
    • STA has been reduced 81 ⇒ 74.
    • SPD has been reduced 80 ⇒ 77.
    • SPDEF has been reduced 90 ⇒ 81.
    • Toxic Farewell has been removed from its traits.
    • Backhanded has been added to its traits: When attacking with a Status Technique, gets Invigorated for 2 turns.
    • Loali is one of those Temtem that have been performing really well, a bit too well. We had to adjust it a tad, but we’ll give it something in return: a new trait that could offer a different playstyle from what we’re used to with it.
  • #012 – Tateru
    • Now learns Tenderness at level 3.
    • Now learns Scratch at level 1.
    • Even though there’s no substantial change to Tateru, the main Gears it takes advantage of have been hit this patch, so we think these changes should be enough to bring this Temtem closer to balance.
  • #015 – Magmut
    • STA has been increased 53 ⇒ 58.
  • #016 – Paharo
    • Tornado has been added to its move pool as an Egg Technique.
  • #017 – Paharac
    • Hyperkinetic Strike has been removed from its move pool.
    • Grandpah has been a staple in Turbo teams for this past season. It will continue to do so, but more as a support rather than a multitasking Temtem with high impact. We have reworked Bully to help it and Skunch take advantages of new situations.
  • #020 – Amphatyr
    • STA has been increased 42 ⇒ 57.
    • Amphatyr was one of those Temtem that looked like one thing and ended up being a completely different role. We wanted to give Amphatyr more time to support its allies and at the same time, we have improved Infectious so it can also support their teammates by negating opportunities to their rivals.
  • #028 – Skunch
    • STA has been increased 62 ⇒ 67.
  • #030 – Mouflank
    • STA has been increased 65 ⇒ 73.
  • #033 – Tental
    • Madness Buff has been removed from its move pool.
    • These changes affect Nagaise, so we are going to talk about them as if they were for it. Madness Buff offers way too many tools to Nagaise, specially its Deceit Aura build. This change along with some adjustments to its signature tech and trait should make Nagaise feel a bit more decent than before but not as annoying as it was when it was released.
  • #036 – Nidrasil
    • SPD has been increased 61 ⇒ 66.
    • ATK has been reduced 88 ⇒ 84.
    • DEF has been reduced 80 ⇒ 77.
    • Toxic Farewell has been removed from its traits.
    • Tri-Phytologist has been added to its traits: After attacking with a Physical Technique, the target gets Exhausted for 1 turn if it’s a rival or Invigorated for 2 turns if it’s an ally or itself.
    • Nidrasil has become one of the Temtem we could consider flexible and almost perfect for our idea of a balanced Temtem. The introduction of this new trait and some changes to its stats aims to round up an already interesting Temtem.
  • #038 – Capyre
    • HP has been increased 55 ⇒ 65.
    • STA has been increased 55 ⇒ 61.
    • ATK has been increased 71 ⇒ 76.
    • SPDEF has been increased 47 ⇒ 49.
    • Capyre has a 0.04% winrate (wink wink 😉 ) so it was clear it needed some love. Its main problem was that it was lacking in almost every stat, so these changes should give Capyre a much better chance to perform in battle.
  • #041 – Zenoreth
    • STA has been increased 45 ⇒ 46.
    • Knockback has been added to its movepool.
    • Zenoreth now has more tools to go boom! We have changed Wrecked Farewell too, so going boom! should feel more rewarding.
  • #049 – Saku
    • ATK has been increased 66 ⇒ 71.
      DEF has been increased 62 ⇒ 68.
  • #050 – Valash
    • DEF has been increased 56 ⇒ 62.
    • SPDEF has been increased 56 ⇒ 62.
    • Determined has been removed from its traits.
    • Jack of all Trades has been added to its traits: When attacking with a Physical Technique, gets two stages of increased SPATK, and when attacking with a Special Technique, gets two stages of increased ATK.
    • Valash is a raid boss, that’s a fact. Determined was not helping Valash in any way, so we decided to give it a brand new trait so the players can unlock its raid boss potential from different angles.
  • #051 – Towly
    • Hook Kick has been removed from its movepool.
      Oshi-Dashi has been added to its movepool as an Egg Technique.
  • #052 – Owlhe
    • SPD has been increased 78 ⇒ 80.
    • Boomerang has been removed from its movepool.
    • Feather Gatling has been added to its movepool.
    • Owlhe was one of those Temtem that didn’t have many tools to excel in their role. We’ve adjusted some things here and there to make it feel as powerful as its mental counterpart.
  • #053 – Barnshe
    • HP has been increased 50 ⇒ 57.
  • #054 – Gyalis
    • HP has been reduced 79 ⇒ 74.
    • ATK has been increased 77 ⇒ 81.
    • Helicopter Kick has been removed from its movepool.
    • Gyalis was everywhere, and it will remain as one of the top Temtem, but Helicopter Kick was doing way too much work for this Temtem.
  • #059 – Raican
    • HP has been increased 77 ⇒ 79.
    • STA has been increased 49 ⇒ 55.
    • SPDEF has been increased 50 ⇒ 54.
    • A lot of Fire Tems were seen this past season but Raican was not very frequent in those comps. Giving it more bulk and improving its signature technique should position this Temtem on a much healthier spot, and we could start seeing it some more.
  • #063 – Scaravolt
    • ATK has been increased 57 ⇒ 60.
    • Embers has been added to its move pool.
    • Physical Scaravolt is a reality, embrace the truth.
  • #065 – Hedgine
    • STA has been increased 43 ⇒ 48.
  • #068 – Osukai
    • STA has been increased 48 ⇒ 54.
      ATK has been reduced 95 ⇒ 92.
      SPDEF has been increased 46 ⇒ 51.
  • #069 – Saipat
    • STA has been increased 42 ⇒ 46.
    • DEF has been increased 55 ⇒ 60.
    • SPDEF has been increased 50 ⇒ 67.
    • Saipat is seeing some play as a bulky offense Temtem, so we would like to help this playstyle for it. We are going to keep an eye on this Tem to see how it performs after the changes, but we might have some plans in mind for its future.
  • #074 – Tortenite
    • STA has been increased 52 ⇒ 55.
  • #077 – Shaolant
    • SPATK has been increased 64 ⇒ 70.
  • #080 – Pocus
    • DEF has been increased 40 ⇒ 45.
    • SPDEF has been increased 51 ⇒ 55.
    • Pocus should be able to weather the storm better now thanks to its brand new values on stats and a small buff to Rejuvenate, and we are opening a brand new horizon for it with the rework of Dreaded Alarm.
  • #083 – Golzy
    • HP has been reduced 76 ⇒ 71.
    • ATK has been reduced 84 ⇒ 80.
    • Another top 3 usual suspect. These changes, along with some adjustments on its Techs and traits, should make Golzy a more manageable Temtem to face.
  • #085 – Mushook
    • HP has been increased 67 ⇒ 71.
    • ATK has been increased 76 ⇒ 80.
    • SPDEF has been increased 43 ⇒ 48.
    • With the increasing population of Wind Temtem in the meta, Mushook was relegated to the background. Some tweaks on its stats should help the Tem deal with the birds.
  • #086 – Magmis
    • Tenderness is now learned at level 5.
    • Fire Flame is now learned at level 1.
  • #087 – Mastione
    • HP has been increased 76 ⇒ 80.
    • STA has been increased 62 ⇒ 68.
  • #096 – Gorong
    • HP has been reduced 86 ⇒ 81.
    • DEF has been reduced 100 ⇒ 96.
    • Gorong has been one of the key hypercarries on Stall teams. We would like for it to continue being there for their chonky partner, but in a fairer way to their opponents.
  • #098 – Sanbi
    • HP has been increased 71 ⇒ 75.
    • SPDEF has been increased 61 ⇒ 64.
    • Transient Echo has been added to its move pool: This Mental Physical Tech has one hold, high priority, costs 20 STA, inflicts 80 damage and reduces the number of Holds on the caster by one.
    • High Priority Techs for Mentals have been a very mentioned topic this past season. We are introducing Transient Echo to cover this for Sanbi, and making some tweaks to its stats to help its bulky offense role.
  • #100 – Kuri
    • Clay Ball has been added to its move pool.
  • #101 – Kauren
    • STA has been increased 45 ⇒ 54.
    • SPDEF has been increased 51 ⇒ 57.
    • Roar has been added to its move pool.
  • #104 – Cerneaf
    • STA has been increased 52 ⇒ 56.
    • SPDEF has been increased 46 ⇒ 50.
  • #110 – Volarend
    • SPDEF has been reduced 96 ⇒ 92.
    • Cold Breeze has been removed from its move pool.
    • Volarend was a frustrating Temtem to play against for many reasons: its combos with Freeze, the synergy it had with Slingshot and its Aerobic trait, its high SPDEF and the high impact Toxic Plume was having on games. All of these threats have been alleviated or removed to get a more fair fight against this Temtem.
  • #112 – Grumper
    • STA has been increased 43 ⇒ 50.
  • #124 – Valiar
    • HP has been increased 56 ⇒ 60.
    • SPD has been increased 69 ⇒ 72.
    • ATK has been reduced 79 ⇒ 75.
    • Sanbi vs Valiar has been a topic for quite sometime within the community. With the revision done to both Temtem Sanbi should do the job of a bulky offense Temtem, while Valiar should feel more like a speedy support. This way the identity of them doesn’t overlap anymore and they can coexist in the meta.
  • #126 – Loatle
    • SPD has been increased 61 ⇒ 65.
    • ATK has been reduced 79 ⇒ 75.
    • SPDEF has been increased 54 ⇒ 57.
    • Loatle is getting a second chance. It will continue doing good in Doom teams, even better, you could say, but we have added a new layer to its supportive kit with some changes to Voodoo. We hope to see this fella more often this new season.
  • #131 – Tukai
    • Aqua Bullet Hell has been added to its move pool.
  • #132 – Tulcan
    • HP has been reduced 62 ⇒ 59.
    • SPATK has been reduced 79 ⇒ 75.
    • Tulcan will remain as one of the top dogs of the game due to the utility it brings to the table, but we at least had to reduce a bit the offensive power it had, so the combination of both utility and damage doesn’t feel too much to handle.
  • #133 – Tuvine
    • STA has been increased 47 ⇒ 49.
    • SPDEF has been increased 47 ⇒ 50.
  • #135 – Tuwire
    • Reset has been added to its move pool.
  • #141 – Pigepic
    • ATK has been increased 60 ⇒ 65.
    • DEF has been reduced 72 ⇒ 69.
    • SPDEF has been reduced 72 ⇒ 69.
    • Chain Heal has been removed from its move pool.
    • Pigepic is one of those Temtem we label as uninteractive. Having 4 non-damaging moves on its move pool should not be a thing. It has very powerful tools to keep helping as a support Temtem, but now the excessive healing potential should be gone. All of this along with a revamp of Friendship should bring Pigepic closer to a more interactive gameplay.
  • #144 – Vulffy
    • HP has been increased 50 ⇒ 56.
    • STA has been increased 70 ⇒ 74.
    • We are hoping to see Vulffy more in the meta this next season and, fingers crossed, we hope we see Burglar builds more frequently after the changes implemented.
  • #153 – Maoala
    • Transient Echo has been added to its move pool.
  • #154 – Venx
    • ATK has been reduced 81 ⇒ 78.
    • DEF has been reduced 81 ⇒ 78.
    • SPATK has been reduced 81 ⇒ 78.
    • SPDEF has been reduced 81 ⇒ 78.
    • The pre-evo who lived. Venx feels more powerful and useful than its evolutions, to a point that it’s even more powerful than so many Temtem in the roster. We have done some small tweaks to its stats to position it on a healthier spot in the new meta.
  • #156 – Vental
    • HP has been increased 55 ⇒ 60.
    • Psy Wave has been added to its move pool.
  • #157 – Chimurian
    • STA has been increased 54 ⇒ 61.
    • ATK has been increased 62 ⇒ 65.
    • Although Chimurian was perceived as very strong after releasing it, the different nerfs it has received have left the Tem feeling underpowered at times. We are giving it some potential back and we’re providing it with new tools with the buffs to Glass Blade.
  • #163 – Tyranak
    • HP has been reduced 78 ⇒ 76.
    • DEF has been reduced 74 ⇒ 71.
    • SPDEF has been reduced 76 ⇒ 72.
    • Tyranak was too much to handle this past season. It was too polarizing, and that should change. Cutting down its bulk as well as reducing the oppression its trait offers will leave this Mythical Temtem on a strong but more manageable spot.

 

Techniques

  • DNA Extraction
    • Priority has been increased Very High ⇒ Ultra.
    • This change, combined with the ones done to Striking Transmog could balance a tad the usage difference between Striking and Landing Transmog we are seeing in the meta right now.
  • Turbo Attack
    • Damage has been increased 115 ⇒ 130.
    • STA Cost has been reduced 32 ⇒ 30.
    • Physical Digital Temtem were missing some damage on many Techniques. We have tackled this for a few Techs, starting with Turbo Attack.
  • Hologram
    • STA Cost has been reduced 14 ⇒ 10.
  • Cyberclaw
    • Damage has been increased 80 ⇒ 90.
  • Cage
    • STA Cost has been reduced 27 ⇒ 21.
  • Autodestruction
    • Now it uses the DEF of the caster as a multiplier for the total damage of the Technique.
  • Token
    • Damage has been increased 35 ⇒ 40.
    • STA Cost has been increased 9 ⇒ 12.
    • Priority has been increased Normal ⇒ High.
    • New effect: It applies 1 turn of Isolated.
  • Misogi
    • STA Cost has been increased 18 ⇒ 25.
    • Target changed from Self ⇒ Any target.
    • New effect: It also removes all Stages on the target.
  • Misogi (Synergy)
    • STA Cost has been increased 18 ⇒ 25.
    • Target changed from Self ⇒ Any target.
    • New effect: It also removes all Stages on the target.
    • New effect: Adds 2 turns of Regenerating to the target.
  • Shy Shield
    • STA Cost has been increased 8 ⇒ 11.
  • Allergic Spread
    • Damage has been increased 58 ⇒ 80.
    • STA Cost has been reduced 21 ⇒ 20.
  • Tenderness
    • Hold turns increased 0 ⇒ 1.
    • STA Cost has been increased 8 ⇒ 13.
    • ATK Stage reduction has been increased 1 ⇒ 2.
    • Tenderness was a mere reflection of what it used to be. These modifications should bring some memories of the past back, but this time it will be a bit more contained.
  • Heavy Blow
    • STA Cost has been reduced 12 ⇒ 9.
  • Wind Blade
    • Damage has been increased 40 ⇒ 67.
  • Spores
    • STA Cost has been reduced 6 ⇒ 5.
  • Refresh
    • STA Cost has been reduced 16 ⇒ 14.
  • Gust
    • STA Cost has been reduced 28 ⇒ 19.
  • Gust (Synergy)
    • STA Cost has been reduced 28 ⇒ 19.
    • Trapped turns have been increased from 1 ⇒ 2.
    • Priority has been reduced Ultra ⇒ Very High.
    • This Synergy was way too impactful and it generated a lot of frustration among players. It should still feel effective, but less frustrating.
  • Lullaby
    • STA Cost has been reduced 32 ⇒ 18.
  • Inner Spirit
    • Damage has been reduced 170 ⇒ 165.
    • STA Cost has been increased 27 ⇒ 32.
  • Perfect Jab
    • STA Cost has been reduced 23 ⇒ 19.
  • Rage
    • STA Cost has been increased 11 ⇒ 15.
  • Darkness
    • Hold turns reduced 1 ⇒ 0.
    • STA Cost has been reduced 18 ⇒ 13.
  • Shelter
    • STA Cost has been reduced 14 ⇒ 10.
  • Venomous Claws
    • Damage has been increased 40 ⇒ 50.
    • STA Cost has been reduced 9 ⇒ 7.
  • Charcoal Wall
    • STA Cost has been increased 18 ⇒ 23.
  • Stampede
    • Damage has been increased 100 ⇒ 110.
  • Stampede (Synergy)
    • Damage has been increased 125 ⇒ 130.
  • Meteor Swarm
    • Damage has been increased 80 ⇒ 85.
  • Warm Cuddle
    • Damage has been increased 53 ⇒ 70.
  • Soul Shout
    • STA Cost has been reduced 34 ⇒ 27.
    • Melee Special Temtem were struggling to impact the game due to STA management. Reducing the STA cost for Soul Shout should help its users alleviate this issue.
  • Block
    • STA Cost has been increased 18 ⇒ 23.
  • Madness Buff
    • STA Cost has been reduced 22 ⇒ 15.
  • Hyperkinetic Strike
    • SPD multiplier has been reduced.
    • The synergy this technique has in Turbo teams is great, so great that we felt that it could be too much. We are adjusting its power so it doesn’t get out of hand on the late game.
  • Kick
    • STA Cost has been reduced 8 ⇒ 5.
  • Head Ram
    • Damage has been reduced 100 ⇒ 90.
  • Roots
    • Priority has been increased Normal ⇒ High.
  • Mud Shower
    • Damage has been increased 70 ⇒ 80.
  • Diamond Fort
    • STA Cost has been reduced 25 ⇒ 17.
  • Sharpening
    • STA Cost has been reduced 20 ⇒ 16.
  • Sanative Rain
    • Hold turns increased 1 ⇒ 2.
    • STA Cost has been reduced 20 ⇒ 18.
  • Sanative Rain (Synergy)
    • Hold turns increased 1 ⇒ 2.
    • STA Cost has been reduced 20 ⇒ 18.
  • Martial Strike
    • STA Cost has been increased 8 ⇒ 11.
  • Double Kick
    • STA Cost has been reduced 26 ⇒ 23.
  • Pickpocket
    • STA Cost has been reduced 20 ⇒ 13.
  • Knockback
    • Damage has been reduced 160 ⇒ 150.
    • STA Cost has been increased 23 ⇒ 28.
  • Bestial Charge
    • Damage has been increased 55 ⇒ 75.
    • STA Cost has been reduced 23 ⇒ 18.
  • Rush
    • STA Cost has been reduced 21 ⇒ 18.
  • Savage Suplex
    • STA Cost has been increased 28 ⇒ 29.
  • Energy Manipulation
    • STA Cost has been increased 12 ⇒ 15.
  • Energy Manipulation (Synergy)
    • STA Cost has been increased 12 ⇒ 15.
  • Nagaise’s Fury
    • Damage has been reduced 105 ⇒ 100.
  • Nagaise’s Fury (Synergy)
    • Damage has been reduced 135 ⇒ 130.
  • Strangle
    • Damage has been increased 35 ⇒ 44.
    • STA Cost has been increased 12 ⇒ 15.
  • Narcoleptic Hit
    • Damage has been reduced 150 ⇒ 145.
    • STA Cost has been increased 17 ⇒ 20.
  • Glass Blade
    • Damage has been increased 32 ⇒ 45.
    • STA Cost has been increased 5 ⇒ 6.
    • Priority has been increased Normal ⇒ High.
  • Mineral Hail
    • Damage has been increased 100 ⇒ 110.
  • Chain Heal
    • HP recovery has been reduced 20% ⇒ 15%.
  • Drool
    • Regenerating turns have been reduced 3 ⇒ 2.
    • Immune turns have been reduced 4 ⇒ 3.
  • Slime
    • STA Cost has been reduced 14 ⇒ 10.
  • Toxic Slime
    • Damage has been increased 50 ⇒ 80.
  • Chain Lightning
    • Damage has been increased 48 ⇒ 60.
      STA Cost has been reduced 17 ⇒ 15.
  • Binary Flood
    • Damage has been increased 60 ⇒ 75.
      STA Cost has been reduced 28 ⇒ 21.
      New effect: It applies 2 turns of Seized.
  • Double Gash
    • Damage has been increased 55 ⇒ 60.
      STA Cost has been increased 7 ⇒ 9.
  • Turbo Choreography (Synergy)
    • STA Cost has been increased 20 ⇒ 24.
    • We think we can all agree that Turbo is one of those Techs that build team. Even though this change doesn’t seem that relevant, it will punish running several Wind Temtem to activate this Synergy.
  • Gaia
    • It no longers heals 20% of HP.
    • New effect: It applies 2 turns of Regenerating.
  • Lifeful Sap
    • STA Cost has been increased 23 ⇒ 26.
  • Crystallize
    • STA Cost has been reduced 21 ⇒ 18.
    • New effect: It applies 2 turns of Immune.
  • Denigrate
    • Damage has been increased 73 ⇒ 80.
    • STA Cost has been reduced 33 ⇒ 25.
  • King’s Roar
    • STA Cost has been reduced 25 ⇒ 10.
    • SPD Stage reduction has been increased 1 ⇒ 2.
  • Fluid Barrier
    • STA Cost has been increased 18 ⇒ 20.
    • Immune turns have been reduced 3 ⇒ 2.
  • Ultrasound
    • Exhausted turns have been increased 1 ⇒ 2.
  • Toughen
    • STA Cost has been increased 17 ⇒ 22.
  • Generify
    • STA Cost has been increased 11 ⇒ 17.
  • Generify (Synergy)
    • STA Cost has been increased 11 ⇒ 17.
  • Hook
    • Damage has been reduced 46 ⇒ 40.
    • STA Cost has been increased 21 ⇒ 26.
  • Petrify
    • Damage has been increased 50 ⇒ 60.
    • STA Cost has been reduced 17 ⇒ 12.
  • Clinch
    • Damage has been increased 85 ⇒ 90.
    • STA Cost has been reduced 16 ⇒ 15.
  • Sand Storm
    • Damage has been increased 69 ⇒ 80.
    • STA Cost has been reduced 27 ⇒ 23.
  • Lava Wave
    • Damage has been increased 90 ⇒ 95.
    • STA Cost has been reduced 31 ⇒ 27.
  • Lava Wave (Synergy)
    • Damage has been increased 90 ⇒ 95.
    • STA Cost has been reduced 31 ⇒ 27.
  • Shrill Voice
    • Damage has been increased 42 ⇒ 55.
  • Hasty Lunge
    • Damage has been reduced 90 ⇒ 80.
    • STA Cost has been reduced 28 ⇒ 25.
  • Hasty Lunge (Synergy)
    • Damage has been reduced 90 ⇒ 80.
    • STA Cost has been reduced 28 ⇒ 25.
  • Tsunami
    • STA Cost has been reduced 29 ⇒ 24.
  • Tsunami (Synergy)
    • STA Cost has been reduced 29 ⇒ 24.
    • Cold turns have been reduced 3 ⇒ 1.
  • Cold Breeze
    • Damage has been increased 10 ⇒ 51.
    • Cold turns have been reduced 3 ⇒ 1.
  • Iced Stalactite
    • Cold turns have been reduced 3 ⇒ 2.
  • Toxic Plume
    • Damage has been increased 50 ⇒ 60.
    • STA Cost has been reduced 28 ⇒ 23.
    • Hold turns have been increased 1 ⇒ 2.
  • Toxic Plume (Synergy)
    • Damage has been increased 50 ⇒ 60.
    • Hold turns have been increased 1 ⇒ 2.
  • Clay Ball
    • STA Cost has been increased 12 ⇒ 14.
    • Hold turns have been reduced 1 ⇒ 0.
  • Psychic Collaborator
    • STA Cost has been reduced 29 ⇒ 20.
  • Psychic Collaborator (Synergy)
    • Damage has been reduced 170 ⇒ 165.
    • STA Cost has been reduced 29 ⇒ 26.
  • Stone Trench
    • Evasion turns have been reduced from 2 to 1.
    • Vulcrane was feeling unfair with the effects this technique brought to the table. Now it should be fairer for the Tamer on the other side of the equation.
  • Sludge Gift
    • Damage has been increased 40 ⇒ 60.
    • STA Cost has been increased 4 ⇒ 9.
    • Priority has been increased Normal ⇒ High.
  • Bark
    • STA Cost has been reduced 23 ⇒ 21.
  • Digital Whip
    • Damage has been increased 20 ⇒ 50.
    • Priority has been increased Low ⇒ Normal.
  • Rainbow Guard
    • STA Cost has been reduced 23 ⇒ 15.
    • Immune turns have been increased 2 ⇒ 3.
  • Slow Down
    • STA Cost has been increased 12 ⇒ 15.
  • Slow Down (Synergy)
    • STA Cost has been increased 12 ⇒ 15.
  • Pollution
    • STA Cost has been reduced 26 ⇒ 22.
  • Ampere Outburst
    • STA Cost has been reduced 15 ⇒ 14.
  • Time Split
    • Damage has been increased 45 ⇒ 55.
    • STA Cost has been reduced 23 ⇒ 18.
    • SPD Stage reduction has been increased 1 ⇒ 2.
    • SPD Stage increase has been increased 1 ⇒ 2.

 

Traits

  • Striking Transmog
    • Now it works once per battle.
    • After triggering this trait, the holder multiplies their DEF and SPDEF by 1.5 for the duration of that turn.
  • Splitter
    • New effect: When the holder is about to receive a Negative Status Condition via technique ( Poisoned, Burned, Asleep, Cold, Exhausted, Isolated, Seized, or Trapped) they receive 2 turns of Invigorated.
  • Soft Touch
    • Damage increase has been reduced 20% ⇒ 12%.
  • Bully
    • The previous effects no longer works.
    • New effect: When the holder uses a technique on a Temtem with a Status Condition, the damage of the technique is multiplied by 25%.
  • Deceit Aura
    • The holder no longer loses 50% of their max HP upon entering the battlefield.
    • New effect: At the start of the turn, the holder loses 15% of their max HP.
  • Wrecked Farewell
    • Its previous effects no longer work.
    • New effect: When this Temtem faints, the Temtem that defeated them loses 10% of their max STA and they receive a 2 Stage reduction of their ATK and SPATK.
  • Infectious
    • Its previous effects no longer work.
    • New effect: This trait prevents the Regenerating Status Condition from being applied on the Rivals and it removes that same Status on the Rival upon entering the battlefield.
  • Rejuvenate
    • HP recovery has been increased 8% ⇒ 10%.
  • Voodoo
    • Its previous effects no longer work.
    • New effect: When the holder applies a negative Status Condition or Stage change to a rival, the effects of those are applied to the rival’s partner too.
  • Seppuku
    • Its previous effects no longer work.
    • New effect: When the holder faints due to recoil damage or Overexertion, it applies 4 turns of Doom to the rival Tems.
  • Stabmaster
    • Damage increase has been reduced 40% ⇒ 35%.
    • Momo wasn’t being a good Temtem. Bad Temtem! Stabmaster is now nerfed.
  • Mithridatism
    • Damage reduction has been increased 20% ⇒ 22%.
    • New effect: Adds 1 turn of Regenerating after being the target of a Toxic Technique.
    • We are testing the waters with this one. We will review the Trait mid-patch to see if the changes have improved something at all, and we will see what we do with its users in the future.
  • Ruminant
    • Its previous effects no longer work.
      New effect: When a Nature technique is used, the holder of this trait restores 15% of its max STA.
  • Burglar
    • Now it also triggers when the technique used applies the Asleep or Exhausted status condition.
    • Now it triggers only once per battle.
  • Friendship
    • Its previous effects no longer work
    • New effect: When the holder and the ally attack the same rival with an offensive technique, the damage of the second technique is increased by 15%.
  • Dreaded Alarm
    • Its previous effects no longer work
    • New effect: Every time a rival gets the Alert Status, they lose 8% of their max HP.
  • Defuser
    • Seized turns have been reduced 3 ⇒ 2.
  • Voltaic Charge
    • Its previous effects no longer work
    • New effect: The caster heals 15% of the damage it has done with any offensive technique.
  • Neurotoxins
    • Doom turns have been reduced 4 ⇒ 3.
    • Now it triggers only once per battle.
    • The previous version of Neurotoxins was not only frustrating, but at the same time it didn’t make any sense with Cycrox’s current playstyle. It will still fit on Doom compositions but it will require a bit more thought to use and it won’t be as scary as before.
  • Snowstorm
    • Cold turns have been reduced 3 ⇒ 2.
  • Toxic Skin
    • Poison turns have been reduced 2 ⇒ 1.
    • New effect: Now it also triggers with Special Techniques.
  • Protective Crystal
    • New effect: The ally now has a 10% base damage reduction off every offensive Technique received, whatever its type.
    • New effect: The holder of the trait also receives 20% less damage from Mental, Electric and Crystal Techniques.
  • Intimidator
    • Turn limit has been reduced from 5 ⇒ 3.
  • Frightening
    • Turn limit has been reduced from 5 ⇒ 3.

 

Gears

  • Resistance Badge
    • Damage increase has been reduced 13% ⇒ 10%.
    • Neutral Temtem have been performing greatly these past seasons. This nerf should keep some of the main threats this type of Temtem offered at bay.
  • Nutrition Bar
    • HP recovery reduced 6% ⇒ 5%.
  • Sensei Robe
    • Damage increase has been reduced 20% ⇒ 15%.
  • Slingshot
    • Technique’s base power needed has been reduced 55 ⇒ 50.
  • Mom’s Lunch
    • New effect: The holder now receives 4 turns of Seized.
    • Mom’s Lunch has been one of the most hated gears inside the community for quite some time. It will still be very impactful to tempo, but it won’t be as spammable as before.
  • First Aid Kit
    • HP recovery reduced 25% ⇒ 20%.

All platforms

  • Fixed a hardlock caused by a ranked match starting while on the entrance’s runaway from the Quetzal Dojo.
  • Fixed a softlock that occurs when defeating the 2 Temtem rivals with the trait Vodoo twice in a row.
  • 👥Fixed a softlock if Scent’s effects run out right when the cinematic at the bottom of Iwaba starts.
  • Fixed getting stuck between Studious Yamabushi and Zealous Yamabushi after defeating them.
  • Fixed getting stuck when completing a kudo at the same time that a new tutorial gets triggered.
  • Fixed getting stuck inside a collision when entering the game in the same spot of a seasonal event prop.
  • 👥Fixed an edge case scenario that caused players to lose furniture after placing it in the Dojo Housing.
  • Fixed not having a chest in the latest floor of the Roguelite on some runs.
  • Fixed not seeing the minimap at the chest room of the Roguelite on some runs.
  • Fixed some edge cases where the Tempedia Temtem status was not same as number of the captured Temtem on the Tamer’s Info card.
  • Fixed that completing the Premium Weekly Challenge about finishing  a lair with only three players was not granting any reward (Xp and Novas).
  • 👥Fixed a case where players were not able to claim the Fisher kudo.
  • Fixed more cases where some kudos rewards could not be claimed
  • Fixed the Speed Arrow not being displayed.
  • Fixed esports competitive code not being correctly deleted when unlocking a squad.
  • Fixed that some items (spray, loading screen, competitive cosmetics…) could not be retrieved from the vault.
  • Fixed the emote Hear Ye not playing when being used.
  • Fixed seeing the Event button active while no seasonal event is active.
  • Fixed system messages were not being displayed if they appeared while the player is exiting a building.
  • Fixed losing focus when trying to erase a Club while participating in a Dojo War.
  • 👥Fixed club members’ scroll resetting after inspecting one of the club players.
  • Fixed current quantity of an item being capped at 99 when trying to place an item with over 99 units in the Vault/Club Vault.
  • 👥Fixed the Fruit Blender was consuming TV items and not giving TVs to the Temtem when surpassing the TV limit and then adding items to reduce TVs.
  • 👥Fixed Piraniant and Mimit being in the “Defeat untamed Temtem” Weekly Challenge.
  • Fixed Mirroring not dealing the correct amount of damage after receiving the technique Hyperkinetic Strike.
  • 👥Fixed DNA Extraction not showing the x2/x4 multiplier after being used on a Temtem weak to Digital type.
  • 👥Fixed Fainted Curse triggering after receiving damage from the Voodoo trait.
  • 👥Fixed Fire Temtem not removing the Cold Status Condition client-side when this Status Condition was removed by the Heater trait effects.
  • Fixed Target Replicator not working when the ally used the tech Toxins Shower.
  • Fixed a case where the trait Inductor seemed to recover more HP than it should.
  • Fixed Regenerating status was disappearing when using the gear Pillow with a Noxolotl with the trait Trance.
  • Fixed rival Temtem alive were not counting towards the “Defeated Temtem in ranked” Weekly Challenge when the rival conceded the match.
  • 👥Fixed not being able to open the battle log during the turn animations while spectating a battle.
  • Fixed Refreshing Diabolo was triggering a turn before it should if the Temtem that wears the gear enters the battle after a Temtem KO.
  • Fixed after finishing the Evershifting Tower the player visually keeps the squad used at the activity
  • 👥Fixed Guardian Trait not working if the holder was on the first Slot of the Player’s team and it faints with the tech that applies a negative Status Condition or decreases some Stat to their partner
  • 👥Fixed Scavenger not working correctly client-side if a Temtem with the Trait Fainted Curse fainted and the Temtem that defeated them fainted due to the effects of Fainted Curse.
  • 👥Fixed Reactive Vial gear not activating if Arachnyte with the trait Adaptive is the holder.
  • Fixed the Nutrition Bar gear was lasting 5 turns instead of 4 when the holder entered the battlefield in the middle of a turn with a swap.
  • Fixed that Techniques dealing fixed damage were not activating the Benefactor trait.
  • 👥Fixed Arachnyte, Zaobian and Oree losing their Showdown-equipped gear when they trigger their respective traits that change their second type.
  • Fixed TemDeck locked tutorial was being shown after using the Fruit Blender.
  • 👥Fixed not appearing riding a mount after using the Matter-Transfer Drone from an exterior zone to another exterior zone while on a mount.
  • Fixed character playing the running animation after leaving a competitive battle when entering a ranked match using a mount.
  • Fixed a case where the luma trail of the following Temtem was appearing inside buildings.
  • 👥Fixed the idle animation for the Grumvel mount.  He’s back to being perfect.
  • 👥Fixed that the Mouflank mount didn’t blink. It’s like that one Doctor Who episode…
  • Fixed a Temtem slightly rotated to its left after receiving the technique Unseen Blow from the rival Temtem in front of them and using the technique Plasma Beam against the other rival Temtem right after.
  • Fixed the tints’ UI showing the wrong Tint as equipped if a player hovered over one tint and then equipped another one.
  • Fixed some elements used during the VFX for the tech Tortenite’s Garden not disappearing right after the end of said VFX when using the Luma version of Tortenite
  • Fixed the Co-op Emote preview was playing the wrong audio track.
  • Fixed music would stop playing after resetting the character from the Lobby.
  • Fixed music was not playing if the player start the game in a combat inside the DigiLair.
  • 👥Fixed using Voice 2 by default when riding a mount despite whatever the voice of the character was.
  • Fixed hearing footsteps’ eco inside a building while checking the Store or Tamer Pass menus..
  • Fixed flying mounts’ audio bug when moving between ground and water terrain.
  • Fixed a missing texture in the disappearing VFX of the seasonal event props.
  • 👥Fixed a narrative error in a dialogue from two Belsoto at the sewers of Properton
  • 👥Fixed a minor bug in Akranox’s in-game 3d model.
  • Fixed trainers popping in battle after the use of the tech Rockfall.
  • Fixed Settings menu headers were not being highlighted when selected in Japanese, Korean, Chinese and Traditional Chinese languages
  • Fixed the ranked seasonal reward text position because it was overlapping with other text in some languages.

Xbox

  • Fixed getting stuck in a loop with Xbox’s virtual keyboard.

Source: Crema

Damien Seeto

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Monster Hunter Rise Update 10.03 Slices Out for Fixes This March 13

Capcom has released Monster Hunter Rise update 10.03 (PS5 version 10.000.04) today for the Windows, PlayStation, and Xbox versions of the game. This update comes with various bug fixes and gameplay improvements. Check out the Monster Hunter Rise March 13 patch notes below.

Monster Hunter Rise Update 10.03 Patch Notes | Monster Hunter Rise Update 10.000.004 Patch Notes | MH Rise March 13 Patch Notes:

Contents:

  • Fixed an issue that caused the selected character type to not be reflected correctly using a Character Edit Voucher. – Any characters affected by this issue should now reflect the correct character type. 
  • Fixed an issue where the Palico: MEOW LIMIT! was unable to be downloaded. 
  • Fixed an issue where the ID on page 2 and after of the Guild Card was incorrect. 
  • Fixed an issue that caused screen tearing to occur when altering between the Xbox version and Windows version with the same account. (Xbox/Windows versions only). – V sync will no longer be disabled in the Xbox version. 
  • Reduced Lobby-joining failures caused by timeout error (MR-235-81) (PS4 version only) – This error can occur due to issues within your network environment, but we are attempting to minimize these cases by adjusting network processing.

Source: Monster Hunter Twitter

Damien Seeto

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Resident Evil Village Update 1.202 Out for PSVR 2 Fix This March 12

Capcom has released Resident Evil Village update 1.202 today for the PS5 console. This new update will help fix some bugs associated with those playing the game on PSVR 2. Check out the March 12 patch notes for Resident Evil Village below.

Resident Evil Village Update 1.202 Patch Notes | RE Village February 21 Patch Notes:

Capcom announced details of this patch via the official Resident Evil Twitter page. You can read the full announcement below. 

We have confirmed a glitch in the Resident Evil Village VR mode for PSVR2 that makes it impossible to progress in certain areas. An update patch will be released in the coming days. We apologize for any inconvenience this may cause.

Another message was revealed via the Capcom support website. 

When playing Resident Evil Village VR Mode on PlayStation VR 2, it is possible to become stuck and unable to progress under the following conditions.In House Beneviento, after acquiring the Breaker Box Key but before encountering Baby, it is possible to enter the Medicine Room through the door in the Study. This door should be locked under normal circumstances, and by going through there it is possible to acquire the Fuse without ever encountering Baby. Doing so will leave you unable to progress any further in the game beyond this point. We are currently working on a fix for this problem, but until the fix is available we encourage players to avoid the situation described above.

Source: Capcom Support

Damien Seeto

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New .hack Game Confirmed to Be in Development by CyberConnect2 (Update)

Remember .hack? The Video game and anime property is making a return, as CyberConnect2 has confirmed that a new .hack game is in development! 

This was revealed by CyberConnect2 CEO Hiroshi Matsuyama at the 20th Anniversary .hack special event held recently. In the video interview, Matsuyama confirmed that a new .hack game is in development, though didn’t specify whether it will be a full-fledged release or a mobile game.

Here’s what Matsuyama had to say (translation via DeepL):

Since we are celebrating our 20th anniversary, I would like to talk a little about the future of Dot Hack.We are already working on a new game,

There’s more said, but that’s the important part. Again, it’s not mentioned whether this is a full-fledged new game, or a mobile game based on the IP. For reference, the last game released in the .hack universe was New World Vol. 1: Maiden of the Silver Tears for Android and iOS back in 2016, and was exclusive to Japan. The last mainline console game released was .hack/Versus for the PS3 back in 2013, which was released to coincide to release alongside the movie.

You can watch Matsuyama confirm it in video below (23:30 mark):

Hopefully, this will be a new .hack game for consoles and not just a mobile game. Once we know more, we’ll let our readers know.

Update: Multiple people have said that Matsuyama has not confirmed that a new .hack game is in development. We based our story on the translation and apologize if there’s any confusion that stems from this. We’ve reached out to CyberConnect2 regarding this as well, and will update the article if we hear anything back.

Thanks, HDKirin!

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Alex Co

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

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Wayfinder: Airship Syndicate Explains Why They Went With Characters Instead of Custom Made Ones

Wayfinder didn’t always start with pre-created characters, but throughout development, Airship Syndicate decided to switch to pre-made ones, and now we know the reason why.

In a press presentation where MP1st was invited to, Airship Syndicate’s CEO Joe Madureira explained why the team decided to scrap the idea of custom-made characters in favor of the characters they built. 

Early on, it was a lot more like a traditional RPG where you had a blank slate character, you choose hairstyle and named them and did whatever. And as we started working on the game, we realized that, you know, one of our strengths as a studio really is creating cool stories and worlds, and characters. And we thought, you know, leaning into each character personality, and backstories would really help flesh out the world and make it more interesting. It’s another vehicle for world-building as well, because each of the Wayfinder has, in some cases preexisting relationships with some of the others. Some get along some don’t. They remember things about the world and places about the world that they’ve been to. So each character really brings a little bit of more lore and backstory of the world to life. And really, like so much about the game is about collection and having another aspect that hopefully, the characters are so cool that players want to engage with them and check out what they’re all about, you know they have completely different playstyles, which we’ll talk about. And it  just really got us excited once we started talking about it. 

We do want to explore the world more, even outside the game with like supporting lore, whether it’s like short stories, animated shorts, or whatever, I think building a rich world is what we’ve always wanted to do. So it just seems like a natural way to do that is also focus on the character to help tell that story. 

Marketing director AJ Lasaracina also added that the characters are all fully voiced acted and how they’re tied to locations in the world, with characters making a mention of those locations in the game. 

While it may bum players out that they won’t be able to craft their character, Airship Syndicate demonstrated to us that there are several customizations for players to make characters fell like their own. Changeable armor pieces and sets, color dyeing, weapons and abilities, and more. So while everyone can select a preset character, once they’ve started leveling up and unlocking new gear, you’ll eventually be able to customize that character’s look and even play style.

A decent compromise if we say so ourselves. Hopefully players will feel it has enough to offer.

Wayfinder is currently available to play in beta on the PS5 and PC. Early access is planned for PS4, PS5, and PC in May, with the title coming to more platforms once it has fully launched out of early access. 

More Wayfinder Reading:

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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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Nacon Revolution X Pro Controller Review – Long Handles Make Lite Work

When it comes to high-end programmable controllers, the options have become surprisingly varied. Given the market diversity and the steady disappearance of demo cabinets as a stable of the video game buying experience, it can be hard to decide when you’re in the market for this more physical aspect of video game media. If that’s you right now, let this be a buyer’s guide for the Nacon Revolution X Pro Controller. It is designed for the Xbox Series S|X and PC and is $79.99 at retail. But is it worth it? Read on for our review to find out.

The Ergonomics and the Look-a-nomics

The first thing you’ll notice about the Revolution X is how it looks. It is, likely intentionally, reminiscent of the standard black Xbox proprietary controller. Visually, the biggest differences are the lights on the face and the buttons on the back. Instead of an LED backlight behind the Xbox button, there is a single white power light above the Xbox button and a ring of LEDs around the right thumb stick. We’ll talk about it more later, but I didn’t expect to love the different approach to power lighting as much as I did.

The controller features four buttons on the handles. Similar to the paddles found on similar gamepads like the Xbox Elite controllers. There are two up by where your middle fingers sit and two long ones down by the ring and pinky fingers. This brings us to the ergonomics.

As a man with big hands, I am always excited when a controller fits me well. The Revolution X feels great to use. The handles are longer and ever so slightly thicker than the standard controllers. The positioning of the hands as you hold it is also different. The handles have a much more downward angle, meaning that when you hold the controller, your hands are forced to be slightly farther away to help your wrists stay in comfortable alignment. I found this to be the perfect positioning for me. But some people may not be as comfortable with this arrangement.

As for the inputs themselves, I found that everything works and feels solid. The face buttons are larger and closer together than usual and the d-pad has a soft but not mushy feel when pressed. The top two programmable buttons on the back are also both comfortable to use, but I found it awkward to use the lower two buttons. These were the only part of the controller that didn’t feel solid. In my time with the device, they feel wobbly and make an odd plastic-y sound when held down. I didn’t particularly find them comfortable and avoided using them.

As far as the physical inputs themselves, the stand-out successes are the bumper and trigger buttons. They are solid, hard plastic. They click in a satisfying way and solve the biggest problem I’ve ever had with Xbox’s hardware, which is the sometimes squishy, easily breakable bumper buttons. These are not like those, and it really made a difference in games where the bumpers matter.

Like other controllers of this type, it comes with a kit of small mechanical pieces that change the feel of the controller itself. Included in this are three sets of weights to put in the handles, which I didn’t find as all that different from each other but very different from not having any weights. The nicest of these small augmentations was the method by which the thumb sticks are interchangeable. Rather than the usual magnets, these thumbsticks click in place with little pressure hinges. It makes them feel much more secure. However, it also creates the risk of them breaking and not staying in place anymore. That being said, it seems like that would take a lot of popping them off and on again, something I don’t suspect many people will be doing. I do wish that there were more options, as the only alternate set of sticks in the kit is a smooth-finished set that are the same height.

Our Scheduled and Unexpected Programming

The biggest draw for most of these pro controllers is the programmable features: changing the responsiveness of the thumbsticks or the triggers and adding the input from one button to also be fired off from one of the back buttons in particular. The Revolution X has a deep programming platform by way of an app you have to download to your Xbox or PC. In the box is a piece of paper with a link to the complete manual and the way to quickly program the back buttons straight from the controller in “Classic” mode.

On the back, there’s a small switch with a button next to it. These are how you switch between your presets. You can flip between Classic and Advanced with the switch and then toggle through up to four profiles in Advanced, meaning that functionally you can have five different setups ready to go at a time. The app used to program the controller’s advanced profiles is mostly intuitive, but there are some oddities, so I imagine that most will find that it has a quick learning curve.

The options are vast, even if most of them are what you would expect if you’ve used similar products. I found being able to customize the color and pattern of the LEDs around the right stick to signify the different profiles cool. I also loved the equalizer for the headphone jack to perfectly tune your headphones for each profile.

The controller has four already-built profiles that you can’t edit. Based on their names, they exist to give you an idea of potential uses for the different settings, and I appreciated the show-don’t-tell tutorial these represent. However, this method is not applied across the whole product. The biggest problem I had with the app, and the controller in general, is that there isn’t any way to test or observe how the different settings feel when in use. You have to leave the app, load a game you intend to use that profile for, and try it out in action to get a feel for what you’re doing. Other pro controllers I’ve used have had a live display of some kind showing you directly how your inputs are changed. It’s a bummer that something like that wasn’t included, and I found that it held back functionality in some ways.

Where the Proverbial Rubber Meets the Existential Road

All that being said, I know we’re begging the question: what is it like to play games with the Revolution X? I played various games from different genres: Persona 3 Portable, Crysis, Elden Ring, Injustice 2, GRID Legends, etc. I found that the controller was comfortable with all of them but found it particularly enjoyable with GRID and Injustice 2. I’m not particularly good at Elden Ring, and the controller didn’t seem to help much, but it was nice to use items, dodge, and control the camera simultaneously without lifting my thumb. With GRID Legends, I became very comfortable and plan on using this controller for car games from now on.

I’d go as far as to say that this is officially my new daily driver for all games. Despite the issues I’ve mentioned, I really do love it, and I am more enthusiastic about it than I was for the Xbox Elite Series 2 after using it for a while. So if that’s the comparison you’re looking at: I would say save yourself the extra money and go with this one. It has the value of a pro controller for a better price, and I found that even with the lower two back buttons not feeling great, I think I would prefer them to the paddles, even for just the sake of not having them fall off like the paddles can. It’s a solid piece of hardware with a few drawbacks. Definitely recommendable; just be aware of the shortcomings.

Score: 9/10

Pros:

  • Mostly Sturdy and Solid in Your Hands
  • Satisfying Arrangement of Controls
  • Extremely Detailed Programming Options
  • Cool LED Ring

Cons:

  • Mild Build Issues with the Lower Programmable Buttons
  • Obfuscated Differences with Some Profile Settings

__________________________________________________________________________

The Nacon Revolution X Pro Controller is out now for $79.80. The manufacturer provided a Nacon RIG Revolution X Pro Controller for review purposes. All images were sourced from the manufacturer’s website. You can read MP1st’s review and scoring policy right here.

Tim Lawrence

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Wayfinder Coming to “Additional Consoles” Once Fully Released

Xbox gamers and possibly Switch owners wanting to jump into Wayfinder may be disappointed to know that both the beta and early access release will be available only on PC and PlayStation consoles. But don’t lose hope, as developer Airship Syndicate have confirmed plans to release Wayfinder on more consoles down the road. 

Speaking in a press briefing that MP1st attended, Airship Syndicate’s marketing director, AJ Lasaracina, confirmed that Wayfinder would make its way onto other consoles once the game is fully launched out of early access. 

“We are going to be releasing our beta next week (already out) on PS5 and PC, and then our early access is coming in May on PS4, PS5, and PC. And then later down the line, we will be fully released everywhere free-to-play, and we will be adding additional consoles as well.”

While they didn’t specify what those additional consoles were, it’s likely they’re referring to Xbox One, and the Xbox Series consoles, and hopefully, a Nintendo Switch port is also being planned. We should have more details on this once the team has revealed a target release window for the full game. 

Wayfinder is now available to play in beta for the PS5 and PC. Early access will be starting in May for the PS4, PS5, and PC. 

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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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Guilty Gear Strive New Character Teased, Out May 2023; Season 3 in Development

In a rather shocking surprise during the Arc World Finals, Arc System Works have confirmed that the last Season 2 character is launching in May, as well as confirmation that development on Guilty Gear Strive Season 3 Pass is underway.

Guilty Gear Strive DLC Character Teaser

There isn’t anything else outside of this teaser video that aired during the Bedman? DLC announcement, though fans have been quick to speculate that this character may, in fact, be Asuka, aka That Man and Gear Maker. He’s been a recurring character in the Guilty Gear franchise, with him only showing up in the story of Guilty Gear Strive. Judging from the book and the familiar attire the hand and arm have, we’d say that Asuka is a good guess. Luckily we won’t have long to wait!

With this being their final DLC drop for the season, many fans wonder what is next for Arc System Works and the Guilty Gear franchise. In addition to the confirmation of the new character drop, the team also confirmed at the event that they have begun work on Guilty Gear Strive’s season pass #3! 

Again, the details are very light, and nothing else was shared outside that confirmation. Hopefully, we won’t have to wait too long to hear about the new season. If we were to guess, we’d say EVO 2023 would be our best bet for any news. 

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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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Guilty Gear Strive Next Season 2 Character Bedman?, New Stage Launches April 6, Screenshots & Info Revealed

At this year’s Arc World Tour 2022 Finals held today, Arc System Works announced Guilty Gear’s next Season 2 character, and it’s Bedman! Well, sort of. Out this April 6, in addition to Bedman?, a new battle stage will be available on the same day as well, and it’s the “Fairy’s Forest Factory.”

Check out the official details on both, alongside screenshots provided by Arc System Works to MP1st ahead of the event. 

Guilty Gear Strive Bedman? Trailer

Guilty Gear Strive Next Season 2 Character: Bedman?

Release Date: April 6

Price: Standalone DLC purchase – $6.99, included in Season Pass 2 ($24.99)

 

Info from the press release:

Bedman was a technical trickster first playable in Guilty Gear Xrd -Sign- who ultimately lost his life. Using his machine bed, Bedman’s strategy was to frustrate and confuse opponents, stay evasive to find openings, and enforce deadly blows using an arsenal of automated techniques.

Following his death, Bedman’s bed continues to act independently during Guilty Gear -Strive- through the program he entered in his last moments. The now reawakened Delilah descends into the real world through the Absolute World created by Bedman in his dying moments and recovers her brother’s bed. Now Delilah’s protector, the bed (“Bedman?”) is always at her side. “Bedman?’ (with Delilah) will arrive as the 8th playable DLC character and 23rd playable character overall in Guilty Gear -Strive-. Season 2’s final unannounced DLC playable character will be revealed later this year.

If you didn’t catch that, this character isn’t the same Bedman we saw in Guilty Gear Xrd -Sign-, but instead, his bed? Which is also protecting Delilah, Bedman younger sister.  

Guilty Gear Strive New Season 2 Stage: Fairy’s ForestFactory

Release Date: April 6

Price: Standalone DLC purchase ($1.99), included in Season Pass 2 ($24.99)

This latest battle stage takes place in a fantastic forest canopy, populated with industrious fairies with a penchant for medicine. Eye-catching colorful fungi harbor nutritious bounties and the resident denizens make a living exporting these commodities to the outside world.

If in case you still haven’t played Guilty Gear Strive, what are you waiting for? Go read our review here, where we gave it a 9/10, and said, “The heart of the Guilty Gear franchise beats strongly in Strive, showing in its insanely fun gameplay, and lavishing visuals that put this as one of the most well-crafted fighters to date.”

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Alex Co

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

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DNF Duel First DLC Character Spectre Debuts in New Trailer; Arrives Summer 2023 With Season Pass

Announced back in December of last year, Dungeon Fighter fans will be happy to know that the DNF Duel DLC character Spectre is finally making her way into DNF Duel this Summer! That’s not all either, as she’ll also be releasing alongside the game’s first season pass.

As revealed during the ARC WORLD TOUR 2022 Finals, the season pass for DNF Duel launches this Summer, with the first character being fan favorite Spectre. A trailer was showcased during the event, which you can watch below, and some new details about what DNF Duel players can expect (and timeline) from the game’s first season pass. 

DNF Duel DLC Character Spectre Trailer

Spectre will bring the DNF Duel competition its 17th playable character to date, including her obsession for revenge against the De Los Empire, high-level mobility in combat, and an onslaught of quick strikes using signature swords Obsidian and White Fang.

DNF Duel Season Pass Content| DNF Duel Season Pass 1 Roadmap

  • Summer 2023 – New character Spectre dropping and a new awakening and battle system.
  • Fall 2023 – New character.
  • Winter 2023 – New character and new stage.
  • 2024 – Two new characters are planned. 

As for the pricing of the pass and the DLC characters (which can be purchased alone without the season pass,) Arc System Works noted that those details would be revealed at a later date. 

DNF Duel is now available for PC, PS4, and PS5. A Nintendo Switch version is planned for release on April 20. However, season pass one is only launching this Summer for PC and PlayStation consoles—no word on when Switch owners can expect to see the pass and its DLC content. 

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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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Arc World Tour Finals 2022 Guilty Gear Strive Livestream – Watch the Action Now

Fighting fans have a treat in store for them this weekend, as the Arc World Tour Finals 2022 is happening as we speak! Watch the best Guilty Gear Strive players in the world fight for prizes and for bragging rights on who the best GG Strive player is in this Arc World Tour Finals 2022 Guilty Gear livestream!

Arc World Tour Finals 2022 Guilty Gear Strive Livestream:


Alongside Guilty Gear Strive, the Arc World Tour Finals also showcased the best DNF Duel players as well.

Stay tuned here on MP1st for any announcements and surprises that spring at the event! You can read all our Guilty Gear Strive coverage right here.

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Alex Co

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

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Hogwarts Legacy New Stats Revealed, Boasts 406 Million Hours Played Across All Platforms

Hogwarts Legacy’s a massive success, and despite a recent delay for last-gen console versions of the game, it still boasts incredible sales numbers. A recent tweet by the official Hogwarts Legacy Twitter account supports these numbers with some newly revealed Hogwarts Legacy stats pertaining to the game and its various elements.

The most noteworthy statistic on the list is the number of hours played across all copies of the game, with a whopping total of 406 million hours.

To put that into perspective, that’s about 46,000 calendar years’ worth of playtime. The statistics also reveal that 674 million plants were grown, and players took down over 2.2 billion Dark Wizards. 

We covered Hogwarts Legacy as it came out, with plenty of guides for you to browse through in case you’re stumped by some aspects of the game. We also gave the game a 10/10 score in our review. Here’s an excerpt:

For the last 20-plus years, I’ve dreamt about an open-world Harry Potter game that has everything you’d expect out of a Harry Potter game, and Avalanche has finally delivered on that dream. The attention to detail that has gone into this game, the love and care, and the pure dedication of the team. It all goes unnoticed.

Hogwarts Legacy is currently out on PC, PS5, and Xbox Series X|S platforms, with PS4 and Xbox One versions rolling out this May 5.

Carlos Perez

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New Diablo 4 Trailer Features World Boss Ashava the Pestilent as Multiplayer Event

With less than a week until Diablo 4’s first beta weekend (for those with Early Access), Blizzard is rolling out more and more promotions for the game, such as a recent live-action trailer and an Early Access deal with KFC. Another Diablo 4 trailer has been published via the game’s official Twitter account, and this one features one of its world bosses, Ashava the Pestilent.

The trailer for this world boss is very brief, but it gives players a new glimpse at its model and a few moves.

The trailer encourages players to “group up and challenge” Ashava, which implies that the boss may require more than a couple of players to take down. The tweet also mentions that the boss can be challenged with up to 12 players at once, which should make for some interesting runs during the Beta weekends.

Aside from trying out brand-new Diablo content early, the beta weekends will offer a few rewards to players who take the time to grind and level a character. You’ll only be able to try out three classes in the Beta weekends, that being Barbarian, Rogue, and Sorcerer, but you can make up to 10 characters per Battle.net account if you want to try out more than one build during beta. Do note that while progress carries over between Beta weekends, it will be wiped during the game’s full release.

Diablo 4 comes out this June 6 on PS4, PS5, Xbox One, Xbox Series X|S, and PC.

Carlos Perez

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Steam Spring Sale Trailer Features Various Games Available During Event; Discounts Begin March 16

Steam’s Spring Sale is rolling out in just a few days, and Steam has released a trailer featuring some of the games that will be available at a discount during the event period. The Steam Spring Sale trailer includes titles such as No Man’s Sky, Vampire Survirors, and Hell Let Loose, to name a few.

The trailer, which is stylized with some pixel art, can be found below.

Here’s the list of games that appear in the trailer (in order of appearance):

  • Against the Storm
  • No Man’s Sky
  • RimWorld
  • Kena: Bridge of Spirits
  • ASTLIBRA Revision
  • Bendy and the Dark Revival
  • Deep Rock Galactic
  • Dying Light 2 Stay Human
  • Warhammer 40,000: Inquisitor – Martyr
  • Solasta: Crown of the Magister
  • Human: Fall Flat
  • Hell Let Loose
  • Soulstone Survivors
  • Mount & Blade II: Bannerlord
  • Overcooked
  • Vampire Survivors
  • Rain World

A collage of games can be seen at the end of the trailer with even more titles, including Grim Dawn, Mortal Kombat 11, Cyberpunk 2077, among many others. The trailer mentions that the Spring Sale will feature “thousands of games,” with titles from various genres, including co-op titles in Human: Fall Flat and colony sims such as RimWorld. 

The Steam Spring Sale goes live this March 16 at 10 AM PT (that’s 1 PM ET, 6 PM GMT, and 2 AM HKT the following day). Get your wallets ready!

Carlos Perez

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Destiny 2 Lightfall Root of Nightmares Raid Rewards Revealed; Includes Strand Weapons and Exotic Shotgun

The Root of Nightmares raid in Destiny 2 is now live, and players can attempt the raid in order to nab some sweet, sweet loot. Destiny 2 Lightfall’s Root of Nightmares raid rewards have already been discovered, with many of the rewards being Strand-type weapons.

Here’s the full loot table:

Destiny 2 Lightfall Root of Nightmares Raid Rewards:

Encounter 1 Encounter 2 Encounter 3 Final Boss
Briar’s Contempt – Solar Linear Fusion Rifle Mykel’s Reverence – Strand Sidearm Mykel’s Reverence – Strand Sidearm Conditional Finality – Stasis Shotgun
Koraxis’s Distress – Strand Grenade Launcher Koraxis’s Distress – Strand Grenade Launcher Rufus’s Fury – Strand Auto Rifle Any weapon from previous encounters
Nessa’s Oblation – Void Shotgun Acasia’s Rejection – Solar Trace Rifle Acasia’s Rejection – Solar Trace Rifle  
  Nessa’s Oblation – Void Shotgun    
       
Robes of Detestation – Chest Robes of Detestation – Chest Robes of Detestation – Chest Mask of Detestation– Helmet
Wraps of Detestation – Arms Wraps of Detestation – Arms Bond of Detestation– Class Item Boots of Detestation – Legs
Mask of Detestation– Helmet Boots of Detestation – Legs Boots of Detestation – Legs

As you can see from the list, the majority of weapons are Strand-type, which makes sense given the fact that it’s the newest damage type in the game. There are a few other weapons for other damage types, of course, including a Solar-type trace rifle called “Acasia’s Rejection” and an Exotic Stasis-type shotgun called “Conditional Finality.” The final encounter of the raid will reward players with any of the weapons from previous encounters and is the only encounter that drops Conditional Finality. 

Unlike weapons, armor is scattered somewhat evenly across all encounters. You can get up to three different armor pieces during your first encounter, and you only need to make it to the third encounter in order to get the Bond of Detestation, the raid’s class item.

We cover Destiny 2 regularly on MP1st, with weekly Xur location guides and Eververse inventory lists to keep you up to speed, so check them out if you haven’t already. 

Source: Reddit

Carlos Perez

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Resident Evil 4 Chainsaw Demo: How to Unlock the TMP Weapon

The recently released Resident Evil 4 Chainsaw Demo seems to have a few secrets that players are starting to uncover. Alongside the game’s Mad Chainsaw Mode, which lets you take on a more challenging version of the RE4 demo, players have discovered a third firearm that you can use throughout their playthroughs. It’s the TMP submachine gun, and unlocking it is a fairly simple task.

Here’s how to unlock the TMP weapon in the Resident Evil 4 remake Chainsaw Demo.

Resident Evil 4 Chainsaw Demo: How to Unlock the TMP Weapon

What is the TMP submachine gun?

The TMP is a submachine gun and is a secret firearm that you very likely missed during your first playthrough of the Resident Evil 4 remake demo. It’s a weapon from the original RE4 game that’s associated with Ada Wong for her use of the firearm. Steam user Vizixi reported the discovery of the TMP weapon on a Steam Community page. 

Thanks to its rapid firing rate, the TMP can stagger and take down multiple enemies with ease, making it a very useful addition to your weapon arsenal, especially if you’re taking on Mad Chainsaw Mode. This is because once you complete the entire demo while you have the TMP in your inventory, you can keep it for all subsequent playthroughs, including Mad Chainsaw Mode playthroughs (via BltzZ).

How to unlock the TMP

To unlock the TMP, you simply have to discard all your inventory items before entering the village square. This includes all your weapons and other necessary items. Once you enter the square with nothing on you, head on over to the right side where you’ll find a path leading to a barn and a ladder that leads to some sort of tunnel. This tunnel is usually closed during normal playthroughs, but with no inventory on you, it will be open, allowing you to climb down the ladder.

Beneath the tunnel, you’ll find the TMP submachine gun in a chest, with ammo for the weapon inside some yellow barrels near the chest. You’ll also find a kitchen knife among these barrels.

Here’s a full playthrough that will walk you through unlocking the TMP from start to finish:

And that’s about it! Remember, once you finish the demo with this in your inventory, you get to keep it for subsequent playthroughs, so be sure to make it to the end if you want to make your Mad Chainsaw Mode attempts much easier.

Resident Evil 4 remake will be available this March 24 on the PS4, PS5, Xbox Series X|S and PC.

Carlos Perez

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Xbox Confirms E3 Show Floor Absence, Will Instead Host Xbox Games Showcase During E3 Digital on June 11

It’s official—Xbox won’t be physically present during this year’s E3 event. After an initial report that the game industry’s Big Three in Sony, Xbox, and Nintendo were set to be no-shows at E3, Xbox has finally confirmed the company’s physical absence via a spokesperson.

The spokesperson, who made the statement to IGN, revealed that instead of being present at the show floor, Xbox would be co-streaming its Xbox Games Showcase, to be held during E3’s digital portion of the event on June 11, which was also recently announced. This means that while Xbox technically isn’t absent from E3 entirely, those physically attending in Las Vegas won’t be seeing the company preparing anything on the show floor.

This statement follows a confirmation by Nintendo that the Japanese firm wouldn’t be at E3 as the event “didn’t fit” the company’s plans. Major game development studio Ubisoft has confirmed attendance via an investors call, however.

Alongside Xbox’s Games Showcase, E3 Digital will include various shows relating to gaming. Even if you’re not attending E3 in person, there may be some online events worth taking a look at. E3 Digital will begin on June 11, the same day as the Xbox Games Showcase, so if you’re planning on giving that a watch as it goes live, then mark your calendars.

Source: IGN

Carlos Perez