Home > Features

DC Video Games Should Stick to Being Elseworlds Properties

James Gunn recently made headlines with the future of DC video games, revealing plans to have them be part of a larger, shared universe with the movies and animated shows by sharing the same stories and having actors crossing over and playing their respective characters. While the idea of a shared universe sounds fantastic, it may not be the best one, especially when you look at the long history of superhero video games. 

For those wondering what “Elseworlds” is, think of it as Marvel’s “What If…?” stories. According to DC fandom “most Elseworlds stories instead take place in entirely self-contained continuities whose only connection to the canon DC continuity are the presence of familiar DC characters.”

The Curse of Movie Tie-in Superhero Games

When was the last time you heard a video game based on a movie was good? Wolverine Origins? Spider-Man 2? Yeah, it’s been a minute since we’ve gotten a decent video game project based on a movie, and for a good reason. Games based on their film counterparts are often announced and planned around the movie’s release. 

That means that development often starts for these projects once the movies have been penned up, have actors, and hit the critical stages of having concept art, to sometimes even having a good chunk of it filmed. 

That puts pressure on the studios assigned to make these games because it means they need to make a deadline. Rushing to make a deadline means, well, rushing to make it. These games are solely built to ride on the hype of a potentially successful movie or IP popularity. We don’t blame companies for wanting to capitalize on that, but more times than not, from a consumer level, those games end up being utter trash. Do we want to go back to having really bad movie games again? 

DC Video Games Should Stick to Being Elseworld Properties image 2

That doesn’t mean that said video games can’t deviate a bit from the film project themselves. Spider-Man 2 (PS2) is an excellent example of this. While it featured the same story told in the film, it also expands it by introducing us to several of Spidey’s other rogue galleries of villains like Rhino, Shocker, and Mysterio. 

That does beg the question, though, if Sony Pictures had plans to use any of those villains well before the thought of the game came into mind, would Spider-Man 2 have been the hit game it would have been?

The Potential of Limiting Creativity

That question is hard to answer, but when you think about it, the chances of it affecting the video game would have been highly likely. With DC, it’s even more so since these games would be considered canon to the entirety of DC. 

Look at it like this. Let’s rewind back to when Batman Begins was released until the final film, The Dark Knight Rises. An incredible trilogy that, to this day, many still regard as the best Batman films. Now let’s look at the Arkham franchise. A trilogy of games developed by Rocksteady and is regarded as one of the greatest superhero franchise games ever to release. These trilogies are vastly different from one another, yet they both managed to find success amongst the fans.

However, could you imagine that instead of the Arkham franchise, Rocksteady gave us a trilogy of games based on Christopher Nolan’s films? Could it have been a success? Sure, but it just wouldn’t be the same.

There are several reasons why the Arkham series is so beloved, but ultimately the game we got was a product of the total freedom given to the studio. It was the game that Rocksteady wanted to make and tell, and we can’t imagine it being any different. 

If Rocksteady were bound to what the films established, they’d have to go to DC whenever they wanted to use a villain or do a specific storyline. If it didn’t match up with the movies, then chances are it wouldn’t have been approved.

That’s my concern with the DC Universe trying to tie these games in with the films and animations. Not to mention maintaining consistency between all the projects. Why can Batman do this in the video game but never in the movie? Too many factors limit what one can do when you share a universe across the board like this. 

While I love the idea of having more adventures of my favorite onscreen character, it seems messier in execution. That’s especially true when you consider that Gunn wants to use the same actors in movies and video games. 

Movie Actors – Busy Schedule and Dropping Out of Failed Projects

Movies stars have a very active and busy life, and the idea of being tied to a single film franchise and working on its side projects like games and movies might be too much of a commitment for many stars out there. Almost immediately after finishing a project, they’re off doing another shoot for another film. 

And when things overlap, stars often have to make the tough choice of choosing one project over the other. That has been a blessing in some cases, as some of the most iconic movie characters and actors portraying them are due to another actor passing up for being too busy. 

Could you imagine a game being tied up because they must wait for the actor to finish their current film role? And sure, that probably has happened plenty of times in the voice acting community, but there’s no denying that the demand for big-name movie stars is often higher than the roles given to voice actors.

Not to mention if a superhero project ends up being a flop or ill-received, actors will often try to look for a way out of those contracts. Look at Ben Affleck; he was poised to be the next main solo Batman, only to eventually drop out of the race after the reception of Batman v. Superman and the Justice League film. Movie stars don’t like working on bad projects. Voice actors, of course, don’t either, but how many of you end up remembering a bad game and the voice actor associated with it, versus a bad movie and its actor? Ben Affleck is still getting flack to this day for Daredevil, a film released 20 years ago. Not to mention the whole Ezra Miller situation that’s happening right now. 

Then this begs the question, can a movie actor be a good voice actor, and vice-versa?

Replacing the Greats

A movie actor and a voice actor are two entirely different things, believe it or not. Sure, they both have to act, but anyone who has done both can tell you that they’re both completely different beasts from one another. And just because someone is an incredible movie actor does not mean that those same talents can be applied to voice acting. Voice acting works the same way. Just because they’re capable of bringing an animated character to life doesn’t mean they can accomplish the same on the big live-action screen. 

That creates some worry in the community, as many feel movie actors won’t give the same level of love and effort as a voice actor would provide for a video game character. 

Advances in technology have, in the least, helped improve this, allowing actors to be motioned and captured while giving their performance. However, placing them in a closed-off booth, with nothing but their imagination to bring that character to life, can be challenging. 

So why ruin a good thing with the established voice actors who have brought these characters to life over the last decades? Can you imagine a different actor voicing Batman (rest in piece Kevin Conroy,) Superman, Joker, Harley Quinn, and so many others? I mean, it’s been done, but every one of us has that definitive voice for these characters. I can’t imagine Batman having a different voice than his animated series version, and even newer actors try to resemble the original performances.

When you hear these iconic voices, you can’t help but think of that character. Mark Hamil has played hundreds, if not thousands, of other voices characters, yet I can’t help but think of the Joker every time I hear his voice. That might not be a good thing, but it also works the other way around. If Jason Momoa ended up voicing Aquaman in the games, I would always think about the actor rather than the character themselves. I think Margot Robbie killed it as Harley, but I can’t imagine her replacing Tara Strong in the games, or animated shows. 

I get that these roles need to be re-casted (such as Tara Strong replacing Arleen Sorkin) eventually, but is mixing the movie actor the right choice, especially when things might go wrong?

In Closing

I think it’s fine if you want to make movie-tie in games, but at the same time I do think that DC should continue to operate with keeping its main cinematic universe separate from its video games. You can make your own video game universe, but the success of one should be independent of the other. I’d hate to have another DCU failure that ends up dragging good games down with it, and vice versa. 

And yes, I do understand that James Gunn has said that non-cannon projects will be labeled as Elseworlds, suggesting that we’ll continue to get games outside of this shared universe. However, if he and the rest of the DC execs are serious about this new plan, I just can’t see future titles deviating away from it to be its own thing. Too much is riding on the success of the DCU with the new leadership, and movies takes years to take off. You need to plan everything around it in order for it to work. And maybe it will end up working out, but I can’t help but have this feeling that we’re about to enter yet another age of bad super hero games. I hope not, but I guess we’ll see in the years to come. 

Avatar photo

James Lara

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

Home > News

Ubisoft to Attend E3 Event, Set to Showcase “Strong Line-up” of Titles

While the gaming industry’s Big Three in Nintendo, Xbox, and PlayStation are reported to be no-shows at this upcoming E3 event, it appears there will still be gaming-related events to look forward to. Ubisoft has confirmed its attendance at the Los Angeles-based event.

As early as last year, Ubisoft had already voiced its eagerness to participate in E3. In an investors call held at the time, CEO Yves Guillemot stated that “If E3 happens, we will be there and we will have a lot of things to show.” After ReedPop President Lance Fensterman confirmed that the event would be held this year, a Ubisoft spokesperson informed GamesIndustry.biz that “E3 is a special moment for our industry and we are excited to showcase our strong line-up in Los Angeles in June.”

Ubisoft has attended E3 for quite a while, with its most recent in-person attendance during the last physical event in 2019. With Sony, Xbox, and Nintendo likely being no-shows at E3 later this year, it’ll be interesting to see what the game company has in store for its audience.

E3 is set to run from June 13 to 16 this year at the Los Angeles Convention Center.

Source: GamesIndustry.biz

Carlos Perez

Home > News

Street Fighter 6 to Make Competitive Debut in Capcom Pro Tour 2023; $1 Million Grand Prize for Winner

After the culmination of Capcom Pro Tour 2022 with BANDITS|MenaRD winning Capcom Cup IX, Capcom has announced that the Capcom Pro Tour 2023 season will exclusively feature the upcoming Street Fighter 6 title in its competitive debut. The prize pool for the season has been set at over $2 million, with a $1 million grand prize for the Capcom Cup X winner.

Capcom Cup Pro Tour 2022 culminated yesterday with Bandits Gaming’s MenaRD winning the Capcom Cup IX Grand Final 3-1 against BLG’s Zhen. The champion took home a sweet $120,000 of the tournament’s significant $300,000 prize pool after his victory, but Capcom is ramping its numbers up with the release of Street Fighter 6 this June.

Moving away from Street Fighter 5: Champion Edition to Street Fighter 6, the Capcom Pro Tour 2023 season will have an eye-watering $2 million+ prize pool, which is the largest reward for any fighting game competition ever. The Capcom Cup X champion will receive $1 million alone.

The 2023 season of Capcom Pro Tour will begin this summer with the launch of Street Fighter 6 and will be comprised of both offline and online Premier events and the regional World Warrior program. The game itself launches June 2, 2023, for PC, PS5, PS4, and Xbox Series X|S.

Avatar photo

Salman Haider Zaidi

That's a nice argument, Senator.

Home > News

World War Z Update 1.42 Released for Bug Fixes This Feb. 20

Saber Interactive has released World War Z update 1.42 on all platforms today, and this brings a host of bug fixes to the game. Read on for everything new in the official WWZ Feb. 20 patch notes.

World War Z Update 1.42 Patch Notes | WWZ Feb. 20 Patch Notes:

General

  • Fixed the issue when the character model sometimes doesn’t appear on the selection screen in the Horde Mode menu.
  • Fixed the issue when some special zombies receive too much HP, also known as “Undying” in the community.
  • Fixed damage modifier in Class Weakness mutator.
  • Various Stability fixes.

PC

  • Fixed crashing on AMD GPUs when using Vulkan API.

Xbox

  • Fixed issues with dynamic resolution causing blurry images on Xbox Series S.
  • Fixed looped chatter audio for voice chat.

PlayStation

  • Fixed issue with blocked players unable to use muting/unmuting functionality.
Once a new patch is released, we’ll be sure to let our readers know.
 

Source: Saber Support

Avatar photo

Alex Co

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

Home > News

Chrono Cross: The Radical Dreamers Edition Framerate Issues and More to Be Addressed in New Update This Month

Those disappointed by last year’s Chrono Cross remaster, fret not: Square Enix and D4Enterprise have announced that Chrono Cross: The Radical Dreamers Edition’s framerate issues and other bugs will be addressed in a new update planned for release later this month.

Rumored since late 2021 and finally announced during last February’s Nintendo Direct, Chrono Cross: The Radical Dreamers Edition is a remaster of the original 1999 Chrono Trigger spinoff. The remaster includes a number of quality-of-life adjustments and painstakingly upscaled environments as well as an enhanced OST. The “Radical Dreamers” text adventure is also bundled with the new release.

However, fans of the title encountered a number of gameplay issues after release, especially in the performance department with regular framerate drops. The development team is now planning to release an update later this month to optimize the gameplay experience:

Hello, everyone.

This is the CHRONO CROSS: THE RADICAL DREAMERS EDITION development team.

Following the launch of the game last year, we’re planning to release an update this month.

The update includes a wide range of changes, such as framerate improvements, changes to the growth system for Pip, and fixes for other bugs.

Thank you so much to all of you for your thoughts and feedback on CHRONO CROSS: THE RADICAL DREAMERS EDITION. Have you discovered the secrets that original director Masato Kato added to this remaster?

We hope that you download the update, and that you continue to enjoy playing the game into the future.

Thank you for continuing to support CHRONO CROSS: THE RADICAL DREAMERS EDITION.

Chrono Cross: The Radical Dreamers Edition is available for PC, PS4, Xbox One, and Nintendo Switch.

Avatar photo

Salman Haider Zaidi

That's a nice argument, Senator.

Home > News

Atomic Heart Review – Bum Ticker

As an ambitious first game, Atomic Heart wears its influence on its sleeve, mostly taking from BioShock, but you can also see shades of Far Cry, and even Watch Dogs, too. It’s not bad company to evoke when you’re an independent studio with AAA ambitions. And at times, Atomic Heart shows and realizes its potential. Unfortunately, all too often Atomic Heart comes off as over-developed in some areas and frustratingly underdeveloped in areas such as quality of life. What’s left is a mixed bag with a good game mired with amateur design decisions.

Atomic Heart, from Russian developer Mundfish, makes a gorgeous first impression. It lulled me in with it’s gorgeous presentation before dragging me along it’s plodding opening sections. I’ve become increasingly less patient for games that take so long letting the player do the thing they’re going to spend most of the time doing. It’s well over 10 minutes before you fight your first robot. The start of the game even has you take an elevator all the way up to the top of a tower, get a car key mere steps from the elevator door, then take the elevator back down to open the car door, futz with the radio and then be essentially airlifted out of the area, I’m all for story and world building but the pacing of the opening is absolutely brutal.

Taking place in 1955 Soviet Union, you play as Major Sergei Nechaev, friend of robotics and AI scientist Dmitry Sechenov. On the day Sechenov is launching a neural interface between humans and robots, things go horribly wrong and the robots begin killing the humans. Sechenov tasks Nechaev with helping him get things back to order. The rampaging robots turning on humans is well-worn territory by this point and honestly barring some neat touches here and there, nothing here is all that original, or frankly, interesting. There are some twists and turns, but if you’re even remotely paying attention it’s easy to see where the story is heading for the most part.

The basic structure of the game has you going to four major locations, accomplishing some task and then moving on to the next area. In between these major locations is an open world with lots of locations to explore that provide you with weapon blueprints and upgrades to ramp up your arsenal. Each of these “testing” locations are full of environmental puzzles that were frankly my favorite parts of the game. The problem is the rewards rarely seemed worth it. I managed to get by pretty well using the tools I found that weren’t off the beaten path.

This speaks to a larger issue with Atomic Heart. It’s loaded with ability options and weapons to try and use, but I honestly didn’t really bother. Most of the weapons you find have to be created and they’re created by gathering raw materials to fabricate them at the in-world, extremely horny (yes) vending machine. This means you’ll spend tons of time gathering up materials, and ammo while exploring. In one of the games more inspired gameplay decisions you can essentially Hoover them up from drawers, chests, closets and the like by holding down R1. It’s extremely satisfying now matter how many times I did it.

As far as the abilities go, you have a shock that’s assigned to the triangle button, and then you have frostbite that freezes enemies and telekinesis that lifts them into the air and eventually can upgrade to slamming then down and damaging while they’re lifted in the air. There’s also a Polymer shield that you can use to take the brunt of damage, a Polymer spray that can be used in tandem with elemental damage you can add to your weapons.

Ultimately, however, I stuck with just telekinesis as it was the best all-around ability allowing you to damage enemies as well as shoot them while they’re in the air. It proved entirely effective through my entire playthrough. You can even upgraded so you can lift and slam bosses, which is fortunate because I encountered a bug that would only allow you to use the first power selected anyway.

It’s in combat where I had the most fun with Atomic Heart. Lifting groups of enemies in the air and either slamming them down or shooting them till they blow up was incessantly satisfying and fun. So fun, in fact, that I didn’t even bother with the other powers after trying them all and realizing again and again that telekinesis was still the most fun and effective means of dealing with the vast majority of enemies.

It’s the stuff outside of combat where Atomic Heart suffers from being over-stuffed with variety. Normally, variety in a video game is a great thing but it can also have too much going on. The game is lousy with puzzles. There are puzzles to unlock doors, to move platforms, to power generators and so on. And not just one puzzle, there are several. There are lasers, snapping your finger at the right time, finding a “cookie key,” moving certain lights around to match color coded locks, a lock picking mini-game, moving platforms and on and on. Even better? There are puzzle locks to outside areas that you can easily get to by walking around the side of the building.

The biggest issue is that the game doesn’t really explain any of this well or sometimes at all. And if you miss a tutorial prompt it’s gone forever because the game doesn’t have any way of looking them up. I still don’t know how to add an elemental cartridge to a weapon. I had to figure out accidentally how to use the weapon wheel (it’s holding the square button by the way).

Earlier I mentioned Ubisoft’s Watch Dogs, well, that’s because from certain points you can hack cameras and use them to unlock doors remotely. The game never told me this mind you and when you move the cursor over a camera there is literally no button prompt that says to take over the camera view — another thing I found out by accident by pressing the cross (X) button. Most camera views are useless since you can’t do anything but to view the area. You have to find the one camera that has a view of what it is you want to open. I’m all for games not holding your hand, FromSoftware is my favorite developer after all, but they at least give you a tutorial for what the buttons do.

So what does Atomic Heart truly offer other than an occasionally fun, not at all original, game with too many ideas that aren’t fully fleshed out? Unfortunately, not much. It’s worth a rent or definitely checking out on a subscription service but it needs some more polish and refinement before the good things can surface the way they should.

Score: 6/10

Pros:

  • Fun gunplay and telekinesis
  • For a AA game it’s gorgeous
  • Side content has fun environmental puzzles

Cons:

  • Way too many instances where the game doesn’t tell you what to do
  • And if it does tell you, there’s no way to revisit those tutorial prompts
  • Overkill on puzzles for regular tasks
  • The story isn’t original in the slightest

Atomic Heart review code provided by the publisher. The game was tested on the PlayStation 5. You can read MP1st’s review and scoring policy right here.

Sean Mesler

Home > News

Wild Hearts PS5 Crashing Issue Workaround; EA Aware of Issues

For those on PS5 playing Wild Hearts experiencing issues loading the game, EA is aware of it. While a patch is in the works, there is a Wild Hearts PS5 crashing issue workaround that should do the trick for now.

Wild Hearts PS5 Crashing Issue Workaround:

Workaround steps:
  • Check to see if you’ve blocked over 100 players
    1. Open the Quick Menu by pressing the PS button
    2. Select Game Base
    3. Press the “options” button and “Go to Game Base”
    4. Push right on the road to navigate to Game Base Settings
    5. Blocked Players should appear at the bottom of the list
  • Unblock players until you are below 100 (unfortunately, the UI does not indicate how many players you have blocked in total, so you’ll have to eyeball it).

EA is working on a workaround and once the patch is out, we’ll make sure to let our readers know.

Source: EA Answers

Related Wild Hearts Reading:

Avatar photo

Alex Co

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

Home > News

Rainbow Six Siege: Ubisoft Already Looking at the “Next 10 Years” of Support

While Ubisoft has unloaded a ton of info regarding what’s incoming for Rainbow Six Siege this year, it looks like players can expect a ton more content to come, as the developers have shared that they have plans to support Rainbow Six Siege’s future in the “next 10 years”  and even beyond it.

This bit of info was revealed during this weekend’s Six Invitational 2023 event where Rainbow Six Siege Creative Director Alexander Karpazis was asked about the future of Siege. 

So we’re already moving up to the Year 8 of Siege, and we are so committed to this game, we are already looking at the next 10 years of Siege. We know all of you have invested so much time, so much love into this game that we’ll not abandon it. We are here to stay. – Alexander Karpazis, Creative Director of Rainbow Six Siege

Speaking of Year 8, Ubisoft has revealed the roadmap for this year on what to expect in terms of new features and content. 

Rejoice, Siege players! Ubisoft looks to be supporting the game in the years to come! Those looking forward to a sequel, I gather that’s not coming anytime soon.

More Rainbow Six Siege Reading:

Avatar photo

Alex Co

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

Home > News

Rainbow Six Siege Year 8 Roadmap Revealed, Y8S2, Y8S3 Content & More Outlined

While Ubisoft has already given an info blowout on what Rainbow Six Siege players can expect from the upcoming “Commanding Force” Y8S1 content, they aren’t stopping there, as today, Ubisoft has also disclosed the Rainbow Six Siege Year 8 roadmap!

Aside from the new operator Brava incoming in Y8S1, we already know that a new anti-cheat feature is coming to consoles in Y8S1.2. However, outside of that, Ubisoft has also shared what’s incoming throughout the year, and that includes a new map rework, new on-boarding features and more.

Rainbow Six Siege Year 8 Roadmap:

Year 8 Season 2: 

  • Will introduce a new Swedish Operator
  • Consulate map rework
  • Launch of Permanent Arcade Playlist
  • Shooting Range will get an update to add new target modes to assist players 

Year 8 Season 3:

  • South Korean Operator
  • Quick Match rework

Beyond:

  • Last operator of 2023 will be from Portugal
  • Brand-new map to be introduced
  • Defender AI on-boarding feature: will offer a new way for players to practice Operators, test strategies, etc.

More details regarding the game’s future this year can be read below with the info provided by Ubisoft.

Player Protection

  • Aside from the “Mousetrap” anti-cheat feature, Ubisoft will also have the following made available sometime in the year:
  • Player Commendation System: This will introduce an appreciation system allowing players to rate other players on the experience they had playing together. Ubisoft says this system will be monitored to ensure it will be fair to everyone.
  • New requirements to play Ranked: Ubisoft aims to reduce inadequate accounts during a gamer’s play experience and also to combat smurfing. 
  • Privacy Mode launching to consoles: Available to PC last year to protect creators, this feature will make its way to console players.
  • Reputation Penalty: More anti-toxicity measure set to be introduced. While active, this penalty mutes repeat offenders by default to prevent hateful and disruptive content in voice chat.

Console and Player Comfort Improvements

  • Controller layout flexibility and controller remapping will arrive in Y8S1.
  • Quick Match: Extensive update to make it stand out as much as Ranked and Unranked. This should cut down the amount of downtime, so players can get into games quicker.
  • A “refresher” is coming to the Play section menu UI: Three categories which are Competitive, Quick Play and Training will contain existing and new playlists. There will also be a dynamic pattern for each of those categories below the tile, allowing players to directly access their last played playlists inside that category. For the playlists that have different game modes, a settings button will let players select the game modes directly instead of having to go through the global settings button. Throughout Year 8, further improvements to increase player comfort will continue being added in-game.

Balancing and Playlist Updates

  • Ubisoft has announced that the dev team will continue reworking several Operators this year which include: Zero, Frost and more. 
  • Immersive Reload (detailed alongside more info right here)
  • Observation blocker that lets Defenders control what intel is given to Attackers.
  • Full rework of Shield Operators to improve players’ experience while playing them.

On-Boarding and Practice Features

  • Season 1 will add Beginner Challenges: This is a new progression tool that allows new players to learn how to play and unlock new Operators as they play.
  • Season 2 will add  the Aiming Lane in the Shooting Range: This will let players customize skills, movement, quantity of targets and other customizations including advanced techniques (like headshots only).

Don’t forget, there are new Operators incoming, a new map, a map rework and other stuff on the way this year. It looks like R6 Siege players have a lot to look forward to for the game this 2023.

Avatar photo

Alex Co

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

Home > News

One Piece Odyssey Review – A Swashbuckling Adventure

One Piece is a best-selling manga series that has been adapted to basically every form of entertainment media we have available today. One Piece Odyssey is the 22nd video game based on the popular franchise. While it is a re-telling of the story of Monkey D. Luffy and his motley crew of pirates, it also takes some liberties with the source material in order to expand it into a fully-fledged RPG. Time to see if this latest game is the best to represent the manga, or if it’s a simple cash-in.

This Story Wants All of Your Attention

Developed by ILCA, the same studio behind the recent Pokémon Diamond and Pearl remakes on the Nintendo Switch, One Piece Odyssey lets players experience much of the story available in the manga/anime while they visit Memoria, a virtual world which recreates memories with some slight alterations. The adventure begins with a shipwreck on a strange island, with the five elders seemingly in control of the events that transpire.

While the story is entertaining, it does have some pacing issues. There are often times where a cutscene plays, then the player assumes control for just a few steps before triggering another cutscene. This is usually followed by a battle, then another cutscene, all within just a few minutes. None of this results in the game auto-saving, either – you can only save at designated checkpoints, and failing to do so can set you back quite a while. Furthermore, the game’s timer runs even if you put your console in standby mode – so while an average completion of the campaign can be done in around 20-30 hours, your timer may end up in the hundreds of hours if you’re not quitting the game in between sessions. A mild annoyance, to be sure, but something that will no doubt irk some players.

Outside of this, many of the game’s battles quickly become repetitive. This is of course an inevitable issue that crops up in most turn-based RPGs, but at least here the repetition is with established characters that players will enjoy bashing countless enemies over the head with. There is a helpful option to speed up animations which can be easily enabled by pressing R2 during fights. This results in the voice lines that accompany attacks being sped up, which is unintentionally funny.

Simple, Turn-Based Combat

Combat in One Piece Odyssey is turn-based. An attack bar fills up on enemies to let you know who or what is going to attack next, so there is some strategy in determining where to send your next hit. Each character can place a regular attack, use an item on themselves or allies, or use an ability which costs tension points, or TP. Naturally, the more powerful an ability, the more TP it costs to perform. TP can be reset by healing at a save point, but can also be recovered slightly by performing a basic attack.

One interesting mechanic in One Piece Odyssey is the Scramble Area Battles system. Basically, fights are divided up into multiple (usually two) areas, and any character not currently facing an enemy can move areas to help concentrate attacks. This can be crucial in later fights to help take enemies out before they even attack. Most moves have an effective range that they are designed for, such as Nami’s Cyclone Tempo in which she throws a pipe at an enemy. This has a long range and can hit an enemy that isn’t in Nami’s immediate area, meaning that unless that enemy also has a ranged attack they will not be able to reciprocate with an attack of their own when it is their turn.

There are the usual trappings of turn-based RPGs as well, such as crafting items to use during battle. Here, they are called trick balls, and can cause the enemy to fall asleep, become paralyzed, or some other nerfed status. Sanji, the crew’s chef, can also cook up meals that the player has unlocked the receipe for, which is done through progression of the campaign or by fulfilling various optional objectives that crop up from time to time. There’s also a bounty hunting sub-quest that always has new targets, though since Luffy and his crew have absurdly high bounties on their heads, there is a middleman who takes a cut of each successful bounty turned in.

An Offline, Solo Affair

One Piece Odyssey is a strictly offline experience. There are not a ton of microtransactions to be found beyond a couple of optional cosmetics, no premium currency to be purchased, just you, Luffy’s crew, and a nicely-sized adventure to enjoy, with some extra story content to be released at a later date. It’s a nice change of pace from all the other always-connected games that are out there, hoping you’ll shell out just a few more of your hard-earned dollars for some virtual assets that you don’t truly own. The currency that does come with some of the purchases can be earned entirely in-game, and not at a slow rate either, rendering these purchases even less necessary.

The Unreal Engine 4 was used for running the show, and as usual does an admirable job in keeping the action smooth and looking nice. On the PS5, there are two graphics modes as seems to be usual for this generation of games. You can opt to prioritize resolution for a slightly-better looking game, or to prioritize frame rate while sacrificing a little bit of graphical fidelity. It’s honestly hard to distinguish between the two modes at a quick glance, so those who like smoother-running games should opt to use the frame rate mode with the knowledge that they are not missing out on much.

The DualSense controller is used minimally in One Piece Odyssey, not that there’s much ILCA could really do in a turn-based game. Using L2 to look in first-person when outside of combat does engage the left adaptive trigger in a rapid-fire feedback loop, while the R2 trigger is used to fire off the currently-selected character’s ability, if applicable. For instance, Luffy can use his gumi-powered arms to grapple to certain points, or grab items that are otherwise out of reach. Usopp, meanwhile, can use a slingshot to knock items out of nests. These abilities break up the monotony of traveling between areas, and give the player things to be on the lookout for as they travel.

Verdict

Once Piece Odyssey has everything fans of the franchise could want. A great art style mixed with standard turn-based RPG mechanics combine with an entertaining re-telling of Luffy and crew’s adventures for a fun time. While there are some storytelling pacing issues, most fans of One Piece won’t mind being interrupted for yet another cutscene.

Score: 7/10

Pros:

  • A nice-looking recreation of One Piece
  • Entertaining story that lets you re-create some moments from the series
  • Simple combat that’s easy to get into

Cons:

  • Story pacing slows things to a crawl
  • Battles quickly become repetitive
  • Overall just a pretty standard turn-based RPG

One Piece Odyssey review code provided by publisher. You can read MP1st’s review and scoring policy right here.

Avatar photo

Paulmichael Contreras

Paulmichael has been writing in the gaming industry since 2008. Living just outside of Los Angeles, he has been lucky enough to attend numerous gaming events around the world, including the last ten E3 shows (RIP)! A thoughtful reviewer, every game you see scored by PmC has been given careful attention. Paulmichael is also an aviation fan and an avid snowboarder. Favorite games include: No Man's Sky, Gran Turismo 7, skate., CloverPit.

Home > guides

Wild Hearts Best Settings Guide – Optimal Options for PS5, and Potential Stutter Fix for PC

Wild Hearts is a game with a lot of customizable settings, which is great for those who want a personalized gameplay experience. However, it can also be difficult for newcomers to navigate through them with lots of sliders and options to worry about. But fret not – if you’re looking for Wild Hearts’ best settings, then you’ve come to the right place. 

We’ll be going over each settings category as well as some noteworthy options that you may want to take a look at before you hunt your first kemono. Note that these are PS5 settings, and you will likely have better customization for PC.

Wild Hearts Best Settings Guide

Overall

The overall settings have general options that affect various aspects of the game. You can adjust the HUD to hide or show different elements, for example, to make the game feel more immersive. You can also enable crossplay, show subtitles, change tutorial text size, and more. A lot of these settings affect how your game displays information, so if you’re the type of gamer who likes to play without text and symbols everywhere on your screen, you can tweak to your heart’s content here.

Crossplay is enabled by default, and it’s recommended that you keep this on if you’re looking to play in multiplayer. Enabling crossplay means that you’ll be able to match with more players, which will shorten wait times and allow you to get into the action right away. If you’re playing the game with English audio, then you may want to enable subtitles; even if they’re speaking English most of the time, there’s the occasional usage of Japanese words, and the subtitles help give context to those who don’t understand the meaning behind them.

Controls

Control settings allow you to bind keys to all the actions you can make in-game, including attacks, jumping, and so on. You can also change your camera’s Lock On feature to either activate when pressed or held. By default, this setting is actually set to Hold, so if you’re wondering why your camera doesn’t lock onto the kemono after a few seconds, this is the reason. By setting it to Press, you only need to press the button to activate Lock On.

Using the detailed controller settings can also be useful if you want to rebind keys that you have difficulty reaching or if you simply prefer certain actions to be bound to specific buttons, such as the jump action. The “Button Hold Time” setting dictates how long you have to hold a key to count it as “holding” for certain actions, so if you think that the game is too sensitive with button holding then you can tweak this.

Camera

Camera settings affect your camera sensitivity and movement. This is a setting that you may spend quite a bit of time working on, as getting just the right sensitivity is pretty crucial for some players. In my personal experience, the default camera settings were perfectly fine, and they didn’t feel too sluggish or too sensitive, but your mileage may vary. There are also inverted settings for horizontal and vertical camera movement for those who prefer that.

Language

Wild Hearts currently supports 12 display languages and six audio languages. Unlike other games, you can actually change the audio language setting without returning to the title screen, though you’ll have to do so when changing the display language. Changing the audio language also affects the game’s lipsync during cutscenes, so keep that in mind.

Audio 

The audio settings let you fiddle with the various sounds in the game. If you’re in the mood for some grinding and would rather listen to a podcast or some music playlist, you can turn down the Music Volume. Dialogue volume can also be turned down if you think the NPCs are too loud during cutscenes. For multiplayer options, you can disable or enable the voice chat feature as well as your and other players’ character voices. Your characters will be speaking phrases here and there throughout the fight, and you can also trigger them yourself, but if you find that too annoying for multiplayer you can always turn them off.

If you’re looking to enhance the audio quality of Wild Hearts, consider trying out the three different Dynamic Range options. This changes the audio range of the game to best suit your audio device. Normal is the default setting and works with “standard environments,” but if you want to play at night or you have smaller speakers, then the Night and Narrow options may help.

Graphics

Wild Hearts is pretty performance-intensive, and while this guide won’t cover optimal graphics settings for PC, it is recommended that you keep the game in Performance mode for the PS5. You will still experience framerate drops even in this mode, and playing with better graphics will simply make the game feel choppy. It’s only really recommended to set the game to better graphics when you want to take screenshots for the game, and even then that can be a hassle due to having to return to the title screen in order to apply the changes.

You can also fiddle with the game’s brightness, HDR, and motion blur here. These are all personal preferences, so adjust accordingly. We recommend setting Motion Blur disabled to better see kemono during a fight, as you’ll need to pay close attention to their tells at all times, even while moving or dodging.

Accessibility

There are tons of accessibility settings in Wild Hearts, which is always nice to see. You can enable a screen reader if you struggle to read text, and there’s even a Text to Audio setting that lets you play any entered text as voice to other players. This allows you to communicate with others despite not needing to talk at all. You also have miscellaneous settings such as Chat Log Display Time for those who are slow readers, and there’s even color vision deficiency support for those with colorblindness.

As accessibility settings are made to be customized by the player, there isn’t a single “best” option in this category. You’ll have to try them out yourself to find what you like.


The default settings of Wild Hearts are pretty solid, so you don’t really need to fiddle with them out of the box, but if you’re looking for better framerates, smoother camera movement, or certain accessibility features, the game certainly has those available. 

Wild Hearts Best Settings for PC – Potential Stutter Fix

Wild Heart on PC is, well, a mess, as it seems to be currently struggling across all kinds of PC builds out there. Our very own James can confirm that despite having an RTX 4090 paired with a AMD 7900x CPU, the game seems to struggle with maintaining a solid FPS. So at this time, you’re probably better off waiting for a patch, though it does seem that there are some things you can try while you wait. 

Taken from feedback offered from the Steam community, and tested on the same rig as James, here’s what we did to nearly eliminate all stuttering on RTX cards (3000 and 4000 series cards). 

  • For graphical settings, go with what your build can handle. We went with everything max as Wild Heart isn’t what we call a major graphical showcase, though it is pretty to say the least. 
  • In-game Audio – Change from stereo to 7.1 surround sound (Recommended per EA).
  • First off, boot Wild Heart, then Alt+Tab to your desktop.
  • From there launch Nvidia Control Panel. 
  • Select Manage 3D Settings, then Program Settings.
  • You’ll need to add Wild Hearts here, so click the add button and find Wild Hearts. 
  • Looking at the list of settings, here’s what you should change
    • Turn on Power Management Mode and set to Prefer Maximum Performance.
    • Turn OFF Threaded Optimization.
    • Triple Buffering ON
    • Upscaling OFF

Your mileage may vary, but give these settings a try. They’ve worked for our 4090 build, as well as a few of our other staffers who are using a 3070 and 3080. 

Again though, we recommend waiting for a real fix from the studio. 

Check out more of our Wild Hearts guides here.

Carlos Perez

Home > News

Dead Space Update 1.000.005 Stomps Out for Fixes and More

Motive Studio has released Dead Space update 1.000.005, and this patches in a list of bug fixes, as well as some improvements to the horror game! Read on for everything new in the Dead Space Feb. 18 patch notes.

Dead Space Update 1.000.005 Patch Notes 

Size: 232MB (PC)

  • Steam Deck Improvements
  • The game will now rrecognizeif the player has collected the Crew Quarters key card before reaching Chapter 10 and getting the objective ‘Find the Crew Deck key’. —-> If you’re loading a save where you were already in this state and the game doesn’t update, travel away from the area (60 seconds approx.) and return, the game should then update.
  • The door to the security station will properly unlock after the call from Daniels ends during the objective ‘Locate the source of the broadcast. —-> If upon loading a save the door is still in standby, ride the tram to another station and back, wait 30 seconds and the door will unlock.
  • You will no longer be able to launch the asteroid without first destroying the gravity tethers, preventing them from getting stuck. —-> If upon loading a game where you are already stuck, the game will update if the player has destroyed the mining tethers. If you have not destroyed the mining tethers, you should do this, then the game will update.
  • Fixed Dr. Kyne not spawning inside Chief Steward’s office. —-> Will be fixed if the current objective is scrambled with unitologist symbols. Go back to the Cantina, then come back to Hunter fight room. This should trigger the proper quest flow. Then follow the quest markers until you reach Kyne’s sequence.
  • We now allow for the previous suit visual to be equipped —-> Previously acquired suit visuals are available in Storage and can be equipped by selecting them and choosing the “Equip” action. To remove a cosmetic, choose the currently equipped cosmetic suit, from the Storage, and select the “Unequip” option. Changing the cosmetic aspect of a suit does not impact the upgrades you have acquired. Suits are granted as such: Purchase level 2 -> Acquire level 1 cosmetic, Purchase level 3 -> Acquire level 2 cosmetic, etc… For saves where you’ve already acquired specific suit upgrades, the player will be automatically awarded the cosmetics in his Storage.
  • A few other fixes that may help overall, keep us posted here once you’ve updated your game and spent some time with it.

According to EA’s Community Manager, they will update the post as more fixes are known, so there is a chance this list of fixes/changes will be longer, so stay tuned!

Source: Reddit

Avatar photo

James Lara

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

Home > News

The Expanse: A Telltale Series Gameplay Trailer Reveals the Game’s Story, Exploration, and Choices

A new “The Expanse: A Telltale Series” gameplay trailer was just published, and it shows off some footage of the upcoming sci-fi title from Telltale Games. Like many other Telltale Games titles, your choices will have consequences, so you’ll need to think carefully before every decision.

Check out the gameplay footage below:

Here’s the list of features found on the official Epic Games Store page:

The Expanse – A Telltale Series
Experience the exciting universe of The Expanse like never before in Telltale’s latest adventure, The Expanse: A Telltale Series. Follow Cara Gee, who reprises her role as Camina Drummer, and explore the dangerous and uncharted edges of The Belt aboard the The Artemis. From scavenging wrecked ships in a zero-g environment, to surviving a mutiny, to combating fearsome pirates, you make the difficult choices and reveal Camina Drummer’s resolve in this latest Telltale adventure.

A TELLTALE STORY LIKE NO OTHER
Immerse yourself in the role of a Camina Drummer, the Executive Officer aboard The Artemis, a scavenging ship hunting for their big score in the outer regions of The Belt. You must corral a crew rife with tense relationships and powerful personalities, and make tough decisions that will decide everyone’s fate.

EXPLORE THE BELT IN ZERO-G
Scour shipwreck, use mag boots to walk on walls and ceilings, and utilize Zero-G thrusters to float through the void. As you fly through sections of ships and the open expanse of space, interact with objects in the world and converse with members of the crew in the largest and most immersive exploration of any Telltale game to date.

DIFFICULT CHOICES, GRAVE CONSEQUENCES
Contend with the unforgiving brutality of space, the politics of a corrupt solar system, the animosities of your crew, and Drummer’s own conflicting responsibilities to the people she cares about and The Belt she has sworn to protect. There is no right or wrong path – only your choices and the consequences they unleash.

We still don’t have a concrete release date after the initial announcement of The Expanse at The Game Awards last December 2021, so we’ll have to wait for future updates before we get more info.

Carlos Perez

Home > News

Layers of Fear Release Time Trailer Creeps Out; Game to Launch in June 2023

Layers of Fear, an upcoming horror game that’s set to combine the first two titles in the series, now has a somewhat concrete release window. Layers of Fear’s release time is set for June 2023 and will include the original 2016 “Layers of Fear” title as well as its Inheritance DLC and the Layers of Fear 2 sequel.

A short trailer was also published to announce the game’s release window.

For those interested in trying the game out, here are all the features listed on the official Steam store page (which you can wishlist the game from, too):

The canvas awaits its final brushstrokes. The stage calls for its lead actor. The novel needs its final chapter. It’s time to face your fears. One. Last. Time.

The series that defined narrative-focused first-person psychological horror is back to tell its last spine-chilling story with Layers of Fear. The series’ crowning work is the definitive way to experience the critically acclaimed franchise as it features Layers of Fear and Layers of Fear 2, as well as all DLCs (including the new ‘The Final Note’ DLC that will give you a new perspective on the Layers of Fear storyline) and the never-before-told story of The Writer, which will tie everything together. Built on Unreal Engine 5, Layers of Fear supports Ray Tracing, HDR and 4K resolution to make the stunning visuals, and your nightmarish experience, as immersive and realistic as possible.

Layers of Fear: Create Your Magnum Opus

“The one precious thing you ever truly desired… FINISH IT.”

Explore a Victorian mansion covered in artwork as The Painter, whose sanity crumbles and cracks just like old oil paint on canvas. Trawl through the ever-changing house to find the supplies needed for your greatest masterpiece, all while trying to outrun your past.
Inheritance DLC: Face Your Past

“I was once told insanity runs in my family… It’s time to make it stop.”

Told from the perspective of The Painter’s Daughter, you come seeking answers. What secrets does this homestead hold? Will you ever truly understand the madness that bestowed your father? Can you ever forgive him? The house may hold everything you need to know… if you can face reliving your past.

The Final Note DLC: Delve Even Deeper

A brand new DLC which aims to shed more light on The Painter, his muse and the family’s backstory, The Final Note is told from the perspective of The Painter’s Wife. This additional narrative may change how you see the characters of the first game, as well as their actions.

Layers of Fear 2: Hit Your Marks

“Time waits for no one, actor. Do not waste ours.”

You are the lead actor in a production being filmed aboard an ocean liner, but all is not what it seems. Explore the ship and discover why you were perfect for The Director’s (voiced by Tony Todd) latest film. You awake and are told one simple command “Act.” But will you?

The Lighthouse Chapter: Link the Layers

Enter a lone and ghastly lighthouse as the newest protagonist, The Writer, and discover a never-before-told tale which will tie the entire series together. What awaits you there? You’ll just have to find out.

Game Features:
– Explore unsettling environments and solve strange puzzles to unveil the narrative at the heart of this first-person psychological horror experience.
– Three different stories of craft-obsessed protagonists (The Painter, The Actor and The Writer) which are interwoven to create a truly immersive experience and gripping storyline.
– Everything in the Layers of Fear series, including all DLCs, so you can find the answers you want.
– New brand-new core mechanics that will be introduced to Layers of Fear and its sequel, as well as additional features, so all the chapters and stories will blend seamlessly.
– Rebuilt from the ground up in Unreal Engine 5, Layers of Fear supports Ray Tracing, HDR and 4K resolution to make the visuals as realistic as possible.
– The new Lumen system offers the most immersive and visceral horror experience.
– A hauntingly beautiful soundtrack by the highly acclaimed and award-winning composer, Arek Reikowski. He has composed a hypnotic score that adds an extra layer of tension to the game and will leave you on the edge of your seat.

Layers of Fear will be available on PS5, Xbox Series X|S, and PC.

Carlos Perez

Home > News

Rainbow Six Siege Immersive Reloading System, UI, Weapon Changes and New On-Boarding Features Coming in Y8S1

In Year 8 Season 1 of Rainbow Six Siege, not only are players getting a new operator in Brava, but we’re also getting a few new features as well. While some of the new features incoming are for newcomers to the game, Ubisoft is also rolling out a bunch of new stuff for veterans as well, and one of them is the new Rainbow Six Siege Immersive reload system.

In a press invite held by Ubisoft for Rainbow Six Siege Y8S1, the developers explained the Rainbow Six Immersive reload system alongside other planned stuff incoming for the major update.

  • Rainbow Six Siege Immersive Reload: Interrupting the animaton will leave the player without a magazine but closed bolt weapons will have a single round for the player to use at any point during the reload.

In addition to that, players can also expect the following in Y8S1:

  • Balancing update to Zero
  • Improvements to Play Section UI
  • Balancing changes on weapon attachments

Alongside these, Ubisoft is also introducing new on-boarding features to assist new players to the game! 

Beginner Challenges identify an Operator’s playstyle in-game. All Operators have one to two specialties which can be checked during the Planning Phase, in the Operators section, and in Operator Guides.

Specialty Challenges aim to help beginner players learn the various Operator specialties and what they contribute to a match.

Also of note, while it’s not coming to the Y8S1 title update, there will be a new anti-cheat feature for consoles which will detect keyboard and mouse users! This will go live in Y8S1.2, and you can read about it here.

Avatar photo

Alex Co

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

Home > News

Lies of P Release Window Trailer Revealed; Soulslike RPG Set for August 2023 Launch

Lies of P, the upcoming Victorian-style soulslike action game based on the classic “Pinnochio” story, now has a release window. The game will come out on August 2023, as announced in a new Lies of P release window trailer. 

The new trailer also shows off some more cinematic footage of what looks like a monster being created.

Lies of P first got an announcement trailer way back in May 2021, and since then we’ve gotten more and more footage of the soulslike title, with information such as the fact that it will be on Xbox Game Pass as well as some raw gameplay footage.

With an August launch window, the game will be available a couple of months after another upcoming fantasy action title, Final Fantasy 16. The Switch version of Hogwarts Legacy will have also been made available a month prior on July. Graphics and gameplay for Lies of P look solid so far, so there are quite a few new releases to look forward to later this year.

Carlos Perez

Home > News

Rainbow Six Siege Console Anti-Cheat to Be Implemented Against KBM Users in Y8S1.2

After a recent announcement last week that there would be “something big” to announce for console players, Ubisoft finally revealed that Rainbow Six Siege console anti-cheat will be implemented in console versions of the game against keyboard and mouse (KBM) users! This feature, which is set to be patched in will be available in the Y8S1.2 title update. 

During an invite-only event for Rainbow Six Siege for Y8S1, Ubisoft explained what’s incoming to gamers later this year. The anti-cheat system, named “Mousetrap,” prevents the use of input spoofing devices, which players would use to play R6 Siege via keyboard and mouse even on console versions of the game. The usage of KBM in console versions of R6 Siege has been “one of the biggest complaints” that Ubisoft receives, and with Mousetrap, they’ve finally taken action on the problem.

Mousetrap was apparently running quietly within R6 Siege for multiple seasons, gathering data while it was still in development. It will allow Ubisoft to know “exactly which players are spoofing, when they were spoofing,” according to Jan Stahlhacke, the Gameplay Programming Team Lead for R6 Siege. Interestingly enough, instead of outright banning spoofers, Ubisoft has decided to “remove the advantage that they get” by adding latency to your inputs. This latency will start off small, but as you play more and more matches, it will reach a point where the lag becomes noticeable. The latency will be removed by simply unplugging the adaptor and using the controller instead.

For those who are concerned about Mousetrap affecting disabled players, Stahlhacke mentions that the team has worked closely with Ubisoft’s accessibility group to ensure that players with disabilities can still play R6 Siege. Disabled players who feel like they’ve been unfairly penalized can contact Ubisoft directly via QR code for support. It’s worth noting that this is still an “experimental solution,” as this sort of system hasn’t been applied in gaming before.  

Mousetrap will go live in Year 8, Season 1.2, which has no release date just yet.

Carlos Perez

Home > News

Rainbow Six Siege Y8S1 Operator Brava Gadget Info and Raw Gameplay Hacks Out

The Year 8 Season 1 reveal of Rainbow Six Siege is finally here, and the newest Rainbow Six Siege Operator has just been announced! Named “Brava,” a Brazilian attacker, makes use of her gadget to hack Defender electronics to either disable them or use them to the Attackers’ advantage. Read on for the Rainbow Six Siege Y8S1 operator Brava’s gadget info and gameplay debut!

Ubisoft invited MP1st to a sneak peek preview event of the upcoming season where we managed to get some hands-on time with the new operator! Check out info about Brava’s new gadget, as well as raw gameplay from our play session:

Commanding Force unleashes Brava, an invaluable new Attacker equipped with the Kludge Drone gadget. This drone disrupts hostile surveillance and provides counter tactics, like repurposing the technology for her squad.

An extremely adaptable Operator, Brava can gain an advantage in any environment by accessing electronic resources available to her. Brava is a three speed, one health Operator, and her loadout features a PARA-308 or a CAMRS as a primary weapon and a USP40 or a Super Shorty as a secondary weapon.

 

Alongside the new gadget info, check out over four minutes of raw gameplay footage of our hands-on time with the new operator!

While there’s no new reworked map in this upcoming major update, there are other features inbound. We’ll have more Rainbow Six Siege Y8S1 news, so stay tuned!

Carlos Perez

Home > News

Diablo 4 Open Beta Dates and In-Game Cinematic Revealed; Preorders Will Grant Access to Additional Open Beta Weekend

With Diablo 4 releasing in a few months, Blizzard mentioned that they were going to run a beta test for the action roleplaying game before launch, and we finally know when it’s set to occur. Diablo 4 open beta dates are set from March 17 to 19 and March 24 to 26, spanning a total of two weekends next month.

Alongside the open beta date announcement, Blizzard also revealed the opening in-game cinematic for Diablo 4, which also includes your character in it:

While the open beta weekends will run twice, the first weekend on March 17 to 19 is only accessible to those who preordered Diablo 4. The following weekend is fully open, however, so you can try it out for at least a couple of days even if you haven’t preordered a copy just yet.

Players can level up to Level 25 during the open beta weekends, which is a quarter of the full level cap of 100. You will be able to play through the prologue and Act 1, which is set to take place in Fractured Peaks, a mountainous area in Sanctuary and one of the five locations in Diablo 4. It’s also worth noting that character progression is carried over between weekends, which will let players with preorders experience more of the game and story. All open beta progress will be wiped during the full release, however, to give everyone a fair playing ground.

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

Carlos Perez

Home > News

Wild Hearts Review – A Thrilling Hunt

Wild Hearts, as a concept, isn’t something we haven’t seen before. It would be remiss of me to not address the monster in the room, which is Capcom’s “Monster Hunter” series. But while Wild Hearts does share quite a lot with the popular monster-hunting franchise, it’s unique and refreshing enough to stand out as a unique, individual experience. There will still be quite a few mentions of MonHun, as both games are incredibly similar, but we’ll stick to Wild Hearts first and foremost, including what makes it good (and bad).

And though Wild Hearts isn’t a game that puts a huge focus on its story, we’ll be keeping this review relatively spoiler-free. There will be mentions of how certain weapons work, but nothing related to the actual plot of Wild Hearts. 

Tame a World Gone Wild

Wild Hearts involves the story of a hunter who comes across the ancient power of karakuri, which allows them to manifest various contraptions in order to take down kemono, wild beasts that have taken over the land of Azuma. As you hunt more kemono and upgrade your weapons, you’ll eventually explore more and more of the region, reporting back to the city of Minato every now and then.

When it comes to building a mythical world full of Wild Hearts, Omega Force did a somewhat great job of setting the right stage. The starting area looks wild and vibrant, and better yet, you can make them your very own hunting grounds by constructing karakuri to build bases, forge tools, and even zip your way across cliffs and hard-to-reach areas. Though your base-building capabilities are limited at first, you get to add more structures as you progress, and it was fun designing my own base of operations in the different zones. 

Unfortunately, the same detail you get in the first zone doesn’t carry over to future zones you visit. Some of them seem like they lack details, and certain areas can feel a little too barren, even for a wild and uninhabited land. It looks like Omega Force put out all the stops for the first zone to leave a good impression, but didn’t have the time or resources to make the following areas as complex. 

Sound design isn’t something that’s always talked about in games, but I’ve really gotta hand it to Omega Force with Wild Hearts. The sound effects that come from slashing your katana, smashing your maul, or shooting your bow feel satisfying, and they really sell hard-hitting moves with how impactful they sound. The soundtrack is also great, complementing the fights without actually taking center stage, as it should.

If I’m being nitpicky, the game does lack a bit of the immersive charm you’d get from a Monster Hunter game. There aren’t any cutscenes when crafting weapons (which I found fun to watch every now and then in Monster Hunter World) and no animations for gathering items. Sure, it saves you time, but the tiny details are what often really make the player feel like one with the world. The game puts a focus on combat, and that’s a good thing, but I just wished that they would have given the downtime aspects a little more love.

A Streamlined Hunting Experience

For all the praise that the Monster Hunter series gets, it’s not perfect, and arguably one of its biggest issues is that it’s a tad too complex for a player that’s new to the series to really get their hands dirty with. It can be difficult to wrap your head around combat, weapon sharpness management, consumables and item loadouts, crafting and gathering, ammo types… the list goes on. Sure, if you pour in enough time to really understand the game, you’ll be rewarded with a good experience, but that learning curve can seem a bit too steep to those who want to dip their toes into hunting games.

Wild Hearts does retain some degree of complexity to it, but the experience is somewhat more streamlined. Food lasts throughout a hunt instead of disappearing after you faint, you don’t need to sharpen your weapon between kemono fights, and you won’t have to spend time dedicated to gathering materials for your ammo. And while the game does have a food and crafting system, there are ways to somewhat automate them, with specific dragon karakuri that can gather materials for you while you’re out hunting.

Is this streamlined experience better? That’s a difficult question to answer, as there are players (me included) who enjoy the various aspects and systems of Monster Hunter. Still, I didn’t find it difficult to get used to the non-combat systems in Wild Hearts, and I bet other players will have a similarly smooth experience, too.

Tools of the Trade

Wild Hearts currently contains eight weapon types for players to wield and master, all with distinct playstyles. You start the game with five, and these include simple weapons like the katana, which you start with, and the bow, one of the game’s two ranged weapons. If you’re looking for something to put the time into mastering, the maul and bladed wagasa (a parasol with blades) both offer playstyles that reward careful combat and a proper understanding of the kemono you’re hunting.

Like Monster Hunter, weapons largely define your playstyle while hunting, but there are a few design choices that make Wild Hearts’ selection slightly easier to work with, such as the fact that you don’t actually need to sharpen your weapons while in a hunt. One major aspect of Wild Hearts’ weapons is that they aren’t nearly as “clunky” to wield as their Monster Hunter counterparts. Of course, “clunky” is a subjective term, but you can’t deny the fact that combat in Monster Hunter is a lot less forgiving than it is in other action games. When you press a button to attack, you’re committing to that attack, and barring some exceptions, you just have to hope that the monster doesn’t have its jaws agape and rearing to bite.

Wild Hearts does have its fair share of “clunky” weapons, the nodachi and maul being good examples of this. But unlike the greatsword and hammer from Monster Hunter, you’re actually granted a few ways to stay mobile. The nodachi, for example, uses a charge system to gain power on your next swing, and though taking damage cancels the charge, you can move, dodge, and even attack while doing so, giving you more freedom to do what you want during a hunt. This is not to say that MonHun’s greatsword doesn’t have similar options, but the fact of the matter is that Wild Hearts’ nodachi just feels a lot more active and mobile by comparison.

And mobility comes in spades with Wild Hearts, no matter what weapon you use. The karakuri system gives you the ability to jump, leap, zip, and glide your way in and out of fights, so even if you’re using something as slow as the hand cannon, there are ways to stay on your toes throughout a fight. 

The Art of Karakuri

Wild Hearts sets itself apart from other games in the hunting genre through its karakuri system, which allows players to construct all sorts of contraptions and structures during their hunts. These generally fall into two categories; the basic karakuri, which are simple devices that you can build mid-combat, and dragon karakuri, more advanced structures that require the local elements to construct. You can also transform basic karakuri into more powerful fusion karakuri by building them in a specific order or arrangement.

When you first step into the game, you likely won’t be using them all that much, as you can hunt the first couple of monsters without them giving you too much trouble. Once you start discovering more and more kemono, however, you’ll quickly learn that karakuri is instrumental in taking them down; the game even unlocks specific karakuri when fighting kemono that are weak against it.

The default controls for constructing karakuri can be a little tricky to get used to, but after a while, they’ll become a core component of your hunts. While I initially had doubts over how much it would take away from the actual gameplay of your weapons, the karakuri acts as more of a reliable support tool more than anything else, and that’s exactly what makes it so darn fun to use.

Hunting the Ferocious Kemono

The kemono are the monsters of Wild Hearts, and they’re definitely sights to behold. Their designs just scream traditional mythology, and their environment-altering capabilities really ground them in the world they inhabit. These creatures have the ability to transform the land to their will, and this manifests whenever they enrage. Visually, it’s quite the experience, and it really drives home the fact that you’re not just hunting some animal, but an actual mythical beast.

In terms of combat, each kemono fights differently, forcing you to learn their attack patterns and tells. Due to how varied these fighting patterns can be, you may find some kemono more troublesome with certain weapons than others, which I personally think makes the game feel less linear, as you’re incentivized to branch out and try other weapons depending on the situation. You can, of course, simply take down the kemono with whatever weapon you want through sheer skill, so you shouldn’t feel forced to switch weapons all the time, either.

Learning how a monster fights is what makes the hunting genre of games so exciting, and taking down a kemono for the first time will always feel exhilarating. Those who enjoyed playing Monster Hunter blind (that is, without guides or tutorials to assist you) should feel right at home in Wild Hearts, with fights that originally feel impossible with your current weapon turning into speedruns after enough hunting. Overall, you won’t feel disappointed with the kemono of Wild Hearts, especially after you use your finisher on one for the first time (gomen).

Disappointing Performance 

Perhaps the biggest gripe I have with this game is its less-than-optimal performance metrics. This is a concern that’s been echoed by many PC players, and though it does run “better” on consoles, you can still experience hiccups.

I’ve personally had frame drops during my hunts even while running the game in Performance mode, which, mind you, sets the game’s resolution to 1080p. Getting dips in framerate even after sacrificing 4K feels like a slap to the face, which is a shame given the fact that everything else about this game deserves all the praise it gets.

Until Omega Force fixes the game’s performance issues (which will hopefully come soon), it will arguably remain a major dealbreaker for would-be players.

A Worthy Competitor

For the longest time, Monster Hunter has been the go-to monster-hunting franchise (sorry, Dauntless). It’s dominated the subgenre for quite a while, and though the recent titles in World and Rise are pretty good, the lack of competition means that there isn’t a whole lot of reason for the series to innovate. 

With Wild Hearts entering the fray, however, things may just change. Its deep combat system and fun kemono hunts make for a solid hunting game alongside the unique and creative karakuri system. Its visual storytelling elements and sound design further add to the game’s mythical fantasy, resulting in an experience that you won’t find anywhere else among other monster-hunting titles.

The game is, in a word, solid, save for its glaring performance woes. It may very well be the “start of a saga” that Koei Tecmo hopes it to be, though we’ll have to see how well they handle the game’s post-launch support. Until then, Wild Hearts stands as the best title we currently have as competition in the monster-hunting subgenre, and a pretty good one at that.

Score: 8/10

Pros:

  • Incredibly satisfying weapons and combat that offer various playstyles
  • Beautiful sound effects and soundtrack that complement your hunts
  • Lots of kemono variety with interesting and thrilling fights
  • More streamlined and easier to get into for newbies

Cons:

  • Visual detail and quality is somewhat inconsistent
  • Terrible performance issues that can bog the game down at its best moments
  • Misses some details that would otherwise make the game feel more immersive

Wild Hearts review code provided by the publisher. The game was tested on the PlayStation 5. You can read MP1st’s review and scoring policy right here.

Carlos Perez

╳