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Diablo 4 Beta Access Given for Getting a Diablo Tattoo

The Diablo Hell’s Ink Tattoo Shop Takeover tour is back for seconds, and this time it’ll be held in four different cities throughout the U.S. The Diablo 4 tattoo shop takeover will occur from February all the way to late April, with the final city being a fan-voted choice.

Here are all the cities where you can get your own Diablo-themed tattoo, as well as the artists in each location:

Las Vegas, Nevada

  • Date: February 25, 2023
  • Time: Tattoos Offered from 10 a.m.–7 p.m. PST
  • Studio: Revolt Tattoos – 3200 S Las Vegas Blvd STE 2680 Las Vegas, NV 89109
  • Headlining Artist: Joey Hamilton

Pittsburgh, Pennsylvania

  • Date: March 4, 2023
  • Time: Tattoos Offered from 10 a.m.–7 p.m. EST
  • Studio: Wyld Chyld Tattoo – 2882 W Liberty Ave, Pittsburgh, PA 15216
  • Headlining Artist: Sarah Miller

Dallas, Texas

  • Date: March 11, 2023
  • Time: Tattoos Offered from 10 a.m.–7 p.m. CST
  • Studio: Eden Body Art Studios – 13360 Preston Rd., Dallas TX, 75240
  • Headlining Artist: Deanna James

Fan Voted U.S. City

  • Date: April 15, 2023
  • Studio: TBD
  • Headlining Artist: TBD

To win a custom Diablo tattoo, you’ll need to post on social media with the required hashtags. Here are the requirements:

To enter for a chance to win a custom Diablo tattoo from one of these incredible headlining tattoo artists, share your connection to the Diablo franchise on social media with us via Twitter, Facebook, or Instagram—accompanied with the hashtag #DiabloHellsInk and the hashtag of the Hell’s Ink takeover city closest to you (#LV, #PIT, #DAL).

Submissions will be accepted from February 1–February 7. Winners will be contacted via direct message on their respective social media platform to verify eligibility and other prize-related details.

There will also be another contest for the fourth city after the location has been decided.

Even if you weren’t chosen for a custom tattoo, you can get flash tattoos from the locations mentioned above. They’re going to be offered on a first-come, first-served basis, so keep that in mind. Finally, everyone who gets a custom or flash tattoo will also get Early Access to Diablo 4’s Open Geta as well as a custom in-game title, “Mother’s Inked.” 

Diablo 4 releases officially on June 6, 2023 on PS4, PS5, Xbox One, Xbox Series X|S, and PC.

Carlos Perez

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Hogwarts Legacy Review – Bloody Brilliant

It’s not easy to develop games based on big, established properties. Sure, it works out sometimes (ie. the Batman Arkham franchise), or it works against it (see: Marvel’s Avengers). But when it does work, it’s something magical. With the Harry Potter franchise, it’s not an easy task. While we’ve had multiple games based on the IP over the years, none has been good enough to live up to fan expectations…that is, until now, as Avalanche has done the impossible: the studio has made a Harry Potter game worth playing even if you’re not a Potterhead! Yes, Hogwarts Legacy manages to cast a spell, and it’s an insanely powerful one at that. Curious? Read on for our review (no spoilers).

I’m a Wizard, Harry

Set in the 1890s, Hogwarts Legacy will see players take on a new tale nearly a decade before the book’s events. While locations such as the wizarding school of Hogwarts and other neighboring sites will look and feel familiar, the world of Hogwarts Legacy is unlike anything of the likes you’ve seen thus far. 

Before you begin your journey, you’ll have the opportunity to create your character, and while not the deepest of creators, it’s in the least serviceable as you’ll be able to select from a wide selection of different hairstyles, face types, skin tones, gender, and even the pitch of your voice. There are preset ones, too, if you prefer to save time creating your character. 

From there, the game thrust into the world as a new student who immediately starts as a fifth year. We meet with Professor Fig, our primary mentor, who will guide us through the game’s central plot. It doesn’t take long after for chaos to ensue, as you’ll be confronted by a dragon and several powerful foes. It’s here we learn about the game’s antagonist, a goblin named Ranrok, who’s hell-bent on searching for the source of an ancient and powerful forbidden spell that grants its wielder with unfathomable dark magic. 

This is where you get tied into things, as it’s revealed that you’ve inherited a special kind of ability that allows you to see ancient magic long thought lost. The type of magic that Ranrok just so happens to be after. 

Thus your journey in the hunt for this source begins. 

Without going into spoilers, Avalanche did a fantastic job with Hogwarts Legacy’s story. It’s compelling with its well-written, lore-filled content that feels like a respectful homage to the source material while expanding upon it. To best describe it, it feels like a newly released novel or film (and not in the Fantastic Beast sense either,) something that Harry Potter fans have been clamoring for since the conclusion of the original series. 

However, as magical as the world of Hogwarts feels, the star-studded cast of characters you’ll meet along the way steals the show. Fans of the movies know precisely how well developed they are, especially when it comes to the introduction of new characters, as while you may end up hating them in the context of the story, there’s an undeniable amount of talent the actors give in their portrayal, winning you over with their believable performance. Hogwarts Legacy exceeds at delivering that very performance, with Simon Pegg as the headmaster giving one of his most humorous performances yet.  

Further adding to the Harry Potter vibe are the locations themselves. Hogwarts castle is a massive character unto itself. It’s very much alive, as while the floors and halls are filled with students going about their day, various objects such as picture frames, knight armor, and other items can be interacted with or interact with you as you pass by. Ominous whispers can be heard as if the castle is calling to you to let you know of the secrets it holds or to warn of the impending doom that awaits. 

I’m engrossed by the world that Avalanche Studios have crafted with Hogwarts Legacy, as so much love and attention to detail has gone into it. This is by far the best depiction of a Harry Potter game to date, and that’s saying a lot, considering it doesn’t even star Harry Potter. 

Casting an Enchantment Spell

However, the game’s world is only as strong if the gameplay is engaging enough to keep you playing and to say the least, Avalanche Studios has excelled at making you feel like a true wizard when it comes to the gameplay. 

Played from a third-person perspective, it’s easy to dismiss Hogwarts Legacy as another over-the-shoulder generic third-person shooter based on looks alone. And while it does give that impression at the start, once you start unlocking all the different spells, potions, and traits, you quickly realize that there is a lot more depth than what you see on screen. 

There are dozens of spells to earn and learn, with some giving you added abilities to unlock other areas and items, with others aiding you in combat. Potterheads will see familiar spells appear, such as Wingardium Leviosa, Lumos, and the like, but other spells are made just for the game.

All these spells play into a combo system, allowing you to transition from one spell to the next seamlessly. I’m reminded of the combat of the Batman Arkham series, where you can move around with such freedom and don’t have to worry about being overrun by an onslaught of enemies, as Hogwarts Legacy offers an easy-to-block and parry mechanic that works incredibly well. 

One thing to mention is that you can learn several forbidden spells from the Dark Arts. While it does add diversity to the combat, logically and narratively, I was disappointed that it had no consequence. There is no morality system in Hogwarts Legacy, something that it could have benefited from. That means that while you can play the “bad” guy, it has no significant implication over the story itself outside of a few choices that aren’t dependent on your playstyle. 

It’s the same for the House Cup, as it’s all predetermined. There’s no real scoring system, making choosing which house you want to be in feel less important. Oh well, there’s always hope for a sequel to address this.

Exploring the Wizarding World of Hogwarts

Outside the main story quest is a vast open world filled to the brim with things to discover and do. It’s the kind of world that isn’t playing the number games either, as despite having hundreds of collectibles scattered across it, there are actually a lot of unique things to do. 

Side missions are perhaps some of the best I’ve encountered in an open world, comparing them to the likes of The Witcher 3, God of War Ragnarok, and even Elden Ring to some extent. I rarely find myself playing in an open world and wanting to explore it because of how much unique content it has. 

Additionally, you can partake in relationship missions, which are just as long as the main campaign. These missions will see you taking on a unique storyline with the friends you made along the way. Mind you, you can’t romance any character, but these missions do feel very personal, to the point that they exceed even the main campaign in some parts. They’re fantastic. 

Other side activities include mini-games, such as broom racing (no Quidditch, sadly), dungeons, monster hunting, and puzzles like the Merlin trails. I never once felt like I was having a dull moment exploring, especially when flying around the world and visiting some of the gorgeous landscapes I’ve seen in a video game. 

While Hogwarts Legacy doesn’t opt for photorealistic visuals, its art direction really is something to behold. Everything feels like it was plucked straight out of the movie. I’ve spent countless hours flying around on my broomstick in total awe at the world’s beauty. It’s a damn shame that there’s no photo mode to capture the perfect moment. 

As for the collectibles, they are somewhat overwhelming. I’m all for content, but being a completionist, having hundreds, and that is with an “s” at the end, is somewhat of a nightmare. That’s because the spell to cast and highlight objects and enemies, Revelio, only lasts a few seconds, with no way to upgrade it. I’ve spent a considerable chunk of time on Hogwarts ground casting that spell nonstop because of how quickly objects disappear and how low visibility they are. Fingers crossed, a patch of some sort addresses this eventually. 

The Magic of Next-Gen Hardware

While Hogwarts Legacy is coming to last-gen consoles later this year, it’s hard to imagine how the game will run on those platforms, given its scale and how beautiful it runs on the PS5 hardware. I’m surprised because, going into this, I was expecting another Gotham Knight scenario where the game looked good visually but ran like crap. It didn’t,  and in my 30-plus hour campaign run, I’ve run into one or two hitches, those being during cutscenes. 

Performance mode is a buttery smooth 60fps, with fidelity aiming for 30fps at 4K, while there’s also a ray-tracing mode fidelity. The other modes are for those who prefer better visuals, but I felt the performance mode was the way to go. Luckily the game does support uncapped frames-per-second in both fidelity and performance, so if you have a VRR TV or monitor, you can take full advantage of the frame boost. 

Playing on the PS5 specifically, Avalanche makes good use of all the hardware features. Load times are near instant between areas, as is fast traveling. The use of 3D audio is also incredible, as exploring the Forbidden Forrest can feel terrifying as you hear branches break in the distance and the scattering of feet from a spider clacking around on the forest ground. 

The DualSense haptics and adaptive triggers also get utilized, with fantastic feedback allowing you to feel every spell you cast. I don’t like using the audio speakers in most of my games, but in the case of Hogwarts Legacy, it uses it really well. A fantastic showcase overall of what the controller can do to help up the immersion level of a game. 

Ten Points For Gryffindor 

I say this to the highest degree of praise possible when speaking about Avalanche Studios and Hogwarts Legacy. Avalanche Studios does for Harry Potter what Rocksteady did for Batman;  a perfect match, delivering a genuine, authentic experience like no other. 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. 

I feel like a kid again, reliving every magical moment I’ve ever had with the franchise, screaming and jumping with excitement during every minute of my playthrough. I strongly recommend playing Hogwarts Legacy, as it’s easily an early frontunner for easy Game of The Year.  

Score: 10/10

Pros

  • Gameplay – It has a slow start, but once the spells, traits, and potions start pouring in, you’ll find it’s much deeper than it looks. 
  • The World – Not only is this the best depiction of Hogwarts in a video game yet, and the world around the school is steeped in lore and will make any Harry Potter fan smile a few times.
  • Visuals are breathtaking. They look and feel like they’re ripped right out of the pages and movies.
  • Performance mode on the PS5 keeps a steady 60fps for most of the time.
  • an excellent showcase of the PS5’s DualSense features.
  • Has some of the best side quests I’ve played in an open world.
  • The music, if you liked the soundtrack featured in the films, you will love it here.

Cons

  • Can’t upgrade Revelio, the spell that highlights items, enemies, and such. It gets annoying pressing constantly, to the point of non-stop in some places. That makes collectibles feel like a chore.
  • Enemy variety is on the low side, mainly consisting of goblins and dark wizards. It can get a little old.
  • No morality system – There are Forbidden spells, yet almost no consequences for using them. It sort of takes you out when your suppose to be the good guy and are using torture spells and such.
  • No House Cup mechanic. I would have loved to see this implemented with proper points awarded and deducted. 

Hogwarts Legacy 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.

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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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Hogwarts Legacy – How to Get the Flying Mount

Avalanche Software’s Hogwarts Legacy is a massive game, so understandably, you’re probably trying to do everything you can before you beat the game. Which may bring up the question, how do you get a flying mount to help you traverse the massive open world in Hogwarts Legacy?

How to Get the Flying Mount (Hippogriff) in Hogwarts Legacy

Getting the flying mount in Hogwarts Legacy is unmissable as it’s part of the natural story progression of the game. Unfortunately, it’s towards mid-game, meaning you’ll need to use the broomstick as your primary form of transportation. 

For those curious (and spoiler warning,) at one point during the campaign, Natsai Onai (Natty) will contact you concerning her investigation into Harlow. Without getting into too much details, the quest line is called “The High Keep” and completing it will reward you the Hippogriff. 

To call the flying mount, all you have to do (on PlayStation) is push and hold L1. This will bring up the item menu, with the mount mapped to the triangle button. Holding L1 and then pressing the triangle will summon the mount.

Control-wise, the flying mount does operate differently from the broomstick. There’s no dedicated boost button, and the only way to make the flying mount move faster is to use momentum. So you’ll want to ascend to a good height to descend as the Hippogriff moves faster. 

You also have to keep in mind that the Hippogriff is significantly bigger than the broomstick. That means you should pay attention to your surroundings as it’s easy to get stuck in the environment. You also need more clearance when landing and dismounting from the flying mount. 

The broomstick can be upgraded too. Attributes like speed and handling can be improved, unlike the Hippogriff. Not to mention it’s smaller, so navigating through dense areas and landing in them is easier. 

Regardless of which one you end up using more, know that you gain access to both of them through story progression. So if you haven’t gotten either of them yet, just keep playing. 

Before you leave, don’t forget to check out our other Hogwarts Legacy guides!

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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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PSVR2 FAQ Answers Everything You Need to Know

Ahead of the launch of the PSVR2 headset on February 22, Sony has released a comprehensive FAQ covering the details of the headset, the Sense controllers, the PSVR2 launch titles, the various functionalities and customization options of the virtual reality system, and much more. We’ve compiled all this information into a handy list, which you can check out below.

PSVR2 FAQ: Everything You Need to Know Ahead of Launch

Overview

What is PlayStation VR2’s release date and its retail price? 

PlayStation VR2 will be available globally on February 22, 2023 starting at the following prices:

  • $549.99 / €599.99 / £529.99 / ¥74,980 recommended retail price (including tax for GBP, EUR, and JPY). Actual retailer prices may vary.

Availability in each country/region is subject to local import regulations. 

What’s included in the PS VR2 box? 

PlayStation VR2 will be available in two options at launch. 

PlayStation VR2

  • Includes PS VR2 headset, PS VR2 Sense controller, stereo headphones with additional earpieces, USB cable

PlayStation VR2 Horizon Call of the Mountain Bundle 

  • Includes PlayStation Store voucher code for Horizon Call of the Mountain, PS VR2 headset, PS VR2 Sense controller, stereo headphones with additional earpieces, USB cable.

How does PS VR2 enhance gameplay? 

PS VR2 is a quantum leap for VR experiences, and allows you to interact in new and immersive ways powered by the PS5 console. With PlayStation VR2 Sense Technology, it  combines PlayStation VR2 Sense controllers, PlayStation VR2 headset feedback, 3D Audio, and eye tracking to bring emotion and immersion to life.

In a huge boost to visual clarity, the PS VR2 headset features an internal HDR OLED display that supports 2000 x 2040 pixels per eye, along with a wider field of view to create a more seamless VR gameplay experience.

PS VR2 also features headset feedback with subtle haptic effects  that add a tactile element to the sensory experience. Examples could include feeling your character’s heartbeat, the rush of objects passing close to your head, and more. Eye-tracking cameras follow your line of sight when aiming or looking around, with PS VR2 delivering a high-fidelity visual experience by adjusting resolutions to pinpoint and enhance whatever you’re focusing on (this is known as foveated rendering). The PS5 console’s advanced 3D audio features allow developers to create an incredibly realistic soundscape, too.

The included PS VR2 Sense controller also brings significant enhancements to the VR experience, including much more precise hand motion tracking than PS VR, finger touch detection, as well as haptic feedback and adaptive trigger effects similar to the DualSense wireless controller for the PS5 console.

And PS VR2’s setup is easy: One USB Type-C cord plugs directly into the PS5 console. “Inside out” cameras embedded into the headset track the movements of your head, making a simple, intuitive playing experience without the need for external cameras or other sensors.

Will PS VR2 work with the PS4 console?

PS VR2 is designed for the PS5 console, and will not work with the PS4 console.

What are the differences between PS VR2 and the first generation PS VR?

  PlayStation VR PlayStation VR2
Display method​ OLED OLED
Panel resolution​ 960×1080 per eye 2000 x 2040 per eye
Panel refresh rate​ 90Hz, 120Hz 90Hz, 120Hz
Lens separation​ N/A Adjustable
Field of View​ Approx. 100 degrees Approx. 110 degrees
Sensors​ Motion Sensor: Six-axis motion sensing system (three-axis gyroscope, three-axis accelerometer)​
Attachment Sensor: IR Proximity sensor
Motion Sensor: Six-axis motion sensing system (three-axis gyroscope, three-axis accelerometer)​
Attachment Sensor: IR Proximity sensor
Cameras​ PlayStation Camera (external, for PS4, or compatible with PS5 via PS5 camera adaptor) 4 embedded cameras for headset and controller tracking​
IR camera for eye tracking per eye
Feedback​ N/A Vibration on headset
Communication​ with console Processor unit: HDMI TV, HDMI PS4, USB, HDMI, AUX USB Type-C®
Audio​ Input Built-in microphone Built-in microphone
Audio Output Stereo headphone jack Stereo headphone jack
Weight Approx. 600g (21.16 oz) (excluding cables) Approx. 560g (19.8 oz) (excluding cables)
External Dimensions Approx. 187 × 185 × 277 mm (7.4 x  7.2 x 10.9 in) (width × height × length) excludes largest projection, headband at the shortest Approx. 212 × 158 × 278 mm (8.3 × 6.2 × 10.9 in) (width × height × length) excludes largest projection, headband at the shortest

What are the different viewing modes on PS VR2?

There are two viewing modes.

VR Mode: You can enjoy VR game content in a 360 degree view in a virtual environment. Content will be displayed in 4000 x 2040 HDR video format (2000 x 2040 per eye) with 90Hz/120Hz frame rate.

Cinematic Mode: You can view the PS5 system and UI and all non-VR game and media content, such as streaming apps, on a virtual cinema screen. Content in Cinematic Mode will be displayed in 1920×1080 HDR video format with 24/60Hz and also 120Hz frame rate. The audio and image will be only displayed on the VR headset and there is no output on the TV side when you are wearing VR headset and playing in Cinematic mode.

Does PS VR2 support HDR?

Yes, the PS VR2 headset will display supported content in HDR, both VR Mode and Cinematic Mode.

How do I connect the PS VR2 to my PS5?

It’s easy: just use the USB Type-C cable that is included for the PS VR2 headset to directly connect to your PS5 console.

How long is this included USB Type-C cable for the PS VR2 headset?  

The included cable is approximately 4.5m (14.7 ft) long.

What is the minimum play space I need to use PS VR2?

There are three different VR Play Styles depending on the game content. Please check the compatibility notice for each title to ensure you have enough play space.

  • Roomscale (allows more movement)

A minimum play area of 2m × 2m (6 ft 7 in × 6 ft 7 in) in the room is required. 

  • Sitting

Requires a minimum play area of 1m × 1m (3 ft 4 in × 3 ft 4 in). Make sure you have enough space to move your arms freely.

  • Standing

Requires a minimum play area of 1m × 1m (3 ft 4 in × 3 ft 4 in). Make sure you have enough space to move your arms freely.

Can I customize this play area? 

The play area for PS VR2 can be customized by using the PS VR2 Sense controller and the cameras that are embedded in the PS VR2 headset. The cameras will allow you to scan the room, while the PS VR2 Sense controller allows you to expand and further customize the play area to fit your play style and room environment.

While playing, if you get close to the boundary you have set up, you will receive a warning that you are closely approaching the play area boundary. You can modify your settings at any time while PS VR2 is connected. Once you set up your play area, the settings will be saved unless you move into a different play area. You can use See-Through View to aid you at any time. 

What is See-Through View? 

With PS VR2, you can see your surroundings while wearing the headset with the new See-Through View feature. It comes in handy when you want to easily check where the PS VR2 Sense controller is in your room without taking the headset off. 

Thanks to the embedded cameras on PS VR2, you can press the function button on the headset, or use the PlayStation VR2 Quick Settings in the Control Center, to switch between viewing your surroundings, or viewing the content on PS VR2. The Card in the Control Center also gives quick access to other PS VR2 settings, such as adjusting the play area.

The See-Through View is for viewing only, so there’s no recording option.

Does my room have to be dark for PS VR2 to work? 

No, this is not necessary. For the best experience, we recommend playing  PS VR2 in a well-lit room.

When I’m using PS VR2, will other people in the room be able to experience what I’m seeing?

Yes. Similar to PS VR, PS VR2 will also have Social Screen experience that allows others to see what you’re experiencing on the TV screen. Content is displayed in a 2D format. Please note this feature is only available when playing games in VR Mode. 

Do I need a separate camera to use PS VR2?

No. With inside-out tracking, PS VR2 tracks you and your controller through integrated cameras embedded into the PS VR2 headset. Your movements and the direction you look at are reflected in-game without the need for an external camera.

Can I use the PS5 HD Camera with PS VR2? 

While there is no need to use an external camera to experience PS VR2 since it has four embedded cameras on the headset, the PS5 HD camera can be used with PS VR2 if you want to film yourself while playing using PS VR2’s broadcast feature.

How do I switch between playing PS VR2 games, and PS5 games on my TV?

You will be able to access the Control Center during your play session to easily switch between PS VR2 and PS5 content.

Will PS VR2 receive system updates? 

System updates for PS VR2 will be available through the PS5 console and players will be required to update to the latest version available.

How can I pre-order PS VR2? 

In the U.S., U.K., France, Germany, Belgium, Netherlands and Luxembourg, players can pre-order PS VR2 from PlayStation’s online store at direct.playstation.com.

In other markets, PS VR2 will be sold at participating retailers.

What tips do you have to clean and maintain PS VR2?

For the PS VR2 headset and PS VR2 Sense controller surfaces, connectors, and ports, wipe clean with a soft dry cloth. Do not use thinners, benzine or alcohol. For lenses, wipe only with a soft, dry cloth made specifically for lens cleaning. Do not use paper towels or tissues that are not intended for lenses.

The lightshield can be removed from the PS VR2 headset and cleaned using water. Wipe the water off with a soft, dry cloth. Before using, air dry the light shield well in a place with good ventilation, before reattaching it back to the PS VR2 headset.

The integrated vents in the headset can be cleaned using a handheld vacuum cleaner to remove any dust buildup.

 

The Headset

What is the video output in the headset?

The PS VR2 headset offers 4K HDR. The headset’s OLED display supports up to 2000×2040 per eye and refresh rates of  90/120Hz.

Can the headset be adjusted for different head sizes? 

Yes, similar to the first-generation PS VR headset, PS VR2 has an adjustable scope, a headband release button that can stretch or tighten the width of the band, and a headband adjustment dial to further tighten the band and fix the positioning. 

Can further adjustments be made in the viewfinder/scope area?

Yes, PS VR2 has a new lens adjustment dial, so you have an additional option to match the lens distance between your eyes to optimize your view.

Can I wear my glasses inside of the headset?

Yes, PS VR2 was designed to accommodate players who wear glasses. However, some very wide or unusually shaped glasses may not fit. 

How is PS VR2 headset design an improvement over PS VR?

We received a lot of positive feedback on PS VR’s comfort, so we kept some of the same ergonomic features players will be familiar with, such as the simple headband that can be adjusted to fit the wearer’s head, and careful weight distribution in the headset so it feels light and comfortable.

We also created a slimmer design with an overall weight reduction – even with the new added features such as the built-in motor for the headset feedback. For PS VR2, we took comfort a few steps further by adding new features, such as the adjustable lens dial and new integrated exhaust vent to help  minimize lenses fogging up while players are immersed in a VR game.

What additional sensory features are added compared to the first PS VR headset?

The headset feedback allows game designers to apply sensory feedback to the player’s head, increasing the feeling of immersion. 

The PS VR2 headset can also detect the motion of your eyes using eye tracking, which has many possibilities for game design. Though game applications vary, some games allow you to look  at an item to select it. This allows you to interact more intuitively in new and lifelike ways, allowing for a heightened emotional response and enhanced expression that provide a new level of realism in gaming.

Does the headset have PlayStation symbols embedded in it? 

Yes, similar to the thousands of tiny PlayStation symbols we added to the surfaces  of the PS5 console and DualSense controller, we also included tiny PlayStation symbols to the front and back bands of the PS VR2 headset. This adds a texture for a tactile feel for you to enjoy.

Does the headset have in-built mic, controls, and buttons? 

The headset features a built-in microphone, a power button, and a function button that can switch to See Through View or mute/unmute the microphone.

Does the headset have a stereo headphone jack?

Yes. It’s the same placement as the original PS VR headset. 

How long can I wear the PS VR2 headset for?

Taking inspiration from PS VR, PS VR2 is designed for comfort and can be worn for extended periods of time. Players’ responses to VR gameplay can differ, but generally, the vast majority of gamers should be able to enjoy playing on PS VR2. We recommend taking frequent breaks, and if you experience any discomfort, discontinue playing.

The PS VR2 headset is not for use by children under age 12. 

Can I move around while wearing PS VR2?

Limited movement is okay when playing content that uses the “Roomscale” VR Play Style, if you stay within the play area while using PS VR2. You’ll get a warning if you move close to the boundary area that you’ve set up in your customized play area.

 

PlayStation VR2 Sense Controller

What are the PS VR2 Sense controller features and buttons?

  PlayStation VR2 Sense Controller specs 
Buttons​ [Right]​PS button, Options button, Action buttons (Circle / Cross), R1 button, R2 button, Right Stick / R3 button​[Left]​PS button, Create button, Action buttons (Triangle / Square), L1 button, L2 button, Left Stick / L3 button
Sensing/ Tracking Motion Sensor: Six-axis motion sensing system (three-axis gyroscope + three-axis accelerometer)Capacitive Sensor: Finger Touch DetectionIR LED: Position Tracking
Feedback ​ Trigger Effect (on R2/L2 button), Haptic Feedback (by single actuator per unit)
Port USB Type-C® Port
Communication​ Bluetooth® Ver 5.1​ 
Battery Built-in Lithium-ion Rechargeable Battery​
Weight Approx. 168 g (5.93 oz) per controller
External Dimensions 137mm x 135mm x 107mm (5.4 x 5.3 x 4.2 inches) (width x height x depth) per controller

The new PS VR2 Sense controller enables players to feel and interact with games in a much more visceral way. There are several features, including key features from PS5’s DualSense controller, which match SIE’s vision for what the next-generation of VR games can be.

  • Adaptive Triggers: Each PS VR2 Sense controller (Left and Right) includes an adaptive trigger button that adds palpable tension when pressed, similar to what’s found in the DualSense wireless controller. For instance, when playing Horizon Call of the Mountain, you’ll feel the tension when drawing your bow. 
  • Haptic Feedback: Optimized for its form factor, the PS VR2 Sense controller’s haptic feedback makes every sensation in the game world more impactful, textured, and nuanced. When you’re traversing through rocky desert or trading blows in melee combat, you’ll feel the difference, magnifying the extraordinary visual and audio experience that’s so central to VR.
  • Finger Touch Detection: The PS VR2 Sense controller can detect the approximate location of your fingers, enabling you to make more natural gestures with your hands during gameplay.
  • Tracking: The PS VR2 Sense controller is tracked by the PS VR2 headset through a tracking ring across the bottom of the controller.
  • Action Buttons / Analog Sticks: The Left controller contains one analog stick, the Triangle and Square buttons, a “grip” button (L1), trigger button (L2) and Create button. The Right controller contains one analog stick, the Cross and Circle buttons, a “grip” button (R1), trigger button (R2) and Options button. The “grip” button can be used to pick up in-game objects, as one example.

Can I use the PS Move controller with PS VR2? Or the PS VR Aim controller?

No, only the included PS VR2 Sense controller and the DualSense controller or DualSense Edge controller for PS5 are compatible with PS VR2. There will be a compatibility notice for each title, so players can check which controllers are compatible with a specific game.

How do I turn the PS VR2 Sense controller on and off?

You can turn on the PS VR2 Sense controller by pressing the PS button on the controller. To turn it off, go to Control Center > [Accessories] > [PS VR2 Sense Controller].

How do I sync the PS VR2 Sense controller  with my PS5 or PS VR2 headset? 

You can pair your PS VR2 Sense controller using the included USB cable.

  • Connect Right PS VR2 Sense controller to the PS5 via the included USB cable
  • Press PS Button on the Right PS VR2 Sense controller
  • Repeat the same steps for the Left PS VR2 Sense controller

How will I know how much charge I have on each PS VR2 Sense controller? 

When you turn on the PS VR2 Sense controller, you can check the battery’s power level on the screen, similar to how the battery indicator is displayed for the DualSense wireless controller. 

How do I recharge The PS VR2 Sense controller? 

The PS VR2 Sense controller can be charged using the USB cable that’s included with the PS VR2 headset.

You can also use the PS VR2 Sense controller charging station, which is sold separately. 

With the PS VR2 Sense Controller charging station, you can charge the PS VR2 Sense controller through a simple click-in design, without having to connect to a PS5 console – freeing up the console’s USB ports.

Can I use the PS VR2 Sense controller without the PS VR2 headset?

Yes, the PS VR2 Sense controller will work with the PS5 console without the use of a PS VR2 headset. PS VR2 Sense controller can be used in the PS5 user interface and Media application. You cannot use the PS VR2 Sense controller for non-PS VR2 supported games.

Are there accessibility options so I can use a single PS VR2 Sense controller, or customize the controls to use only one controller? 

Both of the Left and Right PS VR2 Sense controllers need to be powered on. While button remapping is supported, and whether both the Left and Right PS VR2 Sense controllers are required will vary from game to game, both controllers are recommended for most gameplay.

Will the PS VR2 Sense controller be sold separately?

PS VR2 Sense controller is not sold separately at this time.

 

PSVR2 Games

psvr2 games

How many games will be available at launch for PS VR2?

More than 30 games will be available for the launch window including all-new titles and upgraded versions of preexisting PS VR titles. Please see the full list here. 

How many games are in development for PS VR 2?

There are currently more than 100 titles in development for PS VR2.

How will I know which games are PS VR2 compatible? 

There will be prominent branding elements that will indicate whether PS VR2 will be supported for a specific title.

Can I play PS VR games on PS VR2? 

PS VR2 is designed to deliver a truly next-generation VR experience, with advanced features such as haptic feedback, adaptive triggers, inside-out tracking, eye tracking and more. Due to this new approach to playing games in PS VR2, PS VR games are not compatible with PS VR2.

Will PS VR games receive PS VR2 updates/upgrades, and if so is there a cost? 

Some games may be available for cross buy or upgrades on a title-by-title basis. The offering and any associated costs are based on the developer’s preference. 

Will there be cross-gen PS VR games that work both on PS VR and PS VR2? 

Some VR games will be available as a cross-gen product. The PS4 version of the game will be available for PS VR, and PS5 version of the game will be available for PS VR2.

Will PS VR2 games feature Activity Cards? 

Yes, similar to games on the PS5 console, Activity Cards can be supported for PS VR2 games depending on the title.

Will PS VR2 games be digital only or will there be physical disc releases?

Initially at launch, PS VR2 games will be digital. Physical disc releases for select titles may be available at a future date.

Can I play PS VR2 games without the headset? 

PS VR2 games are designed for PS VR2 and will require a headset. It will be noted for the title that PS VR2 is required. There are also titles for the PS5 console that may include a VR mode within the console version of the game, and will be noted that it is PS VR2 compatible. To experience VR mode, a headset is required.

 

Broadcasting + Capture

Can I capture screenshots or gameplay capture of my PS VR2 game sessions? 

Yes, the Create Menu in PS VR2 allows players to capture screenshots and videos, just as they do on PS5, but without having to leave VR Mode. You can also trim videos and share content with friends without leaving your game.

Can I share my screen with another player online who is or isn’t using PS VR2?

Yes, you can share your screen with another player online. Please note that Share Play is not available for PS VR2 games.

Can I broadcast my PS VR2 playthroughs? 

A new broadcast feature for PS VR2 will allow you to film yourself while playing by connecting a PS5 HD Camera to the console. It’s a great way to show your movements and reactions during a boss battle and share your reactions with your fellow gamers as it happens!

 

Other

 

If PS VR2 is not in use, will the unit switch off or do I need to disconnect it from the PS5?

By default, the PS VR2 headset will automatically shut off after 30 minutes if you are not wearing the headset and exit a PS VR2 game. The default timing can be changed in the Power Saving settings.

You can also manually turn off the PS VR2 headset by using the power button on the PS VR2 headset, or by going to Control Center > [Accessories] > [PlayStation VR2] in the system UI menu.

Is there a unique on-screen PS VR2 UI?

The UI for PS VR2 is similar to the UI for the PS5 console when watching on the TV screen. However you will notice minor optimizations when viewing the UI through the PS VR2 headset.
This includes the layout for sections such as the Control Center and Create Menu, the position of the notification display and how the font is rendered for optimization. 

Do I need a TV to use PS VR2?

A TV is required to set up the PS VR2 unit for the first time. Once you complete the set up, a TV is not required for general PS VR2 game play.

Can I turn off my TV screen while using PS VR2?

Yes, you can turn off your TV screen while you are playing PS VR2.

What accessibility options does PS VR2 support? 

Accessibility features available for the PS5 console, except for Zoom, will be available for PS VR2. This includes Color Correction, Invert Color, and Custom Button Assignment. Some games will also support additional in-game accessibility options. 

Are there any parental controls built into PS VR2?

Yes, parental control settings are available and can be customized on the PS5 console for PS VR2.

Can two people using PS VR2 headsets play together on one PS5 console?

No. The PS5 console only supports one PS VR2 headset at a time. 

Do I need to be connected to the internet to play PS VR2 games?

Internet connection requirements will vary by title. An internet connection is required to download purchased games and software updates.

 

The PSVR2 headset and Sense controller launch along with a number of day one titles on February 22, 2023. For a better idea of the PSVR2 experience, check out the PlayStation team’s hands-on impressions of a number of these games, including Horizon: Call of the Mountain and Resident Evil Village on the PSVR2.

Source: PlayStation Blog

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Salman Haider Zaidi

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Apex Legends to Introduce Class System in Revelry Season, New “Nemesis” Weapon and TDM Details Revealed

In case you didn’t know, Apex Legends’ next season (called Revelry) will launch this Feb. 14 on all platforms. While we know the new season will introduce Team Deathmatch into the free-to-play game, that’s not the only that’s being introduced. as Respawn is also introducing the Apex Legends class system in this upcoming season.

In an invite-only media session for Apex Legends, we were given details on the upcoming class system, this season’s new weapon and more! 

Apex Legends Classes:

The five new classes will be:

  • Assault

Legends: Ash, Maggie, Bangalore, Revenant, Fuse

  • Skirmisher

Legends: Wraith, Valk, Mirage, Horizon, Octane, Pathfinder

  • Recon

Legends: Seer, Vantage, Bloodhound, Crypto

  • Controller

Legends: Causticm Rampart, Catalyst, Wattson

  • Support

Legends: Lifeline, Loba, Gibraltar, Newcastle

We’ll have more details regarding the classes, and their perks (!) within the week.

Apex Legends Revelry Update New Weapon: Nemesis

As for this season’s new weapon, it’s called the “Nemesis.” This will be the only new weapon in Season 16, and is a burst rifle (energy weapon). It will fire in four-round bursts and features an automatic trigger. There’s a unique ramp up mechanic for it that all bursts you fire will reduce the delay between bursts. These ramp ups can hold a charge for a short period of time, and we’re expecting this to be a formidable weapon once it launches.

Apex Legends TDM Details:

  • 6v6 kill based, fast respawn mode, no downs
  • 30 kills to win a round, win two rounds to win a game
  • Loadout selection at the beginning, able to switch when you die, as well as switch Legends
  • Find random airdrops throughout the match
  • Play on Party Crasher, Habitat and Skull Town
  • Launching on season launch in its own limited-time mode (LTM) for three weeks
  • Another feature the community has been asking for a while is being introduced this season, and that’s Mixtape rotation!
  • Mixtape Rotation featuring Gun Run, Control and Team Deathmatch
  • Permanent rotating LTM queue
  • At launch Control, Gun Run and Team Deathmatch will be in the Mixtape, rotating the same way maps do every 15 minutes.
  • Available every season, all the time
  • Respawn plans to “Remix” the content over time. Also, Respawn has plans to add modes as seasons go on. There is the possibility and potential for new and old modes to come in.
  • Mixtape will launch three weeks after Season 16 launches

Stay tuned for more Apex Legends coverage on its upcoming new season here on MP1st!

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Alex Co

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

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Apex Legends “Revelry” Season 16 Launches Feb. 14, Cinematic Trailer Features Legends Having a Blast in Deathmatch

Respawn is about to shake things up the Apex Legends landscape with the launch of Season 16 titled “Revelry” this Feb. 14! To drum up hype, we have a new cinematic trailer for the game out today, and this one shows the characters having some (lethal) fun.

Clocking in at two minutes, the trailer features the various legends shooting each other silly in Deathmatch. Yes, the battle royale shooter is finally getting Team Deathmatch (TDM)!

Tune in here on MP1st for more Apex Legends Revelry news incoming this week, as we attended EA’s invite-only event for the game.

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Alex Co

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

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Hogwarts Legacy – How to Open Eye Chests

If you’ve been wandering around the grounds of Hogwarts, chances are you’ve come across some chests with an eyeball on them. Don’t worry, it can’t hurt you (physically, at least,) but neither can you hurt it, which has prompted many to wonder, how do you open it? Well, worry not, as we tell you exactly how to open the eye chests in Hogwarts Legacy.

How to Open Eye Chests in Hogwarts Legacy 

To open the eye chests, you’ll need to learn the disillusionment spell. You’ll learn this spell as part of the story progression. Alternatively, you could use an invisible potion. However, this method costs resources, whereas the spell is free to use once you learn it. 

Hogwarts Legacy - How to Open Eye Chests Guide 1

Once you’ve gotten disillusionment, all you have to do is cast it and sneak up on the chest. It’s really that easy! Because the chest no longer sees you, it will no longer lock on itself, allowing you to open it.

Eye chests contain large sums of gold (500) and are one of the best ways to rack up money in Hogwarts Legacy, so be sure you open every one you come across, as the funds will be helpful to buy recipes, gear, and other items. 

Hopefully this guide was helpful, and if it was, be sure to check out our other Hogwarts Legacy guides!

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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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Elden Ring Anniversary Event Set for Feb. 25, With Giveaways, Contests and More

Hear, ye Tarnished! FromSoftware and Bandai Namco Entertainment have announced a special Elden Ring anniversary event to be held on February 25, 2023 at the Red Bull Gaming Sphere in Stockholm. The community celebration event will celebrate Elden Ring’s first anniversary with giveaways, contests, exclusive prizes, in-game PvP, and much more, and will be livestreamed on Twitch as well.

FromSoftware’s Souls successor has enjoyed an unprecedented degree of success: Elden Ring won over 400 Game of the Year awards from gaming and entertainment publications by January 31, 2023, beating 2020’s The Last of Us Part 2 as the most awarded game of all time. To celebrate the game’s success in the year following its release, FromSoftware and Bandai Namco Entertainment are holding a community celebration event on February 25 in Stockholm at the Red Bull Gaming Sphere.

The in-person event, which will also be livestreamed on Twitch, promises “(a) live show, giveaways, contests, exclusive prizes, (a) pub quiz, drinks, cosplay, PvP!” More info about the event will be revealed “very soon.”

Many fans will be wishing for DLC announcements following the discovery of unused “DLC01” data within the game and hints dropped by creator Hidetaka Miyazaki and Kadokawa, but no such promises have been made for the event as of yet. Stay tuned here at MP1st for any and all Elden Ring updates and announcements.

Elden Ring is available now for PC, PS5, PS4, Xbox Series X|S, and Xbox One. If you’re still on the fence about picking it up, check out our review of the title in which we gave “FromSoftware’s best game to date” a perfect 10/10 score.

(Image: u/YelmHunter)

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Salman Haider Zaidi

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New Wo Long: Fallen Dynasty Demo Goes Live Feb. 24, Will Feature Save Data Transfer and Special DLC

Ahead of the March 3 release, Team Ninja and Koei Tecmo have announced that a second Wo Long: Fallen Dynasty demo will be available on February 24 on all platforms. Players will be able to transfer save data from the demo to the full game after launch, and completion of the demo will once again unlock the “Crouching Dragon Helmet” DLC in the full game.

https://twitter.com/WoLongOfficial/status/1622082587396014080?s=20&t=BFyBoyoAtf4_KXv4sML8rg

While Team Ninja’s Nioh IP is often considered a Soulslike, Wo Long: Fallen Dynasty’s combat brings a fluid, visceral style of combat much closer to FromSoftware’s Sekiro to a Three Kingdoms-era Chinese setting. Fans will be able to see for themselves when the second playable demo goes live on February 24 on PC (through Microsoft Store and Steam), PS5, PS4, Xbox Series X|S, and Xbox One.

The new demo will be free to play on all platforms (Xbox Game Pass subscription not needed on Xbox/Microsoft Store), and progress will be carried over to the full game on release should players choose to buy it. Once again, players will also receive the “Crouching Dragon Helmet” cosmetic DLC in the full game if they play through the demo in time.

Wo Long: Fallen Dynasty launches March 3, 2023 on PC, PS5, PS4, Xbox Series X|S, and Xbox One, with day-one access on Xbox Game Pass as well. Check out the one-minute gameplay trailer from last August, which showcases the game’s shinobi-style combat and mythological enemy NPCs.

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Salman Haider Zaidi

That's a nice argument, Senator.

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Hogwarts Legacy Reviews Round Up

Avalanche Software’s Hogwarts Legacy is almost upon us! This week (tomorrow for early access gamers), players will be treated to the first AAA Harry Potter game in over a decade (not counting the LEGO games). The question is: does it live up to the franchise? read on for the Hogwarts Legacy reviews round up to see what critics think of it.

MP1st’s review isn’t finished just yet (it’s a massive game), we did round up the scores from reputable outlets for an easy look on how it’s faring so far in the eyes of video game critics.

Hogwarts Legacy Reviews Round Up:

Metacritic – OpenCritic –

IGN – 9/10

Game Rant – 4.5/5

GamesRadar – 4.5/5

PlayStation LifeStyle – 9/10

Screen Rant – 4.5/5

Attack of the Fanboy – 4.5/5

ACG – Buy

AltChar – 78/100

Echo Boomer – Recommended

FingerGuns – 9/10

Wccftech – 7/10

GGRecon – 4/5

Geek Culture – 9/10

Glitched Africa – 10/10

Impulsegamer – 4.5/5

PCGamesN – 7/10

Press Start – 9/10

Where Is the MP1st Hogwarts Legacy Review?

It’s almost done, and readers should see it very, very soon. It’s already ink to parchment, but just needs some more tuning lest we get deducted a few house points!

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Alex Co

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

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The Day Before Gameplay Trailer Side by Side Comparison Shows Similarities to a Lot of Other Games

Here’s something that will surely ruffle up a few feathers: this past week, Fntastic revealed our first-ever look at The Day Before with a lengthy gameplay video. While it’s debatable whether the footage is impressive or not, there seems to be more to it than meets the eye.

It seems Fntastic has borrowed (knowingly or unknowingly) some “stuff” from other games like Call of Duty, Snowrunner and more. It’s not a 1:1 copy, but it’s similar enough that it’ll make you think.

The Day Before Comparison Shots to Other Games:

They Day Before COD Comparison 1

Aside from Call of Duty: Black Ops Cold War, there are also shots similar to Ubisoft’s The Division, SnowRunner, and even The Last of Us! 

Check out a side-by-side of some of the shots in motion:

I gather, some might be coincidental? Though the others are a bit more suspect since they are eerily familiar. Is this a case of Fntastic paying homage? Maybe someone on the dev team really like that particular shot and angle? 

What do you think? Is this a case of plagiarism or just a coincidence or something else? We’ve reached out to Fntastic and will update the article if we hear back.

The Day Before is set to be released this November 10 on PC.

Thanks, Chroma!

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Alex Co

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

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Tekken 8 Closed Alpha Test Kicking Off in EVO Japan, Will Be Conducted in Several Locations Around the World

At the Tekken World Tour Finals event today, Bandai Namco Entertainment announced the first details for the Tekken 8 closed alpha test (CAT), which will be kicking off soon.

The info was revealed by Tekken chief Katsuhiro Harada, with the info going through a translator.  According to Harada, the first Tekken 8 closed alpha will kick off at EVO Japan 2023. Players will need to register for the Tekken 7 tournament at the event to be part of the pool that will be chosen for the closed alpha test. There will also be a special website dedicated to it that will open this month.

For those who can’t attend the EVO Japan 2023 event, don’t fret. Harada confirmed that there will be Tekken 8 closed alpha tests in the North America, Europe and other parts of the world.

More details regarding the test will be available soon, and once we know more, we’ll be sure to let our readers know.

Aside from a new trailer, Bandai Namco also showed a 35-minute video where the game’s new mechanics were shown off by Harada and discussed it changed from Tekken 7.

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Alex Co

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

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New 35-Minute Tekken 8 Video Showcases Game Mechanics

Bandai Namco has revealed a new Tekken 8 video during today’s Tekken World Tour Finals 2022 event. This isn’t just any hype trailer however, as this is a 35-minute that showcases the game’s mechanics.

35-Minute New Tekken 8 Video From Tekken World Tour:

TEKKEN 8 is coming, and this new iteration of the King of the Iron Fist tournament brings in new, exciting gameplay mechanics.

Get ready for the next-gen battle with this special Gameplay Mechanics Introduction from Harada Kastuhiro and Kohei Ikeda!

00:00 – Introduction
03:10 – New Rage system
05:45 – Recovery gauge
08:50 – Heat system: overview
11:06 – Heat system: activation conditions
16:40 – Heat system: possible actions during activation
17:40 – Heat System: Heat energy meter
22:15 – Heat System: Guard damage
25:45 – Heat System: Countering Heat
28:00 – Control styles
35:13 – Conclusion

The studio talks about the gameplay changes made from previous Tekken games, such as removing Rage Drive from Tekken 7. There are also control changes made, which should make triggering certain actions easier.

Tekken 8 has no release date just yet, but it’s scheduled to be released on the PS5, Xbox Series X|S and PC.

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Alex Co

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

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New Tekken 8 Gameplay Trailer From World Tour Finals Features Nina Williams

At today’s Tekken World Tour Finals, Bandai Namco Entertainment released a new Tekken 8 gameplay video that features a familiar face.

We see Nina Williams dishing out some punishment while looking stylish. 

Target located. Nina Williams is back in business in #TEKKEN8!

Get your first look at the world’s deadliest assassin, back just in time for the next King of the Iron Fist tournament.

Tekken 8 has no release date just yet, but is confirmed for PS5, Xbox Series X|S and PC.

Stay tuned here on MP1st for more Tekken 8 coverage!

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Alex Co

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

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Dead Space Break Room Easter Egg Will Have you Singing Along With the Marker

Motive Studio didn’t just include new graphics, sound effects, side quests and other gameplay elements in the Dead Space remake, but there are also new secrets to uncover too! A new Dead Space break room Easter egg has surfaced that will have players unearth an audio log!

The break room becomes available in Chapter 4 after routing power to the ADS cannons. This is the room with the candles set up like a ritual was being performed in it. You can find the break room in the Bridge part of the Ishimura.

Image

Here’s an image on the map that points where it is:

Once there, stand inside the circle and input the following in order:

Melee, Stomp, Melee, Melee. Stomp, Melee, Stomp, Melee, Melee, Melee, Melee, Stomp

Once you’ve done this, players will get an audio log, which features some eerie music to hum by! I suggest you find and listen to it for yourself, but if you can’t, here’s what you’ll see and hear upon completing this Easter egg:

That’s about it. Creepy, no? We’re on the lookout for more Easter eggs in the game, and once we find more, we’ll let our readers know.

More Dead Space Reading:

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Alex Co

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

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Report: Dragon Age: Dreadwolf Gameplay, Screenshots and Details Leak Out

While the last we heard of BioWare’s Dragon Age: Dreadwolf was on how it has hit its alpha milestone three months ago, more details regarding the action-RPG has leaked online! Short snippets of Dragon Age: Dreadwolf gameplay, screenshot and even gameplay details have been shared, and they seem to be the real dea.

Update (6/9/24): For those looking for the re-named Dragon Age: The Veilguard reveal trailer, head on over here.

Posted by Reddit user revanchisto, check out combat and more in the gallery below, as well as a host of gameplay details. Note that this is from an early build, and shouldn’t represent the final product.

https://imgur.com/a/J2xVQlT

As for gameplay details, read on for the bulletpoints from the leaker, as well as background on the gameplay shown.

Alright, so now to what is in the video. It’s about 20 minutes of gameplay involving one segment/dungeon. The entire gameplay is set within the the Gray Warden fortress HQ of Weisshaupt. That’s what the location text literally says. Now again, the gameplay is alpha so there isn’t a whole lot of detail and there are missing textures for a lot of elements. Basically, buildings and whatnot are all modeled and textured but the skybox itself is very dark and makes it seem as though the entire fortress is underground, although it is clearly not. I suspect the skybox could contain some giant world event, similar to the Breach, they hadn’t finished.

The player character is an Elvish “Knight” Class (the character screen actually says they are a mid-level Grey Warden), they’ve got a sword and a shield. They also have two party members, another knight dude and a female dwarf rogue. I suspect both models are placeholders and they won’t actually look like they do in the final game. Darkspawn are currently attacking Weisshaupt and there are roots all over the place alongside Red Lyrium popping up here and there. Oddly, the darkspawn also apparently are infused with Red Lyrium and have Red Lyrium attacks and some have red eyes. The objective is to fight through the Darkspawn to get to the library, but as you are doing so there is also a big ass dragon attacking from above. Because, you know, it is Dragon Age. And the dragon creates occasional environmental and traversal hazards. It ends once you reach the library, close the gates, and then come face to face with the dragon. It appears you are then supposed to try and chain the dragon up, but it ends before the player completes that. There is no audio and while there are subtitles, they are mostly glitched and frozen so you can’t tell what people are saying during cutscenes or combat.

Gameplay Details:

  • Combat is completely in real-time and similar to a hack and slash. I’m told the guiding reference point was the God of War (2018), and that shows.
  • Player has their regular combo attack and then their abilities as well as a special bar which generates allowing you to pull off a special move. I don’t really understand the comparison to FF15’s wheel. It’s standard Dragon Age ability wheel.
  • There was no party control demonstrated. I think it’s a safe bet to say you will not be able to directly control your party members in the game. That said, you likely will be able to tell them to execute certain abilities. But apparently that was locked off in the Alpha.
  • The most immediate thing you noticed is that animation quality has DRASTICALLY improved. Like, for any other AAA title it’s probably not that big a deal. But we’ve never seen animation quality this good in any BioWare game. I didn’t actually play it, but I can tell it probably feels really good to control your character. No more stiff animations, it’s all very fluid and seems also very responsive.
  • Jumping has also been retained. So, rejoice if you enjoyed jumping a lot in DAI.
  • As the character was a sword and shield dude, he was able to parry attacks from enemies and follow up with counters. It’s hard to tell their exact abilities, they only had two on hotkeys along with a special. But one appears to basically be a drop kick and the other a charged sword attack. I’m not sure exactly what the special attack does.
  • The UI is similar to DAI, but this is also Alpha and UI is the last thing finalized in any game. Character has a chest slot, a helmet slot, a primary weapon slot, and a shield (secondary weapon?) slot. For accessories, one amulet slot, one belt slot, and two ring slots.
  • Oh and the player character’s hair looked glorious. I mean, it was clipping right through their helmet. But it was flowing and bouncing as they moved. Finally, no more stiff ass hair. Now, let’s hope we have more than just two black hairstyles.
  • Enemies were pretty much just variations of darkspawn, except the dragon, but again they seemed to have Red Lyrium powers.

BioWare (or EA) has not confirmed the gameplay, and as such, treat it with a grain of salt. That said, this looks to be legit. Do remember again that this is from an early build, so don’t judge what you see as the final form of whatever it is we’ll be playing once Dragon Age: Dreadwolf launches.

Source: Reddit via ResetEra

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Alex Co

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

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Star Wars Jedi: Survivor Fast Travel Feature and Rideable Mounts Confirmed

If you hated backtracking in Star Wars Jedi: Fallen Order, then we have good news for you! Star Wars Jedi: Survivor will have a fast travel feature confirmed!

In addition to fast travelling, there will also be rideable mounts to make traversing the game’s landscapes faster. This was all confirmed by Stig Asmussen , the director of Survivor.

We will feature both fast travel and rideable creatures to help players quickly get from point A to B, and back to A. the fast-travel is point to point, and the rideable creatures offer a way to quickly negotiate between points and explore what is in between.

This is definitely good news, especially for people who loathed the backtracking aspects of Fallen Order (like me). Not only will players will be able to travel from one area to the next almost instantaneously, but the rideable creatures should help navigating levels a whole lot faster rather than just Cal and BD-1 running.

Star Wars Jedi: Survivor was recently delayed, and is now set for launch on April 28 on the PS5, Xbox Series X|S and PC.

Source: GamesRadar

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Alex Co

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Turtle Beach VelocityOne Flightstick Review – Soaring With Ease

For those who want dogfights to feel as authentic as possible, a controller won’t cut it. Since the NES era, flightsticks were already a thing, and has been around since forever. Peripheral maker Turtle Beach has a new toy for would-be fly boys and we give it a proper spin!Turtle Beach takes to the sky with its latest new gaming peripheral, the VelocityOne Flightstick. Is this the wingman you’ve been waiting for? Find out in our review!

The Build and Design

With Turtle Beach now officially taking the plunge into non-audio gaming peripherals, one of the initial concerns I’ve had is the overall build quality. While the company has been around for decades, delivering and perfecting its craft with audio headsets, they’ve only started manufacturing gaming controllers in the last few years. That’s a bit leap in a market that is otherwise flooded with many other third-party manufacturers but thinking about it, it does make sense, given the company’s long-standing reputation with gamers. 

The first of their peripherals we got to try out was the Recon Controller, which we praised for its incredible quality and performance, giving Xbox gamers an Elite-like experience at a friendly budget. Two year’s on, and I’m still using the controller on my gaming set-up with no wear and tear or noticeable stick drifting. It was an excellent first for the company that had set a favorable first impression that, despite being new, Turtle Beach knew what gamers wanted. 

Speaking of what gamers want, another rather huge surprise from the company is they are branching out even further, as Turtle Beach announced that not only would they be creating console controllers but had planned on releasing sim designed control system, the first being the VelocityOne yoke system, which soon after was followed by the VelocityOne Flightstick, a dedicated flight stick built for Xbox and PC gaming. As an Ace Combat player who has long stuck with Thrustmaster as their go-to for flight stick, I’ve finally found a worthy contender, especially for those who game mainly on Xbox. 

From a design perspective, the Turtle Beach VelocityOne Flightstick opts for simplicity and cleanliness compared to other flight sticks on the market today. It’s unified on both sides, featuring four buttons and a throttle on each, with the stick in the center and some quick-access Xbox menu buttons on the bottom. The stick also has additional buttons, bringing the count to 27 that can be programable. The buttons and the center dial have RGB lighting, and there is an OLED Flight Management Display on the very top of the stick with a d-pad stick and joystick. An audio jack is located on the bottom to allow the system’s audio to pass through a headset. 

For material, it’s mostly made of plastic, with the stick having a slightly different matted coat for better grip. It’s a beautifully designed stick. 

When compared to say a, Thrustmasters’ T.16000M, everything is placed on a single controller, rather than having a throttle and other functionality on one controller and the flight stick on another. Flightstick veterans may take a bit getting used to it, but not much as it’s clear that the single controller and compact design that the VelocityOne offers is more geared towards accessibility, which does show as this is perhaps the most accessible and most comfortable flight stick I’ve ever used.

Everything is within finger reach, and in terms of function, all the buttons can be customized. Anyone using a flight stick is probably well familiar with customization, though this being an officially licensed Xbox controller, some games will natively detect the set-up versus the tinkering that may be required on PC. Couple that with the simple and clean design of the stick, and this should be an easy pairing for any Xbox gamer out there looking to up their flight game without the needed complexity of other sticks. 

Now, I will note that there are mounting threads on the button of the VelocityOne Flightstick, but understandable that not everyone may want to mount it. This is the advantage of being a one-controller set-up, as it allows you to rest the other hand on the throttle to prevent the stick from lifting off its surface. 

Looking at the throttles, the VelocityOne comes with two built-in, one of the top left and the other top right. While they do the job they’re intended for, I found them too small and toy-like compared to the rest of the build. The levers also have little to no feedback outside of locking in when full up or down positions are reached. I would have loved to see just a tiny amount of resistance when moving back and forth.

Going back to the stick, there’s an adjustable hand rest on the side of it. That means you can use the rest whether you’re left or right-handed, as the rest is double-sided with a reversible bracket that can fit on either side. That’s not a standard feature you see in flight sticks, and honestly, it’s a brilliantly designed one, as it allows you to adjust the height and the orientation.

At the base of the stick is a large giant dial that clicks on the left and right sides to control the FMD (flight management display.) It has a stiff/sticky feel to it that I can’t say I would prefer over something more traditional like a d-pad or dedicated buttons. The FMD, although a bit gimmicky, is a nice touch. I love the retro-looking text it has and all the display information it can provide, as well as haptics, wheel, rudders, and other adjustment features it sports. 

Outside of some minor complaints, overall, I am impressed with the build quality of the VelocityOne Flightstick. Despite essentially being a large slab of plastic, it feels well thought out and built in every aspect you would hope for. It’s solid and sturdy, with enough weight to it to help keep it in place, and the design offers ease of use and comfort, unlike any other flightstick I’ve ever used before. 

All Wings Report In

So how does the VelocityOne Flightstick perform in actual games? Well, very well, as noted, because Xbox officially licenses the stick, you’ll get native support in some games like Microsoft Flight Sim and Star Wars Squadron. Though a flight game like Microsoft Flight Sim is better used with the VelocityOne Flight Universal Control System since it’s a complete set-up. Still, for an experience more akin to an arcade style of play, the VelocityOne Flightstick works great on Flight Sim, especially with the fighter jets. 

Moving on, I wanted to see how this stick would work with something more action-packed, and what better games than Ace Combat and Star Wars Squadron? For Ace Combat, the flight stick did need some button mapping, but once I figured it out, it truly delivered a pilot-like experience you’d expect from a flight stick.

On the other hand, Star Wars Squadron is the perfect showcase, especially for those who can play it in VR on a PC. The level of immersion you get from a VR environment and pairing it with a control system akin to what the in-game characters use is beyond anything I would have expected. Because the VelocityOne is so simplistic in its design and button layout, I didn’t have to worry about removing my headset during gameplay to look at which buttons I may need to press since everything was accessible. Using the flight stick to aim and move around was buttery smooth, with the slight haptics providing good feedback. It’s my favorite use of the flight stick so far, and trust me, the experience is like no other when you combine VR with the VelocityOne.

For No Man’s Sky, it was a bit trickier since the game isn’t entirely set in an air/space craft like Star Wars, but you could make it work with some tinkering. Project Wingman is another VR supported title I tried out, which is significantly faster-paced than Star Wars. Again, there was some remapping we had to do, but luckily the VelocityOne allowed these custom mappings to be saved as a profile for ease of access when switching games. Like Squadron, Project Wingman felt like an absolute dream to play in VR with the VelocityOne Flightstick. 

Soaring through the skies and performing all kinds of maneuver has never felt more better than this. 

Eyes in the Sky

Turtle Beach impresses once again with its first foray into the flight stick market. While PC gamers may have better alternatives to choose from, given the platform’s vast array of support, for the everyday Xbox players out there, I highly recommend Turtle Beach VelocityOne Flightstick. At $129.99, it sits competitively with other flight sticks, but it’s in features and accessibility that truly make this a top choice for Xbox gamers. 

Pros:

  • Beautiful, compact, and unified design that promotes accessibility. 
  • Durable build quality despite being made entirely of plastic.
  • Easy plug and play on Xbox with native support in some of the biggest titles. 
  • OLED Flight Management Display – It’s a gimmick, but I love it. 
  • Easy to use companion app for Xbox gamers to unlock its full potential. 
  • Perfect pairing for VR supported games such as Star Wars Squadron on PC.

Cons:

  • Throttles are small and feel cheap, with sliders having little to no feedback/resistance. 
  • Wheel dial could be improved on or changed for an alternative. 

Specs:

  • Connections – USB-C to USB-A Connection –  Xbox Series X|S & Xbox One, Windows 10/11
  • Xbox Software Compatibility – Microsoft Flight Simulator 2020 and via Compatibility Mode for Xbox, Star Wars Squadrons, Elite Dangerous, and War Thunder. Not compatible with Xbox Cloud streaming.
  • PC Software Compatibility – Microsoft Flight Simulator 2020, Elite Dangerous, Ace Combat DCS World, X-Plane 11 & 12, War Thunder, Everspace 2 and Star Citizen
  • Input Connectivity PC & Xbox – 10ft/3M USB-A to USB-C Cable
  • Mobile Companion App – Turtle Beach® Flightstick Companion App for additional product features & customization. Available for iOS and Android.
  • Mounting Options – Secure Rubber feet, or pre-drilled holes for use with VelocityOne™ Stand and other flight simulation stands.
  • VelocityOne™ Rudder Compatibility – When using VelocityOne™ Flightstick* with the VelocityOne™ Rudder in Compatibility Mode on Xbox with Star Wars Squadrons, Elite Dangerous, and War Thunder the rudder pedal toe brake function will not work.*Please contact Turtle Beach customer support for a complimentary USB-C cable for use with the VelocityOne Flightstick on Xbox.
  • Product Weight (G/Lbs.) – 820/1.81
  • Product Dimensions (Mm/In) – 164.1 x 216.84 x 230.47 / 6.46” x 8.54” x 9.07”

The publisher provided hardware for review purposes. Equipment tested on a desktop PC and Xbox Series. You can read SP1st and MP1st’s review and scoring policy right here.

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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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Dead Space Remake Devs Explain Lack of 180 Quick Turn, Mod Support Not Planned & More Details Revealed

While Motive Studio’s Dead Space remake introduces a host of new story and gameplay-related features, there is one thing that players might be missing — and that’s a 180-degree quick turn button! Wondering why a feature that’s usually found in other survival-horror games wasn’t implemented? Read on for Motive’s explanation alongside a host of other new info.

This question and a lot of other ones were answered by the Dead Space remake devs over at Motive Studio in a recent Reddit AMA (Ask Me Anything). Motive also confirmed that for now, no mod support is planned for the game as well.

Dead Space 180 Quick Turn Explanation, and Full AMA:

Here are the Motive devs who participated in the AMA:

Roman – Creative Director

Philippe – Senior Producer, worked with an amazing team to bring DS back, aligning production and creative!

Mike – Art Director, in charge of the overall artistic vision for the remake. He also worked on Dead Space 2 as the Art Director years ago!

Eric – Game Director, managed the game design team in order to define all of the gameplay systems and ensure their quality. (i.e., AI, weapons, ingredients, progression, etc.)

Jo – Senior Game Writer, wrote the game script and the characters!

D-Rob – Technical Director, worked with the rest of the team to ensure that our technical endeavors would serve the creative vision of the project. He also worked on defining our tech strategy for some key pillars of the game, for example: interconnected ship, Intensity Director, Peeling/Dismemberment system, and more.

Oli – Audio Director, responsible for project level audio vision and realization. Work with the audio team and collaborated with a cross-disciplinary team.

Now on to the actual questions! Grab a drink, as this is one long read.

Q: Any changes you wanted to make, but decided against It, either from lack of resources or after deciding It would be too much? I personally enjoyed every change whole team made, made not sure how It will go, but It was In spirit of original. And thanks to nods for Extraction, Comics and other games, as fan invested In spin offs i love when they’re referenced.

A: At the begining we wanted to add quick 180 turn to Isaac. But we decided to not do that cause it was breaking the combat loop of Dead Space. The core combat loop is about a scary and almost unstoppable threat coming at you. If you can turn around and flee to fast it changes a lot the experience of the fight. So we ended not doing that.
We are all fans of Dead Space, and not just the first game. And one of our goal was to try make DS1 “”acknowledge”” more the rest of the dead space universe. – Roman

Q: Will we be getting more peng?

A: There’s always Peng. – Jo

Q: Did you consider bringing in enemy types from the sequels like the pukers or stalkers

Similarly did you ever consider using weapons like the javelin gun?

Why did you have to scare me like that in chapter 7?

A: Since we had to rebuild everything, our focus was really on the roster set of the original game and adapt them to the Remake. We had to see how the creatures in ZeroG would behave, improve certain creatures like the Twitchers…

On weapons, we wanted to make sure that all weapons had a purpose and especially revisit the Alt Weapons to make them more interesting.

Only in Chapter 7? Hope there was plenty more! 😛 Which jump scare got you the most in the mining? – Phil

Q:I have two questions: First, was there ever any thoughts or discussions of bringing back any other original voice actors besides Gunner and Tanya? With no disrespect to the new VAs, I was hoping to see Peter Mensah and Keith Szarabajka return because they gave such great, memorable performances in the original.

Second, how did y’all decide on the marketing strategy/transparency of the development process with the community? Frankly I was pretty amazed with how open and honest y’all were and how much footage/development processes y’all discussed with the community. It definitely paid off, at least for me because due to all that transparency I pre-ordered and was confident in the quality of the game.

A: There’s a couple of reasons for this. First, we wanted to show to the community how much love and passion the dev team had for the game. Motive decided to pitch for this game because we had people that really wanted to make it and there were fans asking for it. Because of that, EA gave the greenlight. We aimed at reassuring people and say: “Hey, we got this, we really don’t want to f*** it up!”.

And this brings me to the second point. We reeeaaaaally didn’t want to f*** this up. This is why we made a community council early on, to get feedback on what we were trying to make in paper design and in early iteration. This is why we made livestreams and had team members going through pretty much every feedback, seeing what was great and the things that weren’t as high quality as what people would’ve liked. This way, we were able to make adjustments based on feedback that we agreed with!

– Jo/Phil/Roman

Dead Space Remake Gameplay

Q: I had a few questions, which chapter of the game was your favorite and what Necromorph type did you guys enjoy making the most, thank you and have a great day 😀

A: The Chapter 09 in the Valor is a pretty unique experience that we all enjoyed. The ship is really unique both visually but also in the type of enemies you encounter.

A small detail is that the Valor ship is a buit tilted on one side, giving an awkward feeling that everything is a bit off. It is a small detail but we had to make all our system work at that angle. Adding to all of this is also the fact that it is the only chapter you cannot revisit, once completed you cannot go back in it, making it even more unique. – Eric

Q: Any plans for giving us mod support for the game?

A: While this is a great idea, it’s not something we have planned at this time.

Q: What was the biggest challenge in redoing the game? Since you’ve had to remake it fully, I wonder if there’s anything you were not expecting to be harder than it actually was.

One of the things I’ve loved more is the fact that all weapons are useful. I can’t stress this enough, it’s very hard for a game to make it so different weapons feel useful at all times, and you guys pulled it off. How did you reconceptualize their utility?

I just LOVED the Deluxe edition suits. I know there were no plans for DLC ahead of launch, but seeing the game’s reception, would you be open to do some cosmetic packs? I think a lot of people would enjoy more suits for more playthoughs!

A: One of the challenges of doing the remake was having a good undesrtanding of all the content of the original game. Some enemies have very unique and rare behaviors (for example a Twitcher can feign death when you shoot at him), knowing all of this content and the reason why it exist took some time, and in some places we did not expected so much complexity and precision to details.

To balance each weapons of the game we have integrated data tracking elements to verify the usage of each weapon and adjusted their parameters and ammo loot drop rates in order to make them all efficient and useful. Our weapon did also did a great job in enhancing the alternate fire in order to create unique strategies for player. – Eric

Q: What were the developmental challenges with making the ship more fully connected and attempting to integrate the director system into the game?

A: Making the ship interconnected forced us to revise the entire logic of the architecture of the ship and add connections that were missing.

The intensity director was also a challenge, as adding a systemic element mixed with more scripted moments needed to feel natural. We wanted to avoid having the intensity director feeling too predictable or too annoying. It need to be present but not overly so. Iterating on it until we found a good balance was a hard task until one day it felt just right. At this point we knew we had something interesting. – Eric

dead

Q: What was your favorite section of the ship to design and frame?

A: Hydroponic jungle sound ambiences (Oli)

Really liked what was done with the Crew Quarters, as far as rework for the mission and narrative (Phil)
I really liked and hated the Hangar. This section was so difficult to get to run to perfection. Almost everything is thrown in there. But once we got there, it’s a really cool accomplishment. Also, I love the space of it and the different gameplay beats. (DRob)

It was nice to weave Cross more tightly into the story of Hydroponics, and explore more of her journey. I also love how our designers reworked the ADS cannons in CH04. (Jo)

Q: How did you decide to change the way Impossible mode worked from the original to its status in the remake – where’s it’s comparable to a variation of Hardcore mode from the sequels, but without further gameplay changes?

Do you perhaps plan to add another difficulty level in a future update that makes the gameplay harder without resorting to the save limitation, like the old version of Impossible mode in the original game or Zealot mode in DS2? This is a stretch but I may as well try asking since it’s the only problem I have with the game currently given all the info we got about the remake. I would be happy just to know why you decided to change the difficulty settings they way you did.

A: We wanted to have some unique content in the New Game + and encourage players to revisit the ship with the addition of a few mechanics (marker fragments and harder enemy variation). New Game + was important for us to maintain in the game and we wanted to add our unique twist into it.

Also adding side missions and secrets in the game unlocked by security clearance adds an incentive to replay the game if you missed some of them.
Currently, we do not plan to add any new dffculty modes. – Eric

Q: Will you add a Necromorph Dating simulator? Thanks!

A: Add? It’s already implemented. Didn’t you get necromorph hugs on your playthrough? – Jo

Q: Can we please get access to all the suit tiers as cosmetics as well asvbloody and sanctified versions of teirs 1-5

A: For the suits – We’re investigating the possibility. No promises. -D-Rob

Q: 1- When deciding to have Issac be voiced how hard and how much work was needed to try and make a voiced Issac work within the confines of the originals story

2-How did you decide which sections of the game needed to be reworked how was this decided think the turret section being massively overhauled

3- What goes into remaking a game from another studio from so many years ago what was the planning and pre production like on this game it must of been daunting taking on a classic game like dead space.

A: Q1. The entire script was revised, since Isaac having a voice adjusts the dynamic of the conversations (there’s essentially a new character in each discussion). There was also a lot of discussion on when he should NOT talk; we made a lot of adjustments to the lines until it felt right. (Jo)

Q2. We broke down the entire game in a beat by beat moment to analyze how it was constructed. From there, we looked at the different type of changes we wanted to bring and how they could be leveraged across the game (such as the control boards or ZeroG Nav). We also looked at reviews and comments from the original game to determine if some things were mentioned there. ADS Canons sequence was one of those which is why we deicded to take a stab at a new design for those sequences. (Phil)

Q3. With the amazing team we had, it makes it something easier to tackle! But very stressful nonetheless! (Phil)

Q: What was the thought process when deciding to remake Dead Space in the first place?

A: When we started working on the project we defined creative pillars to guide the team. The first one was to create an experience that was ‘True to the Original””. That means, create something that feels not exactly like the original experience, but like the memory you have of it. The 3 other pillars were Horror, Unbroken Immersion and Creative gameplay. Those pillars helped us define what we wanted to enhance or enrich and what we remade as is. – Roman

Q: hey! I pretty much love everything about the remake, the only thing that seemed off was the change to the aiming reticle. in the original it was a full laser sight and I think that was also an option in dead space 2 called classic aiming, so I’d just be curious if there were ever plans to have both in the remake of 1

A: Our first implementation was like in the original, but we felt that it was not comfortable enough. First, because it was moving too much on the screen. But also, it was making aiming difficult in bigger rooms because the dots were projected too far. That’s why we eventually switched to the DS2 version. – Roman

Q: If we are to get a hypothetical Dead Space 2 remake, hypothetically… Do you promise to give us a, been through some shit, grizzled, unkempt, looks like he hasnt slept in 9 days Gunnar Isaac??

A: Yes, he is very dreamy. Must be why all the necromorphs want to get close and personal to him.
Have you seen him with a beard? – D-Rob

Q: What were your biggest worries doing this remake?

A: Survival horror games rely on a precise balancing that needs to be extremely precise. You do not want to fall too far into an action-shooter game or betray the original Dead Space mold.

By changing some weapons’ alternate fire, adjusting some enemies, changing the way the loot system works, the balancing could be at risk. Only by iterating and testing it on players did we find the proper balance. For me, one of my worst nightmares would have been failing the economy, progression and difficulty of the game and betray what we loved so much about this game. – Eric

dead space remake alternative ending

Q: 1) was there anyone on the team that was too squeamish or fearful that they weren’t able to participate in development at all?

2) was there anyone who wasn’t a fan of horror titles that became a horror fan after making the game?

3) will there be a fix for the chapter 3 refueling bug? No one’s replied to my email and I don’t want to start over for a small chance it might not happen again

A: Q.2 – Me!!!! Before Dead Space, I largely prefered my enemies to die straight from headshots! But the project has opened up a new genre to me and it’s been a blast working on it. – D-Rob

Q: When making lore for this game, did you also look at dead space 2 and 3 to bring things earlier or to not contradict any information?

A: We looked primarily at DS2; the novels Martyr and Catalyst; DS Extraction, and the comics. We ended up with a lot of foreshadowing for DS2, since it’s close timeline-wise and emotionally for Isaac. But we did dip into DS3 to sprinkle in some of the lore elements that come in later. – Jo

Q: What was some of the in jokes you guys had while making the game

A: A few standout ones: Internally, we call our Art Director (Mike Yazijian) Yazilla because he keeps asking his team for MORE, always MORE.

In our first reviews of the Drag Tentacle, our LD in charge of it kept dying over and over during the review which became a running joke throughout development!

In pre-production, our Realization Director was prepping references for the Dismemberment & Peeling meeting. It gathered many people across multiple disciplines to explain what we wanted to achieve, with images of blood, gut, skin charred, etc… with the Director PASSIONELY explaining how awesome it would be, Roman with STARS in his eyes and some team members wondering if we were deranged 🙂 Epic meeting!

In our Audio (!) and Art Livestreams, we had technical issues with audio both times, where we would lose communications with our Community Council member. Both times, our team kept their cool and fixed the issue! – Phil

Q: How long did it take to redesign and 3d model the tools and weapons we get to use to hack up the enemies.

A: The first one was that we had to make the model grow and the geometry change shape in the same asset. We used a rig in Maya to make the asset grow by scaling it and aligning the two models as close as possible to each other to make them match (Human and Slasher models). – Mike

Q: How did you manage to be sure that it was actually scary since i guess you guys aren’t subject to the fear factor due to your intense knowledge of the game

A: It is true that during production, we knew every position of enemies and events that would happen. However, the intensity director added a new twist into it and surprised us even during reviews (it was always a good laugh when someone had a jump scare during a review of the game). This was a proof that the system was working and the enemy timings were great. -Eric

Q: Why does Isaac’s helmet not emit light like in the original? The pattern from his visor glows in front of the player in the original trilogy. In the remake, it seems like a pretty weak, soft glow that is only noticeable when you’re really close to a surface.

I would like to know: was this decision just an overlook? With the attention to detail the team paid towards this remake, I can’t imagine this feature wasn’t talked about and am curious if there was some limitation by the engine or a deliberate design choice for a less-lit atmosphere.

A: There is an actual light coming from the visor, but we decided to make it less intense than in other titles in the franchise. The reason is that the game is much darker, and that light, when it’s too intense, quickly turns into a constant flashlight. So we decided to tune it down and only keep it as a detail when you get close to a wall. -Eric

Q: Is there anything you would change behind your studios process for the remake? As far as the committee of hardcore fans, developer communication ect? Do you think this communication model is something that strongly contributed to the success of Dead Space Remake?

If Motive were to take Isaac anywhere for a sequel, what’re some things/tools you would want to give him? And where would you go?

A: Both the Community Council and Livestreams played a key part in how this game turned out.
We received very helpful feedback all throughout the project to help validate the direction we were taking. Brings a load of stress to do these live but it was definitely fun and worth it!
Hmm…where to take Isaac…I guess.. in Space? – Phil

Q: Flamethrower or Force Gun?

A: Eric: Very difficult question… I’d even add for myself the Ripper ricochets and Line Gun traps that are also my favorites (I still laugh a lot when placing laser traps on enemies).
If I am forced to choose I would say flamethrower… the special effects warm my heart every time I’m using it (and it is not only because it is -30 today in Montreal).
Roman: Force gun. Shooting a slasher, and seeing all the flesh and skin disappear is one of my favorites things.

Q: I NEED to know – How did Gunner react to getting to play Isaac again???

A: Super enthusiastic. It was so great having him on board, and he just seemed delighted to be back in the role again. Gunner’s really fun to work with. You can tell he cares about Isaac and getting the character right. – Jo

Q: What part was the most fun to work on?

A: All of the interactive elements in the game are pretty fun to build, to have a world that feels like a simulation full of interactive props that have unique properties to play with. The fan blade you can throw from a vent after breaking is a favorite of mine. Not only does it fit within the Dead Space universe, but also it works in the way you’d expect. Giving the possibility to immediately cut a necromorph’s limbs make it powerful and satisfying when you play. – Eric

Q: Hi! I’m a recent college grad 3D artist and still learning, I’d love to know how a few of the effects were done in game. My questions may contain spoilers read at your own risk.

How did the Captain Mathius transformation work?

I saw in the art of dead space video that Issac’s suit sculpt in Zbrush had a whopping 200 million polygons. Was most the modeling done in Zbrush or were hard surface elements like the plating done elsewhere? I’d love to know more about the workflow and how you optimized such a detailed mesh.

What were some unique modeling challenges Dead Space brought to the table?

A: The captain Transform sequence was a big challenge for our team! It had two complex sides to it.
The first one was that we had to make the model grow and the geometry change shape in the same asset. We used a rig in Maya to make the asset grow by scaling it and aligning the two models as close as possible to each other to make them match (Human and Slasher models)

We then created Blendshapes between two models sharing the same topology, the human (Captain Mathius) and his Necromorph model. From those two animated models, we created Dynamic Masks in Houdini to blend them in a single animated model with our desired look and export alembic data from the final result

The second step was to tear the cloth from the Captain while he was transforming.
We used Tyflow from 3DS Max to precut the clothing and simulate it with the alembic data from Houdini. Then we exported everything as alembic data to Maya and processed bones to replicate the vertex deformation to be able to send the final result to our real-time Engine (Frostbite).
All this was a huge team effort with a lot of trial and error and modifications along the way. I hope that players enjoyed the final result! – Leo (Character Artist)

Q: Were there any more ideas of scrapped side missions that maybe would flesh out lore and what happened before Isaac got there?

A: Thank you. Not really: we wanted to be very sparing with the side missions. They gave us a chance to explore stories that Isaac / the player might want to pursue, but shouldn’t clutter the crit path too much. A lot of those stories are explored in other media and we didn’t just want to tell them again; rather we wanted to pick up threads where it made sense (e.g. White’s fate at the airlock). – Jo

dead space remake launch trailer

Q: Question for Roman and/Or Phillipe and Most def Oli. How important was sound design this time around compared to other aspects yall managed to make this sound even more meatier and overall scarier compared to the og game which was already a high bar in audio design.

A: Sound design always should be the most important aspect of game development (Oli)

In a game like Dead Space, Sound Design is ESSENTIAL, it plays a key part of the immersion. I want Oli to say that it’s the most important aspect of Game Development! (Phil)

Q: Who is the absolute legend who made the Flamethrower so good?

A: Our Weapons team put a lot of effort on every weapon and making them as perfect as possible. On the flamethrower, there was a big attention to the fire special effects, as its interaction on enemies and the environment. For example, it was particularly complex to have the alternate fire work properly when shooting at walls and ceilings. – Eric

Q: Glenn Schofield is not shy about explaining how difficult making the drag tentacle was. Was that also a problem for the dev team or were you able to use mainly pre-existing things for it?

What was the most difficult thing to program if not the drag tentacle?

What do you think was the scariest thing in the game?

A: I think for us the hardest part was watching our Level Designer in charge of that section constantly die to it in reviews. – D-Rob

Q: Will you be remaking dead space 2? I would like to see dead space 4 above all else.

Are there plans to implement cutscene/vid and audio call skips to Dead Space Remake? On repeat play throughs it’s always been a hassle to have to sit through them, as good as they may be.

If you do remake dead space 2 and 3, will they still be on frostbite?

Will necromorphs always be bald due to limitations of the flesh and bone system? Some lost their resemblance to the crew due to all being bald dudes.

I like the new enhanced slashers, but will the black ones make a return? Their rotted necrotic flesh made them horrifying.

Please don’t add crafting to dead space 3 remake one day, it severely neutered Isaacs iconic weapon roster.

A: We’ve said both internally and externally that we’d be interested in continuing our work on the Dead Space franchise. Our Core group is passionate about the brand and we need to discuss what’s the right next step for us.

There’s numerous factors that need to be taken into account at a studio and company level but first, the team will take a well deserved vacation before determining what’s next. 🙂
We have an amazing team at Motive that has started working on Iron Man and you you can rest assured that it’s in great hands!

That’s so kind of you! But I did have an incredibly solid foundation of story and characters to work from. The original Dead Space writers did an amazing job. –Jo

Q: Being a remake, 1) How did you keep everything so true to the original? At times one might think ‘surely they did not remake that, they just copied it over!’. Level design, 3D assets and textures, motion capture – 2) You re-made all those from scratch?

A: It was part of our approach. We wanted to make sure that everything we did was faithful to the original OR if we made changes, it was intentional changes.

But yes…we did redo pretty much everything! – Phil

Q: Were there any major lore changes you guys considered for the remake but ultimately didn’t put in?

A: At some point we wanted to make all the Necromorphs vegetables, we even had a prototype for it (the prototype is true, but it was made for fun by someone in the team:)) – Roman

Q: How much creative control did you have for the remake? Any restrictions on things you couldn’t change but wanted to? Love the game congrats to the whole team.

A: Thank you !

We had as much control and ownership on the creative as we wanted. Our goal was from the begining to recreate an experience as faithfull as possible to the original. – Roman

Q: How did the conversation of revisiting Dead Space become to be? What was the conversation like when you reached out to Gunner about reprising his role as Isaac in the remake?

A: Conversation of remaking Dead Space went something like this at Motive.
Studio GM – Alright, Squadrons is done, what do we feel would be a good project to start?
Team – Dead Space. Yeah, Dead Space! It’s got to be Dead Space.
Studio GM – Okay, okay, any other ideas?
Team – D E A D S P A C E
Team – D E A D S P A C E
Team – D E A D S P A C E
Team – D E A D S P A C E
Team – D E A D S P A C E
Team – D E A D S P A C E
Studio GM – …
Studio GM – Okay, Make us Whole!

– D-Rob

Q: Would you ever dip your toes into a multiplayer/coop dead space game? Maybe in a spin-off game?

A: Are you trying to trick us into making DS3? – D-Rob

Q: What was your favorite part of working with Gunner Wright and the rest of the voice cast? Any favorite bloopers or situations when recording their lines?

A: Our cast is amazing. Claudia Besso, who returns as the Ishimura Computer, was incredible: she went through her script so fast that we had lots of time to play with the “haunted” computer lines that play over the tannoy. Since Gunner had to record all his lines three times (normal, fatigued, and injured) we had a lot of sessions together. One of the most fun sessions was Gunner improving the “out of ammo” lines. He used a water bottle to stand in for the weapon and just kept swearing at it over and over. – Oli / Jo

Q: Did you at one point consider adding in the Stalkers (the raptor-like clever-girl necromorphs)? I know they weren‘t in the original but I‘ve always found them really engaging and fun.

A: We really loved those enemies, especially the way they use the environment and retreat to protect themselves. Unfortunately, they come with big constraint in the way you have to build levels to emphasize their behavior. Adding them would have required special rooms from them that are wide enough to have cover and space for a good 360-degree fight. – Eric

Q: What does Gunner smell like?

A: before or after the pcap perf?

like victory! – Phil

Q: When you melee a Slasher a few times in the OG game it starts to block your melee attack, Why was this not added in the remake?

A: Slashers can block, dodge, feign death in the original. Those are part of the most advanced behaviors that not everyone noticed but add to the depth of their behavior.

Isaac melee attack is not an efficient tool to damage enemies but instead helps push them away and give you well-needed breathing space.

In order to help understand that hiting enemies with melee is not a valid fight strategy, Slasher blocks your melee attacks after a while. Not only does it make them feel like they’re reacting properly to what happens, but it also send a signal to players to change their strategy. – Eric

Q: When did development (including preproduction) start on this game?

A: We started in September 2020. Most of our dev team came from the ramp off of Star Wars Squadrons which released around that time! – Phil

Dead Space Update 1.000.003

Q: A lot of people here have most likely noticed a lot of buffs to some Necromorphs. For example, pregnants charging at full speed (way faster than in the original entries) and Brutes not covering their fronts, thus not leaving themselves open to be stasis’d for an absurdly long time.

How did the team conclude that some Necromorphs needed these buffs and what other alternatives were considered?

A: Recreating Necromorphs was not an easy task as most of them have complex behaviors, such as changing states, dodging attacks, feigning death, etc.

However, it was important for us to keep them as fun as in the original but also adding a small twist to some of them to make them feel a bit unique and still surprise players.

The Spitter is a great example of an enemy variation that was present in Dead Space 2 and that changes the pacing of fight encounters in the Remake.

Our design process for those changes was based on fun and quality of the experience for the player. One Necromorph I particularly appreciate is the Twitcher, variations here are more subtles but the speed and reaction time of this enemy are really different and make it feel even more frantic and dangerous. We didn’t changed the design of it but just tried to enhance it, make it more efficient and ultimately more fun to play with. – Eric

Q: Is there any Easter eggs or secrets you put in the game that hasn’t been discovered yet?

A: A few, but considering how fast the community has been, by the time this comes out they might have been found! – Jo

Q: Why did you decide to add an alternative ending? Were there any other ideas about it or you knew what you want from the beginning?

A: The basic idea remained the same, though we discussed a few different approaches. In one of them, Isaac lost an eye (and still kept smiling…) – Jo

Q: Why did you change Isaac original face?

A: Isaac Clarke is Gunner Wright…Gunner Wright is Isaac Clarke… it’s his face! – Phil

Q: Can one of the writers explain how Chen the Slasher made the Valor crash?

A: It wasn’t just Chen. The infection spread rapidly once he was on board. The pilots and command crew were taken out (we see the attack in the briefing room in the video call) and then an explosion sealed the Valor’s fate. – Roman & Jo

You can read our review of Dead Space right here, where we state, “Simply put: It doesn’t matter if you’ve played and finished the original Dead Space or not, Motive Studio’s remake is a perfect reimagining of the franchise. This is how remakes should be, and I’m very glad Motive nailed it. Hopefully, this means that we’ll see a Dead Space 2 remake (which is the best one in the trilogy in my opinion) announced soon.”

Source: Reddit

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Alex Co

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

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Wild Hearts Trophy List Revealed; Hints at “Deeply Volatile Kemono”

The full trophy list for the upcoming monster-hunting game “Wild Hearts” is finally here, and there are quite a few to gain by playing the game. There are 49 trophies to collect, with two gold and ten silver trophies among them. Requirements range from conjuring the “karakuri” support tools to taking down “deeply volatile kemono.”

Here’s the full list of trophies:

Wild Hearts Trophy List

WILD HEARTS
Obtained all trophies
  0.00%
ULTRA RARE
Land of the Rising Sun
Successfully reached Azuma, where kemono roam free
  0.00%
ULTRA RARE
Mountain Splitter
Successfully hunted the earthbreaker that appeared along the Harugasumi Way
  0.00%
ULTRA RARE
Bonds of Enmity
Successfully hunted the deathstalker ensconced in Fuyufusagi Fort
  0.00%
ULTRA RARE
Axer of Auspice
Successfully downed Amaterasu following the attack on Minato
  0.00%
ULTRA RARE
Reincarnation Cycle Stopper
Successfully hunted the source kemono, deep inside the sacred mountain
  0.00%
ULTRA RARE
Commencing of Quests
Successfully completed your first quest for a citizen of Minato
  0.00%
ULTRA RARE
Budding Conjuror
Successfully conjured 200 basic karakuri
  0.00%
ULTRA RARE
Expert Conjuror
Successfully conjured 1000 basic karakuri
  0.00%
ULTRA RARE
Karakuri Minato
Successfully conjured 15 dragon karakuri in Minato
  0.00%
ULTRA RARE
Karakuri Trail
Successfully conjured 30 dragon karakuri along the Harugasumi Way
  0.00%
ULTRA RARE
Karakuri Isle
Successfully conjured 30 dragon karakuri on Natsukodachi Isle
  0.00%
ULTRA RARE
Canyon of Karakuri
Successfully conjured 30 dragon karakuri in Akikure Canyon
  0.00%
ULTRA RARE
Karakuri Fortress
Successfully conjured 30 dragon karakuri at Fuyufusagi Fort
  0.00%
ULTRA RARE
Fusion Conjuror
Successfully conjured a fusion karakuri 50 times
  0.00%
ULTRA RARE
Memory Rouser
Successfully awakened 20 types of karakuri
  0.00%
ULTRA RARE
Distance Devourer
Successfully traveled a distance of 10,000 m by karakuri
  0.00%
ULTRA RARE
Master of the Skies
Successfully flew 150 m with a glider
  0.00%
ULTRA RARE
Man-Machine Master
Successfully used a karakuri attack 100 times
  0.00%
ULTRA RARE
Counter Specialist
Successfully deflected 20 kemono attacks using fusion karakuri
  0.00%
ULTRA RARE
Subsistence Skills
Successfully completed your first food processing
  0.00%
ULTRA RARE
Left Arm Leverager
Successfully activated your “hunter’s arm” 30 times
  0.00%
ULTRA RARE
Kemono Hunter
Successfully finished 30 kemono
  0.00%
ULTRA RARE
Relentless Kemono Hunter
Successfully finished 300 kemono
  0.00%
ULTRA RARE
Single Minded
Successfully finished 50 kemono with a single weapon type
  0.00%
ULTRA RARE
Volatile Vocation
Successfully hunted your first deeply volatile kemono
  0.00%
ULTRA RARE
Vanquisher of the Volatile
Successfully hunted a deeply volatile kemono in all areas
  0.00%
ULTRA RARE
Mighty Marmelizer
Successfully finished a mighty kemono inside 5 minutes
  0.00%
ULTRA RARE
Flawless Crystal
Successfully finished a kemono before it could land a single attack on you
  0.00%
ULTRA RARE
Fair Means or Foul
Successfully inflicted a status ailment upon a kemono 20 times
  0.00%
ULTRA RARE
Tender Touch
Successfully petted a small kemono 30 times
  0.00%
ULTRA RARE
Snare Specialist
Successfully caught 100 creatures in the wilderness
  0.00%
ULTRA RARE
Style Seeker
Successfully dyed armor for the first time
  0.00%
ULTRA RARE
Human Believer
Reach the limits of human-path affinity by modifying armor
  0.00%
ULTRA RARE
Kemono at Heart
Reach the limits of kemono-path affinity by modifying armor
  0.00%
ULTRA RARE
Unrivaled in Arms
Successfully obtained an extremely valuable weapon
  0.00%
ULTRA RARE
Bewitched by Bathing
Successfully developed every different restorative bath
  0.00%
ULTRA RARE
Hidden History
Successfully obtained your first document
  0.00%
ULTRA RARE
Superlative View
Successfully completed all building extensions and restorations
  0.00%
ULTRA RARE
Big Spender
Spent 30,000 on goods from the store
  0.00%
ULTRA RARE
Jack of All Trades
Successfully obtained 90 seals from Nobumitsu
  0.00%
ULTRA RARE
Tsukumo Whisperer
Successfully befriended 200 tsukumo
  0.00%
ULTRA RARE
Quintessence of Form
Successfully enhanced one tsukumo form to the maximum
  0.00%
ULTRA RARE
Team Hunter
Successfully completed 20 quests online
  0.00%
ULTRA RARE
Artful Assister
Successfully provided assistance 5 times
  0.00%
ULTRA RARE
Helpful Heart
Successfully revived a fellow hunter online for the first time
  0.00%
ULTRA RARE
Charmed by the Hunt
Successfully gathered your first talisman from the wilderness
  0.00%
ULTRA RARE
Threaded Harmony
Successfully enlarged a single dragon pit as much as possible
  0.00%
ULTRA RARE
Haven Hunter
Successfully opened up all possible camps
  0.00%
ULTRA RARE

One interesting detail in the trophies is the mention of “deeply volatile kemono.” As “kemono” are what the game calls its monsters, “deeply volatile kemono” could either refer to a stronger version of an existing kemono species, or a different, more powerful species of kemono (such as Monster Hunter’s Elder Dragons).

Wild Hearts launches on February 17 this year on PS5, Xbox Series X|S and PC.

Source: PSNProfiles

Carlos Perez

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