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Dying Light: The Beast First Console Update 1.002.001 Drags Indoor Rain Fix

As expected, given the PC version got it yesterday, Dying Light: The Beast’s first console update is now live, which players will see as version 1.002.001.

This is a hotfix more than anything else, so don’t expect any major changes to be made, and this won’t fix all the bugs associated with the game.

Techland has outlined the changes made today, which is available below.

Dying Light: The Beast on Consoles Gets Updated to 1.002.001

Per Techland, today’s patch fixes issues with the Indoor Rain and the Disturbed Day/Night Cycle.

Once the hotfix is live on all platforms, players can then expect the APEX Car Skin to be available in the in-game stash for those who pre-ordered the game or own it through the Dying Light 2 Ultimate Edition.

In addition to today’s patch, there are a handful of bugs that are plaguing players, including:

  • Wolf axe still locked for some gamers (Pilgrim Outpost issue)
  • Biter grabs broken
  • HUD elements disappearing
  • Progression blocker on clearing the area from infected where the game doesn’t recognize the task is completed\
  • Parkour issue where Crane stops randomly and drops from climable terrain
  • Input issues with dashing
  • Upgrading weapons in the workbench downgrading stats
  • Performance issues on consoles and PC, notably blurriness
  • Frame rate drops in various instances such as lockpicking
  • Lighting, HDR issues

Note that this list is not the complete list of bugs, but some of the major issues affecting players.

We’re expecting a bigger patch to be released soon, which will tackle bigger issues. Once another patch is out, expect it here on MP1st.

In other horror gaming news, Silent Hill f is releasing in a few days, and we got our hands on it already. Read our review why this is one of the year’s best games, and should not be missed.

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Alex Co

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

Home > News

The Division 2 Servers Down on Sept. 23 for Y7S2.1 Patch Roll Out

Agents are having issues logging in to The Division 2 servers on Sept. 23. It’s not just you, as Ubisoft has pulled the game offline temporarily to conduct maintenance and apply the Y7S.21 patch.

Same as with the other downtime for the game, this is longer than your standard three-hour downtime.

The Division 2 Down on Sept. 23 and It Will Last for Hours

Today’s maintenance starts at 9:30 AM CEST, 3:30 AM ET, 12:30 AM PT/3:30 PM HKT, and the estimated downtime is five hours, which is much longer than your standard three-hour downtime.

Some of the new stuff agents can expect once the servers are back online on 2:30 PM CEST/8:30 AM ET/5:30 AM PT/8:30 PM HKT.

NEW STATS AND RESOURCES MULTIPLIER EVENTS

We are introducing new limited-time events that will give you powerful boosts and extra resources, and here are the first two.

Tech Overdrive – Stats Multiplier Event

  • Runs September 26 to September 29.
  • Boosted Stats:
    • +3 Skill Tiers
    • +50% Skill Damage
    • +50% Skill Duration
    • +25% Skill Health
    • +25% Skill Haste
    • Brand Surge – Resource Multiplier Event
  • Runs October 10 to October 13.
  • This event focuses on Brand Materials, granting double drop quantities across all sources during the event.

R6S EVENT PASS

A new Event Pass will be available for a limited time, from September 30 to October 14.

  • Earn Event Pass XP to progress in the reward track by participating in the R6 Project Chain and by gaining Season XP.

Event Pass Rewards

  • Free Track: Complete Amaru and Lion outfits (headgear, uniform, backpack, gloves, weapon skins)
  • Premium Track: Complete Deimos and Solis outfits plus an Exotic Cache.

R6 Time Trials Project Chain

  • Six projects, one unlocking each day.
  • Once unlocked, projects stay available until the event end, so you can catch up at your own pace.
  • Rewards include Named Caches, Exotic Caches, and Event Pass XP.

You should check out the complete patch notes to see the rest of the improvements and changes made.

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Alex Co

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

Home > Title Updates and Patches

The Division 2 New Update 2.12 Brings Y7S2.1

The latest major update for The Division 2 is now live, and this is for Y7S2.1! This brings new stats and resources, multiplier events, the Rainbow Six Event Pass, and more.

Console gamers will see the patch as The Division 2 update 2.12, and this brings a slew of bug fixes to Retaliation, Legacy Manhunts, and a lot more.

Check out the complete patch notes as provided by Ubisoft.

The Division 2 Y7S2.1 Brings Bug Fixes and New Events via Patch 2.12

NEW STATS AND RESOURCES MULTIPLIER EVENTS

We are introducing new limited-time events that will give you powerful boosts and extra resources, and here are the first two.

Tech Overdrive – Stats Multiplier Event

  • Runs September 26 to September 29.
  • Boosted Stats:
    • +3 Skill Tiers
    • +50% Skill Damage
    • +50% Skill Duration
    • +25% Skill Health
    • +25% Skill Haste
    • Brand Surge – Resource Multiplier Event
  • Runs October 10 to October 13.
  • This event focuses on Brand Materials, granting double drop quantities across all sources during the event.

R6S EVENT PASS

A new Event Pass will be available for a limited time, from September 30 to October 14.

  • Earn Event Pass XP to progress in the reward track by participating in the R6 Project Chain and by gaining Season XP.

Event Pass Rewards

  • Free Track: Complete Amaru and Lion outfits (headgear, uniform, backpack, gloves, weapon skins)
  • Premium Track: Complete Deimos and Solis outfits plus an Exotic Cache.

R6 Time Trials Project Chain

  • Six projects, one unlocking each day.
  • Once unlocked, projects stay available until the event end, so you can catch up at your own pace.
  • Rewards include Named Caches, Exotic Caches, and Event Pass XP.

Improvements:

We’ve made several improvements to this Event Pass based on your feedback from the last run:

  • Vanity rewards are now fully contained within Event Pass, making it easier to see and earn everything in one place.
  • The progression pace has been improved, with lower XP requirements in the early tiers for easier entry into the Event, and higher requirements in the later tiers to increase the challenge.
  • Event Pass XP can now be earned from multiple sources: by gaining Season Pass XP and by completing the R6 Project Chain.
    • Micro Events and other bonuses affecting Season Pass XP do not apply to Event Pass XP.
  • The “Buy All” option has been removed from the track, so rewards are earned tier by tier, keeping progression engaging.

LEGACY MANHUNT

  • Fixed the issue where the Tempest would drop as a reward in the Crossroads Legacy Climax mission.
    • The Tempest will be the reward for the Pact Climax Mission.
    • The Crossroads Climax Mission will feature the Tinkerer mask as originally planned.
    • To ensure fairness across the community, starting September 23rd, we’re also introducing an additional way to earn the pistol: a drop rate upon reaching Level 100 in the Summit game mode.

RETALIATION

  • Fixed the issue where all True Sons and Outcasts Daily Agitation Projects had incorrect descriptions.
  • Fixed the issue with the Ready-Up prompt showing no information during a retreat from a Retaliation.
  • Fixed the issue with Retaliation not cancelling Conflict and Raid matchmaking.
  • Fixed the issue with the Retaliation Completion Screen breaking if the player had the map opened while the “Concluding Retaliation” countdown expired.
  • Fixed the issue with players being able to respawn in a no-respawn area by leaving and rejoining the squad during a Retaliation event.
  • Fixed the issue with selecting party members in the Retaliation tab from the Megamap requiring multiple clicks.
  • Fixed the issue with agents spawning outside the Retaliation Area after logging out near another respawn point.
  • Fixed the instances of VO lines playing at the wrong times.
  • Fixed the issue with the loading screen showing incorrect visuals, text, and a placeholder icon when returning to the game after disconnecting during the concluding phase of Retaliations.
  • Fixed the issue with the Abandon Retaliation global timer showing no text.

MODIFIERS

  • Fixed the issue where all active modifiers shared the Sanitation icon when equipped.
  • Fixed the issue where the Global Modifier widget was not displayed on the first login every time.
  • Fixed the issue with the Active Modifier XP meter not displaying correctly when the required XP reached three digits.
  • Fixed the issue with the “Batter Up” Passive Modifier missing functionality against grenades thrown by the Legendary Medic NPC archetype.
  • Fixed the issue with the duration of “Advanced Materiel” not always being reduced after killing an enemy with the Signature Weapon.
  • Fixed the issue with “Advanced Materiel” activating without UI indicators if triggered immediately after the cooldown finished.
  • Fixed the issue with the “Advanced Materiel” Active Modifier having an incorrect description in the table.
  • Fixed the issue with Modifier XP using the normal XP icon on the HUD.

JOURNEY AND SCOUTS

  • Fixed the issue with Objective 8 from Mission 2 incrementing when only the maximum ROF bonus from the Global Modifier was active.
  • Fixed the issue where Objective 8 from Mission 2 did not increment unless the player logged out and back in.
  • Fixed the issue with rewards being labeled “Unmarked SHD Supplies” instead of their correct names in the Journey tab and Seasonal Caches.
  • Fixed the issue with an active scout not being shared across characters on the same account.

GEAR, WEAPONS, AND TALENTS

  • Fixed the issue with loadout swapping that caused multiple talents to stack through the Abridged Talent.
  • Fixed the issue with the “Boomerang” talent not working with the “Tinkerer” exotic mask when used in the secondary weapon slot.

OTHER

  • Fixed the issue with the Shepherd System not working
  • Fixed the issue with obsolete “crossplay” lines appearing in-game.
  • Fixed multiple localization issues.

In other The Division 2 news, the Survivors project is in development, and we’re hoping we’ll hear more about it before the year is over.

Check out the Year 7 roadmap to see what else is in store for agents.

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Alex Co

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

Home > Title Updates and Patches

Delta Force New Season Update War Ablaze Brings First Console Patch 1.037.105

Delta Force’s new season, titled “War Ablaze,” is finally upon us, and this time, console gamers are included in the party too. This brings a new operator, new weapons, a ton of gameplay improvements, and more.

Console gamers can now download Delta Force update 1.037.105, and this should bring content parity across all platforms once applied.

There’s a TON of new content to go through, as well as the slew of improvements made available in the patch notes.

Delta Force New Season War Ablaze New Content Included in First Console Patch 1.037.105

  • New Recon Operator: Landon Harrison (Codename: Raptor)
  • New Warfare Map: Fault
  • New Game Modes: Team Deathmatch and Air Superiority
  • Special Event: Layali Grove – Wildfire
  • New Boss: Warden Ghroth (Tide Prison)
  • New Vehicles: F-45A Fighter and new vehicle weapon modifications
  • New Weapons: Marlin Lever-action Rifle and MK47 Battle Rifle
  • Seasonal Mission System Update
  • Extensive gameplay optimizations and bug fixes

New Operator

  • Landon Harrison – Codename: Raptor

Role: Recon

Traits

  • Trace Tracker (Warfare): When enemies target you, the screen edge lights up in that direction. Upon detecting a threat, Raptor can instantly deploy a Wing Cam toward the enemy.
  • Trace Tracker (Operations): See enemy footprints left behind within a certain timeframe. Raptor can scan footprints or opened containers to gather intel on enemy operators, their gear, and positions.

Tactical Gear – Wing Cam

  • Warfare: Deploy a spy camera on enemies by targeting them. The camera marks enemy positions every 3 seconds. If the enemy dies, the camera remains until destroyed, revealing Raptor’s location.
  • Operations: Deploy a spy camera by targeting enemies or their tracks. The camera pings locations every 3 seconds, up to 5 times. Players can switch to the camera’s view while active. Enemies can destroy the camera, revealing Raptor’s position.

Gadgets

  • Silver Wing: Deploy a manually controlled drone that marks enemies within a 90m radius. It can drop EMP grenades and deploy Wing Cams on targets. The drone can self-destruct by diving at enemies, dealing minor damage and detonating.
  • EMP Grenade: Raptor throws an EMP grenade that disables enemy electronic equipment, including some weapon attachments and sights.

How to Unlock: Available through the free Season Pass tier.

Warfare

New Warfare Map: Fault

The once-thriving Xalteva, the ancient city of Ahsarah, now lies in ruins, devastated by meteorological weapons and war. Haavk has occupied the empty shell of what was once a vibrant metropolis, turning it into a disaster zone.Massive elevation changes carved by vast canyons, multi-level urban alleyways, dynamic weather systems, and complex terrain structures demand full coordination between various vehicle types.

Team Deathmatch Mode

  • First team to hit the kill target wins
  • Up to 16 players per match
  • No teammate rescues, Respawn Beacons, or certain Call-ins
  • After elimination, players can quickly redeploy or return to the deployment screen to switch operators and weapons

Currently available on six maps: Cracked, Ascension, Threshold, Trench Lines, Trainwreck, and Knife Edge.

Air Superiority Mode

Hill of Iron” in the air. Fight exclusively with air vehicles to dominate the skies and support objective captures.

Operations

  • Layali Grove Special Event – Wildfire A massive wildfire has broken out in Layali Grove, allegedly started by the Ahsarah Guard. Deploy immediately to investigate—but remember, your own safety comes first!

Mode Roulette Update

  • PC & Console: Core maps now include Zero Dam (Easy/Normal) and Layali Grove (Easy).
  • Layali Grove (Normal) is temporarily out of rotation.
  • Zero Dam: Long Night will be available on weekends (Saturday and Sunday).

Mobile: Core maps include Zero Dam (Easy/Normal) and Layali Grove (Easy).

  • Layali Grove (Normal) is temporarily out of rotation.

Mobile, PC, and Console versions will rotate in the following order:

Tide Prison

  • New Tasks – Ravenhunter & Starslayer Pick your side: Warden & Guards or Raven & Prisoners. Your choices and support performance will determine Tide Prison’s fate.

Warden – Ghorth

“To help Haavk rebuild order, Warden Ghroth personally constructed this Tide Prison. He firmly believes that order is the source of stability.”

The Warden stalks the dark corridors of Tide Prison, ruthlessly maintaining order. Operators need to stay sharp—this boss means business.

Loot Ownership System

Operations now include a loot ownership system, where loot ownership is determined by enemy eliminations and assists. Non-owners cannot directly claim loot.

How to Earn Loot Ownership

  • Elimination: Defeat an enemy.
  • Assist Contribution: Assists also count. Certain non-damage gadgets will also credit assists when affecting enemies.
  • Rescue: Rescuing the original owner grants shared access to their loot.

Loot Unlocking for Non-Owners

  • Timed Unlock: Access automatically granted after a set period.
  • Post-Search Unlock: Access granted after the owner finishes looting.
  • Owner Approval: Request unlock access from the owner; if approved, loot becomes available.

Other Notes

  • Squad loot sharing is enabled by default. Players can manually enable loot protection in settings for exclusive access.
  • If loot is locked, squadmates will not be able to pick it up.

Season Mission Update

The Season Mission System has been reworked and is now split into three categories: Operation DirectiveCollector, and Fate Contracts.

  • Operation Directive: Four phases, each containing main missions and side missions. Complete the main mission from the previous phase and earn enough stars through side missions to unlock the next. You can freely choose which side missions to tackle, and more unlock as the season progresses.
  • Collector: Submit requested items to complete missions. Choose and lock the collection tasks you want to focus on from different Collector sets. Missions can be refreshed daily, either manually or automatically.
  • Fate Contracts: High-difficulty challenges with no required completion order—pick up any mission whenever you’re ready for the challenge.

Rewards and Requirements

  • 3×3 Top Season Safe Box Requirements: Complete all Operation Directive main missions, finish 2 Collector sets, and complete 2 Fate Contracts.
  • New Reward – 3×3 Top Season Safe Box Appearance & Prestige Badge Requirements: Complete all Operation Directive main missions, finish 6 Collector sets in total, and complete all 7 Fate Contracts.
  • Added inspection animation for the 3×3 Ultimate Safe Box.

New Vehicles & Vehicle Weapon Modifications

  • F-45A Fighter

A highly agile multi-role fighter packed with autocannons, air-to-air missiles, air-to-ground missiles, and more. Designed for air defense, ground strikes, and everything in between.

  • Additional Assault Helicopter Modifications
    • New optional secondary weapon: Wire-Guided Missile
  • Additional Assault Boat Modifications
    • New optional primary weapon: Light Machine Gun
    • New optional secondary weapons: Wire-Guided Missile, 20mm AA Gun, Television Missile
    • New optional gear: Thermal Smoke Grenade, Active Defense

New Weapons

  • Marlin Lever-action Rifle

  • MK47 Battle Rifle

New Attachments

  • New Sight: 1P-33 2/4x Scope
  • New Attachments: Modular AR Rear Grip, FFC Double Port Muzzle Brake, JAD Underbarrel Laser
  • New Exclusive Attachment: AS Val Assassin Premium Barrel

Delta Force War Ablaze Update Complete Patch Notes of Changes

In-Game Combat & Level Improvements

All Modes

  • Removed landing stagger: You can now immediately fire, ADS, use medical items, or reload after landing from heights.
  • Improved wall collision detection: Weapons and arms in third-person view will automatically pull back to prevent clipping through surfaces.
  • Improved zipline mechanics: Fixed an issue where players could randomly fall to their death while using ziplines.
  • Smoother water-to-land transitions: Characters now climb out of water more fluidly.
  • Better water death visuals: Improved animation of characters floating to the surface when killed in water.
  • Improved water interaction effects: Better visual feedback for character-water interactions.
  • Added environmental audio transitions: Sound effects now smoothly transition between indoor and outdoor areas.
  • HRTF support added for mobile: Enhanced directional audio when using headphones.
  • New mobile setting – Combined Crouch/Prone Button: When enabled, crouch and prone merge into one button (tap to crouch, hold to go prone).
  • New mobile feature: While holding a knife, tapping the melee weapon slot switches back to your previous weapon.
  • Updated mobile underwater climbing: Now tied to the “Jump Button Separation Mode” setting instead of requiring a separate mantle button.
  • Fixed mantle animation slowdown: Character climbing animations will no longer randomly decelerate.

Warfare

Combat Optimizations

  • High-speed platform movement: You can now move, jump, and perform actions smoothly on fast-moving vehicles like tanks and fighters.
  • Mobile bullet impact indicators: Added hit markers for certain vehicle weapons.
  • PC aircraft bullet indicators: Added hit markers for certain aircraft weapons.
  • Mobile vehicle targeting: Added lead prediction indicators for certain weapons.
  • Mobile secondary weapon quick-fire: Added quick-fire button for some secondary weapons (available in settings).
  • Mobile vehicle aim assist: Certain vehicle weapons now support third-person aim assist against vehicles.
  • Mobile ground vehicle camera: Added free-look perspective.
  • PC turret controls: Added turret lock function for ground vehicles.
  • Hybrid ADS mode: Some vehicles now support hybrid ADS.
  • PC aircraft controls: Added separate three-axis sensitivity settings for aircraft.

Cyclone – Attack and Defend Updates

  • Objective A: Removed underground tunnel section from capture zone.
  • Objective C: Added underground tunnel section to capture zone.
  • Objective A (Attackers): Added one F-45A Fighter spawn.

Cyclone – King of the Hill

  • PC version: Two F-45A Fighters per team
  • Mobile version: One F-45A Fighter per team, with smaller objective area and reduced objective count to 5

Ascension – King of the Hill

  • Both teams now get one F-45A Fighter
  • Optimized distant scenery effects and improved destruction visuals in select areas

Other Updates

  • Aerial Supply Station: Added resupply points on maps where F-45A Fighters can be deployed.
  • Wire-Guided Missile: Optimized scope UI with control time and missile speed displays. Missiles now show warning icons to help players dodge or counter threats.
  • LAV-AA: Increased 20mm Autocannon fire rate, slightly reduced heat buildup per shot, and lowered base damage.
  • MH-33D Light Helicopter: Increased 7.62mm Twin Machine Gun fire rate, slightly reduced heat buildup per shot, and lowered base damage.
  • Assault Boat: Minor increase to acceleration and top speed when reversing.
  • M1A4 Battle Tank: Slightly improved mobility.
  • LAV-AA, AH-1035D Assault Helicopter, MH-33D Light Helicopter: Now have built-in minimap anti-air search radar.

Victory Unite

Pre-Battle Deployment

  • Players can now choose their combat role for the match: Vehicle, Infantry, or Rescue.
  • Each role has its own progression system—completing role-specific actions increases that role’s level.

Wartime Fortifications

  • Commanders or Squad Leaders can build three types of fortifications: Coastal Artillery, AA Gun, and Bunker.
  • Shared construction cooldowns:
    • Attackers: 80 seconds
    • Defenders: 130 seconds
    • Both sides can build 1 fortification total.
  • Commanders/Squad Leaders can destroy existing fortifications or replace them by initiating a new build.
  • Built Coastal Artillery functions slightly differently than map artillery:
    • 2-second firing interval
    • 5-second reload after every 5 shots

Additional Updates

  • Squad Deployment: Redeploying near your Squad Leader reduces deployment cooldown by 5 seconds (unless the Leader is in a vehicle or fixed weapon).
  • Commander Communication: Non-Commanders and non-Squad Leaders can now access the Commander channel through Support → Commander Communication.
  • Voice Channels: Commanders can manage channels in Comprehensive Management → Squad Management, and switch quickly using Ctrl+P.
  • Honor Level Requirement: Honor Level 4+ required to participate; repeated early exits reduce Honor Score.
  • Commander Skills: Added faction-wide cooldowns; switching Commanders no longer resets cooldowns.
  • Commander Orders: Some orders now have initial cooldowns, with score costs and cooldowns scaling by combat performance.

Cooldowns & Costs

  • HT Vehicle Initial Cooldown: 240s
  • High-Value Objective Initial Cooldown: Attackers 210s, Defenders 180s
  • Quick Deploy Initial Cooldown: Attackers 240s, Defenders 300s
  • Attackers (using High-Value Objective): Success cooldown 270s; Defeat cooldown 240s
  • Defenders (using High-Value Objective): Success cooldown 300s; Defeat cooldown 210s
  • HT Vehicle Initial Cost: 100 points
    • Success grants 200 points
    • Failure reduces 200 points
  • Quick Deploy Cooldown: Attackers 240s, Defenders 300s

Operations

Map Updates

  • Brakkesh – Hard: Added two large safes to the New Tower of Babel top floor with extra chances for Brakkesh-exclusive items (Diplomat, Round Sky & Square Earth, Golden Tearful Crown). Two small safes also added to the Royal Museum.
  • Space City – Hard: CEO Office and Print Room each gain one large safe. Test Range and Centrifuge Facility each gain one small safe. Black Chamber and Buoyancy Lab Breach Specialist actions each add one large safe.

Tide Prison Level Adjustments

  • Warden Conference Hall closed and inaccessible.
  • Warden Office and surrounding areas now contain additional containers.
  • Warden drops the Ghroth Judgement Card, which unlocks one of three high-value rooms (keycard cannot be extracted and only works for the current match).
  • Warden Office underground lighting adjusted for better atmosphere.

Tide Prison Operation Adjustments

  • Operation Floodline spawn rate decreased (now 2 minutes after match start).
  • Prison Cells explosive Breach Specialist action replaced with Safe Supplies action.
  • Increased probability of Safe Supplies action spawning in Warden Office.
  • Tide Prison adds two new operations: Ravenhunter and Starslayer.
  • Ahsarah death row inmates in non-high-value actions replaced with weaker enemies.

Boss & Soldier Adjustments

  • All bosses now have higher supply drop rates and no longer drop weapons they don’t carry.
  • Tide Prison boss switched from Raven to Warden; Raven can be fought via Ravenhunter and Starslayer operations.
  • Tide Prison pipeline system has enemy soldiers at decode and switch points.
  • Ballistic vest dropped by Raven upgraded in quality; adds new item drop: Experimental Serum (match-only).
  • Fixed abnormal bullet drop counts for Saeed in Zero Dam – Eternal Night mode.

Gameplay Adjustments

  • Task Takeover System: After eliminating a squad engaged in a task, you can continue their progress. After a set time, tasks reopen to all players.
    • Winning squad has priority in continuing tasks.
    • Winning squad may find and accept the task dropped by a defeated squad.
    • After protection expires, takeover marker appears and task reopens to all.
  • Operations Tutorial: Updated enemy loot durability, improved safe and crate guidance.
  • Combat Optimization: Tide Prison adds indoor reverb effects for realistic acoustics. Enhanced hearing range and injector boosts are now represented more accurately.

Inspections

  • New High-Value Item Inspections: Blade Server, Reis’s Phonograph, Golden Tearful Crown, HackEgg, Colorful HackEgg, Amiya Figure, Amiya Figure (Guard), Landon, Colorful Landon.
  • Heart of Africa Special Inspection: Players can move around the model to view from different angles.

Other Updates

  • Reload System Optimization: When multiple ammo types are equipped, the prioritized type fires first. Switching ammo via wheel/backpack drag auto-sets type and performs a full-mag reload if needed.

Delta Force New Season War Ablaze System Improvements

All Modes

  • Cloud Key Configuration: Save your current sensitivity and keybind settings to the cloud or local storage, or apply cloud settings directly. Five cloud slots available.
  • Game Lobby: Background scenes updated to match seasonal themes.
  • Operator System Updates:
  • Streamlined operator selection: Removed confirmation button; chosen operator is deployed directly.
    • Prevented accidental selection: After single-clicking an operator in the character list, a second click or pressing space is now required to set as default.
    • Locked operator hints: Now display how they can be unlocked through recruitment.
    • Operator-specific keybinds: If your current operator already uses custom keybinds, you’ll go directly to that operator’s settings. You can manually switch to other operators or a universal configuration.
  • Return Optimization: Improved Return Operation presentation; players now receive operation experience and double Merit rewards in Warfare.
  • Gunsmith Optimization: Trial loadouts preserved when switching between Firing Range and Gunsmith. Players can choose whether to apply changes; Preview Mode now supports the Calibrate function.
  • Friends & Squadmate Reservations:
    • In the lobby: Invite friends currently in a match.
    • In-game: Invite matched squadmates; accepted invites add them directly to your squad.
  • Leaderboard Optimization: Rank leaderboards now separate PC and mobile players; added Honor history tracking.

Warfare

  • Mobile Match Results: You can now skip the Best Squad and Squad Showcase screens.
  • Battlefield Star Ratings: View weapon star ratings for yourself and other operators in personal profiles.
  • Switch Server Node Function

Operations

General Updates

  • Match Tips: Items that can’t be extracted now display helpful tooltips on the in-match details page, match results screen, and match history.

New Collectibles

  • Red Quality: Impressionist Painting, Positioning Receiver, Archived Audio Source, Electronic Ankle Monitor, Gilded Playing Cards.
  • Gold Quality: Gold Pen, Military Network Module, High-Performance Engine Oil, Military Map Case, Army Multimeter, Ghroth’s Judgement.
  • Purple Quality: Portable Video Tape.

Collection Room Updates

  • Music players added to the Collection Room.
  • New collectibles integrated into Collection Room displays.
  • Enhanced visuals for Collection Room scenes and Cabinet models; upgraded Level 2 Trophy Cabinet presentation.
  • Collection Room content now appears on your personal homepage.
  • Improved controller support for Collection Room navigation.

Entry Value Changes

  • Brakkesh – Hard: 430,000 (350k + 80k) → 550,000
  • Space City – Hard: 450,000 → 600,000
  • Entry restriction optimization: If gear tickets don’t meet entry requirements, a warning now appears.

Firing Range

  • Training dummies can now be set up to save equipment, settings, and configurations between sessions.

Gear Ticket Updates

  • Elite Gear Ticket: Value increased from 400,000 → 550,000; active refresh cost reduced from 20,000 → 10,000.
  • New Spec Ops Gear Ticket: Value 780,000; active refresh cost 20,000; 5-ticket limit (excess converts to 200,000 Tekniq Alloys).
  • New Custom Gear Ticket: Available through events and seasonal missions; some expire—unused tickets convert to Tekniq Alloys via mail.
  • Optimized weapon loadouts for gear ticket presets.
  • Clarified difficulty levels and map access for tickets of different tiers.

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Supply Station Changes

  • 5.45x39mm BT Ammo Recipe: Now requires Ahsarah Glamour Hookah ×3 and Antler Wall Decoration ×6.
  • .338 Lapua Mag Ammo Recipe: Now comes in 10-round batches with increased spawn rate (total availability unchanged).

Black Site Workshop Updates

  • 5.45x39mm BT Ammo ×180: Now requires Intermediate Ammo Production Parts ×2 and Angle Grinder ×2.
  • 5.45x39mm BS Ammo ×120: Now requires Intermediate Ammo Production Parts ×2 and Breaching Hammer ×2.
  • M14 Marksman Rifle: Now requires Tool Kit ×1, Firearm Parts ×3, Precision Digital Caliper ×2, Wood Board ×3.

Other Adjustments

  • Level 4 ballistic vest & helmet production: Limited-time acceleration event ended; production times back to normal.
  • Pharmacy Additions: New recipes for M2 Muscle Injector, Premium Fuel Booster, and Stamina Booster.
  • Reference price optimization: Improved item reference pricing for Gear and Miscellaneous items.
  • Colorful material optimization: Enhanced price matching for HackEgg and Colorful K Ring.

Delta Force War Ablaze Weapon Balance and Optimization

All Modes

  • M250 General Machine Gun: Base Control reduced from 45 → 40.
  • QJB201 General Machine Gun: Base Handling increased from 45 → 50; Control increased from 46 → 52; significantly reduced horizontal recoil.
  • AKM Performance Barrel: Improved quick-stop mechanics—recoil contraction now begins immediately upon releasing movement keys, rather than waiting for a full stop. Releasing movement keys mid-air now also triggers contraction.
  • Burst Mode: Enhanced recoil recovery mechanics for better firing feel.
  • Reload Optimization: Fixed sync issues between reload animations and ammo capacity loading for certain weapons.
  • .357 Revolver: Improved firing performance when using high-magnification scopes.

Warfare – Weapon Balance Updates

  • QCQ171 Submachine Gun: Base damage reduced from 26 → 25.
  • SR-25 Marksman Rifle adjustments.
  • SR-25 Instant Short Barrel:
    • Base damage: 35 → 50
    • Damage falloff: 90m 0.85x → 30m/50m 0.7x/0.6x
  • R93 Sniper Rifle: Base damage 74 → 100; Damage falloff 55m 0.7x → 0m/30m/60m 0.8x/1x/0.6x; limb damage multiplier 1 → 0.9.
  • Compound Bow: Arrow velocity 200 m/s → 300 m/s; ammo capacity 28 → 50.
  • Compound Bow Light Limb: Removed aim spread penalty.
  • Fixed Machine Gun: Control significantly improved.
  • Fixed Weapons: Adjusted defense rating to better match Heavy Vehicle defense levels.
  • Assault Class: KC-17 Assault Rifle added to weapon selection.

Suppressor Adjustments

  • Practical Suppressor: Control 0 → -4.
  • PBS Russian Suppressor: Handling -8 → -4; Sound suppression increased (Low → Strong).
  • AK Bravefire Suppressor: Handling -6 → -4; Control 0 → -2.
  • Russian SMG Precision Suppressor: Hip fire accuracy 0 → -8; Stability -2 → 0.
  • M7 Practical Suppressor: Handling -6 → -4; Stability 0 → 2; Sound suppression increased (Weak → Strong).
  • Whisper Tactical Suppressor: Hip fire accuracy 0 → -4; Control 5 → 6; Handling -3 → -6; Stability -3 → 4.
  • SMG Echo Suppressor: Control 7 → -4; Handling -6 → -4; Stability -2 → 2; Hip fire accuracy -8 → -4.
  • Advanced Multi-Caliber Suppressor: Enhanced horizontal recoil reduction and stability effects; range bonus 0 → +9%; Sound suppression increased (Weak → Strong).
  • SR-3M Stealth Suppressor: Control 7 → -4; Handling -4 → -3; Stability -2 → 2; Hip fire accuracy -8 → 0.

Operations – Weapon & System Changes

  • Penetration Mechanics: Arrows and level 0 ammo now feature hand-to-chest penetration—attacks from certain angles will hit hands first (with damage falloff), then deal secondary damage to the chest.
  • Ammo Icons: Enhanced icons for 7.62x54R and 7.62x51mm calibers.
  • MP7 Submachine Gun: Reduced hip fire spread for first 8 shots; increased rounds needed to reach maximum spread.
  • M250 General Machine Gun:
    • Titanium Long Barrel: Abdomen damage multiplier reduced 0.7 → 0.9.
  • QJB201 General Machine Gun: Improved Control stat benefits.
  • QJB201 Newtype Rapid Gas Block: Removed Control penalty.
  • QJB201 Newtype Fang Short Barrel: Handling -8 → -4; Stability -6 → -2; reduced trigger delay.
  • M4A1 Assault Rifle: Base damage 29 → 31; Armor Penetration 32 → 33; improved Control stat benefits.
  • SKS Marksman Rifle: Base damage 44 → 48; Armor Penetration 42 → 49.
  • SR-25 Marksman Rifle: Range 90m → 60m.
  • SR-25 Nova Ultra-Long Barrel: Range 90m → 60m; Muzzle Velocity 715 m/s → 900 m/s; Control 9 → 4.
  • SR-25 Zephyr Long Barrel: Range 90m → 60m; Muzzle Velocity 649 m/s → 750 m/s; Control 5 → 0.
  • SR-25 Instant Short Barrel:
    • Base damage 50 → 55
    • Muzzle Velocity 550 m/s → 625 m/s
    • Fire Rate 364 RPM → 448 RPM
    • Damage Falloff: 60m 0.85x → 50m/80m 0.85x/0.7x
    • Control 4 → 0; Handling 8 → 0; Stability -6 → 0; Hip Fire Accuracy 8 → 0
  • Compound Bow: Enhanced damage vs enemy soldiers; limb damage multiplier 0.45 → 0.56; arrow velocity 200 m/s → 300 m/s.
  • Compound Bow Light Limb: Removed aim spread penalty.
  • Dragon’s Breath (Luna’s Enemy Analysis): Now has a cooldown. Dragon’s Breath burn damage no longer continuously reveals enemy positions; improved burn damage display on results screen.

Operator Balance Adjustments

Operator – Hackclaw

As operators gain combat experience, Hackclaw’s Flash Drone and Data Knife are becoming less effective in battle. We’re raising Hackclaw’s skill ceiling to provide stronger intel-gathering and tracking abilities through tactical reasoning and prediction.

All Modes

  • Data Knife: Sound transmission distance reduced 60m → 30m; hack activation delay 2s → 0.1s, with a visible line connecting to hacked target. Hitting an enemy reveals their position and nearby enemies for 3 seconds.
  • Flash Drone: Reduced model size, requiring higher precision to destroy.

Warfare

  • Data Knife: Killing enemy operators instantly replenishes 1 knife.

Operations

  • Data Knife: Killing enemy soldiers reduces cooldown by 70%. Killing enemy operators reduces cooldown by 90%. Non-operator targets no longer provide hack feedback.
  • Flash Drone: Increased coverage area to block more of the field of view. Cooldown 60s → 45s. Flash delay after warning 0.5s → 0.45s.
  • Signal Decoder: Scan count 2 → 4; duration 12s → 24s; cooldown 120s → 90s.

Operator – Tempest

Since joining the roster, Tempest hasn’t demonstrated the same breakthrough potential and mobility as other Assault operators. We’re expanding the Emergency Evasion Device’s range to give her more offensive freedom, and boosting Drill Charge’s range and control duration to improve her breakthrough capabilities, bringing Tempest’s combat effectiveness in line with other Assault operators.

All Modes

  • Emergency Evasion Device: Max movement distance 45m → 100m; duration 20s → 25s.
  • Combat Roll: Enhanced obstacle-crossing performance.
  • Drill Charge: Disarm time after hit 2s → 3s; effective range 8m → 10m.
  • Auxiliary Surge Spine: Cooldown 8s → 5s.

Warfare

  • Emergency Evasion Device: Temporary HP during evasion increased 50 → 100; removed post-activation recovery animation.

Operations

  • Emergency Evasion Device: Cooldown 120s → 90s; self-revive time when downed 15s → 10s.

Operator – Nox

We’ve given Nox the ability to respawn at any friendly beacon in Warfare, allowing for more diverse infiltration tactics.

Warfare

  • New Ability: Can redeploy at any friendly faction respawn beacon without using beacon durability. Each deployment triggers a 60s cooldown.

Operator – Toxik

Toxik’s Dragonfly Swarm Drone lacked suppression power in Warfare, so we’re boosting its lethality while monitoring its performance.

All Modes

  • Adrenaline: Reduced heartbeat background sound duration 25s → 10s.

Warfare

  • Dragonfly Swarm Drone: Max HP drain rate 7.5/s → 30/s.

Operator – Stinger

Stinger’s Hive-Tech Pistol was underperforming in early-game scenarios. To improve consistency, one round now starts chambered.

Operations

  • Hive-Tech Pistol: Initial 1 ammo round now starts chambered—no reload required.

Operator – Uluru

Uluru’s burn rounds were too strong in confined spaces, so we’ve applied additional damage adjustments.

Warfare

  • Incendiary Grenade: Peak burn damage reduced 16 → 14.

Operations

  • Incendiary Grenade: Peak burn damage reduced 20 → 16.
  • Loitering Munition: Power consumption during acceleration 3x → 2x. Can now travel farther when accelerating.

Operator – Sineva

Sineva’s EOD Set offered excessive explosive resistance in Operations. We’ve also adjusted Grapple Gun balance to increase risk/reward.

All Modes

  • EOD Set: Slightly improved shield sync speed in third-person view; increased blast shield thickness to block penetration hits.
  • Grapple Gun: Dragging an enemy now interrupts ongoing melee swings.

Operations

  • EOD Set: Explosive damage reduction decreased 50% → 35%.
  • Grapple Gun: Cooldown increased 25s → 35s.

Whew! Given the scope of this patch by Team Jade, don’t be surprised if it requires a follow-up patch.

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Alex Co

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

Home > Title Updates and Patches

Hollow Knight: Silksong New Update 1.000.005/1.05 Out for Consoles; Applies Out of Bounds Fixes, Encounter Issues

Team Cherry has the latest patch for Hollow Knight: Silksong available on consoles today, and this applies encounter improvements, out of bounds fixes for specific scenarios and more.

Console gamers should see the patch as Hollow Knight: Silksong update 1.000.005/1.05, and this should be a small download.

There are also softlock fixes and other technical improvements, though not a lot when it comes to balance fixes, so don’t expect this to make the game easier, though there are certain bugs that are fixed that make the game more fair.

Hollow Knight: Silksong’s Latest Update Fixes Issues With Plasmium Phial and Flea Brew, Curveclaw via Patch 1.000.005/1.05

Silksong First Update

Patch Notes for Silksong’s Latest Update on Sept. 23

  • Added Dithering effect option in Advanced video settings. Reduces colour banding but can slightly soften the appearance of foreground assets. Defaults to ‘Off’.
  • Updated Herald’s Wish achievement description to clarify that players must both complete the wish and finish the game.
  • Fixed Savage Beastfly in Far Fields sometimes remaining below the lava.
  • Fixed rare cases of Shrine Guardian Seth getting out of bounds during battle.
  • Fixed rare case of Second Sentinel knocking the player out of bounds during battle.
  • Added catch to prevent Lugoli sometimes flying off screen and not returning during battle.
  • Further reduced chance of Silk Snippers getting stuck out of bounds in Chapel of the Reaper battle.
  • Fixed various instances of dying to bosses while killing them causing death sequences to play messily or out of sync.
  • Fixed Shaman Binding into a bottom transition causing a softlock.
  • Cocoon positions in some locations updated to prevent it spawning in inaccessible areas.
  • Fixed Liquid Lacquer courier delivery not being accessible in Steel Soul mode.
  • Fixed some NPCs not correctly playing cursed hint dialogues in certain instances.
  • Fixed Pondcatcher Reed not being able to fly away after singing.
  • Fixed Verdania memory orbs sometimes replaying layered screen-edge burst effects.
  • Fixed the break counter not working for certain multihitter tools eg Conchcutter.
  • Fixed Volt Filament damage multiplier not applying for certain Silk Skills.
  • Fixed Cogflies and Wisps inappropriately targeting Skullwings.
  • Fixed Cogflies incorrectly resetting their HP to full on scene change.
  • Fixed Curveclaw always breaking on the first hit after being deflected.
  • Fixed Plasmium Phial and Flea Brew sometimes not restoring as intended at benches.
  • Various other smaller tweaks and fixes.

The first patch released for the game also made boss encounters a tad easier, though it’s nothing drastic. If Team Cherry announces another patch, expect it here on MP1st.

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Alex Co

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

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Call of Duty: Black Ops 7 Has More Ways to Earn Weapon Camos; Multiplayer Reveal Touches Down

Today, Treyarch has revealed our first-ever look at Call of Duty: Black Ops 7’s multiplayer. where we see the various guns in action, as well as the traversal mechanics and more.

This is our first real look at the multiplayer before Call of Duty Next airs later this month, and when the multiplayer beta kicks off when in October.

Check out our first look at multiplayer, and read on for more details on how Treyarch has expanded in how players can earn weapon camos.

Black Ops 7 Multiplayer Gives a Look at Pace and More

Brief over of content we can expect in multiplayer:

  • 18 Launch Maps
  • 30 Launch Weapons
  • Next-Level Omnimovement
  • Weapon Build Sharing and Weapon Prestige
  • 20 Killstreaks

Another thing revealed today is how in Black Ops 7, players will be able to earn camos in more ways than before.

  • Weapon Prestige: 3 unique Universal Camos to unlock per weapon
  • Military Weapon Camos: Now 80 headshots instead of 100
  • Special Weapon Camos: Now 3 Specials per weapon instead of 2
  • Weekly Challenges: 2 Universal Camos each season
  • Seasonal Events: Universal Camos available throughout the seasons
  • 16 Mastery Camos: 4 per mode, including Co-Op Campaign

There’s another unrevealed way teased as well by Treyarch.

Don’t forget, Call of Duty Next airs on September 30, during which, we should hear everything there is to know about the game’s multiplayer, Warzone, Zombies and more.

While Activision initially announced that carry forward would be implemented in Black Ops 7, that has since been revoked, which should be good news for Call of Duty fans.

Call of Duty: Black Ops 7 launches on Nov. 14 on the PS5, PS4, Xbox Series X|S, Xbox One and PC.

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Alex Co

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

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Silent Hill f Shrine Vault Puzzle Guide

NeoBards’ Silent Hill f is not only a survival-horror game, but it has a multitude of puzzles that will challenge your wit and patience, as it gets harder the deeper you are in the game.

The Shrine Vault, one of the first puzzles you’ll encounter in Silent Hill f, might give you a bit of trouble. That is, until you actually understand what you have to do for it, but even so, some don’t have the patience. Lucky for you, we’ll make it a tad easier so you can get through this puzzle quickly and continue enjoying the game. 

You’ll still need to do a bit of work, but with this guide, it’ll hopefully be easier. 

Silent Hill f How to Solve Shrine Vault Puzzle

So you’ve reached the Shrine Vault, and are now wondering, what the heck do you do? Well, if you paid attention to the locked doors, you’d have noticed that the padlock requires three symbols to open, and after a short cutscene, where a monster spawns, you’ll be in an area with boards that have a bunch of Ema hanging from them.  

The solution here is to find the right Ema, which you get clued on via a poem, which is different depending on the difficulty you select. However, when it comes to actually looking for which Ema, it can be a bit overwhelming with all the Ema in the area. My sure solution was to basically look for the Ema that was different than all the ones in that specific area. There are three locations scattered around the map, each having multiple boards filled with Ema tiles, and the easiest way to find the correct one is to just look for the different one. There’s just one in the entire section, and if you need help knowing which one to look for, you can refer to the poem given to you. You’ll know you found the right one when all the other Ema disappear, indicating that you can move on to the next set of boards.

That, or you can check out the answer for each difficulty below. 

Story

  • Crane
  • Serpeant
  • Tortious

Hard

  • Lighting
  • Decayed Tree
  • Kudzu (pink flower with green leaves)

Lost in Fog

  • Yokai of the Carriage
  • Yokai of the Umbrella
  • Yokai of the Kettle

The Lost in Fog difficulty only unlocks after you beat the game the first time. 

For the Lost in Fog difficulty, there is an additional step after finding the correct Ema, as instead of one symbol, there are now four to pick from. Refer to the poem for which symbol is the correct one. 

In case you’re curious what we thought of Silent Hill f, read our glowing review on why it’s one of the year’s best games.

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James Lara

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

Home > Title Updates and Patches

Dying Light: The Beast Update on Sept. 22 for Hotfix 1.2.1 Released on PC

Techland has released the first patch for Dying Light: The Beast today, September 22, on PC. This is a minor patch, and is called hotfix 1.2.1. For now, it’s only available on PC and includes a small list of fixes.

No word yet on when console gamers will see the patch released, but it should be sometime this week once it passes certification.

Dying Light: The Beast’s Hotfix 1.2.1 Now Available on PC to Fix Indoor Rain

Per Techland, today’s patch fixes issues with the Indoor Rain and the Disturbed Day/Night Cycle.

Once the hotfix is live on all platforms, players can then expect the APEX Car Skin to be available in the in-game stash for those who pre-ordered the game or own it through the Dying Light 2 Ultimate Edition.

If you’re playing on PC, there’s also a gift handed out as a “Thank You” to players for leaving “very positive” reviews.

We’re expecting a bigger patch to be released soon, which will tackle bigger issues. Of course, we need to see this patch on consoles ifrst before that’s even part of the conversation.

In other horror gaming news, Silent Hill f is releasing in a few days, and we got our hands on it already. Read our review why this is one of the year’s best games, and should not be missed.

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Alex Co

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

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ARC Raiders Pre-Order Bonuses and Deluxe Edition Content Announced

With less than 40 days to go, Embark Studios has announced that ARC Raiders is now available to pre-order and will be available in both a standard and Deluxe Edition, with pre-order bonuses.

Here are the details of what you’ll get for pre-ordering, and what’s included in the Deluxe Edition of ARC Raiders.

ARC Raiders Pre-Orders Now Live Across All Platforms

Eager Raiders looking to lock in their ARC Raiders purchase, well, here’s your chance, as the pre-order pages are now live on all platforms! Unfortunately, there doesn’t appear to be any pre-order bonuses for the standard edition of the game, but

**Correction: the pre-order bonuses are for both editions of the game!**

ARC Raider Deluxe Edition Content

  • Legendary Outfit: Valente Legendary + color variants
  • Backpack: Pathfinder
  • Backpack Attachment: Blanket Roll
  • Face Cosmetic: Lip Scar
  • Skin: Cowboy Scrappy
  • Emote: Finger Gun: Rapid Fire
  • 2,400 Raider Tokens
  • + Astro Bundle Pre-Order Bonus

ARC Raiders Deluxe Edition Pre-Order Bonus: Astro Bundle

  • Legendary Outfit: G-Suit + color variants
  • Backpack: Salvager
  • Backpack Attachment: Spaceship Souvenir

You’ll be able to pre-order ARC Raiders through your respective platform’s storefront or via the official ARC Raiders website.

ARC Raiders arrives on the PS5, Xbox Series X|S, and PC on October 30, 2025. If you haven’t also heard, there’s a Server Slam playtest also happening, which means players can test ARC Raiders one last time before it releases.

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James Lara

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

Home > Title Updates and Patches

Wuchang: Fallen Feathers Patch 1.6 Delivers New Content via Update 1.000.011

Wuchang: Fallen Feathers players will have something new starting today, especially if you own the Deluxe Edition. While all owners of the game will receive new content today as part of the game’s 1.6 patch, some of it will be exclusive to the Deluxe Edition and Deluxe Upgrade Pack.

Console gamers will see today’s patch as Wuchang: Fallen Feathers update 1.000.011, and they will also get the free content.

For those on PC, this includes a graphical update, which should be good news for players.

Wuchang: Fallen Feathers New Update on Sept. 22 Brings New Content via Patch 1.000.011/1.6

With today’s patch, Leenzee is delivering the promised Deluxe Edition and Deluxe Upgrade Pack costume sets and exclusive weapons. With today’s patch, the first part, Deluxe Expansion Pack 1, is now live.

Expect the remaining two brand-new costume sets and two brand-new weapons to be revealed in the next few months before 2025 ends.

2 Brand-New Themed Costume Sets Added

  • Forged Iron Costume
  • Radiant Costume

2 New Weapons Added

  • Hooked Blade Spear
  • Blazing Nightlotus

Recap of Deluxe Edition Content after 1.6 update

After this update, Deluxe Edition and Deluxe Upgrade Pack will include all of the following rewards:

6 Costumes

  • Tiger of Fortune Costume
  • Draconic Resurgence Costume
  • Soul Ritual Robe Costume
  • Overlord’s Regalia Costume
  • Forged Iron Costume
  • Radiant Costume

6 Weapons

  • Watcher’s Gaze (Sword)
  • Dragoncoil Lance (Spear)
  • Eternal Sovereignty (Dual Blades)
  • Moonlight Dragon (Sword)
  • Hooked Blade Spear
  • Blazing Nightlotus

1 Skill Upgrade Item

  • Blood of Changhong Skill Upgrade Item (Large)

Free Headgear Items – Thank You for All Players’ Support!

To express our gratitude to every player who supports WUCHANG: Fallen Feathers, regardless of which version you purchased, you can claim 2 exclusive headgear items for free after updating the game:

  • Bo Sorcerer’s Crown
  • Ming Army Helmet

Version 1.6 Update Content

1. Fixed an issue where, under DLSS Ultra Performance mode at certain screen resolutions, the image appeared overly blurry.

2. Further optimized VRAM usage, improving both performance and stability

Test location: Shrine at Lightzen Temple, data collected via Steam performance monitor

Example 1: RTX 3050 Laptop (4GB), Overall Quality-Low, DLSS Performance mode, Screen Resolution-1920x1080p

You can check out the comparison images, which show the improvements made.

Once another update is out, expect it here on MP1st.

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Alex Co

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

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Embark Studios Surprises Fans With One Final Playtest for ARC Raiders Before Launch

Greetings, Raiders! We have some really exciting news for you all, as despite previously saying there are no plans for another tech test, Embark Studios is giving everyone a chance to try ARC Raiders before it launches!

That’s right, another ARC Raiders playtest is happening, though instead of it being a tech test, it’s a server slam!

Raiders, the Rust Belt Awaits for You on October 17

Starting on October 17, through October 19, 2025, gamers will have the opportunity to try out ARC Raiders before it releases. The good news? No invite required, and the test is happening on all platforms globally.

That means Xbox, PlayStation, and PC players will all be able to join in on the action, which makes sense, considering this is a Server Slam. For those who don’t know what that is, it’s essentially a test to see how much traffic a game could get, with the hopes of the studio being able to prepare themselves better when the game releases. 

“We’re excited to welcome Raiders to the Server Slam — this is where we’ll really put ARC Raiders through its paces ahead of full launch. Our goal is simple: make sure that on October 30, when the servers go live, every player experiences the game exactly as we’ve intended — polished, balanced, and ready for action. Thanks for joining us — let’s prepare to go topside.” – Aleksander Grøndal, Executive Producer, Embark Studios.

Unfortunately, despite being close to release, no progress will carry over from the Server Slam. However, if you participate in the Server Slam, you’ll be rewarded with an exclusive Backpack cosmetic that will be available to you when the game launches. 

Can’t say I was expecting this at all, but I sure as heck will take full advantage of it. Let’s hope the servers will be able to hold all the players, as the tech test proved to be pretty popular for being an invite-only test.

ARC Raiders will officially launch on October 30, 2025, for the PS5, Xbox Series X|S, and PC.

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James Lara

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

Home > Title Updates and Patches

Mafia: The Old Country New Update for Sept. 22 Brings Community-Requested Changes via Patch 1.005

The folks at Hangar 13 have released Mafia: The Old Country’s September update, and this brings various community-related changes to the action game.

Console gamers will see this download appear as Mafia: The Old Country update 1.005 (complete version 1.005.000), and this also applies platform-specific fixes.

Read on for the complete patch notes straight from the developers.

Mafia: The Old Country’s September Update Applies Various Fixes via Version 1.005

Gameplay

Addressed a reported issue causing a trinacria to fall through the map, making it impossible to collect.

Addressed a reported issue allowing players to buy the fox statue in Pasquale’s without enough dinari, preventing The Collector achievement/trophy from being unlocked.

Addressed a reported issue causing the True Soldato achievement/trophy to fail to unlock at the end of the campaign if the player changed the difficulty to Medium and immediately back to Hard in the Pause Menu at any point during the playthrough.

Performance

  • Various stability and performance improvements on all platforms.

Visuals

  • Addressed pixelated shadows visible in the factory during Chapter 9.

UI

  • Various UI fixes and improvements.

Audio

  • Various audio fixes and improvements.

Platform-Specific

PlayStation 5

  • Various stability improvements.

Steam

  • Addressed a reported issue causing “Sprint” to fail to be remapped if it’s set to “Hold.”
  • The input mapping menu now allows you to bind several actions to the same key in order to match the default key bind layout.

We don’t get a lot of updates for the game, though I wouldn’t be surprised if Hangar 13 releases an October patch that deals with fixes once more.

If you’re on the fence about the game, our review lays it out whether you should get it or not.

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Alex Co

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

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Silent Hill f Review – Into the Fog

After more than a decade of slumber, the Silent Hill franchise was revived by Konami with the Silent Hill 2 remake released last year that garnered strong sales, and even stronger reviews.

While horror fans did get a new Silent Hill game, it was one based on an old title, and not an actual new entry in the franchise. That changes with Silent Hill f, an all-new entry in the Silent Hill universe, and one that’s developed by a relatively unknown studio, NeoBards Entertainment.

NeoBards, a Japanese studio that worked on various titles as support studios for games such as the Resident Evil franchise, Final Fantasy 7: Rebirth, and a lot more, was tasked to craft a new entry in the series that didn’t need previous knowledge of the games to fully understand and enjoy.

Needless to say, this was a tall task for any developer — especially one that hasn’t delivered a AAA experience on its own. The latest game from the studio was Capcom’s Dead Rising Deluxe Remaster, which is a reimagining of the zombie classic. It’s one thing to successfully pull a remaster off, and another to shape a game from the ground up for a beloved franchise.

The big question here is: did NeoBards bite off more than they can chew, or is this a successful new entry in the franchise? I think we can safely say, NeoBards managed to smash expectations in almost every way.

For those about to read on, this is a completely spoiler-free review, as Silent Hill f’s story is best experienced fresh. 

All-New Start

In Silent Hill f, you play as Shimizu Himiko, a not-so-typical schoolgirl who is suddenly thrust into a world of monsters and sickness. It’s as simple as that: Himiko goes to a friend’s house after an argument with her parents, and then for some reason, shit hits the fan.

The game starts the horror right away, with not a lot of backstory or explanation, as these are doled out throughout your journey, keeping the mystery candle burning until the final bell rings.

One thing to note is that the game’s default voiceover is in Japanese, which I highly approve of. You can change it in the settings, but for maximum effect, I highly suggest keeping it as is. The game’s Japanese setting, story, and overall influence are made more impactful by the top-notch voice acting.

Without going into specifics, the story is engaging. Right from the start, you’ll have a ton of questions, which will slowly be answered throughout your journey. This isn’t your typical survival-horror game where you’re given guns and other weapons, as you set out to save everybody. This is more about Hinako’s journey, and how it unfolds…and unfolds it does, as there are a lot of twists and turns that do not end when you finish the game (more on this later).

Your Soul Is Mine

Comparing a Silent Hill game to a Souls-like doesn’t seem apt, but there are shades of it in the horror game. For one thing, there is a stamina bar that your character relies on to attack, dodge, and move in combat. There are also light and heavy atacks, counters, perfect dodging and all the same stuff you’d expect from a Souls-like game.

Before anyone complains, it’s not as bad as you think. Encounters in the game do require proper attack, evade, and parry to come out unscathed, but this is much more forgivable than any Souls game out there. It doesn’t feel like NeoBards shoehorned it in just to capitalize on the popularity of Souls games.

After a few fights, you’ll get used to it. While the game introduces more gameplay mechanics later on, it’s nowhere near overwhelming, and for the most part, you can do well just by sticking to the basics.

Another thing Silent Hill f has in common with the Souls games is its bosses. While the survival-horror game’s multitude of bosses are nowhere near as difficult to take out as bosses in Elden Ring or the like, they are as equally memorable. NeoBards’ creature design is spot-on. Sure, there’s no Pyramidhead in the game, but it doesn’t need it; Silent Hill f’s enemies, bosses, and even locales have a very distinct look and feel. adding to the overall experience.

The combat is broken up by some short traversal sections. When I say traversal section, it’s usually getting from Point A to Point B. Silent Hill f is entirely linear, which I’m all aboard on; not every game needs an open-world with a dozen items and side missions to do. There are branching paths in the games, and these usually yield extra items, info on the game’s story, and so on.  Even after going after the items, you’ll still need to stick to the mapped out route by the developers, as again, this is a strictly linear experience.

Have a Little Faith

The game doesn’t have skill trees, upgradable weapons or anything of the sort, but what it does have is Faith. Hinako will be able to collect items in the game, or even use medicinal items to “Enshrine,” which will net you Faith — the currency used in the game to increase your health, sanity or stamina. It’s also used to upgrade how many perks you can equip all at once, but much like its combat, it’s fairly straighforward, so don’t expect anything crazy.

Silent Hill f eschews a lot of modern gaming tropes and might — on paper — seem like a simple game, but it more than makes up for it with the game’s story, visual flair, and audio design. As someone who rarely notices the music in games or admiittedly have a hard time appreciating it, Silent Hill f’s audio work is superb.

The music is haunting, yet not too much that it gets on your nerves, and that little musical ditty when an enemy is nearby is spine-chillingly well-made that even if I know I can kick that enemy’s ass without breaking a sweat, the accompanying music with it still manages to make that encounter a lot more tension-filled than it really is.

The audio work cascades into the sound effects and voice work as well. Watching the events unfold, you’ll be treated with sound design that kicks up the horror feeling a notch just by hitting the right note at the right time.

Silent Hill f’s sound design is easily one of the best I’ve seen in a horror game; from the music, enemies, voice-overs, it’s second to none.

The Rose’s Thorns

While most of what we’ve experienced in Silent Hill f has been stellar, it does stumble a fair bit when it comes to performance, and in some cases, the controls. Playing on the PS5, there is this weird hitching or janky feeling (controls) when you start running. It’s not a major issue, but it is a bit annoying the first few times you experience it.

The visuals themselves are nothing to scoff at, but they’re carried by the excellent visual design. The tendrils, roots, and overall art design are to be commended, as it doesn’t feel like NeoBards copied any horror game out there, as they stretched their legs to branch out a little bit.

While the PS5 version of the game runs well for the most part, the same can’t be said for the PS5 Pro. Where the base PS5 has a performance and quality mode, the PS5 Pro is locked into a mode called “enhanced,” which combines the two modes and adds additional features. So what you play on the PS5 Pro is essentially quality mode at 60 FPS. The differences are pretty day and night when you put them side-by-side, especially comparing the base PS5’s performance mode to it, where it almost looks like you’re playing on low settings versus high, maybe even ultra.

It’s easily one of the best uses of the extra power we’ve seen out of the PS5 Pro, though it’s far from”perfect.” Almost immediately upon starting the game, we noticed minor hitches whenever the character would move through the world. Didn’t matter if they were running or walking, these hitches persisted, though we did eventually get used to them.

But there is one particular instance in the game, and we suspect every platform has issues here, and it’s towards the end when a lot of stuff starts happening. The frame rate dips damn near to the single digits, and that’s not a joke or an overexaggeration.

For those curious, the base PS5 seems to run the game better, as there’s no — or minimal — stuttering when running on performance mode.

Surviving the Horror

Silent Hill f is a survival horror game through and through, which means inventory management comes into play, and players can expect puzzles as well.

Compared to other recent survival-horror releases, the inventory won’t feel like another enemy you have to fight the entire time you’re playing the game. Sure, there are instances wherein you have to make a decision on whether to discard an item or run back to your shrine to save and possibly enshrine stuff, but for the most part, it’s manageable and doesn’t border on being an irritation.

The game’s puzzles is one of the stars of the game, as this isn’t your standard fetch a valve to open a door. Sure, there are some of that, but the majority of the puzzles in the game are hard, and will require your brainpower to actually do some thinking. As an added layer to the puzzles, each difficulty level has a different solution for each puzzle. The way they’re presented is well done as well, since the clues are presented via poems, short stories, or something similar, which makes it feel more organic.

You Can’t Keep Silent About This One for Long

Silent Hill f seems to hit the nail in the head for a lot of things. Be it the atmosphere, combat, sound and overall graphical designs, it has a lot of things going for it. But there’s even more to it. Clocking in at 11 to 14 hours for your first playthrough, the game is meant to be played more than once. Without going into spoilers, you won’t just be playing the game again to try and catch all the trophies/achievements you’ve missed, but rather, to expand on the story.

Not only does the game have multiple endings, but there are certain elements to New Game+ that further expand the story, and will give you a better understanding of why things happen. Needless to say, the ending is quite a trip, and you’ll want to replay it to see what the “real” ending is.

This means that the 11-14 hours of playthrough is in reality, a lot more, since you will want to replay the game to know more about the story.

I admit, I wasn’t expecting much from Silent Hill f after seeing the first trailers, but nothing could have prepared me for this. NeoBards managed to not only deliver an excellent horror game, but one that dares to be its own without relying on its brand to carry it forward. If future Silent Hill games are made with this kind of love and attention, then horror game fans are in for a wild ride.

Silent Hill f isn’t just the best horror game of the year so far, it’s one of the best games released in 2025.

Final Score: 9.5/10

Pros:

  • Amazing sound design, and might be one of the best I’ve heard in a horror game in recent memory
  • Compelling story and amazing voice-over work
  • Doesn’t make backtracking a chore.
  • Tense atmosphere and sense of dread
  • Multiple endings and how it expands the story means it has more replayability than your usual story-driven horror game

Cons:

  • Some performance issues, which we’re hoping gets patched
  • Some of the puzzles might be a bit too obscure for some

Silent Hill f was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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Alex Co

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

Home > Title Updates and Patches

Dragon Ball: Sparking Zero New Update 2.000.013 Adds DLC 3 Daima Character Pack 2 Data

Spike Chunsoft has released Dragon Ball: Sparking Zero update 2.000.013 now on all platforms, and this is for DLC 3, which is called Daima Character Pcak 2!

Players on all platforms might be puzzled a bit, as there are two data download files pushed out. We got prompted to download version 2.000.012 and soon after, 2.000.013.

This download brings the DLC data, whcih is available today via early access. The DLC’s offiical release is on September 25, and as one might expect, this brings new characters, a new stage and more.

Dragon Ball: Sparking Zero’s Latest Update Adds DLC 3 Daima Character Pack 2 via Patch 2.000.013

The DLC characters included in the pack are:

  • Goku (Mini) – Super Saiyan 4
  • Goku (Daima) – Super Saiyan 4
  • Vegeta (Daima) – Super Saiyan 3
  • Majin Duu
  • Third Eye Gomah
  • Giant Gomah

There’s also the brand-new stage the First Demon World included.

While the DLC should unlock today for early access, gamers are reporting that outside of baby Siper Saiyan 4 Goku, the rest of the characters cannot be accessed even by Season Pass owners.

This should be sorted within the day, given it will unlock today (no specified time).

Alongside the DLC, there are also balance changes, which we have available below.

Dragon Ball: Sparking Zero DLC 3 Update Gameplay Changes

General Changes / Adjustments

Stages

  • added the First Demon World stage.

Single Battle

  • Characters who recover health upon transformation will no longer do so.
  • Characters who can transform will receive a permanent attack power buff when transforming using a skill sock. This buff is removed when reverting the transformation.

Feature changes / Adjustments

Options

  • Added an option for displaying the edge of the battle area, allowing players to choose a method where the boundary appears when approaching it.

Game Mode Changes / Adjustments

Episode Battle

  • Adjusted the difficulty of some stages in accordance with the battle system adjustments.

Custom Battle

  • Added 2D cutscenes and text.

Ranked Match

  • Players will now receive a minimum of 50 points regardless of the difference in rank points.
  • At the end of the season, players ranked 1st to 100th will receive a text title indicating their rank.
  • Similarly, for character ranks, players ranked 1st to 100th will receive a text title indicating their rank at the end of the season.

Battle System Changes / Adjustments

Short Dash

  • Players can now perform another short dash immediately after starting one, but only once.

Ascent / Descent

  • Increased the speed of ascent and descent at close range.

Quick Ascent / Quick Descent

  • Increased Ki consumption.

General Ultimate Blasts

  • Reduced the damage reduction correction when hitting with Ultimate Blasts during combos.

Ki Blast Deflect

  • Players can now quickly perform Smash attacks during Ki Blast Deflect.

Super Counter

  • Ki will no longer automatically recover during Super Counter.

See Through

  • The follow-up techniques after a successful Perception can now be charged by holding the Perception button.

Sonic Sway

  • Fixed an issue where follow-up attacks after Sonic Sway could be guarded for some characters.

Revenge Counter

  • Fixed an issue where the activation window for Perception against Revenge Counter was shorter than intended.

Guard Break

  • Fixed an issue where Smash attacks in the same direction could not break guards after a Guard Break.

Paralyzing Smash Ki Blast

  • Increased Ki consumption.
  • Revenge Counter can now be used when hit from the front.
  • Hitting twice in a combo will now cause the opponent to be blown away instead of being paralyzed.

Tornado Slash

  • Fixed an issue where guarding could be inserted during Tornado Slash.

Skill Changes / Adjustments

Dyspo: Super Maximum Light Speed Mode

  • An icon will now be displayed during the effect duration.
  • Ki consumption for short dashes is reduced during the effect.

Blast Changes / Adjustments

General Unblockable Rush Blasts

  • Can now be evaded with auto-evasion skills such as Afterimage Technique.

Character Changes / Adjustments

Gogeta (Super), Super Saiyan God Super Saiyan

  • Increased the attack power of the Smash Ki Blast performed on the spot.

Whis

  • Adjusted the blast “Overture to Destruction” to be less likely to hit opponents directly above or below.

Other

Battle Rules

  • Fixed an issue where stepping out of bounds during battles with ring outs would not result in a ring out.

Online Match

  • Fixed an issue where the on-screen UI was sometimes not displayed.

Don’t forget, the DLC 3 Daima Character Pack 2 officially launches on Sept. 25, and is only available now for 72-hour early access. If Bandai Namco releases another patch to sort out any issues with the DLC, we’ll be sure to let our readers know.

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Alex Co

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

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Hidden Deep Hands-On Preview – Journey into the Depths Below

Descend far beneath the earth, where nightmares wait in the dark. Hidden Deep by Cogwheel Software is another game that Daedalic Entertainment brought to PAX West, and it was one of the most confusing and interesting hands-on demos that I tried at the booth, which was where I also played The Occultist.

Hidden Deep caught my attention, and I wanted to see what this sci-fi horror game was about, and here’s our early hands-on report.

Slow, Tense Exploration

Hidden Deep is a 2D sci-fi horror platform-type game with a heavy focus on methodical exploration. You traverse through means of elevator down the shaft, climbing ladders, or using a grapple hook to carefully make your way through the underground facility. You will find yourself running back and forth to solve puzzles in order to unlock doors or elevators to new areas. The game can be frustratingly slow as you will be trying to figure out where to go and retracing your steps a lot in order to move forward. Along the way you will encounter different grotesque creatures that will constantly follow you unless you deal with them. Aiming is straightforward as well as shooting, so you can deal with these hostile creatures before they become a bigger problem. The tutorial showcases everything you need to know to get started and learn what you need to do to survive and rescue NPCs along the way.

While the PAX demo was single-player only, the game will feature both local and remote co-op in Early Access, which seems like a natural fit. Being able to navigate these hostile tunnels with a friend could turn tense exploration into a much more frantic, shared experience. So, grab a friend and experience the horror together.

Atmosphere Inspired by the Classics

Hidden Deep does not lean on cheap jump scares. Instead, the atmosphere, using lighting and sound design, does all the work. The dim cone of a flashlight cutting through the dark, the echo of old machinery rumbling somewhere far away, and the screeches of alien creatures create a constant sense of unease, sending a chill down your spine. The inspiration from files like “Aliens” and “The Thing” is what the game was designed to be. It embraces that style while giving it a 2D perspective, which puts a different spin on it, turning claustrophobic tunnels and sudden encounters into something uniquely tense. The demo made it obvious that atmosphere is one of the game’s strongest points.

As Above, So Below

Coming out of the demo, Hidden Deep left a mixed feeling. The foundation is there: a retro-inspired sci-fi horror experience with a deliberate pace and unsettling atmosphere. But the execution isn’t perfect. Through the demo, there was not much fear or tension; I had a lot of running back and forth to ensure that I was doing everything correctly, which broke the immersion of the game. Overall, I can see what this game was trying to do, but I can’t say that it was done correctly. Still, for a project built primarily by one developer, it’s impressive. The vision is clear, the atmosphere works, and the mechanics, while clunky at times, have potential.

With Early Access offering more content and co-op, Hidden Deep could grow into something that scratches that itch for fans of old-school sci-fi horror.

Hidden Deep early access is now available on PC.

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Alexander Lataillade-Nguyen

Alexander Lataillade-Nguyen is a California-based cybersecurity professional and lifelong gamer with a passion for continuous learning. Outside of his work in ethical IT and digital security, he enjoys competitive pinball, miniature painting, and exploring new hobbies and cuisines.

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Sonic Racing: CrossWorlds Free DLC Given Out by SEGA Before Official Release

Who doesn’t want free stuff, right? If you plan to play Sonic Racing: CrossWorlds, SEGA has something piping hot to gift gamers on all platforms. Players can redeem the freebie now, even if the game isn’t officially out until Sept. 25, 2025.

The gift is available only for a limited time, and you’ll want to make sure to redeem the gift on the platform you’re going to play the game, since it’s limited to just one platform per account.

Sonic Racing: CrossWorlds “Blue Star” Extreme Gear Free Gift Now Available

The freebie is called the Blue Star Extreme Gear DLC (pictured above), and players can get it just by creating a SEGA account. The fine print mentions, “Only a single gift code can be claimed. As gift codes are limited to one platform.”

Players who are interested in it will be able to redeem it starting today until October 3, so make sure to redeem it right away before it expires. While a SEGA account is not required in order to play Sonic Racing: CrossWorlds, it’s worth registering anyway, given that SEGA’s freebies for the game, and other titles, will require you to create an account to redeem ’em.

If you’re unfamiliar with the latest Sonic Racing game, check out some of its key features:

Race across 24 tracks and warp to 15 CrossWorlds with Travel Rings, a unique gameplay mechanic that transports the iconic characters from the Sonic and SEGA universes into new dimensions. Use unpredictability to your advantage as you change the landscape of each race!

Race With the Best!
Choose from 23 iconic Sonic characters, the largest roster of any Sonic racing game!

Make It Yours
Mix and match between 45 unique original vehicles and 70 different gadgets to trick out your ride, level up your kart, and create the ultimate machine to match your racing style.

Gain the Advantage with Powerful Items!
Dominate your opponents with 23 different items including returning favorites and all-new items like the Monster Truck!

Multiple Ways to Play
Gather with friends and play local split-screen in Grand Prix and the new party mode Race Park, compete against a community of players from around the world with up to 12 players online in World Match, or test your driving skills in Time Trials.

As for premium DLC, its existence leaked, and it seems we’ll be getting Mega Man, SpongeBob, and a lot more post-release.

Sonic Racing: CrossWorlds will be released on Sept. 25 on the PS4, PS5, Xbox One, Xbox Series X|S, Switch, and PC. It will also be available at a much later date on Switch 2 as well. Those who buy the Digital Deluxe Edition will get three days of early access, which is applicable on all platforms.

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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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Report: Gameplay Details and Concept Screens for Xbox’s Cancelled Perfect Dark Reboot Unearthed

After years of development and some reports detailing a troubled production, it was announced that the Perfect Dark reboot would be cancelled and the studio responsible, The Initiative, would be shutting down. The news came after a period of major restructuring at Xbox, which also led to the cancellation of other anticipated titles like Rare’s Everwild and Avalanche Studios’ co-op game Contraband.

In the wake of the cancellation, controversial details about the reboot surfaced. Notably, reports claimed that the 2024 gameplay trailer was “essentially fake” and not representative of the final game. However, a level designer who worked on the title later stated that while the trailer did contain “fake stuff,” the footage was from a genuinely playable demo.

This news sparked our curiosity about what was really being worked on for the game. Fortunately, we’ve come across some documents that offer posthumous details about its planned vision, including insights into its gameplay, aesthetics, and some never-before-seen pictures.

An Inside Look at Perfect Dark’s Cancelled Reboot

The following information comes from several screenshots of internal documentation shared by a former developer. The content dates back to a period close to the game’s cancellation earlier this year and delves into the core concepts, also revealing several planned gameplay systems alongside screenshots featuring concept art.

The documentation opens by highlighting an opportunity to capitalize on the Secret Agent genre. The team behind the game believed there was a notable gap in the market due to the absence of major espionage franchises like Metal Gear Solid and 007, two series that are now ironically making a comeback in gaming.

The creative vision was to reimagine the franchise while retaining the core DNA from the original Nintendo 64 title. The primary inspiration for this approach was the HBO series Westworld, which successfully reimagined a classic property for a modern audience while exploring fresh themes and concepts.

The documentation also reveals that up until at least April of this year, The Initiative was actively working on the game’s Vertical Slice 1. In game development, this term refers to a playable proof-of-concept that gives a representative idea of the final game’s quality and feel. It is mentioned too that this vertical slice belonged to “Season 1.” which could confirm previous reports claiming that an episodic format was planned for its release.

When it comes to gameplay, the documents mention several conceptual systems, such as the Relentless System and a Reward System, though only one is detailed in-depth.

This is the Adrenaline System, which would have treated adrenaline as a resource that the player would’ve regenerated over time and granted access to a variety of powerful abilities. These would have included the capacity to heal, increase damage dealt to enemies, or reduce incoming damage. We would’ve also got the ability to slow down time to dodge bullets, aim with more precision, or even increase movement speed. Killing multiple enemies in quick succession would have extended this slow-time effect, with the possibility of activating special execution animations.

Promotional Picture Adrenaline System Effect

Paying close attention to one of the images included in the documents, you’ll be able to notice that it’s a variation of one of the previously published screenshots. In it, we can see the protagonist Joanna Dark, with messier hair and a more agitated expression. The fact that this particular image was placed along with the details of the adrenaline system could suggest that the mechanic would have included visible changes to Joanna’s appearance in addition to giving her special abilities.

The gallery also includes other concept art for locations intended for this first season, showing places like Cairo, a city that could be seen in the gameplay trailer, as well as other futuristic settings. The documentation refers to this aesthetic as “Eco Sci-Fi,” which would have combined futuristic design with a focus on sustainable, green environments.

Looking at all the work poured into these environments makes it a true shame that we won’t ever see this game come to fruition. This is made even worse by the knowledge that it was close to a second chance. As reported by Bloomberg, Take-Two was in talks with Microsoft and Embracer Group to finance the game, but negotiations fell through, putting the final nail in the project’s coffin.

Ultimately, the Perfect Dark IP will be joining a long list of dormant Microsoft franchises that fans will have to wait to be brought back.

On a related note, if you are looking for an insight into another of the casualties in the recent Xbox restructuring, we have a report with a look at Zenimax’s cancelled sci-fi MMORPG “Project Blackbird”, a project that even amazed Xbox executives, but as we know, that wasn’t enough.

Efrain

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SWAPMEAT Hands-On Preview – Uniquely Meaty

There were a lot of roguelites at PAX West, but perhaps none were as eye-catching as SWAPMEAT. This debut title by One More Game certainly drew a lot of attention at the convention, as the game no doubt does on a regular basis wherever it is shown off.

The colorful, zany action will intrigue most gamers. MP1st went hands-on for a few missions with the game, and we have our SWAPMEAT hands-on preview ready right now.

Swap Your Meat

At a basic level, SWAPMEAT is a third-person co-op shooter, with support for one to four players in a single party. It’s a roguelite, with a unique twist where enemies will often leave a part of themselves behind, besides the experience points that they also reward. These parts not only change your appearance, but also affect some aspect of your character. For instance, equipping a tread or tire-like set of legs, your speed would be greatly increased, and by pressing the assigned button, a huge burst of speed akin to afterburners will thrust you suddenly forward a great distance. You can combine that with other parts, say maybe some wings that allow you to jump an extra time in the air, to become a floaty tank that can traverse halfway across the map in one combo.

Everything you pick up and equip is limited. Body parts can become so damaged that they wear out entirely, so it behooves you to swap them out before that occurs. Each enemy type leaves behind a different part, so you won’t know which enemy to take out at first, so that you can quickly get the abilities you like the most. What each enemy drops intuitively makes sense; however, spider-looking enemies will leave behind a set of legs, which, when equipped, allow for extremely fast traversal for a short amount of time at the press of a button.

If any of this sounds complicated, it’s not. You can only have one of each body part, so essentially these parts replace abilities you’d see in traditional third-person loot shooters. While this does mean pre-game strategizing by having each party member choose a particular class type is not a thing in SWAPMEAT, those that can adapt on the fly should be able to wing it, and build a strategy out in the field once the first batch of loot is found. This makes for incredibly dynamic gameplay, where no two matches are ever the same.

Co-Op Not Technically Required

Even though I was playing on my own for this session, I still had a blast. The shooting felt nice, very arcade-like, but still with things to consider, like the range of my weapon (two could be equipped, one at a time), as well as remaining ammunition. That limited ammunition may have been a design decision to push for more usage of my body parts’ abilities, which offer unlimited ammo but a recharge time that varies depending on the strength of the ability. There was a lot going on, and concrete objectives to complete. Med stations were peppered throughout the levels we played on, and I used them sparingly, only when my health dipped below half, because the station would be unusable afterwards. Finally, after completing all objectives, I had to race to an extraction point, as the game piled on dozens and dozens of enemies in an overwhelming climax that threatened to derail all of my hard-fought progress. While I was enjoying killing a seemingly endless horde of enemies, a dev team member alerted me to a countdown that had almost expired, so I got on board before I was left behind. What a rush!

We spoke for a few minutes with Studio Co-founder/Game Director/Lead Game Designer Jamie Stormbreaker. He confirmed that the game is designed with co-op in mind, and there is drop-in/drop-out online co-op available, no matter what you are doing in the game. If you only have a few minutes to spare, that’s fine – drop in when you find the time on a friend’s game. You’ll still be rewarded for your efforts, no matter how small.

SWAPMEAT is a co-op game to get excited for. While this was a treat to play even solo, I can already see how chaotic and fun it would be to play with a group of friends or family. It’s absurd in all the best ways.

Add SWAPMEAT to your wishlist, and be ready for some frenetic body part swapping when the game launches In Early Access on Steam for Windows and Mac, sometime in October 2025.

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Paulmichael Contreras

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

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Battlefield 6 Will Show Mercy to Losing Team If All Flags in CQ Are Capped

Have you ever played a game of Conquest in a Battlefield game where the enemy team just has your team completely dominated to the point that you don’t even have one flag? This is something that most likely has happened to any Battlefield player at one point or another.

If it has happened to you, chances are you either wanted to quit or wished the game had ended faster, so you could move on to the next one.

Fortunately, DICE has thought of this for Battlefield 6, and in doing so, has made getting steamrolled a little bit easier to take.

Battlefield 6’s Conquest Won’t Let You Get Spawn Camped Endlessly If the Other Team Has Captured All Flags

In Battlefield 6, if the enemy team caps all your flags and is now getting spawn camped, a timer will pop up, and once it ends, and your team still doesn’t have a flag capped, the game will end.

I’m honestly conflicted by this, as it is a good move in order to just jump tp the next match, but at the same time, there have been multiple instances wherein the opposing team that has all its flags captured by another team managed to turn things around and win. Even the discussion among gamers, sparked by Battlefield Intel’s tweet being reposted by content creator Flakfire, has differing opinions.

While this helps players jump to another match (since no one likes getting curbstomped this hard), it also prevents people from banding together and push their asses of to win. The thrill and satisfaction of being able to turn things around after what looked like insurmountable odds is a feeling that’s hard to beat. I’ve played matches where we were handidly losing, but managed to turn things around and win by just 10-50 tickets.

The good thing about this is that this seems like something DICE can tweak easily post-launch, so the devs can lengthen the countdown timer, remove it completely or apply different parameters for it to kick in (such as a team needs to be below X number of tickets AND have all their flags capped before it starts, etc.). What do you think about this? Is it a good move or one that’s not even needed? Sound off in the comments and let us know.

In other Battlefield 6 news, the developers have pointed out that BF6 will feature its own macro detection for Cronus cheaters on consoles. Speaking of consoles, the developers also shared details on what they call “Aim Assist 2.0,” which sounds like an overall improvement to the traditional aim assist system we see in shooters.

Battlefield 6 will be released on Oct. 10 on the PS5, Xbox Series X|S and P, and it will not feature console-only crossplay.

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Alex Co

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

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Dying Light The Beast Gift Handed Out as a “Thank You” to the Steam Community for “Very Positive” Reviews

Dying Light: The Beast has only been out for a single day, and Techland is already throwing free DLC at players. Though fans who have stuck with the studio over the years probably aren’t surprised, as that’s been part of the studio’s long-term plans for the franchise. 

Still, it’s nice seeing, and as a token of their appreciation, Techland has granted players a freebie for Dying Light The Beast as an appreciation to all the positive reviews that have been pouring in. 

Free In-Game Weapon Given to Dying Light The Beast Players as a Thank You

As a token of appreciation, Techland is giving every player, on both consoles and PC, a free weapon. For what exactly? Well, as a thank you for making Dying Light The Beast a successful launch, when it comes to player reviews. This was revealed on X (formerly Twitter), where Techland confirmed that Dying Light: The Beast has garnered over 8000 user reviews on Steam. This has resulted in over 90% positive feedback, earning the game a “very positive” rating. 

Upon updating their game, players will be able to claim the “Spectral Bat,” a silver baseball bat with a red blood paint pattern. 

The studio’s post on social reads, “We’re Grateful for Very Positive on Steam – Now Enjoy Your Reward! You are incredible! With over 8,000 reviews on Steam and an incredible 90% recommending Dying Light: The Beast, you have made the game “VERY POSITIVE”. As a token of our gratitude, we’re adding a special gift for every player: the Spectral Bat. In order to get it – just update your game! Please note it can take a while for the item to appear in game. We couldn’t be more grateful! Thanks for Unleashing the Beast.”

Massive congrats to Techland on the success! For those wondering, where our Dying Light The Beast review is, we’re still making our way through it. It won’t be much longer, so keep an eye out for that, otherwise if you’re already playing the game, get out there and stay safe! 

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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.