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Modern Warfare 2 Update 1.14 Preload Released for January 30 (Update)

Infinity Ward has released Call of Duty: Modern Warfare 2 update 1.14 (PS5 version 1.014), which is available now as a preload before it can be installed later at 12 noon ET/9 am PT. Note that this is not the Season 2 patch that’s set to be released on February 15. Read on for what’s new in the Modern Warfare 2 January 30 patch notes.

Modern Warfare 2 Update 1.14 Patch Notes | Modern Warfare 2 Update 1.014 Patch Notes | Modern Warfare 2 January 30 Patch Notes:

Update: Here are the official patch notes for today’s update!

General

Crashes

  • This update contains several fixes to reduce the number of known crashes. We continue to prioritize increased stability and crash fixes across all platforms.

BUG FIXES

  • Fixed an issue that showed Weapon Decals and Stickers as blocked.
  • Fixed an issue where using Spotter Scope could cause target markers to persist when aimed down sights with a Weapon.
  • Fixed an issue allowing the Sentry Gun to be placed inside a tank to eliminate enemies.
  • Fixed an issue where Gun Screens weren’t showing correctly on the Gunsmith UI tile.
  • Fixed an issue in the Gunsmith where Players could be kicked back to the main menu when creating a custom knife.
  • Fixed an issue in Gunsmith that could cause knife variants to display incorrectly.
  • Fixed an issue that prevented some Players from saving a custom mod while trying to select a Camo.
  • Fixed an issue causing some Players to crash when dismissing a notification.
  • Fixed some issues Players were having with accessing and leaving the Firing Range.

Navigation Improvements

  • Addressed various issues with the Social menu to improve navigation and functionality.
  • Fixed an issue preventing some users from navigating through the Friends/Recent tab after scrolling over the top row.
  • Fixed an issue where Calling Card previews are not displaying correctly in the challenge completion animation.
  • Fixed a UI issue causing text overlap in the After Action Report.

WARZONE 2.0

BUG FIXES

  • Fixed an issue where deploying a Recon Drone near water could cause some Players to lose movement.

DMZ

  • Fixed an issue causing the Rewards section of the Faction Mission menu to display incorrectly.
  • Addressed a number of issues impacting the functionality and navigation of equipping and previewing Insured Weapons.
  • Fixed an issue where Players could not access Gunsmith to change camos when equipping a Launcher in an Insured Weapon slot.

As one might expect, Infinity Ward has not shared the patch notes for today’s update just yet, though we expect that to change within the day.

In the meantime, here are the confirmed issues being tackled by the studio via the official Trello board:

GLOBAL KNOWN ISSUES:

  • [All Platforms] We have temporarily disabled the ability to mark targets using the Spotter Scope while we investigate an issue.

BATTLE ROYALE KNOWN ISSUES:

  • We’re aware of an issue that can affect deployment of Nuke Bombsites during the Champion’s Quest when thrown near water.
  • We’re aware of an issue where the Birdseye Perk does not function as intended within Battle Royale.
  • We’re aware of bug that prevents Players from drowning while inside a Helicopter.
  • We’re aware of an exploit allowing Players to farm XP with the Suppression Mine.
  • [All Platforms] Restock: We’ve disabled the Restock Public Event while we investigate an issue causing loot dropped by Players to disappear.
  • [All Platforms] The Heavy Chopper has been disabled in Battle Royale while we investigate options to balance this vehicle for late game.
  • [All Platforms] High Alert Perk: We’re investigating an issue with the High Alert Perk causing the user’s screen to not pulse when in view of an enemy.
  • [All Platforms] Battle Rage & Dead Silence: Battle Rage and Dead Silence have been removed while we investigate an issue.
  • [All Platforms] Disabled Equipment XP: We’ve disabled XP earned for using the following items in Battle Royale – Flash Grenade, Stun Grenade, Stim, Shock Stick, Smoke Grenade, Suppression Mine
  • [All Platforms] Stuck Nuke: We’re investigating an issue causing Players to get stuck when attempting to activate the Nuke.
  • [All Platforms] Airstrike Killstreak: We’re investigating an issue where attempting to use the Airstrike Killstreak just as the Player finishes Reloading, the HUD will disappear.
  • [All Platforms] Gulag Respawn: We’re investigating an issue causing squad members returning from the Gulag to respawn further away from one another than intended.
  • [All Platforms] Most Wanted: We have disabled the Most Wanted Contract until further notice while we investigate an issue.
  • [All Platforms] Inconsistent AAR: We’re investigating an issue that is preventing the After Action Report from consistently appearing for Players. This does not impact XP gains.

MULTIPLAYER KNOWN ISSUES:

Ticket created, fix coming in future update:

  • We’re aware of an issue where some Players are prevented from matchmaking in the Ground War Playlist.
  • We’re aware of an issue where changing attachments mid kill cam can affect framerate.
  • We’re aware of a bug that can cause invincibility when using a Recon Drone/Sentry Gun exploit.
  • We’re aware of an exploit with the Deployable Cover allowing some Players to reach Out of Bounds areas.
  • We’re aware of an exploit with the Sentry Gun/Recon Drone that breaks some game mechanics.
  • We’re aware of an issue that may prevent activation of a Player’s Portable Radar if it can’t find a proper spot to land.

DMZ KNOWN ISSUES:

Ticket created, fix coming in future update:

  • We’re aware of an exploit that forces weapons into the Player’s full stash, and are working on a fix.
  • We’re aware of a bug allowing more than one Player to loot a captured Supply Crate at the same time.
  • We’re aware of a bug with the Spotter Scope that makes pings on an enemy permanent.
  • We’re aware of a bug allowing Players to persist past the game ending when using a Self Revive.

GUNSMITH KNOWN ISSUES:

  • We are investigating an issue where some players cannot acquire additional camos in Gold, Platinum and Polyatomic tiers if they have already acquired enough camos to unlock the next tier. For example, if you have 51 Platinum camos, you are unable to earn additional Platinum camos because 51 is the number you need to unlock Polyatomic.

Same as always, once the official patch notes are out, we’ll update the article. For the confirmed changes and fixes coming to Season 2, head on over here.

Update: Official patch notes have been added!

Source: Call of Duty

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Alex Co

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

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Dead Space Remake Alternate Ending How to Obtain – Marker Fragment Locations Guide

One of the newer features added to the Dead Space remake that wasn’t present in the original game is a secret alternate ending, and to get to it, players need to collect 12 different Marker Fragments scattered throughout the story when you play it a second time around. If you need help finding the markers, check out our quick Dead Space remake alternate ending guide where each Marker Fragment’s location is listed.

Do note that once your reach a certain point in the story, you won’t be able to backtrack for the Marker Fragments, so it’s recommended you collect them as you play through the story again. It’s also worth mentioning that the Marker Fragments only spawn in once you unlock New Game Plus, so if you haven’t finished the story just yet, you may want to do so first.

How to Get the Dead Space Remake Alternate Ending – Marker Fragment Locations Guide:

Marker Fragment 1

  • Available in: Chapter 1
  • Location: Hangar-Cargo-Tram Control

On a shelf behind some papers. You can destroy the papers by shooting at them or using melee attacks. 

Marker Fragment 2

  • Available in: Chapter 2
  • Location: Medical, Dr. T. Kyne – CSO

In a hidden room behind a bookshelf. Use kinesis to move the bookshelf away and access the room.

Marker Fragment 3

  • Available in: Chapter 3
  • Location: Engineering, Engine Room

You’ll find the Marker Fragment behind Power Sub-Station 03.

Marker Fragment 4

  • Available in: Chapter 4
  • Location: Bridge, Break Room

Enter the Break Room and you’ll find it by the wall near one of the candles.

Marker Fragment 5

  • Available in: Chapter 5
  • Location: Medical, Dr. C. Mercer

Enter Dr. C. Mercer’s office and you’ll find it on the desk.

Marker Fragment 6

  • Available in: Chapter 5
  • Location: Medical, Cryogenics

Found on top of the cryogenics chamber. You’ll need to use kinesis to reach for it.

Marker Fragment 7

  • Available in: Chapter 6
  • Location: Hydroponics

Use kinesis if you can’t seem to reach the Marker Fragment when you first come across it.

Marker Fragment 8

  • Available in: Chapter 7
  • Location: Mining, Mineral Processing Area

Head to the Mineral Samples room and enter it. You’ll need Security Clearance Level 3 to be able to enter the room.

Marker Fragment 9

  • Available in: Chapter 8
  • Location: Communications Hub, Communications Array

While solving the comms array puzzle, you can head over to the corrupted hole nearby and pick the Marked Fragment up from there. 

Marker Fragment 10

  • Available in: Chapter 10
  • Location: Crew Quarters, Deluxe Shift Bunks

Found on a desk next to some Credits.

Marker Fragment 11

  • Available in: Chapter 10
  • Location: Crew Quarters, Inquiry Desks

Found on one of the desks in the room.

Marker Fragment 12

  • Available in: Chapter 11
  • Location: Hangar-Cargo-Tram Control

Found in the southeast corner of the area, on a shelf.

How to Use Marker Fragments?

To actually unlock the secret ending in the Dead Space remake, you need to use the marker fragments. Head on over to Captain B. Mathius’ room in the Crew Quarters and inspect the table with candles on them. The Marker Fragments will be placed on the table and you’ll receive an ominous message. After that, play the game normally until you reach the ending, and this time, you’ll be treated to the secret ending instead.

Getting to the new secret ending for the Dead Space remake does require a bit of searching, but it’s a great way to spice up New Game Plus and serves as a treat for Dead Space fans old and new. Enjoy the secret ending!

Carlos Perez

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JoJo’s Bizarre Adventure: All-Star Battle R Update 1.50 Out for Balancing This Jan. 30

Developer CyberConnect2 has released JoJo’s Bizarre Adventure: All-Star Battle R update 1.50 today for all platforms. This update includes many gameplay balances. Check out the JoJo’s Bizarre Adventure: All-Star Battle R January 30 patch notes down below.

JoJo’s Bizarre Adventure: All-Star Battle R 1.50 Patch Notes | JoJo’s Bizarre Adventure: All-Star Battle R January 30 Patch Notes:

General Changes

HH Gauge

  • Adjusted that the HH gauge will not be stored  when a player is damaged by his own attack. Standardized with other characters to reduce imbalances as a result of jumping differences.
  • Fixes that the gauge which should be stored with attacking an opponent,

Character Specific Changes

Joseph Joestar

  • Command: Don’t you get it?
    • Made it move forward when it is activated.
    • Expanded range of successful counter. Reduces the possibility of being countered by attacks from above (e.g. jumping opponents), improves usability in neutral.
      • Adjusted to make it easier to success moves. It can be effective against attacks with a short reach, such as weak attacks.

Noriaki Kakyoin

  • HHA: I’ll need to punish you
    • Made combo scaling applied to maximum of 50%.
      • Some attack wasn’t applied combo scaling so make common rule applied.

Hol Horse

  • HHA: Feed on these!
    • Made combo scaling applied to maximum of 50%.
      • Some attack wasn’t applied combo scaling so make common rule applied.

Akira Otoishi

  • While User Mode Normal attack: Standing heavy attack
    • Changed to 2 hits.
    • Change recoil reaction of 2 hits when Electricity Gauge is full.
      • Improves usability in neutral and in combos.
  • While Stand Mode Normal attack: Crouching medium attack
    • Increased move distance.
      • Improves usability in neutral and in combos.
  • Command: Kiss this!
    • Made it move forward in front of opponent when it is activated.
    • Change to 4 hits when Electricity Gauge is full.
    • Made flash cancel available when Electricity Gauge is full.
      • Improves usability in neutral and in combos.
  • Command: I’ll drag you in!
    • Increased speed of attack start up.
      • Improves usability in neutral.
  • Command: Gonna knock your ass out!
    • Increased speed of attack start up.
    • Sped up Stand animations end.
      • Improves usability in neutral and in combos.
      • Along with shorter animation, accelerated the timing of attack with Stand start up after Stand Rush.

Trish Una

  • Command: Nobody’s getting taken out today.
    • Made the position of Stand not to be displaced during Stand Rush.
      • Improves usability in neutral.
  • Command: Something soft is even more unbreakable than diamond!
    • Made the wall set by Trish Una disappeared when opponent makes Stylish Guard.
      • Improves stuck at the edge of the stage in certain situations.

Guido Mista

  • Normal attack: Standing medium attack
    • Shortened pushback on hit
      • Improves usability in neutral and in combos.
  • Normal attack: Standing heavy attack
    • Decreased recovery.
      • Improves usability in neutral.
  • Normal attack: Crouching medium attack
    • Shortened pushback on hit.
      • Improves usability in neutral and in combos.
  • Normal attack: Crouching heavy attack
    • Increased forward move distance.
      • Improves usability in neutral and in combos.
  • Normal attack: Jumping medium attack
    • Increased speed of attack start up.
      • Improves usability in neutral.
  • Normal attack: Jumping heavy attack
    • Adjusted hitbox.
      • Improves usability in neutral.
  • Special attack: Time to get to work!
    • Changed recoil animation when sets Stand.
      • → 4 or 5: Blow off
      • → 6: Blow off (passive is unavailable)
    • Change it available to activate with cancelling normal and special skill.
      • Improves usability in neutral.
  • Command: Gonna light you up!
    • Increased speed of weak and medium attack start up.
      • Improves usability in neutral.

Ghiaccio

  • Wake-up while Stand ON
    • Fixed so that one frame that cannot be canceled does not occur.
      • Improves usability in neutral.

Weather Forecast

  • Command: I’m blowing in!
    • Combo count (ground and aerial) modified internal processing to prevent hits exceeding the maximum number.
      • Standardized with other characters to apply common rule.
  • Special attack: Got you pinned!
    • Made it able to be pulled by in guard status when attacked while in guard.
    • Shortened recovery period. (When guarded, it is an advantageous situation.)
      • Instead of making guard possible, shortened recovery and improves usability in neutral.

Father Pucchi

  • While User Mode and Stand ON Mode Normal attack: Standing heavy attack
    • Extended invincibility period.
    • Increased damage.
      • Instead of extending invincibility period, increased damage to keep balance.
  • While User Mode Normal attack: Jumping medium attack
    • Increased attack area.
      • Improves usability in neutral.
  • While User Mode Normal attack: Jumping heavy attack
    • Changed recoil animation.
      • Improves usability in neutral.
  • While Stand ON Mode Normal attack: Crouching light attack
    • Extended the reach.
      • Improves usability in neutral.
  • While Stand ON Mode Normal attack: Crouching medium attack
    • Changed Attack Types to high attack.
    • Increased speed of attack start up.
    • Extended invincibility period.
    • Increased damage.
      • Fixed the Attack Type which was lower attack even the appearance was upward attack, and also to deal with opponents in the air, increasing speed of attack start up instead of extending invincibility.
  • Command: A Stand power that can boil water…
    • Increased forward move distance.
    • Increased speed of attack start up.
    • Increased damage.
      • Improves usability in neutral.
  • Command: You shall be crucified!
    • Combo count (light, medium, heavy) Modified internal processing to prevent hits exceeding the maximum number.
      • Standardized with other characters to apply common rule.

Father Pucchi (Final)

  • User Mode and Stand ON Mode 
    • Extended invincibility period.
    • Increased damage.
      • Instead of extending invincibility period, increased damage to keep balance.
  • While User Mode Normal attack: Jumping medium attack
    • Increased attack area.
      • Improves usability in neutral.
  • While User Mode Normal attack: Jumping heavy attack
    • Changed recoil animation.
      • Improves usability in neutral.
  • While Stand ON Mode Normal attack: Crouching light attack
    • Extended the reach.
      • Improves usability in neutral.
  • While Stand ON Mode Normal attack: Crouching medium attack
    • Changed Attack Types to high attack.
    • Increased speed of attack start up.
    • Extended invincibility period.
    • Increased damage.
      • Fixed the Attack Type which was lower attack even the appearance was upward attack, and also to deal with opponents in the air, increasing speed of attack start up instead of extending invincibility.
  • Special attack: 14 Words *Pale Snake only
    • Made it success without long pressing at the first time.
      • Improves usability.
  • Command: You shall be crucified! *Pale Snake only
    • Combo count (light, medium, heavy) Modified internal processing to prevent hits exceeding the maximum number.
      • This was unintended and has been fixed.
  • Command: Be gone! *See Moon only
    • Decreased recovery of medium and heavy attack.
      • Improves usability in neutral.
  • Command: Here it comes! *Maiden Heaven only
    • Modified internal processing of combo count to prevent hits exceeding the maximum number when hits made under specific way.
      • Standardized with other characters to apply common rule.
  • Maiden Heaven
    • Adjusted not to apply the deceleration compensation to the opponent’s character’s overall animation speed.
    • Adjusted not to apply the acceleration correction to the own overall animation speed.
    • Adjusted time count not to accelerate.
    • Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement which the match is still viable.
  • Step *Maiden Heaven only
    • Sped up animation.
    • Increase movement speed.
    • Adjusted to disappear the body during animation. *Hitbox of Father Pucchi (Final) still exist.
    • Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
  • Dash *Maiden Heaven only
    • Sped up animation.
    • Increase movement speed.
    • Adjusted to disappear the body during animation. *Hitbox of Father Pucchi (Final) still exist. 
    • Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
  • Normal attack general *Maiden Heaven only
    • Increased speed of attack start up.
    • Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
  • Command: Here it comes! *Maiden Heaven only
    • Modified internal processing of combo count to prevent hits exceeding the maximum number when hits made under specific way.
    • Standardized with other characters to apply common rule.
    • Increased speed of attack start up.
    • Increase movement speed.
    • Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
  • Command: Where is he?! *Maiden Heaven only
    • Increased speed of attack start up.
    • Increase movement speed.
    • Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable. 

Johnny Joestar

  • Command: The hole will attack you
    • Fixed the medium attack “hole (projectiles)” did not disappear and remained even when the attacker was hit by damage.
      • Standardized with other characters to apply common rule.

Gyro Zeppeli

  • While User Mode Normal attack: Standing medium attack
    • Fixed a large camera movement each time when it is activated.
      • Fixed to prevent camera sickness.

Ikuro Hashizawa

  • Easy Beat
    • Changed special move which activated by Easy Beat.
      • This was unintended at ver 1.4, and has been fixed.
  • Throw
    • Adjusted hitbox placement of forward throw align to back throw.
      • Standardized with other characters to apply common rule.

DLC Character

Character Select

  • Added paid DLC character Rudol von Stroheim.
    • This update is for the addition of the paid DLC character Rudol von Stroheim.

Gallery Item

  • Added Gallery items.
    • This update is for the addition of the paid DLC character Rudol von Stroheim.

JoJo Glossary

  • Added items in JoJo Glossary.
    • This update is for the addition of the paid DLC character Rudol von Stroheim.

Customize

  • Added customize option.
    • This update is for the addition of the paid DLC character Rudol von Stroheim.

Source: Bandai Namco

Damien Seeto

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Forspoken Review – Fits and Starts

Storytelling in video games has been around since the advent of the medium. From the earliest text adventures such as Zork to the early Final Fantasy games, Storytelling, when done well, can bring the player into an interesting world and can serve as the motivation to see the game through. Unfortunately, more often than not, storytelling in video games can be stilted, rote, and flat out poorly presented. And even worse, can make the gameplay suffer as a result.

Personally, I find the games that can tell a compelling story with interesting characters, to be few and far between. It pains me to say that SquareEnix and Luminous Productions drops the ball in this area, which wouldn’t be so bad if the game didn’t take so long to get going and didn’t have weird presentational issues that make progressing through it and getting to the “good stuff” even more of a chore.

Forspoken Demo

Upon starting the game we’re introduced to Frey Holland, a street-wise orphan in New York City who is being arraigned for what would be her “third strike.” We’re given some back and forth between the judge and Frey about some crime which can’t be all that serious considering the judge sentences her to 200 hours community service, but heavy-handedly advises Frey that she turns 21 soon and if she gets in trouble again she’ll be sent to prison.

We’re given control of Frey on the streets of New York, but are only presented with a linear path to proceed. Then the game stops again less than a few minutes later to give us another cutscene where Frey runs into the miscreants she has been doing some nebulous crimes with. They threaten Frey, Frey escapes and runs away down a linear path, then finally finds her way back to her barren apartment where she lives with her cat, Homer, and also has a duffle bag filled with cash. We’re given some lip service about how she is finally ready to leave and muses about wishing she could be like Alice in Alice in Wonderland – whisked away into a fantasy world. Hmmm. I wonder where this is going?

A series of events prevent Frey from leaving but she stumbles upon a mysterious set of bangles. Almost at once, she is sucked through a portal into Athia. A fantasy world besieged by video game plight which Frey names “the Break.” It turns human and monster alike into monsters that all want to kill Frey. Once again, Frey finds herself in another set of cutscenes where she’s treated as a demon by the local bureaucracy and the “chosen one” but a local girl.

forspoken cinematic trailer

I’m using this to illustrate just how much the game gets in your way in the opening hours to tell its story, which isn’t even one bit original. Renaming the standard impending “Video Game Apocalypse” something else doesn’t make it any less rote and generic. A lot of time is spent on this wholly unremarkable story when the game should be focused and getting me to the best aspects of the game which is combat and traversal. It’s compounded by these odd fade ins and fade outs, and moments where you can’t move at all before the game settles into a state where it releases the shackles. I can’t even count how many games give back control the moment a cut-scene ends because it’s standard. Not so here.

And I haven’t even touched on the dialogue. When interacting with other characters it’s not as bad, but the banter between Frey and Cuff is repetitive and banal. Frey’s confrontational personality makes her unlikable and Cuff sounds like a pretentious goof. Their relationship spends an awfully long time being antagonistic instead of supportive and since a lot of the dialogue repeats I started tuning it out completely.

Eventually you are set free in the world with very little guidance beyond a general direction you can head in to advance the story. In between, the world is pretty but barren with some standard video game tasks to do and interact with the open world. Eventually I lost motivation to seek these locations out because they didn’t do all that much to keep me alive in combat.

Forspoken

The best aspects of Forspoken are the traversal and combat. As you progress through the game/story, Frey gets access to more and more magic by killing the game’s big bad, the Tantas. These women have abilities tied to elements such as fire, water and light. Frey’s default magic is earth-based. Elemental based abilities are nothing new but I found them all fun to use and mix and match in combat depending on what type of enemy I was facing. All enemies are vulnerable or resistant to different types of magic, so switching between the two is key. The attack and support magics all complement each other really well. One thing I did appreciate is that while using support magic triggers a cooldown, each respective support magic has their own cooldown meter so when I used one, I could switch to another that was fully charged.

The world of Athia does give you several chances to explore however, since magic and abilities are tied to unlocking trees from beating Tantas, the open world is left for gear, stat upgrades, buffs in the form of nail polish and crafting materials used to change or imbue cloaks and necklaces with buffs and effects. Unfortunately I never felt like I was missing anything without doing these after a while, so I opted to beeline through the rest of the game.

forspoken pc system requirements

There’s also a lack of polish in Forspoken that is perplexing. Textures will pop in during cutscenes, and in the world, it never looks as beautiful as it could or should. We have open worlds already taking advantage of the PS5 so Forspoken not looking as good, being built for PS5 and PC, is a real bummer. It does have nigh instant load-times during fast travel so that’s a plus. Especially since I found myself exploring less and less. Particle affects during combat and traversal do look good, Reminding me of a lesser inFamous Second Son (which still looks better than most games even on current gen consoles).

Without a compelling story or likable protagonist, or a compelling world to explore, Forspoken only has its combat to rely on and while I always found that fun and engaging, it’s not enough to justify an open world for a decidedly linear game. It tries a lot of things and comes up short in most of them. There’s a really good game in Forspoken. It just needed to be refined, polished and edited.

Score: 6.5/10

Pros:

  • Combat and traversal are fluid and fun
  • Particle effects, mmm particle effects

Cons:

  • The story is rote and the presentation is poor
  • Lack of compelling reason to explore the open world once you’ve done at least one of every activity

Forspken review code provided by the publisher. You can read MP1st’s review and scoring policy right here.

Sean Mesler

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Battlefield 2042 Season 4 Map to Be Called “Flashpoint,” New Legendary Skins From Update 3.2 Leak Out

Just last week, we reported that DICE would be naming Battlefield 2042’s Season 4 as “Eleventh Hour.” Today, more details regarding the upcoming season has surfaced! Apparently, the Battlefield 2042 Season 4 new map will be called “Flashpoint.”

Once again unearthed by super reliable dataminer temporyal, details about it have been shared too. Aside from the map name, its history and even points of interest have been shared.

In addition to that, unreleased legendary skins that are planned for Update 3.2 this coming week have also leaked, too!

Speaking of update 3.2, it’s set to live this coming week (most likely Tuesday), and will bring the massive class rework! Read up about everything coming with the update in the official 3.2 patch notes.

Again, same with any other datamine and info that’s not announced via official channels, treat this with a grain of salt for now, but given how reliable temporyal has been, don’t be surprised if this is the real deal. 

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Alex Co

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

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Rainbow Six Siege Servers Down for January 29, Ubisoft Investigating (Update)

It looks like the Rainbow Six Siege servers are down this January 29, and this marks the fifth consecutive day that the game has suffered from server problems.

Update: For server outages updates this January 30, head on over here.

Rainbow Six Siege Servers Down Status and Updates for January 29:

Update: Ubisoft has confirmed that issues have been resolved.

Multiple people on the game’s subreddit have complained about server outages on all platforms.

Servers down again, what’s going on this is like the fifth day in a row
byu/JamheGames inRainbow6

Broooo servers down again… 2 times a day ubisoft is going down
byu/Thick-Ad6819 inRainbow6

Servers be down again? For fk sake
byu/onlycplease inRainbow6

Here’s what Ubisoft has to say about it now (per the official Ubisoft Support Twitter account):

Hello everyone. We are aware of an issue currently affecting connectivity and are working towards resolving this. We apologize for any inconvenience caused and appreciate your patience. Please be sure to check this thread for future updates. Thanks.

Note that for today, Ubisoft announced that servers back to normal, but then tweeted and acknowledged that issues have cropped up again. We’ll update this article if more news regarding it surfaces.

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Alex Co

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

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Street Fighter 6 Adds WWE Wrestler Zelina Vega as Newest In-Game Commentator

Street Fighter 6‘s Real Time Commentary feature is set to add a new element of fun and hype to matches, and a new commentator for the game has been announced. It’s none other than The Trinidad, who you may know as WWE wrestler and superstar Zelina Vega.

The pro wrestler will commentate on matches when enabled, and you can listen to samples of her voice lines in a new YouTube trailer.

All hail the queen! Professional wrestling star Thea Trinidad lends her electrifying personality and voice to the Real Time Commentary Feature as a Color Commentator. Listen to her hype up the crowd when Street Fighter 6 launches on June 2, 2023!

Trinidad isn’t the first commentator revealed to be part of the feature. Personalities such as Jeremy “Vicious” Lopez, Ryutaro “Aru” Noda, Kosuke Hiraiwa, and Steve “TastySteve” Scott have been previously announced, too. With the announcement of Trinidad, this should offer a more unique commentator option for Street Fighter fans who are also fans of the WWE franchise.

Since Street Fighter 6’s official release date announcement last year at The Game Awards, we’ve been getting more and more reveals surrounding the fighting game as it inches towards its June 2 date. The game will be available on PS4, PS5, Xbox Series X|S, and PC via Steam on launch.

Carlos Perez

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Report: PlayStation Plus February 2023 Free Games Revealed

February’s just around the corner, and you know what that means—new free games for the PlayStation Plus subscription. And just like last month, it looks like the games coming up this February have been leaked as well. The games set to be part of February 2023’s free lineup include Mafia: Definitive Edition and Evil Dead: The Game.

The leak was revealed by none other than billbil-kun, a prominent leaker who also dropped the free titles for PS Plus last month ahead of the official announcement. Here’s the tweet:

You can check out the trailers of each game below.

Destiny 2: Beyond Light (DLC) | PS4, PS5

PS Store Link

The frozen frontier of Europa holds many lost secrets from the past, including the chilling dark power of Stasis. You must work with the mysterious Exo Stranger to harness its power before your enemy, Eramis the Kell of Darkness, bestows it on her Fallen forces.

Evil Dead: The Game | PS4, PS5

PS Store Link

Step into the shoes of Ash Williams or his friends from the iconic Evil Dead franchise and work together in a game loaded with over-the-top co-op and PVP multiplayer action! Play as a team of four survivors, exploring, looting, managing your fear, and finding key items to seal the breach between worlds in a game inspired by all three original Evil Dead films as well as the STARZ original Ash vs Evil Dead television series.

OlliOlli World | PS4, PS5

PS Store Link

OlliOlli World is a bold new skateboarding action-platformer that’s bursting with personality. Flip and flow through the vivid and vibrant world of Radlandia, meeting colorful characters as you grind, trick, and air your way to discover the mystical skate gods on your quest for Gnarvana.

Mafia: Definitive Edition | PS4

PS Store Link

Re-made from the ground up, rise through the ranks of the Mafia during the Prohibition era of organized crime. After a run-in with the mob, cab driver Tommy Angelo is thrust into a deadly underworld. Initially uneasy about falling in with the Salieri crime family, Tommy soon finds that the rewards are too big to ignore.

These games are set to go free via the PlayStation Plus subscription from February 7 till March 6. Mafia: Definitive Edition may be replaced in some regions, too.

Update: It looks like the leaks were true! PlayStation just officially announced the free PS Plus games of February 2023, and they include Mafia: Definitive Edition and Evil Dead: The Game.

Be sure to pick these games up starting February 7!

Carlos Perez

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Fallout 76 Crashing Issues After Latest Update, Bethesda Investigating

Following a patch rollout that needed to be hotfixed once more with another patch, it looks like Fallout 76 players’ woes aren’t done just yet. Multiple reports of Fallout 76 crashing issues have surfaced after the latest update released on January 27.

Fallout 76 Crashing Issues Report This January 2023:

Multiple players from the game have posted how Fallout 76 crashes for doing the simplest things such as checking your Pip-boy, shoot, run or do anything useful. And yes, this crashing issue is affecting both PC and console players.

The new crash event
byu/Kokomojo44 info76

The new crash event
byu/Kokomojo44 info76

Crashing and question about compensation
byu/Madd_Butt info76

Game keeps crashing. I don’t know what to do.
byu/Wookiee_Hairem info76

Over on Twitter, while Bethesda has yet to announce anything about it, the official Bethesda Support account did reply to a user stating that they are aware of the crashing issues and currently investigating:

Hopefully, this means that this gets resolved soon. Don’t be surprised if players are required to download yet another patch to resolve this. 

Once we know more, or find a workaround, we’ll update the article.

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Alex Co

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

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The Lords of the Fallen to Be Both a Sequel and a Reboot, Devs Explain Why Title Is the Same as First

Back in August last year, CI Games announced a new game in the Lords of the Fallen franchise simply titled “The Lords of the Fallen.” While some might assume that is a reboot and that’s the reason for the title, that’s not really the case.

Speaking in the latest issue of EDGE magazine (#381), HexWorks, the studio developing The Lords of the Fallen, explained why they chose to title it the same as the original released back in 2014. HexWorks Senior brand manager Ryan Hill explains that a numbered sequel would have given the wrong impression, as it would lead fans to believe it’s a direct follow up to Deck 13’s 2014 game.

Senior brand manager Ryan Hill explains that a numbered sequel would have given the wrong impression, leading fans to expect a direct follow-on and failing to sell the leap in quality and variety that Hexworks is trying to achieve, while the use of a subtitle would have made it look like a spinoff. Yet the team still wanted to acknowledge the connection to the first game – and if The Batman, The Wolverine and The Suicide Squad can do it, why not follow their lead? “It might not be the clearest route forward,” Hill admits, “but I think by the time we’ve launched, everyone will be educated on what this is.”

In another part of the same interview, Saul Gascon, Executive Producer at HexWorks explains that the action-RPG is both a sequel and a reboot.

Gascon describes the new game as “both a sequel and a reboot. Basically, we revised everything from the first game”. In fact, it seems that anyone seeking continuity will mostly have to be content with the game’s plotline, which recalls past events and characters to use as building blocks for a scenario set 1,000 years later. The demon god Adyr will once again act as the primary antagonist, for instance, with the radiant church still representing the counter force against him.

You can check out gameplay of The Lords of the Fallen right here. The game still has no definite release date but is in development for the PS5, Xbox Series X|S and PC.

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Alex Co

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

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Phil Spencer Claims Support for Halo Will Continue “for as Long as Xbox Is a Platform for People to Play”

343 Industries, the game studio behind Halo Infinite, hasn’t been doing too well these past few months. Following the game’s multiplayer creative director leaving the company, Microsoft’s recent mass layoffs also reduced the studio’s workforce. In light of the recent developments, 343 put out a statement stating that the studio will “continue to develop games now and in the future.” 

While the future of 343 Industries and the Halo franchise as a whole seems uncertain given the recent news surrounding the studio, Xbox CEO Phil Spencer offered reassurance in a recent interview, stating that the company is “critically important to the success of Halo.”

What we’re doing now is we want to make sure that leadership team is set up with the flexibility to build the plan that they need to go build. And Halo will remain critically important to what Xbox is doing, and 343 is critically important to the success of Halo.

Spencer also addresses that Halo Infinite missed the mark in some aspects, but reiterates that 343 did “a really good job” with the most recent Halo title.

…I think sometimes it gets a little bit lost in the discussion about Halo and 343, which will always be iconic for Xbox, is just the launch of Halo Infinite a little over a year ago and the quality of execution that that team put into the game. I thought it was fantastic. Obviously, we’re talking about the following year, and I think there are some missteps that we made as a team, absolutely. But I don’t want to take away from the fact that the team did a really good job delivering a great Halo game. I think reviewers commented on that. We definitely saw players last year playing and the success that that game had.

When asked about Halo Infinite’s 10-year support plan (via NME), here’s what Spencer had to say:

I expect that we’ll be continuing to support and grow Halo for as long as the Xbox is a platform for people to play. So I think the timeline goes on and on in line with Xbox, and I want to make sure the team’s set up to succeed with that.

The Xbox CEO made multiple noteworthy statements in the interview, such as him admitting fault to Xbox’s weak 2022 showing. Halo and Xbox have been inseparable for years, and based on Spencer’s comments, it seems like the company is committed to keep it that way, at least for the time being.

Source: IGN

Carlos Perez

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Bloodborne Snake Ball Boss New Info Reveals Enemy Maneuvers, Attack and More

Bloodborne, like many other games, contained content that eventually never made it to the final retail version. One example of this would be the Snake Ball boss, an extremely large variant of the Snake Ball enemy that didn’t make the final cut.

While the boss itself was discovered quite a while ago, a recent YouTube video from Lance McDonald goes into detail about the scrapped boss, its fight mechanics, and more.

During the game’s development, the Snake Ball boss was meant to have small white snakes that protruded out from the sides. These snakes, when hit, would cause the boss to stagger, exposing the large snake heads for easy and free damage. The boss would also cause large snakes to pop out of the ground once it reached a certain HP threshold, and this made the fight a lot more chaotic toward the end of the encounter.

In a later development version of Bloodborne, the Snake Ball boss was removed from its original location, a place that now serves as the arena for the Shadows of Yharnam fight. It was still in the game itself, however, as it would spawn during the game’s Blood Moon phase. This version of the Snake Ball boss was far simpler, with no more snake ground attacks to dodge or white snakes to target. The boss would then eventually be removed entirely, evidenced by its absence in the retail version of Bloodborne.

You can check out the full video documenting the history of the Snake Ball boss here:

Do you think that the Snake Ball boss should have stayed in the final version of Bloodborne? Were the fight mechanics too clunky to warrant a proper Bloodborne boss fight? Let us know!

Carlos Perez

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Sony Allegedly Misled EU Regulators Regarding Call of Duty Parity According to Microsoft

The Activision Blizzard acquisition deal by Microsoft, which is set to be a major move in the video game industry, currently involves regulators from not just the US but also Europe and the UK Unfortunately, it seems that Sony, a major detractor against the deal, provided incorrect information to “people in Brussels.”

The report came from none other than Microsoft’s own communications lead, Frank Shaw. Shaw provided the full details in a Twitter thread, which has been compiled below for your convenience.

I hear Sony is briefing people in Brussels claiming Microsoft is unwilling to offer them parity for Call of Duty if we acquire Activision. Nothing could be further from the truth.

We’ve been clear we’ve offered Sony a 10 year deal to give them parity on timing, content, features, quality, playability, and any other aspect of the game. We’ve also said we’re happy to make this enforceable through a contract, regulatory agreements, or other means.

Sony is the console market leader and it would defy business logic for us to exclude PlayStation gamers from the Call of Duty ecosystem.

Our goal is to bring Call of Duty and other games – as we did with Minecraft – to more people around the world so they can play them where and how they want.

Sony’s been a major voice against the deal, citing that it would harm the industry as a whole by giving an unfair advantage to the gaming platform. Other companies, such as Nvidia and Google, have also stepped to chime in with concerns over the deal. The European Commission (EC)’s recent involvement with the Activision deal has led to the organization reportedly planning on sending an antitrust warning.

Once we know more about Europe’s actions regarding the deal moving forward, we’ll let you know.

Carlos Perez

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Destiny 2 Connection Errors Surface This January 28, Bungie Investigating “Coconut,” “Currant” and “Cabbage” Errors (Update)

It looks like Destiny 2 suffering through connection issues again this January 28, as players are reporting that they are stuck in queue or in orbit. Bungie has acknowledged the error issues that have surfaced where players will see “Coconut,” “Currant” and “Cabbage” errors pop up.

Destiny 2 Connection Errors This January 28:

Update: Issues have been sorted according to Bungie:

While Destiny 2 players can connect to the server (meaning it’s not actually down like what happened earlier in the week), multiple reports have surfaced stating of long wait times and the like.

Error code anteater?
byu/UpwardStatue794 inDestinyTheGame

NAT types?
byu/oneyungbo1 inDestinyTheGame

The studio acknowledged the errors as well:

Once the studio posts an update regarding the issue, we’ll update the article accordingly. If you can connect (or can’t connect), leave a comment below and let us know what platform you’re on and connecting from where.

More Destiny 2 Reading:

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Alex Co

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

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Neon White Update 1.02 Out for Fixes This January 28

Developer Angel Matrix has released Neon White update 1.02 today for the PlayStation consoles. This update has several small bug fixes. Check out the Neon White January 28 patch notes posted down below. 

Neon White Update 1.02 Patch Notes | Neon White January 28 Patch Notes:

The official Neon White Twitter page posted details about today’s patch. You can read the announcement posted down below. 

New PlayStation patch goes live today:
+ Fixed “Gift Hunter” trophy not unlocking as expected
+ Improved 120Hz support for certain hardware configs (PS5)
+ Added measures to mitigate save data corruption issues

More patches are coming soon:
– More options to address 120Hz issues on a wider range of hardware configs
– More measures to prevent save data corruption. If you encounter save issues after this patch, please contact us with info about what happened: support@littleflag.net

-Lastly, if you were affected by the Gift Hunter bug you can trigger it by visiting White’s Journal if using the same save data.

That’s it for the patch notes. Neon White is out now for PC, PS5, PS4 and Nintendo Switch. 

Source: Neon White Twitter

Damien Seeto

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Report: Horizon Multiplayer Concept Art and Dev Footage Leak

Back in October last year, we broke the story of how Sony was not only re-releasing Horizon Zero Dawn for the PS5 as a remaster/remake, but also how a Horizon multiplayer game based on the franchise was in development. Well, now more evidence of this has surfaced.

Over on the Horizon subreddit, user BirdonWheels posted what is alleged to be early Horizon multiplayer development footage! 

[deleted by user]
by inhorizon

In addition to that, there’s also concept art posted from Discord too.

According to the person who posted the art and footage, this was from a “very old alpha, from the summer of 2020.”

The last thing we heard, there were multiple Horizon games in development. Same as with any other leak, treat this one with a grain of salt, as it has not been confirmed by Sony or any studio.

Hopefully, Sony confirms (or debunks) this soon. 

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Alex Co

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

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Phil Spencer Admits Weak Xbox Showing in 2022 as His Fault; “That’s on Me”

It’s no secret that Xbox didn’t perform all that well during 2022, and even the CEO of the platform recognizes this. A recent interview with Xbox CEO Phil Spencer addressed the platform’s weak showing of games.

Compared to PlayStation’s AAA hits in Horizon Forbidden West and God of War Ragnarok, Xbox didn’t really offer much in the form of exclusives, and this was echoed during the platform’s effective no-show during last year’s The Game Awards. 

Our commitment to our fans is that we need to have a steady release of great games that people can play on our platform, and we didn’t do enough of that in 2022, there’s no doubt. And fundamentally, that’s on me. I’m the head of the business.

While 2022 wasn’t a huge showing for Xbox, Spencer did mention something positive regarding the platform’s direction moving into 2023. He stated that while “every year is critical” for Xbox, he also mentioned feeling “good” about its momentum. These are vague terms, of course, but it does hint at larger projects or events that may come in the near future.

And, for January at least, Xbox hasn’t done too badly. The recent Developer Direct show introduced a fun and engaging way to update Xbox players with new info on existing and upcoming games, and the recent shadow drop of Hi-Fi Rush was a pleasant surprise. 

2023’s just started, so it’s hard to tell at the moment how successful things will be for Xbox, so we’ll have to wait and see how things turn out throughout the year.

Source: IGN

Carlos Perez

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Dead Space Remake – Best Way to Earn Credit (and Nodes)

While the currency used to upgrade weapons and your rig in Dead Space are called “nodes,” there’s another in-game currency that players will obtain, and they are called “credits.” Credits are the game’s in-game currency (no microtransactions here, so don’t worry), which are used to buy schematics, ammo, health, (even) nodes and more! If you’re looking for an easy way to earn credits and nodes in the game, go check out our quick and handy Dead Space remake credits and nodes guide that will not only help you get as much cash in your playthrough, but also help you level up your favorite gear as well.

Dead Space Remake – Best Way to Earn Credit and Nodes:

Sell Ammo for Weapons You’re Not Using

While Dead Space has different weapon types for different situations and enemies, you really don’t need to use all the weapons that the game gives you. You can finish the game using the first weapon given to you, the Plasma Cutter, and there’s even a trophy/achievement tied to it.

If you tested the weapons out and you find a few not to your liking, go sell its ammo. Note that you need to have the weapon in your inventory in order to pick up ammo for it. Once you have it taking up one inventory slot, you should pick up ammo along the way via crates, lockers and the like, and you can sell these at the in-game shop for easy cash. Each ammo found will net you 1,250 credits and more, and this quickly adds up!

As for nodes, the store sells one for 10,000 credits, and with this ammo selling method, you’ll see the credits pile up fast, which you can use to buy med packs, ammo of your preferred weapons or even nodes.

This is the best method to farm for credits in Dead Space, but here are a few other pointers to help you get as much credits in your playthrough.

Use Kinesis in Corners, Unreachable Crevices and More

Isaac Clarke’s kinesis ability is most useful for reaching areas out of reach, or for carrying batteries and other stuff into their designated spot, but did you know that it can also reach a lot of hidden credits tucked away in various corners and crevices?

If you see an area that can’t possibly be reached, or a corner with an opening, use your kinesis and you’ll be surprised at just how many times you’ll see a credit be snatched up! 

Stomp Necromorphs

This is something that veteran Dead Space players will surely remember: stomp on enemies after killing them. Each enemy should also have a random item drop, but more often than not, it’s credits. Either way, you’re getting free stuff, so it never hurts to just stomp over those corpses.

Explore All Areas

This last tip isn’t necessarily an efficient way of making credits, but it’s worth considering if you’re running low on funds. Dead Space’s story doesn’t take you through every nook and cranny of the USG Ishimura, and that means there will be some spots left unchecked if you just stick to the main path. These areas will be full of credits and other goodies that you can grab if you take the time to explore them, but do note that you may end up with fewer ammo after your ventures as you may come across more Necromorphs.

The Dead Space remake can be pretty challenging at times, but with these tips in hand, you should have enough credits to power through the story. For more Dead Space remake content, click here.

More Dead Space Reading:

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Alex Co

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

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Dead Space Comms Array Solution Guide

Like many other games, Dead Space has its fair share of puzzles, and the comms array puzzle in Chapter 8 is a great remake of the original one back in 2008. Still, if you’re having trouble finding the solution, then don’t worry: here’s a Dead Space comms array solution guide that’ll let you proceed through the story in no time.

Do note that before you can actually solve the puzzle, you’ll have to take down some Necromorphs first, so be prepared to clear the area out.

Dead Space Remake Comms Array Solution Guide:

Solving the comms array puzzle is actually quite simple once you understand how the puzzle works. Essentially, your goal is to transfer power from the source to the central node. You’ll notice that there are wires running through the roof of the room—that’s where the power flows through. Blue, glowing wires are powered, whereas the red ones are not.

To actually connect the wires together, you’ll need to use junctions that intersect the wires, but not all of them are working. To find which junction is functional, look for white lines in the center, as shown below. The lines also show you how the wires will transfer power, so you’ll know which direction you’re redirecting the power to. You can use your kinesis ability to remove and place these junctions into their respective slots.

With this knowledge, all you have to do is use the working junctions to transfer the power from the source to the central node. Simply remove any non-working junctions and add the working ones where necessary. There are multiple ways to solve this solution; here’s one of them.

dead space remake comms array solution

Here are a couple of tips:

  • You can rotate the junctions upside-down if you think that will lead to a solution
  • Placing the working junctions on one side and the non-working ones on the other will make things less confusing

Once you’ve powered the central node, you’ll be able to proceed through the story. Check out our Dead Space remake game hub for more guides and content!

Image credit source (for some): Gamepressure

Carlos Perez

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Hi-Fi Rush Director Says Game Has Been in Development Since 2017, Pre-Bethesda Buyout

Tango Gameworks Game Designer and Hi-Fi Rush director has shot down claims that the game was made because of Microsoft’s Xbox Game Pass, stating that he pitched idea for Hi-Fi Rush in 2017 to Bethesda, long before Microsoft’s acquisition of the company.

Discussing the genesis of his funky rhythm-action brainchild, Johanas brought up his nervousness while originally pitching the idea to Tango Gameworks’ parent Bethesda:

It’s one of those […] dream games that I had like, way way back. I had finished working on The Evil Within 2, and we (Tango Gameworks) had just made two horror games in a row. We knew that Ghostwire (Tokyo) was in production; it was the next title that we were going to make. And so I’m like, what if I pitch this? […] This is the most un-Bethesda game I could possibly imagine, and this is going to be a long shot… but I have this idea.

Dismissing the notion that the game only exists because of the Xbox Game Pass distribution platform, Johanas revealed that the idea for the game was pitched six years ago in 2017, long before Microsoft even initiated its acquisition of Bethesda:

This is like, 2017. I know people were saying “Oh, you made this because of Game Pass,” but this is before (Microsoft acquired Bethesda).

Thus, a Hi-Fi Rush PS4 or even PS5 version may indeed have been in the cards before Microsoft finalized its acquisition of Bethesda in 2021, seeing as much of Bethesda’s IP catalogue will not be catering to PlayStation gamers in the future. the parent of Tango Gameworks’ parent did agree to honor Ghostwire Tokyo’s limited-exclusivity deal with PlayStation, and an Xbox version of the game has still not materialized.

Those looking to get into the colorful, rhythmic chaos of Hi-Fi Rush can now enjoy it on PC and Xbox Series X|S through Xbox Game Pass, and additionally through Xbox Cloud Gaming as well.

Source: Xbox Plays via Dreamboum

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Salman Haider Zaidi

That's a nice argument, Senator.

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