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The Division 2 Servers Go Down on Sept. 9 to Usher in Y7S2

Agents trying to log in, you’ll be met with resistance as Ubisoft has taken The Division 2 servers down on September 9, and this is to bring the Y7S2: The Pact content into the game.

Expect this maintenance period to last for a few hours, during which time, in-game activities cannot be accessed.

Read on for the schedule and what to expect.

The Division 2 Downtime on Sept. 9 Will Last Longer Than Usual

Downtime for September 9 begins at:

  • 9:00 AM CEST
  • 3:00 AM ET
  • 12:00 AM PT
  • 3:00 PM HKT

Duration: 5 hours 30 mins.

There is the chance that maintenance can go on longer than planned, and if it does, we’ll let our readers know.

Read on for what to expect in the Y7S2 patch, or otherwise known as Title Update 25.

Content

  • Retaliation
  • 1 Manhunt
    • The Pact
  • 1 Gear Brand Set
    • Urban Lookout
  • 1 Gear Set
    • Tipping Scales
  • 3 Exotics
    • Shroud – Exotic M700 Carbon
    • Tempest – Exotic 93R Pistol
    • Overdogs – Exotic Gloves
  • 1 New Talent
    • Soft Spot – Weapon Talent
  • Expertise Cap

Retaliation

Retaliation is a new permanent endgame activity built around territory control and faction conflict. By agitating enemy factions, you trigger large-scale counterattacks in Named Zones, and then fight back to reclaim them. This system offers high replayability and introduces a new targeted way for you to farm Exotics.

The Pact

The Pact is the beginning of a different situation. Until now we have been fighting against the different factions and they have been losing ground. Now they’ve decided that enough is enough and have formed a pact against the Division.

True Sons, Outcasts and Hyenas are forging a pact and are planning something huge, but can the Division put the pieces together in time to stop it?

There’s also a new Season Pass priced at 1000 Premium Credits ($9.99 or your regional equivalent), which players can buy.

New Gear / Weapons

No season would be complete without new options to shape your build. A fresh Brand Set, new Named pieces, and two Exotic weapons are on the table – it’s time to pick your favorites, agent.

Urban Lookout – Brand Set

=> Brand Sets

Tipping Scales – Gear Set

=> Tipping Scales Image

=> Gear Sets

Overdogs – Exotic Gloves

=> Overdogs Image

=> Overdogs Overview

Tempest – Exotic 93R Pistol

=> Tempest Image

The first fully automatic pistol will be a reward from the Climax Mission.

=> Tempest Overview

Shroud – Exotic M700 Carbon

=> Shroud Image

=> Shroud Overview

Talent

  • Soft Spot
  • Perfect Soft Spot

This is far from the game’s final content drop, as the development team is working on “Survivors,” though details on it is scarce for now.

If anything changes regarding the server schedule, we’ll let our readers know by updating the article.

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Alex Co

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

Home > Title Updates and Patches

Battlefield 2042 New Update on Sept. 9 Drops for 1.000.078/1.75

DICE has released a hotfix for Battlefield 2042 on all platforms on September 9, and this mostly deals with weapon issues, makes the Phantom Easter egg a bit harder, and makes the Battle Pass grind a whole lot easier — if you’re willing to pay.

Players on consoles will see this as Battlefield 2042 update 1.000.078/1.75, which is for PC version 9.2.1. This should be a small download across all platforms and does not include any platform-specific fixes.

Battlefield 2042’s Latest Patch Fixes Weapon, Gadgets Issues and More via Update 1.000.078/1.75

battlefield servers down january 26

Phantom

  • The Penguins have seen individuals brute-forcing into the Phantom Project and have added additional defenses to ensure the reward is for Operatives who are fully deserving of the loot that awaits.

Weapons & Gadgets

  • Fixed an issue on the Lynx where extended magazine reload was slower than intended. The reload animation is now faster, making it look less like slow motion and more like just motion.
  • Fixed an issue with the Lynx’s recoil and camera motion.
  • Fixed an issue where the accuracy is lower than intended when standing still for the Lynx.
  • Balance pass with SWS-10 and Armor Piercing Rounds and the Masterkey.
  • Fixed an issue where multiple Underbarrel Shotgun Attachments on Vault Weapons were not tracking progress towards quests that require you to get kills with underbarrel shotguns. For example, the unlock quest for the AK5C.
  • Fixed an issue where the SOFLAM and Tracer Dart interaction with a vehicle would not show “Target Acquired” messaging.

Maps & Modes

  • Renewal has been returned to the Team Deathmatch playlist offering.

Playercards

  • Fixed an issue where the names of Playercard Backgrounds ‘Always Check Your Rear’ and ‘Teamwork Makes the Dream Work’ were accidentally swapped.

Weekly Missions & Progression

  • Fixed an issue where some weekly missions about doing actions with Vault Weapons would not track with the M1 Garand in All Out Warfare.
  • Tier Skip functionality is now active on the Road to Battlefield 6 Pass.

As you can see from the changelog, Tier Skips are being introduced, so players can literally just buy their way into the Battle Pass’ rewards that include a bunch of stuff for Battlefield 6. Truth be told, I’m tempted to do that myself, so I won’t have to grind for it at all. No word yet on how much these Tier Skips will be, but given the amount of BF6 rewards in the Battle Pass, it won’t be cheap if you want to skip playing BF2042 entirely.

In other Battlefield 6 news, footage of one of its launch maps, New Sobek City, has surfaced, showing us a good look at its layout.

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Alex Co

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

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Is This Proof Battlefield 6 Needs Closed Weapons?

While the Battlefield 6 Open Beta was a resounding success, there was one topic that wasn’t answered then, and still hasn’t been answered now: does the game play better with closed or open weapon for classes?

For those unaware, an “open” class sytem for weapons means any class can equip any weapon. For “closed,” it’s a more traditional weapon system, wherein Support can only wield light machine guns, Engineers can only use submachine guns, and so on. There are exceptions, such as the carbines, DMRs, and shotguns, which are shared among all four classes.

It’s such a divisive topic that we even wrote about it during the beta. Even now, people are still split between two camps. Some are pushing for closed weapons since it offers a more traditional Battlefield experience, while others argue that it’s the gadget and loadout that define a class, not the weapon.

Battlefield 6 Engineer Sniper Might Just Prove We Need Closed Weapons

A recent video from Battlefield Labs has come to light that maybe proves that Battlefield 6 does need closed weapons.

We have footage of an Engineer using a sniper rifle, and also blowing up tanks all perched at some tower camping.

New BF6 Operation Firestorm sniper footage
byu/Fit-Support2256 inBattlefield

While that in itself is odd to see, one can argue that they aren’t capping or going after objectives, which means their team will probably lose. Also, this has been an issue before in past Battlefield games, wherein someone uses a DMR and just hides in one high spot. That said, usually, when people do this, their team loses, since you need actual bodies to cap flags or arm bombs.

It’s also hard to deny how odd and flawed this class setup is, though I suspect DICE is valuing player freedom more than placating the Battlefield fans who are demanding a closed weapon system.

DICE has already said they are going to offer an open and closed playlist in the final version of the game, just like in the beta, but sooner or later, the developers have to decide, as this will fracture the player base when it comes to matchmaking.

Does this clip prove Battlefield 6 needs a closed weapon system? Leave a comment and let us know.

In other Battlefield 6 news, our first gameplay look of New Sobek City has surfaced, and it’s one of the game’s nine launch maps. Speaking of maps, we recently ran a report on the free maps players can expect in Season 1, and one of them is reportedly from Battlefield Hardline.

Battlefield 6 will be released on October 10 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.

Home > News

Discord Is Down on Sept. 8, With Official Server Channels Not Working

If you’re someone who uses Discord (and let’s face it, almost every gamer does), chances are you’re seeing a big “!” appear on a lot of official channels. If so, it’s not just you, but it seems Discord is having issues on September 8, and it’s affecting people worldwide.

Note that for some, the direct message features are still working, but checking a channel will yield a blank page.

Discord Down and Having Issues With Blank Server Channels

Update: It seems everything is back up and running again.

Case in point, when we try to open a server, this is what we see:

Clearly, the ARC Raiders channel shouldn’t be like that.

Discord, the company, is aware of the situation, and has said that there is a “Guilds Unavailability” situation happening, and that they are investigating.

Aside from that, all other features are functional — at least, from what the company has said.

We’re monitoring the situation, and chances are, this is a short downtime. If we get an update from Discord or if the issue is resolved, we’ll update the article to reflect it. If you can connect or use it normally, leave a comment below and let us know where you’re connecting from, and whether you’re on mobile or desktop.

For now, I suggest reading up on gaming news. We recently unearthed concept art for Star Wars: Knights of the Old Republic’s in-limbo remake, and we also have an early look at gameplay of Battlefield 6’s New Sobek City map, which was unplayable in the beta.

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Alex Co

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

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Madden 26 Review – Regaining Momentum

The Madden series has been struggling to make a first down in recent years with what felt like mediocre release after mediocre release for this entire generation of consoles. In comparison, the returning College Football series has reinvigorated the idea of what a football video game can be, and that has thankfully carried over to Madden a bit this year, with the best entry in a number of years, albeit still with some flaws, in Madden 26.

Curious how they managed to pull it off? It took some major upgrades to existing modes, and with a little bit of help from the College Football franchise.

A Step Back in the Right Direction

Gameplay in the Madden series has almost always been pretty top-notch, with new innovations making the game feel more and more like the real on-field product. The big focus this year is on the QB and coaches specifically, aiming to replicate their signature styles on the field and in their gameplanning/playcalling through all new AI-powered machine learning based on the last 10 years of the league.

Every QB in the league has their own play style, and Madden 26 has managed to take the individual QB DNA for each and infuse it into their in-game avatars. Whether it is their behavior in the pocket, the way they scramble, or even their arm slots, this year’s iteration does a fantastic job at emulating the bevy of quarterbacks in the league like Lamar Jackson, Josh Allen, and Patrick Mahomes. This has been elevated further by the addition of 50 new QB traits that can really help to differentiate each QB from one another.

When it comes to the coaches, their tendencies in-game are entirely data-driven based on their real-life counterparts. This means that rather than feel like you are just playing against a random computer player, you will actually feel like you are playing against the likes of, say, Andy Reid or Sean McDermott, based on their playcalls and decisions during all facets of the game. This is a major leap in the AI used in past games, making those offline franchise games all the more exciting to play.

The players and coaches aren’t the only gameplay changes made in Madden 26, as the new Football Weather mechanic builds on the existing weather condition options in the game, but now it is taken to new extremes. Not only has the game added heavy snow, fog, and heavy rain, but the actual weather elements affect the gameplay even more than before. In the past, the weather felt more like just a superficial setting for a cool look on the game. Now, though, you will have to completely change your game plan to handle these intense weather types. Not to mention, it’s incredibly cool to play in the heavy snow with fog where it’s hard to see and grind out a victory just like you’d see a team like the Buffalo Bills do in a game.

Presentation has also always been a strong point for the Madden franchise, and Madden 26 continues that tradition. Not only do you have all of the bells and whistles that you expect from past entries, but the development team has worked hard on this entry to add even more in this area. One element that has been missing for a number of years in the game has been that of team mascots, with all but five teams currently having an in-stadium mascot currently in the league. The only downside here is that as of launch, only 18 mascots were made available, so some fan favorites like the Carolina Panthers’ Sir Purr have not been added to the game as of yet. Thankfully, the development team says more are coming post-launch, so hopefully we’ll eventually have all of the mascots available in the game.

On top of mascots, the stadium itself will be more realistic than ever, with 26 teams having authentic motion graphics on their scoreboards and ribbon boards throughout their respective stadiums. These also have plans of being upgraded to include all teams in the future too, so that will be a good addition down the road. They even addressed some more minimal complaints such as the stadium field art not matching teams that wear special jerseys, such as the Tampa Bay Buccaneers creamsicle jerseys or the Atlanta Falcons throwback jerseys. You’ll also see teams have whiteouts and blackouts like they really would if it fits the team as well, which is so cool to see in action, especially mixed with some of the heavier weather effects.

Madden’s Franchise mode has been the bane of many people’s existence for years now due to how disappointing it was year-to-year, due to minimal improvements when it really needed to be revamped. Madden 26 finally takes that leap and gives us what fans have been asking for with a brand new Franchise mode that is much more in-depth and robust than it has been in a long time.

At the start of Franchise mode, you get to pick the team you want to take over and then choose if you want to be an existing coach or create a new coach based on one of three archetypes based around the Offensive Guru Andy Reid, the Defensive Genius Todd Bowles, or the Development Wizard Dan Campbell.  Creating your coach is still pretty simplistic, but now there are more than 200 new head types for a total of 249 head types. In addition, I thought it was really cool that they included female head coach designs as well.

One feature carrying over from last year that is still a disappointment are the storyline segments where your coach is being interviewed by the media or talking to players. Rather than actually making these moments exciting, like in say the NBA 2K series, where voice acting is used and it feels more like a story being told, here it’s just completely silent with text over the screen as you are making dialogue choices that can help impact your team’s growth and unlock new goals for players. While the team upgrades and goals are nice, the spectacle feels lost when it really could have been made into something special there this year, where you have these conversations. There is still definitely something here to build on with the stories that can include who will start, injuries for players and such, but it seriously needs some work to elevate to the next level.

The reintroduction of the College Football series is already paying dividends for the Madden series, as you can see a lot of its fingerprints all over the revamped Franchise mode. To start, your Coach starts at level 1 and can increase up to level 50 during their career. As you level up by earning XP through in-game goals, you’ll unlock more abilities and ability slots for your coach to make them all-around better coach. These abilities take things to the next level for your coach, with them being split into Gameday Abilities and Season Abilities. As of launch of the game, there are 46 total Season Abilities and 28 Gameday Abilities, which is plenty to be able to truly customize your coach’s playstyle. Each of these abilities have four tiers that you can stack as they increase until you max them out by reaching Upgrade Goals or using Staff Points. You have to be careful though, as you can also cause these abilities to downgrade if you fail certain goals.

One complaint players have had in the past is that offensive and defensive coordinators didn’t feel like they mattered much in Madden, but they now play a significant role in Franchise through the introduction of Playsheets. Depending on your coach’s level, you can have access to special Playsheets with plays that aren’t in your playbook based on your coordinators, with the max of four being able to be set once you’re level 40. Similar to the Abilities, Playsheets can also be upgraded or downgraded based on completion or failure of certain goals associated with each one.

Also, straight from the College Football series is the introduction of the Wear and Tear system to Madden for the first time, replacing the previous injury system. Wear and Tear tracks every hit that your players take throughout the season and to what parts of the body, leading to them wearing down as they naturally would. This makes the experience all the more natural rather than just freak injuries for injuries’ sake like it felt like in the past. Thankfully, Wear and Tear also comes with the introduction of Dynamic Subs to allow you to swap players on the fly without even having to go to the pause menu. This is very important when swapping out a tired running back or other player when trying to run a hurry up system and really makes a tremendous impact in the overall gameplay experience just like it did in College Football 26 when pairing the two together.

The upgraded Weekly Strategy before each game now mixes a number of these strategic elements into one area. In the Weekly Strategy, you can set your Coach Abilities loadout, including staff skills and unique coordinator Playsheets, as well as the Gameday and Season Abilities. In addition, you can also get an update on player health based on the Wear and Tear system here to help decide how to manage your roster’s health successfully.

A major problem that did pop up during Franchise mode occasionally though was a weird roster glitch that can really ruin games if it’s not fixed sooner rather than later. At times in the game, all of a sudden, your team’s depth chart will get screwy and you may end up with a backup QB in the WR slot or in one case I had the kicker coming in as the backup QB. Having to continually fix this can be a problem when it does pop up, but thankfully it was something that only happened a few times for me in my hours of playing. Regardless, this still needs to be fixed as soon as possible.

If you feel like running an entire team is too much, there is always the player-centric Superstar mode, which happens to be celebrating its 20th anniversary this year. Rather than receiving a revamp like Franchise mode did, Superstar instead just received some new features to improve it slightly over its predecessor.

The main goal of this mode is to create your own player, get drafted, and then aim to become a Hall of Fame player in their NFL career as always. In the past though, it was not always so easy to know exactly where your player stood when it came to moving up the depth chart and their career as a whole. The introduction of Chapters this year is meant to change that, with your player having various Chapters throughout their career, each with different Chapter Objectives to meet to advance to the next. There are also what are known as Redemption chapters when you hit rough points in your career and need to bounce back.

These chapters work together with what is known as the Sphere of Influence, another new feature in Madden 26’s Superstar mode. The Sphere of Influence involves your player’s relationships with others around them, both on the field and off. Off the field relationships include people like your coach, agent, fan base, and even people like your tattoo artist. On the field can be other players on your team, so it’s wise to spread the ball around if you’re a QB or you may turn one of your skill position players against you as a result. How this was truly integrated in this year’s game felt a little undercooked at times, especially with Superstar using the same boring dialogue system as in Franchise, but it at least provides some strong potential for the future.

Madden Ultimate Team returns as always and is easily the least different from last year’s iteration compared to other game modes, but there were still a few changes. Pack Helper is a good addition to help you figure out if players you pull from packs are better than currently rostered player cards. There are also new leaderboard campaigns to partake in within the mode. Otherwise, Madden Ultimate Team is still there for players that love the microtransaction-fueled mode, while those that avoid such modes like the plague will not feel like they are missing too much by skipping it once again.

While it’s usually not that relevant, I couldn’t help but praise Madden 26’s superb soundtrack filled with an eclectic mix of songs from many different artists of different genres. Want some rap? Any soundtrack that features a mix of Linkin’ Park, Shaboozey, DMX, Twenty One Pilots, Chappell Roan, Run DMC, Beastie Boys, Lil Jon, Kendrick Lamar, and so many more is a winner. I made a point to customize my playlist so I’d have a stellar playlist to listen to while in each of the menus, even if not in them too long thanks to the much improved load times that have carried over from last year’s game.

Verdict

Many people had started to write off the Madden franchise as being nothing more than we’ve gotten in recent years, but entries like Madden 26 prove there is still plenty of quality to be found in the franchise. The much-maligned Franchise mode is the best it has been in probably a decade, thanks to some major upgrades, and Superstar has also received some quality enhancements. You can definitely see where some inspiration has come from the College Football series, and hopefully, we’ll see the two continue to work symbiotically in the future to where both are worth playing each and every year, like they are this year with College Football 26 and Madden 26.

Score: 8/10

Pros:

  • Stadium presentation improvements
  • Franchise upgrades are the best in years
  • Superstar Chapters and Sphere of Influence
  • Eclectic soundtrack

Cons:

  • Awful dialogue system in Franchise and Superstar mode
  • Franchise roster bugs

Madden 26 was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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Dean James

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EA Is Going to Let You Pay Your Way to Obtain Battlefield 6 Rewards in BF2042

Given how well the Battlefield 6 Open Beta was received, it’s perfectly understandable that EA and DICE would want to ride that hype train to Battlefield 2042. Just as the Open Beta ended, DICE released a title update to BF2042 that added a free Battle Pass that included rewards for Battlefield 6, which will be available once the game releases.

This tactic worked, as BF2042 saw an increase of over 500%, with many players jumping in to snag the BF6 rewards. This even drove sales of the game significantly, as it has been tallied; it managed to sell over 500,000 units in a week on Steam alone.

Unfortunately, not everyone is a fan of the grind. While DICE has initiated double XP weekends to make it easier, there’s a new way to obtain these rewards, and that’s by using your wallet.

EA Will Let You Pay Your Way to Obtain the BF6 Rewards in BF2042’s Road to Battlefield 6 Battle Pass

bf2042 sales

Today, DICE announced that a new title update is due for release for Battlefield 2042 tomorrow, September 9. Tucked away  in the changelog is the following items regarding Weekly Missions & Progression.

Weekly Missions & Progression

  • Fixed an issue where some weekly missions about doing actions with Vault Weapons would not track with the M1 Garand in All Out Warfare.
  • Tier Skip functionality is now active on the Road to Battlefield 6 Pass.

As you can see, it states Tier Skip functionality is now active as part of the title update. While the Battle Pass is free, Tier Skips aren’t. There’s no word on how much publisher Electronic Arts will charge for the skips, but given how many items for Battlefield 6 are in the Battle Pass, it won’t be cheap.

While it’s easy to get outraged at this, remember: this is entirely optional, and no one is holding a gun to your head to pay for these Tier Skips or even to grind for the Battlefield 6 items, which are entirely cosmetic in nature.

In other Battlefield 6 news, leaked gameplay of New Sobek City has surfaced, showing us a good look at one of the launch maps. Not only that, but thanks to datamining, it’s mentioned that Season 1 of BF6 will feature three free maps, with one from Battlefield Hardline.

Battlefield 6 will be out on October 10 for the PS5, Xbox Series X|S and PC, while the BF2042 update is out tomorrow on all platforms.

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Alex Co

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

Home > Title Updates and Patches

WWE 2K25 Update on Sept. 8 for Version 1.24 Adds El Grande Americano

WWE 2K25 just received a new update on September 8, and this brings the game to version 1.24. While a minor update, this sees the return of DLC 1 SuperStar El Grande Americano.

This minor download also applies bug fixes, though there are still a lot of issues that have yet to be resolved, which we’ve included in the known issues list reported by players.

WWE 2K25’s New Update Today Is for Version 1.24

The latest changelog notes:

General

  • DLC 1 Character El Grande Americano now available

Online

  • Addressed reported concerns of items failing to appear in the Upload menu after being uploaded to Community Creations

While there’s not a lot of bug fixes in this title update, there are a lot of issues reported by players, which we”ve included below.

WWE 2K25 Known Issues as of Sept. 8, 2025

  • MyFaction: Pink Diamond B-Fab Isn’t Received After Earning All Oddities
  • Creations: “Briggs & Jensen with Henley” Movie Missing in Stage & Ramp Movie Menu
  • Creations: Universe Entrance Cutscene 4 Has Three Superstars But Only Two Cast Spots
  • Switch 2: Commentary And Ring Announcer Audio Can’t Be Heard
  • B.F.T. 2 Finisher Doesn’t Count Towards Win Condition
  • Creations: Specific Cape Will Clip Into Superstar’s Body During Entrance
  • MyFaction: Diamond Bret Hart Won’t Be Listed In Oddities Collection Rewards
  • MyFaction: Crash on Weekly Tower – Week 25, Match 2
  • Creations: Previously Available Nikki Bella CAS Parts Missing
  • Attacking Superstar Receives Damage When Striking Opponent From Behind
  • Online: Players Will Crash When Playing For 10 Rounds In The Same Lobby
  • WrestleMania XL (Daytime) Arena’s Sky Appears with Two Different Color Tones
  • Former Champion Will Be Targeted for Cash-In After Losing Championship
  • Universe: UI Button Prompts Missing After Leaving Active Match
  • MyFaction: Popularity Changes After Setting Custom Draft Pool in MyGM
  • Superstars Clip Through Announcer Table in Both WrestleMania 41 Arenas
  • Universe: Injured Superstars Can’t Be Added to a Division After Recovering
  • MyFaction: Superstars 85 OVR and Under Unable to use Resiliency
  • MyFaction: Crash on World Tour – New York, A Dangerous Alliance Match 5
  • Roster: Only Intergender Championships Appear for Custom MITB Target
  • MyFaction: Tempest Series Cosmetics Don’t Show in MyCollection Menu
  • Creations: The Adjust Size Controls in Create an Arena are too Sensitive
  • Creation: An Incorrect Arena Appears When Attempting to Upload
  • MyFaction: Daily Challenges and Evolution Challenges Aren’t Being Tracked
  • Creations: Items Do Not Appear in the Upload Menu After Being Uploaded through Community Creations
  • MyFaction: Progress for Evolution Cards Not Tracking

This is just what’s been reported for the past month, as there are more issues reported by players.

There are two more packs set to hit the game, and that’s the Attitude Era SuperStars Pack, and the Saturday Night’s Main Event Pack set for release in November according to the roadmap.

Expect another update to be released alongside the DLC packs, which will be mandatory downloads even if you don’t purchase the DLC.

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Alex Co

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

Home > Title Updates and Patches

WWE 2K25 New Update 1.024 Adds El Grande Americano

Visual Concepts has released the latest update for WWE 2K25 on all platforms, and this isn’t just for bug fixes, as this adds DLC 1 SuperStar El Grande Americano.

Console players will see this as WWE 2K25 update 1.024 (complete version 01.024.000), and this should be a small download compared to past patches.

Read on for what’s new in today’s title update.

WWE 2K25 New Update on Sept. 8 Adds a Returning SuperStar via Patch 1.024/1.24

The latest changelog notes:

General

  • DLC 1 Character El Grande Americano now available

Online

  • Addressed reported concerns of items failing to appear in the Upload menu after being uploaded to Community Creations

While there’s not a lot of bug fixes in this title update, there are a lot of issues reported by players, which we”ve included below.

WWE 2K25 Known Issues as of Sept. 8, 2025

  • MyFaction: Pink Diamond B-Fab Isn’t Received After Earning All Oddities
  • Creations: “Briggs & Jensen with Henley” Movie Missing in Stage & Ramp Movie Menu
  • Creations: Universe Entrance Cutscene 4 Has Three Superstars But Only Two Cast Spots
  • Switch 2: Commentary And Ring Announcer Audio Can’t Be Heard
  • B.F.T. 2 Finisher Doesn’t Count Towards Win Condition
  • Creations: Specific Cape Will Clip Into Superstar’s Body During Entrance
  • MyFaction: Diamond Bret Hart Won’t Be Listed In Oddities Collection Rewards
  • MyFaction: Crash on Weekly Tower – Week 25, Match 2
  • Creations: Previously Available Nikki Bella CAS Parts Missing
  • Attacking Superstar Receives Damage When Striking Opponent From Behind
  • Online: Players Will Crash When Playing For 10 Rounds In The Same Lobby
  • WrestleMania XL (Daytime) Arena’s Sky Appears with Two Different Color Tones
  • Former Champion Will Be Targeted for Cash-In After Losing Championship
  • Universe: UI Button Prompts Missing After Leaving Active Match
  • MyFaction: Popularity Changes After Setting Custom Draft Pool in MyGM
  • Superstars Clip Through Announcer Table in Both WrestleMania 41 Arenas
  • Universe: Injured Superstars Can’t Be Added to a Division After Recovering
  • MyFaction: Superstars 85 OVR and Under Unable to use Resiliency
  • MyFaction: Crash on World Tour – New York, A Dangerous Alliance Match 5
  • Roster: Only Intergender Championships Appear for Custom MITB Target
  • MyFaction: Tempest Series Cosmetics Don’t Show in MyCollection Menu
  • Creations: The Adjust Size Controls in Create an Arena are too Sensitive
  • Creation: An Incorrect Arena Appears When Attempting to Upload
  • MyFaction: Daily Challenges and Evolution Challenges Aren’t Being Tracked
  • Creations: Items Do Not Appear in the Upload Menu After Being Uploaded through Community Creations
  • MyFaction: Progress for Evolution Cards Not Tracking

This is just what’s been reported for the past month, as there are more issues reported by players.

There are two more packs set to hit the game, and that’s the Attitude Era SuperStars Pack, and the Saturday Night’s Main Event Pack set for release in November according to the roadmap.

Expect another update to be released alongside the DLC packs, which will be mandatory downloads even if you don’t purchase the DLC.

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Alex Co

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

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Digimon Story Time Stranger Hands-On Preview – A Promising Return

Tucked away in a meeting room just off the main show floor during PAX West 2025, MP1st managed to score a four-hour session with Bandai Namco’s upcoming RPG, Digimon Story Time Stranger.

With a month to go until release, we give the latest game from the franchise a spin and see how it’s shaping up.

A Long Time Coming

2025 marked three years since the last console release in the Digimon franchise, 2022’s Digimon Survive. That game was a mixture of genres, but it was chiefly a visual novel. There have not been any new Story entries since 2018’s Digimon Story: Cyber Sleuth – Hacker’s Memory. In fact, Time Stranger was also announced back then, in 2017, before the launch of Hacker’s Memory. Seven years is a long time to go without a release, but fans of this series don’t have much longer to wait.

Digimon Story Time Stranger is a turn-based RPG, which is typical for this franchise. Digimon have elements that they may align with, in addition to their attributes. While there are a handful of different elements, each weak or strong against at least one other element, there are only three different attributes: Data, which is strong against Vaccine, which is strong against Virus, which loops back around to be strong against Data. This adds to the strategies of some battles, as you learn enemies’ strengths and weaknesses over time the more you are exposed to them.

Defeating other Digimon is a key component of obtaining them. Each time you encounter a Digimon, your Digivice obtains analysis data. Once enough data is collected, the scan level will read at least 100%. At that point, you can convert this data and summon a copy of that Digimon. If you continue past 100%, the overall rating of the summoned Digimon will increase, until the scan level reaches 200%, at which point your summon will be as powerful as can be. For the most part, you’ll have a competent enough party of Digimon that waiting for a 200% scan will likely always be worth it, but perhaps for speed runs, converting at 100% may help.

Digimon: Watch them Digivolve, De-digivolve, on a Digifarm, Within Your Digivice. Digi-nice!

There are numerous ways to power up your Digimon, or change how they evolve, or Digivolve as this universe calls it (there are a lot of words for things in this series which begin with the “Digi-“ prefix). Besides earning XP from simply being an active member of your battle party, there is also a Digifarm (told ya!), where you can train multiple Digimon on a globe-shaped grid world. Training takes a certain amount of real-world time, which can of course be sped up for a price. You use currency which was earned in-game; no confirmation of whether or not this currency can be purchased for real-world currency has surfaced yet, but the game’s official website notes that certain editions of the game come with Season Passes, so presumably, there will be some DLC in the form of additional content, at least.

Finally, your character can also occasionally participate directly in the fight, via Cross Arts. As a battle progresses, your Digivice will collect research, and once enough loads up, a special Cross Arts move will unlock. There are various Cross Arts moves available to unlock, with offensive, defensive, support, and other moves to discover. As the move takes time to build up to, you don’t have to use it in the same battle in which it was earned. It’s usually worth it to keep it ready during smaller fights, and unleash it as your first action in a boss fight, for instance.

Digimon Story Time Stranger sees you play as a new recruit for the ADAMAS organization, tasked with clearing so-called anomalies, which are strange events that occur whenever the world of humans overlaps with the digital world where Digimon live. Digimon may look friendly with a bright, cel-shaded color scheme and generally upbeat characters, but stories within this universe can also have a dark side. During the second half of our session, we were taken to a later portion of the story, and witnessed the aftermath of an attack where several Digimon died. While the story isn’t dark overall, it certainly has its moments, even in our brief time with the game.

Out With the Old, On a Whole New Platform

Digimon Story Time Stranger is leaving the previous generation of consoles behind. While this entry was originally announced for the PS4, it is now launching only on current-gen hardware, eight years later. In a first for the entire franchise, while we may lose PS4 compatibility, we do gain the very first Digimon game to launch on an Xbox platform, as it will also launch on the Xbox Series of consoles. While we didn’t see the specs of the system we were playing on, it was playing just fine, at a perceived steady 60 fps or higher. With minimum specs calling for an 8th-gen Intel i5 or AMD Ryzen5 3600, 8 GB RAM, and a GTX 970, RX 580, or Arc A580, there is a wide range of hardware the game should run on without much issue.

Digimon Story Time Stranger is shaping up to be the kind of turn-based RPG fans might expect when they think of a Digimon game. It’ll be good to play a game in this style, within this universe, with modern game sensibilities and conveniences. Watch for our review when Digimon Story: Time Stranger launches for PC, PlayStation 5, and Xbox Series X|S on October 3, 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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Marvel Rivals Loot Box References Spotted via Datamine

Looks like loot boxes might finally be introduced in Marvel Rivals. Dataminers recently dug into the Season 4 files and found some interesting traces that suggest the system could be on the way.

According to their findings, the developers have brought back references to a feature called “Mysteries” — a codename linked to loot boxes. The last time this subject came up was back in December 2024, when the developers assured players the feature wasn’t part of the plan.

Loot Boxes May Sneak Into Marvel Rivals After All

The image shows what it might have looked like when the logic was still in the game.

In a post on X (formerly Twitter), RivalsInfo, who shares information and leaks about Marvel Rivals, revealed that in Season 4, logic for the “Mysteries” player component was reintroduced. “Mysteries” is the codename for loot boxes. Within this component, there are multiple references to loot box logic, such as “cosmic mysteries number” and “BOX_OPEN_HISTORY_CHANGE,” which further confirms that it relates to the old loot box system.

Right now, it’s not clear whether these loot boxes would be tied to real-money purchases or if they’d show up as rewards for challenges and the battle pass.

It’s worth noting that Overwatch went through something similar. The original game had loot boxes for years, but they were removed when Overwatch 2 launched because of gambling concerns and the shift to a free-to-play model. Later, in Season 15, Blizzard reintroduced loot boxes with significant changes. This move was designed to address player dissatisfaction with the game’s monetization and to give free-to-play players more opportunities to earn cosmetics without spending money.

Season 4 of Marvel Rivals, titled “Heart of the Dragon,” kicks off on September 12. It will introduce new features, modes, special events, quality-of-life updates and Team-Ups. That same day, the game will also arrive on PlayStation 4, where it runs at 30 FPS on the base console and 60 FPS on the PS4 Pro.

In other related news, the rewards for the Season 4 Battle Pass have been unearthed via datamine too, and it includes some nice outfits.

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Taha

Television kills your vision.

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Report: Concept Art Unearthed for Star Wars: KOTOR Remake

It has been a while since we’ve heard any good news about the Star Wars: Knights of the Old Republic remake. Initially announced at the PlayStation Showcase in 2021, the project has been plagued by a series of development issues, with its first iteration made by Aspyr reportedly ending up abruptly canceled, and development then being handed over to Saber Interactive.

The last update we got on the project’s status was in April of last year, when Saber Interactive’s CEO, Matthew Karch, stated that the game was “alive and well”. However, it remains unknown how much of Aspyr’s original work was discarded. This factor could significantly influence how long it takes for us to see the remake, assuming it is ever released.

Still, if you’re curious about the work that went into the first version of the KOTOR remake, you’ll be interested to know that we’ve come across a piece of concept art reimagining one of the original game’s locations.

Concept Art from KOTOR Remake Shows a Classic Location

The illustration comes from the website of a concept artist who worked at Aspyr until 2021. In it, we can see the top of the trees from Kashyyyk, the native planet of the Wookiees, and a location we can visit in the first game. Here, we can see a comparison between this concept art and its 2003 in-game version.

It’s immediately clear that the team intended to create a version of Kashyyyk with much denser detail and vegetation, but unfortunately, we can only wonder what this would have looked like in the final game.

Originally, the title was announced to be a PlayStation exclusive, but according to well-known insider Jeff Grubb, Sony ended up distancing itself from the project. It’s therefore to be expected that, if it is ever launched, the game will be available on most current platforms.

Despite the uncertainty surrounding the remake, Star Wars fans still have plenty to look forward to in video games. This includes the third installment in the Star Wars Jedi series, which will close out the Cal Kestis trilogy, as well as Star Wars: Zero Company, a tactical turn-based game in the style of XCOM, of which we have previously revealed the first images and its title.

Efrain

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Battlestar Galactica: Scattered Hopes Hands-On Preview – Space Is Cold, and So Is Losing

If you’re into roguelites, with retro art, and games that make every decision feel like a life-or-death gamble, Battlestar Galactica: Scattered Hopes should be on your radar. It is a brand-new game that is currently in development by Alt Shift, with some intriguing mechanics that blend different genres into one.

We got the chance to try out an early demo build for PC, and it’s clear the developers have crafted something that blends accessible resource management with brutal decision-making. It’s the kind of game where victory is satisfying because failure is frequent—and the Cylons are always on your tail.

A Retro Roguelite With a Strategic Heart

Scattered Hopes embraces a retro aesthetic that instantly sets the tone, simple to look at, but hides layers of complexity underneath. This is a roguelite where managing your entire fleet is straightforward enough to pick up quickly, but mastering it will take patience (and probably a few crushed runs).
The game eases you in with a short tutorial that covers the essentials of how to control your ships, manage crew, and balance resources, then lets you figure out the finer points through trial and error. It’s a hands-off approach that rewards experimentation while making every run feel new and exciting to explore.

Risk, Reward, and the Countdown to Battle

Every choice you make pushes the clock forward toward the next Cylons attack. Investigating a point of interest, chasing down events, or tackling special tasks all eat away at the time you have to prepare. When the battle finally hits, you’ll be relying on whatever resources and crew experience you’ve managed to scrape together.

Victory brings rewards—maybe it’s repairing your battered ships, boosting your crew’s XP, or snagging rare resources. Between fights, you’ll visit shops to pick up new crew or essential supplies, but credits are limited. Spend recklessly and you might survive one battle only to limp into the next.

Favors, Trials, and the Fight Ahead

At the start of each new run, you’ll select from “Favors & Trials” that can either give you a much-needed edge or complete certain challenges in the game to earn more ways to gain advantage in the new playthrough. It’s a clever way to tweak your strategy before you’ve even left port. Combined with random events and procedural encounters, no two runs play out the same.

Don’t expect a forgiving ride. This is a tough game—brutal, I can’t count how many times I lost at the early stages. But like all good roguelite games, each failure teaches you something, making your eventual victories that much sweeter.

A Challenge Worth Facing

I knew nothing of the game and was not entirely aware of much of the Battlestar Galactica franchise besides a few details of the series itself. What I found instead was a tense, high-stakes roguelite where every move matters, and the looming Cylons threat makes even small decisions feel weighty. I did not regret a moment while playing this game, despite it still being in early production, so I am excited to see what else is in store from the developers.

Its early development leaves a lot of room for potential, but the blend of retro charm, challenging gameplay, and strategic depth makes Battlestar Galactica: Scattered Hopes a title worth keeping an eye on, especially if you like your victories hard-earned and your defeats humbling. Battlestar Galactica: Scattered Hope will be coming to PC (Steam) early in 2026.

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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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The Occultist Hands-On Preview – Haunting Mystery and Questions

Daedalic Entertainment and developer DALOAR are preparing to launch The Occultist, a first-person horror game set for release in 2026 on the PlayStation 5, Xbox Series X|S, and PC. The game puts players in the role of paranormal investigator Alan Rebels, who travels to the cursed island of Godstone to uncover the truth behind his father’s mysterious disappearance.

At PAX West, I had the opportunity to go hands-on with a demo, and while the atmosphere and concept intrigued me, my experience left me with mixed impressions about how the final game might take shape.

First-Person Fear

From the start, The Occultist commits to full immersion. You explore Godstone through protagonist’s eyes, Alan Rebels, creeping through dimly lit environments where every sound and shadow feels like a potential threat. The demo leaned into a slow, deliberate pace, heightening tension by making me second-guess every step forward. It effectively creates vulnerability, much like Alan Wake or Amnesia, though it hasn’t yet shown how that tension might evolve across the broader game.

The Pendulum System

One of the central mechanics of The Occultist is Alan’s mystical pendulum, which reportedly features five distinct abilities to uncover hidden objects, solve puzzles, and interact with the world. In my demo, I only got a glimpse of one of these mechanics: revealing hidden items or clues in the environment. It worked well enough, almost like peering into a hidden layer of reality, and it fit the occult theme nicely.

That said, the pendulum’s role felt limited in this slice. I didn’t see much beyond revealing objects needed to progress, leaving me unsure how varied or deep this mechanic will become in the full game. With the pendulum being pitched as a defining feature, I’m hoping future showcases will highlight more of its promised potential.

Survival Without Combat

Another interesting angle is that The Occultist doesn’t lean on combat. Instead, it blends stealth, puzzles, and environmental interaction. While the demo didn’t showcase much of the stealth or puzzle variety yet, the promise of needing to hide and sneak past threats adds to the survival-horror feel. The lack of direct combat helps reinforce the sense of helplessness but also risks limiting player agency if the mechanics don’t expand meaningfully.

An Intriguing Start, Uncertain Future

Walking away from the PAX West demo, I felt torn. The Occultist has all the right pieces on paper: a moody setting, a supernatural toolset, and an occult mystery tied to cults and disappearances. The presentation and atmosphere worked, and the pendulum mechanic hints at something unique.

But the small slice I played didn’t convince me that these ideas will carry through a full experience. The pendulum felt underutilized, the pacing sometimes bordered on familiar, and the demo didn’t highlight puzzles or stealth in a way that made them stand out.

For now, I’d call The Occultist intriguing but unproven. Daedalic and DALOAR clearly have ambition here, and if they can build on the foundations shown at PAX West, this could turn into a tense and memorable horror experience. But from what I played, I’m cautiously waiting to see more before I’m fully sold.

The Occultist has no release date outside of sometime in 2026, so DALOAR has a lot of time to left to further polish the game before it’s released on the PS5, Xbox Series X|S and 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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Hollow Knight: Silksong Super Hard “Steel Soul” Difficulty Can Be Unlocked by a Cheat Code

Like the first game, Hollow Knight: Silksong is a pretty challenging game. With all its platforming and high-damaging enemies that knock out a good chunk of your health, it’s no wonder some out there are looking for ways to make the game easier. Well, as it turns out, Hollow Knight Silksong has a secret super hard mode.. 

The bad news? It’s not going to make the game any easier; in fact, quite the opposite. 

Hollow Knight Silksong Cheat Code Makes the Game Even Harder

For those looking for some Hollow Knight Silksong cheat codes to make the game easier, well, you’ll probably want to look elsewhere, as at the time of writing, there are no in-game cheats. Unless you’re playing on PC, of course, where you can basically cheat at any game, but for all players, including those on consoles, you’re basically out of luck when it comes to making things easier. 

With that said, it does look like Hollow Knight: Silksong does indeed have a secret cheat code. The thing is, this cheat code is only for those wanting to make the game even challenging than it is right now, as it unlocks “Steel Soul” mode difficulty. For those who don’t know, Steel Soul difficulty is essentially a hardcore mode, removing the ability to revive and making death permanent. Once you die, that’s it; you have to start all over again. Players would typically have to beat the game to unlock this mode.

Now we aren’t sure who actually found this cheat, as there are several Reddit threads and videos online about it, but for those wanting to take the challenge as their first run, here’s how you unlock Steel Soul early in Hollow Knight Silksong.

  • Navigate and open up the extra menu on the main title menu. 
  • With the menu open (the cursor will be on credits), hit the following buttons: Up, Down, Up, Down, Left, Right, Left, Right
  • You should hear a sound effect, and when you go to start a new game, Steel Soul will now be unlocked. 

It may not be the cheat code some want, but that’s pretty cool regardless. Plus, who’s to say that Team Cherry didn’t sneak in other secret codes into the game? Only time will tell! Once we find more, we’ll let our readers know.

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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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Battlefield 6 New Sobek City Gameplay Surfaces; Vehicle Will Show Visible Damage When Attacked

Teased in the PC trailer for Battlefield 6, our first look at the New Sobek City map set in Egypt has surfaced, thanks to the latest build of Battlefield Labs, and this looks to be another mid to large-sized urban map that features a lot of structures for cover.

The footage also confirms one element that we saw in past Battlefield games, and that’s visible vehicular damage.

Check out the 13-minute footage below, and before anyone watches it and judges the players, the lobby is filled with bots.

Battlefield 6 New Sobek City First Glimpse of Gameplay

First Gameplay in New Sobek City
byu/ConsistentFact9170 inBattlefield

The map seems to be large in terms of area size, but it’s cramped given the amount of buildings, walls, broken-down vehicles, and whatnot littering the battlefield. It’s also a modded build as well, as you can see the player doesn’t need to reload, and has an automatic RPG. Needless to say, that’s something we’re not going to see in the final version of the game.

In terms of vehicle damage, the tank in the clip, when damaged, shows where it was hit with significant impact. Just like in Battlefield 4, if you hit a tank behind, you’ll see parts of it fall of and whatnot, which further adds to immersion and gameplay since those who see the vehicle will know if it has suffered significant damage.

Thanks to leaked footage of Mirak Valley and Operation Firestorm, we’ve almost seen all nine launch maps in action, though a lot of them unofficially. Chances are, DICE will release more trailers and info leading up to launch, especially now that we’re just a month out from release.

Speaking of maps, we’ve recently reported info on Season 1’s maps, and one of them is from Battlefield Hardline. For something more official in terms of footage, check out our first official look at the EOD bot and the Assault Ladder gadgets.

Battlefield 6 releases on October 10 on the PS5, Xbox Series X|S, and PC.

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Alex Co

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

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Former Nintendo Dev Explains Why Publisher Rarely Releases New IP

Over the years, many have criticized Nintendo for relying on the same franchises time and again without introducing many new IPs. Now, a former Nintendo employee Ken Watanabe, who worked on games such as Splatoon and Pikmin 3, has explained the reason behind this approach.

He explained that the Japanese company does not feel a strong need to create new intellectual properties very often. The reason is simple: Nintendo can rely on its huge catalog of established franchises that it has built over decades.

Nintendo Rarely Creates New IPs Because It Doesn’t Need To, Says Ex-Developer

In an interview with Bloomberg, Ken Watanabe explained that Nintendo acts differently from other companies because of its strong portfolio of successful franchises. Essentially, the company first thinks about fresh and new gameplay mechanics, and then chooses which of its franchises fits best with those ideas.

“New franchises haven’t come out simply because there’s no real need to make them,” said Watanabe. “When Nintendo wants to do something new, it’s basically about the gameplay mechanics first — about creating a new way to play. As for the skin or the wrapper, they don’t really fuss over it. They just pick whatever fits that new gameplay best.”

In short, because of this approach, the company rarely needs to create a brand-new IP, but at the same time it can still test and try new ideas. For example, Donkey Kong Bananza uses gameplay based on destruction, which fits perfectly with the nature of the famous gorilla.

On the other hand, when Nintendo worked on a competitive multiplayer concept with shooter mechanics, it seemed none of its older characters were suitable. This led to the creation of Splatoon, one of the few original IPs in recent years.

In other news, former President of Sony Interactive Entertainment’s Worldwide Studios Shuhei Yoshida believes that Nintendo is losing its identity with Switch 2.

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Taha

Television kills your vision.

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Interview With Gylee Games and Building Their Decade Long Dream “Ra Ra Boom”

Ra Ra BOOM!, the new game from Gylee Games, has a wild premise: ninja cheerleaders fighting rogue AI. To gain a deeper understanding of the game, we sat down with CEO Chris Bergman to learn about how he conceived the idea and the inspirations behind the game’s core message of friendship.

Interview conducted with: Chris Bergman, Gylee Games CEO

The Rise of Machines

MP1st: Ra Ra BOOM is a game that’s been in the making, or at least on your mind, for decades now. How has the original vision for the game changed and evolved over that time?

Chris Bergman: It’s interesting. The original vision has maintained steadily throughout. I always knew I wanted to make a new beat ‘em up. Ra Ra BOOM had the name before even any characters or ideas, so the name really drove the idea. I think our iterations on the beat ‘em up genre is what changed over time. We found fun in adding shoot em up elements and lane-based combat.

MP1st: What’s behind the naming, “Ra Ra BOOM”?

Chris Bergman: I bought the domain name in 2008 because I liked how it sounded. It seemed fun and whimsical to me. I had no idea it’d end up being our first video game until a decade later!

MP1st: What would you say have been the main inspirations behind the game’s world and characters?

Chris Bergman: For the world, I thought it would be interesting to show a colorful post apocalyptic world! What happened if the AI took climate change seriously and cultivated Earth like a bonsai tree. As for the characters, they’re all inspired by people that have been close to me and are important to my own life personally. That, and a dash of my own insecurities.

MP1st: The game’s premise, ninja cheerleaders from outer space fighting rogue AI, is wonderfully wild. How did you land on this specific concept, and what’s the core message or “coming-of-age story” you’re trying to tell through it?

Chris Bergman: The concept came about through the name Ra Ra BOOM. What would that be? Well, obviously, cheerleaders blowing stuff up. Then, it just kind of evolved from there. The core message is about friendship. Friends are there to be your emotional support system. To lift you up when you’re insecure or frustrated. To hold you accountable to your own truth. To go on adventures together.

From Dream to Reality

MP1st: The characters are described as being inspired by real-life women and dealing with emotional themes like grief. How did you go about translating these deeply personal inspirations into a high-energy, campy beat-’em-up?

Chris Bergman: It’s a tightrope walk of balance! I think campy characters can have a ton of depth if you’re efficient in your storytelling. That was key. Have these moments come across quickly but powerful.

MP1st: The beat ’em up genre has had quite the resurgence over the last few years. Did the sudden growth in popularity contribute to being the right time to make Ra Ra BOOM?

Chris Bergman: It’s been great to see the genre come back, just as a fan. I’ve really enjoyed some of the amazing newer beat ‘em ups that have pushed the genre forward, and I’m grateful we get to be a part of that.

MP1st: What has been the biggest challenge for you and the studio in getting this project made?

Chris Bergman: It’s been challenging being the only studio in Cincinnati. It can be quite lonely trying to build something brand new. Thankfully, we’ve had plenty of mentors, such as Wes Keltner of Gun Interactive, reach out to help guide us and give us that support we needed.

MP1st: What’s been the most fun part of making Ra Ra BOOM, the moment where you thought, “This is why I love making games”?

Chris Bergman: Every single character design, enemy design, and boss design. I delight in creating big worlds. To see these ideas that live inside your head become fleshed out and visual. Real. There is nothing better than that feeling.

MP1st: What’s the one thing you want players to feel when they finish the game?

Chris Bergman: I hope they fall in love with the characters. They’re likeable. They’re wholesome. And they’re a great group of friends.

MP1st: The game is skipping the Nintendo Switch. Any reason why? Is there a potential for a release there?

Chris Bergman: We love the Nintendo Switch! For now, it’s about finding time. We’re an extremely small team with limited resources.

MP1st: A fun one. If you could go back in time and tell yourself something back when you first came up with this idea, what would it be? What’s that big advice you can give to all those aspiring developers out there?

Chris Bergman: It’s a marathon. A long, long marathon. Hydrate. Take care of your mental and physical health. Get sleep.

MP1st: Anything you would like to add, or say to close this interview off? 

Chris Bergman: Thanks to everyone who’s played the game and given us amazing feedback and love! It means the absolute world to the team!

That concludes our interview with Gylee Games CEO Chris Bergman. Would like to say thanks to Chris for taking the time out of his busy schedule for this interview, and I wish him and the studio the best of luck with Ra Ra Boom.

Ra Ra Boom is now available for purchase via Steam, and in case you haven’t already, be sure to read our Ra Ra Boom review to find out why it’s one of this year’s best beat’em ups!

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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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Marvel Rivals Season 4 Battle Pass Skins and Rewards Revealed

In just a week, Marvel Rivals players will soon be able to enjoy a slate of new content when Season 4 drops. Alongside the new hero, map, and more, there’s also a new Battle Pass set to launch, which will bring a host of new outfits, player cards and more to earn.

If you don’t want to wait until Season 4 kicks off on September 12 to know what’s included in the new Battle Pass, we’ve got you covered!

Marvel Rivals Season 4 Outfits and Rewards

As you can see, we’re going to get classic golden age Captain America from the comics as one of the new outfits. That, and the new Magneto skins are looking awesome so far.

Alongside that, the Season 4 Battle Pass rewards per page have been revealed too, thanks to a datamine from reliable leaker Miller.

Note that the info was from the Season 3.5 early access build, so there is a chance that some of the rewards might change when the Battle Pass is rolled out, though we’re not expecting it to be altered.

Same as before, players can purchase the new Battle Pass for 990 Lattice.

Page 1:

  • Luna Snow: Abyssal Glow (Costume)
  • Luna Snow: Abyssal Glow (Emote)*
  • Luna Snow: Abyssal Glow (Spray)*
  • Angela (Nameplate)*
  • Luna Snow: Abyssal Glow (Nameplate)
  • Luna Snow: Abyssal Glow (MVP Animation)
  • x100 Unstable Molecules

Page 2:

  • Winter Soldier (Spray)*
  • Winter Soldier: Winter’s Veil (Spray)*
  • Winter Soldier: Winter’s Veil (Nameplate)*
  • x100 Units*
  • Winter Soldier: Winter’s Veil (Emote)
  • x100 Lattice
  • Winter Soldier: Winter’s Veil (Costume)

Page 3:

  • Star-Lord: Starlit Outlaw (Nameplate)*
  • Star-Lord: Starlit Outlaw (Spray)*
  • Star-Lord: Starlit Outlaw (Emote)*
  • x100 Unstable Molecules*
  • Star-Lord: Starlit Outlaw (MVP Animation)
  • x100 Units
  • Star-Lord: Starlit Outlaw (Costume)

Page 4:

  • x100 Units*
  • x100 Unstable Molecules*
  • Star-Lord (Spray)*
  • Captain America: Golden Age (Spray)*
  • Captain America: Golden Age (Nameplate)*
  • Captain America: Golden Age (Emote)*
  • Captain America: Golden Age (Costume)*

Page 5:

  • x100 Lattice*
  • Hawkeye: Old Man Hawkeye (Nameplate)*
  • Hawkeye: Old Man Hawkeye (Spray)*
  • Hawkeye: Old Man Hawkeye (MVP Animation)
  • Hawkeye: Old Man Hawkeye (Emote)
  • x100 Units
  • Hawkeye: Old Man Hawkeye (Costume)

Page 6:

  • Let the Sleeping Dragon Lie (Gallery Card)*

Page 7:

  • x100 Units*
  • Doctor Strange: Astral Wanderer (Spray)*
  • Daredevil (Nameplate)*
  • Doctor Strange: Astral Wanderer (Nameplate)*
  • Doctor Strange: Astral Wanderer (Emote)*
  • x100 Unstable Molecules
  • Doctor Strange: Astral Wanderer (Costume)

Page 8:

  • x100 Unstable Molecules*
  • Phoenix: Dark Phoenix (Spray)*
  • Phoenix: Dark Phoenix (Nameplate)*
  • Phoenix: Dark Phoenix (Emote)
  • Phoenix: Dark Phoenix (MVP Animation)
  • x100 Lattice
  • Phoenix: Dark Phoenix (Costume)

Page 9:

  • Loki: Immortal Firebird (Emote)*
  • Loki: Immortal Firebird (Spray)*
  • x100 Units*
  • x100 Lattice
  • Loki: Immortal Firebird (Nameplate)
  • Loki: Immortal Firebird (MVP Animation)
  • Loki: Immortal Firebird (Costume)

Page 10:

  • Tablet of Iron Fist (Collectable)*
  • x100 Unstable Molecules*
  • Magneto: The Trial of Magneto (Spray)*
  • Magneto: The Trial of Magneto (Nameplate)*
  • Magneto: The Trial of Magneto (Emote)*
  • Magneto: The Trial of Magneto (MVP Animation)*
  • Magneto: The Trial of Magneto (Costume)*

Page 11:

  • x100 Lattice*
  • Moon Knight: Moon Knight Mech (Spray)*
  • Moon Knight: Moon Knight Mech (Emote)*
  • x100 Lattice
  • Moon Knight: Moon Knight Mech (Nameplate)
  • Moon Knight: Moon Knight Mech (MVP Animation)
  • Moon Knight: Moon Knight Mech (Costume)

Page 12:

  • Raising the Stakes (Gallery Card)*

The hero balance changes for Season 4 have been revealed, and one character is getting a major buff! Once Season 4 is live, expect it here on MP1st.

Don’t forget to check our interview with NetEase about Marvel Rivals recently where a lot of different topics were discussed.

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Alex Co

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

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Days Gone Developer Bend Studio Job Listing Hints at New Multiplayer Project

Following the cancellation of a games-as-a-service project at Sony’s first-party Bend Studio, followed by a wave of layoffs, it looks like the Days Gone developer is moving on to its next project, as the studio is hiring right now.

The exact nature of the new project is unclear after the setback earlier this year, but the job listing for a new Creative Director strongly suggests it will be a multiplayer-focused game.

Bend Studio Seems to Be Working on a Multiplayer Game

Sony Bend Studio New Game

The listing on the PlayStation Careers website specifically asks candidates to have “experience with multiplayer game development and design,” a requirement that would not be necessary if the studio were only working on a single-player narrative experience like Days Gone.

Judging by other details in the posting, the new Bend Studio project is likely a high-budget title, since the role also requires experience in producing AAA or high-profile games.

In January of this year, a report mentioned how Sony cancelled two PlayStation live-service games, with one of these projects being worked on by Bend. In case you didn’t know, nine months ago, we reported on an in-development project at Bend that, while unconfirmed, seemed to imply it was a shooter with live-service elements. Does this mean Bend Studio’s new project is another live-service game? While highly unlikely, it’s not guaranteed, given that a game can have a multiplayer focus but not have live-service elements.

As for Days Gone, a sequel still does not appear to be in the works. However, the game recently returned on PS5 and PS5 Pro in a Remastered edition, so who knows if Sony had a change of heart regarding a sequel.

Speaking of Days Gone, its game director claimed previously that Sony doesn’t want two zombie games in its portfolio. However, with The Last of Us franchise seemingly all wrapped up, could we get a sequel of Days Gone in its place? I know a lot of people would be happy to hear that if it ever happens.

Once we know more about Bend’s next project, we’ll let our readers know.

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Taha

Television kills your vision.

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Dragon Quest I + II HD-2D Remake Hands-On Preview – Retro Made New Again

PAX West came and went last week in cloudy Seattle, Washington. MP1st was on-site to get our hands on as many upcoming games as we could. We were also one of the select outlets given special access to several games, outside of PAX West proper. We played about an hour of the upcoming Dragon Quest I + II HD-2D Remake, and have our impressions ready now.

Given how awesome the Dragon Quest III HD-2D Remake turned out when it was released last year, we have high hopes for this one, and so far, it doens’t disappoint.

Taking Things Way Back

The original Dragon Quest launched nearly 40 years ago, on May 27, 1986, when many of you reading this were not yet born (heck, neither was I!). The graphics and features may seem quaint now, but back in the NES/MSX days, this was the stuff of legends. The entire game has been reimagined in Square Enix’s HD-2D format, where the Unreal Engine renders 3D worlds that simultaneously look as if they were plucked from the SNES, yet also look completely modern. Meanwhile, character sprites are blocky, again looking like they were taken from the NES/SNES platforms, shined up, and rendered for modern sensibilities. It culminates in this weird feeling of nostalgia for something that is obviously brand spanking new.

During our Dragon Quest I hands-on session, we were originally on the PS5, in a hotel room which had at least six PS5s, accompanying TVs, and other hardware. It ended up pulling so much power that the electricity went out. Thankfully, this remake is headed to many platforms, chief among them being the Nintendo Switch 2. So, when it was clear the consoles wouldn’t be coming back online anytime soon, we switched right over to the portable console. Honestly? I hardly noticed a difference in graphics or performance. Naturally, a small 1080p screen is going to look similar to a much larger 4K set, simply because of the pixel density being high enough that individual pixels become much harder to see.

Solid Voice Acting

One of the most obvious new inclusions in this remake is the voice work. Most lines in the game are voiced, and voiced very well. We had the English audio track, and those lines sounded crisp, with the pseudo-Elizabethan dialogue throwing the occasional “thy…thee…thus” and other such terms to add some whimsy to an already high fantasy setting. It’s something that could never have been done with the original release, and should help to make the story more enjoyable, especially for those who don’t want to read a novel while they play their games.

A big difference between the two games is that, while in Dragon Quest I you play as a solo adventurer, Dragon Quest II lets you use a party of adventurers. The first game’s lack of a party makes some fights much more difficult, but each battle can serve as a learning opportunity as you try out new strategies to defeat bosses. Dragon Quest II allows for automatic execution of a play strategy by your CPU-controlled teammates, which greatly helps to speed up battles.

Should Run on Your System

Dragon Quest II’s HD-2D remake was played on a PS5, which provided much of the same experience as what we saw with the first game. The HD-2D graphics looked great, and the action ran smoothly the entire time, with the Unreal Engine again running the show without so much as a hiccup. In fact, this remake should run on almost any computer you might reasonably use these days: minimum specs call for an 8th-gen Intel i3, or an AMD Ryzen 3 2300X or better, and a GPU as old as the GTX 750 Ti or newer should be able to handle the game at a comfortable 60 fps.

Dragon Quest I + II HD-2D Remake should provide plenty of value for fans of this classic franchise, with two full RPGs averaging about 30 hours total, depending on playstyle. The wonderfully detailed environments mixed with the old-school sprites of the characters, plus fully-voiced dialogue all add up to a reassuring nostalgic package. While you don’t have to be a fan to enjoy these games, it also doesn’t hurt because some of these games’ older mechanics will surprise younger fans. Dragon Quest I + II HD-2D Remake launches on October 30, 2025 for PC, PlayStation 5, Xbox Series X|S, and the Switch (1 & 2).

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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.