Home > News

Daemon X Machina: Titanic Scion Review – Mecha Fans Rejoice

Six years after the release of Daemon X Machina, developers Marvelous Inc. are back with a sequel, Daemon X Machina: Titanic Scion. While the original found a dedicated following, it was without its flaws, though now back for another round, the studio has a lot to prove with the game’s sequel, and in many ways, it succeeds.

While the narrative is largely forgettable and the open world feels like a missed opportunity, the developers made a significant step forward by delivering a much more refined and exhilarating gameplay experience.

For Humanity!

Set 300 years after the events of the first game, on a whole different planet, the story of Daemon X Machina: Titanic Scion is centered around you, a customizable player who is fully voiced and in the company of a group of beings known as Outers. Unbeknownst to you, the Outers have a goal to eliminate the last remnants of the human race, who have taken up rebellion against them, forming the Reclaimers. As expected, you eventually find your way to the Reclaimer side, where you must make the choice: side with your own kind or fight for what is right and save humanity from total annihilation. 

As far as the story goes for Daemon X Machina: Titanic Scion, I wouldn’t go in expecting much. If you enjoyed the campaign of the first game, then you’ll like what the sequel has to offer, but if you didn’t, well, this is definitely better once it picks up towards the second half. The characters are certainly memorable, and some fantastic set pieces play out during the campaign, but these moments aren’t a strong enough reason to play the game on their own. For me, that’s fine; I went into this not expecting the most coherent story. We mechafans have gotten used to that when it comes to video games. It’s not saying that the campaign of Daemon X Machina: Titanic Scion is bad or anything, but if you came here for the story, then you came here for the wrong reasons. 

What you should be entirely focused on is the gameplay. 

This Hand of Mine Glows With an Awesome Power

When Daemon X Machina: Titanic Scion was announced, I was shocked to hear that the game was moving away from its giant mechs in favor of Arsenals, which are essentially power armor (debatably, still mechs). I know a lot of fans weren’t too excited by that news either, but I’ll be honest, with the amount of customization that is offered and how crazy your mech can still get, the change-up isn’t as drastic or as bad as I thought it would be. I actually really dig it, and that’s mostly due to how much better the combat is compared to the first game. 

That, in a lot of ways, is thanks to the new and improved targeting system, which still features manual locking but also adds orbit lock-on during combat now. This greatly enhances mobility, making the experience feel closer to an action game, similar to Armored Core, over its predecessor. It’s more refined in many areas, which makes it feel incredibly satisfying to control. The big boss battles are still a bit of a cluster to deal with when it comes to the camera, but fighting other Arsenal-based enemies, and it being this high-speed chase with particles and explosions flying everywhere, it’s precisely the kind of game mech fans want. 

As I mentioned, there are a ton of customization options for you to play around with, with Arsenals coming in with three different build types, those being light, medium, and heavy. There’s a memory limit, as well as weight and other stats affecting things for you to take into consideration, but the builds that players can make are pretty limitless. With the glamour system, you can look however you want without being forced to look from your armor. Weapons and armors have skills that can be unlocked for added stat bonuses, too. 

On top of this, there’s a new mutation mechanic (sort of like the surgical system in the first game) that sees you taking on the genes from defeated enemies and fusing them into a unique skill. These range from improved movement, defensive, and offensive skills, but it does come at a significant cost: your humanity. That cost actually isn’t all that big, and there are zero benefits to not taking advantage of the mutation system, other than your character potentially looking ugly because their body starts to deform. There are systems in place to reverse those cosmetics, so don’t get too hung up on them if you aren’t a fan of the changes. 

I’m pretty happy about the new features and gameplay improvements made in the sequel, because it all does come together for a much more enjoyable experience. The fast-paced combat, deep customization, and overall improved flow make it an extremely fun game when it comes to combat. It feels like the developers took a lot of the criticism from the first game to heart and really delivered on what players wanted. While the story might not be its strong suit, the gameplay is undeniably the star of the show and provides a fantastic reason for mech fans to dive in.

If the whole power armor thing isn’t up your alley, there are Heavy Armor, which are summonable giant mechs that you can hop in and control. These are absolute monsters and feel fantastic to pilot, though the only disappointing thing about them is that they are on a time limit. I don’t mind the limit, but it feels short for its base value, and I’d like to see it improved beyond the in-game options. 

One big selling point about this game is the cooperative play, which allows you to play with two additional players for three-player coop. You can play through the whole story, grind through the endgame for better gear, and even roam the open world with one another. This is an excellent feature, and with crossplay, you can team up with anyone on any platform. They don’t even need to be your friends; you can join in on rooms through the lobby system and play with randoms. But regardless, solo or with others, you’re going to have a ton of fun when it comes to creating new builds and engaging in combat against enemies and bosses. 

With that said, there are some areas where the game falls short. 

Open World Fatigue?

I think this game’s biggest fault would have to be the open world and the activities that populate it. If they had to be described in a single word, filler would be the term I’d use, and not the good kind. The world is pretty massive, yet feels rather empty at the same time. It doesn’t help that none of the locations really have anything that stands out, as I felt like I was traversing through the same environments, just with a different name. 

Sure, some areas are greener than others, while others are more gray, but it doesn’t change the fact that you won’t be doing much in them outside of some poorly thought-out side missions. There’s one, for example, that requires you to equip a heavy armor suit, and once you do, you have to carry 3-4 boxes to a designation, while also being required to play Tetris when you place the box so they don’t crush one another. Picking up and putting those boxes down only works half the time, and this is a quest line that goes on for a few more times, which starts to become tedious. 

There are also races that players can participate in, whether that be flying in your mech, riding on a horse, or driving a motorcycle. Sounds a little silly to have this big mech that can fly, ride on a horse, or motorcycle, but that’s all in good fun. But what isn’t fun is, well, driving the bike itself. All vehicles can be driven outside of the races, but there’s not really much of a point outside of aura farming (and yeah, it looks badass), but you’d find a hard reason to even bother with the bike the moment you try it out. What is arguably the fastest means of transportation somehow becomes one of the slowest, as the only way to drive it is by constantly hitting the brakes every few seconds. The terrain just isn’t built for the bike, as you’ll find it will ragdoll you off the moment it touches anything that isn’t a flat surface. It’s one of the worst things I’ve ever experienced when it comes to controls, and I cannot fathom how something designed like this made it past Q&A.

Not that it really matters because you’re not going to spend much time with it, but in some ways, it speaks volumes about the overall side missions as they’re mostly repetitive and flat-out boring. I’m not a fan of also going to a mission and finding out I don’t have the right equipment, then needing to backtrack to a hangar to swap out parts to take on that mission, only for that mission to actually not need you to use said equipment. What’s the point of having a mission that requires the knuckles, only for it to let me shoot enemies with my machine gun and never use said knuckles?

I personally would have been okay with keeping the mission structure from the first game for the sequel, a fine example of not everything needs to be open-world. Still, if a third game does happen, I do hope that if they stick with being an open world, they improve on it. Just going into this, if you’re expecting some captivating open world with memorable activities, this ain’t it. 

On the performance side of things, I was pretty happy with how well the game ran on my PCs. Mind you, I have heard and seen the performance issues on other platforms, so your experience will vary, but if you’ve got a solid rig, Daemon X Machina: Titanic Scion should run pretty well if you target 60 FPS. I did notice some hitches after a cutscene and fast traveling, but nothing major during combat, where it actually matters the most. I tested the game on an RTX 4090 GPU with an AMD 9800X3D, as well as an RTX 3060 and an AMD 5600X, one on the high-end, and the other on the budget-end. Obviously, different presets and resolutions when running on each build, but overall, performance seemed like a non-issue. But again, that will vary from user to user. 

Forging a New Path

Despite some of the mentioned issues, Daemon X Machina: Titanic Scion is a significant improvement over its predecessor, where it matters most: the core gameplay. While the narrative is forgettable and the open world feels like a missed opportunity filled with tedious side content, the exhilarating Arsenal combat, robust customization, and excellent cooperative play more than make up for its flaws. The developers clearly focused on refining the moment-to-moment action, and that dedication pays off in a big way. This is a game built for mech enthusiasts, and if you came for the satisfying loop of building and piloting your perfect machine, you will not be disappointed. For all its faults, Daemon X Machina: Titanic Scion is a must-play for anyone who loves high-speed, explosive mech action.

Score: 8/10

Pros

  • The core gameplay is a significant improvement over its predecessor, with fast-paced, satisfying combat and deep customization.
  • Cooperative play is an excellent feature, allowing you to play the entire game with others and supporting crossplay.
  • The game’s performance is generally solid, especially on a capable PC, with smooth action during critical combat moments.

Cons

  • The story is largely forgettable and not a strong reason to play the game on its own.
  • The open world is vast but feels empty and is populated with repetitive, boring side missions.
  • The controls for certain activities, like driving a motorcycle, are poorly designed and frustrating.

Daemon X Machina: Titanic Scion review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

Avatar photo

James Lara

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

Home > News

R-Type Delta HD Boosted Hands-on Preview – Slightly Modernized Shmup

While the “shmup” (Shoot-’em-Up” genre isn’t as popular as it once was, there’s still a dedicated following for these type of games. There’s a new one releasing this year, and it’s from one of the most famous brands in the series with R-Type Delta HD Boosted,

As you might have guessed, this is a remaster of a timeless classic side-scrolling shooter, a bullet hell of much renown, the very mention of which might trigger flashbacks in older gamers to enemy patterns and memories of death coming for you from all angles. We managed to spend some time with the upcoming remaster and have our impressions ready right now.

A Classic Returns

Situated at the leftmost station within the City Connection booth at PAX West, R-Type Delta HD Boosted was clearly one of the booth’s highlighted titles, given prime real estate near a high-traffic aisle on the show floor. R-Type may not exactly be a household name these days, but there is still enough recognition from the gaming crowd that plenty of people would stop and stand in a modest queue to give the game a shot.

R-Type Delta HD Boosted ran at a constant 60fps (frames-per-second), which you would expect for a game that originally launched almost 27 years ago. While there is an option to toggle between original and enhanced graphics, the feature ended up being unused during our demo. Either way, for anyone who has memories of R-Type Delta, whether those memories are fond or frustrating, the graphics are immediately nostalgia-inducing.

Obviously, being a remaster rather than a remake, R-Type Delta HD Boosted doesn’t really offer a new way to play the game, besides a toggle of graphics and some new audio work. It makes sense because the point of this release seems to be to allow R-Type fans an easy, legal way to play a game they love. So, the game was left intact, and should play exactly the same way fans remember it from the glory days of arcades.

A Good Challenge

While our time with this demo was brief, spanning only two of the game’s seven original levels, it felt like taking a step back in time, when games were simpler. However, since the game remains largely untouched, that means it is quite difficult to reach the end of any level, never mind the whole game. R-Type Delta was easily as much about enemy pattern memorization than having quick reflexes, since forgetting where an enemy comes in at the wrong time can be a fatal mistake.

R-Type Delta HD Boosted looks to be a faithful remaster of a classic bullet hell shooter. While nearly three decades have passed since the original release, this remaster promises to show why R-Type Delta remains a classic shoot-em-up for the ages. Look out for R-Type Delta HD Boosted when it launches on November 20, 2025, on PC, PS4, PS5, Xbox, and Switch, with both a digital and physical release.

Avatar photo

Paulmichael Contreras

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

Home > Features

Pragmata Hands-On Preview – Orbital Strike

After years of silence and delays, Capcom finally pulled back the curtain on Pragmata, and I had the chance to have a hands-on preview demo at PAX West. I’ll admit, I wasn’t sure what to expect going in since the game’s cryptic trailers didn’t give much away beyond striking visuals and a surreal atmosphere. But I was curious about the game, and I nerd out when I heard there was a hacking skill involved (given that I work in Cybersecurity).

After spending some time with it, I walked away both impressed and genuinely curious about where Pragmata is heading.

Orbiting Around Visual, Combat & Hacking

The first thing that immediately stood out was the presentation. Simply put, Pragmata is a visual stunner. The graphics are on par with something like Death Stranding, with that same eerie realism in both the environments and the character models. Textures are crisp, lighting is jaw-dropping, and there’s a strange beauty to the slightly otherworldly tone of it all. This isn’t just “good looking for a demo,” it feels like Capcom is flexing their technical muscles here, and I found myself pausing more than once just to admire the detail.

Of course, looks can only take you so far, and I was relieved to find that the gameplay feels just as polished. Combat in Pragmata is straightforward and easy to pick up. The core mechanics don’t bury you under layers of complexity, but that’s not to say it’s mindless. Instead, it strikes a nice balance, letting you get right into the flow of things without overwhelming you.

Where things really got interesting was the hacking gameplay. At first, it seemed simple, almost puzzle-like, a system that clicked with me instantly. But when the action ramped up and multiple enemies entered the fight, it became a test of composure. Keeping calm and nailing those skill checks in the middle of the chaos felt fantastic. Weapons added even more depth, offering options for raw damage or crowd control depending on the encounter. Once I got into the rhythm of hacking, swapping weapons, and dishing out damage, it all clicked into a satisfying groove.

There was one concerning part: it’s that the demo wasn’t too difficult, especially when fighting the boss. While fun, I found myself wishing the difficulty curve spiked higher. The mechanics are solid, so I’d love to see Capcom challenge players more in the full game. Hopefully, tougher encounters are waiting down the line. Of course, the developers could have dialed the difficulty down for the demo, though we can’t be certain of that.

Mysteries Beyond the Stars

Beyond the gameplay, what really hooked me was the atmosphere and sense of mystery. Pragmata doesn’t give away much in terms of story, but the little breadcrumbs scattered throughout the demo were enough to spark curiosity. The world feels strange yet deliberate, as if everything is hiding a deeper meaning. It’s clear Capcom is holding back plenty of surprises, and the lore teased here was just enough to keep me wanting more.

Overall, my hands-on time with Pragmata left a strong impression. The visuals are jaw-dropping, the gameplay loop is intuitive and fun, and the hacking mechanic has the potential to be a real standout feature. While I’m hoping the full release dials up the challenge, there’s a strong foundation here that could turn into something special.

If this demo is just the prologue, I can’t wait to see what secrets the full game has waiting to be hacked open. Pragmata is set to release on Xbox, PS5, and PC sometime in 2026.

Avatar photo

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.

Home > Title Updates and Patches

Black Ops 6 and Warzone Update 1.081 Drops on Sept. 5 as First Patch After Season 5 Reloaded

Just a day after releasing the Call of Duty: Black Ops 6 and Warzone Season 5 Reloaded patch, Treyarch and Raven Software have released patch version 1.081 (complete version 01.081.000) on all platforms today.

This is an unannounced patch and focuses on fixes, though don’t expect this to resolve all issues plaguing both games.

Black Ops 6 and Warzone Receive Update 1.081 on Sept. 5

Treyarch hasn’t acknowledged today’s patch, though there are a handful of issues that bears reporting about.

Multiplayer Known Issues

  • After calling in a Dreadnought, the player may be stuck in a state where they can no longer crouch, slide, or change stance.
  • The Ninja perk is reportedly not functioning as intended.

When it comes to Warzone, Raven Software has also acknowledged issues as well.

Warzone Known Issues

The Reclaimer 18 Shotgun has been disabled while an issue is being investigated

Black Ops 6 and Warzone Deleted File After Season 5 Reloaded Update Fix

If you’re seeing an error message appear that states you no longer have the Multiplayer or base game installed, you can fix this just by redownloading the entire game again. As part of Activision’s file optimization, this new download should be a lot smaller than the original disk size.

If Activision releases a detailed changelog, we’ll update the article with the info.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

Call of Duty: Black Ops 6 Update 1.81 Rolled Out as Season 5 Reloaded Hotfix 1; Deleted File Issue Easy Fix Detailed

Following yesterday’s launch of Season 5 Reloaded for Call of Duty: Black Ops 6, Treyarch has released a follow-up patch on September 5. Console gamers will see this as Black Ops 6 update 1.81, and this should be a significantly smaller file download.

Read on for the known issues the developers are looking at, according to Treyarch.

Black Ops 6 New Update Released on Sept. 5 After Season 5 Reloaded Patch

Treyarch hasn’t acknowledged today’s patch, though there are a handful of issues that bears reporting about.

Multiplayer Known Issues

  • After calling in a Dreadnought, the player may be stuck in a state where they can no longer crouch, slide, or change stance.
  • The Ninja perk is reportedly not functioning as intended.

Alongside that, if you downloaded the Season 5 Reloaded update, you might be seeing an error wherein Black Ops 6 is unplayable and your system is asking for it to install.

Black Ops 6 Deleted File After Season 5 Reloaded Update Fix

If you’re seeing an error message appear that states you no longer have the Multiplayer or base game installed, you can fix this just by redownloading the entire game again. As part of Activision’s file optimization, this new download should be a lot smaller than the original disk size.

If Activision releases a detailed changelog, we’ll update the article with the info.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

Ark Survival Ascended Latest Update 1.071.011 Reduces Megalodon Spawns and More

Following the release of the Helicoprion a week ago, Studio Wildcard has released multiple hotfixes to address various issues that have surfaced since the content drop.

That continues today, as the developers have pushed out Ark Survival Ascended update 1.071.011 (PC 71.11), and this plugs an exploit, and reduces the Megalodon spawns for client-side too.

Read on for the complete patch notes for today’s hotfix.

Ark Survival Ascended Update on September 5 Delivers Fixes via Patch 1.071.011

v71.13 – Minor version for Servers and Clients (v71.11) – 09/05/2025

  • Reduced Megalodon spawns also for Clients.
  • Fixed Babyfy in the Megalab.
  • Fixed Freemium mods sometimes not registering as owned if you don’t visit the mod browser.
  • Fixed several server crashes.
  • Fixed an exploit.

There was also a minor patch rolled out for the Xbox version a few days ago:

v71.8 – Minor version for Xbox Clients – 09/02/2025

  • Fixed the grass not rendering in correctly sometimes.
  • Updated Helicoprion’s dossier.
  • Small optimization in the Engrams menu.

Expect more patches to be released in the coming weeks and months, as Studio Wildcard has been very active in rolling out updates to address any bugs. If one is pushed out, expect it here on MP1st.

Avatar photo

Alex Co

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

Home > DLC and Expansions

Rematch Update 1.200.301 Introduces Crossplay via Patch 3

Crossplay is finally available in Rematch with today’s Update 3 rollout! It’s been a long time coming, but players can now match against and squad up with friends on different platforms.

Console players will see this download appear as Rematch update 1.200.301, and aside from crossplay functionality, there are also gameplay tweaks to volleys too.

Read on for the complete patch notes detailing every gameplay fix and adjustment made today.

Crossplay

To be clear, Crossplay means:

  • cross-platform matchmaking (playing with and against players from other platforms),
  • cross-platform social features (inviting and playing with friends from other platforms).

There are no plans to implement cross-platform progression at this time, meaning that your progress on one platform will not carry over to another. You will be able to toggle crossplay as you wish, though we encourage you to keep it enabled in order to get faster matchmaking queues!

Volley Changes

  • The maximum speed at which players can lock onto volley targets during Extra Effort is now 10% lower. Extra Effort made it a bit too easy to reach certain targets, and this tweak will better challenge players on their positioning. This will also remove certain situations in which players seemed to be moving very fast towards their volley target, which felt both unrealistic and unfair. We will monitor the outcome of this tweak closely, and possibly reduce it even further in our next update.
  • Reduction in the power boost coming from aerial extra effort volley shot: performing a volley shot from extra effort will still result in a more powerful shot than regular volley shots, but this power bonus is now reduced for volley above 1m high, essentially nerfing the blade shot a little.

Mouse and Keyboard Settings

The mouse and keyboard tap direction option is finally there. It allows you to switch between 3 different options to aim with the taps, lobs, and volleys of those actions. The options are :

  • Joystick Emulation: the default system that locks the camera and requires the player to move the mouse in a joystick-like manner.
    • Two new sensitivity settings are available when using this mode: Smooth Correction Speed and Smooth Correction Range.
  • Directional aiming: aim with the crosshair if there are no movement inputs pressed, or if the forward input is pressed. Otherwise, aim with the movement inputs (what is colloquially known as “WASD aiming”, which was used in the first pre-launch Beta)
  • Crosshair-only: aim with the crosshair only.

Matches / Core Gameplay Improvements

Major Changes / Fixes

  • [NEW] Fixed ball visual rollback happening during a ball control after a stumble animation
  • [NEW] Fixed ball going in opposite direction of extra effort when performing extra effort in ball control and changing direction quickly
  • [NEW] Fixed invulnerability staying on GK after dive deflect
  • [NEW] Fixed push ball issues during ball control (reactivated sprint availability during ball control)
  • Fixed issue with GK becoming vulnerable when shooting the ball
  • A new camera setting is available for controllers only. Enabling it automatically locks the camera toward the aimed point at the beginning of the shoot. Aiming redirection can’t be made anymore after that. This is the same camera lock that is applied when shooting with mouse and keyboard.
  • Improved tackling responsiveness and rollback handling to make tackles feel more reliable
  • Reduced camera shake intensity when stealing the ball
  • Fixed an issue where goalkeepers would incorrectly commit to a ball catch animation when diving onto other players
  • Fixed some rare cases where invulnerable goalkeepers could still be tackled while performing actions outside of the keeper area
  • Fixed some issues where goalkeeper deflections and catches were rolled back incorrectly
  • Corrected visual ball desyncs to make it easier to see who has ball possession without affecting gameplay
  • Fixed incorrect ball positioning during certain ball control moves
  • Fixed some instances of the ball not being interactable when it is not moving.
  • Multiple improvements and fixes to animations
  • Fixed custom games spawn issues when a spectator is present

Minor Changes / Fixes

  • Fixed issues with defense mode deflects sometimes being ignored or canceled prematurely
  • Fixed issues with ball interaction after a disconnect
  • Fixed Ball Touch regression bugs
  • Fixed multiple rollback and latency handling cases
  • Fixed various workshop, tutorial, and AI possession issues
  • Improved stability across reconnects and map changes

Menus & Interface

Additions and updates

  • Added new accessibility options, including colorblind support and a Magnus sensitivity setting
  • Updated store visuals for currencies and bundles
  • Added crosshair settings that allow to change crosshair size and color
  • Remapping: Ball Call is not a mandatory input to bind anymore.

Major Fixes

  • Fixed profile tabs not updating correctly
  • Fixed various issues in store bundles and workshop menus
  • Fixed the social panel sometimes getting stuck
  • Fixed multiple UI bugs with input display, remapping, and option button states

Misc. Fixes

  • Optimized pause menu loading times
  • Fixed customization saving issues when entering matches
  • Fixed various notification pop-up display issues
  • Added clearer ownership indicators for bundles in the store
  • Fixed several minor rendering quality issues in the UI

Art / Rendering

Additions and updates

  • Improved dynamic resolution support for smoother performance
  • Optimized stadiums, VR, and crowd visuals
  • Improved shadows, lighting, and fabric colors
  • Fixed hair outlines showing incorrectly in intro cutscenes
  • Fixed field line positioning and radar bounce behavior
  • Fixed crowd animations missing in low-resolution settings

Minor / Misc. Fixes

  • Fixed visual artifacts where outlines appeared through character hair
  • Fixed various minor texture, mesh, and FX issues

Audio

Major Changes / Updates

  • The audio mix has been updated to add more clarity and depth to the gameplay sounds during online matches
  • Fixed missing or muted countdown sounds in matches

Minor / Misc. Fixes

  • Fixed ball trail sound bugs
  • Fixed post-match menu audio problems
  • Fixed timing issues with audio playback across transitions
  • Added missing background music on PS5 menu
  • Fixed ultra-wide screen celebration animations
  • Refactored achievements subsystem for improved stability

This is the biggest patch released for the game so far, I thin. Aside from crossplay, there’s a ton of bug fixes and even gameplay adjustments made.

Avatar photo

Alex Co

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

Home > Features

Octopath Traveler 0 Hands-On Preview – Mayor Monster Slayer

Square Enix has steadily built Octopath Traveler into one of the most recognizable names in modern RPGs, thanks to its striking HD-2D presentation and engaging turn-based battles.

With Octopath Traveler 0, the series isn’t just getting a new entry it’s getting a full-fledged prequel that dares to evolve the formula in ways fans might not have expected. I recently had the chance to demo the game, and after spending several hours with it, I walked away impressed by just how ambitious this project feels.

Between expanded combat mechanics, meaningful town-building, and a deeper emphasis on player-driven recruitment, this is more than just a side-step in the franchise, it’s a bold new direction.

 A Town of Your Own

The demo places you in a mostly empty area with the exception of some houses and a garden, where you can build your town. This isn’t some optional side mode it’s a core pillar of the game. The grid-based town system lets you place homes, shops, farms, and more, almost like a mini city-builder tucked inside a sprawling RPG. It’s surprisingly addictive, especially since each addition carries weight. Inviting NPCs into your settlement does more than fill space: they alter your reputation, unlock shops, offer rare items, or even open entirely new side quests.

Though the demo restricts what I could do, the game will allow you to explore the world, recruit townsfolk, expand your settlement, and then head back out for more. Unlike most RPGs where base-building feels tacked on, here it feels purposeful. By the end of my session, my village already felt like a living, breathing extension of my character’s journey.

Reputation and Recruitment

Recruitment isn’t as simple as talking to NPCs and calling it a day. Many characters have dialogue markers, signaling potential interactions. Talking with them often triggers an insight roll, a percentage-based chance to uncover useful information. Success can unlock new path actions, like buying items directly, requesting gifts, or convincing them to relocate to your town.

This ties directly into reputation. In towns where I maintained good standing, NPCs were eager to cooperate. But when I botched a few insight rolls or leaned into questionable choices, locals became less willing to engage. It’s a small but clever system that makes your decisions feel more impactful than in past games.

Eight Fighters, One Battle

Of course, the biggest draw of any Octopath Traveler game is combat, and Octopath Traveler 0 doesn’t disappoint. The most immediate change is the expanded party size. Battles now allow eight characters: four in the front line and four waiting in the back. The active squad handles attacks, spells, and buffs, while reserves gradually recover HP and SP each turn. Swapping between lines is seamless and tactical, letting you rotate out a drained character without losing momentum.

The break system makes its return, and it’s as thrilling as ever. Every enemy comes with a set of weaknesses, whether it’s swords, spears, or elemental magic. Exploiting those weaknesses reduces their shield points, eventually breaking them and leaving them stunned. With eight characters, more weapon options, and more timing considerations, break windows become intricate puzzles of coordination. Planning a few turns ahead, lining up buffs and break opportunities, then unloading during stun phases never got old.

What I especially appreciated was the balance between accessibility and strategy. Even with the added layers, combat never feels overwhelming. The mechanics are intuitive: manage buffs, conserve SP, exploit weaknesses, and rotate fighters when needed. But the game resists letting you brute-force encounters. Even early fights demanded careful planning, which should make for a rewarding challenge in the full release.

The Wait Begins

After spending several hours with the demo, I came away convinced that Square Enix isn’t just playing it safe with Octopath Traveler 0. The town-building mechanics add a unique and personal layer to the experience. The expanded eight-character combat system rewards tactical play without bogging players down. And the music and visuals once again deliver on the series’ reputation for atmosphere.

For longtime fans, this feels like the most ambitious Octopath yet. However, newcomers may also find this a welcoming entry point, as the systems are approachable without compromising their depth. If the full game builds on the foundation laid here, Octopath Traveler 0 could easily stand out as one of the most rewarding turn-based RPGs in years.

Octopath Traveler 0 is set for release on December 4 for the PS4, PS5, Switch, Switch 2, Xbox Series X|S and PC.

Avatar photo

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.

Home > Title Updates and Patches

Lost Soul Aside New Update 1.005 Delivers Upgrade Menu Fix and Some Much-Needed Optimization

Ultizero Games has released the latest update for Lost Soul Aside on PS5 and PC, and fixes the Upgrade Menu issues, and a good number of optimization affecting gameplay and visuals.

Players will see this appear as Lost Soul Aside update version 1.005 (complete version 01.005.000), and this should be a small download.

Read on for the complete list of changes made to the RPG this September 5.

Lost Soul Aside Latest Update on Sept. 5 Brings It to Version 1.005

PS5 & PC – Bug Fixes

  • Fixed a rare issue preventing the Upgrade Menu from unlocking. No new save file is required—the menu will automatically unlock after installing the update.

PS5 & PC – Gameplay Optimizations

  • Greatsword skills: Adjusted attack mechanics and improved responsiveness.
  • Auto-save: Improved logic in Chapter 4.
  • Kaser Roll: Adjusted invincibility frames for smoother game experience.
  • NPC animations: Enhanced for smoother visuals.
  • Controller: Added a new preset control scheme.
  • Puzzles & mini-games: Difficulty adjustments for improved gameplay flow.
  • Cutscenes & credits: Can now be skipped at any time.
  • Skill points: Adjusted to 3 points when unlocking new weapons.
  • Divine gold drops optimization: Players can get more divine gold in hard and nightmare mode, and dispersed dimension.
  • Boss difficulty: Tweaked across Normal, Hard, Nightmare modes.
  • Skill & boss VFX: Optimized visual effects for clarity and impact.
  • Equipment: Adjusted timing for items sold by the weapon merchant.

PC-Specific Fixes

  • Addressed performance, framerate, and lag issues affecting certain Windows versions.

We expect a lot more updates to be released to help fix the technical issues the game still has, and once another one is released, we’ll have it up on the site.

The next major PlayStation game release is Ghost of Yotei, which is due on October 2. It seems Sony is confident in the game’s quality, as its review embargo lifts over a week before release.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

MindsEye Update 4 Released as Version 1.010; Improves Performance and Fixes Bugs

Build a Rocket Boy has released Update 4 for the troubled action game MindsEye, which is now available on consoles and PC. This is a beefy update that slots in performance improvements, bug fixes, and more.

Console gamers will see this as MindsEye update 1.010 (complete version 01.010.000), and while there are PC-specific improvements, the majority of the changelog applies to both versions.

Read on for everything that got fixed and improved this September 5.

MindsEye Update 4 Improves Aim Assist, Performance, and More via Patch 1.010

mindseye everywhere

Versions and File Size

  • Steam: 15 GB (Version #: 5302548)
  • Epic Games Store: 15 GB (Version #: 5302548)
  • Build A Rocket Boy Launcher: 15 GB (Version #: 5302548)
  • PlayStation 5: 7.2 GB (Version #: 01.010.00)
  • Xbox Series X|S: 12.1 GB (Version #: 1.0.25.5859)

Highlights

PC & Console

  • UI: Added the ability to Skip Cinematics story telling
  • Environment: several improvements have been made to architecture and assets to help improve Memory, CPU and GPU performance
  • Art: general performance improvements: shaders, assets, collisions
  • Gameplay: Aim assist will focus on enemies in vehicle turrets over the driver

Build.MindsEye (Currently PC Only)

  • Added a new “Player Content” Tile to the MindsEye Play Menu where all Builders published content will be immediately available to browse and play
  • Updated UGC Moderation flow from Pre-Moderation to Post-Moderation
  • Player created content will now be automatically accessible in the new “Player Content” Tile
  • A new Tile for “Curated Content” has been added, that will highlight player created content featured by our Studio

IMPROVEMENTS

Environment

  • Trailer Tanks in Free Roam now explode when shot at
  • Several improvements have been made to architecture and assets to help with performance
  • Improved weather change when player leaves the Factory at the start of Robin Hood Mission
  • Improved traversal on A New Job and Loose Ends missions where player may get stuck in certain assets

Visual Effects

  • Cutscene VFX performance improvements
  • Cutscene VFX management changes and Niagara system updates to reduce CPU spikes and overall frame rate
  • Disabled ambient rubbish to improve performance

NPC

  • Small performance improvement on Robots
  • NPCs that are aiming and in-cover now look more natural

Art

  • General performance improvements: shaders, assets, collisions

UI

  • Resolved inconsistent dropdown menu behaviour in graphics settings, ensuring reliable input response
  • Added the ability to skip cinematics

Audio

  • Audio Optimisation regarding Mass Vehicles
  • Music adjustments throughout MindsEye missions
  • Added Destruction SFX on Glass Bottle Props

Missions

  • Conditional dialogue now triggers with more natural pacing
  • The companion drone torch is now automatically enabled when entering or starting in dark areas

Animation

  • Optimised the ambient and civilian animations
  • Exit/entry animations no longer play for driverless vehicles

Gameplay

  • Aim assist will focus on enemies in vehicle turrets over the driver

BUG FIXES

  • Various Mission flow bug fixes
  • Fixed pixelated reflection in Rocket Transporter window
  • Fixed Industrial vent asset to help with performance
  • Resolved an issue where players transitioning from Meeting Marco Silva to Executive Paranoia could drive through objects and fall through the map
  • Fixed ambient animation glitches in Welcome to Redrock City
  • Fixed an issue where camera rotation was lost after cutscenes
  • Several lighting LOD pop issues fixed in cutscenes
  • Fixed a bug where burning vehicles wouldn’t transition to destroyed state
  • Fixed several traversal issues in world where the player may get stuck
  • Fixed an issue in The Ziggurat where a hole in wall allowed players to climb through and trap themselves
  • Fixed an issue in Oh Lily! where players could get stuck in Morrison’s Silo without a way to get back out
  • Fixed collision on glass roof of Silva Factory
  • Fixed a number of Character Model issues in cutscenes that made them look deformed and stretched for a few frames
  • Resolved Silva’s teeth looking too bright on medium/ lower settings on PC
  • NPCs no longer freeze when interacting with certain objects
  • Weapon Wheel hover SFX is now triggered correctly, without delays

PC only

  • The character Red Sand Male 25 is now available for use in Build.MindsEye
  • Fixed a UI issue where backing out of a submenu in ‘Build’ caused the second-last selected tile to remain highlighted
  • Fixed a bug where the ‘effects’ tile would remain highlighted after returning to Build mode from Play mode
  • Fixed an issue where the placement header text overlapped UI elements in the asset settings menu when playing in French
  • Fixed a bug causing specific Korean characters to appear invisible in vehicle spawner labels
  • Fixed a localization issue where the French translation of “Total PI” overlapped with the performance impact number in the top toolbar
  • Replaced the incorrect icon used for the MindsEye menu button in Play/ Build with a proper menu icon
  • [Min Spec Performance Improvement]: Disabled Nanite compute materials as it has a negative effect on GPU rendering time in our game, especially on older Nvidia Graphics Cards.
  • [Min Spec Performance Improvement]: Fixed an issue where our Nanite render pipeline always used the Hardware Rasterizer path rather than correctly splitting between
  • Hardware Rasterizer and Software Rasterizer

Console only – PlayStation and Xbox

  • Fixed a UI focus issue where the graphics settings tab failed to auto-focus on the first option when accessed on PS5 and Xbox

The Build.MindsEye also has fixes for PC, which you cna read about here.

We don’t get a lot of patches for the game, but once there’s a new one, expect it here on MP1st.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

Metal Gear Solid Delta Update 1.001.003 Deployed on Sept. 5 Adds Inverted Camera Look

While Konami released a patch for Metal Gear Solid Delta: Snake Eater last week, the developers released another one today, and this one adds a new feature in the Inverted Camera Look.

Players can now download Metal Gear Solid Delta update 1.001.003 (ver.1.1.3),  which is now available on PS5 and Xbox Series X|S, with the PC patch out “soon.”

There are also bug fixes, though don’t expect a lot of it.

Metal Gear Solid Delta: Snake Eater Latest Update on Sept. 5 Applies Camera Feature and Bug Fixes via Patch 1.001.003

Additional Features

Added Inverted Camera Look (Horizontal) option.
(This setting can be found in the Options menu under Controls.)

Bug Fixes

  • Fixed an issue where players might not receive the reward for collecting all GA-KO.
  • Updated textures and models in certain scenes.
  • Resolved most issues that could cause the game to crash after investigating received reports.
  • Minor bug fixes and adjustments.

Aside from today’s patch, Konami has also shared some of the issues they are investigating, which includes:

  • (Steam®) Support for 21:9 aspect ratio displays (excluding demo scenes).
  • (Steam®) In-game feature to check system specifications.
  • (PlayStation®5) Option to select a preferred rendering mode when playing on PlayStation®5 Pro.
  • (All Platforms) Improvements to overall performance stability.

In other Metal Gear Solid Delta news, if you didn’t pick up the Collector’s Edition, be glad you did, as it’s hilariously one of the worst we’ve ever seen.

Don’t forget, we’re still getting the Fox Hunt online mode later this year, so expect a beefy patch once that’s out.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

Final Fantasy 14 Update 1.000.334/11.33 Released as Patch 7.31 Hotfix 1

Square Enix has released a new hotfix for Final Fantasy 14 following its huge update 7.31 that was released on Tuesday. As expected, today’s update rectifies some of the game’s known issues that surfaced earlier in the week.

Many of the issues should be fixed by the time players download the update. For console players, this will show up as Final Fantasy 14 1.000334/11.33. Read on for the details down below.

Final Fantasy 14 Update 1.000.334/11.33 is an Important Hotfix

Final Fantasy 14

FINAL FANTASY XIV Hotfixes (Sep. 5, 2025)

■The following issues have been addressed:
・In the Occult Crescent: South Horn, using the Occult Falcon support action at certain coordinates on the island field would activate the Forked Tower: Blood passageway mechanism.
・An issue with cosmic exploration mech ops when changing class after submitting a pilot application, wherein players who switch their primary tool directly via the methods listed below were unable to subsequently change class or participate in the mech op, leading to the forfeit of their submitted application.
・Selecting and switching their primary tool via the Character window
・Selecting and switching their primary tool via the Armoury Chest
・An issue when speaking with Scanningway during cosmic exploration wherein, under certain conditions, dialogue indicating the player had not made any contributions during the current ranking period was erroneously displayed, despite the player having contributed.
* This is a text-only issue.
・Some of the descriptions for the gatherer’s Cosmic Tools, added in Patch 7.31, were incorrect in the English version.
*This issue affected only the help text, and the effects were working as intended.

・Miner’s Cosmic Tools
Incorrect) Increases to quality are 1.75 times higher than normal when material condition is Good.
Correct) Increases the chance to trigger Collector’s Intuition by 20% when gathering collectables.

・Botanist’s Cosmic Tools
Incorrect) Increases to quality are 1.75 times higher than normal when material condition is Good.
Correct) Increases the chance to trigger Collector’s Intuition by 20% when gathering collectables.

・Fisher’s Cosmic Tools
Incorrect) Increases to quality are 1.75 times higher than normal when material condition is Good.
Correct) Has a chance to reduce the GP cost of Powerful Hookset and Precision Hookset by 50%.

MP1st will update its readers when more Final Fantasy 14 patches are released in the near future.

Damien Seeto

Home > News

Dying Light: The Beast Developers Break Down How Parkour and Combat Has Evolved

Parkour has always been a major part of the Dying Light franchise, but with Dying Light: The Beast, Techland is taking things up to a whole new level. 

Here’s a look at what’s been changed and improved in terms of combat and parkour for Dying Light: The Beast

Pushing Things to Greater Heights, Literally

A new “behind the beast” episode for Dying Light: The Beast has been released, and in it, the studio breaks down some of the key elements behind the parkour and combat. While fans will undoubtedly recognize the game’s system, Techland hasn’t allowed the opportunity to improve things to go to waste, as Dying Light: The Beast features all kinds of improvements and changes. You see many of those in action in the video above, but if you want the quick and short version, here’s what’s new/changed:

Parkour – immersive, grounded, realistic

  • Players can go anywhere and climb anything, with grounded and realistic movement
  • In-game physics tweaked for correct jump height/length; floatiness removed
  • Total freedom to find multiple paths encourages exploration
  • Stamina does not limit climbing, but observation is needed to reach hard spots
  • No parkour helpers
  • Over 100 new animations for Kyle Crane, including 17 unique edge climbing moves

Combat – physical, brutal, creative

  • Weapon strikes analyzed precisely; swing/stop timings balanced for impact
  • The new physics engine applies hit impulses accurately; realistic reactions with active ragdoll + short animations
  • Human enemies use advanced AI and cover mechanics, with up to 22 strategies for positioning
  • Player feedback emphasized: Kyle stabilizes recoil quickly, melee hits feel heavy
  • Damage model allows destruction of at least 12 enemy body parts; visible wounds doubled compared to previous games

All of this, to make The Beast the most realistic, challenging, and exciting game in the series yet. That certainly seems to be the case based on all the gameplay we’ve seen from the game thus far. 

But of course, seeing is much different from experiencing it yourself, and the good thing is we don’t have long to wait as Dying Light: The Beast launches on September 19, 2025, on the PS5, Xbox Series X|S, and PC. For those jumping in on release and planning to do so on PC, be sure to check out the official PC requirements for Dying Light: The Beast.

Avatar photo

James Lara

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

Home > News

Ghost of Yotei Review Embargo Lift Date Signals Sucker Punch Is Quite Confident of the Sequel

With just a few short weeks before October starts, Sony has now sent out review codes for Ghost of Yotei to select media. Given how big the open-world most likely is, 2-3 weeks of lead time for people to play it and produce is a review is quite fair.

Not only has Sony sent out a review code early, but even when gamers can expect critical scores to make its way out is very early too, which means Sucker Punch Productions is very confident it will score well.

Ghost of Yotei Review Embargo Lift Date and Time Is More Than a Week From Release

The Game Awards producer Geoff Keighley announced today that he just got his review code, and that the review embargo lift is at September 25,  9 am ET/ 6 am PT/9 pm HKT/10 pm JST/2 pm BST. This means that gamers will know if the game’s good a week before it’s released on October 2. More often than not, developers only let critics post reviewes well ahead of release like this one if they’re confident it’ll be a great game.

Based on what we’ve seen so far, Ghost of Yotei will be a worthy sequel to Ghost of Tsushima, a game I really, really liked.

If you’re unfamiliar with Ghost of Yotei, it’s set hundreds of years after Tsushima, so don’t expect Jin to make an appearance outside of flashbacks or whatnot.

The official game description reads:

Set 300 years after the critically acclaimed Ghost of Tsushima, Ghost of Yōtei is a standalone experience set in 1600s rural Japan. The story follows a haunted, lone mercenary named Atsu. Thirsty for revenge, she travels through the beautiful, rugged landscapes of northern Japan, hunting those who killed her family many years earlier.

Sixteen years after her family’s death, Atsu’s quest across Ezo brings her to unexplored lands in search of a gang of six outlaws, but she finds much more than vengeance.

Throughout her journey, Atsu will discover unlikely allies, and greater bonds than she could have imagined.

We have a ton of story, gameplay info listed as well, in case you’re interested.

Not only will Ghost of Yotei feature a full-fledged single-player campaign, but it’s also getting its own version of the Legends multiplayer mode in 2026.

Ghost of Yotei will be available on October 2 exclusively on the PS5, and you can check out the game’s different editions to see which one suits you best.

Avatar photo

Alex Co

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

Home > News

Crushed in Time: An Elastic Adventure Preview – A Stretchy Case

The team behind the cult favorite “There Is No Game: Wrong Dimension” is back with something new, strange, and oddly elastic. Their upcoming project, Crushed in Time: An Elastic Adventure, is being developed by a ten-person French indie studio founded by veterans with over 20 years of industry experience.

We had the chance to take a look at what makes this adventure so stretchy

A Point-and-Click Adventure Where You Pull And Tug at Things

Unlike its predecessor’s 2D pixel look, this spinoff makes the jump into 3D while keeping its offbeat sense of humor. Sherlock and Watson return as the stars, voiced once again by the same actors from There Is No Game: Wrong Dimension. This time, they’re chasing down a missing NPC whose sudden disappearance has sparked chaos in-universe, with angry players “ultra review bombing” the game’s world.

The demo we saw covered the opening fifteen minutes, beginning in Baker Street. The elastic mechanics immediately stood out: white dots scattered around the environment can be stretched or tugged (via point and click) to manipulate objects in unexpected ways. One early puzzle has you repurpose a doorknob to wake Sherlock, a clever example of how items can be reconfigured through stretching and swapping. There were other moments, such as pulling a jar from a fountain to spray water at one of the characters or breaking some debris by tugging on it. I really found the elastic mechanic to be pretty fresh, and yet it remained rooted in the logic of classic point-and-click adventures.

The developers said puzzles are designed to challenge without becoming roadblocks, and they confirmed a built-in hint system. Hints will be tucked into character dialogue, with another layer available for players who need an extra nudge.

As for inspirations, the team cited Monkey Island and Sam & Max, though the elastic mechanic clearly sets it apart. Importantly, newcomers won’t need to have played There Is No Game: Wrong Dimension to follow the story here. As an added plus, the characters are also fully voiced. I don’t mind reading myself, but it’s nice to be able to listen to the dialogue and have a personality brought to life by the voice actors. 

All in all, Crushed in Time: An Elastic Adventure is looking to be quite an exciting adventure game that I think any fan of the genre should keep a close eye on.

Crushed in Time: An Elastic Adventure is planned for release in late 2026 on PC (via Steam), iOS, Android, and Nintendo Switch. Based on what we’ve seen, it has the potential to stretch the adventure genre in a whole new direction.

Don Pepper

Home > News

Marvel Rivals Season 4 Hero Balance Changes Revealed: Black Panther’s Finally Getting Nerfed, While Another Hero Ascends

Season 4 of Marvel Rivals is kicking off on September 12, and it’ll bring a new Vanguard hero, a new map and more. While the new content is the main draw for each new season, for some it’s the big hero balance changes that always happens with the start of each season.

It won’t be different this time around, as NetEase has already released the big hero balance pass that’s about to happen on Sept. 12, and players sick and tired of Black Panther will be happy to hear the hero is getting a big nerf to survivability!

For the complete list of hero tuning changes, head on below, which also details the new Team-Up being added.

Marvel Rivals Season 4 Balance Changes Might Shake Up the Meta

Marvel Rivals Update 1.000.016

VANGUARD

Captain America

Cap’s damage output is getting a slight downgrade.
– Remove Team-Up Anchor bonus 5% Damage boost.

Doctor Strange

The Sorcerer Supreme is now casting faster, but he’s trading a bit of survivability for offensive mystique!
– Reduce Maelstrom of Madness cooldown from 8s to 6s.
– Reduce base health from 600 to 575.

Emma Frost

The White Queen’s control and survivability are getting a little less unbreakable!
– Increase Diamond Form cooldown from 15s to 18s.
– Reduce Telepathic Pulse energy gained when hitting shields from 10/s to 5/s.

Peni Parker

Enemies caught in Peni’s webs are in for a stickier situation, and her Ultimate Ability just got slightly more threatening!
– Spider-Drone New Effect: Now slows hit enemies by 8% for 2s, each hit stacks the effect and resets the slow period, stacking up to 40%.
– Reduce Spider-Drone release interval during Ultimate Ability from 0.7s to 0.5s.

Thor

The God of Thunder’s Ultimate is getting an upgrade. More speed, new stun, greater “Bring the Thunder!”
– Increase Movement Speed during Ultimate Ability from 600 to 700.
– After Ultimate Ability lands, Stun surrounding enemies for 1s.

DUELIST

Black Panther

T’Challa’s survivability after striking a marked enemy is now less kingly.
– Reduce Bonus Health gained when striking Vibranium Marked enemies with Spirit Rend from 30 to 25.
– Reduce base health from 300 to 275.

Blade

The Daywalker’s sword just got a little sharper. More melee damage for those who hunt in the night!
– Increase Ancestral Sword damage per single slash from 22 to 24.

Magik

Magik loses her Team-Up Anchor bonus, but gets a whole arsenal upgrade to compensate!
– Remove Team-Up Anchor bonus 15% Damage boost.
– Reduce charge time required for Magik Slash maximum damage from 1.8 s to 1.2s.
– Magik Slash New Effect: Projectile now pierces enemies and reduces Stepping Discs cooldown by 1s per enemy pierced.
– Increase Soulsword damage from 65 to 75.
– Increase Eldritch Whirl damage from 45 to 50.
– Increase Demon’s Rage damage per hit from 18 to 20.
– Increase Melee Normal Attack Damage from 30 to 40.
– During Darkchild (Ultimate Ability), increase Eldritch Whirl single-hit damage from 35 to 45 and Umbral Incursion damage from 135 to 140.

Moon Knight

Marc Spector’s blade is now moon-charged for maximum chaos!
– Moon Blade now holds up to 2 charges, each taking 6s to recharge.

Psylocke

Sai’s burst damage has been slightly dialed back.
– Decrease the retrieve damage of Wing Shurikens per hit from 12 to 8.

Scarlet Witch

Wanda’s survivability and Ultimate are getting a magical upgrade.
– Can now be healed by teammates during Mystic Projection.
– Increase Reality Erasure damage from 800 to 9999.
– New Effect: Now pulls in nearby enemies (within 15m radius) during cast charge. Max pull speed up to 2.4m/s.

Squirrel Girl

Doreen is less of a menace from afar.
– Reduce Burst Acorn damage from 110 to 100.
– Increase the hit damage of Squirrel Blockade from 35 to 50.
– Increase Mammal Bond cooldown from 10s to 15s.

Winter Soldier

Bucky is getting a handy improvement to his close-quarters control.
– Trooper’s Fist New Effect: Second strike now applies a 1s debuff to enemies hit, preventing them from using mobility abilities.

STRATEGIST

Invisible Woman

Sue Storm’s control and Ultimate abilities just got more fantastic!
– Increase Slow effect to enemies passing through Guardian Shield from 30% to 35%.
– Increase Invisible Boundary (Ultimate Ability) healing per second from 165 to 180.
– New Effect: Slows enemies within range by 20%.

Jeff the Land Shark

Jeff’s Ultimate leaves a healing pool after use. Dive in for some aquatic rejuvenation!
– It’s Jeff! (Ultimate Ability) now leaves an 8m radius Healing Pool at the point of activation that heals allies within range by 100/s. Healing Pool lasts for 8s.

Loki

Less damage, healing, and Ultimate Ability active time for the God of Mischief.
– Reduce illusion’s damage and healing ratio from 100% to 80%.
– Reduce God of Mischief (Ultimate Ability) shapeshift period from 15s to 12s. If using an active duration ability (E.g. Luna Snow’s Ultimate Ability), reduce shapeshift residual period after the ability ends from 5s to 3s.

Luna Snow

Seol Hee’s Ultimate Ability duration is getting cooled down. (See, we do nerf her!)
– Reduce Fate of Both Worlds (Ultimate Ability) duration from 12s to 10s.

Mantis

Mantis gets a little more slippery.
– Movement Boost from Nature’s Favor now decays to 0 over 2s after being hit, instead of instantly disappearing.

Ultron

Ultron’s Ultimate now deals extra pain. No defense is too strong for the AI Overlord!
– Ultimate Ability New Effect: Deals 125% damage to Bonus Health.

TEAM-UP ABILITIES

NEW

Divine Armory (Angela – Thor)

– As the Team-Up Anchor, Angela gains 100 Health.
– Thor gains the new Thunderstrike Pike ability from his Team-Up with Angela.

ADJUSTED OR REMOVED

Arcane Order (Doctor Strange – Scarlet Witch/Magik)

– Magik joins the order and unlocks the new magical Chain of Cyttorak ability through her team-up with Doctor Strange.

Dimensional Shortcut (Magik – Psylocke)

– This team-up has been banished to Limbo and removed from the game.
– Black Panther loses the Wakandan Master ability previously attained from his team-up with Magik.

Gamma Charge (Hulk – Namor/Black Panther)

– Black Panther joins the gamma fun and gains the Gamma Vibranium Armor ability through his team-up with Hulk.

BALANCE CHANGES

Arcane Order (Doctor Strange – Scarlet Witch/Magik)

Looks like the arcane magic is getting a bit weaker for Scarlet Witch.
– Reduce Sorcery Surge Explosion Damage upon hit from 12 to 6.

As you can see, there’s a lot of movement that will happen when it comes to hero rankings, and it seems Scarlet Witch might be moving a notch or two up.

Marvel Rivals Season 4 will launch on September 12, and that same day will also see the release of the free-to-play hero shooter on PS4.

For the new content planned for the new season, read our report about it.

Once NetEase releases the patch, we’ll have it up here on MP1st.

Avatar photo

Alex Co

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

Home > News

Battlefield 6 Assault Ladder Gadget Revealed With Two Modes of Deployment

The assault class is getting a brand-new gadget when Battlefield 6 launches, which is quite a game-changer. Dubbed the Assault Ladder, this gadget will allow players to reach new points of entry that are otherwise unreachable. 

But that’s not the only use the ladder will have, as it can also be used as a ramp. 

DICE revealed how it can change the battlefield with our official gameplay look at the gadget in action.

Battlefield 6 Assault Ladder Looks Like the Perfect Tool to Create More Opportunities

As revealed by DICE today, the Assault Ladder is a brand-new gadget for the Assault Class that allows them to deploy, well, a ladder. The description reads:

“Provide your team with access to higher ledges and new points of entry. The Assault Ladder can also be used as a ramp, depending on placement angle”.

To get a better idea of it, here it is in action:

You know what, I dig it, it seems like the perfect tool to reach vantage points that can help with flanking and such, or help keep you covered, as well as making easy shortcuts through a map. 

Of course, who’s to say this won’t be abused, as we’re sure players are going to find spots they can reach that they technically aren’t supposed to. The open beta was proof enough of that, as players found a way onto a bridge overlooking objectives in the Cairo map. DICE has already confirmed that it will be patched, though it’s unlikely that it will be the last out-of-bounds exploit that we’ll see.

The Assault Ladder could prove to be pretty exploitive, especially given how creative the Battlefield community can be. We’d imagine squads pairing this up with the respawn beacon, too, which is going to make it really tough to combat if the only way to reach the spot is via a ladder. 

Another gadget recently revealed is the Enginer class’ EOD Bot, which has undergone a significant upgrade in terms of features compared to past iterations.

It still looks like a fun gadget, and I cannot wait to try it out myself when Battlefield launches on October 10, 2025, for the PS5, Xbox Series X|S, and PC. Expect another gadget from the Support or Recon class to be revealed next.

In other Battlefield 6 news, a recent datamine has revealed that there will be three free maps in Season 1, including one from Hardline.

Avatar photo

James Lara

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

Home > News

No “Hard Stop” Planned for Lords of the Fallen Updates; Dev Calls Studio a “Souls-like Powerhouse”

Released in 2023 CI Games’ post-release support of Lords of the Fallen is nothing short of legendary. Not only has the studio released bug fixes, but even new features and other pieces of new content all for free.

As we near the game’s second year anniversary, the studio isn’t looking to stop supporting the action-RPG, even if its sequel has already been announced, which is something the company confirmed to MP1st.

Lords of the Fallen Won’t Stop Seeing Support in 2025, Promises CI Games

Lords of the Fallen Secret Classes Reset

Speaking in an exclusive interview with MP1st, we asked CI Games when they plan to stop supporting the RPG.

MP1st) How does this update (2.0) set the stage for the future of the franchise? Is this where the studio stops, in terms of major updates, to shift focus on working on the next game? Or can we expect a small team to still be working on this while the main team moves to the sequel?

Answering the question was David Valjalo, Creative Portfolio Strategist at CI Games. who shared they don’t plan to stop supporting it this year. Not only that, but Valjalo adds that the current game proves the developers mean business, and can now be considered a “Soulslike powerhouse.”

Valjalo states, “We don’t have a hard stop planned for Lords of the Fallen (2023) – we have plans to keep iterating until the end of the year at least, for example – but of course our focus has shifted to the sequel in terms of priorities. The sequel will take everything great about the current game and expand it, so key studio talent is agile, bringing learnings from the current game into the engine room of the sequel. CI Games is now a Soulslike powerhouse and I think the current game is a sign that we mean business, we won’t make the same mistakes and the next game will be a flag in the sand for Lords of the Fallen as a franchise.”

While it’s commendable that CI Games is still supporting the RPG, can they be classified as a Souls-like powerhouse? Perhaps if Lords of the Fallen 2 knocks it out of the park, that conversation can be had.

In other Lords of the Fallen news, its sequel, which was formally revealed at gamescom, is set to launch sometime in 2026. Not only did we get to see the first trailer for it, but CI Games even outlined some of the action game’s key features.

Avatar photo

Alex Co

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

Home > News

Indiana Jones and the Great Circle – How to Start the DLC: The Order of the Giants

Indiana Jones and the Great Circle’s first DLC, The Order of the Giants, is now available! While the DLC comes as a download in the form of a new update, some have been wondering exactly how to play the DLC, as the game doesn’t make it quite clear. 

We have that answer, whether you’re jumping into the game for the very first time or returning after months of having it beaten. 

How to Play The Order of the Giant DLC in Indiana Jones and the Great Circle

If you’re like me, who played Indiana Jones and the Great Circle when it was initially released (review here), then chances are you’re completely lost on how to access the new DLC. There’s no menu option from within the game, as this isn’t some standalone experience that you can hop into freely. Instead, it’s been seamlessly integrated into the main game as a brand-new questline that you can undertake once you’ve hit a certain point in the story. 

If you’ve beaten the game already, the easiest way to access the DLC is to fast travel to The Vatican via the menu. Once you arrive, you should have a new quest called “A Mystery Begins,” which directs you to a priest near the Fountain of Confession. 

That’s all there is to it! Once you talk to this priest, the new DLC story mission will begin. 

Now get out there, adventurers, you’ve got a new mystery to solve, and more artifacts to get back to a museum. 

Avatar photo

James Lara

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

Home > Title Updates and Patches

The Sims 4 New Minor Update 2.19 Fixes Confirm Button Bug as New “Adventure Awaits” DLC Is Released

Maxis has released a minor patch for The Sims 4, and this is released alongside the new DLC “Adventure Awaits” that adds a ton of new activities for your sims. Players will see the new patch download as The Sims 4 update 2.19, and this should be a small patch int terms of file size.

Read on for what got changed today, as well as info on the DLC.

The Sims 4 New Update on Sept. 4 Brings Fixes to the Confirm Button via Patch 2.19

Today’s update resolves the extended length of time the “Confirm” button remained greyed out after players disable packs based on community feedback.

Bug Fixes

Base Game

  • [EA Forums] Resolved an issue where the “Confirm” button remained disabled for far too long after players disabled packs from the pack selection screen.
    • NOTE: The actual time delay is largely specific to the specs of your machine, though some delay on the Confirm button is necessary to ensure that all selected packs are fully loaded before players can confirm any changes. This delay ensures packs load correctly, which provides a smoother and safer experience for players when managing their pack selections.

That’s about it for today’s minor update.

As for the new DLC, check out the trailer and official details.

The Sims 4 Adventure Awaits DLC Now Live!

Per the press release: “In The Sims 4 Adventure Awaits Expansion Pack, Sims can break free from everyday life to discover, explore and nurture their spirit of play with new Hobbies, Custom Venues, Getaways and more. Whether your Sims are making memories with Imaginary Friends, honing new Skills like Archery or Paper Crafting or escaping to a custom revitalizing fitness retreat, bold adventures wait around every corner!”

More info about it is available on The Sims website.

Avatar photo

Alex Co

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