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Report: Horizon Zero Dawn Remake/Remaster in the Works for PS5; Horizon Multiplayer Game in Development

While we just got a remake for The Last of Us, it looks like PlayStation may not be quite done with remakes just yet, as a source close to the situation who wishes not to be named has revealed to us that a Horizon Zero Dawn remake is in the works for the PS5!

If you thought The Last of Us Part 1 divided players up on whether or not a game needed a remake, prepare yourselves as it has been revealed to us that PlayStation is now remaking or remastering (details are still unclear) Horizon Zero Dawn, a game that is only five years old and had its sequel released earlier this year.

Our source didn’t elaborate whether or not this was a “built from the ground up” style of remake, however we were told that the remake features an improved lighting system (ambient occlusion, and such), overhauled textures. and better animations, with new character models to match those found in the sequel, Horizon Forbidden West.

To get a better understanding of how the sequel improved over the first graphically, here’s a comparison we did earlier this year – Horizon Forbidden West: A Look at How the Decima Engine Has Evolved Graphically

 

Outside of that, we were told there is big focus on bringing the accessibility options that the sequel introduced. Different graphic modes will also be available, though that is a given since most PS5 games have a performance, quality, and uncapped performance to take advantage of VRR (variable refresh rate). For gameplay changes themselves, there are some subtle improvements, mostly those being the quality of life improvements the sequel brought. It wasn’t confirmed whether or not we would see flyable mounts, or a glider, though we suppose that is unlikely given to their story related importance in the sequel.

While Horizon Zero Dawn did see a performance patch released for the PS4 that allowed the PS5 to run it at a unlocked, but stable 60fps with 2160p checkerboarding resolution, the title has yet to natively receive a PS5 port that takes advantage of the hardware, as well as the DualSense features.

A PC port, however, was released, which introduced some PC specific improvements such as draw distance, higher frame rates, widescreen support, and more. Yet despite those improvements, the PC release was still just a port of the original, meaning graphically, the textures and character models all remained the same for the most parts.

It is to our understanding that the Horizon Zero Dawn remake/remaster will bring it closer to Forbidden West, from improved textures, draw distance. character models, to even new and improved animations, and much more. Whether it’s on the scale as The Last of Us Part 1 Remake, is not known at this time.

For newcomers of the franchise, this remake/remaster may just be the perfect way to get into the series, though arguably a tough sell for current owners. Horizon Zero Dawn isn’t that old of a game to begin with, having only released five years ago. Understandably, that news may be a bit disappointing to some, but we do have some good news if you want something to look forward to the series outside of the upcoming VR game and a rumored Forbidden West DLC.

As it turns out, the Zero Dawn Remake/Remaster isn’t the only Horizon related project that is in the works, as we also learned from other sources (info collaborated with our original source) that a team (presumed to be Guerrilla Games) at PlayStation are currently developing a Horizon online multiplayer game for both the PS5 and PC.

Two sources have verified that the project is in indeed real, with a third giving some brief details that it may feature a form of co-op. Customization is said to around the different tribes established in the Horizon franchise, however, we have not been able to verify either that, nor the details on whether or not the online would feature any sort of co-op, or PvP.

As for when these are expected to be announced? That’s anyone’s guess, though known leaker Dusk Golem did mention a month back on ResetEra that a PS4-era Sony game is getting a PS5 release in the form of a “face-lift,” believing that it wasn’t far off from being announced. Could Horizon Zero Dawn be the title they were referring to?

Should there be any new developments regarding either projects, we’ll be sure to keep you posted.

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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 2042 The Liquidators Event Details & Unreleased Cosmetics Surface via Datamine

In case you didn’t know, DICE announced that a new in-game event is coming to Battlefield 2042 this month called “The Liquidators.” While the studio said that more details will be shared at a later date, we won’t have to wait for info, as a recent datamine of the 2.1 patch, has unearthed a few key items regarding the Battlefield 2042 The Liquidators event.

Once again unearthed by reliable Battlefield dataminer temporyal, The Liquidators event seems to bring in a new “Tactical Conquest” game mode that’s focused on smaller skirmishes, which will be played in new map layouts. 

Update: EA has officially revealed the event! Read on here for all the details!

In addition to that, temporyal has also unearthed a bunch of unreleased cosmetics too! You can see the “Hellion” Legendary weapon skin, as well as a few other cosmetics for characters and vehicles.

Aside from that, temporyal has also datamined a bunch of unreleased Battlefield Portal weapons and more too. Same as with any datamined info, none of these has been confirmed by DICE or EA, and as such, is not guaranteed to make their way into the game. That said, temporyal’s datamines are usually spot-on, so don’t be surprised to see these items available soon-ish.

As for The Liquidators event, we’re waiting for DICE to announce something officially about it, and don’t be surprised if that happens this week. Given the event is kicking off in mid-October, the studio has just this week until we reach that point. Once we know more details about it, we’ll let our readers know.

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Alex Co

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

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Overwatch Players Bid Farewell and Share Memories, as This Is the Last Day to Play It

In case you didn’t know, Overwatch 2 is launching in just a few days on October 4. And with the second game in the franchise kicking off this coming week, Blizzard Entertainment is shutting down the servers for Overwatch 1 today! Yep, you read that right! In case you didn’t know, today is the last day you can launch Overwatch and play some 6v6 goodness before everyone jumps aboard the Overwatch 2 train.

Over on the game’s subreddit, a bunch of threads have surfaced of players sharing memories, and bidding goodbye to the game

This being the last day of Overwatch, write your best memories with this fantastic game
byu/Baba_Jacka inOverwatch

Players also shared memories of when heroes were kind of unbalanced before when they were first introduced too.

In light of OW shutting down, thought I’d look back. Ya’ll remember when Bastion had a shield and was the most overpowered mf ever
byu/huxta03 inOverwatch

The community even talks about how many arcade machines were trashed in Hanamura, how someone managed to get ALL the items in the game for each hero and loads more!

So long to having 100 percent on all items…
byu/SandyK1LL inOverwatch

Let’s pay our respects to the millions of arcade machines murdered in this room.
byu/nine16s inOverwatch

The most exciting part of OW2 will be the new players, be nice to them
byu/mirror_truth inOverwatch

as overwatch 1 is coming to an end, i would like to remind everyone that paris and horizon lunar colony are still in the game and accessable through custom games
byu/dis-gorl inOverwatch

There’s a lot more reminiscing going on in the game’s subreddit about various topics, which I suggest OW1 players to take part in.

As someone who has poured in a ton of ours into Overwatch, it’s a shame to see the game go, but it’s an inevitability given the sequel will be the new focus for Blizzard moving foward.

Overwatch was originally released back in 2016 for the PS4, Xbox One and PC. It was loved by both critics and the shooter community for its fresh new take on multiplayer shooters then. Its sequel, Overwatch 2, will be released on PlayStation, Xbox, Switch and PC this October 4, and its PvP component will be free-to-play.

What’s your favorite Overwatch memory? Share ’em down in the comments!

More Overwatch 2 Reading:

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Alex Co

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

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Report: PlayStation & Google in Talks With EU Regulators Over Microsoft’s Activision-Blizzard Acquisition Plans

It seems PlayStation and Google are united in their resistance to Microsoft’s Activision Blizzard acquisition plans.

Last month, Sony Interactive Entertainment CEO and PlayStation boss Jim Ryan reportedly flew to the EU headquarters in Brussels to voice his concerns to regulators. Ryan has publicly expressed his displeasure about the $68.7 billion deal multiple times, focusing on Microsoft’s alleged attempt to undermine Call of Duty’s future on PlayStation consoles.

When the UK’s Competition and Markets Authority recently announced its intention to conduct a second-phase investigation into the deal, Sony made a point of declaring its approval:

By giving Microsoft control of Activision games like Call of Duty, this deal would have major negative implications for gamers and the future of the gaming industry,” it claimed.

“We want to guarantee PlayStation gamers continue to have the highest quality gaming experience, and we appreciate the CMA’s focus on protecting gamers.

Meanwhile, Microsoft is also facing opposition from a different market sector. Google has also reportedly spoken to EU regulators about the acquisition, and has also had multiple interactions with Brazilian antitrust body CADE in this regard.

It’s unknown what Google stands to gain here, as the legendary Google-Microsoft rivalry has always been limited to the IT and innovation spheres. Google recently announced plans to shut down Stadia in January 2023, thus exiting the gaming market altogether.

The EU has confirmed that it plans to either clear the deal by November 8 or to otherwise launch a more detailed investigation into the matter.

We’ll keep our readers updated with any new developments.

Source: Dealreporter (paywalled), Seeking Alpha

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Salman Haider Zaidi

That's a nice argument, Senator.

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Kena: Bridge of Spirits Update 2.03 Out for Bug Fixes This October 1

Ember Lab has released Kena: Bridge of Spirits update 2.03 (PS5 version 2.003) today for all platforms. Today’s update comes out to address many bug fixes from the anniversary patch. Check out the Kena: Bridge of Spirits October 1 patch notes below.

Kena: Bridge of Spirits Update 2.03 Patch Notes | Kena: Bridge of Spirits 2.003 Patch Notes | Kena: Bridge of Spirits October 1 Patch Notes:

We hope you have been enjoying the Anniversary Update for Kena: Bridge of Spirits. It’s been a fun week for us seeing all your amazing new shots captured with the updated photo mode features. We’ve made several stability improvements and corrected a few bugs in this patch.

Stay tuned for additional fixes and updates. Thanks for your support and enjoy the adventure!

The 2.03 patch includes the following:

  • Fix for performance issues occurring after resuming an Activity on PS5.
  • Fixed issues making it possible to collect more than 100 Rot when replaying the game in New Game+.
  • Fixed a bug with the Shrine Guardian Combat Reflection Trial that prevented the bonus objective “Cleansing Strike” from being awarded.
  • Crash fixes.
  • Kena Outfit animation improvements and fixes.
  • Fixed issue allowing the Woodknight to attack during spawn animation.

That’s it for the patch notes. Kena: Bridge of Spirits is out now for PC, PS5, and PS4. 

Source: Ember Lab

Damien Seeto

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Dead Space Remake Gameplay Trailer Dropping Oct. 4, Revealed via Puzzle

While we’re still three months away from the official release of the Dead Space Remake, it seems that EA and Motive Studio are about to ramp up marking, as our first true look at Dead Space Remake gameplay is just right around the corner. 

It has been a bit of a busy week for Dead Space fans, as EA Motive, the studio behind the remake, teased players with a rather interesting, and cryptic message.

Well, unsurprisingly, it didn’t take long afterwards for the community to band together to solve this, revealing the full image to be a scannable QR code. 

And where does this QR code lead to? To a mysterious Instagram user called “thebench,” which upon inspecting, reveals that this first puzzle is actually just part one of a twelve part puzzle!

Dead Space Remake Gameplay teaser 1

What’s more, clicking on the user’s Instagram stories reveals a teaser video, confirming that we will be getting a gameplay reveal for the Dead Space Remake on October 4!

That’s next week, how exciting! We cannot wait to see the game in action, and hopefully it’s as impressive as the visuals are as seen in the latest Dead Space Remake screenshots. 

Dead Space will be available this January 27, 2023 on the PS5, Xbox Series X|S and PC.

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James Lara

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

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ROCCAT Vulcan II Mini Keyboard Review – Big Things Come in Small Packages

Over the last 15 years, ROCCAT has garnered a reputation among the PC community as one of the best PC peripheral makers on the market. From their incredible lines of headsets, lighting-fast gaming mice, and stunning keyboards, ROCCAT certainly took the industry by storm, reigniting a passion for ingenuity and innovation in nearly every product they’ve released. However, despite being rooted in the PC community, there is one void that has been left unfulfilled since the company first launched. That void? A mini keyboard that comes in a form factor of 65% or less.

Thankfully, that day has finally arrived, as ROCCAT unveiled last month their first mini keyboard in the Vulcan line, the ROCCAT Vulcan II Mini. Boasting a form factor of 65% of a standard keyboard, the ROCCAT Vulcan II Mini dishes out an impressive array of features, all packed in a comfortably small, built package.

The Mini Keyboard to Rule Them All

Look, mini keyboards by no means are anything new. In fact, looking at the market, you’ll find that there is a broad range to select from, as with any other PC peripherals. However, picking the right one is no doubt the hardest part, especially since so many of them seem to share so many similarities. After all, there is only so much you can do with a keyboard, more true for keyboards designed in smaller factors.

So of course ROCCAT entering the fray may at first just seem like them wanting to jump on the success that these keyboards have brought. Sure, that’s probably true, they’re a company after all, but they’re also ROCCAT, meaning that they don’t take half-measures in their products. The Vulcan II Mini is, in my personal opinion, easily the best mini keyboard I’ve ever used.

Coming in at 65% the size of a standard keyboard (that’s 12.75 x 4.57 x 1.22 inch to be precise) the Vulcan II Mini sheds away the number pad, as well as empty keyboard space and non-commonly used keys in order to achieve its compact size. That’s 35% more space now on your desk, which means you have more moving space for your mouse or whatever you desire it for.

The build of the Vulcan II Mini is sturdy, with an anodized aluminum top plate for some added weight and durability. The keys are layered with a smooth matted coat, and the presses are effortless, with a nice sounding click for feedback.

The board is pretty low-profile, though, for those who want a little bit of height at a slight degree, you’ll be happy to know that there are some stands (shown in the picture above) on the bottom.

And at 500 grams (just a little over a pound), the Vulcan II Mini is a pretty lightweight keyboard, perfect for those looking for something small and light enough to travel with. There are some strips of rubber on the underside, so if you’re worried about it sliding everywhere on a surface, it won’t.

For connectivity, it has a USB-C port and comes with a detachable braided USB-C to USB-A wire, which is 1.8m or a little under 6ft in length. That should be plenty of length for most PC setups, though you can always use your own if you want it shorter or longer.

We’ll get into the other design features in a little bit, but out of the box, I’m pretty impressed with the overall build quality of the Vulcan II Mini. It looks and feels great. I’m not usually a fan of white keyboards due to how dirtier they can get, but that silver anodized aluminum plate was just too gorgeous to ignore. On the black variant, it’s still a beautiful piece of material to look at, but it’s darkened to fit with the rest of the color. In the end, that’s all personal preference, but the white variation would not be a bad choice in this case.

Now what makes the Vulcan II Mini such a standout is how much it wants you to know that just because it’s a mini keyboard does not mean it doesn’t come packed with full keyboard features. Being a 65% (versus 60%) board, ROCCAT was able to keep the arrow keys along with other keys on the Vulcan II Mini. Comparing it to its older brother, the Vulcan Pro,  you can see how much smaller it is.

Yet despite the size difference, the Mini has every one of those keys available (minus the volume knob, mind you.)

In total, there are 30 smart keys, otherwise known as keys with secondary functions. Most of these functions are the ones you can come to expect like, volume control, brightness, F keys, etc. The size of the keyboard makes it really easy to access all these secondary functions, and while I didn’t use them much during my gaming session, I did find them extremely useful during productivity, such as writing or editing some videos in Premier.

However, with the Swarm software that you can download for free off the ROCCAT website, you’ll be able to do even crazier things as every key, including their secondary functions, are all customizable. You don’t get that with a lot of mini keyboards, and ROCCAT makes it so easy to do so.

But one big marketing highlight is that ROCCAT has achieved a world-first with the Vulcan II Mini, that being that all 30 multi-function keys are equipped with dual-LED. Sure that doesn’t seem like that big of a thing, but it’s actually really nice to be able to look down at a keyboard and instantly see which keys are multifunction. Pressing and holding down the FN key will brighten up any of these keys’ lower marked function, dimming when the button isn’t pressed. It’s a fantastic addition, and hopefully down the road ROCCAT decides to add a deeper level of customization utilizing the dual-LEDs.

Speaking of being customizable, this time around ROCCAT has assured that their newest keyboard can be fitted with most third-party cross-mounted keycaps.

Make It You

If there is one thing that almost everyone can agree on about ROCCAT, it’s that they offer the utmost level of customization for their products. Especially, the RGB lighting. The Vulcan II Mini is similar to past offerings from ROCCAT in terms of RGB lighting, meaning it is fully customizable via the Swarm software. You can select from presets offered by the software or get creative and customize full sets of keys together and even each individual.

Literally, whatever you want in terms of lighting and ROCCAT will have you covered.

What I do like most about the Vulcan II Mini, as mentioned prior, is that you can now easily fit a bulk of third-party keycaps.

That’s the new and improved Titan Switch, which is dubbed Titan II. As you can see, they now sport an open cross configuration, whereas before, they had more of an enclosure to them.

That means you should be able to use your favorite kind of keycaps. Maybe you want something with some layers so light doesn’t bleed out as much from the RGB? Or maybe you want them to shine more and have some transparent ones? Maybe you don’t want white and black keys, but instead different color ones? Well, that’s all possible!

The only thing is finding keycaps marked with three functions and the same ones as the Vulcan II Mini may be a bit hard. Here’s hoping ROCCAT starts offering their own sets eventually, as I do find their keycaps to have a great touch to them compared to many others.

Let’s not forget about the detachable USB-C cable. I know it doesn’t seem like a big thing, but being able to detach the keyboard without messing with your own cable management is a massive plus. Also, for anyone out there with your own custom cable, such as a coiled one, or whatever, you can use it as long as it’s a USB-C connection.

Great for Any Situation

So how does the ROCCAT Vulcan II Mini fair in its actual use? Well, I’ve typed pretty much all my reviews and news posts over the past few weeks with it, as well as use it for gaming on both my PC and even my PS5 and Xbox Series. I found it to be very adaptive in either case. It does exactly as I’d expect out of a mini keyboard, and the amount of space it saves gets used up by my mouse, which is pretty beneficial for obvious reasons.

As for the new and improved Titan 2 optical switch, it’s insanely responsive. I’ve spoken about this switch multiple times in past ROCCAT products, and I’m glad to see the company continue improving on it. It’s hard to say just how much it’s been improved over the original outside of the design, but nonetheless you’ll certainly love the responsiveness it has to offer. It’s fast, and any gamer out there knows that speed is everything, even if it’s just a tiny fraction.

I suppose that should be more of an indicator of how reliable the Titan 2 switches are at the very least. You know that when you press, it’s going to register. No worries that it’s a mechanical error. I can’t attest whether or not it can really last for 1 million clicks because I’m likely not to reach that number for any given key. Still, it’s nice being assured that longevity is something the company looks out for because there is nothing worse than having a new product break on you in less than a year. Luckily, I’ve yet to encounter any Titan switch-supported hardware from ROCCAT that has done just that.

Elsewhere, the board does come with 4MB of onboard storage, allowing you to save multiple profiles directly to the keyboard. These profiles can be anything, from certain RGB lighting, to even macros/key configurations. That makes switching between certain activities a breeze, like going from a first-person shooter, to say an MMO. Different genres of games often have you switching up your key binds, but the Vulcan II Mini makes that transition seamless.

If there is one very minor thing I would change, it would be the RGB on/off key being so close to the function button on the bottom of the board. Luckily you could just remap the key to another position and swap it out, which is why I said “very minor” but it is something you can easily bump into.

Verdict

The ROCCAT Vulcan II Mini Keyboard is essential for those looking to save some space on their desktop setups, or wanting something more portable over a standard keyboard while offering all the features a full keyboard has, plus some. It’s a pricey one ($149.99,) but if you’re here looking for a mini keyboard to begin with, you’ll probably notice it’s well within the range of other offerings. However, that’s where the comparisons stop, as ROCCAT loaded the Vulcan II Mini with all its signature features. Fully customizable RGB lighting system that works with all their other products, Titan II switches that provide you with that much-needed edge, and onboard memory for easy swapping between key setups, all packed in a compact design that is absolutely stunning in any environment it’s in. You just can’t go wrong with this one.

Pros:

  • Beautiful compact design with a low profile. Kickstands are built right in should you want more height.
  • Fully customizable RGB lighting, with dual-LED in multi-function keys.
  • Detachable cable and Titan II switches adopting more standard cross connections make customization more personal.
  • Onboard memory to save custom profiles – These can be RGB lighting setups, macros, and even your key configurations. Makes switching between different activities a breeze.
  • Fast and responsive, perfect for any situation.

Cons

  • It might be a tad too pricey for some at $149.99

ROCCAT Vulcan II Mini Keyboard was provided by the publisher for review purposes. You can read MP1st’s review and scoring policy right here.

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James Lara

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

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Ubisoft Game Purchases to Be Moved to PC as Stadia Shuts Down Next Year

Gamers who bought Ubisoft titles on the now-axed Google Stadia can breathe a sigh of relief: Ubisoft game purchases made on Stadia will soon be moved to PC through the Ubisoft Connect distribution service. How this affects Ubisoft+ subscribers is unknown, with the company promising more details at a later date.

Read the full announcement below:

This is certainly good news for Ubisoft fans on Stadia, who will see their purchases remain intact albeit in a different form. Ubisoft+ subscribers will have to wait to see what fate awaits them.

Ubisoft+ is a subscription service that allows players access to the entire Ubisoft game catalogue. Currently, Ubisoft+ subscribers get added access to cloud versions of these titles on Google Stadia and Amazon Luna for no additional cost.

One could assume that Ubisoft+ subscribers who have been playing Ubisoft games on Stadia will lose both access to the games (on account of never having bought them) and all their progress as well when Stadia shuts down, unless Ubisoft steps in. It is unknown what exactly the company has in mind, though.

We’ll keep our readers updated with any further developments.

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Salman Haider Zaidi

That's a nice argument, Senator.

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Wild Hearts Co-Op Confirmed for Up to 3 Players, “Karakuri” Crafting System Detailed

Fans received their first look at EA and Omega Force’s new hunting IP Wild Hearts with yesterday’s reveal trailer. As development on the game is already nearing completion, the directors sat down for an interview with IGN to reveal that Wild Hearts allows co-op for up to three players, and also discussed the “Karakuri” crafting system in detail.

Most people who watched the trailer yesterday will be curious about the spontaneous, Fortnite-like crafting system in Wild Hearts. Titled “Karakuri,” this crafting system is intended to facilitate and enhance the game’s combat, instead of letting players build massive structures. It also lends itself to the creation of weapons, like ballistas and time bombs.

Kotaro Hirata: Players hunt using a type of crafting called Karakuri, an ancient technology that allows for the creation of extremely flexible and creative hunting grounds to take on powerful beasts. Karakuri can range from types that can be built instantly during battle, to some that can be combined to create new Karakuri, and also types that are used to build hunting grounds by utilizing many different materials.

Karakuri expand the freedom and possibilities of hunting combat and exploration in this game, so it differs from the direction of crafting in Fortnite which allows for the creation of huge structures.

For those wondering why the Wild Hearts co-op is limited to three players, the directors felt that this was the most balanced solution, as the Karakuri system provides players with an unprecedented degree of power:

Originally, we considered having four players for cooperative play. However, during development, we realized that due to the power of the Karakuri, three player combat provides the best balance for maintaining a sense of tension and cooperative combat. We also took into consideration the fact that it’s easier to gather together three players.

The directors also revealed that the fast-paced combat in Wild Hearts was built with a particularly acrobatic focus. While players can dash, jump, grapple, and slide their way through the game, the idea is to use the Karakuri system wherever possible to strike enemies from the most effective angles and with tailored approaches. Players are shown examples in the form of classic scalable towers allowing aerial assault, and then ballistas and even bombs for a more destructive approach.

Wild Hearts is coming to the PS5, Xbox Series X|S, and PC Feb. 17, 2023 for $69.99. An extended gameplay look is set to be released this October 5.

Source: IGN

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Salman Haider Zaidi

That's a nice argument, Senator.

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Report: Lance Reddick Back at Work on Horizon Forbidden West, Could This Mean DLC?

Could we be getting Horizon Forbidden West DLC? It seems one of the game’s voice actors could have very well leaked it before the official announcement.

Over on Twitter, actor Lance Reddick, who plays Sylens in both Horizon Forbidden West and Horizon Zero Dawn, has posted (since deleted) short clip of him stating he’s “hard at work” in a session for the game.

You can also see that Reddick’s face has the dots used for motion capture and face rendering as well. Could this be work for the Horizon Forbidden West’s future expansion? I wouldn’t bet against that, as the game’s first installment, Horizon Zero Dawn, also got an expansion titled The Frozen Wilds.

If you haven’t played Horizon Forbidden West yet, go read our review here, where we state, “Higher quality side quests, combined with a main campaign that feels grander in scope, and is much better paced than the original make for a strong story, and the beautiful environments, combined with highly detailed character models and improved gameplay make this an early candidate for Game of the Year.”

Thanks,  throwmeaway1784!

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Alex Co

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

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Train Sim World 3 Update 1.03 Released for Save Game Toggle & More This Sept, 30

Dovetal has released Train Sim World 3 update 1.03, and this includes save game toggle being reintroduced and loads more! Check out the Train Sim World September 30 patch notes below. Note that this will be released at different times depending on the platform.

Train Sim World 3 Update 1.03 | Train Sim World 3 September 30 Patch Notes:

This update will be a little staggered, due to the certification process on different platforms.

As we know how anticipated the Save Game toggle feature is in particular, we wanted to make sure as many players had it in their hands going into the weekend as possible. This means that…

  • Epic and Steam players – will receive the update tonight
  • PS5, PC Game Pass, Xbox One, Xbox Series S and X players will receive the update tomorrow morning (pending certification)
  • PS4 players will receive this likely after the weekend (but before Tuesday)
Settings and UI:
 
Reintroduced Save Game
 

Thank you for your continued feedback on this one. There will now be a toggle in the settings menu to enable / disable the save game feature, which is currently the same functionality from within TSW2. See the below screenshot on where you can find this.

As a quick note:  this is the same Save Game feature you saw in Train Sim World 2.

We are working on ongoing improvements which you’ll be seeing in future patches, but we felt it important in the meantime to provide a toggle for those who are happy to take the risk. Based on this, the setting will be set to disabled by default.

For those of you who do choose to enable save game, please send us any feedback over on our forums as we’ll be looking to pinpoint particular routes and work on improving individual issues we can identify. While we’re on the topic of additional UI settings and features, we have also implemented a Mouse sensitivity slider for PC players (this is not functioning as intended, but we are working on a fix) and fixed imports of scenarios and liveries when transferring a profile from TSW2.

Gameplay:

Let’s jump into the gameplay issues we’ve addressed, where we’ve been fixing leaky ceilings and holes underneath structures so now rain, snow and lighting should correctly behave. Lighting strikes themselves will also occur at a greater distance away from the player.

We had an issue with fog getting extremely dense when moving from a high to a lower altitude, which has now been fixed so you can now fully embrace the environment while plummeting down from the Cajon Pass summit!

For anyone unable to finish the BR Class 465 tutorial, this is now fixed and therefore unlocking the Achievement is now possible.
And finally, SIFA and PZB can be triggered from Gamepad and RailDriver

Visuals:

We have been seeing many reports of semi-circular visual errors above the wheels on various locomotives, which includes the recently added Class 66. These have now been resolved.

From leaky ceilings to leaky bulbs, we’ve found passenger lights on the BR Class 101 were leaking light into the cab and tunnels, so they have been reworked to fix this as well as improve performance. In addition, we’ve addressed the Dopplestock headlights being stuck constantly on.

Finally, we’ve also added a useful tooltip to the ICE1 to help with recovering from an emergency stop that requires the use of the HLL Fill button to recharge the brake pipe.

Audio:

In terms of sound, we gave the BR Class 375 our attention which will now have correctly reduced audio inside the cab when the windows and doors are all shut, and we added deceleration sounds.

And for our Long Island Railroad and Harlem Line players, the M7 Traction Engine sounds will also now no longer cut out after first 4 coaches pass.

Please see a full changelog of the patch below:

Full Changelog:
 
Core:

[UI / System]

  • Added toggle to settings menu to enable/disable save game functionality
    This is disabled by default while it is currently being worked on further
  • Mouse sensitivity slider setting added. 
    At present, this is not functioning as intended, but we are working on a fix.
  • Scenarios and liveries will import correctly when transferring profiles.
  • Added ‘scroll to last selected route’ button when backing to the route selection menu
  • Added option to return to the timetable menu after completing a service
  • Added option to include/exclude tutorials from quick play
  • Added difficulty and length info to campaign events UI
  • Disabled the Copy button when at max number of scenarios created in the scenario designer
  • Fixed progress bar colour and wrapping of text in mastery menu
  • Hide Discount banner on store items now on by default
  • Fixed height of Signed In profile widget
  • Added Green Tick to completed services in timetable menu
  • Fixed custom weather presets not updating sliders properly in weather menu
  • Scenario Designer will show first stop length instead of shortest stop length
  • Pause menu will no longer toggle when clicking Esc in the route map
  • Pause menu will now correctly load 2D Map
  • Debriefing screen names and experience numbers will no longer extend out of the window
  • Settings will now save when clicking “apply” with unchecked options
  • Store image thumbnails now load properly

[Gameplay]

  • Lightning will no longer strike under cover and will be at a greater distance from the player
  • Fix for fog getting extremely dense when starting at a high altitude and driving to a lower altitude.
  • Fixed clothing material on characters and passengers to prevent odd shading and glitter-like appearance on edges
  • After rain stops, performance should return to same level
  • Tees Valley Line decals will now properly change colour

[Achievements]

  • BR Class 465 tutorial can now be completed, thus unlocking the Achievement as well
  • Fixed introduction tutorial achievements
Southeastern High-Speed
  • Removed snow from under station canopies, inside tunnels and under bridges
  • Car stop signs visually updated to align correctly to DOO monitors
  • Route indication signals changed to match current designations.
  • Passengers should now board trains correctly on the platform at Ebbsfleet International
  • Players can no longer fall through the ground at Gravesend – 
    Of all the places to be sending players six feet under!
  • Added Wheel blur to MFA wagons

[Faversham]

  • No rain will be inside the depot
  • Player will no longer be able to walk through fences
  • OPO monitors should now be in the right places
  • Player should not be randomly blocked in Ashford around sidings
  • Lighting fixes for the North Downs Tunnel

[Class 465]

  • Reverser and Master Key now work as expected in both Immersion and Classic input modes

[Class 395]

  • Front destination should correctly display the final destination on platform boards
  • DSD/DVD pedal will trigger only when system is turned on and above 3mph / AWS/TPWS buttons will only sound when either system is enabled, and input is required/expected

[Class 375] – 

Improved Audio
  • Fixed issue whereby the cab wind was playing far too loud when a window was open
  • Reduced rain audio when inside the cab with windows and doors shut
  • Traction motors should now be audible during deceleration

[Class 66]

  • Coupler should now animate as expected
  • Adjustments to physics to avoid unexpected stalling at low RPMs.
  • Cab Light First Time Use Reward should now trigger correctly
  • Removed semi-circular white artefacts from wheels
Cajon Pass
  • Resolved issues that caused the player to be kicked out to the main menu suddenly.
  • The 2D map will now update when selecting a range of starting points.
  • Fixes to Scenario Designer map tags
  • Correction to localisation on free text sign
  • Updated scores to ensure players can get gold on ES44C4 & SD40-2 Training Modules
  • Removed semi-circular white artefacts from above wheels for all Cajon Wagons (Box Car, Bulkhead Flatcar, Tank Car and Autorack)

[ES44C4]

  • Fixed issues relating to player getting stuck in a moving train.

[BNSF SD40-2]

  • Added rear headlight sound that matches that of the front headlight switch

[Bulkhead Flatcar]

  • Wheels rotate as expected when in motion
Kassel – Wurzburg
  • Player should no longer be able to walk through cars at Korle Ost.
  • Player should no longer be able to walk through stairs at Kassel Wilhelmshohe Station
  • Fixed pathing of ICE 1580 to not go wrong line running
  • Tunnel sign collectables are now able to be picked up
  • Prevented train getting temporarily stuck in “Ice Breaker” tutorial
  • Adding Text ToolTip for refilling Brake Pipe
  • Bugfixes to services

[BR 185]

  • Adjusted cab windscreen to prevent errors involving SSR reflections of cab screens
  • PZB Acknowledge will only work after passing a 1000Hz magnet (Cab must be active and PZB enabled)
  • SIFA and PZB can be triggered from Gamepad and RailDriver

[BR 146]

  • SIFA and PZB can be triggered from Gamepad and RailDriver

[ICE3]

  • Horn is now named correctly
  • Correctly spelt “Bremsen” on the MFD.

[ICE1]

  • Adjusted cab windscreen to prevent errors involving SSR reflections of cab screens
  • Player can now select each length of ICE-1 in the game menu
  • Added recovery from Emergency Brake tooltip on ICE1

[DB Kijils]

  • Brakes should release quicker to prevent getting stuck on an incline
Peninsula Corridor
  • PIS should now be better aligned to lamp posts
  • Fixed an issue with the first-person camera on the Route Introduction to allow it to be completed.

[CT Nippon]

  • Player can now walk across the consist without needing to crouch

[CT F40PH-2CAT]

  • Ditch lights will now pulse as expected
Hamburg – Lübeck
  • Should no longer have rain effect inside stations or under cover
  • [Route Intro] Doors will now close automatically
Bakerloo
  • Removed incorrect reflections appearing on side mirrors
  • Pringles posters removed for PS4 and PS5 players
Marseille – Avignon
  • Added many new sounds, including Mastery sound additions, firework sounds at night and jet sounds during the day
Main Spessart Bahn
  • Fixed crashes when loading certain services.
Long Island Railroad
  • M7 Traction Engine sounds no longer cut out after first 4 coaches pass
  • Blank entry should no longer appear in Profile Train Selection
Harlem Line
  • M7 Traction Engine sounds no longer cut out after first 4 coaches pass
Tees Valley Line
  • Tees Yard Turn Around Achievement now correctly unlocks on X1 XSX and Win10
  • Tees Valley line decals added to Livery Designer
Other Loco Changes

[DB BR 182]

  • Made sure the door interlock does not prevent you from using the throttle when the doors are closed

[DB BR 101]

  • Adjustments to the AFB to keep speed offset below LAB, and decreased LZB deceleration to be more realistic for typical braked weight percentages of IC trains.
  • Passenger lights from the IC coaches will no longer bleed into the cab, providing improvements to performance
  • Reduced illumination from cab lights into tunnels

[DB Doppelstock]

  • Headlights will no longer always be toggled on.

Source: Steam

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Alex Co

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Destiny 2 Down for Weasel Errors This September 30

Those experiencing issues connecting to Destiny 2, you might be seeing Destiny 2 down reports surface this September 30. Bungie is aware of this and has mentioned that players are seeing “weasel” errors surface.

Destiny 2 Down Server Status and Updates for September 30:

Here’s the announcement from Bungie:

We’re aware some Destiny 2 players experienced increased error codes, including Weasel. These errors have subsided at this time, though we continue to investigate. Please standby for more updates.

We’ll be on the lookout if this is resolved, and will update the article if we hear anything back from Bungie regarding this situation.

If you can connect, leave a comment below stating your platform and where you’re located to let other guardians know.

More Destiny 2 Reading:

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Alex Co

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New Destiny 2 Trials of Osiris Rewards and Map This Week September 30, 2022

Those seeking for the latest reward in Destiny 2’s weekly PvP mode, MP1st is here to bring the new Destiny 2 Trials of Osiris rewards and map this week September 30, 2022 edition!

New Destiny 2 Trials of Osiris Rewards This Week September 30, 2022:

Trials of Osiris Map

Bannerfall

Rewards

  • Reputation Rank 4: Upgrade Module (2)
  • Reputation Rank 7: Enhancement Prism (3)
  • Reputation Rank 10: Trials Weapon (Changes for each rank reset)
  • Reputation Rank 13: Upgrade Module (2)
  • Reputation Rank 16: Trials Weapon (Changes for each rank reset)
  • Flawless Reward: Aisha’s Embrace (Adept)

Reputation System, Trials Engrams, and Adept Farming

Win individual rounds within each match to gain Trials reputation. The amount of reputation you gain increases with each round you’ve won on your card. Earn enough reputation, and you’ll be able to claim a Trials Engram from Saint-14! This engram can be focused into any currently available trials loot you have previously obtained, or it can be taken to Master Rahool for a random Trials drop. Your reputation increases after every match completion, based on the number of round-wins on your card, regardless of the result of that match itself (win or lose, 0-5 or 5-4).

Once you have gone Flawless, keep playing! Every win you achieve while at the 7-win level, even if you lose your Flawless, has a chance to drop bonus Trials Engrams, adept weapons, prisms, and even Ascendant Shards. There is no penalty for losing once you’ve made it to the Lighthouse!

When you’re done, you can cash in your 7-win passage for one additional adept drop, granted you have gone Flawless that week. This resets your card so you can start anew.


Passages

Name Perk Cost
Passage of Ferocity Your third match win grants a bonus win. 10000 Glimmer & 15 Legendary Shards
Passage of Mercy Forgives one loss per run. 10000 Glimmer & 15 Legendary Shards
Passage of Wealth Increased Trials Rank points from reaching 3, 5, and 7 match wins on a ticket. 15000 Glimmer & 25 Legendary Shards
Passage of Confidence Grants bonus rewards from Flawless Chest. 20000 Glimmer & 50 Legendary Shards

Thanks, Reddit!

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Alex Co

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Destiny 2 Xur Location Today September 30, 2022 (And What Xur Is Selling)

It’s Friday and for Destiny 2 players, this means Xur is back to sell his wares!  If you’re asking what Xur is selling in Destiny 2 this week and where he’s holed up, we’re here to help! The MP1st Destiny 2 Xur location today, September 30, 2022 post is live, and you can check out Xur’s list of items this week in one handy list below.

Destiny 2 Xur Location Today September 30, 2022 (And What Xur Is Selling):

Xûr, Agent of the Nine

A peddler of strange curios, Xûr’s motives are not his own. He bows to his distant masters, the Nine.

Location

Tower, Hangar


Exotic Weapons

Name Type Column 1 Column 2 Column 3 Column 4
Cerberus+1 Kinetic Auto Rifle  
Hawkmoon Kinetic Hand Cannon Arrowhead Brake Quickdraw Combat Grip  
Dead Man’s Tale Kinetic Scout Rifle Fluted Barrel Accurized Rounds Subsistence Composite Stock

Note: Fixed perks on weapons are not displayed

Exotic Armor

Name Type MOB RES REC DIS INT STR Total Cost
St0mp-EE5 Hunter Leg Armor 4 22 6 12 2 16 62 23 Legendary Shards
Dunemarchers Titan Leg Armor 7 26 2 12 2 12 61 23 Legendary Shards
Astrocyte Verse Warlock Helmet 18 7 8 16 7 9 65 23 Legendary Shards

Exotic Ciphers

Name Description
Xenology Complete Vanguard playlist activities, or win matches in Crucible or Gambit. Extra progress is awarded for more challenging activities and for succeeding with clanmates.

Engrams

Name Description Cost
Exotic Engram An engram with a predestined outcome. Contains a new Exotic if any of the possible rewards remain to be collected. Preview contents for possible rewards. 97 Legendary Shards

Legendary Weapons

Name Type Column 1 Column 2 Column 3 Column 4
Whispering Slab Kinetic Combat Bow High Tension String // Natural String Fiberglass Arrow Shaft // Natural Fletching Killing Wind Opening Shot
Timelines’ Vertex Energy Fusion Rifle Impulse MS3 // Torch HS3 Accelerated Coils // Ionized Battery Lead from Gold Disruption Break
Jian 7 Rifle Energy Pulse Rifle SPO-57 Front // SPO-28 Front Armor-Piercing Rounds // Flared Magwell Full Auto Trigger System Rampage
Sojourner’s Tale Energy Shotgun Arrowhead Brake // Full Bore Appended Mag // Light Mag Moving Target Opening Shot
Lonesome Kinetic Sidearm Full Bore // Hammer-Forged Rifling Armor-Piercing Rounds // Light Mag Zen Moment Demolitionist
Friction Fire Kinetic Submachine Gun Extended Barrel // Full Bore Appended Mag // Extended Mag Auto-Loading Holster Wellspring
Falling Guillotine Heavy Sword Hungry Edge // Jagged Edge // Tempered Edge Burst Guard // Heavy Guard Tireless Blade Surrounded

Note: Fixed perks on weapons are not displayed

Legendary Armor

Name Type MOB RES REC DIS INT STR Total Cost
Wild Hunt Gauntlets Titan Gauntlets 16 2 12 9 11 12 62 50 Legendary Shards & 1000 Glimmer
Wild Hunt Plate Titan Chest Armor 16 2 12 23 8 2 63 50 Legendary Shards & 1000 Glimmer
Wild Hunt Mark Titan Mark 0 0 0 0 0 0 0 50 Legendary Shards & 1000 Glimmer
Wild Hunt Helm Titan Helmet 16 10 2 2 7 20 57 50 Legendary Shards & 1000 Glimmer
Wild Hunt Greaves Titan Leg Armor 2 19 9 6 6 18 60 50 Legendary Shards & 1000 Glimmer
Wild Hunt Gloves Warlock Gauntlets 2 10 17 14 15 2 60 50 Legendary Shards & 1000 Glimmer
Wild Hunt Vestment Warlock Chest Armor 20 6 6 19 6 8 65 50 Legendary Shards & 1000 Glimmer
Wild Hunt Bond Warlock Bond 0 0 0 0 0 0 0 50 Legendary Shards & 1000 Glimmer
Wild Hunt Hood Warlock Helmet 13 6 12 6 20 6 63 50 Legendary Shards & 1000 Glimmer
Wild Hunt Boots Warlock Leg Armor 13 8 10 14 2 15 62 50 Legendary Shards & 1000 Glimmer
Wild Hunt Grasps Hunter Gauntlets 6 24 2 18 2 9 61 50 Legendary Shards & 1000 Glimmer
Wild Hunt Vest Hunter Chest Armor 22 7 2 10 12 9 62 50 Legendary Shards & 1000 Glimmer
Wild Hunt Cloak Hunter Cloak 0 0 0 0 0 0 0 50 Legendary Shards & 1000 Glimmer
Wild Hunt Mask Hunter Helmet 6 12 10 2 20 7 57 50 Legendary Shards & 1000 Glimmer
Wild Hunt Strides Hunter Leg Armor 13 2 16 2 14 13 60 50 Legendary Shards & 1000 Glimmer

What’s a Xûr?

Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector on one of the Worlds. Xûr sells Exotic equipment and only takes Legendary Shards in exchange for them.

TL;DR: He’s the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it’s coal.

When does Xûr visit?

Xûr visits every Friday at 17:00 UTC and departs at Weekly Reset (Tuesday 17:00 UTC). If you would like to see all the live conversions of Time Zones, please follow this link here.

Thanks, Reddit!

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Alex Co

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

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Destiny 2 Upcoming Update List of Fixes Previewed by Bungie

Bungie has announced that Destiny 2 will be getting a new title update next week! Same as before, it’ll bring a host of fixes to the game. Read on for the Destiny 2 upcoming update list of fixes. No word on what version the hotfix will be, but we should get an idea of that as we get nearer to the patch roll out.

Destiny 2 Upcoming Update List of Fixes:

PATCH NOTES PREVIEW 

Earlier in the week, we were digging around in the “worldwide (internal) Bungie web” and found a bit of the patch notes for next week just floating around all by its lonesome, so we thought we would give you a tiny sneak peek at what we have lined up!  
  • To alleviate some of the pressure in acquiring Season of Plunder weapon patterns, the Double Perk Weapon Spoils Crew Upgrade will now give you a Deepsight modded weapon the first time you focus a weapon each week. 
  • The Deepsight modded weapon from the Hidden Compartment Crew Upgrade will now appropriately refresh at the weekly reset. 
      • This issue was a bit of a doozy to address, but the team rocked it out (I can’t stop, I’m sorry) and got a fix together in time for our hotfix next week.  

In addition to that, here are the known issues reported by Destiny 2 players recently.

KNOWN ISSUES 

  • The Hidden Compartment Crew Upgrade drops rewards at 1350 Power. 
  • The Sundered Flesh shader is not applying to weapons, armor, and other items as intended. 

Chances are, the patch will be released on Tuesday, October 4, or Thursday, October 6. Once we know more, we’ll be sure to let our readers know.

Source: Bungie

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Alex Co

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Battlefield 2042 Secret Reloads for the M416. M60, PBX and M16 Surface

Following the big 2.1 patch for Battlefield 2042, it seems DICE has added more than just the map rework and gameplay adjustments, as a bunch of Battlefield 2042 secret reloads for guns have surfaced too!

So far, the guns with secret reloads are the M416, M60, PBX, and the M16. Curious what they look like? DANNYonPC has captured each one!

Secret reloads have been part of the Battlefield franchise alongside joke guns and weapons. Heck, in Battlefield 5, DICE even included “finger guns” as an Easter egg that’s just crazy. Do these add anything to the gameplay? Nope. But are they cool? Definitely. Mind, as far as I’m aware, there is no way to trigger these secret reloads, so if you manage to pull it off while playing, good on you!

If you spot any other cool Easter egg in Battlefield 2042, send us a tip at (tips @ mp1st.com), and we’ll make sure to credit you accordingly.

In other Battlefield 2042 news, DICE has confirmed that keyboard and mouse support for consoles are not being worked on right now.

More Battlefield Reading:

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Alex Co

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Apex Legends: Titanfall Maps Spotted via Latest Datamine

While it’s already known that Apex Legends is set in the Titanfall universe, it looks like Respawn Entertainment is putting more of its mech-centric franchise into the battle royale game. Thanks to the Beast of Prey Collection data, a bunch of Titanfall maps seems to be on the way to Apex Legends!

Dataminer KralRindo has spotted the following addition to the game’s files, and also mentions that Capture Point locations have been added for an upcoming game mode.

https://twitter.com/kralrindo/status/1575513424054071297

If you haven’t played the Titanfall games, the list below are part of the game’s multiplayer maps list:

mp_rr_exoplanet
mp_rr_homestead
mp_rr_angel_city
mp_rr_black_water_canal
mp_rr_boneyard
mp_rr_crashsite
mp_rr_rise
mp_rr_eden
mp_rr_colony

Same as with any datamine, there’s no guarantee that we’ll see these maps in the game. That said, given it’s in the game files, there’s bound to be a reason for that, no? Chances are, the Titanfall maps will be part of a new LTM (limited-time mode) in Apex Legends. I guess we’ll have to wait for further announcements to see if it comes to fruition.

Speaking of events, the Fight or Fright 2022 event was announced yesterday, and it’s kicking off this October 4! There’s also a title update released yesterday, which we believe houses the Fight or Fright data.

It seems that with Titanfall 3 not even in active development, this is probably one of the only ways we can enjoy new Titanfall content. Of course, the fact that these maps were built with Titanfall’s verticality and movement in mind, Respawn needs to make adjustments on ’em, too.

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Alex Co

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Melty Blood: Type Lumina Update 1.37 Out for Bug Fixes This Sept. 30

Developer French-Bread has released Melty Blood: Type Lumina update 1.37 today for the PS4 and PC. The same update will be released at a later date for Xbox One and Switch owners. Check out the Melty Blood: Type Lumina September 30 patch notes below.

Melty Blood: Type Lumina Update 1.37 Patch Notes | Melty Blood: Type Lumina September 30 Patch Notes:

  • We have released “Ver. 1.37” and “Build ID 9615155” on PlayStation®4 and Steam on September 30 at 6:00 (UTC). We have fixed a bug in the game system and will explain the part of the game that affect play.
  • ■Hisui&Kohaku Fixed a bug that caused a successful Tech Throw to continue incorrectly. 
  • ■Super Armor Fixed a problem in which Super Armor was sometimes not removed after receiving an armor break.
  • ■Shield Fixed an issue where a Shield Failure Guard would not occur correctly while shielding a multi-hit projectile attacks.
  • RANKED MATCH In network mode rank matches, RP (rank points) are no longer increased or decreased by incorrect values.
  • Fixed other minor bugs.
  • We will report the date of the update for Nintendo Switch™ and Xbox One as soon as it is determined. The publication process is expected to take several days. We apologize for any inconvenience this may cause, and thank you for your patience.

That’s it for the patch notes. Hopefully, the update comes soon for Xbox One and Switch owners. 

Source: Melty Blood: Type Lumina Twitter

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First Dragon Age: Dreadwolf Codex Entries Showcased, Writing Team Discuss Process

Dragon Age fans rejoice! A first look at the upcoming Dragon Age: Dreadwolf’s Codex entries has been unveiled as the writing team talked about their process and in-house cooperation in a new BioWare blog post.

Ryan Cormier, Narrative Editor and Sylvia Feketekuty, Senior Writer spoke at length about how a concept develops from idea to implementation and how the editing team ensures quality and consistency:

Sylvia: Way early on during the concepting stages, the editing team gives their feedback with the rest of the narrative team on high-level stuff like the new characters, plot, and themes. Once first-draft writing for a character or major mission is complete, we also have editors give us their formal feedback during our big peer reviews.

Ryan: At this stage, as we near preproduction, editors talk with writers about big-picture topics like characters, lore, and themes. These elements need the most time. Editing starts broadly and becomes detailed later in the process because it doesn’t help a writer to hear, “This is a run-on sentence,” when we’re still five drafts away from final. We save line edits for last. Until then, editors try to hold their tongues on grammar and punctuation.

Sylvia: After the peer review, when revisions are done and we’re in a position to start recording voiced dialogue, I work more closely with the editing team. Editors will suggest better ways to make one sentence flow into the next, spot inconsistencies, and point out when I’ve written something nonsensical. Every editor also “owns” certain character voices, just like writers do, and I’ll often go to them to hash out something for a particular character or to get a second opinion.

Ryan: Here, in the final drafts, no edit is too picky. This is where editors tweak the writing with changes to grammar, punctuation, and flow and where the passive voice dies a swift death. We read lines aloud at our desks while examining lore, tone, voice, and other details that change how a line reads in the recording booth or appears in the subtitles. Voice-recording notes and plot summaries are finalized, too. All this fine-tuning involves close work between a writer and editor while we pass edits back and forth, fix this, change that, change it back, debate, agree, and finally send it off for recording and translation.

The two then elaborated on how a finished concept is conveyed to the development, performance, and localization teams:

Ryan: Editors are the bridge between the writers and out-of-studio partners like actors and localizers. Once final drafts are complete, our game dialogue is sent to our in-house performance team, voice actors, and translators, all working in numerous languages. Editors work with those teams daily and are the troubleshooters when technical or cultural concerns arise. Sometimes, an English joke just doesn’t land in the localized copy, or maybe we learn that a name we chose for an idyllic village in Thedas has an inappropriate meaning in another language.

Sylvia: One of the best Dragon Age: Inquisition™ translator questions I ever saw was from a German translator who wanted to know what one character meant when he talked about “dancers with tassels.”

I mentioned this above, but most of my cross-team work is keeping up communication. Does the audio team have all the context they need? Does Character Art know a plot point requires an alternate character outfit? People often compare narrative games to movies, but a lot of them are nothing like movies, structurally speaking. RPGs the size of ours are more like a full season of a bizarrely nonlinear television series with so many mutable, moving parts.

The Dragon Age series has a particularly recognizable in-game encyclopedia called the “Codex” that expands as the player progresses through the game. The Codex provides critical exposition about the high fantasy world of the franchise, and is particularly appreciated by keen Dragon Age lore-heads.

Thus, Ryan and Sylvia took the time to reveal the first Dragon Age: Dreadwolf Codex entries, one of which was written by Sylvia herself (“Misconceptions about the Necropolis”). Check them out below:

Dragon Age: Dreadwolf’s release date and launch platforms are still unknown, though we can expect it will be limited to the current generation of consoles.

We’ll keep our readers updated with any new developments.

Source: BioWare Blog

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Salman Haider Zaidi

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New Sony, Jetpack “Live Services” Game Under Development for “Prized IP” After Success of GOW on PC

Sony and Jetpack Interactive are now apparently working on a live services game for a “prized” Sony IP. This development was revealed through a 15 September post on Jetpack’s LinkedIn page, as well as new job listings posted on the company’s website.

Jetpack Interactive is the studio responsible for the successful PC port of Sony Santa Monica’s 2018 God of War title. Michael Kiernan, a senior developer at Jetpack said:

Hey for anyone who’d like a small studio experience while still working on AAA games we’ve been helping Sony out with their God of War games and they like us so much we’re staffing up for another completely different project.

The result? According to Jetpack’s LinkedIn hiring post, Sony is having them develop a new “live services” game:

What’s more, this “live services” title will belong to one of Sony’s flagship IPs. The “About Jetpack Interactive” section of the new job listings on Jetpack’s website reads:

We are now working directly with Sony to develop one of its flagship IPs within its much anticipated live services games portfolio. If you’re revved up about being part of a small and skilled SWAT team making some of the finest AAA games out there – we’re pretty sure you’ll like working at Jetpack.

Come work alongside our team of experienced game developers and take pride in being part of a select team working on a prized IP; We value mutual respect, trust, and shared knowledge built on years of experience and working together. We’re a team with a true passion for game development.

The Network Engineer and Rendering Engineer listings reveal more interesting information. The listings call for experience with Unreal Engine 4/5, as well as PC and/or console development and network engineering.

This essentially confirms that Sony has a PC release for this Unreal-based game in mind, at least somewhere down the line.

We’ll keep our readers updated with any further developments. And if you want to know more about Jetpack, check out our review of the spectacular PC port of God of War.

Thanks, Exputer

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Salman Haider Zaidi

That's a nice argument, Senator.

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