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Guilty Gear Xrd Revelator & Rev 2 Getting Rollback Netcode in October Beta Test

Arc System Works has announced that two entries in the Guilty Gear Xrd sub-series (-Revelator- and Rev 2) will be implementing rollback netcode starting with a public beta test on Steam in late October.

This announcement came alongside a gorgeous trailer showcasing what rollback will look like in the games:

For those unaware, rollback netcode is a form of game networking most commonly seen in newer fighting games that “predicts” opponent input offline, allowing for smooth gameplay transitions that can be overridden if the opponent’s actions differ from the game’s prediction.

This results in noticeably better latency management and gameplay flow than delay-based netcode, which delays player inputs across the board by a number of in-game frames. This is intended to better synchronise game experiences for players, but usually results in sluggish gameplay and near-unplayability for players with higher network latencies.

It is currently unknown when the change will be implemented for console players, if at all.

If you’re a fan of the Guilty Gear series, check out what patch 1.22 brings to Guilty Gear Strive while you wait.

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Salman Haider Zaidi

That's a nice argument, Senator.

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Report: Silent Hill: The Short Message Rating Surfaces in Korea, Alleged First Screenshot Leaks Out

It looks like a new Silent Hill game might be unveiled soon, as “Silent Hill: The Short Message” has been rated in Korea, though no platforms were mentioned.

The Game Rating and Administration Committee of Korea (which is like the country’s ESRB) has pushed out a rating for Silent Hill: The Short Message, which is a title that hasn’t been formally announced by Konami. The publisher is listed as UNIANA, which also publishes other Konami games in the country.

Over on ResetEra, Dusk Golem posted an image of what’s purportedly an in-game screenshot, which features a narrow hallway in a dilapidated house. You can also see characters exchanging dialogue on the right side too.

It’s unknown at this time if Silent Hill: The Short Message is somehow connected to the playable “Sakura” concept that leaked earlier this month, though we wouldn’t be surprised if it is. Given this is a game rating announcement, and how accurate these things are, this is by and large, an official game. If you’re a Silent Hill fan, this is definitely something to be excited about.

Hopefully, we’ll get a proper announcement soon. Mind, most people were hoping for a Silent Hill or Metal Gear announcement at Konami’s Tokyo Game Show 2022 event, but all we got was a Suikoden HD remaster announcement, which, while cool, isn’t in the same level as a Silent Hill or MGS unveiling, no?

Source: Gematsu

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Alex Co

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

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F1 Manager 2022 Update 1.08 Out for Gameplay Tweaks This September 26

Developer Frontier Developments has released F1 Manager 2022 update 1.08 today for all platforms. Officially, this is tagged as patch 1.8 from the developer and it includes many bug fixes and gameplay tweaks. Check out the F1 Manager 2022 September 26 patch notes below.

F1 Manager 2022 Update 1.08 Patch Notes | F1 Manager 2022 September 26 Patch Notes:

UPDATE 1.8

Now available on all platforms across PC, Xbox, and PlayStation.

Gameplay 

  • Adjusted tyre performance deltas, degradation rates, and performance during degradation for all compounds, across all weather types 
  • Updated behaviour of backmarkers and slower-moving cars, so they move aside more effectively when required 
  • Further adjustments to car part development focus and attribute trade-offs to help balance player progress vs. other teams 
  • Updated fuel delta display to improve readability and stability. Fuel delta is now measured in kilograms (KG) and is relative to the expected fuel load at the current point in the race 
  • Improvements to car behaviour when racing side-by-side, reducing instances of unnecessary slowing and ‘concertina effect’  
  • Improvements to AI strategic behaviour during wet weather conditions 
  • Fixed an issue where the Safety Car would pull aside to let cars pass by if the race leader entered the pits 
  • Fixed an issue where saving on a specific screen would cause all 20 cars to appear during Q2 
  • Added super-wide monitor support, including fix for gameplay UI appearing in the centre of the display 
  • Minor adjustments to starting car performance, starting Facility levels, and board performance expectations for a small number of teams to align with their real-world performance (will only take effect in new saves created after this update is installed) 

General Stability 

  • Fixed multiple crashes caused by various events, including invalid qualification grids and tyre types Fixed instance of hard-lock when changing stint compound type to a compound the player has run out of in Strategy View 
  • Fixed multiple reported soft-locks and progress blockers in the tutorial sequence 

Drivers & Staff 

  • Multiple corrections made to staff information, including age and accompanying photos
  • Fixed an issue where drivers would remain in a bookmarked slot after retiring 

Achievements & Trophies 

  • Fixes for multiple instances of Achievements/Trophies not triggering correctly, including ‘Constructors’ Champion’ and ‘First of Many’. Achievements/Trophies that players have earned, but not triggered, should unlock after the player finishes their next race, after installing Update 1.8 

Cars 

  • Fixed a small hole in the car model for several cars 

Cinematics 

  • Fixed an issue where tyres would sometimes appear duplicated in cutscenes
  • Stopped instances of rain passing through the ceilings of pit buildings
  • Fixed a soft-lock when opening the Options menu during some cutscenes 
  • Reduced instances of major garage reactions to minor race incidents, such as a car running wide 

Circuits 

  • Updated Miami International Autodrome track map in the ‘Circuits’ menu to add tags for corners 17,18, and 19 

Facilities 

  • Controller: Fixed bindings for right shoulder buttons not working in ‘Overview’ and ‘Usage’ tabs  

Pit Stops 

  • Resolved an issue where unattached tyres would appear in pit lane 
  • Fixed trackside camera focus for second car when ‘double stacking’ cars for pit stops 

Steam 

  • Added on-screen keyboard support for Steam Deck and Steam Big Picture Mode
  • Resolved issue causing the game to launch Steam VR when a VR headset is connected 

That’s it for the patch notes. F1 Manager 2022 is out now for PC, PlayStation and Xbox. 

Source: F1 Manager

Damien Seeto

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Let it Die Update 1.63 Out for a New Event This September 26

Developer Grasshopper Manufacture has released Let it Die update 1.63 today for all platforms. The new update gets ready for an Autumn event that should be starting right now. This includes new items and quests for you to do. Check out the Let it Die September 26 patch notes below.

Let it Die Update 1.63 Patch Notes | Let it Die September 26 Patch Notes:

Event Period: 9/26/2022 (Post maintenance) – 11/24/2022 01:59 PST

1)  Pumpkinshrooms are Back!

Haayyy gamerz!

Momoko told me that those weird lookin’ jack-o-lantern mushrooms are back for this spooky season! They come in bronze, silver, and gold flavors. If you happen to come across one, be sure to snag it while they are still available!

2)  Special Autumn Quests Available!

Event Period: 9/26/2022 (Post maintenance) – 11/24/2022 01:59 PST

During the event period, there will be special quests available; including ones to collect Pumpkinshrooms! Check out the Quests at the Hated Arcade or SUPER SCOPE 703 for further details!

How to accept Quests:
By entering the Vanishing Point in the middle of your Waiting Room (the fountain), you will be transported to the HATED ARCADE. There, by talking to Naomi Detox, you can accept Quests from the device next to her. You can also accept quests by using the SUPER SCOPE 703 in your Waiting Room.

It is possible to accept up to 10 quests at a time.

A quest will remain accepted until it is completed or the completion date passes.

NOTE

  • Please note that event duration and content may be subject to change due to unforeseen circumstances.

That’s it for the patch notes. We will update this post if more patch notes are revealed.

Source: Let it Die 

Damien Seeto

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Nexon’s The First Descendant Monetization Model to Not Deviate From Games in Same Genre According to Studio Boss

With The First Descendant being developed in-house by Nexon first-party studio Magnum Studio, some might be wondering (or worried) that given the game is free-to-play, and it’s being made by Nexon (MapleStory, Dungeon&Fighter), that The First Descendant’s monetization model will be quite predatory.

If Magnum Studio’s is to be believed, it won’t be that bad. In an interview with DigitalTrends, Lee Beom-jun, Producer and Head of Magnum Studio talked about The First Descendant monetization mode, and said that it will be similar to games in the same genre.

Q: How are you approaching monetization for The First Descendant as a free-to-play game? Will you charge for specific characters, stages, or gear?

Lee Beom-jun: I believe that many players are curious and concerned about this. Since we have been running on the same track and direction since the beginning of development, we were surprised to see that after our game reveal, many players were concerned about the excessive pay-to-win aspects of Nexon’s games. Ultimately, we aspire not to pursue excessive pay-to-win aspects. The monetization model will also not deviate significantly from games of the same genre. Paid products will indeed exist, but the characters, equipment, and stages that are needed for gameplay and progress in the game can be earned through gameplay. 

While the studio didn’t go into specifics, I hope Beom-jun’s statement means that the missions, gameplay-affecting abilities, weapons the like, won’t be behind a paywall. What we’re expecting to be part of the monetization is boosters in order to level up faster and the like, which is part and parcel of most F2P games. You can check out the latest gameplay footage from the game right here, which was released during TGS 2022.

Are you OK with The First Descendant’s monetization model, or you prefer that they make the game a full priced title and just take out microtransactions?

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Alex Co

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

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Modern Warfare 2 Dead Silence Activation Emits Warning Sound to Alert Enemy Players

Here’s something that might annoy Call of Duty players, it seems that based on the beta, those who activate the Modern Warfare 2 Dead Silence Field Upgrade will trigger a warning sound that will be heard by enemies to warn them that the Field Upgrade is being used.

Don’t believe me? Check out this captured footage from Reddit user RealMathematician363 as proof:

Dead silence huge problem
byu/RealMathematician363 inModernWarfareII

What’s even baffling about this is, the player who triggers Dead Silence doesn’t even know that a warning sound is being set off! As you can see from the clip above, the enemy that has no idea that someone is lying prone behind him was alerted to the sound, and they even knew where it was coming from. 

For those running Dead Silence and wondering why you suddenly get rushed or mowed down by enemy gunfire after activating it, now you know. 

It seems developer Infinity Ward has stealthily added a disadvantage for the Field Upgrade, which isn’t present in the other Field Upgrades (as far as we’re aware). If so, this seems to be another step by the studio to prevent players from rushing too much in a course of a match. I mean, with no red dots on the mini map, loud footsteps and now this, it looks like the “safe” way to play Modern Warfare 2 online would be to situate yourself in power positions.

Is this a concern for you, or is this par for the course given the way the game has been designed so far? Let us know your thoughts down in the comments.

More Modern Warfare 2 Reading:

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Alex Co

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

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A Plague Tale Devs Originally Never Considered Making a Sequel; Spent Considerable Time Studying Feedback From Players

While A Plague Tale Requiem is set to be released next month on October 18, did you know that the developers over at Asobo Studio never intended for a sequel to be made at all? But the studio did leave the ending open-ended just in case.

Speaking in issue #87 of GameCenter (Walmart’s official gaming mag), Kevin Choteau Game Director at Asobo Studio, shared that the devs were only focused on making the first game a hit, and that they never even considered making a sequel.

To capture the authenticity that is part of the DNA of A Plague Tale, we wanted an open ending, not the usual happy ending where everything is resolved. This gave us a good starting point to working on a sequel where we could freely explore the fate of our characters

Choteau added that the entire dev team was eager to jump on a sequel, since it gives them a chance to “revisit our entire gameplay and take on new challenges,” as well as take into heart the feedback the studio got from players.

We have spent considerable time studying the feedback given by both players and critics, to decide what we were going to do in Requiem and offer all possible improvements to the game beyond its story.

In other A Plague Tale Requiem news, Asobo has confirmed that the game’s total length will be 15-18 hours long, and don’t expect any fillers to pad the game’s total playtime. The studio has also talked about the power of the PS5 as well, and how it affects gameplay.

A Plague Tale Requiem is officially launching on October 18 for the PS5, Xbox Series, and PC.

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Alex Co

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

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Modern Warfare 2 Perk Earn Rates Increased Across All Modes in the Beta

If you’re annoyed at how long it takes for players to earn their third and fourth (ultimate) perk in the Call of Duty: Modern Warfare  2 beta, Infinity Ward has made a change today to increase the Modern Warfare 2 perk earn rates across all modes.

This was announced by Infinity Ward today:

We’ve introduced a change to increase perk earn rates across all modes. As we continue to fine-tune perk flow, we hope to have your feedback on this change over the remainder of Beta Weekend Two.

I understand the studio wants to maybe shake things up for the franchise, but in my opinion, this isn’t the way to do it. Was the perk system perfect? Nope, but I don’t see anyone complaining about it, unlike the red dots on the mini map, enemy visibility and other issues that the community has been very vocal about.

Are you a fan of the perk package system or should Infinity Ward revert to the traditional three-perk set up the franchise has been using for over a decade now? 

In other Modern Warfare 2 news, Infinity Ward has also mentioned that they are looking to make adjustments so that lobbies disband less after every match.

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Alex Co

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

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Cyberpunk 2077 Steam Concurrent Player Count See’s a Resurgence, Surpasses The Witcher 3’s

While CD Projekt RED’s Cyberpunk 2077 launched with a lot of fanfare, it wasn’t exactly the kind the studio wanted. To put it bluntly, it didn’t fare critically as the studio (and even fans) had hoped, and mostly due to the numerous bugs the game suffered through at release. Well, it seems the countless patches have worked their magic, as the Cyberpunk 2077 Steam concurrent player count has bounced back in a big way!

Since the release of patch 1.6 this month, coupled with the launch of the Cyberpunk 2077 Edgerunners anime on Netflix, the Cyberpunk 2077 concurrent player count has steadily risen (at least on PC), and it’s now gotten so high that it has even surpassed that of The Witcher 3: Wild Hunt — a game that many consider to the studio’s crowning achievement. 

Here’s a look at the numbers per reliable video game analyst Benjie:

Again, I just want to repeat how big of a deal this is that a game that’s been out for years has managed to bounce back, and even managed to beat the studio’s (arguably) best game in terms of player count. Mind, we aren’t even counting the players on the PS4, PS5, Xbox One, and Xbox Series X|S platforms.

This is perfect timing for CDPR, as the studio has a new premium expansion incoming titled “Phantom Liberty” that’s due sometime in 2023 for the PS5, Xbox Series X|S and PC. If you’re wondering why we didn’t list the PS4 and Xbox One, it’s because patch 1.6 was the last major update for the game for last-gen, and the DLC won’t be available on last-gen platforms as well according to the studio.

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Alex Co

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

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How to Unlock the MP5 in Modern Warfare 2

In past Call of Duty games, unlocking new weapons as you level up were easy, you just had to play the game normally, and after hitting a specific level, a particular weapon or item would unlock. While that’s still the case somewhat in Modern Warfare 2, it’s not the complete story. For guns like the MP5, there’s a lot more maneuvering needed due to the new Weapon Platform mechanic Infinity Ward introduced, which is a tad confusing. Well, MP1st is here to help with our MP5 unlock guide for Modern Warfare 2!

How to Unlock the MP5 in Modern Warfare 2:

Here’s a step-by-step guide in order to unlock the MP5 submachine gun in Modern Warfare 2, and it’s possibly one of the best weapons in the game.

  • Reach level 16 in the multiplayer progression tree to unlock the Lachmann 762 Battle Rifle in the Battle Rifle category
  • Equip and use the Lachmann 762 until you reach level 12 to unlock the Lachmann 556
  • Equip and use the Lachmann 556 until you hit level 11, which will then unlock the Lachmann submachine gun weapon receiver
  • In the Gunsmith for the Lachmann, you will now be able to unlock and equip the SMG receiver attachment for it, which will turn it into the MP5. 

Voila! Easy, right? Though a tad convoluted, I have to admit. And for those wondering, yes, you’ll need to unlock the submachine gun’s attachments the old fashioned way, as the items you unlocked for the Battle Rifle and Assault Rifle variants of the Lachmann can’t be used for the MP5.

While we are currently playing the beta version of the multiplayer, there has been no hint or mention by Infinity Ward that unlocking the MP5 will change in the final version of the game. 

Chances are, the final retail release of Modern Warfare 2’s multiplayer will also feature different gun unlocks this way, and we’ll be sure to let our readers know how they can be unlocked. 

You can read our thoughts on the MW2 beta right here.

Call of Duty: Modern Warfare will be released on the PS4, PS5, Xbox One, Xbox Series X|S and PC this October 28.

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Alex Co

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

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Here Are the First-Person Shooter Games With the Best Storylines

While first-person shooters (FPS) are typically seen as multiplayer games and are judged by how strong the gameplay and controls are, there have been quite a few FPS titles with excellent plots. Games such as BioShock and Cyberpunk 2077 show us that FPS games can be a very immersive way to enjoy a good storyline. 

Unlike traditional third-person games, FPS titles put players into a more head-first scenario where it’s usually just them and their arsenal of weapons and explosives against the world. This can lead to many tense, engaging moments that greatly compliment the fast-paced plotlines in such games. 

Here are the first-person games with the best storylines.

First-Person Shooter Games With the Best Storylines:

BioShock 

Bioshock

Kicking things off is 2K Games’ 2007 atmospheric title, BioShock. In many ways a revolutionary game, Bioshock, with its disturbing dystopian setting, excellent writing, and impeccable gameplay, showed fans how FPS titles can rival even the greatest third-person campaigns in terms of writing. 

You play as Jack, a plane crash survivor that ends up in what became of the underwater city of Rapture. Destined for greatness, the city was struck with madness and civil war and ended up in ruins. The game is an essay on greed, capitalism, and human morality. The fusion of the survival horror and dystopian genres is done in a way that remains unparalleled. The gameplay is tense, and every area has a dark and disturbing vibe that greatly compliments the plot. 

Cyberpunk 2077

Cyberpunk 2077

Despite its controversial release, Cyberpunk 2077 is now in a playable state, and it is safe to say that due to its strong plotline, side quests, and RPG elements, Cyberpunk 2077 is among the best story-rich FPS games. 

Cyberpunk 2077 tells the tale of a person standing up against the biggest corporation in the world, and this is executed perfectly. With the multiple choices that affect have an effect on the campaign and the many side quests that can ultimately impact your ending, Cyberpunk 2077 has all the qualities of a solid RPG storyline while being a first-person shooter. 

Halo 3

Halo 3

While any among the first three Halo titles could have made this list, Halo 3 arguably has the greatest storyline in the series. Halo 3 is where the Master Chief and Arbiter finally join forces resulting in one of the most iconic duos in gaming. The two come together to fight the Covenant with the rising threat of the Flood in the background.

Alongside the strong writing, Halo 3 had some of the best moments in FPS games, Halo’s near-perfect controls, and music that is bound to get everyone’s heart rate flying. All this comes together to form a masterpiece of a title. 

Wolfenstein: The New Order 

Wolfenstein the new order

Wolfenstein: The New Order was among the first few significant releases for the PlayStation 4 and Xbox one. The game has all the elements that make an FPS good, from fast-paced gameplay, to good enemy AI, to many options that add to gameplay versatility, such as two handling any weapons of the same class and a large variety of weapons to choose from. On top of all, the strong storyline gave us an alternative look at the outcome of the second World War, a feat not easily executed. 

Full of intense sequences and moments that often make you feel like you are watching a movie, Wolfenstein: The New Order remains a fantastic title even after all these years have passed. 

Metro Exodus 

Metro Exodus

4A’s Metro Exodus is among the most underrated story-based FPS games. Set in post-apocalyptic Russia, Exodus takes the linear approach of previous titles and introduces smaller open-world sandbox areas full of discovery and peril. Set in the underground Metro area, a place humans believe to be the last straw of humanity, Metro Exodus tells the tale of Artyom as he sets out in search of other human settlements. 

Metro Exodus features the current-gen’s stunning graphics, has a beautiful world full of relics of the past, and a story centered around betrayal, hope, and tragedy. The gameplay loop revolves around a train that stops at areas where you can venture out for discovery and progress the story. Each area is a mini open-world adventure with tons of RPG elements and much to explore. All in all, Metro Exodus is an excellent FPS title with a strong story that every fan of the genre needs to give at least one shot. 

Call of Duty: Modern Warfare 2

Modern Warfare 2

COD: Modern Warfare 2 is well known as one of the greatest Call of Duty titles to date, and for good reason. Modern Warfare 2 followed the revolutionary gameplay and level design of Modern Warfare and took it all up a notch. 

The story is exceptional, featuring an excellent cast of characters and nail-biting, tense missions. While the premise is basic and predictable at times, the execution was near flawless, and the campaign still stands as one of the most iconic COD campaigns of all time. 

Far Cry 3

Far Cry 3

There is a reason why every Far Cry game after Far Cry 3 has tried to follow its formulae. Far Cry 3 is a masterpiece of a first-person shooter with some of the best storytelling in the genre.

Set on a fictional island overrun by modern pirates, Far Cry 3 features lush green landscapes and is very picturesque all around. The antagonist, Vaas (played by Michael Mando), is known as one of gaming’s greatest villains and is always mentioned in a discussion of gaming’s most vile and gruesome villains.  You play as a tourist who, after escaping a kidnapping from Vaas, sets on a quest to take him and his organization down. What follows is a gripping tale of revenge and anger. 

Titanfall 2

Titanfall 2

The whole world looked forward to Titanfall due to the impressive, fast-paced multiplayer of the original, and then the game released up and gave us an impeccable story no one expected. 

Despite being known for its unique, quick gameplay and multiplayer, Titanfall 2 has a story all fans of the genre are bound to enjoy. The story revolves around Jack Cooper and his Titan, BT. Without going into too many spoilers, what can be said is that this is an exceptional, emotional journey that explores the evolving bond between Cooper and BT despite the very hostile environment they are in. Titanfall 2 pleased even the harshest critics and is a game everyone should play at least once. 

This concludes our list of the greatest FPS storylines. This is in no way a complete list, and we would love to see what your favorite FPS storylines are in the comments below!

Farrukh Jafri

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Team Ninja Explains Why Wo Long Has Only One Difficulty Level, Says It’s Not an Easy Game

If you’re looking to play Team Ninja’s upcoming action game Wo Long: Fallen Dynasty on “easy” mode, that’s not an option, as the game only has one difficulty level, and Team Ninja explains why.

This was revealed by Producer Masaaki Yamagiwa  in an interview with MP1st (via NextGen Player who conducted the interview at TGS 2022).

MP1st: A lot of fans of Souls-like experiences enjoy them for their high difficulty – they love the challenge and the satisfaction we get from beating a tough stage or boss. But there are also gamers who are interested in playing, but feel these games are too hard. Are there things the team is looking at, that don’t necessarily make the game more easier, but more accessible? For example, the way FromSoftware approached Elden Ring – it’s a very tough game, but they added new mechanics like calling spirit helpers that made it more “approachable” for new players.

Yamagiwa-san: We’re thinking it’s ‘good’ to have one set difficulty so that everyone has the same experience of overcoming a really intense obstacle and they all have that feeling of achievement, like I did it. But the caveat there is giving players all different ways that they can do that. So you could talk to your friends and say hey I beat this boss and this is how I did it, you want to talk to people and go online because you really want to have communication with them. It’s really important to keep the challenge the same and giving players different ways to overcome it. Wo Long is not an easy game by any means but we’re working to give players as much freedom and agency to play it as they want, overcome obstacles in their own way. One thing that comes to mind is the morale system. You have a morale rank and as you keep increasing it you get stronger and you can use that to choose which enemies to fight, or raise it up so you can take on a harder enemy and maybe they’ll be a little bit easier now that you’re stronger. You can also level up your character like a traditional action RPG and get stronger that way. There’s multiplayer as well, so you can get online with your friends, two other people so a total of three online and then take on bosses as a group. We’re really giving players their own ways to be able to tackle all these things, that’s really important to Wo Long’s game design.

If you’re interested just how hard Wo Long is, you can do so — provided you have a PS5 or Xbox Series X|S — as a demo has been released.

Wo Long Fallen Dynasty is scheduled for release in 2023 for the PS4, PS5, Xbox One, Xbox Series X|S and PC. 

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Alex Co

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

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Modern Warfare 2 Beta: Devs Working on Tweaks to Increase Lobbies Staying Together, Taking Action Against Cheaters

Hate that lobbies disband in the Call of Duty: Modern Warfare 2 beta? Infinity Ward has said that they are implementing tweaks, so that the chances of lobbies staying together will be higher. 

This announcement was made over on the studio’s Twitter, where the devs also shared that they are taking action against cheaters and hackers this weekend!

Heading into #ModernWarfare2 Beta Weekend 2 Day 3, here are a couple updates from us:

Tomorrow, we’ll begin taking live action against cheaters and hackers in Beta matches.

We’ve heard a lot of you on disbanding lobbies. We’re working on a few tweaks to increase the chance of lobbies staying together, and improving the UI when it happens.

Hopefully, we get more updates to the beta client that will change the Perk Package system, and maybe revert the gun progression to how it was before. But these are just my opinion on it so far. What do you think of the beta? Let us know down in the comments. You can read our review of the beta right here.

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Alex Co

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

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Bonelab Release Date Set for September 29, New Trailer Flies Out

Developer Stress Level Zero has announced Bonelab release date with a new trailer. Bonelab is a VR-only title, and the new video shows key gameplay, environment, and the game’s unique level design. Check out BONELAB’s release date trailer right here:

About BONELAB:

BONELAB

Sentenced to death, you embody an outcast escaping fate. Discovering a pathway to a hidden underground research facility. A series of challenging experiments and discoveries await. A road to the truth calls from the void.

Physics to the core

Boneworks’ realistic physics systems fully improved and polished. Interact with the game world with consistent confidence.

Visceral VR combat

Using a variety of ranged, melee, and exotic physics weapons, engage enemy encounters with an entire armory at your disposal.

Be anyone you want

Custom avatar importing enables you to play through the game looking however you want, with physical stats to match.

Layered Narrative

After discovering an underground lab in MythOS city, you will have access to a variety of game locations including arenas, obstacle courses, tactical trials, sandboxes, experimental modes, and user generated levels. Collecting items, avatars, and clues from these locations enable you to progress through the mysterious story.

Bonelab is set to launch this Thursday, September 29, 2022, for Meta Quest 2 and Steam VR.

Ibrahim Kabir

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Marvel’s Spider-Man: Miles Morales PC New Teaser Trailer Swings Out, Confirms Fall 2022 Release

After the much-awaited PC release of Spider-Man: Remastered in August, Sony and Insomniac Games have unveiled a new teaser trailer for Spider-Man: Miles Morales on PC. Besides showcasing the full visual and cinematic experience on PC, the trailer explicitly states that the game is still on for its Fall 2022 release date announced back in June.

Watch the trailer below:

Spider-Man: Miles Morales is a spin-off and successor to the 2018 Spider-Man title by Insomniac Games. The game follows the eponymous Miles Morales, Peter Parker’s protégé, as he struggles to save Harlem from the likes of Rhino and the mysterious Tinkerer.

The game was a PS5 launch title in November of 2020, and was also released for the PS4 without some of the more advanced graphical features of the PS5 version.

Sony announced a PC port of both games handled by Nixxes Software in June this year. Spider-Man Remastered was released for the PC on August 12 earlier this year, while Spider-Man: Miles Morales was set for a later release in Fall 2022.

Sony and Insomniac Games have now reiterated this release date with the trailer. If the graphical enhancements and additional features of the Spider-Man Remastered PC port are anything to go by, we’re in for an incredible visual treat!

Read our review of Spider-Man: Miles Morales on PS5 to know what to expect from the PC port.

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Salman Haider Zaidi

That's a nice argument, Senator.

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Digital Extremes Talks Soulframe – Lore, Warframe Connection & More

Just a few months ago, Digital Extremes pulled a shocker by announcing an entirely new game titled Soulframe. While one might assume that it’s just Warframe with swords, Digital Extremes is pouring more effort beyond that. Not only does the upcoming online game have its own lore, but the devs even created their own language for it.

With us intrigued, we reached out to Digital Extremes to talk about Soulframe. While the devs can’t talk too much about gameplay-specifics just yet, we did get a few good questions in. 

MP1st’s questions answered by Creative Director of Soulframe Geoff Crookes.

Q: It’s been 10 years since Warframe was originally announced. At the time, I looked at it and thought “Wow, I get to play as a Ninja in Space?!?” and then I played it, and yeah, it was like playing as ninja but in space! New players can still associate that theme with the game despite expanding quite a bit in the recent years. I suppose the question is, once the team is ready to shed more light, will the public have a better understanding as to what exactly Soulframe is? Is there going to be a central “theme” that will sort of explain Soulframe in a few words like “Space Ninja” does for Warframe?

Geoff Crookes: Yes, we will absolutely be shedding more light on what Soulframe is at the right time. What we can share now is that Soulframe should be viewed as a mirror version of Warframe. Where Warframe is a fast and frenetic shooter, Soulframe will be a bit more slow and heavy with an emphasis on melee combat and swordplay. In regards to the world we are building, we are leaning heavily into themes of nature and restoration. Without giving too much away, the world in Soulframe is angry about what’s being done to it and players will see that anger translated into various aspects of gameplay. There isn’t a ton we can share but we’re excited to keep everyone in the loop as development progresses.

Q: When people see the title and it has “frame” in it, some will undoubtedly assume that it’s Warframe with swords with a sci-fi setting. Is that a fair assessment?

Geoff Crookes: We actually talked a little about this before and we like to think of Soulframe as a mirrored experience to Warframe. Where Warframe is known for being a fast and frenetic sci-fi action shooter, Soulframe will be a bit of a slower experience with roots in fantasy and heavier melee combat alongside swordplay. With that in mind, players familiar to Warframe will see some similar aspects in terms of progression and choice in Soulframe. We’ll share more detail about that soon, as we build the game out.

Q: The thing that I loved about this announcement is not only were we given a trailer, but we also saw the launch of the website. Understandably, Soulframe is probably a bit of a ways out, but I think it’s great to rally up the Warframe community so early on with all these little puzzles. Can the community expect to see more updates on the site, be it more information related to the game, and/or more cryptic puzzles to solve?

Geoff Crookes: Glad you liked it! Definitely part of the reason we announced this early was because of the relationship Warframe has with its community. We felt they were owed the insight into the development changes happening while also taking advantage of this early announcement we can invite anyone who is interested to follow along our early development progression that will lead up to something playable. That’s also where Steve came up with the idea of the puzzles. We know players who follow us along this early will be the most engaged, and the puzzle might seem strange to throw up a barrier to access the website, but it’s also a little investment and insight offered into the lore of this game and home that leads to further engagement.

Q: Speaking of Cryptic messages, it looks like Soulframe already has its own language based on all the ciphering that the community has done. Can you shed a bit of light on this? Maybe what it’s officially called? Based on? We imagine quite a bit of work went into this also, mind talking about that?

Geoff Crookes: Yeah, the idea there was to dip players’ toes into the world building of Soulframe, having its own language is a nice way to imply a sense of history. Rosa Lee (SF Art Director) deserves the credit for putting this together. She looked at a few ancient alphabets as inspiration then designed the font to have rigid jail cell type shapes since it’s the language of the game’s villains. We will be using this more in the future to give further hints to the world with some content drops when sharing development progress.

Q: We shouldn’t be surprised that this will be free-to-play given Warframe, but I suppose we should ask anyway. What was the reasoning behind continuing this form of model? Were there other options explored, such as a fully priced release, or a subscription model?

Geoff Crookes: No, we dove right back into the free-to-play model. We’ve built that reputation on Warframe and want to live up to the players’ expectation of us, plus it has become the model our development team has become great at as far as the pipeline so we wanted to make sure we lean into our strengths for this.

Q: Obviously the team has a vision for Soulframe, but looking at Warframe and how much of that has been driven and influenced by the community, can we expect to see the community playing a big part in the early development of Soulframe?

Geoff Crookes: Community is extremely important to all of us at Digital Extremes. Our community of players were the foundation that helped us make Warframe the success it is today. We absolutely plan to keep the community as involved as we can along the way, whether that be joining us for devstreams where we will talk a bit more about what’s happening internally, or sharing updates on forums and social media, the community will be integral to us in shaping the experience.

Q: I wouldn’t exactly call myself a “Veteran” Warframe player. Sure, I play on and off over the years, but I’m only just catching up to the content released over the last two. One gripe that I do have as a returning player is how overwhelming a lot of the new content and mechanics can be. I find myself needing to use Google a lot to understand some of the terms, or which system I’m supposed to explore and play in to get a specific resource. I know it’s gotten better over the years, so kudos there, but now that the team is presented with a fresh start with Soulframe, is accessibility something that’ll have a bigger focus? 

Geoff Crookes: Yeah, in those early days it was a bit of a content wave by necessity, these games live on their content updates, and it was very easy for us to keep our heads down and just keep building. The team has done a great job to go back and focus that more as you mentioned, and yes, it’s definitely something we learned and are carrying with us into Soulframe

Q: Warframe is celebrating its 10-year anniversary next year. I know it’s early, but do you have anything to potentially tease? Got to go big for next year’s Tennocon, right?

Geoff Crookes: Rebecca loves anniversary celebrations, so I think it’s very fair to expect something big. No teases just yet though 🙂 

Q: 10 years, is this something the team, and Steve’s beard expected to see out of Warframe? 

Geoff Crookes: You know, coming out of the stress with the state of the studio when we were about to launch Warframe those years ago and we started to see the game surpassing the very humble hopes we had for it. I remember clearly Steve saying to me, “If we’re lucky, we could get ten years out of this game.” So, for it to still be growing we feel beyond grateful. A testament to the team and the amazing community we have.



Q: Having all the experience, if there is one thing you could do differently, or one critical key to success that you could tell your 10-year younger self, what would it be? 

Geoff Crookes: I feel like I’m still learning and jumping right back into the deep end! I guess it would be to try not to worry as much and be confident in the things we’re passionate about.

Q: We’re expecting the traditional Battle Pass microtransaction model for Soulframe, does Digital Extremes have anything else in mind? Perhaps paid expansions or something else?

Geoff Crookes: It’s a little too early to say, but I think it’s safe to look to Warframe as an example. But we are thinking things through.

Q: Has the studio considered implementing VR support for Soulframe?

Geoff Crookes: We are not.

Q: Can a Warframe player invest time in that game, and have enough time to make significant progress in Soulframe? There doesn’t seem to be a lot of players that “main” two live service-type games most of the time, is this something that Digital Extremes has thought of, and designed Soulframe for?

Geoff Crookes: Yeah, this is something that we are thinking about and how to build an engaging loop that can be satisfying in varying durations a player has time for. It’s important the player feels connected to this place no matter how much time they spend there.

Q: If you’re a new Warframe player or from outside looking in, it’s a bit daunting to enter the game since there are so many systems, terms, etc that you have to factor in. What is the design philosophy for Soulframe to combat this?

Geoff Crookes: I think the slower pace of Soulframe will help us here, and we want this world to feel very grounded so that there is an organic learning curve not just to the core functions of the game but also the players’ role in this place. 

Q: Before we end, is there anything you want to tell the Warframe community? Anything you want to share about Soulframe that you can share? 

Geoff Crookes: For the Warframe fans, thank you for the years of support and know that there are now incredibly passionate people who are growing it even further, there are some very exciting things to come. For Soulframe thank you also for the feedback and reception. We don’t have anything else to share at this time, but we definitely welcome everyone to follow us on most social platforms, including YouTube, Twitter, and Instagram, where we will be dropping official news and updates in the future. You’ll certainly want to follow us there if you want the latest news directly from the source and we would love to hear your thoughts


We’d like to thank Digital Extremes for taking the time out for the interview. Soulframe has no firm release date yet but is being developed for consoles 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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Dying Light 2 Mod Tools Coming to PC, Consoles Mods Being Looked Into; Loads of Info Shared via Q&A

Earlier today, Techland held a Q&A with fans over on the game’s official Discord regarding Dying Light 2, and what’s in store for the game’s future. Thankfully, the studio didn’t hold back when answering, and some of the confirmed stuff incoming are Dying Light 2 mod tools for the PC version, while the studio is looking to add PC mods to the console versions a well.

Other notable info revealed by Techland is that Legend levels are indeed incoming as well, while the studio doesn’t want to confirm whether PvP is incoming. The studio also talks about the future roadmap, guns being added into the game and more! Read on for the Q&A with Dying Light Franchise Director Tymon Smektała below, with the most relevant questions collated.

Dying Light 2 Mod Tools Confirmed and More Info in New Q&A:

Here’s the Q&A straight from the Dying Light Discord channel:

Q: Will a legend level be added to dying light 2?

A: That’s definitely the plan, as we believe legend levels would be a great addition to the current Chapters formula and the game overall. – Tymon Smektała [Dying Light Franchise Director]

Q: Are there any plans to rework the safe houses or fish eye canteen? (The Fish Eye doesn’t really serve much of a purpose after finishing the game.)

A: I feel exactly the same, and I’d like to see both the Fish Eye canteen and the PK ship Missy populated with more people and stories. These hubs would be a great place for the next Chapter agents, additional activities, or maybe some more Villedor stories. There is a long list of quality of life improvements as part of our 5-year post-launch support plan – I’m sure we’ll get back to these locations. – Tymon Smektała [Dying Light Franchise Director]

Q: Do we get some extension for the current map ,like a new distric [sic] ?

A: Of course! Bloody Ties brings a new location, the Carnage Hall and its surroundings, a place the player travels to from the city of Villedor. Tymon Smektała [Dying Light Franchise Director]

Q: Will guns be added?

A: We understand that this is one of the top 3 requests from our community. And we have stated many times that we want the Dying Light franchise’s development to follow our great players’ expectations. There is nothing more I can say at this point, as I don’t want to jump the gun, pun intended. – Tymon Smektała [Dying Light Franchise Director]

Dying Light 2 Update 1.014

Q: Is it gonna be a big arena and difficult to defeat?

A: As a location, the Carnage Hall is a rather big place – there is the main building with arenas inside and a nice park around it, which holds some of the DLC’s additional side quests. The arenas themselves are big enough to allow us to combine parkour traversal and combat with huge amounts of Infected in the events that occur over the course of the DLC. As for the difficulty – we are still balancing the DLC; we hope to make it easy enough for everyone to experience the full story of Aiden and his friend Ciro – but to uncover everything the Carnage Hall has to offer, players will really have to stand up for a bigger challenge. – Tymon Smektała [Dying Light Franchise Director]

Q: Will you ad [sic] more color filters to the game?

A: The system is flexible enough to allow that, and we already have some cool ideas. Let us know if you have any visual filters you would like to see in the game. Btw, I must say that I, personally, and the whole team – we are amazed by the quality of art created by our community using the photomode. – Tymon Smektała [Dying Light Franchise Director]

Q: Will we get a PVP mode, will it somehow be related to Bloody Ties?

A: Bloody Ties will support single player and online coop modes. However, we believe that we can offer so much more with the arena format. It all depends on how you guys will respond to it. I can imagine more and more events and modes being added to the Carnage Hall at a later date. Tymon Smektała [Dying Light Franchise Director]

Q: Will we get developer tools to let the community shape the game as they like?

A: We are actively working on adding developer tools to the PC version of the game as well as looking for ways to deliver the mods created on PC to console players. I think that DL1 is a great reference to what is possible. But again, I don’t want to say anything too early, but when we’re ready, you will hear about it! – Tymon Smektała [Dying Light Franchise Director]

Dying Light 2 VRR

Q: Will you add x-ray vision when hit enemy in dying light 2?

A: We already have it working in the game, and we want to introduce it with the Bloody Ties DLC or right after it. – Tymon Smektała [Dying Light Franchise Director]

Q: Can you change it so we don’t have to use hunter tokens to buy ammo for the bow and crossbow please 🙂

A: We haven’t decided to do so yet, but we are monitoring player data and community feedback. We just need to be wary not to destroy the economy and balance of the game. – Tymon Smektała [Dying Light Franchise Director]

Q: Is there going to be an updated roadmap for new content coming after Bloody Ties?

A: We have a lot of plans regarding the short, mid, and long-term future of DL2SH, but we want to be flexible and follow the community’s voice. You will learn more about these plans after the release of Bloody Ties. – Tymon Smektała [Dying Light Franchise Director]

Q: Will there be coming new skills to dying light 2 in the future?

A: The skill tree is already packed, so perhaps not in the way of adding new skills to it, but character abilities will be developed and progressed with the upcoming updates. – Tymon Smektała [Dying Light Franchise Director]

Q: Will you ever make an improvement to photomode?

A: Of course, please share your feedback with us. DL2SH is a project that keeps on growing and will continue to grow for the next 5 years. Tymon Smektała [Dying Light Franchise Director]

Q: What is your favorite infected variant based on their design?

A: I’m a guy who constantly looks for new experiences, so I adore the new design of Plague Bearers from Chapter 2. It’s a good opportunity to praise the Designer that leads the Chapters initiative – Karol Langier – for his outstanding work 🙂 Tymon Smektała [Dying Light Franchise Director]

Q: Why do you give us release dates when you aren’t 100% sure it’s gonna be ready by then?

A: Thanks for a great question. I’d like to take the opportunity to address this. Since the release of DL2SH the team has been working hard to provide our players with fixes, features and updates – and we’ll continue to do this based on your feedback. Making games is a complex process and sometimes whilst striving for quality, unexpected development issues can arise and impact our release schedule. It’s a tough decision to make when we have to postpone the release of content, however, I firmly believe in this case – it was the right call to make. We appreciate the support of the community on this decision and we are all looking forward to your comments and feedback when Bloody Ties releases in just a few weeks time. Tymon Smektała [Dying Light Franchise Director]

Q: Will the DLC add any easter egg weapons like in DL1??

A: Yes, I hope you’ll find them all 🙂 Tymon Smektała [Dying Light Franchise Director]

Q: Can you add stats to the game ? Like how many kills and stuff you have overall

A: It is on the list as one of the strong candidates for Community Update 2. – Tymon Smektała [Dying Light Franchise Director]

Q: What about dynamic weather, is it being developed/thought about?

A: There are no plans to change the logic of the dynamic weather, but we will make sure that more varied weather states will appear in the game more often. – Tymon Smektała [Dying Light Franchise Director]

Dying Light 2 Upcoming Fixes

Q: When will we see more ” creative ” outfits for characters?

A: Bloody Ties has this great story about family, but it also touches on the topics of fame and vanity. That’s why it also introduces a few dozen outfits and cosmetic items to the game. I hope that you will find them, at least some of them, creative. – Tymon Smektała [Dying Light Franchise Director]

Q: Will we ever see pvp combat in dl2 and/or a tag gamemode?

A: Priority number 1 after the release of the Bloody Ties is strengthening the online aspects of the game. I don’t want to say anything too early, but please be assured that we will be focusing a lot on what’s happening with the interactions between players in the future. – Tymon Smektała [Dying Light Franchise Director]

Q: Is there ever going to be cross platform?

A: It is a complex technical challenge, and we will not say anything concrete about cross-platform plans until we are sure that we can deliver them. – Tymon Smektała [Dying Light Franchise Director]

Q: Are you planning on making any changes to the craftmaster so he can still be useful after buying all the upgrades?

A: Yes, of course, you should start seeing some changes in one of the upcoming Chapters. – Tymon Smektała [Dying Light Franchise Director]

dying light 2 crossplay

Q: Will a finisher mechanic return to the game? If so, a grab mechanic similar to Dishonored would synergize well with that feature. Are you considering this?

A: As you have probably noticed, we are adding and improving animations throughout the game – one example of it will be the amazing katana animations created by our Animator – Marcin Bahryn-Kamiński. We plan to continue this trend, so further improvements, such as the one you have mentioned, can definitely happen. – Tymon Smektała [Dying Light Franchise Director]

Q: When will we get the quests for dl2 in the techland.gg website?

A: We are working on it and planning to add quests for DL2SH to the techland.gg website, but there are no dates yet to be shared. – Tymon Smektała [Dying Light Franchise Director]

Dying Light 2’s Chapter 2 was just released back on September 13. While the game’s first-ever premium expansion, Bloody Ties, is due in November.

In case you haven’t played the game yet, go read our in-depth review right here to see why you’re missing out.

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Alex Co

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

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The Callisto Protocol Is Teasing Something for Next Week

Good news for horror fans! Upcoming horror game, The Callisto Protocol, is teasing a reveal of some kind for next week. Shinobi602 took to Twitter and reported that when he texted Callisto Protocol’s promo phone number, he received a text back containing a video, teasing a reveal for next week. Find the tweet here:

The teaser contains words including “ARCAS”, which sounds like an organization. Other words in the teaser that can be seen repeatedly are “Secrets”, “Answers”, and “Lies” suggesting that something related to the game’s narrative might be revealed. 

After that, the date of September 29 can be seen, implying that the reveal will take place next week. As of right now, we do not know what the developers plan on showing, but stay tuned to MP1st as we will update our readers as soon as more information is revealed!

Source: Twitter

Ibrahim Kabir

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MultiVersus New Character Revealed to Be Rick Sanchez

In a new MultiVersus trailer, Player First Games revealed that the game’s next playable character will be Rick Sanchez from Rick and Morty. Morty was added to the game back in August, but now it seems like Rick is finally making his way to the game as well. 

MultiVersus New Character – Rick Sanchez

The YouTube video description reads:

Next up to join MultiVersus is………….. Where’s the drumroll? Oh, there it is. Next up is……. 🥁🥁🥁

In MultiVersus, the Multiverse is at your fingertips as you battle it out in intense 2v2 matches. Up against Batman & Shaggy? Try using Bugs Bunny & Arya Stark! This platform fighter lets you play out your fantasy matchups in a fun co-op or head-to-head fight for supremacy.

Rick follows Gizmo, who was the last added character in MultiVersus, bringing the total number of playable characters to 20. As of right now, Warner Bros Games hasn’t shared a release date of when Rick would be added but says it is coming “soon.”

Head onto MultiVersus’ official website to check the game’s full roster.

Ibrahim Kabir

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Report: Resident Evil 4 Remake for Xbox One Surfaces on Amazon

It looks like Capcom’s Resident Evil 4 Remake is headed to the Xbox One platform if a recent online listing is to be believed. Back in June, Capcom officially announced the Resident Evil Remake, which is due for release in March 24, 2023. Given the game was revealed during Sony’s State of Play stream, it made no mention of the game hitting Xbox platforms, which was expected given it’s a PlayStation-hosted event. 

However, in last week’s Capcom TGS 2022 showcase, the studio announced that RE4 Remake will also be coming to PS4, and also confirmed it’s coming to Xbox Series X|S, too, though it left out the Xbox One version in the image released, which suggested that the last-gen Xbox version won’t be happening.

Image

It seems that won’t be the case, as over on Amazon UK, a listing for Resident Evil 4 Remake for Xbox One has surfaced online! 

The official product description via Amazon also mentions it’s coming to Xbox platforms as well:

Resident Evil™ 4 is a remake of the original Resident Evil 4 released in 2005. Reawakened for 2023, Resident Evil 4 preserves the essence of the original while using Capcom’s proprietary RE Engine to deliver modernized gameplay, a reimagined storyline, and vividly detailed graphics. Resident Evil 4 is scheduled to release on March 24, 2023 for PlayStation®5 (PS5™) console, Xbox Series X|S and PC via Steam.

If it is indeed coming to Xbox One, it’s not that surprising to see given it’s an easy way for Capcom to earn more from the game. As for what’s new for the franchise, Capcom has announced that a Resident Evil Showcase is set for October, and we’re expecting new gameplay footage from RE4 Remake and other franchise-related announcements to be unveiled.

Thanks, Idle Sloth (via Twitter)

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Alex Co

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

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