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Madden 23 Update 1.02 Runs Out for Bug Fixes This August 29

EA Tiburon has released Madden 23 update 1.02 (PS5 version 1.002), which is for bug fixes. This patch includes a short list of fixes, which are all listed below in the official Madden 23 August 29 patch notes.

Madden 23 Update 1.02 Patch Notes | Madden 23 Update 1.002 Patch Notes | Madden 23 August 29 Patch Notes:

The patch notes are for both last-gen and next-gen versions of the game.

Hey Madden fans!

There is a Title Update available for Madden NFL 23 today. This is a planned update focusing on key fixes:

  • Tuning to pass block locomotion for tackles to get deeper against edge pressure.
  • Improved end game flow.
  • Tuning and stability fixes.

Our team continues to monitor your feedback across all modes. More updates and improvements are coming to Madden NFL 23 around the start of the NFL Season. We will be back with a full Gridiron Notes to detail those updates.

More updates incoming sounds like something the game needs. Stay tuned for our no-holds-barred review of the game hitting the site soon. If there are there are other changes spotted by the community that’s not listed in the notes, we’ll be sure to update the article.

Source: EA Answers

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Alex Co

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

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Battlefield 2042 Season 2: Master of Arms Battle Pass Trailer Showcases What Items Are Included

Tomorrow, DICE will usher in the second season of Battlefield 2042 titled “Master of Arms.” It will feature a new Specialist in Crawford, alongside new weapons and more. Another thing players can expect to be deployed tomorrow is the Battlefield 2042 Season Battle Pass!

Curious what’ll be in it? Here’s the Battlefield 2042 Season 2 Battle Pass trailer that features new items can earn regardless if they buy it or not.

Here’s a snapshot of the content players can expect in the new Battle Pass:

As you can see, there are new weapons, and other items that will be available. The weapons and specialist will be free to earn for everyone, while the locked tiers are exclusive for those who pony up the $10 Battle Pass fee.

For the complete list of new content in Season 2, head on over here. 

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Alex Co

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

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Battlefield 2042 Update 1.16 Released for Season 2 (Update)

DICE has deployed Battlefield 2042 update 1.16, and this is to bring the Season 2: Master of Arms data to players, though the season won’t start until tomorrow, August 30. Read on for what’s new in Battlefield 2042 Season 2 below.

Battlefield 2042 Update 1.16 Patch Notes | Battlefield 2042 Season 2 Patch Notes:

Size: 7.4GB

Install Time: 4 am ET/1 am PT/4 pm HKT

Update: DICE has released the official patch notes!

What’s new in Season 2?

Here is an overview of the new content in Season 2, alongside highlights for changes and improvements:

  • New Map: Stranded
  • New Specialist: Charlie Crawford
  • New Vehicle: EBLC-Ram
  • New Weapons: AM40, Avancys, PF51
  • New Gadget: Concussion Grenade
  • New Vault Weapons: M16A3 & M60E4
  • New Battlefield Portal Weapons: M2 Carbine, Bren LMG, M95, M249 SAW, AEK-971
  • New Feature: Assignments
  • New Battle Pass

What other changes and improvements are included in Update 2.0.0?

  • A new Home Screen offers a single overview of all available game modes
  • Rush returns as a permanently available game mode
  • Stealth Helicopters receive further balance adjustments
  • Assault Rifles & Submachine Guns receive balance adjustments to Headshot Multipliers
  • In Breakthrough and Rush, automatically switch to play one round as both Attacker and Defender after EoR before rotating to the next map
  • Custom Conquest has been added to the Battlefield Portal Builder as a new Conquest game mode with added customizable options for capture points and extra logic options for the Rules Editor.

What’s New?

New Map: Stranded

Head to Panama and a desert lake drained of water. Fight around and inside a beached container ship housing an illicit arms trading center.

We’ve built Stranded from the ground up to be a smaller level with a dedicated CQC space. It’s split into three spaces; North and South spaces are more open, while the central space is where you can expect the CQC chaos to take place.

On the South side, there is a tall tower which lets you move across the level while avoiding combat. There is also a path below the ship which connects the North and South spaces, this lets you traverse across without having to go inside the ship.

We made the decision not to put any flags on top of the ship as we want the main focus for Stranded to be on CQC and infantry play, which take place inside the ship. This infantry focus also means that Stranded will feature no vehicles while playing Breakthrough. Of course, Conquest will still have our full array of vehicles available for play.

The team is extremely excited to get Stranded into your hands. Especially the interior of the ship has given us that close quarters meat grinder feeling during Playtests that we’ve seen you enjoy in for example Metro, and Locker. We’re keen to hear your feedback about how it plays!

New Battle Pass

The Season 2 Battle Pass brings 100 new tiers of Hardware, Cosmetics and Player Card items to earn. All-new gameplay content such as the new Specialist, Weapons and Vehicles are all available as part of the Free Tiers, while The Premium Tiers give access to further cosmetic rewards.

BP_images_S02_EN.jpg

New Specialist: Charlie Crawford

Deploy as new Specialist Charlie Crawford and use his Mounted Vulcan to support your team and lay down solid defense.

Specialty – Mounted Vulcan – The Mounted Vulcan is a stationary minigun that lays down immense firepower and is particularly effective against infantry and light vehicles.

Trait – Cache Point – Replenish Gadget ammo for friends that you revive.

New Vehicle: EBLC-RAM

A fast and highly maneuverable armored reconnaissance and attack vehicle designed for hit-and-run strikes on the enemy. It also comes with the ability to place a Spawn Beacon on the Battlefield on which any member of the friendly team can deploy. It is also equipped with an Active Protection System to intercept incoming anti-vehicle weaponry. This makes the EBLC-RAM perfectly suited to lead flanking attacks on the enemy. But be careful when venturing behind enemy lines, an enemy Tank lurking around the corner is one of your direct counters.

KIN_S2_Screenshot_03_EBLCRam_1920x1080.png

New Weapons: AM40, Avancys, PF51

A new Assault Rifle, LMG and Secondary Weapon become available for play.

AM40

Intended for close quarters combat, this ambidextrous weapon delivers an Assault Rifle in an SMG-like package. It’s a versatile and controllable weapon that shines with strong performance in short range combat, while having an increased damage falloff versus other Assault Rifles.

KIN_S2_Weapons-AM40 (1).jpg

Avancys

Heavy usage of polymers and 3D Printing allow the Avancys to be 20% lighter than the competing Machine Guns while providing unprecedented firepower and adaptability. It’s a versatile weapon skilled at sustained fire.

KIN_S2_Weapons-Avancys (1).jpg

PF51

Equipped with a P90 magazine, this originally semi-automatic weapon has the ability to fire in full-auto to maximize its personal defense capabilities while sacrificing ammo efficiency. It’s lightweight and perfect for combat over minimal distances.

KIN_S2_Weapons-PF51 (1).jpg

New Gadget: Concussion Grenade

Upon detonation, this grenade temporarily disorients any enemies caught in its blast radius. Useful for flushing out hostiles that have dug into defensive positions.

KIN_S2_Weapons-Concussion (1).jpg

New Feature: Assignments

Assignments are missions that allow you to unlock new hardware such as weapons, or the gameplay content from a previous Season. You can browse the Assignment for all unlockables via the Collection screen to see which criteria you need to complete. They are permanently available, so you can work towards unlocking them at your own pace.

New Vault Weapons: M16A3, M60E4

Two Battlefield Portal iconic weapons from the Battlefield 3 era are now available in the All-Out Warfare arsenal. You’ll unlock these Vault Weapons at your own pace via the new Assignment system.

M16A3

This Assault Rifle comes with an upgraded rail interface system and is capable of Automatic and Semi-Automatic fire. Chambered for 5.56mm and has a 30 round magazine.

WeaponVault_M16A3.jpg

M60E4

This LMG E4 variant has a shortened barrel, reduced weight and reliability improvements. It has a deployable bipod for more accuracy at greater distances.

WeaponVault_M60E4.jpg

New Battlefield Portal Hardware

New iconic weapons from our Classic Eras are available to unlock in Battlefield Portal. These weapons are also unlocked via the new Assignments feature and will be accessible when playing across Battlefield Portal.

M2 Carbine – 1942

Building on the success of the M1, the M2 variant allows select fire. Fully-automatic and semi-automatic modes are now fed by a 30 round magazine.

Bren LMG – 1942

This full-auto British assault rifle runs the same cartridge as the BAR 1918 and features a top mounted magazine.

M95 – – Bad Company 2

This .50 caliber, bolt-action, magazine fed, anti-material sniper rifle is a beast. Its long range and power make it a must for enhanced stand-off effectiveness.

M249 SAW – Bad Company 2 / Battlefield 3

The Squad Automatic Weapon is a belt-fed suppressive fire, light machine gun. It chambers the NATO 5.56 round with a 200 round capacity.

AEK-971 – Battlefield 3

Fully-automatic fire, 30 round capacity with a low spread and decent recoil. Optics are suggested for staying on target with those longer bursts.

KIN_S2_Screenshot_Extra01_PortalLegacyWeapons_1920x1080.png

These new weapons also come with new Scopes to give you even more customization options to fit your gameplay style.

Lastly, the M18 Smoke Grenade is back in Battlefield Portal and can be selected as a Throwable in your Loadout for all Classic eras.

Improved Home Menu

You told us that only having three game modes available via the Home Menu at one time felt limited. We heard you, and made changes so you now have a single overview of all available game modes.

Browse through Conquest, Breakthrough, Portal and Hazard Zone via a single menu to see which Playlists are available. But there’s more. We’re excited to bring back Rush as a permanent available game mode. You asked for it, and it’s here to stay.

Once Season 2 goes live we’ll feature 24/7 Playlists on both Conquest and Breakthrough so you’ll be able to jump straight into our new map, Stranded. 

Changelog

General

  • You told us that you want to experience Breakthrough and Rush as both an Attacker and Defender while playing. We have made a change where after EoR you now automatically switch teams and play the same map on the opposing side before switching maps.
  • Improved text readability in the Breakthrough gamemode widget, and added text icons to help explain objectives, such as “Capture”
  • Fixed a bug when preview a rank locked weapon, Locked by Battlepass is displayed
  • New Player Card Backgrounds are available for Crawford, AM-40,Avancys, PF51, EBLC-Ram and Stranded
  • New Player Card Tags are now available to earn unlock and earn
  • New Assignments are available to unlock 2 Battlefield Portal Weapons in All-Out Warfare, to gain access to Season 1 content in case you missed it, and new weapons for use in Battlefield Portal
  • Enemy Disrupted event XP has been reduced from 20 -> 5
    • In a future update we’re looking to split categories for disrupts between soldiers and vehicles, which allows us to further tweak the XP   

Battlefield Portal

  • All 1942 weapons now have optic attachment options
  • All Portal soldiers now have access to Smoke Grenades via Loadout -> Throwable
  • Custom Conquest has been added to the Battlefield Portal Builder as a new Conquest game mode with added customizable options for capture points and extra logic options for Battlefield Portal’s Rules Editor. 
  • Multiple improvements have been made across Classic Era maps, such as removing and moving props, and resolving collision and terrain issues.
  • Players were sometimes unable to spawn on spawn beacons. It’s fixed now.
  • Voice lines have been updated for 1942 British army non-squad soldiers, German army non-squad soldiers and US army non-squad soldiers
  • Visuals of weapon scopes within Portal have been improved by removing lens dirt on several scopes, and added edge tint to most lenses

Rules Editor

  • Added EnableCapturePointDeploying block to Rules Editor
  • Added GetPlayersAtPoint block to Rules Editor
  • Added Lis, Mackay, and Paik to the Player Soldiers block in Rules Editor
  • Added Season 1 vehicles to Vehicle block in Rules Editor

Gadgets

  • Fixed an issue where the Motion Sensor changed teams, but not Icon, when thrown back by an enemy
  • Fixed issues with Ammo Bags on top of vehicle wrecks not despawning after a wreck disappears
  • Incendiary fire can now damage both your own and enemy deployables
  • Smoke Grenades can now put out incendiary grenades

CG Recoilless M5 

  • Fixed clipping issues when reloading with the CG Recoilless M5
  • Fixed issues with CG Recoilless M5 status screen flickering

Smoke Grenade Launcher

  • Fixed a bug where the Smoke Grenade Launcher did not drop on death in Hazard Zone

Maps

  • Fixed an issue where interaction with the Metal doors around the Oil Rig would sometimes not trigger and were slow overall
  • Fixed an issue were players could trigger clipping through skyscraper on the Hourglass rooftops
  • Fixed an issue with an invisible wall near a ledge close to the B1 sector on Breakaway.
  • Fixed an issue where you encounter difficulties when traversing the last step of the stairs while prone on Exposure
  • Fixed an issue on Exposure where you would be deployed onto a different objective than what was selected
  • Fixed broken smoke VFX on Orbital
  • Fixed and issue where the thunder VFX on Manifest was too intense

Soldier

Soldier “incidental” animations are now visible during gameplay. This for example means you’ll notice soldiers slip when running on snow or mud, sprint with high knees going through water, or they will put their hand up against the wall if they walk into it. We heard you when you asked for these animations to be developed for 2042, and we hope they’ll add to your immersion during gameplay

  • Fixed an issue that could make the hints for deploying parachute or Wingsuit remain stuck on screen
  • Fixed an issue with the animation being broken during tactical sprint with the Commando Knife
  • Soldier animations have been improved for upper body rotations
  • Camera positions have been improved for some soldier positions which should result in less camera jitter
  • Hitboxes have been improved for soldiers in prone position
  • Resolved instances where soldier models weren’t aligned during a Takedown inside moving elevators
  • Resolved several occurrences where soldiers could remain frozen after death
  • Fixed an issue where soldier hands would not stay planted on the ground while crawling
  • Fixed several animation issues related to transition between stances
  • The stance transitions between stand and crouch are now faster and have a more responsive camera curve
  • Resolved an issue where third person sprint animation transition sometimes wouldn’t look smooth
  • Fixed a rare issue where repeatedly tapping sprint to open a door could cause animations to stop working

AI Soldiers

  • AI Soldier vehicles will now be able to use lock on weapons when they are equipped
  • AI Soldier vehicles will now switch between different weapons depending on the available weapons available target type
  • AI Soldiers are now better at navigating their way around all maps
  • General improvements are made to AI Soldiers driving land vehicles. You should notice less instances of them getting stuck against objects, or getting stuck in traffic jams
  • General improvements are made to collision avoidance for AI Soldiers piloting air vehicles
  • Players can now assign squad objective orders to their AI squad mates
  • Players can now ping AI squad mates in vehicle to request pickup
  • Players can now request a pickup from AI Soldiers
  • Players can now request Ammo from AI Soldiers
  • Players can now request Health from AI Soldiers

Specialists

Angel

  • Angel’s Ammo Pouch is now easier to throw towards friendlies that needs ammo
  • Angel’s Supply Crate should no longer intersect with other deployed objects
  • C5, AT Mines and the Spawn Beacon that were already spawned by a player will now be despawned if the player changes their Loadout through Angel’s Loadout Crate
  • Fixed issues with weathering effects not being consistent on Angel’s Loadout Crate

Casper

  • Fixed a bug where takedown prompts could be shown while controlling the OV-P Recon Drone
  • Fixed a bug where the OV-P Recon Drone wouldn’t crash and explode when its owner died
  • Tweaked collision of the OV-P Recon Drone to not see through some walls

Dozer

  • Fixed an issue where bullets ricochet via the SOB-8 Ballistic Shield did not damage the enemy players
  • Fixed an issue where shield bashing a fence wasn’t consistently breaking it
  • Fixed an issue with Dozers’ SOB-8 Ballistic Shield not blocking bullets
  • Increased visibility through Dozer’s SOB-8 Ballistic Shield when in 1P view. We also added missing rain effects on the shield’s glass

Irish

  • Fixed an issue with 60mm Mortar Pod not being destroyed by APS-36 Shootdown Sentinel
  • Fixed an issue with Air-to-Ground missiles were not being destroyed by the APS-36 Shootdown Sentinel

Lis

  • Fixed and issue with the G-84 TGM Missile not dealing damage to soldiers behind Deployable Covers or vehicles
  • Improved the explosion response time when Lis’s G-84 TGM goes into water or runs out of fuel

Mackay

  • Fixed issues with glitchy transition from Grappling to Vaulting

Paik

  • If Paik damages a soldier in an open vehicle seat, her Threat Perception will also spot the vehicle itself

Rao

  • Hacking through see-through materials such glass, grid fences, vegetation has been smoothened

Sundance

  • Fixed a bug where Deploy Wingsuit prompts remained stuck on the screen
  • Tweaked the Wingsuit entry and exit camera timings

Vehicles

  • Fixed an issue that could result in silent vehicle engines
  • Fixed an issue that was stopping Aircraft from being spotted while in the spotter seat of a ground vehicle
  • Fixed an issue that would allow Aircraft Control Sensitivity to surpass the maximum allowed value
  • Fixed an issue where game mode icons were overlapping with the compass in vehicles.
  • Fixed an issue where the Spotter seat within the MAV had a different graphical overlay to other vehicles
  • Holding fire no longer stops replenishing single fire Vehicle weapons
  • Improved free look camera so it no longer clips vehicles while driving at high speed
  • Removed conflicting visual effects for vehicle weapon stations, spotters and drones
  • The MAV now has a working handbrake
  • Visuals for Tank cook-offs have been added

EBAA Wildcat

  • Fixed an issue where you could sometimes see through the EBAA Wildcat while in 3rd person view
  • Tank Shell penetration damage has been increased against the EBAA Wildcat. It now takes 3 hits to be destroyed
  • Updated the range on the EBAA Wildcat ATG missiles from 400 -> 200. We’re making this change to ensure the main focus of the Wildcat remains on Anti Air

RAH-68 Huron and YG-99 Hannibal

  • The 30mm cannon blast damage has been reduced from 24 ->16
    • This change helps further reduce the pressure on infantry
  • Fixed an issue that was causing the Repair System to heal the Stealth Helicopters too much
    • This change brings their repair mechanic in line with other vehicles as it was unintentionally too strong
  • Armor of the Stealth Helicopters has been reduced to ensure it remains in line with their overall agility
    • This makes them less survivable overall by for example only needing one hit with Lis’s G-84 TGM missile to destroy them

MD540 Nightbird

  • Fixed an issue where the MD540 Nightbird minigun wind up sound kept playing when switching to missiles while holding the fire input
  • Fixed an issue with the MD540 Nightbird where the drivers right hand was not holding the flightstick correctly

MV38-Condor and Mi-240 Super Hind

  • A new damage zone has been added to the cockpit of the Condor and Hind. This new zone is the most vulnerable part of these vehicles and exactly where you want to aim if you want to take them out
  • Fixed an issue which would cause players to be placed back inside the MV-38 Condor upon exiting the vehicle
  • Fixed an issue that would sometimes prevent the FXM-33 AA Missile from locking onto a MV-38 Condor

Weapons

  • Headshot Multiplier on Assault Rifles has been increased from 2x -> 2.15x
    • This change reflects that we want Assault Rifles to feel rewarding for increased accuracy
  • Headshot Multiplier on Submachine Guns has been decreased from 2 -> 1.25x
    • We feel this change reflects the role of SMG’s; they are not weapons that should reward accuracy versus other weapon types
  • A weapons reload animation is now present when continuously triggering the bipod while firing the weapon
  • Aim Down Sight scaling has been added for scopes with up to 4x zoom
  • Fixed an issue where the lines on the SDB 10x reticle were too thin while having the Rough Ruby skin equipped
  • Fixed an issue where the Low ammo indicator would sometimes appear at the wrong time
  • Fixed an issue where the Plus Menu could sometimes appear empty after exiting a vehicle seat
  • Fixed an issue which would sometimes cause the wrong crosshair to be displayed when using various Shotgun underbarrels
  • Fixed the weapon fire mode HUD indicator showing up for gadgets if the primary weapon has an underbarrel weapon attachment equipped
  • Overall responsiveness of the crosshair has been improved, and resolved scenarios where dispersion would be incorrectly represented when zooming out
  • The player no longer gets spotted while shooting with either Ghostmaker R10 or BSV-M
  • The PSO scope no longer incorrectly has x10 zoom while equipping a certain skin

AK-24

  • The rate of fire of the Masterkey attachment is now unaffected by the AK-24’s magazine attachments

BSV-M

  • Headshot Multiplier on Assault Rifles has been increased from 2x -> 2.15x
    • This change reflects that we want Assault Rifles to feel rewarding for increased accuracy
  • The BSV-M recoil modifier during Full-Auto mode has been increased from 0.9x -> 1.15x
    • Full-Auto capabilities of the BSV-M should be viable when transitioning into a close quarters situation, but should not outperform its Semi-Auto capabilities
  • BSV-M’s High Power and Close Combat ammo now have tracers

G57

  • Increased the Extended and Drum magazines capacity on G57 by 5 bullets
    • We’re increasing the impact of unlocking Extended and Drum attachments by further increasing the gap between the amount of bullets they unlock

Ghostmaker R10

  • Fixed an issue where the color of the Ghostmaker R10 crosshair would not update when changed

M44

  • Fixed an issue where audio would cut short when using the M44 while prone
  • The M44 Revolver 2-shot range has been increased to 100m

PKP-BP

  • A minor improvement has been made to the PKP-BP’s recoil behavior

VCAR

  • The VCAR Drum Magazine’s description now matches the fire mode of the weapon

DICE has not released the official patch notes just yet (we should get that a little bit later today), but here are the confirmed new content incoming in Season 2: Master of Arms:

NEW MAP: STRANDED

Head to Panama and a desert lake drained of water. Fight around and inside a beached container ship housing an illicit arms trading center.

NEW SPECIALIST: CRAWFORD

Utilize the tricks of charismatic arms dealer Charlie Crawford. Pin down enemies with his Mounted Vulcan stationary minigun – controllable by anyone on the battlefield – and supply revived squad members with gadget ammo.

NEW WEAPON: AM40

This powerful carbine is designed to offer a midpoint between an assault rifle and a submachine gun.

NEW WEAPON: AVANCYS

A high-tech LMG, designed for maximum mobility and attachment compatibility. Nimble but powerful, thisweapon is useful for providing fire support.

NEW GADGET: CONCUSSION GRENADE

Create tactical confusion among nearby foes by temporarily disorienting them with this new throwable gadget.

NEW VEHICLE: EBLC-RAM

Traverse the battlefield in a unique, four-seater vehicle capable of extreme maneuverability at lower speeds. The EBLC-RAM can protect itself from incoming damage with its AMPs ability and place a spawn beacon on the battlefield.

NEW VEHICLE: POLARIS RZR*

Fast and fun. Jump into this lightweight buggy with a teammate and zip across the battlefield, surprising enemy infantry or gaining new, tactical positions

ASSIGNMENTS AND VAULT WEAPONS

Complete assignments to unlock Battlefield to earn Vault Weapons**. Vault Weapons are weapons previously available only in Battlefield Portal that can now be accessed in All-Out Warfare once unlocked – starting with the iconic M60E4 and M16A3. More weapons will be available as the season progresses.

Assignments can also be used to unlock gameplay-related items from previous seasons that you might have missed the first time around, including Specialists, weapons, gadgets, and vehicles.

NEW BATTLEFIELD PORTAL WEAPONS AND PLAYSPACES*

The arsenal of Battlefield Portal is expanding with 5 new weapons from across Battlefield 3, Bad Company 2, and Battlefield 1942. New extra-small playspaces focus on the best areas for close quarters combat across several current maps and allow players to build intense experiences.

NEW BUILDER CAPABILITIES

Leverage the Battlefield toybox even further within Battlefield Portal. The Builder’s new Custom Conquest pre-set allows new rule modifications to the classic Conquest mode, while user-editable objectives will spawn many novel game types.

UPDATED LAUNCH MAPS
The newly revised versions of Renewal and Orbital – with changes made to add better traversal, more cover, and other changes to improve playability – will debut this season. Renewal’s new version will deploy in September; the new version of Orbital will deploy in October

There’s also a new Battle Pass that will become available when the season launches as well. You can check out Crawford’s abilities shown off right here.

Update: EA has released the official patch notes, and we’ve updated the article with it.

Source: EA

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Alex Co

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

Home > Features

Destiny 2 King’s Fall Secret Red Border Chest Guide

This week has been a good week for Destiny 2 fans, as the Destiny 2 Showcase took place this week and gave us a glimpse of what’s to come. Alongside the quality of life changes and minor improvements, Destiny 2 announced that the iconic King’s Fall raid would be making its way to Destiny 2. 

King’s Fall recently dropped on Destiny 2, and looks better than ever. Upon its release, fans and completionists went on a quest to discover all the new changes and discoveries as early as possible. One YouTuber, Skarrow9, discovered a secret Red Border chest that is guaranteed to drop a Deepsight weapon at least once every week. 

Destiny 2 King’s Fall Secret Red Border Chest Guide:

How to Unlock the Red Border Secret Chest in King’s Fall?

 in King's fall
Credits: Skarrow09

To gain access to this secret chest, fans must shoot three randomized runes as they progress through the raid. The raid has nine runes in total. To know which ones to shoot, players will have to head to the area where the portal that leads to the main raid area is located. Once here, players can find three glowing runes in the room. These are the runes that have to be activated to gain access to the chest. 

Shooting any other rune will mean players will not gain access to the chest. If you accidentally shoot a rune, shoot it again to deactivate them.

Locations for all Nine Runes Are Essential to get the Red Border Chest in the King’s Fall Raid

The 9 runes of Kings Fll
The nine runes of Kings Fll (Credits: the Ishtar Collective)
  1. When you approach the pendulum puzzle, hop onto the first pendulum and look behind you. You will be able to see the first rune. 
  2. When you arrive at the first secret chest after the Tomb Ship puzzle, look above the door, and you will find the second rune. 
  3. In the totems encounter room, look towards the left, and you will see the glowing rune. 
  4. After the Warpriest encounter, take the right staircase. The rune will be visible near the upper right side of the door. 
  5. During the puzzle that leads to Golgoroth, jump over the last hole in the ground and turn around; you will clearly be able to see the rune. 
  6. After defeating Golgoroth, head down towards the blights. Towards your left will be a secret room holding the sixth rune. 
  7. During the wall jumping puzzle after Golgoroth, head towards the secret chest location, and the rune will be visible here. 
  8. During the same wall jumping puzzle, a rune will appear on the ceiling above the final door. 
  9. In the Oryx/Sisters arena, look behind and above the door you entered to find the final rune. 

Once you shoot the three symbols and complete the raid, you will be notified of the chest and will be able to access it. This might make the Deepsight weapon grind slightly easier for many. Good luck!

Farrukh Jafri

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PlayStation Acquires Savage Game Studios for Its Newly Formed PlayStation Studios Mobile Division

It looks like Sony isn’t done buying studios yet. A couple of months after announcing that their Bungie acquisition had officially completed, PlayStation today revealed that it has entered a “definitive agreement” to acquire Savage Game Studios at an undisclosed amount. 

PlayStation revealed the news in a blog post and talks about providing more ways for more people to engage with their content. They revealed that Savage Game Studios will be joining a newly created division called PlayStation Studios Mobile Division, which will operate independently from its console division focusing on on-the-go experiences based on new or existing PlayStation IPs.

Michail Katkoff, CEO of Savage Game Studios had this to say:

“Established in 2020 and led by myself and fellow Co-founders Nadjim Adjir and Michael McManus, Savage Game Studios was born of our many years of mobile game development experience spanning a number of massively successful global IP. Our guiding vision was a creative space where experimentation and taking risks weren’t warily avoided, but rather eagerly embraced. We’ve all worked at big studios and while we respect the advantages of ample resources, we wanted to stay small and nimble so we could call our own shots.”

It seems like after the console and PC sector, PlayStation wants to explore the full potential of the mobile gaming market. It would be cool to play a The Last of Us game on mobile though.

Source: PlayStation Blog

Ibrahim Kabir

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Battlefield 2042 Update 1.000.019 Shoots Out for Season 2 (Update)

While Season 2: Master of Arms for Battlefield 2042 isn’t officially launching until tomorrow, August 30, DICE has already pushed out the Battlefield 2042 update 1.000.019 data today! This is the data needed to usher in Season 2, and will be installable tomorrow.

Battlefield 2042 Update 1.000.019 Patch Notes | Battlefield 2042 August 29 Patch Notes:

Size: 7.4GB

Install Time: 4 am ET/1 am PT/4 pm HKT

Update: DICE has released the official patch notes!

What’s new in Season 2?

Here is an overview of the new content in Season 2, alongside highlights for changes and improvements:

  • New Map: Stranded
  • New Specialist: Charlie Crawford
  • New Vehicle: EBLC-Ram
  • New Weapons: AM40, Avancys, PF51
  • New Gadget: Concussion Grenade
  • New Vault Weapons: M16A3 & M60E4
  • New Battlefield Portal Weapons: M2 Carbine, Bren LMG, M95, M249 SAW, AEK-971
  • New Feature: Assignments
  • New Battle Pass

What other changes and improvements are included in Update 2.0.0?

  • A new Home Screen offers a single overview of all available game modes
  • Rush returns as a permanently available game mode
  • Stealth Helicopters receive further balance adjustments
  • Assault Rifles & Submachine Guns receive balance adjustments to Headshot Multipliers
  • In Breakthrough and Rush, automatically switch to play one round as both Attacker and Defender after EoR before rotating to the next map
  • Custom Conquest has been added to the Battlefield Portal Builder as a new Conquest game mode with added customizable options for capture points and extra logic options for the Rules Editor.

What’s New?

New Map: Stranded

Head to Panama and a desert lake drained of water. Fight around and inside a beached container ship housing an illicit arms trading center.

We’ve built Stranded from the ground up to be a smaller level with a dedicated CQC space. It’s split into three spaces; North and South spaces are more open, while the central space is where you can expect the CQC chaos to take place.

On the South side, there is a tall tower which lets you move across the level while avoiding combat. There is also a path below the ship which connects the North and South spaces, this lets you traverse across without having to go inside the ship.

We made the decision not to put any flags on top of the ship as we want the main focus for Stranded to be on CQC and infantry play, which take place inside the ship. This infantry focus also means that Stranded will feature no vehicles while playing Breakthrough. Of course, Conquest will still have our full array of vehicles available for play.

The team is extremely excited to get Stranded into your hands. Especially the interior of the ship has given us that close quarters meat grinder feeling during Playtests that we’ve seen you enjoy in for example Metro, and Locker. We’re keen to hear your feedback about how it plays!

New Battle Pass

The Season 2 Battle Pass brings 100 new tiers of Hardware, Cosmetics and Player Card items to earn. All-new gameplay content such as the new Specialist, Weapons and Vehicles are all available as part of the Free Tiers, while The Premium Tiers give access to further cosmetic rewards.

BP_images_S02_EN.jpg

New Specialist: Charlie Crawford

Deploy as new Specialist Charlie Crawford and use his Mounted Vulcan to support your team and lay down solid defense.

Specialty – Mounted Vulcan – The Mounted Vulcan is a stationary minigun that lays down immense firepower and is particularly effective against infantry and light vehicles.

Trait – Cache Point – Replenish Gadget ammo for friends that you revive.

New Vehicle: EBLC-RAM

A fast and highly maneuverable armored reconnaissance and attack vehicle designed for hit-and-run strikes on the enemy. It also comes with the ability to place a Spawn Beacon on the Battlefield on which any member of the friendly team can deploy. It is also equipped with an Active Protection System to intercept incoming anti-vehicle weaponry. This makes the EBLC-RAM perfectly suited to lead flanking attacks on the enemy. But be careful when venturing behind enemy lines, an enemy Tank lurking around the corner is one of your direct counters.

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New Weapons: AM40, Avancys, PF51

A new Assault Rifle, LMG and Secondary Weapon become available for play.

AM40

Intended for close quarters combat, this ambidextrous weapon delivers an Assault Rifle in an SMG-like package. It’s a versatile and controllable weapon that shines with strong performance in short range combat, while having an increased damage falloff versus other Assault Rifles.

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Avancys

Heavy usage of polymers and 3D Printing allow the Avancys to be 20% lighter than the competing Machine Guns while providing unprecedented firepower and adaptability. It’s a versatile weapon skilled at sustained fire.

KIN_S2_Weapons-Avancys (1).jpg

PF51

Equipped with a P90 magazine, this originally semi-automatic weapon has the ability to fire in full-auto to maximize its personal defense capabilities while sacrificing ammo efficiency. It’s lightweight and perfect for combat over minimal distances.

KIN_S2_Weapons-PF51 (1).jpg

New Gadget: Concussion Grenade

Upon detonation, this grenade temporarily disorients any enemies caught in its blast radius. Useful for flushing out hostiles that have dug into defensive positions.

KIN_S2_Weapons-Concussion (1).jpg

New Feature: Assignments

Assignments are missions that allow you to unlock new hardware such as weapons, or the gameplay content from a previous Season. You can browse the Assignment for all unlockables via the Collection screen to see which criteria you need to complete. They are permanently available, so you can work towards unlocking them at your own pace.

New Vault Weapons: M16A3, M60E4

Two Battlefield Portal iconic weapons from the Battlefield 3 era are now available in the All-Out Warfare arsenal. You’ll unlock these Vault Weapons at your own pace via the new Assignment system.

M16A3

This Assault Rifle comes with an upgraded rail interface system and is capable of Automatic and Semi-Automatic fire. Chambered for 5.56mm and has a 30 round magazine.

WeaponVault_M16A3.jpg

M60E4

This LMG E4 variant has a shortened barrel, reduced weight and reliability improvements. It has a deployable bipod for more accuracy at greater distances.

WeaponVault_M60E4.jpg

New Battlefield Portal Hardware

New iconic weapons from our Classic Eras are available to unlock in Battlefield Portal. These weapons are also unlocked via the new Assignments feature and will be accessible when playing across Battlefield Portal.

M2 Carbine – 1942

Building on the success of the M1, the M2 variant allows select fire. Fully-automatic and semi-automatic modes are now fed by a 30 round magazine.

Bren LMG – 1942

This full-auto British assault rifle runs the same cartridge as the BAR 1918 and features a top mounted magazine.

M95 – – Bad Company 2

This .50 caliber, bolt-action, magazine fed, anti-material sniper rifle is a beast. Its long range and power make it a must for enhanced stand-off effectiveness.

M249 SAW – Bad Company 2 / Battlefield 3

The Squad Automatic Weapon is a belt-fed suppressive fire, light machine gun. It chambers the NATO 5.56 round with a 200 round capacity.

AEK-971 – Battlefield 3

Fully-automatic fire, 30 round capacity with a low spread and decent recoil. Optics are suggested for staying on target with those longer bursts.

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These new weapons also come with new Scopes to give you even more customization options to fit your gameplay style.

Lastly, the M18 Smoke Grenade is back in Battlefield Portal and can be selected as a Throwable in your Loadout for all Classic eras.

Improved Home Menu

You told us that only having three game modes available via the Home Menu at one time felt limited. We heard you, and made changes so you now have a single overview of all available game modes.

Browse through Conquest, Breakthrough, Portal and Hazard Zone via a single menu to see which Playlists are available. But there’s more. We’re excited to bring back Rush as a permanent available game mode. You asked for it, and it’s here to stay.

Once Season 2 goes live we’ll feature 24/7 Playlists on both Conquest and Breakthrough so you’ll be able to jump straight into our new map, Stranded. 

Changelog

General

  • You told us that you want to experience Breakthrough and Rush as both an Attacker and Defender while playing. We have made a change where after EoR you now automatically switch teams and play the same map on the opposing side before switching maps.
  • Improved text readability in the Breakthrough gamemode widget, and added text icons to help explain objectives, such as “Capture”
  • Fixed a bug when preview a rank locked weapon, Locked by Battlepass is displayed
  • New Player Card Backgrounds are available for Crawford, AM-40,Avancys, PF51, EBLC-Ram and Stranded
  • New Player Card Tags are now available to earn unlock and earn
  • New Assignments are available to unlock 2 Battlefield Portal Weapons in All-Out Warfare, to gain access to Season 1 content in case you missed it, and new weapons for use in Battlefield Portal
  • Enemy Disrupted event XP has been reduced from 20 -> 5
    • In a future update we’re looking to split categories for disrupts between soldiers and vehicles, which allows us to further tweak the XP   

Battlefield Portal

  • All 1942 weapons now have optic attachment options
  • All Portal soldiers now have access to Smoke Grenades via Loadout -> Throwable
  • Custom Conquest has been added to the Battlefield Portal Builder as a new Conquest game mode with added customizable options for capture points and extra logic options for Battlefield Portal’s Rules Editor. 
  • Multiple improvements have been made across Classic Era maps, such as removing and moving props, and resolving collision and terrain issues.
  • Players were sometimes unable to spawn on spawn beacons. It’s fixed now.
  • Voice lines have been updated for 1942 British army non-squad soldiers, German army non-squad soldiers and US army non-squad soldiers
  • Visuals of weapon scopes within Portal have been improved by removing lens dirt on several scopes, and added edge tint to most lenses

Rules Editor

  • Added EnableCapturePointDeploying block to Rules Editor
  • Added GetPlayersAtPoint block to Rules Editor
  • Added Lis, Mackay, and Paik to the Player Soldiers block in Rules Editor
  • Added Season 1 vehicles to Vehicle block in Rules Editor

Gadgets

  • Fixed an issue where the Motion Sensor changed teams, but not Icon, when thrown back by an enemy
  • Fixed issues with Ammo Bags on top of vehicle wrecks not despawning after a wreck disappears
  • Incendiary fire can now damage both your own and enemy deployables
  • Smoke Grenades can now put out incendiary grenades

CG Recoilless M5 

  • Fixed clipping issues when reloading with the CG Recoilless M5
  • Fixed issues with CG Recoilless M5 status screen flickering

Smoke Grenade Launcher

  • Fixed a bug where the Smoke Grenade Launcher did not drop on death in Hazard Zone

Maps

  • Fixed an issue where interaction with the Metal doors around the Oil Rig would sometimes not trigger and were slow overall
  • Fixed an issue were players could trigger clipping through skyscraper on the Hourglass rooftops
  • Fixed an issue with an invisible wall near a ledge close to the B1 sector on Breakaway.
  • Fixed an issue where you encounter difficulties when traversing the last step of the stairs while prone on Exposure
  • Fixed an issue on Exposure where you would be deployed onto a different objective than what was selected
  • Fixed broken smoke VFX on Orbital
  • Fixed and issue where the thunder VFX on Manifest was too intense

Soldier

Soldier “incidental” animations are now visible during gameplay. This for example means you’ll notice soldiers slip when running on snow or mud, sprint with high knees going through water, or they will put their hand up against the wall if they walk into it. We heard you when you asked for these animations to be developed for 2042, and we hope they’ll add to your immersion during gameplay

  • Fixed an issue that could make the hints for deploying parachute or Wingsuit remain stuck on screen
  • Fixed an issue with the animation being broken during tactical sprint with the Commando Knife
  • Soldier animations have been improved for upper body rotations
  • Camera positions have been improved for some soldier positions which should result in less camera jitter
  • Hitboxes have been improved for soldiers in prone position
  • Resolved instances where soldier models weren’t aligned during a Takedown inside moving elevators
  • Resolved several occurrences where soldiers could remain frozen after death
  • Fixed an issue where soldier hands would not stay planted on the ground while crawling
  • Fixed several animation issues related to transition between stances
  • The stance transitions between stand and crouch are now faster and have a more responsive camera curve
  • Resolved an issue where third person sprint animation transition sometimes wouldn’t look smooth
  • Fixed a rare issue where repeatedly tapping sprint to open a door could cause animations to stop working

AI Soldiers

  • AI Soldier vehicles will now be able to use lock on weapons when they are equipped
  • AI Soldier vehicles will now switch between different weapons depending on the available weapons available target type
  • AI Soldiers are now better at navigating their way around all maps
  • General improvements are made to AI Soldiers driving land vehicles. You should notice less instances of them getting stuck against objects, or getting stuck in traffic jams
  • General improvements are made to collision avoidance for AI Soldiers piloting air vehicles
  • Players can now assign squad objective orders to their AI squad mates
  • Players can now ping AI squad mates in vehicle to request pickup
  • Players can now request a pickup from AI Soldiers
  • Players can now request Ammo from AI Soldiers
  • Players can now request Health from AI Soldiers

Specialists

Angel

  • Angel’s Ammo Pouch is now easier to throw towards friendlies that needs ammo
  • Angel’s Supply Crate should no longer intersect with other deployed objects
  • C5, AT Mines and the Spawn Beacon that were already spawned by a player will now be despawned if the player changes their Loadout through Angel’s Loadout Crate
  • Fixed issues with weathering effects not being consistent on Angel’s Loadout Crate

Casper

  • Fixed a bug where takedown prompts could be shown while controlling the OV-P Recon Drone
  • Fixed a bug where the OV-P Recon Drone wouldn’t crash and explode when its owner died
  • Tweaked collision of the OV-P Recon Drone to not see through some walls

Dozer

  • Fixed an issue where bullets ricochet via the SOB-8 Ballistic Shield did not damage the enemy players
  • Fixed an issue where shield bashing a fence wasn’t consistently breaking it
  • Fixed an issue with Dozers’ SOB-8 Ballistic Shield not blocking bullets
  • Increased visibility through Dozer’s SOB-8 Ballistic Shield when in 1P view. We also added missing rain effects on the shield’s glass

Irish

  • Fixed an issue with 60mm Mortar Pod not being destroyed by APS-36 Shootdown Sentinel
  • Fixed an issue with Air-to-Ground missiles were not being destroyed by the APS-36 Shootdown Sentinel

Lis

  • Fixed and issue with the G-84 TGM Missile not dealing damage to soldiers behind Deployable Covers or vehicles
  • Improved the explosion response time when Lis’s G-84 TGM goes into water or runs out of fuel

Mackay

  • Fixed issues with glitchy transition from Grappling to Vaulting

Paik

  • If Paik damages a soldier in an open vehicle seat, her Threat Perception will also spot the vehicle itself

Rao

  • Hacking through see-through materials such glass, grid fences, vegetation has been smoothened

Sundance

  • Fixed a bug where Deploy Wingsuit prompts remained stuck on the screen
  • Tweaked the Wingsuit entry and exit camera timings

Vehicles

  • Fixed an issue that could result in silent vehicle engines
  • Fixed an issue that was stopping Aircraft from being spotted while in the spotter seat of a ground vehicle
  • Fixed an issue that would allow Aircraft Control Sensitivity to surpass the maximum allowed value
  • Fixed an issue where game mode icons were overlapping with the compass in vehicles.
  • Fixed an issue where the Spotter seat within the MAV had a different graphical overlay to other vehicles
  • Holding fire no longer stops replenishing single fire Vehicle weapons
  • Improved free look camera so it no longer clips vehicles while driving at high speed
  • Removed conflicting visual effects for vehicle weapon stations, spotters and drones
  • The MAV now has a working handbrake
  • Visuals for Tank cook-offs have been added

EBAA Wildcat

  • Fixed an issue where you could sometimes see through the EBAA Wildcat while in 3rd person view
  • Tank Shell penetration damage has been increased against the EBAA Wildcat. It now takes 3 hits to be destroyed
  • Updated the range on the EBAA Wildcat ATG missiles from 400 -> 200. We’re making this change to ensure the main focus of the Wildcat remains on Anti Air

RAH-68 Huron and YG-99 Hannibal

  • The 30mm cannon blast damage has been reduced from 24 ->16
    • This change helps further reduce the pressure on infantry
  • Fixed an issue that was causing the Repair System to heal the Stealth Helicopters too much
    • This change brings their repair mechanic in line with other vehicles as it was unintentionally too strong
  • Armor of the Stealth Helicopters has been reduced to ensure it remains in line with their overall agility
    • This makes them less survivable overall by for example only needing one hit with Lis’s G-84 TGM missile to destroy them

MD540 Nightbird

  • Fixed an issue where the MD540 Nightbird minigun wind up sound kept playing when switching to missiles while holding the fire input
  • Fixed an issue with the MD540 Nightbird where the drivers right hand was not holding the flightstick correctly

MV38-Condor and Mi-240 Super Hind

  • A new damage zone has been added to the cockpit of the Condor and Hind. This new zone is the most vulnerable part of these vehicles and exactly where you want to aim if you want to take them out
  • Fixed an issue which would cause players to be placed back inside the MV-38 Condor upon exiting the vehicle
  • Fixed an issue that would sometimes prevent the FXM-33 AA Missile from locking onto a MV-38 Condor

Weapons

  • Headshot Multiplier on Assault Rifles has been increased from 2x -> 2.15x
    • This change reflects that we want Assault Rifles to feel rewarding for increased accuracy
  • Headshot Multiplier on Submachine Guns has been decreased from 2 -> 1.25x
    • We feel this change reflects the role of SMG’s; they are not weapons that should reward accuracy versus other weapon types
  • A weapons reload animation is now present when continuously triggering the bipod while firing the weapon
  • Aim Down Sight scaling has been added for scopes with up to 4x zoom
  • Fixed an issue where the lines on the SDB 10x reticle were too thin while having the Rough Ruby skin equipped
  • Fixed an issue where the Low ammo indicator would sometimes appear at the wrong time
  • Fixed an issue where the Plus Menu could sometimes appear empty after exiting a vehicle seat
  • Fixed an issue which would sometimes cause the wrong crosshair to be displayed when using various Shotgun underbarrels
  • Fixed the weapon fire mode HUD indicator showing up for gadgets if the primary weapon has an underbarrel weapon attachment equipped
  • Overall responsiveness of the crosshair has been improved, and resolved scenarios where dispersion would be incorrectly represented when zooming out
  • The player no longer gets spotted while shooting with either Ghostmaker R10 or BSV-M
  • The PSO scope no longer incorrectly has x10 zoom while equipping a certain skin

AK-24

  • The rate of fire of the Masterkey attachment is now unaffected by the AK-24’s magazine attachments

BSV-M

  • Headshot Multiplier on Assault Rifles has been increased from 2x -> 2.15x
    • This change reflects that we want Assault Rifles to feel rewarding for increased accuracy
  • The BSV-M recoil modifier during Full-Auto mode has been increased from 0.9x -> 1.15x
    • Full-Auto capabilities of the BSV-M should be viable when transitioning into a close quarters situation, but should not outperform its Semi-Auto capabilities
  • BSV-M’s High Power and Close Combat ammo now have tracers

G57

  • Increased the Extended and Drum magazines capacity on G57 by 5 bullets
    • We’re increasing the impact of unlocking Extended and Drum attachments by further increasing the gap between the amount of bullets they unlock

Ghostmaker R10

  • Fixed an issue where the color of the Ghostmaker R10 crosshair would not update when changed

M44

  • Fixed an issue where audio would cut short when using the M44 while prone
  • The M44 Revolver 2-shot range has been increased to 100m

PKP-BP

  • A minor improvement has been made to the PKP-BP’s recoil behavior

VCAR

  • The VCAR Drum Magazine’s description now matches the fire mode of the weapon

DICE has not released the official patch notes just yet (we should get that a little bit later today), but here are the confirmed new content incoming in Season 2: Master of Arms:

NEW MAP: STRANDED

Head to Panama and a desert lake drained of water. Fight around and inside a beached container ship housing an illicit arms trading center.

NEW SPECIALIST: CRAWFORD

Utilize the tricks of charismatic arms dealer Charlie Crawford. Pin down enemies with his Mounted Vulcan stationary minigun – controllable by anyone on the battlefield – and supply revived squad members with gadget ammo.

NEW WEAPON: AM40

This powerful carbine is designed to offer a midpoint between an assault rifle and a submachine gun.

NEW WEAPON: AVANCYS

A high-tech LMG, designed for maximum mobility and attachment compatibility. Nimble but powerful, thisweapon is useful for providing fire support.

NEW GADGET: CONCUSSION GRENADE

Create tactical confusion among nearby foes by temporarily disorienting them with this new throwable gadget.

NEW VEHICLE: EBLC-RAM

Traverse the battlefield in a unique, four-seater vehicle capable of extreme maneuverability at lower speeds. The EBLC-RAM can protect itself from incoming damage with its AMPs ability and place a spawn beacon on the battlefield.

NEW VEHICLE: POLARIS RZR*

Fast and fun. Jump into this lightweight buggy with a teammate and zip across the battlefield, surprising enemy infantry or gaining new, tactical positions

ASSIGNMENTS AND VAULT WEAPONS

Complete assignments to unlock Battlefield to earn Vault Weapons**. Vault Weapons are weapons previously available only in Battlefield Portal that can now be accessed in All-Out Warfare once unlocked – starting with the iconic M60E4 and M16A3. More weapons will be available as the season progresses.

Assignments can also be used to unlock gameplay-related items from previous seasons that you might have missed the first time around, including Specialists, weapons, gadgets, and vehicles.

NEW BATTLEFIELD PORTAL WEAPONS AND PLAYSPACES*

The arsenal of Battlefield Portal is expanding with 5 new weapons from across Battlefield 3, Bad Company 2, and Battlefield 1942. New extra-small playspaces focus on the best areas for close quarters combat across several current maps and allow players to build intense experiences.

NEW BUILDER CAPABILITIES

Leverage the Battlefield toybox even further within Battlefield Portal. The Builder’s new Custom Conquest pre-set allows new rule modifications to the classic Conquest mode, while user-editable objectives will spawn many novel game types.

UPDATED LAUNCH MAPS
The newly revised versions of Renewal and Orbital – with changes made to add better traversal, more cover, and other changes to improve playability – will debut this season. Renewal’s new version will deploy in September; the new version of Orbital will deploy in October

There’s also a new Battle Pass that will become available when the season launches as well. You can check out Crawford’s abilities shown off right here.

Update: EA has released the official patch notes, and we’ve updated the article with it.

Source: EA

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Alex Co

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

Home > News

Final Fantasy 14 Update 9.68 Out for Patch 6.2 Hotfixes This August 29

Square Enix has released Final Fantasy 14 update 9.68 (PS5 version 1.000.15), and this is for patch 6.2 hotfixes. If you’ve noticed some bugs, hopefully, this new update addresses your concerns. Check out the Final Fantasy 14 August 23 patch notes below.

Final Fantasy 14 Update 9.68 Patch Notes | Final Fantasy 14 1.000.155 Patch Notes | Final Fantasy 14 August 29 Patch Notes:

■The following issues have been addressed:

  • In the instanced battle for the quest, “Where Everything Begins”, paladins were able to use their action Cover to block the boss’s action, Cursebind.
  • NPC Fourchenault’s graphic did not display correctly after the instanced battle for the quest “As the Heavens Burn”.
  • In the workshop for Island Sanctuary, it was sometimes possible to set up multiple schedules overlapping the same time period.
  • For the guildleve, when multiple fisher quests for gathering or craft orders were accepted at the same time, then speaking to the NPC did not display the options correctly and the deliveries could not be made.
  • Graphics were not displayed properly when placing the indoor furnishing “cathedral lectern”.

That’s it for the patch notes. Final Fantasy 14 is out now for PC, PS5 and PS4. 

Source: Final Fantasy XIV

Damien Seeto

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DNF Duel Update 1.06 Released to Remove Old Replays This Aug. 29 (Update)

Arc System Works has released DNF Duel update 1.06 which will remove old replays from the game. It is advised you save replays that you want to be saved. Check out the August 29 patch notes down below.

DNF Duel Update 1.06 Patch Notes | DNF Duel August 29 Patch Notes:

Character Balance and Bug Fixes

Changes
Striker Rising Fist Reduced guard stun after 2nd strike.
Grappler Magnumsault Reduced time unable to tech during the Charged Effect version.
Hitman Bill Drill Reduced guard stun after final strike.
Increased guard pushback after final strike
Swift Master MP regeneration. Decreased MP regenation rate.
Wind Twist Increased time needed to start MP regeneration.
Wind Orb
Storm Quaker
Storm Strike Reduced guaranteed minimum damage
Vortex Hurricane
Storm Quaker
Wind Blaster Reduced guard guage reduction amount.
Storm Quaker
Sonic Move
Wind Blaster Reduced guard stun time.
Reduced damage.
Wind Twist Reduced duration time.
Increased stun time.
Disappears when Guard Break is inflicted upon Swift Master.
Sonic Move Reduced white damage against opponents when guarded.
Guard stun decreased when triggered in ↘direction.

Arc System Works posted a small message about this update on the DNF Duel Twitter page. You can look at the message below. 

“With the Ver 1.06 update on 8/29 (Monday), you will not be able to play old replay data. We recommend that you save the necessary data as a video.”

If any more patch notes are released for this update, we’ll be sure to update this post as soon as possible. It does not appear that any other changes have been made to the game thus far. DNF Duel is out now for PC, PS5, and PS4.

Source: DNF Duel Twitter and Nexon.com

Damien Seeto

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Destroy All Humans 2 Reprobed Review: Lubed and Loaded (Xbox Series)

For gamers of a certain age, Pandemic Studios is remembered as an S-Tier developer that heavily influenced our childhood and adolescence. They were a studio that, in only around a decade of existence, had developed several titles that could be considered in the canon of popular gaming: titles like Full Spectrum Warrior, Mercenaries Playground of Destruction, and Star Wars Battlefront. While the studio was created by former Activision staff at the end of the ’90s, they would eventually be acquired by EA in 2007, and then be closed only two years later in 2009. 

Among the games this short lived but brightly lit studio created was Destroy All Humans! An action-adventure shooter about an angry little alien named Cryptosporidium 147 who is tasked with invading Earth in an attempt to harvest human DNA to save his own species known as the Furons. It was a silly cartoonish romp filled with movie and cultural references set in the ’50s. It both reviewed and sold well, so eventually they made a sequel simply titled Destroy All Humans! 2 in 2006. After a few years of IP rights volleyball, Destroy All Humans! was remade and released by THQ Nordic and the Embracer Group (read our review of that here). Now it’s time for Destroy All Humans! 2 to get its shot at a remake. Given that the original sequel was seen as a major improvement to the original first game, do we dare hope that lightning has struck twice?

Crypto to the Rescue?

The moment I booted up Destroy All Humans 2 Reprobed, I was actually somewhat taken aback. The specific style of cartoon graphics on display is impressive to say the least. It is still modern and beautiful to the eye, but it clearly evokes the way more cartoonish games of the early 2000’s looked. Whatever there is to say about DAH2R, the fact that it’s gorgeous to look at has to be included.

The opening cinematic, a debriefing among KGB operatives, establishes that in the previous game Crypto 137 became President of the U.S.A. while in disguise. He was then at some later point killed, and his body came to be used as a test subject in the CIA. Crypto 138, who has taken over Crypto 137’s life as president and spends his time partying with hippies in Bay City, is the first Furon born/cloned with functional genitalia in hundreds of years. It turns out that Crypto 137’s mission in the first game was successful. He managed to harvest enough ancient pure Furon DNA from human brains to save the species after centuries of war and forced inbreeding restricted natural reproduction. The result was that all Furons were just clones of themselves: some having been cloned hundreds of times already.

The KGB decide to nuke the mothership in orbit over Bay City, and hopefully kill the new Crypto in the process. The explosion kills Pox, Crypto’s grumpy boss. As massive pieces of the ship fall out of the sky, Crypto 138 has to spring into action to rather ironically save the humans that are now vital for the continued existence of the Furon race. The whole thing could be played deadly serious if it wanted to, but it is instead presented with a juvenile kind of wink and nod silliness that seems to struggle between being campy and slapstick. 

As someone who never played the original game, it is hard to tell how much of this is unaltered or completely redesigned. Make no mistake, this is a full-blown remake not just a high quality remaster. It is an excellent study in the struggle with a remake to find the balance between updating the game for the current industry norms, and maintaining nostalgia for how games used to play. DAH2R dances along this line as well as any other high quality remake has. There are moments where the game alternately feels like a delightful throwback to games of the 2000’s, namely in the gameplay, and others where it just feels awkward and outdated, admittedly more in the writing.

As the adventure gets underway, you are fighting the KGB to stop them from turning the whole of humanity into mutant freaks or just outright killing them. The title is ultimately a misnomer as it would be better called “Save Most Humans but for Entirely Selfish Reasons!” I’m spending a lot of time talking about the story and writing because the silly comedy the game is going for is probably going to be the most controversial thing about it. Unfortunately, I fear that given the way the narrative structures the gameplay it is going to have a huge effect on if any given person likes the game or not. Personally, I found it enjoyable and worthy of a chuckle or two, but far from hilarious. Frankly, there were plenty of jokes that really showed their age, or even just in poor taste, and one major story subplot that actually shocked me, though I’m not sure if it was in a good or bad way.

During the KGB assault on Bay City while spaceship parts rain down, Pox (who is now a hologram on a hovering tripod after being killed on the mothership) gives a tutorial on the basics of gameplay. After this initial excitement calms down, Pox realizes that Crypto, given his newly minted male genitalia, is the spitting image of the Furon God of Sex “Arkvoodle.” This means that Crypto is the prophesied messiah of the church of the Righteous Crotch. The one who is supposed to bring great sex and enlightenment to the masses using the Good Pickup Line of Arkvoodle. So yes, in Destroy All Humans 2 Reprobed, you are fighting the KGB while also getting an alien sex cult off the ground starting in a park in (not) San Francisco. Like I said, the story won’t be for everyone. 

Though to be fair, this is all in dialogue before and after missions. Nothing graphic is shown, except, of course, for heads exploding when you’re harvesting brains. The humor is full of innuendos and heavily features Crypto being extremely clumsy constantly trying to hit on a female Russian agent named Natalya. But if that’s your sort of thing, you might have a real winner on your hands with this one. Like I said, I liked it enough and got a chuckle here and there. I even started to feel genuine emotion for Crypto. He is the first of his species in generations to be able to reproduce naturally, but he is in fact completely incompetent on how to talk to women. Sure he’s a homicidal little monster with a discount Jack Nicholson voice who constantly references his own “package” and cliched movies: but he’s also kind of an awkward adolescent trying to be impressive and just not doing a great job of it. Your mileage will definitely vary.

A Space Oddity in a Ring of Fire

The gameplay of DAH2R is much more of a straightforward matter than the writing. It’s great and I loved it. Perhaps that is too much of a flat and frank way to put it, but the moment to moment gameplay is easily recommendable for anyone to at least try. There isn’t a lot of filler, and what few side quests that are there present just the right amount of variety. It is mostly a very enjoyable tight game that respects the time you have to play it. You quickly unlock a chunk of your weapons, both as Crypto on the ground and for his saucer on aerial missions. They aren’t complex or layered missions, but they are varied enough that it never gets boring. This is one of the parts I mentioned earlier for being delightfully nostalgic. 

The only recent game that felt like this to me was the Spyro the Dragon Reignited Trilogy. You can work through this campaign rather quickly (probably 10 to 15 hours). If you do every side quest, then you can probably finish in 20, but there is no filler or fluff in that time. You unlock weapons and points to upgrade weapons at a steady clip, so you always have new stuff to play with, and you don’t get bogged down with a screen full of icons. There are collectables, but they aren’t shoved in your face, and are more of an excuse for staying in each of the game’s five worlds longer if you want.

There are missions in approximate versions of several cities. I won’t say all of them to avoid spoilers, but the third and last were my favorites. Each feels different and new with one or two being standouts among the lot. 

There are a couple of downsides that aren’t really an issue with this game as much as with the original game. Most of the weapons are essentially auto aimed for the player, and the combat can occasionally be too easy once you power your way up. If you like feeling like a hyper powerful alien, then you’re in luck, but this isn’t much for a difficulty hound to sink their teeth into. It isn’t like I never died but it never felt like a real challenge, and if that’s something you’re looking for, then this isn’t it. This is a power fantasy through and through. The saucer isn’t quite as fun as just running around on the ground. Thankfully, the saucer portions are short and to the point so they don’t overstay their welcome.

King of the Road?

Destroy All Humans 2 Reprobed should be a game that is easily recommendable for just about anyone looking for a fun throwback to open world games of old, but the writing and dialogue might just be more cringe worthy than some can handle. If you end up having to skip through most of the dialogue to enjoy the gameplay, so be it; because I think this game is worth trying out.

It’s a shame the way that such a talented and multifaceted developer like Pandemic Studios ended on such a shoulder shrug of a closure. According to what I’ve read, the original team dispersed to the nine winds around the industry and took up jobs at studios that went on to make games in the Call of Duty franchise, Titanfall, Halo 4, and a bunch of mobile games. If anything, this remake ought to give the original devs some pride that a game they made more than 15 years ago is still loved enough to warrant this kind of project. THQ Nordic now owns the rights to a couple dozen great IP from gaming’s past. Recently they announced a reboot of Alone in the Dark for example. And one can only hope that they will continue to publish work that’s as respectful of the original properties as this one. As silly and juvenile as those IPs might be.

Score: 8.5/10

Pros:

  • Gorgeous graphics
  • Fun throwback gameplay
  • A Tight and Unpadded Experience

Cons:

  • Hit or miss writing, especially the jokes.
  • Saucer missions are not as fun as on foot missions.

Destroy All Humans! 2 Reprobed review code was provided by the publisher. Version tested using the Xbox Series X version. You can read MP1st’s review and scoring policy right here.

Tim Lawrence

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NHL 23: Outside of Crossplay, No Major Post-Launch Feature Updates Planned, Devs Focused on NHL 24 (Update)

Just a few days ago, EA announced that NHL 23 will feature crossplay, which will come via a title update released post-launch. If you’re hoping for more features to be implemented after that, it seems EA Vancouver has no plans for any major updates beyond it.

In an invite-only media interview, the studio confirmed that there is no major updates planned post-launch outside of crossplay, as the devs will be diving into NHL 24 already.

Q: Are there any changes or improvements planned for post-launch as a live service update?

Clement Kwong (Lead Producer): Aside from cross platform matchmaking coming in November we don’t have major feature updates coming your way. We will be fully focused on delivering on NHL 24.

This is kind of a bummer, but not really unexpected. Of course, this doesn’t mean that there won’t be title updates released to fix bugs, make player adjustments and more. Just don’t expect any major features to be released or added post-launch.

In the same interview, EA confirmed that aside from visual changes, both the last-gen and next-gen versions of the game will play the same.

NHL 23 release date is set for October 14 for the PS4, PS5, Xbox One, Xbox Series X|S and PC.

Update: An EA rep has contacted us stating that while there are no major post-launch feature updates planned, there are “new updates that fans will have to wait and see.” We’ve updated the headline to reflect this new statement.

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Alex Co

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

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Spider-Man Remastered Venom Mod Swings Out and It Looks Awesome

While we’ve seen weird mods for Spider-Man Remastered for PC crop up, this one isn’t odd, but just awesome, and one I’m assuming lots of people want to see. I’m talking about, of course, the newly released Spider-Man Remastered Venom mod.

Over on Nexusmods, user theheeper has uploaded the Spider-Man Remastered Venom mod (which can be download right here) that sees the character swing around the game in full black symbiote glory! He even has his long tongue out for added effect. The Venom character model is from the Fortnite x Venom crossover, though it doesn’t look out of place in Insomniac’s Spider-Man game.

If you want to try modding the game yourself, the (unofficial) Spider-Man Remastered mod tool has been released. 

Spider-Man Remastered is available now on PC and PlayStation platforms. If you haven’t played it yet, go check it out ASAP, as it’s easily one of the best superhero games ever made. Don’t believe me? Read on for our review to find out why.

Related Reading:

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Alex Co

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

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Saints Row Update 1.04 Shoots Out for Bug Fixes on August 27

Deep Silver Volition has released Saints Row update 1.04, which is internally called hotfix #1, addressing several bugs across all platforms. Read on for what’s new in the Saints Row August 27 patch notes.

Saints Row Update 1.04 Patch Notes | Saints Row Update 1.004 | Saints Row August 26 Patch Notes:

Size: Roughly 5GB

  • Stops issues when launching via Epic on DX12
  • Fixes a crash when the player uses the Star Launcher after customizing it.
  • Fixes default camera sensitivity being too high
  • Fixes vehicle hijacking animation issues, you will now sit in your new stolen vehicle, not stand next to it
  • Localization & font issues as well as cut off text on Epic – because reading is what? Fundamental
  • PS5 Adaptive triggers – we have made the decision to disable these whilst we fix the inverted axis issue when toggling “resistance”, we fully intend to get this back in, stay tuned for updates on it.
  • Fixed instances where Riding Shotgun was entirely too difficult on Sensei difficulty.

That’s all for now, but don’t worry if you are experiencing a Saints Row bug that isn’t listed here, as the team also confirmed that they are currently hard at work on Saints Row hotfix #2. We should be hearing more details on that real soon. Hopefully it resolves the issues with the PS5 adaptive triggers so players can once again use those features on the controller. 

Source: Saints Row

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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 Specialist Changes Summarized by DICE, Explains Why Weapons Won’t Be Locked to Classes

Just a few days ago, DICE sprung a surprise announcement that Battlefield 2042 Specialists were being reworked into more traditional classes that Battlefield vets should be more familiar with. If you’re still unsure what changes are being made, DICE has a quick and easy explanation that should the Battlefield 2042 Specialist changes.

Over on the EA Answers forums Battlefield Community Manager Straatford87 posted a simple explanation as to how BF2042 Specialists will change, and how the Traits, Specialities, locked gadgets and more will work.

Battlefield 2042 Specialist Changes Summary and Explanation:

In summary:

  • All Specialists will retain access to their unique Specialties and Traits; e.g. only Mackay can use the Grappling Hook.
  • Each Class (Assault, Engineer, Recon, and Support) will gain Class Equipment, which is unique to each Class; e.g. Engineer will get the Repair Tool, Assault the Med-Pen.
  • Each Class will now have locked Class Gadgets; e.g. Assault can select C5, but not the Recoilless M5, which Engineers can use.
  • Each Class will now have locked Class Throwables; e.g. Assault can’t use the EMP Grenade, while other Classes can. 
  • All weapons remain available for all Classes. We are currently not planning restrictions here

Lastly, you can always select one Class Gadget and one Class Throwable to select for your Loadout.

One major difference DICE is implementing with this class change is how weapons won’t be locked into certain classes like they were in past Battlefield games. In another thread on the EA Answers forums, Straatford87 gives a simple explanation for this reasoning as well.

What we’ve seen in the past is that locking weapons behind Classes means that players become locked to a Class that they might not want to play, just for a specific weapon. Our current thinking is return to Classes via Class Equipment and Gadgets while keeping weaponry available for all.

Don’t forget, the planned Specialist changes are due for release in Season 3, which won’t be here for a few months. Season 2: Master of Arms is set to be released on August 30. You can check out the full slate of new content incoming, and also, go check out what the new Specialist, Crawford, can do.

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Alex Co

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

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Report: Embracer Seeking to Continue Marvel Collaboration Beyond Marvel’s Avengers

With Embracer completing the deal to acquire Crystal Dynamics and the other Square Enix owned studios and IP, it seems the company is seeking to continue pumping out content for Marvel’s Avengers, and to even make games based on Marvel’s stable of IPs.

This tidbit of info was shared by reliable Marvel’s Avengers dataminer and leaker miller on Twitter.

From the outside looking in, it seems like Embracer are in the middle of working out a deal with Marvel that extends well beyond Avengers (which is understandable with recent news suggesting both EA and Ubisoft have Marvel content in the pipeline.)

I suspect Avengers will live and that will be announced when the Embracer/Marvel deal closes. Brass tacks: The Crystal Dynamics acquisition has now officially happened and I’m hearing work continues on Avengers relatively unabated. Things can change, but that’s where we stand.

MP1st has reached out to miller, who states that he believes that Embracer is seeking to be involved with Marvel titles well beyond the three studios acquired from Square Enix.

Aside from Marvel’s Avengers, another studio that was acquired by Embracer in the Square Enix deal was Eidos-Montreal, which developed the 2021 action game, Marvel’s Guardians of the Galaxy. Could we possibly see a sequel to the game? Compared to Marvel’s Avengers, the GOTG game was excellent overall. Our review spoke highly of it, and got a 9.5/10 from us.

Bear in mind, this report is not an official announcement from Embracer, though we reached out to the company and will update this article if we hear anything back.

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Alex Co

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

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Cult of the Lamb Review – The Sacrificial Lamb (PC)

In a year filled with delays from AAA publishers, 2022 has given smaller indie titles like Cult of the Lamb the time to shine. I must admit, when I heard there was a game that combined a roguelike structure with base building elements, I initially dismissed it. Animal Crossing wasn’t really my cup of tea, and a roguelike has to be truly special for me to buy into it (looking at you, Hades). But Cult of the Lamb is different.

It starts in the midst of a sacrificial ritual. After the main character “The Lamb” is sacrificed to four mysterious deities known as The Bishops, he wakes up in a sort of underworld and is saved by “The One Who Waits.”  The One Who Waits has been chained there by the Bishops and asks you to defeat them and set him free, offering you his crown in return for starting a cult in his name.

After a short tutorial, you are offered your first follower and begin growing your cult from there. You are then asked to travel to four different realms and take out each of the Bishops who reigns over it. Each trip to one of these realms consists of a series of procedurally generated rooms  and combat arenas, which after successfully clearing all of them culminates in a boss battle. On your fourth successful clear of the realm, you will face the final boss of the area and take out one of the four Bishops.

Cult of the Lamb is built on two core philosophies — combat and the base building. The combat is serviceable and enjoyable enough but the true highlight of Cult of the Lamb, and the thing that makes it really stand out from other roguelikes, is the excellent base building and town sim mechanics.

Unholy Crusades

Cult of the Lamb takes you to four different biomes, each with multiple unique bosses. Runs only take around 10 minutes, and at the end you face a boss which upon successfully defeating, partially unlocks the door to the final boss of that area. On your fourth successful clear of the area, and in each subsequent clear, you’re able to face one of the Bishops and clear that area for good.

In true roguelike fashion, dying means you’ll have to restart that run from the beginning. But thankfully, this doesn’t reset all of your progress towards the final boss door. This means that Cult of the Lamb has a much more linear “main campaign,” despite being a roguelike.

Part of my issue with this genre is that a wipe often means losing an hour or more of progress, sometimes for little to no gain. Some roguelikes try to remedy this by giving you permanent perks and buffs to unlock with more and more successful clears. But in the end, dying near the end of a lengthy run was frustrating and could make you want to put down the game altogether.

Cult of the Lamb remedies this in a couple of ways. First, the runs are short. So even if you do die, at most you’ve only wasted about 10 minutes, which is great. Second, since the game has a more linear structure, clearing a biome once or twice but dying on the third run doesn’t necessarily mean you’re starting all over from scratch. You’ve still made progress on that final boss door. Finally, the resources you’ve earned stay with you upon death, so even though you died, you’ve still come out with loads of wood, stone, new followers, and other materials to take back to your cult.

In this way, it feels like you’re always progressing in Cult of the Lamb. There’s always a very clear goal in sight. The game can safely be cleared in about 10-15 hours regardless of your skill level and in my opinion, Cult of the Lamb does away with some of the randomness and RNG found in other roguelikes.

Overall, the combat mechanics are fairly basic, but functional. There are several weapons to choose from, ranging from fast striking daggers to heavy hitting hammers. Weapons can also have perks on them, which offer minor buffs but overall don’t really change your playstyle too much.

However, some weapon types are clearly better than others. In the end I found that harder hitting weapons like hammers and axes were most ideal, particularly for bosses. Daggers have this weird knockback effect, which pushes enemies just out of reach after a hit or two, making it so you constantly have to reposition to get good damage in. It feels like Cult of the Lamb wants every weapon to be viable (and to be fair they can be) but there are definitely some clear standouts. It feels like there’s some work to be done in terms of weapon balance.

Thankfully, that wasn’t the case for the other core combat mechanic, the Curses, which basically function as spells and longer range magic attacks. These can also vary, but for the most part they deal some type of projectile or knockback effect against enemies. You can hold one curse at a time and they have a limited amount of ammo, which can be refilled by gathering “Fervour” upon defeating enemies. There’s a good variety of Curses and it adds some depth to the combat, giving you a hard hitting long range option to use against enemies in the process.

During your crusades you can also unlock tarot cards which function like perks in other games. Tarot cards can greatly improve and modify your abilities and stats to add some light build-crafting potential to the game’s combat. It’s definitely not as deep as something like Hades but it does make it so no two runs feel exactly the same. Tarot card dealers can be found throughout the map, each offering you one of two tarot cards, and they can also be found in chests and in other sources. They can do everything from healing you to offering you bonus combat abilities like more attack power, more ammo for your Curses, or making it so you drop an explosive bomb when you dodge roll.

Cult of the Lamb offers several different difficulty options to choose from. Unlike other titles, the difficulty is locked to each save file and can’t be changed in the middle of the game. I played on the Normal difficulty, and found it to be a pretty easy game overall, but there were a couple of bosses and mini-bosses that gave me problems. Overall, while the combat is certainly nothing to write home about, it works and is enjoyable enough to facilitate what is in my opinion, the real draw of this game.

A Town of Sinners

The other core building block in Cult of the Lamb is the fantastic base building and town simulator mechanics found in your cult. Over the course of the game, you recruit followers, and can build and unlock more facilities for them to use. Of course, this isn’t just a regular town though. This is a true cult. Your followers worship you, praying at your shrine and generating “devotion” which can then be used to unlock more base facilities.

Building new facilities requires resources like wood and stone, which can be earned by chopping down trees, mining rocks, or as a reward during your dungeon runs.  In this way, the combat and base building elements are very much interconnected. Clearing runs earns you more resources and followers, which can then be used to upgrade your cult, which can then earn you improved combat abilities and perks for your crusades. It’s all done masterfully, and it leads to a truly addicting and fun gameplay loop. There are too many mechanics to list, but it’s all done very well and drew in even someone like me who is normally not a fan of the sim genre.

There’s also a “faith” meter to maintain. If this gets too low, your followers can dissent and spread discord throughout the cult. Faith can be restored in a number of ways, such as periodically giving sermons, partaking in rituals, and completing side quests. Low faith in their leader can also affect other things like how fast they gather resources, so it’s important to keep it topped up.

As the cult’s leader, you will of course have to take care of your followers. The game runs on a day/night cycle and your followers need their rest. They can sleep on the floor, or you can build them sleeping bags and eventually other shelters which keeps them happier. They also have a hunger bar, which you can refill by cooking them food. The higher quality the food, the more benefits it can have. And of course, what goes in must come out, so you’ll have to clean up their poop after them as well (yes, really). This can be done automatically once you unlock and build an outhouse but it’s hilarious, nonetheless. On the bright side, it makes for great fertilizer.

There are a ton of different facilities available; from farm plots, to lumber yards and mines, to prison cells for your naughty followers to stay locked up in and away from the cult’s faithful. You can assign each follower to any facility you’ve built, as well as give them gifts and interact with them in other various ways. The whole thing is super charming and not too technical so as to scare people away. One of the most enjoyable things about the game is keeping tabs on a follower’s journey throughout the game. Followers can also age, get sick, and eventually die – so don’t get too attached.

Bow Down to the King

Cult of the Lamb is a brilliant fusion of Binding of Isaac and Animal Crossing, with an evil twist, and a charming artstyle. The combat is tight, although somewhat limited, and the rewarding base building system is a joy to play with. While it may not top many Game of the Year lists, the 10-15 hour journey is still absolutely worth experiencing, especially considering the low price. It also features unique visuals and an excellent soundtrack which makes it that much more fun to play. Simply put – don’t miss out on this one.

Final Score: 9/10

Pros:

  • Tight Combat
  • Fantastic base building and town sim elements
  • Unique artstyle
  • Great soundtrack

Cons

  • Combat is somewhat limited
  • Light on buildcrafting
  • Some bugs and performance issues on Steam Deck, Switch, and other platforms

A review code for Cult of the Lamb was provided by the publisher and played on the PC. You can read MP1st’s review and scoring policy right here.

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Barry

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NHL 23 on Next-Gen Won’t Feature Any Gameplay-Related Changes With Last-Gen Aside From Visuals

With the next-gen (current-gen, actually) of consoles already in full swing, one of the genres that you can feel and see the most difference with last-gen are with sports game. Titles like the NBA 2K franchise include gameplay-related features that are exclusive to next-gen. For hockey fans who have yet to make the jump though, you’ll be glad to know that for NHL 23, both the las-gen and next-gen versions are relatively the same outside of their visual differences.

This was revealed by EA Vancouver themselves in an invite-only press interview which MP1st was part of earlier this month. When asked if there are notable differences between gen 5 (PS5, Xbox Series X|S) and gen 4 (PS4, Xbox One) versions of the game, here’s what Creative Director Mike Inglehart had to say.

Q: Are there any notable differences between the gen 5 and gen4 ?

Mike Inglehart (Creator Director): The big differences are the visual differences with the exception of the player visors, the improvements to the player models. The lighting changes, the improvements to the ice and the wear in the stadiums. Those are the specific things in gen5 this year; the rest of the stuff you see are on both platforms. Just some key art changes we are taking advantage of gen5 console for NHL 23.

While this is good news for those who don’t have next-gen platforms, those who do own one might be a bummed out at the news. But don’t forget, the next-gen version of the game looks way better, which is a major leap in itself.

For NHL 23’s new features and pre-order bonuses, head on over here.

NHL 23 release date is set for October 14 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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Koei Tecmo TGS 2022 Lineup & Schedule Revealed; Teasing New Gust Game Reveal

Koei Tecmo TGS 2022 schedule and line-up have been officially announced. The lineup teases a brand new game announcement alongside new gameplay showcase for Wo Long: Fallen Dynasty, and much more.

The Koei Tecmo TGS 2022 presentation is set to begin on September 16 at 3 AM PT / 6 AM ET, and will last around 50 minutes.

The first segment of the event will show off a brand new game announcement from Gust, the developer behind the Atelier game series. While the second segment will focus on the new gameplay from the upcoming game, Wo Long: Fallen Dynasty.

Here is the full Koei Tecmo TGS 2022 line-up and schedule: 

Lineup

Schedule

  • September 16
    • 19:00 to 19:50 JST – Koei Tecmo Special Program – Get ready for a special Tokyo Game Show program featuring Koei Tecmo’s newest titles! The program will be presented in two parts with the latest information about upcoming titles. First half: New title from Gust. Second half: Wo Long: Fallen Dynasty. This new dark Three Kingdoms masocore game from  Team NINJA [590 articles]” href=”https://www.gematsu.com/companies/koei-tecmo-games/team-ninja”>Team NINJA was announced in June to worldwide excitement. This program will feature live gameplay that includes the very first look at a stage where the most powerful Three Kingdoms warrior appears! Presenters include producer Fumihiko Yasuda and development producer Masaaki Yamagiwa,
  • September 17
    • 18:00 to 22:00 JST – Koei Tecmo Live! in Tokyo Game Show 2022 (YouTube, Niconico, Twitter) – Koei Tecmo Live! in Tokyo Game Show 2022 returns for another year to feature information about Koei Tecmo’s recommended titles! In addition, there will be exciting prizes for the viewers of the program!

Koei Tecmo has also just recently revealed the first-ever gameplay trailer for Wo Long: Fallen Dynasty, the event is expected to reveal even more of an in-depth look at the game. 

Aaron Nashar

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Gungrave GORE Release Date Set for November 22, Trailer Shoots Out

Developer Iggymob and Publisher Prime Matter have revealed a new trailer for the latest addition in the Gungrave franchise, Gungrave GORE showcasing the game’s release date. The trailer is a mix of both CG and gameplay giving you a glimpse of what’s headed your way. Watch the release date trailer here:

About Gungrave GORE:

In Gungrave G.O.R.E, play the gun-wielding badass anti-hero of your dreams as you mow down tons of enemies in a gory ballet of bullets and experience a story of vengeance, love and loyalty, all in a beautiful third-person action shooter, combining the best that Eastern and Western game design have to offer.

G.O.R.E
As the titular Gunslinger of Resurrection, you become the badass anti-hero of your dreams, an ultimate killing machine, brutalising your foes without mercy. Taking cover and retreating is not an option for Grave, he only ever goes full steam ahead, preferably right through his enemies.

Style on your foes with gun-tastic stylish combat
Stylish third-person shooting meets close-range martial arts, creating seamlessly flowing action as you crush your enemies in a gory ballet of bullets. Utilise your unlimited ammo Cerberus pistols and your transformable EVO-coffin to unleash devastating combos in pursuit of maximum damage and style.

Let there be Vengeance
Strap in for a wild ride, an epic & emotional story of vengeance, love and loyalty, with more than 12 hours of gameplay in the story mode, for Gungrave fans and newcomers alike.

Enjoy the Scenery
Go on an epic adventure across South-East Asia, based on real-life locations with a dark, futuristic twist.

Gungrave GORE’s release date is set for November 22, 2022. It will be launching on Xbox Series X|S, PS5, Xbox One, PS4, and PC.

Ibrahim Kabir

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Destiny 2 King’s Fall Raid Is Live Now, Rules and Rewards Revealed

Previously announced at the Destiny 2 showcase, Bungie has brought the classic King’s Fall raid from the original Destiny over to Destiny 2. Destiny 2 King’s Fall raid is live now. Folks those who are willing to face Oryx, The Taken King can do so starting now. Watch the Destiny 2 King’s Fall raid trailer here:

To celebrate the return of this beloved raid, Bungie has announced the Destiny 2 King’s Fall World First title and belt. Here is a set of rules announced by the publishers for the King’s Fall raid to keep in mind:
  • The raid will launch with Contest Mode enabled for 24 hours. 
  • Guardians will need to be at 1560 Power to be at the cap for all of the encounters.  
  • Clearing the raid with Contest Mode active is the first step to access the new Challenge Mode in the Director and the secret Triumph.   
  • Completing the secret Triumph (a curated list of challenges in this newly unlocked Challenge Mode) will be how a fireteam crosses the World First finish line and claims their prize. 
  • To enforce the Triumph requirements in the Challenge Mode, a team will wipe if they fail the success conditions during any encounter.
  • Note: To alleviate some pressure on our servers, there will be no bounty or weapon crafting progress within the King’s Fall raid during the first weekend. 

Players who finish the raid will be able to unlock exclusive items for purchase on the Bungie Store including the King’s Fall Raid Art Print and King’s Fall Raid Pin. See you on the battlefield, Guardians!

Ibrahim Kabir

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PS5 DualSense Edge Website Surfaces, Lists Exact Contents of What’s Included

Following the surprise announcement of the PS5 pro controller called the “DualSense Edge” earlier this week during gamescom Opening Night Live, Sony has now put up the official page for the controller!

While the info shared on the website is the same as what was revealed previously, there is a section of the website that lists what the exact contents are for those who buy the DualSense Edge.

Everything Included:

  • DualSense Edge wireless controller
  • USB braided cable
  • 2 Standard Stick Caps
  • 2 High Dome Stick Caps
  • 2 Low Dome Stick Caps
  • 2 Half Dome BackButtons
  • 2 Lever Back Buttons
  • Connector Housing
  • Carrying Case

That’s one heck of a controller, no? No word yet on how much this bad boy will cost, but I assume it’ll be quite expensive. No word on a release date, either, but let’s hope it’ll be out before 2022 ends (one can hope). 

In other PlayStation news, Sony has announced that the PS5 console’s price will be increasing in select markets! Check out which countries/regions are affected here along with its new price tag.

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Alex Co

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

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