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Battlefield 6’s Latest Build From BF Labs Content Overview Reveals a Ton More Info

With a new version of Battlefield 6 uploaded to Battlefield Labs recently, DICE has added a slew of new stuff to the game when it comes to weapons, customization options, gadgets and more.

While not everyone can access the latest build of the game in BF Labs, we at least now know what’s been added! Below is a huge list of new content confirmed to be in Battlefield 6 via BF Labs.

Before diving in, do note that the info posted below is not representative of the final game. There is a very good chance that the info is not the complete list of content, and even some might be removed for the final version of the game. Think of it as a preliminary list of content that’s in Battlefield 6 for the time being, though we expect many of these will be in the final version of the game. It’s just important to add this disclaimer to maker sure people are aware of what they’re about to dig into before jumping into conclusions.

Battlefield 6 Latest Version From BF Labs Content Overview (Aug. 2025)

The video above shows the content in 19 minutes, but if you don’t want to wait until they’re finished scrolling through everything, check out the list below (thanks, Fidler_2K!).

Again, this is not a comprehensive list of everything that will be in Battlefield 6 when it launches in October, but what’s available now in the current build in BF Labs.

Weapons:

  • 8 assault rifles
  • 8 carbines
  • 8 SMGs
  • 8 LMGs
  • 4 DMRs
  • 4 sniper rifles
  • 4 shotguns
  • 6 pistols

Gadgets:

Assault:

  • Assault ladder
  • SS26
  • Deploy beacon
  • M320A1 HE
  • GL40 STKY
  • M320A1 AT
  • M320A1 THRM
  • SICH G1 FRAG
  • X95 BRE

Engineer:

  • Vehicle supply box
  • Bomb disposal drone
  • SLM-93A (Stinger)
  • M136 AT
  • AT mines
  • MBT-LAW
  • Javelin
  • RPG
  • PTKM-1R

Support:

  • Defibrilliator
  • M320A1 SMK
  • SICH G1 WP
  • Supply crate
  • GPDIS (trophy system that stops grenades)
  • LWCMS (mortar)
  • Supply bag
  • MP-APS (Stops missiles)

Recon:

  • C4
  • Recon drone
  • Laser pointer (for missile lock)
  • Claymore
  • Sniper bait/decoy
  • Tracker dart gun
  • Tripwire
  • Anti vehicle mine

Throwables:

Assault:

  • Frag
  • Smoke
  • Flash

Engineer:

  • AT grenade
  • Frag
  • Mini frag

Support:

  • Frag
  • Smoke
  • Incendiary

Recon:

  • Frag
  • Motion sensor ball
  • Throwing knife

Class Tracks (eaach class has two tracks you can choose depending on your preference)

Assault:

  • Frontliner: These soldiers have improved health regeneration, an additional adrenaline injector charge, and reduced penalty when shooting on the move.
  • Grenadier: These units have quicker reloads on grenade launchers, can carry extra grenades, and are more resistant to flash effects.

Engineer:

  • Anti-Armor: : A master of wreaking havoc on enemy vehicles with rockets that reduce repair effectiveness as well as extra ammunition and faster reloads for launchers.
  • Combat Engineer: An expert dedicated to keeping everything in pristine shape. This soldier auto generates health of vehicles they’re occupying, are able to use their repair tool longer before overheating, and can automatically spot nearby mines.

Supprt:

  • Combat Medic: These units are able to function as a health dispensary for allies and also regenerate health when they’re reviving teammates.
  • Fire Support: These combat experts have improved weapon control from mounted positions and can provide ammo to teammates.

Recon:

  • Sniper: These long-distance engagement experts have improved auto-spot speed, range, and duration. Sniper shots will highlight enemies and temporarily prevent healing while headshots will render the struck enemy unrevivable.
  • Pathfinder: These infiltration-focused commandos are undetectable by equipment except when they’re sprinting, highlight enemies they damage for the rest of the team, and can perform quieter takedowns.

Note: The Recon Training track will be changed in the game’s final version, so don’t expect the “Sniper” and “Pathfinder” ones to be the final version of the game when it releases.

Melee Weapons:

  • Combat knife
  • Sledgehammer
  • GEKO knife

Vehicles (each faction has their own version so there should be two vehicles in each of these categories):

  • Main battle tank
  • Infantry fighting vehicle
  • Light transport
  • Armored personnel carrier
  • AA tank
  • Attack heli
  • Transport heli
  • Attack jet
  • Fighter jet

Misc. Content:

  • There are daily, weekly, assigned, seasonal, and battle challenges (looks like battle challenges related to the single-player campaign)
  • Battle Pass confirmed
  • Dog Tags

Will we see more content at launch? Probably. I fully expect DICE to give us a content overview near launch, especially when it comes to the Recon class changes for its Training path.

In other Battlefield 6 news, the studio has talked about the changes it plans to implement based on beta feedback, and so far, they’re on the right track.

Aside from the new content unearthed from BF Labs, we also have our first look at some of the cosmetics planned for soldiers by DICE, and the studio seems to be sticking to its promise that they will be grounded and fit the game’s theme.

Battlefield 6 will be released on Oct. 10 on the PS5, Xbox Series X|S and PC.

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Alex Co

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

Home > Title Updates and Patches

Hitman 3 New Update 1.031 Brings Back Le Chiffre; Complete the Challenge for 007 First Light Reward

IO Interactive has released a new Hitman 3 update today on all platforms, and this sees the return of Le Chiffre from Casino Royale as an Elusive Target. If you missed this challenge back in June, this is your chance to complete it again, and yes, it will still include an exclusive reward for IO Interactive’s in-development game, 007: First Light!

Console gamers should see today’s download appear as Hitman 3 update 1.031/1.30, and this doesn’t include any gamepla-related changes. However, the free content drop should more than make up for that.

Check out the new challenge and the corresponding reward.

Hitman 3/World of Assassination Sees the Return of Le Chiffre via Patch 1.031/1.30

Background

Mads Mikkelsen returns as Le Chiffre from the 2006 film “Casino Royale”, the iconic private banker to the criminal underworld, known for his mastery of games of chance and probability. A recent failed venture left him in dire straits, losing vast sums of both legitimate and illicit capital, and in a desperate bid to recover, he has arranged a high-stakes poker game at the Casino Monarchique in Paris. Agent 47 has been tasked with infiltrating the perilous event and will have to find his way to his target to prevent havoc being wreaked across the world.

The Banker Elusive Target will be available starting today up to Sept. 14.

The Banker Pack will allow you to gain permanent access to this mission and get an exclusive suit and items. Indeed, the ICA has prepared some very special gear for you to hunt on Le Chiffre: 

  • The Banker King of Cards Suit: Have an ace up your sleeve? In this gorgeous dark ensemble, with a beautiful pattern of all four suits, no one will know what card you will bet on. 
  • The Banker Rope: Tie up your investment or simply put it in a knot. All you need to know is that this rope is sturdier than the Dow Jones. 
  • The Banker Silenced Pistol: A classic, sleek black pistol with a silencer to match. For the assassin who knows that the bling is not everything. 
  • The “Casino Monarchique” Chip (1.000.000): Uh-Oh! Here comes trouble! With a chip worth one million, what are you going to do? Cash in? Or join the rich and powerful and throw it away to distract the people. 
  • A cosmetic set for the Freelancer Safehouse 

As you can see, players will receive an exclusive reward for IO Interactive’s third-person action game, featuring an all-new James Bond in 007 First Light, when it releases in 2026 on consoles and PC.

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Alex Co

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

Home > News

Shinobi: Art of Vengeance Review – A Perfect Storm of Steel

2025 is an amazing year to be a fan of samurai and ninjas, with games like Assassin’s Creed Shadows and Ninja Gaiden leading the pack of their sudden resurgence with releases earlier this year, and soon, Ghost of Yotei and Ninja Gaiden 4. But what I wasn’t counting on was perhaps one of the biggest surprises for me this year, and that was the announcement of SEGA’s Shinobi franchise returning for yet another classic 2D entry. 

What’s more, Streets of Rage 4 developers, Lizardcube, were helming it, and after creating one of the best beat=’em-up games we’ve ever played, my excitement for Shinobi: Art of Vengeance was high. Suffice to say, Lizardcube has crafted a worthy entry in the Shinobi franchise, as Shinobi: Art of Vengeance is easily one of the best games in the series, and even one of the best games released this year. 

Joe Musashi, A Man of Few Words, But a Man of Purpose

The story of Shinobi: Art of Vengeance kicks things off right as most tales do. After many stories of valor, our hero, Joe Musashi, the leader of the Oboro ninja clan, finds himself enjoying a bit of life. After saving the world countless times, Joe is finally getting the rest he rightfully deserves, which for him is settling down, marrying, and soon having a child on the way. Though like all hero tales, peace does not last long, as an evil military organization suddenly invades Oboro’s village, called the “ENE Corp.”

Led by a mysterious figure named Lord Ruse, his ambitions have led him to the Oboro clan in an attempt to eliminate the one threat that could stop him and his organization from total world domination. With his village now destroyed, Joe ventures off on a tale of vengeance so that he can avenge those brutally slaughtered by the ENE Corp and save the world once more.  

I’ll stop right here in terms of story discussions, as all of this can already be experienced in the free playable demo. But as far as stories go, this is easily one of the best-crafted stories in the franchise. It goes without saying that the narrative was never the strong suit of the classic series, as it did, after all, begin life in the late 80s with its sequels all spanning across the 90s. Most games back then were scroll text in terms of narrative, with an opening, and then after that, being entirely focused on the gameplay and such. 

But not with Shinobi: Art of Vengeance, as it features a full-length story with cutscenes and cinematic moments, and all despite being a 2D hack and slash. I say hack and slash because calling this a simple platformer would be a disservice, but I’ll talk more about that later. 

Every character in the game, including bosses, and their mini-variants, including bosses, and their mini-variants, has been meticulously crafted with stunning hand-drawn art and fluid animation. The visual style is a clear homage to classic arcade and 16-bit era pixel art, but with a modern, high-definition polish. The environments are equally breathtaking, ranging from the decimated ruins of Oboro village to futuristic military bases and scorching deserts. Each level is not only a feast for the eyes but also intricately designed, offering multiple paths, hidden secrets, and challenging platforming sections that reward exploration.

I’m a massive fan of the hand-drawn 2D art direction that Shinobi: Art of Vengeance has. Not because it looks gorgeous, but more so, how Lizardcube managed to capture that 90s-era of anime drawing with the game. This aesthetic is a deliberate homage to the grittier, more expressive animation of the late ’80s and early ’90s. Think of classics like Akira, Ninja Scroll, or even American cartoons like Batman: The Animated Series. These shows weren’t afraid to use thick, sometimes imperfect lines, giving the art a raw, handmade feel. 

I’m one of those guys who prefer the way things were done in the past, but that’s not to say we haven’t gotten some excellent modern animations that are high up there on the list. It’s just that many anime today are budget and time-restricted, often forced to cut back on the work, which results in some questionable frames—looking at you, Dragon Ball Super.

In Shinobi: Art of Vengeance, this translates into character designs that feel less like clean digital vectors and more like something ripped straight from a cel animation sheet. You can almost feel the texture of the ink and the brush strokes in every frame of animation, and I applaud Lizardcube for taking their sweet time at what was clearly a massive undertaking. The sheer volume of frames needed to create such fluid, hand-drawn animation is immense, and it’s a level of dedication that shines through in the final product.

But looping back to the narrative, I love how it comes together to tell a bigger story. Every character has some form of dialogue to share, and though some bosses you meet for the first time, and then after defeating them, that’s it, they ooze with so much personality that they stay with you even hours later. 

The environments themselves go unwasted, with the opening hour using the backgrounds as a means to show the massive scale of invasion that the ENE Corp is pulling off. Tanks, helicopters, jets, squads of enemies, and even a giant kaiju can all be seen moving throughout the background, amongst other things, in the later portions of the game. It all looks stunning and serves the purpose of enhancing the narrative, providing a somewhat cinematic feel to it all. 

To top it all off, the game even features fully voiced dialogue in both English and Japanese. I played through the English dub on my first go, and then went with the Japanese one on my second (there’s no New Game+, so I had to start a new save slot) playthrough. Both casts give excellent performances, but the Japanese voiceovers make it something even more special. 

Although Joe possesses the ability to talk, he has always been more of the silent protagonist type, with a majority of his interactions being chalked up to various forms of grunts. It’s humorous, but also impressive, how you can convey so much out of him with just a mere grunt. 

But Joe has never been a man of many words, but a man of purpose, and in Shinobi: Art of Vengeance, his purpose is clear and singular: vengeance.

Devil May Shinobi

Traditionally speaking, the classic Shinobi games have always put a bigger focus on platforming and making use of your near-unlimited shuriken for combat. Yes, you could slash away at enemies with your blade, but getting up close and personal always came with a greater risk. Shinobi 3: Return of the Ninja Master refined many gameplay aspects, introducing things like double jumping and wallrunning, as well as expanded sword play, which could all be chained together. With controls that felt near “perfect,” there’s a reason why fans hold Shinobi 3 in such high regard and consider it to be the best in the series. 

That might actually change with Shinobi: Art of Vengeance, as the game seemingly builds off the very things fans loved about Shinobi 3, but does so by deepening its combat into a full-fledged hack and slash.

Platforming is still a big focus here, with each stage having you climb, jump, and dodge all kinds of environmental hazards, and hidden routes and secrets locked behind skilled platforming. But the combat itself is no longer about keeping your distance from an enemy, but instead getting up to their face so you can perform all types of stylistic combos and executions. It’s not so much a remake/reimagining of the original combat in the classic games, but rather a full-blown evolution of it, no longer limited by the tech of the time, where studios had to work around to make it run and work on the hardware. 

But the spirit of Shinobi remains, as Joe Musashi retains all of his acrobatic abilities. The flow of a level often involves seamless transitions between nimble platforming and frenetic combat. You might wall-run up a building, double-jump across a chasm, and then, upon landing, instantly unleash a devastating combo on a group of enemies. This blend of traversal and combat is where the game truly shines, making you feel like a master ninja in every sense of the word.

The combat has been expanded, with a combo system akin to that of a 2D fighter, such as Street Fighter, or more closely, a hack-and-slash game like Devil May Cry. I’d say this feels like Devil May Cry built as a 2D side-scroller, but both fighting and hack-and-slash fans will feel right at home with how deep the combo system can get. The number of combos that you can unlock and pull off, especially with the dodge mechanic, which you can slash through in all kinds of creative ways. It’s so action-packed, with a great deal of skill level to master behind it, yet it’s so easy for anyone to pick up and feel like they’re a ninja master. 

It’s not just about slashing at enemies and throwing shurikens at them either. Joe has access to other abilities, such as his Shinobi Execution, which, when an enemy gets a red icon above their head, can be executed with a single strike, regardless of their health. Get a ton of enemies with this icon, and Joe will fly around the stage, killing them all in seconds. 

Ninjutsu is also back, with Ninpo being elemental-based, such as being able to breathe out fire, or more defensively, encasing yourself in water to parry attacks and such. Joe also has access to powerful Ninjitsu attacks that are essentially ultimates. These normally engulf the entire screen with a cool animation and cinematic effect, while a barrage of strikes and other effects attacks the enemy. 

There are also equipable amulets that enhance some abilities to make you an even deadlier shinobi. 

Throughout the campaign, Joe will unlock tools called Ningi tools, which are permanent items that allow you to traverse the stages more. Some of these unlock later in the game, where you have a reason to go back and check out some of the earlier levels now that you can access some of the hidden locations. However, I want to note that, despite the stage design resembling Metroidvania with alternative routes, some of which are inaccessible without items from later in the game, Shinobi: Art of Vegeance is not a Metroidvania. 

The game is linear in most cases, and it takes you through stages rather than just being one massive level that you can freely explore. That doesn’t mean it doesn’t borrow elements of a Metroidvania; you just shouldn’t expect it to be a Metroidvania. Not that there is anything wrong with the genre, but it’s important to point that out. 

With some unlocks being tied to completing certain side objectives and stories, there’s plenty of reason to stick around to explore and replay a mission again. Unfortunately, though, there’s no New Game+ for those who want to have everything unlocked from the get-go or want a higher level of difficulty. You can adjust the difficulty, which is always nice, but you can’t face off against bosses and relive the story unless you start fresh. There are also accessibility options that allow you to tweak enemies’ damage and health, amongst other things, but you can only make it easier, and not harder. I’m hoping that gets added in a future update, or with the planned SEGA Villains Stage DLC, which is coming in 2026, that will add Dr. Robotnik from the Sonic franchise to the game as a boss. Crazy, I know, but the idea of playing through Green Hill Zone and facing off against Eggman as a Shinobi sounds like it could be pretty fun, and if not, hilarious. I can’t see executions working on Eggman, given the character’s family-friendly ties, but we’ve seen crazier things before. 

A Master of the Arts

So much love and attention to detail were put into Shinobi: Art of Vengeance, which, honestly, given Lizardcube did do Street of Rage 4, I shouldn’t be surprised by. But I am, and I’m thoroughly impressed by what the studio has created here. A game that pays homage to its legacy, while evolving it in every meaningful way. It’s a true love letter to the fans, capturing the spirit of the franchise in a new, modern tale that’s both faithful and perfect for newcomers to discover the legend of Joe Musashi.

Hats off to Lizardcube; it takes a special kind of talent to be able to pull off what they did with Shinobi: Art of Vengeance, to keep the essence of the series flowing and make it feel fresh for a new generation. They’ve successfully built a bridge between classic gameplay and modern expectations, proving that a true sequel can be both nostalgic and groundbreaking at the same time. 

I have a good feeling this is going to be one of those gems that people look back on fondly in years to come, a true testament to the timeless appeal of great gameplay and stunning art direction. SEGA made the right choice when they picked Lizardcube for Streets of Rage 4, and even a better one, entrusting them with Shinobi: Art of Vengeance. The studio has proven itself to be the master of the modern retro revival, capable of breathing new life into dormant franchises without sacrificing what made them great in the first place.

Score: 9.5/10

Pros:

  • Very engaging and fun story to play through.
  • Gorgeous, hand-drawn art direction that takes clear inspiration from 90s anime. Fluid animations and so many details. 
  • Deep and satisfying combat that is easy to get into, but hard to master.
  • Memorable characters and world.
  • Plenty of reason to go back and play through stages.
  • Fully voiced dialogue with both English and Japanese voiceover support.

Cons:

  • No New Game+.
  • Accessibility options to make the game easier (which is fine), but there are no options to make the game harder. 
  • I had my save wiped twice, so buyer beware (on PlayStation at least), make sure you are backing up your save. It’ll be fixed if it’s a big issue, which is one of those cons that won’t stay as one forever.

Shinobi: Art of Vengeance review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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James Lara

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

Home > News

Delta Force on Consoles Mysteriously Doesn’t Have Black Hawk Down Co-op Mode

One of the major additions Team Jade has made to Delta Force isn’t even in multiplayer, but it’s in the single-player mode, Black Hawk Down. When it launched, the mode was strictly co-op only, and with due reason. Team Jade made it so difficult that not playing it co-op meant you’d be pulling your hair out of frustration.

Fast forward a few weeks, and with the community’s insistence, Team Jade caved, and released an update that let players go through Black Hawk Down solo.

With Delta Force’s release on consoles this month, it seems the studio made a change to Black Hawn Down without telling anyone.

Delta Force Black Hawk Down Campaign Has No Co-op Mode on PS5, Xbox Series X|S

We took an image of the Black Hawk Down start screen on both PC and consoles, and well, you can clearly see something’s missing.

There’s no reason given by Team Jade, and we’ve reached out to the studio to inquire why this mode was pulled. If we get an explanation back, we’ll be sure to let our readers know.

In other Delta Force news, the studio has mentioned that they hope a Performance mode will be added later this year. We also have an interview with Team Jade about the game, set to hit the site soon, and one of the questions we asked is probably the most asked, and it’s about “botting” player counts.

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Alex Co

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

Home > Features

NetEase Discusses Marvel Rivals Character Design, Matchmaking and Where the Shooter Is Going

One of the hottest games right now — to no one’s surprise — is NetEase’s Marvel Rivals. Even when we played it during its closed beta, we knew NetEase had something special on its hands, given the mix of hero shooter with Marvel’s beloved roster of characters is something that’s hard to mess up.

Thankfully, NetEase has managed to knock it out of the park, and last month, the developers held their Ignite Tournament Finals in China, which MP1st was invited to attend.

Aside from covering the event, we also managed to speak with Guangyun Chen, also known as Guanguang, the Creative Director of Marvel Rivals.

In our chat, we asked Guangguang whether they’re allowed to design their own characters from scratch, what’s up with the matchmaking and a lot more. Read on for our big Marvel Rivals interviews, where we asked everything we could think of.

NetEase Talk Marvel Rivals With MP1st at Ignite 2025

MP1st: I know you said before that the studio can use Marvel’s full history of characters over the last 85 years. Sounds like a pretty much complete freedom reign, but were there any characters or even skins you were told now you cannot use those from the comics or anything?

Guangguang: No, we can use all the 85 years of characters and costumes from the comics.

MP1st: One thing about Marvel projects lately is the introduction of original characters, be that in movies or shows. Is that something that you’re even allowed to do down the road, just having a completely original character for the game that may be introduced to the full Marvel universe later?

Guangguang: Yes, we are allowed to introduce original characters in Marvel Rivals. Yeah, we are allowed.

MP1st: Is there anything in development in the process with that at this time?

Guangguang: Stay tuned.

NetEase Can Create Their Own Heroes for Marvel Rivals Confirmed!

MP1st: I think that everyone knew that Marvel Rivals was going to be a big eSports game from the start. It’s always interesting to see games in the competitive space coming from a more casual viewpoint. From a development standpoint, though, how do you balance the two, where you want to have competitive versus casual, where you don’t alienate one audience versus the other?

Guangguang(Translator): For the in-game balancing, actually we were considering all of the aspects as much as we can. Like, for example, the casual players you mentioned as well as those heroes who perform in tournaments, and as well as the rankings for competitive games, we can observe from the backend to see the heroes win rate and pick rate, and then see about the heroes’ DPS, damage taken, and healing, and other statistics or metrics at different tiers of players and to see how we are going to adjust them from the overall aspects.

MP1st: Building off of that, how much directly does player feedback impact how you move forward with the game and how quickly is that typically implemented once you get feedback?

Guangguang(Translator): It quite depends on what the feedback actually is. For some of the easier and actually more reasonable feedback, we will implement them as fast as possible into our game. But for some of the harder or bigger ones, perhaps we will need to take more considerations. After all, as always, we always listen to the community and players’ ideas to make the game better.

MP1st: Is cross-progression across existing platforms being worked on and what is the eventual goal for that if you are doing so?

Guangguang (Translator): For the cross-progression idea, we actually already released a post on the Discord discussion groups about this topic. And we would like to listen to players’ ideas and anticipations on that topic to see what we can come up with. Stay tuned.

MP1st: Is there a plan to ever allow competitive cross-play within the same teams?

Guangguang (Translator): Currently, we have yet to have such plans on that.

MP1st: I know that currently, it’s averaging like one hero a month being added to the roster. Are you worried at all that the roster may become too big at some point to where newcomers may become overwhelmed? Or is there a plan to ever maybe retire heroes to where it’s not too large of a roster? Do you have any plans, just kind of based on that?

Guangguang (Translator): Maybe, but actually we would focus more on the present situation and actually would see players having many anticipations on the upcoming new heroes to see that we could enlarge our roster. And for the current in-game environment, we also see that players’ anticipation are I believe more than the negative aspect that we could have foreseen. So in that case, we would continue to release heroes at a monthly basis for the upcoming foreseen seasons.

MP1st: On the topic of character development, how is the team able to create so many characters at a time, when you’re staying on the monthly release. Like do you already have a team that’s already working on say season 3, then have another on season 4? Like how does that whole process work to keep on that level of release schedule?

Guangguang (Translator): So for all these heroes, we do have different colleagues in charge of different heroes. For example, perhaps we’d have one group or one certain people that were in charge of the heroes for S3, and then for S4, and for S4.5. They’re all different colleagues that would be in charge of this. And for the internal pipelines, actually we have a well established pipeline that started from the story base to discuss the hero roster with Marvel team and then see how they’re going to give heroes interesting gameplay, and then the artwork things, and to combine them overall and to see how we’re going to tackle them in-game to give prototypes, as well as polishing all the heroes’ skills to make sure players would be interested in this hero. And all these things would happen in parallel so as to support our upcoming pipeline of the monthly-based hero update.

NetEase Talks to Marvel to Plan Content to Coincide With Movie Releases

MP1st: Kind of all of that, does Marvel have a say like ‘Hey, we have Fantastic Four the movie coming out. Can you kind of get them out first?” Is there anything like that, or is it still mostly your choice on the order of when heroes come out?

Guangguang (Translator): Actually, we do have a lot of freedoms, but also we work closely with Marvel team. So is a joint discussion and then we could achieve them together with both teams to make the game better.

MP1st: A very common trend we’ve seen with big multiplayer releases is that they don’t stay the same in five years or 10 years, they make a lot of concessions and change. Where do you see the game in 5 or 10 years? Do you see it evolving a lot or do you see it kind of progressing naturally?

Guangguang (Translator): So actually our team and our game are actually in the continually evolving development process. You can see that from our game launch at December of last year and since then and to now that we can see more of the new heroes, new maps, new roster, and new gameplay coming into the pipe and so on and so forth that we’re continuing to develop new content that will excite players. We’re also listening to the community and we see this as a joint cooperation between us and the community to build the game, build our world better.

MP1st: In competitive, there are obviously specific characters that get banned most, like noticing at the tournament that Human Torch has been getting banned a lot. [Guangguang laughs] How does Netease then use those statistics to continually keep the game balanced to where banned characters may not be as dominant in future patches, but are still viable and fun to use?

Guangguang (Translator): For Human Torch, this is also a part of the in-game balancing as we mentioned. We can see that even though be is pretty dominant in the recent tournament, but our backend statistics and overall watches, we can see that his pick rate and ban rate actually not be so that permanent in the lower to middle ranking tiers. So in that case, we will take all the aspects into consideration to see how we are going to make him more balanced instead of only focusing on the tournaments’ basings.

Guangguang (No-translator): Human Torch needs a lot of teammates’ resources to make him dominant.

MP1st: Which platform has the most players? And could you give us a breakdown of which sector spends the most, like which platform or which country?

Guangguang (Translator): Actually, our game has actually covered all the platforms, the PS5s, the Xbox Ones, [Guangguang interjected that he forgot PC], as well as many other platforms. So in that case, we can see that our games are actually favored by many players of different platforms. And we’re actually sharing a pretty large player base as well as platforms.

marvel rivals screen

MP1st: What is the studio’s stance on leaks? It seems like it’s kind of changed. It seems like every time something new comes out, there’s a new leak. Have you just kind of embraced that over time or how does the studio handle that at this point?

Guangguang (Translator): Yeah, we do see that, but actually we’re actually implementing countermeasures to actually prevent some of the still in development content to be leaked.

MP1st: One of the biggest community concerns is matchmaking in competitive. Is Netease making any significant changes moving forward at this point or is it staying the way it is for the time being?

Guangguang: Matchmaking is a complex system and we are preparing a video to talk to the community about what’s behind our design. Maybe in two weeks. So stay tuned for the video and we will talk about how the matchmaking works in Marvel Rivals.

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Dean James

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Abyssus Review – Better, Stronger, Still Brutal

When we first got our hands on an early build of Abyssus, the underwater roguelite first-person shooter (FPS) from DoubleMoose Games, it felt like a chaotic, pressure-packed experience full of promise and potential. The core loop was there: dive deep, shoot fast, survive longer, but it was weighed down by technical hiccups and a lack of polish that kept it from really shining. Now, months later, DoubleMoose has pushed new updates, addressing player feedback and making meaningful changes to nearly every corner of the game.

Back again with a full review of Abyssus for PC, and I am excited to see what’s new and what has changed. So get your swimming gear on, as we dive into the details.

Beneath the Surface: What’s New?

From the outset, the most noticeable improvements are in performance and feel. In its early build, Abyssus struggled to maintain a consistent frame rate, even on high-end rigs. That’s no longer the case, well, mostly. Fights that once dipped into the low 40s now hover in the more comfortable 55–65 frames-per-second (fps) range, with occasional stutters still popping up during particle-heavy moments or large enemy waves.

Movement and aiming have also been tightened considerably. The sluggishness we noted before has been mostly smoothed out. Whether you’re sprinting down tight corridors or swinging a hammer at a charging enemy, everything feels more responsive and fluid. Shooting now has a tactile punch that makes the game’s brine-powered arsenal feel weighty and satisfying. Weapons respond cleanly to input, and aiming is sharper, making it easier to hit your mark in the middle of chaos.

These may seem like minor tweaks, but together, they radically improve the game’s moment-to-moment action. Abyssus always had a strong combat loop from the earlier demos, but now it feels good to play in a way that wasn’t quite there before. With a few more kinks they can iron out on some weapon input and controls in combat, I would say they’ve got it.

The Core Loop, Refined, But Familiar

Despite these mechanical upgrades, Abyssus retains its original identity. It’s still a roguelite FPS that throws you into procedurally generated dungeons, each with swarms of aggressive enemies, tight corridors, and minimal downtime. The loop is simple: shoot, survive, grab loot, descend deeper. Die, and start over.

Healing remains scarce, as you are equipped with only one healing syringe; however, by collecting and spending soul relics, you can acquire additional healing syringes. Acting more as a psychological safety net than a reliable recovery option. During the gameplay, I didn’t encounter any chests that recover a small amount of health, so they might have removed that feature. Fall damage is still there, plummeting from a ledge or missing a risky jump, and you’ll feel it. That added layer of punishment makes vertical movement a more calculated risk.

This is still not a game that holds your hand, especially if you’re playing solo. In fact, solo play may be even tougher now, due to the addition of new enemies and the increasing complexity of stages. Abyssus remains best experienced with a squad as the added firepower, distraction, and revive potential make a massive difference in surviving the game’s most intense sections.

That said, a few new additions do help balance things out, even if just slightly.

Soul Relics and Gold Economy: New Tools for the Deep

Perhaps the most game-changing addition to Abyssus is the introduction of the gold economy. Enemies and stage exploration now reward you with gold, which can be spent at vendors to purchase items. Unfortunately, it seems that vendor encounters are relatively rare, so the developers might need to work on creating a better experience for both solo and multiplayer runs.

Complementing that is the Soul Relic system. These relics, found throughout your descent, grant powerful passive buffs that can increase damage, improve survivability, or alter how abilities behave. They add a much-needed layer of customization to your build. Stack the right relics, and you can start to carve a distinct playstyle: heavy melee bruiser, long-range sharpshooter, ability spammer. It doesn’t quite reach the build diversity of something like Hades or Dead Cells, but it’s a solid foundation that adds meaningful depth. Though blessing at the altar will still be your main reliance when fighting through the stages.

Annoyances in the Abyss

Unfortunately, not everything hits the mark. Two possible enemy types that may have been added since the last preview fall more into the “frustrating and annoying” category than the “fun” one. One specializes in wide-area spin damage, often catching you behind, and is extremely fast that you might die if you can’t jump or move quickly out of the way. It does a wide range of area damage that can spread through most of the stage, which can be easily maneuvered by jumping over, hiding behind a pillar away from its line of sight, or going to higher ground. They’re not broken, but in solo play, they can feel disproportionately punishing, especially when multiple spawn at once in tight rooms.

That said, dodging has slightly improved. Hitboxes are more forgiving, and player movement feels nimble enough to make evasive maneuvers more consistent. Enemy projectiles, while still fast and aggressive, are less “cheap” than before. With good reflexes and positioning, you can now actually survive a chaotic encounter through skillful play and not just dumb luck or brute force.

Still, even with all the tweaks, Abyssus rarely gives you room to breathe. There are no safe zones, no long moments of calm. Once you’re in, you’re in. Every level pushes you forward, and the pressure is unrelenting, a design choice that can either feel exhilarating or exhausting, depending on your temperament.

Visuals, Atmosphere, and Sound

The underwater theme remains a standout, giving Abyssus a distinct visual identity. While not the most graphically stunning FPS out there, the game’s bioluminescent lighting, murky corridors, and glowing enemies do a great job of building atmosphere. Each level feels alien and hostile, but in a compelling way.

Sound design supports this mood well, with meaty weapon effects, subtle environmental cues, and a thumping soundtrack that intensifies in combat. Some of the newer enemy sounds are a bit repetitive, but nothing too distracting. Voice lines and narrative flavor remain minimal. This isn’t a story-heavy game, but it doesn’t need to be. The focus is on survival, not exposition.

Co-op Still Reigns Supreme

The best way to play Abyssus is still with friends. Co-op turns what can be a punishing solo experience into a chaotic thrill ride, where communication and coordination often spell the difference between a successful run and a tragic wipe. There’s synergy in covering each other’s flanks, reviving downed teammates, and planning routes through procedurally generated maps.

The co-op element also helps with unlocking new weapons and cosmetics, which are tied to challenges. These range from simple tasks like completing several runs to more harder objectives like finishing a stage without taking damage or using only a specific weapon. Some are clearly designed with team play in mind, and completing them solo is a Herculean task.

While reviewing this game, I was unable to join a multiplayer mode as there were none available or simply there were not enough players playing at the time I was playing. So I do not have much input to weigh in there.

Verdict

DoubleMoose Games has done a commendable job evolving Abyssus from a promising but flawed demo into something far more polished and enjoyable. The game still has its rough edges, healing remains sparse, solo play is grueling, and some new enemies toe the line of cheap design, but the core experience is stronger, faster, and more fun than ever.

If you’re looking for a roguelite FPS that doesn’t hold back, and you’ve got a few friends willing to join you in the depths, Abyssus is absolutely worth diving into. It’s not quite a genre-defining title yet, but it’s getting closer with every revisit.

Score: 7.5/10

Pros:

  • Improved performance and framerates.
  • Sharper, more responsive movement and aiming.
  • Soul Relics add build variety.
  • Co-op play significantly enhances the experience.
  • The combat loop feels more satisfying than ever.

Cons:

  • Solo play remains overly punishing.
  • Healing is extremely limited.
  • Vendors are too rare to make the gold economy impactful.
  • Some new enemies feel frustrating rather than fun.
  • Occasional stutters in intense moments.

Abyssus Game review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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Alexander Lataillade-Nguyen

Alexander Lataillade-Nguyen is a California-based cybersecurity professional and lifelong gamer with a passion for continuous learning. Outside of his work in ethical IT and digital security, he enjoys competitive pinball, miniature painting, and exploring new hobbies and cuisines.

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EA to Announce skate. Early Access Release Date This Week

It’s been four years since Electronic Arts (EA) originally announced Skate., a new entry in the Skate franchise. Since then, the publisher has been relatively silent on the title, aside from hosting private playtests for a select few and providing some development updates over the years with some gameplay. It appears that they’re finally gearing up for something significant, as they announced today that the release date for Skate’s early access will be revealed later this week.

This news is accompanied by a new cover art for the game, giving us a tease of what to expect, which is pictured above.

skate. Early Access Arrives This Summer

We’ve known for some time now that EA was planning a Summer 2025 release for the early access of skate. With Summer nearly at its end, it looks like EA is about to follow through on that promise. As revealed on the game’s official YouTube channel, a new video is set to premiere on Aug 26, 2025, at 9 AM PT. The video, titled “Skate | Early Access Release Date Trailer,” is related to the game’s early access release date and features a new official cover art for the game.

Besides that, we’re expecting this to showcase plenty of new gameplay, along with an updated and hopefully much more polished build of the game than what has been leaked before. Besides that, we have no clue which platform this early access will launch on (presumably PC) or what the pricing will be. Let us also hope that EA hasn’t plagued it with microtransactions, a concern fans had when the first initial leaks started popping up years ago.

I guess we’ll all find out this Tuesday!

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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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What Many BF Fans Consider the Worst Battlefield Game Has More Players Than Call of Duty

If you asked Battlefield fans which game is considered the lowest point in the series, chances are, you’ll see Battlefield 2042 as the game named more often than not. This isn’t just a random opinion, either, as Battlefield 2042 has a middling average score of 68 on Metacritic, which is something we don’t often see from the brand.

However, the game has seen a massive resurgence thanks to Electronic Arts and DICE’s marketing strategy of incentivizing gamers to play BF2042 in order to earn rewards for Battlefield 6 that can be claimed once it’s released in October.

It looks like this resurgence is even bigger than we thought, as BF2042 has blown past its previous player high numbers when the BF6 Battle Pass content was released.

Battlefield 2042 Now Has More Players Than Call of Duty HQ on Steam

At the time of this article, Battlefield 2042 has over 60,000 concurrent players on Steam alone, with a 24-hour high of over 74,000. Bear in mind that this does not factor in the EA App, Epic Games Store, PS4, PS5, Xbox One, and Xbox Series X/S, so the number might even be triple that when you factor in all the other platforms.

In comparison, the Call of Duty Steam app, which houses Warzone and multiple Call of Duty games, peaked at 66,000 in 24 hours. Same with BF2042, this does not include the player count for Battle.net, and console players.

This is incredible to see, and it’s quite possibly a testament to how warmly Battlefield players felt about the BF6 Open Beta that was held this month.

Of course, if you factor in consoles, I have no doubt that Call of Duty has BF2042 beat handily, given the COD series has primarily been a console-first franchise.

Even if that’s the case, this is still a massive win for EA, as it essentially demonstrates to the publisher that fans are eager for the Battlefield franchise. Will this translate to sales? We can’t say for sure, though EA is in a good spot, as BF6 is trending ahead of Black Ops 7 based on PS5 pre-order numbers. However, we doubt Battlefield 6 will be able to match Black Ops 7’s sales figures when all is said and done.

In related news, the Black Ops 7 reveal got ratioed, as comments of it were flooded with excitement for Battlefield 6.

For those looking forward to Battlefield 6, a recent datamine unearthed a ton of soldier skins, and it’s good news so far, as there are no silly outfits – at least for the time being.

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Alex Co

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

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Yakuza 0 Director’s Cut Review – A Decade In The Making

The Yakuza/Like A Dragon franchise is easily one of the most prolific series out there today, which is rather interesting considering how little impact it had on the West even as recently as a decade ago. While most entries had made their way out of Japan to that point, the series was still very niche until the release of Yakuza 0 in 2015. This prequel for the series was followed by remakes of the first two games, re-releases for the subsequent games, and now at least annual releases under the Like a Dragon series brand. Yakuza 0 has made its way to many platforms over the last 10 years, with it now finally being available to Nintendo players on the all-new Nintendo Switch 2 with Yakuza 0 Director’s Cut, a brand-new version with some new content.

Let’s take a look to see if this masterpiece still holds up, especially on Nintendo’s shiny new console.

A Switch 2 Launch Exclusive

Yakuza 0 is a great entry point for newcomers to the franchise, while also providing a stellar prequel for those who are familiar with the other games in the series. That was the case when it was first released and is still the case in this latest release. The story begins 17 years before the events of the original game in 1988, where the plot is set into motion when Kiryu is accused of murder related to a body that was found in an Empty Lot that multiple people with power are trying to take control of in the game. After realizing he may have been set up by someone in the Dojima Family and the fact that they are after his foster father, he manages to leave the family after coming to blows with Kuze, one of the lieutenants of the Dojima family. From there, a mysterious real estate agent named Tetsu Tachibana offers Kiryu help with clearing his name in exchange for helping him acquire the aforementioned Empty Lot.

In Yakuza 0, not only do you play as the usual series protagonist, Kazuma Kiryu, but you also get to play as his long-time rival, Goro Majima. At the time of the original release, this was the first time Majima had a major focus on him that was then continued in Yakuza Kiwami 2’s bonus content. His story begins when he is an ex-yakuza member who is forced to run a cabaret club due to a past incident. The game shifts control between Kiryu and Majima throughout, with the two getting more intertwined in parts as the game goes on. Even though the game is now 10 years old, there is no reason to spoil the story further, as it’s a very well-written game that you will want to play through yourself.

Yakuza 0 Director’s Cut not only brings the original story back, but also adds additional scenes that provide context to certain situations not included in the original release. On top of that, the game has also added an English dub for the first time, which can really give fans a whole new perspective to enjoy the game with, even if they have played through it before. The series has had an interesting history with English dubs, as some of the older games had them and they were not well received, so they got removed entirely for a while before returning in more recent outings. Now that the series has proven to be a smash hit in the West, the game has gotten a very respectable English dub that I quite enjoyed listening to, even if I also did find myself wanting to switch to the Japanese sometimes just for the most authentic experience.

The Yakuza game formula is pretty standard, where you play through a number of chapters with an abundance of substories that you can take on in between if you so choose. These substories are what really add a lot of life and charm to these series beyond the actual story. Some of them are completely self-contained, while others end up tying together in the long run. Whether you are forced to fill in as an actor in a scene while the producers are away, help a cop gain confidence in himself, or take part in a series of dance battles, the majority of these are rather entertaining and allow you to see another side of both Kiryu and Majima.

As for the combat system, it remains unchanged from previous releases. You have the option to switch between stances in battle and dole out damage to your enemies. These enemies can vary from random thugs on the street to those within actual story missions and substories, which are then taken a level higher for bosses. The bosses will feel like a natural evolution of the regular battles by upping the difficulty quite a bit with a lot more health to take down. Even with the combat still feeling very fluid, it does feel a little dated compared to some newer entries in the series that have taken things even further in recent years. However, it still works very well here in this re-release.

Releasing on the Nintendo Switch 2 meant that Yakuza 0 did not have to make any concessions to the visuals compared to if it had been released on the original Switch, like we saw with the Kiwami release. This is great, because Yakuza 0 Director’s Cut looks fantastic in action on the Nintendo Switch 2. I spent plenty of time playing in docked and undocked modes and equally enjoyed both. I have had the ability to play this game through SteamDeck in the past, but I never got around to experiencing full handheld Yakuza until this time around, and it was well worth the wait. Even as a re-release of a 10-year-old game, this one still managed to fit in alongside plenty of the other launch-day games. I’m excited to see how the upgraded version of Kiwami and then Kiwami 2 run the system as well when they release later this year.

A Surprise Addition

Besides the addition of an English dub and the extra scenes, the biggest new feature in Yakuza 0 Director’s Cut is the all-new Red Light Raid mode. Red Light Raid mode is an online-based mode where you can raid online with random people, with friends, or entirely solo. To start, you get to choose from one of 60 different characters from the game to use in battle, with the game giving you the money to purchase one character to start. Raiding solo can be done entirely offline, while raiding with friends or with randoms requires you to get online.

Within Red Light Raid mode, there are six challenge missions for you to take on that range in difficulty from 1 all the way to 6. The easiest includes 10 stages, while the most difficult amps it up to 18 total stages. The goal is to play through each stage and take out all enemies before you run out of health in what is essentially a survival mode. When playing solo, you do have the option to add CPU teammates to help, which is highly recommended if you don’t want to get overwhelmed. Grinding these different missions for money is quite helpful, as you can not only unlock the other 59 characters, but you can also pay to upgrade your existing ones. This will take a lot of money overall, so prepare to grind quite a bit here if you want to unlock everything.

Red Light Raid mode is a refreshing addition to the game that gives you something else to do, and it can get pretty addictive if you have a really fun friend group to play with. However, it also doesn’t have that much content overall besides the different character unlocks, and that can lead to the mode feeling stale sooner than you might expect. Even so, it’s a great addition to the game that I know I’ll jump back in and play again in the future with friends.

Verdict

Yakuza 0 Director’s Cut finally brought one of the most well-received entries in the series to Nintendo exclusively on the Switch 2, and it is still every bit as good as it was when it first released a decade ago. In addition to the base content that is still the same, this version’s addition of an English dub, extra scenes, and the Red Light Raid mode have made it well worth another purchase for both fans of the series and newcomers alike who are just looking for some new exclusives on the Nintendo Switch 2 around launch.

Score: 9/10

Pros:

  • Compelling story
  • Interesting characters
  • Fun combat that still holds up
  • Red Light Raid mode is addictive
  • The new English dub is quite good

Cons:

  • Some areas of the game do feel a bit more dated compared to newer entries

Yakuza 0 Director’s Cut was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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Dean James

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Original Metal Gear Solid 3 Bikini Poster Model Returns in Delta for Wholesome Moment

While the story of the Metal Gear Solid franchise has always been somewhat “serious,” fans of the franchise are all too familiar with Hideo Kojima’s signature humor, sprinkling bits and pieces of it in some of the most unexpected and even over-the-top ways. One such moment is the pin-up posters featured throughout the series, which usually feature a model in her swimsuit.

With the arrival of Metal Gear Solid Delta, a concern some had was that they might have been censored. Although they remain intact in Legacy Mode, one poster has fans talking, as it has now been replaced with a brand-new one. However, the reason for this has nothing to do with censorship, as the model behind the poster wanted to return and deliver one of the most wholesome moments, letting fans know what had happened to her.

Metal Gear Solid 3’s Poster Model Has Found Happiness and Love

The name “Shoko Hamada” might be a familiar one to all you Metal Gear Solid 3 fans out there, as she was the model featured in a bikini on one of the posters in the original release of Metal Gear Solid 3. With Metal Gear Solid Delta: Snake Eater releasing in a few short days, many had feared that the game might have censored some of the more risque aspects.

Well, the good news is that it doesn’t seem to be the case, as the remake remains faithful to the original. However, it depends on whether you play either Legacy, which is a mode that mimics the original game, or the new style, which features more modernized gameplay. As it seems, both modes have some minor differences in certain aspects, aside from controls and camera.

It is the same with the pin-up posters, which seem to remain intact as they originally were if you play in Legacy mode, where New Style appears to change some of these. And that’s where Shoko Hamada comes in, as she has returned to model for a new poster.

As shared by her husband, the new poster features Hamada alongside one of her children.

I wasn’t expecting to receive a life update on someone I saw in a poster 20+years ago, and honestly, this is such an awesome thing to see.

If you’re on the fence on Metal Gear Solid Delta, go read our review on why this remake manages to capture the essence of the original, and why it’s one of the best remakes we’ve ever played.

Metal Gear Solid Delta: Snake Eater releases on Aug. 28 on the PS5, Xbox Series X|S and PC, and we’re betting there are a lot more Easter eggs that will be discovered once it’s out.

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Alex Co

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

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Black Ops 7 Is Lagging Behind Battlefield 6 in PS5 Pre-Orders, Which Is Surprising to See

In recent memory, when a new Call of Duty game is revealed, it immediately shoots up to near the top of the PS5 pre-orders on the PlayStation Store. However, that hasn’t been the case for this year’s iteration, Black Ops 7.

Days after it was revealed, Black Ops 7 is lagging far behind a lot of titles, with rival Battlefield 6 even ahead of it, which is surprising to see.

Battlefield 6 Pre-Orders on PS5 Tracking Ahead of Black Ops 7 Currently

If you check the PlayStation Store US pre-order page, you’ll see NBA 2K256 and EA Sports FC 26 as the most pre-ordered games, which is not surprising to see. More often than not, sports games take the top spot each year for pre-orders since there are a lot of video game sports fans. It’s also worth noting that the list is sorted by overall value and not units sold. This is also why you see Battlefield 6’s Phantom Edition, which costs $99.99, positioned ahead of the Standard version of the game, priced at $69.99.

Of course, this could all change by next week, or when Black Ops 7’s beta kicks off in October, but for now, Electronic Arts can claim this victory, which is no small feat, given how Call of Duty lords it over other shooter games each year.

This isn’t the first time Battlefield 6 has stolen Black Ops 7’s thunder. The reveal trailer for the upcoming Black Ops entry got ratioed, as excitement for BF6 flooded its comments section.

While BF6 might be leading pre-orders now, we fully expect Black Ops 7 to sell a lot more by year’s end. The casual appeal of Call of Duty is hard to beat, and there are a lot of people who automatically snatch it up to play with friends each year.

Here’s to hoping that Activison will tone down the silly skins in the game, which is something EA seems to be doing based on the leaked soldier skins for Battlefield 6.

Call of Duty: Black Ops 7 will be released on Nov. 14, while Battlefield 6 is set to launch on October 10.

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Alex Co

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

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Battlefield 6 Phantom Edition and Other Skins Unearthed, and There Are No Silly Outfits So Far

While DICE has already commented on how operator skins in Battlefield 6 will be “grounded” and stay true to the franchise, it’s hard to believe that until we see the real thing. We’ve reported on some of the leaks about it weeks ago, but now, we have something much more tangible.

When Battlefield 6 releases this October 10, it’ll come in two variants: the Standard and the Phantom editions. The latter will feature exclusive items that will try to justify its added price, and one of the big draws is a set of exclusive skins.

These skins will be for each class in the game, meaning the Phantom Edition of BF6 will feature four exclusive skins, one for each class. Not only do we get our complete look at the Phantom Edition-exclusive skins, but a lot of other stuff that were unearthed as well.

Battlefield 6 Phantom Edition Skins Is Good News for Those Tired of Silly Cosmetics

 

The first image in the gallery is the Phantom Editions skins, while the others have been unearthed by the 1BF leaker group in the latest build of Battlefield Labs. In case you didn’t know, BF Labs was recently updated, adding new weapons, gadgets, and more.

In comparison, here’s a look at the skins exclusive to the Vault Edition of Black Ops 7:

Regardless if you’re a Battlefield or Call of Duty fan, it’s hard to make an argument that the Black Ops 7 skins look better. However, if robotic soldiers is your jam, then more power to you.

Personally, I am liking what we’re seeing so far with BF6’s direction for cosmetics. There are no clown skins or anything too loud, and it still manages to provide a sense of individuality. Even the outfits with the masks don’t feel forced or cringe-worthy.

I’m really hoping publisher Electronic Arts doesn’t interfere with the skins, as that might. lead to a Call of Duty-like disaster.  As with any datamined content and information, treat it with a pinch of salt for now. There is a chance that the skins you see are placeholder, past designs that were cut, and might not even see the light of day.

Speaking of skins, in case you didn’t know, DICE has updated Battlefield 2042 to feature a free Battle Pass that includes cosmetics players can earn for use in Battlefield 6, and yes it includes character skins.

In related Battlefield 6 news, DICE has released their first feedback from the BF6 Open Beta, and confirmed movement will be nerfed, among other things.

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Alex Co

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

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The Division 2 “Survivors” Project Announced, Resurgence Closed Test Kicking Off in September

After numerous teases, Ubisoft’s Massive Entertainment has finally announced the next major content planned for The Division 2, and it’s titled “Survivors.” As one might expect, this is a survival game based on The Division 2.

As part of a panel at gamescom 2025, Massive Entertainment shared the first info and screenshots of The Division 2: Survivors — a new experience headed to the game.

For those wondering, there’s no release date, nor any confirmation whether this will be a standalone experience or be released as DLC.

The Division 2: Survivors Announced and Buries Agents Under Snow

Check out our first screenshots straight from the developers:

The Division 2: Survivors and The Division Resurgence “>Ubisoft has shared that The Division 2: Survivors is in the early stages of development, and is under the leadership of Magnus Jansén as Creative Director, who is a veteran of the first Division game.

“The Division 2: Survivors is as much your baby as it is ours, and we strive for transparency during its development. Clear communication and community involvement are a focus as we build the new experience, and we will be closely involving you as we move forward on the development journey,” said Julian Gerighty, Executive Producer.

More info will be shared soon, and again, it hasn’t been said whether this is an expansion, a standalone experience or if it’ll be a free title update. If I had to guess, this most likely will be a title update.

In addition to this new mode, Ubisoft has also announced that The Division Resurgence, the mobile version of the franchise, will begin closed testing in September for iOS nad Android!

Here’s a brief description of the mobile game by Ubisoft: “The Division Resurgence takes players back to the streets of Manhattan, set several months after the conclusion of the Division 1. With a familiar map updated to reflect the passage of time, the Division Resurgence will bridge the narrative gap between the Division 1 and 2, adding to the existing lore with additional story beats over time.”

Interested agents can head to the Division Resurgence webpage for more info on how to join in.

Finally, Massive also announced the return of the. Elite Task Force program! This is an opportunity for die-hard The Divison players to engage directly with the dev team and assist in guiding the future of the franchise.

Applications are open now, and if you’re interested, head on over to the sign up page for your chance to take part in the program.

Don’t forget, yesterday, Massive confirmed that we’ll be getting another year of support for the game, as The Division 2 Year 7 roadmap has been revealed. The only thing missing now is an update on The Division 3, but I guess we can’t have everything. Given Survivors is early in development, chances are we won’t be seeing The Divison 3 anytime soon.

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Alex Co

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

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Ark Survival Ascended New Update 1.070.003 Improves Downloads of Cosmetics

Studio Wildcard has released a minor update for Ark Survival Ascended today on all platforms, and this is both via server-side and client-side. Console gamers will see it appear as Ark Survival Ascended update 1.070.003, and this should be a small download.

Chief among the fixes is an exploit, as well as improving downloads of large cosmetic mods.

Read on for the recent changes made to the survival game.

Ark Survival Ascended’s New Update on Aug. 22 Plugs an Exploit

Ark Survival Ascended Update 1.056.007

Here’s what Studio Wildcard shared as the latest changes made (via the official Ark Discord):

v69.25 – Minor version for Servers and Xbox and PS5 Clients – 08/22/2025

  • Server Patch Notes:
    • Fixed an Exploit
  • Client Patch Notes:
    • Improved dynamic download speed of larger cosmetic mods.

There was also a patch released earlier this month, which include the following changes:

v69.24 – Minor version for Servers and Clients (v69.23) – 08/13/2025

  • Fixed some crafting stations not working after using clipboard and hammer template to place.
  • Fix for Rope ladder affecting turret line of sight.
  • Fixed issues with equipping cosmetics on dinos that are overweight.
  • Fixed an issue with Reaper Queen impregnation.
  • Fixed an issue where knocking out a dino on a raft would cause them to teleport back to that spot once tamed.
  • Temporarily prevented transfer if a tame is in companion mode while we work on the fix with high priority.
  • Fixed an exploit

Once another patch is released, we’ll have it up on MP1st.

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Alex Co

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

Home > News

Black Myth: Wukong Will Continue, but Game Science Wants to “Start From Scratch” First With Zhong Kui

With the announcement of Game Science’s new project, Black Myth: Zhong Kui, (something which we reported on before the announcement) gamers might have assumed that the studio has moved on from Black Myth: Wukong to focus on their next game.

While that might be the case now, Game Science has confirmed that Sun Wukong’s journey will continue, though they are prioritizing Black Myth: Zhong Kui for now.

This was recently confirmed by Game Science CEO Yocar-Feng Ji.

Game Science Wants to Start Fresh With Black Myth: Zhong Kui

Over on Chinese social media site Weibo, Game Science CEO Feng Ji posted a lengthy message explaining why they opted to work on Black Myth: Zhong Kui instead of developing DLC for Wukong, which is what everyone assumed would be the studio’s next move, given the game’s massive sales success.

While Feng Ji mentioned that they were working on Black Myth: Wukong DLC once the game was released, things took a different turn, and it snowballed from there.

Feng Ji explained (via machine translation), “What I really couldn’t shake during that period was mostly confusion, emptiness, and a kind of dread (I know that sounds melodramatic — don’t shoot me). No matter how ashamed I felt for “not being able to be happy,” those emotions kept coming, uncontrollably and in waves, especially when I felt pulled under by questions like “Are you working on a DLC or not? Which characters will be in it? When will it be released?”

“As a professional adult, I’m good at hiding those negative feelings and convincing myself to pull myself together and get on with making the DLC, because I knew clearly that the people asking for a DLC were, without doubt, fans who love Black Myth: Wukong and Game Science, the very people who carried us to where we are,” Feng Ji continued.

Things took a different turn when Game Science co-founder Yang Qi approached Feng-Ji and asked, “Do you not want to do the DLC and want to make something new?”

This made Feng Ji, in his own words, “relieved” and “delighted,” and this snowballed into the developer convincing his colleagues to work on a new game instead of DLC, which in turn led to the birth of Black Myth: Zhong Kui.

While Black Myth: Wukong DLC would have been an easier project, Feng Ji wants to start from the ground up, explaining, “A DLC would, of course, have been a solid choice, but right now we prefer to make a new Black Myth game first: new hero, new gameplay, new visual, new technology, and new story. We want to free our hands, experiment boldly, break from fixed formulas, and start from scratch.”

Is Black Myth: Wukong Still Getting DLC?

Does this mean the Black Myth: Wukong DLC? Feng Ji’s answer raises doubts. While he confirms that Journey to the West (the Chinese folktale on which Wukong is based) will continue, the developer doesn’t confirm whether it’ll be as DLC or as a completely new game. Not only that, but Feng Ji admits that whatever fan-made ideas he saw, are already “far wilder” than what the devs have even thought of.

“Maybe many people think a DLC is steadier, safer, clearer, and faster, however many (ideas in) fan-made works I’ve seen are already far wilder than the DLC ideas we previously had in mind. Like all of you, I love the world of Journey to the West, the world of demons, monsters, gods, and Buddhas, so Sun Wukong’s legend will return in due course, in a more complete and solid way, once it’s properly prepared.” Feng Ji states (thanks, ).

Based on Feng Ji’s statement, it seems they moved on from working on the DLC to instead work on Zhong Kui. While he did confirm that Sun Wukong will return, that doesn’t necessarily mean DLC, but could instead be a sequel to Black Myth: Wukong.

For now, let’s hope Black Myth: Zhong Kui’s development goes smoothly, so we don’t have to wait as long as we did for Wukong to see it materialize.

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Alex Co

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

Home > Title Updates and Patches

Rematch New Update on Aug. 22 for Version 1.200.202 Applies Hotfix to Slingshot Bug

Following the other day’s Patch 2 release for Rematch, Slocalp has rolled out a hotfix that aims to resolve the Slingshot issue players have experienced since this week’s major patch was applied.

The hotfix is now available for download on all platforms as Rematch update version 1.200.202. This is a significantly smaller download compared to Patch 2.

Check out the official info straight from the developers down below.

Rematch’s Latest Update Is a Hotfix to Resolve the Slingshot Issue

Here’s what’s new per Sloclap:

Core Gameplay

Updates

  • Fixed the Slingshot bug and its variations where the ball would leave the player’s feet (without losing possession) and warp back to the player’s position when inputting EE and any ball action.

That’s about it for this patch’s changelog. If you haven’t logged in yet, this should be the latest patch version you’ll be prompted to download, with Patch 2 baked in. Speaking of which, some of the major improvements from that patch include:

  • Tackle improvements
  • Goalkeeper improvements
  • Editable color feedback on the body part thumbnails
  • Only displays owned items in the menus
  • Store fixes
  • Player Profile XP gauge display fixed

There’s a lot more, so I suggest reading through the entire changelog for Patch 2 if you want to know each and every change and improvement made.

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Alex Co

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

Home > Title Updates and Patches

Atelier Yumia: The Alchemist of Memories & the Envisioned Land Update 1.42/1.004.002 Drops for Patch #3

KOEI Tecmo has released Atelier Yumia: The Alchemist of Memories & the Envisioned Land Update 1.42/1.004.002 on consoles and PC, and this is a free content drop the devs call “Free Update #3.”

Expect new features and even new mini-games to be part fo the download.

Read on for what’s new below, straight from the developers.

Atelier Yumia: The Alchemist of Memories & the Envisioned Land Free Update #3 Brings New Content via Patch 1.42/1.004.002

Additional Feature “Lamb Roast α and Lamb Roast β”

  • Lamb Roast α and Lamb Roast β are two battle mini-games.
  • Lamb Roast α measures damage over a short period of time.
  • Lamb Roast β allows you to change the opponent into any monster you wish.
  • You’ll earn various rewards based on your performance.

Additional Feature “Hunting Book”

Search for monster traces based on the information in the Hunting Book. By scanning traces, you can battle a number of different enemies. The enemies grow stronger as you progress, culminating in fights against mighty foes.

Players who want to play the Lamb Roast alpha and beta content and the Hunting Book, you’ll need to advance to a specific point in the game, so don’t expect it to be available straight away.

The game doesn’t get a ton of patches, but if the devs release another one, would you like to see it on MP1st? Leave a comment and let us know, so we can add it to our game update list.

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Alex Co

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

Home > Title Updates and Patches

Wuchang: Fallen Feathers New Update 1.000.010 Applies Performance Improvements, Achievements/Trophies Quest Blockers Fix via Patch 1.5.1

Leenzee has released the latest Wuchang: Fallen Feathers patch on consoles and PC, and this is for patch version 1.5.1! This brings a new set of performance improvements for the PC version, with the console counterparts getting a slew of bug fixes as well.

For those playing the action-RPG on consoles, this will appear as Wuchang: Fallen Feathers update 1.000.010, and expect fixes to achievements/trophies not popping in certain quests and even input issues for the PS5 version.

For the complete info, read on for the official patch notes.

Wuchang: Fallen Feathers Update on Aug. 22 Improves Performance, Sorts Out Various Bugs via Patch 1.000.010

PC:

  • Fixed an issue where Red Mercury Essence could be infinitely refined in the Impetus Repository system. 
  • Fixed an issue where the damage reduction cap could stack beyond 100%. 
  • Fixed an issue in certain quest lines that prevented players from unlocking achievements. 
  • Fixed an issue with PS5 controller input. 
  • Added a new “NVIDIA Reflex Low Latency” option in the settings menu
    • Based on an RTX 3070 (8GB) GPU, with Overall Quality set to High by default, DLSS set to Performance mode, V-Sync enabled, running on a 1440p monitor with a 120Hz refresh rate, enabling NVIDIA Reflex Low Latency further reduces input latency (PCL). Results may vary depending on different hardware configurations.

Below is a comparison between 50.34ms (before the update), and 39.36ms (after the update). Drag the middle button to see the difference.

Reduced VRAM usage, improving performance and stability on some PC configurations. 

  • Based on an RTX 3070 (8GB) GPU, with Overall Quality set to High by default, DLSS set to Performance mode, running on a 1440p monitor with a 120Hz refresh rate, VRAM usage at the Shrine in Lightzen Temple was further reduced. Results may vary depending on different hardware configurations. 

  • Fixed several crash issues. 

Consoles:

  • Fixed an issue where Red Mercury Essence could be infinitely refined in the Impetus Repository system. 
  • Fixed an issue where the damage reduction cap could stack beyond 100% 
  • Fixed an issue in certain quest lines that prevented players from unlocking achievements. 
  • Fixed an issue with PS5 controller input (PS5 Only) 

No word yet if Leenzee will make adjustments again for the bosses and historical figure changes made, but if we hear anything back, we’ll let our readers know.

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Alex Co

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

Home > News

The Division 2 Year 7 Roadmap Revealed, Next Season Launches Sept. 9

Ubisoft and Massive Entertainment have some big things planned for 2025 for The Division 2, which includes new seasons of content and activities for players to enjoy, all leading into the series’ 10th anniversary.

What’s more, the studio is teasing a “big new” The Division 2 project, which means more content is coming to the looter shooter years after it was released.

The Division 2 Year 7 Roadmap Confirms Another Year of Support

As revealed during today’s Gamescom panel for The Division 2, here are the details (via Ubisoft) on the roadmap for Year 7 of The Division 2.

The Division 2 Year 7 Roadmap

The Pact

The next season of the Division 2, The Pact, launches on Tuesday September 9 .

The Pact focuses on the SHD fight against enemy factions. True Sons, Outcasts and Hyenas are forging a pact and planning something huge, but can the Division put the pieces together in time to stop it?

Retaliation is a new open-world activity that launches with the release of The Pact. Retaliation brings additions to Control Points mechanics, as well as new ways of acquiring Exotic loot and routes of progression. Retaliation is a permanent addition to the game and will persist after the conclusion of the season!

Mutiny

Mutiny is the third season this year, bringing a new companion mechanic and modifiers. We will have plenty to share with you in the coming months!

Stretch Goals

Stretch Goals are back for the remainder of Crossroads! Until September 9th, earn rewards past Tier 100 of the Season Pass.

Rewards include the Wasp Warrior Outfit, the Turmoil kneepads, and something called “Lexington”?

This isn’t the only thing that The Division 2 fans will have to look forward to, as Ubisoft has also confirmed that tomorrow, we’ll get to see a big new project for The Division 2. At the moment, fans are speculating that this is Survival 2.0, as Massive Entertainment has been teasing a snow-covered D.C. these past weeks. Though it could potentially be something new altogether, I guess we’ll find that out tomorrow during The Division Resurgence Gamescom panel.

Unfortunately, Division 3 remains a no-show, which means it has been close to two years since it was announced, with no new updates whatsoever. If that changes, we’ll let our readers know.

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James Lara

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

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Metal Gear Solid Delta: Snake Eater Review – Mission Accomplished

Hideo Kojima’s “Magnum Opus,” Metal Gear Solid 3, is back, but this time in an all-new remake. Dubbed Metal Gear Solid: Snake Eater, Konami has undertaken the massive task of remaking one of the most beloved games of all time, in hopes of introducing a new generation of gamers to the saga’s thrilling origin story while also giving dedicated fans a stunning new way to relive a classic.

But with Kojima himself not involved, can this new team truly capture the magic? Let’s find out.

Snake Eater, Served Faithfully

A remake of Metal Gear Solid 3 probably wasn’t on the minds of many fans. Despite its aging visuals, the game, for many, myself included, is as perfect as a game can get, and possibly the series’ creator, Hideo Kojima’s best work to date. Even after 20 long years, the game holds up amazingly well, from its innovative gameplay mechanics to its unforgettable story. It was a game that was far ahead of its time, and even by today’s standards, it still manages to pull off feats that no other action stealth game has come close to achieving.

The story of Naked Snake’s mission in the Soviet Union is a masterclass in espionage storytelling, weaving together political intrigue, betrayal, and human drama. The characters are rich and complex, with iconic figures like The Boss and Ocelot leaving an indelible mark on players. But beyond the narrative, the gameplay set a new standard for the stealth genre. The focus on survival, with players having to manage injuries, food, and camouflage, all while sneaking around military bases as guards patrolled, created a tense and immersive experience.

It was Kojima at his absolute peak, though that’s not to say it was downhill for him after. The Metal Gear Solid franchise would go on to expand with several other titles, and following Kojima’s departure from Konami, the legendary visionary would go on to create Death Stranding and its incredible sequel, Death Stranding 2.

But while those later games and new projects have their own merits, they don’t quite capture the same feeling (well, Death Stranding 2 is pretty damn close) as Metal Gear Solid 3. The game was the perfect storm of Kojima’s ambition: a focused narrative and gameplay innovation that truly pushed the PlayStation 2 to its limits. So much so that, even after 21 years, it’s still considered one of the best action stealth games ever created.

This is what makes the remake so questionable, especially now that Kojima is no longer there to guide such a vision. So it becomes a matter of whether a new version can truly capture that original magic, or if it’ll be a soulless polish of a masterpiece. While it’s exciting to think about a modern take on the iconic battles with The Boss and the rest of the Cobra Unit, there’s a strong chance the new version will lose some of the quirks and deliberate choices that made the original so special. It’s an unenviable task: to remake a game that many fans believe was already as good as it could be. It’s a time capsule of a specific era in gaming, and its imperfections are part of its charm, which is why many believe a remake can’t live up to its legacy.

So when Konami announced that it was remaking Metal Gear Solid 3, under a new name, Metal Gear Solid Delta: Snake Eater, fans were left with a mix of anticipation and apprehension. A new generation of gamers would finally get to see what all the fuss was about, while the long-time hardcore fans were worried that this would be some Frankenstein of a remake, thrown together in hopes of earning a penny.

I’m one of those hardcore fans. I’ve invested hundreds (if not thousands) of hours into the original Metal Gear Solid 3, and if I still had my PS2, I’d show you all the in-game titles, including Foxhound, that I’ve gotten. I’ve rebought the game so many times on various platforms that I now own it on some of them without even playing it. I really, and I mean REALLY, love Metal Gear Solid 3. I love all the other ones too, but MGS3 is just one of those games that I keep going back to time after time, and in a heartbeat, it would be my go-to must-play game for any gamer out there.

So, yeah, I went into Delta with a lot of worries that Konami would somehow mess something up, or change things for the sake of being modern and appropriate, and sanitize the content to the point that it loses what made it so special in the first place. But you know what, outside of not having the original Metal Gear Solid Online (a new Fox Hunt mode is coming post-release) and Duel Mode, Konami has perhaps created one of the most faithful remakes I have ever played. Just how faithful, you ask? Well, it would probably be easier for me to list what has been changed than to list what hasn’t.

Beyond the visuals (more on this later), which are beautifully built on Unreal Engine 5, Metal Gear Solid Delta introduces some welcome quality-of-life improvements, such as a control scheme with a controllable third-person camera. Now, don’t go in expecting the combat to drastically change, or be in line with say, Metal Gear Solid V. It wouldn’t make any sense, not just in terms of the original coming well before it, but in the lore sense of things. This is Big Boss’s first major mission, and he isn’t even known as Big Boss, but simply as Naked Snake. Essentially a rookie, so the “dated” gameplay works here, but for the sake of making things better than they were on the original PS2, the controls have been “modernized.” If you don’t fancy that, Konami has included a Legacy mode that returns the game to its classic fixed cameras and original control schemes. It’s the best of both worlds, catering to both long-time fans and new generation players.

Snake vs. Ape is back, and in almost the same glory as it originally was, except that there are more Apes, with even a surprise PlayStation cameo added. Elsewhere, Demo Theatre and Secret Theatre are back, with the former even keeping Eva’s Peep Show. For Secret Theatre, there’s been a change: the videos featured now have to be unlocked by collecting tapes from specific enemies. However, for those hoping that every original video in the Secret Theatre was remade, you might be a bit disappointed to learn that they are the original videos. It would have been fun to see some of those completely remade, like the one featuring Raiden (MGS2 protagonist) and a few others, but they’re still great to watch. There is a reason why they locked them behind item collecting: they’ve made three new Secret Theatre videos. No spoilers, but yeah, they’re hilarious and have some of the most random things in them.

Speaking of collectibles, Metal Gear Solid Delta: Snake Eater features all of the same collectibles (as well as new ones) as the original game: same camos, special items, face paint, and titles. All 64 Kerotan frogs make a return, too, and not only that, but they added 64 orange GA-KO ducks that also have a secret unlockable tied to them.

The camo system remains the same in that you can use certain camos to blend into your environment, and enemies will have a hard time spotting you. But now, there’s a menu to access your recently used camos/face paints without having to navigate the main menu to get to it. Small, but handy system that works seamlessly and brilliantly during combat.

There is one more thing that I won’t entirely spoil. It was featured in the original MGS3 releases, but cut out in the HD version. It’s back, though completely rebuilt as something “new.” New players won’t understand this, but for the old fans out there, let’s say it’s something that’ll sink its teeth in. I probably said too much here, and if you know, then you know.

Beyond this, and maybe a few other things (new battle damage system), Metal Gear Solid Delta is the exact same game in terms of features and mechanics as the original. I mean it, enemy placements are the same, as are item placements, and even structures. I’m a bit rusty, so when I did my European Extreme run (yep, that’s in too), I followed a guide for it. Mind you, this guide was for the original game, meaning I followed the same steps made for a twenty-plus-year-old game, and it was down to almost everything. I did notice that grenade throws are a little weaker in Delta than it was in the original. There are also some changes (I might be wrong) made to some of the bosses.

I don’t recall The Pain having two sets of armored bees when you threw a grenade at him. I remembered his bees flying off him when he got hit by a grenade, but here it only gets rid of one layer of it. I don’t mind the change too much, and it seems the bosses are more challenging to cheese than they were in the original. Take the End for example, the Konami Code still works, but instead of being shown his location on the map, he’ll now say a line or two with each input of the code, mocking you for trying to cheat. It’s good humor, and it’s not like his fight was ever hard to begin with. But for the most part, the fights are pretty much the same with some slight differences that aren’t all that drastic, if not more challenging.

I think the only concern for old fans might be that the game features autosaving, which happens every time you enter and leave a region. You can breeze through European Extreme by abusing this, as it doesn’t count towards your total saves, and you can reload freely until you perfect an area. I’ll say it, I hope it gets patched because it defeats the save condition for any of the titles that require a low amount. There’s almost no reason to manually save because of it unless you want to make a backup in case you miss something.

But besides those changes, which I would consider to be pretty minor, this is the very same Metal Gear Solid 3 that we all remember and love. My first playthrough of the game had me going in fresh, not having played MGS3 for a couple of years now. So I was a little rusty, but it didn’t take too long to get back into the swing of things. As I passed through each zone in the game, memories started flooding back to me, and I began testing specific actions and trying to trigger some Easter eggs and such. All of the End’s deaths and cutscenes are there, including the ones where you change the date. You can cause a time paradox by killing a particular character early on. You can spin Snake around in the cure menu to cause him to throw up. All the hidden R1 sequences are intact, with all their goofiness, like Ocelot appearing randomly in the background of one of them. Heck, even though the main start menu is different with an environmental view, you can control all kinds of functions of it, like in the original game. Switching to Legacy mode also changes the main start menu to the classic one, where Snake is performing CQC on another soldier. Watching the intro sequence with the Snake Eater theme features fun little button interactions, such as the singer whispering “Snake Eater” or changing the credits language, amongst other things. It’s all there, and no matter what I wanted to test out, the remake just kept surprising me with all the little and big things it kept in.

The iconic soundtrack, composed by Harry Gregson-Williams and Norihiko Hibino, is thankfully untouched. The voice acting is also the original, with legendary performances from David Hayter as Naked Snake, Jodi Benson as Eva (still credited as Suzetta despite the confirmation), Josh Keaton as Ocelot, Neil Ross as Volgin, and Lori Alan as The Boss. Their delivery remains as impactful as it was 20 years ago, and it’s a huge relief that Konami didn’t attempt to recast (some have sadly passed) them, or even re-record their performances. As much fun as it would be to see them re-act their lines again, a huge part of why that all came together was because of the original team behind the game. Additionally, all of their performances hold up surprisingly well, considering the game’s age. The original Japanese audio is there too.

So much love and attention to detail went into how the game works, making it hard to believe that this is an entire remake, to begin with. It almost feels like they overlaid the new visuals on top of the existing game. That sort of sums up this remake as a whole; it’s the same, fantastic game in nearly every way we want it to be. No deviating for the sake of pushing a new interpretation of the same story in hopes of expanding it, or anything like that. It’s the kind of remake fans want out of games they want remade, where all you want is the exact game, only with visuals of today. MGS3 blew me away as a kid, and now, decades later, I’m still blown away by how ahead of its time the gameplay and story were, only now it looks even better.

Camo Index: 100%

The most significant difference between Metal Gear Solid Delta and Metal Gear Solid 3 is the pretty big, obvious one: the visuals. Remakes are always tricky because, more often than not, they get the visuals wrong or lose the “charm” that made the original so appealing. Old games usually look better, at least artistically, and that’s in part due to the technical limitations and a studio finding a solution to capturing the very thing they want to deliver, while working around those restraints. Of course, that’s becoming less of an issue with all the modern advancements we have today, but there’s a good reason why so many prefer the original over a newer version of a game. So the question is, does Metal Gear Solid Delta manage to capture the essence of the original Metal Gear Solid 3? Before I try to answer that, let’s first talk briefly about the performance.

Being built on Unreal Engine 5, I had some concerns going into Delta because Unreal Engine games are often plagued with frame rate issues. Now I’m not saying it’s a perfect, locked 60fps across the board, because there were some dips, and possibly pacing problems here and there. But playing Delta on the PS5 Pro, I was pleasantly surprised by how smooth my experience was—certainly one of the better Unreal Engine-developed games I’ve seen running in terms of frame rate. I can’t attest to the Xbox or PC version of the game, so hopefully the experience is as smooth there as it was here. Much better than the Silent Hill 2 Remake when I played that at launch, and by no means are the dips as noticeable as they were there.

Honestly, if I weren’t actively looking for those dips, I probably wouldn’t have noticed much of them. I’ve already spent over 70 hours on this game, and despite that, I’ve had only one or two significant dips that made me think my game was about to crash. So performance shouldn’t be a concern here, at least on the PS5 Pro. For the PS5 Pro, I don’t believe PSSR is being used; instead, FSR3 is being utilized.

With that out of the way, let’s take a look at the visuals of Metal Gear Solid Delta.

With the power of Unreal Engine 5, Konami has managed to achieve something that many have already described as Delta being a more “realistic” take than the original game. Everything in the original game has been redone under the new engine, and it, in all honesty, looks fantastic.

Of course, the visual overhaul won’t be for everyone. Some may feel it doesn’t quite capture the same feeling as the original, even with classic filters like Legacy and Nostalgia, which add the “piss” filter, as many would call it. I can agree with this, as there are some parts of the game, such as when we first see Volgin on the bridge. Much of the “aura” that was in part created by the lighting, as well as the way rain and fog rolled in, isn’t as present in the remake as it is in the original. In the original, the color grading changed completely, going from that yellow tint to a cold blue as it began raining blood. The remake becomes darker with the lighting, rather than undergoing a full color shift. Sure, it sounds like a small thing, but it does make the scene feel a little different from what it did in the original.

On the other hand, when The Boss mentions it’s raining blood, you can tell it’s blood this time around with red streaks even going down the characters’ faces. The remake highlights details that weren’t as prominent in the original, and although some instances feel like the lighting and color tone have changed significantly, it still does a fantastic job of evoking the same feeling as the original. I think it does it even better in some parts, especially with the more grotesque facial features of bosses like Volgin, The Pain, and The Fury. The Fury is one of my favorite bosses (they all are, honestly) in the game, mostly due to the intense atmosphere he brings. I was somewhat terrified to see what he does after you beat him in the original, and in the remake, you can see just how much more horrific it is.

Another example is The Sorrow, who now resembles Ocelot more closely, particularly in his MGS4 appearance. Considering the relationship and all, that makes sense, but remake brings it closer in line, which I thought was a “flicks fingers” pretty good. They’re small details, but with the improved graphics and higher-resolution textures, Konami wastes no time in ensuring things look as good as they possibly can in the remake, with minor, welcome changes.

While I know that the more “realistic” art style and changes to the color grading in certain scenes won’t be for everyone, I believe it’s a testament to the development team’s skill that they’ve managed to invoke the same feeling as the original. The moments that hit hardest in the original, the visceral horror of some of the characters, and the sheer presence that some of them have, are arguably even more impactful in Delta due to the added graphical fidelity and detail. Konami has taken the spirit of the original and translated it for a modern audience, not by blindly recreating it, but by finding new ways to achieve the same emotional response.

Legacy Secured

This brings me to my final point: there’s room for both games. Metal Gear Solid Delta: Snake Eater isn’t necessarily a replacement for the original, despite being a remake. The original MGS3, with its unique art direction and tight, deliberate design born from the constraints of the time, still holds up incredibly well today, so much so that the remake maintains the gameplay through and through. That’s twenty plus years later, mind you, which tells you how much ahead of its time it truly was. Delta, on the other hand, is more of a complementary experience. It’s a way for players to revisit a classic story with visuals of today and a fresh perspective, especially for a new generation of players who might be put off by the original’s outdated graphics and controls.

Ultimately, I believe that Konami has delivered a remake that honors its source material in every way possible. This is all the more impressive when you consider the elephant in the room: the absence of Hideo Kojima and his original team. The messy departure from Konami left many fans, myself included, pretty angry and unforgiving of Konami. The thought of them ever continuing the franchise in any way, without its creator’s guiding hand, felt like such an impossible task. I’m still not convinced they could make an entirely new entry, given the pushback they’ll get. However, in terms of what might spark a remake renaissance for the franchise, it feels like a profound act of respect for the original team’s work. The new team has not tried to reinvent the wheel or stamp their ego on the game. Instead, they have meticulously and faithfully preserved the original’s essence, from its voice acting to its level design, down to every imaginable secret and wacky moment the original game had.

I would still recommend anyone interested in playing Metal Gear Solid 3 to play the original release, whether that’s the PS2 version if they can get their hands on it, or the HD rereleases. But the remake is definitely going to deliver a truly special experience, and it’s the definitive version for new players. For fans like me, it’s a nostalgic trip that feels both fresh and familiar, a perfect tribute to a game that’s truly timeless. Metal Gear Solid Delta: Snake Eater is not just a remake; it’s a celebration of a masterpiece, a project made with so much love and respect for the source material that it feels like it was developed by the very people who created the original. And that, in itself, is a testament to its quality and why it’s one of the best remakes I’ve ever played.

Score: 10/10

Pros:

  • Extremely faithful to the original, down to all the secrets, and even restored cut content that the HD versions lack.
  • Stunning visuals, with impressive performance on the PS5.
  • One of the best stories in the Metal Gear Solid franchise.
  • Gameplay holds up well despite essentially being the same as it was over twenty years ago. Aged line fine wine if you ask me.
  • The voice acting is just sheer perfection. Still has the same emotional impact we all remember.
  • The ladder scene.

Cons:

  • If your first Metal Gear Solid game was Metal Gear Solid V: The Phantom Pain, then the gameplay may feel a bit “dated” here. This is no con, and I highly recommend you give it a chance, as you’ll find it to be much deeper than it may first present itself as.

Metal Gear Solid Delta: Snake Eater review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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James Lara

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