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Kitaria Fables comes to PC and consoles this year

PQube has announced that its RPG and farming title Kitaria Fables will be released this year for PC, Switch, PlayStation consoles, and Xbox consoles. Along with this announcement a new trailer has been released to show one of the locations in the game. That location is Paw Village. The village is getting attacked by the local wildlife which is becoming more and more aggressive, ruining the peace of the little village.

Thunderbunn Farm in Paw Village will be the player's main base, where a spot of farming is done as well as prepping for adventures. The player will also need to socialise with the other villagers by completing quests. That in turn offers rewards for players. Players will be spending a lot of time with the village's local merchant Kiki, who will provide provisions for food to take on adventures as well as seeds to plant on the farm. The other character that will be a regular is Shamrock the blacksmith. Shamrock can provide melee weapons, ranged weapons, and spells.

Kitaria Fables is currently available to wishlist on Steam.

Source: Press Release


Robert A. Altman, Founder and CEO of ZeniMax Media, has passed away

ZeniMax Media has announced that co-founder and CEO of the company Robert A. Altman has passed away. He was in his early 70s. Robert co-founded ZeniMax Media in 1999 with Christopher Weaver, founder of Bethesda Softworks. Robert married Lynda Carter, star of the Wonder Woman TV show, in 1984. The company released a brief statement about Robert's passing, and also shared one the notes he would send out to the company.

We are deeply saddened to tell you of the passing of Robert A. Altman, our Founder and CEO. He was a true visionary, friend, and believer in the spirit of people and the power of what they could accomplish together. He was an extraordinary leader, and an even better human being. During the pandemic, Robert would send out an email every week to keep in touch with everyone in the company. Everyone always looked forward to these and we thought we'd share one of his notes with you:

To The ZeniMax Family:

Last week I mentioned some small pleasures I had discovered as a byproduct of the lockdown. Some of you have since written to share your own experiences and describe other quiet ioys WFH brings: the growing numbers of song birds in our backyards, quieter streets, adventurous efforts baking bread and mixing cocktails, long walks, restaurant takeout, time to read. While we clearly miss treasured social interactions, something valuable has been gained too. We know many are feeling the pressure of isolation, and the stresses related to our current circumstances. Again, I urge you to make time for yourselves daily, schedule online social gatherings, and keep your perspective, knowing this will pass. Tomorrow I encourage everyone to take a break to toast our Company's 21st birthday, and reflection the long journey we have taken together. You have done something extraordinary, something few startups ever do. You have created a multinational, multi-billion dollar business, stacked with talent at all levels of the company, carving out a leadership role, earning the admiration of our toughest competitors and devoted fans. And you have done it the right way, always faithful to our core principles of integrity, respect, team, quality. Don't let the day pass without taking a moment to enjoy your remarkable creation.

Looking forward to being back together. As always, stay safe. We are proud to carry on the values and principles Robert taught us. We extend our deepest sympathies to Robert's family, who are a part of our family and have always treated us as part of theirs. Thank you for everything you did for all of us, Robert.

Rest in Peace.

Source: Twitter


The Falconeer – The Hunter DLC will let you fly dragons as it swoops onto Xbox Game Pass today

The Falconeer is receiving its first paid DLC in the form of The Hunter, a (very, very cheap) premium content pack that adds a new class, the ability to fly dragons, and more. It's perfectly timed to compliment the game's release into Xbox Game Pass for both Xbox consoles, PC and cloud streaming.

The Hunter DLC will cost just £1.69 / $1.99 / €1.99 and is available for Xbox Series X|S, Xbox One and PC.

The new class is the Mongres Hunter, who comes with the ability to fly the ceremonial Ormir, a speedy drake that comes with some serious firepower. There's also the new Pyro Pots weapon, which are spectacular looking homing weapons split off into multiple smaller missiles. Flying dragons has been one of the most-requested additions by the community, and game creator Tomas Sala has only been happy to oblige.

Tomas Sala said, "I've loved reading what both press, and consumers have to say about The Falconeer, and their feedback is inspiring. Some have called The Falconeer uncompromising, but they haven't seen what's coming next."

Before you get to what's next, the paid content will come alongside a free update to the game that brings a wide array of quality of life imporvements. That ranges from balance adjustments to custom waypoints, map changes, improved player models to make photo mode more impressive, and more.

Jason reviewed the game upon release and while he enjoyed it and the world it created, it didn't quite catch his imagination as much as he hoped it would:

I find myself a little perplexed by The Falconeer. I still thoroughly enjoyed my time with the game, but it almost felt like I was doing so in spite of how I felt about the gameplay. I do think The Falconeer is going to find an audience that loves it wholeheartedly, but also that there will be plenty of others for whom this falls a bit flat too.

You can read our full review here, but it sounds like Sala is doing his damnedest to improve and grow his game further and further.

Source: press release


Destruction AllStars Review

When we think of Sony and their newly rebranded PlayStation Studios, we tend of think of prestige single player experiences. Genre-defining hits such as God of War, Horizon: Zero Dawn, and The Last of Us that completely defied a once-burgeoning notion that solo story-driven games were dying out.

This latest PS5 exclusive comes as somewhat of a surprise, then. A vibrant, vehicular wreck-a-thon with a predominant focus on network multiplayer. Destruction AllStars is a breath of fresh air in that respect, successfully modernising the car combat genre, though not without suffering a few bumps and scrapes along the way.

Tearing across the arena and watching your rival crumple as you land a devastating head-on slam, PlayStation fans will get immediate flashbacks to the once-great Twisted Metal. In many respects this feels like a spiritual successor to the beloved series, even as it swaps chainsaw-wielding clowns and sadistic wishmakers for a diverse cast of would-be world champions.

Destruction AllStars plays host to a gallery of larger-than-life characters who do more than simply serve as your in-game avatar. Each one has their own unique ultimate-style Breaker move and a Hero Vehicle that, when used effectively, can easily turn a match in your favour.

Before we elaborate, let's take a step back. At launch, Destruction AllStars offers four competitive online modes which can also be accessed offline against AI-controlled bots. After a cinematic, gameshow-like intro, you and the other players will descend into the arena below… on foot.

This is where the game breaks away from your typical car combat mould with vehicles spawning around the map at regular intervals, allowing you leap from one to the other. This introduces an unfamiliar sense of expendability when playing Destruction AllStarsl whether your car is on its last legs or you simply fancy a different class of vehicle, you can take your hands off the steering wheel at any moment. You'll find that each arena has its own network of walkways and platforms that can be navigated using smooth yet simple parkour manoeuvres.

As you do so you'll gather energy drops to fill your character's Breaker and Hero Vehicle gauges. Breakers triggers unique on-foot moves such as a stampede rush or invisibility while also making your AllStars more mobile with a handy speed boost and double jump. It's the Hero Vehicles that really set the contestants apart, however.

In terms of handling, they act the same as normal cars (there are three weight classes of varying speed and control), but these ones come tagged with a special power. For example, Ultimo's chunky truck will pop an impenetrable front shield whereas Lupita will leave a flame trail, Harmony shunting nearby foes with a bass overload.

The impact these have will largely depends on the game mode. As mentioned before there are four available on day one: Mayhem, Gridfall, Carnado, and Stockpile. Where Mayhem is your typical free-for-all deathmatch, Gridfall has a battle royale slant with the last AllStar standing being crowned the winner, the arena floor gradually falling away.

Carnado and Stockpile are the two team-based modes in Destruction AllStars, designed for 8 versus 8. Carnado will dish out points (or Gears) as you perform offensive actions, but you have to bank them for your team by binning your vehicle into the titular vortex occupying the centre of the map. Finally, Stockpile has both teams warring over three control points. When a player is wrecked they'll dropped gears that need to be collected on-foot before being deposited at one of the three podiums.

It's nice to have some variety, though each mode involves the same gameplay actions on a loop. Jumping into a vehicle, targeting a rival, then trying your best to wreck them, occasionally peeling off then trying again. The vehicle handling is reliably smooth and the on-foot sections do help spice things up, though I couldn't help but feel myself settling into the same groove after a dozen or so matches.

You'll find more variety in what Destruction AllStars calls the Challenger Series. Each one is its own series of challenges focusing on one of the sixteen characters, sandwiched between some light exposition. Throwing down against bots isn't quite as satisfying as online play though there are some bonus solo game modes to sample such as checkpoint races and Crazy Taxi style missions. They're pretty fun, but there's a disappointing rub – all but one of the Challenger Series is locked behind a premium paywall. As a PlayStation Plus freebie you might say that's fair enough, but it's a shame that there aren't two or three of these to whet our appetites.

Overall, Destruction AllStars is a great looking game and one that has a roster of visually striking characters and signature vehicles. A lot of care and attention has gone into each one, the sixteen AllStars having their own unique running animations and cheeky spread of taunting emotes. The game runs smoothly on PS5 and if there's one area we'd criticise it would be overly similar environments, each arena decked with the same ramps, barricades, and billboards despite some of them having unique hazards.


Hitman 3 roadmap promises new content every week in February

IO Interactive have unveiled a roadmap of post-launch content for Hitman 3, promising free new content that you can play through the rest of February. This includes new Featured Contracts, two new Escalations and an Elusive Target contract set in Sapienza level.

It all starts today with the first Escalation, dubbed The Baskerville Barney, and continues next week with a Dubai Featured Contract that has been created in collaboration with MinnMax. A further Featured Contract is coming from KindaFunny on 23rd February, which is also when two Deluxe Escalations will be added to the game for Deluxe Edition buyers, adding in a handful of new game items as well.

Here's the full breakdown:

  • The Baskerville Barney Escalation – 4th February
  • MinnMax Dubai Featured Contract – 11th February
  • The Sinbad Stringent Escalation – 18th February
  • KindaFunny Dartmoor Featured Contract – 23rd February
  • The Gauchito Antiguity Deluxe Escalation – 23rd February
  • The Proloff Parable Deluxe Escalation – 23rd February
  • The Deceivers Elusive Target – 26th February to 8th March

The two Deluxe Escalation missions add The Guru Suit, Guru's Pen Syringe Emetic and Guru's Emetic Grenade for The Gauchito Antiquity, and The White Shadow costume, Custom Sieger 300 sniper rifle and White Katana fo The Proloff Parable.

Paving the way for some of this, IO Interactive are working on a patch that is due in ta few weeks on 23rd February (alongside the largest content drop of the month), bringing fixes and tweaks to the game.

We can expect Hitman 3 to continue to see similar updates over the coming months, but post-launch support will be somewhat different to Hitman 2. Hitman 3 has finished off the World of Assassination trilogy's overarching story, so where Hitman 2 had additional levels as DLC that continued the plot in certain ways, Hitman 3 will not be receiving additional levels. Instead IO will focus on adding new missions to the levels that already exist, and seemingly tap into levels from across the whole trilogy in order to do so.

Hitman 3 wraps the stylish and inventive trilogy perfectly, having scored an 8 out of 10 in our review. Hitman 3 is now available on PlayStation 5, Xbox Series X|S, PlayStation 4, Xbox One, and PC, as well as Google Stadia and Nintendo Switch.

Source: IO Interactive


Hitman 3 Guides & more from TheSixthAxis


Stubbs the Zombie remaster leaks with a March release for Xbox Series X|S & Xbox One

A remaster of Stubbs the Zombie in Rebel Without a Pulse seems to be clawing its way out of the grave, with the achievements list and a Microsoft Store listing leaking a release date for Xbox One and Xbox Series X|S on 16th March 2021. Fingers crossed it's also coming to other platforms.

The game is a comedic twist on the zombie apocalypse, set in 1959 with the eponymous Stubbs rising from the dead and leading growing ranks of undead to topple the city of Punchbowl in the name of love. Stubbs has a number of undead abilities including zombie sputum, gut grenades and flatulence, using them to kill and convert humans to your cause.

First released in 2005, the game was developed by Wideload and was the first original title published by long-time Mac porting house Aspyr – a company that has just now been snapped up by Embracer Group. Of note, Wideload Games was founded by Alex Seropian, one of the co-founder of Bungie, who used his ties to the Xbox first party company to license the Halo engine for Stubbs the Zombie. You can really see that tie in the game's sticky grenades and physics.

Stubbs the Zombie was fairly late to the party when it released on the original Xbox in 2005, just a month before the launch of the Xbox 360, but with a complimentary release on PC and Mac (which is where I played it), it was a moderate success.

The post is seemingly being handled by Aspyr, who've most recently been known for their efforts bringing classic Star Wars games to modern systems. They might have some issues in keeping the game's soundtrack intact, though, which featured 2000s artists such as Death Cab for Cutie, Cake, The Dandy Warhols and others performing covers of 30s, 50s and 60s era songs. Then again, the soundtrack was also published under the Aspyr Media label and can still be found on iTunes and Spotify, so it might not be a problem at all!

Source: True Achievements


Activision sued for copying a Call of Duty: Modern Warfare character model

Activision Blizzard is being sued over allegations that they willfully copied a character to incorporate them in Call of Duty: Modern Warfare.

Calyton Haugen alleges that the Modern Warfare multiplayer character Mara, introduced in Season One of the game's post-launch content updates, is a reproduction of Cade Janus, a character that featured in his short story November Renaissance. You can see the full filing hosted on TorrentFreak.

This isn't just a case of "Huh, I guess the look kind of similar," though. Hauen asserts that Activision deliberately recreated his work, hiring the same model, Alex Zedra, and then copying the exact look and style of Cade Janus for a photoshoot to bring her likeness into the game.

Haugen's lawyers wrote, "In addition to hiring the same talent, they also hired the same makeup professional who had prepared the talent for Haugen's Cade Janus Photographs. They instructed the makeup professional to prepare the talent exactly as she had done for Haugen's Cade Janus Photographs. They instructed her to style the talent's hair exactly as she had done for Haugen's Cade Janus Photographs, even using the same hair piece extension."

Again, that's not all that's alleged here, as both the model and makeup artist were bound by non-disclosure agreements in order to, as the complaint puts it, "conceal their planned infringement."

Haugen explains that he hired Zedra in 2017 to model as Cade Janus so he could pitch his story to movie studios. Photos were then published online via his website and Instagram, and used in a calendar.

Zedra was not simply used for an in-game likeness, but also to appear in promotional material for the game. One of the examples in the filing is particularly damning, though, taking one of Haugen's photos and running it through image editing tools to change the colour balance, recolour her scarf, add a headset and make other tweaks. It is undoubtedly ripped from Haugen's phot.

The character Mara was added to Call of Duty: Modern Warfare in 2019 and made available as part of the reward track for the Season One battle pass. She was monetised further with a Kawaii Cat skin with a cat-eared helmet and kitten charm for her weapons, costing 2,400 COD point, or around $24.

Source: TorrentFreak


COD Black Ops Cold War Season 1 Reloaded update adds new Zombies, 6v6 map & more

A fresh update is out now for Call of Duty: Black Ops Cold War, expanding on the current content cycle with Season 1 Reloaded. The update brings a new Zombies map, a new 6v6 map and more. To encourage people to dive in, there's also a double XP weekend running from today on PlayStation, and tomorrow on all other platforms.

On the Zombies side of things, the mode's story continues with the Firebase Z map, as you battle through Outpost 25 in the jungles of Vietnam, fending off Mimics, Dark Aether, Hellhounds, the Mangler and something else that's not of this work.

There's also a new Tombstone Soda Perk, which can be found at a dedicated Tombstone machine in Firebase Z and the updated Der Wunderfizz machine in the Die Maschine map. Taking a swig will make you a shadow in the Dark Aether when you are downed, giving you a chance to rejoin the fight before you bleed out. If your Perk Skill is upgraded to Tier III, you'll drop a tombstone stash on death that preserves your weapons, equipment and resources for when you get back in the game.

In general, Treyarch have also rebalanced Zombies, buffing the critical damage and max ammo on assault rifles and SMGs, increasing damage and range on Streetsweeper shotgun, and reduced the cooldown of the Cryofreeze Ammo Mod. There's also a new Requiem Advancement category in Challenges.

Turning our gaze to multiplayer and the Black Ops 2 map Express is being added to the 6v6 rotation. Set in an LA rail station, it's especially known for the S&D mode. To celebrate its revival, there will be a new Express 24/7 playlist running through a moshpit of modes just on this one map.

The new Endurance mode is a 40-player slaghterhouse with ten squads of four players dropping into Sanatorium, Ruka, and Alpine to collect uranium and detonate bombs with the score limit doubled to 1,000 points. Meanwhile, Prop Hunt has four additional maps – Express, Raid, Crossroads Strike, and Armada Strike – and Gunfight has Nuketown '84 added to the rotation, and there's a 3v3 Gunfight Snipers Only mode returning to the featured playlists.

With all of this kicking off, there's a double XP weekend, starting at 6PM GMT on Friday 5th February, and running until 6PM GMT on Monday 8th. PlayStation players get an extra 24 hours though, starting at 6PM GMT later today.

And with that, here's the full patch notes:

Call of Duty: Black Ops Cold War – Season 1 Reloaded

GLOBAL

  • Addressed an issue that led to choppy Voice Chat in some circumstances.

MULTIPLAYER

Maps

  • Express [NEW]
    • Express now available in map rotation in Core and Hardcore modes.
    • Express 24/7 playlist now available.
  • General
    • Addressed an issue with uneven map distribution in non-map voting playlists.

Modes

  • Endurance (40 Players) [NEW]
    • New high-player count mode available on Sanatorium, Ruka, and Alpine.
    • After one bomb detonates, a new one comes online to take its place, so five bombs are always available instead of an initial set that gets reduced to a single bomb before the next wave.
    • Score limit doubled from 500 to 1,000.
  • Prop Hunt
    • Added new maps to Prop Hunt rotation:
      • Express
      • Raid
      • Crossroads Strike
      • Armada Strike
  • Gunfight
    • Added Nuketown '84 to Gunfight map rotation.
    • 2v2 and 3v3 Gunfight now available in Custom Games.
  • Hardpoint
    • Updated Hardpoint Owned score event to increase in score the longer a player controls the Hardpoint. This score modifier will reset upon leaving the Hardpoint.
    • Reduced Hardpoint Secured score event from 50 to 25 score.
  • Dropkick
    • Reduced how late players can join a match in progress.
  • Control
    • Additional defender spawn points added and logic updated for the B capture point on Raid.
  • CDL Custom Game Modes
    • Increased player count to allow for two Spectators in CDL Hardpoint, CDL Search & Destroy, and CDL Control.

Featured Playlists

  • Express 24/7 [NEW]
  • Endurance FTDB (40 Players) [NEW]
  • Gunfight Blueprints (including Nuketown '84)
  • Prop Hunt (4 maps added to rotation)
  • 3v3 Gunfight Snipers Only
  • Face Off (3v3)
  • Nuketown 24/7

Weapons

  • Launchers
    • Increased minimum damage for the two Launcher class weapons.

Equipment

  • Addressed an issue where players inside smoke from a Smoke Grenade would gain aim assist against players outside the smoke.
  • Decreased hip-fire accuracy when priming a grenade while sprinting.

Music Player

  • Original Treyarch music unlocked via War Tracks can now be played in the Music Player in the Barracks, including "Pentagon," "Rooftops," "115," and "Damned."

ZOMBIES

Maps

  • Firebase Z [NEW]
    • New "Firebase Z" map now available via Endless and Round 20 playlists for all players.
  • Die Maschine
  • Express (Onslaught – PS4/PS5)
    • Express now available in Onslaught on PlayStation.

Featured Playlists

  • Firebase Z Endless [NEW]
  • Firebase Z Round 20 [NEW]
  • Dead Ops Arcade Solo Advanced Start [NEW]
  • Onslaught Express [NEW] (PS4/PS5)

Perks

  • Tombstone Soda [NEW]
    • Tombstone Soda Perk now available in "Firebase Z" and via Der Wunderfizz in "Die Maschine."
  • Quick Revive
    • Addressed an issue that prevented Quick Revive from reducing the time it takes to regenerate to full health.

Support

  • Napalm Strike [NEW]
    • Napalm Strike now available as Support in Zombies.
  • Artillery [NEW]
    • Artillery now available as Support in Zombies.
  • Self-Revive
    • The Self-Revive will now only drop if a player in the game can equip it.
    • Capped the maximum amount of Self-Revives that can drop in a game to the total number of players in the game.
  • Sentry Turret
    • Addressed an issue that allowed duplicating the Sentry Turret support item.

Weapons

  • Assault Rifles
    • Increased critical hit damage on all assault rifles.
    • Increased max ammo stock on all assault rifles.
  • Submachine Guns
    • Increased critical hit damage on all SMGs.
    • Increased max ammo stock on all SMGs.
  • Shotguns
    • Increased base damage on the Streetsweeper shotgun.
    • Increased range of the Streetsweeper shotgun.
  • Blueprints
    • Addressed an issue that prevented attachments from appearing on the "Western Justice" Weapon Blueprint.

Armor

  • Level 1 Armor will now replace the first Armor Shard drop in a game when no players have Armor.

Ammo Mods

  • Cryofreeze
    • Reduced Cryofreeze cooldown from 3 seconds to 1 second to make it a more dependable method of slowing enemies.

Challenges

  • Added new "Requiem Advancement" category of Challenges for future additions.
  • Added first set of six new Requiem Advancement Challenges: "Firebase Z Report."
  • Added new Dark Ops Challenge for "Firebase Z."

Dead Ops Arcade 3

  • Solo Advanced Start [NEW]
    • New private playlist available for Solo players.
    • Allows players to start at their highest arena checkpoint reached in Solo mode. No stats or challenges are recorded, but achievements can be completed, including "Reunited with Fidolina."
  • Gameplay
    • Added new pickup item: Divine Shield Potion – Grants player Divine Shield buff that allows player to absorb one damage event (30 min. expiration).
    • Added new key spawn locations: Added to the high road tunnel route.
    • Added a 1.5-second damage shield on player while in First Person when damage occurs.
    • Made slight adjustment to multiplier progression.
    • Auto-life donation now begins automatically after Round 64. The player with the highest lives to spare will now donate to downed teammates with a cooldown of 120 seconds.
    • Addressed an issue where the player's shield was active even though effect was not visible.
    • Addressed an issue that prevented extra lives from being awarded at expected score thresholds.
    • Various gameplay bug fixes related to Fated Chicken disappearance, control bindings when exiting vehicles, unwanted deaths associated with traps, invisible electrical poles, missile turrets killing players, etc.
  • Enemies and Friendly AI
    • Greatly reduced Spider melee range.
    • Removed Skeleton boss from arena spawning.
    • Removed Demons from arena spawning.
    • Reduced Megaton melee distance.
    • Reduced Megaton arena spawn rate after Round 64.
    • Reduced Megaton health in arena.
    • Megaton Orb weapon is no longer a one-hit kill in arena.
    • After Round 64, enemy target selection behavior is now weighted entirely toward proximity.
    • Increased friendly skeleton horde health, enemy quantity, time duration, and weapon damage.
    • Addressed an issue where melee damage caused by a friendly skeleton guardian was not registering against enemies.
    • Addressed an issue where zombies could speed up while under the clock time slowdown effect.
    • Addressed an issue where explosive damage vs. Spider / Meatball enemies did not register correctly.
    • Addressed an issue where Spider enemies would not show up on radar.
    • Addressed an issue that allowed the Gladiator "Marauder" enemy to melee kill the player when it wasn't facing the appropriate direction.
    • Addressed an issue where the Margwa was not dropping loot when killed.
  • Fates
    • Divine Chalice fated players now earn extra life 37.5% faster than standard players at every 125,000 points.
    • Divine Chalice fated users now respawn with temporary vitality buff.
    • Divine Shield fated players now respawn with Divine Shield buff.
    • After Round 64, when a Divine Shield fated player picks up a nuke drop, all players will now be granted a nuke.
    • Friendship fated player chickens now last 25% longer.
    • The Golden Chicken associated with Friendship Fate now periodically produces eggs in arena.
    • After Round 64, the Golden Chicken associated with Friendship Fate will now have permanently upgraded weaponry.
    • Addressed an issue that could prevent players from collecting a Fate in the Room of Fate when the room timed out (i.e. grabbing a Fate Rock with less than 4 seconds before the room expired).
  • Visuals
    • Added lighting in the Room of Fate above Fate Rock pedestals five and six.
    • Addressed an issue with various particle effects having visibility issues.
    • Addressed an issue that could prevent the player's selected character skin from showing up correctly.
    • Weapons
    • Addressed an issue with the shotgun pickup that could cause it to initially begin firing slowly before speeding up.
  • Stability
    • Added various crash fixes.
  • General
    • Added various exploit fixes.
    • Added new camera mode: Extra High.
    • Addressed an issue where the player was not able to use the flashlight in First Person.
    • Addressed an issue with some collision in the Water Temple arena.
    • Addressed an issue in splitscreen mode where players would enter The Wild in shared viewport mode.

Onslaught (PS4/PS5)

  • Onslaught Express playlist now available on PlayStation. [NEW]
  • Spaced out special enemy spawns.
  • Added additional enemies to the mode from "Firebase Z."

Stability

  • Added various crash fixes.

General

  • Party Leader is no longer required to have Dead Ops Arcade 3 installed for their party to join for other Zombies game modes.
  • Addressed an issue that caused zombies to maintain a slowdown debuff forever if it ended while they were mantling.

PC

Stability

  • Added various crash fixes.
  • Fixed a crash that could occur when watching a replay in Theater.
  • Fixed a crash that could prevent the game from starting under some conditions on Windows 7.

General

  • Addressed an issue that could result in loss of keyboard/mouse functionality when opening and closing the Windows key + G capture menu.
  • Addressed an issue where players could get stuck in the pause menu under certain circumstances during a game.

Source: Call of Duty


Nioh 2 – The Complete Edition Review

With the dawn of a new generation, developers and publishers have been forced into making a choice: do you release a free update, or charge for an expanded or remastered version of a game? For Team Ninja's stab at the tough as nails action role-playing game – a Soulslike, if you will – The Nioh Collection is seeing them do both.

For the original Nioh, PS5 owners can pay for Nioh Remastered – The Complete Edition, either on its own or in the collection, and get an improved version of the 2017 original. Meanwhile, anyone that bought Nioh 2 on PS4 in the last year, or grabs the new The Complete Edition can get a free upgrade to the game on PS5. Conveniently Tecmo Koei have also taken the opportunity to release the sequel on PC for the first time.

I had the absolute pleasure of reviewing the original release of Nioh 2 last year when it launched on PS4, and I think it's fair to say that my opinions on the base game haven't really changed. Thankfully, the Complete Edition adds in a whole heap of stuff that players who've not kept up with the DLC would have missed.

You know, players like me.

Is this too much game?

I like gaming a lot, and I like Nioh 2 a lot, but even the base game took me some 70 hours to get through thanks to the time I spent messing around with side missions and, let's be honest here, a copious dose of dying.

I'm not going to dive into the story too much, but there are a trio of DLC expansions, each of which adds a few new stages and around ten new missions into the mix. Each DLC is likely to take you around ten hours to beat a piece, which means that getting through everything is around 100 hours of gameplay.

When you then add on the potential for New Game Plus, and all of the additions that this mode makes to how the game plays, the enemies you'll face, and even the kind of loot that can drop, you suddenly have what might just be the largest Soulslike in existence.

The co-op is still inspired too, and I'm really hoping other Soulslikes learn from this particular aspect, because not having to use White Soapstones would make my life far easier.

New toys

One of the main things that the first two DLCs, The Tengu's Disciple and Darkness in the Capital, added was two new weapons.

The first of these is the Splitstaff, which is another magical weapon that is basically a big stick with a morning star on either end. I don't think I have to explain why that's cool.

The second one is the one that got me though, as it finally adds a Fist weapon to Nioh 2, which turns you into a martial artist. There's just something wondrous about punching a supernatural being into a pulp, and to say that I was giddy upon managing it for the first time would be a gross understatement of how easily pleased I am (sometimes).

Sure, the yokai are still terrifying, but it's hard to feel too cowardly when you can take them down by kicking them straight in the chin. Well, I think that's a chin anyway.

Nioh-ly perfect

Moving to new platforms, it all comes together in a version of the game that runs incredibly well on PC. I only had a couple of stutters in my time with it, and I'm assuming that's more my PCs fault than anything to do with the game at this point (it's getting on a bit).

The only other issues I have with it is that my mouse cursor randomly makes an appearance while playing, and all of the button icons are still listed for a PlayStation controller, even if you're using an Xbox controller (you know, the superior controller from the last-gen). These are fairly small issues, thankfully, but they're noticeable.

On PlayStation 5, it's an already familiar story, but builds off the excellent foundations of the original release. On base PS4 you had a choice between 720p60 and 1080p30, while on PS4 Pro it was 1080p60 and 1800p30. The PS5 upgrade has no need for a 30fps option. Instead, it's 4K at 60fps as standard, with a 120fps performance option for those with TVs or screens that can handle it. From our spot testing using a 1080p 120Hz screen, it looks to be a flawless 120fps, which is no surprise given how well optimised the original release was.

With super-speedy loading times that make your deaths feel like less of a punishment, the only blemish for the PS5 upgrade is the slight awkwardness of bringing forward any progress you've made on PS4. You'll have to load into the older version of the game, upload your save file to a server and then download it again. PlayStation is still silly for these save file shenanigans, but at least you do have transfers, which isn't always guaranteed.


Werewolf: The Apocalypse – Earthblood Review

Not so long ago, I dipped into the visual novel, Werewolf: The Apocalypse – Heart of the Forest and explored what it was like to feel the inner rage growing during the early stages of a Garou's life. There's no action, but the descriptions were enough to really make you feel the internal struggle of the Chrinos.

Werewolf: The Apocalypse – Earthblood lets you experience the Werewolf journey from a different perspective, one of tearing humans into tiny pieces.

You play the role of Cahal, a very typical bald, gruff, beardy, tattooed man with a lot of pent up rage. One day that rage boils over, Cahal succumbs to his anger and does something truly terrible, resulting in him leaving his pack and going on a five year journey to find and forgive himself. Upon his return, the forest and his pack are in trouble and it's up to Cahal to set things straight.

The bulk of the story sees you chasing down the evil Endron corporation who abducted Cahal's daughter for evil reasons. In this sense, it feels like a classic Mario game, each level ending with the discovery that the bad guys have moved on, taking his daughter with them. The Princess is in another castle.

The action is where this game really shines. It's predominantly a third-person action game akin to, though nowhere near as refined as, the Devil May Cry series.

You start levels in human form, armed with your trusty crossbow and your wits. It's heavily implied that sneaking through levels is entirely possible and encouraged. There are cameras you can avoid and disable if you can sneak to the correct computer, there are reinforcement gates that can be sabotaged, and you can take out a few small enemies with stealth takedowns.

You also have the option of transforming into a Lupus (a wolf) to sneak around levels, utilising tiny grates to manoeuvre in-between areas. You also move faster in wolf form so it's pretty good for getting around quickly.

I liked the idea of this right up until I realised that sneaking was utterly useless because nine times out of ten you will get spotted and then have to enrage, turning yourself into a massive werewolf and fighting your way through. It's made worse by the presence of giant enemies that you cannot take out via stealth, meaning that I'd clear an area out and be left with one guy who I had no choice but to fight. As soon as I transformed, reinforcements were summoned and all my work was down the toilet. My eyes rolled.  If you're going to put sneaking into a game, you really should be able to sneak through areas to the end of a segment.

Thankfully the combat itself is great. Being a hulking werewolf feels really satisfying. You have two stances – Agile and Heavy – each with access to different special moves. Agile gives you faster movement speed and attacks as well as generating rage faster, while Heavy means you walk slower, taking less and dealing more damage.

Fighting generates Rage which is then spent to use these moves. Early on you can just have fun slashing and tearing into naughty humans, but later in the game you have to be a little more reserved as you can be overwhelmed rather quickly. It's here that I was saving my rage meter to use on my heal ability, as I'd be dead without it. A lot of enemies fire silver which can be deadly, pre-upgrades, because you cannot heal from silver wounds.

There's also the Fury meter which, when full, triggers The Frenzy mode, granting both benefits of Agile and Heavy stances but not letting you use specials. This mode, in particular, is fantastic once you get some key upgrades mid game, allowing you to heal as you attack.

The sheer carnage is great. You can walk into a room full of crates, machines, desk, people and then once the battle is over, you're left with a room, devoid of furniture and smeared in blood and schmutz.

The rest of the game is… there as well.

Between fights there's a lot of walking from point A to point B which soon gets a little boring. You have hub areas where you can chat to people and take in the sights as well as a couple of side quests involving finding spirits to chat to, but the non-combat parts of the game feel like an afterthought.

As you walk around, both in and out of combat, you'll be using Penumbra Vision a lot, which lets you see into the spirit world, identifying threats, spirits and their connections. This is handy for finding which controls are connected to which camera or gun turret so you can disable them before a fight. It also lets you absorb spirit energy from plants, totems and other objects.

It's spirit energy that feeds upgrades for Cahal, so you don't get stuffed by late-game fights. You also earn spirit energy after enemy encounters. Not all of them, though. This part is so inconsistent to the point where I'm not sure what actually triggers spirit gain. Some large boss fights would give me Spirit and some wouldn't. The same happened with small enemy encounters. During one level, I went the entirety of it without getting anything at all. It was so weird and felt like I was missing something, which in turn made me fairly selective of the skills I picked from the skill tree.

There are simple abilities that upgrade things like the virtually useless crossbow, and then you have the really strong abilities right at the bottom of the page which are essential for surviving later encounters. As the upgrades are split into two sections, you can mostly ignore the base upgrades in favour of the stronger stuff, which undercuts the typical character progression.

Now, I really have to address the overall look of the game, because damn, it looks really poor. Obviously, it's a cross-gen release, but all the way through I felt like I was playing an HD remaster as opposed to a shiny new PS5 game. The characters and surroundings just look… meh. Characters all permanently look surprised and everything just feels a little cheap.

The voice acting is also really bad. Cahal is the best of a bad bunch, but the rest aren't great. Lots of really bad overacting made for many 'What the hell am I listening to?' moments. The dialogue felt devoid of logic a lot of the time, especially with Cahal's daughter, who is berating him for leaving one minute and then in the next scene she's like, 'Oh, I love you, Dad.' which left me laughing at the TV.

One saving grace for the audio was the Metal that played over the top of combat and in various sections of the game. It's what you want to listen to when tearing people apart.


Xbox Game Pass February update adds The Falconeer, Final Fantasy XII, and Jurassic World Evolution

Microsoft has confirmed the games that will be coming to Xbox Game Pass this month, with a mix of games for console, PC, and Project xCloud. The Falconeer is one of the major additions having been a launch title for Xbox Series X|S. Joining The Falconeer will be Final Fantasy XII: The Zodiac Age, and that will be available on PC and console. Jurassic World Evolution will be available on Game Pass through console and cloud, along with Stealth Inc 2: A Game of Clones. Project Winter is coming to all three Game Pass platforms, Wolfenstein: Youngblood is coming to cloud, and Ghost of a Tale will be on PC. The dates for when each is available is below.

February 4th:

  • Ghost of a Tale (PC)
  • Project Winter (Console, Cloud, PC)
  • The Falconeer (Console, Cloud, PC)

February 11th

  • Final Fantasy XII: The Zodiac Age (PC and Console)
  • Jurassic World Evolution (Cloud and Console)
  • Stealth Inc 2: A Game of Clones (Cloud and Console)
  • Wolfenstein: Youngblood (Cloud)

Of course when some games are added to the service others leave. This time around those games that are leaving include De Blob (Console), Ninja Gaiden II (Console), World of Horror (PC), and Shadows of the Damned (EA Play/Console).

Source: Microsoft


Madden NFL 21 February title update has been released

EA has released the February update for Madden NFL 21 across PS5, PS4, Xbox One, Xbox Series X|S, PC, and Stadia. On PS5 and Xbox Series X|S the update addresses issues such as fixing unintended penalties, and stopping players from running out of bounds in error, or ghosting through each other on the sidelines. On PS4, Xbox One, PC, and Stadia the fixes including stopping from defenders avoidance animation from triggering if an opposing player dives. The full and rather extensive patch notes are below.

Madden NFL 21 February Title Update patch notes

Madden NFL 21 (Xbox Series X|S & PS5)

Key Highlights:

  • In Competitive only, only players with the 'Reach For It' ability will trigger certain reaches
  • Extensive Coverage fixes for Cover 3, 4, and Man
  • Locomotion and Pursuit improvements
  • Made Blocking improvements to handle DBs
  • Fixed unintended penalties from DL

Gameplay Updates:

Pass Coverage:

  • Tuning to outside deep-zone defenders in Cover 3 to improve the timing of the drop to get to the appropriate coverage depth when aligned over an outside receiver running a short route (Drag, Smoke Screen, etc.). This adjustment will allow them to get deeper and play any deep routes coming from the slot.
  • Tuning to outside deep-zone defenders in Cover 3 to reduce the frequency of jumping inside to cover an out-route from the slot, allowing an outside receiver on a Streak/Fade to get behind them. The outside deep-zone defender will now keep his width and continue to leverage his zone-drop accordingly.
  • Fixed an issue causing receivers to sometimes run into the back of a slower defender playing a deep-zone assignment, leading to an avoidance animation disrupting the route.
  • Updated Cover 4 Quarters to use more Man Matching principles against Trip formations and improved transitioning from zone to man when matching certain vertical routes.
  • Fixed an issue causing deep-zone defenders in Cover 4 Quarters and Palms to let streaking receivers run by them on the outside. Now the defenders will backpedal and transition to turn and run with the correct timing.
  • Tuning to Cover 4 Drop to better cover deep post routes, by improving deep-zone anticipation of vertical routes moving to the middle of the field to reduce the likelihood of big plays over the top of all the deep zone defenders.
  • Added logic to make the reaction of linebackers in man-coverage more authentic when covering a running back in a block-and-release assignment. The LB's will have the option to either trigger a pass rush and transition to a QB Spy assignment when they see the running-back block, and the timing they use to make the decision will be scaled by their play-recognition rating.
  • Fixed an issue sometimes causing cornerbacks to instantly rush the passer when playing man-coverage on RPO Screen plays.
  • Fixed an issue causing all the underneath zone defenders to break out of coverage and rush the Quarterback when he rolled out of the pocket, even if he was not close to the line of scrimmage.
  • Tuning to improve Jam/Press criteria so user-controlled defenders will be able to trigger the appropriate animations for all angles and situations.

Tackling and Blocking:

  • Fixed an issue allowing an exploit blitz with nickel corners in the contain assignment. New logic and movement has been implemented for pass blockers to better react to this exploit blitz which is most commonly run out of formations like Dime 1-4-6.
  • Fixed an issue sometimes causing defenders to get stuck in a breakdown fake-out when the ball carrier was being tackled within close proximity.
  • Fixed an issue causing unintended 'Roughing the Passer' penalties when pass rushers could obviously see the ball had been released.
  • Fixed a rare issue with a reach-sack animation that could get misaligned, and make it appear like the QB would be tackled by air.
  • Tuning to reduce the amount of broken tackles that were triggering from defenders being out of position, with the most significant tuning being done for the Competitive game style. This should result in far less broken tackles from over/under-pursuit defender alignments.

Locomotion:

  • Tuning to reduce steerability while in Truck animations.
  • Fixed a rare issue causing ball carriers to get stuck in the running assignment and run out of bounds.
  • Fixed an issue causing defenders to sometimes use the 'Option Quarterback' carry-style when switching ball hands after an INT.
  • Fixed an issue causing defenders to sometimes hitch in the transition from pre-play to during-play movement in pass coverage.
  • Fixed an issue causing Tight Ends to sometimes slide on the cut when running corner routes against certain coverages.
  • Tuning to improve ball-carrier ability to get through the line when running routes from the backfield.
  • Fixed a rare issue sometimes causing the ball carrier to freeze up after two spin moves were used in quick succession.

Passing:

  • Fixed an issue causing the running back's receiver icon to disappear after the handoff when running Gun Doubles Y Off RPO Zone Y Peek.
  • Fixed a rare issue causing the QB to throw an odd push pass when running Singleback Wing Pair HB Dive Alert Smoke
  • Fixed an issue causing the QB's arm to get caught up on the running back when attempting to pass during the handoff when running Gun Wing Slot Offset PA Jailbreak Screen.

Abilities:

  • Tuning to only allow players with the 'Reach For it' Ability equipped to be able to trigger successful pylon/first-down marker reach-tackles for Competitive game style.
  • Fixed a visual issue allowing the in-game indicators to remain visible during the entire play when using the 'Blitz Radar' and 'Threat Detector' abilities.

Environment:

  • Fixed various issues sometimes causing the coach or other sideline players to ghost through an opposing player during various sideline interactions with players running or falling out of bounds.
  • Fixed an issue preventing sideline 'help-up' animations from triggering in situations where they should.

General Gameplay Improvements:

  • Fixed an issue sometimes causing a new field to load with invisible players after switching Practice type from the Practice Pause menu.
  • Fixed an issue causing the punter to line up too close to the line of scrimmage when punting from inside the 5-yard line, allowing the punt to be blocked too frequently.

Madden NFL 21 (Xbox One, PS4, PC, Stadia)

Key Highlights:

  • In Competitive only, only players with the 'Reach For It' ability will trigger certain reaches
  • Fixed blitz's with Nickel Corners in Contain
  • Fine-tuned deep-zone defenders in Cover 3
  • Tuned the distance-based receiver abilities vs. Man-Coverage
  • Addressed Man-Coverage issues with RPOs and Receiver motion
  • Fixed frequency of defenders doing QB Slide avoidance

Gameplay Updates:

  • Fixed an issue causing the tight end to stay in his 3-point stance after being motioned to the slot on running plays out of the Gun Doubles formation.
  • Fixed a visual issue allowing the in-game indicators to remain visible during the entire play when using the 'Blitz Radar' and 'Threat Detector' abilities.
  • Fixed an issue causing the QB's arm to get caught on the pulling guard when throwing the ball early on I-Form Slot Flex Power Alert Smoke.
  • Tuning to the distance-based receiver abilities so the Receivers to increase the receiver's win-chance on the cut vs. man-coverage defenders without a counter-ability, as long the cut is performed in the designated area of the field.
  • Fixed an issue sometimes causing cornerbacks to instantly rush the passer when playing man-coverage on RPO Screen plays.
  • Tuning to outside deep-zone defenders in Cover 3 to improve the timing of the drop to get to the appropriate coverage depth when aligned over an outside receiver running a short route (Drag, Smoke Screen, etc.). This adjustment will allow them to get deeper and play any deep routes coming from the slot.
  • Fixed an exploit allowing the offensive user to manipulate a man-coverage defender by using motion directly after a hot-route.
  • Fixed an issue causing defenders to trigger avoidance animations any time any ball carrier would dive.
  • Fixed an issue allowing an exploit blitz with nickel corners in the contain assignment. New logic and movement has been implemented for pass blockers to better react to this exploit blitz which is most commonly run out of formations like Dime 1-4-6.
  • Tuning to pass-blocking logic to improve 'blocking handoffs' for left tackles when facing two rushers in the outside gap.

In our review for Madden NFL 21, Dom wrote:

Madden 21 has the components to be a solid, if utterly by-the-numbers entry in the franchise. However, a raft of bugs and glitches serve to undo the game's atmosphere at every turn.
You can read the full review here.
Source: EA.com

EA College Football game is coming, but what does this mean for NCAA players?

EA have announced that EA Sports College Football is in development, seeing them return to the field of collegiate sports after several years away to create a counterpart to their main Madden NFL series.

EA's first college football game came out all the way back in 1993 with Bill Walsh College Football, before evolving into NCAA Football in 1997. The series ran all the way up to 2013 with NCAA Football 14, but was brought to an end after the NCAA and other college football conferences decided not to renew their exclusive contracts with EA Sports.

This was partly down to image rights and a legal dispute over whether players should be able to take a share of the profits that the NCAA was able to generate from their likeness. It's an issue that remains in collegiate sport, though there has been some motion on the matter. Florida, California, Colorado, Nebraska and New Jersey all legislating on the matter and the NCAA has also voted unanimously to loosen the restriction.

That's all great, but what does it mean for players and EA's new College Football game? Well… not a lot. In fact, the game will not include any student-athlete names, images or likenesses, and the only elements that EA will be able to include for authenticity are the logos, stadiums, uniforms, gameday traditions and other colour elements that they can license through the Collegiate Licensing Company.

There's still plenty of time for that to change, though. EA have only just announced this partnership and, while they are able to build on the foundations of Madden NFL in terms of game engines and gameplay, it will still take some time for a game to be released. If the opportunity arises for them to secure a significant number of players' likenesses en masse, they could incorporate them into the game. Indeed, with regard to image rights, EA say they are "continuing to watch those developments closely."

Source: Twitter, press release


Werewolf: The Apocalypse Earthblood Xbox One and Series X|S physical UK release delayed due to Brexit

The physical release of Werewolf: The Apocalypse Earthblood for Xbox One and Xbox Series X|S has been delayed in the UK due to logistical issues that have come about from Brexit. Previously the game was going to be available this week, February 4th in fact, but that has now been pushed back to February 12th. Cyanide Studios has confirmed that this will not affect the digital release which UK players will still be able to get from tomorrow. The full statement reads:

"Due to unforeseen logistical problems, partly down to Brexit changes, the physical release of Werewolf: The Apocalypse – Earthblood on Xbox systems has been delayed to February 12th in the UK. We apologise to fans for the unexpected delay. This came as a surprise and we want to assure you we're doing our utmost to get the Xbox version to the UK as soon as possible. Please note this has no affect on the digital release of the game."

The game is based on the tabletop RPG Werewolf: The Apocalypse, a part of the World of Darkness universe that also contains Vampire: The Masquerade. The full story follows the Cahal, an eco-terrorist werewolf banished from his tribe, but deciding to fight against the corporations that have caused pollution across the American Northwest. The game will let you shapeshift between wolf, human and werewolf form, to explore, converse, and fight across this region.

This is not the first Brexit related shipping issue that has had an impact within the games' industry. A couple of weeks ago, Bitmap Books suspended shipping to the EU due to the additional charges that customers were facing. The company is looking at ways to alleviate that issue so shipping can resume.

Source: Twitter


Total War: Warhammer III will complete the epic grand strategy trilogy in late 2021

Sega have announced the long-awaited Total War: Warhammer III, the third and final part in an epic trilogy of grand strategy games set in the fantasy Warhammer universe. The game will be coming out in late 2021.

Total War: Warhammer III will explore the mysterious Lands of the East and the daemonic Realms of Chaos for the first time in the series. It will dramatically expand on the factions of Chaos found in the game, featuring Khorne, Nurgle, Slaanesh and Tzeentch as they wage war against Kislev and Cathay.

The new grand campaign will see you tasked with saving or exploiting a dying god, with each race having a different journey through the Chaos Realm that builds up to an endgame to decide the fate of the world.

The first Total War: Warhammer was centred around the Old World (a fantasy representation of Europe), while Total War: Warhammer II looked to the lands to the West where the High Elves had retreated to, leaving the eastern reaches of the Warhammer world unexplored by the games. This was the plan all along, of course, with Creative Assembly embarking on a trilogy to explore these different realms. The surprise, perhaps, is that it's taken this length of time. The first game arrived in May of 2016, and followed in September 2017 by the sequel. It's now going to be approaching a 4 year wait for the third instalment.

"Our vision, from the start, was to create a series that felt like an incredible journey through this world we all loved.," said Game Director, Ian Roxburgh. "The enormous support of our players in ensuring the success of the first two instalments has pushed our ambition to new heights, and we can't wait for everyone to experience it."

One element not discussed in the announcement was how the three games would be united into one gigantic, all-encompassing campaign. Total War Warhammer II featured the Mortal Empires mega-campaign for those that owned both games, and it's expected that this third game will offer the same. We hope to have more details soon.

And will this be the end of Total War: Warhammer? Not likely. It might be the final game in the trilogy, but the second game in particular has been well supported with DLC expansions to add new heroes, factions and campaigns into the game. Expect more of the same to come out in 2022 and beyond.

Total War: Warhammer III will be out for PC, Mac and Linux in late 2021, coming to both Steam and the Epic Games Store.

Source: press release


FIFA 21 Title Update 9 has been released, addresses haptic feedback on PS5

EA has released title update 9 for FIFA 21 on PS4, Xbox One, PS5, Xbox Series X|S, and PC. This update addresses quite a few things. In gameplay those changes include making volleyed chip shots less effective from distance, stopped the ref blowing the final whistle if a goal scoring opportunity is unfolding. In Ultimate Team the fixes are mainly to the interface with fixes to incorrect displays. On PS5, there have been changes so that haptic feedback has less resistance and does now function properly.

FIFA 21 Title Update 9 patch notes

Gameplay
Made the following changes:

  • Reduced consistency of the ball trajectory after successfully performing a Skill Move which involves launching the ball into the air.
  • Reduced Flick Up ball trajectory consistency in cases where the Flick Up is performed directly following a Skill Move.
  • Reduced consistency of Flick Ups performed while running with the ball.
    • This effect is most impactful when the ball carrier is running at a high speed.
  • Reduced the effectiveness of Volleyed Chip Shots when taken from 35 feet/10.67 meters and beyond.
    • This effect scales up to 55 feet/16.76 meters, meaning that Volleyed Chip Shots reduce in effectiveness the farther they're taken from, up until 55 feet/16.76 meters.
    • Volleyed Chip Shots taken at 55 feet/16.76 meters and beyond can be half as effective as those taken at 35 feet/10.67 meters.
  • Considerably reduced the probability of the referee calling for the end of the match during a potential goalscoring opportunity.
    • As a result, Injury Time could now last for a slightly longer period.

Addressed the following issues:

  • When defending against the Bridge Skill Move while Jockeying, the defending player could temporarily slow down unintentionally.
  • When a defending player performed a tackle that was unsuccessful at winning the ball, the tackler's foot could partially pass through a portion of the ball.
    • This change does not impact the success or failure of tackles, and the tackling player is now more likely to make some contact with the ball in these situations.
  • Following a specific type of goalkeeper pass during an offline match, the defending team's CPU AI would not attempt to pressure the attacking side in order to recover the ball.

FIFA Ultimate Team

Addressed the following issues:

  • On the Kit Select screen in Division Rivals, the timer could freeze for the player who confirmed their selection if their opponent was still selecting a kit.
  • When accessing the Transfer Market tab on the Squad screen and viewing the Search Results as a list, Bid Status Icons did not display.
  • Some text incorrectly overlapped other UI elements when the My Playlist tile was selected on the FUT Friendlies screen.
  • During Friendlies matches, the in-game Game Settings screen would incorrectly list the ball being currently used.
  • Stadium Themes based on real world teams did not always apply correctly to in-game ad boards.
  • The FIFA Playtime FIFA Points limit exceeded message would not display until the limit was exceeded a second time.
  • The Live FUT Friendlies UI did not always display the correct visuals when the tile was selected.

Career Mode

Addressed the following issues:

  • Managers were incorrectly wearing team kits during matches and other scenes.
  • When changing the sorting in the Transfer Hub and Squad Hub, the UI did not automatically scroll back to the top.
  • In Player Career, the Virtual Pro was sometimes not receiving loan and transfer offers.
  • When entering the Transfer Hub through a News story and attempting to sign a player, a stability issue could occur.

VOLTA FOOTBALL

Addressed the following issues:

  • Drop In Match Lobbies could become temporarily stuck during a specific UI flow, and as a result, would not be filled with the maximum number of players.
  • Further addressed instances of being unable to successfully matchmake in VOLTA SQUADS.

Pro Clubs

Addressed the following issues:

  • When the Captain changes Game Plans during a Pro Clubs match, some AI teammates could have switched positions incorrectly.

General, Audio, and Video

Made the following changes:

  • Updated some kits, Tifos, badges, 2D images, celebrations, and boots.
  • Added new commentary lines related to David Beckham.
  • Updated 1 existing Starhead and added 4 legacy Starheads.
    • Stay tuned to the EA SPORTS FIFA Tracker to learn when these Starheads will become active.

Addressed the following issues:

  • An incorrect line of commentary could occur when referencing a specific instance of an offside.
  • The Adidas Silver and Black Circuit Board balls did not display in-game shadows.
  • Some balls displayed placeholder text in the Match tab of the Game Settings screen.

Gameplay

Made the following change:

  • [PS5 Only] Lowered the resistance of Adaptive Triggers when they are enabled at the system level.

Addressed the following issue:

  • [PS5 Only] If the Title was started prior to the DualSense being turned on, haptic feedback did not always function.

Career Mode

Addressed the following issue:

  • [PS5 and XSX|S Only] A News headline could sometimes incorrectly swap the club name's position with a player name.

Source: EA


Destruction AllStars microtransactions explained

Destruction AllStars is finally here and although it may have been benched during the PS5 console launch last November, it's hard to argue that Sony didn't make the right move. With a strong cluster of exclusives already available on day one, Destruction AllStars could easily have been buried. For a game that is mainly multiplayer focused, potentially empty servers just weeks after launch would have spelt doom.

As a result, Sony have basically pivoted Destruction AllStars into a free-to-play title. For a limited time it will be available to everyone who has an active PlayStation Plus subscription after which point it will presumably go up for sale as a full priced game.

Destruction AllStars features a number of in-game microtransactions – bonus pieces of content players can be unlocked by spending cash. It's hard to say whether these were added/reworked in that period between DA's originally intended release date and now, though we'd say it's likely given that aforementioned move to becoming a PlayStation Plus freebie.

So, how do microtransactions work in Destruction AllStars? Well, there are two currency counters you'll notice when surfing through menus and browsing the in-game shop. The gold currency – referred to as AC – is simply earned by playing, each level-up awarding you 1,000 AC. Meanwhile the pink DP – or Destruction Points – are a premium currency that can only be purchased with real money.

There are three DP bundles available via the PlayStation Store: 500DP for £3.99, 1000DP for £7.99, and 2000DP for £15.99. As you can see there is no discount on buying the bigger DP bundles.

There are various in-game items that can be purchased in Destruction AllStars. Some of these can only be bought using AC, others only DP while a small number will accept either. It's important to note that none of these effect gameplay whatsoever and are mostly cosmetic. They're a way of glamming up your player profile or decking out your favourite AllStar and their hero vehicle of choice. You can buy skins, emotes, vehicle emotes, shouts, avatars, and banners.

Finally, and perhaps most importantly, you'll need to spend DP in order to unlock new Challenger Series. Each one is a collection of singleplayer challenges tailored to a specific character, offering a glut of cosmetics upon completion. The first, featuring Ultimo Barricado, is free though additional Challenger Series cost 400DP each. In effect, Sony and Lucid Games are putting key singleplayer content behind a paywall which is a shame though Destruction AllStars is still best enjoyed online against others.


SnowRunner – Season 3: Locate & Deliver brings back logging with new maps and vehicles

The cult classic SnowRunner is getting ready to embark on Season 3: Locate & Deliver. When it arrives sometime "soon", it will bring with it new maps, new vehicles and a sprinkling of free content for everyone.

Season 3's biggest addition is the new Wisconsin, USA region, with two new maps to painstakingly make your way across. It will bring logging back to the game as you try to rebuild a broken-down railway amidst forests, flood zones and massive rivers.

There will also be three new vehicles, three vehicle skins, new stickers and more as part of the DLC expansion.

As you can see from this clutch of screenshots, it's all hella pretty… but it's not particularly snowy, is it? I demand more snow in a game that's literally called SnowRunner. Surely you all agree with me?

Season 3: Locate & Deliver will be available standalone, most likely at the same £5.49 price point as the first two seasons, or as part of the £19.99 Season Pass. The Season Pass can also be obtained as part of the SnowRunner Premium Edition.

Alongside Season 3, there will also be a free update for all SnowRunner players. This adds new trials, cargo and missions for you to test your mettle against.

Dom reviewed SnowRunner upon its release last April, scoring the Murdrunner sequel a stunning 9 out of 10. Here's what he had to say:

"SnowRunner is a game thoroughly, single-mindedly, in love with the open road. It just happens that it's the kind of love that's bred by getting that road so thoroughly under your nails, you occasionally have to wonder whether it's actually hate. Care, attention and time will show that SnowRunner is a passion project worth putting the extra mile in for."



Valheim Early Access Preview – A survival game with a sense of purpose

Survival games are a dime a dozen these days. The initial boom of success through games like Minecraft, Ark and Rust have seen thousands of developers take interest, and a quick glance at pretty much any digital storefront will see a number of these games spread across the new releases and best sellers lists. While many will tread familiar, formulaic ground, every now and again something interesting pops up that stands out from the crowd.

Embarking on its voyage through Steam Early Access, Valheim, developed by Iron Gate AB, is norse-inspired survival game which drops players in a procedurally-generated representation of limbo. Using the world around you, players must not only survive but also build their skills and arsenal in order to take down numerous god-like foes. Think Shadow of the Colossus meets Rust. It's an interesting concept which remedies one of my biggest complaints with many survival games, the lack of direction or goal.

Starting as it means to go on, Valheim pretty much throws you into the world and expects you to get on with it. There's some light guidance from a crow which pops up from time-to-time, but you are expected to figure out a lot of the game's mechanics on your own. I'm fine with this in theory, but I found that activating certain elements or finding the specific controls for a move or action could be frustrating. The entire tutorial process could just do with a bit of streamlining to make things slightly more accessible – that will surely come as the game develops.

Moment to moment, Valheim plays like a typical survival game. You need to collect wood, stone, and other materials to build shelter. You hunt animals and collect fruit and vegetables for food. When it rains you end up wet, stay out too late at night and your character will feel cold. It's fairly similar to the systems we've seen elsewhere and Valheim does them all to a good standard.

I actually didn't mind the gathering and survival elements here, as I felt I was putting in the work towards a goal. Gearing myself up to take on a tough enemy was more than enough motivation to keep me invested in the initial sluggish grind of gathering wood and stone to make basic tools. Once you're over the initial hump of gathering, Valheim opens up and you can begin exploring its procedurally generated world. With a mix of woods, mountains, plains and coastal areas, there's plenty of hidden chests to find and animals and monsters to slay. When you're feeling confident enough, it's time to go after the legendary monsters.

Scattered throughout the world, these legendary monsters require a sacrifice before you can initiate a fight with them. The sacrifices can vary, but it typically requires something quite grindy. For example, the first boss requires you to hunt a bunch of deer for two trophies. When you've got the required sacrifice, everything kicks off as a giant monster appears and tries to take you down. It's on you to learn its attack patterns and figure out the best way to bring it down. While it's certainly no Dark Souls to handle, I still found myself having a lot of fun during these fights.

One element of Valheim which needs some serious improvement is building and terraforming. You need to use a hammer to be able to build certain elements, but you also need to have a crafting table, and it's not always clear in the UI which tool offers what. There's also a lot of issues with mesh detection when trying to build certain structures or build walls. It's not unplayable, but I found these segments to be the least enjoyable in the game. I built a bog standard house and never felt the need to upgrade or increase it in size, simply because I didn't want to tussle with the building systems.

You don't have to suffer the building systems alone though, because Valheim offers play-hosted servers, meaning you can join up with friends as you venture through the world. Building and surviving together makes Valheim's difficult world a bit more manageable, providing a slightly easier option. For those who fancy more of a challenge, there are dedicated servers and the option to turn PvP damage on, although the world is already brutal enough for my tastes.

Due to circumstances out of my control, I'm currently having to play with a gamepad when playing PC games. I was a little worried when I saw Valheim only had partial controller support, and unfortunately that's a pretty accurate description. It's mostly playable on a gamepad, but there are some actions you simply cannot do. I found myself over encumbered at one stage and spent five minutes trying to find the controls to drop items. I eventually figured out I could only do it using a mouse, but an in-game prompt explaining this would have been welcomed.

There's a skill system for in-game actions, meaning your character improves over time. As you jump, run and fight your character will consume less stamina and generally just start to be more effective with each skill. I quite like this style of progression as it encourages you to build a character around your play style, imbuing a sense of roleplay to your adventure.

Valheim, while a bit rough around the edges, has a number of genuinely nice touches to its gameplay. When cooking food, you have to actually stand by it as it cooks and take it off when it's ready – leave it on for too long and you'll be left with a piece of coal – but stand by a fire in a cramped space and you'll start to die due to smoke inhalation. For a game that's just entered Early Access, Valheim already feels like a mostly complete game.

The future feels bright for Valheim. With a solid arrangement of survival systems already in place, an engaging array of boss battles and plenty of extra touches, I can't wait to see how the community shapes and guides this survival sim's future development. This is definitely one to watch out for.


4.5 million PS5s shipped in 2020, as Sony predict best ever year for PlayStation

Sony's PlayStation 5 is off to a flier, with over 4.5 million PS5s shipped in the final months of 2020 and expectations that their PlayStation business will have its best ever year in terms of revenue and profit.

This is actually despite Sony admitting in their financial results that the PS5 is being sold at a loss – a fact that is thoroughly unsurprising and follows the typical games console business model. Backed up by 1.4m PS4 consoles sold between October and December, Sony's Games and Network Services division was still able to spin $8.3bn in revenue, making a 40% increase year-on-year.

The real driver of all this revenue was game sales, which made $4.6bn thanks to $1.76bn in digital game sales and $2.43bn in add-on content and microtransactions. PlayStation Plus subscriptions have also increased by 22% year-on-year to a new total of 47.4 million subscribers.

All together, Sony have increased the full-year forecast for their gaming division to $25 billion, with $3.2 billion in operating profit.

Facing sky high demand for their new console, the PlayStation 5's 4.5 million units is actually exactly in line with the 4.5 million PlayStation 4 consoles shipped from its launch in November 2013 to the end of the year. So, while it might have managed to surpass the PS4's 2.1 million units in two weeks in 2013 to become the largest launch in PlayStation history, the PlayStation 5's potential to set new records for games console sales seems to be limited by Sony's ability to actually supply consoles. More consoles have appeared on sale through January, but we'll discover how many in April/May.

That ability is being hampered by issues surrounding the fabrication of new chipsets for the consoles. Produced at TSMC 7nm fabs, under contract from chipset development partner AMD, the supply chain has been under severe strain through 2020 to match demand. There's a juggling act to satisfy the demand of PlayStation 5, Xbox Series X, Xbox Series S, as well as AMD's new Ryzen 5000 series CPUs and Radeon 6000 series GPUs. Microsoft have stated that they expect the Xbox Series X to remain in short supply until at least July and we can likely expect a similar situation to apply to the PlayStation 5.

Looking at the company's last generation, the PlayStation 4's holiday sales have seen a significant drop year-on-year, dropping from 6 million between October-December 2019 to just 1.4 million in the same period last year. This puts lifetime shipments at 115.4 million, and the shipments in the 2020-21 financial year at just 5 million so far and on track to come in at less than half the console's 2019-20 shipments of 13.4 million. With so many consoles already out there, it will remain a major part of Sony's business for years to come, but such a drop in production means we can put any thoughts that the PS4 could overtake the PS2's 155 million lifetime sales to one side.

Source: Sony


Embracer Group buys Gearbox, Aspyr Media, and Easybrain – 2K Games comment [updated]

The Embracer Group, which includes THQ Nordic, Koch Media, Saber Interactive and other publishers, has added Borderlands creator Gearbox to the group along with Aspyr Media, a company that specialises in Mac, Linux and mobile ports, and Easybrain, a mobile game developer with a core focus on advertising-based puzzle and logic games.

The deal with Gearbox is valued at $1.3 billion and they will become Embracer Group's seventh operating group. Gearbox Founder and CEO Randy Pitchford will continue to lead Gearbox, and he and the employees of Gearbox will jointly become "a significant shareholder in Embracer." That sounds like a good deal, let's hope that offer extends to all Gearbox employees and not just senior management.

"Gearbox is arguably one of the most creative and valuable independent developers in the world. We believe that the resources offered by Embracer will position Gearbox for continued significant growth in the years to come" saaid Lars Wingefors, Founder and Group CEO of Embracer Group.

"Lars's vision of Embracer as an allied partner group committed to fueling and accelerating the ambitions of a series of decentralized, successful entrepreneurial member companies while magnifying the collective value and advantages of diversification across the entire group is the most brilliant strategy and design for short, medium, and long-term success in this industry that I have worked in during 30 years. The feeling at Gearbox is that we are just getting started and this transaction is not merely a stimulant for the talent of our employee-owned company, but a propellent for the exciting future we have planned." said Randy Pitchford, founder of The Gearbox Entertainment Company.

Update: 2K Games have also issued a comment on the acquisition to clarify how it's going to affect their relationship with Gearbox and the Borderlands series going forward. To put it simply…. it won't.

"As the proud publisher of the Borderlands franchise, we are happy for our partners at Gearbox and this exciting new chapter for their organization. The merger does not change 2K's relationship with Gearbox nor our role as the publisher for the Borderlands IP or any other projects we are currently working on with the studio. We look forward to continuing our long-term partnership with this incredibly talented team and delivering many more exciting entertainment experiences to gaming fans around the world." – 2K Spokesperson

This means Embracer now has 57 internal game development studios spread across 40 countries. Many of these are smaller indie studios united under some of Embracer's 8 publishing brands, but that's still an incredible number. Embracer must own hundreds, if not thousands of IP's in total, THQ Nordic alone has been snapping up old, seemingly dead IPs for many, many years. They recently snapped up Little Nightmares creators Tarsier Studios.

Source: Embracer


Imperator: Rome – Heirs of Alexander content pack and free Marius update arrive this month

Some pretty great things are coming to Imperator: Rome, if you'll excuse the pun, with the Heirs of Alexander content pack and the major 2.0 'Marius' update both set to arrive on 16th February 2021.

Heirs of Alexander is all about the power vacuum that follows the death of Alexander III of Macedon, with the Seleucid, Ptolemaix, Antigonid and Macedonian kingdoms all seeking to claim his legacy.

Here's what the content pack offers:

  • Unique Mission Trees: New special mission objectives for the Antigonid Empire in Anatolia, Seleucid Empire in Asia, Ptolemaic Empire in Egypt, Macedonia and Thrace.
  • Shared Mission Tree: Diadochi-themed mission objectives available to all of the Successor Kingdoms.
  • Wonder Designer: New tool that allows players to build their own custom monuments, adding bonuses to their location or to the entire empire.
  • New Events: Various Historical Events based on the history and legacy of Alexander's followers.
  • New Deities: Regional gods and goddesses from the Hellenistic kingdoms.
  • New Treasures: Distinctive artifacts from the Hellenistic kingdoms.
  • New Music: Three new music tracks to inspire your Successor Kingdom.

As a content pack, the DLC will be priced at $9.99/£7.19/€9.99.

Supporting this is the significant 2.0 'Marius' update, which will be free for all players. It will make for a major overhaul of the military systems in the game, adding new features to enhance your wartime efforts.

Here's a rundown of what it offers:

  • Levies: Draft levies from your provinces to fight your wars. Their size and composition is based on the cultures and population types in the province.
  • Legions: Advance your military technology to create standing, professional military forces to guard your empire. But beware of their cost and tendency to follow disloyal generals.
  • Military Histories: Legions and Mercenary units have histories that will list their accomplishments over time, earning honors or penalties based on their legacies.
  • Engineers: Special cohort to help with sieges, river crossings and road building.
  • Changes to Inventions and Military Traditions: Radically overhauled invention system – unlock new abilities alongside old inventions, and shape your civilization like never before.
  • Diadochi War Goal: New large scale conquests available to Hellenistic kingdoms to better model the ambitions of Successor rulers.
  • UI Overhaul: Completely reworked interface to make options and decisions more intuitive.
  • And much more: New unit models for levy and legion units, new port construction options, changes to forts and deities.

Source: press release


Resident Evil Re:Verse Beta – Can its monster mayhem make an essential multiplayer mode?

Yeah, firing a rocket launcher with Leon Kennedy is cool, but have you ever tried chopping someone's head off with Jack Baker's giant sheers? I have and I'm here to tell you it's a lot of fun.

Over the weekend, I got hands-on with the Resident Evil Re:Verse beta, a free multiplayer only game that's to be given to those who buy Resident Evil Village.

It's hard not to give these spin-off Resi games a hard time, especially considering Capcom's track record when they move away from the formula that makes their main entries so successful. You only need to look at the likes of Operation Racoon City and Umbrella Corps to see why people are anxious when a new Resident Evil is announced in the same vein of these online multiplayer shoot fests.

It's with these swirling thoughts that I trod carefully with the beta. As a fan of the Resident Evil series, it's really cool to be able to play as your favourite characters, good and bad, but as someone who's played Capcom's previous attempts, I was scared. I actually thought Resistance was good, albeit lacking longevity, but just a year later and it's going to be superceded by Re:Verse. In that case, it better be a massive upgrade.

Right now, I'm not sure it is.

Re:Verse features four to six player, five minute deathmatches with everyone playing as their favourite characters from the Resi universe. Unless you like Piers… Sorry Piers fans, he's not in it. You get to choose from Chris 'Boulder Puncher' Redfield, Jill Valentine, Leon Kennedy, Claire Redfield, Ada Wong and Hunk, each with their unique abilities and stats.

I got to try every character multiple times so got a really good feel of what each character could do. I was quick to come to the conclusion that Hunk is the meta. Hunk has an ability called Active Camouflage. This makes him temporarily transparent and silences his footsteps, meaning you can pretty much get away with what you want. Oh, and it also makes his second ability, Assassinate, a short ranged stabbing attack that does massive damage, do even more damage. Finally, Hunk's passive grants him more time under Active Camo if he kills with Assassinate while invisible. You can see how this can get quickly out of hand. For a lot of the matches I played, the top three were always Hunk, Hunk and (you've guessed it), Hunk.

That doesn't mean the other characters are worthless. I had a lot of fun using Claire Redfield, who comes packed with her signature Quickdraw Army handgun, a submachine gun, an Adrenalin shot for healing on the go, an electric trap she can place, and the ability to get a free reload on her handgun while she dodges.

Ada was sadly the character I seemed to click with the least. She has a somersault kick which will be instantly recognisable to fans of the series and the ability to grapple upwards, throwing a pipe bomb in the process. Her main failing seems to be her secondary weapon which is her trusty crossbow. Unlike the other characters who all come armed with either a powerful shotgun or some kind of automatic weapon, the Ada's crossbow feels very weak. You'd think it would be a one shot kill, but I often found myself getting into an engagement, getting a direct hit with the crossbow and then getting blown to pieces.

There are other weapons scattered around the map that offer some serious firepower in the form of Resi's signature monster destroyers. From the strange Spark Shot to the classic Rocket Launcher, there's plenty lying around to even up the score.

Do not fear death in Re:Verse. Dying is what gives you access to play as the lovely villains of the series, though what monster you turn into depends on how many Virus Capsules you collect as a human. Collect none and you'll turn into a Moulded from RE7 and have the ability to run after the humans, flailing your arms like there's no tomorrow and exploding, if you wish. Collect one capsule and you'll turn into either a Hunter Gamma or good ol Jack Baker, sheers an all, but two capsules is where it's at, letting you turn into big lad Nemesis or the Super Tyrant.

Obviously, playing the monsters is super fun, especially the Super Tyrant who comes with the Dashing Strike ability, a devastating move which sees him scrape his claws along the floor while giving chase, ending with an upward blow.

The player with the highest score at the end of the match wins and points are scored by making kills. Getting more kills in a row gets you a streak bonus, earning more points. Get killed and your streak ends, but you can earn it back if you manage to get revenge on that player. Considering the ability to come back as a monster straight away, it makes killing players full of risk and reward. I found myself backing off as soon as I killed someone before moving on to the guy that was right behind them. Too many times I was caught out taking my eye off the player I killed, only to be obliterated by Nemesis seconds later.

It gave a nice flow to the matches and because of the way the score system works, you feel like you can come back from a bad score at any point. I remember one game I was playing terribly, only to kill the streak leader who had around six kills, netting me a huge bonus for taking out the best player and shooting all the way up to second.

Sadly, there was only one map to see in the beta which was the RPD. This was fine, I just wish I got to see more. Amidst the fears provided by the pop art style trailer, RPD looked very close to RE2 Remake which is a welcome relief. With the graphics fears being allayed, here's hoping there's a lot more options for arenas come the actual release.

Being a beta, there really isn't much else going on to get a sense of the game's overall progression. I couldn't tell if you earned any XP, unlocked any rewards or anything, and it's this that has me questioning longevity once again. You like to feel like your time investment should be getting you some reward at the end. That being said, it's pitched as a free add on, so how much complaining can we really do?

You're buying RE Village for the spooky story, creepy castle and tall vampire lady, so getting Re:Verse is surely a bonus? Only time will tell whether Re:Verse is a worthy investment of Capcom's efforts, but for now, the jury is out.


PlayStation 5 firmware 20.02-02.50.00 is out, here are the update notes

Turn on your posh new console, there's a sexy new firmware update waiting to be downloaded. Yes indeed, Sony have released the snappily titled firmware 20.02-02.50.00 for the PlayStation 5 and it brings… well, not much really. Here are the notes.

  • The PS4 version of the game was sometimes installed from the PS4 game disc even after upgrading the disc version of a PS4 game to the PS5 version.
  • Improves system performance

Exciting stuff, I am sure you will agree. There are also unconfirmed reports that the update also stops the PS5 from spinning up any disc in the drive every hour, even if you're not playing the game, and also that the disk is much quieter.

In other news, this months PlayStation Plus games are now live and you can download them all using the links below.

Destruction AllStars is a 27.058GB install in the UK, though you can start playing the tutorials after 17.479GB. The TSA directors got together last night for a derby of destruction last night so expect our thoughts on Destruction AllStars very shortly.  In the meantime, here's some blurb from Sony about each game.

Destruction AllStars (PS5)

Entertain the crowds by bringing controlled chaos to the vehicular combat arena of this metal-crunching multiplayer game*. Pick one of 16 superstar competitors, then leap into four game modes, using timing, tactics and skills to cause carnage behind the wheel or create havoc with your parkour skills. Perfect your character's abilities – including a hero vehicle unique to them –  to give you the edge in free-for-all battles or team challenges and become Global Destruction Federation Champion. The game also supports PS5's Game Help feature, giving you hints and tips to become the ultimate destructive machine without the need to leave the game.

Control: Ultimate Edition (PS5 and PS4)

Master supernatural abilities and wield a shape-shifting sidearm in this third-person action-adventure from Remedy Entertainment (Max Payne, Alan Wake). Take on the role of Jesse Faden, Director of the Federal Bureau of Control, whose New York headquarters are breached by an ominous enemy. Despite outward appearances, the skyscraper's interior is vast and ever-shifting. You'll need to explore – and weaponize – this unpredictable environment to clean house and repel the invaders.

Concrete Genie (PS4)

Pick up a magic paintbrush and return the polluted town of Denska to its former bright and bustling seaside self in this touching and multi-award winning action-adventure. Cleanse streets and alleyways, then use your Living Paint to create mischievous Genies whose magical powers will aid you in overcoming puzzles and seeing off bullies who pursue you. The game also includes two additional modes built especially for PS VR to let you further unleash your creativity.


Apex Legends finally launches for Nintendo Switch in March

Apex Legends will be coming to Nintendo Switch on 9th March 2021, Respawn Entertainment have now announced.

Developed in collaboration with Panic Button, the game on Nintendo Switch will come with full cross-platform play, all of the latest seasonal content and full feature parity with other versions of the game. Of course, we'll have to wait and see what the game's performance is like and how good it looks, but this remains another impressive achievement.

The March release comes after they made a statement of intent to port the hit battle royale to Switch last summer, before being forced to delay the port's release to the start of this year. There was plenty of speculation that the Switch version would arrive alongside the start of Season 8 – Mayhem, which kicked off yesterday on 2nd February, but Respawn were completely silent on the matter.

In fact, it feels like that might have been the plan, with Respawn making special accommodation for Switch players joining the fight mid-season. Switch players will immediately be granted 30 free levels through the Season 8 Battle Pass – presumably a boost up to level 30, so people can't skip into the higher tiers after playing on other platforms – and playing on Switch will earn you double XP for the first two weeks after launch.

Apex Legends Season 8 – Mayhem kicked off last night, introducing the explosives enthusiast Fuse. Hailing from the planet Salvo and with a rather unique backstory involving plenty of freedom fighting, heisting, explosions, and a friendly rivalry turned sour involving a golden grenade which you can see in his story trailer here.

His arrival has come alongside another major shake up to Kings Canyon, the map's third overhaul since the game's 2019 launch, opening up a whole new area at the north of the map after an attack on Fuse's introduction ceremony, adding new facilities to the central river that runs through the map, and rebalancing some areas that led to 'sweaty' play.

Apex Legends is out now for PC, PlayStation 4 and Xbox One with the Switch port out on 9th March.

Source: EA


Fall Guys mid season update 3.5 patch notes have arrived

Fall Guys mid season update is live and it brings a new round, 40 variations added for existing rounds, and a bunch of bug fixes and costumes.

Features:
  • Fall Feed – Live on-screen updates of events that happen during the round
Content:
  • Brand new round added!
  • More than 40 variations added for existing rounds
  • New shows and costumes to go live over the coming weeks
  • Godzilla, Sonic and Goose Game costumes are available in the regular store!
Bug fixes:
  • Eliminated Fall Guys occasionally weren't shown on the Qualification screen
  • When a player was spectating, the Post Processing effects were turned off on the client resulting in a washed out/faded appearance
  • Addressed performance degradation in certain rounds, especially ones containing egg objects
  • Fixed crashes in the Customiser due to low memory on certain machines
  • Being eliminated from the first round and then spectating resulted in no background audio for some remaining rounds
  • Improved Fall Guys ragdolling excessively when walking on puncher objects
  • [Freezy Peak] The user does not get pushed back by the air current after colliding into the side of a moving fan
  • [Hex-A-Gone] During gameplay, the client seemed to temporarily 'freeze' everything before suddenly resuming

Mediatonic have recently said they are working to bring Fall Guys to "every major platform". CEO and co-founder Dave Bailey told GI.Biz "We want it to come to every major platform, and we're working hard to achieve that." He also hints that cross-platform play will be enabled, ""We want to come to all the different platforms, and hopefully connect those platforms so people can play together."

The success of the game has meant Mediatonic have been expanding quickly, bringing on new staff to work on the game to satiate the hungry players who demand regular content, "It's unbelievable how insatiable people's appetite for content is," comments Bailey.

Source: Steam


The next Battlefield game will be out this Christmas, reveal this Spring

EA are in the middle of one of those ever-so-exciting investor calls and have revealed that the next game the Battlefield series will be revealed this Spring with a release 'Holiday 2021', a.k.a. this Christmas.

The game will take advantage of next gen consoles so expect specific versions for Xbox Series X|S and PlayStation 5, and it will feature "full out military warfare". Development is said to be progressing well and the team are actually a little ahead and will be 'feature complete' earlier than any other Battlefield game.

The next Battlefield is one of 35 games EA have in production but is seems they don't have a basketball title in the works at the moment as previous entries have underperformed. They are thinking about 'the best way to approach the game'.

As you might expect, Covid-19 and lockdown has boosted sales for the company with live services growing almost 25% netting the company $1,542,000,000 in net bookings. By comparison, sales of full games only brought in a measly $858,000,000, but digital sales are now outperforming physical sales with 62% of all games being purchased digitally. Consoles still account for the majority of all revenue, pulling in nearly five and half times more revenue than PC games.

There are also plans to expand the Apex Legends brand, including a mobile game, while management are "confident" in Bioware now they have a new leadership team. Interestingly, the Anthem logo was shown so it seems there is some life left in that game.

EA also commented on the acquisition of Codemasters, saying it will allow them top release racing games annually and that it was a 'natural fit' for EA Sports. They also say the deal will help 'grow Codemasters titles', interesting wording as the specify the games rather than the Codemasters company itself. That sounds rather like EA will swallow up the Codies and titles like F1 will migrate to the EA Sports label.

Source: Twitter / Seeking Alpha


Control: Ultimate Edition Guide – 8 things to know before you play

With Control: Ultimate Edition launching today, The Oldest House has opened its doors once again. Developer Remedy Entertainment have been carrying out some refurbishments, this beefed up version of the game running at 60fps or at 30fps raytracing on new consoles and bundling in its two DLC expansions.

Behind its effortless style and perplexing lore, Control is relatively straightforward in terms of game systems and mechanics. A third person shooter that has you battling the nightmarish Hiss as you learn more about its mysterious setting and solve the occasional environmental puzzle.

We've put together eight useful tips and tricks that helped us get the most out of Control. Ultimate Edition is now available on PS5 and Xbox Series X|S (quick note: you won't be able to import you save data from previous gen consoles).


1. First and foremost, don't be afraid to dive straight into the options menu and switch on Control's Assist Mode. Here you can fiddle with a number of settings to suit your own preferences, dialling down enemy damage, replenishing energy faster, or even making yourself invincible. Control has no difficulty settings, but by using Assist Mode you are free to create your own – don't worry, it won't stop you from unlocking trophies and achievements.

2. Control isn't what we'd class a cover-based shooter. You can't have Jesse snap to walls and columns as you can in games like Gears of War or Uncharted. However, learning to use cover can get you out of a tricky spot. Remember to use the overlooked crouch action, allowing you to duck and cut off an enemy's line of sight.

3. Read and listen through every collectible you find. Each sector is stuffed with letters, files, audiotapes, and other items to discover. This will have no impact on gameplay though understanding more about the characters, settings, and concepts fuelling Control's underlying mythos will definitely improve your overall experience with the game.

4. Make sure you locate and cleanse every Control point within each sector. These checkpoints offer two major benefits, acting as both a free health top-up as well as a convenient fast travel location.

5. Your weapon options may seem limited at first, but Jesse's service pistol will adapt over the course of the game, learning new forms. These will effectively change its behaviour to copy the characteristics of other guns. Aside from Grip (pistol), you'll also unlock Shatter (shotgun), Spin (machine gun), Pierce (sniper rifle), and Charge (rocket launcher) as well as Surge (grenade launcher) that was added via the AWE expansion. Make sure you experiment with all of them, swapping your loadout to match certain enemy types and combat scenarios.

6. The other way you can enhance your playstyle is by slotting Mods. These will drop at random during battles and can also be scavenged from glowing crates found throughout The Oldest House. They come in two different flavours: those that effect weapons, and those that effect Jesse's core abilities. Which mods you should equip will vary from player to player though we typically went for improved health, damage, and weapon recharge rate. Those wanting to show off Jesse's supernatural powers should invest in energy recharger and recovery as well as ability-specific Mods.

7. It should come as no surprise that The Oldest House is riddled with secrets. Make sure you scour each sector carefully for hidden areas, usually obscured by destructible walls and debris. Not only will you earn ability points for doing so, these nooks and crannies also conceal Mod chests and other collectables.

8. Unless you're dead set on blitzing through Control's story, you should occasionally take a breather and revisit the Central Executive area. This basically acts as Jesse's headquarters with several key NPCs to chat to, learning more about the game's lore and taking on additional assignments. The Central Executive control point is the only place where you can change your outfit, too.


Control scored a 9 out of 10 in our review at launch. Here's what Aran had to say: "Control is one of the best story-focused single player games in years. Its unique mix of surrealism, sci-fi and mystery draws you in, but doesn't give everything away, and the combat is fantastically varied and provides just enough challenge. A culmination of everything that went before, Control is Remedy's magnum opus.".


The Division 2 TU 12.1 with PS5 & Xbox Series X support now live – read the patch notes here

Update: TU 12.1 has now been deployed, but this came after extended maintenance downtime that only concluded at 16:30PM GMT!

The original post follows.


Today's a big day for the Venn diagram crossover of The Division 2 players and PlayStation 5 and Xbox Series X owners, with Title Update 12.1 adding support for the new consoles and bringing 4K 60fps gaming to the table.

Though a mid-season update for the game, there's also the Resident Evil 25th Anniversary cross-over event and a major reduction in the cost of Optimization Station.

It might feel like a small update, but there's still plenty for the team to do behind the scenes, and that means the game will be offline for maintenance for 3 hours from 8:30AM GMT. Plenty of time to read through the patch notes below.

Title Update 12.1 weighs in at the following download sizes:

  • Xbox: ~5.2GB
  • PlayStation: ~4.3GB
  • PC: ~5.1GB

While technically still a PlayStation 4 and Xbox One game, the update makes it "aware" of the new consoles, similar to Gears 5 and today's God of War update, enabling higher performance without requiring a completely new version of the game.

Alongside this comes the Resident Evil apparel event, which offers a bunch of Resi-themed skins and collectables for you to earn. To earn them, you'll need to take part in the STARS Support and STARS Assault projects, which have replaced the level 40 BOO daily projects. One project will be available each day and each one will reward two new patches or trophies each day until you've collected the full set. Simple!

Here's the patch notes for Title Update 12.1:

4K 60 FPS Support for Xbox Series X/S and PlayStation 5

Optimization Station Changes

  • Reduced all optimization costs by 75%.
  • Reduced all optimization material crafting recipes by 50%.
  • With this update agents should be able to afford to optimize their weapons and gear about once an hour.
  • Though it may take up to two hours to gather all the resources necessary to optimize the final tier of many items.

Reanimated Global Event Changes

The green cloud produced by killing enemies with a headshot no longer harms agents. This cloud now heals agents and provides a significant boost to their firepower while standing within it. The green cloud continues to significantly harm enemies.

Bug Fixes

  • Fixed issue where gear sets would not correctly display which talents were required to be active for their chest and backpack talents to activate.
  • Fixed issue where Rigger would sometime refresh Tend and Befriend incorrectly.
  • Fixed issue where Memento Kill Confirmed drops could come from friendly skills.
  • Fixed an issue where Memento buffs could last beyond death. Which was both grim and ironic.
  • Fixed issue where directives in the LZ could multiply experience earned in the DZ.
  • Fixed and issue where Legendary Black Tusk would not count as "Black Tusk" for objectives in Leagues and Summit Challenges.
  • Removed objectives for the Skill Demotions Summit Challenge which referred to the Firestarter Chem Launcher and the Shrapnel Trap. The objectives were misbehaving and have been put in timeout.
  • Fixed issue where Vanguard and Perfect Vanguard granted their invulnerability to allies.
  • Fixed issue where Summit Combat Merit Commendation would display unusually in the Commendations menu.
  • Fixed issue where Merciless and Ruthless exotics would trigger a cosmetic explosion on the seventh stack in addition to really exploding on the first shot after.
  • Fixed issue where Decoy Skill would not refresh correctly if it was deployed when getting a headshot kill with the Mantis exotic.
  • Fixed issue where other players on the League leaderboards would show your own SHD level and point distribution.
  • Fixed misaligned elbow pads when using specific apparel items.
  • Fixed issue where The Summit matchmaking tab is not grayed out for groups containing level 30 agents.
  • Fixed issue where the audio queue doesn't trigger when killing the last enemy on floor 100 in The Summit.
  • Fixed the Symptom Aggravator" talent description.

Source: Ubisoft


Destiny 2: Beyond Light – Season of the Chosen revealed, going live next week

Bungie have revealed Destiny 2: Beyond Light – Season of the Chosen, the next season of content coming to the long-running MMO shooter.

Season of the Chosen will launch next week on Tuesday 9th February and run until 11th May, 2021.

Season of the Chosen picks up after the events of Season of the Hunt which knocked the established order of the solar system with the Pyramids and some Hive-y shenanigans. Empress Caiatl, the daughter of Calus and new leader of the Cabal, has arrived and seeking an alliance. However, when negotiations break down, you must now strike out from the H.E.L.M., acquire the Hammer of Proving and battle her war council to stave off the threat she poses.

Season 13 adds the new Battlegrounds mode, a three-player matchmade activity where you fight against Caiatl's chosen warriors. It also brings a few Strikes into the game, with The Devil's Lair and Fallen SABER returning from Destiny 1 in the Old Russia location. Later in the season an all-new Stirke, Proving Grounds, will see you fight the Cabal to save the Last City once again.

New gear is arriving, with Season Pass owners immediately unlocking the seasonal Praefectus Armor Set and Exotic bow, Ticuu's Divination, which fires Solar arrows that track multiple targets. More than 25 Exotic, Legendary and ritual weapons will be available to collect.

The new Seasonal Artifact is the Bell of Conquests, which as per usual will increase your Power every time it's upgraded, letting you grab some Seasonal mods to tweak your build.

As above, Season of the Chosen will kick off on Tuesday 9th February and run until 11th May, 2021. Destiny 2: Beyond Light is available across PS5, Xbox Series X|S, PS4, Xbox One, PC and Google Stadia.

Source: Bungie