Suda51 and Shinji Mikami Are Interested in Making a Killer7 Complete Edition and Sequel

No More Heroes developer Soichi Suda a.k.a. Suda51 and Resident Evil creator Shinji Mikami are interested in returning to the Killer7 series.

The two renowned game makers discussed their potential futures during an installment in one of Grasshopper Manufacture’s Grasshopper Direct presentations. Toward the end of the 40-minute video, which primarily offers a behind-the-scenes look at Shadows of the Damned: Hella Remastered, Mikami and Suda were asked to comment on what they’re working on next. It was the Resident Evil veteran who brought up his desire to see more from Killer7.

“I’ve realized that I want to stay as hands-on as possible when it comes to game creation, and I’d love to see Suda make a sequel to Killer7,” Mikami said.

Suda, surprised, replies, “Seriously?!”

Killer7 launched in 2005 and follows Harman Smith and his seven killer personalities. Fans have grown to appreciate the game in the last 19 years, with many falling in love with its unique gameplay, visuals, and style. We gave it an 8.1/10 in our original review, and at the time, we said, “Players who can look beyond the control mechanics will find a truly bold and intriguing adventure game lurking within Killer7’s beautiful cel-shaded visuals.” Suda directed Killer7 with oversight from Mikami and isn’t opposed to revisiting its world.

“I’d rather make a complete edition first.

“Someday we just may see a Killer7 sequel or a ‘complete edition,’ ” Suda adds. However, it sounds like he’d prefer to start with the latter.

“I’d rather make a complete edition first. First a complete edition and then Killer11,” he says with a smile. Suda continues: “I don’t know – ‘Killer7-something,’ probably. Maybe ‘Killer7: Beyond.’”

Mikami feels a Killer7 complete edition might be “doable,” but Grasshopper would need to first decide whether to pursue it or some sort of sequel first. For now, no sequel has been announced. For more, you can learn about the Killer7 PC port that arrived in 2018.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

LEGO Star Wars: The Skywalker Saga Highlights PS Plus Monthly Games for August 2024

Sony has announced the PlayStation Plus games for August 2024: LEGO Star Wars: The Skywalker Saga (PS4 and PS5); Five Nights at Freddy’s: Security Breach (PS4 and PS5); and Ender Lilies: Quietus of the Knights (PS4).

In a new PlayStation Blog post, Sony Interactive Entertainment’s Director of Content Acquisition & Operations Adam Michel revealed that all three games will be available to active PlayStation Plus subscribers starting Tuesday, August 6, and have until Monday, September 2, to redeem these digital copies. PS Plus subscribers who have yet to claim the free games for July 2024 (Borderlands 3, NHL 24, and Among Us) have until August 6 to redeem those games as part of their PS Plus subscription.

LEGO Star Wars: The Skywalker Saga is a compilation of video games representing all nine installments in the Skywalker Saga sub-trilogies, starting with A New Hope and concluding with The Rise of Skywalker. It also includes additional characters and DLC characters based on other Star Wars shows and projects, including The Mandalorian and The Book of Boba Fett.

In our review of LEGO Star Wars: The Skywalker Saga, which we awarded an 8 out of 10, my colleague Tristan Ogilvie wrote: “LEGO Star Wars: The Skywalker Saga provides some rollicking reimaginings of Star Wars’ most iconic moments and seats them inside a series of interplanetary playgrounds that are dense with discovery and entertaining diversions.”

Five Nights at Freddy’s Security Breach is a horror game released in 2021 and is the eleventh installment in the widely popular Five Nights at Freddy’s franchise.

Security Breach is set in a mall. Players control a boy named Gregory, who finds himself trapped in Freddy Fazbear’s Mega Pizzaplex. He must survive the night by evading hostile animatronic mascots and other enemies.

Ender Lilies: Quietus of the Knights is an indie ARPG. It was originally released in January 2021 as a Steam Early Access title before a full release in June. Players control Lily, a young priestess who is looking to unravel the mystery regarding a destroyed kingdom of Land’s End.

Its release became quite a hit for Indie games, with Gematsu reporting in March 2022 that the game had sold over 600,000 digital copies across the globe. In February 2024, during a Nintendo Direct showcase, a sequel, Ender Magnolia: Bloom in the Mist, was announced and released on March 24, 2024, for Nintendo Switch, PC, PS4, PS5, and Xbox Series X/S.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Destiny Developer Bungie Cuts 220 Staff: ‘Some of the Most Difficult Changes We’ve Ever Had to Make as a Studio’

Destiny developer Bungie has today announced significant cuts at the studio that have seen 220 people, or 17% of the studio’s workforce, let go.

The cuts affect every level of the company, including most of the Sony-owned studio’s executive and senior leader roles, Bungie boss Pete Parsons said in a post on Bungie.net. “Today is a difficult and painful day,” Parsons added.

Departing staff will be offered “a generous exit package” that includes severance, bonus, and health coverage, Bungie promised.

Parsons blamed the cuts on the rising costs of development, “industry shifts,” and “enduring economic conditions.” Because of this, Parsons insistsed, Bungie has had to make “substantial changes” to its cost structure and focus development efforts entirely on live service looter shooter Destiny and the upcoming Marathon.

I realize all of this is hard news, especially following the success we have seen with The Final Shape.

The cuts come after what was seen as the successful launch of Destiny 2 expansion The Final Shape. Parsons acknowledged this in his post, but said they were necessary “to refocus our studio and our business with more realistic goals and viable financials.” Parsons also said the cuts were made “after exhausting all other mitigation options,” although he failed to say what they were.

The 220 layoffs come alongside the integration of an additional 155 roles, or 12% of Bungie’s workforce, into parent company Sony Interactive Entertainment over the next few quarters. Parsons said this move saves “a great deal of talent that would otherwise have been affected by the reduction in force.”

That suggests that if Sony hadn’t taken on these 155 roles, 375 staff would have lost their jobs today, and that the actual reduction in Bungie’s workforce over time will be substantially more than 17%, at around 34%.

Meanwhile, Bungie is working with PlayStation Studios to spin out one of its incubation projects, an action game set in a brand-new sci-fi universe, to form a new studio within PlayStation Studios “to continue its promising development. ”

“This will be a time of tremendous change for our studio,” Parsons said.

Parsons went on to explain how Bungie got to this point, confirming that the studio had been “running in the red” after its financial safety margins were exceeded following delays to both The Final Shape and Marathon and a rapid expansion that “stretched our talent too thin.”

Over 850 staff remain at Bungie building Destiny and Marathon, Parsons said.

Here’s the statement in full:

This morning, I’m sharing with all of you some of the most difficult changes we’ve ever had to make as a studio. Due to rising costs of development and industry shifts as well as enduring economic conditions, it has become clear that we need to make substantial changes to our cost structure and focus development efforts entirely on Destiny and Marathon. 

That means beginning today, 220 of our roles will be eliminated, representing roughly 17% of our studio’s workforce.  

These actions will affect every level of the company, including most of our executive and senior leader roles.   

Today is a difficult and painful day, especially for our departing colleagues, all of which have made important and valuable contributions to Bungie. Our goal is to support them with the utmost care and respect. For everyone affected by this job reduction, we will be offering a generous exit package, including severance, bonus and health coverage.

I realize all of this is hard news, especially following the success we have seen with The Final Shape. But as we’ve navigated the broader economic realities over the last year, and after exhausting all other mitigation options, this has become a necessary decision to refocus our studio and our business with more realistic goals and viable financials.

We are committing to two other major changes today that we believe will support our focus, leverage Sony’s strengths, and create new opportunities for Bungie talent.

First, we are deepening our integration with Sony Interactive Entertainment, working to integrate 155 of our roles, roughly 12%, into SIE over the next few quarters. SIE has worked tirelessly with us to identify roles for as many of our people as possible, enabling us together to save a great deal of talent that would otherwise have been affected by the reduction in force.   

Second, we are working with PlayStation Studios leadership to spin out one of our incubation projects – an action game set in a brand-new science-fantasy universe – to form a new studio within PlayStation Studios to continue its promising development.  

This will be a time of tremendous change for our studio.

Let’s unpack how we ended up in this position; it’s important to understand how we got here. 

For over five years, it has been our goal to ship games in three enduring, global franchises. To realize that ambition, we set up several incubation projects, each seeded with senior development leaders from our existing teams. We eventually realized that this model stretched our talent too thin, too quickly.  It also forced our studio support structures to scale to a larger level than we could realistically support, given our two primary products in development – Destiny and Marathon. 

Additionally, in 2023, our rapid expansion ran headlong into a broad economic slowdown, a sharp downturn in the games industry, our quality miss with Destiny 2: Lightfall, and the need to give both The Final Shape and Marathon the time needed to ensure both projects deliver at the quality our players expect and deserve. We were overly ambitious, our financial safety margins were subsequently exceeded, and we began running in the red.

After this new trajectory became clear, we knew we had to change our course and speed, and we did everything we could to avoid today’s outcome. Even with exhaustive efforts undertaken across our leadership and product teams to resolve our financial challenges, these steps were simply not enough.  

As a result, today we must say goodbye to incredible talent, colleagues, and friends.

This will be a challenging time at Bungie, and we’ll need to help our team navigate these changes in the weeks and months ahead. This will be a hard week, and we know that our team will need time to process, to ask questions, and to absorb this news. Today, and over the next several weeks, we will host team meetings and town halls, team breakout sessions, and private, individual sessions to ensure we are keeping our communication open and transparent. 

Bungie will continue to make great games. We still have over 850 team members building Destiny and Marathon, and we will continue to build amazing experiences that exceed our players’ expectations.   

There will be a time to talk about our goals and projects, but today is not that day. Today, our focus is on supporting our people.

In March, multiple sources told IGN that Bungie was in the midst of shifting around its creative leadership on Marathon, including removing long-time Bungie designer Christopher Barrett from the game director role. IGN learned he was being replaced by former Valorant game director Joe Ziegler, who left Riot Games for Bungie in 2022.

At the time, IGN was told that Bungie was pouring resources into getting Marathon out the door. The game’s direction had shifted somewhat under Ziegler’s new leadership, one source said, including moving away from custom player characters in favor of a selectable cast of heroes.

There were also internal fears and rumors that layoffs would immediately follow the release of The Final Shape, with one source saying “nothing adds up” and “something will need to happen to curb costs unless The Final Shape does so well to cover the gap and people can move to Marathon.”

Unfortunately, those fears have now been realized.

Bungie has found itself rocked by a number of major shake-ups in recent years that have tanked morale at the studio and left its future uncertain. Sony officially acquired the studio mid-2022, with the promise it would largely retain a semblance of freedom as an independent subsidiary. Sources told IGN that’s largely remained true, but Bungie has struggled to meet key financial targets, with Destiny 2 significantly underperforming last year.

In October, Bungie laid off roughly 100 of its then-1,200 employees amid greater cost-cutting measures that saw Marathon delayed to 2025 and employee benefits slashed, further damaging the mood internally.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Microsoft Reveals Transparent Controller That Rekindles Memories of the OG Xbox Era

Microsoft has revealed a new transparent Xbox controller that rekindles memories of the OG Xbox era: the Sky Cipher Special Edition. It’s available to preorder now at the Microsoft Store for $69.99, with a release date of August 13.

In a post on Xbox Wire, Daniel Ruiz, Sr. Marketing Manager, Xbox Accessories, said the Sky Cipher features a transparent blue design “complemented by metallic features and silver interior parts that shine through from inside, exuding an aura of sophistication and futuristic appeal.”

Leaning into the nostalgia for console generations gone by, Microsoft’s video promoting the new transparent controller begins with the OG Xbox bootup animation. Perhaps Microsoft plans to release a transparent console next?

Here’s the official blurb:

Elevate your experience and style with the Sky Cipher controller. Stay elegantly on target with Sky Blue metallic triggers and a matching D-pad surrounded by a dark blue accent. Refine your game with two-tone thumbsticks featuring Sky Blue bases and dark blue tops. Hold on to the action with rubberized, Sky Blue grips on the back case. Looking closely at the hand grips, you can see the rumble pack vibrate and react to your gameplay.

Otherwise, the Sky Cipher Special Edition is the same Xbox Series X and S wireless controller Microsoft has sold for years, and includes USB-C connectivity, a 3.5mm audio jack, and up to 40 hours of battery life.

Alongside the reveal of this controller is the announcement that the Sky Cipher introduces a new packaging design for Xbox controllers “that embodies our commitment to reducing product carbon footprint.”

Single-use plastics have been removed from the packaging and the traditional paper manual has been replaced with a QR code for a digital quick start guide. Additionally, the packaging is now 22% smaller and 21% lighter, further reducing its environmental footprint (previously 177mm x 175.4mm x 72mm and 152.3g). Sky Cipher is the first Xbox controller to ship in this new packaging.

Microsoft has a long history of releasing custom and specially designed controllers, although in recent years it has faced critisizm for locking some of the more eye-catching peripheraps behind social media competitions. For example, recent Deadpool and Wolverine Xbox controllers released to coincide with the launch of MCY movie Deadpool & Wolverine are only available to competition winners.

The Xbox Wireless Controller – Sky Cipher Special Edition, however, is available to pre-order today in select Xbox markets worldwide for $69.99.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Braid, Anniversary Edition ‘Sold Like Dogs**t,’ Developer Jonathan Blow Says

Braid developer Jonathan Blow has said the recently released anniversary edition of the indie puzzle platformer has sold “horribly,” and indicated he is now struggling to employ staff full-time.

Blow, who also created The Witness, catapulted into the upper echelons of indie video game development after Braid enjoyed enormous success on Xbox Live Arcade in 2008. It’s since become known as one of the greatest indie games of all time, with a number of perfect review scores under its belt.

16 years later, in May 2024, Blow released a remaster with fully repainted artwork, new puzzles, and in-depth commentary, across PC via Steam, Nintendo Switch, PlayStation 4 and 5, Xbox One and Xbox Series X/S, Android, and iOS, with the mobile version released by Netflix to those with an active subscription. The Anniversary Edition was announced during Sony’s State of Play event in August 2020.

As surfaced by a user on ResetEra, a YouTube channel called “Blow Fan” published a compilation of commentary from Blow on Braid, Anniversary Edition’s sales performance, made during a number of livestreams in the months since launch. The picture Blow paints here is clear: Braid, Anniversary Edition has flopped.

It has sold like dogs**t compared to what we need to make for the company to survive.

In one stream dated June 17, Blow said Braid, Anniversary Edition had sold “horribly.” “It has sold like dogs**t compared to what we need to make for the company to survive,” he continued. “So the future is uncertain, let’s put it that way.”

Then, on July 21, Blow was asked again about sales. “No, they’ve been terrible,” he replied. “Utterly terrible.”

In another stream dated July 22, said releasing Braid, Anniversary Edition on so many platforms “made a difference, but the problem is most of those platforms are f***ing dead now.”

“Steam is easily still our biggest platform,” he continued. “There would have been something to be said for just not porting to half those platforms.

“It’s a really interesting thing that we did. We did commentary in a way that nobody’s ever done it, at a much more thorough level than anybody’s ever done it. And at some point, you just have to know that what you did was a good thing, even if the world doesn’t really acknowledge it. And this is one of those cases, I think.”

Then, in a stream on July 27, Blow once again addressed the Braid, Anniversary Edition sales, but this time cast doubt on his company’s ability to employ staff. Responding to a question on how many people at his company were working on the compiler for programming language Jai full-time, Blow said: “None, because we can’t afford to pay anyone because the sales are bad.”

“The whole game industry is having a hard time,” he said.

Blow’s comments have sparked something of an inquest online about why Braid, Anniversary Edition has struggled. In one stream, Blow discounted the impact that bringing the game to conventions and putting it in front of people might have had on the success of the game, saying cons don’t do much to help promote video games. He also said promoting the game on podcasts and YouTube interviews wouldn’t have helped, either. There are others who suggest there was little demand for a Braid remaster in the first place, with the original perfectly playable still all these years later.

Blow’s studio is Thekla, Inc., which also developed and published 2016 first-person puzzle game The Witness. It is said to be working on a number of unannounced projects, including a VR game.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Palworld Dev Addresses ‘Dead Game’ Debate: ‘Who Cares if There’s Only Five People Playing?’

Our obsession with the concept of the “dead game” and player counts is unhealthy for the video game industry and gamers, one of the developers behind Palworld has said.

Palworld, dubbed “Pokémon with guns,” launched in early access form to record-breaking success. It is the second most-played game ever on Steam, with an incredible concurrent player count of 2,101,867 on Valve’s platform. Only battle royale PUBG is ahead of Palworld in Steam’s all-time peak concurrents chart.

Palworld’s Steam concurrents have fallen since that explosive launch earlier this year, and now usually hit a peak in the tens of thousands rather than millions. The decline has caused some to call Palworld a “dead game,” but it is far from the only game to be called that in recent years.

For example, Rocksteady’s catastrophic Suicide Squad: Kill the Justice League, whose Steam concurrents usually peak in the hundreds of players, was called a dead game upon its release. Arrowhead’s Helldivers 2, Ubisoft’s Skull & Bones, and Blizzard’s Overwatch 2 are also often called dead games. Sony’s live service hero shooter Concord has been labeled “dead on arrival” before launch because of low beta concurrents on Steam.

The “dead game” narrative is exacerbated by an industry currently pumping out more live service games than the market can perhaps support, or even wants, and by publishers who walk away from their live service games amid low player numbers. This month Capcom announced plans to move on from dinosaur-themed shooter Exoprimal just a year after launch, with Steam concurrents brutally low.

John “Bucky” Buckley, community chief at Palworld developer Pocketpair, has been a vocal critic of the “dead game” phrase, and in social media posts has called on the industry, media, and gamers to ditch the fixation on concurrents and player counts.

Bucky followed up on these posts in an interview with YouTube channel Going Indie for a video titled, ‘Dead Games Are A Good Thing, Actually.’ In it, Bucky called out publishers and developers who try to brute-force mechanics designed to keep players playing forever into games they’re not suited to, declaring it “unhealthy.”

“Just play the games you like,” Bucky said. “If you finish in a day, cool. Good job. I’m glad you enjoyed it. Play the next one.

“I don’t think it really serves anyone to push gamers to just play the same game day in, day out. There are games that you can play every single day for months on end and never burn out. League of Legends, Dota, most MMOs, but they’re designed to be like that.

“Whereas what we’re seeing now is a trend of… I won’t necessarily say who’s trying to push it, but a lot more people are trying to push gamers to play games that aren’t really designed to be played for months on end, for months on end.”

Who cares if there’s only five people playing it? Just enjoy yourself.

“I don’t think you need to be pushing yourself to play the same game all the time,” Bucky continued.

“It’s not healthy for us, it’s not healthy for developers, it’s not healthy for gamers, it’s not healthy for the gaming media. And it’s just not healthy for our industry, because the more we push this kind of narrative, the more very large companies are going to just say ‘gamers want more live service.’ And we’re just going to get more of these really soulless live service games that come out and then get shut down nine months later, 12 months later, because they’re not making enough money. And we all lose in that case.

“Play all the indIes you can. Spend as much money on indies as you can. Who cares if there’s only five people playing it? Just enjoy yourself. Just enjoy games. I don’t think it needs to be any more complex than that.”

But will the industry, the media, and gamers listen? The “dead game” narrative is in part fueled by the video game industry’s obsession with secrecy. Unlike Hollywood, which makes movie budgets and box office figures public, video game publishers tend not to announce video game sales and/or revenue unless they’re truly spectacular, with development budgets almost always kept a closely guarded secret. In truth, it’s almost impossible to determine whether a video game has met expectations, which is why vague publisher comments made by CEOs in investor-focused financial calls get so much attention.

This secrecy means gamers and the media have just one publicly available performance metric with which to gauge performance: Steam concurrents. Valve continues to make this stat available for the world to see, and so the world has developed a hyper-focus around it, in turn leading to an over-reliance.

In any case, there have been plenty of examples of live service video games that were prematurely consigned to the scrap heap. Ubisoft’s Rainbow Six Siege suffered a disastrous launch but went on to become one of the biggest live service games around. Hello Games’ No Man’s Sky is another redemption story, as is CD Projekt’s Cyberpunk 2077. And let’s not forget the humble origins of Fortnite, what began as a lackluster tower defense game but ended up perhaps the biggest live service of them all.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Once Human Dev Publishes Patch Notes for August 1 Update Ahead of Server Maintenance

Steam hit Once Human is set to go offline today, July 31, in order to release a significant update that makes a number of key changes to the game.

Once Human is a free-to-play multiplayer open-world survival game from Starry Studio, a developer owned by Chinese games company NetEase. It launched on PC on July 9 and quickly found an audience, with a huge peak concurrent player count of 231,668 on Steam, where it remains one of the most-played games.

IGN’s Once Human review returned an 8/10. We said: “Once Human combines simple but solid building and upgrading with some of the best, and weirdest, creature designs of the year to create a very enjoyable survival-crafting experience.”

While you’re out collecting rare Deviations or scouting the best base locations in Once Human, keep track of collectibles and Mystical Crates using IGN’s interactive Once Human map.

Starry Studio said the server maintenance, during which Once Human will be offline and unplayable, starts at 9pm PDT today, July 31, and is expected to last for four hours. “Please plan your game time accordingly, and thank you for your understanding and support,” the studio said.

Ahead of the release of the next big update on August 1, Starry Studio published the patch notes, below:

“We have been actively listening to and addressing feedback and suggestions from our community since the global release,” the developer said.

Once Human August 1, 2024 update patch notes:

Optimizations

I. Memetic Optimizations

1. Added a new item drop: Memetic Specialization Memory Fragments

– After using a Memetic Specialization Memory Fragment, you will gain the corresponding Memetic specialization effect.

– Up to three Memetic Specialization Memory Fragments can be used per season.

– When the in-game item Controller is used, there is a certain chance of obtaining a random Memory Fragment.

– All Memetic Specialization Memory Fragments will be destroyed at the end of the season, and they will not be sent to the Eternaland Depot.

– Memetic Specialization Memory Fragments can be traded between players.

2. Adjusted some display elements on the Memetic Specialization screen

– Optimized the stacking of certain metal ingots in the Backpack.

– Optimized the display of Memetic specializations in the gear details pop-up.

– Production output of regular Ammunition can be increased by 50%.

II. Gameplay Optimizations

1. Enriched the Highway Pursuit game mode

– Added a new Highway Pursuit route to the Chalk Peak region.

– The event starting time is now fixed to 9:00 PM, server time.

– Rosetta trucks now automatically drop Sproutlets even if the player does not attack them.

– Increased the quantity of Sproutlet and reward drops.

– Optimized the item storage quantity and subtraction rules of the Cargo Scramble game mode.

2. Optimized the ease of checking certain display elements

– After opening the Map, you can now click on Monolith, Securement Silo, Public Crisis Event, Cargo Conquest, and other icons to open their details screen.

– Added a combat invitation function to Public Crisis Events. You can now send invitations to other players via chat channels.

– There is no longer a countdown timer for pressing Ready when entering a Monolith or Securement Silo solo.

III. Vehicle Optimizations

1. Increased the acceleration and maximum speed of low-level Motorcycles. Slightly increased the acceleration and maximum speed of Off-Roaders and Coupes.

2. Fixed an issue where after boarding a vehicle, the player would need to press a movement key once before being able to operate the vehicle.

3. Added a function where if a vehicle is stuck on terrain, you can hold down the accelerate key to free the vehicle.

4. Added a setting for auto-centering the vehicle camera. You can now choose to enable or disable auto-centering while operating a vehicle.

5. Optimized the vehicle repair and modification procedure. Heavily damaged vehicles must now be repaired before they can be modified.

IV. Planting Optimizations

1. Added a Continuous Planting function to the Planter Box. This function will automatically replant with the previously used seeds and fertilizer.

V. Combat Optimizations

1. Fixed the issue where the Attack buff gained from defeating a target with Doombringer did not stack.

2. Fixed an issue where certain kinds of damage in PvP mode were not affected by the gear build.

3. Adjusted the rules for Bounce target selection. Black Water will no longer be targeted by Bounce attacks.

4. Adjusted the displayed weapon accuracy values. The actual attributes have not been changed.

5. Added a weapon inspection function that can be accessed from the action wheel.

6. Added a hit counter for the KAM – Abyss Glance.

7. Optimized the field of view when using iron sights on some KAM weapons.

VI. Wilderness Optimizations

1. Construction is now forbidden in the vicinity of the Scarecrow at Rippleby Market.

2. Added a Camera Height option to the Settings. The player can now adjust the character’s vertical position on the screen.

3. Optimized the movement path of the Wanderer. It can now move around within a single region more effectively.

VII. Interaction, Art, and SFX Optimizations

1. Optimized the appearance of Teleportation Towers.

2. Optimized the on-hit SFX for certain Deviants.

3. Unlocked some control functions and some settings.

4. Added a controls display function. The player can now view their current controls and their corresponding functions.

VIII. Trades

1. Added Nisa’s Loot Crate to the Sproutlet Shop of Nisa, an NPC merchant who can be found in neutral Strongholds. There is a 30% chance of obtaining a Legendary Mod when opening Nisa’s Loot Crate. If a Mod is not obtained, one of the following will be obtained instead: Acid x200, Barreled Premium Fuel x20, or Stardust Source x67.

IX. Deviation Interaction Optimizations

1. Optimized the controls for synchronizing Deviation Abilities. The player can now press G to interact with a Securement Unit to sync a Combat Deviation to their Cradle.

2. Adjusted the controls for withdrawing Deviations. After opening a Securement Unit, the player can now press U to withdraw the Deviation.

X. Character, Controls, and Camera Optimizations

1. Optimized the camera when interacting with the Bed furniture item.

2. Reduced the player’s recovery time after being grabbed and thrown by a Deviant.

3. Fixed an issue where changes to the character’s body would cause their arms to clip when using a melee weapon.

4. Adjusted the camera sensitivity when reloading while scoped to be the same as that of aiming while scoped. Camera controls when reloading a weapon with a high-powered scope will now be more fluid.

XI. Task Narrative Optimizations

1. To make it easier for you to view all purchasable items at traders in neutral Settlements, items sold at Claire’s shop are now included in the Settlement Shop. In addition, the player can now press W and S to scroll through dialogue options.

XII. Cosmetics Optimizations

1. Added more hair color presets.

2. Optimized the results screen for Rift Space, Securement Silo, and dungeon instances to highlight players with outstanding performances. Added a results screen for The Prime War and Stronghold Conquest that congratulates the top-ranked players. Various stylish effects will be displayed based on the player’s ranking.

XIII. Performance Optimizations

1. On PC, the resolution can now be changed when playing in full-screen mode.

XIV. Other Adjustments

1. Optimized the Manibus scenario on PvE servers. New server-wide tasks and rewards have been added for Phase V of the season.

August-Themed Event

On Nalcott Island, the month of August itself is an anomalous event. During this “forgotten summer,” we will receive additional produce from harvesting every week. More events will be gradually unlocked in the game. All Metas are welcome to participate!

1. Login Event: On August 1, August 8, and August 15, special rewards will be unlocked, including the Epic cosmetic – Crimson Spider Gloves and a Butterfly’s Emissary Crate I! Rewards can be claimed anytime before the event ends on September 4.

2. Upcoming Events

– Wilderness Express: starts on August 15

Enjoy racing through the wilderness alone or as a team, and earn a rating for mileage and collisions achieved. Attain the required rating to claim rewards including Starchrom and the limited-edition cosmetic – Fulfilled Wish Vest!

– Secure on Sight: starts on August 22

During the event, defeat enemies to earn Loot Crates which may contain Specimen Cards. Collect Specimen Cards and fill the Specimen Encyclopedia to obtain rewards.

* Refer to the event screen for detailed rules.

Shop Arrivals

New arrivals are available in the Shop! Visit the Shop to check them out.

1. Added the Epic-quality outfit: Racing Loon, as well as a discounted theme pack.

2. Added the Neon series of Epic weapon cosmetics for the SOCR, MG4, KV-SBR, and other popular weapons.

3. Added the City Vending Machine cosmetic for the Vending Machine. It is the first facility cosmetic to be available and comes in three colors. Bring some glamor to your trades!

4. Added the Sunny Coast Living Room furniture set. Transform your home into a romantic summertime beach!

Bug Fixes

I. Territory Construction

1. Fixed an issue with the Supplies Workbench specialization that caused its actual healing effect to differ from its description.

2. Fixed an issue with the Electrical Expert and One with the Tides specializations that caused the actual number of Generators that could be placed to differ from their descriptions.

3. Fixed an issue where the list of Memetic logging, mining, and gathering devices was displayed wrongly.

4. Fixed where the duration extension effect of Stardust Tea did not affect Hydration.

5. Fixed an issue where fuel refinery facilities upgraded with Memetic specializations could not refine Barreled Crude Oil.

6. Fixed an issue that caused the Automated Mining facility screen to display the wrong Vein.

7. Fixed an issue where the button for returning to the list of facilities from the Facility Details screen would not work.

8. Fixed an issue that caused mining facilities to quickly produce Stardust Ore.

9. Fixed an issue where the Hydraulic Generator could not generate electricity correctly.

10. Fixed an issue that caused wires to remain on top of the Garage after recalling a truck.

11. Fixed a display issue that occurred when placing Blueprints while using Flight Mode in Eternaland.

12. Fixed an issue with building Blueprints where small grids could not be recognized when replacing materials.

13. Fixed an issue that caused queued Construction tasks to be counted toward the Crafting queue limit.

14. Fixed an issue where the description of Stardust Tea did not match its effect.

15. Fixed an issue that caused Deviant Energy Generators on the home-moving vehicle would not work correctly in a Pollution Zone.

16. Fixed an issue where, after moving the Territory from a Pollution Zone to a normal region, Deviant Energy Generators would not work but would still display the working animation.

II. Wilderness

1. Fixed an issue where the Map’s navigation function would sometimes not work or fail to display the navigation route.

2. Fixed an issue where the player would receive the wrong item after buying a Bait formula from the fish trader.

III. Combat

1. Fixed an issue where the Durability attribute would turn yellow if the gear lost Durability.

2. Fixed an issue where the Crossbow’s Calibration Blueprint could not be disassembled.

3. Fixed an issue that caused a switching error to occur on the right side of the weapon selection panel when replacing a Calibration Blueprint.

4. Fixed an issue where some dropped weapons would randomly contain red-colored Blueprint attributes, so the weapon could not be disassembled to get its Blueprint.

5. Fixed the inconsistent descriptions of The Weaver elixir and the Whim effect.

6. Fixed an issue where if Hold to Sprint is enabled and the player is currently holding the Sprint key to sprint, clicking on Auto-Run would not stop the character from sprinting.

7. Fixed an issue that caused some weapon crosshairs to display incorrectly in 4K resolution.

IV. Game Modes

1. Fixed an issue with the Mist game mode where the center point’s location would be wrongly determined.

2. Fixed an issue with The Prime War that caused the Shadow Hound to get stuck in the air when using its skill.

3. Fixed an issue with The Prime War where if more players than the maximum attempted to teleport, they would get stuck on the edge of the map.

4. Optimized the on-hit visual effect and effective range of manual turrets in The Prime War.

5. Fixed an issue that caused Deviations to drop additional copies of items in Securement Silo – EX1.

6. Fixed the spawn rules of some Deviations in Securement Silo – PSI and Securement Silo – THETA. Dr. Teddy, Enchanting Void, Upper World Spawn, and Snow Globe will now spawn in the correct scenario.

V. Deviations

1. Fixed an issue where Deviations whose skills have a designated target could not be recalled while the player was reloading.

2. Fixed an issue where Mini Wonder would absorb teammates’ bullets in its range when attached to the player character.

3. Fixed an issue that prevented Mini Wonder from defending against shotguns.

VI. Other Fixes

1. Fixed an issue where the wrong text was displayed if you had not been friends with another player for at least seven days.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

The First Descendant Gets Huge 1.0.5 Patch, Adds Luna and Ultimate Valby

Nexon has released the 1.0.5 update for looter shooter The First Descendant alongside the extensive patch notes.

The 1.0.5 update, out now across PC via Steam, Xbox Series X and S, Xbox One, PlayStation 4, and PlayStation 5, makes a long list of changes to the game.

The highlights include the addition of two new playable characters (Luna and Ultimate Valby), a new hard Void Intercept battle (Gluttony), a new Ultimate weapon (Peace Maker), and a new module (Arche Concretion).

There are various changes to the way the game works, too. For example, Nexon has blocked equipping and removing modules, changing presets, and changing loadouts to prevent module swapping from becoming a strategy in Intercept Battles and Infiltration Operations.

Alongside the release of the 1.0.5 patch, The First Descendant director Minseok Joo outlined the development team’s plans for issues that are much-discussed within the game’s community. Minseok Joo confirmed plans to introduce a “guaranteed drop” system where players will be guaranteed to get the item they want after repeating an activity a certain number of times, in response to complaints about “the vagaries of drop rate.”

“The First Descendant has various missions and Amorphous Materials with chance-dependent rewards,” Minseok Joo said. “We’re considering how we can effectively implement the ‘guaranteed drop’ in such diverse reward systems, and we’re working to create a farming structure that players will be happy with. We hope to make improvements before long to provide a more rational and satisfying farming experience.”

Elsewhere, Nexon is planning a system to dismantle leftover items to get byproducts, and a rotating shop system where you can exchange the byproducts for something of value. “This will allow the items you obtained to have a greater value in the game,” Minseok Joo said.

Minseok Joo also discussed balancing, admitting “we can’t promise that all Descendants and weapons will be equally balanced at all times.” However, Nexon intends to keep changing the “effective” builds. “To that end, we promise to make constant adjustments and offer different ways to play with new content.”

These improvements will be made to the game during Seasons 1 and 2.

Nexon’s free-to-play co-op focused looter shooter has enjoyed enormous popularity with over 10 million players in just 10 days. But it has been heavily criticized for its ultra aggressive monetization, which includes the cost of Ultimate versions of its playable characters. IGN has reported on one player who spent an eye-watering 200 hours to unlock every Ultimate Descendant currently available in the game without paying money.

The First Descendant update 1.0.5 patch notes:

New Descendant: Ultimate Valby
– Added “Ultimate Valby.”

Ultimate Valby Modification Modules
– Spiral Tidal Wave: The bouncy Bubble Bullet has been replaced by a projectile that flies in a straight line. Spiral Tidal Wave is stackable and can be fired three times in a row, and attracts impurities during the Gluttony Intercept Battle.
– Hydro Pressure Bomb: Instead of “Plop Plop,” she leaps forward and deals damage to enemies around the landing area. The more enemies in the Laundry state, the more powerful the damage.

Added Ultimate Valby Amorphous Materials
– Amorphous Material Patterns 011, 044, 115, 030, 055, 113, 023, 052, 073, 087, 110, and 125 can no longer be acquired. You can continue to use the Amorphous Materials you already have as before.
– Added the “AA variants” of Amorphous Materials 011, 044, 115, 030, 055, 113, 023, 052, 073, 087, 110, and 125. You can acquire the Enhanced Cell Blueprint, Stabilizer Blueprint, Spiral Catalyst Blueprint, and Code of Ultimate Valby from them. Ultimate Valby’s blueprint and Code Materials will replace one of the items available from the original Amorphous.
– The Amorphous Materials of the “AA variant” can be acquired and used in the same place as the original.

New Descendant: Luna
– Added new Descendant, Luna.

Luna Skills
– (Passive Skill) Improvisation: Using any skill increases Inspiration Gauge, which allows Luna to use Enhanced Skills.
– (Active Skill 1) Stage Presence: Using the skill changes Luna’s weapon to her Unique Weapon. Performing the notes in time to the music by using skills or hitting monsters stacks and increases her Skill Power Modifier.
– (Active Skill 2) Passionate Stage: Using the skill makes Luna play upbeat music, increasing the Skill Power Modifier of Luna and her allies. Gaining the Enhanced Effect increases the Skill Power Modifier even more and also increases the Skill Critical Hit Rate and damage of allies.
– (Active Skill 3) Relaxing Act: Using the skill makes Luna play relaxing music. Hitting the enemy with a note grants an effect that instantly recovers the MP of Luna and her allies. Gaining the Enhanced Effect increases MP Recovery, and reduces Skill Cost.
– (Active Skill 4) Delightful Stage: Using the skill makes Luna play delightful music. Hitting the enemy with a note increases Inspiration Gauge and decreases the skill cooldown of allies. Gaining the Enhanced Effect increases the Inspiration Gauge even more and immediately resets the cooldown of allies.

Luna Modification Modules
– Nimble Footsteps: This Modification Module enhances Luna’s Movement Speed and amplifies the effect range of her performance, making it easier to support her allies.
– Noise Surge: Transforms all of Luna’s skills to combat skills. Performing the notes in rhythm unleashes a powerful AoE attack. When the Inspiration Gauge is full, summons a moving stage where she dances to recover MP and Shield.

Added Luna Amorphous Materials
– Amorphous Material Patterns 017, 038, 081, 020, 098, 068, 015, 049, 071, 027, 090, and 094 can no longer be acquired. You can continue to use the Amorphous Materials you already have as before.
– Added the “AA variants” of Amorphous Materials 017, 038, 081, 020, 098, 068, 015, 049, 071, 027, 090, and 094. You can acquire the Enhanced Cell Blueprint, Stabilizer Blueprint, Spiral Catalyst Blueprint, and Code of Luna from them. Luna’s blueprint and Code Materials will replace one of the items available from the original Amorphous.
– The Amorphous Materials of the “AA variant” can be acquired and used in the same place as the original.

Added New Hard Void Intercept Battle: Gluttony
– Added new Hard Difficulty Void Intercept Battle, Gluttony.
– Intercept Gluttony to collect the Hungry Sonic External Components Set and the blueprint of the Ultimate Weapon Peace Maker.

Gluttony External Components Set
– Hungry Sonic Set: 2-piece set effect grants Toxin Resistance. 4-piece set grants an effect that recovers MP on hitting the target with a skill’s Unique Weapon as well as an effect that increases Skill Duration and MP Heal Modifier proportionally to Max MP.

New Ultimate Equipment: Peace Maker
– Added new Ultimate Weapon Peace Maker. Using a Dimension skill grants the “Single Reload for Peace” effect.
At maximum stacks, the “Single Reload for Peace” effect enables you to fire the loaded ammo in a single quick burst when taking an aimed shot.

New Module
– Arche Concretion: Decreases Movement Speed, Firearm ATK, and all Attribute ATK except the Non-Attribute ATK every time a skill is used, but each stack of Arche Concretion increases DEF and MP.

Added New Products
– Added “New Descendant: Exclusive Luna Bundle” which includes Luna and the “Pool Party” skin.
– Added Luna to the list of standard Descendants in the shop.
– Added “Premium Ultimate Valby Bundle” which includes Ultimate Valby and the “Vermillion Wave skin,” and “Ultimate Valby Bundle.”
– Added “Valby’s Summer Theme,” “Viessa’s Summer Theme,” and “Male Summer Theme Set.”
– Added “Luna’s Albion Academy Cadet,” “Luna’s Classic Maid Uniform,” “Luna’s Panda,” and “Luna’s Dinosaur” limited skins.
– Added “Luna’s Augmented Reality of Madness” premium skin package.
– Added Luna’s exclusive “White Mouse” premium head skin.
– Added Luna’s exclusive Hair & Makeup 1 & 2.
– Added Luna’s “The Ultimate High Feeling” and “Volume Up” standard skins.
– Added Luna’s makeup “Sly.”
– Added “Adjustment Control Axis X30” and “Fine Adjustment Control Axis 20” support items.

■ Hotfix 1.0.5
Content Improvements
(1) UI/UX
– To prevent module swapping from becoming a strategy in Intercept Battles and Infiltration Operations, equipping and removing modules, changing presets, and changing loadouts are now prohibited.
– Added a feature to collect all Lost and Found items at once in the Mailbox.
– After checking the map with acquired information in the Library, closing the map now leaves the Library open.
– Added Camera Shake ON/OFF feature in Game Options.
– (PS, Xbox) Added the ability to select preset search keywords to make it easier to search modules and research.
– Added commas after every three digits in the game menu and HUD to make it easier to read numerical units.
– You can now check key stat information in the weapon, reactor, and external component inventories.
– You can now register equipped items as Attached Items.
– Saving a preset now automatically registers equipped items as Attached Items.
– You can now turn the red dot crosshair display on or off cities in Game Options.
– Added an image to some items in Graphics Options to show what they do.
– Increased the speed of scrolling when scrolling the map with the gamepad’s R-stick.
– Changed the color of icons for Hard difficulty Void Intercept Battles on the World Map to make it easier to distinguish them from Normal difficulty battles.
– The map no longer displays the marker when a quest NPC being tracked disappears.
– The Modification Modules for the same Descendant are now displayed together in a row in the Library.
– When the first clear reward and repeat clear reward are the same, the Acquisition Info in the Library no longer shows them both.
– When selecting all duplicate modules in Dismantle Modules, you can now use a filter to register only the selected modules for dismantling.
– Simplified the module combining animation.
– Starting a research in the Materials tab of the Research menu now returns you to the Materials tab.
– Added the “Leave Party” button to the Social menu to make the function easier to find.
– Added a search function to the Consumables menu.
– Even when acquiring skins for Descendants not currently in use the red dot still appears.
– Added the red dot when acquiring paint.
– The red dot now appears in the Weapons List side tab too when acquiring a weapon skin.

(2) Descendants, Modules
– Increased the Poison contagion range of Freyna’s Room 0 Trauma from a 4 m radius to a 7 m radius.
– Increased the maximum scaling range of Valby’s skills from 200% to 250%.
– Increased the maximum scaling range of Blair’s skills from 200% to 250%.
– Changed the blizzard generated by Viessa’s “Glacial Cloud” module to be triggered instantly without delay.
– Changed Valby’s “Albion Academy Cadet” head skin to be dyeable.
– Changed “Incoming Final Damage” to “Incoming Damage Modifier” in the description of the “Safe Recovery” module.

(3) Equipment
– Added a feature in Game Options that enables some single-shot and burst weapons to fire automatically when the fire button is pressed and held down.
– Increased Enduring Legacy’s Critical Hit Damage from 1.7x to 2.3x.
– Increased Secret Garden’s Critical Hit Rate from 35% to 50% and Critical Hit Damage from 1.85x to 2.25x.
– Increased Nazeistra’s Devotion’s Critical Hit Rate from 36% to 45% and Critical Hit Damage from 2x to 2.25x.
– Decreased the trigger rate of Bombardment of Greg’s Reversed Fate, but now it also triggers when the weapon is fired at unshielded enemies.
– Equipment can now be dismantled at once with no quantity limit.

(4) Field
– Increased the amount of Void Shards that can be acquired from Special Operations by about 7 times.

# Director’s Comment
Hotfix 1.0.4 added Void Shards as rewards to Special Operations, but unfortunately, there were just too few. The original intent was to keep Void Fragments as the primary farming source for Void Shards, and get additional Void Shards from Special Operations.

But the community has told us that many of you don’t like this loop, so we’ve increased the amount of Void Shards that can be earned in Special Operations. We’re also working on some steps for future improvements.

Many players are currently farming materials without spending the Fragments at the Fusion Reactor, so we’re considering removing the Fragments from the Fusion Reactor startup altogether. This would make the Fragments necessary only when the Reconstructing Device is used at the Fusion Reactor.

We’re taking a close look at how the reward loop we planned works in practice. We’ll try to finalize a reward loop that players will be satisfied with in the near future.
– Reduced the distance you’re knocked down when hit by a trap.
– Lowered the ratio at which the named monster’s immunity sphere HP scales with the number of players in Infiltration Operations, and reduced the duration of immunity.
– The Agna Desert, Vespers, Echo Swamp, White-night Gulch, Hagios, and Fortress fields now have a 100% chance to spawn Encrypted Vaults at spawn.
– Increased the hit box size in “data collection” missions to make it easier to collect data.
– Outside environmental sounds are now less audible in the indoor areas in Kingston.
– Adjusted the distance that monsters spawn in the Laboratory to be closer as 15m.

(5) Miscellaneous
– Balanced sound levels for shield destruction notification, material research result window, etc.

Optimization Improvements
– (PC, PS5, XSX, XSS) Applied AMD FSR 3.1.
– (PS4, XB1) Optimized memory usage.
– (PS4, XB1) Optimized resolution to increase the maximum resolution by at least 5%.
Bug Fixes
(1) UI/UX
– Fixed an issue where enemies defeated by the unique effects of Ultimate Weapons were not counted in Battle Pass Challenge and Awards.
– Fixed an issue where the capacity cost reduced by matching socket types was not displayed on the Weapon Module Enhancement screen.
– Fixed an issue where closing the Capacity Exceeded warning message while enhancing a module made the game inoperable.
– Fixed an issue where restarting an Intercept Battle, Infiltration Operation, or Special Operation after completing it would not matchmake you with allies who applied to restart with you.
– Revised the description on the Info screen that incorrectly stated that the damage taken decreases the higher the “Incoming Damage Modifier,” so that now it states the damage taken decreases the lower the modifier.
– Fixed an issue where completing a mission with a weapon that has been socketed at least once would appear to give Mastery Rank EXP, when in fact it does not.
– Fixed an issue where the names of the core materials and blueprints of Ultimate Weapons were swapped.
– Fixed an issue where the quantity of attached paint was not displayed in the Mailbox.
– Fixed an issue where the DBNO UI animation would persist when a DBNO ally left and another ally joined.
– Fixed an issue where changing loadouts while in combat is not possible but the UI would switch to the selected loadout.

(2) Descendants
– Fixed an issue where Lepic could trigger the “Overkill” skill at 0 MP while equipping the “Increased Efficiency” module.
– Fixed an issue where Yujin could not target an ally when using “Solidarity Healing” if part of their body was covered by an object.
– Fixed an issue where DBNO allies rescued by Yujin could not use any skills for a short period of time after the rescue.
– Fixed an issue where switching weapons after using Viessa’s “Frost Road” skill caused the skill’s visual effect to remain.
– Fixed an issue where the Knockdown range of Valby’s “Plop Plop” skill was larger than the actual Skill Range.
– Fixed an issue where Enzo’s “Shoot Support” was not applied to allies.
– Fixed an issue where using Ultimate Gley’s “Massacre” or “Life Siphon” skill did not increase her Skill damage when she is above 50% HP.
– Fixed an issue where Gley’s “Life Siphon” skill and her Modification Modules “Massive Sanguification” and “Explosive Life” could be used on objects in Intercept Battles.
– Fixed an issue where Kyle’s “Repulsion Dash” could be used on objects in Intercept Battles.
– Fixed an issue where the skill animation of Kyle’s “Repulsion Dash” skill would intermittently be cancelled.
– Fixed an issue where the power of Ultimate Bunny’s “Lightning Emission” was determined by the amount of Electricity she had at the time of use, unlike Bunny. The power of Bunny’s “Lightning Emission” depends on the amount of Electricity she currently has.
– Fixed an issue where Bunny’s “Maximum Power” skill’s sound pitch went up infinitely and sounded like a noise.
– Fixed an issue where Esiemo would become uncontrollable while using the “Arche Explosion” skill.
– Fixed an issue where after Ultimate Viessa used “Frost Road” with the “Absolute-Zero” module or Valby used “Laundry Bomb,” Ajax placing a barrier on top of it inflicted reflective damage on Ultimate Viessa or Valby.

(3) Equipment
– Fixed an issue where moving on a field with three or four pieces of an external component set prevented the 2-piece set effect from being applied.
– Fixed an issue where the damage of hitting the Ultimate Weapon King’s Guard Lance after it was deployed was recorded in the statistics.
– Fixed an issue where the Ultimate Weapon Executor’s Hip Fire Accuracy was lower than what it should be.
– Fixed an issue where the Ultimate Weapon Thunder Cage’s unique effect would deal more than 1.33x damage when monsters were clustered. Instead, Electric Shockwave now deals 2x damage regardless of the number of enemies.

# Director’s Comment
During internal testing, we discovered a bug with Thunder Cage. Thunder Cage should always deal 1.33x damage according to its description, but it was dealing more than 1.33x damage when there were a lot of monsters. We fixed this bug, but we also boosted the 1.33x damage to 2x so that it doesn’t become less efficient when hunting.

We’re well aware that the value of items you own is important to you. To ensure that fixing the bug doesn’t devalue your items, we’ve given it more power than we originally intended. If something like this happens again in the future, we won’t stop at simply fixing the bug but consider how to preserve the value of your items to provide a reasonable patch.
– Fixed an issue where you could hear one or two extra shots when firing single shots with a repeating firearm.

(4) Modules
– Fixed an issue where the Firearm Critical Hit Rate increase effect was missing in the description of Valby’s “Supply Moisture” module.
– Fixed an issue where Valby’s “Tidal Wave” module would not properly stack Finishing Attack when piercing an enemy.
– Fixed an issue where equipping Ajax’s “Body Enhancement” module would have different final result values depending on when it was saved.
– Fixed an issue where if the “Matrix Recomputation module” was equipped by Ajax the Shield would recover every time after a very short while and the Shield started at 50% after equipment.
– Fixed an issue where the “Pitmaster” passive would remain indefinitely when Blair removed the “Classic Chef” module while Flame Zone was in effect.
– Fixed an issue where the knockback effect would not trigger when Blair used “Deadly Cuisine” while equipped with the “Backdraft” module.
– Fixed an issue where the name of the “Sharp Precision Shot” module’s buff was incorrectly shown as “Lethal Finish.”
– Fixed an issue where Bunny’s Evolving Skin quest requirements were not counted when Bunny equipped a Modification Module.
– Fixed an issue where Bunny unequipping the “Electric Condense” module left a status effect display that did not have any effect.
– Fixed an issue where Gley’s “Predator Instinct” module skill displayed the Frenzied state icon and name twice when used.
– Fixed an issue where Ultimate Gley’s “Demonic Modification” module sometimes did not deal damage when used.

(5) Field
– Fixed an issue where defeating named monsters at the same time as Void Fusion Reactor mission was being deleted allowed the player to use Reconstructing Devices without consuming Void Shards.
– Fixed an issue where the zone map of “Hagios: The Old Mystery” showed different paths from actual paths.
– Fixed an issue where the traps would remain on restart after dying in the No Resurrection Zone in Hagos: The Haven.
– Fixed an issue where movement markers would appear while progressing through the Void Fusion Reactor.
– Fixed an issue where roaming monsters would not spawn on the White-night Gulch: Hatchery battlefield.
– Changed the Amorphous Material Patterns and Shape Stabilizers acquired from Hard Infiltration Operations in the White-night Gulch and Hagios.

(6) Miscellaneous
– Fixed an intermittent terrain rendering bug.
– [XB1, XB1S] Fixed an issue where textures would intermittently display black lines when rendering terrain.
– Fixed an issue where the Sub Quest “Obtain Freyna’s Research Materials 1” would complete after clearing “Rockfall: Vulgus Strategic Outpost” even if the “Amorphous Material Pattern: Freyna” was not obtained.
– Fixed an issue where the Sub Quest “Prepare to Obtain Additional Materials for Freyna Research” could not be completed with Ultimate Bunny.
– Fixed an issue where the camera would intermittently freeze when removing parts during Intercept Battles.
– Fixed an issue where the Elite Vulgus Special Effect “Chasing Orb” would not deal damage.

# Director’s Additional Comment
Greetings, this is The First Descendant Director Minseok Joo. Today, I’m going to outline the Dev Team’s plans for issues that are discussed frequently by the community.

The team is currently working on Season 1 and Season 2 updates, while also responding to improvement issues discovered during the live service. Today, I’m going to talk more about how we plan to improve the current state of The First Descendant rather than about the Season 1 and 2 updates.

Drop Rate Improvement Plans
While all of our drop rate systems are operating fairly in The First Descendant, we do understand that some players are struggling with the vagaries of drop rate. To address this, we’re planning to introduce a “guaranteed drop” system where you’re guaranteed to get the item you want after repeating the activity a certain number of times.

The First Descendant has various missions and Amorphous Materials with chance-dependent rewards. We’re considering how we can effectively implement the “guaranteed drop” in such diverse reward systems, and we’re working to create a farming structure that players will be happy with. We hope to make improvements before long to provide a more rational and satisfying farming experience.

Disposing of Leftover Items
Next is an update on items that are piling up in your Consumables. There is currently no way to dispose blueprints for Descendants and weapons that you’ve already completed, so there are cases where players are getting multiple copies of blueprints they already own during the farming process.

We’ve been listening to the community, who have told us that there needs to be a way to dispose of these unwanted items. While we could consider simply converting them into some Gold or Kuiper, we want to reward you with more value for the time you have put into the game.

To resolve this, the Dev Team is planning a system to dismantle leftover items to get byproducts, and a rotating shop system where you can exchange the byproducts for something of value. This will allow the items you obtained to have a greater value in the game.

Supporting Build Diversity
It’s a lot of fun for us to see the variety of builds being posted in the community lately. We love seeing you try so many different builds and are amazed by the unexpected ways you’ve evolved them.

We hope for more builds to exist in The First Descendant, and we want an environment where players are free to experiment with different builds. However, we’ve found that it is difficult to take advantage of loadouts after assigning socket types, which goes against our goal of experimenting with different builds freely.

As a result, the Dev Team is planning to provide an environment where completely different builds can be created by assigning each loadout with different socket types. We hope this will help you experiment with different builds without feeling overwhelmed.

Balancing
Finally, some news about balancing. We are seeing a dominance of the skill damage-focused builds of some Descendants. Descendants and weapons that are well-suited for these builds are quite popular now.

We want the meta builds to change from season to season. We want the Descendants and weapons that are effective in new content to be different from those in previous seasons. Also, we’re looking to increase the proportion of firearm-based combat in the endgame.

We can’t promise that all Descendants and weapons will be equally balanced at all times, but our goal is to keep changing the effective builds. To that end, we promise to make constant adjustments and offer different ways to play with new content.

We aim to implement the improvements I talked about today during Seasons 1 and 2.

Your feedback means a lot to the Dev Team. We’ll do our best to provide a better experience as we build the game together, and we’ll continue to listen to you as we strive to make The First Descendant even better.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Pokémon’s New Shrouded Fable TCG Expansion Is Small But Brilliant

Pokémon TCG: Scarlet and Violet—Shrouded Fable expansion kicks off on August 8, with preorders available now, and we’ve managed to get our hands on the latest expansion.

Based on the Loyal Three and their Moochi-feeding mythical master, Pecharunt, the Shrouded Fable set features some key players of the Pokémon Scarlet & Violet DLC: Hidden Treasures of Area Zero, amongst new additions. It’s a packed set, with Kingdra ex also making a royal splash in the expansion.

As night falls, Pecharunt ex emerges, commanding the Loyal Three—Okidogi ex, Munkidori ex, and Fezandipiti ex—in their evil mission. Meanwhile, Revavroom ex lights up the battlefield as a Lightning type through Terastallization.

Here’s a firsthand look at our highlights from the Elite Trainer Box, Kingambit Illustration Collection, Kingdra ex-Special Illustration Collection, and some standout cards from Pokémon TCG: Scarlet and Violet—Shrouded Fable.

Shrouded Fable Elite Trainer Box Preview

The Pokémon TCG: Scarlet and Violet—Shrouded Fable Elite Trainer Box is an absolute must-have if you’re a dedicated trainer. Everything is neatly organized in a collector’s box with four dividers, making storing and transporting your collection easy. Plus, a Pokémon Trading Card Game Live code card for the set is included for digital pack openings. Still, nothing beats ripping open the included boosters!

Inside, you can find nine Shrouded Fable boosters, all bursting with diverse cards to enhance your deck. This is alongside a foil promo card featuring Pecharunt, a powerful addition to your Dark-type deck and a collector’s gem. There’s also 65 card sleeves centered around Okidogi, Munkidori, and Fezandipiti, all rocking a cool purple and green metallic design, perfect for a new deck build.

Shrouded Fable Elite Trainer Box – What’s In The Box?

  • Nine Shrouded Fable booster packs
  • Full-art foil promo card featuring Pecharunt
  • 65 card sleeves featuring the Loyal Three
  • 45 Pokémon TCG Energy cards
  • A player’s guide to the expansion
  • Six damage-counter dice and a competition-legal coin-flip die.
  • Two plastic condition markers

Kingambit Illustration Collection Preview

The Kingambit Illustration Collection looks stunning! The titled stage two card is hands down the best card art out of the big boxes in Shrouded Fable in our opinion. Kingambit commands respect and overcomes all challengers. This collection is perfect for those looking to strike, slash, and take command in their battles.

The promo card Kingambit we’ve found inside showcases the big blade Pokémon in a menacing classical painting style, alongside foil cards featuring Pawniard and Bisharp completing Kingambit evolution chain for a cool Steel type playset straight out of the box! There’s also four Shrouded Fable boosters, each a chance to find powerful and rare cards, and codes for Pokémon TCG Live.

Kingambit Illustration Collection – What’s In The Box?

  • 1 full-art foil promo card featuring Kingambit:
  • 2 foil cards featuring Pawniard and Bisharp:
  • 4 Shrouded Fable booster packs
  • A code card for Pokémon TCG Live

Kingdra ex-Special Illustration Collection Preview

The Kingdra ex-Special Illustration Collection is another fantastic addition that we love. This collection adds artistic flair to your deck while strengthening strategy with bench-damaging cards, making it a must-have for collectors.

Inside you’ll find stunning classic Japanese print artwork and powerful gameplay features from the Kingdra ex promo card, another full playset line out of the box with foil cards featuring Horsea and Seadra, codes for Pokémon TCG Live, alongside a set of five Shrouded Fable boosters. It’s nice to see those included as well.

Kingdra ex-Special Illustration Collection – What’s In The Box?

  • 1 full-art foil promo card featuring Kingdra ex
  • 2 foil cards featuring Horsea and Seadra
  • 5 Shrouded Fable booster packs
  • A code card for Pokémon TCG Live

Our Favorites Pulls From Pokémon TCG: Scarlet and Violet—Shrouded Fable

Kingambit – Illustration Rare

Stats:

  • Type: Dark
  • HP: 180
  • Attacks:
    • [D] Dark Slice (50 damage)
    • [D][C][C] Night Slash (90 damage): Switch this Pokémon with one of your Benched Pokémon.

Rarity: Kingambit Illustration Rare is a literal Pocket Monster. With amazing-looking artwork and two devastating attacks, this card will be very sought after by both players and collectors!

How to Play: Once a player’s Pokémon has put at least 4 damage counters on an opponent’s Bench and active Pokémon, it’s time to bring Kingambit in. Even if there are one or two Pokémon left over under 140HP, Massive Rend will one-shot them.

Fezandipiti – Illustration Rare

Stats:

  • Type: Psychic
  • HP: 120
  • Attacks:
    • Ability: Adrena Pheromone – If this Pokémon has any [D] attached and is damaged by an attack, flip a coin. If heads, prevent that damage.
    • [P] Energy Feather (30 X damage): This attack does 30 damage for each Energy attached to this Pokémon.

Rarity: As an Illustration Rare, Fezandipiti is rare, and it is very playable in dark decks. Expect this one to attract buyers with cash on the hip!

How to Play: Fezandipiti offers a superb blend of offense and defense, making it invaluable in any dark deck. Start stacking Energy on this Pokémon as soon as it hits the Bench, bringing it in to clear out any hush HP active Pokémon with Switch or sacrificing energy for retreating. Make sure to have some Energy Retrievals on hand, just in case!

Pecharunt – Illustration Rare

Stats:

  • Type: Dark
  • HP: 80
  • Attacks:
    • Ability: Toxic Subjugation: As long as this Pokémon is in the Active Spot, put 5 more damage counters on your opponent’s Poisoned Pokémon during Pokémon Checkup.
    • [D][C] Poison Chain (10 damage) Your opponent’s Active Pokémon is now Poisoned. During your opponent’s next turn, that Pokémon can’t retreat.

Rarity: Although it can be found easily in Shrouded Fable Elite Trainer Boxes, Pecharunt’s ability is very powerful and can be used from the Bench. When in play, this Pokémon can cause 7 damage counters per Pokémon checkup, so there is no doubt this card will be seen in players’ decks quickly.

How to Play: Pecharunt is a fantastic Poisoner and can slow an opponent’s game from the Bench. Ideally, you should use another Pokémon to poison opponents and then use Pecharunt’s ability to enhance the poison. Using it alongside Garbador’s “Poisonous Puddle” ability from Rebel Clash would be a fantastic combination from a player’s Bench, allowing an active Pokémon to clean up!

Pecharunt EX

Stats:

  • Type: Psychic
  • HP: 190
  • Attacks:
    • Ability: Controlling Chains: Once during your turn, you may switch 1 of your Benched [D] Pokémon, except any Pecharunt ex, with your Active Pokémon. If you do, your new Active Pokémon is now Poisoned. You can’t use more than 1
    • Controlling Chains Ability each turn.
    • [D][D] Irritating Burst: 60x damage. This attack does 60 damage for each Prize card your opponent has taken.

Rarity: Pecharunt EX is a rare and powerful card, although not as much as its full-art variant. It’s also extremely playable, so it’s likely to be in high demand!

How to Play: Using Pecharunt EX alongside any Loyal Three EX is a winning combination and allows for switching of Dark types once a turn with no retreat cost. In our opinion, this can really slow down opponents, saving Pecharunt EX when you are low on Prize Cards to devastate an opponent’s active Pokémon.

Where to Preorder Pokémon TCG: Scarlet and Violet—Shrouded Fable

Shrouded Fable is busting out all of the usual box sets and booster bundles, this time centered around the Loyal Three of Kitakami, Okidogi, Munkidori and Fezandipiti.

They’ll all be getting EX cards alongside the malicious Pecharunt, looking to shove its cursed Moochi treats into the face of any human or Pokémon it can. Here are all the details you need to secure the your preorders for Pokémon TCG: Scarlet and Violet—Shrouded Fable, releasing on August 8.

We’re always watching the latest Pokémon deals here on IGN, not to mention giving our readers early previews of upcoming sets such as Twilight Masquerade. Stick with IGN for everything Pokémon TCG for the latest.

Christian Wait is a UK-based freelancer for IGN, you can follow him @ChrisReggieWait on Twitter/X.

EA CEO Says Video Game Actor Strikes Won’t Have ‘Short-Term Impact’ on the Company

Video game actors are currently on strike, in hopes that withholding their work from video game companies will push those companies to agree to better actor protections around the use of AI. However, at least one video game CEO — Andrew Wilson of Electronic Arts — doesn’t think the strike is going to impact his company, at least in the short-term.

In today’s EA earnings call, Wilson answered a question from an investor about the impact of the strike on the business. Put simply, he’s not worried for now. Here’s the full quote:

We deeply value our talented actors who are an important part of the work we do to deliver the incredible entertainment experiences that our players enjoy around the world. We’re working very closely; this is not an EA-specific situation, this is an industry-specific stuation, and we’re working diligently to negotiate at the table. The way it works now in terms of our product specifically is that the strike is limited to games commencing production after September 2023, including live service games. So we don’t expect any near-term disruption to any of the games we have in development or any of the live services we’re currently running. That being said, we’re committed to continuing to bargain in good faith and are hopeful that the parties can expediently resolve our issues at the bargaining table. But we’re not anticipating any significant short-term impact at EA.

Wilson’s confidence likely comes from the fact that EA’s portfolio is almost entirely live service games right now, and games whose development began prior to September 2023 (so, basically every live service game) are not impacted by the strike. The company’s $1.26 billion in net bookings for the quarter was driven by Madden NFL 24, FC Mobile, and FC Online, all live service games, and the rest of its coming fiscal year is much of the same: Madden NFL 25, EA Sports FC 25, NHL 25, and so forth. The Sims 4 and College Football 25, also unaffected.

Its one single-player offering, Dragon Age: The Veilguard, is also fine. And while it’s impossible to speak to EA’s release slate further out, it’s probably a safe bet that next year’s release slate likely looks a lot like this year’s, and is entirely populated by games that have been in development for three, four, five or more years. EA, at least, is in a position to weather the storm for a long time.

What Wilson doesn’t mention is how this will impact the company in the long-term. The longer the strike goes, the more in-progress games will be impacted. Any game the studio greenlit after September of 2023 is going to be slowed down if no SAG voice actors will touch it, and this will impact EA’s plans for 2026, 2027, and so on. So while short-term impacts won’t be felt, it’s possible that a strike will start to have affects we’ll see years down the road, especially if a contract is not agreed on soon.

SAG-AFTRA officially called a video game actor strike late last week, beginning at 12:01 am on Friday, July 26. The union has been unable to come to an agreement with video game companies on a new contract for eighteen months, with AI protections being the primary sticking point of negotiations. The union has announced it will hold its first strike picket on Thursday, August 1 at WB Games. We wrote a detailed guide on what the SAG-AFTRA video game strike means for everyday gamers, which you can read right here.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.