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  1. Sony Electronics announced its new InZone gaming gear lineup with a new audio headset, a gaming mouse, a new OLED gaming monitor and Fnatic branded gaming accessories. The gear includes the Sony InZone H6 Wired Air open-back headset and the InZone M10S II 27-inch QHD 540Hz OLED gaming monitor, designed for players who prioritize precision and speed. I tried out some of the gear — except for the monitor, which I believe was too pricey to get into my grubby hands. .memberful-global-teaser-content p:last-child{ -webkit-mask-image: linear-gradient(180deg, #000 0%, transparent); mask-image: linear-gradient(180deg, #000 0%, transparent); } This article is free — just create an account Join GamesBeat to read this story and almost everything else on the site. No credit card, no catch.Start Reading FreeAlready a member? Sign in The post Sony Electronics launches new InZone gaming gear and gaming monitor appeared first on GamesBeat. View the full article
  2. Sony has revealed the Inzone H6 Air, the first open-back gaming headset to join the Inzone lineup.View the full article
  3. Xbox Game Pass has gotten a good bit more expensive as of late, and instead of upping its offerings to match the value, it might be getting rid of one of its strongest assets. Currently, the Xbox Game Pass Ultimate tier costs $30 a month, offering day-one access to plenty of new releases to justify its price. View the full article
  4. Our ranking of the best action RPGs to play today, from Elden Ring to Yakuza 0View the full article
  5. It's awfully dark in some of those Windrose caves, and just when I thought I had a handle on surviving the pirate-infested archipelagos, I died one too many times while stocking up on copper. I almost resorted to cranking up my gamma, but remembered I'd unlocked the lantern earlier and just needed a bit of Lamp Oil to use it... Read more.View the full article
  6. Opening Pokémon TCG packs has always been about the thrill of the chase - you never know what you're going to get in each booster, and that ongoing search for your most wanted cards is a part of the fun. Now, there's a new chase with the Pokémon Dream Painting Water Ecology Figurine Set (try saying that three times as fast as you can), as my favorite Pokémon card from Journey Together has been turned into another chase. Regrettably, this little plastic Wailord is liable to become my Moby *****. Read the rest of the story... RELATED LINKS: Pokémon Chaos Rising pre-orders are live, and this small set is already making waves This $10,000 Mew ex Pokémon card is even better than 151's, but you won't find it in any packs Some Pokémon TCG customers will be eligible for a new early access system View the full article
  7. The actual launch time will be simultaneous worldwide tomorrow at 01:00 UTC. View the full article
  8. Killing other raiders at extraction sites can get you marked for deathView the full article
  9. Developed by PCI-SIG for high-bandwidth enterprise use, CopprLink provides a full PCIe 5.0 x16 interface with throughput of 32 GT/s per lane, or 64 GB/s of total bandwidth. That is four times the throughput of an OCuLink connection using PCIe 4.0 x8, one of the fastest eGPU options currently available alongside Thunderbolt. Read Entire Article View the full article
  10. Wondering what skills to increase for which moves in Paradox and how many points you need to spend? My All Paradox Skills guide will walk you through all skill trees, all moves and how many points you need to spent to unlock each one. I'll explain what increasing each skill does and then we'll dive in into each skill tree's moveset. Table of contentsAll Paradox Skill Trees ExplainedAll Hakuda MovesAll Speed MovesAll Sword MovesAll Shinigami KidoAll Arrancar KidoAll Quincy KidoAll Paradox Skill Trees Explained In Paradox, investing points into each skill unlocks moves from that skill tree, usually in increments of 5 but not always. In addition to unlocking moves, here's what putting points into each skill does: Speed: The more points in Speed, the lower your Flashstep cooldown with the base CD being 3.7s and 3.3s with 42 Speed.Sword: The more points in Sword, the more Posture damage you deal up to double the Posture damage at max Sword.Hakuda: The more points in Hakuda, the higher your M1 damage with Max Hakuda giving you a 1.5x passive M1 damage bonus.Kido: Boosts all Kido across all skill trees applying universally no matter which faction you choose. Image by Destructoid Once you are eligible for a move by having enough skill points in its respective Skill, you can unlock it with Skill Gems, Cores, and Crystals. You can get them by completing missions and defeating bosses and they are used in the following way: Skill Gem - Draws a deck of three cards from which you can pick one skillSkill Core - Draws a deck of five cards from which you can pick one skill.Skill Crystal - Draws a deck of five cards from which you can pick one skill. How to Reset Skills: You can reset your Skill point allocation with Stat Resets which you can get via Paradox Codes, the shop and Eternal Flame ranked. All Hakuda MovesHakuda MovesStat RequirementDescriptionUnlocking Guard5Burst into a jab of speed as you do a tornado kick, applying quick pressure to your enemies Notes: GuardbreaksGround Drawer10Kick up debris in an AOE smoke bomb-like effect, causing a hindered visibility debuff to your enemies as well Ground Variant: Turns the target's screen dark Air Variant: Gives you invincibility frames after use and GuardbreaksLeap15Charge up a rushed leap into the air, as you proceed to slam downKick Assault20Blitz forward at high speeds, catching the first target in range and performing triple afterimage kicks around them Notes: GuardbreaksTriple Piercer25Perform 3 regular, forward-thrusting kicks with the last one launching enemies upwards Ground Variant: Third hit Guardbreaks Air Variant: GuardbreaksFull Boost30Dash forward with heavy speed into a slinging upper kick. Can use this skill twice before it goes on cooldown First Use: Travels faster, further and deals more damage Second Use: Launches the target into the air Limit Breaker35Activating results in a 15% damage increase for a short ******* of time You can use this skill up to 3 more times, each with a 5% increase Each increase after the first costs healthDragon Kick40A ranged dragon kick skill with a high multi-hit damage ceiling, but heavy endlag and cooldown Notes: GuardbreaksAll Speed MovesSpeed MovesStat RequirementDescriptionSonic Blade5Focus power in your stance as you charge into your sword, releasing a very powerful sword assault dash. Notes: Deals Posture damageVanquish8Make a stance to build up energy within your blade, then strike forward, unleashing a barrage of slashes within your path Notes: Deals Posture damageDream Sculptor10Sculpt your targets in a 3rd dimension around you Teleport to all targets caught, slashing them from their chest Notes: Deals Posture damageShadow Assault20Run at high speeds to catch up to your targets and unleash a wave of 3 slashes into a 4th and final slash Notes: Deals Posture damageFlash-step Barrage30Teleport to your mouse target and take a stance If it lands, do multiple flashstep strikes around your opponent Notes: UnblockableNight Blade40Leap into the air with devasting power and strike down your opponents Notes: UnblockableAll Sword MovesSword MovesStat RequirementDescriptionSwift Approach5Swiftly leap forward in a dash, unleashing a deadly slash Notes: GuardbreaksStriking Flourish8Raise your sword into the air, then unleash a downward slash that pushes enemies backWhirlwind Blade10Do 2 consecutive slashes while spinning your bodyDynamic Strike15Create a dynamic barrage of strikes as you take an airtight stance with your swordPhantom Thrust20Thrust your sword forward, knockback any enemy in range, then follow up with an attack behind your foe, knocking them backBlade Counter25Enter a counter stance - If hit during stance deflect the attack and strike your opponentThousand Page30Release an encircling barrage of slashes rushing down anything in its path, dragging them with itTwinblade Rush40Unleash a rush of slashes , then uppercut you enemies and slam them back downAll Shinigami KidoKido MovesStat RequirementDescriptionHado 785Charge up reishi within your blade and disperse it, sending out a yellow tinted slash that pummels anything in its wake Notes: Deals Posture damageHado 410Charge up a powerful stance and lunge instantly, grabbing your nearest enemy in a hold, as you cast Hado 4 point blank Notes: Grab, UnblockableHado 8815Unveil your kido potential into a rushing, sustained dragon beam that deals massive damage to anybody caught in it Notes: GuardbreaksHado 3120Encapsulate reishi into a tight ball, as you follow up with a piercing beam of red reishi that procs blinding on your opponents Notes: Deals Posture damageBakudo 6125Unleash holy reishi beams toward your cursor If it lands, it will stun-lock them for a given duration Notes: GuardbreaksAll Arrancar KidoKido MovesStat RequirementDescriptionBala1A single fire projectile that explodes upon player impactBala Barrage5Fire a barrage of projectiles in quick successionCero Grab10Grab an enemy in front of you, blasting them with a cero afterwards Notes: Grab, UnblockableCero Counter15Enter a counter stance and if triggered, teleport behind your target and blast them with a ceroSymphony20A 4-hit barrage of reishi-infused slashesAll Quincy KidoKido MovesStat RequirementDescriptionHeilig Pfeil5Jump up and fire a barrage of arrowsRapid Fire10Rapidly fire arrows in a line AOE in front of youLicht Regen15Launch a circle AOE barrage of arrows from rangeWeltschmerz20Jump up and fire a barrage of arrows directly below you similar to Heilig Pfeil but with a wider AOEShadow Descent25Descend into a pool of shadow and teleport to your target grabbing them and slamming them downWarp Kick30Stomp the ground as you teleport your kicks right below your target stun-locking them if the first one landsQualkreis35Summon pillars of reishi to strike the ground around you dealing heave damage with a slight start-up animationSaber Finish40Jump up and fire off a reishi bomb below you dealing massive AOE damage That's it for my All Paradox Skills guide. Check out our other Paradox guides like our Shikai, Schrift and Resurrection tier lists. The post Paradox Skill & Stat Moves Guide – All Moves List appeared first on Destructoid. View the full article
  11. Jack Pepper is on the case to sniff out the crooks and unveil a conspiracy that has overtaken Mouseburg, infecting the cartoon world of MOUSE: P.I. For Hire. There's corruption around every corner, and all Jack can do is follow the cheese and hope there isn't a trap at the end of the blood-soaked trail. Gather clues, power up your arsenal, increase your movement, interrogate suspects, and knock out the competition—all in wicked cartoonish fashion. For $29.99 and approximately 10 hours of runtime (excluding 100%-ing collectibles, secrets, and achievements), MOUSE: P.I. For Hire is a detective sim that may not require a whole lot of brain power, but it sure needs fast reactions if you want to survive the onslaught of rat attacks. A shooter I hope inspires others Screenshot by Destructoid Getting old and stale isn't on the cards with MOUSE as this high-octane shooter switches up constantly, and not in visuals alone. Unlike most games, For Hire's pacing never follows the same formula. In fact, it purposely does the opposite so that you never know what to expect. Calling out other games for their nonsensical questlines, like asking you to mow down waves of enemies before one randomly drops the item you need to move on, MOUSE keeps things interesting and unpredictable with its boss fights. While you'll quickly expect enemies to fly out of doors with a mouse motif above them, the bosses feature innovative designs. Screenshot by Destructoid Screenshot by Destructoid Screenshot by Destructoid [/url] [/url] [/url] This shooter may be true to its name, but no fight ever lasts too long. No single boss fight is the same, either, and each is so absurdly entertaining that you will never be bored. From a mini-gun-wielding gator and dead wives mistaking Jack for their ghastly husband, to a boat shooting at you like you've made it to the end of Takeshi's Castle, topped by a quick game of Snap, the unpredictability of MOUSE is what makes it unbelievably fun from start to finish. No two fights are the same. Video by Destructoid Enemy variety is fantastic, and difficulty scales with progress as you unlock more weapons and (hopefully) upgrade them along the way. Each enemy type has a weakness to a particular weapon, allowing you to use everything in your arsenal instead of relying on one weapon per playthrough. The methodical introduction of mechanics is clever and slowly adds depth to what started as a somewhat limited movement shooter. By the end of the game, you will be grappling onto hooks, spinning your mouse tail to glide, and double-jumping to dodge bullets. Animated perfection Screenshot by Destructoid Where MOUSE truly shines, however, is in its flawless detail. The exciting and ridiculously fun 12-weapon arsenal, the gameplay mechanics, and the smooth and easy controls create an addictive formula where losing hours at a time is a symptom of all the fun you're having. While the highest difficulty poses little challenge, MOUSE takes a leaf out of DOOM, Quake, BioShock, and ULTRAKILL's book with its retro level design. A nostalgic touch of arcade-y elements, I was reminded of BioShock because of MOUSE's unique, lively power-ups that never overstay their welcome, Cuphead for its old school aesthetic, and TimeSplitters with the spray-and-pray gameplay as waves of crooked rats attack. Screenshot by Destructoid Every single thing in this game is animated. Each bullet type in your arsenal has its own distinct look, some packed with attitude like something out of Who Framed Roger Rabbit. This attention to detail gives MOUSE a Disney-esque feel without looking like a complete rip-off. Because every inch of Mouseburg has detail; from the animation of Jack's journal opening, reloading a revolver to skip a cutscene, hitting the car ***** as you drive to the next location, watching characters interact with clues you've found, seeing weapons actually upgrade and change in Jack's hands, and many more instances; P.I. For Hire transports you into an inky realm you may never want to leave. Screenshot by Destructoid Much like Hermit and Pig, MOUSE was crafted with passion and care, and it's an absolute must-play. Everything is quick, quick, quick Screenshot by Destructoid A plethora of ammunition, medkits, and save stations helps build momentum and keep the pacing fast. Though it can abruptly stop by revisiting the board to add your newest clues and slow down drastically through dialogue that can trudge along at times, the excellent voice acting gives each character a unique identity and voice that brings life to even the most inconsequential mouse. Screenshot by Destructoid Side quests aren't tedious to play through, for their place in this world makes sense. Though they're not consistently tracked and every level feels like the point of no return (as locations are locked by police tape once complete), any collectibles missed appear at the Ammo Store, ensuring you never really miss anything. Collectible hunting is engaging and showcases how clever MOUSE's level design is. It may appear simple on the surface, but the sheer amount of secrets inside each level greatly increases MOUSE's already strong replayability value. There are safes and doors to unlock in the simplest lockpicking mini-game ever created, and a card mini-game waiting for you that acts as another incentive to search for (or buy) Newspapers, Comic Strips, and Playing Cards. Upgrading is yet another simple but effective process, adding to the fun of collectible hunting because everything works in perfect harmony. Clean. Effortless. Cool. Blue Cheese Cool. Screenshot by Destructoid Where F2P games may struggle to bring in newcomers is with their often overcluttered and confusing UI. MOUSE is clean, constantly reminding you of your current objectives without ever getting in the way or distracting you from the action unfolding on-screen. The compass and objective markers are accurate and helpful without obscuring the fun FPS gameplay loop. The clever detective duster (like an adorable version of Dead Space's tracker) that reveals footprints of where to go next is helpful and optional, making the game easier if you ever need a little guidance. MOUSE doesn't take itself particularly seriously, but that's what's so great about it. This title is effortlessly cool without trying to be. It opens to Jack Pepper humming the main theme, followed by the real deal of smooth jazz that may be your next earworm. Each level has style and a theme to match, giving it that all-important signature you see in the likes of Spyro and ****** Bandicoot. You can't go wrong with a soundtrack that, at times, sounds like something out of Cowboy Bebop. Screenshot by Destructoid Compatible with controller on PC, with smooth and easy-to-understand controls, consistent frames (until you switch to the Devarnisher), and fully customizable options that accommodate streamers; Fumi Games truly thought of everything when it came to crafting a wildly entertaining and satisfying FPS adventure. For retro shooter fans who are looking for fresh excitement and fun, you can't get much better than this. The post MOUSE: P.I. For Hire review – A cartoon wonderland (and wickedly fun bloodbath) appeared first on Destructoid. View the full article
  12. ****** Cat is set to arrive in Marvel Rivals this week, but the impending season 7.5 update includes way more than the sultry catsuited thief. A new PvE mode, new skins, hero balancing changes, the 2026 Hellfire Gala event, a Loki vs. Avengers mode, and more are also on the way, making for a pretty substantial mid-season update to supplement the season that already added White Fox. Here's a peek at what to expect when the update goes live on April 17. Table of contentsMarvel Rivals season 7.5 patch notesNew Duelist: ****** CatHero buffs and nerfsNew team-up abilityNew PvE mode: Blood HuntHellfire Gala skinsPath to Doomsday eventMarvel Rivals season 7.5 patch notes Screenshot by Destructoid New Duelist: ****** Cat The master thief has "incredible mobility" and "can weave through the battlefield with ease." She's able to wall climb, double jump, and steal the enemy team's "Fortune" to buff her own power. Her Ultimate ability allows her to "strike like a phantom, instantly dashing to any target to deal lethal damage." Her thief skills will be on display, allowing her to put treasures from her endeavors on the battlefield, boosting her abilities and giving "unexpected tactical advantages" to her team. Hero buffs and nerfs Stay tuned for the official list of hero balance changes coming in the update later today. New team-up abilityLucky Loan****** Cat, White Fox, Captain America****** Cat (anchor) provides White Fox and Captain America with luck to boost their abilities. White Fox receives a boost to her life energy, allowing her to launch multiple spectral fox tails that can hone in allies and slowing enemies. Captain America's vibranium shield gets a buff, increasing his deflection capabilities and blocking shield size.New PvE mode: Blood Hunt Screenshot by Destructoid A new story-based mode will arrive on April 23, bringing four boss battles, a new progression and trait system, and even a new loot system, NetEase promises a "more immersive and thrilling gameplay experience" than even the previous very popular Marvel Zombies mode. More info is coming soon. Hellfire Gala skins Screenshot by Destructoid New Hellfire Gala looks for Magik, Gambit, Moon Knight, Emma Frost, and Phoenix will be added on April 23. The 2025 vote winner, Emma Frost, will have her skin available for free, with players only needing to play matches to claim it. The 2026 vote is coming, too, so be ready to decide who gets a new costume next year. Path to Doomsday event Screenshot by Destructoid A celebration of the 2012 Marvel's Avengers film will bring a new 1-vs-6 PvE mode and movie viewings in Times Square. The event begins on April 30, right around the movie's 14th anniversary. It's the beginning part of a series of MCU collabs leading up to the release of Avengers: Doomsday in December. This article will be updated with new info as it becomes available. The post Marvel Rivals season 7.5 early patch notes – ****** Cat, new PvE modes, and more appeared first on Destructoid. View the full article
  13. Xbox exclusivity has been the topic of much debate in recent years, as Microsoft has started to move away from reserving even first-party games for Xbox consoles alone. In recent years, titles like Indiana Jones and the Great Circle, Pentiment, and even Starfield have made their way to competing systems, signaling a major shift in strategy overall. If the latest report is to be believed, though, Xbox might still reverse course on this principle. View the full article
  14. Windrose has peaked at 50,248 concurrent players on 14 April 2026 on release day. View charts and more statistics on our website.View the full article
  15. I wake up with Napoleon's voice in my head commanding me to “scrub the bloody muck from my eyes.” His voice is wrong, somehow. Gutteral. But I obey. Corpses in French uniforms surround me. A discolored rash flashes across my hand, then fades. My name is William. I am a soldier in the Grande Armée. I have died for Napoleon. And I will die for him again. And again. And again. This is how my demo for Valor Mortis began. You’ve seen some of what Valor Mortis does before: it’s a first-person Souls-like whose mechanics are revealed as I move. Crows flying from a bush reveal my sword, which I’ll later use for light and heavy attacks that consume stamina, a sentence that makes me tired just typing it. Soon after, I attempted to cross a bridge. William spots another soldier and calls “Friendly!” before realizing the soldier likely speaks French, and correcting himself. It’s odd that he has to remember, given that both men wear French colors. But he does, and his accent, unlike Napoleon’s, which drips with French vowels but avoids substituting “ze” for “the,” is decidedly un-French. At least stereotypically. Perhaps British, though I can’t be sure. It makes me wonder who William is, and why he’s here, fighting for the Napoleon in his head. Speaking of, why is there a Napoleon in his head? So many questions. This is a Soulslike, just in first-person, but it does feel good to parry another soldier’s sword and lop off their head or stick your sword through his neck. Before I have time to ponder them, the bridge breaks beneath me, and I have to wipe the muck from my eyes again. This time, I have a health vial, which like any good Soulslike protagonist, I break in my hand to heal. Whatever’s in it is absorbed into my skin, briefly discoloring it before being soaked in. It reminds me of the rash I woke up with. That, too, faded away. And like the potion, I am not sure what it was doing to me, or what it meant. Shortly thereafter, I get into my first fight. Another soldier, wearing the same colors I am, slashes at the disemboweled remains of what looks like a horse, though it is wrong, somehow. He growls and grunts, and when he notices my presence, he comes at me. Our matching colors do not matter, much to William’s horror, and I dispatch him quickly. It’s here that I really begin to get to grips with Valor Mortis’s combat. Like I said, this is a Soulslike, just in first-person, but it does feel good to parry another soldier’s sword and lop off their head or stick your sword through his neck. Or sneak up behind a guy and plunge your saber through his back. Standard stuff, yes, but feel is just as important. It’s easy to parry these guys – they’re essentially walking corpses wearing French uniforms – but that doesn’t make it less satisfying. After dispatching them, I came across a note addressed to the commander officer of the 3rd Detachment, the Garde Éternelle. They’re protecting something important, and cannot retreat at any cost. Interesting. I’m off on a quest. After some more words of encouragement from Head Napoleon, I stumble into another mass grave, and another soldier, whose head has been overtaken by a bulging, orange pustule, and who is firing his musket repeatedly into a dead body. The other soldiers I fought were little more than the shambling remains of men, but this was something else again. Like me, something was wrong with him. And I wondered what it meant as I stabbed him in the back. Later, I come upon the remains of a French camp and find a pistol. A revolver, to be precise, which I dual wield with my sword. I guess I’m playing French Bloodborne. No complaints here. It’s handy, because right after, as if placed there by some extradimensional deity, I use it to knock over a tree with one of the weird orange growths at its center, and then pop the weird pimples that are becoming more and more prevalent in the environment and on my fellow soldiers. Then I see it: the lantern, Valor Mortis’s bonfire equivalent. After rekindling it and taking a quick rest (and spending some of the currency I’ve acquired through all the killing), I’m back at it. And here’s where I notice how beautiful this world is. Corrupted, yeah. Ruined. Horrific. But beautiful. Like the corpse I stumble upon whose innards have melted from his body, and grown up and out around him, a ribcage surrounding a rotting heart. He gives me the gift of flame. The wild growth that impedes my path blocks me no more, but I am less human than I was. I press on, Napoleon’s voice in my ear, my advance marked by sword and flame and gunfire. My enemies grow more grotesque, my reality uncertain. I find a giant, misshapen, two-headed figure who looks as though two soldiers were fused together at the waist. Memories that are not mine play out before my eyes. I step over piles of dead bodies and ruined canon and tattered flags. Something horrible happened here. And then I am reminded of the cargo the Garde Éternelle was carrying, and backtrack to the growth that blocked me before, something my pistol can destroy. It’s here I meet my greatest challenge, or at least the one that flummoxed me the most throughout my time with Valor Mortis: another soldier. He wore a cape and a fancy hat and a sword, and he killed me several times before I, limited by time (my demo was only 30 minutes), moved on. Back to the battlefield. Back to the soldiers overtaken by corruption, to men transformed into dog-like beasts. As powerful as Valor Mortis often made me feel, I never felt safe while playing it. Even basic foes could kill me, and moving forward meant I was always met with a new horror or trapped in a cage with the remnants of my comrades. As powerful as Valor Mortis often made me feel, I never felt safe while playing it. I’d like to tell you I finished Valor Mortis’s demo. I really would. But the truth is that I ran out of time because I spent several attempts on that soldier with the fancy hat, and my demo expired just before I saw the end. But I did see another player take on the final boss: General Lothaire, a mountain of a man seemingly made of the flesh of other men who wielded a flagpole, a sword ******* than William, and several pistols from the arms attached to his back. The player he fought did well, exploiting his weakpoints, dodging his attacks, and picking spots to retaliate. But he, too, ran out of time. From what I was told later, almost nobody finished Valor Mortis’s demo before time expired. But that only makes me want to go back to it and try again. The 30 minutes I spent with Valor Mortis was a lot of things: horrifying, beautiful, intriguing. But no matter how many times I died to the soldier with the fancy hat, it was never dull. After playing it, I was left with more questions than I started with: what is happening in this world? Why is Napoleon in my head? Who is William? What makes him special? What is this corruption that touches everyone and everything? I can only guess at the answers. But I know I want to go back. And that feeling is more than enough to keep me interested, and hopeful, in what developer One More Level has up its sleeve. Will Borger is an IGN freelancer. You can find him on Bluesky @edgarallanbro. View the full article
  16. I love noir. I’ll take all kinds: the hardboiled detective, the seedy crime story, neo noir, classic pulp – you name it, I’m buying. So when Mouse: P.I. for Hire sauntered onto my screen the way Ilsa walks into Rick’s in Casablanca, I was pretty excited about it. But noir isn’t just an aesthetic to be thrown on like an old coat as you’re leaving your office at the behest of a leggy blonde. While Mouse: P.I. for Hire clearly understands the style and tropes of classic noir films and novels, as well as 1930s cartoons more broadly, it doesn’t seem to get why those things are there, or how they are used to tell compelling stories. By fusing a hardboiled detective mystery with a fast, retro-style FPS, developer Fumi Games has made a shooter that is thematically incoherent, with the apparent aspirations of its story contradicted at every point by the actual action. Of all the Steam Libraries in all the PCs in all the world, Mouse: P.I. for Hire walked into mine. And I wish I liked it more than I do. Mouse follows Jack Pepper, a private eye in a world where everyone is a mouse, after Wanda Fuller from the Mouseburg Herald sets him on the case of a missing magician. As you’d expect, that spirals into a much larger conspiracy that includes an attempt on a mayoral candidate’s life and racially motivated mouse-on-mouse violence as ******* mice oppress the smaller shrews. Same as it ever was, even in Mouseburg, and the requisite twists and turns you’d expect from any good detective story make this tale solid enough. What bothers me, however, is how overly-referential so much of it is. This is a world of mice, so everything is about cheese. Everything. A bad guy? He’s a cheeselegger. Run into a lady mouse with a sultry voice? It’ll be described as “gorgonzola piccante slapped on a mozzarella platter.” Someone need to assure you they’re telling the truth? They’ll swear on Maw-Maw’s cottage curds. This is charming initially. Then it never stops. Everything is a reference to the fact that everyone is a mouse and mice like cheese – and when it’s not, instead it’ll be a reference to an old cartoon, or the fact that this is a video game. I should have probably guessed the former when one of the first things I saw was a steamboat named *******, but at least that and the spinach power-up that gives you Popeye arms is cute. Recalling the Igor/Eye-gor joke from Young Frankenstein? Not so much. And it doesn’t end there. Run into a series of robot boss fights? Jack will say that he hopes they don’t "rule of three" this thing, which, of course, is exactly what happens. If you’re looking for the Cheeselegging Foreman, Jack will quip that he doesn’t look like much of a boss… more like a mini-boss, and then laugh at his own joke. The voice actors, led by Troy Baker, do an admirable job with what they have, but nothing in Mouseburg is allowed to just be. It has to be a mouse reference or a (literally) cheesy one-liner or a reference to something else. It’s hard to care about anything in Mouse: PI For Hire because it never stops making jokes about everything. It just wants to remind you of other, better things. Surely that’s enough, right? Mouse is the latest in a recent wave of “boomer shooters,” and it's a decent one. At least the shooting is better. This is the latest in a wave of “boomer shooters” inspired by old school FPSes like Doom or Quake, and it’s a decent one at that. You start with a pistol and Jack’s fists, but you’ll soon acquire a shotgun, dynamite, a James Gun (which is just a Tommy gun), and more unique stuff like the Devarnisher, which shoots what looks like Elmer’s glue that melts the flesh from your enemies’ bones, leaving only a skeleton. Throw in stuff like a double jump, dash, spinning tail for hovering, and a slide, and Jack’s got some stylish moves when the bad guys show up. This ain’t Quake, but it does feel good. It doesn’t hurt that all of it, from reload animations to random conversations, is rendered in an absolutely gorgeous ****** and white mix of spritework and 3D models. The worldbuilding may be thin, but Mouse: P.I. for Hire is still dressed to the nines. Even here, though, I have issues. Weapons can feel weak, especially the shotgun – it’s got the audio kick of a popgun, and there’s a strange disconnect to seeing something that sounds like a kid’s toy blow off some poor mouse’s head as you paint the white of the world with the ****** ichor that spews out of his neck. Enemies mostly come out of doors marked with a skull that you can’t enter, robbing those areas of anything remotely resembling a sense of place. Levels also really like to pull the “we’re going to lock you in a room and throw baddies at you until they’re dead or you are” schtick a little too much for my taste. None of this is ever gamebreaking, mind; the combat is fundamentally good enough to carry you to the end of the roughly 12-hour campaign, but sometimes it feels like being at a show that’s never quite bad enough to leave. And at least on the normal difficulty, health items are so generous there’s rarely a challenge. Like any good boomer shooter, there are plenty of secrets to find – newspapers, cash, weapon upgrade schematics, baseball cards, and so on – fragile walls to blow up, and even locked safes to open with your tail, which pulls double duty as a lockpick. Some of those locks are on a time limit or must be solved in a limited number moves, and you only get one shot at the good stuff they hold; others are so easy you could probably solve them by letting an actual mouse run across your keyboard. It’s very jarring. Once you’re done with a level, it’s back to the hub, which encompasses Jack’s office, the local bar, store, weapon upgrade shop, and so on. My favorite thing here is the baseball card minigame you can play at the bar. You’ll switch between pitching and being at bat, using the cards in your hand (players and abilities) to try and score as many runs as you can. It’s fun! What I like less is the whole “being a detective” thing, mostly because I never got to actually do it. Any clues you find will be pinned to Jack’s caseboard, and once you get them there, Jack will just intuit where to go. No work on your part required. What’s the point of being a gumshoe if all the answers are handed right to me? That brings me to one of my major problems with Mouse: P.I. for Hire. Look, I hate to be the guy who brings up “ludonarrative dissonance” in a video game review in The Year of Our Lord 2026, and if you’re rolling your eyes right now, I can’t blame you. But it’s an actual issue here. Jack Cheddar is a P.I. who kills more people in a single mission than Phillip Marlowe has in every book Raymond Chandler ever wrote combined. I don’t care how corrupt the cops are: a private detective can’t break into a police station and slaughter them en masse and then go about his day. In one particularly nonsensical scenario, Jack inadvertently burns down an opera house to save a guy running for mayor, and he ends up fighting… an opera singer? And shoots her? Is she dead? Did I just kill an actress for being angry I burned down her workplace? If I didn’t, have I left her alive and unconscious inside a burning building? Mouse: P.I. for Hire doesn’t tell me, and doesn’t seem to care either way. The disconnect here matters because you spend a lot of time talking about these characters and Jack’s motivations. None of this is to say that noir cannot or should not be violent, but that violence usually has a purpose. Much of Elliot Chaze’s seminal novel ****** Wings Has My Angel is about robbing an armored car, but the book builds to that – it’s a big deal when it finally happens, and the characters have to reckon with the fallout once it does. Jack Pepper, on the other hand, is a walking catastrophe and nobody in Mouseburg seems to care. He largely gets to go about his business and is portrayed as a down-on-his-luck everyman P.I., like the characters who inspired him, when he is, at best, a mass *********. Does that make for a more fun video game? Maybe. But it’s bad noir, and a worse detective tale. In the stories Mouse: P.I. for Hire references, violence is an unfortunate but unavoidable part of the human experience that shatters the people it touches. Here, it’s just entertainment, and that weakens the whole concept. “But Will,” you might say, “this is a goofy, Looney Tunes FPS. Why should I care about any of that?” And the answer is because Mouse wants you to. It wants you to believe that this is important. You spend a lot of time talking about these characters, about putting together the clues you need to get to the bottom of what’s going on, and about Jack’s motivation for doing the work (he allegedly needs the money, which both leads to him taking cases and doesn’t track when I’m super rich from all the killing). All of that makes a lot less sense after you’ve gone to Tinsel Bros. Studios and single-handedly eradicated the mob hanging out there, all while doing a bunch of Tomb Raider/Indiana Jones/Conan the Barbarian impressions as everyone says you should be an actor. Give this guy a week on the job as chief of police and Mouseburg would be the safest city in the world because nobody would be left alive to commit crimes in the first place. It’s hard to buy into Jack as the regular guy who needs to gather evidence I’m told he is when he’s just wiped out the local police department, you know? View the full article
  17. Necesse blends a bit of many genres and now many collabs all in one in the Secrets update that's out now. Read the full article here: [Hidden Content] View the full article
  18. In the surveillance-soaked dystopia of Phoenix City, survival isn’t just about staying alive—it’s about staying unseen. That means leaping across rooftops to avoid patrolled streets, sliding down collapsing rooftops to escape killer drones, and even hiding behind cleaning robots to mask your presence. That’s exactly the type of thrilling action you’ll get playing REPLACED, a new cyberpunk 2.5D action-adventure platformer out of Sad Cat Studios. And though the game isn’t without its flaws, it’s a visual and narrative standout that’s hard to look away from. In REPLACED, you play as REACH, a rather sheltered and naive but highly analytical artificial intelligence who’s accidentally merged with its maker, Doctor Warren Marsh. The story follows the events of a nuclear catastrophe in an alternate version of 1980s America, which has been heavily influenced by Phoenix Corporation, a powerful company that uses innocent people as organ-growing machines to keep the upper class happy and healthy. Most of REPLACED takes place in or around Phoenix City, the corporation’s stronghold that has essentially become a surveillance state. The world of REPLACED is grimy, grungy, and gruesome—but it’s also gorgeous. The game features some of the best 2.5D graphics I’ve ever seen, beating out the likes of Octopath Traveler 0. From light trickling in through collapsing ceilings and reflecting off decaying mosaic tiles, to glittery flakes of snow falling in a wintry forest, REPLACED’s visuals will make you stop in awe, even when the setting is otherwise depressing and distressed. Character animations are fluid, and the contrast between pixelated models and the more realistic designs of environmental elements is a sight to behold. Look close. Screenshot by Destructoid Sometimes, however, the graphics don't work in the game’s favor. In moments that put your platforming skills to the test, ledges and other platforms can be difficult to see. I started my playthrough on my Steam Deck, which ran the game flawlessly, but I ended up having to switch to my gaming laptop because of how small the Steam Deck’s screen is—and even then, the small ledges made it close to impossible to instinctively know where to go in a platforming sequence. In many cases, I died guessing the path I needed to take because it was so difficult to identify. Imagine leaping from ledge to ledge across an open chasm in a dimly lit tunnel while an enemy lookout scans your location with a red spotlight, ready to shoot with freakish accuracy if even a fraction of your body peeks out from behind a wooden barrier. Sounds thrilling, doesn’t it? Well, it is, until you realize you have no idea where you’re supposed to go, because the platform indicators are so tiny and the room is so dark that it becomes impossible to discern a ledge from a background object. Though these moments happened only occasionally, when they did, it took some trial and error to get it right. Sure, repeated attempts will always be a part of progress in any game, let alone platformers. But when those moments exist because of hard-to-see visuals or indicators, it’s more of a frustration than a fun learning moment. In between platforming sequences, you’ll face off against foes in combat. Combat plays out like a choreographed brawl—drop REACH into a crowd, lock the doors, and react fast or get dropped faster. REACH fights with a handy dandy police sidearm, which starts as a simple baton but gains upgraded abilities as the story progresses. Counters, dodges, and shots all occur with specific button presses, and you’ll have to rapidly decipher which button to press as indicators pop up above enemies’ heads. Enemies are quick to attack, too, giving you little time in between their attacks to react. But dealing damage isn't as simple as being quick to press a button; enemies demand strategizing in the heat of a fight. One enemy type, a hulking brute decked out in protective plates, forces you to peel off his armor before you can deal any real damage. Another, a slim but fast-moving foe who slinks around the battlefield, dodges your every attack until you counter theirs. These varied enemy types keep fights from feeling routine, turning each encounter into a split-second puzzle where hesitation gets you punished. Ready to jump in the fray? Screenshot by Destructoid Though combat is action-packed and fun, it has its issues. Only a set number of enemies will fight you at a time, with any excess foes hanging out in the background, politely waiting their turn. On multiple occasions, I struggled to discern which enemies were actually in the fight, leading to me swinging my baton wildly in the air as I thought I was throwing hands (or, in this case, sticks) with a bad guy that wasn’t actually there. Though not totally disruptive to my gameplay experience, it did lead to a few failed fights and frustrating respawns. Despite REPLACED’s glaring issues, it’ll sink its teeth into you. The narrative’s got bite with plenty of twists and turns, and the world-building, which is told through the game’s collectibles system and minor dialogue options, is enthralling. As you progress in the game, REACH discovers more and more about what the A.I. actually is and the reason behind its creation. REPLACED almost feels like a detective story at times, and the game’s intense sound effects and synth-driven soundtrack play incredibly well into the “dark cyberpunk thriller” genre that Sad Cat set its targets on in development. [Hidden Content] At the core of it all, REACH’s transformation is one of the game’s strongest throughlines, evolving in ways that feel both unsettling and deeply human. Supporting characters are morally complex, and REACH’s interactions with them blur the line between man and machine—both internally and externally. It's all an incredibly intriguing thought-experiment of a narrative, especially now, when A.I. is at the forefront of many headlines and cultural discussions. Tack side quests, mini games, and moments of cheeky humor onto all of that, and you’ve got a game that’s hard not to recommend, even with all of its flaws. The post REPLACED review – A beautiful dystopia that doesn’t always play nice appeared first on Destructoid. View the full article
  19. The Station is home to many people who can help Reach and Warren in REPLACED, but they’re not going to hand over aid without something in return. Many, like David, will ask for items like Binoculars, and you’ll have to go on a series of fetch quests to get them. After first speaking to David, he’ll inform you that the Binoculars are with Susan, the girl in the arcade. Unfortunately for players, nothing is clearly marked in REPLACED, so finding the arcade can be quite the hassle. Next stop: The arcade. Screenshot by Destructoid Here’s how to get the Binoculars in REPLACED. Table of contentsWhere to find the Binoculars in REPLACEDBeating Susan’s high score in Donor RushWhere to find the Binoculars in REPLACED The arcade, where Susan and her Binoculars are, can be found in the main building, which has "Western Station" in big letters above the entrance. Once you enter the building, head to the left and descend the stairs. Keep moving to the left, and you'll eventually enter the arcade. Susan can be found sitting atop a bunch of busted arcade machine to the right of the area's entrance. I'd much rather be friends with Susan than David. Screenshot by Destructoid After you introduce yourself, she'll ask for a Rectifier. You can get one from the old ticket machine, which you can find by exiting the Station Hall and venturing left. Head beneath the bridge, and the ticket machine will be just past the encampment. Interact with the ticket machine, and Reach will say he doesn’t know what a Rectifier looks like. Don’t worry, though; he’ll just take everything with him back to Susan in hopes she can make use of them. Head back to the arcade and hand over the goods to Susan. She'll use them to repair her arcade machines, and after she does, speak to her again and choose the “Binoculars” option. She'll then tell you that she’ll only part with them if you can beat her high score. Beating Susan’s high score in Donor Rush To get the Rectifier from Susan, you’ll have to beat her high score in Donor Rush, a game where you pick people up off the street, drive them to a hospital, and harvest their organs. Yeah, it’s a grim game for anyone to play, let alone a kid. But we need the Binoculars to get David to take us into the Wall, so it’s time to roll up your sleeves and show this kid what a real gamer looks like. Donor Rush is relatively straightforward: Using the arrow keys, you drive a car around in the streets in whatever direction the arrow is facing to pick up people. Once you’ve acquired a certain amount of people, transport them back to the hospital. From there, it’s you’ll have to move the organ from one body to another without crossing the boundaries. If you’ve ever played the old board game Operator, it’s a lot like that. Follow the yellow arrow to find the next donor. Screenshot by Destructoid Remember the game Operator? Yeah, it's a lot like that. Screenshot by Destructoid You only have 100 seconds to play, but every time you pick up a donor or transplant an organ, you gain a few seconds on the clock. Luckily for us, everyone in the world of REPLACED sucks at games, apparently, because it’s incredibly easy to beat Susan’s high score on your first try, even if you fail a few organ transplants. Once you’re done setting a new high score, head back to Susan to tell her the news of her defeat. Susan’s a good sport about it, congratulating you on your win and giving you an Immune Modulator, which makes using Med-Stims much faster. Speak to her and choose the “Binoculars” option one more time, and she’ll hand them over. The eyepatch is a forewarning. Screenshot by Destructoid Now all that’s left is to take them back to David and install their lens in the generator. He's located by a giant telescope near the train station where you first met him, up the stairs to the right of your original meeting spot. The post How to get the Binoculars in REPLACED appeared first on Destructoid. View the full article
  20. About halfway through REPLACED's third chapter, you'll come across a slave who asks you to open all the nearby cages at once. But when you find the control panel to do so, you'll discover that it's locked behind a password. You need to enter a series of symbols in the correct order, but solving this puzzle isn't as straightforward as you might think. On the terminal, a message from the leader of the Termites, Bonecrusher, says the password is to the right of the device, and if you look there, you'll find a stone column with a series of symbols in white chalk. Looking at the column, it would appear that the order of the symbols could be the password. But if you enter the symbols into the terminal the same way it appears on the column, you'll get an error message saying the password is wrong. Screenshot by Destructoid This password on the slave cages control panel is a bit tricky to solve, but if you read the terminal's original message closely, it makes a lot more sense. Here's how to crack the code and open up the slave cages in REPLACED. What is the password to open the slave cages? The “CADB” in the terminal's message is key here. It might've seemed like a random typo at first—and I wouldn't blame anyone for thinking that considering how atrocious Bonecrusher's grammar is. In actuality, though, each symbol on the column to the right of the computer corresponds to a letter in the alphabet, as indicated by the giant "B" next to the cross. That means the top symbol, the knife, is “A,” and it works its way down to the eye, which would be “D.” Seems easy enough, right? Screenshot by Destructoid So if the password is in the order of C, A, D, and B, then the correct order of symbols is as follows: ChainsKnifeEyeCross Once you pick the answers in the right sequence, you'll get a message on the computer saying the operation is being completed and wishing you a good day. Next, you need to exit the device, then head to the right to return to the slave leader. Upon doing so, you'll get a cutscene where all the freed slaves thank you for helping them and promise to take out the rest of the Termites if you lead them to the end of the tunnel. The post How to open the slave cages in REPLACED appeared first on Destructoid. View the full article
  21. We've already reached the midway point of Marathon's first season somehow, and the 1.0.6 update has been deployed this morning as part of it. It's definitely the most substantial update in Marathon yet, including buffs and tweaks for Runner Shells, five new Implant perks, weapon balancing, and numerous quality-of-life changes like the addition of Depleted Self-Revive Kits as ground loot that will only spawn in solos, and a Mercy Kit that you can use to revive enemy players if you're feeling generous and kind. Image via Bungie The update also has the previously announced improvements to the season one Rewards Pass, including four new Runner Shell styles, a WSTR shotgun style, and a profile emblem. If you maxed out the pass, those will be rewarded now retroactively. One of the ******* content-laden parts of the patch is the new C.A.R.R.I. Initiative, as part of the CyberAcme faction, which will reward players for completing contracts and exfiltrating together. The new CyberAcme Commendations material as part of it, as a way to reward players for sticking together until the end of a match. Check out a taste of the patch notes below, because there's a lot going on in this update, which is somehow under 800 MB on Steam. Table of contentsMarathon 1.0.6 update patch notesGeneralWeaponsEquipmentRunner ShellsMarathon 1.0.6 update patch notes Image via Bungie GeneralONI has launched the C.A.R.R.I. or CyberAcme Runner Reinforcement Initiative, a new protocol that rewards both solo Runners and coordinated Crews for completing contract objectives and exfiling together.CyberAcme Commendations are a new material earned by helping crewmates complete contract objectives, completing contract objectives as a solo Runner, or successfully exfiling as a Rook. Extra commendations can be earned when you exfil with other players outside of your Crew. Play nice, now.Added Stay Together, a new end-of-run experimental feature that allows you to stay with the Runners you just successfully exfiled with by creating a new Crew with them. Who said you can’t make friends on Tau Ceti?Only one crewmate needs to successfully exfil for Stay Together to be available – if you’re eliminated, stay connected!Weapons Image via Bungie Weapon Rewards Added 11 new Deluxe (Blue rarity) Unique weaponsThese can drop from Showcase encounters in Perimeter and Dire Marsh. Can you collect them all? Weapon Ammo Fixed an issue where Volt Cell weapons were not generating heat on impact with enemies. Railguns All Railguns will now no longer auto-fire when the maximum charge time has been met. Also, charged Railguns can now be held indefinitely.V00 Zeus RGIncreased max aim assist cone size by ~20%. Also, the aim assist cone now grows during charge-up instead of shrinking during charge-up.Increased base magazine size from 2 shots to 5 shots.Reduced max magazine size from 20 shots to 15 shots.Reduced base charge time from 1.1 seconds to 1 second.V00 Zeus RG Prestige Mod: Overclocked GeneratorMagazine size is now doubled by this Prestige mod so the double-shot will not reduce the total number of trigger pulls per magazine. This fixes split shots on odd-numbered magazine sizes.Ares RGReduced base charge time from 2 seconds to 1.25 seconds.Increased magazine size at all stat tiers:Base magazine size increased from 4 shots to 6 shots.Max magazine size increased from 10 shots to 12 shots.Slightly increased aim assist cone scale during overcharging by ~10%. SMGs Copperhead RFIncreased base magazine size from 21 shots to 28 shots.Max magazine size remains unchanged.Slightly increased base accuracy and effective range from 15m to 16.2m.Increased minimum damage at maximum damage falloff range from 30% to 50%.Slightly decreased initial error cone size while in ADS by ~8.5%.BRRT SMGIncreased minimum damage at maximum falloff range from 30% to 50%.Bully SMGDecreased aim assist and magnetism range falloff:Base aim assist falloff start decreased from 13m to 12m. Base aim assist falloff end decreased from 24.2m to 22.5m.Base magnetism falloff start decreased from 30m to 27.8m. Base magnetism falloff end decreased from 37.1m to 34.5m.Max aim assist falloff start decreased from 40m to 37.2m. Max aim assist falloff end decreased from 80m to 74.4m.Max magnetism falloff start decreased from 93m to 86.4m. Max magnetism falloff end decreased from 101m to 93.9m.Increased error cone size by 7.5%. Snipers LongshotDecreased accuracy when firing rapidly to better reward more methodically paced shots.Decreased rate of fire from 90rpm to 60rpm.Fixed a bug that allowed the Kingmaker Mag Prestige mod to trigger when shooting teammates.OutlandDecreased rate of fire from 43rpm to 39rpm. Rifles M77 Assault RifleFixed an issue where the Interval Mag Prestige mod would potentially increase the rate of fire of other weapons.V75 SCARChanged the timing of when the magazine is considered loaded to better match other Volt weapons. This should give players a little earlier of a window to sprint or fire, canceling out of the reload animation. Pistols V11 PunchFixed an issue where the rpm was displaying an incorrect value. Precision Rifles Stryder M1TFixed an issue where the Vital Intel Prestige mod was activating its audio effect despite the mod not being equipped.Fixed an issue where the Vital Intel Prestige mod’s audio effect did not benefit from the increased distance of the Prestige Unique Fist of Phobos variant. Biotoxic Disinjector Fixed an issue where the reload animation did not have controller rumble.Fixed an issue that prevented the grenade projectiles from setting off toxic plant hazard.Increased ammo per Beam from 6 to 8 per tick.Increased ammo per Grenade from 33 to 37.Reduced Grenade rate of fire from 0.76 to 0.52.Reduced Grenade travel speed from 42 meters per second to 34.Reduced the minimum Grenade damage from 5 to 3.Reduced damage from Grenade when stuck to an enemy from 90 to 65.Reduced max damage radius of the Grenade by 50%Increased the rate of damage falloff from the Grenade detonation.Increased arming duration of the Grenade from 0.9 seconds to 1.3.Enabled self-damage on Grenades.EquipmentAdded Depleted Self-Revive kits that spawn during solo play only.These cannot be extracted from a solo run and will be auto-sold, same as other Depleted items you may find in a run.Added the Mercy Kit which allows you to revive downed enemy Runners. Eliminated enemy Runners cannot be revived with a Mercy Kit.All Rooks now spawn with a Mercy Kit by default.ClaymoresImproved enemy detection when placed near ledges or ground clutter.Fixed an issue where players in full cover near a doorway would still take damage from a claymore detonation.Self-ReviveIncreased rarity from Deluxe to Superior. Implants Added five new implant perks that can drop across various activities:Group Therapy: Using a medical item grants you and nearby allies a stacking bonus to your Self-Repair Speed for a short time.Herd Immunity: Defeating hostiles grants you and nearby allies a stacking bonus to Hardware and Firewall stats for a short time.Fight Club: Striking hostiles with a melee or knife attack grants you and nearby allies a stacking bonus to Melee Damage for a short time.Divebomb: When you damage an enemy with explosives, you and nearby allies gain a large temporary boost to Agility.Evasive Maneuvers: When your shields break, you and nearby allies gain increased sprint speed and Heat Capacity for a short time.Savior Complex now provides a smaller Revive Speed benefit while playing solo. Previously, it provided no benefit outside a Crew.Increased the Heat Capacity stat bonus of Distance Runner from 5/10/25/50 to 10/20/30/50 across Standard/Enhanced/Deluxe/Superior rarity tiers.Fixed an issue where Heat Capacity could incorrectly display as 0 in the Loadout when specific implant combinations were equipped. This was a visual bug only and actual stats were not affected. Cores Assassin’s Patience core now also requires you to be crouched to receive the timer pause benefit. This reduces accidental heat buildup from unintended activations.Reduced resistance to incoming damage from enemy players provided to your Pickpocket Drone by Thief's Premium Package core.Fixed an issue where Vandal’s Low Profile core could reduce the duration of a Signal Jammer activated with the Enzyme Suppressants implant perk equipped and could grant an unintendedly long Signal Jammer duration when sliding.Runner Shells Image via Bungie Recon Echo Pulse Reduced the visibility of enemy Echo Pulse waves as they travel away from the activating Recon.Echo Pulse pings now distinguish between enemy Runner and enemy UESC targets.Signal Jammer no longer completely blocks Echo Pulse pings. Signal Jammed players now display the UESC ping navpoint instead of the Runner navpoint when hit by Echo Pulse. Tracker Drone Improved Tracker Drone tracking strength and turn rate.Reduced Tracker Drone travel speed while it has no active target to help prevent it from overshooting tight corners that a target may be behind.Tracker Drone now periodically reevaluates its tracking target. If it can no longer reach its original target, it will attempt to find a new one.Destroyer Thruster Increased Thruster heat cost by approximately 9% to better account for its strong mobility and combat power. Riot Barricade Fixed an issue where Riot Barricade could be rapidly activated and deactivated without costing ability energy, allowing players to peek corners.Thief Pickpocket Drone Each Pickpocket Drone can now accept a maximum of one Claymore attachment.Increased Pickpocket Drone thruster audio volume to make active Pickpocket Drones easier to track.Reduced Pickpocket Drone descent acceleration to more closely match ascent, making its movement feel more predictable.Reduced the distance of the Pickpocket Drone rarity highlight on targets from 50m to 35m.Reduced Pickpocket Drone base health from 70 to 60.Triage Med-Drone Fixed an issue where Med-Drones could track to and attempt to attach to allied Pickpocket Drones, adorable as that might have been.Fixed an issue where Med-Drones would sometimes not use the correct cosmetic color scheme based on the Triage’s equipped cosmetics.Vandal Amplify Reduced Amplify base cooldown from 180 seconds to 150 seconds.Rook Signal Mask Fixed an issue where swapping shield implants could cause Signal Mask to flicker. For the full length patch notes, visit the Bungie website. The post Marathon’s season 1 midseason patch notes are massive and full of all sorts of big changes appeared first on Destructoid. View the full article

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