Formula Legends Review

From the makers of Paw Patrol Grand Prix and Gigantosaurus: Dino Kart, comes… Formula Legends, an off-brand, Formula One-inspired arcade racer. Yes, it’s certainly true that developer 3DClouds’ primary output appears to be racing games aimed at an extremely young audience so, on paper, Formula Legends might sound easy to cruise on past for those of you who are no longer eating spaghetti with your hands. However, if you’re a fan of the long and storied history of Formula 1 racing – as well as games like Art of Rally, Circuit Superstars, and Micro Machines – Formula Legends might prove to be a dark horse in the race. This colourful, toy-like arcade racer consistently impresses thanks to its charming and evolving approach to showcasing the many, many eras it represents, although the fun is punctured somewhat by a slightly laggy handling model, some annoyingly uneven AI, and its lack of multiplayer.

In case it’s not obvious by its chunky car caricatures and cartoon-adjacent art style, Formula Legends is not here to compete against the likes of Codemasters’ modern F1 series. Those games are mostly for hardcore fans who crave a realistic approach, but also tweakable enough to remain approachable for newcomers and younger players – indeed, that’s one of their real strengths. But where F1 2025 is seeking to be a credible simulation of a current elite sport, like its peers on the football pitch or basketball court, Formula Legends is still very serious about faithfully paying homage to the sport of F1 in a delightfully comprehensive way that older fans can appreciate.

Through Goes Hammerton

Taking a greatest hits-style approach to the history of the world’s premier, open-wheel motorsport, Formula Legends boasts a career mode that covers seven decades – stretching all the way back to the ’60s. On top of this, most of these decades are broken up into multiple mini-eras covering the early, mid, and late phases of these periods. The car models, drivers, and the teams they race for are constantly shaken up across each championship. Many of these championships are locked until you complete the one prior to it, but there are entry points in each decade. This feels like a good balance between giving us plenty to unlock, but also the flexibility to hop around the different eras as we choose. You won’t have to chronologically move all the way from the late ’60s to today – through 70-odd years of racing – just to unlock Formula Legends’ most modern car and driver combinations. You can do a vintage championship, head into the 2020s, and then jump back to the ’90s if you want to. All the while you’ll be unlocking new content. It’s all very well considered.

We ought to note that Formula Legends is completely unaffiliated with real-life F1, so there are no licensed cars or driver names. This kind of thing comes with its own sort of charm, however: Not only does it remind me of the equally unlicensed sports games full of cheeky soundalikes I played in my youth, but part of the fun for me has been discovering the silly aliases 3DClouds has cooked up for its huge timeline of teams and drivers. This means being introduced to the likes of Osvald Pastry, Charlie Lacreme, and Luis Hammerton, and also past drivers like Dave Coulthsoft, Marvin Brubble, and Mike and Malf Shoemaker. Some of them stretch the bounds of a good pun to the point of being a bit too obtuse or confusing – and it could’ve done with one more edit pass from the development team to catch quirks like Alan Jones… I mean, Al John inexplicably migrating from Australia to New Zealand in the 1980s – but it’s cute stuff overall.

[No licensed cars or driver names] means being introduced to the likes of Osvald Pastry, Charlie Lacreme, and Luis Hammerton, and also past drivers like Dave Coulthsoft, Marvin Brubble, and Mike and Malf Shoemaker.

The cars look great, and I like how their squat frames and exaggerated features make them look like the sort of Micro Machines I would’ve climbed over every kid in my class for back in the late ’80s. They sound great too, thanks to the fact that Formula Legends’ engine sounds profoundly change for each era. Well, they don’t all sound great, because the real modern F1 is limp and wheezy compared to the primal screaming present in the age of V10s – but that’s not 3DClouds’ fault. Actually, there’s currently a sound bug that causes the engine noise for the modern cars to sometimes drop out for extended periods. It’s a fault I’m sure 3DClouds will seek to fix as soon as feasible, but it’s probably an indictment on today’s V6 turbo-hybrids that I didn’t really miss hearing them that much.

Spanning so many eras of racing has also compelled 3DClouds to get clever with how it handles the vast differences between old-school racing tracks and their dramatically refurbished incarnations. For this, many tracks have up to three different versions: vintage, classic, and modern. As with the drivers and cars, the tracks are unlicensed – but they each contain enough recognisable nods to famous corners and track segments that there’s no question which ones they’re homages to.

I really enjoy how tailored the tracks are to each era. Vintage tracks make liberal use of hay bales as their one and only concession to driver safety, and they’re largely surrounded by quaint countryside, while their modern versions are lined with curbs and wrap around areas that have since become huge, built-up racing precincts. Better yet, while some tracks evolve upon a single recognisable layout – like the circuits for Belgium or Italy (which riff on Spa and Monza, respectively) – others find themselves totally reinvented.

The vintage German circuit is an extensively long track that winds through a forest, mimicking the full Nürburgring Nordschleife that F1 cars used to race on, but the classic and modern German track is a shorter and more conventional GP circuit. Similarly, the classic Australian track has a clearly different layout and aesthetic to the modern track, mirroring the real-world differences between the Adelaide street circuit of the late ’80s/early ’90s and the current circuit in Melbourne’s Albert Park. It’s this kind of attention to detail that tells me that this is not being phoned in. There are even optional visual filters that give vintage races a warmer, old-school film tone and classic races a bright, CRT TV effect to better situate them in the ’80s and ’90s. It’s a really well-curated and crafted career mode, and you can tell the team are firm F1 fans from the commitment to these small details that’s on display.

Turn Around

The disappointing part of Formula Legends is that it doesn’t always hold up out on track. There are some circuits where I’m able to get into a pretty good groove – particularly after several laps of the layout to learn the corners. However, there are a few too many other occasions where it’s difficult to find the right rhythm without yawing side to side trying to correct my line coming out of corners. I think the reason behind this is that there’s some odd lag in the steering – like it’s not responsive enough. It makes rapid changes of direction, like chicanes, quite frustrating at times. The change of angle coming a fraction late does take some getting used to. A bit more sharpness to those controls would have been preferable.

I like playing Formula Legends from its most distant camera setting (a cockpit camera is included, but it wasn’t my preferred view) because that’s where it reminds me most of Art of Rally (and where I feel it’s at its best; a more top-down view takes the edge off the numbness in the handling model). The difference is, Art of Rally doesn’t have a gaggle of other AI cars to contend with – and it’s Formula Legends’ AI cars that are one of its key weaknesses.

It’s quite annoying how impactful even minor contact with your AI opponents can be. Essentially, any scrape with a car on the outside of you during a corner will completely overrule your steering, causing you to understeer directly into a wall or off track, and even a light touch from behind will cause other cars to immediately slow down dramatically and trap you behind them.

The inconsistent AI, which comes in just three settings (easy, normal, and hard) is a significant bugbear, especially since there’s no multiplayer mode in which to race against friends. The main problem is how much their proficiency varies between circuits. On a lot of tracks I found it entirely straightforward to keep the normal AI behind me throughout a race, sometimes pulling out to quite large leads. However, on some tracks (especially Formula Legends’ version of Monaco) they’re supernaturally quicker for no apparent reason. That should be no problem because you can just turn down the difficulty for those tracks, right? Unfortunately not: the difficulty level can’t be adjusted between races during a championship – once it’s set, it’s set for all subsequent races.

Formula Legends would be much improved with an AI system we’re able to adjust with a bit more granularity.

Formula Legends would be much improved with an AI system we’re able to adjust with a bit more granularity. Something like that could help keep the pack closer together, particularly since tyre wear, dynamic weather, and pit stops are all factors in Formula Legends’ racing. Having to think about your pit stop strategy throughout a race is a nice touch, but making those snap decisions to pit (or stay out for one more lap) would be a lot more tense if we could find a way to bring the racing closer on a more regular basis.

The ROG Xbox Ally and ROG Xbox Ally X prices aren’t too bad in the UK, but tariffs bite in the US

After much hemming and hawing, Asus and Microsoft are finally ready to talk pricing on their handheld PC team-ups, the ROG Xbox Ally and ROG Xbox Ally X. It’s nothing too egregious in the King’s sterling, with the Xbox ROG Ally confirmed at £499.99 and the Xbox ROG Ally X at £799.99 – while hardly chump change, these are pretty standard prices for entry-level and premium portables respectively.

Those in the US, however, will be paying $599.99 for the ROG Xbox Ally and $999.99 for the ROG Xbox Ally X, the latter representing a big increase on Asus’ current ROG Ally X model.

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Shinobi: Art Of Vengeance Switch Resolution Update Now Available

Some other bugs have also been addressed.

Shinobi: Art of Vengeance made its arrival on the Switch eShop last week, and while we think it’s got the potential to be “pure ninja gold”, there are aspects of this particular version that could use some work.

One issue was tied to the game’s resolution not being properly optimised. Fortunately, it looks like SEGA has taken player feedback on board, with the company’s official Japanese social media account revealing there’ll be a patch to address this. Here’s the announcement:

Read the full article on nintendolife.com

Are You “Unsure” About Final Fantasy VII Remake Intergrade For Switch 2? Don’t Worry, There’ll Be A Demo

It’s planned for the “end of the year”.

If you want to try Final Fantasy VII Remake Intergrade on Switch 2 before you actually purchase it, we’ve got some good news.

According to the game’s director Naoki Hamaguchi, Square Enix is planning to release a demo for Nintendo’s new system by the end of this year. Speaking to Inverse recently, he mentioned how it should help players who are still “unsure” if the game is right for them.

Read the full article on nintendolife.com

Ready to Play Anywhere? Players Can Now Pre-Order the ROG Xbox Ally X and ROG Xbox Ally In 38 Countries

Ready to Play Anywhere? Players Can Now Pre-Order the ROG Xbox Ally X and ROG Xbox Ally In 38 Countries

ROG Xbox Ally X and ROG Xbox Ally Hero Asset

Starting today, players can pre-order the ROG Xbox Ally X and ROG Xbox Ally — two powerful handhelds built to take your game library with you wherever you go. They combine the best of ASUS hardware, the flexibility of Windows, and an approachable Xbox experience, so your games, friends, and progress are always within reach.

Join the Launch — Pre-Orders Now Live in 38 Countries

Launching globally on October 16, the Xbox Ally X and Xbox Ally offer two unique versions to match your individual playstyle. Pricing is set at an Estimated Retail Price (ERP) for each device (exact prices will be announced per region as pre-orders go live):

  • ROG Xbox Ally X: Available for USD $999.99 (ERP). The ultimate high-performance handheld, built for the most demanding players.
  • ROG Xbox Ally: Available for USD $599.99 (ERP). The essential handheld for everyone from the casual player to the avid enthusiast.

Players can pre-order their handhelds today in: Australia, Belgium, Canada, Czech Republic, Denmark, Finland, France, Germany, Hong Kong, Ireland, Italy, Japan, Mexico, the Netherlands, New Zealand, Norway,  Poland, Portugal, Republic of Korea, Romania, Saudi Arabia, Singapore, Spain, Sweden, Taiwan, Turkey, United Arab Emirates, United Kingdom, United States, and Vietnam — as well as 8 newly announced markets launching on October 16: Egypt, Greece, Hungary, Indonesia, Slovenia, South Africa, Thailand, and Ukraine.

Pre-orders are available through Xbox, the Microsoft Store in the United States (ROG Xbox Ally X and ROG Xbox Ally), ASUS eshop, and select local retailers. More pre-order opportunities are coming soon in select other markets. If pre-orders are available in your market, visit Xbox.com to find participating retailers.

The handhelds will also be available in additional markets where ROG Ally series products are currently sold, including Brazil, China, India, Luxembourg, Malaysia, Philippines, and Switzerland, and we’ll have more to share in the future.

Bringing Xbox to Handheld Gaming

One of our core goals with the Xbox Ally was to deliver a distinctly Xbox experience in the palm of your hands. With the Xbox Ally X and Xbox Ally, you can look forward to an approachable gaming experience that travels with you wherever you go, featuring several new and first-of-their-kind features on both devices.

Here’s what you can look forward to on your Xbox Ally handheld:

  • Launch directly into the Xbox full screen experience, a dedicated experience purpose-built for gaming, powered by Windows 11, and inspired by the console user experience. With new modifications that minimize background activity and defer non-essential tasks, more system resources are dedicated specifically to gameplay.
  • A dedicated Xbox button opens an enhanced Game Bar overlay for Windows 11, making it easy to return home, browse your library, launch or quit games, chat with friends, access ROG’s innovative Armoury Crate SE, and more.
  • An aggregated gaming library gives you quick access to games from Xbox, Game Pass (where available), and installed games from Battle.net and other leading PC stores.
  • Xbox controller-inspired grips, with ergonomics that allow you to play comfortably for longer gaming sessions.
  • Every Xbox Ally comes with three months of Xbox Game Pass, unlocking hundreds of games playable across devices. More information about the Game Pass offer will be shared prior to October 16. Terms and conditions apply.

Whether you love playing on PC, console, or streaming your games on the go, the Xbox Ally opens up new ways to access your Xbox library, through: 

  • Native play, which allows you to play PC games from any store that are installed and run directly on the device. And with Xbox Play Anywhere, you can play more than 1,000 supported titles from Xbox across console, PC, and handhelds with a single purchase. Today, Xbox Play Anywhere titles are where the majority of console players spend their time on Xbox, and you can now experience those same games on the go with the Xbox Ally handhelds.
  • Remote play, which allows you to stream your full console library from your Xbox console anywhere in your home – all via a smooth and intuitive user experience built for handheld.
  • Xbox Cloud Gaming (Beta), which takes portability even further by allowing you to stream your Xbox library of console games to your handheld on the go.  Whether you’re traveling, commuting, or just stepping out, you can pick up where you left off (where available). 
  • Our Handheld Compatibility Program, a new Xbox initiative that indicates which games play great on handheld. At launch, thousands of titles will be Handheld Optimized or Mostly Compatible, making it easier to find games that are ready to play on your Xbox Ally.

Check out more details on additional features you can expect to experience on the Xbox Ally X and Xbox Ally at launch and beyond, including upcoming AI-powered innovations.

Unlock Even More with New Xbox Ally X and Xbox Ally Accessories

The Xbox Ally handheld lineup is expanding with a wide range of compatible accessories (sold separately), just in time for the holidays. From ultra-fast storage options to protective gear, you will soon have more ways to customize your play experience on the Xbox Ally X and Xbox Ally. Starting today, players can pre-order the following accessories alongside their handheld:

Storage options to bring more of your library with you

  • SANDISK® microSD™ Card – Take your supported games with you anywhere with a high-performance storage card engineered specifically for the Xbox Ally X and Xbox Ally (sold separately). With up to 2TB of storage, enjoy blazing-fast downloads and up to 200MB/s read speeds for instant play, anywhere.
  • Seagate® FireCuda® 530R SSD – Unleash ultra-fast speeds, extreme durability, and unrivalled performance. The FireCuda 530R SSD supports Microsoft DirectStorage for seamless gaming, and is available in 1TB, 2TB, or 4TB capacities.

Protect your handheld from the elements

  • ROG Xbox Ally (2-in-1) Premium Carrying Case – This Xbox co-branded case fits Xbox Ally handhelds, with a water-repellent exterior, soft fleece lining, and a unique zipper. It includes a detachable pouch for a 65W charger (sold separately) and easily fits into bags to protect your device from scratches or bumps.

And this is just the beginning — more accessories are on the way. Stay tuned for more on the Xbox Ally X and Xbox Ally as we count down to launch on October 16!

The post Ready to Play Anywhere? Players Can Now Pre-Order the ROG Xbox Ally X and ROG Xbox Ally In 38 Countries appeared first on Xbox Wire.

Nintendo Of America President Doug Bowser Announces Retirement

Devon Pritchard will be taking over.

Nintendo has announced that the President and Chief Operating Officer of Nintendo of America Doug Bowser will be retiring at the end of the year, on 31st December 2025.

His replacement has already been named — Devon Pritchard, who has been at NoA for 19 years and is currently the Executive Vice President of Sales, Marketing & Communications. As part of the move, Pritchard will also be joining the NoA Board of Directors and will become a Nintendo Co., Ltd Executive Officer when she takes over.

Read the full article on nintendolife.com

Game-Key Cards A “Sales Strategy Decision”, Says Resident Evil Requiem Director

Gosh, make up your minds.

Just recently, the director of Final Fantasy VII Remake Intergrade mentioned that Game-Key Cards for Switch 2 were somewhat of a necessary evil, stating that load times from a physical cartridge are inferior to that found on an SSD.

Now, in an interview with VGC, Resident Evil Requiem director Koshi Nakanishi has seemingly contradicted this viewpoint when asked about the decision to utilise Game-Key Cards. His response was simple:

Read the full article on nintendolife.com

Borderlands 4 Gets FOV Slider on Console, Performance Improvements, and Gear Buffs in Big New Update

Borderlands 4 developer Gearbox has released the biggest update to the looter shooter since launch, adding a Field of View (FOV) slider on console, various performance improvements, and various Vault Hunter and gear buffs.

The September 25, 2025 update adds new Weekly Activities, stability and performance improvements, adjustments to some rewards/progression, and further refinements across UI, audio, visuals, and gear. Check out the patch notes, from the Borderlands website, below.

Of particular note is the addition of a FOV slider on PlayStation 5 and Xbox Series X and S, something players had asked for. Gearbox chief Randy Pitchford had responded to the complaints to suggest fairness might have had something to do with the lack of a FOV slider in Borderlands 4, although all that comment did was confuse fans given the PC version has it and there’s crossplay at launch. While its arrival is welcome, Gearbox warned console players that increasing the FOV past the default could cause some dips in performance.

Creative director Graeme Timmins had flagged that Gearbox was more interested in buffing than nerfing Borderlands 4 in the short term, leaving broken builds alone for the time being. And today’s update reinforces that approach, with no nerfs to speak of. Indeed, Timmins took to social media to say Gearbox had too many buffs to fit into today’s update, so it broke them up into their own balance update that’s due out early next week.

The update also includes fixes for the high-profile memory leak issue for Borderlands 4 on console, which causes the framerate to degrade the longer you play. But there’s more to come. “We believe we’ve made significant improvements there, but we’re still investigating data to make sure any remaining issues continue to be resolved,” Timmins explained. “We’re confident that today’s update makes a big difference though, and we’re excited to get feedback/data on it.”

Performance improvements on PC are also welcome. Borderlands 4 is still on a mixed Steam review rating, with most of the negative comments revolving around PC performance. The tech experts at Digital Foundry have said their initial analysis of Borderlands 4 on PC shows significant stutter problems, and have advised against running the game on its ‘Badass’ graphics setting, which suggests there are indeed problems with the Unreal Engine 5 title.

If you are delving into Borderlands 4, don’t go without an updated hourly SHiFT codes list. We’ve also got a huge interactive map ready to go and a badass Borderlands 4 planner tool courtesy of our buds at Maxroll. Plus check out our expert players’ choices for which character to choose (no one agreed).

Borderlands 4 September 25, 2025 update patch notes:

Change List:

Weekly Activities:

  • Weekly Big Encore Boss has switched to a tougher variant of a different existing boss with an even more rewarding loot pool for those that take it on.
  • The Weekly Wildcard Mission has changed. These Missions feature a guaranteed Legendary drop that you can repeatedly earn to get your ideal roll.
  • Maurice’s Black Market Vending Machine has moved to another location and changed its offerings. Remember, while the location is the same, your vending machine items are different from other players, so ask around to see if someone has the item you’re looking for!

Stability & Performance

  • Improvements to stability and performance.
  • Addressed various instances of hitching, low FPS, and crashes.
  • We are continuing to investigate and will make further improvements to stability and performance.
  • Updated character animations for performance improvements.
  • Graphics Preset could be set to High or Very High when using Run Auto-Detect in Visual Menu.
  • [Xbox] Corrected an issue where players would get a black screen after the Vault Symbol loading screen.
  • Addressed rare issues of infinite loading screens during crossplay.
  • Improved loading of characters in menus to reduce visible delays when entering character select.

Rewards & Progression

  • Addressed a reported issue where players could lose or be rewarded unintended extra Skill Points in multiplayer.
  • Addressed an issue that could prevent Contract target enemies from consistently spawning.
  • Updated Repkit lifesteal challenge to track lifesteal from any source.
  • Prevented region discovery trophies/achievements from unlocking before discovering all areas.
  • Prevented instances of unowned DLC content appearing in chests or in menus.
  • Improved clarity of DLC-related warnings and reward availability.
  • Addressed a reported issue where the Reward Center could stop working after claiming the Gilded Glory Pack rewards.
  • Rewards Center popup now correctly excludes already-claimed cosmetics.
  • Reduced sell prices on Gilded Glory Pack gear in Vending Machines.
  • Updated the Break Free Pack reward bundle to redeem properly in all instances.
  • Challenge timing has been updated so players can properly progress from Ultimate Vault Hunter (UVH) 4 to UVH 5 after completing the required Wildcard Mission.
    • When ranking up in multiplayer, players that are not the host will not see the change to their UVH level, but will be able to switch to the higher level. This will be addressed in an upcoming update.
  • Updated Class Mods to prevent them from dropping with incorrect skill points.

Vault Hunter Changes and Balance Adjustments

Harlowe the Gravitar

  • Gravitar Ground State Capstone has been corrected to remove inaccurate verbiage about enemies taking reduced damage when they do not.
  • Gravitar Flux Generator no longer heals enemies with Potential Transference Capstone.
  • Updated Gravitar Accretion passive to consistently grant Lifesteal to allies.
  • Addressed various reported issues with Gravitar Unstable Energy Pocket created from CHROMA Accelerator Action Skill.
    • Includes instances where it would not disappear properly, convert to Cryo Damage, or split as intended with certain skill tree combinations. Skills that saw updates: Special Purpose Magnets Augment, The Shattering Light Capstone, QED passive, Break the Ice passive, Containment Breach Augment, and Eureka! Passive.

Amon the Forgeknight

  • Forgeknight Primal Surge passive now properly restores Shield and Ammo.
  • Forgeknight Firewall Action Skill has been adjusted so Vengeance cannot be stored by Firewall before Scourge is active, as intended.
  • Forgeknight Onslaughter Rocket Punch now connects more reliably with shielded enemies.
  • Addressed a reported issue with Forgeknight Forgeaxe not consistently seeking nearby enemies.

Vex the Siren

  • Addressed a reported issue with Siren Grave Harvest Augment being triggered while Incarnate is not active.
  • Addressed a reported issue where Siren Blight Attunement passive could occasionally fail to damage the Timekeeper.
  • Damage caused by Siren Spirit Bomb passive now counts properly as Companion Damage and changes its color to match attuned element.

Rafa the Exo-Soldier

  • Addressed a reported issue preventing Exo-Soldier Blowout passive from stacking properly when repeating Action Skills.

Gameplay

  • Addressed a reported issue in the “Overwriting a Wrong” Side Mission where nodes would not spawn consistently.
  • Addressed a reported issue in the “Talk to Zadra” Mission where the objective could fail if players exited and relaunched mid-dialogue.
  • Updated beam hit detection, as it was causing beams to not be blocked properly. Eg: Forgeknight Forgeshield.
  • Repkits now consistently consume the correct amount of charges after activating Forgeknight Scourge action skill.
  • Prevented Forgeknight from sliding at the end of Molten Slam.
  • Addressed various reported instances of enemies getting stuck.
    • Impacted Missions: during “Kill Order Forces” in the Fadefields, “His Vile Sanctum” Mission, and “A Lot to Process” Mission.
  • Addressed reported desync issues observed with Lightweight Armature enemy movement in multiplayer.
  • Updated Zadra’s Lab Fast Travel unlock to after discovery.

Gear

  • Vladof Atling Gun Heavy Weapon Ordnance now properly targets Primordial Guardian Inceptus.
  • Queen’s Rest Pistols with Daedalus Ammoswitcher licensed underbarrel now shoot the correct projectiles.
  • Gear with the Short Circuit Augment now traces properly toward enemies instead of random directions.
  • Addressed reported edge cases where interrupting reload could cause ammo desyncs that would prevent ammo from firing.

Gear Balance Changes:

  • Hellwalker: now always spawns with Fire element.
  • Tediore weapons: +10% Damage and +10% magazine size.
  • Order Pistol Lucky Clover (Rocket Reload): increased fire rate.
  • Order Sniper Rifle Fisheye: increased Damage.

UI & UX

  • Updated gear thumbnails in cases where they did not display properly, and ensured stand-in thumbnails load properly.
  • Updated various UI visuals for alignment, consistency, and clarity.
  • Adjusted inventory dropdown menus to prevent unintended selected changes.
  • Added D-pad navigation support to the Reward Center and improved handling of the Inventory Overflow message.
  • Prevented Matchmaking Menu hint bar from displaying incorrect prompts when joining another player’s game.
  • Addressed compass occasionally displaying incorrect location name after teleporting.
  • Updated localization and various text descriptions across the game.
  • Added various improvements to compass, custom waypoint placement, and ECHO location.

Visuals

  • Addressed carryable objects disappearing or appearing in the wrong location after being picked up; includes cases in Ready to Blow, Lost Capsules, and Hangover Helper Missions.
  • Improved triggering of Armor Segment breaks VFX when Shield Capacity effects expire.
  • Updated NPC and enemy pathing.
  • Addressed VFX concerns with various weapons, vehicles, and elemental states.
  • Various animation updates.
  • Various visual updates and improvements.
  • Adjusted rift portal effect to corrected visuals.
  • Updated ECHO-4 to have correct positioning when viewing various menus, and to prevent clipping.
  • Ambient critters have a more natural spawn behavior.

Audio

  • DJs in Carcadia Burn and Fadefields now play their VO when starting or completing Contracts.
  • Adjusted radio music mix for improved audibility.
  • Added missing audio for multiple weapon types, customization, and menu navigation.
  • Reduced instances of voiceover cutting out during Missions.
  • Updated startup movies to have correct audio.

Settings & Accessibility

  • [Xbox/PlayStation] Enabled Field of View (FOV) slider on console.
    • Note: Increasing the FOV past the default could cause some dips in performance.
  • Vehicle Field of View settings will now be changed for both users when playing in splitscreen.

Misc

  • Addressed reported instances of incorrect or deleted characters appearing in Menu or Lobbies.
  • Enabled Tab key in SHiFT UI.
  • Added haptic feedback for controllers to Exo-Soldier Unmissable Missiles Augment.
  • Updated Credits listing.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Japanese Charts: Mario Kart World, Donkey Kong Remain Steady Amidst Trails In The Sky Surge

Across PS5 and Switch, the remake is the best-selling game of the week.

Famistu has published the latest weekly physical charts in Japan, and while a handful of new releases have changed things up a bit, the line-up is still largely the same.

At first glance, you’ll notice that Mario Kart World remains on top, selling a further 33,861 copies. But last week’s new release, Trails in the Sky 1st Chapter, takes both second and third place, with the PS5 version just edging out the Switch release (physically at least) by 58 copies.

Read the full article on nintendolife.com

Assetto Corsa EVO motors into multiplayer racing for the first time in its latest early access update

Vroom. Vroom vroom. Vroom vroom vroom. Ahem, sorry, dunno what happened to me there. Assetto Corsa EVO, the three-letter-yelling follow up to one on Steam’s long-reigning top racing sims, has just gotten its third early access update. It adds in online multiplayer, plus a bunch of fresh cars and tracks to hop into moments before you’re unceremoniously punted off by a random.

I’ve been playing a bit of a waiting game with AC EVO since yapping about it at length for my old home when it first debuted in early access at the start of this year, but this might be the point I hop behind its wheel agaion and see how devs Kunos Simulazioni have managed to flesh it out so far. After all, they’ve now added in a 90s Merc 190E, which is pretty much square German saloon kryptonite for my will to hold off on checking things out.

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