A Day One Console Patch Will Make The Blood Of Dawnwalker Run At 60 FPS
🎮 PlayStation, Xbox, Multi-platformNews
🎮 A Day One Console

A Day One Console Patch Will Make The Blood Of Dawnwalker Run At 60 FPS

Game Informer News RSS FeedCharles Harte4 min read(about 2 hours ago)

Overview & Key Takeaways

Game Informer News

Rebel Wolves, developers of The Blood of Dawnwalker, put out a trailer last week showing off console gameplay of their upcoming action role-playing adventure, but the new footage ended up backfiring. The video revealed that PS5 and Xbox Series X versions of the game would not be able to run at 60 frames per second, instead targeting 40, which frustrated many, as 60 frames is considered the standard for action games like this. Today, developer Rebel Wolves issued a new announcement: The Blood of Dawnwalker will run at 60 fps after all, thanks to a day one patch coming to consoles.

"Performance Mode was already in the works, but it was still being tested," a post on the official Dawnwalker social media pages reads. "We simply weren’t ready to promise it yet. We heard your feedback. It was clear how much this mattered to many of you, so we focused on finishing the next round of tests. Those results gave us the confidence we needed to confirm Performance Mode for Day 1."

The developers go on to state that the patch will now allow the PS5 and Xbox Series X versions of the game to target 60 fps in Performance Mode, 40 fps in Balanced Mode, and 30 FPS in Quality Mode. The PS5 Pro version of the game will include "overall visual enhancements," though Rebel Wolves doesn't elaborate exactly on what that means. Finally, the less-powerful Xbox Series S will be stuck at 30 FPS.

Personally, I hope Rebel Wolves succeeds on this day one patch, though I do find it surprising that it expects to turn this around by September 3, the game's release date – it seems like a tall ask in a short window. Still, I (and most everyone else, I assume) would prefer to play The Blood of Dawnwalker at 60 FPS, so I'm looking forward to seeing the studio pull it off.

Rebel Wolves was founded by developers who formerly worked at CD Projekt Red on beloved games like The Witcher and Cyberpunk 2077, so the hype around its upcoming project is substantial, even alongside the fall's other major releases. For more on The Blood of Dawnwalker, subscribers can check out our exclusive cover story from a few issues ago, and all readers can check out our suite of follow-up coverage.

Rebel Wolves, developers of The Blood of Dawnwalker, put out a trailer last week showing off console gameplay of their upcoming action role-playing adventure, but the new footage ended up backfiring. The video revealed that PS5 and Xbox Series X versions of the game would not be able to run at 60 frames per second, instead targeting 40, which frustrated many, as 60 frames is considered the standard for action games like this. Today, developer Rebel Wolves issued a new announcement: The Blood of Dawnwalker will run at 60 fps after all, thanks to a day one patch coming to consoles.

"Performance Mode was already in the works, but it was still being tested," a post on the official Dawnwalker social media pages reads. "We simply weren’t ready to promise it yet. We heard your feedback. It was clear how much this mattered to many of you, so we focused on finishing the next round of tests. Those results gave us the confidence we needed to confirm Performance Mode for Day 1."

VIDEO

The developers go on to state that the patch will now allow the PS5 and Xbox Series X versions of the game to target 60 fps in Performance Mode, 40 fps in Balanced Mode, and 30 FPS in Quality Mode. The PS5 Pro version of the game will include "overall visual enhancements," though Rebel Wolves doesn't elaborate exactly on what that means. Finally, the less-powerful Xbox Series S will be stuck at 30 FPS.

Personally, I hope Rebel Wolves succeeds on this day one patch, though I do find it surprising that it expects to turn this around by September 3, the game's release date – it seems like a tall ask in a short window. Still, I (and most everyone else, I assume) would prefer to play The Blood of Dawnwalker at 60 FPS, so I'm looking forward to seeing the studio pull it off.

Rebel Wolves was founded by developers who formerly worked at CD Projekt Red on beloved games like The Witcher and Cyberpunk 2077, so the hype around its upcoming project is substantial, even alongside the fall's other major releases. For more on The Blood of Dawnwalker, subscribers can check out our exclusive cover story from a few issues ago, and all readers can check out our suite of follow-up coverage.

Share:

More in PlayStation, Xbox, Multi-platform

5 Years Ago, Double Fine Boldly Tried to Reimagine the AAA Machine🎮 PlayStation, Xbox, Multi-platform

5 Years Ago, Double Fine Boldly Tried to Reimagine the AAA Machine

On Psychonauts 2's fifth birthday, Polygon looks back at Double Fine's bold effort to reshape what AAA video games could be

PolygonNewsabout 17 hours ago
Your Mortal Shell 2 Weapons Don’t Have To Get You Killed🎮 PlayStation, Xbox, Multi-platform

Your Mortal Shell 2 Weapons Don’t Have To Get You Killed

Cold Symmetry's Mortal Shell 2(https://www.gamespot.com/games/mortal-shell-ii/) is finally out on PC, PlayStation 5, and Xbox Series X|S. Maybe you've been bodying bosses while collecting shells and leveling up your character. Or maybe you've been getting bodied as bosses pummel you into the dirt and your weapons betray you. I can't help you with the former, but I do have some tips and tricks to alleviate the latter. When you start your Mortal Shell 2 journey, a handful of settings are on by default. A couple of these settings make your weapons an enemy magnet, which is good since you want your bullets and your swings to hit your targets. However, when you go in shooting and swinging wantonly, you may find yourself blown to smitherens--just like Redditor xkukazu50, who posted a video on August 21(https://www.reddit.com/r/MortalShell/comments/1vuddap/lovethisgamebutsomethinghastobedoneabout/) of their character getting burnt to a crisp. https://www.reddit.com/r/MortalShell/comments/1vuddap/lovethisgamebutsomethinghastobedoneabout/ The problem here, as xkukazu50 noted, is the weapon tracking. Whenever you pull out your sidearm or swing with your primary weapon, the game's technology pulls your attacks toward the nearest enemy like a vortex. But if you tweak some settings, your life will be made a lot easier. Make your Mortal Shell 2 weapons fight for you. Press pause, toggle over to "Game" in the Settings menu, and check out the "Target Steering" and "Enable Free Aim" options. "Target Steering," which is set to "Default," makes your melee attacks prioritize the nearest enemy you're aiming at. Changing this setting to "Light" or "Off" makes your melee attacks much less sticky so that you can swing at whatever you want without getting sucked to the closest enemy--or environmental hazard--you're looking at. "Enable Free Aim" is exactly what it sounds like. Set to "No" by default, it automatically locks your reticle onto the nearest enemy you point your gun at. If you change this to "Yes," then you can freely aim your gun without that snappy auto-lock on, but if you press the right trigger in with "Enable Free Aim" on, you can still lock onto a target and change your target's lock. That way, you won't accidentally shoot an explosive barrel or something like that. Outside of this, there are two more settings I recommend you change in Mortal Shell 2. The first is setting the "Auto Pick Up Gold" option to "Yes" to save your thumb from breaking the interact button--A on Xbox or X on PlayStation--on your controller, since you'll be picking up gold all the time. The second is changing the "Camera Style" from Immersive to Action, which pulls the camera farther back so you can see more on the screen. This gives you a greater field of view; that way, you know what's coming. There are many more settings to test as you whoop ass or get your ass whooped in Mortal Shell 2. However, these are the handful of settings I suggest you change to make your combat feel more responsive as you tackle the game's very gross bosses.

GameSpotNews3 days ago
Riot is ending development on its League of Legends fighting game🎮 PlayStation, Xbox, Multi-platform

Riot is ending development on its League of Legends fighting game

Riot Games is already winding down work on 2XKO, the free-to-play League of Legends fighting game, less than a year after its initial launch. Riot says "active development" will conclude at the end of 2026 because the company hasn't "seen enough players stick with the game to get to a path toward sustainability." Servers will &8230;

🎮 Riot
TheNews4 days ago