Saber Interactive has released the World War Z update 1.32 patch this December 20, and this one is for some changes and fixes to the game across platforms. Head down below for the complete patch notes.
World War Z Update 1.32 Patch Notes:
At the time of writing, Saber Interactive has not yet released the full patch notes for this latest update. In the meantime, if you’ve been enjoying the game so far on the Nintendo Switch, check out the patch notes for the December 13 patch release for the platform below:
Added gyroscope motion controls support
Added graphics preferences tab in options:
Motion blur on/off
Bloom on/off
Anti-aliasing presets: off, FXAA, or TAA
General graphic fixes
General gameplay fixes
Fixed some bugs where the player or NPC can’t backtrack to the previous locations because of missing navlinks
Improved overall performance
We’ll update this post accordingly once the full patch notes for the newest World War Z update have been released.
Giants Software has released the Farming Simulator 22 update 1.04 (PS5 version 1.040) patch this December 20, and this one is for a small hotfix on consoles pertaining specific issues. Check out the complete patch notes and what’s new for today’s update below.
Giants Software took to Twitter to address this latest patch, and you can check out the details below:
A patch for console has just been published, fixing the mod related issues on XBOX and PlayStation. Console players will see new mods showing up in the next hours. Enjoy and happy farming. #FS22
If there’s anything new that crops out, we’ll be sure to let our readers know. In the meantime, check out the patch notes for the last update 1.2 here, which detailed some major changes for the game. Check out the changelog below.
Raven Software has pushed out a new COD Warzone server update for Dec. 19 , bringing a slew of fixes and weapon changes. Check out the Warzone December 19 patch notes below, and don’t forget that this is a server-side update, so there’s no need to download anything.
New COD Warzone Server Update for Dec. 19 Patch Notes
GAMEPLAY
The Firesale Public Event has been adjusted to last a fixed duration.
BUG FIXES
Fixed collision issues with various elements across Caldera allowing Players to exploit/peek/shoot through them.
Fixed an issue causing the Festive Fervor Event Challenges to not track progress.
Fixed an issue causing additional placeholder images to appear in various Store Bundle previews and/or purchases.
Fixed an issue causing placeholder text to appear on various Store Bundles.
Fixed an issue causing placeholder text to appear underneath Unlock Criteria XP Bar for locked Vehicles.
Fixed an issue causing some Store Bundles to appear with the incorrect Rarity label.
Fixed an issue causing the Festive Deals discount to not apply when gifting a Store Bundle to another Player.
Fixed an issue causing visually incorrect pricing on some Store Bundles.
Fixed an issue where the “Space Issue” Submachine Gun Charlie (VG) Blueprint was incorrectly displaying Vital instead of the Brace Gun Perk.
WEAPONS
Weapon Adjustments
When considering these changes in a vacuum, they may seem rather peculiar. Due to the nature of Vanguard Weapons, tuning is much less straightforward. Adjustments to base Weapons are not as impactful as they once were. Vanguard Attachments can completely alter the behavior of a Weapon—including its Damage profile, Fire Rate, and Recoil. When we make these adjustments, we are considering the Weapon holistically, in all its permutations. Our goal is for these Weapons to be just as viable with one of these Attachments as it can be with all of them. This allows the Weapons to support all sorts of playstyles and gameplay preferences rather than solely ‘Rapid Fire’.
» Assault Rifle «
Cooper Carbine (VG)
Maximum Damage decreased to 24, down from 25
Minimum Damage decreased to 19, down from 20
ADS Speed decreased by 5.3%
Note: This change took effect in the previous update.
We understand those who have taken a liking to the Cooper Carbine (VG) will be sad to see it receive some rather impactful adjustments (see additional changes in Attachment section below). The Cooper Carbine (VG) with all Fire Rate Attachments could reach near 1,200 RPM. Which, considering its innate accuracy and Assault Rifle Damage Range, was problematic. High Rate of Fire Weapons, of which many Vanguard Weapons can become, must be carefully tuned to offset the extreme level of forgiveness that trait provides. We believe in that regard, there is much work ahead of us. The Cooper Carbine (VG) is still going to be effective but is now more likely to lose fights to Submachine Guns in short-range engagements.
ATTACHMENTS
Attachment Adjustments
» Barrel «
Assault Rifle Charlie (VG)
CGC 27” 2B
Horizontal Recoil Control decreased by 5%
Vertical Recoil Control decreased by 5%
CGC 30” XL
Horizontal Recoil Control decreased by 5%
Vertical Recoil Control decreased by 5%
As stated above, changes to Weapons and Attachments are not quite what they used to be. While we are reducing the amount of Recoil Control provided by these Barrels, this can easily be compensated for with other Attachments like Fore and Rear Grips. It may require popular builds to shift around somewhat, and as a result, other downsides like poor Mobility may become more apparent. We feel balancing risk versus reward is important. If each Weapon build were ‘one size fits all’, regardless of individual skill, we diminish our journey of mastery. Ideally, over time we graduate from needing an excess of Recoil Control from our attachments to prioritizing more beneficial attributes like Damage, Range, and Mobility.
A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.
For those hoping that new content will be released for Dragon Ball FighterZ, rejoice! Bandai Namco confirmed the Dragon Ball FighterZ new character planned for 2022, and it’s Android 21 Lab Coat, which is a variant of the character much like the game has different variations of Goku, etc.
This was announced by Bandai Namco today, with the release tagged as “coming soon.”
The latest fighter released for the game was Gogeta, which was back in March. Hopefully, fans won’t have to wait that long ago to get this new character for the fighting game.
Developed by Arc System Works (Guilty Gear), Dragon Ball FighterZ was released back in 2018, and has since seen continuous support post-launch from Bandai Namco. The game is currently sitting at an impressive 87 score on Metacritic across over 70 reviews which is no easy feat.
Once we know more details regarding this Dragon Ball FighterZ new character, we’ll be sure to let our readers know.
Those looking forward to the first season of Battlefield 2042, you might be waiting a while, as the latest datamine from the game’s client states that Battlefield 2042 Season 1 is scheduled to start in March 2022! This suggests that DICE might not be dropping any new content (maps, weapons, etc.) in the first two months of 2022.
Furthermore, the game client datamined by the ever-reliable temporyal cites 12 pre-season weeks, which lines up to the March Season 1 launch date. Unless DICE has added a few seasons as “back up” challenges to the game, players might be in for a long drought for new content. The map we’re getting in the first season seems to be called “Exposure” which was originally datamined as “Ridge.”
The #Battlefield2042 client includes weekly missions for 12 preseason weeks.
🗓️ Season 1 seems to be scheduled for March 2022 (unless they've added a few weeks as "backup").
🇨🇦 "Exposure" is probably the final name for the previously datamined "Ridge" map.
Important to note that given this is datamined info, nothing is set in stone. DICE can suddenly drop Season 1 of BF2042 sometime in January 2022 if they so wish. Or heck, the studio can drop a map, mode or weapon outside of a season, so anything is possible. Please keep that in mind before spreading news that Battlefield 2042 won’t feature new content until March 2020 as gospel (since we do not know that for certain). That said, this isn’t the sort of datamined info you want to see for the game right now.
Would you be OK if Battlefield 2042 Season 1 started in March 2022 or would that be too far out, especially given the game’s state right now? Let us know your thoughts down in the comments.
Are you having a hard time buying an Xbox Series X|S still? It seems stocks for Microsoft’s next-gen console is so scarce, that even official tournaments have to factor that into the equation, too! This weekend the Halo HCS Major Raleigh 2021 has kicked off, and players are using dev kits due to the global shortage for the next-gen console.
This announcement was made by Tashi, Halo Esports and Viewership Lead at Microsoft/343 Industries:
Heads up open bracket players – you'll be playing this weekend on Series X development consoles. They're functionally identical and will be operating in "Retail" mode so it's the exact same experience, they just look a little different.
The Verge’s Tom Warren has tweetd out a pic of the dev kit in the wild as well:
For those who want to keep tabs on the tourney, here’s the schedule, as well as the Twitch drops that players can earn from checking the tournament on Twitch.
Stool Wool Studios has released the (Five Nights at Freddy’s Security Breach) FNAF Security Breach update 1.002 patch this December 18, which is available on both last-gen and next-gen platforms. Check out what’s new in the FNAF Security Breach December 18 patch notes below.
FNAF Security Breach Update 1.002 Patch Notes | Five Nights at Freddy’s Security Breach Update 1.002 Patch Notes:
Minor Optimizations
Mission trigger fixes and additional clarity changes for the West Arcade
That’s about it. The horror game is available now on PC, PS4 and PS5. Here’s what the game is all about:
ABOUT THIS GAME
THE NEXT CHAPTER IN FEAR
Five Nights at Freddy’s: Security Breach is the latest installment of the family-friendly horror games loved by millions of players from all over the globe. Play as Gregory, a young boy trapped overnight in Freddy Fazbear’s Mega Pizzaplex. With the help of Freddy Fazbear himself, Gregory must survive the near-unstoppable hunt of reimagined Five Nights at Freddy’s characters – as well as new, horrific threats.
THE HUNTERS AND THE HUNTED – Once nighttime protocols are initiated, the animatronics at Freddy Fazbear’s Mega Pizzaplex will relentlessly pursue all intruders. Glamrock Chica, Roxanne Wolf, Montgomery Gator, and the Pizzaplex’s security guard, Vanessa, will turn over every Cotton Candy Pizza Stand if they have to – it’s not wise to stay in one place for too long.
ADAPT TO SURVIVE – Access the building’s security cameras to survey the environment and plan your route through danger. Distract enemies by knocking over paint cans and toys – just slip away before enemies are drawn to your location. Hop into hiding spots and allow danger to pass, or try to outrun your pursuers. Play your way, but be prepared to adapt.
EXPLORE AND DISCOVER – Freddy Fazbear’s Mega Pizzaplex offers a variety of attractions for guests to enjoy – Monty Golf, Roxy Raceway, Bonnie Bowl, the sewers, and… Sewers? The Pizzaplex is vast and has no shortage of goodies to discover.
Steel Wool has released the (FNAF) Five Nights at Freddy’s Security Breach update 1.03 this December 18, and this is for a short list of fixes that’s out mere days after the game’s launch. Check out the official FNAF Security Breach December 18 patch notes below.
Five Nights at Freddy’s Security Breach Update 1.03 Patch Notes | FNAF Security Breach Update 1.03 Patch Notes:
Here’s what got shared by the studio over on Steam:
Minor Optimizations
Mission trigger fixes and additional clarity changes for the West Arcade
That’s about it. If you’re curious what the game has to offer, here are the features:
Stealth and Speed
The animatronics Roxy, Chica, and Monty have been enlisted by Pizzaplex security to hunt you, and their pursuit is a relentless one. Strategizing how you’ll get past enemies is paramount to avoid those actively pursuing you, as well as more passive S.T.A.F.F. bots that will sound the alarm and call the animatronics to your location if they spot you. In the event you’re detected, run to escape the immediate danger quickly, but running is limited to the amount of stamina you’ve got, so use it wisely. The animatronics also evolve as the night progresses, which means you’ll need to adapt if you want to survive.
An Unexpected Ally
Freddy Fazbear himself is your most dependable ally, acting as a guide and protector through the Pizzaplex, giving you shortcuts, insider tips, and warnings about the challenges you’ll face. You can also hop inside Freddy’s oversized birthday-cake-hatch, allowing you to hide and march around undetected. You will need to be thoughtful about how and when you use Freddy because he’s only got so much power and requires frequent stops at recharge stations.
The Tools to Survive
The Pizzaplex is vast, and while that means more S.T.A.F.F bots required for upkeep, it also means there’s no shortage of hiding spots to pop into for a speedy evasion. It also means a ton of security cameras that you can access on your Fazwatch, allowing you to plan your path. You can also knock over different objects like paint cans and toys to draw the enemy’s attention – you will have to slip away before they get to your location, though, so make sure the distraction is worth the risk. Some weapons can stun enemies – the Faz Cam and Fazblaster. The Faz Cam acts as an immediate stun for the entire area in front of you, staggering attackers just long enough to escape. Unfortunately, it has a limited number of uses before requiring a recharge. The Fazblaster has unlimited ammo, but you’ll need to land a direct headshot for it to work, which is not so easy when an animatronic alligator has practically leaped on top of you.
Five Nights at Freddy’s Security Breach is out now on PC, PS4, and PS5.
With Elden Ring entering a Closed Network Test (read: beta) last November, it’s not surprising to hear that players have dived into the game’s data to uncover info about the game that’s not publicly known yet. If you’re wondering what kind of info the latest Elden Ring datamine has unearthed, well, it’s a lot. There’s info about the weapon classes, status effects, boss names, and loads more.
While the Discord where all the datamined info are no more, Reddit user Jesus10101 managed to save a ton of it, and are available to check out below.
NOTE: Given the nature of the game, some of the info listed below could be considered spoiler in nature, so proceed at your own discretion. We’ve decided not to include anything pertaining to the story, and focused mostly on gameplay-related datamined info.
Weapon Classes:
Dagger
Straight Sword
Greatsword
Colossal Sword
Curved Sword
Curved Greatsword
Katana
Double-Edged Sword
Thrusting Sword
Axe
Greataxe
Hammer
Warhammer
Spear
Great Spear
Halberd
Reaper
Fist
Light Bow
Bow
Crossbow
Glintstone Staff
Sacred Seal
Small Shield
Shield
Greatshield
Weapon Infusions:
Standard
Heavy
Keen
Quality
Fire
Flame Art
Lightning
Sacred
Magic
Occult
Cold
Poison
Blood
Bleeding
Chilled
Poisoned
Rot
Frenzy
Death
In-Game Models (Renders):
The names of the six Elden Lords, the name of the main blacksmith, dialogue from characters and more (all considered heavy spoilers) can be seen here.
Speaking of the Closed Network Test, we got a chance to check it out ourselves thanks to Bandai Namco. Here’s an exceprt from our impressions: “When Elden Ring launches in February I fully expect it to be From’s most successful game to date with lots of new players that hopefully stick with it, at least enough to summon jolly cooperation if they feel overwhelmed. Will this game stop the obnoxious “easy mode” debates surrounding From’s games? Nope. But it is inarguably their most accessible game.”
Elden Ring arrives on PS4, PS5, Xbox One, Xbox Series X|S, and PC this February 25, 2022
For those looking to play a first-person shooter that is heavily focused on the tactical side of gameplay this holiday season, look no further as VOID Interactive have finally released Ready Or Not on Steam Early Access.
As we reported on last week, due to VOID Interactive no longer being able to issue new Steam keys for their upcoming tactical shooter, Ready Or Not, they have been forced to make the hard decision of releasing the title on Steam Early Access earlier than originally planned. However, despite launching early than anticipated, the team at VOID Interactive did see a positive as this will now open the game to even more players, thus allowing them to collect even more feedback and eventually working their way towards that golden 1.0 version of the game. Here’s what they had to say about going early access on Steam.
Why Early Access?
“Because we have achieved a viable product that players want to play and is fun, even in its incomplete state. Being in early access will allow us to bring the full vision of the game and to collect feedback and make larger changes to the game that couldn’t happen if it was ‘final’.”
Approximately how long will this game be in Early Access?
“We believe the game will be 12 months in Early Access.”
How is the full version planned to differ from the Early Access version?
“The full version will have at least 5 more levels, more game modes, have completed UI/UX, more weapons, PVP, and full translation in all of our desired languages.”
What is the current state of the Early Access version?
“It is late stage alpha build, currently being played and enjoyed by project supporters. It is mostly feature complete, contains 6 playable final quality level maps and two blockout levels, it is well optimized and holds our vision for the game.”
Will the game be priced differently during and after Early Access?
“We intend to increase the price after our first major content update.”
How are you planning on involving the Community in your development process?
“We currently have an active discord where we take in feedback and reports in various dedicated channels, internalize it and then shape the game that both we and the community wants. We hold Q&A sessions on discord once per month to give our community a voice as well.”
To help out the newcomers, VOID Interactive also released a new video guide, which offers a handful of tips for new players. We highly suggest you give it a watch if you have any interest in joining the early access.
As noted, VOID Interactive expects the early access phase to run about 12 months before it’s officially released. Hopefully, we hear about a potential console release by then, but for now, Ready Or Not is exclusive to PC.
A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.
One of the most controversial games released last year, Cyberpunk 2077 buggy , broken, and misleading release tipped off not only the players, but as well as investors. So much so that the studio faced a lawsuit from some of them, and as of this week, the Cyberpunk 2077 lawsuit has been settled with CD Projekt Red paying $1.85 million to investors.
In a legal statement released by the company on their official website, both parties have reached a settlement and CD Projekt Red would be paying nearly 2 million dollars to end the lawsuit and any further proceedings against them.
“In the framework of negotiations concerning a potential settlement agreement in a case pending before the US District Court for the Central District of California (hereinafter referred to as “the Court”), a proposal regarding key terms, which – if agreed upon – would provide the basis for a prospective written settlement agreement was officially formulated on 7 December 2021. According to these terms, members of the class (including the plaintiffs) would relinquish all claims against the Company and members of its Management Board. Furthermore, under the agreement, a settlement in the amount of 1 850 000 (one million eight hundred and fifty thousand) USD would be paid out to the class by the Company and its insurer – Colonnade Insurance S.A.”
The Cyberpunk 2077 woes have been covered extensively since the game’s disastrous launch last year, with CD Projekt Red continuously working on patches and updates to fix the numerous bugs and technical issues that have plagued the game. You can read about that as well as other updates about the game on our archives here.
Developers Crema have just deployed Temtem update 1.013 (0.8.1) on the PS5 and PC, which appears to be all about bug squashing. Read on for the full patch notes.
Temtem Update 1.013 Patch Notes
Fixed Players getting stuck after talking to Shiratama right before going to Telobos.
Fixed several cases where Players were getting stuck in a black screen.
Fixed getting stuck in battle after getting the Absolute Unit Kudo with a Mimit in battle.
Fixed getting stuck in battle if the first technique of a Temtem was removed (due to the changes made in the latest patch) if a Player was using a controller or keyboard.
Fixed not coming back to the pub if you disconnected in it during the Post-Credits scene.
Fixed the Absolute Unit Kudo wrongly proccing when taming a Temtem with only one 50SV stat.
Fixed Smoothie vendor at Greenglen Forest not selling Smoothies. And isn’t it ironic, don’t you think?
👥Fixed the Explorer Kudo not counting locations you had already discovered.
👥Fixed completing the Green Tem Kudo when capturing a Temtem with only one green stat.
Fixed NPC Kenna at Meadowdale not letting Players go past her after defeating her.
Fixed grass getting shorter after a battle at the Melee Tuwai altar.
That’s all for today’s Temtem update. Should anything else change, we will be sure to update the post. Till then, keep on catching those Temtem!
About Temtem:
Every kid dreams about becoming a Temtem tamer; exploring the six islands of the Airborne Archipelago, discovering new species, and making good friends along the way. Now it’s your turn to embark on an epic adventure and make those dreams come true.
Catch new Temtem on Omninesia’s floating islands, battle other tamers on the sandy beaches of Deniz or trade with your friends in Tucma’s ash-covered fields. Defeat the ever-annoying Clan Belsoto and end its plot to rule over the Archipelago, beat all eight Dojo Leaders, and become the ultimate Temtem tamer!
A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.
Ember Lab has released the Kena Bridge of Spirits update 1.14 (PS5 version 1.014) patch this December 17, which is an unannounced title update. Read on to know the file sizes on each platform, as well as what’s new for today’s title update.
Kena Bridge of Spirits Update 1.14 Patch Notes | Kena Bridge of Spirits Update 1.014 Patch Notes:
Size: 338MB (PS4), 364MB (PS5)
Per the PS4’s update history:
Added additional holiday hats – 3 new total and most likely limited like the Halloween hats.
Additional bug fixes
That’s about it. If Ember Lab pushes out patch notes that includes more info, we’ll be sure to update the post.
If you haven’t bought or played the game yet, go check out our review here, where we state, “Kena: Bridge of Spirits is a good game that could have been better had Ember Labs tightened up the combat controls and offered better reasons to explore the gorgeous world they created. I hope Kena is a big hit so Ember Labs can have another go at it, and hopefully get more ambitious and really nail down their combat. Meanwhile considering how much I was looking forward to this game, Kena: Bridge of Spirits can’t help but feel a little disappointing.’
The second pre-season weekly challenge for Battlefield 2042 is now live! Here’s everything you need to know and do to earn the Battlefield 2042 Weekly Challenge #2 (Dec. 15-22) reward.
This week’s reward is the “Dealmaker” skin for the PP-29 SMG. Down below you’ll find a screenshot of what this skin looks like, along with all the requirements to unlock it.
How to complete Battlefield 2042 Weekly (Dec 15-22) Challenge #2
Cause a total of 2500 damage inflicted with any explosive – Reward: 5000 XP – Use rocket launchers and grenades if you don’t feel comfortable in a tank or vehicle with explosives.
Capture or neutralize 15 objectives – Reward: 5000 XP – Recommend playing Conquest Large or Conquest 64 either via All-Out Warfare or through Battlefield 2042 Portal mode.
Kill or kill assisted a total of 30 times – Reward 5000 XP – Should unlock as you play.
This week’s challenge is looking pretty easy to complete as it focuses on captures, kills, and damage with explosives. We recommend joining a game of conquest and to equip some rocket launchers, or use grenades to maximize explosive damage. Kills of course should come naturally, especially since assists count towards the challenge. Completing each mission will also reward 5000 XP for a total of 15000 XP.
Once you have completed all three weekly missions you will unlock the new Dealmaker skin for the PP-29 SMG.
Every week on Wednesday at 11:00am ET the Battlefield 2042 weekly challenges refresh, revealing a new weekly reward. If you are interested in staying up-to-date on when these rewards and weekly challenges drop, be sure to follow MP1st on Twitter, or keep a watchful eye on our guide page for Battlefield 2042.
A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.
Bend Studios has sneakily released the Days Gone update 1.81 patch this December 17, which is a small download. Don’t expect any new major content addition to this. Check out what’s new with today’s Days Gone title update down below.
Days Gone Update 1.81 Patch Notes:
Update – Per some users reports, this update appears to address some “raised blacks” level issues on OLED and other TV sets, making them appear normal. For those unaware of this issue, this is where the black coloring on a screen would appear gray or brighter as the pixels don’t get completely shutoff. A scene that should be pitch dark is emitting a high amount of light. The community knows this as raised blacks or lifted blacks. It can be a rather annoying issue as it will cause saturation where are other sources in the scene. Take a movie running in letterbox, the light emitted from the black bars will affect the scene within it.
Of course we will need more confirmation that this was indeed fixed. It may also vary from TV set to set.
Original Story:
Currently, Bend Studios has not released the official patch notes, though we’re assuming that will change throughout the day. On the PS4’s update history, all it says is “bug fixes” which is the norm for the PS4’s update history games changelogs.
What’s new recently for the game is the Community Feature 2021 which you can check out below.
The studio also tweeted out a Christmas card featuring Deacon and other characters.
Jingle bells, Freakers smell, Deacon rides his bike. Gabe Logan is a stealthy person, And Grayson likes to fight.
Currently, the community is baffled with the title update as well. In case you’re curious, here’s the small list of fixes the studio rolled out in the latest patch released before today, which was back in October:
Performance Improvements
· Various crash fixes
· General improvements to stability and optimization
Progression Blockers
· Addressed multiple mission blockers
· Fixed blocker where you can get locked in Iron Mike’s cabin in mission “Riding Nomad
Once we have the official patch notes, we’ll be sure to update the post. If anyone spots any gameplay-related or technical stuff that got rolled out, leave a comment below to let us know.
The story of video games as a medium, and an industry has so many small alcoves and curiosity inlets connected to it that we could spend years chasing all of them down. For a technology that hasn’t existed that long by the grand scheme of things, it has developed rapidly enough that whole books have been written on single moments in its history. But there have been a few things that have always been part of the cannon of video games. The very first video game that became widely known was the two player tennis simulator Pong. As much as single-player games have always been central to the industry and its development, the desire to use video games to compete and connect with others has also played a central role in how developers have conceived of their work.
For most people before the year 2000 this was a strictly local “couch” multiplayer affair. For a long time it was with two controllers, and then the Nintendo 64 increased it to four, matching what many arcade cabinets had started doing. There were, of course, games like Quake and Diablo, but they were PC games and required a much higher speed connection than most people had. For those who are too young to remember (very nearly including myself) using the internet used to be a long, slow process. Dial up didn’t have the speed most games needed, and for many kids whose parents would only buy them games for a console, playing with someone who didn’t live with you or came to visit you was almost impossible. For a lot of parents, PCs were still thought of as an “education tool” and they weren’t seen as something to play games on.
Even PC gamers would often decide to forgo trying to connect online and would just haul their massive set ups to each-other’s houses for LAN parties. We’ve all seen the now famous picture of one of these parties where they decided to maximize the small space by duct taping a kid to the ceiling. This is the origin of some of the most popular gaming conferences that still happen to this day. Both Blizzcon and QuakeCon started out as massive LAN parties where people would travel for hundreds of miles to spend three or four days running dungeon raids in Diablo or playing match after match in StarCraft, Warcraft, or Quake.
Missed Swings and Broken Dreams
There’s an old saying that the first soldier through the wall always gets the bloodiest. It usually doesn’t end well for the first couple of people that try doing something new or different but everyone that follows benefits from their work. Online console gaming played out this truth as much as anything else. Nintendo had internet connectivity on the Super Famicom in Japan but it never gained much steam and ended up being shut down. The same happened when they tried the same with the N64. Then Sega went wide by having the Dreamcast offer a full set of basic online services. But it, too, failed to be the first major success with its slow connections and limited user base.
When Microsoft first decided to enter the console gaming market there was a lot of mistrust among both fans and press. Microsoft already made hardware that ran games for sure. DOOM had a higher install rate than Windows 95 did the year the operating system was released after all. But they were a much more buttoned up, business technology oriented company than Sega, Nintendo, or even Sony was at that point. Video games were about fun while Microsoft and its shrewd (and often vindictive) CEO Bill Gates were about profits and efficiency. What could they offer to video games that the established brands couldn’t? Especially compared to the other half dozen companies that were attempting to launch consoles at the time. At this point no one knew that the Dreamcast was going to be such a market failure. Nintendo and Sony were both about to drop their next consoles, both of which were some of the most anticipated console releases of all time.
A Strategic Advance
The team at Microsoft decided that the leg up that they had on everyone one else would be their experience with the internet. Up to that point, no one who had been a large name in PCs had taken a major swing at consoles. Sony had specialized in other home electronics like speakers, TVs, and VCRs. The same goes for Panasonic and a host of others. It would have been a punchline to even imagine IBM making a gaming console. The online multiplayer of Microsoft’s console was going to be a big deal if they could make it happen.
There was also another factor that was going to be a hurdle and it was one of infrastructure rather than public perception or company experience: high speed broadband adoption. Most people in 1999 and 2000 in the U.S. and abroad still only had Dial up. And what’s more it took a special box called a broadband adapter to access high speed internet. Microsoft decided to overcome this by building the adapter right into the box. They handled the memory problems associated with online multiplayer by having their console have a hard disk drive as well. These were not normal at the time and some scoffed at them for just making a PC set on its side. Others figured that because broadband had not been adopted by most people there wasn’t a place for a console that required it for a primary feature.
The decision was made to make the service a paid subscription. The idea being that it would be money dedicated solely so they could afford to maintain the servers needed to keep the online working. This was also a bold move, and one that has never stopped being controversial even as it came to be accepted. Up to that point the online subscription model was only used for specific games that had a high bandwidth of players at any given time. Other games just used a portion of the sales profits to keep the servers up, and then take them down after a few months when they weren’t making money on it any more. This was a different take: All the games would have active servers for the foreseeable future (which in the case of the original Xbox turned out to be 2009). It was a point both for and against the new console. Steady servers but extra cost.
When the Xbox (so named for the Direct X chips they contained) finally released it didn’t come with the online features turned on yet. It would be six months of testing before that could happen. Initially they didn’t have a full name for the service. Eventually with much pomp and circumstance they announced it was to be called XBOX LIVE. You’d be playing in real time with real people, and you could purchase special headsets to communicate. Again this wasn’t an original idea overall. But most people up to that point hadn’t ever gotten to try this type of gaming. Then the service launched. It opened to huge numbers compared to what was expected by the naysayers. People were ready to upgrade, they just needed the process simplified and delivered in a streamlined way. There were a handful of games that offered online play in various forms, but even still there wasn’t a big must-play game. Unreal Tournament, Epic Games’ first major multiplayer success, was highly popular. (Yes, that’s the same Epic Games that owns and operates Fortnite today.) But it would be another futuristic shooter that became XBOX LIVE’s killer app.
Evolving Combat
In some ways, it would be just as appropriate to call this article “The Legacy of Halo.” The impact that Halo as a franchise had on video games and the Xbox brand is, itself, worthy of a whole other retrospective. Halo Combat Evolved launched alongside the original Xbox and was a massive hit. It easily became the primary IP of the new console. But when Halo 2 launched in 2004 — three years after the Xbox had launched — it did for XBOX LIVE and internet gaming for the average person what Super Mario Bros. had done for Nintendo and Final Fantasy 7 had done for the PlayStation. The hype around the game’s multiplayer was palpable. Given that the first entry already had highly popular local multiplayer meant that this online and expanded multiplayer was about as hyped as any other game had ever hoped to be. When the game finally released the single-player component had a mostly positive but still mixed reaction. The campaign’s story ended on a cliffhanger and as a result left people wanting more, even while the rest of the campaign was highly praised. The multiplayer took what Unreal Tournament and Halo CE had laid as a foundation, and grew it into something that would set the tone of multiplayer games going forward and is even still felt to some extent today.
An All Around Next Step
It would be a mistake to not mention one development that Microsoft didn’t make but definitely had an influence on online multiplayer that Microsoft would glean off of. In August of 2002 SOCOM U.S. Navy SEALs was released on the PS2. It was a complex tactical squad shooter with a focus on online, but other than the stellar gameplay it came with a headset to communicate with your squad. SOCOM and its sequel became huge hits in part because of this emphasis on communication. The Original Xbox had a headset sold separately and online voice chat but when the time came for the next XBOX, Microsoft made a move to integrate the experience PS2 players had with SOCOM to all of its games.
When the XBOX 360 was released, Microsoft harnessed the lessons of the first console and the experiment that LIVE had been. Rather than each game being a separate online experience without any console level connective tissue, Microsoft decided to create a profile system that would reach across all games. This time online functionality wasn’t just an option for developers, it was a requirement. All games had some level of LIVE integration. Achievements were introduced as a way to add a profile level measure of progress whereby you’d get points for completing challenges. They added more personalization options like Gamer Pics and “Domains” that described what type of gamer you were. Other features like the ability to host live voice chat lobbies, called “Parties,” and send messages all independent of specific games were introduced as well. And while things like the Domain groups didn’t really add anything to the experience as a whole, it contributed to making XBOX LIVE feel more like a community than it ever had before.
Competitors took notice again. On the original Xbox the idea of online multiplayer as a widely available feature resulted in both Sony and Nintendo making adaptations in their consoles to include broadband access which led to the aforementioned release of SOCOM. Xbox had made console online gaming a viable reality for most people where the Dreamcast had fallen short. The 360 in turn made this sense of platform community widespread. Sony would later go on to include their own version of Achievements called Trophies and made online profiles also function as a shared platform level identity. Even the mighty Steam would integrate an Achievement system eventually.
Achievements and the requirement of some kind of online function that was created on the 360 didn’t go without their detractors. The idea that every game had to have another meta-game layered on top of it was argued as being a distraction for developer resources. Games like Homefront, that in previous generations wouldn’t have had any collectibles, now did because it was an easy way to pad the list of Achievements to make the 1000 Gamerscore requirement.
There also was the issue of the ubiquity of online multiplayer. People had gotten a taste of the fun to be had with competitive or cooperative multiplayer from the likes of Halo and Call of Duty that had both single-player campaigns and online modes. The common wisdom among publishers became having both single-player and online multiplayer, even if the game really didn’t need one or the other. Resources that could have gone to making the focus of a product better got diverted to creating a tacked on arena mode, or a weak, short single-player campaign to act as a tutorial for the multiplayer. The problem was a self perpetuating one. Players wanted the most bang for their buck possible and publishers wanted to sell as many copies as they could. The solution was to try and make games artificially longer by adding unneeded content.
Eventually these issues would both work themselves out. Developers got used to the idea of Achievements and found clever ways to implement them. Gamers began to see the value in playing games where the devs focused resources on the aspects they were passionate about. The factors around video game development shifted as a whole. In fact, one could argue that these two problems helped solve themselves. By creating Achievements that took a longer time to complete, or were just really hard, the length of a game stretched out on its own without unnecessary added content. Suffice it to say that the innovation of the times was not without growing pains.
Independent Variables
So we’ve talked about how XBOX LIVE was the advent of the popularization of online Multiplayer for the masses; we’ve also talked about how Halo and the 360’s profile level social features created a different way of looking at video games for console players. There is one last thing that XBOX LIVE did that has been part of the industry going forward ever since in a bigger way than it ever was before.
Video Games are a much more corporate art form, as far as publication is concerned, than other mediums. Movies could likely be called a close second. If you’re a musician you can get local gigs and start getting your name out there. If you’re a painter or author you can sell your work on a one off basis to different types of buyers like websites or organizations needing help with creative projects. But for a very long time video games didn’t have a great network of channels for individuals working alone or even in small teams to publish their games. There were places on the internet where you could exchange indie games with each other and the odd online store here or there, but to get your small game in front of a wide audience was essentially impossible unless you got a publisher to somehow take interest and agree to fund you and then pay for distribution. This meant that for much of the history of video games all most people could play were big games from big publishers and developers. Especially in the 8 and 16-bit eras when you had to manufacture actual cartridges and even whole arcade cabinets to house the software.
On the 360 however, Microsoft made the choice to have a process for indie developers to publish their content. For those of us that hadn’t previously had the opportunity, suddenly getting to try games that just one guy created in his free time was mind blowing. PlayStation would also end up having a similar feature but it would unfortunately take a little while to catch up to what the 360 did.
Two titles in this indie program come to mind as particular examples of what a small team could afford to do that a big one couldn’t. One seemed to have been aimed more at children but was still a fun little experience for adults called Avatar Drop. The primary mechanic was dropping your Avatar from the top of a cylinder and spinning and bouncing them through large hoops while bouncing off of balloons. The Avatars may have been a blatant rip off of Nintendo’s Miis, but they were put to good use in this case. The other game that was actually a huge hit and showed the value of the program was the LEET speak titled twin stick shooter I MAED A GAM3 W1TH Z0MBIES 1N IT!!!1). Both of which were single developer games.
Avatar Drop on the Left. I MAED A GAM3 W1TH Z0MBIES 1N IT!!!1 on the right. (That one is available on Steam now by the way and I cannot recommend more that you try it out if you never have.)
Nowadays the Nintendo Switch is the console that has had the most robust association with indie games as of recent. And Steam has hundreds of indie games released every week. But the taste that has taken hold in our modern sub-culture for smaller, shorter, more personal games from independent developers can in large part be traced back to XBOX LIVE’s influence on what we expect of our online gaming platforms. Most would consider a lack of indies available on a platform to be a blind spot in the modern landscape. Games like Cuphead, Stardew Valley, Rocket League, Valheim, and the ubiquitous Minecraft may not have been XBOX LIVE originals (except the unforgettable Cuphead of course) but they still owe something to the demand that the service created in the market.
ONE Bad Step
After the success of the 360 and the way that it had rocketed Microsoft to the front of the line in the U.S., excitement for the third XBOX was blistering. However, the team that had gotten the XBOX to where is was had mostly shifted places or left completely. Rumors started to leak about features that were giving fans cause to worry. Game journalists speculated that Microsoft wouldn’t be dumb enough to shoot themselves in the foot. So either these rumors must have been blown out of proportion or were just straight up lies. Unfortunately, no one told the new team at XBOX that.
The Xbox One is one of the greatest missteps in video game history. Rarely has one of the major players so thoroughly fallen flat on their face when announcing and attempting to build excitement for their new primary console. From the stupid name (more on that in a upcoming article,) to the forced inclusion of a camera and listening device in the form of the Kinect 2, to the attempted use of single use licenses for the disc copies of games, and even the always online DRM checks, the whole thing was a mess.
It’s not much of a surprise, but Microsoft’s influence that had been firmly established with the 360 seriously waivered with the Xbox One. For most of this last generation of consoles XBOX LIVE was mostly playing catch-up. The idea of your gaming console being a single box hub for all home media was a misunderstanding of their market. People don’t buy consoles to watch TV. People that want to watch TV have more efficient ways of doing that. People buy consoles to play video games. The idea is having a machine where every inch of the hardware and the online software is geared towards games. People may stream Netflix, but that needs to be in the background because you can stream Netflix pretty easily on most any platform.
After years of floundering with LIVE, not to mention a severe lack of first-party games, there was one development that came along towards the end of the Xbox One’s life cycle that has managed to shift the narrative around XBOX LIVE. For years there was a desire for a service that would work like “The Netflix of Gaming.” Gamefly has existed for some time but it is still a disc based service like Netflix used to be. There was still a place in the console market for a subscription service that lets you download games directly to your console. When Microsoft launched Game Pass it was a weak offering. Almost exclusively consisting of first party games of which, as stated, there were few. It didn’t start off as much more than a raw concept. But under Phil Spencer the decision was made to really aggressively pursue the service as a fully featured answer to “Netflix for Games.”
It has only been in the last couple of years with the ramping up of Game Pass that XBOX LIVE has become interesting and differentiated again. Eventually they shifted the focus of the Xbox One to be a gaming-first device. The Series X and S however came out of the gate as gaming-first devices with Game Pass integration front and center. It seems that the combination of LIVE and Game Pass has proven lucrative and the studios making and publishing the games offered on the service seem happy with the deal (the exact nature of which has been kept behind closed doors). One curious choice is that earlier this year Microsoft dropped the name XBOX LIVE all together and rebranded it as the Xbox Network. The reason for this choice is likely an attempt to emphasize Game Pass Ultimate, which is the integrated subscription service that has superseded XBOX LIVE GOLD as the premium membership tier of the service. Sony and Nintendo have not yet created anything that’s an exact equivalent of Game Pass but they have both moved in that direction. Nintendo offering some of their retro games as part of their annual subscription service for example.
20 Years On and Still Moving Up
The Legacy of XBOX LIVE is still being developed. Xbox is still an active brand after all. In another way however it’s locked in. The service isn’t called that anymore after all. At this point and when most people think of XBOX LIVE they don’t think of how it is now. They think of the glory days of the earnest and goofy aspects of the 360 era. They think of unlockable gamer pics, early indie games, prices being listed in points instead of currency, the invention of Achievements and Gamerscore, the meta narrative of your profile across all games, and the harrowing nature of voiced game-chat. And if the term XBOX LIVE doesn’t make one think of that then it conjures up memories of the early days and how exciting the prospect of accessible online multiplayer was and how far it has come.
It’s a legacy that has personally touched my life and countless others. It’s always so strange when you find yourself emotionally connected to a product sold by a massive faceless conglomerate who really only cares about taking your money. But it’s a place a lot of us find ourselves as we look back on our youth. Recently when using Microsoft’s XBOX Museum website I found myself remembering old friends I’ve lost contact with and moments in my life that in some way helped define who I am. We’re a generation that came of age online and for so many of us XBOX LIVE was a part of that. What about you? What are your memories of XBOX LIVE? What’s a feature you really loved that’s gone or one you hate that you wish they’d get rid of? What info in the XBOX Museum surprised you? Let us know. 20th anniversaries only happen once. Leave a comment below! In the meantime, I think I’ll get on the Master Chief Collection to lie to myself about still being good at Halo Reach because I don’t want to believe that it’s really already been 12 years.
This article is part of our recognition of the 20th anniversary of XBOX. Take part in the discussion about the history of Microsoft’s first foray into home consoles across all the articles and our Facebook and Twitter pages. We’d love to hear from you.
Chinese mega corporation Tencent has added another studio under its fold, as Back 4 Blood devs Turtle Rock Studios have been acquired by the company! In the press announcement, it mentions how Tencent has acquired Turtle Rock Studios’ parent company Slamfire Inc.
Turtle Rock will become part of Tencent, thought it will remain running its independent operations out of Lake Forest, CA, and its existing team will continue to run all other operations. Studio co-founders Phil Robb and Chris Ashton will continue to lead the team, and the acquistion will have no effect on Back 4 Blood.
“We are all looking forward to joining the Tencent family of studios,” said Steve Goldstein, president and general manager of Turtle Rock Studios. “Tencent’s outstanding partners, global reach, deep knowledge of gaming and unprecedented support will help us create the kinds of ambitious games we dream of, while allowing us to retain our autonomy and independent spirit.”
“We are huge fans of Turtle Rock’s games, especially their amazing approach to creating co-operative online games,” said Eddie Chan, chief strategy officer of Tencent Games Global. “We can’t wait to see what comes next, and we’re excited to be part of their future.”
Speaking of Back 4 Blood, the game’s massive December update was just released yesterday, and you can read about that here.
Developer Lince Works has begun rolling out the Aragami 2 update 1.04, which is the title’s second major patch that adds a number of new features including photo mode, along with a new skin and a variety of fixes. Read on for the full patch notes.
Aragami 2 Update 1.04 Patch Notes:
New
Added Photo Mode! You can now take screenshots both in single player or while playing online, and apply special camera effects to capture ninja action in all its splendor. You will find the Photo Mode in the Status Menu.
Added Credits button in Status Screen. Now you can see the full list of people who made Aragami 2 possible!
Added Hungarian language support on PC and Xbox.
Fixes
Multiple mission scripting fixes affecting M20 (cutscene killing all NPCS), M23, M33, M46, M47 among other missions.
Enemy facial animations when dying not working.
Player input stopped working when a tutorial message appears while power wheel is open.
Some texts were not visible in some languages.
Control mapping issues on PC platforms.
Various fixes to cutscene visuals.
General performance optimizations.
Changes
Rune descriptions for some rune effects are now easier to understand.
Added separate keyboard and mouse mapping options to control mapper.
Who knew you could get fashion advice from the dead? The legendary Peach Dye is now unlockable when visiting the “ancestors”.
Multiplayer
New: Added Region Selector to Server Browser. You can now create and join public games in regions different than your own. This enables crossplatform online play with players from different world regions.
New: Added button to set your online session as public or private. Useful when you want to create public 2 player games by letting only 1 person join your game.
Fix: Multiple Multiplayer fixes and performance improvements.
Change: A popup now appears when you receive an invitation but you are already in an online session.
A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.
Illfonic has released the Predator Hunting Grounds update 2.33 this December 17, addressing some issues related to the last update and its DLC, along with a recent crash bug.
Predator Hunting Grounds Update 2.33 Patch Notes:
Fixed an issue where some players were crashing when Exiled Predator was set to their default loadout
Fixed an issue where users could not access Hunting Party DLC on Steam
As expected, there isn’t much else to this update given that the studio just released a major one two days ago. Should there be anything else unreported we will be sure to update this post, but for now these are the current official patch notes. You can check out the list of changes made yesterday right here.
A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.
Destiny 2’s Trial of Osiris has undergone some major changes this season, and MP1st is here to bring the new Destiny 2 Trials of Osiris rewards this week December 17,2021 edition! Check out what you can win, and this week’s map pick!
Reputation System, Trials Engrams, and Adept Farming
Win individual rounds within each match to gain trials reputation.The amount of reputation you gain increases with each round you’ve won on your card. Earn enough reputation, and you’ll be able to claim a Trials Engram from Saint-14! This engram can be focused into any currently available trials loot you have previously obtained, or it can be taken to Master Rahool for a random Trials drop. Your reputation increases after every match completion, based on the amount of round-wins on your card, regardless of the result of that match itself (win or lose, 0-5 or 5-4).
Once you have gone flawless, keep playing! Every win on your still-flawless card will give you a chance at bonus, additional post-match drops of the Adept weapon for that week. Once you lose a game, you will no longer get these adept drops. However, still winning games at 7 wins even on a non-flawless can can drop bonus trials engrams, prisms, and even ascendant shards.
When you’re done, you can cash in your 7-win passage for one additional adept drop, granted you have gone flawless that week. This resets your card so you can start anew.
Passages
Name
Perk
Cost
Passage of Ferocity
Your third match win grants a bonus win.
10000 Glimmer & 15 Legendary Shards
Passage of Mercy
Forgives one loss per run.
10000 Glimmer & 15 Legendary Shards
Passage of Wealth
Increased Trials Rank points from reaching 3, 5, and 7 match wins on a ticket.