While 343 Industries has yet to officially reveal Halo Infinite’s multiplayer, a new rumor got out earlier today that not only will it be free-to-play, but that it’ll also run at 120 frames-per-second. Those curious if there’s going to be a Halo Infinite beta/flightling, sadly, 343 themselves doesn’t know the answer to that one.
In a huge post on the Halo Wapoint site, Bungie answered some of the more important questions about Halo Infinite, which includes the potential for a Halo Infinite beta.
WHAT ABOUT A MULTIPLAYER BETA / FLIGHTING?
The Xbox Games Showcase was only meant to focus on Halo Infinite’s campaign. However, I can’t blame you all for being curious about the multiplayer experience. As Chris Lee mentioned in his blog which accompanied the demo last week, our original plans for large-scale flighting aren’t where we originally intended in large part due to the challenges of working from home during the COVID-19. At this time we’re honestly not sure what is going to be possible in terms of flighting but we still hope to have an opportunity for broader public hands-on before release. And, as we’ve previously stated, we’ll be relying on flighting and continued feedback and community partnership well beyond launch as we grow and evolve the game together.
Alongside that, the studio also gave a rather detailed explanation on why the visuals looked like that in the gameplay debut. 343 mentions that a lot of stuff aren’t done yet, though they also admit they are taking the feedback and doing more work. That said, as for the art style, 343 is looking for a more “classical” look.
QUESTIONS ABOUT GRAPHICS AND VISUALS
First, we want to acknowledge that yes, we’ve heard the feedback coming from parts of the community regarding the visuals in the Halo Infinite campaign demo. While we see and hear far more positive than negative, we do want to share a bit more context. From our perspective, there are two key areas being debated around the community – overall art style and visual fidelity.
Based on our learnings from Halo 4, Halo 5, and Halo Wars 2 – along with strong community feedback – we decided to shift back towards the legacy aesthetics that defined the original trilogy. With Halo Infinite, we’re returning to a more ‘classic’ art style which was a key message going back to the very first reveal that garnered enthusiastic and positive responses. This translates to a more vibrant palette, “cleaner” models and objects with less “noise”, though it doesn’t mean less detail. While we appreciate this may not be everyone’s personal preference, we stand by this decision and are happy to see it resonating with so many fans around the world.
The second theme being discussed involves visual fidelity. Negative feedback in this area includes comments around characters and objects appearing flat, simplistic and plastic-like, lighting feeling dull and flat, and object pop-in. We’ve read your comments, we’ve seen the homemade examples of retouched content, and yes we’ve heard the Digital Foundry assessments. In many ways we are in agreement here – we do have work to do to address some of these areas and raise the level of fidelity and overall presentation for the final game. The build used to run the campaign demo was work-in-progress from several weeks ago with a variety of graphical elements and game systems still being finished and polished. While some of the feedback was expected and speaks to areas already in progress, other aspects of the feedback have brought new opportunities and considerations to light that the team is taking very seriously and working to assess. We don’t have firm answers or outcomes to share yet but the team is working as quickly as possible on plans to address some of the feedback around detail, clarity, and overall fidelity. The team is committed and focused on making sure we have a beautiful world for players to explore when we launch.
There are loads more answered in this Q&A, such as the Battle Rifle is confirmed to be in the campaign, and even mentioned how the grapple hook will act differently in multiplayer than in the campaign.
HOW WILL THE NEW GRAPPLE HOOK WORK IN MULTIPLAYER?
Equipment items like the Grappleshot function differently in multiplayer and will be available as items that can be picked up on the map.
I suggest giving it a read since there’s more info revealed there. Also, the studio gave a long list of confirmed aspects of Halo Infinite:
In Universe Timing: It follows the Master Chief’s story some time after Halo 5: Guardians’ conclusion
Pro Team: We’ve assembled an internal Pro Team for Halo Infinite
Splitscreen: Yes, splitscreen will be a thing! (See above for details about Campaign)
LAN: Halo Infinite will support LAN
Back in Black: Black undersuits will be in the game
Microtransactions: Halo Infinite will not include real-money loot boxes
Player Customization: If you liked the level of armor customization options in Halo: Reach, you will be pleased
SR 152: Players who hit SR 152 in Halo 5: Guardians will receive a token of appreciation in Halo Infinite
Forge: Our famous editing tool will be in Halo Infinite and will have Undo & Redo buttons, which is a first for Forge
Halo Infinite will shoot its way out this holiday for the Xbox One, Xbox Series X and PC.
There are certain works in any genre or specialty that come to define the school of thought that produced them. Heavy Metal existed before Iron Maiden’s Mark of the Beast or Dio put out Holy Diver, Science Fiction movies existed before Planet of the Apes or 2001: A Space Odyssey, Horror writing existed before Edgar Allan Poe wrote “Berenice” or H.P. Lovecraft wrote “The Call of Cthulhu.”
So it goes with the Stealth genre of video games. The first Metal Gear was an NES game. One which saw a sequel, a reboot in Metal Gear Solid , and a sequel to the reboot, Metal Gear Solid 2: Sons of Liberty, which some would argue is among the best games ever released, all before the first entry in Tom Clancy’s Splinter Cell debuted in 2002. Yet even still it’s hard to remember the genre before the influence of Ubisoft’s long running series. Shooting out lights and whistling from the dark to bait unwitting guards to you feels like second nature to us now. Hiding unconscious or dead guard’s bodies in poorly lit corners or behind dumpsters is a common mechanic in games and feels like it’s always been here.
Now there’s rumors yet again that there might be another game on the way after an 8 year hiatus, so we figured it was the perfect time to run down our ranked list of all the mainline Splinter Cell games. We’re focusing on the original release of the narrative relevant games here. So things like the 3DS re-release of Chaos Theory aren’t being considered. Let’s jump in with Number 7!
7: Tom Clancy’s Splinter Cell Essentials
And The On Screen Text Was Huge
For anyone who has followed the ebbs and flows of this franchise, it likely isn’t a surprise that Essentials is our pick for number seven. This PSP exclusive was a noble effort to take the series mobile in a serious way (all previous games had separateversions made for Gameboy Advance and N-Gage, but this was the first completely original game made for a handheld) and given the limitations of the time and the console itself, it could have been far worse.
Luckily the narrative of the game is largely unimportant for most fans as this is a compilation game telling small back stories from our protagonist Sam Fisher’s life. The look at significant past missions is an interesting idea that’s also a clever way to avoid trying to tell an epic globe trotting spy thriller that the console games were known for. Critics at the time were not impressed and especially hated the multiplayer, a buggy, poor version of the classic “Spies vs. Mercs” introduced in Pandora Tomorrow.
Sadly for those interested in trying Essentials for themselves, you would need to find both a working PSP and a physical copy of the game on disc as it has never been released on other platforms. Though maybe that’s just as well.
6: Tom Clancy’s Splinter Cell Double Agent
“Experimentation is the key to innovation” is the saying that best applies to Double Agent. Not only was it considered a massive departure from the hard-nosed pure stealth of the first three main console games, it is also the only game in the series thus far that was a transition to a new generation of console hardware as there has not been an official new game released for the current generation.
This transition was punctuated by the fact that there are actually two different versions made. According to the story canon, the 360/PC/PS3 version, developed by Ubisoft Milan and Shanghai who made Pandora Tomorrow, is the official version. Whereas the version released on the PS2/Xbox was developed by Ubisofe Montreal who made the first game and Chaos Theory using the same engine and as one can imagine it plays a lot more like those original trilogy of games. Other than just game play though, the games have a whole host of differences in plot points and character development.
The primary release on 360 is a departure in both structure and style. The story sees our
One of Double Agent’s Best Missions
beloved Sam Fisher have to go undercover inside a terrorist organization to try and bring them down from within while feeding Third Echelon information on their plots along the way. While it is still primarily a stealth game, some of these levels take place in the daylight which requires a much more aggressive on-the-move approach to the action. In between main story missions there are a series of what amount to hub-world missions where Sam has to sneak around the terrorist headquarters and dig up information on future attacks, as well as rise through the ranks and gain the organization’s trust. There’s a morality system in place monitoring whether Sam is more trusted by the terrorists or Third Echelon, but ultimately it doesn’t have any teeth since only one of the multiple endings is considered real in the story going forward. This game was also far and away the darkest in the series up until this point and the official ending is a heartbreaking gut punch for most any long time fan of the series. The main positive from the story is seeing Sam Fisher move from just being a pitch perfect player avatar character performed by the beloved Michael Ironside, to taking on a more active role in the story.
Story Sections Often Ended With Sam Having to Make a Moral Choice
Ultimately the departure Double Agent represents, while still fun and worth the time, does not live up to the standards set by the previous games nor does it establish itself as a unique and interesting take on its mechanics. Both of which are problems that neither of the two games that followed both had. At least if you want to give this one a try, both generation’s editions are available on XBOX ONE backwards compatibility so you can compare and contrast the two versions for yourself!
5: Tom Clancy’s Splinter Cell Pandora Tomorrow
In what would become a major trend in the 2000’s, the original Splinter Cell was followed by a sequel that was bigger, had more features and depth and generally grew the whole experience in incredibly smart ways. The sequel, subtitled after the terrorist plot that motivates the story, saw Sam Fisher globe trotting once again to find and dismantle a series of bio-bombs.
The Multiplayer Could Be Incredibly Tense
Like the other two entries in the series initial trilogy, Pandora Tomorrow’s narrative is solid, above average political intrigue and espionage fiction. Storytelling as a whole is a quality that has slowly slipped from the spotlight in Ubisoft’s Tom Clancy games in general; as they have become increasingly focused on other elements. But that wasn’t the case here. The character of Sam Fisher was not as developed as he would become in later games, but Michael Ironside plays the gruff agent with the bone dry sense of humor incredibly well.
However, despite all that, the biggest feature added to the series in this entry was the addictive Spies vs. Mercs multiplayer mode. A team of mercenaries playing in a first person shooter perspective compete against spies playing in third person trying to complete or prevent the objective, in this case placing and activating one of the bio-bombs from the campaign. It was a smash hit and would continue to be a major aspect of the series’ appeal going forward.
The series would have highs and lows after this but Pandora Tomorrow is a solid entry that suffers a little from being both a first update and a middle chapter in a trilogy. So ultimately it lands somewhere just south of middle on our list.
4: Tom Clancy’s Splinter Cell
It’s an interesting thing placing the original entry on a ranked list of a series. If it’s placed too high then it could represent a lack of innovation or development for the rest of the franchise, too low and it undervalues what that game meant to the landscape at the time of its release. And so we have number 1 at number 4.
The original Splinter Cell may feel mechanically bare bones now after nearly two decades. But when it originally released in 2002, having a game take a serious and measured approach to stealth action was a revelation. This had none of the overlong cinematics of the Metal Gear Solid games from which it was inspired, instead choosing to tell the story in short cinematics working as bookends and in-game dialogue between the new protagonist Sam Fisher and his two handlers, Lambert and Grimm. Sam’s movement was more fluid and acrobatic than Solid Snake’s was too, and his evasion and stealth techniques were based on darkness and more set in reality with vertical bar on the side of the screen showing how hidden he was.
Splinter Cell Made Light and Darkness its Primary Stealth Mechanic
Sam Fisher’s voice was provided by the raspy baritone of Michael Ironside. The gravitas and subtle sense of genuine humor he provided went a very long way to turn the world of Splinter Cell into a truly serious one, with real stakes and tension: rather than a silly one that took itself seriously. These aspects plus the official endorsement from Tom Clancy himself meant that Splinter Cell presented a unique and exciting take on the genre that was inviting to players who wanted stealth action, but weren’t fans of the over the top quirkiness of the MGS titles.
The metaphor behind the game’s name is an elegant one: a single covert operative, digging their way into a situation like a splinter of glass: unseen, untraceable. A precise and deadly clandestine tool of war. A one person strike team sent in to do what must be done for the sake of the free world. Establishing that concept alone means that this game’s a classic for a reason. It laid a fantastic foundation for the rest of the franchise. But the series would reach greater heights as it progressed, and for that it’s a bullseye middle in the rankings.
3: Tom Clancy’s Splinter Cell Blacklist
Innovation can be a two sided sword. You generate new use potential and a new set of a fans. But outside the ever shrinking hardcore set of fans that can stand having a few changes made to their favorite properties, you risk losing players who like things just the way they are. Blacklist was designed to thread that needle.
Assault, Panther, or Ghost. There’s More Than One Way to Complete an Objective.
After the extremely mixed reactions of both the fan base and the critics to its two predecessors that took on more aggressive action oriented or experimental gameplay, Ubisoft found themselves with conflicting ideas of where to take the seventh game in a franchise that was at that point nearly a decade old. They had, to perhaps over simplify, created two groups of fans that wanted very different things. Their solution was to design a game around player choice that rewards you no matter how you choose to tackle its levels and enemy encounters.
Want to chase the more aggressive, fast paced nail biting action of Conviction? How about being slow, methodical, and not giving a single guard or camera any knowledge that you were even there until it’s too late for them to do anything about it or they wake up in a dumpster the next morning like in Chaos Theory? How about mixing them together depending on the encounter? Ubisoft Montreal’s answer was to have three experience point trees. So everything you do throws some XP and currency towards helping you get better at playing the way you like. Lot’s of unseen kills unlock more silenced pistols to buy but blowing stuff up unlocks more assault rifles at the store. It’s a great work around that doubles as a great way to inspire replay ability.
The story takes place after the events of Conviction. In this, Fisher is now the director of a new organization called “Fourth Echelon.” An organization that is itself a type of splinter cell in that it doesn’t officially exist, it is extremely small, and it does what is
A Heavily Modified Cargo Plane Was a Hub Area Between Missions and an Interactive Menu
necessary for the sake of the world, answering only to the President herself. It’s a compelling world wide game of moves and counter moves that has some of the best level structure the genre has seen to date.
The story is only brought down by the downright bizarre choice to switch voice actors from Michael Ironside to Eric Johnson for the sake of the motion capture due to Ironside’s age. Isn’t sound mixing a thing? Why not just record his vocal parts later? Eric Johnson is a major voice actor in the industry because he’s good at what he does clearly;but his voice is notably younger and fresher sounding than ol’ Ironside’s, stripping Sam of all the years of experience we’ve been through with him.
Multiplayer also made a comeback with a whole host of options both competitive and cooperative. It’s a fantastic game that any fan of the franchise, stealth action as a genre, or video games in general ought to at least try, and for that we give it the Bronze in number 3. The game came out in 2013 and is so far the most recent entry. Here’s hoping we get a new one soon.
2: Tom Clancy’s Splinter Cell Conviction
When the email blast went out asking for our writing staff to vote and contribute their thoughts to this ranking list, there was a surprisingly large contingency that said some variation of, “I don’t remember all of them but my favorite is the one with Sam in plainclothes,” or “Which one was had ‘old man Sam?’” So much so that logic dictated we put it as number 2 on our ranked list. A move that we have no doubt will stir up controversy.
If Double Agent was a practice in trying more aggressive game-play and gritty storytelling. Then Conviction cranks that practice up into a full blown performance. Sam is no longer an agent of Third Echelon: he’s a wanted man on the run. He is relentlessly pursuing vengeance or justice, depending on how one looks at it, and he’s pissed off. It is a mission of revenge that turns into a last ditch effort to save the world once again as he finds out how deep cut the corruption goes that cost him his best friend and his daughter. This more violent, angry take on Sam even reflects in the game’s main menu: a series of vignettes, showcasing various angles on a time frozen gunfight with puddles of blood and bodies laying around the floor like a violent interactive mystery theater.
Sam Fisher: the Night Custodian’s Worst Nightmare.
Sam trades in the all-black Third Echelon jumper for a green sweater and cargo pants. You aren’t hiding bodies or timing a perfect knockout here. You’re popping off head-shots, getting up-close-and-personal melee kills when you can, and thereby earning the game’s signature move, the quick draw “Mark and Execute” room clearing finisher that causes Sam to step out from cover and kill up to four soldiers in rapid succession. To adjust to this faster game-play, the stealth system got reworked. In previous titles when you are hidden in darkness a green light on Sam’s back would turn on, but for Conviction rather than a single light, whenever Sam is hidden from view, the color washes out and the screen turns black and white. What this means is that you can move faster and don’t need to have a perfect view of Sam to know if you’re hidden. Running and rolling between cover points lining up headshots before you get located and ambushed is the focus.
The game wears the obvious influence of cover shooters with pride. It is still a stealth game needing thought and strategy, it’s just that the strategy required gets sped way up and turns what was slow and sneaky into quick and devastating. The violence takes a turn up too, with
The Cover Shooter Influence was so Present, There Was a Whole Flashback Mission Dedicated to it.
several interrogation scenes that involve things like breaking bathroom sinks with a hostage’s head and stabbing a particularly unlikable white-collar bad guy in the shoulder with a mini American Flag. And the whole thing finishes with one of the best final levels in the series as you have to run into a terrorist attack well underway at the White House to save the President.
The reception was, as has been mentioned, mixed. Some people loved and praised the game for the more serious personal story, the intuitive action stealth gameplay, and co-op multiplayer campaign. Others went so far as to say that it shouldn’t have even been released as part of the Splinter Cell franchise for its departures but most everyone thought that it was an excellent game. Conviction created a two party system in the Splinter Cell fandom and it’s that division that led to the design choices of nearly every aspect of Blacklist 6 years later and has been blamed for why we haven’t seen a new one since. Knowing that you can only make half of the fans happy is a hard pill to swallow when releasing a massive AAA game. It speaks volumes then that people still have such passionate feelings for Conviction and franchise in general. All of which puts it as our number 2. Love it or hate it, it certainly leaves an impression.
1: Tom Clancy’s Splinter Cell Chaos Theory
It’s unlikely that our choice for number one will surprise anyone familiar with Splinter Cell. The truth is that if you like the series for what it started as then the best example ever released is the last in the initial trilogy. Smart and engrossing level design, tense set pieces, impactful story that earns the Tom Clancy title across the board and the best tweaked gameplay of the pure stealth games.
Hello Darkness My Old Friend
The story is the last time until Blacklist that Sam is not the center-point. Tensions between China, North and South Korea, and Japan have escalated and World War III seems a serious possibility. A new tech weapon has entered into the mix that allows for easy hacking of enemy weapons systems and some dark actors have positioned themselves to profit off the conflict. Sam jets across a world on the brink and has to move quickly to prevent tension turning into mass bloodshed. It’s tense and exhilarating stuff that would have felt just as thrilling if told in any format.
This was the first time Splinter Cell was rated M and it was for good reasons. Killing became more of an option with a tactical knife included in Sam’s kit and interrogations becoming more important and violent, though not yet near where the series would go in Double Agent or Conviction. The benefit of being the third outing is easy to see beyond just the gameplay. As this game has some of the best graphics on its generation’s hardware. Crisp, clean, with more advanced lighting, physics, and models. It might not look as amazing some 15 years on, but it is still easy to see the advancement in graphics and tech made by Ubisoft Montreal. All this goes for the return of “Spies vs. Mercs” too. With that mode being more thought out and refined over its first outing in Pandora Tomorrow.
The Games Opening Mission is a Wonderfully Ironic Assault on a Lighthouse, Showcasing the Games Advanced Lighting and Graphics
With more options and more tools but no bloat or filler, Chaos Theory is a powerhouse and a must play for any serious videogame hobbyist. It’s is likely to be seen as a special game for a long time, especially for us. So we’re putting it at Number 1.
What do you think? What ranks on our list do you agree with and which do you disagree with? Which entry is your favorite? What would you like to see out of another Splinter Cell game? How is it possible that we have gone this entire generation without a new release?
Let us know in the comments below and on our Facebook, Instagram, and Twitter.
The opinions expressed here are solely of the author’s and doesn’t represent the entirety of MP1st and its staff.
While Daybreak Games brought the massive Escalation content to PS4 gamers just a few days ago, the studio has once again released another patch to fix some issues brought in with the big update. The PlanetSide 2 update 2.16 patch notes can be seen below.
PlanetSide 2 Update 2.16 patch notes:
Fixed a bug where the Outfit menu would occasionally come up as a blank screen. (Correction: This appears to still be happening, but at a lower frequency – we will continue working on a full fix)
Corrected erroneous UI messaging indicating that Colossus tanks cost 1 Nanite to spawn.
Fixed an issue where error messaging would display when attempting to access the Armory Vendor NPC.
Fixed a bug when after launching the game as NSO, the Outfit customization decal screen would be empty.
The studio adds, “We are currently working on a few other issues that will likely come in over the weekend or early Monday. More details on those once we are closer to publishing.”
Once we get wind of that slate of changes and whatnot, we’ll let our readers know. If you spot any other issues, let us know down in the comments.
Just a few weeks ago, Bungie released the Destiny 2 update internally called 2.9.1, and while there were fixes included in it, it also brought a few problems in tow. Bungie has announced that a Destiny 2 upcoming hotfix is set to drop this coming Tuesday, August 4, and will bring in a host of fixes.
While there’s no official patch notes avialable yet, here’s a patch preview straight from Bungie!
Nightfall: The Ordeal
Fixed an issue where the Ordeal version of Lake of Shadows was inaccessible at tiers above Adept for players who do not own Forsaken.
Fixed an issue where the Festering Core Master Nightfall was listed as 1080 Power in the Director, but was actually 750 Power.
Guardians should expect a much greater challenge when engaging with this strike.
Raids
Leviathan rewards of XP, Glimmer, and chances towards Exotic Engrams or Bright Engrams are now back on a weekly lockout.
Note: Weapons and armor are not affected by the weekly lockout, and can be earned multiple times a week.
Investment
Fixed an issue where some players could not acquire the “Means to an End” quest from the Prismatic Recaster.
Armor
Fixed an issue where Ruinous Effigy could trigger the heal from the Stronghold Titan Exotic armor while blocking with the carry object.
Fixed an issue where Umbral stat Focused engrams could provide less than 10 in the selected stat.
Aside from the upcoming patch, Bungie has also announced that Lord Saladin is coming back next week! Yes, the Iron Banner will once again be back next week, and will of course, offer unique rewards and more. The Iron Banner will be available from 10 a.m. on August 4, and will run through until 10 a.m. on August 11.
Destiny 2 PvP players, here’s your chance to slay Guardians and get top tier rewards for it! Trials of Osiris is back today, and MP1st is back once again with the Destiny 2 Trials of Osiris rewards this week July 31 edition!
It’s Friday, Guardians! That means the hooded one, Xur, is back in Destiny 2 to get your Strange Coins. The MP1st Destiny 2 Xur location today July 31 post is here, and once again, we bring you where he is and what he’s selling for the week, and we do it the quickest.
Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector on one of the Worlds. Xûr sells Exotic equipment and only takes Legendary Shards in exchange for them.
TL;DR: He’s the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it’s coal.
When does Xûr visit?
Xûr visits every Friday at 17:00 UTC and departs at Weekly Reset (Tuesday 17:00 UTC). If you would like to see all the live conversions of Time Zones, please follow this link here.
Don’t forget to check out our first gameplay look regarding the upcoming expansion Beyond Light right here. In addition to the gameplay, Microsoft has confirmed the game will be joining the Xbox Game Pass.
If you are one of the more than 10 million Game Pass subscribers, you’ll get access to all current Destiny 2 expansions starting this September. And when the standard edition of Destiny 2: Beyond Light is released, you’ll get that too.
Since Destiny 2 will be part of Xbox Game Pass, that means Xbox Game Pass Ultimate subscribers will have the ability to play Destiny 2 whenever and wherever they want on their phone or tablet, from the cloud. So if someone’s using the TV and you want to run your daily challenges or nab some Exotics from Xur, you’ll be able do so to thanks to cloud gaming, powered by Project xCloud.
For PvP fans, stay tuned to our Destiny 2 Trials of Osiris rewards and info post coming up shortly as well.
In case you didn’t know, BioWare’s Anthem is being overhauled or rebooted with a still-unspecified release for when these changes are coming. Back in May, the studio mentioned how they are in the incubation stage for the revamp. Today, tbough details about the Anthem reboot loot system has been revealed.
Before diving in, note that none of the stuff mentioned below are final and are subject to change. Got that? Good. Head on below to see what Studio Director Christian Dailey has to say about the planned changes to Anthem’s loot system.
A good player experience depends on the loot system being extensible and robust, and a lot can go wrong. A lot did go wrong. We fell short here and we realized that building something new from the ground up was going to be required – starting with taking a long look and understanding the best in class of the many great games that inspire us. Based on this research, along with your thoughts and feedback, we planned some high-level goals and changes we wanted to try:
Check out a work-in-progress look at how the Anthem reboot loot system and drops look in-game:
If you’ve played Bungie’s Destiny franchise, the loot menu, how it works when you pick up loot and so on, look very similar. That said, I don’t have a problem with it, though I’m unsure how Destiny or Anthem players will feel about it.
Back in May, EA announced that Apex Legends continued its massive with the launch of Apex Legends Season 5. In last night’s quarterly financials call, EA once again touted how good the game has been so far for the publisher — more specifically, how the Apex Legends Lost Treasures event has pulled in gamers to play.
According to EA, Apex Legends Lost Treasures event had more than 96 million hours played in its first weeks alone! Not only that, but even the revenue has skyrocketed this 2020!
Apex Legends continues its momentum as an exceptional live service, building on strong performance through the last several quarters and bringing even more players together in the game. Q1 saw the most game sessions played and highest revenue total since the launch quarter for Apex, and engagement in Season 5 reached the highest levels since our first new season of content. Creative in-game events continue to be a huge draw for our Apex community, and the most recent event, Lost Treasures, had more than 96 million hours played in the first two weeks. We’re bringing Apex to players on the Switch and Steam, and we’re excited to introduce cross-play later this year so more players can engage and play together with their friends.
Update: 343 Industries themselves have confirmed that indeed the Halo Infinite multiplayer portion is free-to-play! And the studio also confirmed it will run at 120 frames-per-second!
Halo is for everyone. We can confirm #HaloInfinite multiplayer will be free-to-play and will support 120FPS on Xbox Series X. More details will be shared later! pic.twitter.com/9bIrppFiON
Original Story:
While 343 Industries has already said that the studio will talk about Halo Infinite multiplayer “soon,” it seems details about it have made its way online, and they’re big bombs when it comes to info drops.
Irish toy retailer Smyths Toys posted details about Halo Infinite’s multiplayer, and it mentions it as free-to-play (F2P), and runs at a blistering 120fps (frames-per-second). While the listing has since been pulled, here’s the image it featured earlier.
Bear in mind, none of the info above has been confirmed by Microsoft or 343 Industries. It could very well be a marketing gaffe from the Irish toy retailer’s part. We’ve reached out to Microsoft to seek further clarification and will update the post if we hear anything back.
If true, Halo Infinite’s multiplayer going F2P is a bold move, and one that I can see paying dividends in the long run. Also, the Xbox Series X is capaable of running it at 120fps, which means that if this is true, then 343 Industries is prioritizng gameplay smoothness over visual fidelity which is perfectly fine for most multiplayer fans.
Are you OK with Halo Infinite’s multiplayer going F2P? Or would it deter you from buying the game given it’s already free? Let us know your thoughts down below.
Remember Battletoads? The badass frogs with extreme attitude that was all the rage back then? They’re back! Microsoft has announced that a new Battletoads game is coming this August 20 and is being developed by Dlala Studios in conjunction with Rare!
Check out the info and trailer below.
The Battletoads return this August, bringing the fight to Xbox One, Windows 10, Xbox Game Pass, and Steam
Zitz, Rash and Pimple’s first new adventure in decades, developed by Dlala Studios and supported by Rare
Get ready for a genre-busting comeback featuring combat, vehicles, puzzles and more!
Xbox Game Pass members can also pre-install the game on Console or PC starting today, so you’re ready to play on day one: search for Battletoads on your Xbox or the Xbox App for PC (beta), or download the Xbox Game Pass mobile app for Apple or Android and pre-install to your console or PC. Until you get a chance to play, be sure to check out our latest trailer for a glimpse of all the action that awaits!
As you can see, the ‘Toads are back in a new fantastic hand-animated style. For those who prefer their beat-’em-ups with a friend, the game does support couch co-op and will allow up to three players to drop in and out at will.
I have to admit, Rare’s new take on Battletoads look fun, and hopefully it brings the franchise’s renowned difficulty with it, though not too much.
While Team Ninja released the big Nioh 2 patch earlier this week that introduced the Tengu’s Disciple content, the Nioh 2 update 1.12 July 31 patch has been rolled out to address a number of bugs. There are no new content in this patch as expected, but there’s quite a number of bugs squashed.
Nioh 2 Update 1.12 July 31 patch notes:
Bug fixes
Fixed a bug in the “Ushiwaka Senki” main mission “Hitoyōkatsu no Hate” that if you exit the mission with the “Onsen room key” acquired, the “Onsen room key” will no longer be available.
Fixed a bug where the boss sometimes continued to repeat specific actions during multiplayer in the boss battle of “Ushiwaka Senki” main mission “Hitoyokatsu no Hate”
Fixed a bug that “soul stack” of “Sha” can generate soul charges of item level higher than soul charges of base and material
Fixed an issue where in the “Ushiwaka Senki” “Protecting the Tree Spirits”, there was one more tree spirit corresponding to “Protecting the Samurai” and one less tree corresponding to “Protecting the Hunter”
Fixed a bug that “Picture scroll discoverer” of “Hyakki Yayuki picture scroll” may be displayed incorrectly.
Fixed a bug that tabs were misaligned when selecting base and material in “Symbol matching” in “Blacksmith”
Fixed a bug that “Samurai Skills” “Transfusion”, “Transfusion/Second”, and “Shiden” that were not accrued in “Prepared Poison” could be activated
Fixed a bug that an application error may occur after the cut scene ends immediately after “Ushiwaka Senki” starts
Fixed a bug that an application error might occur in a specific operation in “Changing scroll” of “Redesign”
Do you miss seeing super spy Sam Fisher in action? While Ubisoft has still not announced any Splinter Cell game, we’re getting the next best thing, and that’s a Splinter Cell Netflix series!
The news was broken earlier today by Variety that confirmed that not only will this Splinter Cell series be an “adult animated adapation” of the game, it ‘ll be written by John Wick film series writer Derek Kolstad. The report states that the series has received a two-season, 16 episode order already. Aside from that, Netflix, Ubisoft have declined to comment on the deal’s specifics.
The last main entry in the game series was Splinter Cell: Blacklist, and was released back in 2013. Ubisoft has been rather quiet on Sam Fisher’s return, but rumors have surfaced from time to time, though nothing has come of it just yet.
Last week, Halo fans around the world got to witness the gameplay reveal of Halo Infinite. Not only did we find out that the game will be open world, but we even got a look at one of the new weapons being introduced, and one of ’em is the Halo Infinite Mangler gun.
Those not familiar with it, The Mangler is a Banished armament, and is a pistol-like weapon, and is a bit heavier and fires slower than your standard UNSC pistol. Well, Halo fan and cosplayer Skookum Props got hyped up enough that he built a real-life Halo Infinite Mangler gun!
Here’s what it looks like:
If you’re interested in making it yourself, CAD renders and progress photos can be seen here in the 405th forums. For reference, the Mangler gun is the pistol in the featured image, and the one being wielded by the grunt shown below.
Not bad at all, right? If you want to see more of Skookum Props’ work, check out his Instagram and Facebook page.
Earlier today, Infinity Ward revealed not only the start date for the next season (Season 5) of Call of Duty: Modern Warfare and Warzone, but the studio even released a new trailer and blog announcement from Activision for it too. While not specifically mentioned, the Modern Warfare Season 5 weapons are shown in a rather off-hand way.
It seems the two new guns entering the armory for Modern Warfare and Warzone are the APC9 SMG (submachine gun), and the AN94 assault rifle! Check out the screenshots below.
The B&T APC9 (Advanced Police Carbine) and its variant B&T APC45 are submachine guns produced and manufactured by B&T (formerly known as Brügger & Thomet) of Switzerland. Announced in 2011, the weapon uses standard 9×19mm (APC9), .40 S&W, and .45 ACP (APC45) rounds. (via Wikipedia)
The AN-94 (Russian: 5,45-мм автомат Никонова обр. 1987 г. / АН-94 «Абака́н», GRAU designation 6P33) is a rifle of Russian origin. The initials stand for Avtomat Nikonova model of 1994, after its chief designer Gennadiy Nikonov who previously worked on the Nikonov machine gun. (via Wikipedia)
While not officially announced, the fact that these two weapons are included in Modern Warfare’s Season 5 promo screens aren’t a coincidence. If you remember: we posted datamined gameplay of the APC9 in action, though it was assumed then that it was planned for Season 4.
Want more proof? Dataminer BKTOOR_ has today posted actual gameplay of the APC9 in the new Cheshire Park, which was added as a Season 4 mid-season update.
We’ve also contacted Activision just in case they can confirm or deny the Modern Warfare Season 5 weapons listed, and will update the post if we hear anything back.
Need another shooter in your life? We take a sneak peek look at the latest free-to-play title from First Watch Games (via Hi-Rez Studios), Rogue Company. Note that this is a Rogue Company Early Access impressions piece, and not the full review. We’ll reserve that one once the game’s complete and officially out.
Like many of Hi-Rez’s other games, Rogue Company is an online hero shooter. The gameplay comes in the form of a third-person, with each character having their own unique abilities. Surprisingly enough, while the title comes off the heels of appearing to compete with the likes of Overwatch, and other hero shooters, it doesn’t. In fact, Rogue Company sets itself to be more akin to the Counter-Strike series than it does with others in its genre. This is especially important, at least to console players, as there really hasn’t been a Counter-Strike-type of game on any of the three current big platforms.
Playing It Smart
It plays smart, in that it tries to be a shooter first before going to the hero route. This means that the gunplay mechanics are well focused on, as they feel tight and responsive to the player’s actions. There’s a sense of weight to these characters, something that many free-to-play titles lack. As for the Counter-Strike comparison, there’s a bit of tactical gameplay needed as lives are limited and weapons and perks aren’t handed out for free. Meaning that this uses a similar in-match store system where you accumulate money each round to be spent on new gear.
A welcome feature that certainly makes matches far more interesting. And as mentioned, because the team has decided to focus more on the shooter aspect of things, balancing feels fairer than most titles out there. I have used every single playable character multiple times without ever once needing to use their special abilities. Typical situations where you get overwhelmed by forces don’t get solved with clutch abilities, but instead your own performance. That’s not to say that the character abilities don’t come in handy as some feature self revive, remote revive, auto pinging, shields, and many others, but it’s clear that they really aren’t the main focus.
Another positive that I really liked about Rogue Company is the time to kill (TTK). Where many have failed, Rogue Company seemingly succeeds at providing a good balanced TTK. You don’t die super quick where it’s to the point of who shot first wins, but you’re also not a giant sponge. It’s timed enough for a quick decision to be made; do you dodge behind cover? Or perhaps try and get the better of the enemy with more accurate shots? I think for online gaming it’s important for TTK to be just that, enough time to actually do something. I can’t tell you how many situations I have already been in Rogue Company where defeat was near imminent, yet I manage to squirm out the last second, due to simply being better. I think it’s great, and any shooter fan out there wanting something more skill-based will be happy with the TTK.
Sticking to the subject of balancing, the guns for the most feel just that. Some have a higher fire rate, others do more damage, but I don’t think I had much of an issue outside of shotguns feeling too weak and snipers being overpowered. I’m hoping for a bit of a buff to the shotguns, and while I’ve always felt headshots with snipers should always be one-hit, I think in Rogue Company case, a headshot shouldn’t be. This is just coming from what I’ve seen during matches where a single sniper could take out a whole team with ease.
Sweet Spot
I guess the biggest question is, with this being free-to-play, how much longevity can we expect? Well as it stands, the game only features eight maps with two game modes. Yeah, not exactly screaming with content if you ask me, and both modes really just cater to different demographics. For the hardcore players looking for some competitive objective play, demolition will be your go-to. It’s the same mode as seen in Counter-Strike, or more commonly known as Search and Destroy with one life. Personally I wasn’t a big fan of this, mostly because I played with randoms versus some friends. It definitely requires a great deal of teamwork.
The second mode is called Strikeout, the mode that First Watch Games is calling their casual mode. It’s essentially team deathmatch with a limited number of shared lives. This will probably be the mode that gets played the most, seeing that it’s more stressfree and gives you more game time than Demolition. Additionally, it also has a capture point objective. While not that important to the scoring system, the capture point serves as a way to draw players into firefights. It’s a good way to ensure that players aren’t forcibly taking up known chokepoints in the maps just to reap easy kills. And for the most, all the maps have them well placed with the exception of Canals, a shipping yard. Once a team has secured a capture point, it is next to damn impossible for the other the recapture it. The choke points on that map are just unfair, so we’re hoping by the time it comes out of early access it’s layout is tweaked a bit.
Overall, for a title that is its early access phase, it shows much promise. It runs great, the gameplay is addictive, and most of all it’s fun. Content will come over time, though if you are interested in early access it may be wise to wait until the free-to-play version is out. That’s not to say its bad, you may just end up being worn out by the time new content arises. It’s definitely worth a check, and if publisher Hi-Rez plays this right, it could potentially be the next big thing.
An early access code was provided by the publishers for the PS4. Rogue Company tested on the PS4 Pro.
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.
Need something new in your slaying life in Dauntless? Phoenix Labs has just the thing! The Dauntless 1.33 July 30 patch is live, and it brings the massive “Clear Skies” content drop! Prepare for new locations, monster balances, weapon changes and lots more!
Updated move: The portal train aether move now leaves more corruption pools. Corruption pools now fire corruption projectiles at the player.
Adjusted thrash move priority on Thraxes so that solo players will see more thrash attacks while mounted. Improved Thrax audio.
Fixed a bug where Thrax would not play its combat entrance, instead remaining hidden.
Fixed a bug where Thrax would still sometimes disappear during the portal train.
KHARABAK
Added an interrupt window and new stagger animation to Razorwing Kharabak’s dash spin attack.
Reduced the amount of hits required to clear a swarm by 50%.
Reduced the number of projectiles Kharabak can throw at once in both normal and aether-charged state.
QUILLSHOT
Slowed down the windup on Quillshot’s slide lunge forward attack to make it more readable.
Right and left tusks now break independently, instead of at the same time.
Fixed a bug where breaking the tusks on a variant of Quillshot wouldn’t make them disappear.
VALOMYR
Reduced frequency of teleports.
Added longer teleport VFX when teleporting to a player position.
Added a damage threshold interrupt window when becoming enraged.
RIFTSTALKER
Added an interrupt window and new stagger animation to Riftstalker’s rage spin loops.
Riftstalker’s portal VFX are now more readable and more precisely timed.
SKRAEV
Reduced range and duration of damage on Winterhorn Skraev’s spinning jump attack.
Skraev’s ice wall attack now hits Slayers more reliably.
SHRIKE
Increased interruption windows on all glide attacks to make interrupts more reliable.
Reduced turn warping on jump slam attacks.
GNASHER
Improved Gnasher heads. They’re fluffier now.
Reduced turn warping on Gnasher’s tail slam attack.
TORGADORO
Increased damage area during mount-jet-spawning slap attacks.
NAYZAGA
Fixed a bug where Nayzaga couldn’t be interrupted during a portal slide.
REZAKIRI
Fixed a bug where Rezakiri would glow entirely white when entering its aether-charged state.
BOREUS
Increased time between aether-charged (shielded) states.
MISCELLANEOUS:
Fixed a bug where Behemoths would enter rage more frequently than intended, especially in Escalations.
Fixed a bug where Behemoth animations would sometimes become jerky.
WEAPONS:
PANGAR WEAPONS
New unique effect: once charged, your next attack places a frost brand that deals 2,000 damage after 30 seconds. Slayers can destroy the brand, prematurely detonating it for 50% increased damage. Charges every 90 seconds.
REPEATERS
Pangar prism is now available for repeaters.
Currently-equipped weapon parts are now more visible in the crafting menu.
WAR PIKE
Fixed a bug where firing a low quality shot from the Godhand would make the next shot act like a low quality one regardless of actual quality.
AXE
Fixed a bug where Furious Axecore didn’t remove resolve from perfectly-charged attacks.
MISCELLANEOUS
Fixed a bug where spamming inputs at the end of the Malkarion legendary ability could cause incorrect animations.
Improved Thrax legendary ability audio.
Fixed a bug where Riftstalker weapon shadow orbs could appear to be floating in random places.
QUALITY OF LIFE:
MERCY FRAMES
In 1.3.0. we fixed a bug that caused ‘mercy invulnerability’ (invulnerability after getting hit) to last way longer than intended. As part of the fix, we decided that it should end when you could cancel your stagger by walking out of it. Well, this turned out to feel pretty bad. So now, you only lose your invulnerability when you do cancel your stagger. But if you just take your hands off the controller, you remain invulnerable until your character fully finishes standing up.
ESCALATION
New amps:
– Avatar of Corruption grants immunity to corruption. Stepping on a corruption pool absorbs it, granting +15% attack speed, damage, and movement speed for 10 seconds.
– Elemental Form: Radiant. On lantern tap, enter Radiant form, and heal nearby players for a percentage of your damage dealt. Cancelling Radiant with another form creates a healing explosion. Umbral form will now also explode for damage when cancelled by another form.
New mod: Planar Voyage opens a portal to the Umbral realm, where you can collect umbral motes which grant 10% bonus damage to your whole team for a short period for each mote collected.
The Styxian mod has been re-added.
Squad Goals and Mender’s Gift will no longer appear in amp selection when playing solo.
Bonds of Corruption amp now provides 15% bonus damage per enraged Behemoth, and 5% bonus lifesteal per aether-charged Behemoth.
Hellions can no longer spawn with the Danger Zone mod.
Airstrike Beacon is now usable in Umbral Escalation.
Improved collision, boundaries, and environmental effects in Umbral Escalation.
Fixed a bug that could cause Behemoths to jitter in Umbral Escalation.
GAMEPLAY
Torrent Shield and Medic +6 perks return to their full quantity of shielding whenever they are refreshed.
Improved camera targeting in areas with multiple enemies.
Added a tutorial for Bounty Tokens.
Improved general combat audio.
UI
All screens in the airship lobby now show the countdown timer — no more surprise departures while changing gear!
You can now draft bounties while visiting the Training Grounds.
Inspect Player is now rebindable on PC.
If a quest objective is on a different island, a quest and compass marker will point to the hunt board to indicate that you need to travel to complete it.
You can now remove event quests from the quest tracker.
When a quest requires you to upgrade an item, a quest marker will appear above the NPC, and the appropriate items will be marked in the UI.
The End of Hunt screen’s progression changes are no longer an offensive bright green.
Changed the display of damage numbers from the Drask Lantern Hold ability to show one large number per part hit rather than multiple small ones on the same part.
Quests that require you to go to the Training Grounds or Ramsgate now have HUD indicators that lead you to the travel point.
Improved menus, UI elements, text, and localization.
Improved UI SFX.
PERFORMANCE
Made assorted CPU optimizations and FPS improvements, including player nameplates, high-population cities, pylons, gatherables, and banners.
Slightly reduced load times.
Improved matchmaking from and into Ramsgate/the Training Grounds.
Improved the way island data is downloaded.
Fixed a number of rare crashes.
MISCELLANEOUS
Heroic patrols now unlock upon accepting either the ‘Make Room Make Room’ or ‘Thrilling Heroics’ quest instead of just ‘Make Room Make Room.’
Any tutorials you have completed are now available in the Journal.
BUG FIXES:
GAMEPLAY
Fixed a bug where players had very little health after being revived.
Fixed a bug in Escalation where Slayers weren’t granted rewards above common rarity before the final round.
Improved consistency of invulnerability while Frozen.
Fixed a bug where dodging couldn’t be buffered during an attack animation.
Smollusks can no longer be invisible.
Using a stim to recover from being downed can no longer block other players from using aether vents.
Aether vents will now only show the interaction prompt if it is possible to interact with them.
Fixed a bug where the From The Ashes amp could make you permanently invulnerable.
UI
The player inbox can no longer crash if there are no messages in it.
Fixed a number of bugs that caused breadcrumbs to display incorrectly.
Fixed a number of bugs with the quest tracker.
Fixed a bug where a failed retry vote on Trials could cause you to get stuck instead of returning to Ramsgate.
Manually setting the lantern button to LB no longer unbinds the legendary ability button.
Fixed a bug that showed duplicate armour entries if you purchased a set of armour from the Vault but already owned parts of it.
Fixed a bug that caused the Returning to Ramsgate counter to get stuck at zero seconds.
Torgadoro weapons, Thrax banner standard, Thrax sigil, Thrax lantern, and crowns now have the correct rarity.
Empty panels are no longer shown when no transmog is available for an item.
Fixed a bug where Mastery notifications could be shown multiple times.
Fixed a bug where the Threat Rating shown for some Behemoths was incorrect.
Fixed a bug where the Escalation boost reward would not display correctly when claiming Hunt Pass rewards.
Fixed a bug where text shown in chat when reaching the final Escalation arena showed the wrong element.
Fixed a bug where tutorials and journal entries showed the wrong back button.
Fixed a bug where the wrong image was shown on the Danger Meter tutorial screen.
Fixed a bug where camera shake appeared incorrectly under high latency.
Fixed a bug where ‘Q to interact’ didn’t work in Ramsgate.
Fixed a bug where a line of subtitles would sometimes disappear too soon.
Fixed a bug where the player would be unintentionally directed to the Weapon Overview screen.
Fixed a bug where HUD elements for legendary repeaters didn’t change when swapping parts on the Training Grounds.
Fixed a bug where hunt descriptions weren’t being shown on the map screen.
Fixed a bug where the ‘Face the Fire’ quest didn’t appear on the hunt board.
Fixed a bug that caused an unresponsive button prompt to show on locked tutorials
COSMETICS
Skirts and tabards no longer point upwards when using the Elevated Spirit emote.
Fixed clipping issues with chest armours when using Tactile Waveform gauntlets.
Fixed a bug where your hair colour on the Twist Out hair would appear incorrectly in menus.
Fixed a bug where the Skullforge’s fire didn’t work correctly with hidden helms and transmogs.
Fixed a bug where hiding your helm could cause your head to disappear.
MISCELLANEOUS
Fixed several places where it was possible to leap off the map using the war pike.
The island edge recovery sequence is no longer limited to 30fps.
Fixed a bug that could cause the wrong atmosphere and lighting to be used.
Fixed a bug where your lantern could be visible even if you weren’t.
Fixed a bug where an opaque floating head appeared on perfect dodges.
Iceborne VFX no longer prevents other player VFX from triggering.
Feet no longer clip through the floor of the airship.
Fixed a bug that could cause strafing movements to look like sliding.
Fixed a number of bugs where audio didn’t play.
Whew! This Dauntless update 1.33 July 30 patch might be the biggest one we’ve seen yet! Happy hunting, people!
To no one’s surprise — unless you weren’t keeping tabs on the leaks that surfaced — Activision has announced the Call of Duty: Modern Warfare Season 5 start date for August 5!
In addition to that, a new trailer was released about the Shadow Company!
Info straight from the press release:
As Season Five approaches, events have transpired and led to the formation of a new group aligned in name only with the Allegiance faction – Shadow Company. An elite PMC, Shadow Company operates outside the boundaries of the original Armistice. Forged from the fires of in-fighting between the Coalition and the Allegiance, Shadow Company has a framework and agenda all of their own.
All experts in their field with formal military experience, this trio of Operators is prepared to change the current experience of Verdansk. Highly skilled with a diverse range of expertise the Shadow Company consists of Rozlin “Roze” Helms (formerly Jackals), Velikan, and Marcus “Lerch” Ortega, the Company’s leader.
Aside from the start of Season 5, we’re expect teases or an outright reveal to happen soon for Call of Duty 2020 as well, and of course, a big change to Warzon’s Verdansk!
Ubisoft has today announced the Hyper Scape release date for both consoles and PC! The free-to-play battle royale will smash its way out this August 11 on the PS4, Xbox One and PC. In addition to that, the details for the game’s first season has been announced too.
Before diving in to the Hyper Scape Season 1 details, Ubisoft is hosting a limited time in-game currency reward event for those who are playing the beta on PC.
LIMITED TIME IN-GAME CURRENCY REWARD EVENT
As a thank you to all of our fans who have made the beta a success, we are launching a special reward event this weekend. Play the beta or watch on Twitch for at least one hour and you will receive 600 Bitcrowns on August 11th when Season One launches. There are two ways players can unlock this reward:
PLAY the Open Beta for at least one hour this weekend
WATCH eligible Hyper Scape streams on Twitch for at least one hour. (Streams must have the Crowncast extension enabled. Players must first link their Uplay account using the extension and claim at least one battle pass point to be eligible)
For the rest of the details for Hyper Scape Season 1, head on below.
CONSOLE LAUNCH WITH SEASON ONE
Following PC-exclusive live phases, Xbox One and PlayStation 4 players will have the opportunity to jump into the Hyper Scape for the first time. Console players who have unlocked or purchased Technical Test and Open Beta cosmetic items, either by playing the live phases on PC or through Hyper Scape Crowncast, will have access to all those items when playing on console, as Hyper Scape supports cross-progression on all platforms.
“While the game has already been accessible on PC since our first test phase, Season One is for us the true launch of Hyper Scape,” says Graeme Jennings, Senior Producer for Hyper Scape at Ubisoft Montréal. “We have leveraged our test periods to develop and release frequent updates, notably on the global balance. With those updates we are now ready to welcome console players into the mix, with lots of new content to enjoy.”
NEW CONTENT COMING WITH SEASON ONE
Hyper Scape’s first season introduces a brand new mid-range weapon, the Dragonfly, as well as a new hack, Magnet, which can be used to trap unsuspecting contenders. Season One will include a total of 11 guns and 11 hacks. In addition to Solo and Squad Crown Rush, additional limited time game modes are also planned for Season One.
HYPER SCAPE’S STORY STARTS IN SEASON ONE
Season One kick-starts the overarching Hyper Scape narrative: There is a mystery in the Hyper Scape created by Prisma Dimensions that players will have to solve. Season One introduces Memory Shards that players can collect to discover more about certain characters and events. Every week, a new Memory Shard will be hidden in the game world, for players to find and collect. In addition to Memory Shards, comics will be released during Season One and following Seasons, building Hyper Scape’s story.
SEASON ONE BATTLE PASS
Hyper Scape Season One also includes new customization items through its Battle Pass. This Battle Pass offers a free and a premium track and features 100 tiers of exclusive cosmetic items to unlock during the Season. The premium track of the Battle Pass is available for 950 Bitcrowns, the in-game currency. Players get Bitcrowns by simply playing the game, or by purchasing packs of Bitcrowns with real money on the Ubisoft or first party stores. Similar to the Open Beta, viewers can progress their Battle Pass simply by watching Hyper Scape streams on Twitch with the Hyper Scape Crowncast extension enabled. Additional customization items will be available through the in-game shop.
In every sports game, one of the biggest draws for games is putting yourself (or the character you created) into the game and checking if you have what it takes to compete with the best athletes in the world. That’s no different in UFC 4. EA has given us our first look at the UFC 4 Career mode in a new trailer that showcases the freedom the mode brings.
Whether it’s inside or outside the octagon, every move matters in your pursuit of becoming the undisputed champion in EA SPORTS™ UFC 4. The overhauled career mode experience gives you all new tools to put yourself in the journey from unknown amateur to UFC superstar.
Using the all new Fighter Evolution feature, watch your character grow based on the disciplines they use in training or bouts. If you’re a Brazilian Jiu-Jitsu artist who trained for his black-belt from childhood or a devastating boxer who spent their youth in backyard contests, your experience shapes your skill-set. Control over your career reaches an all-new peak this year, with meaningful relationship building options and more control in career paths. The fights, the weight classes, and the rivals you’ll make are all up to you.
Players are given a wide berth when it comes to how they want their in-game avatar to fight. It’s been always the case in past UFC games, but in UFC 4, how your character receives damage, what specific moves you do repeatedly will have an impact to how your fighter grows.
While DICE might not be releasing any new Battlefield 5 content, that doesn’t mean that players shouldn’t expect anything at all. On the contrary, publisher EA has today announced the Battlefield 5 Events calendar for August, which lists down the Mode of the Week per week, and what rewards players can obtain.
EVENTS CALENDAR
JUL 30 – AUG 5
Mode of the week: Team Deathmatch Login Reward: Crew cut – Hair Final Mode Reward: 100 BFC
AUG 6 – 12
Mode of the week: Conquest Large Login Reward: Can Opener – Weapon Charm Final Mode Reward: 1000 CC
AUG 13 – 19
Mode of the week: Conquest Small Login Reward: Cash Roll – Weapon Charm Final Mode Reward: 100 BFC
AUG 20 – 26
Mode of the week: Rush, Frontlines & Domination Login Reward: Home Sweet Home – Weapon Charm Final Mode Reward: 100 BFC
AUG 27 – SEP 2
Mode of the week: Team Deathmatch Login Reward: Stinger- Weapon Charm Final Mode Reward: 100 BFC
Once we get the new events calendar for September, we’ll let our readers know ASAP.
New unique effect: once charged, your next attack places a frost brand that deals 2,000 damage after 30 seconds. Slayers can destroy the brand, prematurely detonating it for 50% increased damage. Charges every 90 seconds.