Just a few days ago, Ubisoft surprised Splinter Cell fans by announcing the Ghost Recon Breakpoint X Splinter Cell crossover called “Deep State,” which is due out tomorrow on March 24. For those looking forward for more before the content drop, the trailer is here now, and yes, Sam Fisher is back!
Fight alongside Sam Fisher in a new Splinter Cell adventure coming to Ghost Recon Breakpoint. Play the first mission free and customize your gameplay with the new Ghost Experience – available March 24! Play FREE this weekend starting March 26.
Aside from Deep State, a ton of new changes are coming to Ghost Recon Breakpoint tomorrow with Title Update 2.0! Read up on the full patch notes right here.
Hopefully, this is the start or a teaser for a proper Splinter Cell game. Sam Fisher has been away far too long.
While it’s been out for more than two weeks now, that hasn’t stopped Activision from releasing the Call of Duty: Warzone overview video, where we have various Infinity Ward staff members talk about the drive on making the free-to-play shooter, its features and more.
It’s a good behind-the-scenes look for those enjoying the game, which seems to be the vast majority of gamers worldwide. We don’t really blame players for being hooked though. Our review gives it a glowing 9.5/10, and states, “Warzone is roping in players left and right, and with good reason. Not only does it feel like a complete Call of Duty game set in battle royale rules, but it’s free, too.”
Ghost Recon Breakpoint players, the time you’ve been waiting for is almost here! Tomorrow, the big Ghost Recon Breakpoint patch will drop which will include the new Ghost Experience, balance changes, new classes and loads more! Check out the full Ghost Recon Breakpoint Title Update 2.0 patch notes below
Ghost Recon Breakpoint Title Update 2.0 patch notes:
Patch Size and Download Information
Please note: Whether you purchased a digital or a physical edition of the game, you will need to download the patch before playing. The size of the patch depends on your platform, region, and preferred language.
Xbox One: 30 GB
PlayStation®4 system: 17 GB
PC: 15.5 GB
New Features
The Ghost Experience
Introducing the brand-new Ghost Experience! Pick one of our pre-selected settings or modify parameters to create the unique experience you want. Right when you boot up the game, you will be able to choose from two preset options or build your own combination:
Regular Experience: Play Ghost Recon Breakpoint the way it was released, with gear level and tiered loot.
Immersive Experience: A brand-new experience of the game that removes gear level and tiered loot entirely and offers new tactical options.
Custom Experience: Choose your own selection of settings to create a personalized fit.
You’ll be able to choose from a variety of community-requested settings, such as stamina management, health regen, new HUD settings, and more!
For additional information on the Ghost Experience, check out our dedicated article here.
Players with the Year 1 Pass will have exclusive access to both classes starting on March 24 for one week.
Gameplay & Adventure
Year 1 pass content – if you don’t own the Year 1 pass you can join a friend who does own it in co-op to complete the entire adventure. However, only Year 1 pass owners will receive the exclusive adventure rewards.
New missions, cinematics, and dialogue. Expand the original story with the new Adventure: Deep State!
New iconic locations.
New gameplay mechanics and elements.
New Faction missions.
And more!
New Gunsmith Options
Most assault rifles will now be able to equip short barrel options (some ASR models have been omitted as their real-life counterparts do not have short barrel options).
TA31H added to 27 weapons with emphasis on assault rifles.
New suppressor customization:
New muzzle option added in the muzzle list.
Players can manually apply 3D visuals to it.
Paint options are locked for those options.
Connectivity Assistance
Players who cannot maintain a sustained connection to matchmaking services will now still be able to play solo PvE without being disconnected.
These players will still have all of the functionality of the game except access to multiplayer modes. While in this mode, your Friends List will appear empty.
The game will regularly re-test this connection in the background without impacting your play. You will be able to manually trigger a re-test of the connection by initiating matchmaking in multiplayer modes.
Inventory management*
Added a Mass Dismantle option which dismantles all non-equipped and non-favorite weapons, sidearms, or gear in the currently open selection screen.
Added a Mass Sell option to sell all non-favorite and non-equipped gear and weapons while in the shop. (Sell all button added to the shop).
Added a Favorite option to individually select weapons and gear pieces so they cannot be dismantled or sold. (An indicator has been added to the weapon / gear tooltip to show this action).
Players can now equip items directly when picking them up (without going into the menu).
Added Optimize gear: equip all highest-level gear automatically.
Does not apply to weapons.
Button will be grayed out if the optimized gear is already equipped.
Players can now unequip weapons and gear equipped on other presets.
Warning message will still be visible to players as a caution.
The unequipped item will be replaced by the item occupying the same slot on the equipped preset.
Players can now sort their weapons / gear chronologically or by Name, Type, Gear Level, and Quality.
* Only in RegularExperience / Gear Level Enabled. Does not apply to the Immersive Experience / Gear Level Disabled.
Ghost War
Two New Classes adaptation for Ghost War:
Engineer Class: The supply drone gives recoil reduction instead of a boost in Ghost War.
Echelon Class: The Shock pistol has the added function of draining stamina in Ghost War.
Four New Maps:
Construction Site
Forgotten Valley
Freight Yard
Stoney Creek
New Ghost War missions and milestones
Map Voting: In standard play, players are now able to vote for their preferred map and game mode.
Character and Customization
New Items in Maria’s Shop [Skell Credits]:
Weapon attachments: 3
Alternative Suppressor: Kilm Silencer
Alternative Suppressor: Ripples Silencer
Scope: Futuristic Closed Sight
Figures: 3
Hill
Nomad
Walker
Customization: 2
Facial Paint: Shark
NVG: 3E Black Arrow
Vehicle: Added the RT-5 Shepard | Standard for Skell credits. Now you can get the same bullet-blasting truck-mounted turret action straight from Maria herself! The Terminator truck remains a live event exclusive reward.
Weapons: 12
New weapons: 5
AR-18
ARX200
MK 23
SC-40K
UZI 9mm
Weapons variations: 6
516 Shorty
553 Scout
G28 Scout
M4A1 Assault
Scorpio Scout
Vector Shorty
Unique weapons: 1
Maxim 9 | Echelon
Deep State Adventure Rewards – Exclusive to Year 1 Pass Owners and Adventure Purchasers*:
Figures: 2
Sam Fisher
Victor Coste
Customization: 2
Fourth Echelon Goggles [Mission 1 Reward]
Fourth Echelon Top
Gear: 4
Fourth Echelon Pants
Fourth Echelon Boots
Fourth Echelon Gloves
Fourth Echelon Full mask
Titles: 3
Vehicle: 1
Blacklist Helicopter | Standard
New weapons: 1
SC-IS HDG [Mission 1 Reward]
*The first mission of Deep State is free and available to all players. Play to receive two rewards without purchase of the Year 1 pass or Adventure: Fourth Echelon Goggles and SC-IS HDG.
New Raid Boss Rewards:
Engineer Set: 5
Architect Mask | Engineer
Architect Top | Engineer
Architect Vest | Engineer
Architect Gloves | Engineer
Architect Pants | Engineer
Echelon Set: 5
Silencer Mask | Echelon
Silencer Top | Echelon
Silencer Vest | Echelon
Silencer Gloves | Echelon
Silencer Pants | Echelon
New Class Unlock Items
Engineer
Camo: 1
Weapon Paint: MC Arid
Emblems: 2
Engineer
Elite Engineer
Melee Weapon: 1
Mark II
Titles: 2
Senior Engineer
Master Engineer
Weapon: 1
MGL
Echelon
Camo: 1
Weapon Paint: Grey Python
Customisation: 1
Echelon Gear Patch
Emblems: 2
Echelon
Echelon Elite
Melee weapon: 1
Echelon Karambit
Titles: 2
Senior Echelon
Echelon Elite
Weapon: 1
Maxim 9
New Ghost War Items
Weapon attachments: 1
Alternative Suppressor: Hiver Silencer
Customisation: 6
Weapon Paint: Blue Tiger
Weapon Paint: Cells
Weapon Paint: Checkers
Weapon Paint: Dark Ops
Weapon Paint: Neuromod
Weapon Paint: Technologic
Titles: 3
BlackOps
GhostHunter
301st Spartan
Emblem: 1
Ares
New Hair Customization – Unlocked by Default For Free
Bun
Curly Crew Cut
Shaggy
Side Part
Undercut
Light Stubble Beard
Medium Stubble Beard
New Items in Store [Ghost Coins]
Third Echelon Bundle*
Figures: 2
Briggs
Prime Sam Fisher
Customisation: 3
Third Echelon Sonar Goggles
Third Echelon Multi-Vision Googles
Third Echelon Top
Gear: 4
Third Echelon Vest
Third Echelon Boots
Third Echelon Pants
Third Echelon Gloves
Paladin Nine Bundle*
Gear: 4
Paladin Nine Boots
Paladin Nine Pants
Paladin Nine Gloves
Paladin Nine Mask
Customisation: 1
Paladin Nine Top [Vest will not appear with this top equipped]
Melee weapon: 1
Needle Point Fighter
RT-5 Shepard Mk. II Bundle*
Vehicle: 4
RT—5 Shepard Mk. II | Desert
RT—5 Shepard Mk. II | Hill
RT—5 Shepard Mk. II | Jungle
RT—5 Shepard Mk. II | Snow
Figure: 1
Grímsdóttir
Unique Weapon Skins: 2
MK 23 | Echelon
SC-40K | Brown
*Items can also be purchased individually.
UI and Progression
Updated HUD to make it easier to know which mission you are on.
Players can switch between Episodes by focusing the investigation zone, then:
Using LT/RT on Xbox One, L2/R2 on PS4™ system, and arrow keys on PC.
Clicking directly on tabs.
A new indicator is displayed on tabs for easier navigation.
Enemy NPCs will now drop ammo boxes and item loot packages with visual feedback.
Added a more visible light shader on interactive objects (crates, ammo boxes, collectibles, item loots).
Increased low-quality weapon parts gained from dismantling weapons.
Increased weapon parts gained from drones while playing on Immersive Experience.
Camera
New settings
Added a toggle to Enable / Disable ScreenShake effect.
Added a new Camera distance setting in the menus for players to choose:
Dynamic: Camera dynamically shifts between close during combat and far out of combat. This is how the camera currently works in the game.
Close: Camera stays close to the player character.
Far: Camera stays far from the player character.
Bug Fixes and Balancing
Fix Highlights
Hill and Walker figures are added to Maria’s shop for free.
(PC) Fixed a rare issue where the game would crash on AMD and Nvidia graphic cards if players are located in specific regions.
(PC) Fixed an issue that didn’t allow the game to be launched via Uplay for some players.
(Exploit) Fixed an issue on the Sharpshooter ability after exiting the bivouac.
(Exploit) Fixed an issue on the Sacrifice Perk in Ghost War.
(Exploit) Fixed an issue with auto-aim in Ghost War.
Updated systems in-game which create a more permissive BASE jump experience.
Fixed an issue with the completion of “Top Dog” Ghost War mission.
Removed Damage Bonus perk when injured on Gibson M9 while in Ghost War.
Fixed several issues where descriptions were cut off in menus.
Improved and increased the helicopter’s speed perception.
Fixed clipping issues on the Ocelot Chest Rig and Self Fastening Ankle Boots items.
Fixed an issue where the belt’s color would change depending on the color of the shirt worn by character.
Fixed an issue where vehicles spawned randomly.
Exploits
The following issues have been addressed by the team as per player reports. Please let us know if you still see them occur in the game, either the same or in a new form.
Fixed an issue with the Silver Stake.
Fixed an issue on the Sharpshooter ability after exiting the bivouac.
Fixed an issue on the Gargoyle raid boss that made it spawn inactive.
Fixed an issue on the Sacrifice Perk in Ghost War.
Fixed an issue with auto-aim in Ghost War.
Fixed an issue on the Cerberus raid boss that made it inactive.
Fixed an issue on the Baal raid boss that broke the fight mechanics.
Fixed an issue on the Sharp Thunder weapon.
BASE Jump
Created new platforms to BASE jump from in key areas.
Updated systems in-game which create a more permissive BASE jump experience.
Reduced the auto-deploy distance to allow for more time BASE jumping before deploying the parachute.
Performance
Ongoing memory and framerate optimizations.
(PC) Fixed a rare issue where the game would crash on AMD and Nvidia graphic cards if players are located in specific regions.
(PC) Fixed an issue that didn’t allow the game to be launched via Uplay for some players.
Progression
The item wheel, missing night and thermal vision and binoculars have been addressed by our team – please let us know if you are still missing any of these items or if the item wheel still gets stuck.
Fixed an issue where the item wheel would randomly get stuck.
Fixed an issue where players could not use night and thermal vision in PvE after a PvP session.
Fixed an issue where binoculars were missing.
Fixed an issue that prevented the Panther Cloak & Run ability to be used in the Raid.
Fixed an issue where C4 would appear on players after exiting the bivouac.
AI
Balancing:
Reduced the damage received by players in Regular difficulty mode.
Rebalanced the WASP behavior:
WASP Drone attacks the player from a further distance and places itself further from the player when attacking.
WASP Drone health points reduced.
Rebalanced enemy archetypes:
Breacher: NPC will no longer get as close to the players when attacking.
Heavy: Reduced NPC accuracy.
Adjusted the riflemen’s cover behavior: NPCs take cover further from the player.
Decreased the Search Light’s detection time: Search Light detects the player faster now.
Increased the Search Light’s destruction sound radius: Search Light’s destruction is heard by NPCs in a larger radius.
Adjusted the generator’s deactivation state from worried to suspicious. When a generator is deactivated, enemies nearby go to suspicious state rather than worried state to prevent the entire camp from being warned.
Fixes:
Made players harder to detect by enemies while in vehicles.
Fixed issues with drones detecting players on bikes.
Improved NPC state-related issues:
Improved consistency of camps’ state.
Fixed NPC suspicious state mechanic after detecting the players’ drone.
Fixed and improved NPC cover animation.
Improved enemy NPC animation from idle to scared when stowed in vehicles.
Fixed an issue where turrets could still detect players after being deactivated.
Fixed an issue where anti-aircraft missiles were not launched at players in helicopters.
Fixed various World’s life issues including convoys not stopping in time for trains and animal replication issues.
Improved AI helicopter behavior.
Fixed an issue where vehicles spawned randomly.
Ghost War
Balancing:
Reduced pistol damage to prevent two-shot headshot kills:
HS2000: from 41 reduced to 37
M1911: from 38 reduced to 36
P227: from 38 reduced to 36
Stainless Extended: from 42 reduced to 37
Removed Damage Bonus perk when injured on Gibson M9 while in Ghost War.
Fixes:
Fixed an issue with the completion of “Top Dog” Ghost War mission.
Improved tooltip to give better information when a player has matchmaking penalty.
Fixed a rare occurrence where players got double points for marking enemies with drones.
Fixed an issue where the longest range for a kill stat would not update properly.
Fixed an issue where spamming the adrenaline shot could lead to disabled functionality for shooting and using items.
Fixed an issue where weapon paints appeared incorrectly as mission rewards.
Removed inputs for showing / removing pins from the Briefing Page in the pre-match phase.
Players can now toggle the team widget and the drone counter in the interface settings.
Fixed an issue where the ability gauge would still be displayed in Ghost War even though it was disabled in the settings.
Removed Bonus Category in the End Match screen in Custom Match.
Fixed rare occurrence where the attacker could plant and defuse the sabotage objective.
Fixed a rare occurrence where a round would get stuck and never end if multiple people would open the tac map at the same time.
Fixed an issue where the gas from the drone would appear before the projectile hit the ground.
Respawn
Respawn System Improvements
Added new respawn points more relevant for players.
Now players will not respawn to the closest point geographically, but to the latest location they went through before dying to avoid having players spawning in a place they have never visited before. For instance, it allows players in squad attacking a camp from different location points to respawn where they were, instead of respawning all at one location in case they get KIA.
UI
Fixed the unlock conditions for the Flat Cap item.
Fixed several issues where descriptions were cut off in menus.
Fixed an issue where weapons and gear would not be displayed in the player’s info page.
(PS4/Xbox One) Improved Skill Tree videos latency.
Vehicles
Improved and increased the helicopter’s speed perception:
Added effects (both visual and audio) on helicopters when flying at high speed.
Added a blur effect on a circular mesh that replaced the rotor blades to simulate the gyroscopic effect.
Added an angle that suggests the air lift effect.
Improved and debugged the main character animations while on bikes.
Fixed an issue where reversing with bikes was inconsistent and could appear as non-functional at times.
Improved the bikes’ feeling and removed unnatural movements.
Reworked smoother animations for the physics forces applied to the character when encountering a bump on a bike.
Fixed weird animations on the Firespin bike.
Fixed an issue that randomly stopped bikes from reversing while on a rough inclined plane.
Fixed an issue where movement would stop when applying the brakes while reversing on a bike.
Fixed an issue where pneumatic boats exploded when spawned by players.
Fixed an issue where helicopters randomly defied the laws of physics by jumping in the air at specify settlements.
Visual
Hill and Walker figures are back in Maria’s shop for free.
Fixed an issue where the Brown Fury Knife would disappear during an execution.
Fixed an issue where a weapon would turn invisible after exiting a bivouac in a co-op mode.
Fixed clipping issues on the Ocelot Chest Rig and Self-Fastening Ankle Boots items.
Fixed an issue where the belt’s color would change depending on the color of the shirt worn by character.
Fixed an issue where binoculars would not appear while using Photo Mode.
World
Fixed visual issues at Main Pumping Station.
Fixed an issue where textures were missing near the Hidden Coomb.
Fixed an issue where it was not possible to crawl under barbed wires near Howard Airfield.
Yep, it’s a big one. Don’t forget, the Splinter Cell crossover event starts tomorrow with the patch too! Once the patch is live, we’ll be sure to let our readers know.
Despite the PlayStation 5 impressive SSD speeds, it would appear that Sony is looking into ways to further increase the boot time to play games, as the latest in PlayStation patents reveals custom game templates that will launch games directly into gameplay.
Update: Quick update because I’ve been seeing some confusion. Don’t mistake this with games giving you the option to launch in either Singleplayer or multiplayer as that has been something that has existed for a long time now. Instead, look at it like this, you create a template so when you launch the game you are immediately in matchmaking, not just the multiplayer menu, but in a queue to find a lobby. There are tons more ways this can be applied, but don’t look at this as simply the option to launch the game in either singleplayer or multiplayer.
Original:
According to the patent (spotted by Roxanne), which was filed over a year and a half ago (only recently went public), Sony is looking at ways to utilize the functions found in SSDs and other hardware components as it details the ability to boot directly into specific sections of games.
User interfaces for platform-based gameplay (e.g., Sony PlayStation®) may include a variety of different user interfaces used to select content (e.g., a game) to play, interact with other users, or otherwise interact with the selected content or other content in different ways. Digital games may include different modes of interaction, such as multiplayer, single-player, open world, competitive, etc. Each game title (and each gameplay mode thereof) may be associated with different user interfaces.
Presently available ways for users to begin gameplay may include steps, such as signing into a platform, selecting a game title, signing into the game, selecting one or more options on a menu, joining co-players for a multi-player session, selecting a stage, etc. Each step may be associated with different user interfaces.
The user interfaces used in digital games may also display information about the user, peers, and gameplay by the user and/or peers. Presently available user interfaces for displaying the user gameplay data may include displaying a string text and/or a specific achievement (e.g., a trophy) provided by each game.
Due to its usage in numerous aspects of digital content interaction, user interfaces can have significant impact on user experience. Such interfaces may, for example, detract from the user experience when gameplay information and statistics are not displayed or poorly displayed. Further, such interfaces may increase the time and amount of operations or steps a user must take to launch and play a selected portion of a game, and may thereby frustrate or inconvenience a user trying to launch a game.
There is, therefore, a need in the art for systems and methods for launching direct gameplay and providing a dynamic interface.
These are all programmable according to the patent, with users being able to store multiple templates. What exactly does this mean? Well, think about this. If you are playing a single-player game, you no longer have to wait to go through all the functions of selecting the menus and loading a save, when it can be done all automatically. This even more so with multiplayer. Using Call of Duty: Black Ops 4 as an example, instead of booting into the game, having to select a specific mode (Zombies, multiplayer, the modes, etc.) you can theoretically boot directly into Zombie mode, or into matchmaking as soon as you start the game. Pretty cool, right?
Embodiments of the present invention include systems and methods for launching direct gameplay and providing dynamic interfaces. A template of an interactive content title may be associated with an activity of the title. The template may be transmitted to and displayed on a user device. The user can select the template, which may then launch the activity associated with the template within the title and generate an object to capture and store data related to the activity. Data from the object can be displayed in real-time to show a current progress of the user participating in the activity. After completion of the activity, the activity can be displayed as a re-playable activity, and data gathered during the activity can be used to dynamically update a user profile, display activity history, or predict future templates and/or activities with which the user is likely to interact.
In step 210, one or more templates are stored in memory in the platform servers 120 and/or interactive content source servers 110 in association with a corresponding one or more activities of an interactive content title. Each activity may be a progress type, where the user or a group of users completes a single or multiple discrete actions (e.g., one or more quests within a game); an open-ended type, where the player or group of players has no given task to complete (e.g., an open world game where users build objects or explore a gaming world); or a competitive type, where at least two players cooperatively or competitively participate in an activity, and a result is captured (e.g., a head to head match or a team versus boss match). Each template may directly link to the portion of the content title where the user can begin the activity within the title or begin a matchmaking process which matches the user to a competitive match. Such link may, for example, allow the user to skip navigational steps conventionally required to begin interacting with a specific portion of a title or to enter a competitive activity, such that the user simply selects the desired template and immediately begin interacting with the title or is immediately entered into matchmaking. For competitive type templates or templates for multi-player interactions, the templates may include information such as number of players that can participate in the interactive content, number of players per party/team, prizes available, and time limits.
What is also interesting is that it appears to offer even more functions than just that as the patent discusses teleporting users to specific areas, or matchmaking options such as by skills, player count, etc.
In one example, the interactive content title is a video game title, and the one or more templates may correspond to different modes of competitive gameplay available within that game title. In another example, the one or more templates may correspond to different chapters of an interactive storyline. Each template may be associated with a portion of the interactive content title where the corresponding activity starts within the interactive content title. For example, the template may include a waypoint within a portion of a game (e.g., at a specific game environment location at a specific point in time in the game storyline) where an activity starts. In another example, the template may virtually teleport a character of the user to the location within the game environment that is closest to the start of the associated activity. The template may also be associated with matchmaking so as to assign the user to a competitive match (e.g., by skill, experience level, or availability of other peers). Each template may be updated, edited, or removed, or new templates may be created. The one or more templates may be stored at the interactive content source servers 110 or at platform server 120 and retrieved therefrom.
Twitter user and known in the PlayStation hacking scene, Roxanne took to replying to our thoughts on it, offering a possible insight as to how this may be actually used.
What I heard from my sources was that the OS itself can display several tasks or in-game achievements you have still to finish. The advantage they plan is that „you can see what you will need to do in-game“ but without needing to start the game at all, kinda like a „What’s Next“.
That would certainly line-up with the initial description stating that Trophy data could be some of the information displayed on the dynamic interface. Of course, we aren’t sure if this will be added to the PlayStation 5, but the patent itself has existed for a while now, with it only going public last Thursday.
What do you guys think, does this sound like a feature you can foresee yourself using if it becomes available? I know I certainly can see myself using it.
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.
Following the PS5’s specs reveal last week, it seems Sony is slowly unraveling the essentials when it comes to the next-gen console. Of course, we know that regardless of how powerful a console is, it’s nothing without the right games. Given we’re a multiplayer-centric publication, we’re here to list down some of the PlayStation multiplayer franchises we want revived on PS5!
Warhawk (2007)
Last major series release: Warhawk (2007)/Starhawk (2012)
A spiritual successor to the original 1995 Warhawk, Warhawk for the PlayStation 3 released in 2007 and opened with generally good critics and player reviews. At the time, Warhawk was seen as the must-have multiplayer game with its impressive 32-player count, spanning on large battlefields that allowed players to fight on the ground, or in the air. At the time, it was nothing like PlayStation owners had ever experienced yet. Flying around was exhilarating as you took to dog battles with other Warhawks, and the ground combat was jam-packed with action as fleets of troops equipped with vehicles took to the massive map. There were a decent amount of game options, from clan system to server browsers, the game was truly ahead of what many other multiplayer games on console were lacking at the time. Surprisingly it was one of the most balanced titles I have ever played, even for today. Everything about Warhawk was fun, and it was easily a must-own title for PlayStation owners at the time.
It did eventually see a spin-off sequel known as Starhawk, and while it was solid, it never truly did capture that magic Warhawk created. Warhawk deserves another go, be that either a remaster/remake, or a true sequel that expands on its offering.
Resistance: Fall of Man (2006)
Last major series release: Resistance 3 (2009)
Probably the first title many PlayStation 3 owners played considering it was the console’s first exclusive and available at the launch of the console. There is a lot that the Resistance series as a whole did right. On PS3 (at the time), it introduced a friendslist, clan system, party system, in-game chat and a number of features that would eventually make their way into the PS3 itself. The game had an impressive player count with 20 vs 20 battles, something not seen on the console gaming space at the time. And the weapons were just incredibly awesome in that series, which Insomniac Games were pretty known for in other franchises. And the maps. It’s strange that a title from 2006 offered a lot more than most standard multiplayer shooters today, as every map had multiple variations to not only support to large 40 players fights, but also smaller skirmishes. Plus, who could dislike that setting? An Alternate WW2 timeline where an Alien invasion happens instead and mankind are being pushed back towards the brink of extinction? How kickass.
Sadly, with Spider-Man being as successful as it was on the PS4, don’t expect the original developers, Insomniac games to return to the Resistance series anytime soon.
PlayStation All-Star: Battle Royale (2012)
Alright, many of you probably have mixed feelings about this one because I know I certainly do. PlayStation All-Star: Battle Royale was intended to be Sony’s version of Super Smash Brothers. The game featured 24 playable characters, comparable to Melee’s number of fighters. However, unlike Smash, PS All-Star missed a majority of its iconic characters such as Cloud Strife, Spyro, Crash, and many more in favor of third-part characters such as Big Daddy (Bioshock), Dante (Ninja Theory DMC) and Raiden from Metal Gear Solid. Heck, Cole from the inFamous series had two variations, one version being evil and the other being bad. The roster needed some heavy work, and those third-party characters felt more of catering to what was current rather than what fans would have preferred.
It was also extremely unbalanced for a fighter and the odd decision to make combat only winnable via Super Kills didn’t help that either. If Sony were to ever give All-Star another try, they would seriously need to focus on getting their PS1 icons. This includes Crash and Spyro despite not owning them anymore, along with Metal Gear Solid’s Snake, and plenty of other classics. They’d also need to get rid of the whole kills with just the super system. It was a decent idea, but not one suited for this type of game. If they’re gonna do a Smash clone then they might as well make it a good clone.
MAG – Massive Action Game (2010)
Developed by now-defunct Zipper Interactive (SOCOM), MAG was a game a bit ahead of its time when it was released back then. Suppring up to a whopping 256 players in total per match, the tech wasn’t really there to support this kind of large-scale warfare then (heck, Battlefield couldn’t even get 32v32 matches on PS3 going).
While the core gameplay and ambition were solid, it had quite a number of bugs, an overall lack of polish and thin content that saw the game slowly die out. However, with the PS5 these ambitions can now be executed with the proper tech. Will we see another MAG entry at all? Probably not but this is one of those instances of what might have been.
Twisted Metal
Last major series release: Twisted Metal (2012)
Back in the PS1 era, first-person shooters weren’t as famous then as it is now. Back then, vehicular combat was king, and the king of that hill was Twisted Metal, the brainchild of David Jaffe (God of War). While the series saw continued success well into the PS2 generation, the last mainline entry was Twisted Metal released back in 2012 on the PS3 as a reboot of the franchise.
Overall, it was a solid entry loved by fans, but the lack of a proper story mode (which was a huge selling point of the franchise), the small roster of characters available, and somewhat cumbersome controls made Twisted Metal run out of gas earlier than expected.
Killzone
Last major series release: Killzone Shadow Fall (2013)
https://www.youtube.com/watch?v=g25I9yqQcnY
Before Horizon Zero Dawn became a big hit, Guerrill Games was originally known as the Killzone devs. While it might have failed to be Sony’s “Halo killer,” it still managed to carve its own fanbase. While Shadow Fall looked fantastic when it was released, the gameplay (especially multiplayer) got mixed reaction from fans.
The overly weighty controls might have been one of the causes while its multiplayer didn’t catch on as Guerrilla Games might have hoped, though one can also direct it at how it didn’t offer the same drip-feed mechanic that the Call of Duty and Battlefield franchises do very well. Still, it’s been a long time since we got a Killzone game, and we’re very excited to see it come back. Can you imagine how a Killzone game would look and play on the Decima game engine? Minds blown might be an understatement.
SOCOM
Last major series release: SOCOM 4 US Navy Seals (2011)
If there’s a game on this list that has the most people asking for a revival, it’s probably the SOCOM franchise. Developed by now-defunct Zipper Interactive, SOCOM is a third-person military shooter that focused on team tactics, rather than running and gunning.
Unfortunately, stiff competition, and how some fans didn’t like how the gameplay was sped up to cater to the “shooter crowd” meant that the game died quite fast. Just three years after launch, multiplayer servers were already shuttered down in 2014, and Zipper was no more.
While we might not see another entry in the SOCOM franchise, its developers formed SOF Studios and is working on a PS4 (PS5 version at this time most likely) version of H-Hour: World’s Elite, which is said to be the spritual successor of SOCOM.
And there you have it! Our list of the PlayStation mutliplayer franchises we want to see come back on the PS5! Did we miss any games? What multiplayer games do you think deserve to be revived on the PS5? Let us know down in the comments.
Introduced in the Season 2 patch in Call of Duty: Modern Warfare, are Regiments, which act as the game’s clan system, where players can group up, carry the same clan tag, and such. If you’re looking to find one, be careful of accepting invites, as multiple people have reported a Modern Warfare Regiment bug that prevents them from booting the game!
Reddit user editjames told his tale of woe where after accepting a Regiment invite, he suddenly experienced Modern Warfare error 13-71!
If you’re playing Battlefield 1 still, not only did DICE introduce a rotating game mode everyday to keep things fresh, but the usual Battlefield 1 Scrap exchange is still on-going as well.
For those interested, the MG15 is finally available in exchange for the game’s in-game currency! As for the rest of the items, head on over and check the quick video below by DICE Producer Jaqub Ajmal.
It’s finally here, World War Z players! Saber Interactive has released World War Z update 1.15 and it brings crossplay to the PC and Xbox One! According to the studio, PS4 players will “joining the fray at some point in the future.” Clocking in at 16GB on PS4 and 7GB on PC, check out the full World War Z update 1.15 patch notes below,
World War Z update 1.15 patch notes:
New Features
Added Virus Sample functionality in Campaign
AI Director will randomly spawn containers with Virus Sample that players can pick up
Virus samples can spawn from Bombers that are taken down without them exploding.
The containers are fragile and they will begin to apply negative effects to players as they break.
If players will manage to finish the mission with containers intact, they will get increased rewards
AI Director can spawn several Virus Samples, Bomber will also drop them
Added 4 new weapon variants with unique perks
Pistol – Increased penetration and damage vs special zombies.
Machine Pistol – Full auto variant, reloads primary weapon after a special zombie kill.
Classic Battle Rifle – Semi auto variant, no penetration but deals a lot of damage.
Battle Rifle – Full auto variant.
Thumper Grenade Launcher – Incendiary grenades.
War Heroes character skin pack (included for Season Pass owners)
Horde Mode
Slightly reduced difficulty in Hard mode
Significantly reduced difficulty in Normal mode
Less Special Zombies will spawn in Normal mode
Increased preparation timer between waves by 20% in Normal mode
Supply points rewards will begin to scale down later in Normal mode
Added significantly more random pickups in Normal mode
Increased Auto Turret maximum ammo
Capped by 10 the amount of Auto Turrets that could be placed simultaneously
Fixed one of the shops not spawning items
Reduced the amount of ammo secondary weapons drain from ammo boxes by 50%
Reduced ammo crate cost from 100 to 70
Significantly increased both XP and currency rewards
Difficulty
Tweaked Extreme difficulty settings to restore pre-patch balance (it was changed to support crossplay)
AI Director will spawn less secondary weapon pickups
AI
Reworked Bomber drop, he will spawn better Primary and Heavy weapons when killed
Perks
Fixed several issues with perks stacking
UI
Minor UI and localization fixes
Stability
Fixed several gameplay crashes
Levels
Fixed some gameplay bugs that were causing inability to progress in levels
Fixed issue that allowed players to clip through geometry in some places
PC Specific Fixes
Added crossplay between Xbox in PvE
The War Heroes DLC skin pack is now out as well on all platforms.
Developer notes on the new changes below.
A new mission objective has also been added. In every mission, a Virus Sample canister will spawn in various locations, which the player must loot and bring to the end of the mission. They can also be looted from a Bomber if it’s taken down correctly. The longer you hold on to the Virus Sample, the more negative effects it will apply to you, so make sure to hurry!
Horde Mode Z has received a host of balancing tweaks based on community feedback. More xp and currency rewards, fewer special zombies in normal mode, and a long list of further changes visible below.
Jump into Horde Mode Z, Missions, or Multiplayer and enjoy the five new weapon variants with their unique perks as well, such as the thumper grenade launcher’s incendiary explosives, or the fully automatic machine pistol!
Saber adds that future content is planned in the form of a new location, three new missions and characters. More will be shared soon.
Announced last week, the Tekken 7 patch that brings Fahkumram is now out! Console gamers will see this as Tekken 7 update 3.30 for those curious. Players can expect the kickboxer and the Cave of Enlightenment stage to be out, as well as a balance pass on the rest of the roster!
Tekken 7 update 3.30 patch notes:
There’s also the trailer for DLC 14 and DLC 15 below, as well as Fahkumram’s description.
Fierce Muay Thai fighters are the epitome of brutality as they deal pain and damage upon their opponents. There are no ornate moves in Muay Thai, only pure unadulterated destruction; so as Fahkumram joins the roster of playable characters in TEKKEN 7, all existing characters should be on notice!
That’s what Bandai Namco Entertainment has released so far. Of course, there’s a chance that more changes have been made without being documented, and if you spot any, feel free to reach out to us so we can investigate, or leave them down in the comments below.
Are you happy with the changes made by Bandai Namco and the studio? Or were you expecting more? We’ll keep a close eye out if this breaks anything, or if a fighter becomes overpowered due to the balance pass. Hopefully, this new fighter won’t become the new LeRoy Smith.
Monster slayers, it’s finally here! Monster Hunter World Title Update 3 is now live! Players will see this as Monster Hunter World update 13.00, and it brings two new monster variants, and loads of gameplay changes. Read on for the patch notes below.
Monster Hunter World update 13.00 patch notes:
Main Additions / Changes
General
Raging Brachydios has been added.
Furious Rajang has been added.
(Both monsters will appear in new special assignments after finishing the main story of Iceborne and unlocking the tundra region in the Guiding Lands.)
System
Added an item that forces a monster to leave the Guiding Lands.
Raised the maximum level cap for master rank armor upgrades.
Added an augmentation feature that lets you customize the look of your weapon.
Added an option to the Steamworks that lets you change the Steamworks’ output.
Applied a change to the Steamworks that lets you activate the auto mode after sending the Steamworks into Overdrive.
New decor can now be placed in your room in Seliana.
New BGM can now be played in your room in Seliana.
Added new designs for the Squad Card.
New Pendants added.
Applied a change that lets you receive Hunter Helper Rewards from master rank quests.
Miscellaneous
Added the following charms: Fury Charm V, Power Charm V, Mighty Charm III, Challenger Charm V.
You can now collect item rewards on the round just before a Steamworks overdrive.
Bug Fixes and Balance Adjustments
Base/Facility
Fixed an issue where the options “Take All” and “Sell All” were reversed when the items prepared via oven roast totaled 9999 in your item box.
Fixed an issue where, under certain conditions, abilities wouldn’t rotate when storing potential for awakened weapons.
Fixed an issue where the great sword ‘Empress Galea “Styx”‘ would be ordered incorrectly when sorting.
Fixed an issue where numerical values would not correctly display in the Steamworks results screen.
Fixed an issue where, under certain conditions, an error would occur when joining a squad Online Session using the Online Session ID.
Fixed an issue where, after taking certain steps, a posted quest could not be found in a search.
Fixed the description text of some music player songs.
Fixed an issue where the Beetle Ticket could not be used as a material to meld items.
Fixed an issue where Ruiner Nergigante would be displayed in the Guiding Lands monster list, even though the conditions for it to appear haven’t been fulfilled.
Fixed an issue where, under certain conditions, an armor’s abilities would not be correctly reflected in the hunter’s status while augmenting the armor.
Fixed an issue where the color of Dober β Layered Legs would not display properly after changing the color.
Fixed an issue where, under certain conditions, an error would occur when entering your own room.
Fixed an issue where guest players would become unable to move if they were removed from the Gathering Hub at certain times.
Updated the tutorial for additional features of the squad to explain that subleaders can invite other players to the squad.
Fixed an issue where even before you reach Seliana, the recruitment message “Let’s hang out in my room!” would be available as an option.
Fixed an issue where some Palico weapons would appear in an unnatural spot when sorting by rank.
Fixed an issue where when joining another player’s quest, if the quest host cancels the quest at a specific time, the name of the previously completed quest and not the quest that you joined would be displayed.
Fixed an issue where a weapon from The Witcher weapon tree would not appear when placed on the equipment display.
Fixed an issue where there would be a disparity between the Safi’jiiva siege result screen and the information displayed at the quest counter.
Fixed an issue where the chat recipient could not be changed after entering a loading screen with the chat window open.
Fixed an issue where the items created from the oven roast would not roll correctly.
Fixed an issue where you could not leave the mini-canteen at camp if the mini-canteen menu and the quest complete notice appeared on the same exact frame.
Updated the description text for the Chrome Halberd III gunlance.
Updated the description text for loading Wyrmstake Blast, found in the weapon control section of the hunter notes.
Monsters
Fixed an issue where Raider Ride monsters would get stuck on a wall when jumping from a certain position.
Fixed an issue where Safi’jiiva’s behavior would become unnatural on slanted terrain.
Fixed an issue where a player would be afflicted with an abnormal status or blight when using the lance’s counter-thrust or counter claw against Gold Rathian’s somersault, Kirin’s lighting strike, or Fulgur Anjanath’s mucus attack.
Fixed an issue where rewards for breaking parts would not be rewarded when breaking Black Diablos’ back.
Fixed an issue where Safi’jiiva would not transition areas normally.
Fixed an issue where, under certain conditions, the appearance and fleshiness of Nergigante’s tail would not be consistent after it had been severed.
Fixed an issue where in multi-monster challenge quests, the second monster would not appear and the quest would be complete.
Fixed an issue where, under certain conditions, Ruiner Nergigante would appear outside an area of the Guiding Lands.
Fixed an issue where, under certain conditions, a monster would not become enraged.
Fixed an issue where, under certain conditions, Velkhana’s ice wall would not break down after it was slayed.
Fixed an issue where an enraged Yian Garuga could avoid pitfall traps even if the conditions for trapping it are met.
Fixed an issue where monsters would sometimes behave unintentionally when near Boaboa.
Fixed multiple issues related to sound effects and visual effects that displayed within the player’s tent when Safi’jiiva is in the lowest level of the Secluded Valley.
Fixed an issue where, under certain conditions, Rajang would still perform its pinning attack, even if it had not successfully landed it.
Fixed a game-stopping bug that occurred in the Guiding Lands when performing a flinch shot on a Rathalos that is transitioning areas.
Tweaked to make monster staggers longer when a player uses the clutch claw on a staggered monster in an area where the player cannot enter.
Fixed an issue where a Kelbi would sometimes act erratically after it had its horns broken off.
Player
Mitigated conditions that made it harder to land the long sword’s spirit helm breaker under certain conditions.
Fixed an issue where the Handicraft skill would not trigger at the start of a quest.
Fixed an issue where the FINAL FANTASY XIV Jump gesture would be unintentionally deleted from the shortcut of an item loadout.
Fixed an issue where during multiplayer, the other players’ mantle effect time would not be synchronized correctly.
Fixed an issue where the Oolong male head armor would not display in certain cutscenes viewed from the gallery when the full Oolong armor set is equipped.
Fixed an issue where the extract bonuses to the Flinch Free skill would be carried over when switching from the Insect Glaive to another weapon.
Increased the element level of the Elscarad and Arginesse kinsects.
Fixed an issue where if the player attached the Melynx Teddy pendant to the Adept Stormslinger and started walking, the pendant would become shaky and trembly.
Fixed an issue where some light would become hidden when applying layered armor from your loadout.
Fixed an issue where Critical Draw would be applied to the long sword’s Spirit Blade I when going from Iai Slash to Spirit Blade I.
Fixed an issue where the skill Free Element/Ammo Up would not trigger normally when bowgun capacity is increased via awakening ability.
Fixed an issue that caused unnatural behavior when loading the slinger after performing a forward dodge with the sword & shield drawn.
Fixed an issue where Kaiser Crown β+’s hair color would change when switching from Oolong Hair α+ to Kaiser Crown β+ using specific steps.
Fixed an issue where ammo would behave unnaturally when the bowgun’s pierce ammo would hit using certain shooting methods.
Mitigated an issue where if a Zero Sum Discharge connects on certain monsters, the player’s grapple point would be unnatural.
Fixed an issue where when the player is wearing Brigade Layered Arms, the armband would overlap with the equipped layered armor on the torso.
Fixed an issue where if the player equips Kaiser Crown α/γ with hairstyle 8-2 and performs actions such as running, the front bangs will float or become detached from the armor and would not correct itself.
Miscellaneous
Fixed an issue where, under certain conditions, squad info would be unintentionally deleted.
Fixed an issue where, under certain conditions, entering the tent would cause the Palico to face in the opposite direction.
Fixed an issue where certain tracks would not display in the Guiding Lands.
Fixed an issue where certain timing would cause a communication error, which would result in monsters not appearing in the Guiding Lands or in cutscenes based in the Guiding Lands.
Fixed an issue where signs of desync would occur in the Guiding Lands when joining a session without a host.
Fixed an issue where players could designate a snowball as a destination for a raider ride in an area that they can’t access.
Fixed an issue where the Handler would go back to her default costume after resetting the game, even if the player changes the settings to Locked.
Other minute game balance tweaks and minor bugs fixes have been made.
We’ve also included the quest info regarding the two new monsters Raging Brachydios and Furious Rajang!
Special Assignments
This update adds a new special assignment that will bring you face-to-face with the newly discovered Raging Brachydios!
The special assignment for Raging Brachydios can be accepted by talking to the Tracker once you have finished the Recon Assignment after the ending of Monster Hunter World: Iceborne.
Special Assignments
This update adds a new special assignment that will bring you toe-to-toe with the newly discovered Furious Rajang!
The special assignment for Furious Rajang can be accepted by talking to the Tracker once you have finished the Recon Assignment after the ending of Monster Hunter World: Iceborne.
Happy hunting! Don’t forget, a new event is coming this April, and a new mythical monster is entering the fray this May! Read more about those here.
Arc System Works has released a new Guilty Gear Strive trailer and it features two characters confirmed for the roster! Check out gameplay footage of Millia Rage and Zato=1 below, where combos and special moves are demoed.
As one might expect, Arc System Works’ upcoming fighter boasts fantastic animations that look spectacular in combat. If you want to test the game before it hits PS4 later this year, make sure to sign up for the Guilty Gear Strive closed beta in order to get that chance.
Guilty Gear Strive is set to hit sometime this 2020 exclusively on the PS4.
Are you a Call of Duty: Modern Warfare fan? Are you a big enough fan to spend a load of cash on cosmetics, Modern Warfare COD Points and whatnot? Well, even if you’re not, someone else is and they’re in a bit of a pickle.
Reddit user Deadsens3 posted a video asking Infinity Ward for help, as he mentioned that he has spent nearly $280 in COD Points back in “early December,” and on January 28, his account was deleted. He states that the reason why he’s making a video out of this is due to him reaching out to Activision Support on Twitter, and getting “very little feedback, ” and how they reply that they’ll “get back” to him after coordinating with the Level 2 department, as Level 1 people are not allowed to rebate or refund credits. This is his “last resost” as he said that all other forms of communication has been done. Deadsens3 notes that he is not looking for a refund but a credit of the COD Points to the account he’s using now that’s active.
Over on the Reddit post, Infinity Ward studio employee Paul Hale heard his plea and asked for his Activision account name, Battle.net name, old email, new email and other info.
At the time of this writing, the Deadsens3’s post is close to 9,000 upvotes, and most important of all, he has gotten Infinity Ward’s attention. We’re just hoping that those who encounter the same don’t have to do a video just to get noticed.
I do feel for the person here, but spending $280 just for cosmetic microtransactions? Man, that’s a lot of dough, no? No wonder Activision is raking the moolah in when it comes to in-game player spending.
If you’re part of the player base that encountered the same thing, make your voice be heard, let Infinity Ward know or make a video so your issue can be sorted.
Those still playing Mortal Kombat (2011) on last-gen consoles (PS3, Xbox 360, PC), you might want to look for another game to play online, as the Mortal Kombat servers are now offline, and yes, you won’t be able to play multiplayer anymore.
This was announced by Warner Bros., which is the parent company of NetherRealm Studios, developers of the Mortal Kombat franchise.
PlayStation 3 Players:
Due to changes with our network, access to online multiplayer features for Mortal Kombat (2011) on PlayStation 3 will no longer be available. Offline game modes, including the Story mode, will still be accessible.
PlayStation 3, Xbox 360, Steam Players:
The Message of the Day feature for Mortal Kombat (2011) on PlayStation 3, Xbox 360 and Steam will no longer be available due to these network changes.
If you have any questions about these changes, please contact Customer Support for assistance using the “Ask for Help” link above.
For more information on the Mortal Kombat franchise, including the recently released Mortal Kombat 11, visit www.mortalkombat.com.
Mind, it’s not that surprising given there’s newer Mortal Kombat titles out there already, and we’re on the cusp of welcoming the PS5 and Xbox Series X, which will make the console generatio we’re on now as “last gen.”
Ah yes, the ’90s. The decade that kicked off gaming. I have plenty of memories during that timeframe, mostly being with Mario, Megaman, Doom, and Mortal Kombat. And the thing I loved about those games, even more so today, is that back then they didn’t care. Some games were good, and others were bad, but most importantly they were games that developers wanted to create. Sure, there was some heavy backlash, more so around extremely violent games, but developers just kept pushing and taking bigger risks without compromising their own vision. Even today, games are starting to get censored over the smallest things, and developers compromise for the sake of not offending anybody. We have become too soft for our own good that it’s easy to find flaws with a title. Thankfully, DOOM Eternal follows suit of its predecessor and makes no room for compromises. DOOM Eternal is the perfect wine, finally being opened after decades of sitting on that shelf. Sure, it was developed in the last four to five years, but at its core, DOOM Eternal is everything a DOOM fan could want. Curious? Read on for our full DOOM Eternal review.
The gameplay maintains that arcade-y feel that DOOM has always been known for, all while improving on other aspects of the previous game. For example, while the platforming in DOOM 2016 wasn’t by no means awful, it did feel a bit of a distraction to the overall pacing as it brought it down. In DOOM Eternal, however, the team took this opportunity to expand more on the platforming, offering larger levels to explore and more unique ways to approach the arena-style fights. I found myself using every bit of platforming in each area to move quicker and gain strategic advantages over enemies. And the plus side is they’re typically associated with puzzles that lead to hidden areas. These areas would typically contain collectibles, upgrade nodes, and even challenges to test out your skills.
Many of the weapons have seen major overhauls not only to their visuals but to their weapon mods. The shotgun can now be equipped with a fully automatic firing mode mod, with the Super Shotgun variant sporting the new meat hook that allows players to attach to enemies and sling directly to them. A few, if not all the mods have been altered to make the weapons deadlier than ever before. The weapons were great in the last game, they just took them and made them even better.
More Faithful to the Original
DOOM Eternal looks absolutely fantastic on the PlayStation 4 Pro. All the enemies and arena environments are highly detailed, more so than the last game. In fact, many of the demons have been visually upgraded in not only details but overall design. While they didn’t look awful in Doom 2016, they were a far cry from their source material. For example, the Possessed soldiers came off more as undead that spawned from hell itself, whereas in the original you could clearly tell that they were humans once. This shows in the new one as they no longer look like they did in 2016, but instead right from the original games, just with today’s visuals.
It brought a sense of familiarity and made me go, “Oh, cool, that’s exactly how I remember them” even though they’re pushing more polygon count today. As for the general environment, they took Earth and brought Hell to it, changing the landscape while maintaining a shred of humanity in it. There are rivers of laval flowing through maps, tendrils from giant demon wrapped around buildings. Flesh, either demonic or from tormented humans is stretched across areas, giving it a full Hell look. It is truly a visual built of nightmares.
My only complaint about it is when you start off, away from the main areas of battles, objects that are a bit away are clearly low in their polycount. I couldn’t help but feel distracted when I noticed it, with what should have been an epic view looked more like some early gen visuals. It wasn’t too major though as the game does maintain your focus on what’s happening then and there, but still.
Even the story is scripted in a way to be like the originals, where it’s more about the action that is currently happening, rather than the plot. There is a story, and some cutscenes to accompany it, but if you really want to know what’s going on, you’ll need to read the collectible logs. Some may see this as a big negative, but I wasn’t expecting a deep narrative-driven story with DOOM Eternal, I was expecting, well, DOOM. A game that is constantly in your face and the only way to fix that is with your shotgun.
The Online Is Probably Doomed
Despite how the developers and many players felt about the DOOM 2016 multiplayer component being an afterthought, the one found in Eternal is truly just that. At launch, the game comes packed with just one mode, that being Battle Mode. The goal of the mode shares that of any standard team deathmatch, though it’s round-based with a few additional twists. For starters, the mode is asymmetrical with two players taking the role of demons and one other the Slayer. From the slayer side, everything that has made him the ultimate killing machine is still very much intact. Demons, on the other hand, are more unique since they have a number of different classes and abilities, along with summoning other demons to help take down the Slayer. As mentioned, this mode is round base and at the end of each round both Slayer and Demons can select an upgrade that in turn can change the tide of the match. The first team that wins three rounds is declared the winner.
Is this an online mode I can see myself playing for hundreds of hours? Probably not as the novelty wears off quickly when you realize this is all there is to the online versus. While I appreciate the thought that went into the mode, it isn’t going to be one that many are gonna stick around for as it seems more geared towards the competitive playstyle. The map sizes are perfect for the three players, as they’re small and kept the action up, and it definitely can be fun, but again as a person who enjoys their online games, variety in modes would have been great. There’s no slayer vs. slayer, demon vs. demon, team deathmatch, deathmatch, it’s literally just Battlemode. It is so far my biggest letdown about the game, which is a bummer because I really loved the Battle Pass system that accompanies it. Perhaps id Software will add more modes down the line, but in its current state, this will be a quick pass for many when it comes to multiplayer. Something you can have fun for a quick few games, but quickly move back to the campaign or another multiplayer title.
Now the Battle Pass system is clearly something that many developers should note of. It’s absolutely free and provides a lengthy amount of content that can be earned from leveling it up. The rewards range from profile icons to new Slyer and Demon skins that can be used in the campaign (Slayer) or multiplayer (Slayer & Demons). I think it’s as pure as a system can possibly get for being free, and I really loved that they did that to try and keep players playing. I know, we shouldn’t be praising developers on something that should be free in the first place, but it’s that praise that’s going to make the change happen more frequently.
Final Thoughts
This is going to be a tough year for me when it’s over, because I know I’m gonna have a hard time picking out what my Game of The Year will be. DOOM Eternal is right up there, and for id Software to build upon the 2016 release and go above further, Eternal easily earns a spot as a contender. It’s good old fun from the early days of gaming when all you wanted to do was just shoot things and not care about anything else. The only true disappointment from me is the lack in multiplayer components, something I hope the id Software fixes down the road.
Score: 9/10
Pros
Excellent gameplay with great improvements from the previous entry
Visually stunning and well optimized with rock-solid frame-rate. Can’t say it dipped much, even during the extremely heavy fights.
Very polished
Tons of collectibles scattered throughout the map. Makes replayability well worth it, especially with cheats that can be unlocked.
Battle pass system is free, giving players a reason to come back.
I didn’t touch upon the soundtrack, but it’s awesome.
Cons
Multiplayer is lacking in modes, even at launch we are finding it long to get into a match. Can’t see it lasting long unless more gets added.
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.
With the COVID-19 epidemic spreading like wildfire across the world, most of the world’s governments are recommending people to stay at home in order to stop the virus from spreading. Having said that, one of the best and safest ways to entertain yourselves at home is by playing video games. Now, for those who don”t have deep pockets, or just want free stuff (who doesn’t?), here’s a list of the free games you can download right now!
Note that most of the titles are free on PC via Steam and we’ve included direct download links!
And that’s what we managed to find! Not a bad list, no? Don’t forget, download these games while you can since we don’t know how long these free games will be available.
Monster Hunter World players, the Monster Hunter World next update is out tomorrow March 22! This is Title Update 3 and will bring in a new challenges and more! Before that though, check out this new friggin’ dragon, and a bunch of other stuff as well.
Prepare for Alatreon! Headed out this May, one of the mythical “Black Dragons,” this beast is also known as the “Blazing Black Dragon.” Alatreon won’t be out tomorrow, but expect it to drop this May in the New World!
Alatreon’s arrival is still distant and details on its behavior in the New World are still scarce; but stay tuned for more details as the Guild discovers more info on this awe-inspiring Elder Dragon. Part of what makes Alatreon special is the category of monster it belongs to: “Black Dragon.” The existence of these “Black Dragons” has been treated more like a taboo in Monster Hunter series; so much so that there hasn’t even been much official information disclosed about these monsters. However, this May we’ll finally be pulling the curtain a bit and talking about one of these mythical beings in an official capacity. We’re very excited for this occasion and hope you stick around to find out more and face this mythical “Black Dragon” in Iceborne.
What we do know that’s coming in Title Update 3 is a couple of new challenges! Starting March 22 at 5 p.m. PDT/8 p.m. EDT, both the Raging Brachydios and Furious Rajang will be making their way into Iceborne! Not only that, but their moves set has been updated as well, so prepare for a new challenge.
Those who beat these monsters will be able to craft some of the most powerful gear in the game.
Players can also expect a new event coming this April! The Full Bloom Fest is the next seasonal event for Iceborne! Expect the Gathering Hub to be decked out in new decorations, and of course, new quests and Bounties to complete as well. The Full Bloom Fest starts on April 9, 2020.
While Hi-Rez Studios has been rather prolific with its patches for Paladins, it seems another Paladins update is out, and on a weekend even. Paladins update 2.16 has been released, and as one might expect, it’s for a fix.
Paladins update 2.16 changes:
Clocking in at 130MB on PS4, the update is to fix the Champions Pack bug from Paladins patch 2.15! The previous patch also released earlier this week locked champions that were unlocked if you bought the Champions Pack.
For those unaware, Hi-Rez Studios released patch 2.15 earlier this week and it was to fix the “capture” bug, and as well as to fix the bug that caused voices to not work outside of English.
As far as we’re aware, this is the only change made so far, and we’re keeping an eye out on the Paladins Trello board to see if anything else gets added.
If you spot any changes, share them down in the comments below and we’ll credit you if we update the post with it. We’ll update the post if we hear of any new developments. In the meantime, go enoy your Champions once again, players!
True to his word, James C. Burns or more famously known as the voice actor behind Sgt. Frank Woods from the Call of Duty: Black Ops series, hosted a livestream today where he fielded fan questions.
Given we’re supposed to be getting a Black Ops reboot of some sort as this year’s Call of Duty, it’s understandable that fans assumed that he’s somehow involved. Well, it seems he’s not. In the stream Burns elaborates on three key points namely:
I have not shot anything. I am not in negotiations to shoot something, and I’m no longer in contact with anyone from Treyarch itself.
He stresses “I don’t know,” and that the only one he’s in contact with is their (Treyarch/Activision) PR department.
Well, that settles it then. Regardless if Treyarch is pushing ahead with a Black Ops reboot, Burns is not part of it — at least from what’s shared. There is a chance he’s talking out of his ass, but it doesn’t seem like it. Maybe if there is a Black Ops reboot, Treyarch is going with someone else or Frank Woods is written out of it entirely? Your guess is as good as mine at this point.
If there’s a Black Ops reboot, do you want someone else to voice Frank Woods or would you be OK with the character being taken out entirely? Let us know your thoughts down below.
While there’s no shortage of battle royale games out today, that hasn’t stopped Activision from unleashing the second Call of Duty battle royale game in as many years with Call of Duty: Warzone. Curious how this free-to-play game stands above the rest? Read on for our Call of Duty Warzone review.
Modern Warfare Royale
Right off the gate, players of Call of Duty: Modern Warfare will instantly feel at home, since the battle royale game is based on Modern Warfare completely. Expect the same controls (save a thing or two), same weapons, perks, and more. Now, for those who’ve yet to play Modern Warfare multiplayer, you should be right at home with Warzone’s controls given it follows the standard first-person shooter controls people are used to. If not, there’s a mandatory tutorial level (nice touch by Infinity Ward to ensure players know the basics), that’s required to be finished before you can play your first match.
This familiarity works in Warzone’s favor, as there’s no hero abilities to learn, no bulding mechanic to intimidate newcomers, or any of the sort. All you need to do is find guns, cash and shoot enemies. That’s it! Plain and simple. Guns themselves are taken from Modern Warfare and behave the same way, and are based on real-world counterparts, so those familiar with past Call of Duty or military shooters, you’ll already know what to expect from most of the guns — again, which works in the game’s favor.
Bringing Something New to the Gunfight…
What separates Warzone from most of the battle royale pack is Infinity Ward’s innovations or fresh takes on the genre’s mechanics. While Apex Legends might have introduced “respawns” in battle royale, Infinity Ward ups the ante by having players compete for their chance to come back in a match by participating in a Gunfight round in the Gulag. Win and you go back (only one chance to do this per match); lose, and you’re out.
That’s not just the new thing the studio introduced though. Scattered throughout the map are buy stations which provide self-revive stim shots, weapons, killstreak rewards, and even teammate respawns. This is another welcome twist that adds a layer of freshness to Warzone. Not only are you looting enemy corpses for new weapons and equipment, but you’ll want to collect as much in-game cash as possible to be able to buy back teammates, stim shots, and every advantage you can get to emerge victorious.
For those concerned about killstreak rewards being in a battle royale game, don’t be. There’s just a handle of these available and are quite expensive to obtain. While the UAV might be useful, players will need to decide which items to buy, and I see people prioritizing self-revive stim shots more than these items — and with good reason. And don’t forget, you’ll want extra cash ready just in case you want to buy back teammates as well.
Shoot-‘Em-Up!
Possibly one of the best decisions Infinity Ward has made in Warzone is to have players spawn in with a pistol. Don’t you hate it that when you drop in a battle royale game and somebody beats you in getting any weapon and you’re left a sitting duck just waiting to be killed? In Warzone, you can at least shoot back. This might seem like a small change, but it removes a layer of frustration of getting killed the moment a match starts because you didn’t even have any weapon to fight back.
Speaking of weapons, the guns and gunplay in Warzone feel just like they do in Modern Warfare, which means they’re tight and responsive. Guns fire the way you expect them to, and barring any connection issues, you’ll win — and lose — gunfights based on your own skill in firing weapons, and tactics, not just because you’re going up against another player that has a character that counters yours. You have equipment to round out the guns in the mode, and they behave exactly like they do in Modern Warfare. This is where sound decision making and familiarity kicks in: do you get the claymore in order to cover your back/ground, or do you get frag grendes to easily clear out rooms? Each match requires different decisions, which keeps things fresh.
Arcade Lootin’
For better or for worse, Warzone doesn’t prioritize looting like in other battle royale games. In Warzone, if you buy your loadout (which you can configure before a match), or find a weapon you’re familiar with, you can mop up even against those who have legendary loot. This works both ways as well. If you get a legendary weapon that’s all kitted out, but you’re more familiar with how your current weapon behaves, you might want to stick with what you’re familiar with.
The upside here is, players don’t need to act like headless chickens when they see every building just to find better gear. They can focus on staying alive, and taking out enemies. Of course, if you’re someone who enjoys finding the best loot and killing everyone with the best weapon, you might not favor this set up.
On the subject of loot, Infinity Ward has made it so that players don’t even need to enter buildings and structures to know if a particularly good set of items are inside, as there’s an audible cue that can be heard if you’re near an unopened loot chest. This saves people the time of having to loot every house and building, and just focus on taking out enemies and winning. Of course, you can still sweep every building for loot, but it’s not as important as in past battle royale games.
This is where I feel Warzone is at its best: it offers the battle royale experience but in arcade form. No, that doesn’t mean it’s not a deep multiplayer experience. Rather, it distills the “un-fun” parts out such as the endless lootting, checking of every house, and lets players focus on the most important thing and that’s suriving to win.
Having said that though, the game does feel empty sometimes even if there’s 150 players in a match. It’s possibly due to how big the entire map is, though shrinking it down might make the experience feel more chaotic than fun.
It’s War!
Warzone is roping in players left and right, and with good reason. Not only does it feel like a complete Call of Duty game set in battle royale rules, but it’s free, too. Aside from that though, I have a hunch that it’s Infinity Ward’s no-frills, trimming-the-fat approach to the genre that has players hooked. You don’t need to read and learn every little bit of info about the game in order to do well, your wits and skills are enough to carry you deep into the 150-player matches, and that’s what makes it fun.
While there’s no saying how Warzone’s longevity will stand up in the long run, I wouldn’t be surprised if it stays on and fights tooth and nail with Fortnite and Apex Legends as king of the hill. It’s that good, and best of all, it’s free!
Score: 9.5/10
Pros:
Extremely easy to get into
Focuses on gunfights and trims the fat
150-player matches work
Looting is refined
Gulag is an ingenious move to let players fight for respawns
Cons:
Sometimes it’s hard to start matches given they require 150-players to start a match
Net connection issues happen more often than usual (mileage may vary depending on location)
Those looking forward to PvP action and unique rewards in Destiny 2, rejoice! Bungie has announced the Destiny 2 Iron Banner return date, and it’s on March 24!
This was announced by Bungie in its weekly Destiny 2 round up post, where it also shared that the Point of the Stag bow will be part of the reward for completing the “Smelting Light” quest. Players will be tasked to capture zones and defeat opponents with a collection of weapons with the reward being the bow.
Bungie also states that Iron Remembrance armor sets are making a return, and upped to Armor 2.0 standards even. Iron Banner armor pieces have chances for higher stat rolls from bounties, vendor packages and post-game drops. The Destiny 2 Iron Banner return date is on March 24 (Tuesday) at 10 a.m. PDT and will run until March 31, 10 a.m. PDT.
In addition to that, Bungie has also shared some of the steps the studio is taking to help out in the COVID-19 pandemic.
As a company located in the epicenter of the U.S. outbreak here in Washington State, we believe it is important to help our local community through this crisis. Bungie is grateful to partner with the Boys & Girls Club of Bellevue (BGCB), which is doing life-saving work for our local families. While all local schools remain closed through the end of April, the BGCB is committed to keeping as many of their facilities open as possible to care for children, so that parents who must continue to go work are able to do so. In addition, they are feeding and providing necessary supplies for families in crisis.
Bungie is providing a $160,000 grant that will enable the BGCB to operate four sites across the Bellevue region through the end of April in order to care for our community’s most vulnerable low-income and homeless families. This care will allow more families to continue earning income and paying their rent, while keeping their families fed and healthy, and will help to minimize long-term repercussions from this crisis.
The studio even outlined a set of tips on how we can help each other during this unprecedented world event.
Support your local small businesses. As an example, if your gym is closed, please consider retaining your membership so that they can afford to re-open their doors.
Support family-owned restaurants by ordering take-out or. Search for local fundraisers like GoFundMe that are providing financial support to restaurant workers, artists, performers, and more that are without work during the shutdowns.
Support your nonprofits. Many major fundraising activities have been cancelled or postponed. If you plan to donate to any organization this year, please consider doing it now rather than later. Many organizations depend on those fundraisers and are in a really tight spot without those funds.
Support families in your community. Make a donation to your local food bank, United Way, or Boys & Girls Club. These organizations are able to leverage every dollar to deliver critical support to families in need.
Donate blood. Since the outbreak, there has been a drastic drop in blood donations nationwide (approximately 86,000 fewer than is normal in this time period), at a time when our hospitals are at or nearing capacity. If you are healthy and showing no signs of fever or other symptoms, please contact your local Red Cross or other local agencies to make a donation.
In addition to that, the Bungie Foundation has managed to raise $1 million USD via its Guardians for Australia t-shirt campaign to help out the Australia bushfire relief fund. Since launching this January 14, Bungie says that over 75,000 shirts were sold and are now on their way to the Guardians who supported the cause.
For the complete recap of this week’s Destiny 2 stuff by Bungie, head on over here.
Make sure to check out this week’s Xur inventory right here.