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Top 5 Anthem Improvements We Want to See Based on the Demo

Technical and server issues aside, we liked what we played of the Anthem VIP demo last week. Having said that, that doesn’t mean that there isn’t room for improvement. On the contrary, we think there’s quite a number of Anthem improvements we want to see either for this weekend’s open demo, or in the final retail version.

Below, we’ve listed the top five Anthem improvements we want to see based on the demo.

Improved Frame Rate in Fort Tarsis

With the demo starting you off in Fort Tarsis in a first-person vantage point, it’s outright baffling how horrible the frame rate is/was, and how janky it felt moving around the game’s city.

Let’s hope the frame rate is improved, or there are at least optimizations implemented to make the Fort Tarsis trek a tad easier to take.

Cleaner and Better Menu UI

While the in-game UI (user interface) isn’t bad and is easy to understand, the same cant be said with the menu UI and how you navigate between missions. There’s just so many menus and layers to navigate that it feels cumbersome. That said, this seems to be something that isn’t that hard to fix, so we’re optimistic it’ll get changed or improved soon.

Less Particle Effect Spam or a Way to Make It Less Distracting

If you’ve played the Anthem demo with a full squad, or at least with a few party members, you might have noticed that there’s a ton of particle effects going off all at once when players use their abilities. While this looks fantastic if you’re a spectator, the same can’t be said when you’re trying to target enemies, position properly and so on.

This if further compounded when a Storm javelin fires his abilities, as his AoE (area of effect) spells have a lot of snazzy looking sparks, explosions and so on. What makes this harder than it needs to be is, the game doesn’t seem to have an auto-lock targeting system, which means you’re left to do everything manually with your eyes.

Less Technical Issues 

Regardless if you liked the demo or not, it’s hard to argue against the fact that the Anthem demo suffered through quite a number of technical issues. From the dreaded infinite loading bug, there was a ton of rubberbanding, and connectivity issues, too.

Will these things be sorted for the final game version? We sure hope so or there’s going to be a lot of seriously pissed of gamers.

Better Loot Implementation and End of Quest Highlights

While some of the Anthem improvements we want to see are (relatively) quick fixes, this one might not be. In games like Anthem, Destiny, and the like, one of the biggest hooks and draws to keep people playing is the loot.

BioWare doesn’t seem to be scrimping when it comes to loot drops, but the way it’s handled, could be a whole lot better. In Anthem, you pickup loot off the ground from fallen enemies, and bosses. Unfortunately, in Strongholds, ending a match doesn’t yield a chest or anything that gives you the impression that you’ve obtained a whole mess of good items for your troubles.

In addition to that, the end of round highlights should feature (in plain text) just how well you did. Maybe damage dealt, damage received can be plainly shown, or hell, give extra XP to those who helped the team the most or something. Basically, this gives an added layer of friendly competition in squads when running missions, which adds to the entire meta.


There you have it; our quick top five Anthem improvements we want to see based on the demo. Do you agree with our list? Did we leave anything out? Let us know your thoughts in the comments below.

More Anthem Reading:

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Battlefield V Map Changes and Improvements From the Community Is Being Asked by DICE

With Battlefield V’s latest patch released yesterday, one of the big things included in it is a change to the Panzerstorm map. Now, if players think that this is a one-off thing, think again.

Over on Twitter, Battlefield V Level Designer Matt Wagner is actively seeking Battlefield 5 map changes and improvements, and is asking the community for help!

Bear in mind, this doesn’t mean that every little thing suggested will be implemented in future patches, but the fact that DICE is open to changing map layouts, designs, and asking for feedback is a very welcome note indeed.

Speaking of patches, yesterday’s patch unfortunately brought with it, a host of bugs as well, and you can read about that here.

Which map do you want to see changed first and why? Sound off in the comments and let us know

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Humble Indie PlayStation Bundle Has a Lot of Great Titles at Super Low Prices

If you’re tired of AAA games, and want something different, and you’re dead set on saving a few bucks, then this latest deal from Humble Bundle is just for you — provided you game on a PS4, that is.

Called the Humble Indie PlayStation Bundle 2019, a bunch of fantastic indie PlayStation games can be had at discounted prices, which you can check out below.

Humble Bundle Store Link

PAY $1 (ABOUT ₱52.48) OR MORE TO UNLOCK!

  • Grim Fandango Remastered – MSRP: $14.99
  • The Bard’s Tale –MSRP: $9.99
  • InnerSpace – MSRP: $19.99

PAY MORE THAN THE AVERAGE OF $9.86 (ABOUT ₱517.49) TO ALSO UNLOCK!

  • Layers of Fear – MSRP: $19.99
  • Wasteland 2: Director’s Cut – Standard Edition – MSRP: $39.99
  • The Talos Principle -MSRP: $49.99
  • Broken Age – MSRP: $14.99

PAY $15 OR MORE TO UNLOCK!

  • Killing Floor 2 – MSRP: $29.99
  • Shadow Warrior 2 – MSRP: $39.99

BONUSES

The sale lasts for 13 more days, so you have time to decide before taking a plunge.

If you’re not interested in any of the games above, check out the latest PlayStation Store sale that went live yesterday.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Call of Duty: Black Ops 4 League Play Release Date Set for Mid-February, and Here’s What to Expect

As part of today’s meaty Call of Duty: Black Ops 4 update, Treyarch has also spilled the beans on the Black Ops 4 League Play release date, and what the studio has planned for it.

Set to arrive first on PS4, the Black Ops 4 League Play release date is pegged at mid-February to coincide with the game’s big February patch, though there’s no specific date yet, as Treyarch mentions that there’s “a lot of moving pieces between developer, publisher, and first-party platforms.”

As to what to expect in it, Treyarch has listed some of the added changes implemented in the CWL (Call of Duty World League) which should also be implemented in ranked play.

Updating the CWL Ruleset

First, we’ve huddled with the Call of Duty World League team as well as pro players and some members of team management to evolve the CWL ruleset. Our goal is to more closely match how the pros play, while embracing the diverse toolset of Black Ops 4 that allows for those big, exciting plays that make the game so damn fun to watch. We believe these carefully-considered updates will improve the future of competitive play for the pros on stage, and more widely, for our ranked players at home.

This updated CWL ruleset will go live in Black Ops 4 later this week, and includes the following new restrictions (with all previous restrictions listed here still in place, including the full restriction of Nomad):

  • Ajax
    • Fully restricted
  • Torque
    • Fully restricted
  • Prophet
    • Seeker
  • Firebreak
    • Reactor Core
  • Seraph
    • Tac-Deploy
  • Scorestreaks
    • Dart
    • RC-XD

Additionally, Zero’s Ice Pick and EMP Disruptor, and any new Specialist content that we release in the future, will remain out of competitive play by default until or unless deemed viable through the CWL organization.

With these new restrictions in place, players who choose Prophet, Firebreak, or Seraph will still be able to equip the Trophy System, Combat Axe, Frag, Molotov, or Concussion in their Equipment slot. These changes are a direct result of feedback and coordination with the competitive community, and we can’t wait to see how it all plays out in ranked play and at future CWL 2019 events.

There are also changes coming to how League Play is implemented, with Treyarch now pushing for more activities and events due to community feedback.

  • At roughly one-month intervals, League Play seasons were too long, resulting in a high volume of inactive players and “dead ladders”, watering down the feeling of competition.
  • Players who missed out on significant portions of seasons felt like there was no way for them to catch up to other players in their ladders, leading many to stop playing and thus exacerbating the “dead ladder” problem.
  • League Play is a lower-population playlist relative to the rest of Multiplayer, and it’s the only portion of Multiplayer that relies on skill-based matchmaking. As such, time to find matches can be lengthy with the League Play population subdivided by skill ranges.
  • Ladder groupings were too large, leaving many participants feeling disconnected from most of the players they were competing with for position.
  • League Play Division ranks were directly tied to each player’s skill rating under the hood, which meant that most players “settled” into a rank early on, and it was frustrating not being able to change that skill rating over time.

 

With every new design of a system, we start by identifying the problems to solve from previous iterations, and the League Play system in Black Ops 4 has been designed to avoid these shortcomings and accomplish some new key goals:

  • Running League Play events more frequently and in shorter duration makes ladders feel like meaningful competitions with constant movement against a smaller pool of competitors.
  • Events are condensed and timed to drive the highest player counts and achieve healthy matchmaking with faster time to find matches.
  • Shorter-duration events more closely match how pros compete in weekend tournaments, like 2Ks. Our intent is for events in the World League Hub to feel closer to how the pros compete.
  • Ladder competition will feel familiar – climb the ladder by winning ladder points, but lose ladder points and you may drop position. The goal with each League Play event is always to end as high on the ladder as possible.

Changes are also planned for the League Play progression and here’s how it’ll work:

  • Over the course of your competitive career, you’ll advance a permanent rank that reflects your performance across all events. Performing better in events and participating more often will result in faster rank progression.
  • Final placement in ladders determines how you advance your overall rank, giving ladder events a competitive tournament feel with the most credit given for reaching 1st Place and winning a League Play event.
  • Place 1st in a League Play event, and your rank will be upgraded to permanently reflect your victory. Further upgrades are possible for multiple 1st Place finishes over time, and a streak indicator that is displayed when you place 1st in back-to-back events.
  • Matchmaking in the World League Hub will always be prioritized by skill, so competitors will always feel competitive at their skill level.

There’s a lot more details which you can read about here.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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These Anthem Comics Covers Are Fantastically Well Made and There’s One for Each Javelin

While Anthem isn’t a slouch in the graphics department, a fan by the name of Fabio Carretti one-upped EA and BioWare in terms of making the game’s javelins look badass by drawing comic book covers for each!

Yes, shown below are (unofficial) Anthem comics covers, which shows off the Storm, Ranger, Colossus, and the Interceptor!

Impressive, right? Now I’m kinda curious to see an actual Anthem comic come to fruition. Thanks to Fabio Carretti for reaching out and giving us permission to use these. You can find more of his work in his Instagram right here.

In other Anthem news, we posted our hands-on impressions of the VIP demo, which you ought to check out. Speaking of, BioWare has posted a list of fixes it’s planning to do for the open demo happening this weekend, and if you’ve taken part of the VIP demo, don’t forget that you’re going to get a second free vinyl as a thank you for participating.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Xbox Games With Gold February 2019 Announced

It’s close to the start of a new month, and that means a new set of free games are coming to Xbox gamers. Today, Microsoft has announced the Xbox Games With Gold February 2019 list!

For February, Xbox One gamers can download Bloodstained: Curse of the Moon ($9.99) for free, and there’s Super Bomberman R ($39.99) which will be available from February 16 to March 15.

On the Xbox 360 front, which can also be played on the Xbox One due to backwards compatibility, there’s Assassin’s Creed Rogue ($29.99), which will be available from February 1 to the 15th. Then after that, on February 16, Star Wars Jedi Knight: Jedi Academy ($9.99) will be available until February 28.

Bloodstained: Curse of the Moon

Jump into retro-style gaming with Bloodstained: Curse of the Moon. With the involvement of the legendary Koji Igarashi, this action-adventure title harkens back to some of the classic side-scrolling games of the past. Switch your play among several different characters, each with their own unique abilities, as you travel perilous lands to defeat the evil demon lurking in the forbidden castle.

Super Bomberman R

Step into the fun, because Super Bomberman R is back and better than ever! Eight Bomberman heroes journey to space to fight the Evil Emperor Buggler, but now with the help of the Master Chief — exclusive to the Xbox One version — use your state-of-the-art combat armor to help win the day. Play alone or with a friend because this is the biggest Bomberman game ever.

Assassin’s Creed Rogue

Continue the adventures of your ancestors in Assassin’s Creed Rogue. Set in the chaotic moments of the French and Indian War, relive the days of Shay Patrick Cormac, a fearless young outcast assassin who slowly morphs into a deadly assassin hunter due to tragedy. The dark transformation your character goes through will shape the future of the Brotherhood forever.

Star Wars Jedi Knight: Jedi Academy

Learn the ways of the Force from Jedi Master Luke Skywalker in Star Wars Jedi Knight: Jedi Academy. In this classic title from the original Xbox, begin your journey as a student eager to learn as you interact with famous Star Wars characters and locations. In the end, you’ll face the ultimate choice: the good and freedom of the light or the tantalizing power of the dark side.

Source: Major Nelson

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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PlayStation Store Sale Now Live and Is Called the “PS Plus Specials” Sale

While we had a flash sale last, last week, the first official Tuesday PlayStation Store sale of the year is now live! Same as before, the complete list of discounted games are below, which leads straight to the NA PSN Store.

Game PS+ % Off
Accounting Plus (Accounting+) $9.59 20%
Along Together $7.49 50%
Apex Construct $14.99 50%
ASTRO BOT Rescue Mission $31.99 20%
Banned Footage Vol.1 $4.99 50%
Banned Footage Vol.2 $7.49 50%
Batman: Arkham VR $11.99 40%
Blasters of the Universe $4.49 70%
Blind $12.49 50%
Bloody Zombies $7.49 50%
Bound $9.99 50%
Bravo Team $23.99 40%
CastleStorm VR Edition $7.49 50%
Catch & Release $11.99 40%
Catlateral Damage $2.99 70%
Code51:Mecha Arena $11.99 40%
Cold Iron $4.19 70%
CoolPaintrVR $11.99 40%
Creed: Rise to Glory $20.99 30%
Darknet $4.49 70%
Déraciné $26.99 10%
DiRT Rally PLAYSTATION VR UPGRADE DLC ADD-ON $3.24 75%
DiRT Rally PLUS PLAYSTATION VR BUNDLE $12.49 75%
DRIVECLUB VR $7.49 50%
Drone Striker $6.99 30%
DWVR $7.49 50%
Eagle Flight $5.99 70%
Eagle Flight & Werewolves Within PSVR Bundle $11.99 70%
Electronauts $13.99 30%
End of Zoe $8.99 40%
End Space $5.99 70%
Evasion $19.99 50%
Farpoint $9.99 50%
Floor Plan $2.99 50%
Hatsune Miku: VR Future Live – 1st Stage $7.49 50%
Hatsune Miku: VR Future Live Season Pass $19.99 50%
Heavy Fire: Red Shadow $9.99 50%
Heavy Fire: Red Shadow – PlayStation VR $4.99 50%
Here They Lie $4.99 75%
Home Sweet Home $23.99 20%
Hustle Kings VR $4.99 75%
Hyper Void $4.99 50%
Hyper Void Complete $4.99 50%
Infinite Minigolf $7.49 50%
Just In Time Incorporated $4.49 70%
Keep Talking and Nobody Explodes $7.49 50%
Killing Floor: Incursion $17.99 40%
Loading Human: Chapter 1 $7.99 80%
Mind Labyrinth VR Dreams $19.99 20%
MONSTER OF THE DEEP: FINAL FANTASY XV $14.99 50%
Neverout $4.79 40%
No Heroes Allowed! VR $14.99 50%
Out of Ammo $7.49 50%
Paper Dolls $11.89 30%
Paranormal Activity: The Lost Soul $14.99 50%
Pierhead Arcade $7.49 50%
Pinball FX2 VR $7.49 50%
Pinball FX2 VR – Universal Classics Pinball $9.99 50%
Pinball FX2 VR: Season 1 Pack $12.49 50%
Pinball FX2 VR: The Walking Dead $2.99 50%
Pirate Flight (VR) $8.99 40%
PlayStation VR Worlds $4.49 70%
Psychonauts In The Rhombus Of Ruin $3.99 80%

 

Game PS+ % Off
RACE THE SUN $2.99 70%
Racket Fury: Table Tennis $15.99 20%
Radial-G : Racing Revolved $7.49 50%
Raw Data $19.99 50%
RESIDENT EVIL 7 biohazard $14.99 50%
RESIDENT EVIL 7 biohazard Gold Edition $24.99 50%
Rick and Morty: Virtual Rick-ality $14.99 50%
RIGS Mechanized Combat League $4.99 75%
Rise of the Tomb Raider: 20 Year Celebration $11.99 80%
RollerCoaster Legends $2.49 50%
RollerCoaster Legends II: Thor’s Hammer $4.19 30%
SculptrVR $11.99 40%
Shooty Fruity $11.99 40%
Smashbox Arena $2.49 75%
SPACE RIFT – Episode 1 $5.99 70%
Sprint Vector $20.99 30%
Star Trek: Bridge Crew $9.99 75%
Statik $5.99 70%
Stifled $11.99 40%
Super Stardust Ultra VR $4.99 75%
Surgeon Simulator: Experience Reality $4.99 75%
The American Dream $9.99 50%
The Exorcist: Legion VR $3.49 50%
The Inpatient $11.99 40%
The Persistence $20.99 30%
The Walker $5.99 40%
Thumper $4.99 75%
Time Carnage $9.99 50%
TO THE TOP $5.99 70%
Torn $14.99 50%
Track Lab $14.99 25%
Trackmania Turbo $9.99 75%
Transference $17.49 30%
Tumble VR $2.49 75%
Ultrawings $7.49 50%
Unearthing Mars $7.49 50%
Unearthing Mars 2: The Ancient War $11.99 40%
Until Dawn: Rush of Blood $4.49 70%
Waddle Home $4.99 50%
Werewolves Within $5.99 70%
WipEout Omega Collection $5.99 70%

For the latest video game deals online, and other freebies, make sure to bookmark our Deals hub.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Call of Duty: Black Ops 4 Update Today Is Now Live, Here’s the File Size, and Complete Patch Notes

Announced last week, the Call of Duty: Black Ops 4 update 1.42 is now live! CIocking in at a  6.96GB PS4,  and 7GB on Xbox One. Blackout players have a lot to look forward to in this patch, while multiplayer fans might be left wanting as the big focus is the addition of Gun Game.

The Black Ops 4 update today also brings in new weapons in Zombies mode, details on League Play and lots more! Check out the complete patch notes for the Black Ops 4 update today 1.42!

Jan. 29 Update: 1.12 Update Begins Rolling Out Today in Black Ops 4!
byu/treyarch_official inBlackops4

 

Remember: some of the new content are exclusive to PS4 gamers for seven days before they make their way onto the Xbox One, and PC. What do you hope to see in the next Black Ops 4 patch?

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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New Battlefield V Patch Brings in a Host of New Bugs and Here’s Some of Them

With DICE dropping a new Battlefield V patch earlier today, there’s a bunch of gameplay tweaks, technical fixes and more, which you can read about in the patch notes.

Unfortunately, a host of new Battlefield 5 bugs has inadvertently made its way into the game too! The Battlefield V subreddit has suddenly exploded with players reporting one new bug after another, and we’ve listed some of them.

There’s a bug that removes the text from the main menu (!) which was posted by DonRivs:

This bug gets triggered when you select a plane, and well, I’ll leave you to see it for yourself.

[BFV] Plane selecting glitch
by inBattlefieldV

Another bug happens when you join a game and only see a black screen. Thankfully, pausing the game, pressing down twice, and pressing X (or A on Xbox One) to redeploy fixes it.

Multiple reports have come in that the PS4 version is now suffering severe frame rate drops after the latest patch. How bad? Here’s how it looks:

There seems to be another bug introduced now that has ammo crates dropping and phasing through the floor when dropped by a player.

[BUG] Ammo crates dropping through floors when dropped
byu/BumHand inBattlefieldV

If you think multiplayer is the only one affected, think agaib, as it seems even the single-player portion is suffering though some as well.

You can keep track of all the new ones springing up right here.

Have you noticed any new Battlefield 5 bugs introduced in today’s patch? If so, share ’em in the comments below.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Anthem Demo Early Impressions – Rage Against the Machine

With Anthem set to fly out on February 22, 2019, BioWare has carved out a chunk of the game in order for people to experience it firsthand — well, at least that was the intent, anyway. Unfortunately, the Anthem VIP demo ran into quite a few hurdles that it really didn’t fail to overcome until the demo time ended.

Note: We will talk about the gameplay impressions from the Anthem VIP demo, and not so much about the technical hardships it has endured.

That said, we still managed to get our hands on the Anthem VIP demo, and played it for a fair bit though not as much as we’d like. So treat this “Anthem demo review” as more of an Anthem demo early impressions piece, alright? We’re going to dive deep into the open demo once it’s out as well, but for now, read on to see what we make of it.

Fly Boys (and Gals)

It’s hard to talk about Anthem without discussing either Destiny or Warframe given that all three games are loot shooters, all focus on a shared world experience, and are all sci-fi themed. That said, Anthem distances from the two early on by allowing players to take flight and never look back.

The first time I jumped off a cliff to fly back up and zoom away a la Iron Man felt exhilarating. While the controls were something I was getting used to, flying is easy to do and in itself, is rewarding in Anthem. Prepare to fly around with your squad (be it random or with friends) to find objectives, evade enemy gunfire, and more. Flight is an important element of Anthem, and BioWare seems to have nailed down that part quite well.

While there’s still a certain element of clunkiness when avoiding obstacles mid-flight, I attribute that mostly to my own piloting skills and not the game itself. After a few minutes, it’s easy to fly around, hover and shoot, or just zoom on by when escaping enemies and such.

Power Fantasy

One of the things Anthem has going for it, which was present in the VIP demo, was how BioWare gave the player a sense of empowerment with the javelins. You’ll be able to shoot, torch, blow up, freeze, and do a ton of other things to enemies all with the push of a button.

In Anthem, players will have “primers” that they can use to set up “detonating” attacks that deal combo damage, which in turn, helps build your ultimate meter. It’s a sight to see how you can work with your squad mates to constantly rain down hellfire on enemies by damaging them with primers and then have a grenade or something explode to help up the damage.

What’s interesting (and cool) in Anthem is, your javelins aren’t locked to specific abilities based on their class, but rather, it’s tied to your gear. What this means is, if you found a different piece of offensive gear, this could very well shake up your entire loadout, which could lead to imaginative builds.

anthem seasonal events

System Malfunction

While there’s a lot to love in the Anthem demo, there’s also a few things that might worry players, too. Once you spawn in, you’ll be playing the game in first-person while navigating Fort Tarsis. Unfortunately, though, the frame rate is surprisingly low, to the point that playing the game this way feels like a last-gen game. BioWare hasn’t mentioned if we’ll see changes in the final build, but here’s to hoping.

Another concern is the UI might need a little bit of refinement. While it’s not bad per se, it could do with  a little more clearer direction on what players can do, and so on. Regarding the actual gameplay, some guns don’t feel satisfying to shoot (sniper rifle comes to mind), since it lacks the proper “oomph” when you hit targets.

Speaking of targets, when things get hectic and squad mates are hurling powers left and right (Storm class, I’m looking at you!), the screen gets filled with a ton of neon-colored explosions, lighting and more, which can sometimes cause you to get overwhelmed and lose sight of what’s happening on screen. Add in that there’s no auto-lock, and well, be prepared to sometimes miss shots or get overwhelmed with the particle effects happening on screen.

Power On

Even with the technical glitches, and other (minor) issues we’ve encountered in the Anthem VIP demo, one thing was apparent: BioWare has something special brewing, though there are a few issues that we’re hoping will be resolved come launch.

From a deep combat system, an insanely deep customization feature for javelins (you can change colors, armor worn states, vinyls, etc.), BioWare seems to have a good vision on what it wants to achieve with Anthem. Of course, planning and executing are two different things, but we’re hoping — and expecting — BioWare can pull it off.

We haven’t even touched on each javelin’s abilities, strengths and weaknesses, and we’ll refrain from doing that until we’ve experienced it in the final version of the game. There’s a lot to take in, and we can’t wait to fly back into Anthem’s world when the demo opens to everyone this Friday.


Anthem VIP demo code provided by EA for preview purposes.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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The Division 2 to Have Variable Refresh Rate on Xbox One X

It’s no secret that for today’s current lineup of consoles, Microsoft’s Xbox One X is technically superior than the rest. Having said that, it seems one upcoming game is taking advantage of the Xbox One X’s power, and that’s The Division 2.

Over on the game’s product page on Microsoft (via Reddit), one of the “capabilities” mentioned is that The Division 2 will have a variable refresh rate. Here’s a screenshot of it:

Those not familiar, a variable refresh rate (VRR) is the term for a dynamic display refresh rate that can vary on the fly and on displays that support the variable refresh rate tech. This is usually implemented to eliminate stutters and tearing in games, and makes games appear smoother overall.

We’ve reached out to Ubisoft to inquire if this feature will also be in the PS4 Pro version, and will update the post if and when we get a response.

In other The Division 2 news, check out the pre-order bonuses available for the game in this trailer. Make sure to read up on the PvP maps and how character skills will be tweaked to balance PvP from PvE.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Battlefield V Update Today Now Out, Here’s How Big It Is and the Patch Notes

As promised by DICE, the big Battlefield 5 update today is already out on PC and PS4, with the Xbox One patch set to be released in an hour.

Clocking in at 2.39GB on PS4, 2.5GB on Xbox One, and around 4.05GB on PC, this latest Battlefield 5 update brings improvements to the Panzerstorm map, more functionality to the Practice Range, and lots more! Check out the full patch notes below.

Battlefield V Tides of War Chapter: Lightning Strikes – Update #2

Hello Battlefield™ V players, and welcome to the second January update! Following the update earlier in January, this release introduces the Sturmgeschutz IV vehicle – an Axis tank (or assault gun, technically) well equipped for self-defense, with a top gunner position and a remotely controlled machinegun turret that can be operated safely from within the tank. Unlock the Sturmgeschutz IV by completing the Weekly Challenge of the third Chapter Event of Chapter 2: Lightning Strikes.

More functionality is being added to our Practice Range, many improvements are coming to the Panzerstorm map and, as always, so are several bug fixes. We’ve also made several changes based upon the feedback and issue reports from the Battlefield™ community.

See you on the battlefield!

/Jaqub Ajmal Producer – Battlefield V (Twitter: @jaqubajmal)

New Vehicle – Sturmgeschutz IV

The StuG IV’s low silhouette makes it great for ambush tactics, and the turretless design makes it less vulnerable to enemy tanks. Not having a turret is a bit of a drawback of course. StuG IV drivers have to align the hull of their tank in the direction of the enemy, in order to overcome the limited movement of their main cannon.

The StuG IV is well equipped for self-defense, having both a top gunner position and a remotely controlled machinegun turret that can be operated by a passenger safely from within the tank.

The Specialization tree for the StuG IV provides further options for improving the survivability and the anti-infantry capabilities of the tank, for those drivers who want to get into the thick of the action. Or alternatively, drivers might want to go for a longer barrel and armor-piercing shells, to achieve much improved shell velocity and long-distance anti-tank capabilities.

Practice Range Improvements and Features

  • Gadget practice: Practice shooting the Panzerfaust and other gadgets against stationary and moving targets.
  • Skeet shooting: Improve your accuracy in the skeet shooting arena with various difficulty levels.
  • Grenade practice: Learn how to accurately toss grenades at randomly spawning barrels. Again, with different levels of difficulty
  • Bullet drop: Various modes will now offer you the ability to toggle bullet drop, a visualization of where your bullets will land.
  • Updated initial spawn positions to suit players wanting to go to the open range more quickly. Various bug fixes relating to previous content.
  • Open range mini modes now feature, one-star, two-star, and three-star Practice Range ribbons that can be obtained by scoring streaks in easy, normal, and hard, respectively.
  • Practice Range ribbons can be viewed, in the scoreboard for solo play or co-op play separately.

Panzerstorm Map Updates

A while ago we released the map Panzerstorm and we’ve been super happy with how it’s been received by you, the players! We’ve played with you and listened to your feedback and comments. We’ve also looked at the telemetry gathered from thousands of games played by millions. Based on all this, we’ve decided to make some changes to the map, both big and small.

Probably the most obvious change is the extension of the F point. We added additional buildings to the Swine Farm and made it basically four times bigger. These buildings should bring additional cover to infantry and tanks alike. We also added an oak alley along the road between G and D to make it easier for infantry to navigate in this previously open space.

A common criticism of the map from infantry players is that they feel they are too exposed. We’ve worked a lot to try and help you out with this. We’ve added lots of ditches and mounds along edges of fields to help you sneak up on tanks out in the open. We call it the “Arras treatment”, and if you’re familiar with that map you will now find more height differences along ridges, stone walls, and roads, as well as deeper ditches next to those roads. Lots of these changes are fairly minor but will add up to a more enjoyable infantry life.

While the tank battles from A to D are really cool, we want to add some soft cover to allow tankers to actually advance. We’ve added a few trees to help with this. We’ve also rotated the house on the D point 180° so you can use the top floor for sniping. We’ve also added ladders to the barn on D if you want to take a peek out into the fields. Some of the changes should mirror gameplay improvements we achieved by adding the oak alley to the area between D and G.

The path between D and E offered no real lanes or good cover and when studying the data, we could clearly see that fighting between D and E is much more erratic than we’d hope for. We’ve tried improving upon what’s already there by adding additional soft cover and height changes in the terrain to help you at least get some of the way before deciding if it’s worth taking the risk running out in the open. This should hopefully lead to fewer firefights where getting shot from unexpected angles occur. We’ll keep an eye on the telemetry to see if we need to make additional changes going forward.

The area between B and C has been integrated into the tank defense line. This will lead to more infantry cover between these points and hopefully extend the strong infantry movement from E, D, C to B as well.

We’ve also heard that the flight ceiling feels a bit low on this level. So, we raised it.

Lastly, we added additional Fortifications across the map to help infantry build up a stronger foothold against advancing tanks.

/Matthias Wagner and Erik Rönnblom Twitter: @Kenturrac @ErikRonnblom

Soldier Fixes and Tweaks

  • The volume attenuation of third-person footsteps over distance has been increased. It is now at a point between the original shipped value and the previous update. At 25m from the player, the footstep volume will now drop to 28% (11dB drop) of the volume heard when compared to someone next to the player. This compares with a previous update value of 71% (3dB drop), and an original shipped value of 10% (20dB drop).
  • Footstep sounds on snow have had their perceived volume reduced slightly.
  • Fixed a bug where players were unable to redeploy if they had been killed by Dynamite and then almost got revived by a medic.
  • Made multiple bipod deploy detection improvements on different surfaces that would previously be ignored or tend to easily not connect.
  • Transitioning to prone is no longer possible if there is not enough space to fit the player. This means that players will no longer attempt to prone if there isn’t enough space to begin with. The feature is currently missing messaging that will come into a later patch.
  • Fixed an issue where it wouldn’t be possible to damage players performing a high vault.
  • Increased the minimum vault height when players are moving forward with a minimum forward velocity of 1m/s. This improvement will reduce situations where players will vault over small height obstacles (rubble etc.) instead of simply jumping.
  • General vaulting improvements.
  • Players are no longer vaulting stairs when trying to jump while running.
  • Added a faster ledge-grab animation that can be triggered when falling for a short duration.
  • Improved the slow ledge-grab animation to make it less jarring.
  • Made the detection of ledge grab continuous when pressing and holding the vault key while falling. Mashing buttons is no longer required to grab a ledge while falling.
  • Improved tracking of enemy soldiers by reducing the leaning on turns and sharp direction changes animation. This will keep the soldier’s upper body steadier and bring more consistency to combat (mostly with rifles and pistol poses).
  • Fixed an issue where the enemy soldier’s head would be turning towards the wrong direction when some nearby events would be playing, creating situations where players could feel like they got killed by players not looking at them.
  • Fixed an issue where the transition between killcard and bleed out would be delayed for a minimum of three seconds.
  • Fixed an issue where the revive icons seen above downed friendlies would not deplete preventing players from understanding the time left for a revive.

Vehicles

  • Blenheim passengers will no longer be able to see the pilot’s crosshairs within their view.
  • Fixed the third-person bomb sight on the Stuka B-1 which was missing.
  • Fixed a bug with the Spitfire MK VB where the plane could no longer fire its guns once the ammo count was below 50 bullets.
  • The Staghound will now play all of its collision sound effects.
  • The Flak 38 now shows the correct ammo name.
  • Improved the behavior of the flares on the Panzer 38t.
  • Moved the The Last Tiger emblem on the Tiger tank, so that it’s no longer hidden behind the camp gear attached to the tank.
  • Added a horn to the Universal Carrier. Honk away!
  • The Blenheim Supplies Specialization will now drop both health and ammo.
  • Fixed an issue where the vehicle repair process would not reset if the repairing player would exit the vehicle
  • Fixed an exploit where players could skip the reloading process for weapons.
  • A substantial system improvement in AA behavior has been made to make the experience for shooting at airplanes more consistent. Players should notice that shells that detonate in proximity to an airplane do damage more consistently, and also that shots that are closer to the target do more damage than shots that are further from the target. This is especially obvious when planes are flying directly at or away from an AA, with higher damage for flying at an AA and lower when trying to escape an AA. We have adjusted damage values on all AA guns to compensate for this improvement, and the different kinds of AA guns should now be clearer choices. Fast-firing AA is now better against highly maneuverable, small targets like fighters. Slow-firing AA is now better against larger targets like bombers.
  • Tweaked the projectile firing position on all Stationary and towable AA guns, which no longer causes players to fire into sandbags or into the ground when aiming low.
  • Fixed an issue where using a controller for movement and mouse for aiming simultaneously could randomly cause vehicle turrets to break and not rotate anymore.

Weapons, Gadgets, and Specializations

Gameplay

  • Fixed an issue where the repair tool would sometimes not work when attempting to repair the Universal Carrier.
  • Cancelling an armed grenade can now be done by either pressing reload or any of the inventory switch buttons.
  • Aiming Down Sight (ADS) animations with all weapons and all sights have been revamped to better reflect the correct point of aim while strafing and walking. All rifles, SMGs, LMGs, and shotguns now have improved visual stability across all scopes and firing a first shot will be much more accurate.
  • The transition animation from stand to crouch while in ADS has been improved to better match the accuracy changes.

Visual

  • Removed the floating bullets when getting shipments to the Armory for the Bren Gun.
  • Fixed an issue where SMG magazine parts would sometimes disappear when swapping from the smoke grenade launcher back to the primary weapon.
  • Fixed an issue where the M1907 SF iron sight was obstructed by some muzzle customizations.
  • AT Mines should no longer appear as floating in the air for players joining after those mines have been placed.

Maps and Modes

  • Frontlines: Fixed several issues with Frontlines that were causing the game mode to be played with the wrong number of players, the HUD to be missing, and some text strings not showing the correct information.
  • Fixed an issue where players could be notified that their “deploy point is no longer available” when attempting to spawn.
  • Removed any traces of Reinforcements from the Domination and Team Deathmatch game mode, as Reinforcements are not intended for these modes.
  • Fixed an issue on Aerodrome that would let players get into an unintended area within the airplane hangar.
  • Improved the painted floor textures on Hamada near Objective F when playing Conquest. They were previously very blurry.

Panzerstorm-Specific Fixes and Changes

  • Fixed an issue where it was possible to see below the ground in an area where gameplay often takes place.
  • Some bushes are no longer bulletproof.
  • Multiple graphical fixes.
  • When playing Conquest, players can now capture flags while standing on the roof of buildings that are within the capture radius.
  • The F flag (Swine Farm) got a complete rework.
  • An oak alley got added between flags D and G.
  • The terrain received a lot of small height adjustments to improve concealed infantry movement.
  • More bushes and trees between flags A and D were added to improve tank and infantry movement.
  • The infantry lanes between flags D and E got improved.
  • The area between flags B and C has been integrated into the tank defense line to improve infantry movement between those points.

UI/HUD/Options/Assignments

  • Added support for separate aim-assist options for soldiers and vehicles. The aim-assist strength can also be adjusted smoothly instead of the old on/off switches.
  • Added a freelook decouple option for pilots so that they can rebind the freelook controls, separate from pitch/roll and have them active without pressing a button.
  • Players can now assign a button for taking screenshots.
  • The heal button now gets highlighted when the player should use a health pack.
  • The UI for health now turns yellow when healing, to better show the amount of health that has been healed.
  • The bleed out circle is now properly showing the state of downed soldiers, so that Medics can once again better prioritize who to revive. Sanitäter!!!
  • In Squad Conquest, players will now be able to give objective orders, even if the flags are in a neutral state.
  • Various text fixes in the Arabic localization.
  • Fixed an issue that would display unsupported characters on the recommendation cards when playing in either French or Korean.
  • Updated the tool tips to be more up to date with current design.
  • Various Tides of War text fixes.
  • Added a “watch tutorial” button for Squad Conquest. The video that is shown is the regular Conquest tutorial as the rules are basically identical.
  • Fixed an issue where the background in the in-game weapon customize screen was missing, making it very difficult to see the text on snow levels.
  • Added a bayonet icon for the killcam and kill feed.
  • The previous map loading screen will no longer show for a few seconds when loading into a new map.
  • Fixed the requirements for the “MP28 Proficiency II” Special Assignment which were previously incorrect.
  • Players should no longer get the message “The class you have selected is violating the server rules” when selecting a new weapon that was unlocked in the previous round.
  • Fixed a bug that made players unable to spawn using the random spawn after a squad wipe.
  • Fixed an issue that sometimes caused players to not be able to spawn with a tank, even though there are tanks available for spawning.
  • Tides of War: Only nodes completed prior to the end of round should be shown, and not nodes that have been previously completed in other past rounds.
  • The Battlefield Veteran dog tag should now be selectable for those players that meet the requirement.
  • The top rank class icon should now show the correct class icon, and not always Assault.
  • The Outstanding Field Gallantry ribbon is now awarded after each round if the requirements are met.
  • The Outstanding Marksmanship ribbon is now awarded after completing the requirements.
  • The Outstanding Explosive Ordnance Deployment ribbon is now awarded after completing the criteria.
  • Fixed an issue which could make a player trying to join a friend on a full team end up in an infinite joining loop.
  • Fixed a bug which could result in squads getting kicked from a server by a team balancing script that runs between matches.

Netcode-Related UI Improvements

  • HUD aim lead indicator has been implemented. This will help players understand when and how much they need to lead their shots, should they have a bad ping. It currently appears once players have a higher ping than 162.
  • Improved the damage rounding on the HUD health counter to avoid misleading situations where health could be shown as “0” or the rounding could lead the players to believe that they could get hit by more damage than they realistically could take.
  • Added an option that lets players select the network performance graph to show if there are problems.
  • Added the ability to resize and reposition the network graph.

Stability

  • Multiple crash fixes and stability improvements. Single Player
  • The single player menu now tracks the progression after the user completes the requirements for the challenge named Stay Undetected in the Storm.
  • The single player menu now reflects the progression after the user completes the requirements for the challenge named Play Onslaught.

PC-Specific Improvements

  • Players joining on friends that are on a full server will now be placed in the queue instead of being prompted by the “squad is full” error message.
  • Improved how the single player loads on certain AMD GPUs. Players should no longer have 20 seconds of black screen and should see a loading cinematic much faster.

Xbox One-Specific Improvements

  • Fixed an issue which could result in a black screen if players resumed the game from standby mode after having played single player.
  • The “chat” window is once again visible.

PlayStation® 4-Specific Improvements

  • The “chat” window is once again visible.
  • The game will now show the player’s PSN Profile when pressing the L3 button while navigating platoon members in the “find platoon” screen.

We’ll report on an new bugs this new patch brings, as well as any updates from DICE.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Dragon Ball FighterZ Pass 2 New Fighters Announced in New Trailer

Just when you thought it couldn’t get any crazier, Dragon Ball FighterZ is bringing in new fighters as part of the FighterZ Pass 2! The FighterZ Pass 2 new fighters will be six in total, and for today, we see Jiren and Videl!

Check out the video below to see Jiren kick the snot out of Goku! Videl is also shown off with her superhero beau Super Saiyanman as well. Be sure to watch ’til the end for a nice teaser to cap things off too.

The Dragon Ball FighterZ Pass 2 can be bought now for $24.99, or each new fighter can be bought separately for $4.99 each. Jiren and Videl will be available this January 31 for the PS4, Xbox One, Nintendo Switch, and PC.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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BioWare Lists Anthem Demo Issues Being Addressed for Next Week, Outlines Items Already Fixed in Launch Build

It’s no secret that the Anthem VIP demo that just concluded this past weekend was more or less a disaster for BioWare. While that might be the case, the studio is soldiering on for this upcoming weekend’s open (read: public) demo.

Over on the official BioWare blog, Head of Live Services Chad Robertson has listed some of the things the studio addressed in the VIP demo, as well as they’re tackling for the public demo.

We’ve got a long list of things that were addressed during the weekend, or are being addressed for next weekend’s public demo. These include:

  • Entitlement bugs
  • Server performance updates to address much of the rubber-banding
  • Fixes for infinite loads and more being investigated
  • Platform bugs to validate Javelin unlocks
  • Client and platform login bugs

Also of note, the final launch day build of Anthem already has some of the fixes implemented. though we might not see those said fixes in the open demo and they are:

We’ve also been preparing for many weeks for our full launch. That version of the game already has a long list of things that are already fixed that won’t make the public demo weekend. That list includes:

  • Weapons with 0% infusions
  • Weapons with bonus that applies to different Javelins
  • Plot integrity / party gather issues
  • Changes to Javelin unlock behavior
  • Fixes for losing XP at end of some expeditions
  • Performance Improvements
  • Additional stability fixes
  • A Social Hub: The Launch Bay
  • And a few thousand more (literally)…

For full details regarding this week’s open demo for Anthem, check it out here.

Do you think BioWare will be ready for this coming weekend’s open demo or will it be more of the same?

More Anthem Reading:

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Battlefield V Upcoming Update Patch Notes Revealed, Here’s the Complete List of Changes Planned for Tomorrow

Remember when we reported over the weekend that DICE was rolling out a new Battlefield V update this coming week, and the patch notes will be revealed as well? Well, the studio did just that! We now have the Battlefield 5 upcoming update patch notes in its entirety!

While you can check out the condensed version right here, the full patch notes can either be read in this pdf file, or in the list below thanks to Reddit user siedler084!

Battlefield V Tides of War Chapter: Lightning Strikes – Update #2

Hello Battlefield™ V players, and welcome to the second January update! Following the update earlier in January, this release introduces the Sturmgeschutz IV vehicle – an Axis tank (or assault gun, technically) well equipped for self-defense, with a top gunner position and a remotely controlled machinegun turret that can be operated safely from within the tank. Unlock the Sturmgeschutz IV by completing the Weekly Challenge of the third Chapter Event of Chapter 2: Lightning Strikes.

More functionality is being added to our Practice Range, many improvements are coming to the Panzerstorm map and, as always, so are several bug fixes. We’ve also made several changes based upon the feedback and issue reports from the Battlefield™ community.

See you on the battlefield!

/Jaqub Ajmal Producer – Battlefield V (Twitter: @jaqubajmal)

New Vehicle – Sturmgeschutz IV

The StuG IV’s low silhouette makes it great for ambush tactics, and the turretless design makes it less vulnerable to enemy tanks. Not having a turret is a bit of a drawback of course. StuG IV drivers have to align the hull of their tank in the direction of the enemy, in order to overcome the limited movement of their main cannon.

The StuG IV is well equipped for self-defense, having both a top gunner position and a remotely controlled machinegun turret that can be operated by a passenger safely from within the tank.

The Specialization tree for the StuG IV provides further options for improving the survivability and the anti-infantry capabilities of the tank, for those drivers who want to get into the thick of the action. Or alternatively, drivers might want to go for a longer barrel and armor-piercing shells, to achieve much improved shell velocity and long-distance anti-tank capabilities.

Practice Range Improvements and Features

  • Gadget practice: Practice shooting the Panzerfaust and other gadgets against stationary and moving targets.
  • Skeet shooting: Improve your accuracy in the skeet shooting arena with various difficulty levels.
  • Grenade practice: Learn how to accurately toss grenades at randomly spawning barrels. Again, with different levels of difficulty
  • Bullet drop: Various modes will now offer you the ability to toggle bullet drop, a visualization of where your bullets will land.
  • Updated initial spawn positions to suit players wanting to go to the open range more quickly. Various bug fixes relating to previous content.
  • Open range mini modes now feature, one-star, two-star, and three-star Practice Range ribbons that can be obtained by scoring streaks in easy, normal, and hard, respectively.
  • Practice Range ribbons can be viewed, in the scoreboard for solo play or co-op play separately.

Panzerstorm Map Updates

A while ago we released the map Panzerstorm and we’ve been super happy with how it’s been received by you, the players! We’ve played with you and listened to your feedback and comments. We’ve also looked at the telemetry gathered from thousands of games played by millions. Based on all this, we’ve decided to make some changes to the map, both big and small.

Probably the most obvious change is the extension of the F point. We added additional buildings to the Swine Farm and made it basically four times bigger. These buildings should bring additional cover to infantry and tanks alike. We also added an oak alley along the road between G and D to make it easier for infantry to navigate in this previously open space.

A common criticism of the map from infantry players is that they feel they are too exposed. We’ve worked a lot to try and help you out with this. We’ve added lots of ditches and mounds along edges of fields to help you sneak up on tanks out in the open. We call it the “Arras treatment”, and if you’re familiar with that map you will now find more height differences along ridges, stone walls, and roads, as well as deeper ditches next to those roads. Lots of these changes are fairly minor but will add up to a more enjoyable infantry life.

While the tank battles from A to D are really cool, we want to add some soft cover to allow tankers to actually advance. We’ve added a few trees to help with this. We’ve also rotated the house on the D point 180° so you can use the top floor for sniping. We’ve also added ladders to the barn on D if you want to take a peek out into the fields. Some of the changes should mirror gameplay improvements we achieved by adding the oak alley to the area between D and G.

The path between D and E offered no real lanes or good cover and when studying the data, we could clearly see that fighting between D and E is much more erratic than we’d hope for. We’ve tried improving upon what’s already there by adding additional soft cover and height changes in the terrain to help you at least get some of the way before deciding if it’s worth taking the risk running out in the open. This should hopefully lead to fewer firefights where getting shot from unexpected angles occur. We’ll keep an eye on the telemetry to see if we need to make additional changes going forward.

The area between B and C has been integrated into the tank defense line. This will lead to more infantry cover between these points and hopefully extend the strong infantry movement from E, D, C to B as well.

We’ve also heard that the flight ceiling feels a bit low on this level. So, we raised it.

Lastly, we added additional Fortifications across the map to help infantry build up a stronger foothold against advancing tanks.

/Matthias Wagner and Erik Rönnblom Twitter: @Kenturrac @ErikRonnblom

Soldier Fixes and Tweaks

  • The volume attenuation of third-person footsteps over distance has been increased. It is now at a point between the original shipped value and the previous update. At 25m from the player, the footstep volume will now drop to 28% (11dB drop) of the volume heard when compared to someone next to the player. This compares with a previous update value of 71% (3dB drop), and an original shipped value of 10% (20dB drop).
  • Footstep sounds on snow have had their perceived volume reduced slightly.
  • Fixed a bug where players were unable to redeploy if they had been killed by Dynamite and then almost got revived by a medic.
  • Made multiple bipod deploy detection improvements on different surfaces that would previously be ignored or tend to easily not connect.
  • Transitioning to prone is no longer possible if there is not enough space to fit the player. This means that players will no longer attempt to prone if there isn’t enough space to begin with. The feature is currently missing messaging that will come into a later patch.
  • Fixed an issue where it wouldn’t be possible to damage players performing a high vault.
  • Increased the minimum vault height when players are moving forward with a minimum forward velocity of 1m/s. This improvement will reduce situations where players will vault over small height obstacles (rubble etc.) instead of simply jumping.
  • General vaulting improvements.
  • Players are no longer vaulting stairs when trying to jump while running.
  • Added a faster ledge-grab animation that can be triggered when falling for a short duration.
  • Improved the slow ledge-grab animation to make it less jarring.
  • Made the detection of ledge grab continuous when pressing and holding the vault key while falling. Mashing buttons is no longer required to grab a ledge while falling.
  • Improved tracking of enemy soldiers by reducing the leaning on turns and sharp direction changes animation. This will keep the soldier’s upper body steadier and bring more consistency to combat (mostly with rifles and pistol poses).
  • Fixed an issue where the enemy soldier’s head would be turning towards the wrong direction when some nearby events would be playing, creating situations where players could feel like they got killed by players not looking at them.
  • Fixed an issue where the transition between killcard and bleed out would be delayed for a minimum of three seconds.
  • Fixed an issue where the revive icons seen above downed friendlies would not deplete preventing players from understanding the time left for a revive.

Vehicles

  • Blenheim passengers will no longer be able to see the pilot’s crosshairs within their view.
  • Fixed the third-person bomb sight on the Stuka B-1 which was missing.
  • Fixed a bug with the Spitfire MK VB where the plane could no longer fire its guns once the ammo count was below 50 bullets.
  • The Staghound will now play all of its collision sound effects.
  • The Flak 38 now shows the correct ammo name.
  • Improved the behavior of the flares on the Panzer 38t.
  • Moved the The Last Tiger emblem on the Tiger tank, so that it’s no longer hidden behind the camp gear attached to the tank.
  • Added a horn to the Universal Carrier. Honk away!
  • The Blenheim Supplies Specialization will now drop both health and ammo.
  • Fixed an issue where the vehicle repair process would not reset if the repairing player would exit the vehicle
  • Fixed an exploit where players could skip the reloading process for weapons.
  • A substantial system improvement in AA behavior has been made to make the experience for shooting at airplanes more consistent. Players should notice that shells that detonate in proximity to an airplane do damage more consistently, and also that shots that are closer to the target do more damage than shots that are further from the target. This is especially obvious when planes are flying directly at or away from an AA, with higher damage for flying at an AA and lower when trying to escape an AA. We have adjusted damage values on all AA guns to compensate for this improvement, and the different kinds of AA guns should now be clearer choices. Fast-firing AA is now better against highly maneuverable, small targets like fighters. Slow-firing AA is now better against larger targets like bombers.
  • Tweaked the projectile firing position on all Stationary and towable AA guns, which no longer causes players to fire into sandbags or into the ground when aiming low.
  • Fixed an issue where using a controller for movement and mouse for aiming simultaneously could randomly cause vehicle turrets to break and not rotate anymore.

Weapons, Gadgets, and Specializations

Gameplay

  • Fixed an issue where the repair tool would sometimes not work when attempting to repair the Universal Carrier.
  • Cancelling an armed grenade can now be done by either pressing reload or any of the inventory switch buttons.
  • Aiming Down Sight (ADS) animations with all weapons and all sights have been revamped to better reflect the correct point of aim while strafing and walking. All rifles, SMGs, LMGs, and shotguns now have improved visual stability across all scopes and firing a first shot will be much more accurate.
  • The transition animation from stand to crouch while in ADS has been improved to better match the accuracy changes.

Visual

  • Removed the floating bullets when getting shipments to the Armory for the Bren Gun.
  • Fixed an issue where SMG magazine parts would sometimes disappear when swapping from the smoke grenade launcher back to the primary weapon.
  • Fixed an issue where the M1907 SF iron sight was obstructed by some muzzle customizations.
  • AT Mines should no longer appear as floating in the air for players joining after those mines have been placed.

Maps and Modes

  • Frontlines: Fixed several issues with Frontlines that were causing the game mode to be played with the wrong number of players, the HUD to be missing, and some text strings not showing the correct information.
  • Fixed an issue where players could be notified that their “deploy point is no longer available” when attempting to spawn.
  • Removed any traces of Reinforcements from the Domination and Team Deathmatch game mode, as Reinforcements are not intended for these modes.
  • Fixed an issue on Aerodrome that would let players get into an unintended area within the airplane hangar.
  • Improved the painted floor textures on Hamada near Objective F when playing Conquest. They were previously very blurry.

Panzerstorm-Specific Fixes and Changes

  • Fixed an issue where it was possible to see below the ground in an area where gameplay often takes place.
  • Some bushes are no longer bulletproof.
  • Multiple graphical fixes.
  • When playing Conquest, players can now capture flags while standing on the roof of buildings that are within the capture radius.
  • The F flag (Swine Farm) got a complete rework.
  • An oak alley got added between flags D and G.
  • The terrain received a lot of small height adjustments to improve concealed infantry movement.
  • More bushes and trees between flags A and D were added to improve tank and infantry movement.
  • The infantry lanes between flags D and E got improved.
  • The area between flags B and C has been integrated into the tank defense line to improve infantry movement between those points.

UI/HUD/Options/Assignments

  • Added support for separate aim-assist options for soldiers and vehicles. The aim-assist strength can also be adjusted smoothly instead of the old on/off switches.
  • Added a freelook decouple option for pilots so that they can rebind the freelook controls, separate from pitch/roll and have them active without pressing a button.
  • Players can now assign a button for taking screenshots.
  • The heal button now gets highlighted when the player should use a health pack.
  • The UI for health now turns yellow when healing, to better show the amount of health that has been healed.
  • The bleed out circle is now properly showing the state of downed soldiers, so that Medics can once again better prioritize who to revive. Sanitäter!!!
  • In Squad Conquest, players will now be able to give objective orders, even if the flags are in a neutral state.
  • Various text fixes in the Arabic localization.
  • Fixed an issue that would display unsupported characters on the recommendation cards when playing in either French or Korean.
  • Updated the tool tips to be more up to date with current design.
  • Various Tides of War text fixes.
  • Added a “watch tutorial” button for Squad Conquest. The video that is shown is the regular Conquest tutorial as the rules are basically identical.
  • Fixed an issue where the background in the in-game weapon customize screen was missing, making it very difficult to see the text on snow levels.
  • Added a bayonet icon for the killcam and kill feed.
  • The previous map loading screen will no longer show for a few seconds when loading into a new map.
  • Fixed the requirements for the “MP28 Proficiency II” Special Assignment which were previously incorrect.
  • Players should no longer get the message “The class you have selected is violating the server rules” when selecting a new weapon that was unlocked in the previous round.
  • Fixed a bug that made players unable to spawn using the random spawn after a squad wipe.
  • Fixed an issue that sometimes caused players to not be able to spawn with a tank, even though there are tanks available for spawning.
  • Tides of War: Only nodes completed prior to the end of round should be shown, and not nodes that have been previously completed in other past rounds.
  • The Battlefield Veteran dog tag should now be selectable for those players that meet the requirement.
  • The top rank class icon should now show the correct class icon, and not always Assault.
  • The Outstanding Field Gallantry ribbon is now awarded after each round if the requirements are met.
  • The Outstanding Marksmanship ribbon is now awarded after completing the requirements.
  • The Outstanding Explosive Ordnance Deployment ribbon is now awarded after completing the criteria.
  • Fixed an issue which could make a player trying to join a friend on a full team end up in an infinite joining loop.
  • Fixed a bug which could result in squads getting kicked from a server by a team balancing script that runs between matches.

Netcode-Related UI Improvements

  • HUD aim lead indicator has been implemented. This will help players understand when and how much they need to lead their shots, should they have a bad ping. It currently appears once players have a higher ping than 162.
  • Improved the damage rounding on the HUD health counter to avoid misleading situations where health could be shown as “0” or the rounding could lead the players to believe that they could get hit by more damage than they realistically could take.
  • Added an option that lets players select the network performance graph to show if there are problems.
  • Added the ability to resize and reposition the network graph.

Stability

  • Multiple crash fixes and stability improvements. Single Player
  • The single player menu now tracks the progression after the user completes the requirements for the challenge named Stay Undetected in the Storm.
  • The single player menu now reflects the progression after the user completes the requirements for the challenge named Play Onslaught.

PC-Specific Improvements

  • Players joining on friends that are on a full server will now be placed in the queue instead of being prompted by the “squad is full” error message.
  • Improved how the single player loads on certain AMD GPUs. Players should no longer have 20 seconds of black screen and should see a loading cinematic much faster.

Xbox One-Specific Improvements

  • Fixed an issue which could result in a black screen if players resumed the game from standby mode after having played single player.
  • The “chat” window is once again visible.

PlayStation® 4-Specific Improvements

  • The “chat” window is once again visible.
  • The game will now show the player’s PSN Profile when pressing the L3 button while navigating platoon members in the “find platoon” screen.

Once the game update is out tomorrow, we’ll be sure to let our readers know how big it is, and more.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Resident Evil 2 Remake Review – Beautiful Monster

Released way back in 1998 for the original PlayStation, Capcom has brought back Resident Evil 2 from the dead, gave it a polish, changed (a lot) of things up in terms of item placements and whatnot, called it this a “remake.” But is it really? Well, it’s actually more than that.

Right off the bat, you’ll notice that Resident Evil 2 Remake is more than a re-skinned version of the cult classic. Aside from the gorgeous visuals, certain NPCs (non-playable characters) have been given more dialogue and a more fleshed out story compared to the original. What’s noticeable too is how zombies are wonderfully animated, have a lot of variety, and just look downright menacing.

Another big change? Gone is the clunky, tank-like control movements of before, which are replaced with a more Resident Evil 4-esque over the shoulder view that allows you to move while shooting. Now, if you’re thinking that this makes the game a lot easier, don’t fret. There are cases where it is, but for the most part, the enemies are more plentiful, strategically placed, and has better AI, which is surprising for a zombie game.

Lookin’ Good

Speaking of gorgeous visuals, RE2 Remake looks fantastic. No, I don’t mean if it’s compared to the original, but on its own, the game is drop dead gorgeous. Leon and Claire look amazing, and the animations are topnotch. In each area, you can get a sense of what Capcom was trying to convey. Prepare to be scared witless just by the lighting, and how it’s used to great effect to hide enemies and to give a tense atmosphere all throughout.

The audio work isn’t second tier either. Gone are the cheesy dialogue and voice-overs, and is instead replaced with quality voice acting that fits the game’s theme. Even the zombies have guttural sounds that will fill you with dread whenever you hear ’em. Not only that, but even the sound design has been revamped. Prepare to hear every crunch, squish and footstep amplified as you trek the numerous places alone. I’ve lost count on how many times I’ve stopped walking/running just to keep an ear out to hear if someone — or something — is near my vicinity.

Compounding the dread is how the AI in the game is loads better than in the original. This time, zombies weave and chase you appropriately. Even those with their legs cut off, they will do their damnest to gnaw at your feet. The zombies are the brainless undead, sure, but in RE2 Remake, they have a bit more drive to chew your face.

Dead Men Walking

Without going into spoilers, the story has been refined in such a way that “guest” characters have a more pronounced role, and everything that’s happening is much clearer. While some things and events don’t match up in the “Second Run” playthrough, it’s perfectly understandable since, well, the game would be boring if Capcom did it that way (think: no enemies for the most part).

It might be my old brain, but I don’t remember the ending being this good, either. Here, it’s much more evenly paced, and the second run ending actually feels like an ending you’d see in a movie. If you dug the original RE2’s ending and story, then you’ll have a lot to appreciate here in the Remake — even if there are plot holes and such.

(Minor spoilers inbound! Skip the next paragraph if you don’t want anything spoiled)

One thing I didn’t appreciate coming back is Mr. X. For those not familiar with the character, he’s a big brute that randomly shows up during your session and will fuck you up. He can’t be killed, and will just chase you constantly. While I appreciate the added tension (hearing his footsteps will make you panic), he becomes more of an annoyance than a scare factor as the game goes on. Soon, you’ll groan that you need to backtrack or go around in circles just to lose him so you can go back to getting that item, or finishing that puzzle. I get the sentiment, but it incessantly adds a lot of running around aimlessly, and pads your game time unjustly. Thankfully, he won’t be in every part of the game, and you’ll get your recrimination at some point, so there’s that.

We review

Brains Will Be Eaten

What’s even more impressive with the Resident Evil 2 Remake is how much content is packed in. Remember Hunk, and Tofu? Yeah, their scenarios are in the game again, and what’s more, Capcom has already announced a new “Ghost Survivors” mode free of charge that will add a ton of replaybility to the game’s already meaty 12-15  hours of playtime (two runs). At this point in the video game industry, Capcom has gone way beyond what’s expected, and then some.

From a gameplay standpoint, there’s very little to criticize in RE2 Remake, and it’s not from seeing things from rose tinted glasses, either. The change in gunplay from being a static affair, to now being able to shoot while moving, is a welcome one, and you might even wonder how you managed to do it another way before. Of course, there’s your usual Resident Evil problems in the game like inventory space, trying to save up on bullets, backtracking, and the like. But if you’re a franchise fan, it’s nothing new, and for new players, it’s not something that should irritate you, as it’s part of the series’ gameplay mechanics.

Mastering Evil Again and Again

Capcom has always been known as a publisher not shy from remaking, re-releasing, and milking their games. But for RE2 Remake, the publisher has reached new heights in remaking old games, and it feels more like a love letter to horror fans than a cash grab.

From the updated and revamped visuals, tweaked story, to the new stuff packed in; Resident Evil 2 Remake feels like the best of both worlds for both nostalgia fans, and newcomers alike.

Simply put, Resident Evil Remake 2 is an early contender for Game of the Year, which is surprising given it’s a remake of an old title, but it’s that good. This is one evil that you’ll want to bravely face head-on and tame.

Score: 9.5/10

Pros:

  • Graphics and audio work are brilliant
  • Story and new item placements are a welcome change
  • Packed with content with the promise of more free stuff down the line
  • Gameplay is wonderfully changed for the better

Cons:

  • Some areas might be too dark, and the game relies on unlit areas a bit too much
  • Mr. X is annoying, and stops being scary the second or third time you encounter him
  • You’ll hate backtracking from time to time

Resident Evil 2 Remake review copy provided by the publisher. Played on PS4 Pro. Played through both campaign runs up to completion.  You can read MP1st’s review and scoring policy right here.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Latest Jump Force Trailer Introduces Boruto and a Dragon Quest Character Into the Mix

The Jump Force roster keeps on getting bigger! In a new press release, Bandai Namco has announced that Naruto’s Boruto, and Dragon Quest’s leading warrior Dai, will be joining the Jump Force cast!

Check out the latest Jump Force trailer below.

Set to release this February 15, 2019 for the PS4, Xbox One, and PC, players can partake in the fighting fun a few days earlier by pre-ordering the Ultimate Edition which will let them access the full game three days earlier on February 12.

In development by Spike Chunsoft, Jump Force is a fighting game featuring characters from various manga series included in the Weekly Shone Jump anthology, and is being released as part of the magazine’s 50th anniversary celebration.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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BioWare Gives Second Vinyl as Anthem VIP Demo Reward, Unlocks All 4 Javelins

If you took part (or at least tried to) in this week’s Anthem VIP demo, you’ll no doubt, ran into issues like the infinite loading bug, or not being able to connect at all.

While it doesn’t look like we’re getting a VIP demo extension, BioWare is indeed giving out an Anthem VIP demo reward to players in the form of a new vinyl. Just to clarify, all Anthem VIP demo participants will get a vinyl (which is this one), and this is on top of that (Anthem VIP demo rewards will have two vinyls in total that they can use for the game at launch). Check out what it looks like below.

If that wasn’t enough, BioWare Head of Live Services Chad Robertson announced on Twitter that as a further “thank you,” the studio has made all four javelins playable! Yep, that means you don’t need to level up and unlock ’em to test them out!

As a further thank you, all four javelins are available now in the Forge for players who have played in this weekend’s demo. Won’t get a chance to jump in? They will be waiting for VIP participants next weekend! Log out and back in to see them if you’re in game.

While it’s unfortunate that players experienced a lot of issues that prevented them from playing the game as it was intended, it’s nice of BioWare to give out these rewards. Let’s hope next week’s open demo is a lot more hassle-free.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Battlefield V Upcoming Update Planned for Next Week, Q&A for Various Issues Posted

Just a few days ago, we posted that DICE has confirmed that the Battlefield 5 upcoming update will include footstep audio fixes and more. Just recently, the studio has confirmed that this patch will drop next week (January 29), and we’ll get the full patch notes before it.

Posting on Reddit, Global Community Manager Dan Mitre has also laid out the upcoming week’s plans, and even a Q&A that answers some pertinent questions.

Sneak Peek into Next Week – Week of January 28th

  • Update
    • Battlefield V Chapter 2: Lighting Strikes Update #2 – Battlefield V will receive a second update that resolves some outstanding issues, provides additional balance improvements, and more. We’ll provide you with the full Update Notes early next week.
  • Blogs
    • Battlefield V Chapter 2: Lightning Strikes Update #2 Notes
    • Battlefield V Panzerstorm Map Update
    • Battlefield V Practice Range Updates
    • Chapter 2: Lightning Strikes – Get Tips for the Second Chapter Event Hold the Line and its Challenges
  • Discussions – We’ll be hosting discussions on Reddit & the Forums to get your feedback.
    • Battlefield V Panzerstorm Map Update
    • Battlefield V Practice Range Updates
    • Battlefield V Chapter 2: Lightning Strikes Update #2
  • AMAA – TBD
    • Bi-Weekly AMAA – Working with our Dev team, we want to keep the conversation going with bi-weekly AMAA discussing topics such as upcoming fixes, known issues, what the team is working on, and more.

Q&A with DICE

  • Upcoming Battlefield V Update
    • When does the next Battlefield V update come out?
      • Dan Mitre, Global Community Manager: If all goes as planned, it will roll out on January 29th.
    • When can we expect to see update notes for the next Battlefield V update?
      • DM: We would like the Update Notes to be release on January 28th.

  • Chapter 2: Lightning Strikes Update Questions
    • The new Kill-Cam seems to take players out of the match for too long, with a delay from the Kill Card to the Bleed-out screen. Is this being addressed?
      • Jaqub Ajmal, Producer: Kill-Cam adjustments coming in the next update, including reducing the 3 second delay from Kill-Card to Bleed-out screen.
    • Footsteps seem too loud, making it hard to recognize where they are coming from. Any fix on the footsteps?
      • JA: In the next update there are some further tweaks to the footstep audio that we think will improve this issue. Please give it a try again once the new update is released and make sure to give us your feedback! Also please make sure that you are using the appropriate audio settings based upon what kind of audio setup you are using. You can find these settings in Options.

  • Balance
    • AA feels like it’s been nerfed. Planes are harder to take down and direct hits don’t seem to be as impactful as before.
      • JA: A substantial system improvement in AA behavior has been made to make the experience for shooting at airplanes more consistent. Players should notice that shells that detonate in proximity to an airplane do damage more consistently, and also that shots that are closer to the target do more damage than shots that are further from the target. This is especially obvious when planes are flying directly at or away from an AA, with higher damage for flying at an AA and lower when trying to escape an AA. We have adjusted damage values on all AA guns to compensate for this improvement, and the different kinds of AA guns should now be clearer choices. Fast-firing AA is now better against highly maneuverable, small targets like fighters. Slow-firing AA is now better against larger targets like bombers.
    • Team balance seems to have some issues. Lopsided matches and the inability to switch sides to even it up can make it pretty frustrating. What are the next steps to sort this out?
      • JA: We don’t have anything to share about this right now, but have escalated this to the team responsible for the team balancer. We’ve also suggested enabling player switching to the other team that has less players than the current team.

  • Tides of War
    • Weren’t the Chapter 1 Rewards supposed to be available for purchase via the Armory? Why did they disappear?
      • JA: All of the weapons from past Tides of War rewards will return to the Company and will be purchasable with Company Coins in the near future! The removal of them with the latest update was unintended, sorry about that!

  • War Stories – The Last Tiger
    • The Last Tiger seems to be bugged. We’re seeing reports that players aren’t able to unlock the skin.
      • JA: We are tracking this issue. However, our EA Help team do have a potential workaround.
    • WORKAROUND:
      • Note the letters (or challenges) you are missing for that War Story – you’ll need that information later.
      • Delete your local save files (not the game). This will reset the War Story progress and your game settings – you won’t need to complete all of the challenges again, only the missing ones!
      • Once you deleted your data, play the War Story again. Again, you would only need to collect the letters and complete the challenges that previously were shown as not completed.
      • When you complete the War Story and gather the missing Letters or complete the Challenges, you’ll have the unlock! Enjoy!

  • UI
    • Will the End of Round screen continue to get refined? I’m having issues with understanding how much Company Coin I earned, what I unlocked, and how much XP I received.
      • JA: Now that we have resolved the issue with the Company Coins not always being awarded, we will be looking at what we can do to improve EoR screen further. Please be aware that we currently have an issue with the Company Coins being shown on the End of round screen not always being correct.
    • What happened to the Chat Log/Commo Rose for consoles?
      • JA: The missing chatlog on PS4 and Xbox One will return in the next update.
    • The Stuka B-2 plane has lost its third person sight when bombing. This makes it near impossible to be effective.
      • JA: This one has also already been fixed, and will come out with the next client update.
    • On some maps, it’s hard to see the text due to the white text on white background. Is a fix coming for this to make it more visible?
      • JA: The white text on white background that can happen in the in-game weapon selection screen is unintended, as it’s supposed to show the hangar background. We are working on solving this.
    • The UI feels too complicated or clunky, having to click multiple levels to apply customization. Any updates to share?
      • JA: The team is looking into the function and flow of the UI and reviewing feedback from the community.
    • During the Launch Livestream, one of the Devs mentioned adding an “Apply All” functionality when customizing soldiers/weapons – which would apply all of the skins in a set that are currently owned to that weapon or that soldier. Is that still coming?
      • JA: This is coming in a future update. More info soon!
    • Will we ever be able to select Assignments between matches without going back to the main screen?
      • JA: We don’t have any information to share just yet, but do have our teams looking into this.
    • Infinite loading screen between rounds – This is a big issue as it impacts game-flow and requires players to completely exit the client, which removes them from the game and reduces their play-time.
      • JA: We are looking into this issue with high priority, but as this is a very complex issue we are unable to verify when we will have a fix for this issue.

  • Miscellaneous
    • Ammo/Medic Crates Fall Through the Map. This prevents them from being used and the cooldown restricts the player from dropping on in another spot. Any fix coming for this?
      • JA: Our LIVE QA has looked into this and we should have a fix coming in an upcoming update (not next week, unfortunately).
    • Xbox One controllers lose vibration functionality when playing on Grand Operations.
      • JA: It’s on our radar and our LIVE QA have submitted a ticket to address this.

​Same as always, MP1st will have the the info up when it’s available, so make sure to check back before January 29!

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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BioWare: Anthem Infinite Load a “Difficult One,” Admits They Might Not Resolve It This Weekend

Are you an Anthem VIP demo participant? Have you encountered the Anthem infinite load glitch? While BioWare has mentioned a workaround that seems to work, it’s not an ideal scenario if you’re pushing people to buy your online-focused game.

Over on the BioWare blog, Head of Live Service Chad Robertson has posted a message apologizing to the player base who are pulling their hairs trying to get in, and encountering issues.

Robertson listed down the main issues players have been encountering, and they are:

  1. Platform connections – this was caused by the spike in players entering the game when we opened up. Unfortunately, these issues did not present themselves during our internal testing. Investigations are ongoing, and we will continue to apply fixes throughout the weekend.
  2. Entitlements – these are account flags that grant players things like their pre-order incentives and demo access. During the demo weekend, we identified a bug where VIP players with a specific combination of entitlements were being blocked from accessing the demo. We believe we’ve resolved most of these, but have additional cases we are addressing.
  3. “Infinite loads” – this is occurring for some players, particularly when they transition from Fort Tarsis to an expedition. We saw this only in isolated cases during internal testing and believed it was resolved. Unfortunately, the problem is exacerbated in the real-world where differences with player’s ISPs and home networks introduce new behavior.

Now, for those encountering the Anthem infinite load issue, it seems BioWare won’t be able to fix it in time. Check out the list below, which we’ve put in bold text to highlight what was said.

Today, our top priorities are:

  1. Continue to resolve any reports of issues with login and entitlement problems.
  2. Implement fixes to address “infinite loads”. I want to be upfront that this is a difficult one, and something we may not resolve during this weekend — many players are not seeing this issue and the last thing we want to do is destabilize the experience for everyone.
  3. Improve server performance. We’ve heard reports of rubber-banding and other signs of server latency. We believe we can address this and will be conducting some small-scale experiments to confirm that. We may roll some fixes out this weekend or may wait for the open demo next weekend, depending on the level of risk to the overall service.

As a thank you, BioWare is giving everyone who participated an additional new vinyl (character skin) at launch.

With the Anthem open demo set to be unleashed soon, let’s hope this gets sorted out. Are you still encountering the Anthem infinite loading issue? Has it gotten better? Let us know your thoughts in the comments below.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.