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Microsoft Announces PSNow Competitor, “Project xCloud” Game Streaming Service

Video game companies copy from each other all the time, right? With that said, Microsoft has announced its own game streaming service called “Project xCloud.” Yes, that’s the real name, and it promises to allow gamers to stream Xbox One titles across computers, tablets, phones.

Check out the announcement trailer below.

The future of gaming is a world where you are empowered to play the games you want, with the people you want, whenever you want, wherever you are, and on any device of your choosing.

Microsoft plans to roll Project xCloud into public beta next year. Furthermore, Microsoft claims that game developers will be able to support the streaming platform with no additional work! What’s even more exciting here is, Microsoft states that the company is developing a “new, game-specific touch input overlay that provides maximum response in a minimal footprint for players who choose to play without a controller.”

Sounds familiar? Because it is, since Sony’s PlayStation Now (or PSNow) does the exact same thing, though it launched way back in 2014.

Imagine if Microsoft can fully deliver on its promise; not only will it rival PSNow, but it might even usher in a new way to play core games on tablets and phones.

You can read up on the entire announcement over on Microsoft’s blog.

Source: Microsoft via Kotaku

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Alex Co

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

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Guerrilla Games Makers of Killzone, Are Hiring Rainbow Six Siege Developers for an Untitled Project

Could Guerrilla Games be making another Killzone or maybe a new project with a heavy emphasis on first-person online multiplayer? It seems the studio, which is now more famously known for Horizon: Zero Dawn than Killzone, has been hiring people away from Ubisoft’s Rainbow Six Siege team!

While former Rainbow Six Siege Game Director Simon Larouche has joined (or re-joined) Guerrilla Games nine months ago, he’s now joined by another former Rainbow Six Siege developer, Chris Lee. Lee was the online and multiplayer designer for Siege, and has now taken up the position of Principal Game Designer at Guerrilla Games. Both men are working on an “unannounced game.”

Obviously, these hirings can be for any game, but given their pedigree, the chances of them working on another multiplayer-focused game is highly likely. Could it be a new Killzone game? Maybe Horizon: Zero Dawn 2 adding new multiplayer elements? We can’t say for sure.

Would you want Guerrilla to make another Killzone game, or would you want the studio to make a new multiplayer IP?

Source: ResetEra, Reddit

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Alex Co

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

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Battlefield V Weapons Available at Launch Per Class in Images

There’s been no shortage of info when it comes to Battlefield V weapon details. Not only did DICE reveal the full slate of weapons, gadgets and more that will be available at launch, but the studio even did an in-depth Q&A with the community to answer any questions.

If you want something more visual, Reddit user BFzoneFB rounded up all the guns available for the game at launch, and even grouped them into which class gets which. Of course, this isn’t official by any means, but so far, it seems the weapons are in the right classes.

In case it wasn’t obvious enough, “Soutien” is Support, and “Eclaireur” is for Recon. If you think the weapon list isn’t deep enough, remember that DICE has confirmed that we’ll see more weapons come to the game post-launch via Tides of War.

Want to see how Battlefield V’s starting weapons stack up against the other titles in the franchise? If so you can check ’em out here.

Battlefield V is set for release this November 20 on the PS4, Xbox One, and PC.

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Alex Co

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

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Fallout 76 Mods and Private Servers Are Coming Post-Launch

If you’re a fan of Bethesda-made games, then there’s a big chance that you’re expecting mods for each title the company releases. In case you’re wondering if we’ll see Fallout 76 mods, the answer is yes, but not at launch.

This was revealed by Project Leader Jeff Gardner in a recent interview, where it was revealed that Fallout 76 private servers will also be part of the game’s future, though again, not at launch.

Sometime in the future — way in the future — we are fully going to embrace mods and then do something we’re calling private worlds. We don’t usually try to use the word server so much …. we’re trying to call them worlds, and these are going to be private worlds that folks will be able to set up and mod to their heart’s content.

Bethesda also shares that mods were always part of the equation, though it didn’t want it to be available at launch given Fallout 76’s online-centric experience, and how some modders might break the game, according to Design Director Chris Meyer.

We obviously love the mod community and love supporting them, but allowing the mod community to come in and mod this game… The possibility of breaking the experience…it’s something we couldn’t risk [ at launch]. In Fallout 4, you’re responsible for your own experience. On a private server, you’d be responsible for the experience of others.

Well, there you have it, folks! Fallout 76 mods are confirmed, though not at launch. Will consoles see it too? Let’s hope so.

For more on Fallout 76, check out the hours of gameplay footage that has made its way online today.

Source: Fandom Wikia

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Alex Co

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Official Call of Duty: Black Ops 4 Multiplayer Overview Video Is Out

In case you’ve been living under a rock for the past few weeks and months, you might not know that in just a few days, Call of Duty: Black Ops 4 will be out on the PS4, Xbox One, and PC! While Treyarch has already released a launch trailer, it’s not done yet! Check out the Black Ops 4 multiplayer overview video below to see what kind of action fans should expect come October 12.

Treyarch also released a video a few days ago that focuses on the game’s battle royale mode, Blackout.

Want more Black Ops 4 info? Check out the game’s complete Trophies list, multiplayer maps, a video overview of said maps, and even a (leaked) first look at some of the game’s Calling Cards and camos!

Stay tuned to MP1st’s comprehensive review of Black Ops 4 soon.

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Alex Co

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

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Battlefield V Q&A Answers a Lot of Questions About Weapons, Vehicles

As part of DICE’s weekly debrief, the studio lists down the past week’s activities in terms of Battlefield V news and official updates.

While we do cover a lot of the news that comes out, there’s a ton out there still waiting to be digested. In this weekend’s debrief, DICE once again does a big Battlefield V Q&A talking about weapons, vehicles and more!

Prepare for a lengthy read, folks! It’s well worth poring over if you’re starved for Battlefield V info. The questions are answered by DICE’s David Sirland, and Erik Ortman.

General Development Feedback

  • With so many choices, how do you choose what to include in the game? Is this a difficult process for the dev team?
  • David Sirland (Multiplayer Producer): WW2 is challenging as it has a huge amount of hardware to pick from, but with any project we have a game direction to follow. And, with BFV we were going for the unplayed and untold, some lesser known vehicles like the Valentine tank, the M30 Drilling shotgun, but at the same time deliver on the WW2 fantasy like driving a Tiger I or shooting the MG42. Gameplay spread also dictates what we want to include from the get-go – covering all types of playstyles and allow for more players to play their game is key. It’s an iterative process, and it’s sometimes difficult but fun, especially WW2 as there is so much to choose from on where to start – and where the live service takes us.

General Vehicles Feedback

  • Do you plan to give people more than 2 vehicle spawns or at least separate them somehow by vehicle class?
  • DS: We are making a push to expand the number of vehicles we can cram into a large map. We want more! We’ll see where we end up for launch, and how far we can improve that post.
  • Why the insistence on making every vehicle available on every map? Does that tend to make the game harder to balance?
  • DS: Different to balance, yes, not harder. It’s all about player choice – and we will most likely allow some hybrid solution in the future (with in game vehicles as well as brought slots like we have now).
  • Will vehicles in BFV behave like BF4/BF3 in the sense that the more skilled you are the more effective they are?
  • DS: Yes, even more so than before. Much like our gunplay, we want our vehicle play to reward skilled play, tactics and strategies. Plus, this time around you can specialize vehicles to really excel within a specific role and boost your playstyle.
  • What was the overall goal for vehicles to be integrated with infantry? what are some ways to use it the best?
  • DS: Battlefield has always been about the full sandbox of war. That includes both infantry and vehicles to the largest extent we can muster. We do have to limit this per mode/map, but it’s always a goal to include more if possible. The best way to utilize the full spectrum is to play together as a squad, and a team. Help your vehicles excel, and they will help you win, and vice versa.
  • We assume that the number of vehicles will rise per new faction through Tides of War releases, but will previously released/existing factions also get new vehicles?
  • DS: Potentially, there is no rules here. If something fits the gameplay we want to expand with we are very much open to expand anyplace. We want to show the evolution of war over time and most factions are in it until the end.
  • Will there be maps in the game that are more tank and/or plane dominant.
  • DS: Yes, absolutely. We want to give all types of players all aspects of the second World War, and you saw some of the biggest tank and air battles ever seen, and this will be reflected in the game both at launch and through the service.
  • Will the upgrade trees for vehicles be expanded upon to include the different variants of the same vehicle?
  • DS: No, it will be considered a new vehicle with its own specialization trees. Much like some of the airplane variants work now.
  • Will we perhaps see vehicles that serve as mobile resupply or health stations?
  • DS: Yes, works great with towing.
  • We say specific vehicles in trailers and marketing assets. Will those make it to the game?
  • DS: We have lots of cool stuff in the pipeline, some of which has been seen before in marketing materials of various kinds. Our upcoming roadmaps will outline what’s coming next in more detail!
  • What are the steps (beside Attrition) taken to prevent vehicle operators to dominate the opposition and rack in tons of kills with little worry, a la Mortar Truck/Ilya Muromets?
  • DS: If something is powerful, it will require more teamwork and player skill to reach full potential in BFV. We are aware of the previous problems some vehicles and features pose in this regard, and will err on the side of caution here. The reinforcement system is also a way we can control access, and allow only specific squads at specific times – in a limited fashion access to the most powerful and impactful vehicles.
  • Do we have to buy each vehicle for each route we choose on upgrade trees or will we be able to re-spec each vehicle on our whim?
  • Ryan McArthur (Producer): Our intention is to allow you to re-spec your vehicle. Caveat: we’re still working on this and will communicate when/if this is ready to go.
  • Will there be additional unlockable vehicles by using a specific vehicle proficiently (get X kills with the Stuka to get a new plane or a variant of the Stuka)?
  • DS: The mission system allows us to string together things like this. For instance, the weapons all have a late rank special assignment that upon completion allows you to unlock unique visual customization for that weapon. This delivery method can be used to great effect daisy chaining gameplay as well if we see fit down the line.

Planes Feedback

  • How do you plan to balance planes and infantry combat on the ground? During the beta not many were worried about a plane when they were a soldier on the ground.
  • DS: We are playtesting, playtesting and playtesting currently to get the macro level balance between air, land and infantry just right. It’s very much on our radar, and something we expect to keep tuning as we add features and gameplay changes with Tides of War.
  • Will there be an Air Combat specific game mode?
  • DS: With Tides of War, we have a unique way to feature special modes and unique gameplay experiences like these, and ensure there is enough players available to fill them during the limited time they are active. With popularity as our guide, we’ll then promote some experiences to be available at all times.
  • Will infantry get splash damage from an attacking plane?
  • DS: Yes, if they are close enough to the round with splash (not all aircraft rounds do have a splash damage component).
  • Will planes be spawning on the ground in general or only at certain flags?
  • DS: In certain maps, on certain points.
  • Will landing strips return for planes on some maps or not?
  • DS: Yes, Hamada features an [active] airfield on the G flag.

General Weapons Feedback

  • We saw many different weapons in trailers and marketing assets, like the Sjogren Inertial. What happened to those? Will they eventually release?
  • DS: Yes, most of these are part of the first chapter of Tides of War, which starts close after launch.
  • Did you design certain weapons per certain classes with certain combat roles to be more effective on certain maps or certain areas within maps?
  • DS: Yes, but the other way around. As Combat Roles are a subset of a class, the Combat Roles are designed to bolster a playstyle (which can include one or more types of weapons depending), and they are absolutely more or less effective based on map and mode.
  • Can we get weapon breakdown per Class?
  • DS: That should be possible, we’ll get on that.
  • Will visual recoil random animation while controlling vertical recoil with ARs remain as it was in Beta?
  • Florian Le Bihan (Game Designer): There is minimal “visual recoil” already in some cases moving sideways, etc., and this has been tuned some more as well. But in general, it is close. After the Open Beta we actually made the first bullet to be as “pure” as it can be to always give you a first impression of “what should you do next” to control your weapon. In reality we have been really hammering hard on making animations and weapon behaviors (recoil, etc.) to be as free as possible from any annoying visual recoil.
  • What is the specific extra ammo we are getting for weapons per Attrition changes?
  • DS: We are still iterating to get the perfect balance, so full specifics might be outdated before launch, but in general automatic weapons on Assault and Medic gets +1 magazine at spawn, and +1 max magazine carry limit. Combined with all spawns now have a single med pouch, the supply depots on all maps only being pre-built on the HQ and the adjacent objectives (the rest must be built with the Fortification system) and the ammunition from killed enemy pickups (ammo-loot) values have also been tuned.
  • Will you be able to play any weapon on any faction? Such as being a German soldier using American weapons.
  • DS: Yes, currently there is no limitations here based on game mode or map or anything like that.
  • Will there be any high capacity LMGs?
  • DS: The MG-42 has a specialization that unlocks the big magazine/belt. If that’s what’s referred to, then yes.
  • Will Support receive buffs and more gadgets, like mortars, bullet proof shields, etc.?
  • DS: Support has gotten access to Medium Machine Guns (MMGs) like the MG 34, and the MG42. They are special in that they now penetrate the basic cover built by Fortifications (with a damage reduction) – and they also tear down those Fortifications over time (you shoot enough bullets into a sandbag it will eventually crumble, and needing to be rebuilt). Combined with the “Machine Gunner” Combat Role, that spots suppressed players these weapons (especially with the belt upgrade) gives support class a massive boost in some cases compared to Open Beta gameplay. Future gadgets will be spread over the classes evenly most likely, but always coming from what gameplay unlocks new playstyles, or changes the “meta” the most.
  • Sniper rifles seemed to be predominately used in the Beta. What can we use to counteract this?
  • DS: Snipers were the #3 most used class in the Beta, and the sniper weapons were far from the best performing weapons at ranges (hello STG 44!) So, while it might have felt that way, it really wasn’t the case overall. Countering snipers is possible with all weapon classes (but with varying difficulty). A massive penetration pass on most things also helps in this regard, as many objects now will be penetrable by regular fire, causing snipers to have to move some more.
  • Will the BAR (Browning-Automatic-Rifle) be an Assault weapon or Support weapon?
  • DS: That remains to be seen, perhaps it fits better as part of a new hybrid class? We’re open to what makes the most sense here from a gameplay point of view.
  • Will we see Suppressors for weapons?
  • DS: Yes, but not for launch.
  • Are there any thoughts on restricting what kind of scopes can be attached to the different type of weapons?
  • Florian Le Bihan (Game Designer): This is already a thing, but implemented only in a few cases. We already limit the sights based on the type of weapons, for instance SMGs will never have access to sights that zoom more than 3x, ect.
  • Are specific grenade types locked to Class like in Beta?
  • DS: Some are, yes.
  • How do you intend to balance starter weapons against fully decked out ones?
  • DS: By giving them some of the specializations pre-set, removing the bigger differences between a fully upgraded weapon and the starter variant. This may or may not mean you need to progress a “bare” version from scratch though, but hopefully by then you’ll be proficient enough to make that transition easier.
  • Can you tell us how often new weapons will be added to the game?
  • Ryan McArthur (Producer): Tides of War is an ongoing process that unlocks gameplay and cosmetics over time. Although we have not set a specified cadence, more information on how this works in coming weeks!
  • Why do we see early-war weapons and vehicles when playing maps themed later in WW2? Shouldn’t see more later-war equipment?
  • DS: The launch maps are all early war chronologically speaking, and we’ll try to stay true to that. But that’s not going to hinder us from adding gameplay or content we see fit or good enough outside of that.
  • What is the difference between Semi-Automatic Rifles and Self-Loading Rifles?
  • Florian Le Bihan (Game Designer): Assaults have Semi-automatics, And recon have the Self-loading rifles. They vary in the playstyle and way to effectively use them. Semi-automatics are mostly faster rate of fire and don’t hit so hard (around 35 damage per bullet), SLRs however hit like a truck (about 50 damage per bullet) but fire much slower. As such, the semi-autos are a better fit for medium to long range but will hardly compete with sniper rifles (Bolt Action Rifles). SLRs on the other hand are made for long range and can compete with Sniper Rifles.
  • Where is the M1 Garand, BAR, SVT-40, PPSH 41, and trench shotgun?
  • DS: More weapons will be added through the Tides of War narrative in connection to the chapters of the war. Obviously, themed and connected to nations joining the war, and fighting in new places with new hardware.
  • Can you briefly detail gun behavior when moving, such as crouching running, sliding, or smoother movement when shooting?
  • Florian Le Bihan (Game Designer): Briefly, jumping and sliding all share the same high inaccuracy – it’s up to 10x the inaccuracy of what you would get when standing still, if not higher for some weapons. Crouch and Prone has the best accuracy but it’s not by a lot compared to standing. When transitioning from a pose to another, we have some transition curves that allows us to keep the accuracy in check and make sure you don’t get too much from stance changing (which could be abusable), for instance. We’ve made a few tweaks to the animations from stand to crouch and back to stand to make that change a bit more viable during a gunfight. We’ve also looked at some landing animations (when jumping and hitting the ground) which will represent more accurately how you regain control once on the ground.
  • Impact Grenades are seen again? What are you doing to mitigate against some of the balance issues we’ve seen with Impact Grenades in past Battlefields?
  • DS: They are fairly weak, and with attrition. Spam of these is no longer possible. You can use them as a tool but need to follow up (or pre-damage) the enemies to have any effectiveness with them.
  • Why are there 3 SMGs that are all basically variants of the MP18, in the MP28, MP34, and the EMP. Like why would you include more than one of those at all?
  • DS: They look the same, they act the same, they’re practically the same guns. They don’t act the same at all – or we wouldn’t have included them. That’s part of the overarching gunplay design (distinct, different weapon gameplay). So in our game, they are very much not the same guns. A weapon is technically very close to another variant of another weapon in real life doesn’t stop from making meaningful gameplay differences to ensure that they all are interesting to play.
  • Bonus Round!
  • Erik Ortman (UX Designer): We are holding back duplicate weapons for launch (with the intent of bringing them back as they are great as loadouts, we just need to polish the experience) and allow you to re-spec your weapons.

Assault Class Feedback

  • Will the AT (Anti-Tank) gun come to Assault Class because this class is focused on destroying vehicles and buildings or will this come more like special gadget or special weapon for the Recon class?
  • DS: The assault class is the AT class, and it has the more direct AT gadgets of the game at launch. Most classes have something that can hurt vehicles (to some degree however) in their arsenal, but remember vehicles do require more damage and teamwork to take down now.

Medic Class Feedback

  • Will the Medics get a more range effective/flexible weaponry category?
  • DS: At launch SMGs are their category. We are looking at adding additional classes to the class. But, the launch SMGs cover a quite large range of the close to mid-range, and they are some of the highest DPS weapons in the game within those ranges.

Loadouts Feedback

  • Why is the Medic tied into 1 weapon type where other classes have 2 or 3 types. Can you provide the reasoning behind this?
  • DS: Mainly because SMGs makes sense (medics are frontline fighters and support in BFV), but also because we are planning some additional weapon classes that fit this slot, and we have enough starting SMGs to kick off the game.

Ammo Feedback

  • Will weapons have different ammo types, like AP, hollow point, slug rounds, etc.?
  • DS: Potentially, we’re not closing the door on anything at this point. If there is a need for something like this we’d approach it and adapt over time.

Gadgets & Reinforcements

  • Are there any Squad Leader only gadgets?
  • DS: Not unless you count the Reinforcement radio, and that’s a pretty good one. But there is potential to extend the Squad Leader role over time for sure.
  • Will there be more gadgets and reinforcements added throughout Tides of War?
  • DS: Yes, that’s really the point.
  • After hearing confirmations that Limpets would be back in last week’s AMAA we were really hoping that it would be a launch gadget. Since it was relevant to the British forces is there a chance that this item will be available soon after launch. This is by far the best close quarters aggressive support gadget and would make an excellent addition to supports running shotguns.
  • Florian Le Bihan (Game Designer): The Shaped Charge (name to be confirmed) will be available post-launch.

Blog – The Attrition System in Battlefield V

  • Attrition System Feedback
  • The Attrition System is polarizing within the community. Let us know what you think by joining us in discussion on Reddit.https://www.reddit.com/r/BattlefieldV/comments/9l42vo/discussion_feedback_the_attrition_system_in/
  • What are the differences between ammo crates and ammo pouches. Will both, as seen in Beta, only resupply ammo? No gadgets and grenade resupplies?
  • DS: Ammo crates contain a bunch of ammo pouches, you plop it on the ground for teammates to use and deplete. Ammo pouches contain ammo. You consume them (activate) to get more ammo for your primary and secondary weapons – or if you’re a support, you can throw them to teammates in need ammunition (lacking ammo).
  • What’s the differences between health crates and health pouches?
  • DS: Health crates contain a bunch of med pouches, you plop it on the ground for teammates to use and deplete. Med pouches contain health. You consume them (activate) to trigger healing on yourself – or if you’re a medic, you can throw them to teammates in need of either healing (lacking health) or med pouch (lacking the single carry pouch).
  • Do ammo and health crates have an aura, as in auto heal if near it?
  • DS: No, they are interact to pick up a pouch of respective kind.
  • The article was somewhat vague in terms of specific ammo capacity. Can you provide us a glimpse of values chart of the weapons ammo capacities?
  • DS: See answer above in relation to this.
  • This attrition now emphasizes more on teamwork and hoping your team mates will supply you? What if they won’t? More often than not, they are too busy doing something else. Do we deserve to get punished for their actions?
  • DS: The attrition settings we are going for (and have mostly reached internally post open beta) is to get rid of the “busy work” caused by the beta’s setting where you were more or less forced to stock up before fights each spawn, and instead allow for that to be a possible choice during a successful life. Having a well composed squad is more rewarding than playing alone, as you’ll have access to ammo and health quicker. Yes, and that’s the point. But under no circumstance are we trying to punish anyone. It should be more rewarding to play the squad, especially factoring in the other perks like reinforcements and communication.
  • Attrition promotes anti-camping for snipers. How? If they camp near a supply station, then they get supplied all the time and bad news for us who are low on ammo. Especially that you removed 3d spotting. They are invincible and invisible.
  • DS: Attrition promotes anti-camping of successful ranged classes (not only snipers), as all mobile resources are finite. Placement of all supply stations on all maps are taking into consideration exploiting similar things and pose no real problem in this regard. Also, camping near a known resource isn’t really a good idea (it’s the first place to check for them), and is easily countered. Going for more ammo at a supply station that isn’t on an owned flag should be dangerous, so a little more foresight is required to not end up in that situation. This situation is much less common (by far, especially on the automatic weapons) with the new base-attrition settings compared to the beta as well.
  • It’s hard to notice supplies when they were given from a Squad mate. For example, the med and ammo boxes weren’t really discernible in all the fighting and people would usually bypass them leaving support players wondering why no one was using them. What are you doing to improve visibility?
  • DS: Yes, this is an area we have been spending lots of attention – and we have several great UX and UI improvements here, as well as audio VO lines etc.
  • Will you also improve notification and visibility of team/Squad mates who need ammo/health?
  • DS: This is very much part of above. What was in Beta lacked almost all these states.
  • Anything we don’t know about Reinforcement attrition?
  • DS: We are adding the reinforcement supply drop, which helps attrition on the go for squads.

In other Battlefield V news, DICE has talked about the gunplay in the game and what they’re aiming for. If you want to see something cool, check out this super short clip of a V1 Rocket being intercepted by a player-controller plane!

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Alex Co

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

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Rumor: Borderlands 3 Coming in 2019

Ready for a big rumor but something obvious? Apparently, Gearbox Software’s Borderlands 3 is coming out next year. While Gearbox working on a third installment of the famous franchise isn’t anything surprising, the alleged fact that it’s coming out next year is.

This was “reported” on by YouTuber The Triple S League, who states two independent sources. He states that both sources say the same thing, though these two do not know each other, Allegedly, localization for Borderlands 3 has already begun, which means that it’s quite far off in development given localization of games are usually done at the tail end of its development.

Of course, this rumor should be treated with a big bag of salt and then some. I honestly have not heard of The Triple S League before this, and they don’t seem to have any track record to base if they’re good with these things or not. Nonetheless, a rumor is a rumor, right?

Again, it’s no secret that Gearbox is working on Borderlands 3, and there’s even a mention that 90 percent of the studio’s workforce is working on the loot shooter. Also, as part of 2K’s earnings call earlier this year, the publisher teased that a “highly-anticipated” title is set for release during the fiscal year of 2020, which is business talk to mean sometime between April 2019 to March 2020.

We’ve reached out to 2K and will update the post if and when we get a response.

Source: ComicBook

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Alex Co

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

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Rockstar Lets a Terminally Ill Fan Play Red Dead Redemption 2 Early

Most people see video games as a hobby and nothing more. While that might be true for most people, some gamers play games to escape reality, and more. Sometimes, it can even help an ill person feel better — albeit, temporarily.

Netherlands-based Gamersnet has posted a story about a terminally ill boy who’s in the last phase of his life that wanted to play Red Dead Redemption 2 early. Thankfully, Rockstar Netherlands gave him the chance,

Related Reading: Bethesda Lets Cancer-Stricken Boy Play Fallout 76 Ahead of Release

Thanks to Reddit user EclipseDota, we have a translation of the article. The person’s name is Jurian, and he’s suffering from neurofibromatosis type 2, a hereditary disease which causes many benign tumors to grow in the body. While he’s been fighting this sickness since 2004, his body can’t take it any longer and he’s in the last few weeks of his life. This prompted his father to contact Rockstar.

Rockstar Netherlands contacted Rockstar HQ, and once given the clearance, two Rockstar Netherlands employees visited Jurian and let him play the game the entire afternoon. Unfortunately, for obvious reasons, Jurian wasn’t given a copy of the game.

We wish Jurian and his family all the best in the coming days and weeks. Let’s hope Jurian finds a miracle and gets to play and finish Red Dead Redemption 2 when it launches this October 26.

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Alex Co

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

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Hours of Fallout 76 Gameplay Have Vaulted Out, Watch Some Now

It seems the embargo for Fallout 76 has lifted, as a TON of Fallout 76 gameplay footage is now available from a bunch of different sources. Want to know how combat is? Progression? All that and more can be seen in the videos below.

Obviously, some of the footage below might be considered a bit spoiler-ish given they’re raw gameplay. So if you want to experience Fallout 76 super fresh, then maybe just watch a few minutes and leave it at that.

Fallout 76 — 15 minutes of gameplay | PVP, trading, VATS, leveling and more

Here’s a chunk of raw gameplay from our latest playthrough of Fallout 76, including a look at leveling, combat, trading and beyond.

50 Minutes Of Fallout 76 Gameplay In 4K

Fallout 76’s Opening Gameplay – Part 1 (4K)

There’s lots more Fallout 76 gameplay footage making the rounds on social media and YouTube, so if you’re still craving for more, go check those out.

In other Fallout 76 news, Bethesda has said that the game is built to be supported month-by-month, week-by-week.You can also read up on the game’s upcoming beta right here.

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Alex Co

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Battlefield V Gunplay Discussed in Detail by DICE, Tips From the Devs Listed

In case you weren’t able to watch last week’s Battlefield V Dev Talks video episode, the studio focused on weapons, gunplay, and how these things are being sorted for the shooter.

In a new post on EA’s website, DICE talks about their ambition for Battlefield V’s gunplay, as well as a list of tips straight from the developers themselves. We’ve included some choice excerpts for you to read below.

THE AMBITIONS OF BATTLEFIELD V GUNPLAY

For Battlefield™ V, we’ve set up two pillars for what we want to achieve with gunplay. First, we want our players to really be able to both learn and master it. What’s key to achieving this? Simply put, to allow the player to understand the behavior of their weapons, be it recoil, fire power, or any other aspect. If a player can foresee this behavior, they will learn what’s going on – and if they learn, they can improve. Overall, we want to create a more physical experience where players firing a weapon really feel like they’re in control. Combined with the movement systems in Battlefield V, you‘ll have a responsive and controlled experience.

Second, we want to create a clear character for all the weapon classes. They should feel distinct, but at the same time not confining. For example, Assault Rifles are great for burst firing. Semi-Automatic Rifles should be about finding a rhythm. The Bolt-Action Rifles are all about pulling off that single, important shot.

On top of this, we believe that good weapon design should support game balance and player choice. There should be viable options for many different playstyles, with none of them being best. Weapons should also be easy to understand in their function, as first-person shooters can be quite unforgiving to new players.

Next up, the studio explains the time-to-kill decisions, and how a weapon with lower rate of fire shouldn’t be penalized for using a weapon like it.

Tweaking the Bullet Damage
Bullet damage has been chosen with two things in mind. First, even weapons with a low rate of fire should allow you to win a 1-vs.-2 situation reliably when flanking and surprising the enemy. You should also not experience catching an enemy off guard, shooting him in the back from close range, only for him to turn around and kill you because he uses a weapon with higher damage output.

In a game like Battlefield V, the time to take out a single player should not surpass 300 milliseconds by a lot.

Hence the MP40 and STEN, with their rate of fire of 539 rounds per minute, require four bullets to kill a healthy enemy at short range. This results in a Time to Kill of 333 milliseconds if all shots hit. With this damage output, the player will not be forced to use faster firing weapons only to be able to flank successfully or win a 1-vs.-1 in which he had a significant advantage. 

Turning Spread into Recoil
Bullet spread is a gunplay aspect that’s hard to communicate to a player firing his or her weapon. We have worked hard on improving this, and the main change is that spread has been converted to behave more like recoil. This creates an instant visual feedback, which makes you understand when you’re not in control of the weapon anymore, and that you should stop firing due to the spread.

Furthermore, Semi-Automatic Rifles no longer have increasing spread while firing while aiming down the sights, making them more intuitive to use. Applying recoil as spread in this way required some major changes to how recoil is added (it can now be added over time) and the underlying spread decreases (it can now decrease while firing if you start at very high values). You’ll find that recoil itself is significantly higher than in previous titles.

You can check out the fill article here, where it also talks about shooting from the hip, effect weapon ranges, and more.

Lastly, DICE has also listed a set of Battlefield V gunplay tips!

TIPS AND HANDY INFO FOR YOUR BATTLEFIELD V GUN FIGHTS

Whether you’re new to Battlefield, a veteran since Battlefield 1942, or somewhere in between, you may find some of these general Battlefield V gunplay tips useful.

  • Weapons in Battlefield V are very intuitive. You can feel when your weapon becomes inaccurate, and you should pause firing for a bit when this happens.
  • If you can see an enemy, you most likely can hit him. However, the question is whether you can hit him often and quickly enough to get a kill.
  • Familiarize yourself with the weapons of Battlefield V – we’ve recently published an article with the full list of guns, gadgets, and vehicles.
  • It doesn’t matter if you’re playing on the British or German side, you can still use and deploy with the weapons associated with the opposing faction.
  • Veterans will see that Battlefield V’s gunplay is reminiscent of Battlefield 3. However, prepare for more recoil and better balance this time around.

In related Battlefield V weapons news, DICE has confirmed that unlike in the beta, weapon specializations will come with trade-offs. Also of note, more weapons will be added post-launch via Tides of War.

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Alex Co

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

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Official Call of Duty: Black Ops 4 Maps Preview Gives Us a Quick Tour of the Levels

Over the past few days, Treyarch has been dropping super short quick looks in regards to Call of Duty: Black Ops 4 maps. While the studio hasn’t done a full Black Ops 4 maps preview for all of the levels players can frag each other on, it did still give us a fairly substantial look.

Shown below are eight of the Black Ops 4 maps that will be available at launch, and you can watch it all in one go and uninterrupted! We’ve also listed the official description of each straight from the trailer!

Icebreaker: A long lost Nuclear submarine in the Arctic houses a uranium supply which a Russian unit has come to salvage.

Arsenal: Hostile covert ops on a manufacturing facility of a powerful North American military defense contractor means someone may have stolen the keys to the castle.

Firing Range: Black Ops Flashback – US Forces gear up for red team/blue team combat exercises in this Guantanamo Bay military base.

Morocco: Rebels in a small Moroccan village are using government military supply planes as target practice as they fly over the surrounding Sahara Desert.

Summit: Black Ops Flashback – Cold War surveillance is at its peak above the clouds in the mountaintop listening post in the Ural Mountains.

Slums: Black Ops Flashback – Street battles rage in head to head heat through the center of a run down Panama neighborhood.

Jungle: Black Ops Flashback – The heat is on as Cold War forces collide in the sweltering depths of the Vietnam jungle.

Militia: Anti-government extremists backed covertly by a Russian cell are stockpiling weaponry in a remote region of Alaskan wilderness near the Bearing Strait.

If and when Treyarch releases map previews for the remaining maps, we’ll be sure to let our readers know. You can check out the complete Black Ops 4 maps list right here.

For PS4 gamers, go nab this free dynamic theme right now before it’s gone for good! We also listed the complete Trophies/Achievements list which might be spoiler-ish for some.

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Alex Co

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Battlefield V: Players Can Use a Plane to Intercept a V1 Rocket – Watch It Now

One of the new features DICE is implementing in Battlefield V is the introduction of “Reinforcements” which act as the game’s reward when a squad works together and earns a lot of points in total. Once you’ve accumulated enough, you’ll then be able to call in a tank, a Supply Station, or something much more awesome — a V1 rocket attack on a marked location.

While we’ve already shown you how devastating a V1 Rocket blast is, there is a way to counter it though it’s something that will require a bit of work to do. YouTuber Ranger Dave has made a surprising discovery wherein a user-controlled plan can intercept a V1 Rocket mid-air! Don’t believe me? Watch it happen below.

The footage above is from the Battlefield V beta, but there’s no reason this same move wouldn’t work in the final version.

You can check out the full list of Reinforcements along with weapons, gadgets and more, right here. In related Battlefield V news, DICE has confirmed that weapon upgrades will now have trade-offs to make the mechanic a little bit more fair and varied.

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Alex Co

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Report: Call of Duty: Black Ops 4 Calling Cards and Camos Datamined and Here’s What They Look Like

One of the things that make the grind in Call of Duty games so much fun is the constant drip feed of content and unlockables; be it Calling Cards, icons, camos, and more, there’s always something to work on with a corresponding reward. It’ll be the same in Call of Duty: Black Ops 4 (as if there was any doubt)! Thanks to datamined files, you can check out some of the Black Ops 4 Calling Cards and camos you’ll be able to earn starting next week!

Courtesy of Reddit user iTrexX, check out “some” of the camos and Calling Cards from the shooter!

Just a sneak peek (Not going to spoil everything, just a bit to increase the hype)

Keep in mind, these are just some of the Black Ops 4 Calling Cards and camos you’ll be able to earn. No doubt there will be rare animated versions of these tied to some sort of challenge in-game.

In other Black Ops 4 news, if you manage to snag an early copy of the game, it’s now confirmed that it will require a game update to function properly. While you’re waiting, go check out the hidden messages in some of the trailers for Black Ops 4. You should also check out the complete maps list to see some of the environments you’ll be able to frag people on in multiplayer.

Call of Duty: Black Ops 4 will shoot out this October 12 (next week!) for the PS4, Xbox One, and PC.

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Alex Co

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Sony Unveils New PSN Games Coming Next Week

If you’re a fan of digital games on the PlayStation Network, there’s a bunch of stuff coming next week that should tickle your fancy. The big game here is obviously Call of Duty: Black Ops 4, but there’s something for everyone here it seems.

Ready? Here are the new PSN games coming next week!

Call Of Duty: Black Ops 4 PS4 — Digital, Retail (Out 10/12)

Black Ops is back! Featuring gritty, grounded, fluid Multiplayer combat, the biggest Zombies offering ever with three full undead adventures at launch, and Blackout, where Black Ops comes to life in one massive battle royale experience.

Disgaea 1 Complete PS4 — Digital, Retail

To celebrate the 15th Anniversary of the Disgaea series, the groundbreaking game that started it all returns for modern consoles in beautiful HD. Relive the expanded adventures of Laharl, Etna, and Flonne in Disgaea 1 Complete!

Evasion PS VR — Digital

Experience the next generation of VR combat with Evasion, an intense sci-fi bullet-hell shooter. Run, dodge, and unleash devastating Surge Attacks. Play solo or team up to save an embattled colony from swarms of lethal Optera.

The Exorcist: Legion VR, Episodes 4 & 5 PS VR — Digital

The Exorcist: Legion VR is a fully interactive, multi-chapter story set in the world created by horror maestro William Peter Blatty. Delve deep into the heart of the supernatural and uncover secrets leading toward a terrifying final confrontation.

Home Sweet Home PS VR — Digital

Inspired by Thai mythology and beliefs, Home Sweet Home throws players into a dark and twisted labyrinth, where a miasma of fear fills the air, dread bleeds through cracks in the ceiling and seeps down through broken floorboards.

Mark of the Ninja: Remastered PS4 — Digital

In Mark of the Ninja Remastered, learn what it is to truly be a ninja. You must be silent, agile and clever to outwit opponents in a world of gorgeous scenery and flowing animation, with cursed tattoos giving you heightened senses.

My Memory of Us PS4 — Digital

My Memory of Us is a reminiscence of a friendship between a boy and a girl. A friendship made during tough times. Times of terror, pain, and exclusion in a world where people were forced to live in two artificially detached worlds.

Space Hulk Tactics PS4 — Digital, Retail

Space Hulk: Tactics is a faithful adaptation of the board game Space Hulk, bringing a unique twist to the cult classic formula. Battle as either a squad of Terminator Space Marines or the deadly alien Genestealers.

Super Blackjack Battle II Turbo: The Card Warriors PS4 — Digital

Invited by the owner of the largest Casino in Las Vegas and Godfather of the local most influential crime family, each character will face the others in a game of cards. Only the best will challenge the Godfather himself in a final match!

WWE 2K19 PS4 — Digital

WWE 2K19 is the latest entry to the flagship WWE video game franchise, showcasing a massive roster of popular WWE Superstars, Legends and Hall of Famers. Experience authentic WWE gameplay, creation options, and more!

Don’t forget to check out this week’s PSN sale! Also, next month’s free PS Plus games have been leaked too!

Source: PlayStation Blog

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Alex Co

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Battlefield V Gun Specializations Will Come With Trade-Offs, Crossover Specializations Confirmed

Possibly one of the key things gamers didn’t like about the Battlefield V beta was how the weapon specializations seemingly didn’t come with any negatives, thus making the choices easy on which weapon path to take.

Over on Twitter, Lead Engagement Designer on Battlefield V Erik Ortman confirmed that this has changed in the final version of the game, and that these weapon specializations now come with trade-offs and negatives.

Want an example of it in-game? Here’s a super short video clip comparing the Extended Magazine weapon specialization to the Light Bolt. While the rate of fire goes up for the Light Bolt, the ammo count is less than half if you’re using the Extended Magazine, and it applies to both the bullets in the magazine, and your overall ammo pool.

Ortman has also confirmed that players will be able to revert back weapon upgrade changes so players don’t need to “buy” two of the same guns.

Lastly, we now have confirmation that weapon specializations can now be mixed and matched! No more one path that you need to go through! This is perfect for those who prefer one specific upgrade from one side of the upgrade tree, but also want something from the other side.

All very good news, right?

For more on Battlefield V weapons, make sure to check out the complete list of available armaments, gadgets and more at launch! You can also check out this post to see how the weapons of BFV compare to the starting weapons of the other Battlefield titles.

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Alex Co

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Kingdom Hearts Compilation “The Story So Far” Announced, Will Contain 8 Games in Total

If you haven’t played Square Enix’s action RPG Kingdom Hearts, but want to catch up on everything in one go, then this little Kingdom Hearts compilation might be just the thing for you. Announced by Square Enix is a Kingdom Hearts – The Story So Far; a compilation that houses eight games in total and a movie!

Here’s the info straight from the press release along with the official box art.

In KINGDOM HEARTS –The Story So Far–, Keyblade wielders can relive the magical adventures of Sora, Donald Duck, Goofy and friends as they attempt to stop the Heartless invasion that threatens their universe. Fans will travel to iconic Disney locales and join forces with beloved Disney and FINAL FANTASY® characters in order to fight back against the threat of darkness and bring back light to all worlds.

The compilation includes the following games:

KINGDOM HEARTS HD 1.5+2.5 ReMIX

  • KINGDOM HEARTS FINAL MIX
  • KINGDOM HEARTS Re:Chain of Memories
  • KINGDOM HEARTS 358/2 Days (HD Remastered cinematics)
  • KINGDOM HEARTS II FINAL MIX
  • KINGDOM HEARTS Birth by Sleep Final MIX
  • KINGDOM HEARTS Re:coded (HD Remastered cinematics)

KINGDOM HEARTS HD 2.8 FINAL CHAPTER PROLOGUE

  • KINGDOM HEARTS Dream Drop Distance HD
  • KINGDOM HEARTS 0.2 Birth by Sleep –A fragmentary passage–
  • KINGDOM HEARTS χ Back Cover (movie)

Kingdom Hearts – The Story So Far is set for release this October 30 for $39.99 on the PS4

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Alex Co

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Call of Duty: Black Ops 4 PC Frames Per Second Cap Set at 120 for Blackout, Pre-Load Date Announced

Just yesterday, we reported on how much support developer Beenox (who’s working with Treyarch on the PC version of the game)is putting into the PC version of Call of Duty: Black Ops 4. Now, the studio has revealed a lot more details about the Black Ops 4 PC frames per second (fps), and an explanation as to why.

According to Beenox, part of their commitment to the PC version of Black Ops 4 is to support uncapped frame rates, though they can’t do it at launch given it will affect server load and such. At launch, Blackout will start at 120fps cap on PC, and once the servers are stable, this will be changed to 144fps. Zombies and multiplayer will be uncapped on day one.

Since the framerate affects the load on the servers, we want to ensure that the game delivers a great playable experience for everyone who dives in those first moments.

So, our plan: • At launch, we will start Blackout with a 120fps cap on PC

• Ensure the moment the game launches that it has high stability for every player

• Raise to 144fps as soon as the servers are stable

• And assuming all looks good, enable uncapped framerates within the first few days (Zombies and Multiplayer modes will be uncapped starting immediately on day 1.

In addition to that, the Black Ops 4 PC pre-load via Battle.net begins this Tuesday, October 9 PDT.  Got that, PC Black Ops 4 players? Good.

Make sure to check out the complete multiplayer map list for the game, and see if you can decipher Treyarch’s hidden binary messages in some of their trailers.

Source: Reddit

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Alex Co

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Dead or Alive 6 Roster Adds Bass, Tina, and Mila; New Stage Introduced in New Trailer

KOEI Tecmo has a new trailer up for Dead or Alive 6, and not only does it add to the Dead or Alive 6 roster, but we even get a new stage unveiling too! This trailer focuses on the wrestlers in the game, and the stage itself is centered on it too!

Three hard-hitting fighters – Bass, Tina, and Mila – jump into the action of DEAD OR ALIVE 6 as they help introduce an all-new professional wrestling organization into the game thanks to a storyline as electrifying as the ring ropes.

Known as “The King of the Ring,” Bass is a seasoned professional wrestler known for his destructive power and versatile throwing techniques. He’s also the doting father of Tina, “The Superstar of a Thousand Dreams.” And while Tina flashes some of the same versatile throws as her father; including an explosive new slam added to her repertoire, she is also proficient in strikes as Bass trains her to become the top wrestler in the world. But Tina isn’t the only female ready to fight in DEAD OR ALIVE 6; as professional wrestling fan, Mila, has also been added to the lineup. Nicknamed “The Hot-Blooded Champ,” Mila is a mixed-martial artist known for winning titles as a result of tackling techniques and her expertise in the ground-and-pound game that she hopes will prove fruitful in her quest to ultimately takedown her longtime rival, Bass.

All three characters are instrumental to DEAD OR ALIVE 6’s new wrestling stage “THE MUSCLE.” As an introduction to their new fighting ring, the father-daughter duo of Bass and Tina gather reporters inside an arena to unveil their new professional wrestling organization, also known as The Muscle. Inside the arena stage, not only will the action be fast and fierce, but the ring ropes surge with electrical current while the steel pillars surrounding the squared-circle bellow fire at warry brawlers. 

Dead or Alive 6 slams out this February 15 on the PS4, Xbox One, and PC.

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Alex Co

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Battlefield V Dev Talks Episode #3 Info Summary – Soldier Visibility, Bipod Fixed, Lots More!

Earlier today, DICE released the third episode of its Battlefield V Dev Talks web series. If you can’t watch the entire 19-minute show, and want it in a more condensed, text form, you’ve come to the right place.

Reddit user Glordit has posted a tl;dw version, which you can read below. It mentions soldier visibility, the STG 44 being tweaked, and lots more regarding the weapons of Battlefield V!

tl;dr for those who can’t watch, yet.

  • Soldier visibility has been tweaked slightly – Now features a distance haze which is a lot less obtrusive visually.
  • Higher Rate of Fire weapons would give double damage (in the beta, which caused frustrating deaths), been tweaked to give more consistent damage.
  • Input lag also being looked at to give better feedback.
  • Aim assist being developed for consoles, snap on aim is possibly being removed for a magnetic aim – aim slows down when near enemies while you ADS.

  • Starter weapons might come with a specialization to stop more experienced players gaining an advantage on newer players.
  • Player profile and progression UI has been tweaked and looks a lot better (in my opinion)
  • Using weapons more, will give you more skins.

  • Emphasis on making weapons and classes feel distinct from each other.
  • Mastering weapons will help you perform better – weapons “look and feel” more responsive.
  • Looked at previous BF titles to understand what players like/dislike.
  • Weapon spread is linked to the guns sight – ADS will be different from hip fire.
  • More Predictable recoil.
  • Single shots have a greater distance.
  • Working on the TTK – on all automatic rifles damage changed from 27 to 25.
  • StG44, Happy and Unhappy with it’s performance, too OP at short ranged but tweaking damage.
  • Changed the weapon sights tint and increased the cross hair colour.
  • Bi-pods fixed and LMG’s and recoil has been tweaked.

  • MG 42 shown, barrel is changeable when it over heats. Has some really crazy hip fire recoil. Able to shoot down and through sand bag walls. Fires 1000rpm, upgrades to 1200rpm.
  • MP44 shown, better range than the Suomi
  • Krag-Jørgensen shown, similar to the kar98.
  • sturmgewehr 15 coming with launch – Faster than the StG, harder to control, better for short range.
  • Looking at new weapons for tides of war, want to expand on current weapons and add in more.
  • Lots of content to come with Tides of War.

I told you there’s a lot of info. In other Battlefield V news, you can download the original soundtrack now and for free!

For the latest Battlefield V news, make sure to keep your crosshairs locked here to MP1st!

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Alex Co

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Call of Duty: Black Ops 4 Early Copies Need a Game Update to Work

It’s hardly surprising these days when a game gets leaked ahead of its street release date — especially for a game as big as Call of Duty: Black Ops 4. While Activision and Treyarch can’t control store owners who don’t give a damn about release dates, or delivery men with sticky fingers, they can control whether you can play their game or not.

Even if you do manage to snag some of that leaked Black Ops 4 early copies floating about, you won’t be able to play it just yet, as Treyarch has made it so that a game update needs to be patched in before you can play! Here’s the proof of it (thanks to Reddit user Shotzzify):

Given how Black Ops 4 doesn’t have a single-player campaign and every mode needs you be online (except maybe Zombies?!), this is hardly surprising. And even if you manage to connect online, who will you play against?

Lesson here? Don’t pay extra for a game you won’t be able to play ahead of its release date.

In other Black Ops 4 news, make sure to nab this PS4 Black Ops 4 theme before it disappears! Treyarch has also hidden messages in some of the trailers they’ve released, which you can try to decipher by yourself.

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Alex Co

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