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Activision: Destiny 2 Sales Failed to Meet Expectations, Speed Up New Content & New Opportunities for Monetization

If you’ve been keeping tabs on Destiny 2 news, you might have seen that Activision has made the game free on PC for a limited time, and has even rolled out free trials for the PvP mode of its newest expansion, Destiny 2: Forsakan’s Gambit mode. As it turns out, there’s a very good reason for that, and it’s due to low Destiny 2 sales.

This was revealed in Activision’s latest earnings call. Here’s an excerpt of what Activision exec Collister Johnson said regarding Destiny 2. While monthly active users were up from Q2, the publisher admits the game did not meet internal commercial expectations, and that there’s work to do in order to reengage the Destiny 2 fan base.

Activision monthly active users were 46 million, up sequentially from Q2. This sequential growth was driven by Destiny’s expansion, Forsaken, and by new reach initiatives, which grew Destiny monthly active users quarter on quarter and year over year. Now while Forsaken is a high-quality expansion with strong engagement and new modes of play, it did not achieve our commercial expectations, and there’s still work to do to fully reengage the core Destiny fan base.

In another part of the call, Spencer Adam Neumann, also from Activision, stated that for the fourth-quarter and full-year outlook, the publisher wants to improve the speed of new content releases for Destiny 2, and to “provide new opportunities for monetization.”

Our recent major launches for World of Warcraft, Call of Duty, and Candy were all very successful and will set the stage for continued opportunities in 2019. Some of our other franchises, like Destiny, are not performing as well as we’d like, and we’re working to accelerate the pace of live operations innovation and improve the speed with which we release new content to keep our players engaged and to provide new opportunities for monetization.

Anyone surprised by this? If you’re a Destiny 2 player, how can Activision add in new monetizatino opportunities without making the game a grind? Let us know your thoughts in the comments.

Source: SeekingAlpha (login required)

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Alex Co

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

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Battlefield V Launch Trailer Brings the Chaos of War, Watch It Now

DICE has released the official Battlefield V launch trailer and it looks fantastic! Check out some of the cinematic viewpoints players can expect when playing the shooter, as well as some “Battlefield Moments” that are just flat-out insane.

Interspersed  within the cinematics and gameplay are quotes from publications noting how good the game has been so far. The cherry on the sundae is the sweeping Battlefield theme song that should get fans hyped up for the first-person shooter.

Battlefield V is now available via early access on PC and Xbox One, and in case you’re curious, go read up on the day one patch notes to see what DICE changed. DICE has also compiled a list of known issues that players can check up on to see if it’s a known bug or something new.

Stay tuned to our Battlefield V review, which will go up once we’ve spent enough time with multiplayer to give it a fair assessment.

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Alex Co

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

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Red Dead Redemption 2 Sales Are Now at Over 17 Million in Just 12 Days

While Rockstar Games has already announced how commercially successful Red Dead Redemption 2 is, it seems the game isn’t done — not by a long shot.

As part of Take-Two Interactive’s earnings report, the company mentioned that currently, Red Dead 2 sales numbers are through the roof as the game has now sold-in over 17 million units worldwide!

On October 26th, Rockstar Games launched its highly-anticipated Red Dead Redemption 2, the label’s first game built from the ground up for the current console generation. Red Dead Redemption 2 has received outstanding reviews, with numerous critics awarding the title a perfect score. The title is now tied with Grand Theft Auto V as the highest rated title on PlayStation 4 and Xbox One, with a 97 Metacritic score. A massive commercial success, Red Dead Redemption 2 has set numerous records, including achieving the biggest opening weekend in the history of entertainment, with over $725 millionin retail sell-through during its first three days. Red Dead Redemption 2 sold-in more units in its first 8 days than the original blockbuster Red Dead Redemption sold in its first 8 years and, as of today, the title has sold-in over 17 million units worldwide.

Bear in mind, that this number is bound to skyrocket even more once Black Friday, Christmas rolls in, and we don’t even have the game’s online component, Red Dead Online, available yet.

Surprised? I’m not. Will Red Dead Redemption 2 manage to hold on to the sales charts as Grand Theft Auto V? If any game can do it, it’d be Rockstar’s latest opus.

More Red Dead Redemption 2 Reading:

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Alex Co

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Loads of Hitman 2 Gameplay Videos Showcasing Clean Kills – Watch It Now

With Hitman 2 set to once again push the boundaries on how to properly off people in style, we now have a lot of game footage that’s not from a staged trailer. Courtesy of YouTuber DannyOnPC, check out a trio of videos showcasing the different ways to kill in Hitman 2!

Nightcall + Finish Line Gameplay:

Chasing a GFhost + Santa Fortuna Gameplay:

Another Life + The Ark Society Gameplay:

You can also check out the live-action trailer IO Interactive released that has veteran actor Sean Bean in his role as the game’s first Elusive Target. The new features of Hitman 2 are also featured in this other trailer as well.

Hitman 2 will stalk his way out this November 13 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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Battlefield V to Have Button Remapping Option on All Platforms

While there’s the now-standard first-person shooter controls that almost every game uses, there’s bound to be a few players who want to re-assign some specific function to a button of their choosing. Thankfully, this is allowed in Battlefield V.

DICE LA Engineer Julian Manolov has shared a quick video showing off the Battlefield V button remapping functionality, and yes, this is applicable for all platforms (PS4, Xbox One, PC).

In case you didn’t know, Battlefield V is now out via early access! DICE has also shared the day one update patch notes too, which is quite massive. You should also check out all the known issues the game has so far right here.

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Alex Co

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

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Anthem to Have a Mass Effect-Themed Armor, and Here’s Our First Look

In case you didn’t know, BioWare, the studio working on Anthem, is also the same studio who worked on one of the last generation’s best gaming experiences, Mass Effect. While the latest game in the franchise, Mass Effect: Andromeda, has seemingly put the franchise on ice, the studio won’t let that stop them from reminding people about the Mass Effect franchise even in Anthem.

Over on Twitter, Lead Producer on Anthem Michael Gamble shared one of the javelins wearing Mass Effect’s familiar N7 arrmor to commemorate N7 day (which was yesterday).

In case you didn’t know, N7 stands as a code for the Alliance, which is the name of the human military forces in the Mass Effect universe. N means special forces, while the number 7 designates the highest level of proficiency for the wearer. In the original Mass Effect trilogy, protagonist Commander Shepard is part of the N7 program, and is the only human to be a Spectre (thanks to Reddit user TheAssyrianGamer).

There’s no definite word on how we’ll get the N7 armor in Anthem, or whether it’ll be just a cosmetic skin or offer different abilities. But as a Mass Effect fan, you can bet your sweet ass that I’l be rocking this gear for my javelin.

In other Anthem news, BioWare is looking into a frame rate or graphics performance toggle option for the game. We also now know that Anthem will have more than three difficulty modes available at launch.

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Alex Co

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

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DICE Lists Battlefield V Known Issues All in One Place

With a game centered on multiplayer as much as Battlefield V is, there’s bound to be a few niggles both in the game balancing front, and on a technical level. DICE knows this and has compiled a list of Battlefield V known issues all in one place, so people can check it and see if it’s just them, or if it’s a widespread problem.

Note that the list below (via the Battlefield forums) isn’t the final list, since the game has just been released today, more and more will be added. But for now, if you notice a bug or something, check out the list first to see if it’s already there.

Battlefield V Known Issues

All Platforms

Armory

  • Soldier / Clothing bundles / sets are unclear as to what they contain
  • When viewing the contents of the Soldier bundles in the Armory, it is not clear that the bundle contains both the base Torso and Leg items, but also the Rare variants. Instead, the impression is given that the legs and torso are listed twice in error.
  • Status: Current investigating.
  • Blued Set of STEN unlocks grip part instead of hand guard part as stated in its description
  • Blued Set for Sten unlocks Muzzle Barrel Receiver Magazine and GR
    IP instead of handguard
  • Status: Current investigating.

Classes

  • Medic Self-Healing Representation
  • When self-healing as a Medic, and recently looting a fallen enemy’s ammo pouch, the self heal animation sometimes uses the incorrect pouch (ammo instead of health). Healing still occurs as it should though.
  • Status: Fix targeted for Chapter 1 update.

Customization

  • Label on some facepaints
  • Well, facepaints do wash off, but we didn’t mean to leave that label on them.
  • Status: Current investigating.

Dog Tags & Emblems

  • Missing Alpha/Beta Dog Tags or Emblems
  • We’re working on making sure all players who should have these get them as soon as possible. We’ll be fixing this automatically as soon as we can, and we’re sorry for the delay.
  • Status: Current investigating.

Modes

  • Frontlines – Bomb(s) (on Devastation only)
  • One of the bombs may be hard/impossible to pick up for one of the teams. Worst outcome is that the match will continue in “HQ Attack” mode until the timer runs out.
  • Status: Fix targeted for Chapter 1 update.

Reinforcements

  • Reinforcement menu sticking
  • If you have the Reinforcement menu open when entering a vehicle, it may get stuck on your screen. While we’re working on this one, try to make sure you close the menu before spawning into a vehicle.
  • Status: Current investigating.

Rewards

  • Missing pre-order or edition items
  • In-game rewards are available on PC from November 9, and on PlayStation 4 and Xbox One from November 15. Check our article to find out how and where to claim your items in-game. If you’re sure you’re missing something, try restarting the game and checking again. If it’s still not there, contact us for help.
  • Status: Resolution proposed above.”]Missing pre-order or edition items

Squads

  • Can’t join from the social screen with a full squad
  • We’re sorry, but this bug is proving tough to vanquish. If you have a full squad please join matches through the server selection screen instead.
  • Status: Current investigating.

User Interface

  • Platoon tag is not visible in game chat
  • Platoon tag doesn’t appear in game chat near User’s name.
  • Status: Current investigating.

Vehicles

  • Spawning into Top Turret (Tanks)
  • When squad spawning into a tank, ending up in the top turret position, sometimes you’ll end up with an incorrect representation of your weapon and arms (they don’t follow your aim). Shooting still works fine, but visually it looks off.
  • Status: Current investigating.

War Stories

  • *SPOILER* Tirailleur – Player can bypass combat
  • Player can bypass most of the combat in the level by keeping left in the start, then right past the guard tower and far right around the crash site and running into the plane wreck.
  • Status: Current investigating.

PC

Company

  • Artifact flickering present on the faces of the soldiers
  • Issue occurs for both factions and also occurs in Front-End
  • Status: Current investigating.

Kills

  • Ragdoll effects continue to move after death
  • Ragdoll moves way more than expected.
  • Status: Current investigating.

DirectX

  • Micro-Stuttering
  • If you’re running on Direct X 12 and seeing microstuttering in-game, go into the Video settings in-game and toggle Direct X 12 off. Ignore the pop-up, exit back to the options screen, then restart your game.
  • Microstuttering can also be down to a driver issue, whether it’s a driver conflict or the latest driver for your graphics card not working well with Battlefield V. If you’ve already tried a clean reinstall of your graphics drivers, you may just need to wait for a new driver to fix it.
  • Status: Resolution proposed above.

Origin Access

  • Your trial has ended error message (Origin Access Basic)
  • If you’re seeing this message and you own a copy of the game, you may need to uninstall the game and install it again. Before you do that, check that your edition of the game has launched.
  • Status: Resolution proposed above.

Rewards

  • Rank rewards are not updated in Frontend if not on a server
  • When playing MP, you will not get your rank rewards until EOR is triggered on the server. Which means that if you leave the server before the round has ended, you will not get your items until the round has ended on server you were playing on.
  • Status: Current investigating.

Video Options

  • Lighting is too bright in-game
  • Try switching off HDR in the video settings. Restart your game once you’ve done that and you should see a change in the lighting right away.
  • Status: Resolution proposed above.
  • Video option changes not sticking in windowed mode
  • Any changes you make to graphics settings in windowed mode currently need a restart of the game to apply, despite what the on-screen message says.
  • Status: Resolution proposed above.

Xbox One

Crashes

  • Game hanging on the main menu when you resume it
  • If you’ve left Battlefield V running on your Xbox One while it went into power saving mode, you’ll need to restart the game to play it.
  • Status: Resolution proposed above.

EA Access

  • Error message sticking when you switch accounts
  • If you’re switching from an account that doesn’t have EA Access to one that does to play the Battlefield V trial, the “can’t play the trial” error message won’t go away. Quit out of the game, restart your Xbox One and make sure you log in on the gamertag that has EA Access before trying again.
  • Status: Resolution proposed above.
  • Your trial has ended error message (EA Access)
  • If you’re seeing this message and you own a copy of the game, you may need to uninstall the game and install it again. Before you do that, check that your edition of the game has launched.
  • Status: Resolution proposed above.

Special Assignments

  • Fallschirmjäger
  • The Fallschirmjäger Special Assignment says Allied where it should say Axis.
  • Status: Current investigating.
  • Deluxe Edition Special Assignments
  • Some Deluxe Edition Special Assignments are showing as completed at end of round when only one part of them is really completed.
  • Status: Current investigating.

VOiP

  • VOIP transmitting when you’re not speaking
  • This is definitely not intended, and we appreciate that it could be an annoyance. We’re working to fix input thresholds asap.
  • Status: Current investigating.

PlayStation 4

Aim Assist

  • Aim assist in vehicles
  • Aim assist isn’t working the way it should on vehicle weapons on PlayStation 4. Our engineers are working on recalibrating them.
  • Status: Current investigating.

Crashes

  • Hanging after an update
  • If your PlayStation 4 gets stuck at connecting when you’re applying a manifest update in Battlefield V, you may need to restart your system. We’re currently working on a fix for this.
  • Status: Current investigating.

Don’t forget to check out the massive day one update patch notes DICE released earlier today.

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Alex Co

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

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Red Dead Online Release Date Coming “End of November”

Have you finished Red Dead Redemption 2 and are now looking to do something else in the Wild West? If so, you’ll have to wait a wee bit longer. While we already know that Red Dead Online, Red Dead Redemption 2’s online multiplayer component, is set to stride out this month, it won’t arrive at least until the end of November.

This Red Dead Online release date hint was revealed by Take-Two CEO Strauss Zelnick during the most recent earnings call from the company. Zelnick mentioned that, “It will launch in public beta towards the end of the month – Rockstar will have a lot more to say about it.”

Details are scarce when it comes to Red Dead Online, though we know it’ll be in a public beta this month, and will be free for those who own Red Dead Redemption 2. If Grant Theft Auto V is any indication, it’s a mode that will have support for years to come, so it’ll be worth the wait.

Source: IGN

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Alex Co

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Game Mistakes: Is Going From Single-Player to Multiplayer Good?

With the recent huge backlash from Fallout fans Bethesda is under a microscope since it seems that no one wanted a multiplayer Fallout… or at least not one without NPCs. So the following question has been raised: Is it a good idea to make a full turn and go from single-player to multiplayer on games that are known for their good story and single-player experience?

Mistakes and Reasoning

While there’s a huge incentive to go multiplayer because it can bring a constant flow of incoming people, it isn’t always a good idea to go for it. For example, I think it would be interesting to see a multiplayer Witcher game, but I don’t think it would be a good idea to make it only multiplayer. That’s probably one of the biggest mistakes one can make.

If a game franchise will try to go from single to multi, they should do it gradually and offer the single-player experience also. Co-op is a good choice, or they should do multiplayer and offer a very good story also, along with interesting characters and animations. So the main mistake with the Fallout 76 game is the fact that they made a world where there is a story, but it feels kind of empty because there aren’t any characters that can relay a good story.

Other Types of Games

Now let’s say we’re talking about games that don’t really have a story, or even if they have one, it isn’t the main focus. Then I think it is certainly a good idea to go multiplayer and never go back. I like to gamble from time to time and while there are some games like poker that can be played with other players of course, there are others that don’t offer that.

Slots for example are usually a single-player experience since no one can play along with you, so I always thought that it would be an interesting idea to play a game like Sizzling Hot with others. There aren’t many sites that offer a slot multiplayer experience, but there are some and I have really enjoyed the experience.

If we’re talking about card games, then Blackjack is one of my favorite card games. Blackjack usually is also a single-player experience and maybe some others can join you at the table. But I found a site or two that offer a Blackjack multiplayer experience which was pretty nice.

Interaction between multiple people can add a good amount of fun to the experience and it can make it the best experience.

So as a conclusion, some games can be transformed into a multiplayer experience and some don’t. But if developers do want to do that, they should be very careful since the community can have a very bad response. Something like gambling games can be transformed quite easily, but game franchises like Fallout will be a lot harder to transform.

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Battlefield V Day One Update Patch Notes Released, Here’s What’s New

Just a few days ago, we mentioned that the Battlefield V day one update patch notes was at a staggering 135-pages long. Today, with Battlefield V now out via early access on PC and Xbox One, EA has also released the Battlefield V day one patch notes.

You can read the condensed version below, but the super long one can also be read in this pdf file (warning: it’s a long read).

Updates Made to Weapons
There are two major pillars when it comes to Battlefield V weapon design. We wanted a clear distinction between weapons. We’ve also worked towards a grounded, physical gunplay system, which can be mastered and learned. To achieve this, we’ve done tweaks in several areas, including the below.

  • Changes to weapon balance (Example: Short-range damage of some assault rifles have been decreased.)
  • Changes to ammo attrition (Example: LMGs, MMGs, and Shotguns spawn with max carry amounts.)
  • Changes to weapon Specializations (Example: You now have more choice in the Specialization trees.)

Weapons Change List:

Change List
● Fixed an issue where the sights on the ZH-29 could get misaligned.
● Fixed visibility of shell ejection when ejecting last shot from Lee Enfield No 4 (You no
longer see two casings being ejected).
● Players can now re-spec their weapons in the pre-round phase.
● Players should now be able to deploy with all weapons / customization items that the
player has unlocked and selected.
● Sten Gun is now able to equip standard sights.
● Suomi KP-31 is now able to equip standard sights.
● Kar 98K no longer has double crosshairs when using the long scope.
● Medium scope is now default for sniper rifles.
● Updated the FG42 to be open-bolt.
● Fixed an issue with medium scopes that could results in unintended blur.
● Added reload sounds for all cannons.
● Improvements to the finger posture of the left hands while holding an M1 carbine.
● Slightly improved LMG accuracy under sustained fire.
● Corrected the ZH-29 bullet placement in the chamber.
● Fixed various camera issues for the MP28.
● Upgraded the firing sounds for the Winchester 1907.
● Upgraded the firing sounds for the MP34.
● Added fire mode selection for Sten and MP34.
● Improved the firing sounds for the Browning A5 and Remington Model 8.
● Improved the audio for the Krag Jorgensen.
● Fixes and improvements to the hit indicator and knife kill sounds.
● The STEN V recoil has been tweaked for more consistent first shots and higher ease
of use during longer bursts.
● Improved the modelling on the stationary machine guns and its individual parts.
● New much nicer looking tracers for weapons, includes different types for weapon
types etc.
● Fixed flicker from the vignette effect turning on incorrectly when zooming in with medium
scopes.
● Improved visibility of sniper scope glint.
● Shotgun tracers have been made subtler.
● Slowed down the Enfield’s bolt action to be slower than the Kar98k.
● First bullet after releasing the trigger is now always tracer.
● Modified trace frequency for all fully automatic soldier weapons. Every third shot for
MMGs, every other shot for the rest.
● Increase reflex sight opacity, glow strength. The reflex sight was hardly visible on
desert/bright maps and foggy weather.
● Hipfire dispersion increase tweaked. LMGs, SARs and SLRs increase less, ARs
increase slightly more.
● Removed snap-aim assist from controller inputs.

Rolling Out Vehicle Tweaks
In Battlefield V, we wanted to do the iconic vehicles of World War 2 justice, infusing them with the character and feel of their real-life counterparts, while adapting the gameplay mechanics to work well with the rest of the game. Here are some of the many tweaks made to fulfill this.

  • Changes to vehicle characteristics (Example: Aspects like speed, handling, ammo, durability, and maneuverability have all been tweaked.)
  • Changes to vehicle Specializations (Example: We’ve introduced turret speed Specializations for improved turret traversal.)

Improving Maps and Modes
The battlefields you’ll be fighting on, and the modes you’ll be playing, are of course huge areas of your Battlefield V experience. Many changes have been made, but let’s look at a handful of examples.

  • Changes to Attrition (Example: Supply Stations are now always separated, not combined as before, and are normally near objectives in each mode.)
  • Changes to visibility (Example: We added dynamic character rim-lighting to make soldiers stand out more in some instances.)
  • Changes to Grand Operations (Example: We added a voice over to narrate all outcomes of the operations’ in-game days.)
  • Changes to Frontlines (Example: There’s now a timer to prevent defenders from camping at spawned bomb areas.)
  • Changes to Conquest (Example: We added a voice over message informing about the state of the game halfway through it.)

Balancing the War of Attrition
Rewarding experiences often come from a place of risk. To create a game where peril is inherently looming around the corner, powerful weaponry that does some serious damage is needed. To balance that, we need to find a sweet spot to make weapons feel dangerous but not all-powerful. This is where Attrition comes in, limiting health and ammunition, which affects both soldiers and vehicles. Attrition will mean more rewarding gunplay, resource strategy, balance between vehicle and infantry units, and fixes to long-standing issues like grenade spam. Since Open Beta, we’ve tweaked several Attrition-related aspects.

  • The impact of ammunition and health attrition has been somewhat toned down, by giving players a Health Pouch when spawning.
  • We increased the maximum magazine amount for some weapons for the same reason.
  • We took a look at all the Supply Stations to make sure it was clear if (and where) they can be built.

Main Menu
We’ve made several improvements to enhance the experience of browsing the main menu.
These are some highlights:
● On console, the navigation should now properly remember your previous selected states
when moving back in screen navigation.
● PC players can now access the “quit” button without opening the Battlefield menu.
UI/HUD
UI and HUD has seen a lot of iteration, addition and changes since the Open Beta. Below are
some of the key areas we’ve been focusing on.
Deploy Screen
● Previously a squad mate could be marked for deploy even though deployment wasn’t
available. This has now been solved and the marker will only be present when a squad
mate is available (not in combat etc.) to deploy on.
● The deploy button in the Deploy screen has been polished and no longer looks disabled
when it’s not. It now looks active when it’s possible to deploy.
● The “random deploy” selection in the Deploy screen didn’t scale correctly with different
resolutions, leaving it off center at times. This has been fixed and the icon will now
center properly.
● The combat area lines are more prominent and visible on the map in the deploy screen.
● The red “alert” header (shown in the Deploy screen as well as the Squad Camera
screen) didn’t scale properly with ultra wide screens and different resolutions.
● Fixed an issue where the mutual border line between the Axis forces base and the
combat area had the combat area color instead of the base border color.
● Players are now able to replace vehicles in the deploy screen.
● Deselects base vehicle spawn points when no vehicle is available.
● Vehicle seat information has been added to spawnable vehicles in the deploy screen.
X/Y represent occupied seats out of Y available. This is so that players will understand
why they sometimes end up outside of a vehicle when spawning – it’s due to all the
seats being currently taken.
● Added a countdown timer in the Deploy screen.
● Players won’t be able to spawn until the persistence data is downloaded.
Health bar
● The health bar now shows both the regular health as well as the regenerated health in
two different colors. This, we believe, will help players understand how much they can
regenerate and what they can expect from different choices/actions in game.
● Next to the health bar the player’s own Medic Pouch is visible. This lets the player know
when self-healing is possible and not. If a Medic Pouch is available it will have a number
next to it and if not, the icon will be faded with the number 0.
Health bar in the HUD.
HUD
● The in-world objective animations have gotten a polish pass.
● The “pick-up” icon radius has been reduced in an attempt to reduce HUD clutter when
not necessary.
● The “interaction” icon has been improved when it comes to distance scaling. It should be
clear to players which icon is the closest one to interact with.
● Some tooltips have been rewritten and iterated on to make them both easier to
understand and faster (shortened) to read. For example, the tooltip for how Ammo
Crates work is now much clearer.
● During the Beta we had an issue where Medics were shown hints specific to the Support
class. This has now been fixed and each class will see their respective hints.
● The possibility to show the weapon name in the Kill Log have now been added as an
option. Players can choose to see:
1. Weapon icon
2. Weapon name
3. Weapon name + Icon
● We’ve decreased the time it takes until the Dog Tag shows after the player manages to
do a melee takedown. This was previously queued and shown when the player was “out
of combat”. But, since performing a melee takedown is considered being in combat, this
state is now ignored and the Dog Tag award will show much faster.
● The “award” moment in the HUD was a huge topic after the Beta and this has now been
toned down quite a lot. The award moment is now much smaller and will never surpass
the crosshair. There are also different animations depending on the reward type. A
medal has a much grander visual representation than a ribbon, for example.
● Enemy icons have been removed unless they’re spotted. Previously the spotted enemy
icon has been visible through smoke as well, but this has now been fixed. Enemy icons
are no longer visible when obstructed by smoke.
● When a player manages to take out the last member in a squad and gets a squad wipe,
the number of squad members in that specific squad shows in the score log
(represented with a number of crosses – 2, 3, or 4).
● Updated how critical messages are handled in queues for objective introductions to
never lose any information during busy periods.
● Kill feed bug fixed; skulls now stack horizontally.
● Score log: added a small delay for the majors so we can queue multi-kills slightly. Also
added a short fade to better handle multi-kills.
● Score log icons and major/minor events got a slight polish pass.
● Tooltips with text now have a darker backplate for added readability.
● Polish for the squad list and the timers showing the squad members’ health and
bleeding out status.
Kill Card
● The Kill Card now shows soldier rank, class rank, and weapon rank.
● If you got killed by a headshot or through a wall, a respective icon representing this will
be shown.

Options
● Updated the HSL for our color indicators to match the RGB. Default options changed
include – Armor Hit, Headshot Hit, Hit, Colorblind Neutral, and Crosshair.
● Chat visibility default set to “When active”.
● “HUD Motion”: Option to turn off HUD motion.
● “HUD Shakes”: Option to turn off HUD shakes.
● “Kill Log Weapon”: The possibility to show the weapon name in the Kill Log have now
been added as an option.
● “Score Log Weapon Name”: Show the name of the weapon you just killed someone with.
● “Overlay Shadow Strength”: The amount of shadow on UI elements/text when on top of
a bright background. Set to 40% as default.
Revive
● The revive icon has been improved since the Beta. Revive icons now have three states:
1. Normal size – No actions taken.
2. Larger size/Pulsating – Calling for help.
3. Smaller size/Faded – Skipping revive.
● If a player calls for help while in being downed, nearby revivers will also get voice over
callouts. As a reviver (squad mate or Medic) you can spot/tag a downed player and
they’ll be notified in the man down screen. Revivers “accepting” a revive will be listed
under “INCOMING”.
● Downed players outside a radius of 50 meters will not be visible in the HUD since a
reviver won’t have time to reach them before bleeding out.
● The button prompts have been switched around in the man down screen (calling for help
LMB and skipping RMB on PC). This change is because we want the initial reaction
(muscle memory normally defaults to LMB) to be the positive one – calling for help rather
than skip the revive opportunity.
Scoreboard
● The scoreboard has been optimized and is now faster to open. In previous titles there
has been lagging a few frames leaving it feeling sluggish. This is now fixed and opening
the scoreboard is now a smooth experience.
● Downed players are now easy to recognize and separate from dead players. Squad list
on Deploy, HUD, Squad Camera, Man Down, and the Scoreboard are represented with
an ECG icon.

Step into a Dynamic World
The world you’ll encounter on the maps of Battlefield V is the most dynamic we’ve ever created. Fortifications, Bullet Penetration, dynamic weather, destruction, fire effects, collapsing debris, terrain craters – the list is long. It all results in a better, more interesting sandbox that will stand the test of live service expansion and evolution without even breaking a sweat. These dynamic aspects have seen several changes leading up to launch.

  • We did a full pass on Bullet Penetration to make sure bullets react as they should to the various materials in the game, we added destruction on static vehicles, meaning you’ll see trucks and civilian cars explode or be crushed.
  • Sizes of craters in the terrain have been adjusted with soldier stance in mind.
  • Damage and the sound/visual effects of fire have been tweaked, we’ve added hatches to doors, changed the weather system so storms will last just long enough, and much, much more.

Again, these are but just a small part of the entire changelog, which you can read right here.

Don’t forget to check out the Trophies/Achievements list the game has, and also take a look at all nine Paratropper sets the game has to offer.

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Alex Co

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

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DayZ Finally Entering Beta With a Patch Set for Tomorrow, Full Release Planned for End of Year

Are you playing DayZ? If so, the time you’ve been waiting for has come, well, sort of. The Arma mod that kinda kickstarted this whole battle royale thing is finally entering beta  after all these years!

Over on the official DayZ website, Bohemia Interactive has posted a lengthy message to players announcing the DayZ beta transition!

Dear Survivors,

we are listening. We know the last Status Report has started some heated discussion about DayZ. I’m gonna do my best and touch upon multiple subjects you guys have pointed out and make sure your questions don’t go unanswered. But first, I also want to celebrate a little bit, because today is the day that we updated the Experimental branch with what will become the first BETA update. The update itself contains multiple features and tons of content. Just to name the headliners: all new base building, a new implementation of vehicles, player restraining, leaning and more. I’m excited about this first step to a more polished gameplay experience with more endgame goals to achieve.

The actual patch is set to drop tomorrow, which will bring the DayZ game version from 0.62 to 0.63, which is based on new tech.

Farewell, 0.62 – 0.63 is fully taking the reigns

Not only have we hit Experimental today, but tomorrow, we want to open another floodgate. Since we’re no longer working on old technology, the 0.62 version is now becoming a legacy to look back at and learn from. We believe we are past the point where 0.62 is a good first entry into the world of DayZ. So tomorrow, we will be going through a clean-up in our Steam back-end and shuffle things around a bit.

The current 0.63 will be moving to the default branch (what we call the Stable branch, as in the first thing that installs when you click on DayZ in Steam, and a version that most if not all community servers will run). 0.62, then, will be moved to its own “legacy branch” for future reference. This will make sure that players coming back in will get in touch with the new version of DayZ, and won’t be facing a situation where they start up a game and can’t join almost any server due to version difference. That way, we can focus on what the future of DayZ should be and we will deliver updates straight to you.

DayZ will also be out of its beta phase within the year, or at least that’s the plan. Here’s Bohemia’s explanation why it needs to be out of beta phase by this year.

Why go for a 1.0 release this year?

There were two choices here, either we miss our 1.0 deadline, or we miss content parity. Both are bad no matter how we look at it. I seriously believe for the health of DayZ as a brand, as a game, we have to move in a direction of stable and reliable gameplay. The core DayZ features are already in the game now, and the devil is in the details. We have to make sure those core features work as they should first and foremost. Not only are you missing out on some really cool things in the game because the current implementation of features is simply broken – additionally, we also we have to deal with development on a game platform that is simply not stable enough for us to continue without loosing our minds.

Making a new weapon on a game that crashes or stops shooting bullets every day due to low level changes is not fun for us either. We know that this step is not only important for the game, but also for the team here. While we might have put on a version number 0.64 and just continue development as many of you have suggested, we have to start working with deadlines properly and be prepared to prioritize. We could have spent years polishing and adding to what DayZ is, but to do so, we need to start planning better and that requires a platform where estimations on complexity can be relied upon. That is not the case right now. While we agree that content variety is extremely important to DayZ, we can improve upon that that post 1.0. And the same comes with features like helicopters. We are not abandoning DayZ. We’re taking a deep breath, we’re taking a look back with the aim to properly plan out building on a platform that is fun to develop for.

Read up on everything regarding tweaks, the 1.0 release and more right here.

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Alex Co

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

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How Battlefield’s Most Iconic Team Deathmatch Map Was Made

In 2010, Treyarch would release what some could argue as being the second-best Call of Duty game ever: Black Ops. This inaugural title that would become beloved among Call of Duty fans contained a map so fast, so frustrating, it was like you were pumped adrenaline and the supply never ran out. Nuketown  became the most iconic map in the Call of Duty franchise, being remade for every Black Ops sequel ever. Some might argue that Nuketown is just a map, but the popularity that it attracted was so massive that it has transcended the franchise and ingrained itself into player’s minds. There are only so many maps that fall into this category; Blood Gulch from Halo, Dust2 from Counter Strike: Global Offensive, Summoner’s Rift from League of Legends, and now? Noshahr Canals from Battlefield 3.

Anyone who has played Battlefield 3 has played on Noshahr Canals, and specifically played Canals’ in Team Deathmatch. The non-stop chaos, the screen shake from explosives, the crane snipers, the container area; it’s all part of what makes Canals so fun and so iconic. And I’m not the only one who shares that sentiment. In fact, 80 percent of all Team Deathmatch players in Battlefield 3 played only Canals. 80 percent. That number isn’t hard to believe when you look at the server browser and see titles such as, “24/7 CANALS DEATHMATCH NO RULES MAX TICKETS.”

Thinking of Canals had me nostalgic, but it also had me curious. I wanted to know how DICE created the map, if they planned out the container area, and if they knew that it would become so popular. Instead of speculating about it, I decided to see what I could find. Only one blog post about the map design for Canals was ever published, and it was deleted (or archived) from the original page. Luckily for me, MP1st (back in its infancy) lifted the entire blog post and published it on the site. This blog post had something that not even the credits for Battlefield 3 had: the author of Canals.

His name is Niklas Åstrand, and he’s currently the lead game mode designer for DICE’s next shooter Battlefield V. Back then, however, Åstrand was a level designer responsible for other fan-favorite maps like Damavand Peak and Grand Bazaar. A couple of hoops jumped through later and I found myself speaking with Åstrand about the process of how canals was made.

MP1st: In 2011, DICE described the map making process in very generalized terms saying:

From there, prototypes of the favorite levels were produced in so called “pods” — pairs with a level designer and artist per map — so the team could play them to see which ones were the most promising. Then, the team as a whole weighed the maps against one another to see which ones would make the most compelling and diverse package to ship the game with.

When the team picked Canals to ship with the game, was it in part due to the TDM variant of the map?

Niklas Åstrand: The selection process you mentioned was a very high level one with 4 or 5 images showing the theme and few key words for each map. I dug up these documents and for Noshahr Canals the pitch said: “Infantry, ground, sea and air vehicle fighting at a large coastal city. Carrier at sea, harbor area, airstrip, city vista, sewer canals and steep cliffs.”

Most of the features or key points listed did end up in the map. The harbor and industry theme grow over time and the large coastal city became a backdrop – due to scope but also since other maps were focusing heavily on urban themes. This made Noshahr more unique in the multiplayer map offering.

When it comes to the container area it was not specifically mentioned on the wall. Sure, a harbor area often include containers but that specific area of the map that we ended up with did not exist in the initial design.

MP1st: Is the process to build these maps to create separate sections of the map, each with a motif for a particular style of gameplay, and then combine them into one big map?

Niklas Åstrand: When building a Battlefield multiplayer map we want to make each objective area visually different. This to both make the map more interesting and easy to read for players. There is also the wish to make objectives play differently, some might be vehicle friendly, some can only be reached by infantry. Sometimes the level designer knows early exactly how the map should play, the themes and the play style of each area. Sometimes it evolves during the development process. The important thing is that each sub area fit with the neighbor areas and the overall look and feel of the map.

Half of the maps picked from the pitch wall should be designed with Conquest as main game mode and other half primarily built for Rush. Still all maps should of course support both the two main game modes. Noshahr was initially listed as a Conquest map but with the beach assault and visual themes of the sub areas of the map change as you move through the map suiting Rush as well.

MP1st: When the crates area was being set up, what type of design philosophy did you follow? I notice that when we talk about the TDM variant, it has a classic three-lane design with this hectic pathing being put into a cluster of crates that emphasizes action and thrill because you never know who will be around the corner.

Niklas Åstrand: The base layout of the container area was built by me, not really based on some secret formula, copying older maps or other games. I basically placing object after object in the area, building it to something that felt good and that I wanted to play in. To be able to run around, sneak up on enemies in a hide-and-seek way but also allow vehicles to not only drive around the whole area but have a few routes through it. I’ve always built maps this way, on feeling rather than a detailed plan. What feels natural and best in that location. I guess you could look at it as how a painter draws – not always having a plan or spreadsheet to follow.

MP1st: Do you think the map and its TDM variant would be as popular as it is?

Niklas Åstrand: When a game is launched all maps are played a lot. As players then get to know them and find their favorite and we can start seeing a trend of maps becoming more popular. The popularity of the Team Deathmatch on Noshahr Canals is nothing more than spectacular with 80% of the Team Deathmatch players playing that map and 20% playing all the other maps. We’ve seen high numbers on a specific game modes on a specific maps before – Conquest Assault on Strike At Karkand in Battlefield 2 to mention one – but never this extreme. We saw on our internal playtests that it played well but so did the other maps. So no, I cannot say that we knew this would be the case but it was an interesting development to see how one map would become basically the only played map in a game mode.

It make me very proud to be the designer of this map and I would also like to credit my former colleague Diego Jimenez who was assigned to assist the other level designers and when it came to the setups of Team and Squad Deathmatch. Diego did multiple iterations on all the maps – including Noshahr – adjusting and tweaking layouts and gameplay based on feedback from playtests and BF veterans on the team. At the end of the project when the team was ramping down and I was again the only designer working on the map I remember going through the container area multiple times. Opening some container doors and closing others to optimize movement flow. Adding and moving crates and boxes to extend or limit line of sight. Testing jump paths up on elevated positions. I think this area had more opportunity to do mini-adjustments than other areas on the rest of the maps. This could be one reason why it work so well.

MP1st: Were you excited to bring it back for Battlefield 4?

Niklas Åstrand: I always think how we could revisit favorite moments of our old titles. Areas or entire maps from previous game to new ones as a tribute to the memories we’ve had playing those areas in those games. Bringing back the entire container area from Noshahr Canals to a new map in Battlefield 4 was a really good idea.

MP1st: Lastly, am I overstating the absolute genius I believe went into this map? I have an emotional connection with just how good it played.

Niklas Åstrand: Well, I do want to say that you are absolutely right but to be honest I think it was a combination of many things, people and their decisions and actions down the line that made the map end up in the way it did. Just go back to the beginning of the project in the pre-production phase, if I wouldn’t have suggested the harbor idea and people wouldn’t have voted on that pitch the area wouldn’t even have been thought. I guess the idea that this could be something really different and good was what made us push for some ideas which turn out to be the best Team Deathmatch map in Battlefield 3. Best ever? Well, I leave that up to each player to decide.


Canals’ incredible design was highlighted not only in the server browser but also in the numbers. Maps like this one are few and far between, but that rarity is also what makes it so memorable and special in people’s hearts and minds.

With Battlefield V out later this week, I hope DICE strikes gold twice with a map that becomes bigger than intended. A map that lives outside of the game and in the memories of its players. After all, isn’t that what makes art so incredible?

Den Kovacs

Subscriber

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PUBG Free on Xbox One as Part of Microsoft’s “Free Play Days for All”

Do you own an Xbox One? Still don’t own PlayerUnknown’s Battlegrounds or haven’t played it yet? You now have your chance! Microsoft is holding a timed “Free Play Days for All” this starting tomorrow and will last until the weekend! This means that even if you don’t own the game, and you don’t have an active Xbox Live Gold membership, you’ll still be able to get your game on!

Joining the PUBG free Xbox One weekend, is Konami’s soccer game, PES 2019 (Pro Evolution Soccer 2019).

Here are the download links for both games:

  1. PlayerUnknown’s Battlegrounds
  2. Pro Evolution Soccer 2019

For this event we will have two amazing Xbox One games to play for free. We are giving ALL Xbox Live members free access to play PlayerUnknown’s Battlegrounds and PES 2019 for a limited time now through the weekend. This is the first time that Free Play Days includes:

*PlayerUnknown’s Battlegrounds: Land, loot and outwit your opponents to become the last player left standing in a thrilling game experience full of unexpected, adrenaline-pumping moments.

*Pro Evolution Soccer 2019: Feel the Power of football, the Beautiful Game, with PES 2019, offering photo-realism and lifelike player individuality, combined with a host of new licenses and exclusive Legend players!

In other PUBG news, a report came out yesterday that states the game is set to hit the PS4 next month!

Source: Major Nelson

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Alex Co

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

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Battlefield V Install Size for All Platforms Revealed, Pre-Load Is Now Live

Battlefield V is almost upon us! While the official release date is on November 20, don’t forget that there’s a legitimate way to play the shooter early (we’ve outlined how for each platform). First off, the Battlefield V pre-load is now live! If you’re an Origin Access Premier member, you can download the game client right now!

  • Battlefield V Origin Access Premier preloads have started.
  • Origin Access Basic preload coming at 9am PT / 6pm CET.
  • EA Access does not have preload. Downloads start once it’s available.

For those wondering, we also listed down the Battlefield V install size for the main game and day one update sizes:

  • PC: 44GB
  • X1: 39.9GB
  • PS4: 43GB (est.)

You can check out the image below to see the different pre-load times depending where you are, and what edition you picked up for what platform.

Speaking of day one updates, Battlefield V’s day one update patch notes are said to be at 135 pages long! Make sure to check out the complete list of Trophies/Achievements for Battlefield V right here as well.

Source: Reddit

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Alex Co

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

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Blizzard: We Now Have Many of Our Best Developers Now Working on New Mobile Titles Across All Our IPs

In case you didn’t know, Blizzard announced a new Diablo game at this year’s BlizzCon, but it’s not Diablo 4, but rather, a new mobile game titled “Diablo Immortal.” Understandably, a lot of gamers were upset (make that every upset), given that this wasn’t a proper Diablo game — at least one playable on PC and consoles.

If you think Blizzard is changing paths anytime soon in terms of mobile games, think again! It seems this is but the start for the studio. In a new video interview, Blizzard answers a few questions, and even states that over the last few years, many of the studio’s developers have shifted from playing on PC, to playing on mobile. and that the studio has “many” of their best developers working on new mobile titles.

In terms of Blizzard’s approach to mobile gaming, many of us over the last few years have shifted from playing primarily desktop to playing many hours on mobile. And we have many of our best developers now working on new mobile titles across all of our IPs. Some of them are with external partners, like Diablo Immortal. Many of them are being developed internally only. And we’ll have information to share on those in the future. I will say also that we have more new products in development today at Blizzard than we’ve ever had in our history, and our future is very bright.

Is this an outright confirmation that Blizzard is shifting from PC to mobile gaming? Probably not. But don’t be surprised if we see more familiar Blizzard IP go the mobile route soon.

Are you OK with this news given almost everyone in the world has a tablet or smartphone now? Or should Blizzard stick to core games?

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Alex Co

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

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Anthem Gameplay Streams Highlight the Power of Live Video in Games

Over the last few weeks and months, the Anthem development team at BioWare has hosted gameplay livestreams showing off its game in action. While footage of the upcoming sci-fi RPG had mostly been shown off in shorter trailers at major industry events such as E3, the gameplay streams, which have shown off as much as 45 minutes of gameplay, have given fans another chance to take a look at the title.

Although Anthem’s official release date is early 2019 and a gameplay demo will be available just ahead of launch, fans have responded incredibly positively to the stream. They are chomping at the bit to play the game and love the opportunity to see it being played. But the Anthem fan community isn’t an outlier in that sense, as live video has proven to be effective in other forms for many other games.

How Other Game Studios Use Live Video Streams

Before the sequel to the game was announced, the development team behind Ubisoft’s connected shooter The Division would regularly host “State of the Game” streams in order to update fans on new updates and content including new items, DLC, and technical improvements. Epic Games, the billion-dollar studio behind multiplayer shooter Fortnite, tends to write blog posts about updates instead of livestreaming new content, but it does stream its esports tournaments live.

Why Game Livestreams are Important and Effective

The use of live video in games isn’t just a case of studios embracing the hot, new tech trend. Livestreams benefit both the studios and the players that watch them.

For a viewer, it gives them greater access to the games they love and the development teams that they admire. There tends to be very little interaction between players and these studios but streams make communication accessible and easy. It also allows fans to get their questions answered, solving their problems with a game or letting them know about upcoming features. For studios, on the other hand, the additional transparency makes fans more engaged, more likely to play and more likely to encourage their friends to play too.

Studios are only just opening themselves up to the benefits of livestreaming for themselves, having typically used third-party influencers to stream about their games instead. But expect more teams to embrace it and start broadcasting or incorporating streams into their games.

MP1st

MP1st Staff

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Rainbow Six Siege Season 4: Operation Wind Bastion First Details Announced

In a press release, Ubisoft has announced the first details regarding Rainbow Six Siege season 4! Called “Operation Wind Bastion,” it will feature two new Operators hailing from Morocco, and a new Fortress map, which is said to be the first ever map to be heavily associated with an Operator!

FORTRESS, a military training facility located in the Atlas Mountains, will provide players with a rare opportunity to test their skills inside a stunning mudbrick Kasbah with iconic architecture unique to the southern region of Morocco. The map will be comprised of two distinguishable sections offering a variety of open space, points of cover, and lines of sight for both close and long range engagements.

The first Operator is a Defender and the Commander himself who is as stoic as the mountains are immovable. He is stationed at the country’s legendary kasbah, a training ground that has shocked and awed thousands of incoming soldiers. Strict and imposing, he inspires respect and has taken it upon himself to guide the future of Moroccan Special Forces.

The second Operator is an Attacker who travels wherever the wind takes her. She’s among the few explorers who can cross the Sahara, climb up the Alps, trek through Asia’s rainforests, march along the Arctic Circle…and still return to her unit in operational shape. Perceptive and resourceful, she’s an expert on environmental operations with a knack for pushing the enemy back.

 

The full reveal of Rainbow Six Siege 3 season 4 will take place this November 18, during the Pro League Finals taking place in Rio de Janeiro, Brazil.

In other Rainbow Six Siege news, the community is up in arms over Ubisoft’s planned visual changes to the game to cater to the Asian market. You can read up on the entire report right here.

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Alex Co

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

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Report: PUBG PS4 Release Date Set for Next Month, Game Is Already in the PS4 Database

This past September, the PS4 version of PlayerUnknown’s Battlegrounds was spotted in the Korea ratings board, which suggest that the battle royale game would be hitting Sony’s console soon. How soon? It seems the PUBG PS4 release date is due for next month if the recent reports are to be believed.

A recent post on PSNProfiles by “MyAssStretched” mentions that PUBG is already in his PS4 game database, though there’s no actual date tied to it. It’s said to be on Sony’s servers, where it has a game image and a content ID for the PlayStation Store.

NA: UP5082-CUSA14081_00-BATTLEGROUNDS000

EU: EP5262-CUSA14085_00-BATTLEGROUNDS000

Adding more validity to the forum post is Daniel Ahmad or otherwise known by “ZhugeEX” who’s an industry analyst, and is a dependable source of info, states that “it’ll be out next month, yeh.”

Will it get the same downgrade treatment graphically as the Xbox One X version? More importantly, will people care enough to buy it given there’s Fortnite, which is super successful and is free-to-play, and there’s also Call of Duty: Black Ops 4’s Blackout battle royale mode, which, in case you didn’t know, is very good.

Are you planning on picking PUBG on PS4 when it’s available or is it a case of too little too late?

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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 Double Tier Boost in Multiplayer & Blackout Happening This Weekend

In case you didn’t know, the grind for tiers in Call of Duty: Black Ops 4’s Black Market is a chore, so much so, in fact, that people will need to spend upwards of 250+ hours in actual game time (or roughly around $200 in real world money) if they want to unlock everything (tier 200).

If you’re one of the many people who want to gain more Contraband per each match, your prayers have been answered! Treyarch has announced that a Black Ops 4 double tier boost weekend is happening this weekend!

This should help people get that weapon variant, right?

In other Black Ops 4 news, don’t forget that a new server-side hotfix has been rolled out today., and there’s a few new playlists that’s live now. There’s also a Black Ops 4 companion app that’s out now for iOS and Android, which you might want to check out too.

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Alex Co

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

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Battlefield V Day One Update Patch Notes to Be 135 Pages Long

With how games are developed nowadays, it’s understandable — or even expected — that almost all big budget video games now come with a day one update. If this recent info for Battlefield V is to be believed, it looks like a ton of changes are being pushed out on the game’s first day out in the wild!

Multiplayer Producer David Sirland mentioned that the “final draft” of the release/launch day notes for Battlefield V has over 22,653 words, and is currently sitting at 135 pages!

Of course, we don’t know exactly how big the day one update for Battlefield V is just yet. Also, there’s a chance that this 135-page document might be full of images, which would hike up the page count a lot.

What major changes are you expecting to see from Battlefield V from the beta compared to the launch build? Speculate down in the comments below.

In other Battlefield V news, go check out the complete list (and images) of Battlefield V’s Paratroopers set! We also posted the game’s complete list of Trophies/Achievements, which multiplayer fans should be happy about.

Source: Reddit

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Alex Co

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

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