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Call of Duty 2015 Will Be Developed By Treyarch And Will Be ‘Loaded With Innovation’

During their Q4 2014 earnings call, video game publisher Activision confirmed the development of a new Call of Duty game for late 2015 lead by the team at Treyarch.

While Activision Publishing CEO Eric Hirshberg was unable to share details during the call, he stressed that the title will be “loaded with innovation” and that it will be the first release for Treyarch on the franchise’s new three-year development cycle.

Treyarch gained traction with the Call of Duty audience with the launch of the WWII shooter, World at War, in 2008 and later went on to explore the Cold War with the release of Black Ops in 2010 and a near-future setting in its 2012 sequel.

Historically, we expect Activision to announce the first details on 2015’s Call of Duty this May.

Meanwhile, the studio shared its excitement on Twitter, hinting at the already ongoing conversation it is having with its fans.

David Veselka

Musician, Gamer, Geek. Subscriber

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Here’s How Beta Feedback Has Helped Improve Halo 5: Guardians

One month since the close of Halo 5: Guardians‘ Arena Multiplayer Beta on Xbox One, developer 343 Industries is now sharing what sort of impact its players will have had on the final product, launching later this year.

In a recent blog post on HaloWaypoint, Executive Producer Josh Holmes presented a lengthy list of work-in-progress tweaks and changes, all the way from matchmaking to weapon tuning.

“We felt it was crucial to get [Halo 5: Guardians] in the hands of fans early to ensure we have enough development time to react to key learnings and deliver the best possible game when we release later this year,” Holmes wrote. “This represented a shift for us as a team and a studio by sharing the development process with our community and having you help shape the game.”

Before getting into the nitty gritty, Holmes shared a few interesting stats about the beta in this handy info-graphic:

h5-beta-infographic-9620f1da5e024c8ca6e84a06a71df851

He then went on to hit on one of Halo 5’s more controversial elements: Spartan Abilities.

“The results from the HCFP surveys showed that nearly 11% of HCFP participants felt that Halo should not have sprint,” he explained. “It is important that we continue to evolve Halo multiplayer while ensuring that legacy Halo players feel right at home. As a result, I’m happy to say that we will provide toggles in custom games so that sprint and the other Spartan Abilities can be turned off.”

In addition, here are a few other tweaks the studio is making to Spartan Abilities and basic gameplay:

  • Increase base speed (faster base movement)
  • Increase strafe acceleration (faster, more responsive strafing)
  • Reduce top sprint speed (narrow the delta between base movement and sprint)
  • Modify Ground Pound controls to prevent conflicts w/ crouch jumping
  • General tuning & bug fixes for all Spartan Abilities (Thrusters, Clamber, Ground Pound, etc.)

Equally a hot topic in the Halo community is the introduction of Halo 5’s Smart-Link system, allowing players to quickly zoom in with any weapon the game has to offer. Based on feedback, here’s what 343 is changing with regards to weapon handling:

  • Sniper Rifle: improve scope experience to making it less “clunky” and faster to scope
  • DMR: adjust position of the scope to improve visibility
  • Bring back the SPNKr Rocket Launcher as a legendary version of the weapon
  • Reduce bonuses for automatic weapons in Smart-Link & w/ headshots
  • Remove grenade detonation in mid-air based on weapon fire
  • Ability to turn on/off vibration feedback for weapons
  • General tuning and bug fixing for all weapons

In addition, the new Hydra launcher will also be getting a few improvements “to make it more effective out of zoom and ensure that it feels like a true power weapon,” said Holmes.

Those who found Halo 5’s end-of-round Spartan animations a tad distasteful will be happy to hear that these final sequences will “feature considerably fewer chest bumps and high fives,” in the final game.

Other presentation improvements include:

  • Post-death replay: this will become an opt-in feature. After death, players will see a traditional follow-cam and have the option to view a replay of their death from the killer’s perspective (as long as the feature is enabled within the playlist)
  • Medals: decrease frequency and number of medals displayed in the medal feed
  • Spartan chatter: players will have the option to turn this on or off in the settings menu
  • Adding highlights to placed/dropped weapons to make them easier to see
  • General tuning for announcer and Spartan chatter to reduce the frequency of events and focus on the information that matters most to players

A number of players also took issue with the beta’s Competitive Skill Rating, which Holmes stated was perceived as unfair to more skilled players who might end up losing matches due to less skilled players.

While Holmes sayid the studio is inclined to stick to its philosophy “that in a team sport the only thing that should matter is wins and losses”, the dev team “will continue refining these bonuses & penalties to reflect the difficulty of each match.”

Meanwhile, here’s what’s on the chopping block for competitive play:

  • Improved skill detection during placement phase
  • Improved skill matching
  • Improved team balancing
  • Prevent skill boosting
  • General bug fixing & tuning

Matchmaking is also being looked after. In the beta, Holmes explained that matchmaking was based on balance between skill level and matchmaking speed, though the in-game product wasn’t quite up to 343’s standards. “We need to balance these factors carefully and for beta we weren’t satisfied with the balance that we achieved,” he said. 

Here’s what’s currently in the works:

  • Much faster matches
  • Better skill matching
  • Better feedback to players in the lobby and matchmaking experiences
  • Allow players to set desired datacenter for matchmaking (may impact matchmaking speed and skill balance)
  • Improved party vs party matchmaking
  • Hide CSR ranks until in match to de-incentivize quitting
  • Punish quitters with CSR penalties and matchmaking bans

“Looking back, this beta has been an amazing gift for us,” Holmes stated in conclusion. “The feedback we have received from all of you has been invaluable in helping us to improve our game. On behalf of the entire Halo 5: Guardians team, we thank you for your support. We absolutely couldn’t do this without you. I hope you enjoyed your first glimpse into the future of Halo multiplayer and look forward to sharing more with you in the months ahead.”

Based on your thoughts of the Halo 5: Guardians beta, how do these improvements sound to you? What other changes would you make, or are you pretty satisfied with what 343 has panned?

David Veselka

Musician, Gamer, Geek. Subscriber

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COD: Advanced Warfare Havoc DLC Gets A PSN and PC Launch Date

Four new multiplayer maps, new high-tech weaponry, and an army of exo-powered zombies are coming to Call of Duty: Advanced Warfare on PlayStation and PC later this month after having landed on Xbox late last month.

Today, Activision and Sledgehammer Games have nailed down a more specific launch date for Advanced Warfare’s Havoc DLC, announcing that it will hit the PlayStation Network and PC on February 26.

If you missed it earlier, here’s a video overview of what’s included in the game’s first DLC.

[youtube id=”uSj0JODMuh8″]

Yesterday, new game updates went live on PlayStation 4 and PlayStation 3 that offered up a number of gameplay changes. You can read the detailed patch notes here.

David Veselka

Musician, Gamer, Geek. Subscriber

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Bungie Responds To Recent Destiny Leaks, House of Wolves DLC Info ‘From Pre-Launch Database’

Earlier today, users of the Destiny sub-reddit were treated to some brand new DLC info thanks to a set of leaks originating from a Japanese user known as “megamanexe4”.

The details and images posted suggest that Destiny’s second DLC, officially titled The House of Wolves, will launch on May 19. The images also offer a look at the expansion’s content, including armor and weapons. Additionally, the post suggest the new DLC will launch with a new storyline, one new Raid, one new Strike, and three new Crucible maps. You can have a look at the post, with an explanation in broken English, right here with more weapon images here.

Having taken note of the leak, Community Manager “DeeJ” weighed in, making mention of a a few points Destiny fans should keep in mind.

  1. “Aside from giving it a name, Bungie has yet to reveal the House of Wolves. That means that anything you know about it can change. We have a team working on the experience in their own fancy room, and they have some exciting surprises up their sleeves.”
  2. “We reserve the right to overwrite anything you’re looking at right now. These placeholder items enable us to save room on your drive for actual future updates. You’ll all download them before it’s time to play.”
  3. “Any stats or assumptions about power or impact or handsomeness are months old, and do not reflect the things that we’re doing to adapt to what you’ve taught us about Destiny. There is a process here, and you’re a part of it.”

“Leaks are fun. I totally get it. Please discuss to your heart’s content,” he added. “All we ask is that you leave your mind open to the evolutions that are inevitable. What you see here are very old ghosts from our pre-launch database. These are not the necessarily wolves you’re looking for.”

Older leaks from last month put The House of Wolves at a March 10 launch and suggested that it will include four Crucible maps instead of three.

As usual, take these new details with a grain of salt, but feel free to speculate in the comments below. We’ll keep you updated with any Destiny DLC news we catch.

In the near future, fans can look forward to a new game update later this month that aims to squash the ‘heavy ammo bug’, among other things.

David Veselka

Musician, Gamer, Geek. Subscriber

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Can You Find All Of Battlefield Hardline’s Rare Weapon Reload Easter Egg Animations?

“The-Respawner” of Reddit was in for a hilarious surprise after having stumbled upon a rare weapon reload easter egg animation while shooting up the competition in a game of Conquest in the just-released Battlefield Hardline Beta.

According to Hardline Creative Director Ian Milham, the animation “is an extremely rare easter egg reload” that only has a “one in ten thousand” chance of playing.

Here’s a look at it. Isn’t it silly?

[youtube id=”gf4OyFF1TR8″]

Hilham noticed the The-Respawner’s discovery and went straight to the animation’s designer, Tony, Animation Director on Battlefield Hardline, who says it will only happen upon an empty reload and that there is more than one weapon that will play it.

Here’s the quick video straight from the studio.

[youtube id=”lG4LA49qf9M”]

You might remember a similar easter egg in Battlefield 4 when this user discovered an absolutely wonky Unica-6 reload animation:

[youtube id=”T_zIOHF4JFM”]

With more to find in Battlefield Hardline, be sure to have your capture cards at the ready! Already, another user discovered the ability to use “the Force” to reload a weapon.

UPDATE 1: Now with video proof provided.

[youtube id=”XAlZhA-Ihso”]

[youtube id=”RzKDgn9Y2E0″]

UPDATE 2: And another discovered for the RPG.

[youtube id=”P21a3Cbr6zI”]

[youtube id=”mUe7Wh7G31o”]

The beta, including three maps and three modes, is now rolling out on all platforms and will be playable until February 8. Battlefield Hardline officially launches on March 17.

UPDATE 3: And another two hilarious reloads discovered for the Deagle and .410 Jury.

[youtube id=”zy4eHMrGIc8″]

[youtube id=”sG4O9lVst7Q”]

UPDATE 4: The M16A3.

[youtube id=”D7bpYI6-XBc”]

David Veselka

Musician, Gamer, Geek. Subscriber

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Multiplayer Experience Of 2014 – Staff Awards

Yesterday, our readers passed final judgement on the multiplayer games of 2014 they deemed most worthy of the MP1st Multiplayer Experience of 2014 Readers’ Choice Award.

Now, we want to share our picks and tell you all about the the best multiplayer experiences we were fortunate enough to enjoy last year.

Below are a selection of choices from MP1st staff, including our third, second, and first picks. The Criteria? To rate the top multiplayer titles we got the most personal enjoyment out of in 2014, which lead to a few interesting choices for some of us.

Above, you’ll hear from five of us in a special edition of our MP Talk podcast dedicated to the MP1st Multiplayer Experience of 2014 Awards. We recall our choice and also look at head to 2015, listing some of the upcoming multiplayer titles we’re most excited about.

Whether you decide to read or listen to our thoughts, we want to hear your reactions in the comments below. Tell us what you thought about our picks and, while you’re at it, tell us what titles you’re looking forward to in 2015!

Thanks again for participating in this year’s MPX Awards. Stay tuned for the final MPX 2014 winners later this week.

Now, our picks.

Alex DiFiori

3 – Dark Souls 2 \\ FromSoftware

Let’s be honest, Dark Souls 2 isn’t really a multiplayer game in the traditional sense. It’s more of an online jolly cooperation simulator, and that is what sets it apart from so many of 2014’s titles. In year when games like Battlefield and Counter-Strike are at the forefront of multiplayer gaming, it’s nice to have something you can still play with your friends that isn’t about shooting other people. Considering how good Dark Souls 2 is, it also having online multiplayer just sweetens the deal.

2 – Insurgency \\ New World Interactive

What Insurgency lacks in big-budget polish, it makes up for, hand over fist, in solid gameplay and excellent map design. It’s a no nonsense tactical shooter that takes no prisoners. Play smart and you’ll be rewarded. Teamwork is a must. But that doesn’t mean it isn’t fun or can’t be played casually. Insurgency’s AI co-op is just as entertaining as its traditional MP.

1 – Elite: Dangerous \\ Frontier Developments

2014 was the year of the open world MMO Early Access titles and Elite: Dangerous stands out among those titles as the most polished, ambitious, and actually finished one to be released in 2014. Frontier still has a ways to go in adding more functionality (planet landing, co-op options, exiting your ship), but the core game is there and it’s fantastic.

Tom Gregorio

3 – Secret Ponchos \\ Switchblade Monkeys

Despite running into some launch issues, this multiplayer-only title has remained quite enjoyable. Secret Ponchos takes the isometric twin-stick shooter formula and drops it into traditional competitive modes with a cartoonish, spaghetti western backdrop.

Once you dig into the meat and potatoes of the gameplay, the subtleties really jump out. Players must wisely use their dodge maneuver as it is tied directly into the stamina bar. All weapon reloads must be initiated by the player since auto-reload is nowhere to be found. These gameplay mechanics contribute to the constant chess match of when to advance aggressively, when to stay back and reload, or a combination of the two.

Despite its relatively small character roster and rudimentary character progression, Secret Ponchos has maintained a relatively healthy player population thanks to the game being free for PS+ members for the month of December. With most of the launch bugs eradicated, Secret Ponchos is worth a look not only for its current price point, but also for its unique marriage of twin-stick shooting and competitive multiplayer.

2 – The Last of Us: Remastered \\ Naughty Dog

As the only 2014 AAA title I haven’t traded in, The Last of Us: Remastered is easily the best big budget title I’ve played this year. We all know about the highly touted single player portion, but the multiplayer doesn’t fail to impress either. The adversarial multiplayer features various 4v4 modes. It does have the roadie run — somewhat akin to Gears of War — but what I most appreciate is the player’s reliance on materials. Strewn throughout each map, players will find chests that contain random materials which can be used to make health packs, grenades, and molotov cocktails. Since the materials are random, players must adapt their strategy in each round. Even if a player can get enough materials for a health pack, it can not be used instantaneously as players must find enough of a lull in the action to successfully bandage their wounds.

Best of all, for old school fans, there is no regenerative health mechanic whatsoever. This not only forces a player to strategize when to use their health pack during the course of a match, but creates an extra reliance on teammates to heal them as well. I haven’t relied on voice communication with teammates this much since the days of Rainbow Six 3 on the original Xbox or Counter-Strike on PC. If you missed The Last of Us the first go round like myself, then the Remastered version is an absolute must-play for both the exhilarating single-player and intense multiplayer.

1 – Towerfall: Ascension \\ Matt Thorson

Originally released exclusively for the utter failure that is the Ouya in 2013, Towerfall finally made its way to PS4 in 2014. Although unassuming in its 8-bit appearance, its old-school look fused with more modern-day physics makes for some highly addictive local multiplayer action.

Players must jump, dodge, and wall hug their way from impending attacks — all of which are one-hit kill — while simultaneously volleying their own arrows towards oncoming enemies. Arrows come in limited quantities, so players must wisely pick their spots before emptying their quiver. Ammo management doesn’t stop there – players may pick up any arrow once it sticks into geometry and juggle more powerful ones such as the Drill arrow, which can shoot through walls and platforms. The co-op mode ended too quickly — despite trying the final boss 87 times — but I eagerly anticipate the upcoming 2015 expansion so I can once again rain down a barrage of arrows.

Shawn Kegarise

3 – Diablo 3: Ultimate Evil Edition \\ Blizzard Entertainment

Diablo is one of my favorite hack-and-slash RPG’s of all-time, and when Diablo 3 finally released for next-gen consoles, I was ecstatic. Beautiful visuals, responsive controls, and a crispy smooth 60 FPS made the Ultimate Evil Edition an absolute blast to play cooperatively with friends. If you’re looking for a game that could give you endless hours of entertainment on your couch with a bunch of friends, look no further than Diablo. The loot system is unparalleled and is the sole reason for my return each time I come back to play Diablo 3: UEE.

2 – Call of Duty: Advanced Warfare \\ Sledgehammer Games

I’m a very big critic of Call of Duty. In fact, I didn’t play much of Ghosts at all. I was both extremely nervous, yet optimistic about Sledgehammer’s coming out party. They helped out with the development of Modern Warfare 3, which was a concern of mine, seeing as how I disliked MW3. I was relieved once I was able to pick up Advanced Warfare to test out my reluctance to the series, and the developer.

They knocked it out of the park. Every bit of the game was an upgrade from the previous entry, and the exo movement was a game changer to me. I’m very much looking forward to the DLC plan that Sledgehammer is putting together for Advanced Warfare, and will continue to support the title for the remainder of the year.

1 – Destiny \\ Bungie

Destiny is an absolute love or hate scenario. You hate it because you know where the potential of the story can go, despite Bungie’s failure at delivering such an experience. You love it because, gameplay-wise, there’s not much else currently out that can rival it. There’s nothing more addicting than hopping on Destiny each Tuesday to knock out the Weekly Heroic and Nightfall strikes with a few friends. Tackling the raid is an even bigger challenge, and takes great communication, skill and teamwork to become successful.

My addiction to Destiny is so real that my backlog of games has increased due to these features alone, and for that reason, it is my top pick for MPX 2014.

Denny Kovacs

3 – Insurgency \\ New World Interactive

If there was ever a game so fundamentally well-crafted by a small group of developers that delivered on everything promised while adding more than its fair share of free content, it’s Insurgency. Capitalizing on the growing market of niche gamers that want something more realistic like ARMA, yet introducing a competitive sense alongside the high stakes engagements, New World Interactive has given what I and many others consider an amazing indie title that refreshes first-person shooters.

Insurgency has a bright future ahead simply because it has done what most triple A shooters couldn’t, and that’s deliver an experience as advertised.

2 – Titanfall \\ Respawn Entertainment

Titanfall may suffer from story driven details and a lack of unique game modes, but it more than makes up for it with diverse maps, an astonishingly fun multiplayer gameplay experience that rewards players regardless of skill level, and an offering that is an overall breath of fresh air in the first-person shooter genre. Though it was a risky move charging $60 for a multiplayer-only title, it’s hard not to appreciate the studio’s focused vision of what a good multiplayer shooter should be. In the end, I think it paid off. Respawn’s masterpiece surpasses expectations and might as well keep rolling until the sequel arrives.” – Titanfall Review 

1  – Next-Gen Gran Theft Auto V \\ Rockstar Games

Grand Theft Auto was already a masterpiece of innovative design to the same old ideas that have plagued open world games, but what’s even more impressive is its operational and RPG-like multiplayer online that offers players a chance to essentially live in Los Santos while terrorizing San Andreas.

However, what makes Grand Theft Auto one of my picks of the year is one simple, yet immersive feature – It’s first person mode, something I never thought would create an entirely new experience for me. I would go as far as saying that it was well worth another $60 simply for that one feature which completely revamped my interest in Grand Theft Auto.

James Lara

Unfortunately, James wasn’t able to contribute this time around, but he was able to share his picks anyways.

3 – Grand Theft Auto V \\ Rockstar Games

2 – The Last of Us: Remastered \\ Naughty Dog

1 – Driveclub \\ Evolution Studios

Joel Santana

3 – Dragon Age: Inquisition \\ BioWare

While not a main focus of BioWare’s latest RPG, Dragon Age: Inquisition offered a surprisingly solid cooperative experience.

2 – Diablo 3: Reaper of Souls \\ Blizzard

Now, Diablo 3 isn’t exactly a new game, per say. However, its first expansion pack, Reaper Of Souls, managed to make it feel like a very different game altogether, compared to its initial release. With a new act, a new playable class, and much more, probably the biggest addition is the Nephalem Rifts and Greater Rifts which serves as a randomized end-game dungeon that will not only test one’s skill, but also make them aim for that one item that will help them clear Greater Rifts before the allotted 15-minute time limit.

As for the future of the game, if the previous two patches for the game are indication as to where it’s heading, then it’s safe to assume that Diablo 3 has a very bright future ahead of it and definitely deserves to be picked up if you stopped playing or never played it.

1 – Plants vs. Zombies: Garden Warfare \\ Popcap HD

After a rather disappointing year in 2014 in terms of multiplayer gaming — some of the biggest titles of the year one after the other lead to disappointment — there was one game that actually did it right and surpassed my expectations and more.

This is none other than Plants vs. Zombies: Garden Warfare, a quirky third-person shooter from the folks over at PopCap HD who managed to fuse their popular PvZ world with the multiplayer mayhem of the Battlefield series for a very addicting and fresh experience. In addition, Garden Warfare also featured multiple DLC that added a ton of content post-release that will take ages for you to unlock, even if you succumb to buying card packs to unlock that character variant or one of the silly aesthetic items with real money.

Either way you look at it, you’ll be spending hundreds upon hundreds of hours just trying to unlock all the items in the game, giving Garden Warfare some serious replayability.

David Veselka

3 – Insurgency \\ New World Interactive

This PC shooter has made quite a name for itself over the course of 2014. Originally based on a Counter-Strike mod, Insurgency incorporates the frightening realism of modern-day war without the complexity of true-military sims and delivers a mature, lethal, and fun-as-hell first-person shooter like none other.

With consistent and free post-launch updates, New World Interactive has managed to keep its community — one of the more helpful ones out there, I might add — alive and coming back for more. While its competitive multiplayer puts a very minimal, hardcore, and unforgiving spin on the modern FPS, it was Insurgency’s team-based, cooperative vs. AI Checkpoint mode that really had me hooked. With any mistake imposing serious consequences on your squad-mates, NWI hit a home run in encouraging gamers to get on their mics and work as a team.

To top it off, Insurgency boasts some of the most detailed combat experiences out there, even without PC-melting graphics.

2 – Call of Duty: Advanced Warfare \\ Sledgehammer Games

As one of the best entries yet in the long-running series, Call of Duty: Advanced Warfare proved that newcomer Sledgehammer Games has what it takes to roll with the big boys while offering up some of their own distinctive and innovative ideas to boot. Advanced Warfare is likely the biggest leap forward in the series since Call of Duty 4: Modern Warfare and does a pretty good job at rejuvenating elements in areas where it counts the most, like core gameplay.

Perhaps what’s most interesting is to see what sort of influences Advanced Warfare might have on is successors. Are jet-pack-powered soldiers with high mobility here to stay? Will Sledgehammer’s mark on the series bear any significance on the direction first-person shooters in general are headed in? I don’t mind waiting to find out, as I’m pretty happy with where Call of Duty is right now.

1 – Destiny \\ Bungie

No game has managed to grow my Xbox Live friends list in such a short amount of time as Destiny has.

If we were to put our opinions on Destiny’s gameplay balance mechanics aside for a moment, I believe Bungie is the first developer to successfully craft a compelling social experience on consoles that’s not a true MMO. In fact, I don’t even really know what to call Destiny, other than what Bungie themselves came up with: a “shared-world shooter”.

Always giving me something to do, I boot up Destiny at least once a day and look forward to its weekly challenges with my Raid buddies. If Destiny’s PvE isn’t keeping me busy enough, I won’t pass up a good PvP battle with other Guardians in the Crucible.

When it came down to my first pick for MPX 2014, it was pretty simple. There really isn’t anything like Destiny and I really can’t recall any previous experiences I’ve had in my many years of multiplayer gaming that come close to it.

David Veselka

Musician, Gamer, Geek. Subscriber

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Mortal Kombat X Kollector’s and Special Editions Revealed

With two months to go until the anticipated release of NetherRealm Studio’s Mortal Kombat X, fans of the brawler can now “choose their destiny”, so to speak, with new edition of the game that will be purchase come April.

Earlier today, Warner Bros. Interactive Entertainment revealed details of the premium editions of Mortal Kombat X. Prices range from a hefty $179.99 USD to $89.99 USD. You can get the specifics on each edition below, some of which include impressive statues and sculptures of everyone’s favorite Kombatant.

Kollector’s Edition

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  • Amazon.com exclusive
  • Scorpion Statue
  • Exclusive Steel Pack and Steel Card
  • Mortal Kombat X: Blood Ties Comic Book Volume 1
  • In-game Gold Scorpion Skin
  • The Kombat Pack, which includes access to four add-on playable characters from Klassic Kombatants to Iconic guest characters. As well as additional character costumes.
  • MSRP: $179.99 USD

Kollector’s Edition By Coarse

XTARmEz

  • Exclusive Scorpion figurine and Certificate of Authenticity, designed by Coarse.
  • In-game Gold Scorpion Skin, inspired by the Coarse figurine (as in seen the video above)
  • The Kombat Pack.
  • MSRP: $149.99 USD

Limited Edition

  • Only available via pre-ordering from Gamestop.
  • Exclusive Scorpion “Cold War” alternative costume
  • The Kombat Pack
  • MSRP: $94.99 USD

Premium Edition

  • The Kombat pack
  • Available for the PlayStation 3, PlayStation 4, Xbox 360 and Xbox One platforms.
  • MSRP: $89.99 USD

It should be noted that PlayStation 3 and Xbox 360 owners will only be able to purchase either the Standard Edition or the Premium Edition of the game, as the other editions are only for PlayStation 4 and Xbox One owners only. No word yet if the PC will receive anything other than the standard edition.

Regardless what platform or edition you’ll buy, everyone who pre-orders the game will be able to play as the Shokan prince, Goro, once the game is released.

Mortal Kombat X will be released on April 14, for the PC, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One platforms.

Joel Santana

Gamer for the past 20 years who loves anything ranging from RPGs, Fighters and of course FPS games. Author

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COD: Advanced Warfare PS4, PS3, and PC Updates Rolling Out, New Patch Hits Xbox One

Update 2

The same update to hit PS4 and PS3 is now live for PC users in addition. The patch notes remain unchanged.

Update 1

Sledgehammer Games have posted the official notes for today’s Xbox One game update, which mainly looks at crash and save bugs. Here are the notes:

  • Fixed rare crash in Exo Zombies.
  • Fixed rare save game issue.

Original Story

Call of Duty: Advanced Warfare‘s latest game update is now making its way to the PlayStation 4 and PlayStation 3 versions of the game. Players will notice a 1.52 GB (PS4) or 1.08 (PS3) download prompt the next time they log in.

The notes are identical to the Xbox One and Xbox 360 update that went live last week. You’ll find a number of important gameplay and map bug fixes, along with some tweaks to a few of Advanced Warfare’s weapons scorestreaks. The update is soon to come to the PC version of the game as well, pending first party approval.

Meanwhile, players will have noticed that Advanced Warfare on the Xbox One has also received a new 1.4 GB today. Specific notes for the update are not yet available, so stay tunes for updates.

Meanwhile, here are the notes for the PS4 and PS3 updates:

Advanced Warfare PS4 and PS3 / PC February 3 / 4 Game Update

In-Game Updates

  • Adjusted the center point of some sniper scopes.
  • Fixed a rare crash issue when switching profiles for guest users.
  • Fixed a rare crash issue when using camos on a weapon.
  • Fixed the sound of the SAC3 with the Suppressor Attachment to not play in stereo to all players on the map.
  • Various matchmaking and connectivity improvements.
  • Fixed issue where announcer’s voice ignores the in-game option to disable it.
  • Fixed a rare issue when the Riot Shield would not be selected when changing classes.
  • Various adjustments to the Riot Shield; including model popping up at random, mantling onto, jumping off from, and interaction with grenades.
  • Fixed an exploit of rapidly firing a bolt action gun while sprinting.
  • Adjusted the time limit expiration for Red Baron gear after challenge has been completed.

Weapon Balancing Updates

Note: Adjustments affect base weapon and all loot variants

  • HBRa3: max damage range increased
  • AE4: reduce recoil, increase number of shots before overheating
  • EPM3: reduce recoil
  • Tac-19: max damage range increased, reduced spread when using Gung-Ho

Security and Anti-Cheat Updates

  • Added security updates and features.

UI Updates

  • Fixed a rare issue when Supply Drops would not open.
  • Adjusted kill feed speed.
  • Adjusted UI of Exo Abilities descriptions for better readability.
  • Fixed an issue where the default player was not always being displayed properly in the Virtual Lobby.
  • Fixed a rare issue where the player is unable to sign into their Call of Duty account if connection is interrupted.

Clan Updates

  • Added confirmation window when kicking a member from a clan.
  • Fixed a rare issue where Clan Wars Bonus XP was not being awarded.
  • Fixed an issue where clan members could see your presence even if you were set to appear offline.

Store Updates

  • Fixed various issues with players not having access to the AE4 with the Season Pass.
  • Fixed an issue where an item was not being marked “Purchased” in the in-game store after installing.
  • Improvements to the in-game Store UI and purchasing.
  • Game will no longer prompt a player to install Atlas Gorge if they already have it.

Emblem Updates

  • Fixed a rare issue with emblems on a second profile that’s signed in a guest.

Scorestreak Updates

  • Removed skull HUD element from System Hack Scorestreak UI effect.
  • Adjusted the score value the System Hack Scorestreak.
  • Adjusted the view of the XS1 Vulcan Killcam.
  • Fixed a rare occurrence of the Goliath Drop Pod getting stuck after colliding with an air-based Scorestreak.
  • Fixed a rare occurrence of the Orbital Care Package getting stuck after colliding with an air-based Scorestreak.
  • Fixed a rare issue where a player could become “invisible” when calling in a Scorestreak.
  • Fixed a rare issue where a players HUD would become blurry when using a co-op Scorestreak.

Ranked Play Updates

  • Adjusted Ranked Play restrictions to include Exo Stim and Exo Cloak.
  • Improvements to party matchmaking.
  • Fixed an issue when quitting a match in a promotional game where it wouldn’t update correctly.
  • Fixed an issue where there was an excessive penalty if a player quits after playing several rounds in a multi-round match.
  • Added Ranked Play Division icons in-game to replace existing rank icons and text in scoreboard.

Game Mode Specific Updates

  • Adjusted various spawning logic for Capture the Flag game mode.
  • Adjusted various spawning logic for Momentum game mode.
  • Fixed issue where the CTF flag was unresponsive to players that were on top of the flag when it spawned.
  • Fixed an issue with the CTF flag not returning if a player was standing on top of the spawn point.
  • Addressed rare issue where CTF flag was not being returned immediately.
  • Fixed issues with planting the bomb after attempting to swap weapons in Search and Destroy.
  • Adjusted dynamic event timing in Search and Destroy & Search and Rescue.
  • Adjusted various spawning logic for Uplink game mode.
  • Uplink Satellite Drone now freezes when round timer ends.
  • Adjusted passing distance for the Uplink Satellite Drone.
  • Fixed an issue where going out of bounds on certain areas of the map would cause the Uplink Satellite’s physics to behave strangely upon reset.
  • Randomized loadouts to survivors in Infected.

Map Specific Updates

  • Fixed an issue where players were able to exploit certain objects to go Out of Map.
  • Fixed various Out of Map exploits across different multiplayer maps.
  • Fixed an issue where the Uplink Satellite Drone could get stuck in blue barrier on the Detroit map.
  • Adjusted Warbird flight path on Atlas Gorge.

Exo Survival Updates

  • Updated various Exo Survival system mechanics and bugs.
  • Fixed a UI issue where the “Reviving” progress bar was not being displayed while under the effects of a “System Hack.”
  • Fixed problems caused by the player disconnecting the controller before the class selection menu pops up.
  • AI will no longer target a player while in the class selection menu.

Single Player / Campaign Updates

  • Fixed various lighting in the Single Player campaign level, Captured.

David Veselka

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SOE ‘Can’t Wait To Make Xbox One Games’ After Leaving Sony, Says President

PlayStation developer Sony Online Entertainment, originally founded in 1995 as Sony Interactive Studios America, has announced its departure from Sony to form Daybreak Game Company.

The studio announced its acquisition by investment management company Columbus Nova earlier today, writing in a note to the public that “effective immediately SOE will operate as an independent game development studio where we will continue to focus on creating exceptional online games for players around the world, and now as a multi-platform gaming company.”

“Yes, that means PlayStation and Xbox, mobile and more,” the note continued.

SOE is known for its work on massive multiplayer titles like EverQuest, PlanetSide, and the upcoming H1Z1, none of which are going anywhere.

“It will be business as usual and all SOE games will continue on their current path of development and operation,” the studio explained.

“In fact, we expect to have even more resources available to us as a result of this acquisition. It also means new exciting developments for our existing IP and games as we can now fully embrace the multi-platform world we are living in.”

While it wasn’t made clear what, if any, SOE titles might make an appearance on Xbox, President John Smedly expressed his excitement on Twitter to start developing for the platform.

Well. Who saw that coming? Keep your eyes and ears open for future announcements from Daybreak Game Company.

Thanks, Gamespot

David Veselka

Musician, Gamer, Geek. Subscriber

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Prepare Your PC For Battlefield Hardline, System Requirements Revealed

Battlefield Hardline launches March 17, but fans on all platforms will be able to hop in the game’s second multiplayer beta starting as early as tomorrow.

As previously mentioned, users on Origin can already start pre-loading by searching for the Battlefield Hardline Beta under “My Games”. But with the beta right around the corner, now would be a good time as any to double check that your rig is capable of running it.

Courtesy of Origin, you’ll now find the official list of Hardline’s recommended and minimum system requirements. According to the page, they will apply to both the beta and final versions of the game, which will require a 64-Bit operating system. Users should also note that “Machines with 4GB of RAM or less may experience issues in the Battlefield Hardline open beta, as gameplay performance for lower-end PCs is still being optimized.” Thus, it is suggested that users “close all other applications while playing the game.”

Here are the specs:

Recommended

  • OS: WINDOWS 8 64-BIT (with KB971512 Update)
  • CPU: INTEL QUAD-CORE CPU, AMD SIX-CORE CPU
  • MEMORY: 8 GB RAM
  • GRAPHICS CARD: AMD Radeon R9 290, NVIDIA GeForce GTX 760
  • GRAPHICS MEMORY: 3 GB
  • HARD DRIVE: 60 GB
  • DIRECTX 11

Minimum

  • OS: WINDOWS VISTA SP2 64-BIT (with KB971512 Update)
  • PROCESSOR: Athlon II/Phenom II 2.8 GHz, Intel Core i3/i5 2.4GHz
  • MEMORY: 4 GB RAM
  • GRAPHICS CARD: ATI Radeon HD 5770 (1 GB), NVIDIA GeForce GTX 260 (896 MB)
  • HARD DRIVE: 60 GB
  • DIRECTX 11

A ton of brand new Battlefield Hardline gameplay hit YouTube earlier today, so if you want to see what the beta is all about before playing it tomorrow, check out this page right here.

David Veselka

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Treyarch Studio Head To Present Call of Duty Zombies-Related Talk At DICE Summit

Treyarch Studio Head Mark Lamia will take the stage at this year’s D.I.C.E. Summit on February 4 to talk about everyone’s favorite Call of Duty mini-game and highlight what helped define the studio as a Call of Duty developer.

Join Studio Head, Mark Lamia as he explores the highly unorthodox development process behind Zombies, as well as the incredibly unique creative dialogue that the studio has with its global audience of Zombies fans,” reads the description of Lamia’s upcoming presentation, which, according to the studio’s Twitter, will be live streamed for audiences to see.

Titled “Treyarch’s Zombies: Following the Fun to Win Hearts…and Brains,” viewers will “Learn about the importance of fan feedback and how it contributed to the development of Zombies, and how the mode helped to define the studio behind the Call of Duty: Black Ops series of games.”

While you’re sure to learn a thing or two about the development process behind one of Call of Duty’s most popular modes, it doesn’t sounds like viewers will bear witness to any special announcements on any future projects, though you might catch a hint or two.

You can follow Treyarch on Twitter for updates on the upcoming stream or keep your sights on MP1st for more news.

Zombies recently invaded Sledgehammer Games’ Call of Duty: Advanced Warfare in the recent launch of its first DLC, now live on Xbox.

David Veselka

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Multiplayer Experience Of 2014 – Readers’ Choice Award

Last week, you told us what multiplayer games you thought were the best 2014 had to offer. Now, it’s time to find out which titles you think are worthy of the MP1st Multiplayer Experience of 2014 Readers’ Choice Award.

25 games made the list, but only three will make it to the top tier. Even then, there is but one title that you’ve deemed fit for the number one spot. So, before getting to the final results, here are the top three winners of the MPX 2014 Readers’ Choice Award.

Third Place – Call of Duty: Advanced Warfare

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Congratulations, Sledgehammer Games!

Second Place – Titanfall

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An entertaining first launch for Respawn Entertainment. Kudos!

You might be as surprised as us that Titanfall, an Xbox and PC exclusive, managed to squeak past Call of Duty: Advanced Warfare by one vote. While Call of Duty may dominate in popularity, Respawn Entertainment did a commendable job keeping Titanfall players happy with free and constant updates along with a solid DLC offering. Advanced Warfare remains one of the more highly praised entries in the series, even if it was Sledgehammer Games’ first solo Call of Duty project. Kudos to both teams.

First Place – Destiny

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Iconic developer Bungie has managed to capture console audiences with their new “shared-world shooter” IP, Destiny. It enjoyed a solid launch, even if it wasn’t able to steer clear of a few bumps along the way. Still, Destiny offers an experience unlike any other on consoles, providing FPS and even MMO RPG fans with weekly and daily activities in an engaging and ever-growing online experience that’s worth visiting.

Fantastic work, Bungie!

Below are the final standings of all the multiplayer titles included in the poll after one week of voting. Have a look and let us know in the comments below if they aligned with your predictions. Again, thank you all for your votes and participation!

Stay tuned for our Multiplayer Experience of 2014 Staff Awards and to find out how we ranked the top multiplayer games of last year.

Multiplayer Experience Of 2014 – Readers’ Choice Award Results

  1. Destiny \\ 77
  2. Titanfall \\ 63
  3. Call of Duty: Advanced Warfare \\ 62
  4. Grand Theft Auto Online \\ 54
  5. Other \\ 28
  6. Insurgency \\ 28
  7. Plants vs. Zombies: Garden Warfare \\ 22
  8. The Last of Us: Remastered \\ 20
  9. Halo: The Master Chief Collection \\ 14
  10. Far Cry 4 \\ 11
  11. Super Smash Bros. \\ 11
  12. Diablo III: Ultimate Evil Edition \\ 6
  13. Mario Kart 8 \\ 5
  14. Warframe \\ 5
  15. Borderlands: The Pre-Sequel \\ 5
  16. Elite: Dangerous \\ 4
  17. Dragon Age: Inquisition \\ 4
  18. Watch_Dogs \\ 4
  19. Sunset Overdrive \\ 4
  20. Forza Horizon 2 \\ 3
  21. Assassin’s Creed Unity \\ 3
  22. Warface \\ 1
  23. The Crew \\ 1
  24. Tom Clancy’s Ghost Recon Phantoms \\ 1
  25. Driveclub \\ 1

David Veselka

Musician, Gamer, Geek. Subscriber

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New Battlefield Hardline Beta Gameplay Round-Up, Pre-Load Today on Origin and Xbox One

Update 4

Visceral has provided an update to European PlayStation 3 users, telling users to “Go to Psn store. Go to the games category go to ‘new this week’ & if you scroll down a bit it’s there.”

The Battlefield Hardline Beta is expected to go live on PS4 and PS3 in North America this afternoon / evening after the store update.

Update 3

Reports are coming that the Battlefield Hardline Beta is now live for Origin users.

Update 2

Players on Xbox One are now connecting to game servers and are able to play. (Thanks, MrJon92.)

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Update 1

It appears that the Battlefield Hardline Beta is now also pre-loadable on Xbox One, a 10.75 GB download. We found it by searching “Battlefield Hardline Beta” in the Xbox One Store. It appears to be playable, though we’re not certain if players can currently connect to servers.

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Original Story

Suit up, gear up, and get ready to hit the Battlefield running tomorrow morning with the official launch of the Battlefield Hardline multiplayer open beta.

As developer Visceral Games announced earlier last week, the multiplayer beta for their cops vs. criminals shooter begins tomorrow, February 3 on PC, PlayStation 4, Xbox One, PlayStation 3, and Xbox 360, ending five days later on February 8.

Players will get to take three maps and three game modes for a spin, including Downtown, Back Job, and Dust Bowl with modes like 64-player Conquest, Hotwire, and Heist. There’s even the new Hacker mode to try out.

As per the FAQ, pre-loading on Origin begins 10 AM Pacific today. Expect a 10-11 GB download on PlayStation 4 and Xbox One and a 4 GB download on PlayStation 3 and Xbox 360 for those downloading tomorrow morning.

If you’re itching to play and finding the wait a tad unbearable, take the opportunity to watch the round-up of beta gameplay video from a handful of your favorite Battlefield commentators who got some early hands-on time with tomorrow’s beta. We’ll be adding to the list as more pop up.

Have a look and hit us up in the comments with your thoughts!

Westie

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JackFrags

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LevelCap

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xFactorGaming

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Leutin09

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TheRussianBadger

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Berdu

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DooM49

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GoodGameBro

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Prodigio Pete

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Lachlan

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The Poolshark

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GamingWithMack

[youtube id=”aGK3GnkhkwE”]

Wintergore

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Developing…

David Veselka

Musician, Gamer, Geek. Subscriber

Home > Features

Inside The Battlefield Community Pt. 3 – Julien And His Custom Dog Tags

As one of the most entertaining gaming communities out there, the talented and shenanigans-filled Battlefield community is one of our favorites.

From custom dogtags and cinematic tools, to storytelling screenshots and mouth-watering videos, Battlefield’s community has grown its own unique identity through creativity and passion, so we thought we’d interview and highlight a few of the intriguing individuals who contribute to the virtual world of creation.

In part 1, we interviewed Walken loving Berdu about his stunning screenshots. In part 2, we sat down with HattiWatti, creator of the thrilling cinematic tools used in many jaw-dropping, fan-made trailers. Part 3, however, takes a more personal turn as we try to contain the excitement and creativeness of Julien Heesterman, the man behind some of the best looking custom dog tags on the Battlefield.

MP1st: Who are you and how did you come about creating art?

Julien: My name is Julien Heesterman. I’m 17 years old and I’m currently finishing high school. After my study I’m probably going to study 3D Visual art at IGAD (International Game Architecture and Design) in Breda. I live in The Netherlands on the beautiful countryside in a small town called Bodegraven. There is a pretty big story on how I came around making art and it went as follows.

In the autumn vacation back on the 26th of October 2012 I was playing some Battlefield 3 and I was in love with killing people with defibrillators. I played rush on Grand Bazaar and always surprised the enemy by walking through the out-of-boundary area so I got in the back of my enemies. I was hunting for my 100th kill so I could get a dog tag for it. I noticed a recon camping in the back of the level and I charged my defibrillators and I fried him like bacon. To my disappointment I did not receive a dog tag and started looking it up on Battlelog. Then I noticed there wasn’t a dog tag for killing people with defibrillators. I knew I still had Photoshop installed on my computer because Noud, a friend of mine, introduced me to the software a while ago. I tried to make my own dog tag for it and I made a thread in the battlelog forums where I showed of my Defibrillator kill dog tag.

I immediately got some pretty positive feedback and people started requesting certain dog tags for repair tool kills and EOD bot kills. I really liked the feedback and decided to create more and more dog tags because a lot of people liked my dog tags. I ended up having a list of ±60 dog tags including some requests in Battlefield 3 alone. Then in July 2013 there was this competition that DICE hosted where the community got the chance to create their own dog tag and they might end up in Battlefield 4! I was really excited and noticed that they even linked my battlelog forum thread in the article as an example. I kept on creating a lot of dog tags for Battlefield 4 and on the 23rd of September I got the news that my Bodyguard dog tag would get featured in the official game!

I was really excited and when finally Battlefield 4 was released I got to see my own name in the Battlefield 4 credits! I continued making custom dog tags but noticed that there wasn’t a lot of interest in them so I decided to start working in secret on a pretty big project. I kept contacting DICE about this project that I finished and eventually (after 6 months) I came in contact with some people at DICE LA.

In December 2014 I decided to give it a shot again and the respond I got from the community was overwhelming. People really loved my ideas and I got requests from big youtubers, event hosters etc. DICE Noticed that a lot of people were really liking my dog tags and that’s how I got in contact with the Designer (who also does dog tag designs) at DICE LA and I can tell you that in the near future something big might happen for me.

Besides dog tags I really like making some avatar designs and some sticker designs for the game CS:GO. I also really like photography but currently don’t have the time to go outside and make some cool photos.

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MP1st: You’ve seen developer praise as well as community praise for creating the dog tags. How has it affected you?

Julien: It has affect me a lot. The community praise is one of the biggest motives why I do this. The praise I get from some of the developers is even one of the bigger motives. I remember hearing from another DICE developer that one of the developers behind the dog tag designs was fan of my work. That really made me smile and feel good on the inside and while I write this text I still get that warm feeling and a smile on my face.Knowing that there are people that appreciate my work so much is really motivating and it affects me as a person a lot.

I remember that before this started no one knew me, I was a player of the game and I had no connection to it. Sure I liked playing some rush with some real life friends but I had no contact with others in the game. I couldn’t imagine how it would be to be known in the community for such a crazy thing as creating dog tags and as of today I’m still thankful that I have grown this much. Every morning I still wake up and call myself lucky for what I’m going through because it’s something that I never expected to happen.

MP1st: Do you plan on working for DICE in the future?

Julien: Hell yes! I’m currently talking to the contractor at DICE Stockholm to get an internship position for 3 weeks this October. Thanks to all this I get to do what I really wanted to do when I was a little kid and that is creating video games.

When I got older and older the idea of making video games was still there but I didn’t had any motivation to do it but thanks to all this I decided to get back on that thought of making video games. It’s unimaginable that such a small idea of creating a single dog tag for defibrillator kills ended up in knowing what I want to do as a grown up and as my job.

I want to become a 3D level artist/environment artist at DICE when I start, but eventually grow to become a Lead multiplayer/singleplayer designer. My dream is to become successful at DICE and to be part of creating entertainment software for other people!

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Just doing my stuff :)” 

MP1st: Has creating the tags put your foot in the door for them or other places?

Julien: I believe it really did. I’m in the game credits for Battlefield 4 (Which was incredible for myself since I was only 16) and I got my contacts in the game studio. If I get to do some more work for Battlefield 4 in the near future it will really make a statement for my potential employer that I’ve been doing this since I was a teen and that I really have the passion to make the best possible games (or dog tags) for the community. Also if I’m going to do an internship there it will drastically improve my chances since I will be registered at the studio.

MP1st: Have you thought about creating custom patches for Battlefield Hardline?

Julien: I’m currently looking at the possibilities but I’ve never actually seen a patch in-game. I don’t really have any clue what they look like or what their main service is in the game. I heard patches are the dog tags of Hardline but like I said I don’t really have any reference. It’s definitely on my mind but I’ve probably something big coming up for Battlefield 4 so that’s a priority at the moment.

MP1st: Got any upcoming projects besides this?

Julien: Yes I actually do. Some are still a secret because of the nature of the projects but I will still continue creating dog tags for the community. I’m also planning on making my own game in Unity for my graduation project in High school but that’s still a year and a half away. By making this game I get to do some coding, designing, art etc. Pretty much the whole package and I get to know what my pros and cons are.

MP1st: And Lastly, what is your favorite Battlefield game?

Julien: A very unpopular opinion but it has to be Battlefield 4. Mainly because of the development process that I’ve been somewhat involved in and the development that I’m still making. Besides that Battlefield 3 was a pretty cool game because I really enjoyed to squad up with 3 buddies and go ham on the Battlefield. I never really got a chance to play any Battlefield games prior to Battlefield 3 with Battlefield Bad Company 2 as an exception.

We’d like to thank Julien for sitting down with us and diving into the awesomesauce of himself and his creative dog tags! Be sure to follow him on Twitter and check his myriad of other dogtags customized for everything from nachos to pizza!

Twitter

For more Inside The Battlefield Community stay tuned into MP1st in the near future for more interviews with the people of the Battlefield.

Cover Photo Credits: Berduu – “Major Tom To Ground Control

Den Kovacs

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Halo: MCC’s February Update “Will Be One Of The Game’s Biggest”, Says 343

Having delayed Halo: The Master Chief Collection’s last promised game update, 343 Industries is assuring fans that its developers are still hard at work making TMCC the Halo experience it was meant to be.

According to community manager “B Is For Bravo”, Halo: The Master Chief Collection’s next content update, which will be one of the game’s biggest ones yet, will focus primarily on matchmaking search time, match search success, and lobby / party functionality.

“As this update contains the biggest changes to the Matchmaking system yet, we’ve identified that additional time and testing is required,” explains Bravo, “and we are currently evaluating both timing and need for a CU beta with the Xbox One Preview program, as well as the final public release date in February.”

“Fundamental changes to these systems will improve the overall experience while also allowing us to address additional issues such as title-specific hit registration, matchmaking ranking, and beyond,” he added.

Meanwhile, The Master Chief Collection’s playlist team is cooking up a few playlist updates that will eventually introduce Team Snipers and an objective-only Featured playlist while converting Halo 2: Anniversary’s Rumble playlist into a cross-game Rumble Pit playlist.

Look out for updates in the near future, including news from Executive Producer Josh Holmes on some of the feedback the studio has gathered from last month’s Halo 5: Guardians Arena Multiplayer Beta.

Source: HaloWaypoint

David Veselka

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Inside The Battlefield Community, Pt. 2 – That HattiWatti Guy And His Cinematic Tools

As one of the most entertaining gaming communities out there, the talented and shenanigans-filled Battlefield community is one of our favorites.

From custom dogtags and cinematic tools, to storytelling screenshots and mouth-watering videos, Battlefield’s community has grown its own unique identity through creativity and passion, so we thought we’d interview and highlight a few of the intriguing individuals who contribute to the virtual world of creation.

In Part 1, we interviewed the eccentric Berduu about how he does what he does best: screenshots. It was clear that HattiWatti’s cinematic tools are a huge part of his hobby and his gorgeous screenshots, so we decided to sit down with the man himself and dive into the world of a Finnish, soon-to-be physics developer.

But, first, a look at his work:

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MP1st: Okay Matti, who are you? What are your passion and goals? Give me the gist of HattiWatti.

Matti: I am a 19-year-old guy from Finland. I spend a lot of my time on my computer and like most people I play games and browse the internet a lot. Computer-wise, the most interesting things for me have always been video editing, game modding and ingame recording, the techniques behind all this stuff etc… Outside of computers, things like physics and space are interesting stuff for me. I do astrophotography as a hobby. I wasn’t interested in physics before high school, but I like to think it’s one of my primary goals to go study it in a university and find a job from that area. Doing actual research for particle or astrophysics would be fun even if it seems completely unlikely. I still don’t really know what I’d like to do with my life exactly.

MP1st: If I remember correctly, you showed up with the Free Cam tool in Battlefield 3 for LevelBF, an esports organization, and it quickly blew up into this amazing piece of software to do more than just spectate comp matches. How did you come about making it? 

Matti: I’ve always been interested in creating game machinimas, creating video effects and the techniques that could be used to film stuff in-game. I watched machinimas a lot and I was the kid in GMod who filmed a lot of stupid stuff and had a filming group determined to be the next Lit Fuse Films, never really finishing a project or making anything great. I had, and still have, these moments where I came up with a cool scene with different effects that I wanted to make. Problem is I never was that creative, so I couldn’t exactly reconstruct my image in the game. Also, I never could come up with the rest of the video. They ended up being half-finished effect test videos:

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So years roll by, BF3 comes out and the idea for the tool came after Frankelstner released the BF3 Tweaker, which allowed you to change the contents of the game archives, including camera positions and visual stuff. The bad side, besides it being able to make any weapon OHK, was that you had to reload the map every time you made changes. I remember Ricky from Blue Entertainment contacted me and wanted to learn how to control the cameras. After that I wanted to create some kind of a tool to automatically move the camera. (Ricky is still an important part of the tools. He created the website and helped with some aspects of the tool’s design). The very first version was really simple, you had to find the camera position in the memory by yourself and then you would give it coordinates where it would go:

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After that I started to learn programming in C#, something that I had always kinda wanted to learn but never had the motivation for. With time and actual motivation the tool got better and better, until it pretty much did everything automatically.

At the same time, I was a part of LevelBF’s 32vs32 Open Tier and I don’t really remember if it was me who contacted them or if they saw the tools, but I think they ended up using it a bit in their streams. It was still pretty clumsy to use, so later on they had their own tool made by one of their experienced programmers. I only helped a bit by telling how to actually override the camera coordinates. I believe my tool was also used for Flabslab streams (competitive dogfighting scene), though that might’ve been kiwidog’s VeniceFX where the camera controls weren’t as clumsy.

MP1st: Over the course of Battlefield 3’s life span, it became apparent that creative minds like Robert Stonemen would use your tool to make epic cinematics. Did you ever think it would come to that?

Matti: I realized from the start that the tools could actually be something that people would use. I still think the BF3 version was relatively small and unknown, they are much more inferior to the BF4 version. I don’t know if Stoneman ever used the tools for his videos. I remember loving Lit Fuse Films’ videos from GMod, so I contacted him via email about the BF3 Tweaker and wrote about the possibilities of camera manipulation etc. I don’t know if he ever read it. The way of doing it with the tweaker was time-consuming and complex, so maybe he just dismissed the idea back then.

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A Battlefield 4 machinima by Berdu using HattiWatti’s Cinematic Tools

MP1st: While the community has shown its love for your creation, how have the developers responded to it?

Matti: I would say it’s been a gentle nod of approval. I don’t think they can really praise the tools since they’re unofficial and not safe to use with Punkbuster, but it’s always nice to be acknowledged by the official creators of the game.

MP1st: So with Battlefield 4 still raging in its prime, you have taken the free cam and made it into this cinematic heaven with tons of features and, most recently, custom animations. Are you proud of what you’ve made?

Matti: Absolutely, it’s one of the most important things to me right now and I’m glad it has the user base it has. Two and a half years ago, I wouldn’t have thought it would take me to Paris for a BF Video workshop event.

MP1st: Adding any new features you haven’t announced just yet? 

Matti: Nothing definite. Maybe spawning models or effects? That’d be limited to the map’s props though.

MP1st: Do you plan to support other games with the cinematic tool, or are you keeping it in the Battlefield?

Matti: I’ve already done tools for Alien: Isolation and Dragon Age: Inquisition. The main focus is with Frostbite 3 games, but if there’s interesting looking games that I happen to buy, I might create at least a simple camera tool for them.

MP1st: Speaking of Battlefield, what’s the plan for Hardline? Will it receive the tool as well?

Matti: Yes, Hardline will receive the tools. It’s a bit more work than what must be done after BF4 updates, but shouldn’t take too long.

MP1st: Has your project put your foot in the door for places like DICE?

Matti: Only for DICE, probably. I visited the studios, though I didn’t get far, and I’ve met some of the people there (Mainly the video crew), it would certainly be an interesting place to work at. I have a hard time valuing the tools programming-wise. I learned C++ and C# by making the tools during my free time, but IMO they’re simple and thus I don’t think my programming skills are anything special. I’ve wondered about it and I just don’t know what I would do there. I don’t have any special skills so I don’t think I’d meet the high requirements… You never know, I guess.

MP1st: Okay, so before we end this, tell me, what’s your favorite Battlefield game and why? 

Matti: I’ll go with nostalgia and pick 1942. I played the hell out of the Wake Island demo and it was one of my first shooters (I think the second after AvP2). Battle of Britain, Wake Island, Coral Sea, Battle of Midway, Iwo Jima, Kursk, Berlin, Operation Market Garden, El Alamein… All great maps with loads of memories. I loved flying and dogfighting. And let’s not forget about the mods; I played a lot of Desert Combat when I couldn’t even run BF2 on our computer, the menu and loading theme are stuck to my head forever. Another mod I played a lot was FinnWars. After 1942, I’d pick BF2 —> BC2 -> BF3 -> BF4. I own both Vietnam and 2142, but I only played them for a few hours.

We’d like to thank Matti for sitting down with us over the interwebs! Be sure to check his stuff out in the links below!

Twitter

YouTube

For more Inside The Battlefield Community, stay tuned for our interview with Julien Holland and his custom Dog Tags, coming to a MP1st near you.

Photo Credits: Berduu – “The Russians Are Coming” 

Den Kovacs

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Inside The Battlefield Community, Pt. 1 – The Walken Berduu Man

As one of the most entertaining gaming communities out there, the talented and shenanigans-filled Battlefield community is one of our favorites.

From custom dogtags and cinematic tools, to storytelling screenshots and mouth-watering videos, Battlefield’s community has grown its own unique identity through creativity and passion, so we thought we’d interview and highlight a few of the intriguing individuals who contribute to the virtual world of creation.

Known to many as Berduu, he’s a Finnish Lad who is the voice inside your head that talks when you read stuff, and iconically takes gorgeous screenshots in Battlefield 4. In part one of our new series, Inside The Battlefield Community, we sat down with Petri in order to get to know him a little better.

MP1st: So, Petri, who are you? What drives you in life?

Petri: Just a guy from Finland. I do freelance stuff in various fields like writing, AdWords and SEO, graphic design. Recent work that I’m sort of proud of is the layout for the new Lagwagon album.

MP1st: You have been around for quite sometime, especially on YouTube, having your videos gain traction with Battlefield 3 but posting just gameplay (and NHL 99 highlights) years before. What kept you uploading videos? and why have you stopped?

Petri: I haven’t stopped. I don’t upload much, but I don’t upload a lot of crap either. I started doing gaming videos more seriously in late 2011, recording stuff from theatre mode in CoD Black Ops on PS3. My first montage was from GTA Vice City back in 2004. I think that video still looks quite good, considering.

MP1st: You’re iconic for your screenshots. They’ve been featured on official channels for Battlefield, in big YouTuber’s thumbnails, and even here on MP1st. How did you come about making screenshots of a game your signature in the Battlefield community?

Petri: I spent a lot of time playing and recording Battlefield, so it was only natural I started screenshotting it too. DICE did an amazing job with it – great visuals and textures, and every map is basically its own world – shooting it doesn’t get repetitive for me. Folks like jim2point0 over at deadendthrills.com were a huge help when I was starting to get more serious with this hobby.

MP1st: Your use of HattiWatti’s cinematic tools have been, to say the least, fantastic. Do you think your photos and cinematic videos would be possible if he had never released the tools?

Petri: No. Everybody who says otherwise is a god damn liar. I mean, we could still do this, but with far less stellar results. His tools in BF3/4 and Dragon Age Inquisition are gamechangers for people like me – helps us to make the games look truly amazing. EA marketing guys should hire Hattiwatti to just stand in the middle of their office with his hand in the air so everyone could high five him when they come to work.

MP1st: Has your work put your foot in the door to any places like DICE?

Petri: Yes.

MP1st: What about Hardline? Are you planning to dive into the cops and criminals theme with your skills?

Petri: Yes. It’s a whole new dynamic, good guys versus bad guys. We recognise the familiar California setting from movies and TV. Should be a versatile platform for videos and screenshots. Location wise, it’s not as diverse as BF4 in its current state, but we’ll see where the Hardline DLC’s take us.

MP1st: Something out of the blue here, but your screenshots are often mistaken for official Battlefield screens. Why don’t you watermark them?

Petri: I feel watermarks ruin the pictures. I just have to deal with the consequences – whether it’s someone posting them as their own, or people thinking they’re not mine. In any case the truth is easy to find out as long as you’re capable of reading and comprehending dates from my original posts in social media. Despite proof, some people still call me liar. This mostly happens in Facebook, the place where the brain goes to die.

MP1st: Do you have any upcoming projects in the works?

Petri: I’m finishing the BF3 campaign screenshot tour, then maybe a cinematic style video from the same game. I have few BF4 videos completed in my head, I just need to record and edit them. Apart from Battlefield games, I want to screenshot Batman Arkham City and Max Payne 3 a bit more.

MP1st: Do you have a fascination with Walken? Or do you just love his face?

Petri: He’s eccentric and unique, truly one of a kind. He’s not wired like the rest of us. I can do a decent Walken as Santa Claus -impression. It’s perfect for annoying my girlfriend, she hates it.

MP1st: Lastly, before we go, what’s your favorite Battlefield game?

Petri: They’re all my children and I love them all equally. But when the others are out of the room, I can place my hand on BF4’s shoulder and tell him I love him the most, especially now that they’ve fixed him. BF4 for me is much more than just a game I play – it’s a platform where I can be creative and do the things I love.

We’d like to give a massive thanks to Petri, AKA Berduu, for sitting down with us through the interwebs. Be sure to check out his eccentric-self and his work with the provided links below!

Twitter

YouTube

Flickr

For more Inside The Battlefield Community, stay tuned for our interview with the Cinematic Tool creator HattiWatti, coming soon to an MP1st near you.

Den Kovacs

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Home > News

Call of Duty: Advanced Warfare Playlist Update Adds Havoc DLC Maps To Hardcore Moshpit

Multiplayer maps from the recently released Call of Duty: Advanced Warfare Havoc DLC have been given a new home in hardcore playlists, Sledgehammer Games announced today.

In addition to their primary playlists, Xbox One and Xbox 360 players will now find the new Havoc maps — Core, Urban, Sideshow, and Drift — in the Hardcore Moshpit playlist as well, according to the studio.

Call of Duty: Advanced Warfare Havoc DLC launched on Xbox Live last Tuesday and is due out on PlayStation Network and PC roughly one month later.

David Veselka

Musician, Gamer, Geek. Subscriber

Home > Videos

New Mortal Kombat X Fighter Ermac Revealed, Kombat Kast Stream Offers New Details On Latest Build

With Reptile’s return to Mortal Kombat only a few days behind us, fans have been patiently awaiting the next character reveal on the upcoming Kombat Kast stream that just concluded just moments ago.

So, who exactly was revealed in today’s stream? None other than the collection of souls known as Ermac, whom the co-creator of the Mortal Kombat franchise, Ed Boon, has been hinting at using clues like pictures of the late and great comedian, Bernie Mac.

You can catch the entirety of the stream here, or you can simply check out a gameplay excerpt below. There’s also Ermac’s official gameplay reveal trailer which you can check out above.

[youtube id=”9akqSSvAj-w”]

Much like the rest of the characters in Mortal Kombat X, Ermac features three different variations, which are:

  • Spectral – Enaables Ermac to fly and use unique aerial attacks.
  • Mystic – Gains Tele-lift and Tele-push abilities.
  • Master Of Souls – Ermac gain’s Soul Ball and the ability to disappear to avoid damage.

In addition to Ermac’s reveal, NetherRealm Studios developers also confirmed that fans can also look forward to alternative costumes. In fact, they alluded to the fact that we may already have seen some of them. The news should make fans extremely happy, especially to those who grew fond of the concept art of Ermac that has been making its way around the web ever since Mortal Kombat X was officially revealed.

Elsewhere, it also appears that the latest build for Mortal Kombat X that was showcased has some pretty interesting small details in the character select screen. Both fighters now seem to interact with one another before the loading screen, for example. Additionally, it seems that NetherRealm Studios has added an extra slot in the character selection screen, though that may just be for any DLC characters such as Goro.

Unfortunately for you Kitana and Reptile fans out there, NetherRealm Studios didn’t show any in-gameplay footage of either of them, but did mention that they will be showcased in an upcoming Kombat Kast stream which will take place in the upcoming month.

If you’re craving even more Mortal Kombat X footage, don’t forget to check your local listing for the Conan show, as today’s Clueless Gamer skit will feature more footage of Mortal Kombat X.

Mortal Kombat X is set to release on April 14 for the PC, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One platforms.

Joel Santana

Gamer for the past 20 years who loves anything ranging from RPGs, Fighters and of course FPS games. Author

Home > News

Destiny’s February Patch Aims To Finally Squash The ‘Heavy Ammo Bug’

Rejoice, Guardians and heavy weapon lovers! Admitting to difficulty in finding a fix for what turns out to be a deeply rooted anomaly in Destiny‘s engine, developer Bungie aims to squash the infamous ‘heavy ammo bug’ by the end of February in an upcoming game update

“You love Heavy Weapons. The purple glow of ammunition is a promise of future enemy annihilation by way of your favorite Rocket Launcher or (even better) belt-fed Machine Gun,” Destiny community manager “DeeJ” explained in the studio’s latest weekly update. “You buy it in bulk when you visit the Gunsmith. To get the most bang from your space bucks, you equip armor that lets you carry more of the stuff. Unfortunately it turns out that those deep pockets have metaphorical holes in them.”

“Thus, you tend to lose your coveted ammunition when one of the following happens in a PVE activity: You die. You return to orbit. You encounter a cutscene.”

As it turns out, there a bit of a story behind the bug, which Destiny Sandbox Engineer Jon Cable has spent his fair share of working hours at the studio attempting to locate and fix.

“The basic flaw here is an ordering problem,” he explains. “Our inventory system creates your weapons when your characters spawn. When that happens, it tries to restore the same fraction of ammo that you had when you died. The bug occurred because the weapon is created before capacity modifiers from armor perks are applied, so the persisted fraction yields fewer rounds.”

Fixing it isn’t as easy at it seems, however.

“Fixing bugs in a live game is always about managing risk,” he continued. “What are the chances that the fix is going to cause an issue that might be worse than the original bug? Players outnumber our testers by factors of several thousand, so if there is a problem that slips through the cracks, it is virtually guaranteed that the community will find it. This bug was mainly risky because it was at the intersection of a lot of different systems – player profiles, investment, sandbox, perks, and weapon management.

“There are a lot of weapon and armor perks in the game. Changing the order of how they are applied has a huge impact. It would have required a large restructuring of the way the game works to even accomplish this, because the armor perks can’t take effect until the weapon is created anyway. The application of armor perks would have to be inserted in between weapon creation and the rest of the weapon setup code.

“In the end, I came up with a surgical change that fixes the main issue and minimizes the chances that a new problem would be introduced. I do not think I can overstate the complexity of these systems – it took me several tries to come up with a fix that did not cause other problems.”

It’s a long but interesting way to say that Bungie is on the way to fixing it, provided the game’s next patch doesn’t bust any other components of gameplay.

Keep your sights on MP1st for more details on Destiny’s next update!

David Veselka

Musician, Gamer, Geek. Subscriber