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Explore Mars, Venus, and the Moon in Destiny’s Planet View, Powered by Google

You can now search for the nearest Starbucks on Mars, Venus, or Earth’s Moon using Destiny‘s just-announced Planet View. Well, okay. It looks like the world’s most popular coffee chain didn’t quite make it that far into the future, but there’s still lots to see.

Powered by Google, Destiny’s Planet View mimics Google Maps’ Street View, only you can use it to explore actual locations that you’ll get to visit in-game once Destiny drops next week on September 9.

The trailer above will give you a little overview of the nifty service that you can browse while at work or while on the bus. It even gives you a checklist of things to click on and should provide an extensive overview of the game and its setting.

UPDATE: Neat! Exploring all three will score you this player emblem for use in game.

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You can visit destinyplanetview.com to start exploring.

If you missed it, you can watch Destiny’s launch trailer here.

 

David Veselka

Musician, Gamer, Geek. Subscriber

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The Legacy of Bungie – How it Became Such An Iconic Developer

Bungie has undoubtedly grown to become one of the most iconic developers that has ever graced the gaming industry.

With Marathon and Myth blowing the minds of MAC and PC gamers around the world, the Halo trilogy and its expansions doing the same for Xbox owners, and Destiny becoming the most preordered new IP in history, Bungie has repeatedly done what no other studio has come close to: Defining generations of gaming while singlehandedly creating and innovating the very things that we’ve come to love in games.

From a one bedroom apartment in Chicago with the founders Alex Seropian and Jason Jones doing everything from developing to producing the physical copies of the games they made, to a now bustling studio that sits in the heart of Bellevue, Washington, Bungie is the poster child of entrepreneurship that sits on a throne of games (The North Remembers).

With Destiny having gone gold a week ago and soon to drop on consoles everywhere on September 9th, we thought we’d take a look at the legacy of Bungie, and how they became such an iconic developer.

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A Marathon of Myths

The Marathon Trilogy was originally planned to be a sequel to Bungie’s first commercial success, Pathways Into Darkness, but quickly became an independent game series that would introduce players to a futuristic world that, for the first time in FPS history, emphasized storytelling over simple run-and-gun gameplay á la Wolfenstein.

The first installment was borderline revolutionary because it brought gamers classic and now-standard game mechanics, specifically the rocket jump and the ability to look down and side to side with the mouse. It introduced vertical gameplay and even featured a plethora of environments and mechanics used throughout the series, some of which would transfer to future games, like Halo.

That’s not the only thing that made Marathon a classic to fans. It featured online multiplayer that went beyond the standard deathmatch mode you’d see in other games, employing unique game types like Tag, Kill the Man with the Ball, and King of the Hill. Like everything however, all good things must come to end. Bungie announced its decision to move into new territory, Real Time Strategy, and, thus, Myth was born.

Myth took the Real Time Strategy genre by surprise with its gameplay, which let players use physics and terrain to their advantage, a rare feature in many other RTS games of the late 90’s. But what set Myth apart from all the others was the lack of micromanaging of resources and a constant grind to make your army bigger to attack your enemy. Myth took almost all of the features of an RTS and scrapped it for a more tactical approach that focused on players utilizing their pre-built army and managing units to defeat the enemy. This distinction spawned a new genre called Real Time Tactics, which focused on what Bungie created with Myth. Shortly after Myth II was released with more critical success than its predecessor, there was now new kid on the block that would turn into the very thing that made Bungie a global name.

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Combat Evolved

Halo, as it was called in the early days of development, was suppose to be a Myth clone with a sci-fi skin. It featured a massive open world on a large alien ring and “amazed” those who play-tested it before it was officially announced in 1999 at MacWorld. But in the course of two years, Halo went from being an RTS game to a third-person action game to its now-classic first-person shooter form.

On November 15th 2001, Halo: Combat Evolved was released and went on to sell five million copies worldwide in its lifespan. Its gripping and intriguing story about a lone wolf super-soldier called “Master Chief” who was tasked with saving his fellow soldiers along with destroying a mysterious alien artifact called Halo became a cultural phenomenon for gamers, ultimately beginning a legacy that Bungie never could have imagined would live through two, let alone three, generations of gaming.

Halo was more then just a game of struggle, though. It gave players something refreshing to play by themselves and with friends through the power of LAN parties and co-op. Featuring 13 maps in the original release and a plethora of game modes, the multiplayer aspect quickly grew to be one of the most iconic aspects of the original game, even inspiring gamers around the world to start teams of competitive players to compete in tournaments. But, Bungie didn’t count on multiplayer becoming so big in Halo; Halo didn’t even ship with an online mode as Xbox Live wouldn’t be finished by the November launch. Still, this didn’t stop fans from wanting more, spawning a new drive in the Seattle team to create not only a dramatic narrative, but to give the fans and players what they wanted: A robust, balanced, and well-executed multiplayer. Bungie delivered.

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A Classic is Born

Hitting commercial and global success, it was expected that Halo would be graced with a sequel that would continue Master Chief and Cortana’s journey through such an enthralling war. Bungie was bound to deliver on the pitfalls of Halo: Combat Evolved and work to give fans of the series an extension of the story, along with a bigger focus on the multiplayer aspect of the game.

After a rigorous development period, Halo 2 launched with record making numbers. Selling 2.5 million units and making $125 million in the first 24 hours, it became the highest grossing entertainment release in history at the time. Bungie struck gold by sticking to the formula that made the first Halo so amazing, but also by switching things up and introducing two sides of the same story. But, what made Halo 2 so successful was not a tale abruptly ended with a cliffhanger. No. It was the very thing that would define Halo 2 in the later years, its multiplayer.

With 12 maps in the vanilla game followed by three map packs that ramped that number up to 26, a ton of new game modes, and weapons to enhance the game, it was clear Bungie struck gold for a second time, delivering what is hailed as the very thing that jump-started online multiplayer for console gaming. While Bungie never intended to make Halo a trilogy, they needed to finish the fight, and Halo 3 was the ending a legacy needed.

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The Beginning of the End

That legacy’s ending was already in the concept stages before Halo 2 even launched. But, Bungie being Bungie, they dropped subtle hints to fans that they were indeed working on a new project. That project would later be revealed to the masses at E3 ’06, and it was quite clear that Halo 3 had fans reeled in.

As Bungie kept fans updated in weekly blogs about how the third installment was coming along, the hype rose higher than most anticipated, and when it finally released, Halo 3 made $170 million in the first 24 hours, setting the record once against for highest grossing entertainment product within a day. The numbers seem high, but they are justifiable because Bungie went big instead of going home. The campaign was all but a masterpiece of ingenuity and had everything you loved about past Halo installments worked into it: Covenant, the Flood, dual wielding, Guilty Spark — everything.

As always, however, Halo shines even brighter when you hop into multiplayer, which was even more ambitious than Halo 2’s. Introducing Forge, an editing tool that gave players a limited but vast experience to alter maps to their pleasing. Halo 3 skyrocketed with player created maps and custom game types, but let us not forget the four 3-map DLC add-ons that turned Halo 3’s already varied pallette of exotic locations into a paradise of play and strategic annihilation of your opponents.

Halo 3 is the love child of two games and their concepts formed into one legendary piece of art that finished the fight, but began an entirely new generation of Xbox, becoming a monument to the brand. The Master Chief’s journey was concluded, but Bungie still had a couple of stories left to tell.

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Send Me Off With A Bang

Shortly after the final installment of the main Halo trilogy was released, Bungie announced that it had regained its independence from Microsoft, but at the cost of losing their rights to the Halo franchise. However, they were still set to release two more installments before fulfilling their contract, and what came out of a completed legacy were two tie-in games that some say are even better than their source material. These two games were Halo 3: ODST and Halo: Reach, and they’re considered gems in their own right.

Halo 3: ODST featured the famed elite non-Spartan soldiers of Bungie’s created universe, the Orbital Drop Shock Troopers — top-tier soldiers who dropped into combat zones from orbit. Players would, for the first and only time, step into non-Spartan boots (aside from the Arbiter in Halo 2), and jump feet first into hell as the rookie of an ODST team trying to board a Covenant vessel. When the ship makes an unexpected slip space jump while in orbit mid-drop (you might remember this incident from Halo 2’s campaign), you find yourself and your team scattered in the ruins, trying to find each other and survive.

Formed out of the cancelled Halo: Chronicles, Bungie wondered what its now project-less side team would create before the prequel, Halo: Reach, launched. Grabbing inspiration from detective themes, Bungie wanted to make ODST a more personal story for players, which translated into a tactical, well thought-out narrative that gave players a sense of brotherhood and struggle, something rarely seen in the main games.

While Halo 3: ODST gave players a taste of the tactical operations and human side of the war on the Covenant, it was time to go back to where it all began, to the origins of why the Pillar of Autumn made a random slip space jump to lead the Covenant away from Earth. Enter Halo: Reach.

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“I’m Ready. How ‘Bout You?”

With one half of the team working on Halo 3: ODST, the other half was conceptualizing the final installment Bungie would develop before handing the reigns over to 343 Industries. The question was where would they take the franchise, even discussing at one point creating Halo 4. But, instead, they looked to Reach, the mysterious planet you first hear about in Halo: Combat Evolved.

As creative director Marcus Lehto put it, “we were like: ‘Okay, that’s it. We’ve just got a lot of things we can do there so we can build an immense story with it.'” Reach became more than just a prequel to the entire Halo trilogy, it also became an experiment that took what Halo originally was, but broke it into new things that Bungie could toy with. One example of this would be introduction of a major feature (and criticism), Armor Abilities. These pickups ranged from the ability to Sprint to the more notorious Armor Lock. It also brought to life a new in-house engine that updated the graphics and provided smoother motion capture to give the Spartans of Noble Team a more realistic feel.

Bungie didn’t stop the breaking of established features with the story, however, as it took also radical approach to the multiplayer as well. As always, they hit a high note with their fans for creating innovative and new ways to enjoy Halo.

All things must come to an end, though, and the thought of Bungie making Halo forever is absurd. This was a developer that strives to change and innovate, not recycle and rehash old themes for 10 years.

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O Brave New World

Bungie introduced verticality and emphasis of story telling in first person shooters. It delivered and spawned a new genre of game that focused not on real-time strategy, but real-time tactics. It delivered a trilogy of games that left its own legacy on two generations of gaming. It took the universe of that legacy and expanded on it successfully before parting ways with Microsoft. Now, the studio that wants nothing more than world domination is about to take gamers on Xbox and PlayStation on their next adventure — the apex of all their unimplemented ideas combined into one. That game is called Destiny and you may have heard of it.

Bungie has done what no other developer has even come close to in terms of achievements, and this is why they are such an icon in an industry that brings to life the imagination of others for millions to partake in and enjoy.

If you wish to watch everything stated here but with a more behind the scenes feel, you can watch “O Brave New World,” a documentary celebrating Bungie’s 20 year legacy, which you can watch below.

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Do you have a favorite Bungie game? Name it in the comments below!

Featured Image Source: Guitarman381

Den Kovacs

Subscriber

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Titanfall Game Update 6 Launches on Xbox One and PC Tomorrow, September 2

Titanfall‘s latest game update is arriving tomorrow, September 2, on Xbox One and PC, developer Respawn Entertainment announced today.

The update, which arrives as the sixth major patch for the sci-fi shooter since launch, introduces the highly anticipated Pilot-only mode, Pilot Skirmish. It does away with Titans and AI alike, allowing players to enjoy 8 vs. 8 multiplayer gameplay without any distractions.

Game Update 6 also introduces features like new color blind options, Burn Card updates, and a number of gameplay fixes, improvements, and optimizations. If you missed it, you can catch the full list of update notes right here.

Expect it to begin rolling out on Xbox One and PC at 11AM PDT, according to Respawn.

David Veselka

Musician, Gamer, Geek. Subscriber

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Borderlands: The Pre-Sequel’s Season Pass Nets You Four Pieces of DLC And a New Playable Class

Ever wanted to play as the charming antagonist of Borderlands 2, the Hyperion president, Handsome Jack? Well, in Borderlands: The Pre-Sequel, you can — sort of.

According to the recently announced Season Pass for Borderlands: The Pre-Sequel that was revealed during PAX Prime, Borderlands: The Pre-Sequel will receive at least four DLC’s, much like the Season Pass for Borderlands 2. Additionally, to those who do purchase the the $29.99 USD Season Pass will be receiving a pretty neat freebie.

This, of course, is access to the first DLC playable class, “Handsome Jack,” when it releases at a later date. Now, we won’t be exactly playing as Handsome Jack himself. But, we do get the next closest thing: his body double.

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Elsewhere, it should also be noted that those who won’t be pre-ordering The Pre-Sequel will be able to purchase this pre-order bonus at a later date. It should also be known that the The Shock Drop Slaughter Pit is not included in the Season Pass.

Borderlands: The Pre-Sequel launches October 14, for the Linux, PC, PS3 and Xbox 360 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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Report – Destiny Will Require Up To 40GB Of Space on Xbox One

It has been a concern to some since the Alpha and Beta that Bungie’s upcoming shared-world shooter, Destiny, may not feature enough content to justify its $60 price tag. However, it seems that the recently discovered size of the game on Xbox One may counter such claims.

Having received his/her copy early, a user has posted a short Imgur album showing off an early copy of Destiny for Xbox One. If one looks closely, you can see that it requires up to 40GB of space to play.

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With this said, users who’ve already preloaded the game on their Xbox One have been wondering why it’s only 18GB.

One theory could be that it’s enough to let players play the online shared world shooter while the rest of the game installs, but we have yet to hear for certain.

Are you still skeptical that Destiny might not have enough content? Let us know in the comment section below!

Den Kovacs

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Halo: The Master Chief Collection at PAX Prime 2014 Recap

This past long weekend was a good one for Halo fans.

Not only did key members of the Halo: The Master Chief Collection development team have a few exciting announcements to make during a panel at the Penny Arcade Expo in Seattle, Washington, thousands of gamers also watched the Halo 2 Anniversary PAX Prime Showdown where some of the world’s top Halo teams competed for 1st place and $5,000 in cash.

In addition, the 343 Industries panel held a signing inside Seattle’s Paramount Theater where diehard fans were able to score some free swag and ask for autographs from their favorite developers.

To top it all off, Halo 2 Anniversary multiplayer on Xbox One was also playable on the PAX Prime show floor, open to all attendees, and included access to three remade classic Halo 2 maps; Ascension, Sanctuary, and the just-announced Lockout.

While we can’t provide those who missed out with any autographs, nor can we score you any hands-on time with Halo 2 Anniversary multiplayer, we can recap what went on during the developer panel and PAX Prime Showdown.

Below, we’ve embedded the rebroadcast of the entire Halo: The Master Chief Collection Panel, as well as Day 1 and Day 2 of the PAX Prime Showdown. You can refer to the time stamps if you’d like to skip to specific sections.

So, check it out, get caught up, and tell us in the comments what some of your favorite announcements or moments were!

UPDATE: 343 Industries has updated their YouTube page with three of the videos that were presented during the panel — a Halo: Nightfall Behind The Scenes Vidoc, a Halo: The Master Chief Collection Audio Demo, and an overview of the Halo 2 Anniversary map, Lockout. You can catch them right here and even more in the entire panel below:

Halo and the Journey of the Master Chief – Panel Highlights

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Halo and the Journey of the Master Chief

Halo and the Journey of the Master Chief – Entire Panel


Watch live video from PAX on Twitch

00:12 – Frank O’connor Introduction
02:07 – 405th Cosplay Presentation and Halo Proposal
06:30 – Dan Ayoub on Halo: The Master Chief Collection
09:15 – Kiki Wolfkill on Halo: Nightfall
11:00 – Halo: Nightfall ViDoc
17:20 – Kiki Wolfkill on Halo Channel
18:40 – Halo Channel Trailer
20:20 – Dan Ayoub on Halo 2 Anniversary Audio
21:30 – Paul Lispon on Halo 2 Anniversary Audio Announcements
23:45 – Halo 2 Anniversary Musical Score Excerpt
25:50 – Halo 2 Anniversary Misha Mansoor Excerpt
27:25 – Halo 2 Anniversary Steve Vai Excerpt
29:15 – Paul Lipson on Halo 2 Anniversary Sound Effects
31:20 – Halo 2 Anniversary vs. Halo 2 Legacy Sound Effects Demo
33:40 – Max Hoberman on Halo 2 Anniversary Lockout Remake
42:10 – Halo 2 Anniversary Lockout Map Video Overview
44:50 – Dan Ayoub on Halo 2 Anniversary Forge
46:50 – Dan Ayoub on Halo 3 running at 60 FPS and 1080p + Campaign Demo
51:20 – Halo: The Master Chief Collection Q&A

Stills

Halo: The Master Chief Collection PAX Prime Showdown – Day 1


Watch live video from Halo on Twitch

Halo: The Master Chief Collection PAX Prime Showdown – Day 2

Grand Finale Game 1 starts 10:08:00


Watch live video from Halo on Twitch

David Veselka

Musician, Gamer, Geek. Subscriber

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You’ll Have One Week To Complete a Raid in Destiny, More End Game Details Surface

Destiny‘s launch draws closer, yet fans are anxious to learn as much as possible about the game’s more mysterious elements.

Thus far, developer Bungie has been keeping details on Destiny’s Raids and other end game material close to its chest. We learned earlier the Vault of Glass will provide a rather difficult challenge after hitting that level 20 mark and will “demand of you things you’ve never even really been asked to do in a shooter before,” according to Design Lead Luke Smith.

This week, in Bungie’s latest blog update, Smith pulled the curtains off a number of raid details that Community Manager David “DeeJ” Dague says “should be known prior to Day One.”

We’ve posted the Q&A below where you’re sure to learn a thing or two about some of the most challenging content Bungie has ever created. Keep reading to find out and be sure to leave your thoughts in the comments.

Q:  I read somewhere that it took 45 minutes just to open the door to the Raid, what’s the deal with that? 

Luke:  Sounds like that group (it was DeeJ’s!) had some communication issues.

For the majority of Raid encounters, you’re going to need to work as a group. That group of six is trying to form a metaphorical key which opens a given encounter’s lock.

By design, we don’t provide much in the way of information to groups in Raids. There aren’t waypoints to follow, or objectives explaining what to do in a given situation.
Realistically, for many players, they’ll be turning to the Internet for help on how to do a bunch of the Raid.

There’s an old Bungie quote about not wanting players to go to the Internet to figure out solutions. That quote certainly wasn’t about Raiding in Destiny.

We fully expect players to either publish strategy guides on the Internet or keep their group’s secrets guarded close to the vest in an effort to keep their rewards even more exclusive.

Once your group understands how to open the Vault, it’s not going to take anywhere near 45 minutes.

Q:  What about the rumor that some “clan” spent 16+ hours playing the Raid and didn’t beat it, what’s the deal with that?

Luke:  There’s a whole bunch of missing information in that sentence. So let’s just talk about that particular weekend.

In March 2014, we brought an organized clan of folks in to playtest the Raid. This would be one of the only times the Vault of Glass would be played by external participants.

These folks are shooter players, not — for the most part — Raiders from other games. They are a group of people used to working together primarily in competitive multiplayer games, and hadn’t been exposed to an experience like this before.

We arranged the 24 visitors into four teams.

We put them through a pretty lengthy UR study, filmed them, datamined their adventures, and watched them play it live. Later, the Raid team spent a bunch of time watching player perspective films we captured during the day.

We did not offer them help, tips or tricks during their time here. We didn’t clarify mechanics for them. We watched, listened and learned.

In two days of playing – where they broke for meals and had some ramp up time with the game on day 1, here’s what happened:

    • Two groups made it to the final encounter.  Neither group defeated it.
    • One group made it to the final encounter, but had to be skipped through an earlier encounter.
    • One group washed out and elected to go back to playing Strikes, Missions and Patrols.

With the goal of as many players beating the Normal Raid as were willing to organize, cooperate and communicate, we made a bunch of tuning changes through the rest of the Spring.

Q:  A “Normal Raid?” What is that? How does difficulty work in Destiny Raids? 

Luke:  There are two difficulties for Raiding: Normal and Hard. Upon finishing a Raid on Normal, players can attempt the Hard-mode version of the Raid.

Normal mode is about learning the mechanics, working together as a team and building strategies to overcome the encounters.

For instance: I’ve gotten a handful of Bungie groups through the Raid on Normal, and you guys (the playerbase) are inevitably better at the game, smarter tacticians, and more clever than we are.

Hard modes demand execution.

In addition to deadlier combatants, tighter tuning windows for encounter mechanics and a handful of targeted differences, Hard-mode encounters leverage an even harsher death penalty than the Normal modes.

Were we to track things like World Firsts, we’d be verifying Hard-mode kills instead of completing the Raid on Normal.

Q:  Seriously, how long will it take, I have a life.

Luke:  Because we store your progress in a given week, you don’t need to clear the activity in one-go.  Your group could simply make your way into the Vault and call it an evening, reconvene later in the week and pick up where you left off.

However, your progress for the week is reset each Tuesday at the Weekly Reset.

Q:  What’s kind of loot will I get in the Raid?

Luke:  Each class has an entire set of gear to chase across the two difficulties.

And of course, there are Raid weapons. Each of Destiny’s nine weapon archetypes (Auto Rifle, Hand Cannon, Pulse Rifle, Fusion Rifle, HMG, Rocket Launcher, Sniper Rifle, Shotgun and Scout Rifle) has a Legendary version that has been created specifically for the Raid.

The armor and weapons are completely unique to the Raid activity. They are visually and thematically connected to the combatants you’ll fight in the Vault of Glass.

And of course, there are more rewards behind the Vault’s door that we won’t detail today.

Q:  How does looting work in Destiny Raids?

Luke:  The loot you get is private to you – just like the rest of the game.

Obtaining loot from a given encounter means that character is noteligible to receive loot from the same encounter again in a given calendar week. This is often referred to as a “Lockout.”

I italicized “character” above, because if you have multiple Raid-ready characters, you can run the Raid again on a different character – and the Lockout isn’t applied to it.

Each encounter has a fixed inventory of items it can award to players, e.g., certain pieces of gear or weapons can only drop from certain encounters.

Lockouts are cleared at the Weekly Reset.

Q:  Would you give an example of a mechanic that we’d face in a Destiny Raid? 

Luke:  Absolutely not.

David Veselka

Musician, Gamer, Geek. Subscriber

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Modern Combat 5: Blackout Review – Top-Notch Mobile FPS Action At Your Finger Tips

Modern Combat, a hand-held first-person shooter from developer Gameloft and the closest thing you’ll get to a triple-A console shooter on mobile, returns to iOS, Android, and Windows Phone with the fifth entry in the now long-running series.

Premium priced at $6.99 USD, Modern Combat 5: Blackout does away with in-app purchases and, instead, offers a shooter jam-packed with features, missions, multiplayer modes, and unlocks — an amount of content that measures closely to the offerings found in some console shooters.

Pushing some of the best visuals you’ll find on hand-held devices today, MC5 is not only easy on the eyes, it’s even easier to play thanks to highly customizable controls and an addicting pick-up-and-play formula mixed into its single player missions and multiplayer battles.

Modern Combat 5

At your finger tips in the main menu are stat-tracking features that allow you to analyze your general performance, view weapon stats, count medals earned, and access customizable Killsigns that you’ve unlocked through in-game achievements. You can eye-up MC5’s top Soldiers and top Squads through built-in leaderboards and access Global and Squad Chat right from the home page to easily organize games with friends or strangers.

MC5’s Squads feature takes front and center stage, allowing players to form parties that stick together when moving from game to game, a major improvement over Modern Combat 4’s matchmaking system. Squads cans also participate in the exclusive Squad Battle multiplayer playlist, open only to groups of three or more willing to measure up their strength against other Squads.

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In addition to Squad Battle are four fairly standard multiplayer game modes; Free-for-All, Capture-the-Flag, Team Battle, and VIP — a solid round-up of deathmatch and objective-based modes to keep your touch-screen chops sharp. Popping into a match, you’ll be prompted to select between two sets of Support rewards, depending on the game mode. One tier includes support like the Recon Aircraft at three kills, the Auto-Turret at five kills, and the EMP Strike at seven kills. The other offers a Drone at three kills, an Airstrike at five kills, and a Bomber at eight Kills. If you’ve played any Call of Duty title ever, you’ll likely feel right at home with the multiplayer set up in MC5.

Matches are usually pretty quick and easy to get in to; I’ve yet to run into any long wait times, though I often appear to get matched up with players in Asian countries (I’m in North America).

MC5 offers three multiplayer maps at launch — Rooftops, Construction Site, and Canals — that cater to all game modes. Each offers a uniquely different feel and experience. A fog rolls in and out of Rooftops, drastically changing up visibility, Construction site offers the most vertical gameplay of the three, and Canals is clearly the largest map of the three.

Modern Combat 5

MC5 lets you customize four different loudouts, allowing you to choose among four character classes, each with their own unique abilities upgrade paths. The Assault class specializes in Assault Rifles and Pistols while dishing out extra damage and boasting additional ammo capacity. The Heavy is extra resilient with damage reduction and quick health regen and has access to powerful weapons like the Shotgun and RPG. The Recon class exposes enemy locations with Sub-Machine Guns, Pistols, and deadly critical kills. Lastly, the Sniper is able to take out opponents with stealth, trickery, and long-range weaponry while carrying a more effective Pistol as a back up.

Abilities for each class are upgraded linearly, but add just the right amount of RPG elements, ensuring that each soldier plays uniquely different from one another. Most abilities are passive and apply only to multiplayer, though some carry across to other modes as well.

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Weapons can be outfitted with an assortment of attachments. Primaries carry slots for barrel, grip, magazine, and optic customization while pistols can be tweaked with different barrels, magazines, and optics as well. There are also a number of grenade types to choose from, some of which are non-lethal.

Following a more traditional unlock pattern, attachments are earned by using a particular weapon in either single player or multiplayer modes while new weapons are earned by ranking up a class. XP, along with all four customizable loadouts, are shared across all modes in MC5, so you can rank up your gear in any way you choose.

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MC5’s campaign is made up of Story missions, Spec Ops missions, and short multiplayer tours, offering plenty to do in each chapter. Yes, you’ll still bear witness to over-the-top action sequences, cheesy dialogue, and often cliché FPS moments, but MC5’s story is still worth fighting through to the end.

Luckily, unlike MC4, story missions in MC5 are neatly broken up into very brief segments, each presenting their own set of challenges to complete. Not only does it give you a chance to view and equip newly acquired unlocks in between sections, it also makes MC5 one of the more playable mobile shooters out there. Missions don’t demand too much of your time, which you’ll likely appreciate when on the go. However, since your profile is shared between all modes, MC5 does require an internet connection at all times in order to play. It also appears to me that chapters are downloaded as you unlock them, so you won’t have this over-sized app taking up space on your device if you aren’t going to play it.

Lastly, Spec Ops missions are comparable to bonus missions that place you in specific scenarios, like breach and clearing a series of rooms or acting as roof top sniper support. Meanwhile Special timed Events that are constantly cycling can be tackled solo or with your Squad.

Modern Combat 5

It doesn’t have a lot of competition on the market, but the plentiful control options and completely customizable heads up display, makes MC5 one of the easiest mobile first-person shooters to pick up and play. Because I tend to play iPad games with my device propped up on an angle on a desk, I was able to make use of four fingers, instead of just my thumbs, to control my character.

If you’re like me, try moving the Aim Down Sight button to top-left corner of the screen and the Fire button the top-right. That way, you can use your left index to ADS and your right index to fire while aiming and moving with your thumbs at the same time. I find that particular set-up is closest to resembling a console controller. If you’re device isn’t all that heavy, you can also rely on Gyroscope controls to look and aim. Don’t worry if your aim is garbage. MC5’s auto-aim is sure to help you out in single player modes, though you’ll have to hone your skills if you want to earn those high kill streaks the game’s less forgiving multiplayer.

4.5 / 5

In closing, the Modern Combat series from Gameloft remains the definitive first-person shooter experience on mobile devices. Modern Combat 5 brings that extra level of content and polish, putting it up there as one of the top must-own hand-held games this year. Multiplayer suffers noticeably from wonky spawning issues, but still manages to suck you in the same way a console shooter might. Class progression and unlocks will keep you hooked with constant rewards the same way MC5’s shorter missions and re-playable challenges will keep you coming back for more, on the go or at home.

It’s my personal hope that we might see support for multiplayer with additional maps, but, nevertheless, MC5’s $6.99 USD asking price is more than reasonable for what you’re getting. Gameloft has got a winner on their hands and under your finger tips, if you decide to dive in to the small-screen action.

You can find Modern Combat 5: Blackout on the Apple Store, the Windows Store, or Google Play.

This review was based on the iPad version of Modern Combat 5: Blackout, courtesy of Gameloft.

David Veselka

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The Last of Us Gets Free Multiplayer Maps and New Weapons on PS4 and PS3, Latest Patches Detailed

Out now, new maps, weapons, and updates are available for The Last of Us on PlayStation 3 and The Last of Us Remastered on PlayStation 4.

Developer Naughty Dog is offering up two free maps in the Treacherous Territories pack for both platforms today, including Beach, a suitable map for long-range snipers, and Financial Plaza, a battleground suitable for both close quarters and ranged combat.

The Scoped Weapon Bundle is also now available on the PlayStation Store for both PS4 and PS3 for $2.99. Weapons can also be picked up individually for $0.99.

Details on patches for both platforms can be found below. You’ll be prompted to download the new maps when entering Factions multiplayer on either PS4 or PS3. The Treacherous Territories pack will take up about 291MB of space on PS4 and 143MB of space on PS3. The PS4 patch weighs in at 137MB while the PS3 update will set you back 170MB.

Be sure to hop on some time today and let us know what you think of the new updates in the comments!

The Last of Us Remastered Patch 1.03 Notes

General

  • Fixed multiple scenarios that could result in a crash

Single Player

  • Fixed minor issues with AI pathing
  • Fixed minor issues with missing sound effects

Photo Mode

  • Altered the ‘Roll’ option for the ‘Camera’ function (now rolls 90 degrees in either direction)
  • Added localized logos to the ‘Logo Bars’ selection of the ‘Frame’ function (Russian and Japanese only)
  • Improved camera placement and control allowances
  • Added “Hide Characters” functionality” to photo mode

Factions Multiplayer

Free Maps – now in all playlists:

  • Beach
  • Financial Plaza

Factions Bug Fixes:

  • Updated matchmaking system to decrease the time it takes to find a match
  • Implemented Party Chat/microphone fixes and improvements
  • Fixed bug where microphone icon would not appear next to the player’s name when talking in the lobby or in-game
  • Fixed various crashes and bugs in the game invite system
  • Adjusted controller vibration intensity when damaged by a gun or bow
  • Fixed an issue where the gun reticle would not display in multiplayer if it was turned off in single player
  • Fixed an issue where grunt and effort sounds could be heard coming from a player with Agility 2 equipped
  • Fixed an issue where Fortitude level 2 wasn’t providing additional health when being shot by a bow while downed
  • Fix for bug where muting a player in the lobby causes a different player to be muted when the lobby changes

The Last of Us – PS3 Patch 1.09 Notes

Factions Multiplayer

Free Maps – now in all playlists:

  • Beach
  • Financial Plaza

David Veselka

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Advanced Warfare Pre-Order Incentive Offers Destiny In-Game Bonuses

Bungie and Sledgehammer Games are teaming up to offer gamers a neat way to represent Call of Duty: Advanced Warfare in the brave new world of Destiny.

Starting September 1 through to September 21, anyone with an Advanced Warfare reservation through GameStop or EB Games will receive a download code to access a special Level 20 Legendary Blacksmith Armor Shader in Destiny at launch. The item will allow players to paint their Guardian’s armor with official Advanced Warfare colors; gun metal grey, bullet brass yellow, and metallic silver.

We hope to see a similar offer for Advanced Warfare, ’cause who wouldn’t want to deck their Operator out in either Titan, Warlock, or Hunter Guardian armor?

If you’ve already pre-ordered Advanced Warfare, you’ll be able to pick up your code any time after September 1. Destiny launches on Xbox One, PlayStation 4, Xbox 360, and PlayStation 3 on September 9.

Source: GameStop.

David Veselka

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Xbox One’s September Update is Here, Check Out What’s In Store

Hot on the heels of its latest major system update, the Xbox One’s September Patch is now rolling out a tad earlier, here in late August.

It introduces the brand new Media Player app that will play files from an attached USB device. According to Larry “Major Nelson” Hyrb, DNLA support is coming soon. The Party App is new and improved while new features are being added to SmartGlass. You’ll find all of the major update point below, courtesy of Major Nelson.

You can also catch the overview video above.

Xbox One September Update

A new Media Player app: Play media files from an attached USB device with the new media player app – DNLA support for home media servers coming soon.

“Xbox One will support more formats than Xbox 360, including support for dozens of new file formats like Mpeg 2 TS, animated gifs and MKV, which will be added by the end of the year.”

Party on in the new and improved Party App

“Be the leader of your party with the new party leader setting. As the party leader, you can change whether the party requires invitations and you can remove others from the party. The updated app also lets you see what activities everyone in your party is doing and who is playing in the same game with you in addition to being able to quickly perform common actions like muting, joining, or sending game invites.”

New features for SmartGlass

“You can now post status messages from the Activity Feed and comments, or share items from both your Activity Feed and Game Clips. Along with the new comment and share features, a personalized Activity Feed has been added to your profile and messages have been updated to a new layout supporting a full conversation view. Additionally, we are adding the ability to record game clips directly from the Now Playing bar. Finally, for users who upgrade the app directly, we have introduced a What’s New page highlighting the features of each release.”

“Xbox On” capabilities in Australia, Canada (French), Italy, Spain, and Mexico

“New regions will have the ability to use the “Xbox On” Kinect voice command to power on their consoles when they’re in connected standby (Instant On) mode.’

Boot to TV

“Now Xbox One owners will be able to set their console to boot directly to television when coming out of connected standby.”

Bandwidth Usage Display

“Bandwidth Usage will show users how much bandwidth their Xbox One is consuming over a period of time, a useful tool for those who want to track against bandwidth caps set by ISPs in certain markets.”

GameDVR deletes

“Users will be able to choose multiple GameDVR clips to delete at once in the Upload app.’

Save your Avatar Gamerpic

“A new option to save Avatar Gamerpics to users’ OneDrive.”

David Veselka

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Call of Duty Franchise Weekend Sale Hits Steam, Ghosts Multiplayer Free-To-Play Until Sunday

This weekend, Steam users will find 50% saving on all titles in the Call of Duty franchise, including entries in the World at War, Modern Warfare, Black Ops, and Ghosts series.

The sale is on now and will continue through to this Monday, September 1st. You’ll find the full list of Call of Duty titles offered at 50% off on this Steam page, including entire franchise bundles for Modern Warfare, Black Ops, and Zombies. You can even pick up the entire Call of Duty collection — all games and DLC — for a cool $199.99. (Thanks, Primey_!)

In addition, Call of Duty: Ghosts multiplayer is free-to-play on Steam until this Sunday, August 31 at 1:00pm PDT. That’s on top of the recently announced Double XP event coming to Call of Duty: Ghosts and Call of Duty: Black Ops 2 this weekend.

Picking up any of these titles below to fill out your collection?

Steam Call of Duty Franchise Sale

  • Call of Duty: Ghosts \\ $29.99
  • Call of Duty: Ghosts Season Pass \\ $24.99
  • Call of Duty: Black Ops 2 \\ $29.99
  • Call of Duty: Black Ops 2 Season Pass \\ $24.99
  • Call of Duty: Modern Warfare 3 \\ $19.99
  • Call of Duty: Modern Warfare 3 Bundle \\ $44.99
  • Call of Duty: Black Ops \\ $19.99
  • Call of Duty: Black Ops Bundle \\ $39.99
  • Call of Duty: Black Ops Mac Edition \\ $19.99
  • Call of Duty: Modern Warfare 2 \\ $9.99
  • Call of Duty: Modern Warfare 2 Bundle \\ $22.49
  • Call of Duty: World at War \\ $9.99
  • Call of Duty 4: Modern Warfare \\ $9.99
  • Call of Duty: United Offensive \\ $9.99
  • Call of Duty 2 \\ $9.99
  • Call of Duty \\ $9.99
  • Call of Duty: Ghosts Complete Bundle \\ $89.99
  • Call of Duty: Black Ops Franchise Bundle \\ $79.99
  • Call of Duty: Complete Zombies Experience \\ $89.99
  • Call of Duty: Modern Warfare Franchise Bundle \\ $69.99
  • Call of Duty: War Chest \\ $14.99

David Veselka

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Halo: Reach Included in September’s Xbox Live Games With Gold

Bungie’s last Halo game to grace the Xbox 360 is being offered for free to Xbox Live Gold members next month.

Starting on September 16, anyone with an Xbox Live Gold subscription (and enough storage on their Xbox 360 HDD) will be able to download Halo: Reach at no cost. You’ll have to pick it up before September 30, however, if you want to get it at that enticing price point of free.

Here’s the marketplace page, if you want to bookmark it.

Check out the full list of Xbox 360 and Xbox One games offered in September’s Games With Gold promotion over on Major Nelson’s blog.

David Veselka

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Find Out What Advanced Warfare’s Supply Drops Are All About in This New Trailer

Developer Sledgehammer Games is giving loot hunters something to chew on in Advanced Warfare this November with what the studio is calling Supply Drops.

Each drop supplies players with additional rewards on top of their standard weapon, attachment, or perk unlocks and are earned by simply playing the game. You’ll find items ranging in rarity from Enlisted, Professional, and Elite that allow you to customize your character, tweak your weapons, or equip special in-game bonuses.

Studio co-founder Michael Condrey dives in to the different types of Weapon Loot, Character Gear, and Reinforcements that each Supply Drop has the chance of rewarding a player with. IGN has the video above.

Call of Duty: Advanced Warfare hits Xbox One, PlayStation 4, Xbox 360, PlayStation 3, and PC this November 3.

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Lockout is Halo 2 Anniversary’s Fifth Map Remake, New Footage, Images and Art

Lockout will be joining Ascension, Coagulation, Zanzibar, and Sanctuary as the fifth of six classic Halo 2 maps to be remade in the upcoming Halo 2 Anniversary edition on Xbox One.

Developer 343 Industries made the announcement today, ahead of their busy weekend at this year’s PAX Prime in Seattle, WA where the studio has a panel and signing planned, in addition to another $10,000 Halo 2 Anniversary tournament.

“As one of the flagship Halo 2 tournament maps, Lockout was home to a wide host of game types, including Free-for-All, Oddball, King of the Hill, 1-Flag CTF, and of course, Team Slayer,” a Microsoft representative recently told Gamespot. “Get ready to return to this classic battleground as Lockdown, part of the Halo 2 Anniversary multiplayer experience in Halo: The Master Chief Collection.”

Lead designer on the original Halo 2, Max Hoberman, wrote, “Lockout was hands-down the most popular small arena-style map in Halo 2. We’re thrilled to be bringing this fan-favorite back, and are paying close attention to the details and subtleties that made the original great while also making a couple of very careful, very calculated enhancements.”

He went on to detail some of the differences you’ll be able to spot in the new version, Lockdown. “Most prominent among these are a bit of cover added to the ‘Elbow,’ the long walkway connecting the grav lift to the sniper tower, and a dynamic element that should help counter an entrenched group of enemies,” he said. “Of course this can be disabled in Forge for players who want a near-match of the original experience.”

Check out some of the new screens and concept art below.

UPDATE: Check out the 1 minute and 40 second gameplay video of Lockdown/Lockout in action above.

Halo 2 Anniversary launches in Halo: The Master Chief Collection for Xbox One on November 11.

Screens

2638785-pax-2014-halo-2-anniversary-lockout-elbow2638787-pax-2014-halo-2-anniversary-lockout-lift2638789-pax-2014-halo-2-anniversary-lockout-shotgun-hall

Concept Art

2638792-pax-2014-halo-2-anniversary-concept-lockout-ice-and-fire2638791-pax-2014-halo-2-anniversary-concept-lockout-blizzard2638790-pax-2014-halo-2-anniversary-concept-lockout-arctic

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A Pilot-Only Mode is Finally Coming in Titanfall’s Next Free Update

You’ve been requesting it, and Titanfall is finally getting it. In Game Update 6, announced today, developer Respawn Entertainment is introducing a brand new multiplayer mode called Pilot Skirmish that does away with both AI and Titans, pitting 8 pilots against another 8 pilots in straight up player vs. player combat.

In addition, Marked For Death will become a permanent game mode, earning its own dedicated playlist and allowing players to create their own Marked For Death custom loadout.

The update will also offer three new colorblind options — protanopia, deuteranopia, and tritanopia — which will affect the color of IFF glows, crosshairs, and player names in-game.

Adding more Burn Card options, players will also be able to buy individual Burn Cards in the Black Market from a limited, ever-shifting stock. A new Burn Card called Roll The Dice is also being introduced that allows players to tap into their entire deck while in a match. Lastly, the new Burn Card Auto Fill option will tell the game to auto fill empty Burn Card slots at the end of every match.

Game Update 6 is also removing the loss penalty for players that enter a losing game that is over half way complete. Late wins will count, however.

Here’s the rest of Game Update 6’s hefty list of tweaks and improvements, as detailed on the official Titanfall Blog. A release date was not yet specified.

IMPROVEMENTS AND OPTIMIZATIONS

FX Optimizations – Optimizing effects processing and moving more effects rendering work onto additional CPU cores is a good thing. So we did that.

Matchmaking – Faster searching, improved team balancing, increasing the likelihood of being in full games, and drastically lowering the chance of having lopsided (e.g. 6v3) matches.

  • The score is now shown in the center of the screen at the end of each Last Titan Standing round.
  • New HUD Icons for team Titan counts and players using Burn Cards have been added. Last Titan Standing now shows the number of Pilots left alive on each team.
  • New voiceover for Round Won and Round Lost events as well as noting whether the gap between the teams’ scores is increasing or decreasing.

GAMEPLAY CHANGES

  • Titans no longer show up on the minimap when they dash.
  • Atlas and Stryder melee damage values have been switched to mirror their original design intent. The Titan melee damage order is now: Stryder, Atlas, Ogre from least to most. This is also consistent with the hierarchy of damage for the Big Punch mod.
  • To stem the influx of Burn Cards at higher levels, the Bonus XP-to-Credits conversion rate for max level players has been adjusted.
  • As part of the pan-galactic stimulus package, credits for selling rare Burn Cards have been increased from 200 to 400.

BUG FIXES (All Platforms)

  • For the Black Market we slightly reduced the chance to get rare cards in the Standard Pack, and increased the number of rare cards in the Premium Pack from 4 to 5.
  • The Auto-Titan vortex effect should no longer orient incorrectly.
  • Fixed the shotgun, vortex fireback, and arc cannon bypassing Titan shields when used against a Pilot doing a friendly rodeo.
  • The map Export no longer contains areas where you can shoot through covered windows.
  • Grenades should now be better at predicting their movement at high frame rates.
  • Fixed a rare crash bug on Demeter in Campaign mode.

BUG FIXES (Xbox One)

  • Fixed issue where a user couldn’t sign in to Titanfall if there is a second account on the system which has access to Titanfall DLC content which the first user doesn’t.
  • Fixed incorrect leave game dialog behavior when in a party.
  • Connecting a SmartGlass device to the X1 while Titanfall is running should no longer cause a crash.
  • You should no longer be able to get behind walls when rodeoing a Titan that is ejecting on Relic.
  • Titan OS no longer says that you are being attacked by an Enemy Pilot when you are inside an enemy Dome Shield.

BUG FIXES (PC)

  • Fixed incorrect leave game dialog behavior when in a party.

Coming Soon in a Future Update

  • New game modes including Wingman Last Titan Standing.

David Veselka

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Call of Duty: Ghosts and Call of Duty: Black Ops 2 Double XP Starts This Weekend

A long double XP weekend event is hitting two Call of Duty titles this Friday.

Starting at 10am PST on August 29, both Infinity Ward’s Call of Duty: Ghosts and Treyarch’s Call of Duty: Black Ops 2 will offer double the experience points for earning kills and completing objective in multiplayer.

The event applies to all platforms and will continue through to Tuesday, September 2 and 10am PST.

As a quick reminder, Call of Duty: Ghosts’ fourth and final DLC add on, Nemesis, is also making its way to PlayStation 4, PlayStation 3, and PC users shortly after the event, on Thursday, September 4.

See you online this weekend!

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David Veselka

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Forza Horizon 2 Demo Hits Xbox One Mid-September, Check Out The Achievement List

Playground Games’ open-world racer Forza Horizon 2 will be hitting Xbox One mid-month, September 16, in the form of a downloadable demo, Microsoft announced today.

“Explore the beauty of southern Europe in a handful of the world’s most beautiful cars in this demo, which has been designed to give you a brief taste of what to expect when Forza Horizon 2 launches on Xbox One, beginning on Sept. 30,” writes the studio.

In addition, Playground has also dropped the full list of Forza Horizon 2 achievements on the table for you to study in the meantime, which you can catch below.

Forza Horizon 2 hits Xbox One and Xbox 360 September 30 and will feature open-world racing with dynamic weather effects and a seamless multiplayer experience. Be sure to check out our E3 2014 preview right here.

Forza Horizon 2 Achievement List

Name Description Gamerscore
Welcome to Horizon Europe Arrive at the Horizon Festival. 10
First of Many Win your first Championship race. 10
Rain Master Complete your first race in the rain. 10
Wanderlust Complete a Road Trip. 10
Number One Win a Championship. 10
Multi-Disciplined Win an Event in every type of car. 10
The Train’s in Vain Beat the Train in a Horizon Showcase Event. 10
Welcome to Castelletto Arrive at Castelletto for the first time. 25
Welcome to Nice Arrive at Nice for the first time. 25
Welcome to Sisteron Arrive at Sisteron for the first time. 25
Welcome to Montellino Arrive at Montellino for the first time. 25
Welcome to Saint-Martin Arrive at Saint-Martin for the first time. 25
Welcome to San Giovanni Arrive at San Giovanni for the first time. 25
Horizon Champion Become the Horizon Champion. 50
Horizon Leader Choose where the Road Trip goes for the first time. 20
Horizon Fan Complete 25 Championships. 20
Horizon Enthusiast Complete 100 Championships. 25
All Your Race Are Belong To Us 2.0 Complete all 168 Championships. 50
Yellow Wristband Obtain the Yellow Wristband. 10
Green Wristband Obtain the Green Wristband. 10
Pink Wristband Obtain the Pink Wristband. 20
Purple Wristband Obtain the Purple Wristband. 30
Gold Wristband Obtain the Gold Wristband. 30
That New Car Smell Buy your first car. 10
Car Lover Have 50 Cars in your Garage. 20
Worthy of a Sultan Have 175 Cars in your Garage. 40
License to Skill Earn 5 Skill Points. 10
Stone Cold Skiller Earn 65 Skill Points. 20
Summer Sale Smash 25 Reward Boards. 10
Smash Happy Collect all Reward Boards. 20
Bragging Rights Beat Friends or Club members on any 20 Speed Cameras. 10
A Wild Drivatar Appears! Win 3 Head-to-Head Races against Drivatars with a Bounty on them. 10
Kick the Bucket Scratch 15 items off your Solo Bucket List. 10
Rest in Peace Complete every Solo Bucket List Challenge. 20
Friends with Benefits Earn a total of 1,000,000 Cr from Rivals. 10
Loyal Earn 500,000 XP for your Club. 25
Human GPS Drive down every road in the game. 10
Photographer Take photos of 100 different cars for Horizon Promo. 20
Storage Hunter Restore 10 Barn Finds. 20
Social Caterpillar Compete in 20 Multiplayer Events. 10
Social Butterfly Compete in 200 Multiplayer Events. 50
On the Road Again Complete an Online Road Trip location. 10
Well Travelled Complete 25 Online Road Trip locations. 30
Yes We Can Complete 25 Bucket List items co-operatively. 30
Fast and Clean Earn the Clean Racing Skill 100 times. 10
Team Player Win 50 Team Events. 30
You Are Playground Games Complete 100 Playground Games Events. 40
We Meet Again! Win a Showdown at every Car Meet. 20
Super Meet Boy Grab a livery, grab a tuning setup, buy a car, and enter a Showdown at any Car Meet. 10
One Down! Complete a Solo Bucket List challenge. 10

David Veselka

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Discover Dragon Age: Inquisition Multiplayer With BioWare’s Latest Trailer

To our pleasant surprise, we learned yesterday that developer BioWare will be supporting its upcoming fantasy RPG, Dragon Age: Inquisition, with four-player co-operative multiplayer.

A random progressions of arenas will make up one of three multiplayer campaigns that you and three other friends will be able to take on, each as a unique character from one of three different classes. You’ll be able to customize your heroes with items and gear earned through Treasure Chests.

So, we know it exists. Now, let’s see Inquisition’s multiplayer in action with a brand new gameplay trailer the studio unleashed today. Check it out above.

Dragon Age: Inquisition multiplayer will launch with the base game on November 18 and will be supported post-launch with free DLC including additional heroes and arenas.

Did you have a look at the gameplay? What are your thoughts? Is it a worthy addition to an otherwise single player-focused RPG experience?

 

David Veselka

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See All of Destiny’s PlayStation Exclusive Content In Action – New Trailer

Activision and Bungie have outed a nifty new trailer highlighting some of the missions, maps, gear, and items coming to Destiny exclusively on PlayStation 4 and PlayStation 3 for a limited time.

The bonus includes an exclusive Strike mission, Crucible map, Guardian armor sets, Exotic weapons, and player ships, all which will remain exclusive to PlayStation until Fall of next year. You can read details and check out some high-resolution images of each item right here.

Here’s a quick rundown of what PlayStation users are getting when Destiny launches on September 9:

Content

  • Dust Palace Strike Mission
  • Exodus Blue Crucible Map

Gear

  • Manifold Warlock Set
  • Vanir Titan Set
  • Argus Hunter Set

Weapons

  • Monte Carlo Exotic Assault Rifle
  • Hawkmoon Exotic Hand Canon

Player Ships

  • Aurora Awake
  • Crypt Hammer
  • Outrageous Fortune

David Veselka

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