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Destiny Beta – Doors Open to the Iron Banner This Saturday, New Maps Incoming

Be ready this Saturday, July 19, between 2pm PDT – 4pm PDT / 5pm EDT – 7pm EDT. Participants of the Destiny Beta will get the chance to take part in a special competitive multiplayer event in the Crucible that developer Bungie is calling the Iron Banner.

Competing in the Iron Banner for the two hour duration will be the only way, currently, that you’ll be able to test out two new Crucible maps; Rusted Lands, a location previously available in the Alpha, and Blind Watch, a new location on Mars.

In the Iron Banner, Level Advantages will be turned on, meaning your Attack and Defense ratings will have an effect on your character build. Limited time rewards will also be given to victors within the event.

According to designer Lars Bakken you’ll need to “Get ready to kick ass. You will be tested here unlike anywhere else in the Beta.” You can get more details in the latest Bungie Weekly Update.

Remember to be at the ready on July 26 for another special Beta event that Bungie says will begin at 2pm PDT / 5pm EDT and will yield “handsome and permanent” rewards.

See you in the Crucible, Guardian.

The Destiny Beta opens up to Xbox One and Xbox 360 players on July 23 after a period of maintenance on July 21 and 22.

David Veselka

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Titanfall Game Update 4 Lands on Xbox 360 July 21

The content-rich Game Update 4 for Respawn Entertainments and Bluepoint Games’ sci-fi shooter, Titanfall, is heading to Xbox 360 this Monday, July 21, according to an announcement from the studio.

Having previously launched on Xbox One and PC, Game Update 4 is packed with new game modes, new Titan Burn Cards, new customization options, matchmaking improvements, and an entirely new user interface among many other additions, improvements, and balance tweaks, all for free. You can catch the full, detailed list of updates right here.

Also coming soon to Titanfall is a brand new DLC pack that Respawn announced earlier this month called Frontier’s Edge, which will introduce three brand new maps to the list. Two have been detailed thus far; Dig Site and Export. It will likely launch on Xbox One and PC before making its way to the Xbox 360 at a later date. Launch details are still incoming.

David Veselka

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The Crew Closed Beta Gameplay Walkthrough, Kicks Off This Monday

Ubisoft and developer Ivory Tower are only the weekend away from officially launching the PC closed beta for their upcoming open-world racer, The Crew.

Starting this Monday, July 21, and running through to Friday, July 25, The Crew’s Closed Beta will give you access to the entire country while providing activities in the mid-West and East Coast. You’ll take on a number of missions, all of which can be tackled solos or in co-op, skill challenges, PvP missions, and visit Landmarks locations.

You’ll also earn XP and unlock cash and car parts to upgrade and tune your ride at different Car Dealers and at your own HQ. Different Perks can be also unlocked that grant different enhancements or abilities while you explore difference Car Specs.

For more details and to sign yourself up, be sure to visit the official website. Watch the walkthrough video above and tell us what activities you’re most excited to take part in in the comment section below.

If you didn’t catch The Crew’s E3 2014 demonstration, be sure to watch the cross-country highlight video right here.

The Crew hits Xbox One, PlayStation 4, and PC on November 11.

David Veselka

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Xbox One August Update to Improve Social and Community Features, Will Allow Mobile Purchases

Microsoft is preparing to deploy a new update for the Xbox One this August that aims to make a number of improvements to the platform’s social experience.

Activity feeds will appear more organized and will let you scroll back further in time. The level of interactivity will also be increased, as you’ll be able to preview and comment on friends’ Game DVR clips and even share them to other activity feeds or send as an attachment in messages.

Mobile Purchases will allow gamers to buy games or content on the go and send a signal to their console to begin downloading in a low-power state so the content will be ready upon returning home.

The update will also offer more customization options for notifications and will even include a Low Battery notification so you know when it’s time to change controllers or begin charging.

Furthermore, Microsoft also plans to introduce a new “Friends” tab to the home menu, though it will remain in the Xbox One’s Update Preview program until it’s polished enough for release to the public.

Watch the video preview above with Larry “Major Nelson” Hyrb and Xbox engineer Richard Irving and check out the official update notes from Xbox Wire below:

Activity feed updates

We’re adding new ways for you to interact with friends in the activity feed.  The interface will change to a single column scrolling list that is longer and includes more content. We’ll add the ability to post text to your feed, and to “like” and comment on feed items. You can share game clips and anything else in the feed with friends either publically (to your activity feed) or privately (as an attachment to a message). You’ll also be notified when anyone likes, comments on or shares your items. Each user will get a personal feed on their profile, so you can see what specific friends have been up to. And, with SmartGlass, you can see what your friends have shared to their activity feed and “like” specific posts (additional activity feed support coming in future SmartGlass updates).

Expanded Friends area on Home

Right from Home, see what’s going on with your friends. Stay up-to-date with their current activity, the top trending games your friends are playing, and a leaderboard to see who has been working the hardest on their Gamerscore. We’re doing an extended preview on this, rolling it into the early access preview this month to a subset of our preview audience so we can refine it until it’s ready for the entire Xbox One market.

Mobile purchase

One of the most requested features on Xbox Feedback. Using Xbox SmartGlass or on Xbox.com, you can remotely purchase games and Add-on content. No more waiting to begin downloading when you get home – if your console is set to automatically take updates, your console will begin downloading your purchase.

Low battery notification

You asked for it, now a notification will pop up when your controller battery is getting low.

Disable notifications during video

Adding the ability to turn off notifications based feedback we heard from you.

Enabling 3D Blu-ray

An update to the Blu-ray player app will enable 3D Blu-ray functionality on Xbox One.

OneGuide in Brazil, Mexico, Austria and Ireland

Live TV listings can be configured for four new countries as part of this month’s Preview program.   And now there is an OneGuide Issue Reporter available under the TV & OneGuide settings, Troubleshooting section.

Last seen time in Friends list

Direct from Xbox Feedback, the friends list will now show how long it’s been since a friend has been online. For example, “Last seen 20m ago: Forza Motorsport 5.”

David Veselka

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Doom Gameplay Unveiled at QuakeCon 2014, First Details Emerge, Multiplayer Confirmed

Id Software is presenting the first public viewing of Doom gameplay to its audience at QuakeCon 2014.

According to Tweets from the show floor, the rebooted shooter will be build on the if tech 6 engine and will run at 1080p and 60 frames per seconds. Combat will show a heavy focus on gory melee attacks. Here are some of the first details, courtesy of Geoff Keighley. (Thanks, GameInformer.)

Doom is an origin game. Fast paced combat. Set outside of UAC research facility on Mars being invaded be forces of evil.

Today’s Doom reveal is focused on showcasing combat. New cyber demon concept art shown.

Melee combat is a big part of the new Doom.

Doom is built on id tech 6, 1080p 60 fps. Single player demo today.

Demo is now on. Inside UAC facility. Lots of particles and lava. Heavy Melee combat, ripping out body parts MK style.

Forget key cards. Player just ripped arm off guard to scan his fingers on a hand scanner.

Chainsaw acquired. New level of gore unlocked. #doom q#uakeco

UPDATE 1: More details from PCGamer.

The stream is off and it’s Doom 4 time. First up: the trailer we saw a few weeks ago. Next: exec producer Marty Stratton.

“The game is called Doom, not Doom 4. It’s an origin game, reimagining everything about the originals.”–Stratton

“The game begins just outside of a massive research facility on the surface of Mars.”–Stratton

Today’s reveal will focus on combat, which is what the team has been focusing on.

First combat mechanic: demons. Mechanical, corrupt, hell knights.

Second mechanic: guns. Conventional guns. “Big” guns. The double barrel shotgun got a round of applause.

Doom will focus on high-speed movement and run-and-gun. Just like the old days.

Just saw some stills of an exterior, street-size level. Some combat will be hand-to-hand.

There will be a live gameplay demo on stage.

Doom will run on idTech 6, according to Stratton. Will support 1080p, 60 frames per second.

Gameplay demo getting started. Tons of gray steel walls, flames, and a shotgun that is comically large.

A key feature will be stunning enemies with a shot, then smashing their face with your boots. It’s happened five times already.

A new twist on finding the yellow keycard: year off a corpse’s arm and use it to open a handprint scanner.

Breaking: barrels just exploded. Repeat, we have exploding barrels.

Doesn’t look like health regenerates. Enemies drop health when you squish them.

A demon just ripped the player’s arms off and beat him to death with them. The room is breaking out into a standing ovation.

An adorable custodial droid is trying to clean up all the blood. It is not succeeding.

The player is now exploring a dank, Mars cave system. This looks like some of the atmospheric horror from Doom 3.

The hand-to-hand kill moves are varied and fantastically gory. And here comes the chainsaw.

There’s a huge variety of enemies on display. Small demons swarming with giant bullet-sponges.

And the demo ends with the reveal of the giant, horned demon we saw in the teaser. An explosive demo, and more than we thought we’d see.

UPDATE 2: As awkenney has mentioned in the comments, multiplayer is confirmed for Doom. Thanks, awkenney!

Doom is coming to Xbox One, PlayStation 4, Xbox 360, PlayStation 3, and PC but not before a public beta takes place to which any one who pre-ordered Wolfenstein: The New Order will have access.

You can catch Doom’s first teaser trailer here.

David Veselka

Musician, Gamer, Geek. Subscriber

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The International 2014 Dota 2 Championships to be Broadcast on ESPN

Video game developer and publisher Valve has announced today a partnership with ESPN to bring the upcoming Dota 2 tournament to a global scale.

The International 2014 Dota 2 Championship will be broadcasted live on ESPN3 while an exclusive preview show highlighting the tournament’s final match will air on ESPN2. The preview show will also include highlights, analysis, and interview with players and Valve’s own Gabe Newell.

The ESPN3 broadcast will be available on smartphones, tablets, Fire TV, Apple TV, Roku, Xbox One, and Xbox 360 in addition to its live broadcast on Twitch TV. The tournament will begin airing 12:00pm PST / 3:00pm EST this Friday, July 18.

“From the success of the Compendium to the collaboration with ESPN, this year’s International really demonstrates how much competitive gaming has grown to rival traditional sports,” Valve’s Erik Johnson said in a press release.

E-sports is certainly gaining momentum. A partnership between ESPN and MLG was also struck last June when a Call of Duty: Ghosts tournament was aired during the X Games in Austin, TX. MOBA game League of Legends filled LA’s Staple Center with its own championship tournament last year. Talks of a tournament similar to Dota 2’s The International are also in the works for Valve’s popular competitive PC shooter, Counter-Strike: Global Offensive.

Will you be following the Dota 2 action this weekend?

Thanks, USA Today

David Veselka

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Opinion – Sony and Microsoft Don’t Understand Themselves

If this year’s E3 was proof of anything, it’s that most of the major players in the gaming world don’t understand what consoles are. Everyone from Microsoft to Ubisoft kept referring to their content as pushing the boundaries, cutting edge, “next gen,” and exclusive, despite most of their games not even running at 1080p/60FPS or being exclusive to any console. Everyone, that is, except for Nintendo.

Say what you will about the Wii U. It’s still a console that people are buying and it’s still a product Nintendo deeply understands how to develop for. When a single game increases your hardware sales by 666%, it’s safe to say you know what you’re doing.

If you want a Nintendo experience, you have to buy Nintendo’s hardware. More to the point, however, is that the Nintendo experience is a premium one that delivers a consistently fun and satisfying gaming experience free of technical issues like sub par resolutions and frame rates or design that doesn’t suit the console experience.

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Some games just aren’t console friendly, and it seems like despite knowing that, Sony and Microsoft are hedging their bets that they can compete with PCs without the hardware or direction to drive their products successfully. People are quickly coming to terms with the fact that PC gaming offers a subjectively better experience to the PS4 and Xbox One. The question isn’t which platform is better for gamers or gaming in general, it’s why doesn’t Sony and Microsoft makes games specifically for their consoles?

Play any AAA multi-platform title like Watch Dogs or Battlefield 4 on PC and you’ll see and feel the difference adequate hardware makes in how a game plays. Just like no $400 PC is going to run BF4 on max settings very well, no $400 console is going to run games like BF4, Watch Dogs, Farcry 4, The Division, Destiny, or The Crew in a way that will stand the test of time. Sure, Ryse: Son of Rome and Killzone: Shadow Fall look good now, but with such forgettable gameplay, who will remember these titles when they become visually dated? Sub 1080p/60FPS games are already a commonplace eyesore, and graphically fidelity that tries to simulate photo-realism will be quickly outdated by the next leap in graphically fidelity.

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This is what separates Nintendo from the rest of the pack. In 10 years, Super Mario 3D is still going to look great and be a joy to play. Will we be able to say that about Watch Dogs? What happens when the next ambitious open world game looks better than Crysis 3 and has a world the size of a country instead of just a city? Will people really want to go back and play a game like Watch Dogs with it’s relatively scaled down graphics, mediocre story, lifeless-feeling environments, and “push one button to win” gameplay? To me, the answer is clearly a resounding no.

What Sony and Microsoft need to comes to terms with is that their hardware isn’t at the bleeding edge of gaming technology. It simply can’t compete from a technical standpoint with PC, nor should it or have to. Console gaming is regarded by most gamers as the pickup-and-play living room gaming experience, so why aren’t Sony and Microsoft making games like Super Mario 3D? Where are the Crash Bandicoot, Spyro, Goldeneye, Tony Hawk’s Pro Skater, and Shadow of the Colossus games of the “next-gen” consoles? You know, the well made, beautifully designed, exclusive titles with memorable characters and original stories that are made to be fun, not mindless Michael Bay movies. I’ll tell you where – on the WiiU.

You can argue that people have moved on or grown up from Spyro the Dragon or Jak and Daxter all you want, but Mario Party 8 is proof that a well made game that’s fun to play and actually suits the hardware it’s running on is what gamers really want. Sony and Microsoft need titles that innovate in gameplay and story, because trying to win the war on a graphical level is a losing battle.

For me, only two console exclusives in the past three years come to mind when it comes to games that tell original and compelling stories with meaningful characters; The Last of Us and Grand Theft Auto 5. Neither TLOU or GTA 5 are the best looking games ever, but if their sales prove one thing, it’s that gamers don’t want Ryse, they want Trevor, Joel and Ellie, and a story that will entertain them by being intelligent, not just “exciting” or “shocking.” GTA 5 is also coming to PC anyway.

GTA V

Sony and Microsoft need to stop assuming gamers only think with their eyes and start making games that stimulate their minds and create gameplay that’s actually engaging and does not simply require gamers to push “X” to win. They need to make games that don’t have to be scaled down and held back just to run at 900p or 30FPS. They need to understand their hardware and customers as well as Nintendo does. Unfortunately, they don’t.

Maybe the combination of “once every five years” games like The Last of Us or GTA 5 and annually regurgitated Call of Duty and Assassin’s Creed titles are enough to keep Sony and Microsoft’s gaming endeavors profitable. But as it stands, Sony and Microsoft are content to pretend that games like The Order: 1886 and Ryse are anything more than cutscenes with limited player interaction in between. If that’s enough to keep gamers lining up for more, then I don’t know what to feel worse about; the state of game development or the consumers buying these “cutting edge” quick time event simulators.

Instead of constantly wrestling with hardware limitations, it’s time Sony and Microsoft take notes from great game makers like Nintendo and start creating memorable experiences that go above and beyond just fancy visuals. Maybe then gamers won’t make such a big fuss about what sort of resolution and frame rate that next AAA title might run at.

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I've been a gamer since before most gamers were born. Now a full-fledged member of the PC Master Race, I'm enjoying all the best games from both AAA and Indie developers in glorious 1440p. Praise Gaben and may the Steam deals be ever syphoning funds from your life savings. Subscriber

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Rainbow Six Siege Live Stream Recap, Unscripted Gameplay and New Details From Ubisoft Montreal

Developers at Ubisoft are rebooting the Rainbow Six series with a “multiplayer first” approach and focus on smooth 60 FPS gameplay, said game designer Andrew J. Will during a recent gameplay Rainbow Six Siege live stream at their Montreal studio.

The multiplayer action first debuted at E3 2014 with a scripted 5 vs. 5 game of Hostage Rescue, a one-life-to-live game mode that tasks a counter-terrorist unit with breaching a terrorist stronghold while securing and rescuing a hostage and using the environment to their advantage. The match is split-up into two phases: the Planning and Action phases.

Will says the Planning stage in Siege pays hommage to classic Rainbow Six games like Raven Shield where hard decision making, scouting, and observing all play an important role in the experience. He added that that philosophy will carry over to both single player and co-operative modes, which the studio had no further news on.

During the live stream, two teams led by gameplay programmer Adam Crawley and lead level artist Chris Hendry went head to head in a full unscripted game of Hostage Rescue. Each match presented a look at some of the weapons, gadgets, gameplay tactics, and types of destruction that Siege will offer.

Will says destruction in Siege is categorized by material, meaning some surfaces will break down differently than others and in a realistic manner. Players will need the right tool for the right material. He added that the decision to go with no respawns was in an effort to add to the tension of each match and place more importance on every decision made and every team member.

Siege will offer a diverse range of gadgets appropriate to each faction, and along with weapon options like Assault Rifles, SMGs, and Pistols, the studio plans to introduce a few “throwback” to please veteran fans of the series. At the moment, the dev team is still tweaking the Siege’s gunplay to behave somewhere in between classic Rainbow Six games and more modern shooters. The recoil and bullets spread seen in the live stream are still a work-in-progress, according to Will.

But, don’t take our word for it, catch the entire live stream replay below, and be sure to leave your thoughts in the comments! If you missed it, you can also catch Rainbow Six Siege’s latest gameplay trailer right here.

Rainbow Six Siege launches on Xbox One, PlayStation 4, in 2015.

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David Veselka

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Titanfall – Respawn Introduces New Frontier’s Edge DLC Map, Export

Check out another look at one of Titanfall‘s brand new multiplayer maps arriving in the up and coming Frontier’s Edge DLC for Xbox One, Xbox 360, and PC, announced earlier this month.

Today, developer Respawn Entertainment is introducing Export, a large Militia settlement and “important exporting hub built on the side of a mountain that recalls the gold rush boom-towns from centuries earlier,” reads the official description.

“Overshadowed by a massive armature that controls an offshore lock system for marine transport, Export caters to close-quarter, house-to-house combat for ground troops.”

“Pilots use this to their advantage by using quick wall-hops on the close structures to gain speed and height, then engage enemies from the low rooftops. Titans can lock down sections of the town by leveraging natural choke points, and often fight up a steep incline that leads to a commanding view of the town below.”

You’ll find the first screens of Export below. Check’em out and tell us your thoughts in the comments.

Frontier’s Edge doesn’t quite have a release date just yet, but we hope to learn of one soon. The DLC’s Dig Site map was also revealed just last week. You can check it out here.

Titanfall Titanfall Titanfall

David Veselka

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Destiny Crucible Multiplayer Tips From Bungie Lead Designer

Upon entering the Destiny Beta, the competitive-minded gamer, like many of yourself, will likely be anxious to participate in some Guardian vs. Guardian brawls inside the Crucible. But before you do, Bungie lead designer on Destiny, Lars Bakken, has a few things to share that you might want to take note of.

Destiny might play out like any familiar shooter when it comes to multiplayer, but there are a few nuances that set itself apart from other games. In order to get the most out of your experience in the Beta, we suggest reading up! As for the final game? Here are all of the game modes we know will make an appearance in Destiny multiplayer.

Now, we present a handful of tips and things to keep in mind when proving your worth as a Guardian of the light against others inside the Crucible, courtesy of Bakken and IGN.

The Crucible

Level Advantages are Disabled in Standard Crucible Matches.

In the standard Control playlist, we normalize incoming and outgoing damage to keep players on a level playing field.

People bring in all their own gear, and we Matchmake players based on Skill.

Control

Control is a Hybrid of Team Deathmatch and Objective Modes

The first team to reach 20,000 points wins. If the game goes to time, the team with the highest score at the end wins.

Players earn points for getting Kills and Assists, as well as Neutralizing and Capturing the Control Points.

Every action players do above the standard kill will give them more points. Getting kills with a headshot, melee, grenade, Super, Heavy weapons, or vehicle will all add additional points on top of each kill.

Most importantly, for each Control Point your team holds, everyone on that team gets a bonus modifier on every kill.

The great thing about Control is that as long as you are killing the enemy, grabbing Control Points, or getting Assists, every single one of those actions earns points and helps your team win.

Tracker (i.e. Your Radar in the Upper Left)

Friendlies always show up as dots and players can see their position relative to their own. If a player goes in with a pre-made Fireteam, the dots will be Green instead of the standard Blue.

Enemies always show up on the Tracker, so it has nothing to do with movement. If they are crouched, however, they will ping less frequently, but still show up. This greatly reduces camping.

The Tracker is broken up into segments, and we generally show where the enemies are without revealing the exact position. This means effective Tracker usage requires a combination of map knowledge and in-game situational awareness.

When lines appear outside the main segments, we are showing the general direction of enemies, and usually following that will get the player back into action.

When the center piece starts flashing that means an enemy is within 6 meters, and we call that the panic zone.

Ammo Crates

Ammo in Destiny uses our private loot stream tech, so any glowing ammo block you see on the ground is always for you.

Ammo Crates can be shared. When a teammate activates a crate, it will also create ammo for any nearby teammates. This is true of both Special (Green) and also Heavy (Purple). It’s a great idea to gather teammates around a Heavy Ammo Crate so everyone gets ammo, but beware that some enemies will try to bait you with this.

Primary ammo is plentiful, and players always spawn with it.

A small amount of Special ammo is available at round start, but after that it must be picked up from Special crates or dead enemies.

Players never spawn with Heavy ammo in Crucible, and the only way to get it is to get it from a Crate or kill an enemy who has it. If a player dies with Heavy ammo they drop it for their killer.

The announcer gives a 10 second warning before Heavy ammo comes in. Learn the locations in the map and listen for the warnings.

Supers

The Super comes back on a timer, and players will never lose progress on death.

The timer can be sped up by doing good things that help your team: Kills, Assists, and Neutralizing and Capturing Control points all speed up your timer.

Many Supers have a warm-up animation and vulnerability, so using it in the heat of battle is not always the best idea.

Successfully using a Super will generate Orbs of Light for any allied teammates in the private loot stream. Picking these up will make your Super recharge faster.

David Veselka

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Latest CS:GO Update Introduces New Map Tweaks, 1.6 & Source-Style Crosshairs, and More

A new patch was recently deployed for Valve’s competitive first-person shooter, Counter-Strike: Global Offensive, that aims to make a few significant tweaks to some of the map layouts and also re-introduce an old but fan-favorite element from CS 1.6 and Source.

Players can now select “cl_crosshairstyle 5” as a crosshair style which emulates the non-dynamic crosshair from 1.6 and Source. The studio notes that, “Just like the previous versions of CS, this crosshair does not accurately portray current weapon accuracy, spread or recoil, but does provide feedback about whether or not you are currently firing a weapon.”

“If you are a new player or you haven’t quite mastered recoil or accurate range, use crosshair styles 0, 2 or 3. They accurately show up-to-date feedback on your current weapon’s bullet spread/recoil at every given state.”

Check out the full change log below:

GAMEPLAY

  • Fixed the bullet penetration system not penetrating static GRATE surfaces (fences) and brushes that are NODRAW on both sides (for example, the ladder in Cache).

MIRAGE

  • Fixed upper shutters in kitchen having a NODRAW face inside that wall that prevented wallbanging from one direction (bottom wood is unchanged).
  • Clipped a part behind van to prevent bomb from getting stuck.
  • Thinned B “bench” wall a bit to allow more damage to penetrate.
  • Clipped windows in palace so you can’t jump into them.

OVERPASS

  • The bank side door has been opened to reveal a new path into A.
  • The back A stairs have been flipped to enter nearer to the bomb plant zone.
  • A site has been opened up, the APC has been moved back and a new box has fallen off of the semi.
  • “Quickfall” palettes have been added to the bottom of ladder on T-side tunnels to allow for quick decent (ala Nuke).
  • The flower box at the CT sniper spot at Long A is now higher.
  • The connector tunnels have become more spacious .
  • One of the windows in Connector Tunnels has been opened up (for possibilities…).
  • Removed shelf in sniper nest above A to allow grenade damage through.
  • Stomped some flowers in the box outside bathrooms leading to A because they got in the way of an important sight-line.
  • Added a light to the bathroom connector to Long A. This improves visibility of players looking from mid connector.
  • Fixed the steam pipes on connector to no longer leak steam.
  • Clipped a few more areas to smooth movement and cleaned up nav mesh.
  • Updated radar image.
  • Thanks to iBP steel and c0tt0n [/u/c0ttonnz]

COBBLESTONE

  • Removed OP flower pot at back of B .
  • Added a lip at the top of main B entrance to provide more cover to T team.
  • Slightly extended large planter by B entrance to close a thin sight line from back of B to side door.
  • Drop-down to alternative B entrance has been widened to allow a better view of the room below.
  • Drop-down room roof beams have been moved further away from the stairs.
  • Roof of alternative B entrance has been opened up for additional grenade throws.
  • Locations where the bomb could be dropped out of players’ reach have been clipped off.
  • Lighting changes at some locations to provide better visibility.
  • Shifted tapestry in CT sniper room up and made it lighter color to make players more visible against it.

BLACK GOLD

  • Removed collisions on red light above B doorway (Long B).
  • Simplified drill tower bases and pipes based on Operation feedback.
  • Fixed lighting issues on warehouse support beams.

UI

  • By popular demand, added a 6th crosshair style (cl_crosshairstyle 5) which emulates the non-dynamic behavior of 1.6 and Source. Just like the previous versions of CS, this crosshair does not accurately portray current weapon accuracy, spread or recoil, but does provide feedback about whether or not you are currently firing a weapon. If you are a new player or you haven’t quite mastered recoil or accurate range, use crosshair styles 0, 2 or 3. They accurately show up-to-date feedback on your current weapon’s bullet spread/recoil at every given state.

MISC

  • All weapon cases, weapon case keys, operation passes, name tags and stickers are now marketable as commodities on Steam Community Market.
  • Replaced “Death Comes” sticker art.

Source: Counter-Strike

David Veselka

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Learn More About Call of Duty: Advanced Warfare’s 3D Printer Rifle

Last May, we learned about a unique addition to the near-future arsenal of weaponry that will be available to players in Sledgehammer Games’ upcoming shooter, Call of Duty: Advanced Warfare.

Why buy bullets when you can just print them? That’s what the 3D Printer Rifle, or the Integrated Munitions Rifle (IMR), does in warfare of the future. According to Sledgehammer, the IMR is based on research of today’s technology and provided an interesting challenge for the designers in the studio.

“One of the opportunities to solve with this particular weapon was how to communicate to the player the bullet printing and feed system,” explained Joe Arcovich, lead weapon artist at Sledgehammer Games. “It required lot of back and forth between animation, modeling and design to make sure that the timing of the reload was quick enough for gameplay, but would still show the cool effect of the bullets getting fed into the chamber from the printer.”

As for the weapon’s aesthetics, designers wanted the IMR to be recognizable, yet feel advanced at the same time.

“It was extremely important to us that the instant the player picks up the IMR, they immediately become excited about the weapon,” added art director Joseph Salud. “It needed to clearly say ‘advanced weapon,’ and at the same time be grounded and credible. The IMR needed to feel like a serious piece of advanced hardware, and not a piece of science fiction.”

Badass reload animations are always welcome, but we just hope it’s balanced and fun to use. You can see it in action in Advanced Warfare’s debut gameplay trailer.

Call of Duty: Advanced Warfare launches on all platforms November 4.

Source: Call of Duty

David Veselka

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Destiny Crucible Game Modes Confirmed, Beta Progress Transfer to Final Game Still Up in the Air, More Beta Details

The Destiny Beta is right around the corner, but developer Bungie is dishing out a few interesting details a day ahead of launch.

Live streaming the upcoming Beta with IGN, Bungie community manager “DeeJ” answered questions from both the team at IGN and fans watching the stream. In addition to new Beta details, DeeJ also offered a glimpse at some of the Crucible PvP game modes that will be available in the final game. In the Beta, players will only have access to the same mode that was available in the First Look Alpha, Control. Here are all the modes shipping in the final game:

  • Control
  • Clash
  • Rumble
  • Combined Arms
  • Skirmish
  • Salvage

According to DeeJ, Crucible maps will be rolled one at a time, in succession, throughout the Beta.

We also learned that, unlike the Alpha, Guardians will begin their sample journey at level zero, at the very beginning of the game’s story. It has not yet been determined if your Guardian’s progress in the Beta will carry over to the launch build, but DeeJ did mention an official announcement is incoming at a later date.

The Beta’s level cap is up for you to discover, however, in the live stream, we didn’t notice any Guardian above rank 8.

If you missed it, the official Destiny Companion App is now available to download for iOS and Android devices and will be usable during the Beta. You can find download links here, or simply update the app you already have downloaded on your device.

Stay tuned for more details. We’ll update this article with any new information we can gather. Meanwhile, check out these 7 secrets in the Beta Bungie wants you to know about.

Destiny’s Beta begins tomorrow, July 17, at 10:00am PST / 1:00pm EST for PlayStation users and July 23 for Xbox users.

UPDATE

Weapons play more of an important role in Destiny than vehicles do, which is why players will be unable to board enemy land or hover craft. Weapons are more than enough of a counter to the game’s vehicle gameplay.

Players will have to wait until launch to participate in Raids.

Bungie has added greater reward to exploration in Destiny’s Beta. There will be more incentive to search different areas.

The Xbox One beta will not be running at a 1080p resolution, but Destiny will display 1080p visuals at launch.

David Veselka

Musician, Gamer, Geek. Subscriber

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Throw C4 in Rainbow Six Siege Like a Boss, Watch the New Trailer

Rainbow Six sure made an explosive return with its surprise announcement during Ubisoft’s E3 2014 press conference.

While the studio plans to bring the series back to its roots with tactical and team-based gameplay, it doesn’t mean you won’t be able to have a bit of fun.

If Rainbow Six Siege’s new accolades trailer demonstrates anything, it’s that improvised techniques like throwing C4 and detonating mid-air — which actually happens to be standard tactic in games like Call of Duty or Battlefield — are probably not something real life cops or criminals are trained to do, but are more than encouraged in Siege’s modern take on the classic R6 experience.

You’ll get to see more of these tactics in action if you tune in to Rainbow Six Siege’s live stream tomorrow, starting at 11:00am PST / 2:00pm EST. Get the details here.

Rainbow Six Siege breaches Xbox One, PlayStation 4, and PC next year.

David Veselka

Musician, Gamer, Geek. Subscriber

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The Last of Us – PS3 Owners Will Not Receive Discount for Remastered PS4 Version

Owners of the PlayStation 3 version of The Last of Us will not receive a cross-gen discount should they decide to upgrade to the Remastered version on PlayStation 4.

Fred Dutton, Sony’s Official EU Blog Manager, recently responded to a comment inquiring about any potential PS3 to PS4 upgrade:

TLoU_Blog_Post

During the PS4 launch, Sony was offering cross-gen upgrades through a voucher system at a significantly discounted rate. Officially, this discount will not extend itself to The Last of Us: Remastered, but it doesn’t rule out future cross-gen upgrades.

The Last of Us: Remastered, bundled with all DLC, is launching for PS4 on July 29th for $49.99 .

Source: NeoGAF, PlaystationBlog

MP1st Staff

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Xbox One Developers Now Requesting Early Access Programs For Their Games, Says Xbox ID Head

Playing games early is always a great joy to gamers, whether it be the Battlefield Hardline Beta, Titanfall Alpha or Beta, or the Destiny Alpha or Beta. Gamers love it.

On platforms like the PC and Steam, “Early Access” games have been on the rise, giving gamers hands-on time with certain titles before launch, though usually at some sort of cost. The DayZ Alpha comes to mind as one of the more popular titles to adopt the approach.

Now, it looks like developers within Microsoft’s Xbox@ID program are looking to do the same with future Xbox One games. ID@Xbox head Chris Charla commented on it in an interview with Develop.

“When we talk about Early Access, it typically means a game that you buy and it evolves over time to become 1.0, so you’re buying it before it’s 1.0, Minecraft on PC is a perfect example. It’s something developers have been asking for, and we are listening really closely to developers, but I don’t have anything to announce on that right now.”

Though allowing early access to games can prove beneficial to both gamers and developers, it can become disheartening to buy into knowing some of these games might not even be finished. According to Charla, Microsoft plans to address this when considering Early Access programs:

“It’s a really interesting issue with digital marketplaces, and it’s something our store and marketplace team think about all the time. There’s a lot of heavy deep thinkers, experts, PhDs working on these problems at Xbox every day–not just for the Xbox store, but for Windows Store and Windows Phone. Our goal is to have a rational marketplace, where good games are visible and sell well.”

Sony too has considered similar programs for the PlayStation 4, though neither company has anything to announce.

What are your thoughts on Early Access titles? Let us know in the comment section below!

Via, GameSpot

Den Kovacs

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League of Legends Patch 4.12 Notes are Out

Yet again, Riot Games has released a set of patch notes for an upcoming League of Legends update, which will introduce a few big changes to gameplay, including “jungle timers” for those who have a hard time timing their jungle.

Some big tweaks for Lucian are also being introduced, making him more vulnerable but more lethal. The studio has stated that with this patch, the World Championship balancing phase has started, and this is one of the last updates the game will receiving before the tournament.

Check the full list of changes below:

Jungle Timer

  • Jungle timers have been added to the game.
    • Jungle timers currently track the next spawn time of: enemy / team Elder Lizard, enemy / team Ancient Golem, Dragon, and Baron
    • Timers will only start tracking a camp if you or a teammate directly witness a monster camp being fully cleared (similar to minimap icons)
    • If you manage to snipe Baron or Dragon without vision, the timer will set itself off
    • You can access jungle timers by pressing TAB (default key) through the scoreboard. They’ll be at the top of the screen.
    • Monster minimap was updated.

Champions

Ahri

Q – Orb of Deception

COST: 55/60/65/70/75  mana (down from 70/75/80/85/90)
ABILITY POWER RATIO: 0.35 (up from 0.325)

Alistar

Passive – Trample

  • Jungle Cow: No longer deals double damage to monsters

Q- Pulverize

  • Pulverize now correctly matches its visuals by applying a 1 second knockup, followed by a 0.5 second stun.
  • COST: 65/70/75/80/85 mana (down from 70/80/90/100/110)

W- Headbutt

  • COST: 65/70/75/80/85 mana (down from 70/80/90/100/110)

R- Unbreakable Will

  • Damage reduction now applies instantly, rather than the after spell animation.
  • Damage Reduction now 70% at all levels (up from 50/60/70%)

Caitlyn

  • Fixed a bug where Caitlyn’s basic attacks were registering as attacks before they visually hit the target.

Ezreal

W- Essence Flux

  • Essence Flux can now hit Ezreal in addition to his allies.

Garen

E- Judgement

  • Garen can now (again) use Tiamat/Ravenous Hydra while spinning

Kassadin

W- Nether Blade

  • Cooldown: 9 seconds (up from 6)

E- Force Pulse

  • Slow Duration: 1 second (down from 3 seconds)
  • Slow Ammount: 50/60/70/80/90% (up from 30/35/40/45/50%)

Kha’Zix

Q- Taste Their Fear

  • Physical Damage: 70/95/120/145/170 (up from 55/80/105/130/155)

Lucian

General

  • Attack Range: 500 (down from 550)
  • Base Movement Speed: 335 (up from 330)
  • Base Health: 500 (up from 470)
  • Base Attack Damage: 52 (up from 49)

Passive- Lightslinger

  • Fixed a bug where sometimes Lightslinger would fail to kill a champion because it incorrectly predicted that the first shot would be enough and would use the second shot to last hit a minion. Lightslinger will now always follow the double tap rule by shooting a near-dead champion twice to secure the kill.

Q- Piercing Light

  • Piercing Light now deals 100% damage to minions (up from 75%)
  • Cast Range: 500 (down from 550)
  • COST: 50/55/60/65/70 mana (down from 60/65/70/75/80)

E- Relentless Pursuit

  • Cooldown is now reduced by 1 second per Lightslinger (passive) hit, doubles against enemy champions (2 second reduction per hit, 4 seconds total for a full passive proc)
  • COST: 0 mana at all levels (down from 60/45/30/15/0)
  • Lucian now resets his basic attack timer upon dashing
  • Cooldown: 14/13/12/11/10 seconds (down from 18/16/14/12/10)
  • Relentless Pursuit no longer resets on kill during The Culling

Nautilus

Passive- Staggering Blow

  • Fixed a bug where Nautilus’ enemies could see his countdown indicator

Quinn

E- Vault

  • Now always causes Valor to immediately mark the target, even if Valor is in process of marking another nearby enemy.
  • Fixed a bug where Quinn would sometimes propel herself in the wrong direction

Rengar

General

  • Rengar will now correctly say a line whenever he upgrades his Bonetooth Necklace.

Q- Savagery

  • Fixed a bug where Savagery was triggering on-hit effects twice

Vel’Koz

Q- Plasma Fission

  • Plasma Fission will now split after Vel’Koz has died.

Yasuo

E- Sweeping Blade

  • Fixed a bug where Sweeping Blade sometimes didn’t count as a spellcast for various items and champion abilities.

Ziggs

Passive- Short Fuse

  • Fixed a bug where Satchel Charge wasn’t properly reducing Short Fuse’s cooldown.

Items

The Bloodthirster

  • Life Steal: 20% (up from 15%)
  • Life Steal is now UNIQUE
  • Bloody Shield: 50-350 (down from 50-440)
  • Time Before Shield Decays: 25 seconds (up from 15 seconds)

Essence Reaver

  • Recipe: B.F. Sword + Vampiric Scepter + 1050 gold (changed from Pickaxe + Vampiric Scepter + 975 gold)
  • Total Cost: 3400 gold (up from 2650)
  • Attack Damage: 80 (up from 60)

Ardent Censer

  • Ability Power: 40 (up from 30)

Manamune

  • Recipe: Tear of the Godess + Pickaxe + 620 gold (changed from tear of the Godess + Longsword + 1040 gold)
  • Total Cost: 2200 gold (up from 2100)
  • Attack Damage: 25 (up from 20)

Sunfire Cape

  • Damage aura visuals are now more fiery and aggressive

Summoner Spells

Exhaust

  • Visuals have been updated to improve readability.

Howling Abyss

Jungle Items

The following items have been removed from the map:

  • Hunter’s Machete
  • Spirit Stone
  • Quill Coat
  • Spirit of the Elder Lizard
  • Spirit of the Ancient Golem
  • Spirit of the Spectral Wraith

Twisted Treeline

Jungle Monsters

  • Fixed a bug where all monsters (not just the big ones) were giving a regeneration sigil.

Ichor of Rage

  • Duration: 3 minutes (down from 4)

Ichor of Illumination

  • Duration: 3 minutes (down from 4)

Spirit of the Ancient Golem

  • UNIQUE passive Trap Detection: Nearby stealthed enemy traps are revealed
  •  UNIQUE active Trap Detection: Covers a targeted area in a stealth-detecting mist that grants vision for 5 seconds and reveals enemies that enter it for 3 seconds (60 second cooldown)

Bugfixes

  • Smoothed out a few small delays when the item shop, options menu and death recap are opened for the first time in a match
  • Fixed a graphical bug with start-of-game tips
  • Fixed a bug that occasionally applied duo queue restrictions to queues other than ranked solo/duo
  • Players who have negative LP from dodging ranked queues can no longer automatically reset their LP to 0 with a single ranked win
  • Fixed a bug that occasionally caused players with low LP to be demoted when losing a ranked match that would drop them to 0 LP
  • Fixed an issue with ranked teams sometimes not being promoted after winning a promo series
  • Fixed an issue with players sometimes being unable to join a new ranked team after leaving another

What do you think of the new changes so far? Post your comments below!

MP1st Staff

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Destiny Companion App Now Live on Android and iOS

Destiny‘s Companion App now appears available to download on both iOS and Android devices, which you’ll be able to take full advantage of in the upcoming Destiny Beta.

The new interface resembles the recently updated official Bungie website. Both the app and the web versions of the service are meant to work together seamlessly, so it’s really up to you how you want to stay connected to your friends, fellow Guardians, and Bungie’s brave new world. All the features and sections, including Clan or Group management, Legend, Tower, and Grimoire, and Forums, are there to explore, though much of it is inaccessible until a Guardian is created in the upcoming Beta.

Either way, you can download the app through the links below, or just be sure to update the Bungie app that is currently on your device.

Destiny’s official Beta kicks off on July 17 for PlayStation users and July 23 for Xbox users. You can catch a full overview of the Companion App right here.

David Veselka

Musician, Gamer, Geek. Subscriber

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Here Are 10 More Ways Visceral is Improving Battlefield Hardline Based on Beta Feedback

A new wave of tweaks and improvements to Battlefield Hardline have been presented by the team at Visceral Games, once again as a direct response to feedback gathered during the game’s first Beta last month.

The first round of improvements was outlined two weeks ago in what the studio is has appropriately called the “Community’s Most Wanted List.” There, Visceral made mention of alterations to movement, suppression, and the Survivalist gadget, among many other elements. You can read that list right here.

Here’s this week’s “Most Wanted” list, as seen in the latest Battlefield Blog entry. Give it a read and be sure to tell us your thoughts in the comments. What are some additional items you’d like to see tweaked that are not on the list?

REDUCING FREQUENCY OF EXPLOSIVES

“We have heard your complaints about breaking the cops and robbers experience with the amount of heavy explosive weaponry available – but we didn’t want to sacrifice fun!  We’ve made changes to reduce the frequency of explosive use to focus on the core gameplay, and we’ve made the use of explosives much more believable now.”

REBALANCING AND RENAMING THE MECHANIC CLASS

“We’ve made the class better in more situations – without sacrificing his ability to take down a vehicle.  We’re also looking at renaming it – post your favourite suggestions in the comments!”

REVISITING THE IN-GAME HUD

“We’re working on establishing a clearer visual difference from BF4 and improving the messaging of the in-game HUD, from objectives to player status information.”

REVISITING THE CUSTOMIZE SCREEN

“We’ve taken a new pass at how the customize screen is laid out, and are making it clearer and easier to manage your gear and weapon attachments.  This should address the majority of issues reported.”

MAKING THE WORLD DEEPER AND MORE INTERACTIVE

“We’ve been working on adding more touches to the game world, giving players more options and things to do that impact play.  Look for interactive objects like doors, radios, ammo lockers, and more!”

MAKING ROUNDS LAST LONGER

“A significant amount of feedback during the Beta was received regarding the quick progression of rounds.  We’ve made tweaks to both Heist and Blood Money that should help make the experiences last longer without sacrificing any of the fun.”

INCREASING TRANSPORT VEHICLE HEALTH

“There were a lot of comments about cars dying too easily from gunfire.  We agree that one magazine from the AKM should probably not turn your sedan into a 4-person death trap quite so easily.  We’ve also increased the survivability of the utility van.”

IMPROVING AUDIO SITUATIONAL AWARENESS

“In some of our game modes, situational awareness is very important.  We’re working on improving the audio cues in the environment to help you detect and locate your enemies before they do the same to you.”

MEDKITS AND AMMO BOXES SHOULD NO LONGER BLOCK L.O.S. CHECKS FOR REVIVE

“Previously, you could fail to revive someone if a medkit or ammo bag was blocking the line of sight check for the revive mechanic.  We are fixing this so that these no longer block you from reviving.”

IMPROVING INTERROGATION

“We’ve worked out some changes to the T62 CEW and the Interrogation mechanic.  We’re working on making Interrogation only show enemies in a radius around the captured enemy, but show the marked enemies as if they had been Active Spotted by a teammate – making it both more useful and less powerful at the same time.”

Remember, Battlefield Hardline is getting a second beta closer to the game’s official launch this Fall, so stay tuned for details. Battlefield Hardline launches October 21 on all platforms.

David Veselka

Musician, Gamer, Geek. Subscriber

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Official Bungie Site Gets Facelift in Preparation for Destiny Beta

After a couple hours of maintenance earlier today, Bungie’s official website, and the central social hub of your upcoming Destiny experience, is back online and looking better than ever.

The new website holds details on Destiny’s companion app, which will be available for users to explore once the beta hits later this week. In conjunction with the app, Bungie.net will also be your one stop shop for all things social, including Clan or Group creation and management. Pretty much everything you need concerning Bungie’s upcoming shared-world shooter can be found here so start getting comfortable.

Visit Bungie.net here.

Destiny’ Beta officially kicks off on July 17 for PlayStation users and July 23 for Xbox users.

David Veselka

Musician, Gamer, Geek. Subscriber