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Scuf One Xbox One Controller Review

Scuf Gaming is making its 2014 return and is set on providing next-gen console gamers with an attractive alternative to the current line-up of first-party input devices.

The console transition period is always a fascinating one. Both gamers and game developers alike look on as hardware and software manufacturers lift the curtain on their (hopefully) innovative new products while formulating their game plan for the next decade or so. Thus far, both Microsoft and Sony have put forth a noble effort in the design of their upgraded Xbox and PlayStation controllers, respectively. But with ever-shifting demographics in today’s console audience, I’m left wondering why one specific crowd in particular isn’t on the forefront of their minds. I’m talking about the vastly growing sub-section of shooter fans that undoubtedly makes up one of the largest — if not the largest — slices of the console gaming pie.

Microsoft, for example, touts an impressive 40 plus innovations to the Xbox One controller over what the Xbox 360’s controller had to offer. That’s a lot of improvements, big or small. But I would argue that Microsoft’s new pad still lacks one essential element that I think is critical to the bigger-than-ever audience of competitive-minded first-person shooter or third-person shooter gamers: Options. As next-gen as the new controller is, it sure doesn’t offer me any new ways to play my favorite shooters past the aging set up of two thumb sticks, two triggers, two bumpers, and face buttons.

Enter the Scuf One, a competition-level Xbox One controller from Scuf Gaming that’s as competitive as any competitive gamer would hope and dream for. But what it does best is offer the next-gen Xbox gamer options and new ways to play. That goes for anyone serious about shooters. In this review, I’d like to go over what those options are, and to whom this alternative product might appeal.

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Grasping my Scuf One for the first time, I was immediately drawn to its comfortable grip and sticky texture. My particular model came equipped with a mixture of the company’s trademark Scuf Grip and Pro Grip handles. According to their website, Scuf Grip is a 5-stage, hand-crafted, military-grade finish, similar to the grip found on weapon handles. It’s certainly an improvement over the default plastic finish that can be felt where the tips of my ring and pinky finger naturally rest. But I felt the strongest sense of support in the Pro Grip handles that make up the outer sides on the back portion of the controller, precisely where the center of my palms naturally lie. With it’s sticky finish and shaped design, I could feel controller tightly locked in place. I couldn’t recall having to make any grip adjustments during my game sessions with it, which I believe is largely attributed to its grip. Luckily, Scuf’s Pro Grips can be purchased and installed separately, which I believe makes up one of the more meaningful options that the SCUF ONE has to offer.

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On the face of the controller, I found Scuf’s thumb sticks offered a similar level of grip that I’ve yet to feel on any first-party input device. Sticks are offered in three different lengths; regular, medium, or long, and have the option of being concave or dome-shaped. Generally, a longer stick offers more precision, which is why you’ll find a lot of pros opting for a longer, dome-shaped right thumb stick for more control over aiming. It took me a few games to get used to my longer sticks, and even required some alterations to my in-game sensitivity, but the results were well worth it. I found an increased consciousness in aiming for the head more consistently. Regardless of length, I feel that the biggest benefit of Scuf’s sticks are the grip, as it simply offers a greater sense of control and noticeably decreases slippage.

Negating the need to take your thumb off the aiming stick to perform simple tasks like jumping and ducking are the Scuf One’s sidewinder paddles. With more depth over the Xbox 360 controller, the Xbox One controller requires a little bit of tweaking to the previous-generation paddle design. The new paddles are wider, angled, and tilted just the right amount to fit precisely where your middle fingers rest naturally. I found it in no way uncomfortable or unnatural, which means you don’t really have to think about it at all. Just one little squeeze of your finger from its natural resting position and you’re performing 180 jump shots like nobody’s business.

Another staple feature of the Scuf controller design is its hair trigger and stop mechanisms. In essence, they simply allow you to not only tighten the distance to the point that the Xbox One’s triggers performs their function, but it also shortens the distance the triggers can be depressed past the point that their function is performed. It essentially allows you to shave a few milliseconds off recovery time by making movements much smaller, which to competitive or experienced gamers can mean life or death. In the case of the Scuf One, they’re now fully removable and internally integrated, meaning you’ll need to crack open the controller’s side panels — a simple but sometimes scary process process — to get access to and tweak the mechanisms. It’s an extra step that you need to take over the previous generation design in order to make adjustments, but it gives the controller a cleaner external look. Note that if you’re like me and tend to hop from shooter to shooter, you’ll likely want to skip this feature as it primarily works best with Call of Duty. If Call of Duty is your jam and is the one shooter you play day in and day out, then you’ll definitely want to consider adding these mechanisms.

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In addition to these different levels of performance-enhancing options, there are also literally hundreds of ways to customize the controller with different color schemes, logos, and lights. My particular model came in a matte white finish, which sure is a pleasure to look at, but it made it easier to notice the settled black particles that tend get scratched off the black thumb sticks after heavy use. A quick brush or wipe down is sometimes needed after long play sessions, so bare that in mind if aesthetic maintenance bothers you.

Lastly, a quick word on build quality: Scuf’s design is built off of Microsoft’s first-party controller, meaning you won’t get any of that cheap, plastic-feeling commonly associated with third-party products. This is the Xbox One controller as you know it, but improved. It also comes with a sturdy connector cable built from a stiff rope material, so you won’t have too much trouble in the way of damage. Overall, the build quality, including the exterior paddles, are held to a high and satisfactory standard.

I find you get the best results from the Scuf One about 40 minutes into a game session, after you’ve played a couple of matches and are really beginning to feel warmed up. At that point, the margin for human error, with regards to inputting commands and slippage, becomes minimal. Normally, any mistakes at that point can likely be attributed slippery thumb sticks, sticky buttons, or a weakened or cramped grip — things that are naturally out of your control. That’s where the Scuf One really picks up slack. When you don’t have to worry about losing grip, slipping, or trying to press multiple buttons at once, you can divert 100% of your focus to taking care of business. Best of all, the SCUF ONE simply takes no issue with you demanding more from your controller. When that adrenaline boost kicks in and you’re feeling on point, this guy keeps you embedded in the experience when other controllers might pull you out of your zone. Personally, I like to describe it as a controller that just gets out of your way and allows you to express your movements and actions without resistance.

But who exactly is the Scuf One for, on a consumer level? For competition-level gamers it’s practically a requirement, but a casual gamer that picks up one to two games a year, spends little on gaming peripherals, and maybe only “Prestiges” or “Regenerates” once or twice in a game like Call of Duty or Titanfall, may not exactly find the appeal, especially with its $100+ premium asking price. But if you’re one of those guys or gals that invests hours into your favorite shooter games on a daily basis and doesn’t mind allocating a hefty portion of their gaming budget towards gaming gear, chances are you will benefit from what Scuf Gaming has to offer and won’t find anything else like it on the market.

In addition, I’m also noticing a surfacing trend among both current and upcoming shooters: Enhanced mobility. I’m talking about games like Titanfall, Destiny, and Call of Duty: Advanced Warfare that let you (or will let you) perform maneuvers like double-jumps, slides, dashes, etc. With movement becoming more and more complex in first- or third-person video games and the constant need to make use of the jump button, I find that the traditional controller layout just simply doesn’t cut it anymore. Again, with re-mappable paddles, Scuf gives you the options and breathing room to play with, allowing you to take full advantage of mechanics that are already built into the game and are there for you to make use of without having to resort to alternative grip styles.

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To address the elephant in the room, you’re probably asking, ‘But isn’t that cheating?’ The Scuf One certainly gives you the edge over others playing on standard controllers, but there’s a few things we need to consider. First and foremost, it’s in my humble opinion that the standard controller design is clearly dated and a lot of what a device like the Scuf One offers should have come standard with the factory Xbox One controller. Considering the direction we’re currently headed in with shooters and the constant strive to build better and innovative next-gen hardware, I’m surprised options like these aren’t the norm. When you’re on a massive kill streak, the last thing you want to have to worry about is about slippage or about having your reaction time hindered by a limited and aging controller design.

Secondly, PC gamers have had the pleasure of customizing their input devices for decades with countless mouse and keyboard variations and innovations. Year after year, a newer and more efficient mouse designs with better accuracy and more buttons appear on the market, and it’s the hard truth that, generally and idealistically speaking, those who spend more money on their gaming peripherals will get more out of them. I don’t think console gaming should be any different.

Lastly, there is a clear line that separates legitimate play and cheating, and I don’t think Scuf crosses it. There are no “rapid-fire mods” or mechanisms that perform actions for you. As I said earlier, I believe Scuf’s primary purpose it to simply eliminate any resistance to what you are naturally capable of. So, game on!

You can build your own Scuf One controller by visiting the company’s official website. Prices start at $109.95 USD.

PlayStation 4 users will want to keep an eye out for the upcoming SCUF 4PS controller which you can learn more about right here.

If you’re still gaming on the Xbox 360, be sure to check out my review of the Scuf Hybrid Xbox 360 controller.

This product review was based on a Scuf One model provided to us by Scuf Gaming at our request.

David Veselka

Musician, Gamer, Geek. Subscriber

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DICE To Tweak Suppression in Battlefield 4 Community Test Environment, Here’s How

Suppression, a gameplay mechanic that developer DICE introduced to the Battlefield series in Battlefield 3 and Battlefield 4 that heavily affects in-game fire fights, has always been a hot topic among the Battlefield community. Should it stay or should it go? Is its influence over the outcome of gun fights positive or negative?

According to tests now being run on Battlefield 4’s Community Test Environment, DICE has heard your feedback and is now making a few tweaks to the way suppression works. It’s still in its experimental stages, so none of the current attributes are final, but it sounds like they’re on the right track. What does it mean for anyone not participating in the CTE? You can rest assured that, at last, the studio is shaking things up to hopefully provide a better experience in both Battlefield 4 and Visceral Games’ upcoming Battlefield Hardline, and that you may see the results applied in a near-future patch.

Battlefield 4 YouTube personality XfactorGaming explains and demonstrates how suppression has changed in the video above.

In the notes provided by a DICE developer, the adjustments to recoil is “the first of many changes coming to suppression,” while the intention “is to get suppression feeling more even across the game.”

“I understand that flinching is the is the biggest problem here and adds lots of imbalance to scoped weapons, so hopefully we can address that soon.”

What are your thoughts on suppression in Battlefield so far? Love it, hate it, or does it only require a few adjustments before it’s just right?

David Veselka

Musician, Gamer, Geek. Subscriber

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Advanced Warfare Multiplayer Factions are Atlas and Sentinel, Capture the Flag Returns

You can tell Call of Duty: Advanced Warfare developer Sledgehammer Games is itching to show off the game’s highly anticipated competitive multiplayer. It’s why you play Call of Duty after all, right?

We still don’t have a lot to go off of, other than a few words from co-studio head Michael Condrey who said “the Advanced soldier which [their] E3 demo showcased is the Advanced soldier you’ll see in multiplayer,” and that the studio “wanted to make a really fast paced CoD game.”

But earlier today, Condrey tweeted out an image of Advanced Warfare’s multiplayer end-of-match scoreboard from a match played during a visit from various competitive Call of Duty players that gives us at least a few new details:

Clearly, it appears that Capture the Flag will return as a 6 vs. 6 game mode in Advanced Warfare this Fall. CTF never quite made it into Infinity Ward’s Call of Duty: Ghosts’ last year, as it was replaced by a similar game type called Blitz, but as a popular mode amongst the competitive crowd, it looks like Sledgehammer is happy to bring it back.

In addition, you’ll notice the two opposing factions: Atlas and Sentinel. Thus far, we know Atlas is the fictional private military corporation run by Jonathan Irons, played by actor Kevin Spacey, but Sentinel’s exact role in the fiction has yet to be determined. Advanced Warfare’s single player campaign will obviously sort that out.

We can also confirm that Michael Condrey can pull a positive K/D, while playing against pros, so that’s good!

Happy to see the return of traditional CTF? What other game modes would you like to see in Advanced Warfare?

David Veselka

Musician, Gamer, Geek. Subscriber

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PvZ: Garden Warfare Dev Diary Showcases PC Gameplay And Timed-Exclusive Map, Jewel Junction

With just days to go before the long awaited PC version of PopCap HD’s fun and refreshing shooter, Garden Warfare, hits digital and physical shelves, the studio has finally lifted the lid off off some of the exclusive content coming to that audience.

Looks like the extra wait will be worth it, as when it launches on June 24, it will arrive with some pretty sweet bonus add-ons like exclusive hats for each class and a timed-exclusive multiplayer map called Jewel Junction that the studio has been teasing throughout the week.

Unfortunately, that small glimpses of the mysterious add-on content that they showcased during E3 2014 didn’t make an appearance in the video above, nor was it mentioned. However, it seems that the team at PopCap HD is still brewing something up as a new boss was as spotted by Turbo1112 on XboxAchievements.

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Creative director for Garden Warfare even took notice of the discovery, teasing that there is a “story” behind it.

Plants Vs. Zombies: Garden Warfare is now out on Xbox 360 and Xbox One, but it’s coming to PC on June 24 and PlayStation 3 and PlayStation 4 on August 19.

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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Bungie Outlines Findings From Destiny First Look Alpha, Over 6 Million Games Played

Destiny‘s First Look Alpha on the PlayStation 4 has come to a close, but that doesn’t mean your pre-launch adventure is over just yet.

Anxious fans look onward to Destiny’s official open beta, launching next month on July 17. In a recent update from developer Bungie, the studio outlined a few of the things the team learned throughout the course of the Alpha, and insisted that the fruits of our labor (and their findings) will materialize in the upcoming Beta.

For now, here are some interesting stats the studio has pulled out of the Alpha:

  • 149,522,313 Primary Weapon Kills
  • 21,782,610 Secondary Weapon Kills
  • 4,002,737 Heavy Weapon Kills
  • 21,687,298 Super Ability Kills
  • 2,819,211 Orbs of Light Gathered
  • 6,850,773 Control Points Captured in the Crucible
  • 1,195 Deathless Medals awarded in the Crucible
  • 4,356 Splatters with the Sparrow
  • 667,966 Public Events Joined
  • 60,491,944 Fallen Dregs Dispatched with Extreme Prejudice
  • Too many to count: Guardians served in Dance Parties
  • 6,461,871 Player Games Played!

The team wasn’t quite able to share specifics on what sort of differences and changes will be present in the Beta, but here’s what community manager David “DeeJ” Dague had to say in the latest update:

“We collected volumes of data behind the curtain. We’ll use that to finely tune the network that brings Guardians into our brave new world and the experiences they share while there. It will take time to fully realize the impact of those learnings. You’ll see them on display in Beta and in the final version of Destiny.

“In terms of the community overall, we learned that the best way to understand Destiny is to play it. If you played it, we think you’re learning that as well. If you shared your gameplay, it’s likely that you’ve grappled with questions from your audience. It was fun to learn a thing or two about how to tell this story from your own words.”

As for what sort of content the beta will offer, Dague says we’ll have to stay tuned for details.

Any final thoughts on the Destiny Alpha? What do you want to see in the Beta?

Destinty officially launches on Xbox One, PlayStation 4, Xbox 360, and PlayStation 3 on September 9.

David Veselka

Musician, Gamer, Geek. Subscriber

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PC and PS4 Users Can Now Access All Weapons and Gadgets in Battlefield Hardline Beta

Now might be a good time to hop on the Battlefield Hardline beta, as developer Visceral Games is granting all PlayStation 4 and PC players access to the game’s entire arsenal of weapons and gadgets, at least the ones that are present in the beta.

The studio announced the news earlier today as a way to gather more metrics on player behavior while everything is unlocked.

“Getting a chance to play every single weapon and gadget available in Battlefield Hardline beta will allow us to get a better sense of what’s working for you, how each gun and item is balanced in every match/encounter, and make changes based on your feedback,” Visceral wrote in the update.

They also note that “all the weapons and gadgets in the beta are just a taste of what fans can expect this fall, we have a lot more guns, gadgets and vehicles waiting for you on October 21st,” in case you were wondering.

If you missed it, a patch was also recently applied to the PC version of the Hardline Beta that aims to fix a few audio bugs and improve “netcode.” You can read the patch notes here, if you’re signed up.

So, give all the new gear and gadgets a spin and tell us what your favorites are in the comments!

David Veselka

Musician, Gamer, Geek. Subscriber

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EA: “We’ll Keep Making Battlefield Games as Long as We Have Great Ideas For Them”

“We’ll keep making Battlefield games as long as we have great ideas for them,” says DICE general manager Karl Magnus-Troedsson on the topic of annualizing their popular military-inspired first-person shooter franchise.

Speaking to EuroGamer, Troedsson explained that “There’s no rule set in place for this.”

The commitment is we’ll do Battlefield games if we have a great idea for something we believe is going to be interesting for driving the franchise forward, and something the players will enjoy. And, as I also said in the press conference, if we have a team that is passionate about building it.”

Earlier, DICE executive vice president Patrick Söderlund claimed that the launch of Visceral Games’ Battlefield Hardline spin-off “doesn’t necessarily mean that [EA needs] to annualize Battlefield and that’s the way it’s going to be forever and ever,” even though onlookers might easily see it that way.

When it comes down to it, Troedsson says that it’s really up to the studio, their responsibilities, and then the games they want to make. “I’m not shying away from the fact there is a business we need to run in the background, and having a successful Battlefield game every year instead of every other year, well, it doesn’t take a rocket scientist to figure out that’s a positive, right?” he added. “But I would never commit to something like that unless we feel we can deliver those games, something that feels like a good Battlefield game, it’s a true Battlefield game and is something we believe is right for our customers.”

In the case of Battlefield Hardline, EA CEO Andrew Wilson told EuroGamer, “We are going to launch an amazing game this year. The feedback has been strong. And we’re going to continue to run that game as a live service much the way we had Battlefield 3, Battlefield 4 and we will do with Hardline. And then we’ll look at what’s the right time to launch the next one.

“We felt this was a great time to launch Hardline. It’s been in development for around three years. It’s ready to go. The content is cool. The gameplay is cool. And it was the right time. We think it can exist within the Battlefield ecosystem symbiotically with Battlefield 4 and to some extent Battlefield 3.”

Judging the interview by its face value, it doesn’t look like EA or DICE even know if the company will be pumping out Battlefield titles on a yearly basis in the near future. At the moment it appears that DICE’s hands are pretty full with both Star Wars: Battlefront and Mirror’s Edge 2. It’s also unlikely Visceral will pop out another Battlefield title any time soon after the launch of Hardline, as they have their own Star Wars project in the works as well.

As Wilson said on the chance of Battlefield 5 releasing next year, “Well, I wouldn’t assume that, but you might!”

David Veselka

Musician, Gamer, Geek. Subscriber

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Report – Battlefield 4 Dragon’s Teeth DLC To Launch in July

It’s not a very specific date, but looks like EA’s Origin game client has narrowed down the upcoming Battlefield 4 DLC’s launch to this July.

Dragon’s Teeth DLC aims to introduce four new Urban environments to Battlefield 4’s multiplayer, along with new weapons, gadgets, vehicles, game modes, and assignments, all of which appear to be coming our way next month.

Twitter user @SirUruk was able to capture an image of the listing on Origin Germany, putting the DLC at a July 2014 launch date:

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Likewise, @LoGaN74M has spotted a similar listing on the Spanish site.

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Update:

It appears even Origin US is now listing the same date.

Battlefield 4

Premature Origin date listings haven’t always been all that accurate, but they do tend to get the month right, so we wouldn’t be surprised to learn of a July launch some time soon. Neither DICE nor EA have made any official announcements just yet, so we’ll have to hang tight for now.

Only a short time ago, DICE slipped a brand new Dragon’s Teeth screen under the door, depicting the new map Sunken Dragon. You can see it for yourself right here.

Stay tuned to MP1st for more details!

David Veselka

Musician, Gamer, Geek. Subscriber

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EA and DICE Talk Lessons Learned With “Unacceptable” BF4 Launch: “Led to Some Very Tough Discussions About What We’re Doing”

Battlefield 4 undoubtedly experienced one of the worst launches in recent video game history.

Working through “netcode” issues, balancing fixes, optimization improvements, and other struggles, it took developer Digital Illusions CE over six months to finally get things stabilized and in a more playable state. Now, after eight months of silence from both DICE and publisher EA, we finally get to hear their thoughts on what the heck actually happened and how the company is dealing with it.

In a lengthy interview with EuroGamer, CEO of Electronic Arts Andrew Wilson had these surprising words to say:

“For clarity it wasn’t actually a server problem for Battlefield 4, it was a client side problem. Right now the game is playing extremely well, and people are in there and having a lot of fun. I’m still playing it.”

Instead, Wilson attributed Battlefield 4’s struggles to the studio’s desire to innovate.

“Think about what Battlefield 4 was: 64 player multiplayer, giant maps, 1080p, Levolution that was changing the gameplay design in an emergent way,” he said. “There is a chance there are things you are going to miss through the development cycle. And you end up in a situation we had with Battlefield 4.

For me, the situation we had was unacceptable. For the team it was unacceptable. We have worked tirelessly since then to make sure the gameplay experience got to where it absolutely should have been at launch and we’re focused on that and we continue to deliver value to that player base.

“But when you do things like that you can never guarantee. It would be disingenuous for me to sit here and say, ‘we will never have an issue again,’ because that would mean we were never going to push the boundaries again. And I don’t want to be that company. I want to be a company that pushes to lead and innovate and be creative. But you can start to do things that give you a better handle and a better view about what the potential challenges might be.”

Despite the rumors, Wilson insists that development on Battlefield 4 wasn’t rushed and that time was aplenty. Instead, the challenge lied in working with unfinished hardware when it came to Sony and Microsoft’s then upcoming next-generation consoles.

“DICE had a lot of time this time, Hardline has had three years,” Wilson explained. “Last year was a very unique situation. Not to abdicate responsibility whatsoever – we own it, we are responsible for it and we have worked tirelessly to remedy the situation – but when you are building a game on an unfinished platform with unfinished software, there are some things that can’t get done until the very last minute because the platform wasn’t ready to get done.

“What was happening with Battlefield 4, even as we were pushing all of this innovation, was a lot of it we couldn’t test until really late in the phase. I believe it was unique.”

Wilson continued, saying that there were two possible paths EA and DICE could have taken: “You could go down the really conservative path, which some people did in the industry, and your game didn’t have any of those problems, but you also got the feedback of, it just feels the same as it used to.

“Or, you could push the boundaries and end up in the situation we ended up in. Neither is good. But I would like to be in the company pushing the boundaries.”

Wilson, CEO of the publisher behind games like the Mass Effect, Dead Space, and Battlefield series, wasn’t the only one disapointed with the launch of it’s flagship franchise’s newest title.

“Was I surprised at the reaction? No. Were we a bit surprised by the state of the game? Yes. For sure,” said head of DICE, Karl-Magnus Troedsson.

“But that’s why we’ve been working so diligently on taking care of that. It has changed a lot of things about how we go about doing things.

“People in the studio have taken this very personally. It has led to some very tough discussions about what we’re doing. We’re looking forward, we’re not looking backward any more, and saying, ‘okay, what do we take out of this hardening experience and what does that mean for us moving forward?’

“We’ll talk more about that in the future but there is definitely a lot of lessons learned.”

With Battlefeld Hardline on the edge of release, just four months away, it’s good to see that a lot of the changes in Battlefield 4’s Community Test Environment program are making their way into Visceral’s shooter, but will it be enough to ensure that history doesn’t repeat itself? 

What are your thought? What’s your takeaway from the words spoken by EA CEO and DICE studio head? Are they sincere? Let us know in the comment section below! 

Den Kovacs

Subscriber

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Battlefield Hardline – Visceral MP Designer Answers The ‘Hard’ Questions: ‘Is It Just DLC? Reused Assets?’

Visceral Games is certainly up against some tough questions following the announcement of Battlefield Hardline’s multiplayer beta on the PlayStation 4 and PC.

But it seems like lead multiplayer designer on the project, Thaddeus Sasser, is up for the challenge.

Speaking to PlayStationLifeStyle on the E3 2014 show floor, Sasser handled some of the tougher questions from fans quite nicely, questions like, ‘Why wasn’t Hardline just a Battlefield 4 expansion?’ or ‘Why does it look so similar to Battlefield 4?’

“Well, obviously the engine’s the same. We’re using Frostbite 3. It’s a fantastic engine. We’ve got improvement incoming. We improved the vehicle physics and so on because, in a cops and criminal setting, vehicle collisions are way more important than in Battlefield. So, we’re making fundamental changes under the hood to some of these systems. In terms of the UI, we still want it to be recognizably Battlefield, but we’ve got some changes, we’re listening to user feedback, we’re always soliciting comments and feedback from the players, so if you’ve got specific comments, you got specific feedback, let us know. We’re happy to take it in, we’re still a good bit away from release. We got time to make some changes. Let us know what you like, what you don’t like. Tell us why.”

Sasser also believes that gamers will eventually see the value proposition in Hardline, but that it might just take some time.

“What you see on the show floor here today is just a small portion of what we got. Obviously, we got a wide range of maps. We got a lot more weapons. We got a lot more cool gadgets. We got a lot more exciting stuff to show you in the upcoming weeks and months. We got a slew of new game modes. I think you’ll understand where the value proposition is with this game. There is a lot of new content. It’s not just a re-skin or a re-use of assets. We’ve got all new assets, we got a lot of stuff still coming in, so look forward, check us out in the future, play it, tell us what you think.”

Battlefield 4 fans know that the recently launched Community Test Environment has already resulted in some significant improvements to the game, and according to Sasser, you can expect the same test results to positively influence Hardline.

“Well, a lot of our engineers are participating in the CTE actively, helping with the changes going on there.”

“One of the great things working on the franchise with DICE is that we’re able to take some of the improvements and roll them into the Hardline game. So, expect to see great stability at launch, and anything we can do to improve the player experience, we’re going to take that very seriously and try to get that in the game.”

So, if you’re not yet sold on Battlefield Hardline, and if Sasser is right, this cops and robbers shooter might just steal your heart when you least expect it.

What are your thoughts on Hardline? Is your mind already made up, or are you taking the wait-and-see approach?

David Veselka

Musician, Gamer, Geek. Subscriber

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Halo: TMCC In Development Prior to Halo 4, Halo 2 MP is “Post-Patch,” More Questions Answered

Following up on the studio’s momentous E3 2014 announcement that unveiled the heavily rumored Halo: The Master Chief Collection to the world, 343 Industries has rounded up a ton of your burning questions and is shedding some more light on the package arriving this Fall, November 11, on Xbox One.

We already knew quite a bit about the collection, thanks to both official and unofficial sources, but we were able to learn a few new things while reading through 343’s recent Q&A.

For example, franchise community manager Andy “Bravo” Dudynsky told readers that Halo: The Master Chief Collection has actually been in its development stages “several” years before the launch of Halo 4 on the Xbox 360 back in 2012. “We started thinking about exactly how we were going to debut on Xbox One several years ago, prior to releasing Halo 4,” he writes.

He was also able to confirm that The Master Chief collection will ship as a digital download on the Xbox One Marketplace and will include all the same goodies, like the live-action digital series Halo: Nightfall and access to the Halo 5: Guardians multiplayer beta launching on December 27.

Fans quickly turned to questions regarding the return of Halo 2’s multiplayer in the collection and what sort of tweaks the studio might be making to its visuals and gameplay in both the ‘Vanilla’ and ‘Anniversary’ versions. One asked if the version shipping would include “pre-patch” multiplayer.

“We are making huge investments to deliver a premium experience at 1080p, 60 fps,” Dudynsky answered. “Having said that, the original game had a lot of dependencies running at 30 fps so we are focusing on making sure Halo 2 plays the way it did ‘post-patch.’ Gameplay will feel the way you remember it.”

Fans familiar with Halo 2’s button combos or glitches will also be happy to know that most will work as they did in the original, but perhaps not in the new Anniversary edition.

Dudynsky explained that “The original Halo 2 multiplayer and campaign will still have BXR and similar button combos. The 6 new maps are built upon a modified engine for Xbox One, so some of these button combos/glitches will not work as they did in the original. Rest assured, we are working very hard to match the original experience as closely as possible on this engine.”

Other interesting facts include:

  • Spectator mode will not be returning in the Master Chief Collection as 343 is “confident that Twitch functionality will make it easy for anyone to share gameplay at any time while playing The Master Chief Collection
  • Join-in-Progress will not return
  • Halo 4 will include all Spartan Ops
  • The Master Chief Collection will not be coming to Xbox 360 as “the game size, enhanced features and technical specifications simply can’t support it”
  • All Halo campaigns can be played cooperatively, online or split-screen, with a maximum of two players, except for Halo 3 and Halo 4’s campaigns which can be played with a maximum of four players online
  • 343’s “goal is to include all original custom game options in each game”
  • Some of the items and assets in Halo 2 Annversary’s E3 2014 demo were placeholder
  • Halo: Combat Evolved online multiplayer will be played with Xbox Live Gamertags

Be sure to read up on the whole Q&A here. There are a lot of questions, most of which are answered, though Dudynsky did make it clear that much more is to come during Gamescom 2014, including more Halo 2 multiplayer gameplay. So, keep your eyes and ears open this August.

David Veselka

Musician, Gamer, Geek. Subscriber

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Ubisoft Responds to Watch Dogs “E3 2012” PC Mod, Old Render Settings Deactivated ‘For a Variety of Reasons’

News of the recently discovered visual-enhancing game files in the PC version Ubisoft’s Watch Dogs is sure stirring up mixed emotions towards the studio’s approach to PC gaming.

Accusations that the PC version was “dumbed down” from its E3 2012 appearance to appease next-gen console manufacturers run rampant amongst the PC community, or anyone who may have caught wind of the news and are likely giving Ubisoft’s PR department a bit of a rough time.

Still, that hasn’t stopped the team at Ubisoft from issuing a statement expressing their point of view.

The dev team is completely dedicated to getting the most out of each platform, so the notion that we would actively downgrade quality is contrary to everything we’ve set out to achieve. We test and optimize our games for each platform on which they’re released, striving for the best possible quality. The PC version does indeed contain some old, unused render settings that were deactivated for a variety of reasons, including possible impacts on visual fidelity, stability, performance and overall gameplay quality.

Modders are usually creative and passionate players, and while we appreciate their enthusiasm, the mod in question (which uses those old settings) subjectively enhances the game’s visual fidelity in certain situations but also can also have various negative impacts. Those could range from performance issues, to difficulty in reading the environment in order to appreciate the gameplay, to potentially making the game less enjoyable or even unstable.

Thanks for playing Watch Dogs and believing in our vision. Stay safe on the mean streets of Chicago.

Not sure if you agree with the words or even believe the statements, but good on Ubisoft for at least addressing it. Hopefully the incident hasn’t put a bad omen over the studio and their upcoming anticipated releases like The Division or Rainbow Six Siege, but for many, it may already be too little too late.

What are your thoughts?

Thanks, GameInformer

David Veselka

Musician, Gamer, Geek. Subscriber

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Play Titanfall For Free For 48 Hours, EA Announces “Origin Game Time” Program

You’ll soon be able to play Respawn Entertainment’s sci-fi first-person shooter, Titanfall, on the PC for free in a new program EA is introducing to their Origin service called “Origin Game Time.”

“This weekend you’ll be able to download Titanfall and play for free for two days straight,” EA announced in a recent news entry. “We’re launching Origin Game Time for Titanfall across the world over the next several hours, so if you don’t see it available yet in your territory, you will soon. Origin Game Time games will appear on our Free Games page when they’re available to download.”

According to the post, EA is handing out 48 hours of game time, giving you full access to the entire game and all of its contents for the entire duration, which begins counting down, in real time, the moment you boot it up for the first time. Any progress made during those 48 hours will also carry over to the retail game, should you decide to make the purchase some time after.

If you already own Titanfall, then this weekend might be a good time to hop on some servers, as they’ll likely feel a lot more populated and filled with ripe noobs for the picking.

PC players, along with Xbox One owners, can also look forward to a fresh new game update incoming later this month that introduces new game modes, customization options, and matchmaking improvements. We got all the details during our talk with the studio that you can read up on right here.

Thanks, Mechcell!

David Veselka

Musician, Gamer, Geek. Subscriber

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H-Hour: World’s Elite Gets Graphical Overhaul on Unreal Engine 4, Check Out These Comparison Shots

SOF Studios has been pretty busy these past weeks as development for their Kickstarted and now Greenlit tactical shooter project, H-Hour: World’s Elite, has moved from Unreal Engine 3 to an upgraded Unreal Engine 4.

On top of providing a whole new set of tools to work with, the new engine also allows for a complete makeover of the game’s visuals, and the results are pretty staggering.

Studio head David Sears posted a number of comparison screens in his latest blog entry, where you can read his latest updates.

“Speaking of upgrades, the potential for realistic lighting in U4 borders on scandalous. Even ‘old’ assets from our U3 proof of concept appear improved in U4. That’s what we’re in the process of doing right now—importing and reconstructing all the assets we created for the proof of concept—into Unreal 4. There’s a lot of content but it’s going smoothly. After that, I’ll make a run at reconstructing the map from the proof of concept. I have to say that once that’s done, and if it goes as quickly as I think it might, we will have mostly made the transition to the new engine with no anguish. I am not speaking for Kevin, however, who is diligently porting over mechanics and features. That’s a much longer task and he estimates a few months total to recreate what we had running in U3. Which is still amazing. When that’s done we can—once fully funded—just roll into production of new maps, adding motion capture animation, and building new characters.

The screenshots below are from the same multiplayer map they showcased earlier, revealing some drastic changes made to the church area.

“This location was never really completed so it stood to gain the most from some production love. Jake, our local modeler, volunteered several days a week to build new props. Kevin imported and set up the original assets. I went insane with placement of objects and materials. What we created is a decent start but I think only hints at what we can hope to achieve in the final game.”

Check out the difference (click to enlarge):

three_windows back_wall little_room the_little_library

While it helps to have a pretty game that’s much more sellable to backers, Sears insists that gameplay is still the studio’s focus.

“The church has become a completely different place that will play exactly the same as the original. Getting the gameplay right is by far (and it’s a really, really far far) task than upgrading the art.”

“During the proof of concept phase a lot of outsiders—by which I mean people who weren’t part of our Kickstarter campaign or haven’t bothered to read any of the hundreds of my posts about why gameplay was our focus—have dismissed the game because it doesn’t look like CoD or Battlefield. In spite of their mildly irritating criticism we stuck to our mission and made something that was fun to play. I am sure that they will find fault with our early efforts to makeover the level, but that’s okay. We have a team of artists waiting in the wings who will push Unreal 4 to the limits of its capabilities and I am really looking forward to all the visual upgrades ahead.”

H-Hour: World’s Elite is set to launch some time next year on PC and PlayStation 4.

Avatar photo

James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Halo: The Master Chief Collection Pre-Order Bonuses Detailed

The ultimate Halo experience is coming to Xbox One this November 11 in Halo: The Master Chief Collection.

Chances are, if you’re an Xbox One owner, you’ve probably already pre-ordered the package that contains all four core Halo games, including Halo: Combat Evolved Anniversary, Halo 2 Anniversary, Halo 3, and Halo 4. But if you haven’t yet, you’ve got a few options with different retailers offering different in-game bonuses.

At the moment, Best Buy, Amazon, GameStop, and ShopTo are all throwing in unique Skulls, which are essentially special options that allow you to alter in-game properties, with every pre-order of The Master Chief Collection.

We’ve got the entire list of bonuses below, courtesy of Beyond Entertainment, if you’d like to check it out. Simply click on the retailer name to be taken to their respective website. Don’t contemplate your selection too hard, however, as it appears that the bonus content will only remain exclusive until mid-December, according to ShopTo’s description.

Best Buy

  • Pre-Order Bonuses for Halo: The Master Chief Collection – Get a multiplayer map guide and in-game Grunt Funeral skull (which explodes after your death), only at Best Buy.

Amazon

  • Pre-order Halo: Master Chief to receive the Piñata Skull  Skulls are game modifiers that affect campaign gameplay dynamically by making it more fun and entertaining. With the Piñata Skull, enemies will drop plasma grenade with every melee. Codes will be emailed to customer two days after order ships.

GameStop

  • Pre-order Halo: Master Chief Edition now to receive the Bandana Skull!  Skulls are game modifiers that affect campaign gameplay dynamically by making it more fun and entertaining. The Bandana Skull provides unlimited ammo and grenades.

ShopTo

  • Halo Bonded Pair Skill DLC – HALO Bonded Pair SKULL DLC Pre-Order Halo: The Master Chief Collection to get the ShopTo exclusive Bonded Pair Skull DLC (co-op only) which gives a 100% damage boost for 60 seconds if your co-op partner dies. They ‘Beyond Pair’ Skull unlock for the Halo 2: Anniversary campaign is exclusive until 12/12/2014.

Keep an eye out for more announcements in the coming months leading up to The Master Chief Collection’s release.

Meanwhile, follow this link to catch up on everything there is to know about the collection, including details on campaign, multiplayer, and what’s included in the box.

David Veselka

Musician, Gamer, Geek. Subscriber

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Steam Summer Sale 2014 Has Begun, All Call of Duty Games 25% Off

Ready your credit card. The Steam Summer 2014 Sale is here.

Until June 30 at 10am PDT, Steam will be discounting a massive number of PC games throughout the course of the sale, some going up to 85% off an beyond.

If you’re a Call of Duty fan like us, you’ll want to check out all the games, from the original all the way to Call of Duty: Ghosts, as they are now 25% off, including special editions.

Battlefield fans, be on the look out for Battlefield 2: The Complete Collection, Battlefield: Bad Company 2, and Battlefield: Bad Company 2 Vietnam for %50 off.

Be sure to browse Steam for other game sales and keep your eyes open for Daily Deals, Flash Sales, or Community’s Choice Sales. Prices on those items typically won’t dip any lower, so you can rest assured that you’re picking up the game for the lowest cost during the 10-day-long sale.

Also, every three votes in the Community’s Choice poll will score you a Summer Adventure Trading Card that you can use to craft the Summer Adventure Badge, which will award you with the following perks:

  • 1 in-game item (or 5 for the foil badge)
  • 1 emoticon
  • 1 profile background
  • a chance at a Team Token
  • 10 points (or 100 for the foil badge)

You can get more details here.

So, check out the sales, let us know what you’re picking up in the comments, and R.I.P. bank account.

David Veselka

Musician, Gamer, Geek. Subscriber

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New Screen of Battlefield 4 Dragon’s Teeth DLC’s “Sunken Dragon” Map

“Charge a floating restaurant or drain a lake to launch a vehicle assault,” reads the latest caption attached to a brand new in-game screen shot of the map “Sunken Dragon,” one of four new maps included in Battlefield 4‘s upcoming Dragon’s Teeth DLC.

The image, discovered on Battlefield’s Facebook page, depicts two squads on Rhib Boats attacking a sinking structure in the middle of a large urban environment. It might not even be worth mentioning, as it could just be a small slip up, but we did notice a Russian soldier driving a boat full of Chinese soldiers. We’re not sure what’s up with that!

Here it is again:

BF4

We’d look for new weapons and gadgets, but we already know what’s coming in Dragon’s Teeth. In fact, those playing in Battlefield 4’s Community Test Environment will already have access to the new gear in an effort to help with balance. However, we’re still awaiting for the official announcement of any new game modes, a release date, and any more screens of some of the new maps.

You can catch a first glimpse of the DLC in action in Battlefield 4’s latest Premium trailer.

Thoughts on Sunken Dragon? Looks pretty close-quarters to us. But according to the caption, it appears that players will somehow be able to clear the water surrounding the play space to allow more ground vehicle play.

David Veselka

Musician, Gamer, Geek. Subscriber

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New Call of Duty: Ghosts DLC Invades PlayStation and PC Early Next Month

Call of Duty: Ghosts‘ third multiplayer DLC, Invasion, it making its way to PlayStation and PC users this July 3, according to a recent announcement from developer Infinity Ward.

In traditional Call of Duty DLC style, the new content will introduce four new maps; Pharaoh, Mutiny, Departed, and Favela, along with a brand new Extinction experience; Episode 3: Awakening.

You can pick up Invasion for $14.99 in the in-game store when it hits, or simply download it at no extra cost if you’re already a Season Pass holder.

Check out the map previews and new screens below:

Pharaoh

[youtube id=”Z9p3YRW1AiU”]

Mutiny

[youtube id=”y3L2V4Q4YOk”]

Departed

[youtube id=”vARttH6Bl94″]

Favela

[youtube id=”1HuWAoaibCU”]

Screens

David Veselka

Musician, Gamer, Geek. Subscriber

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Check Out The Impressive Destiny Companion App With These New Screens

When you enter Bungie’s brave new world this September 9 on current and previous generation consoles, you won’t be alone.

Your companion? You’re phone or tablet. With the launch of Destiny, Bungie is putting the universe at your finger tips with the Destiny companion app, giving you access to stats, tracking, lore, information, and a number of social services.

There are only a few details out there on what exactly the app will have to offer, but those who happened to take it for a spin during the First Look Alpha on the PlayStation 4 sure got a good look at it. Here are some screens of the Android app captured by Vrumpt.

Looks like it has plenty to offer with details on nearly every aspect of the game. It also looks pretty slick and user-friendly. Hopefully we’ll get a chance to play around with it during the Destiny Beta, launching on July 17.

On Reddit, Bungie web engineer who goes by the name HelloControl_ confirmed that the app will be coming to both iOS and Android devices as well.

Keep your sights on MP1st for everything Destiny.

David Veselka

Musician, Gamer, Geek. Subscriber

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New Watch Dogs Patch Recovers Corrupt Saves and Introduces Many Bug Fixes and PC Optimizations

A major patch for Ubisoft’s open-world action-espionage title Watch Dogs is being deployed across all platforms in the coming days and weeks, fixing a number of bugs and introducing a few optimizations for the PC version of the game.

According to the studio, the update will be available for the PlayStation 4 today, the PlayStation 3 “shortly,” the PC in the “coming days,” and the Xbox One and Xbox 360 “within the next week.”

Here are the full notes:

Major Game Fixes

  • Automatically reconstructed corrupted save files which prevented loading to go further than 90%. Some collectibles may remain unrecoverable.
  • Fixed the issue preventing players from using hacks in game.

Gameplay Fixes

  • Fixed several mission-breaking bugs.
  • Fixed minor mission and item-related issues.
  • Fixed the issue that caused the empty weapon-wheel.

Multiplayer Fixes

  • Fixed several minor respawn issues.
  • Fixed some connection and session joining issues.

PC Specific Fixes

  • Fixed graphical glitches on Low & Medium settings.
  • Fixed some crashes on SLI configurations.
  • Implemented several performance improvements.
  • Implemented a few control improvements.
  • Fixed issues causing infinite messaging and timing-out when trying to access the Online Shop from the Extras Menu while Uplay is set to Offline mode.
  • Fixed issues connecting to a Multiplayer game.
  • Implemented several mouse modifications.
  • Fixed “Drinking Game” control issue where wrong information was displayed when played with a gamepad.
  • Fixed “Chess Game” control issue.
  • Fixed bug where the invasion setting was never saved.
  • Fixed graphical issues during cut scenes and cinematics.
  • Fixed several graphical and texture bugs.
  • Removed Vista OS check to prevent false positives.
  • Added game version in main menu.

Watch Dogs is now out on all platforms. What are your thoughts on the game a few week into launch?

Thanks, Oblivion Lost667, for the tip!

David Veselka

Musician, Gamer, Geek. Subscriber