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New Halo: Combat Evolved Screens and Details From The Master Chief Collection

Halo fans picking up The Master Chief Collection this November are in for a treat when, for the first time, the original Halo: Combat Evolved will not only be playable on Xbox One, but will also be playable on Xbox Live, complete with online matchmaking.

Players will be able to match up with others online to compete in Halo: CE’s various competitive multiplayer modes, including “all of the game types and custom game type options you remember” from the original, according to developer 343 Industries in a recent Q&A.

The studio also explained that matchmaking will cater to a variety of playlists, with or without radar, and will include all of the multiplayer maps that were originally exclusive to the PC version of Halo: CE, which you already may know. Some of the PC weapons, however, like the Flamethrower and Fuel Rod Gun will not be available.

You can read the full Q&A here and check out two brand new Halo: CE screens on Xbox One below. According to 343, footage of Halo: CE running on Xbox One is “on the way”, so stay tuned.

Halo Halo

Halo: CE launches with Halo: The Master Chief Collection this November 11, along with Halo 2, Halo 3, Halo 4, Halo: Nightfall, and access to the Halo 5: Guardians beta.

 

David Veselka

Musician, Gamer, Geek. Subscriber

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New Destiny Mythbusters Series Begins, Here’s Episode 1

DefendTheHouse, a popular YouTube channel known for its Mythbusters series based on games like Halo, Call of Duty, Grand Theft Auto, and Battlefield, is at it again with a brand new series dedicated to Bungie’s new IP, Destiny.

Their videos put common video game myths to the test and usually teach you a thing or two that you may never have come across on your own. The video above is Episode 1 of their new Destiny series, so be sure to check their channel every week for following episodes.

Learn anything new in this one?

David Veselka

Musician, Gamer, Geek. Subscriber

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Advanced Warfare’s Atlas Gorge Map Included in Season Pass, More Details on Supply Drops and Ranked MP

The classic Call of Duty 4: Modern Warfare map Pipeline is making a next-gen return in Sledgehammer Games’ Call of Duty: Advanced Warfare, reimagined as Atlas Gorge, a central Chinese location based on the Three Gorges Dam.

Though it was originally thought that the map would only be offered in Advanced Warfare’s Atlas Limited, Atlas Pro, and Digital Pro editions, the studio has now confirmed that will also be included as a part of Advanced Warfare’s Season Pass.

Sledgehammer Games co-founder Michael Condrey cleared that up on Twitter where he also confirmed that Advanced Warfare will ship with 14 multiplayer maps in total, including Atlas Gorge.

Condrey also answered a few questions about Supply Drops, mentioning that gear acquire through this new feature will carry over into new Prestige ranks. So, if you decide to Prestige after reaching Advanced Warfare’s max rank of 50. you won’t lose anything you’ve earned through Supply Drops. That said, you will need to unlock your base weapons again before gaining access to certain weapon loot you already own.

Special loot will also be rewarded to players based on their season performance in Advanced Warfare’s ranked multiplayer playlists. Condrey also confirmed that seasons will last one month long, like Call of Duty: Black Ops 2’s League Play.

We recently got to see some of Advanced Warfare’s highest level unlocks which you can check out right here.

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

David Veselka

Musician, Gamer, Geek. Subscriber

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Quan-Chi Is Mortal Kombat X’s Latest Character Reveal

After some heavy teasing of the next character reveal for Mortal Kombat X on Twitter, we can now see who Ed Boon, co-creator of Mortal Kombat, has been hinting at these past few days.

It shouldn’t come as much of a surprise — especially to those who have been following the latest Mortal Kombat storyline — that the mysterious fighter is none other than the sorcerer, Quan-Chi. You can check out the reveal trailer above.

Mortal Kombat X is set to be released on April 14, for the PC, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One platforms. Additionally, those who do pre-order the game can also nab the Shokan prince, Goro, as a playable character at no charge.

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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Driveclub Launches Next Week, Check Out The Latest “All Action” Trailer

The PlayStation 4-exclusive racer Driveclub from Evolution Studios is on track to launch this Tuesday, October 7 and the developers have got a brand new “All Action” trailer to show you.

The game’s PlayStation Plus edition is now available to pre-download on your PS4. You’ll find by visiting the game’s page on the PlayStation Store. You can also pre-order the standard Blu-ray edition if you’re into some of these cool pre-order bonus offers.

Recently, the studio announced that Driveclub would offer support for Thrustmaster’s T80 & T300RS wheels for the PlayStation 4 for those that prefer a wheel over the DualShock 4 when it comes to racing games.

If you missed it, you’ll find all the details on Driveclub’s Season Pass and upcoming free updates right here.

David Veselka

Musician, Gamer, Geek. Subscriber

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New Civilization: Beyond Earth Trailer Shows You How To Play

2K’s latest gameplay video for Cid Meier’s Civilization: Beyond Earth goes into great detail on all the things you need to know about before setting off on new worlds to expand mankind’s reach.

The above video is split up into different sections, each covering a particular aspect of Fireaxis’ turn-based strategy game. You can refer to the time stamps below to skip to different sections, if you like:

  • 0:00 – Intro
  • 1:15 – Planetfall
  • 2:50 – Exploration
  • 4:00 – Affinities
  • 5:45 – Tech Web
  • 6:35 – Advancement
  • 7:40 – Victory

Cid Meier’s Civilization: Beyond Earth takes the Civ series to a brand new era, launching on PC this October 24.

David Veselka

Musician, Gamer, Geek. Subscriber

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Bloodborne Alpha Invites Being Sent Out, Starts Today

While only a selected few have been picked out, Sony has sent out a wave of closed Alpha invites to North American PlayStation 4 owners for their upcoming Souls spin-off game, Bloodborne.

Be sure to check those emails for confirmation. Once you receive an invite, you’ll be prompted to log into your PS4 and begin to download the Alpha. The Alpha will only be playable on certain days and at certain times, so be sure to note the times below.

Servers will be running 5-8 PM PST (8-11 PM EST) on October 1, October 3, and October 5. 

Bloodborne features co-op gameplay and is set to launch exclusively on the PS4 next February.

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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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Back to Battlefield: Bad Company 2 and #GlovesForTags With MP1st This Weekend

Back to Battlefield: Bad Company 2 with MP1st on Xbox 360

UPDATE:

Looks like we ran into some major issues tonight. We believe that the free Games With Gold version of Battlefield: Bad Company 2 is missing a few important updates that are needed to play online, which is why a lot of you were unable to connect to EA’s servers. Some of you who may already own the game might even be missing an update or two.

To make sure your game is up-to-date, either go to the in-game STORE or the XBOX LIVE MARKETPLACE to download all the latest (free) updates you might find there, including the free VIP Pass. See if you can connect to EA’s servers afterwards.

If you’re down, let’s meet again on Sunday at 3PM PST / 6PM EST! Cool?

PS. You can stay up to day by following this forum thread as well as @MP1st, @Mister_Veselka, and @DennyKovacs on Twitter.

We’re going back to Battlefield: Bad Company 2.

One of our favorite Battlefield games of all time is now being offered to all Xbox Live Gold members on Xbox 360 for free between today, October 1, and Monday, October 15. So, with everyone on last-generation’s Xbox getting open access to one of DICE’s most beloved and fun-filled Battlefield titles ever, we figured we’d take this moment to organize a relaxed but epic night of Bad Company 2 with some of our readers.

We’re looking to recruit roughly 20 – 22 (or more) of you to participate in a ‘Back to Battlefield: Bad Company 2’ night with MP1st staff on the Xbox 360 this Friday, October 3 between 3:30PM – 5:30PM Pacific / 6:30PM – 8:30PM Eastern. We’ll start up some private matches and revisit some of those memorable Bad Company 2 maps that we all know and love. If there is enough interest, or if we can’t rotate through all participants during that time frame, we’ll open up a second event on Sunday, October 5. Time TBA.

Here’s how to sign up:

Must be an Xbox Live Gold subscriber.

  • Dust off your Xbox 360. Make sure it’s still working.
  • Dust off your copy of Battlefield: Bad Company 2. Make sure it’s still working.
  • If you don’t own a copy of Battlefield: Bad Company 2, head over to this page or find the game on the Xbox Live Marketplace and start downloading.
  • Send a friendly message to ‘Veselka‘ on Xbox 360, Xbox One, or the Xbox SmartGlass app letting me know you’d like to participate OR drop your Gamertag in a response to this Forum post (all participating GTs will be listed here).
  • I’ll respond back with confirmation and a friend invite as soon as possible and send game invites starting roughly 15 minutes before go time on Friday.

We’ll be live streaming the entire thing from the perspective of MP1st staff, so if you can’t quite participate, you can always hang out with us on our official Twitch channel when the games begin.

Be sure to follow @MP1st, @Mister_Veselka, and @DennyKovacs on Twitter for any updates!

Looking forward to seeing you all on the battlefield!

Battlefield 4 Gloves For Tags with MP1st on Xbox One

Immediately following Friday’s ‘Back to Battlefield: Bad Company 2’ event, MP1st will be teaming up with Gloves For Tags at 6:00PM Pacific / 9:00PM Eastern for a night of backstabbing in Battlefield 4 on Xbox One, hosted by our friends at Clan Lucky Strike and sponsored by Mechanix Gloves.

What’s Gloves For Tags? Be on the lookout for [MP1] Veselka or [MP1] PI3KY while you play. Getting a knife kill on either one of us lands you a free pair of Mechanix Wear gloves! We’ll be keeping track of whoever’s lucky enough to get our tags, but those who do will be able to submit a special form to claim your prize.

Here are the details:

  • Follow @GlovesForTags on Twitter for updates.
  • Search “gloves” in Battlefield 4’s server browser on Xbox One and favorite the “Lucky Strike Official Server”.
  • Hop online at 6:00PM Pacific / 9:00PM Eastern. If required, use password: GLOVES.
  • Steal our tags (if you can) and claim your prize by filling out this form. Again, your targets are: [MP1] Veselka and [MP1] PI3KY.

You can watch the whole thing go down with multiple streams, including commentary, on Clan Lucky Strike’s official G4T page.

If you’re up for the challenge, we’ll see you online this Friday!

David Veselka

Musician, Gamer, Geek. Subscriber

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Destiny’s Update 1.0.2 Is Now Live – Here Are The Patch Notes

As promised, developer Bungie has a deployed a brand new Destiny patch on all platforms today that aims to improve the game’s often frustrating loot system.

The new update will removes the chance for Engrams to produce items that are of a lesser rarity and adds Rare and Legendary Engram drops to the various Strike playlists. You’ll also find a few fixes, including updates to some Crucible game modes.

Check out the full list of updates below:

Destiny Patch 1.0.2

Cryptarch
  • Legendary (purple) engrams will always produce a Legendary quality item or higher
    • Note: Legendary engrams that exist in your inventory will change to Rare quality items when the patch is applied. However, decoding these engrams will still produce the same results as before
  • Rare (blue) engrams will always produce a Rare quality item or higher
    • Chance for Legendary gear increased
  • Materials: Ascendant Shards and Ascendant Energy promoted to Legendary quality (from Rare quality)
Rewards
  • Rare (Blue) and Legendary (Purple) Engram drops added to the potential rewards for:
    • Vanguard: Tiger Strike Playlist
    • Daily Heroic Missions (first time per day)
    • Weekly Heroic Missions (first time per week)
  • Known issues
    • When selecting a higher difficulty for daily missions, XP Bonus not show in the reward display
    • You will still get the XP bonus, you just won’t see it in the UI
Crucible
  • Reduced time limit on Bastion and First Light in Control and Clash from 15 to 12 minutes, bringing them in line with non-vehicle maps in those playlists
  • Lowered weighting on Bastion and First Light in Control and Clash so they appear less often in those playlists

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 4 Gets Free 168-Hour Trial on PlayStation 3 For Plus Members

Sony is now offering PlayStation Plus subscribers on the PlayStation 3 the opportunity to take DICE’s first-person military shooter Battlefield 4 for a free 168-hour test run.

You can grab the free trial now on the PlayStation Store and get access to the entire game for the duration, including all multiplayer and single player content. You may have to be patient as you download the trial, since you’ll be downloading all of Battlefield 4’s previous updates and patches as well.

Now is a good a time as any to hop on the Battlefield 4 bandwagon as the game received a major update earlier today that improved upon nearly all gameplay aspects, delivering on a ton of player feedback.

So, get suited up, and see you on the battlefield.

Thanks, SDSchulzey, for the tip!

David Veselka

Musician, Gamer, Geek. Subscriber

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Check Out Call of Duty: Advanced Warfare’s Highest-Level Unlocks

Sledgehammer Games is bringing customization to the next level in Advanced Warfare.

With nine different customization slots, you’ll be able to deck out your Operator in some pretty sweet gear that you’ll unlock through ranking up and through Advanced Warfare’s supply drops. Items range in rarity from Enlisted to Elite, though some of the coolest items will only be attainable by completing certain challenges.

IGN recently took a look at some of Advanced Warfare’s highest-level gear, which you can have a look at in the video below, giving you a small tease of what sort of customization options will be available to you in multiplayer. Check it out:

Call of Duty: Advanced Warfare drops on Xbox One, PlayStation 4, Xbox 360, PlayStation 3, and PC on September 4 with 24 hours of early access and double XP for Day Zero Edition owners.

If you missed it, check out Advanced Warfare’s latest trailer that shows off the game’s co-operative multiplayer mode, Exo Survival, for the first time right here.

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 4’s Biggest Game Update Is Here, Now Rolling Out on PC and Other Platforms

Battlefield 4‘s most significant game update yet is now beginning to roll out on all platforms.

Origin users on PC are reporting that notifications to download the patch — 1.16 GB is size — are now popping up. Though size may vary from platform to platform, the update is also on course to hit Xbox One, PlayStation 4, Xbox 360, and PlayStation 3 throughout the day.

It may or may not necessarily be the biggest in actual size, but when it comes to the effect it might have on Battlefield 4’s gameplay, this one’s a doozy. The “Fall Update” incorporates all of the latest gameplay, balance, user interface, and performance tweaks that were developed in direct response to player feedback gathered during the first phase of Battlefield 4’s Community Test Environment, which launched back in May for Premium members on PC.

Patch highlights were shared earlier this this month, which you can read up on right here. It includes updates to the Rush game mode, player movement, aiming, weapons, netcode, and much more. The massive and fully detailed list of patch notes can be found below, courtesy of Battlefield 4 Global Community Manager Vincent Vukovik.

Battlefield 4 “Fall Update” Patch Notes

GENERAL 

  • Fix for a crash that could occur when entering a vehicle or using a gadget.
  • Improved soldier movement to closely match that of Battlefield 3 while still maintaining animation fidelity of Battlefield 4.
  • Fix for an issue on the Siege of Shanghai where players could make themselves invincible near Flag A.
  • Added pre-round ready state. The minimum player’s ready per team needed for the round to start is calculated from the team with less players.
  • Crosshairs/Optics scale tweaked and visibility against light backgrounds improved.
  • Helicopters and jets now affect trees and bushes which are set up to react to wind.
  • Various collision fixes and other performance improvements have been made to Dragon’s Teeth maps.
  • Uniform soldier aiming allows the use of procedural aim rate instead of the original preset numbers.
  • Fix for elevators on Dawnbreaker being active on the Domination, Squad Deathmatch, Team Deathmatch and Defuse game modes.
  • High latency indicator tweaked to give players a better idea of when they are experiencing lag.
  • Fixed a rare issue where a second Commander would spawn over the already existing one in a certain scenario, resulting in 2 Commanders on the same team.
  • Fixed the missing kill card issue for hardcore and anytime the killcam is off.
  • Increased the Chain Link game mode round timer to 30 minutes. Ticket bleed rate has also been changed to be 40% slower.
  • Fixed an issue where a player trying to join a full server would get an incorrect error.
  • Added “Classic” Server presets.
  • Increased the gunship cooldown for Commander to 60 seconds.
  • Fixed an edge case where a Commander asset will never get “activated” for a team if the Commander is under a Proxy Attack.
  • Fixed a crash related to the Riot Shield.
  • The high frequency update is now on by default and cannot be turned off. It now also supports PlayStation 3/Xbox 360.
  • Reduced the time it takes to display the incoming damage indicator.
  • Fixed an issue where players joining Lancang Dam after the Levolution event didn’t hear the VO and alarm.
  • Fixed issue where Battle Pickups would sometimes get dropped immediately after picking them up. Also fixed a problem where Battle Pickups can’t be picked up when other soldiers are nearby.
  • Made 100 tickets the default Rush ticket value.
  • Fixed an issue where field upgrades would be lost when a player spawned into a vehicle.
  • Tweaked smoke effects. Smoke is now bigger, has higher density and lasts longer.
  • Fixed some materials that would react incorrectly to projectile collision.
  • Fixed an issue where squads would get bigger than the supported maximum of 5 players.
  • Fixed a bug where the Gamertag would not appear correctly in the emblem report screen.
  • Updated player icon to show a shield variant when using the 10% health reduction perk (showing for enemy players only).
  • Fixed an issue where players could get underneath the ship at Objective “E” on Paracel Storm
  • Reduced head flinching on soldiers.
  • Added functionality to be able to shoot when falling (not jumping).
  • Fixed an exploit on Operation Locker.
  • Fixed an exploit near the US base on Metro 2014.
  • Fixed an issue on Dawnbreaker where players could get underneath the map.
  • Fixed an issue where players could get under the map on Hainan Resort on the beach near the US base. Also fixed an issue where players could hide behind a wall and shoot at other players.
  • Fixed an issue where the health/ammo boxes would block the line of sight for the defibrillators.
  • Permanent fix for gadget exploit where a user could equip gadgets from different classes.
  • Fixed an instance where unlocked China Rising or Second Assault assignments were being shown as if they were not unlocked and no progress had been done.
  • Adjusted the red dot reticles for medium and long range sights for the Engineer Class primary weapons.
  • Visual Recoil: Close range sights (except iron sights, IRNV and FLIR) and all Medium range sights have been changed to no longer be affected by animation AKA Visual Recoil. The removed random effect has nothing to do with real weapon recoil and doesn’t affect it.
  • Vehicle hold or press button for boost option added.
  • Added UI options for tweaking the ADS aiming sensitivity. The advanced options are now exposed in a separate advanced control options section.
  • Fixed a Commander issue that could cause the cruise missile not to work properly if a flag received a neutral status while the missile was in the air.
  • Fix for an issue where opposite teams would initially spawn too close to each other on Team Deathmatch, affecting all maps.
  • Obliteration fix for an issue where the round would end while the bomb is armed due to the timer running out.
  • Flashbang now dims the HUD when player gets affected by it.
  • Fixed an issue on Capture the Flag game mode where the team with the highest number of points wins regardless of flag captures (points should only be counted on a draw).
  • Fixed for an issue on Lumphini Garden on Conquest Large game mode where Capturing Flag B while the Commander is under a Proxy Attack will not give the infantry scan asset.
  • Fixed an issue where players could get stuck in the customization menu while playing Defuse.
  • Fixed LMG iron sights fires to reflect last few bullets visibility.

CARRIER ASSAULT IMPROVEMENTS

  • When the carrier is opened up the parachute spawn will be available as before.
  • When the first crate is destroyed the defender team is moved back into the boat but the attackers still will only be using the parachute spawn.

DRAGON’S TEETH MAP IMPROVEMENTS

  • General collision fixes.
  • Glitches/Exploit fixes for high places.
  • Added out of bounds for rooftops to support restricted areas and prevent exploits.

JET IMPROVEMENTS

  • Fixed an issue related to the chase camera that could cause a glitchy orientation when the camera was targeted straight up or down.
  • Added new positions for 3P jet cameras.
  • Added weapon reticle to the 3P jet camera.
  • Added an option to turn on/off the rolling (along with the jet) for jet 3P cameras.
  • Fixed an issue with the SU50 and F35 not properly playing bullet impact sounds when under fire.
  • Jet guns visual recoil has been reduced to 30% of what it was before.
  • Improved the “stall” behavior of jets when reaching max vehicle height.
  • Fixed issues where attack jets’ cockpit geometry was clipping/obstructing the HUD

WEAPON TWEAKS AND FIXES

  • Fixed an issue with inaccuracy on the RPG and XM-25 where if after shooting a player very quickly it switches to another weapon then switches back, then the dispersion is large until after the first shot.
  • General weapon tweaks: Reduced suppression recoils. Removed recoil modifier for zoom. Made a 75% reduction in hip recoil.
  • Muzzle Brake: Lowered the overall impact of this attach. Both its positives and negatives have been reduced.
  • Heavy Barrel: Lowered the buff it gave to minimum moving spread, and moved some of that bonus into reduced spread increase. The Heavy Barrel should now be a good option for longer range tap firing.
  • Lasers: Added a small buff to standing hip fire accuracy.
  • Corrected spread increase values that were previously incorrect. (This primarily affects expansion pack weapons).
  • Added missing bullpup modifier to SAR-21.
  • Bullet velocity increases: Improved bullet velocity for Slugs and nearly all suppressed weapons. Selectively improved base velocity for weapons that were too slow for their intended range.
  • Damage model: Many weapons have had their maximum and minimum damage adjusted slightly. It may take one extra bullet to kill at extremely close engagements and long range combat.
  • Trigger Delay: Removed from all revolvers.
  • Desert Eagle: Bullet velocity and minimum damage reduced.
  • Adjustments have been done to slower rate of fire weapons to make them easier to use at longer ranges vs higher rate of fire weapons.
  • Carbines and PDWs now have unique bullpup modifiers that give improved bonuses over the rifle counterpart.
  • Ammo: Gave more ammo to the weapons that were short a mag compared to their counterparts.
  • PDWs: Improved moving minimum spread.
  • LMGs: Improved moving spread of mag fed LMGs vs their belt fed counterparts.
  • DMRs: Audio when being shot at by a DMR has been improved.
  • SKS and M39EMR no longer allow you to hold breath.
  • Bullet velocities increased.
  • Bolt Actions: Some bullet velocities increased. Gol Magnum rate of fire slightly reduced.
  • SMAW: Slight increase to top speed and acceleration.
  • MBT LAW: This underwent a big change based on community suggestion. You will need to aim slightly more accurately to engage the tracking. It is much harder to have it track a random vehicle between you and your target. It will no longer lock on targets behind cover. It has been slowed down slightly. It now begins tracking at 100m instead of 15, this gives the target slightly longer to react to the lock warning.
  • SLAMs: Damage and blast radius reduced slightly. Three Slams will no longer take out a MBT on their own. The disabled MBT will need a single rocket to be finished off.

ANIMATION BUG FIXES AND IMPROVEMENTS 

  • All pistols: Removed randomization of iron sights fire animation on most pistols per CTE feedback.
  • All automatic pistols: Shortened duration of slide animation during firing animations to prevent slide appearing to not cycle when firing quickly.
  • Automatic rifles: Fixed missing trigger pull animations.
  • Unica 6: Fixed hammer getting stuck on iron sights fire animation. Shortened reload threshold so magazine registers as full, faster.
  • CS5: Fixed magazine going invisible if reload is interrupted. Fixed problem where bolt action animation wouldn’t play when firing near the end of the tactical reload animation.
  • G36C: Fixed charging handle position during full/tactical reload.
  • CZ-805: Fixed charging handle position during full/tactical reload.
  • AWS: Enabled semi-automatic fire.
  • XM25: Fixed fire animation; including reciprocating charging handle.
  • Bulldog: Fixed problem with tiered reload.
  • M60E4: Adjusted reload interrupt branches to match other LMGs; ammo box now stays mounted on interrupt.
  • L96A1: Added missing interruptible reload branches.
  • JNG90: Adjusted reload threshold to prevent bypassing re-chamber animation at the end of empty reload.
  • SR338: Fixed bug where fire animation could be skipped by firing at a certain cadence. Raised reload threshold.
  • L85A2: Adjusted foregrip position so Angled Grip attachment doesn’t clip through the trigger guard; fixed reload animation bug that could cause accessories to shift on the weapon during animation.
  • RPK-74M: Reduced both reload times by .3 seconds to better match animation.
  • HK45C: Removed hammer position mismatch between idle and ADS.
  • ACW-R: Reduced time to register reload.
  • QBU-88: Fixed clipping issue in deploy animation.
  • SR2: Added reciprocating bolt fire animation.
  • SR2: Fixed missing bolt on empty reload animation, fixed sprint pose clipping issue in water.
  • 870: Fixed blending issue after zoom fire/pump action animation.
  • M16A4: Fixed mismatched bipod pose, broken dust cover on model.
  • RFB: Removed extra shell that moved when firing with a bipod and iron sights.
  • MK 11 MOD 0: Opened dust cover to prevent jamming. Removed incorrect rotation during bipod fire animation.
  • All DMRs, M82A3 Battle Pickups: Fixed bipod fire issue that skipped fire animation at higher rates of fire.
  • M412 Rex, .44 Magnum: Adjusted fire animations for new trigger delay values, corrected trigger discipline while running.
  • All belt-fed LMGs: Added “last few rounds” ammo visibility system to ADS fire animations.
  • AWS: Fixed foregrip position to be on-rail in 1st person.

GRENADES 

First grenade balance pass.

Highlights: 

  • Reduced initial capacity of RGO and v40 Minis by one.
  • Reduced blast radius of RGO and v40 Minis requiring more accuracy for full damage.
  • Increased the time it takes to refill explosives from ammo sources.
  • These changes are an indirect buff to the Offensive and Grenadier specialization.

Detailed list: 

  • Reduced RGO capacity 2->1
  • Reduced RGO inner blast radius 1.65->1
  • Reduced v40 capacity 3->2
  • Reduced v40 blast radius 7->6
  • Reduced v40 inner blast radius 2.5->1
  • Increased ammo bag pickup time for grenades:
  • Flashbang 5s->9s
  • RGO 7s->25s
  • v40 8s->13s
  • Handflare 1s->6s
  • M18 5s->9s
  • M34 8s->25s
  • M67 5s->25s
  • XM25 DART 1s->3.5s (5->4 rounds)
  • XM25 3.5s->6s (2->1 rounds)
  • 40mm 3GL 8s->18s
  • 40mm Smoke 2.5s->5s (matching flashbang now)
  • 40mm LVG/HE 8s->9s

UI TRIAGE (HUD TWEAKS AND FIXES)

  • Added advanced options for adjusting HUD icons.
  • HUD icons transparency support.
  • Aim down the sight (ADS) now causes auto transparency for HUD icons.
  • Added a new option for whether tapping spot button should give attack/defense orders.
  • Game mode bar on top of the mini map now also display objective squad order status.
  • Fixed issue with having space between the mini map and the Team Deathmatch game mode info bar.
  • Fixed the minimap world directions not showing in the Chinese version of the game.
  • Added advanced gameplay options sliders to control the transparency of the HUD elements.
  • Adjusted the red dot reticles for medium and long range sights for the Engineer Class primary weapons.
  • Added an advanced gameplay option to change the size of the minimap
  • Added an advanced gameplay option to make the minimap icons auto size along with the minimap scale
  • Added an advanced gameplay option to set the default minimap scale

REVIVE IMPROVEMENTS

  • Revive timer has been added. It will show timers on teammates so that the player can choose who to revive.
  • Added a sound when defibrillators are 100% charged (giving the revived player 100% health back).
  • Fix for an issue that could cause the HUD to disappear when the player brought up the game menu while in a revive state.
  • Added initial implementation of revive timers for soldiers in man down state. It will now show timers on a teammate so that the player can choose who to revive.
  • Fix for a bug when you were able to revive teammates by only rubbing the defibrillators.
  • Fix for issue that would sometimes occur when two players on a team equipped defibrillators at the same time next to each other and are about to revive another team player, the player who is reviving gets no score and the other player gets score instead.

RUSH IMPROVEMENTS 

DICE <3 RUSH is an ongoing Battlefield 4 Community Test Initiative with the intent to improve Rush on base-game maps. This initial release includes new layouts and rule sets implemented on:

  • Flood Zone
  • Golmud Railway
  • Hainan Resort
  • Lancang Dam
  • Operation Locker
  • Paracel Storm
  • Rogue Transmission
  • Siege of Shanghai
  • Zavod 311

Improvements to Dawnbreaker and further tweaks to the above maps will be looked at.

  • Disabled Commander on the Rush game mode for all maps

OBLITERATION COMPETITIVE IMPROVEMENTS

  • Reduced radar sweep on home bases to 40 meters.
  • Bomb does not have to be planted in a sequence anymore.
  • Reduced the time it takes to plant a bomb from 10 to 8 seconds.
  • Raised Obliteration Bomb icon over the bomb carrier’s head.
  • Reduced the combat area on Operation Locker based on player feedback.
  • Reduced the combat area on Golmund Railway and tweaked the spawn points.
  • Fixed bomb out of bounds on Golmund Railway.
  • Blocked pipe access to rooftops on Zavod 311.
  • Reduced the combat area on Zavod 311.

PLATFORM SPECIFIC FIXES 

PC:

  • Fix for a game crash.
  • Added FOV slider (option) for the chase cameras of all vehicles.
  • Fix for an issue where Users where unable to rebind gadgets to slot 1.
  • Fixed an issue where the chat log settings wouldn’t properly function after a player exited the game.
  • Tweaked latency indicator.
  • Better post-processing for medium graphics settings.
  • Fix for when the text input form clears when switching between EOR camera and scoreboard. The text now remains in place regardless of the game actions.
  • Added an option to turn off the jets auto throttle feature.

PS3:

  • Fix for a game crash
  • Fix for a crash that could occur during the end of round screen.

SERVER FIXES

  • Fixed an issue where taking damage indicators (the red wedge) where pointing in the wrong direction.
  • Lowered frame history time on all platforms to improve on ‘out of region’ player issues.

David Veselka

Musician, Gamer, Geek. Subscriber

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Visceral GM Confirms No Rush In Battlefield Hardline – 9 Maps and 7 Game Modes At Launch

Seven game modes in total will ship with Visceral Games’ Battlefield Hardline when it launches this Spring, five of which are never-before-seen in the Battlefield franchise.

Visceral General Manager Steve Papoutsis confirmed the numbers in a recent interview with Battlefield 4 YouTube personality, JackFrags, where he also stated that nine multiplayer maps will be available on day one.

From previous reports, confirmed game modes thus far are Hotwire, Rescue, Blood Money, Heist, Conquest (Turf Wars), and Team Deathmatch, which leaves one unannounced game mode yet to be revealed.

Fans of the classic Rush game mode, made popular by the Battlefield: Bad Company series, may be disappointed to learn that it will not be a part of that list, unfortunately. Papoutsis confirmed on Twitter earlier this month that Rush will not be returning in Battlefield Hardline.

Thanks to the help of Reddit users Storm_Worm5364 and 3RDRANGER, we’re also starting to build a list of weapons that we’re fairly certain will be playable in Hardline. Here’s what we’ve got so far, in addition to what was seen in the Hardline beta. It is by no means a complete or final list, nor might it be 100% correct, but here it is anyways:

  • M16A3
  • AKM
  • G36C
  • M4
  • FMG-9
  • Vector K10
  • UMP-45
  • AKS-47U
  • P90
  • UZI
  • MP5K
  • MAC-10
  • M240B
  • MG36
  • SR-25 ECC
  • L96A1
  • R700LTR
  • PTR-91
  • Shorty
  • Sawed-Off
  • 870 MCS
  • SAIGA .308
  • G18
  • M93R
  • M1911
  • RS357
  • .38 SNUB
  • 92FS
  • HK45C
  • TEC-9

As we mentioned earlier, Visceral is experimenting with asymmetrical, faction-specific unlocks and is also looking into class balance that resembles that of Battlefield: Bad Company 2.

Sad to hear Rush won’t be returning? What do you think is Hardline’s fifth unannounced new game mode?

David Veselka

Musician, Gamer, Geek. Subscriber

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Bungie Responds to DLC Controversy, Says Expansions Aren’t Finished Yet, Despite Leaks

Earlier this week, a bug found in Destiny’s world map revealed placeholder text and icons for future content coming to Bungie’s just-released shared-world shooter. Since the discovery, the studio fell under fierce accusations that previously completed content was purposely cut from the game in order to sell as DLC at a later date for an extra cost.

Two content packs are planned for Destiny, but according to a response from Bungie’s community manager David “DeeJ” Dague on the matter, work on either is not complete yet.

“We noticed that you noticed that we already have plans for upcoming content packs in Destiny,” Dague wrote on the game’s official forums.

“We do! They have activity names (which may or may not change) and we have a really good idea what they’re going to contain. They even have placeholder nodes in the Director, as you’ve already discovered.” 

“But neither of the Expansion Packs we’ve announced are finished.”

The studio is currently at work on Destiny’s first expansion, “The Dark Below”, which is due out this December, Dague explained. “Soon, we’ll detail it out for you so you can see exactly what we’ve been working on,” he added.

According to the leaked information, future content for Destiny includes new Raids, Strikes, Story Missions, locations, Crucible maps, and more. Both expansions are included in Destiny’s Season Pass for $34.99.

David Veselka

Musician, Gamer, Geek. Subscriber

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Call of Duty: Advanced Warfare Likely To Sell Millions Less Than Call of Duty: Ghosts, Says Analyst

Call of Duty: Advanced Warfare is expected to sell three million copies less than Call of Duty: Ghosts, according to Sterne Agee analyst Arvind Bhatia.

As Cinema Blend reports, the analyst projects that Sledgehammer Games’ debut Call of Duty project, due out this November 4, will sell 17 million copies in quarter four of 2014, which is down 15% from Infinity Ward’s Call of Duty title that sold 20 million in quarter four of last year.

With $1 billion sold into retailers at launch, Call of Duty: Ghosts still didn’t quite manage to top sales generated by Call of Duty: Black Ops 2 and Call of Duty: Modern Warfare 3 in prior years. Publisher Activision chalked up Ghosts’ dip in performance to stiffer competition and the awkward transition to next-gen consoles.

Fans of the franchise weren’t all too enthusiastic about the direction Ghosts took the series in either, while our review was especially critical.

Bhatia says that while continuing consumer indecision about upgrading to next-gen hardware may still factor into sales, Advanced Warfare does have the chance to out-perform its predecessor thanks to a lack of competition this year. With Battlefield Hardline moved to a Spring 2015 release, Advanced Warfare’s only possible concern is the Xbox One-exclusive Halo: The Master Chief Collection, launching one week later on November 11.

Our first impressions of Advanced Warfare were very positive, but it sounds like it’s going to take some solid reviews and good word-of-mouth to give Advanced Warfare the boost it needs this Fall.

What’s your outlook on Call of Duty this year? Are you more excited for Advanced Warfare than you were for Ghosts? Or, are you reserving judgement until after launch?

Thanks, IGN

David Veselka

Musician, Gamer, Geek. Subscriber

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Report – Destiny World Map Bug Reveals Possible Future Content, New Raids, Strikes, and Crucible Modes

A user has allegedly discovered upcoming content for Bungie’s shared-world shooter by running into an odd bug found in Destiny‘s world map, revealing locked away content that is not currently available.

The bug lists new Story Missions, Strikes, Crucible modes, and even Raids, all of which will likely be included in future downloadable content.

It’s always possible that the video was faked, but it looks pretty convincing to us. You can watch it above.

Reddit user KilledbyDice posted the information on Reddit:

Earth

    • Strike [Level 10] – The Jovian Complex: A new Hive brood gathers it’s strength beneath the cosmodrome. Find their master and purge them all.
    • Story Missions – There seems to be 4 more story missions located in the North East section of the map in the Kings Watch section

Moon

    • Strike [Level 14] – The House of Wolves: No description
    • Strike [Level 26] – The Summoning Pits: Xyor, the Unwed awaits your arrival at the bottom of the Hellmouth (part of an exotic bounty not new expansion content. Thanks to /u/The7ruth)
    • RAID [Level 28] – Crota’s End: He waits in the dark below

Venus

    • Story Mission – There appears to be a new story mission in “The Terminus”

Mars

    • Strike [Level 20] – The Hypogeum: The ressurection of the Black Garden has begun. Stop the Vex before the Garden’s heart beats again.

Reef

    • RAID [Level 28] – Reef Raid: No Description

Crucible

    • Skirmish [Special Event?] – Only the worthy may face the Trials of Osiris for only the worthy are strong enough to endure what is to come.

A string of victories will earn you great rewards – but lose three times and you’re out.

    • 3v3 Team Deathmatch
    • Level Advantages Enabled
    • Weekly Rewards
    • Trial Set Gear
    • Ascendant Materials
    • Crucible Marks

It’s likely that Bungie had already developed world map assets for Destiny’s future content and that some of the code was left in the game at launch, which this user appears to have bumped into on accident.

Two expansion packs have been confirmed for Destiny thus far, “House of Wolves” and “The Dark Below”, which matches up with some of the content discovered above.

Keep your sights on MP1st for more any updates!

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield: Hardline ‘Will Work’ At Launch, Says Visceral Games Creative Director

Since its inception, Battlefield: Hardline has been seen as the underdog of Battlefield games by many, having to prove itself to the thousands of fans who have come to love the arcade war-emulating franchise.

Developer Visceral Games has made massive strides to deliver the Battlefield game that fans want with Hardline. But, considering the series’ troubled launches over the past two titles, the question on everyone’s mind is, ‘will it work on launch?’

Creative Director at Visceral Game Ian Milham answered the question in an interview with Gamer Revolution.

“What you’re basically asking is, ‘Is your game going to work?’ and the answer is yes, it’s gonna work,” he said, adding that Hardline has been in development for quite some time and things are going well.

“We actually started on this more than a year before Battlefield 4 came out. We’ve been working with the DICE guys for a long time; some of our engineering work is actually in Battlefield 4 and things they’ve been doing since then. It’s in pretty great shape now and all that work is gonna come into what we’re doing.”

“We already had one very successful beta, we’re going to have another beta on every platform we ship on. We take shipping a working game pretty seriously. So, yes, the game will work.”

Visceral Games is setting the bar high for Battlefield: Hardline. Do you think the cops and robbers spin-off will live up to the promises made? Let us know in the comments below! For more Battlefield: Hardline news, keep your sights on MP1st

Den Kovacs

Subscriber

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Destiny Review – Bungie’s New Universe Shows Promise With Room to Grow

With a legendary reputation to live up to, iconic Seattle-based video game developer Bungie has a lot riding on Destiny.

Teased all the way back as early as 2009, Destiny is the realization of an entirely new universe crafted by the talented minds that single handedly revolutionized the first-person shooter on modern consoles with a little Xbox game you might remember called Halo: Combat Evolved. Having devoted over ten years to Master Chief John-117, the Spartans, and the Orbital Drop Shock Troopers of the fictional United Nations Space Command, Bungie handed over the Microsoft-exclusive franchise after the launch of 2010’s Halo: Reach to begin anew. Only, this time, development would consist of work on four different consoles, instead of one.

Fast forward to September of 2014, after a public Alpha and Beta, Destiny greets PlayStation 4, Xbox One, PlayStation 3, and Xbox 360 audiences and a new journey for both gamers and Bungie begins.

Destiny is the first title planned in a yet another decade-long effort to bring the studio’s new mythic science-fiction IP to life. So, with plenty more on the way, did Bungie get it right the first time?

Destiny

Player Versus Environment

You begin your journey as a Guardian risen from the dead by the Traveler, a magnificent yet ominous moon-sized sphere that floats mysteriously above the last city on Earth decades after defending the remains of humanity from an entity only known as the Darkness. Guided by the Traveler’s Ghosts, it channels its Light through you, granting you unfathomable abilities as one of three Guardian classes — Titan, Hunter, or Warlock — to take on the now returning Darkness.

It’s an enticing story set-up that, unfortunately, isn’t explored very thoroughly in this entry. Clearly, Bungie is saving the good stuff for later, via DLC or Destiny 2, 3, etc. I wish I could tell you that your curiosities will be satisfied by collecting and reading Destiny’s lore cards, known as Grimoire cards, but you’l likely end up with more questions than answers. Still, it’s where the majority of Destiny’s story and background lies, so you’ll have to really dig in if you want to get the most from it. Your travels through the game’s four playable locations — Earth, the Moon, Venus, and Mars — will only tell a more narrow tale that really serves as a mere introduction to the more complex universe and overarching story Bungie appears to be cooking up.

After molding your Guardian in Destiny’s satisfyingly deep character creator, you and your Ghost are off to discover the mysteries of the the current state of our solar system, the Traveler, and its enemies. You’ll explore neighboring planets, face unknown enemies, find weapons and armor, level up, and learn new abilities. Each Guardian classes is loaded with two sub-classes and their own set of abilities and alignment to one of three different damage types — Void, Arc, or Solar. You’ll find gear ranging from Common in rarity all the way to Legendary and Exotic, which is where you’ll find some of the most powerful weapons and armor in the game.

Destiny

Progressing through Missions and Side-Missions will further Destiny’s story, while Strikes will offer more difficult challenges that must normally be tackled in Fireteams of three and often require a little more of your time. In between, you’ll be able to accept Bounties and Patrol Missions to assist in your exploration of new worlds. They’re a great way to earn additional XP aside from the main campaign, especially if you want to boost your rank high enough to take on Missions on their Hard difficulty, something I highly recommend as it only adds to Destiny’s already gratifying combat and sandbox experience while yielding greater rewards.

When you’re not busy prying the solar system free from the grip of four invading alien races, you’ll take your helmet off and kick it back in the Tower, Destiny’s central social hub that overlooks the City and provides a stunning view of the Traveler. Here, you’ll visit various merchants for weapons, armor, ships, and other gear to customize the look and effectiveness of your Guardian. You’ll also find representatives from Destiny’s various factions which play a bigger role in the end-game experience.

Like all public zones in Destiny, you’re paired with upwards of 16 other players populating the Tower. You can wave or point to them, or get down and dirty in a massive dance party. Aside from kicking around a beach ball and a soccer ball, there isn’t much else to do in the way of leisurely activities. I would have loved to see the inclusion of a few mini-games that you could participate in with other. I also wish there were more options for communication. A command-rose of sorts would have done wonders for non-verbal communication, especially in combat scenarios. Destiny is filled with random, casual encounters both on and off the Battlefield, so having a functional alternative to partying up would’ve been much appreciated.

Destiny

Here, in these public spaces, is where some of Destiny’s most magical moments lie. Every so often, while on Patrol, the sky darkens and your Ghosts informs you of an incoming Public Event, a server-wide activity that occurs randomly but at timed intervals and calls upon any and all in the vicinity to participate. While the enemies in these events preset a tougher challenge than normal, Guardians at any level can lend a helping hand. All it takes to enter is one bullet fired at the giant mech walker that was just air-dropped from the sky, for example, and you’re in.

In addition to a celebratory dance-off, achieving a Gold Tier completion will usually yield upgrade material rewards and reputation that you’ll eventually need to access higher level gear from various factions in the Tower. Most of all, I find that Public Events reward you with the satisfaction of working with complete strangers to accomplish a specific task that you could have avoided all together.

Destiny is a highly social game without it ever being forced. As a particularly memorable example, moments before leaving a public space and entering a Darkness Zone to complete a mission, a stranger who was clearly about to do the same sent me a Fireteam invite so we could tackle it together. (Darkness Zones, by the way, are dungeon areas where respawns are restricted and you and your Fireteam, if you have one, are put into a separate session from others.) I could have simply ignored the request and headed on into the zone all by my lonesome, but I said, ‘What the heck.’

Now in a Fireteam of two, both with mics, I learned that this dude I didn’t even know is actually from the same city that I live in — a testament to Destiny’s matchmaking — and also just returned from Destiny’s midnight launch at his respective local retailer. We shared stories about how EB Games’ debit and credit services went offline Canada-wide mid-launch and how we both had to leave our spots in line to find a bank and get cash. We laughed about it, completed the mission, and I now have a new face on my Xbox Live friends list.

destiny-exodus-blue-screen-02-ps4-us-07jul14

Fireteams are managed in the start menu via an impeccably smooth user-friendly interface that can be accessed at any time, even during cutscenes or loading screens. Getting in and out of Fireteams and into Missions or Strikes is, for the most part, hassle-free, unless you run into mic issues, which I experienced on occasion.

The current state of communication, or lack-thereof, means that players will need to get into a party or join a Fireteam in order to chat with each other, as there is no voice chat otherwise. However, Bungie has mad it clear that improvements in this area are incoming. In general, Destiny’s overall always-online experience is entirely seamless and has, thus far, made for one of the better socially-centered games that’s not an MMO and doesn’t allow player-to-player trading.

And make no mistake. Destiny is not an MMORPG. Anyone diving into the game with this preconceived notion may be in for a bad time. Destiny is an action-based first-person shooter at heart that borrows heavily from loot-driven games like Diablo. That said, Destiny’s end-game will introduce terms familiar to MMO buffs like raids, farming, or loot-runs. And, while Destiny’s end-game can get pretty deep, it remains accessible and a little more relaxed than your traditional MMO experience.

Destiny

Upon reaching level 20, by which time you’ll likely have completed the main story campaign, Destiny starts doing things a little differently. Instead of grinding mobs after mobs of enemies to farm experience and rank up all the way to 30, players are required to find and upgrade gear that provides your Guardian with Light.

You’ll likely find a few decent pieces of Legendary items by way of luck throughout your end game endeavors, but the sure-fire way to get the good stuff is to participate in Destiny’s daily and weekly Strikes and more difficult Nightfall Strikes. There’s also a selection playlists to choose from that select a random Strike at varying difficulties so you can get into the action quickly. These earn you reputation and upgrade materials needed to buy or upgrade higher level equipment. They also have the chance to drop Strange Coins which can be used to buy from the rotating inventory of Exotic items carried by a special NPC that appears only on weekends.

Personally, I wish there were more Strikes that were exclusive to Destiny’s post-game. Diablo 2’s Secret Cow level and Diablo 3’s Whimsyshire level come to mind as more challenging but insanely fun post-game levels and I think Bungie would have done well to throw something similar in Destiny — something that doesn’t take itself too seriously and is entertaining enough to grind over and over again. As it stands, there really isn’t anything new to see once you’ve completed the story campaign. There are certainly more activities to participate in, but they all take place in locales you’ve already visited, save for the Vault of Glass raid.

Destiny

Also only available in Destiny’s end-game is the Vault of Glass raid. There’s only one raid, as of this writing, but it sounds like our future may hold more. The Vault is Destiny’s most arduous challenge that requires a Fireteam of six Guardians, all of whom should be level 26 or higher. The challenge is difficult not because it merely throws its toughest enemies at you while upping their health and damage, but because it puts to the test every game mechanic you’ve ever learned in Destiny while asking you to coordinate meticulously with your Fireteam buddies.

The content in Destiny’s raid alone is almost as healthy as some FPS campaigns out there, considering it took the first group who completed it 14 hours to do so, but you’ll now find clans able to blow through it in under two hours. The challenge in itself, however, is unlike anything you’ll ever find in another first-person shooter. Gamers are certainly in for a treat if there are more to come via post-launch updates.

You’ll also need to complete the raid in order to find the appropriate gear that will allow you to reach Destiny’s highest rank, which leads me to the conclusion that the road to level 30 in Destiny is a very artificial and pre-determined one. The game gives you the illusion that you are completely free to rank up however you please after completing the story campaign, but, in reality, there are very specific requirements you need to meet that are the exact same for every other Guardian. ‘To reach rank 30, check off these boxes: Finish campaign, hope you find better end-game gear, upgrade it when you do with hard-to-obtain materials, do the Vault of Glass, hope you find even better gear, upgrade it when you do with even harder-to-obtain materials, rinse and repeat until you reach level 30, etc.’

It’s unfortunate because, clearly, Bungie has literally put hours, months, and years of thought into every single component that makes up Destiny as a video game, including how you rank up. The issue is that you end up feeling constrained to playing the game the way Bungie wants you to, not the way you want to. In the end, you get an extremely high quality experience, but one that is a little too on-rails for my liking.

Destiny

By far, my favorite aspect of Destiny’s end-game is how it’s managing to build an impressive community of helpful individuals trying to discover the most efficient means of ranking up or completing tough challenges when exactly how to do so is largely left to the players’ imagination. Visiting the Bungie.net forums and the /r/DestinyTheGame sub-reddit are now mandatory stops during my daily internet surfing routine and are truly pleasant places to interact with. It seems that, every day, someone posts a bit of useful information that uplifts the entire community and gives everyone something new to chew on, be it story or progression-related. So, as a bit of a side-note, thank you to those who take the time and effort to share their learnings with others.

Back on point, it is a testament to the universe and experience that Bungie has built from the ground up to bring gamers together. It’s my belief that this was exactly their intention, and they nailed it. Similarities to games like Borderlands are certainly there, but it doesn’t offer the same highly social gameplay Destiny does. Combat feels as it did in Halo, with the addition of the ability to aim down sight. But, again, Destiny’s gameplay goes a little bit deeper with more considerations involved, including player abilities, ammunition types, and the gear you have equipped.

Many subscribe to the notion that Destiny is a jack-of-all-trades and master-of-none, but I believe Bungie created exactly the sort of focused PvE experience they intended to — a shared-world first-person shooter that engages an audience much like an MMO does but remains accessible enough to keep a more relaxed vibe that doesn’t scare away the non-hardcore gamer.

It’s a little too constricting, at times, but it’s still addicting as hell.

Destiny

Player Versus Player

Upon hitting level five, the doors to the sacred Crucible open up, allowing you to partake in Destiny’s Guardian versus Guardian combat arena.

Four game modes are offered by default — Control (6v6 Domination), Clash ( 6v6 Team Deathmatch), Rumble (6-player Free-for-All), and Skirmish (3v3 Team Deathmatch with revives) — with new, limited-time playlists added on a regular basis.

Like Strikes, participating in matches earns you Reputation and currency called Marks that allows you to purchase higher-level gear, so there’s certainly some incentive to bash in another Guardian’s head inside the Crucible’s walls. The problem is that Reputation and Marks might be the only incentive there is for some, as Destiny’s PvP experience can often be as frustrating as it is fun.

The Crucible allows you to take your Guardian — weapons, armor, sub-class abilities, and all — and pit him or her against other Guardians and their respective loadout. The problem is that there are a lot of abilities in Destiny’s sandbox, including weapon abilities, sub-class abilities, and Super abilities, some of which are simply too effective to be properly balanced for PvP combat. It makes for an experience that’s differs wildly from the Battlefield‘s, Call of Duty’s, and even Halos out there and is also insanely fun at times, but it also creates a mess just as often. I’m really not sure how any developer, even one as iconic as Bungie, could hope to offer a completely balanced multiplayer that’s as competitive as it is fun with the insane amount of abilities on hand.

Especially in 12-player game modes, things get a little too hectic for my liking. Considering all of the Super Abilities that can devastate entire groups of Guardians, insanely powerful rocket launchers, grenades, one-hit-kill shotguns, fusion rifles, and sniper rifles, and the fact that every Guardian can carry a primary, special, and power weapon all at once, it just gets to be a bit too much. It’s fun …until you can no longer escape all the insta-deaths and ability spam. It also doesn’t help that the Shotgun-Melee combo reigns supreme on nearly half of the Crucible’s 10 maps and that the Hunter’s Super abilities are grossly over-effective when it comes to pure killing.

It’s my firm belief that Destiny’s 12-player game modes would fare much better without Super Abilities whatsoever and if players could only bring a primary weapon, a weaker secondary weapon, and one or two grenades into battle. That would narrow the balance considerations down to just class abilities while retaining most of what makes Destiny’s PvP unique.

If you’re like me, you’ll want to stick to the Crucible’s 6-player Rumble and Skirmish game modes. The toned-down player count and the additional thought and precision that is required in the timing and placement of Supers keeps things just calm enough that it no longer feels like you’re always running head-first into the meat grinder. The 3v3 Skirmish game mode is a particular favorite of mine that is, by far, the most competitive in nature due to its heavy focus on small team play tactics. It’s where I feel I’m most rewarded for staying alive and reviving teammates and where scoring kills feels much more fulfilling.

Now, if it’s not the the insane amount of one-hit-kill abilities and weapons, you may also have to deal with shaky “netcode” that can sometimes leave you scratching your head wondering how the enemy you just melee’d to death some how smoked you with a shotgun a second after he or she died. Mutual kills are not at all uncommon in Destiny’s multiplayer, which can lead to the feeling of being robbed of your kills. Considering some of the seriously sophisticated tech behind Destiny’s PvE online infrastructure, I find it odd that Destiny’s PvP suffers from such discrepancies.

Destiny

Finally, Destiny is a beautiful game. Pristine 1080p on both the PlayStation 4 and Xbox One, Bungie’s shooter is easily one of the first true next-gen looking titles to grace the console audience. But its pleasing visuals does not come without a cost. 30 frames per second is certainly acceptable in a PvE scenario where skirmishes against enemy AI aren’t nearly as demanding as facing other human players and it’s easier to get around a sub-par level or control responsiveness. But, becoming so accustomed to the doubled frame rate offered by competitive multiplayer titles like Call of Duty and Battlefield on Xbox One, PlayStation 4, and PC (where it can even surpass that rate), the drop back to 30 can be jarring and tough on the eyes, especially when turning quickly.

The choice to sacrifice frame rate for visual quality was likely a difficult one and, personally, I don’t think they’ve necessarily chose wrong, but it irks me to know that I could be getting an experience that’s literally twice as smooth if next-gen consoles were capable enough. At the very least, Destiny runs at a rock solid 30 FPS. I mean rock solid. Six Guardians could unleash their visually flashy Super moves on screen at once and I don’t think Destiny’s frame rate would budge.

To sum up my thoughts on PvP, I didn’t get the Halo-killer I thought Destiny could have potentially ended up being — not that I wanted it to, anyways. Despite the amount of fun there is to be had in the Crucible, it’s clear that Bungie has a few kinks to work out, especially to ensure that gameplay isn’t hindered by frustrating “netcode” issues.

Destiny Versus The World

Destiny is the product of truly next-gen thinking and insane attention to detail. (Watch your Guardian leave footprints in the snow in Old Russia and check out the action on any of the hand cannons as the hammer cocks back and the chamber rotates while you slowly pull the trigger on your controller.) It’s also one of the best reasons out there to upgrade to the newest generation of consoles, despite running just fine on the PlayStation 3 and Xbox 360.

On PlayStation 4 and Xbox One, Destiny boasts some of the most impressive lighting effects I’ve seen yet with highly detailed character models that are a pleasure to look at. Not only does Destiny look great, but the superb art design leads to a more stylized look that’s more exciting than if it were to attempt photorealistic visuals. Jaw-dropping backgrounds are met with gorgeous skyboxes that shift color in Destiny’s day and night cycle. All of this is wrapped in grandiose soundtrack that gives it that final touch. Aside from the over simplified and rather bland story, Destiny’s music, visuals, and rich lore surrounding these noble Guardians, the mysterious Traveler, and the menacing Darkness only serve to create an engrossing universe that I often catch myself craving to learn more about.

Nearing Destiny’s level 30 cap, my mind is already racing ahead in anticipation of what Bungie has in store for us over the next decade. I’m 90% certain that it’s because I’m hopelessly addicted to the amount of fun I’m having in it with friends and strangers alike, but there’s always that hint of doubt that my addiction was artificially engineered as a way to blind me from Destiny’s lack of actual end-game content and to butter me up for more DLC and sequels. In the end, I hope it’s a testament to the top quality standards that Bungie exerts in its craftsmanship, and not Activision’s clever financial and marketing strategies.

Destiny

3.5 / 5

It’s my hope that Bungie never wavers in their strive for perfection, but perhaps learns to loosen their grip a little and to let us play the game the way we want to.

Despite the score I am rewarding the first entry in Bungie’s new IP, I am convinced that Destiny is one of the first must-own titles of the new generation of gaming we’ve entered into and that it will end up shaping the industry in a very impactful way. I can’t stop playing it, and it’s likely that you won’t either as you progress through Destiny’s story and highly addicting, albeit linear, end-game activities.

In the years to come, I think Bungie is still on track once again to leave behind yet another unforgettable legacy, as it did with the Master Chief and Halo. There’s still room to grow, but they can only go up from here.

This review was based on the Xbox One retail version of Destiny.

David Veselka

Musician, Gamer, Geek. Subscriber

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Destiny Patch 1.0.2 Arrives Next Week, Huge Loot Improvements Inbound

Following up on promises made earlier this week with regards to reward improvements, developer Bungie is preparing to ship Destiny Patch 1.0.2 by next week.

The studio posted just posted a batch of patch notes on their blog, so here are the details. We had a few giggles after reading the first line and shouted a mighty “Hallelujah” after reading the first three notes.

Cryptarch Changes 

Cayde-6 took the Cryptarch aside and showed him a sack of doorknobs. He decoded that mystery pretty quickly.

  • Legendary Engrams will always produce Legendary or better quality items, including Materials or Exotics
  • Rare Engrams will always produce Rare or better quality items
  • Rare engrams will have an increased chance to produce Legendary quality items

Activity Changes

  • Daily Heroics, Weekly Heroics, and Vanguard: Tiger Playlist activities will include Rare and Legendary Engrams in addition to their existing rewards

Item Changes

  • Ascendant materials have been promoted to Legendary to closer associate them with the gear they are used to upgrade
  • Legendary Engram items that exist in your inventory will be demoted to Rare quality when the patch goes live, so decode them while you can. But let’s be honest–even if you don’t, we all know they were blues already…

Those are some definite improvements and address many of the complaints gamers have been expressing. What do you think? Do you like what you see?

More tweaks are to come, if you read the first link in the article. Keep your sights on MP1st for everything Destiny.

David Veselka

Musician, Gamer, Geek. Subscriber

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Titanfall IMC Rising DLC Now Out on Xbox One and PC, Game Update 6 Hits Xbox 360

Titanfall’s third map pack, IMC Rising, is making its way to Xbox One and PC users today.

It introduces three new multiplayer maps, Backwater, Zone 18, and Sand Trap, which you can see in action in the expansion’s official launch trailer. Like all Titanfall updates, IMC will also make its way to the Xbox 360 at a later date.

You can also catch Respawn Entertainment’s IMC Rising live stream replay to get a bit of background on the design of each new map below:


Watch live video from titanfall on Twitch

IMC Rising marks the third and final DLC offered in Titanfall’s Season Pass. If you’re an owner, you can go ahead and download it. Otherwise, you can find it on the Xbox Store.

What is coming to Xbox 360 users today, however, is Titanfall Game Update 6, which you’ll be able to download now in order to get the latest version of Titanfall. Already out on Xbox One and PC, you can read the entire change log for Game Update 6 right here.

David Veselka

Musician, Gamer, Geek. Subscriber

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