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Bleszinski’s Next Shooter To Be Community-Powered

Cliff Bleszinski’s next game, which we last heard him saying was going to be a “proper arena shooter” for the PC, is going to be built with the gaming community in mind.

It sounds easier said than done, but speaking to Gamasutra, Bleszinski said he wants to build his next experience on a platform that better facilitates interaction between gamer and developer.

“PC is where I’m going to wind up. That’s where the community is,” he said. “The trend will always be the core. If I start a studio, I want a community manager there day one. I want weekly video or podcasts; I want task lists available on the subreddit.”

Using Facepunch Studios’ open-world survival game, Rust, as an example, Bleszinki says that “your game is as good as how many YouTube videos it can yield.”

“Get the game out there and build it. Some kid will put out a video. Players will teach each other. You don’t need the ‘press A to jump.'”

By the sounds of it, Bleszinski isn’t planning ramping things up until the ‘timing’ and ‘funding’ is right. Until then, we’ll have to hang tight until we learn more about his next project.

What’s your take on Bleszinki’s more community-oriented approach to game development?

Thanks, Polygon.

David Veselka

Musician, Gamer, Geek. Subscriber

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Call of Duty: Ghosts PC Update Slightly Nerfs Riotshield & C4 Combo, Patch Notes

A new update has hit the PC version of Call of Duty: Ghosts.

In addition to some new features like the FOV slider, improvements to stability, performance, and anti-cheat, and eSports updates, the new patch also slightly “nerfs” the infamous Riotshield & C4 combo, making users more susceptible to attack.

Check out the full notes below:

Call of Duty: Ghosts February 19 PC Update Notes

New Features

  • Added FOV slider to the MP PC menu.
  • Added leaderboards for Gun Game.
  • Added functionality to view the clans of remote players.
  • Allowing soldiers to invite to clan in Call of Duty App.
  • Added extra loadout slot support for Call of Duty App.
  • Added link to the store from customization submenus.
  • Added diamond clan icons to clan details page. 

Stability

  • Fixed lag that could occur when host rapidly changed classes.
  • Fixed crash that could occur when player is killed while controlling a vehicle killstreak.
  • Optimizations for AMD graphics cards.
  • Performance improvements for modes using bots.
  • Fixed loss of controller issue that occurred when second controller signed in after a non-signed in first controller tried accessing the store.
  • Host migration optimizations.
  • Fixed lost connection issue that could occur when lobby breaks after accepting the game invite.
  • Fixed reactive motion jitter issues with local split-screen players.

Anti-Cheat

  • Updated ban messages to be more specific when appropriate.
  • Overall anti-cheat improvements.
    • We’re working closely with the Valve security team to make the best use of VAC to catch cheaters and hackers.

Weapon / Perk Balance

  • Patched 3rd person throw animations for explosives when using the Riotshield. This change moves the shield to the side exposing the thrower to attack.

eSports

  • Fixed a bug where MLG spectator would lose controls when using advanced video options while spectating a match with many players.
  • Removes delay for lobby member broadcaster icon when enabling/disabling it.
  • Fixed a bug where MLG spectators couldn’t see enemies shooting on the minimap.
  • Fix null string translation bug found when playing eSports rules coming out of spectate.
  • Fixed cycle players button not functioning when the mini-map is displayed.
  • Fixed issue that caused the eSports rule set header to carry over onto the system link menu.

Additional Fixes

  • Updated nVidia hair and APEX DLLs.
  • Killstreak count is correctly maintained across rounds in SD/SR/Blitz.
  • Fixed some spawn issues specific to Stormfront.
  • Fixed broken operations (must play one ranked game to fix data).
  • Improved spawns on Whiteout.
  • Fixed issue where players can make the bomb disappear by planting on top of their IMS/SatCom, then destroying the placeable.
  • Fixed the progress bar improperly displaying “contested” if 2 players entered the flag’s capture radius, then one player left or was killed.
  • Fixed rapid fire popping animations that would occur when deploying an IMS or Sentry then immediately pressing up on the d-pad.
  • Fix Infected bug where PDW was not shown initially when spawning in.
  • Fixed text overlap when highlighting clan vs clan playlist.
  • Fixed sign-in issues that would occur when accessing the store with different controllers.
  • Fixed error with Clan Roster menu.

Extinction

  • Fixed issue where some camo’s were not applied correctly in game.
  • “Escapes” leaderboard is now displayed in the correct order.
  • We now track Armory level completions as “Escapes” on the Escapes leaderboard.
  • Fixed issue where players would sometimes switch back to their pistol after reviving players.
  • Fixed issue where splash message would sometimes not appear when scavenging.
  • Fixed an exploit with the deployable money feature.
  • Fixed issue with voice over playing when players are in last stand or when a player has died.
  • Added Relic bonus to the post game score screen.

David Veselka

Musician, Gamer, Geek. Subscriber

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Doom Beta Access Included With Wolfenstein Pre-Orders

Machine Games and Bethesda are giving their upcoming alternative-historical shooter a release date and a brand new trailer while announcing a beta for the next entry in the classic first-person shooter series, Doom.

Wolfenstein: The New Order will launch on May 20 for the PC, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One, according to the video that you can check out above. But what caught our eye was the trailer’s closing, announcing a Doom beta that will be accessible to those who pre-order The New Order.

Doom

Bethesda has given out no details following the announcement. We don’t know if “Doom” is a re-make, a re-boot of the series, or the highly anticipated Doom 4. We presume the beta will be for multiplayer.

According to the beta’s FAQ, “the DOOM beta won’t begin until a later, yet-to-be announced date,” but you can expect to be contacted by the studio via email once registered at wolfenstein.com/doom.

The last we heard of DOOM, Bethesda confirmed the development of a “new version” of Doom 4, one that “promises to meet the very high expectations everyone has for this game and this franchise.” However, development was “indefinitely” postponed back in 2011.

Thanks, VG247.

David Veselka

Musician, Gamer, Geek. Subscriber

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“Standby for Titanfall” – New Trailer

Titanfall gets a brand new trailer today.

Though only 30 seconds in length, it boasts a lot of action, a lot of quotes that say nice things about the game, and even some ‘wub wub’.

“Titanfall delivers fast-paced, near-future warfare that gives you the freedom to fight your way as both elite assault pilots and agile, heavily armored Titans.  The Titanfall experience combines heart-pounding multiplayer action with heroic moments from traditional campaign mode.”

You can catch our thoughts on Titanfall in our official preview right here.

Titanfall launches this March 11 on the Xbox One and PC, March 25 on the Xbox 360.

David Veselka

Musician, Gamer, Geek. Subscriber

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All of Call of Duty: Ghosts’ Weapons Are Real, Except the Maverick

Call of Duty: Ghosts may put a near-futuristic spin on the franchise with it’s nearly unbelievable post-apocalyptic atmosphere and seemingly sci-fi tech and gadgets, but it turns out most of the stuff you see in the game actually exists.

Before the game’s launch, Activision community manager Dan “One of Swords” Amrich explained how a number of the game’s story elements are “actually more science than science fiction”. He talked about the concept of kinetic bombardment, aka the “Rods from God”, and how it’s even being “seriously considered by the United States Air Force as a military strike that could create mass devastation without nuclear fallout.” If you’re interested, you can read more about what he had to say in this post right here.

So, okay, big scary space lasers are more-or-less real, but what about all of the crazy looking weapons in Call of Duty: Ghosts’ multiplayer and single player campaign?

Reddit user Corporeal_Residue decided to do some “light” research into the matter, looking into the background of each and every weapon, its real name, and where it comes from. The conclusion? All of the weapons in Call of Duty: Ghosts are real, except for the Maverick assault rifle and the Maverick A2 sniper rifle, both which were introduced as DLC weapons in Call of Duty: Ghosts Onslaught. That even includes the Bulldog shotgun and the ARX-160 assault rifle.

You can catch the full Reddit post here, or check out the TL;DR below:

  • SC-2010 – Real – Peruvian: Called the SC-2010HPMWS (High Power Modular Weapon System)
  • SA-805 – Real (Inconsistent name) – Czech: Called the CZ 805 BREN
  • AK-12 – Real – Russian: Called the AK-12
  • FAD – Real – Peruvian: Called the Dual Automatic Rifle (Spanish: Fusil Automático Doble)
  • Remington R5 – Real (Slightly inconsistent name) – American: Called the R5 RGP
  • MSBS – Real – Polish: Called the MSBS (Modułowy System Broni Strzeleckiej) Radon
  • Honey Badger – Real – American: Called the Honey Badger
  • ARX-160 – Real – Italian: Called the ARX 160
  • Bizon – Real – Russian: Called the PP19 Bizon
  • CBJ-MS – Real – Swedish: Called the CBJ-MS
  • Vector CRB – Real – American: Called the Vector CRB
  • Vepr – Real – Ukrainian: It is called the Vepr (Ukrainian: Вепр, wild boar)
  • K7 – Real – Korean: Called the K7
  • MTAR-X – Real – Israeli: Called the MTAR 21, also called the X95
  • Ameli – Real – Spanish: Called the Ameli, also called the MG82
  • M27-IAR – Real – German: Called the M27 IAR (Infantry Automatic Rifle)
  • LSAT – Real – American: Called the LSAT
  • Chain SAW – Real – American: Called the Stoner LMG, also called the ChainSAW when it has the carrying handle
  • MR-28 – Real (Inconsistent name) – German: Called the G28, a variant of the HK 417
  • MK14 EBR – Real – American: Called the Mark 14 Enhanced Battle Rifle (MK14 EBR)
  • IA-2 – Real – Brazilian: Called the IA2
  • SVU – Real – Russian: Called the OTs-03 SVU. (Russian: Снайперская винтовка укороченная, Short Sniper Rifle)
  • USR – Real – American: Called the USR and is a variant of the Remington M700 rifle
  • L115 – Real – British: Called the L115
  • Lynx – Real – Hungarian: Called the GM6 Lynx, and is a variant of the Gepard Antimateriel Rifles
  • VKS – Real – Russian: Called the VKS, also called the VSSK
  • Bulldog – Real (Inconsistent name) – Australian: Called the MAUL (Multi-shot Accessory Underbarrel Launcher)
  • FP6 – Real – Italian/German: Called the FP6
  • MTS-255 – Real – Russian: Called the MTs-225
  • Tac 12 – Real (Inconsistent name) – Turkish: Called the UTS15
  • M9A1 – Real – Italian/American: Called the M9A1, which is a variant of the M9
  • MP-443 Grach – Real – Russian: Called the MP443 Grach
  • P226 – Real – German/Swiss: Called the SIG P226
  • .44 Magnum – Real (Inconsistent name) – Brazilian: Called the Raging Bull .454
  • PDW – Real – Belgian: Called the VBR-PDW
  • Kastet – Real – Russian: Called the RGM-40 Kastet ( rus. РГМ-40 “Кастет” )
  • Panzerfaust – Real – German: Called Panzerfaust 3
  • MK32 – Real – South African: Called the M32 MGL (Multiple Grenade Launcher).
  • Maverick/Maverick A2 – Fake
  • All weapons are real except for the Maverick.

Now, those weapon camoflage patterns, on the other hand…

David Veselka

Musician, Gamer, Geek. Subscriber

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Titanfall Developer Live Stream Replay, Respawn Talks Xbox Exclusivity and No Pilot-Only Modes

Members of the Respawn Entertainment team recently got together to live stream some Titanfall on their Twitch TV page.

Throughout the stream, a number of questions were thrown at the developers including inquiries about the game’s exclusivity to Microsoft, pilot-only game modes, hardcore game modes, micro-transactions and much more.

With regards to Microsoft exclusivity, one member of the studio explained during the stream, “we picked one console platform so that we could potentially ship a game cause we’re a small team,” as much as they would love to share their game with all gamers.

When asked if the game would sport any Pilot-only game modes, members of the studio exclaimed, “nope,” and that “it’s called Titanfall”, presumably implying that the game was solely built around the concept of Titans and Pilots, not one or the other. They also added that there will be “no hardcore mode” in the game. It sounded like another studio member added, “yet,” but we’re not entirely clear on that one.

Once again, the studio confirmed that no micro-transactions will be a part of the game, “not even really small ones.”

Interestingly, it was noted that some AI grunts in Titanfall are named after developers, so be on the lookout for unique names while grunt hunting.

To catch more Q&A’s be sure to check out the full live steam replay below:


Watch live video from Respawn on TwitchTV

Titanfall launches March 11 on the Xbox One and PC, and March 25 on the Xbox 360.

David Veselka

Musician, Gamer, Geek. Subscriber

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Check Out All 50 Titanfall Burn Cards

In Titanfall, players can earn what Respawn Entertainment calls Burn Cards that grant your soldier special abilities for the entirety of one life.

We talked a little bit about them in our Titanfall preview and our interview with Titanfall game director Steve Fukuda, but in Respawn’s words, they are a way to encourage players to stay alive as long as possible, to give new players a fighting chance, and to add a touch of randomness to the gameplay. Players can equip up to three Burn Cards per match that are earned by completing in game challenges. They offer a wide range of awards – 50, in fact, according to users on NeoGAF.

Redditor Druidika has compiled images of these card which you can check out in his album below. (You might need to give it a sec to load, as there are a lot of them.) Six of them have not been revealed as of yet, so you’ll only find about 44 cards in the album, but the remainder of them have been compiled in this list below in accordance with recent Titanfall leaks listing a number of new weapons.

Burn Cards (Imgur Album)

  1. Bottomless Frags
  2. Shock Rocks
  3. (Amped Arc Mine?)
  4. (Amped Satchel Charge?)
  5. Amped RE-45
  6. Amped P2011
  7. (Amped B3 Wingman?)
  8. Amped Smart Pistol
  9. (Amped C.A.R. SMG?)
  10. Amped R97
  11. Amped EVA-8
  12. Amped R-101C
  13. (Amped Hemlok BF-R?)
  14. (Amped G2A4?)
  15. Amped LMG
  16. Amped DMR
  17. Amped Kraber
  18. Amped Sidewinder
  19. Amped Archer
  20. Amped Mag Launcher
  21. Amped Charge Rifle
  22. Active Camo
  23. Ghost Squad (Rare)
  24. Prosthetic Legs
  25. Smuggled Stimulant
  26. Adrenaline Transfusion (Rare)
  27. Spider Sense
  28. Packet Sniffer
  29. Aural Implant
  30. Echo Vision (Rare)
  31. Satellite Uplink
  32. Map Hack (Rare)
  33. Double Agent
  34. Conscription
  35. WiFi Virus
  36. Massive Payload
  37. Rematch
  38. Super Charger
  39. Spectre Camo (Rare)
  40. Decisive Action
  41. Pull Rank
  42. Outsource
  43. Fast Learner
  44. Thin The Ranks
  45. Urban Renewal
  46. Most Wanted List
  47. Titan Salvage
  48. Atlas Refurb (Rare)
  49. Reserve Ogre (Rare)
  50. Spare Stryder (Rare)

If you haven’t yet, you can catch the last two rare cards, the Ogre and Stryder Titans, in action right here.

Have you had the chance to try out any of Titanfall’s Burn Cards in the Xbox One and PC beta? Which ones are your favorites so far?

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 4 – Check Out These New Battlelog Improvements

In tandem with today’s release of Second Assault for all Battlefield 4 Premium members, DICE Battlelog devs have launched a brand new update for the game’s social, stat-tracking service.

Along with listing the new Second Assault maps and modes, the new update improves a number of organizational elements and fixes a handful of bugs. You can catch the full update notes below.

Battlelog February 18 Update

Announcements

  • Second Assault maps and modes are now available on Battlelog

Features & Improvements

  • You can now see the amount of kills with your second and third best weapon and vehicle on the Soldier overview page
  • Added a button to directly go and view the associated weapon, when getting weapon accessories in Battlepacks
  • The progress bar is now shown for Kit Unlocks under Unlocks -> Weapons
  • You can now see which expansion pack a weapon belongs to in Stats -> Weapons
  • You can now see which expansion pack a map belongs to on the Server Info Page’s map rotation
  • Feed comments that have been cut off due to length (with a …) can now be expanded to see the full comment
  • Improvements to Recommended Servers to better promote highly populated servers
  • Various minor improvements and tweaks

Fixes

  • Fixed an issue where Conquest and Conquest Large were mixed up, causing the Server Browser to always select both and only showing Conquest in the servers list. It also broke the Live Scoreboard for Conquest.
  • Fixed an issue where Air Superiority did not appear in the Server Browser filter
  • Fixed an issue where Game Activity could not be shown
  • Fixed an issue where you couldn’t see the individual player info boxes in Battle Reports
  • Fixed the links to the Battlelog and Commander iOS and Android apps, which didn’t always work as intended
  • Fixed an issue where the wrong font color was sometimes used on the name displayed on the dog tag
  • Fixed an issue where linking to a news post in the wrong locale ended up with a 404; it will now redirect to the English news post instead
  • Fixed an issue in Chrome where the images didn’t always load on the main not-signed-in page
  • Various minor fixes

David Veselka

Musician, Gamer, Geek. Subscriber

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Titanfall Art Book Leak Confirms Maps and Monsters, More Game Modes Leaked

Leaked details from Titanfall‘s official art book lend credence to recently reported Titanfall multiplayer map rumors and confirm the inclusion of monsters and creatures in the game world that players will be able to interact with.

The Art of Titanfall, the game’s official art book that IGN attained in advance of its February 25 release date, confirms many multiplayer maps listed in the earlier report via art work and lore. That includes maps like, Colony, Boneyard, Corporate, Overlook, Nexus, Airbase, Outpost 207, Overlook and Lagoon.

According to IGN, Art for Titanfall’s Boneyard map shows “the IMC battling local flying creatures, while Leviathans disappear into the clouds in the background, looking reminiscent of the gargantuan creatures glimpsed at the end of Frank Darabont’s movie adaptation of The Mist.” The book reads that these creatures “will walk or fly around levels harmlessly until people interfere. Others will attack when you just stare at them.”

UPDATE: According to GameInformer’s Tim Turi and his talks with Respawn, these monsters “won’t actually enter the maps.”

The book also hints at previously unlisted vehicles and tech, including Drones and Gorilla Tanks, and reveals new weapons like the Arc Cannon that fires bolts of electricity, the Rail Gun that shoots long-ranged bursts of pure plasma, and the Avenger which looks comparable to a chaingun.

In addition to info gathered from the book, NeoGAF user RazorUK, who leaked Titanfall’s initial details, has provided a more concise list of Titanfall game modes rumored to be in the game at launch.

  • Team Deathmatch
  • Capture The Titan
  • Capture The Flag
  • Hardpoint
  • Attrition
  • Uplink
  • Last Titan Standing
  • Exfilration
  • Elimination
  • ATDM

Keep your sights on MP1st for more on Titanfall.

David Veselka

Musician, Gamer, Geek. Subscriber

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Call of Duty: Ghosts Personalization Packs Delayed Until February 20

Captain Price and members of the Ghost Squad will have to hang tight a few more days before gracing your player cards, patches, backgrounds, etc.

A slew of Call of Duty: Ghosts personalization packs originally scheduled to go live today have been delayed to February 20, according to developer Infinity Ward.

Screen Shot 2014-02-18 at 1.15.46 PM

The packs, ranging between $1.99 to $3.99 in cost, include weapon camos, player patches, player cards, reticles, and player backgrounds based on a number of different themes, including a Captain Price-themed pack and soldier skin. Soldier skins based on Ghosts’ single player characters like Elias, Hesh, Keegan, and Merrick will also be available. You can catch all the details right here.

As of this writing, these micro-DLC items will be available on the Xbox Live Marketplace first this February 20.

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 4 – Premium Players Get Second Assault, Xbox 360 Patch and Shortcut Kits Now Live

Battlefield 4 Premium members on the PC, PlayStation 3, PlayStation 4 and Xbox 360 get their hands on Second Assault today.

The multiplayer expansion reimagines four fan-favorite Battlefield 3 maps in the Frostbite 3 engine, introduces five new weapons, and reintroduces the Capture the Flag game mode that first appeared in Battlefield 3’s End Game DLC. Nearly three months after its release on the Xbox One last November, Premium members on other platforms will be able to download it today. Non-Premium members can get their hands on Second Assault two weeks later for $14.99.

Alongside the DLC’s release, developer DICE has also launched a brand new game update on the Xbox 360, which addresses occurrences of game crashes and the enemy health cards incorrectly displaying 0% after they’ve killed you. A game update launched for the PC version of the game last week.

Check out the full patch notes below for today’s update:

Battlefield 4 February 18 Patch Notes

  • Fix for an issue where spawning into, or switching to, a gunner seat in an IFV/MBT sometimes could cause the game to crash
  • Fix for missing sound in Team/Squad Deathmatch
  • Fix for an issue in the Defuse game mode, where a bomb carrier would be permanently spotted
  • Fix for an issue that would appear if a 10 users party would join a game with 8 available slots, leaving 2 of the players stuck on the loading screen
  • Decreased the rate at which the kill card would incorrectly display 0 health, while the enemy was clearly alive
  • Fix for an invisible wall that was incorrectly present in one of the fallen concrete pipes on Zavod 311
  • Fix for an issue where bullet impact sounds weren’t properly matching the actual number of impacts, causing the players to feel that they died too quickly.
  • Fix for an issue where the “Draw” message would not display on-screen once a Conquest round ended with both teams having the same amount of tickets
  • Fix for an issue where long IDs wouldn’t scroll on dog tags
  • Fix for missing grass physics in terrain
  • Fix for an issue where the player camera would be positioned inside of the soldier when parachute spawning
  • Fix for a MAV exploit that let players reach various out-of-map locations

Interestingly, Xbox 360 users on Reddit are reporting that their Veteran Battlepacks are now appearing since downloading the update. Users on the Xbox One, PC, or PlayStation don’t appear to have such luck. Originally, it was announced that the Battlepacks would be released sometime in March for those who have played a previous Battlefield title. Opening a Veteran Battlepack will reward you with the following in-game items:

  • 100 XP in-game bonus
  • 3X Scope for the .44 Magnum
  • ACB-90 knife
  • Dogtag
  • Special soldier camo

Also available today, as a part of Player Appreciation Month, are Handgun and Designated Marksman Rifle shortcut kits. Both are downloadable for free until Monday, February 24, and unlock all Handguns and DRMs originally available in the base game.

Handgun Shortcut Kit:

  • M9
  • QSZ-92
  • MP443
  • SHORTY 12G
  • G18
  • FN57
  • M1911
  • 93R
  • CZ-75
  • .44 MAGNUM
  • Compact 45

DMR Shortcut Kit:

  • RFB
  • MK 11 MOD 0
  • SKS
  • SVD-12
  • QBU-88
  • M39 EMR
  • ACE 53 SV
  • SCAR-H SV

Check your in-game store or Origin for details on the Second Assault DLC and shortcut kits. See you on the Battlefield!

MP1st

MP1st Staff

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Titanfall – Check Out These Ogre and Stryder Titan Beta Gameplay Videos

Did you know there is more than one type of Titan in the Titanfall Xbox One and PC beta?

While quite rare, there are Burn Cards in the beta that allow you to call in one of the two additional Titans Respawn Entertainment first introduced last December, the Ogre and the Stryder.

Each with their own strengths and weaknesses, the Ogre and Stryder Titans round off the family of three giant mech robots produced by fictional company Hammond Robotics, including the default Atlas Titan. If you’ve yet to see them in action, let alone play as one, we’ve got you covered with a handful of beta gameplay videos showing off the rare Burn Cards and the different mechs.

Have you gotten any Ogre or Stryder Burn Cards?

Ogre Titan

[youtube id=”uISGOibkbQs”]

[youtube id=”rWydeoY_TzM”]

[youtube id=”EgWr3O6-jQ8″]

Stryder Titan

[youtube id=”xn3cWQOdLJY”]

[youtube id=”lRCRaciOwf8″]

[youtube id=”Vu26BGbz38g”]

David Veselka

Musician, Gamer, Geek. Subscriber

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GTA Online Played by 70% of GTA V Connected Player Base, No Yearly GTA Titles

CEO of Take-Two, Strauss Zelnick, shared the company’s vision for the Grand Theft Auto franchise and some statistics on GTA Online’s popularity.

Despite the popularity of the series, Take-Two and Rockstar have always reiterated the fact that they don’t intend to turn Grand Theft Auto into an annualized franchside to uphold the quality of the series. “It is great that consumers anticipate our titles, like they anticipate the next James Bond film. Our goal is to create permanent franchises,” Zelnick noted to MCV, via VG247.

“A few years ago, we’d launch a title, it would be sold physically, then we would sell catalogue versions of it. Today we launch a title, and often – if not always – put out DLC. We’ve talked about recurrent consumer spending, where we have offerings where fans can engage and spend money on an on-going basis.”

Speaking of money spent continuously, GTA Online has proven very profitable to Take-Two. “With GTA V, we have sold 32.5m units in to date, which is extraordinary. 70 per cent of people that have played GTA V while online have played GTA Online, which is a free-to-play experience. And recurrent consumer spending related to GTA Online represented nearly half of our digitally delivered revenue in the quarter. So people are voting that they want to stay engaged and they are voting with their wallets.”

Fahed Jaradat

Senior Editor and Co-Founder. Multiplayer runs in my blood. Don't believe me? Ask for a sample! Subscriber

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Rumor – Titanfall Beta Game Code Reveals Maps, Game Modes, Perks, Weapons and More

Titanfall’s beta is now open to all users as developer Respawn Entertainment stresses Microsoft’s servers to the max. But for some, a sampling of the game through a couple of maps, game modes, and weapons just isn’t enough to satisfy.

Searching through the beta’s game code, NeoGAF user RazorUK has allegedly gotten a hold of all map names, game modes, perks, weapons, etc. that may be featured in the retail version of Titanfall, launching this March 11 on the Xbox One and PC, and March 25 on the Xbox 360.

We’re considering these lists, via TeamBeyond, strictly rumor, as we’ve yet to hear official word from either developer Respawn Entertainment or publisher EA on the entire contents of the full game. With that in mind, feel free to check out the items below. You can also follow the source link at the bottom to view some map images also gathered from the game’s code.

Game Modes \\ 6

  • AT – Attrition?
  • TDM – Team Deathmatch?
  • CTF – Capture the Flag?
  • LTS – Last Titan Standing?
  • HP- Hardpoint Capture?
  • VM – Variety Mode (a mix of all the other modes listed, sans campaign)

Perks \\ 21

  • auto_eject – Auto Eject
  • build_up_nuclear_core – Nuclear Ejection
  • dash_recharge
  • dead_mans_trigger
  • defensive_core
  • doomed_time – Survivor
  • enhanced_titan_ai
  • fast_reload – Fast Autoloader
  • hyper_core
  • icepick
  • longer_bubble – Dome Shield Battery
  • marathon_core
  • minimap_ai – Minion Detector
  • ordnance_pack – Explosive Pack
  • power_cell – Power Cell
  • run_and_gun
  • shield_regen – Regen Booster
  • stealth_movement
  • titan_punch
  • turbo_drop – Warpfall Transmitter
  • wall_runner – Enhanced Parkour kit

Ordinances \\ 14

  • arc_grenade
  • bubble_shield
  • cloak
  • cluster_rocket
  • frag_grenade
  • heal
  • homing_rockets
  • proximity_mine
  • satchel charge
  • salvo_rockets
  • shoulder_rockets
  • smoke
  • sonar
  • vortex

Weapon Class Names \\ 33

  • p2011
  • p2011sp
  • p2011_auto
  • w1128
  • r97
  • b3wing
  • rspn101_carbine
  • m1a1_hemlok
  • lmg_hemlok
  • g2a4
  • car101
  • rspn101
  • at_rifle
  • rspn101_dmr
  • SMR
  • satchel_charge
  • data_knife
  • titan_vortex_blocker
  • xotbr16
  • thr_40mm
  • caber_shot
  • proximity_detonator
  • frag_grenade
  • defender_charge
  • shoulder_rocket
  • sentry_turret
  • auto_rocket_launcher
  • titan_triple_threat
  • titan_sniper_rifle
  • titan_rocket_pod
  • titan_arc_rifle
  • titan_sniper_rifle
  • titan_shotgun

Maps \\ 15

  • angel city
  • colony
  • fracture
  • relic
  • airbase
  • boneyard
  • corporate
  • outpost 207
  • lagoon
  • rise
  • smugglers cove
  • overlook
  • nexus
  • o2
  • >>training ground<< (seems this may be a unique 15th map now judging by the image!

Source: NeoGAF.

David Veselka

Musician, Gamer, Geek. Subscriber

Home > News

Xbox One System Update Reportedly Makes Visuals Smoother, Full Patch Notes

As promised, Microsoft launched a brand new system update for the Xbox One last Valentine’s Day that significantly improving a number of user interface elements, allowing support for USB keyboards, and much more.

Xbox’s Larry “Major Nelson” Hyrb lists a few key things you’ll find in the update on his blog:

  • The ability to see and manage your storage space. With this update, you will find it easy to find how much space your content takes up and better manage your content. You can also control your install lineup and more easily manage your download queue. We’ve separated My Games and My Apps into separate lists, so you can easily create separate queues for both. Now you can pick the order in which you want your content to load and we’ve added a boot progress indicator so you can better track updates while they load.
  • The battery power indicator is back! You can see it right on the home screen, so you can easily track how much battery life is left on your controller.
  • And, you will be able to use your USB keyboard with your Xbox One.

You can check out the full patch notes below:

  • Ability to delete game and application save data
  • Improved installation and DLC management
  • Improved UI for accessing friends, achievements, messages, and party chat
  • Game DVR app to be included in the Xbox OneGuide as an app channel
  • Update to the boot progress indicators for system update
  • Improve consistency of UX for update & install progress
  • Separate game, application, and install queue lists
  • Addition of USB keyboard support
  • Improved NAT detection
  • Network Troubleshooter improvements
  • Blu-ray quality improvements
  • Significant performance and stability improvements

Additionally, users on NeoGAF have pointed out that the update also removes the sharpnening filter on the Xbox One, giving visuals a smoother appearance.

Member John Caboose provided a few before-and-after examples using the Titanfall beta:

Before

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After

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Before

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After

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Look forward to yet another Xbox One system update in March that aims to prep the console for the launch of Respawn Entertainment’s Titanfall. Read more about it here.

David Veselka

Musician, Gamer, Geek. Subscriber

Home > News

Titanfall Beta Extended by “At Least a Day”, Now Open to All Xbox Live Gold Members and Origin Users

Anxious to see what all the Titanfall fuss is about?

Developer Respawn Entertainment has announced that the Titanfall Xbox One beta will not only be extended by “at least a day,” but will also open up tonight to any and all who care to demo the studio’s upcoming sci-fi first-person shooter before it launches without the need of an access code.

Check out Respawn Entertainment CEO Vince Zampella’s recent tweets:

UPDATE 1: Zampella has clarified that the PC beta too will open to all users “maybe tomorrow”.

UPDATE 2: According to Respawn’s official Twitter, the Xbox One beta is now available to download for everyone. The PC beta will open up to all users some time tomorrow.

Screen Shot 2014-02-15 at 7.34.16 PM

Screen Shot 2014-02-15 at 8.48.12 PM

Screen Shot 2014-02-15 at 7.33.58 PM

Xbox Live’s Major Nelson clarified on his blog that “no code will be necessary to download and play the beta.” He also noted that it “may take some time until all Xbox One’s can see the demo in the store. Some members may see it before others. Until then just relax and rest assured everyone will see it soon.”

To access the demo, head on over to the New Game Demos section of the Game Store on your Xbox One. You can also say “Xbox Bing” then “Show me game demos”.

See you online!

Titanfall launches on the Xbox One and PC March 11. The Xbox 360 version, developed by Blupoint Games, launches on March 15.

David Veselka

Musician, Gamer, Geek. Subscriber

Home > Features

5 Things That Made Halo 2 So Iconic

It’s been nearly a decade since Halo 2 graced the first generation Xbox, and while the popularity of the series has died down a bit, Halo still retains a large and passionate fanbase.

So its no surprise hearing such a vocal backlash for Halo 4 upon its release. Every new title in a well-established series is always subject to initial public scrutiny and Halo is no exception. Vocal members of the player population tend to criticize additions or alterations made in a new entry while simultaneously lauding the previous title for being ‘better’. An ‘out with the new, in with the old’ philosophy, if you will.

After some time adjusting to the new title, the vocal minority tends to dwindle in size, become less critical, and the community can once again all be on the same side. Only in the case of Halo 4, the vocal minority quickly transformed into a majority mob.

Complaints arose about balancing issues and new game mechanics clashing with the core gameplay that made Halo so fun to begin with. Simply looking at the numbers, Halo 4 has fallen out of the top 10 most played Xbox titles despite being a console exclusive.  Even if more patching was done, its hard to imagine Halo 4 — or any subsequent Halo title for that matter — living up to fan expectations. A franchise that prides itself on coming out with the next big idea in each subsequent title will eventually run out of gas.

Times weren’t always this tough for the Halo franchise. The first three Halo titles all had ambitious ideas that the players thoroughly enjoyed. Halo 1’s campaign audio was miles ahead of the competition. Instead of a couple repeated lines (think ‘I see the enemy!‘) , Halo 1 treated players to a vast array of dialog that reacted dynamically to the action on screen, bringing the battle to life. Halo 3 introduced Forge mode which allowed players to create modified levels and gametypes. And Halo 2? It brought us almost everything we love and enjoy about multiplayer titles today.

Many will argue that Halo 3 is the best multiplayer entry to date, but for me Halo 2 was, and still is, the crowning jewel in the franchise. At a time when online console gaming was lagging far behind PC gaming, Halo 2 came along and gave console gaming a huge shot of adrenaline and more importantly, legitimacy in the online gaming landscape. I could go on about how Bungie made it easy to play with friends, the ranking system, all the maps, and my affinity for grenades, but then you would have no need to read my article.

This is by no means a de facto list of Halo 2’s greatest elements, but these are the things that immediately come to mind when I reminisce about it. So without further ado, here are my top 5 things that made Halo 2 so iconic:

1. Online Multiplayer

Online gaming has existed for consoles since the Dreamcast, but was relatively clunky in comparison to PC games. Most PC games at the time that were ‘Powered By Gamespy‘ had a fairly straight forward approach. Click ‘Refresh All’ to get a server list, gloss over the ‘ping’ column, and double click on the server you want to join. Even by the time Microsoft launched Xbox Live in 2002, online gaming was still nowhere near as intuitive. Games that utilized the server list often took significantly longer to retrieve available matches than PC. So long in fact, by the time you got around to attempting to join, the match would more than likely be filled. Connection quality was generally unreliable. The frequency of random disconnects before or during games would put anything EA has done this past year to shame. Unlike PC games, where typically servers let people play until they decide to quit, Xbox titles typically didn’t afford players the opportunity for continuous play. Worse yet, most Xbox games didn’t have a post-match lobby which made repeatedly rounding up friends a chore. During a play session, it was inevitable that after a particular match you’d invite 4 of your friends back for the next match, but only 3 would show up. Did that one player log off? Is he/she tied up at the moment? You’re then left with a choice: either start the match assuming the player logged off, wait and hope the player comes back, or start a match and then get hammered with messages begging everyone to quit so that player can rejoin the group.

There really wasn’t a blueprint for how the online component should function or operate on consoles. When Halo 2 launched in November 2004, it took the value of a Xbox Live subscription to new heights, transforming it into something more than just a friends list and a gamertag.

The multiplayer suite was highly refined, intuitive, and above all else fun. Halo 2’s lobby system made rounding up friends and configuring a game a breeze. Gone were the days of backing out and restarting a lobby to switch from custom games to matchmaking. Merely choose one of the playlists — ranging from Team Slayer and Double Team to Big Team Battle and Team Objective — and the game would drop you and all your friends straight into battle. Want to switch things up and play a custom game? Press a few buttons and get going on some matches of SWAT CTF or Tower of Power. Better still, the lobby screen displayed what parameters were setup for the game. Definitely handy information if you didn’t want to get stuck playing a no-time limit CTF match. And the connection quality? No other console title was even close to the rock solid netcode present in Halo 2.

Halo 2 opted for a ‘quick-match’ solution as opposed to utilizing a server list. Typically, I prefer server lists, but I quickly began to appreciate Bungie’s matchmaking preference thanks to another ingenious idea: the ranking system.

It was abundantly apparent that Microsoft’s TrueSkill system was a farce. Advertised as a set of complex mathematical equations that would pair you with similarly skilled players, it never seemed to function as intended. One match you could be playing against a team of bullet sponges in Rainbow Six 3, the next you could be on the receiving end of a headshot from across the map. Bungie’s skill system was simple and effective. Players were assigned a numerical value (1-50) which was prominently displayed next to their gamertag. If you performed well or your team won, your rank went up. If you performed poorly or your team lost, your rank went down. Not only did ranks provide a fairly accurate barometer of how your opponents and teammates would perform, but it also provided player incentive to get to rank 50. What did this magical rank 50 do for players? Other than bragging rights, the number was fairly trivial. Nevertheless, the ranking system encouraged players to finish their games as to not be penalized for quitting early.

2. Vehicles

User controllable vehicles were a bit of a rarity amongst the shooter genre throughout the 00’s. Battlefield 1942 was the only other notable title to include them, but where 1942 had vehicles in quantity, Halo had them in quality with more iconic design and a superior physics engine.

Although vehicles have always been apart of the franchise, Halo 2 was the first time you were able to drive around with friends online. For me, nothing could beat riding around with a teammate in the Warthog. Whether it was trying to get through the wheel on Zanzibar, bringing the enemy flag back to base on Coagulation, or weaving in-and-out of the ribs on Burial Mounds, vehicle gameplay felt like it was deeply woven into the game’s DNA. Vehicles weren’t there just to occupy space. They could significantly shift the tide of a match.

Some of the most exhilarating moments of Halo 2 wouldn’t be possible without vehicles. Take for instance the Warthog on Zanzibar during a CTF match. In the event the attacking team gets a hold of the flag, they have to escape the base, get through (or around) the wheel, and finally drive behind the sea wall before they are out of enemy sight lines. This 10-15 second drive can prove to be extremely tense as you’re avoiding sniper fire, rockets, and grenades that can potentially flip the Warthog over.

Though vehicular mayhem in the modern multiplayer landscape is now more commonplace in games like Planetside 2 and Battlefield 4, Halo 2 was clearly ahead of its time.

3. Maps

Halo 2’s map list ranks as arguably the best of all time. Take one dash of Halo 1 classics — including Coagulation (Blood Gulch), Beaver Creek (Battle Creek) and Elongation (Longest) — and add a dash of new favorites — Ascension, Ivory Tower, Lockout, Midship to name a handful – and you have countless hours of fun. A lot of the maps scaled nicely to work well with 2-8 players so you didn’t feel obligated just to play the same few maps repeatedly.

What’s even better is how Bungie paired each map with a particular objective based gametype in matchmaking. It’s impossible to think about Elongation without CTF, Burial Grounds without Assault, or Ivory Tower without Oddball. For Team Doubles, one-flag CTF was easily my favorite gametype. I remember the tense moments playing one-flag CTF on Lockout with a 2 minute timer trying to run out in the open and grab the flag. Unfortunately, you had to keep an eye out for potential enemy fire from no less than 6 different spots. Ascension was just as tense, especially if you didn’t have control of the rocket launcher.

The point I’m making is that even though the maps scaled fairly well to multiple gametypes and players, each map had unique characteristics that made them specifically suited for certain gametypes and playstyles. If you prefer close range combat, chances are you should vote for Beaver Creek over Coagulation. Looking for a sniper duel? Ascension is probably more up your alley than Midship. Whatever I was in the mood for any particular day, I knew exactly what map and what game type I wanted. And even if other players didn’t vote my way, I never felt as if I was about to play a terrible map.

4. Weapon Balancing

Echoing the sentiments of our fearless leader, keeping things simple can sometimes be for the best. Halo 2’s biggest changes were “nerfing” the pistol (yes, the pistol) and including dual wielding. What was interesting about dual wielding is it afforded players an opportunity to come out victorious in CQB situations. Some players weren’t comfortable using grenades, so in the event you were going up against someone with a BR, it at least gave you more of a puncher’s chance than using the AR.

The pistol, as we once knew it, was no more. The magnum visually was the most reminiscent of the pistol, but no longer did it have the 2x scope or the incredible range of the original pistol. In its place, Bungie introduced players to the BR. The BR had the same 2x scope as the Halo 1 pistol, but instead of firing a single shot laser, the BR fired a 3-shot burst that had a smidgen of bullet spread. In close proximity, the bullet spread was hard to notice. But as distance increased, connecting with all shots in one burst became more and more difficult. This nuance in weapon balancing is part of what makes Halo 2’s gameplay so fun. The bullet spread isn’t always the same, so while there’s quite a bit of skill involved, the element of chance plays a small role in who succeeds in long distance battles.

Ultimately, what makes or breaks a Halo player is the art of a well-placed grenade. Master Chief has clearly been hitting the gym because in Halo 2, he has an absolute cannon for an arm when it comes to tossing grenades. This can be handy, particularly when you trap a wounded player behind cover. See, in Halo 2, players don’t have sprint available to them. So when an enemy ends up retreating, its much easier to guess where there proximal distance is from their last known location and toss a grenade to finish them off.

Another thing I like about simplicity: no weapon unlocks. With plenty of time to spare, earning a multitude of XP based unlocks might seem like fun. But when free time starts to come at a premium, it’s nice to just have all the weapons available at your disposal right from the get go. The same arsenal is available to every player, every match. It’s a lot easier just having to worry about which power weapon spawn enemies are camping rather than the OP weapons and attachments they’ve unlocked.

5. The Community

Halo 2’s social aspect extended well beyond the online battleground. Dynamic gameplay when playing alongside and against players online is great, but nothing exemplifies the human element more than LAN parties. All you needed to get going was 2 consoles, 2 TV’s, a crossover cable (or a Linksys BEFSR41 Router aka THE WORST ROUTER EVER), and 1 controller per person to make a LAN party happen. One of the winning incentives my buddies and I made up was the losing team of each match had to play on the smaller of the two TV’s. Incentives like that are impossible to recreate in the online realm.

Even if you had to give up your controller, LAN games were just as much fun to watch as they were to play. And clearly, others took notice as well. In 2002, MLG was founded with Halo being one of its featured titles. Halo may have been the beginning of competitive console gaming, but Halo 2 sent it into another stratosphere. No longer did you need to head to a tournament to play with the best or figure out how to setup port forwarding on your router so it would work with XBConnect. Halo 2 let you do that easily from the comfort of your couch.

The community was also producing great original content as well. I used to visit halo.bungie.org to check out things like the hidden campaign weapon, skull locations, or how to super bounce. The very popular Red vs. Blue series was spawned using Halo as a backdrop. Humorously, Rooster Teeth used the launch of Halo 2 as an opportunity to get Sarge and the gang out of Blood Gulch. And does anyone remember this rap video by FSR? All of this peripheral content helped cement Halo 2’s iconic reputation in the gaming arena as well as pop culture.

And the best part about the community? Nearly everyone used their microphone. I’ll be lucky nowadays to see more than 3 people in a week using their microphone in a game. There’s little risk of running into a troll anymore, but I prefer the old days when I could easily communicate with all of my teammates.

Even the ones I didn’t get along with.

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If I was only allowed to make one point about why Halo 2 was such an iconic title in gaming, I would simply point to the dedicated fanbase that stuck around well after release. In 2007, Halo 2 received another wave of DLC. Think about that for a second: a previous-gen title was still getting downloadable content nearly 3 years after it was released, and nearly 2 years after a more powerful console was launched. For a title to receive post-launch support for that long is almost unheard of, especially in today’s era of yearly releases and season passes.

Halo 4 players can’t wait for the ride to be over. Halo 2 fans never wanted it to end.

Do you think Halo 2 is an iconic title? Is it the most iconic of the series? Let us know in the comments below!

MP1st Staff

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Battlefield 4 – DICE “Always Considering” Night Maps, Level Artist On Lack Of Rush-Focused Maps

In the latest Battlefield Blog update, DICE Level Artist Linnea Harrison answers your questions about multiplayer level design in Battlefield 4.

You might find a number of her answers rather intriguing, including what she had to say about night maps and rush-only maps in Battlefield 4. She also touched upon why randomly generated weather and time of day effects were not introduced into the game.

With the addition of infra-red optics in Battlefield 3 and Battlefield 4 like the IRNV and the FLIR, as well as the inclusion of hand flares in Battlefield 4, it begs the question why more maps set in darkness, or during the night, aren’t a part of the game. Reaching nearly 3000 up-votes on the Battlefield 4 sub-Reddit was a popular thread about this very subject. Harrison answers why there currently aren’t many night maps, but also hints that they’re “absolutely something [DICE is] always considering”:

“Good question! In general, we tend to think that night maps look pretty darn cool. You can implement some really neat lighting effects and encourage use of gadgets that generally aren’t used as much, with some really fun results. But there are a few things we considered with creating night maps.

Statistically speaking, most people don’t play night maps – maps set during the day get played more. We know this from tracking the numbers of maps played through on Battlefield 3 and Bad Company 2. Even if the map is really well-designed, players tend to gravitate more towards day-time maps.

Furthermore, players that crouch, take cover and wait forever to shoot someone running by in most maps gets even more common on night maps, where it’s tough to differentiate between objects and people. This has proved to be quite annoying in playtests. It’s possible to balance this – better heat vision, better spotting and so on – but for Battlefield 4 we focused on day-time maps. Future nighttime maps are absolutely something we’re always considering, though.”

To many, some of Battlefield: Bad Company 2’s most memorable maps were specific to game modes like Rush. It was also one of the five reasons why we believe Bad Company 2 was and still is one of the most iconic games of our generation. So, why weren’t Rush-focused maps included in Battlefield 4’s roster, a game mode that many consider to be currently lacking? Harrison answers:

“Rush is a game mode that is really fun to play on many of the Battlefield 4 maps, and it’s also one of our favorite game modes in the Multiplayer team. However, our maps are generally built for Conquest, as this is a game mode that is played by the majority (around 70%) of our players. This means that we always need to make sure that the map is 100% awesome in Conquest first-hand, but that being said, we also work hard to make Rush a good option on every map.”

Lastly, randomly generated weather effects and time of day have always been of high interest to the community. Both are featured to a more limited capacity in Battlefield 4 maps like Paracel Storm and Dawnbreaker, but not to the extent many community members have expressed interest in. Again, Harrison answers why the idea was left out of Battlefield 4:

“Even though each Battlefield game is unscripted in many ways, we wanted the experience to still have an emotional impact and match the adrenaline arc of a normal gameplay round. That way, as more buildings get destroyed, the tickets count down and the gameplay gets more tense, so does the level.”

It might suck to hear that maps catered to the Rush game mode and randomly generated weather and time of day aren’t all that high on DICE’s priority lists, but it will be interesting to hear more of these night maps Harrison alluded to in her answers.

Of the three, what’s most important to you?

Source: Battlefield Blog.

David Veselka

Musician, Gamer, Geek. Subscriber

Home > News

Red Faction Collection Heading To PC And PlayStation 3

With Nordic Games acquiring a few of the now defunct THQ IPs such as Dark Siders and Red Faction, gamers on the PC and PlayStation 3 can look forward to re-playing the Red Faction franchise with the upcoming Red Faction Collection.

Discovered by Joystiq, among the titles included in the Red Faction Collection is the original title that started it all, which will be making its debut on the PlayStation 3 platform.

Also included in the collection is Red Faction: Armageddon and Red Faction: Guerrilla, as well as the Path of War DLC. Unfortunately, those who plan on purchasing the Red Faction collection on the PlayStation 3 will miss out on Red Faction 2, as it appears to be PC-exclusive.

If you’re wondering  why the collection won’t be arriving on the Xbox 360, Eurogamer reports that it’s due to it not complying to Microsoft’s guidelines.

At the moment, there’s no set release date for the Red Faction Collection, aside from launching in Q2 of 2014. However, when it does release, it’ll be available for $24.99 USD.

Joel Santana

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

Home > News

Naughty Dog Teasing Something For This Spring? Possibly Final The Last of Us DLC

It seems that Naughty Dog may be hinting at a reveal some time this Spring, according to a possible hint left in the recently released Last of Us DLC, Left Behind.

In the mall section bit, you’ll come across a sign that says “Colorado Experience Coming Spring 2014”.

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While the game pre-break-out is taking place the exact same time as we live in now, it’s possible that this is simply just there for the sake of adding. However, for those who remember, Naughty Dog did first tease about The Last of Us in Uncharted 3 with a simple paper sitting on a table. We have our speculations that this is most likely referring to their third and final DLC, which we believe is either more maps or a co-operative hoard mode.

What do you think?

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.