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Inside the Titanfall Beta – Xbox One Video

The Titanfall Xbox One and PC beta is just around the corner, launching this Friday, February 14 with sign-ups now under way.

Hope you didn’t have any major Valentine’s day plans!

To get you in the game quicker, the Respawn Entertainment team give anxious Titanfall fans an overview of the beta in a new video from Xbox which you can check out above. You’ll get to play two maps; Fracture and Angel City, as well as three different game modes; Attrition, Hardpoint Domination, and Last Titan Standing.

Be sure to catch all our exclusive Titanfall coverage, including gameplay, interviews, and our very own Preview of the game.

Update

Two new videos from Xbox’s YouTube channel give you a few tips on the basics of Titanfall and a rundown on the three game modes available in the Xbox One and PC beta.

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David Veselka

Musician, Gamer, Geek. Subscriber

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Titanfall Preview – The Next Hardcore Shooter, or a Casual Pastime?

Without a doubt, Titanfall is going to be one of the the most fun-filled and action-packed first-person shooters you will play this year. But is there enough depth to sustain and breathe life into this brand new IP from ex-Call of Duty creators, now called Respawn Entertainment?

First-person shooters are my jam. They’re all I really play. So, when I sat down to play Titanfall inside a retrofitted LA studio decked out with Titanfall-themed decals courtesy of EA, things clicked right away, despite it being an entirely new experience. We’ll get to what sort of implications that may hold in a bit.

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We played a mixture of three game-modes; Attrition, Hardpoint Domination, and Last Titan Standing, in what we were told was the beta build of Titanfall. Side note: it looked and played pleasantly smooth for a beta build with little to no apparent bugs, at least that I experienced. Attrition and Hardpoint Domination are your standard FPS game modes that task you with either scoring the most kills as a team, or capturing and holding up to three different objectives the longest, respectively. New to us, however, was the game’s one-life-to-live mode, Last Titan Standing. Really, you have two lives to live; one life as a Titan, and one life as a Pilot, the two playable archetypes that define Titanfall’s unique gameplay. After surviving for as long as possible inside your Atlas Titan, the only Titan of three that was available to us in this build, your shields and health eventually whither down to a sliver as you eject high into the air as a Pilot. From then on, you’re on your own to take down enemy Titans and Pilots on foot with your arsenal of anti-Titan and anti-infantry weapons. The last man or woman standing wins the round for his or her team.

What was surprising about Last Titan Standing in particular was that it highlighted Titanfall’s remarkably balanced Titan vs. Titan, Titan vs. Pilot, and Pilot vs. Pilot gameplay. Each theater of war plays out in its own very different way, but due to the specific strengths and weaknesses of both Titans and Pilots, it keeps everyone on an even playing field. Keep in mind, however, that we were only given access to once class of Titan and one Pilot weapon from each weapon class, so we’ll see how the game’s balance holds up once players get their hands on more weapons and more Titan classes. In the end, I don’t doubt the experienced men and women of Respawn’s highly talented team to get it right.

During the play session, the Respawn team introduced us to Burn Cards, special abilities that only last for the entirety of one life while in-game, meaning you better make that life worth it. You can equip up to three of these cards, ranging in abilities that cut short the time it takes to call in your Titan, supply you with an improved version of certain weapon types, or earn you extra experience points. Upon death, you can choose to activate one of these three cards whose ability will be applied to your soldier in his or her next life. They encourage players to stay alive for as long as possible because once you die, that card or ability is lost forever, or at least until you earn it again. Burn Cards are awarded by completing in-game challenges.

Titanfall

Despite Titanfall’s 6 vs. 6 player count, there was no shortage of adrenaline-pumping action and unbelievable “wow” moments that would give Battlefield 4’s “only in Battlefield” moments a run for their money. The AI is really just there to keep the action going in the game’s slightly larger than average multiplayer maps to accommodate the larger-than-life Titans, and they do a good job in that regard. Available to us were two contrasting maps; Fracture and Angel City. While Fracture was a bit more open in concept, giving Titans plenty of room to maneuver, Angel City provided a playground of opportunities for free-running Pilots to wall-run and double jump up to higher vantage points.

So far, Respawn has demonstrated that throwing these towering Titans, nimble Pilots, and easy-to-kill AI all together in a cooking pot yields an exciting formula that is accessible, easy to play, and most of all, tons of fun. But, as I alluded to earlier, that’s also where I get a tad bit worried. I don’t want fun to be the only thing that Titanfall ever ends up being. It’s not a bad thing, per se, but while Titanfall’s initial appeal will undoubtedly have no trouble turning heads and luring in masses of FPS fans, I worry it won’t have the depth or learning curve to sustain a healthy community. I get the feeling that, after adjusting to the more acrobatic player movement and learning how to pilot a Titan, anyone with an average amount of background in first-person shooters will get Titanfall almost instantly. And while the inclusion of AI keeps things rolling, it takes away that drive for new players to want to improve when they already feel like a badass 90 percent of the time taking out dumb-as-nails AI. Add to that Titanfall’s casual, pick-up-and-play nature, and it all of a sudden becomes more comparable to a mobile game, rather than a triple-A shooter that you’d want to sink hours and hours into.

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It’s clear that Titanfall is going to be a game for everyone, but I hope Respawn is able to deliver a shooter that more experienced vets will take seriously and won’t brush off as a casual pastime.

But don’t take my word for it. You’ll be able to see for yourself when you get your hands on Titanfall’s Xbox One and PC beta Friday, February 14.

Also, be sure to catch our exclusive Xbox One Titanfall gameplay right here.

Titanfall launches on the Xbox One and PC on March 11, exactly two weeks later on the Xbox 360.

David Veselka

Musician, Gamer, Geek. Subscriber

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Titanfall Game Director Steve Fukuda on Pilot-Only Game Modes, Source Engine, Burn Cards and More

Earlier this month, MP1st got some hands-on time with Respawn Entertainment’s upcoming Xbox One, Xbox 360, and PC shooter, Titanfall.

If you haven’t yet, be sure to catch our Titanfall Preview where we ask if the game’s addicting and accessible formula will be hardcore enough for the more intermediate to advanced first-person shooter players out there.

Amidst the fury that was my exciting play time with Titanfall on the Xbox One, I learned that I would have the chance to speak to one of the game’s developers, so I quickly threw together a few questions to ask Mr. Steve Fukuda, Game Director on Titanfall.

Sadly, inquiries about the Xbox 360 version of the game were off the table, as were inquiries about the official number of maps and game modes available in Titanfall. Nevertheless, read on to hear what Mr. Fukuda – an original ex-Infinity Ward developer who worked on classic titles from Medal of Honor: Allied Assault through to Call of Duty: Modern Warfare 2 – had to say about Pilot-only game modes, Titan customization, AI, and working with the Source engine.

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MP1st: Thanks for talking to us today, Steve.

A unique aspect of Titanfall is the introduction of AI fighting along side real players, something that Multiplayer Online Battle Arena games have done rather successfully so far. Were MOBAs an influence over the way you and your team implemented AI into Titanfall’s gameplay?

steve_fukuda Steve Fukuda: I would say, for some of the designers, it  probably factored in. Me, personally, not so much.  There’s a lot of logistical [stuff] – just working on the  game and stuff  that takes over – so there’s not a lot of  time to play other games. But, yeah, I think there was  definitely some sort of influence there that other games have done this AI aspect. The real reason is more to do with accessibility and survivability – making losing more fun. Because, normally, multiplayer is an experience where someone is killing a lot and someone is dying a lot. This was just sort of to take that ‘dying a lot’ part and elevate it to the point where they would feel like at least they are killing some [players] and not just dying a whole lot and killing nothing.

MP1st: You have Last Titan Standing, a game mode where everyone starts off in a Titan and fights to the bitter end. Will there be any Pilot vs. Pilot-only game modes, or would that mess with the mechanics you guys have built into the game already?

SF: We’ve talked about these kinds of things. We haven’t gone forward with any of it. It’s something that’s sort of bouncing in our heads and we talk about it and we discuss whether that is the right direction.

MP1st: In a way, Titans are like your car in a racing game. I know it was mentioned that micro-transactions wouldn’t be a part of the game, but it would be really cool to personalize your Titan beyond loadouts. Do you think we might get any of that in Titanfall?

SF: Nothing is off the table. I can’t really speak to that in particular, but talk of such things comes up from time to time. Still trying to decide if that’s the right direction.

Titanfall

MP1st: Can you talk a little more about Burn cards? What do they do, how do you earn them, and what’s their purpose?

SF: They’re something that Mackey McCandlish, one of our designers, came up with. It was his sort of his baby and he really wanted to create this sort of thing where players were motivated to stay alive and not just suicide themselves and bombing constantly. Part of that is because our game is predicated on having fights, as opposed to ‘I-see-you-and-you-die’ type of experiences. And that makes for a much more interesting series of battles and you’ll always have an interesting story to tell about your last fight. So, part of it was that – to allow people to try and stay alive longer – and the other one was this concept of randomness. And randomness, when done right, can sometimes make the game more fun and it can actually make it fun for people who are perhaps not doing as well and not as experienced. So, we have Burn Cards like, here’s an Amped R-101C, which is an assault rifle, here’s a free Titan, here’s a Burn Card that gives you double XP.

So, the way they work is you equip yourself a free Burn Card at the beginning of the match, or in a lobby. When you get into a match, you can use up to three throughout the course of match. Every time you use one (you use one at a time), until you die, the effects of that card remain working. So, try to stay alive. If it’s a round-based situation like Last Titan Standing, the Burn Card continues on round after round, etc. until you die or the match ends. It’s a great way to sort of let people be extra powerful for a short period of time without totally unbalancing the game.

MP1st: A lot of gamers criticize the Source engine for being outdated. Why did you decide to build Titanfall upon it and what was it like working with it?

SF: Well we looked at a lot of different engines, but what ultimately sort of tipped things in Source’s favor was the designers. We were all very much trying to experiment and prototype and Source was something that had a lot of familiar elements. A lot of us come from Quake and other modding backgrounds, but a lot of us have worked with that engine to some extent on our own. So, we did a lot of interesting what I call “Rube Golberg” experiments because of the nature of how all things are connected. If you’ve ever done any modding in the Source engine, then you’ll find there’s a lot of manual hooking up of things inside the editor. One of the examples I like to give is, one of our designers, Chriss Dionne “Soupy”, he created a prototype of this Vortex Blocker. He faked it, completely, with a lot of intricate entity connections in a very rudimentary form, and it’s really cool to see how a long list of experiments in the Source engine have filtered away or survived evolutions into the final shipped game.

So, all this done with the engine in a very funky, kind of tricky “Rube Goldberg” way, but it was effective. It made it possible for everyone to design – to prototype various mechanics of gameplay – and try things out and then show them to other people very quickly. They were some valuable lessons.

MP1st: Thanks again for talking with us, Steve.

Titanfall launches on the Xbox One and PC March 11 with a beta taking place this Friday, February 14. Titanfall’s Xbox 360 version, developed by Bluepoint Games, launches on March 25.

For all things Titanfall, keep your sights locked on MP1st.

David Veselka

Musician, Gamer, Geek. Subscriber

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Titanfall – Exclusive Xbox One Gameplay

From our recent hands-on preview of Respawn Entertainment’s Xbox One, Xbox 360, and PC shooter, we’ve got exclusive gameplay clips of Titanfall in action on the Xbox One.

Check out Fracture and Angel city, along with various game modes that you’ll also get the chance to experience with the Xbox One and PC beta launching this Friday, February 14.

Attrition on Fracture

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Attrition on Angel City

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Last Titan Standing on Angel City

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Training

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Titanfall launches on the Xbox One and PC March 11 with a beta taking place this Friday, February 14 through to Wednesday, February 19. Titanfall’s Xbox 360 version, developed by Bluepoint Games, launches on March 25.

David Veselka

Musician, Gamer, Geek. Subscriber

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Borderlands 2 – Sir Hammerlock And The Son Of Crawmerax To Feature Beach-Styled Customizations

Though the final DLC for Borderlands 2, Sir Hammerlock And The Son Of Crawmerax, is still months away, Borderlands 2 fans can catch a glimpse of what customization items you can acquire once the expansion  becomes available sometime in April.

Aside from featuring a new skins that have our favorite vault hunters wearing the head of a crab worm, the DLC features some beach-themed skins which you can check out in this gallery right here.

Much like the previous Head Hunter packs, Sir Hammerlock And The Son Of Crawmerax will be available for $2.99 USD.

Looking forward to any of the new customization items?

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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Scuf Gaming Introduces the “SCUFONE” Xbox One Controller

Scuf Gaming is back with the next-generation of competitive Xbox One gaming controllers.

Introducing the “SCUFONE”, Scuf Gaming is offering the same professional-level features that their previous-generation controllers have become known for with the next-generation of customized Xbox One controllers.

Wired or wireless, you’ll be able to personalize the color, thumb sticks, grips, paddles, and weight of your SCUFONE controller starting at $109.95 USD.

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Check out the details in the video above and in the feature list below:

  • Concave or domed – regular, medium, or long thumbsticks.
  • Concealed hair trigger and stop mechanism. Fully internal and removable.
  • Contoured, unique, and removable two shot high-grade customizable rubber grip.
  • Scuf Mag Key for electro magnetic paddle remapping.

You can customize your SCUFONE by visiting the official website right here or check out a complete overview of the controller here. PlayStation 4 users will be able to get their hands on a customized Scuf controller within the next two months.

David Veselka

Musician, Gamer, Geek. Subscriber

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Titanfall Beta Sign-Ups Begin, Registration Ends February 14

Respawn Entertainment are soon to launch a PC and Xbox One beta test for their upcoming sci-fi shooter, Titanfall.

Play three different modes; Attrition, Hardpoint Domination, and Last Titan Standing on two maps; Fracture and Angel City when the beta launching this Valentine’s day, February 14. To get hooked up with access, you’ll need to sign up on their official page which you can find right here.

Instructions read:

“Please select the platform you would like play on for the Titanfall Beta. Completing this registration does not guarantee access into the Titanfall Beta as seats are limited. If you have been selected you will be emailed directly by EA with instructions on how to access the game no later than 11:59 PM PST on Feb 17th.

Origin Account required for PC Beta.”

Check out the official beta trailer above, and read up on the official FAQ below:

How do I get access to the closed Beta?

You can apply for access to the Titanfall closed Beta at our official registration page. Registration ends on Friday Feb 14th at 4pm PST. Head to www.titanfall.com/beta/ to register.

What platforms are supported in the Titanfall closed Beta?

The Titanfall closed Beta will be available for the PC via Origin and Xbox One.

What countries will the Titanfall closed Beta be supporting?

The Titanfall closed Beta will accept application from gamers around the world, but the actual gameplay will only offer English text and audio.

Do I get a key if I pre-ordered Titanfall?

No preorder is necessary to access the beta.

Is this representative of the final game code?

The Titanfall beta is not final code and represents a small slice of the game’s content. Testing the game before release helps us create a better final product for our fans.

Will there be an Xbox 360 Beta? 

There are no plans for a Titanfall Xbox 360 beta at this time.

Can I play the Beta on multiple accounts on my Xbox One?

Yes, if the closed Beta is installed on your system, all accounts should have access.

According to Twitch support, any recording and/or live streaming of the beta is a-okay.

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

David Veselka

Musician, Gamer, Geek. Subscriber

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More Evolve Gameplay, Turtle Rock Studios Dev Diary

Continuing with today’s blowout of the next-gen co-operative/competitive shooter from Turtle Rock Studios, the dev team behind the title walks you through some of the unique gameplay elements featured in Evolve.

Turtle Rock Studios co-founders Chris Ashton and Phil Robb, 2K Production Assistant Scott James and 2K Executive Producer Denby Grace give you a behind-the-scenes look at Evolve in the video above as they dive into more details on the game’s asymmetrical set up where it’s four Hunters versus one Goliath.

Be sure to check out some of the previous footage and trailer from earlier today!

Evolve launches on the Xbox One, PlayStation 4, and PC this Fall.

David Veselka

Musician, Gamer, Geek. Subscriber

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Xbox One Stereo Headset and Headset Adapter Coming Early March

Today, Microsoft has introduced a new Stereo Headset and Headset Adapter that will be available in early March for the Xbox One.

The Stereo Headset supports a full-range (20Hz – 20kHz) audio experience that is paired with a unidirectional microphone. The Headset is powered passively through the Xbox One’s Wireless Controller, meaning batteries won’t be necessary. It is also compatible with mobile devices, tablets and PC/Mac. You’ll be able to pick it up early March for $79.99 (MSRP).

In addition, the adapter included in the package will also be sold separately for $24.99 (MSRP) and will allow Xbox One users to regain chat functionality with any previously existing, compatible gaming headset.

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12450818974_f69b28ed84According to Xbox’s support page, most previously existing headsets that use a 2.5mm connector for chat functionality will be supported. However, the Xbox 360 Wireless Headset and the Xbox 360 Wireless Bluetooth Headsets will not be compatible, nor will any headset with a 2.5mm connector illustrated below:

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That includes headsets like the Tritton Warhead and the Tritton Primer, for example, whose connectors are encased in a plastic mount similar to the one shown in the image above.

Xbox Live’s Larry “Major Nelson” Hyrb answers a few frequently asks question on his blog that you might want to check out.

  • Legacy gaming headsets get game audio from the back of the console from the S/PDIF port.  Get chat audio by connecting the 2.5mm chat cable to the adapter,
  • New Xbox One headsets – get chat and stereo directly from the adapter.  No need to connect anything to the console.
  • Any 3.5mm stereo headset (that uses the CTIA plug standard) can get stereo game audio by plugging into the adapter.

You can check out Major Nelson’s Vine video of the new Xbox One Stereo Headset here.

David Veselka

Musician, Gamer, Geek. Subscriber

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Titanfall Xbox One Interview – The Titanfall Journey

Respawn Entertainment gives you a behind-the-scenes look at the making of Titanfall from the studio’s early beginnings to the moment it was first shown to the public.

In an earlier interview with the studio, we learned of their rather difficult start-up as they threw together early concepts while squatting in a studio space in a circle of folding chairs, which you get to see a bit of in this interview above. Cool to see it all come together.

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

David Veselka

Musician, Gamer, Geek. Subscriber

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GTA Online Gets New DLC This Valentine’s Day

This Valentine’s day, Rockstar is introducing brand new content to both GTA V and GTA Online via the game’s “Valentine’s Day Massacre Special” Update.

All of the update’s goodies will be available for only a limited time, starting this Friday, February 14, but will become a permanent part of your inventory once acquired this weekend.

The studio also mentions that they will soon have more information to share on GTA Online’s Dangerous Business Pack, Online Heists, and an expansion to the Creator Tool, among other things.

Check out the Valentine’s Day Massacre Special details below, outlined on Rockstar’s official site:

New Weapon: Gusenberg Sweeper

Nothing says “I love you” quite like the warm wooden grip and cold steel barrel of a Gusenberg Sweeper machine gun. Get it from any Ammu-Nation location in GTA Online (in Story Mode, the Sweeper is automatically deposited into each character’s weapon inventory with two full clips and additional ammo can be purchased at Ammu-Nation).

New Vehicle: Albany Roosevelt

Paint the town red in the classically-inspired Albany Roosevelt. This armored 1920s limousine is perfect for gangsters and their molls. To properly run amok with the new Roosevelt, get in the driver’s seat and let your friends or Crewmates hang off the side, firing and taking out your rivals as you pass them by. The Roosevelt can be accessed from any garage property in Story Mode and is available in GTA Online from the legendarymotorsport.net in-game website.

New Attire

Dress to the nines in a host of new double breasted suits and 1920s flapper dresses, or bare it all in sexy undergarments while going incognito with a selection of new masquerade masks. There are also new novelty t-shirts, hats and more available in stores throughout Los Santos, plus a new Flapper Bob hairstyle exclusively for the ladies.

10 New Jobs

The Valentine’s Day Massacre also includes 10 new Jobs scattered like the remnants of a broken heart throughout the world of GTA Online, including Deathmatches, a new Parachute Jump and new land, sea and cycling Races.

David Veselka

Musician, Gamer, Geek. Subscriber

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First Evolve Trailer and Gameplay – Happy Hunting

Meet the Monsters and Hunters of Evolve, Turtle Rock’s upcoming 4 vs. 1 multiplayer shooter due out on the PC, Xbox One, and PlayStation 4 this Fall.

The game’s first trailer isn’t in-game footage, but it does a good job showcasing some of the abilities of Hunters Markov the Assault, Griffin the Trapper, Hank the Support, and Val the Medic. It also shows off the fearsome capabilities and size of the mighty Goliath.

Catch the trailer above.

The big question: does it leave you wanting more?

Update 1

IGN has in-game video footage of both the Hunters and Goliath from first-person and third-person perspectives. It gives you a great idea as to how the game actually looks and how it works. Check out the videos below!

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Update 2

Check out these new Evolve images via Polygon.

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David Veselka

Musician, Gamer, Geek. Subscriber

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Titanfall Beta News Incoming Tomorrow, ‘There Will Be Signups’

Respawn Entertainment head Vince Zampella has tweeted out today that Titanfall beta news is incoming shortly.

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Currently, a Titanfall beta is confirmed for the Xbox One and PC, but it looks like we’ll be getting even more details in tomorrow’s update – presumably a launch date and info on how to sign up.

In related news, Titanfall developers have recently confirmed dedicated servers and a field of view changer for the PC version of the game, launching alongside the Xbox One version this March 11.

We recently learned that Titanfall on the Xbox 360 was delayed to March 25.

David Veselka

Musician, Gamer, Geek. Subscriber

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Limited Edition Borderlands 2 PS Vita Slim Bundle Arrives This Spring

Today, Sony has revealed that the PS Vita Slim will indeed be hitting the US markets this Spring.

Additionally, there will be a limited edition PS Vita Slim bundle which will come with the long-awaited Borderlands 2 Vita edition that was announced during last year’s E3 event.

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As an added bonus, upon purchasing the limited edition bundle, the following Borderlands 2 content will be available at no extra charge:

  • Captain Scarlett and Her Pirate’s Booty
  • Mr. Torgue’s Campaign of Carnage,
  • Psycho Character Class
  • Mechromancer Character Class
  • Ultimate Vault Hunter Upgrade Pack 1
  • Collector’s Edition Pack.

The PS Vita version of Borderlands 2 will also feature a cross-save function, allowing you to take your favorite vault hunters and all of their sweet loot from the PlayStation 3 to the PS Vita.

The limited edition bundle will be available for $199.99 USD and will come with a 8GB memory card.

In related news, a new hot-fix is now out for Borderlands 2 which Addressed an issue where elemental fire damage over time (DoT) would sometimes incorrectly cause only 1-2 damage per hit. You can check out the full change notes here.

Will you picking up this new PS Vita Slim Borderlands 2 bundle?

Source: PlayStation Blog.

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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World of Speed – New MMO Action-Racer From Slightly Mad Studios

Slightly Mad Studios, developer of Need For Speed: Shift and Project CARS, are introducing a brand new MMO arcade racer to the PC, World of Speed.

World of Speed is a free-to-compete “AAA massively multiplayer online action-racing game which introduces a new level of connected competition to the racing genre,” according to the game’s introduction.

Players will be able to hop in their favorite cars and compete in an “ever-expanding number of gameplay modes where completing team-based objectives determines the victor” on real world circuits and tracks.

Slightly Mad Studio promises team-oriented gameplay where you and your friends can team up and form Clubs, customize logos, access the Club garage social hub, compete against other clubs, show off in the Airfield Playground and compete in high-stakes Territory Wars. The studio also promises “AAA HD graphics and visuals with the thrill and intensity of a massively multiplayer online competitive experience.”

More to come in the following weeks and months, including details on the game’s beta. Be sure to check out the debut trailer above!

David Veselka

Musician, Gamer, Geek. Subscriber

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Worms: Battlegrounds Announced For PlayStation 4 and Xbox One

The loveable yet deadly worms are back at it again.

Fans of the Worms franchise can look forward to playing the turn-based artillery game on the PlayStation 4 and Xbox One platforms soon, according to a recent tweet from Team 17, the developer for the long-running series.

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Aside from the vague 2014 release, no exact date was given. However, Phil Spencer chimed in and revealed that Worms: Battlegrounds will be one of the first titles released under the ID@Xbox program.

Looking forward to the latest installment of the Worms series? Let us know in the comment section below!

UPDATE: IGN puts Worms at a March release date.

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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Call of Duty 2014 Developed Primarily for Next-Gen, Says Activision

According to video game publisher Activision, 2014’s Call of Duty will be developed primarily for the next-generation platforms.

We recently learned that Call of Duty will be taking on a three-year development cycle, with Sledgehammer Games at the helm of this year’s entry, giving all three studios, including Infinity Ward and Treyarch, that extra head room to push graphical innovation and other improvements even further in future titles.

Interestingly, Activision CEO Eric Hirshberg told IGN today that, with Call of Duty 2014, Sledgehammer Games will be approaching development as “next-gen-first”.

“Obviously in the console-transition year, anyone who developed a cross-generational game last year had to deal with the fact that the technology of the next-gen platforms was still coming into focus and changing quite a bit during the development process,” he said. “Now that we have the next-gen hardware out in the marketplace and solid, that is our primary development.”

Hirshberg wasn’t able to detail exactly how Call of Duty 2014 will take advantage of next-gen hardware, but he did say that Activision’s studios now have “more capabilities than ever before to play with and we want to make sure our developers have the time to innovate, iterate, to bring the best creative vision and the most possible polish to each and every game.”

Without leaving previous-gen gamers behind, Hirshberg added that they still “want to deliver a great experience for them as well. But it will be a next-gen-first production and the current-gen game will be a version of that.”

David Veselka

Musician, Gamer, Geek. Subscriber

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5 Things That Made Call of Duty 4: Modern Warfare So Iconic

There is a good reason why nearly one hundred percent of MP1st’s staff chose Call of Duty 4: Modern Warfare as the most memorable game of the previous console generation when we said goodbye to it last November.

I could write a series of novels bigger than the Harry Potter saga explaining why Call of Duty 4: Modern Warfare is such an iconic game that has literally set the foundation of almost all first-person shooters to follow. But like I did with Battlefield: Bad Company 2, I’d like to focus on pointing out a few of the things the original Modern Warfare did so well that I believe its successors either lost sight of, or could look to for inspiration. So, let’s get to it. Here are my top five reasons why I think Call of Duty 4: Modern Warfare is such an iconic game and why I think gamers still talk about it to this day.

1. A Gritty, Modern Setting

While later Modern Warfare and Black Ops titles tried to intrigue gamers with multiplayer maps set in exotic or quirky locations, one thing I’ve always appreciated about the original Modern Warfare was its attention to authenticity and gritty realism. Without a doubt, locales like the favelas of Brazil, the streets of Paris, a skate park in LA, or a nuclear bomb-testing facility disguised as a pretend-suburb in Nevada have made up the setting of some of my favorite Call of Duty maps ever, but I feel no other Call of Duty has ever been able to capture the sombre realization of war like Call of Duty 4 did. Last year’s Call of Duty: Ghosts came very close, but with a lot of the multiplayer map locations featuring bombed-out or war-torn American cities, it didn’t come across as believable as Call of Duty 4’s maps did.

More believable multiplayer maps isn’t necessarily something I think future Call of Duty titles should strive for, but it certainly helped give the original Modern Warfare its unique status as being one of the most realistic and gritty Call of Duty games to date.

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2. Limited Customization Options and Killstreaks

These days, it seems that most developers live by the phrase, “the more the better,” but I think a lot of gamers would agree that isn’t entirely the case. Fewer Killstreaks in Call of Duty 4 meant a few things, like more emphasis on gun-on-gun battles, proper gameplay balance between loadouts, and no players were ever over-rewarded with crazy chopper gunners or nuke bombs. It kept things centered around what really makes Call of Duty a stand-out FPS: its fast-paced and ever-so-smooth gunplay where the real reward comes from out-gunning, out-smarting, or out-playing your opponents. Nothing is worse than tearing up the enemy team, only for your momentum to be doused by overwhelming enemy air support rewarded through potentially questionable tactics.

Call of Duty 4’s (and even Call of Duty: World at War’s) simple three-Killstreak set up was just enough to incentivize players to keep up their efforts without encouraging them to “camp” in fear of losing high-level killstreaks rewards.

Toned down weapon and player customization options also meant battles were won on the field and not in the loadout screen. But at the same time, allowing for only one attachment per weapon, for example, gave purpose to that one decision and forced you to more heavily way the pros and cons. I believe it’s better to give players a smaller but more meaningful and more balanced selection of options, rather than flooding players with choices simply for the sake of diversity and at the risk of disrupting the equality between weapons or abilities.

Personally, I think Call of Duty 4 struck a fantastic balance between a purposeful selection of customization options while giving everyone just enough to play with so that players could fill a satisfying number of different roles.

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3. Really, Really Small Maps

Remember Shipment? It was kind of ridiculous. Actually, it was really ridiculous. But, man, was it fun. I think every Call of Duty should have one map – just one – that doesn’t take itself seriously in the least bit.

The map design of Shipment in Call of Duty 4 simply didn’t work for the amount of players it supported, but that was the beauty of it. If you can get past the fact that you’re going to die a lot from spawning only centimeters away from an enemy player, you’ll find that the chaos presents an exciting, fun-filled challenge in its own right. It’s always nice to walk away with over 100 kills in after a match, even if you did die over 100 times. Though “proper” map design Shipment is not, it didn’t take away from – but, in fact, contributed to – its insanely high fun factor. It also made for great 4-player split-screen battles.

To borrow an idea from a competing franchise, 343 Industries recently introduced a more unconventional variant of Capture the Flag to Halo 4’s Action Sack playlist called Husky Raid, originally created by user “The Fated Fire”. What made it so ridiculous was that the mode’s map design concentrated all the 4 vs. 4 action into one single, narrow lane, making nearly impossible to bring home the enemy flag, let alone capture it. Players also spawned in with random weapons, giving it that element of chance. It was a hectic, head-on clash of kill after kill that would normally never fly by today’s standards of game design, but sometimes you just have to give the players what they want and do something crazy.

Infinity Ward was on the right track with Call of Duty: Ghosts’ more creative Blitz game mode, but I’d love to see them take things a step further up fun-filled alley.

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4. A Strong PC community

While I personally never played a single Call of Duty game on the PC, I still think this last point is an important one and is a department in which a lot of the more recent Call of Duty titles are lacking. I hate to point fingers, but I think this especially rings true for more recent Infinity Ward-made games, despite it being the studio responsible for the original Modern Warfare, which had a vivid PC community.

Despite a few recent improvements, the Call of Duty crowd on official forums and communities like Reddit often continue to note their disappointment with Ghosts’ performance on the PC.

Harkening back to the days of Call of Duty 4, however, its PC community even outlived its console audience and continued to support the shooter with montage videos and competitive eSports matches. As an example, check out this impressive Call of Duty 4: Modern Warfare “fragmovie” that was produced only last December.

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Also, from our very own in-house talent, check out some of the early work from “Niosus”.

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If you liked what you saw, you can read up on how “fragmovies” are produced right here.

5. Innovation

Perhaps the most obvious reason why Call of Duty 4: Modern Warfare remains the most iconic Call of Duty ever, if not the most iconic FPS game ever, was the way it completely revolutionized the genre.

Perks, Killstreaks, Prestige, customization, and its super smooth 60 frames per second gameplay all contributed to that magical Call of Duty formula that came to fruition in 2007 with the game’s release on the Xbox 360, PlayStation 3, and PC. It’s fun, it’s addicting, and it’s what shooters today continue to attempt to emulate.

Is there a future Call of Duty title out there that will once again inspire a generation of first-person shooters? That’s not for me to answer, but it’s sure one hell of a reason to put Call of Duty 4: Modern Warfare up there as one of the most iconic games in recent history.

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These are my thoughts. What are yours? What made Call of Duty 4: Modern Warfare the stand-out first-person shooter that gamers around the world still reminisce and talk about today?

David Veselka

Musician, Gamer, Geek. Subscriber

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America’s First Dedicated eSports Arena To Be Built in Orange County, CA

In downtown Santa Ana, Orange County, California, eSports Arena CEO Paul Ward and COO Tyler Endres hope to turn a 13,500 square foot hall into America’s first arena dedicated exclusively to the sport of online gaming.

The building, picture below, boasts a 1,000 square foot stage, a 2,300 square foot mezzanine, and has the capacity to host 1000 physical spectators.

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Inside, eSports Arena aims to host daily national events similar in style to competitions regularly hosted in South Korea, China, Ukraine, and Sweden. “On some weekends we’ll be hosting larger scale esports events, on weeknights we will be hosting leagues, qualifiers, launch events, broadcasts, and various entertainment events,” says Ward.

“For underserved communities we can really bring them to the next level of consistent highly produced events. For the new games that are looking for traction and exposure we can offer them the most cost effective method of making their title into a bona-fide esport.”

Aiming big, the company hopes to open three arenas across the continent by the end of 2014.

Thanks, TheDailyDot.

David Veselka

Musician, Gamer, Geek. Subscriber

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Sniper Elite 3 – First Multiplayer Details

Creative Director Tim Jones dishes out the first multiplayer details of Rebellion’s three-qual to the popular covert shooter series, Sniper Elite.

Jones reveals that in Sniper Elite 3, the studio is aiming for up to 12 players in the game’s adversarial mode that will be included in the box on day one across all platforms. In addition, you and a buddy will be able to partake in the game’s single player campaign together, as well as special co-op modes like Survival and Overwatch.

XP earned in both the multiplayer and single player modes can be used to rank up and unlock customization and loadout options, he says.

To catch some more Sniper Elite 3 single player gameplay and info, be sure to head on over to VG247 for the details.

David Veselka

Musician, Gamer, Geek. Subscriber