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Insurgency Review – Uncompromising

From their humble beginnings as creators of the original Half-Life 2 mod, Insurgency: Modern Infantry Combat, New World Interactive are taking a crack at a fully-realized tactical PC shooter built from the ground up, and it’s pretty awesome.

Their latest work, simply dubbed “Insurgency“, is not for the faint of heart. It’s difficult and it’s unforgiving, but it’s a lot of fun. It’s also exactly what the genre needs right now: a shooter that isn’t afraid to let go of your hand and build you up as a true modern combatant through hardship and adversity.

But like real life combat training, you’ll learn to think on your feet, act with precision, hone your skills, and work with other members of Insurgency’s surprisingly helpful community. So, on your feet, soldier. Let’s talk about Insurgency.

Insurgency

Insurgency is sectioned off into three modules; Tactical Operations, Sustained Combat, and Cooperative vs. AI, along with an additional training course and practice mode. The training course is highly recommended, as it will familiarize you with a number of the game’s mechanics, some of which differ from today’s modern shooters. Practice mode sets you up against bots in a competitive multiplayer environment and is a great way to learn the game modes before heading off into the real, slightly less forgiving thing.

Tactical Operations are made up of intense, suspenseful, and objective-based game modes where you’ve only one life to live. But unlike traditional no-respawn modes where you must wait until round end to redeploy, a successful capture of an objective in a game mode like Firefight, comparable to Domination in games like Call of Duty or Battlefield, will reward your team with reinforcements, bringing incapacitated friendlies back into the fight. Likewise, in Search and Destroy, reinforcements are granted upon destroying one of the enemy’s caches. VIP Escort has one team escorting a VIP to an objective while the opposition attempts a successful ambush.

Sustained Combat consists of wave-based modes where reinforcements are granted at certain intervals or upon completing objectives. In Push, a classic mode returning from the original mod, attackers must push back the enemy team as they advance on objectives with a limited number of waves and small amount of time that grows with each success. Skirmish is all about destroying enemy cashes or eliminating the entire opposing force. A bit of guesswork is involved in Strike as you attempt to locate and destroy three of five possible enemy cache locations.

If competitive multiplayer isn’t quite for you, or perhaps you’re looking for a more traditional, mission-based shooter experience against AI, Cooperative vs. AI is the place to be. I found Checkpoint to be particularly enjoyable, as it reminded me of Rainbow Six: Rogue Spear’s classic terrorist hunt modes and the memorable challenges it presented to my colleagues and I back in the day. In Checkpoint, you must capture or destroy objectives or enemy stockpiles while surviving against AI that ramps up in difficulty with each successful round. While Checkpoint presents a one life to live scenario, as long as the last man standing on your team can capture or destroy an objective, reinforcements will be granted as you plan out and execute your attack on the next objective.

Checkpoint quickly became one of my highlights nearly over night and with good friends, or even with any number of Insurgency’s more mature player base, you’ll be in for some truly fulfilling nights of coop fun.

Any of these modules or game modes can be easily accessed through the game’s quick match menu, which is also where you’ll find extraordinary menu music, I might add. Though, a server browser is always at hand if you want to get a little more specific with your preferences. Insurgency sports seven multiplayer maps which support for either 16, 24, or 32 players and that range in design from tight close quarter combat scenarios to large, open areas with rolling hills and valleys.

Insurgency

Team structure in Insurgency is made up of two squads, each with their own set of kits. While each kit determines a specific role you will play, you still have the flexibility to swap out weapons, attachments, and equipment for other gear. But as a Sniper, for example, you must work within specific parameters in order to fulfill your role, meaning you won’t have access to the same sort of weapons the Reconnaissance kit or Support kit has access to.

Interestingly, no one kit can be played by more than one player, with the exception of the Rifleman. In effect, it creates diverse and well-rounded teams where each and every player contributes in a specific way. It also forces you to diversify your play style, as you might not always get the kit you’re most comfortable with, and renders matches entirely made up of bush-wookie snipers a non-issue.

You begin every match with a set number of supply points. Selecting a kit will distribute these points into recommended weapons, sidearms, weapon attachments, equipment, body armor, etc., depending on your role. However, if you so desire, you can swap out anything in order to make room for the equipment of your choosing. Want to move quickly with a fully decked-out M16 assault rifle? Trade in your heavy body armor and side arm or explosive device to spend points on laser sights, optics, suppressors and grips. I found the laser sight particularly helpful as Insurgency’s free-aim and lack of any reticle can make hip-firing rather difficult. If you also find it difficult to keep track of ammunition while in combat, as there is no ammo counter in Insurgency, you can also opt for tracer ammunition to notify you when you’re magazine is running low.

Security and Insurgents, the two opposing faction in Insurgency, each have their own unique arsenal. While the Security packs weapons like the Mk18, UMP-45, M9 and AT-4, the Insurgents run with equipment like the AKS-74U, MP-40, RPK, or RPG-7. However, gadgets like the M67 frag, M18 smoke, or C4 are shared.

Insurgency

At its core, Insurgency’s gameplay is all about slow, tactical movement, peeking and leaning, checking corners, covering sight lines, conserving ammo, caution over “Rambo” tactics, and coordinating with your teammates. In your head, that might translate to “boring”, but it couldn’t be further from the truth.

Insurgency does such a good job at sucking you in an organic way, it becomes this suspenseful thrill ride with jump scares that not even Call of Duty’s most intense scripted action sequence nor Dead Space’s maniac Necromorphs could achieve. When your enemy could be around any corner, when a single mis-fire could end your teammate’s life, when no kill-feed is there to confirm your kill, or when bullets from an unknown origin whiz past your head, Insurgency becomes the stuff of nightmares, but in a way that accurately depicts real life combat.

Without the use of artificial game mechanics and simply through Insurgency’s vicious lethality, it naturally encourages you to take caution with all your actions. Demanding such a high level of attention, it’s easy to get lost in the action and forget that you’re just playing a video game.

Visuals and sound are another key factor to Insurgency’s highly immersive gameplay. While NWI has managed to squeeze out some very pretty visuals from the relatively old game engine, it’s clearly not the “next-gen” level stuff you could compare to today’s triple-A shooters. Still, gun models are highly detailed and environments are life-like while impressive lighting effects do nothing but add to the game’s rich environments – environments that are truly brought to life by Insurgency’s superb sound design.

In the background, a tense atmosphere is created as battles wage in the distance, lending to the feeling that you are an integral part of a much bigger war. On the playing field, Hollywood sound design is kept to a minimum. Instead, NWI aims to keep players informed via crisp and clean directional audio and by giving the game a clear sense of depth, hinting at the whereabout of enemies and other hot spots on the map. Voice chat volume and clarity is also determined by your proximity to the speaker, just like in real life. Of course, squad members can communicate via radio, meaning you’ll always be able to relay intel regardless of your location. Pro tip: In Checkpoint, enemy AI can also pick up on nearby voice chat, so be mindful of your callouts.

Weapons have more of a realistic “crack” to them which can be rather frightening if you’re playing with the volume turned up. I’m no gun nut, and I’ve never participated in a real life fire fight, but I’ve heard gun fire from various distances during my trips to the local outdoor shooting range and Insurgency’s sound effects come pretty darn close. The startling sounds also play into the game’s built-in suppression effect, which darkens your peripheral vision and increases weapon sway. It’s a situation you definitely don’t want to be in.

In Insurgency, where HUD elements are kept to a bare minimum, paying attention to sounds and other visual indicators is especially crucial to your success. That’s also why it was important for NWI to get all these elements right, and so far, they’re bang on. With no mini-map, no radar, and no kill-feed, you’re left with nothing but your eyes and ears, as well as the eyes and ears of your mates, making communication almost necessary. Luckily, friendlies are always highlighted, keeping team-killing to a minimum, but managing your hesitation properly, along with all of the immersive elements mentioned above, is what really makes Insurgency an experience like no other.

Insurgency

While many might argue that Insurgency’s steep learning curve and unforgiving lethality comes at the detriment of accessibility, NWI isn’t afraid to tread on the more realistic side of things and make a damn good shooter game while doing so. That, I like. And as my colleague Alex DiFiori pointed out, it’s the studio’s unwillingness to compromise that makes Insurgency such a breath of fresh air.

In the end, Insurgency can be a hard game to recommend to players looking for balls-to-the-wall, shoot’em up action, as it simply isn’t that kind of game and New World Interactive makes no apologies. But that the choice comes down to preference, rather than your level of tolerance for bad game design, is remarkable in its own right. If slower-paced, thoughtful, and team-based gameplay is your jam, then this is the place to be. Insurgency takes everything you love about the classic tactical shooter and presents it in a more modern fashion and up to more modern standards of FPS. Few bugs are present, but a recent and rather hefty patch has smoothed over a number of issues and has improved loading times significantly.

4.5 / 5

For only $14.99 on Steam, which includes all additional downloadable content and updates, there really isn’t much of a reason to not give this indie-shooter a shot. Insurgency fills a hole in the FPS genre that just might be exactly what you are looking for and, chances are, the worst-case-scenario is that you’ll be pleasantly surprised.

Insurgency, available on Steam for PC and Mac.

David Veselka

Musician, Gamer, Geek. Subscriber

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Rumor – Origin Germany Puts Second Assault at a February 18 Release Date For BF4 Premium Members

A screen grab from Origin Germany indicates that the PC version of Battlefield 4‘s Second Assault DLC will be available to download for Battlefield 4 Premium members on February 18.

Subsequently, the same would likely apply to the Xbox 360, PlayStation 4 and PlayStation 3 versions of the game which have also yet to see the new content.

HxugtEV

The rumor could be considered a bit iffy as the notice was later removed, but it does fall in line with recent reports of Second Assault launching late February. If true, non-Premium subscribers would get their hands on the expansion March 4.

Last we heard, DICE “will announce the release date for this expansion pack later.”

Second Assault brings four fan-favorite Battlefield 3 maps back to life; Operation Métro, Operation Firestorm, Caspian, and Gulf of Oman, and is currently only available on the Xbox One as a timed exclusive.

Source: Reddit.

David Veselka

Musician, Gamer, Geek. Subscriber

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FOV Changer For Call of Duty: Ghosts on PC In The Works, Says Infinity Ward

In a recent update to Call of Duty: Ghosts’ official list of incoming improvements, senior community manager Tina Palacios has indicated that Infinity Ward is working on a Field of View changer for the PC version of the game.

Previously, PC users have had to resort to using third-party programs to tweak the game’s FOV, something that the studio recently stated is against the Ghosts Online Code of Conduct, specifically, for “PC users running third party software to manipulate the game.”

Today’s update reads, “FOV Changer for PC: Don’t have an exact ETA, but we’re working to get this in.”

David Veselka

Musician, Gamer, Geek. Subscriber

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The Division – Ubisoft Reflections to Aid Ubisoft Massive In Development

Aiding Swedish-based developers Ubisoft Massive reach their initially projected 2014 release of their upcoming MMO-shooter The Division is Ubisoft Reflections, we learned in a recent interview.

Reflections, originally based in Newcastle, is devoting one of their five different teams to entirely to the development of The Division, which accounts for approximately 40% of the studio.

Other than a Snowdrop engine tech demo and a few gameplay trailers, much of the game is still being kept under wraps with no solid gameplay details on how exactly the massive multiplayer online title will work.

Ubisoft’s quarterly financial report is scheduled for this Monday, February 10, where we expect to hear more about The Division.

What’s your take? Is the addition of a new studio a sign of struggle?

The Division is set for launch on the PC, Xbox One, and PlayStation 4 later this year.

Source: Develop, via GameInformer. Thanks, Katana67!

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 4 – DICE Developer Answers Your Questions on Gameplay Balance

Answers questions submitted by Battlefield fans earlier in the week, Battlefield 4 lead core gameplay designer Alan Kertz discusses DICE’s ultimate vision for gameplay balance in a massive next-gen shooter like Battlefield 4.

He also dives into some of the reasoning behind a number of the design decisions you may never have considered and talks about sniper rifle smoke trails, ghillie suits, MAA, and more. You can catch it all on the latest Battlefield 4 blog, or read on below.

Q: Balancing Battlefield 4 must be challenging, what is your ideal vision for the game’s multiplayer?

A: The ideal balance for Battlefield 4 is a battlefield where each item has a valuable role, and no one item, weapon, or vehicle is the clear winner in all situations. Each item has a counter tactic, a fundamental weakness and a fundamental strength. Essentially, it comes down to one really big game of rock-paper-scissor: tank, infantry, airplane, boat, helicopter, sniper, and so on.

Q: What’s the main process behind rebalancing a weapon or vehicle? Do you just change the appropriate values based on opinions voiced on the forums/Reddit/Twitter etc., or is it a much more complicated process?

A: When balancing a vehicle or weapon we always start with the original intention for the item, and compare it to how the community sees the role. Sometimes we have a different idea of how a weapon is intended to work than the community does. Then there’s a period of analysis about how that differs and if changing the design of the weapon would change the game for better or worse. Generally a high level principal is that no weapon, vehicle, gadget, etc., should be the best at any given combat situation. We try to avoid all powerful weapons and instead rely on a rock-paper-scissors setup.

A good example of where the designer and community opinions differ are shotgun slugs. Vocal members of the community see them as ineffective in close range. Given that the intent of the slugs from a design perspective is to be effective at long range, we looked at the feedback and decided that making them effective in close range as well would essentially remove the role of the other shotgun ammo. So we decline to make a tweak. The opposite is true of the mobile Anti-Aircraft, where the community and the designers both agree that it’s role is to shoot down aircraft, it’s just too good at it. The final step in that situation is to find the cause of the power imbalance (in this case, gun range seems to be the biggest issue) and make an adjustment.

Q: Why do sniper rifles and hand grenades leave smoke trails?

A: One of our high level design goals is that a player should be able to understand what killed him and from where.  In the best of worlds, a player accepts his death as being earned by the other player. Battlefield moves very quickly and death can come quickly. Highlighting big quick kill threats like grenades and sniper rifles help players understand and react to incoming fire. It makes the player feel in control and when you watch a well thrown (or even lucky) grenade arc in the air and blow you up, you appreciate it more than if you never noticed it.

Q: Why wasn’t the ghillie suit an option for the Recon class in Battlefield 4?

A: Much of Battlefield 4 takes place in urban areas. A bush wookie outfit simply didn’t fit into those areas, and not every recon soldier is a sniper. We worked with our character concept artists to design a kit image that portrays the recon’s role as a sneaky intelligence gatherer with a spec ops focus, an image we think the recon soldiers today fit quite well. Sneaky, Urban, Annoying.

Q: Why was the MAA (Mobile Anti-Aircraft) added to the game as there seems to be enough threats to aircraft?

A: The inclusion of MAA in BF3 and BF4, gives us a “rock” to the “scissors” of aircrafts and the “paper” of tanks. Basically, it gives something tanks can hunt, which isn’t really a threat to the tank, and it gives aircraft something to fear. Given the number of pilot complaints about mobile AA, it’s plenty scary. However, given the ability to stay far back from the front where the tanks can’t get at it, it’s clear it has too much range. We will address the range difference in an upcoming update, and force the MAA back into the battlefield in order to be effective.

Q: Why were smart weapons added to Battlefield 4?

A: Battlefield 4 is a game set in the modern warscape, and in order to properly convey that we included smart weapons. Obviously in real life smart weapons are amazingly powerful, and no one in the business of combat is looking to make it balanced; Battlefield is intended to be balanced, and thus we try to counter the ease of use of the smart weapons with their damage output, and other effectiveness values.  The level of our success in that delicate balance is lower than we’d like, and we’ve taken steps towards balancing these smart weapons for a future update.

Q: How did you determine the unlock order of the main weapons and side arms?

A: Actually, we generally try to pick the easiest weapons to pick up and use at the start of an unlock tree (hence the NLAW being a default unlock) and then the more difficult to master items deeper into the tree. We also have to balance that with the player having interesting options early on, so we may offer a new flavor quickly.

Learn anything new?

David Veselka

Musician, Gamer, Geek. Subscriber

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Evolve Trailer Teases Something Coming February 11

A new teaser trailer from Evolve developers Turtle Rock Studio teases something coming this Tuesday, February 11.

The hunt is on. The studio responsible for shooters Left 4 Dead and Left 4 Dead 2 are presumably out to supply anxious gamers the first in-game look at their upcoming next-gen asymmetrical multiplayer shooter. Looks like we’ll have to wait to find out for sure.

Check out the teaser above, which really doesn’t show anything other than a logo and a date.

Be sure to head on over to our dedicated Evolve page to learn more about the Evolve’s first details, including info on Hunter and Monsters.

Stay tuned for more!

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 4 Gets Double XP This Weekend, Player Appreciation Month Continues

Marching on with Player Appreciation Month, DICE is offering a bout of double XP to Battlefield 4 players across all platforms this weekend.

You can start earning the extra points on February 8 at 3am PST / 6am EST until February 10 at 3am PST / 6am EST, according to the event’s page on Facebook.

Currently ongoing is February’s first Community Mission that tasks the collective Battlefield 4 audience with snagging 10 million dog tags before the end of February 11. As of this writing, the community sits at just under 3 million collected so far.

David Veselka

Musician, Gamer, Geek. Subscriber

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Titanfall Interview Reveals Respawn Entertainment’s Humble Beginnings

In another edition of FTW, Jessica Chobot interviews members of the Respawn Entertainment team about their experiences developing an entirely new first-person shooter experience for the next-generation of gaming.

Titanfall developers Joel Emslie, Steve Fukuda, Drew McCoy, Abbie Heppe, and studio head Vince Zampella recall their humble beginnings as a small studio with no office space, no computers, and no tech – only a couple of folding chairs and a fresh start.

Titanfall launches on the Xbox One and PC March 11. Earlier today, we learned the Xbox 360 version of the game, in development at Bluepoint Game, would be delayed to March 25. Expect Xbox One and PC beta details shortly.

David Veselka

Musician, Gamer, Geek. Subscriber

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Takedown: Red Sabre Comes to Xbox Live February 21

Serellan’s tactical first-person shooter Takedown: Red Sabre is coming to the Xbox 360 Friday, February 21.

After a nearly six-month delay, publisher 505 Games announced today that the shooter is finally getting the green light to launch on Microsoft’s previous-generation platform. Takedown: Red Sabre launched on the PC last September, 2013.

Keep an eye one the game’s official Xbox Live page and be sure to check out the original launch trailer above.

David Veselka

Musician, Gamer, Geek. Subscriber

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Latest Warframe Update Adds New Warframe, Weapons, and More

A new update has rolled out for the PC version of the free-to-play title, Warframe.

Upon downloading update 12 for Warframe, you should see the following changes live after relaunching, including the addition of a new Warframe, Zephyr, and a few new weapons.

Warfame Update 12 Patch Notes

  • NEW WARFRAME ZEPHYR – Specializing in air attacks and mobility, Zephyr dominates from above.
  • SAVE DARVO – The ‘Ties That Bind’ Alert Mission has players working to save the infamous Darvo once again. To participate, players can click on the in-game Alert and follow Darvo’s guidance.
  • NEW MISSION TYPE – The new Interception mission type has players trying to intercept an interplanetary communication that is being beamed to four towers on the map. The more towers captured and held, the faster the message can be decoded. Players must also keep the enemy from decoding the message for themselves. Once the message is decoded by either side, the round is over.
  • NEW WEAPONS – A number of new weapons are now available including the Phage Shotgun, Jat Kittag Jet Powered Polearm, Dual Cestra Sidearms and the Akstiletto Dual UZI.
  • LEVEL EXPANSION – The Forest Tileset has returned and is now found in all “Earth” missions!
  • MOD STACKING – Mods will now be organized in stacks in the Arsenal to improve duplicate Mod management.
  • NEW TENNO LAB – The new Tenno Research Lab allows players to construct Warframes in a new way – in the Dojo!
  • NEW IN-GAME HUD  – An updated Heads Up Display provides a refreshed and simplified playing experience.
  • ALTERNATE HELMET – A Paladin has never looked so good! Give Oberon a fresh look with a new Alternate Helmet – Oryx.
  • NEW WARFRAME SKINS – Customize your Warframe with four new Warframe Immortal Skins

For the full patch notes, feel free to head on over to Warframe’s official forums.

Additionally, developers Digital Extremes have also included two companion videos for the update that go over a few patch highlights highlight the new Zephyr Warframe.

[youtube id=”KurbStEIqrQ”]

Are you enjoying the new Warframe? Let us know in the comment section below!

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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Borderlands 2 Free On Steam This Weekend

PC players who have yet to try Gearbox’s shoot-and-loot co-op FPS, Borderlands 2will be able to do so this weekend for free.

On Steam, Borderlands 2 will be free-to-play for everyone over the weekend. As an added bonus, Steam will also discount all DLCs for the title up to 50% off.

Additionally, as of this writing, a new update is now out for Borderlands 2 on all available platforms which addresses lingering bugs and adds buffs to a plethora of weapons in preparation for the latest DLC to hit this Tuesday, Mad Moxxi And The Wedding Day Massacre.

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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Your Next Call of Duty Developer is Sledgehammer Games

Sledgehammer Games, and Activision studio, are your next Call of Duty developers for 2014.

The announcement comes from Sledgehammer’s official Twitter account, confirming that they are indeed “thrilled to develop the next generation of Call of Duty for 2014.”

Screen Shot 2014-02-06 at 3.47.22 PM

The news may not come as too much of a surprise if you’ve been keeping up with the latest happenings surrounding the studio. Most notably, Sledgehammer confirmed last May that they were “heads down” in their “next project” during the launch of Infinity Ward’s Call of Duty: Ghosts last year.

No specifics were given, but in a blog entry on their official website, Sledghammer Games founders Glen Schofield and Mechael Condrey wrote an open letter to all Call of Duty fans:

Five years ago, we started on the most exciting journey of our careers. Sledgehammer Games was built around a singular goal – to create world-class interactive entertainment that entertains millions of fans around the world. We have a passion for creating games and a team dedicated to achieving excellence in everything that we do.

Having the honor of developing the new, next generation of Call of Duty is a developer’s dream come true. All of us here at Sledgehammer Games have a shared vision to create the best work of our lives. The next Call of Duty represents a new era for this amazing franchise, and we look forward to sharing what we have been working on.

Today is just the beginning, there is so much more to come!

+ + +

Glen Schofield & Michael Condrey

Founders of Sledgehammer Games

According to Activision CEO Eric Hirshberg, this will put Call of Duty in a three-year development cycle, giving their Call of Duty team “more time to polish, helping ensure we deliver the best possible experience to our fans – each and every time,” he said during today’s earning’s call.

“This will give our designers more time to envision and innovate for each title. Simultaneously, it will give our content creators more focus on DLC and micro-DLC which, as you know, have become large and high-margin opportunities and significant engagement drivers.”

Sledgehammer games had their first opportunity to work on a Call of Duty title along side Infinity Ward during the launch of Modern Warfare 3 in 2011. Looks like they’re on their own this year!

What are your thoughts? What do you think Call of Duty 2014 will be?

David Veselka

Musician, Gamer, Geek. Subscriber

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Titanfall – Xbox 360 Version Delayed, No Split-Screen, Beta To Launch in “Waves”

As the release for Respawn Entertainment’s sci-fi shooter Titanfall nears, recent news may disappoint those anxiously awaiting its launch on the Xbox 360.

While half of Titanfall may be a next-gen experience, its other half launching on the Xbox 360, developed by Bluepoint Games, will see a delay by two weeks and will release on March 25th so that the game gets some final touches, according to publisher Electronic Arts:

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According to the tweet, Titanfall’s launch on the Xbox One and PC is still on schedule for a March 11 release.

Through studio head Vince Zampella’s official Twitter, we also recently learned that the game will not offer split-screen and that the game’s Xbox One and PC beta, while “open globally” to everyone, will be only accessible in waves, so some of your online pals may be playing the beta before you. Respawn says more beta details “will be coming early next week!”

Are you an Xbox 360 owner anxious for Titanfall’s release? What’s your take on the news?

Den Kovacs

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COD: Ghosts No. 1 Best Selling Title On Next-Gen, Destiny To Be Activision’s “Next Billion Dollar Franchise”

For the publishing company’s fourth quarter, Activision announces Infinity Ward’s Call of Duty: Ghosts as the No. 1 best selling title in aggregate across all platforms in the U.S. and Europe combined and No. 1 best selling title on both the Xbox One and PlayStation 4.

In Activision’s fourth quarter and calendar year 2013 financial report, it was also noted that Treyarch’s Call of Duty: Black Ops 2 was the No. 9 best selling title in 2013. Black Ops 2 launched on November 12 of 2012.

Looking forward, Activision expects Bungie’s Destiny to be the company’s “next billion dollar franchise,” said Chief Executive Officer Bobby Kotick in a recent press release. Meanwhile, “terrific new games planned for the Call of Duty” franchise are still in the pipeline, including the “groundbreaking new free-to-play” title, Call of Duty Online that the company expects to have “great global potential”.

David Veselka

Musician, Gamer, Geek. Subscriber

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Transformers Universe – First Details and Debut Trailer

Development studio Jagex and CEO Mark Gerhard come out of hiding to give up the first details on their upcoming Transformers-themed massively multiplayer tactical action game due out this Summer.

“We are 100% set to launch Transformers Universe this Summer, and will be progressively inviting an ever-widening portion of the BETA community to enjoy the game before opening it to the rest of the world this summer,” writes Gerhard in a recent update on the game’s official website.

The studio also launched a brand new trailer for the game which you can check out above, courtesy of IGN.

According to Gerhard, “Transformers Universe offers fast-paced, battle centric, tactical action with a selection of game modes for core gamers, casual gamers and Transformers enthusiasts alike.”

It’s Autobots vs. Decepticons where players will recruit and command squads while maintaining battles with other Transformers warriors from the Hasbro universe. Legendary Transformers characters will also make appearances throughout the game.

Each faction-specific squad of Bots will have a their own unique play styles, weapons, augment options and specialties.

Stay tuned for more details to come, including info on the upcoming beta. For now, you can head on over to the official sign up page to enlist.

Thanks, MrOrangeFace and 2o1 GaminG.

David Veselka

Musician, Gamer, Geek. Subscriber

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Microsoft To Announce New Development Team For Killer Instinct

Killer Instinct will have to find a new development team to call home.

In the midst releasing content for the free-to-play Xbox One-exclusive, it was recently announced that developer Double Helix has been purchased by Amazon, adding to the rumors that an android-based console is in the works within the company.

A Microsoft representative told Polygon that Microsoft Studios will indeed be working with a “new developmental team” for Killer Instinct.

“We have thoroughly enjoyed working with Double Helix and wish them success in their next endeavor,” a Microsoft spokesperson said. “We want all of our loyal fans to know that the Killer Instinct team at Microsoft is not changing and that the franchise will remain with Microsoft Studios. We remain dedicated to delivering a great experience and plan to announce our new development partner soon. We’re excited about the future of this popular franchise.”

Those wondering what will happen to any future content for Killer Instinct, such as the release of Fulgore, Phil Spencer has stated on Twitter the franchise will continue and is something that he believes in.

With Killer Instinct now out of the hands of Double Helix, which developer would you want to see tackle the revived fighter? Let us know in the comment section below!

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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New Killzone: Shadow Fall Patch Improves Clans and Warzones

The PlayStation 4-exclusive shooter Killzone: Shadow Fall gets a brand new patch today that looks to further integrate clan functionality into the game.

It also bring a few improvements to Warzones, fixes more bugs, and adds both checkpoint saving and a 3oFPS lock to the game’s single player.

Check out the full patch notes right here:

Killzone: Shadow Fall February 6 Patch Notes

Clans

While already available through the website, the functionality is now also implemented in-game. You can invite clan members to a party and clantags are now also added to the player name within the game. It can be viewed in the player card, in the friendslist, etc. You can check your friendlist by pressing touchpad or check the player card through the main menu (go to multiplayer > choose a warzone > press square > show the leaderboard & find the player you are interested in > press cross to open the player card).

Warzone discoverability

We have visually changed the main menu of the Multiplayer and added a top-bar from which you can browse and create new warzones. Also, we expanded the number of recommended warzones to 9 and move the friendslist to the top-right corner. This should make it easier to discover new warzones. 

New Warzone options: parties allowed

Players can now select the option to allow parties to join a warzone. Just go to Multiplayer > Create your warzone > go to settings with R1 > Check ‘Parties Allowed’ at the bottom. 

Checkpoint saving

We have added additional checkpoint saving to save on every revive event, giving more save points throughout the campaign. 

Ability to lock to 30FPS in campaign mode

To guarantee a steadier framerate in the campaign mode, players can now lock their game to 30fps via the options menu. 

VC30 exploit fixed

The exploit that let users with a VC30 equipped with the flashlight increase their range has been fixed.

Guerrilla Games notes that they’ve also “fixed some bugs that should improve overall performance and rid the game of some collision/exploits in various maps.”

David Veselka

Musician, Gamer, Geek. Subscriber

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DOTA 2 Update Improves Punishment For Quitters And More

As of this writing, a new update is now available for Valve’s popular multiplayer online battle arena game, DOTA 2.

One of the primary improvements players can look forward to after downloading the update is a more severe punishment for those who quit matches early or before first blood is drawn.

Check out the full patch notes below:

DOTA 2 February 5 Patch Notes

User Interface

  • Alt clicking on a store item will announce to your allies that you will purchase that item
  • Fixed item alerts not working properly
  • The game no longer freezes while a replay is being decompressed after the download is completed.
  • Fixed Legacy Keys not being set correctly when reconnecting
  • Legacy Keys now work correctly when querying (and allow you to use to proper legacy keys if taking over a bot)

Gameplay

  • Fixed Terrorblade illusions taking too much damage
  • Fixed Phoenix Sunray healing half of the amount it should
  • Fixed AoE gold not being given to hidden heroes (such as Phoenix using Supernova, Brewmaster using Primal Split)
  • Fixed Radiant having vision for a small area just outside the Dire fountain

Community

  • Abandonment penalties will now be applied much more quickly after the abandonment occurs. (Previously the penalty was applied at the end of the match that was abandoned.)
  • Abandonment in a ranked match before first blood will now count as a loss for the abandoner and all party members. (MMR will decrease.) For all other players in the game, the match will not be scored. After first blood, the same rules apply as before: the match will be scored for all players. The abandoner will always receive a loss, but all other players will be scored a win/loss according to the actual match outcome.

The update also includes additional changes and adjustments to the audio, tooltip, and workshop portion of the game.

DOTA 2 is available for free on the Steam store for the Linux, PC and Mac platforms.

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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New Insurgency Patch Hammers Down On Many Issues, Improves Loading Times

Insurgency developers New World Interactive have launched a brand new update that aims to improve the game on many levels.

On the official Insurgency forum, developer “JBlum” notes that the studio has kept their “ears low to the ground and have been working hard on an update to address many issues and concerns.” He adds that it has ultimately been the studio’s goal “to weigh down on these issues like a hammer instead of applying band-aids.”

Players will need to “essentially re-download the game” with the new update, says Blum, though it won’t take up too much hard drive space as many files will be replaced and will improve loading times in the end.

You can check out the full list of patch notes below. There’s a lot to go through, so don’t miss out on the details.

Insurgency February 4 Patch Notes

Content & Features

  • Added global bans system allowing us to globally ban known hackers/exploiters of the game who ruin other peoples’ gaming experiences or impersonate NWI developers. To report a suspected hacker/exploiter/impersonator, please go here.
  • Added VPK support to the game, which should improve loading times and allow servers to better determine the purity of clients connecting to servers.
  • Re-introduced “sv_pure” into the game. If set to 1 (default), it will verify the purity of the client’s files but allow players to use custom models, skins, sounds, etc. If set to 2, it will enforce complete purity.
  • Weapon attachments are now visible on others’ weapons.
  • Updated Heights, Heights (Coop), Contact, Ministry and Training.
  • Updated Search and Destroy game mode. Defenders get a single reinforcement wave instead of respawning when the attackers destroy one of their caches.
  • Added “Affirmative” and “Negative” radial commands so subordinates can better respond to their commanders.
  • Added 2 round burst to the UMP-45.
  • Added new suppressor models for both teams.
  • Added front and backblast particle effects for RPGs and AT-4s, as well as a rocket trail particle.
  • Added armor impact particle effects so players can better tell whether they hit someone in their armor or if they hit the flesh.
  • Added “Setup Microphone” option in Audio Options which allows people to set their mic volume.
  • Added a developer icon to the scoreboard next to the names of developers. There have been instances of players out there impersonating developers.. please do not take someone seriously as being a developer unless they have this developer tag next to their name in the scoreboard.
  • Added “hud_stream_friendly” convar which will remove various references to the current server name from the UI if you are streaming and do not want viewers to discover what server you’re in.
  • Added community translations for German, Russian, Dutch, Polish and Simplified Chinese.

Improvements

  • K:D is no longer shown if you are alive and outside your spawn area, so players can’t use the K:D counter to determine if they got a kill or not. Players can still see their K:D when they are in their spawn, they are dead, or it’s the end of the round/game.
  • Found and reduced an issue where the client and server would play two different player animations. The changes we’ve made should reduce hit-box misalignment and further improve hit detection.
  • The amount of magazines you get are now a bit more limited, so you have to actually take your mag capacity into some consideration.
  • Took measures to reduce accidental team-killing.
  • Reduced post-game timer so it is not quite as long before the map changes.
  • Improved slide some more based on feedback.
  • You can now discover a cache or a decoy cache site with the radial menu and line of sight instead of being forced to walk up to them.
  • Increased bot difficulty in Checkpoint (used to scale from 0-2, now it scales from 1-3)
  • Bots are now more selective when deciding whether to investigate or not. This reduces “herding” quite a bit.
  • You can no longer knife during round countdown.
  • Radial commands are now issued to your squad no matter where they are on the map, so voice in the game is synonymous with Voice Over IP.
  • You can now un-assign an objective as commander.
  • You can now escape the radial menu without choosing an option as a commander.
  • Radial voice commands are now affected by DSP.
  • Improved localization support for voice command subtitles.
  • Removed the “toggle floating HUD” default key bind so players don’t accidentally hide their HUD and not know why their navigation is gone.
  • Added a default bind for tactical map – set to “n”.
  • Tracers now come from the right position in third person.
  • Improved M16 world model texture.
  • Set the maximum FOV setting to 110.
  • Fixed left arrow on selection options in the main menus that have more than 2 settings.
  • Some subtle Kit UI improvements including some overlap fixes for 16:10.
  • Some Vote UI improvements.
  • “Impending attack” music in Push, SND and Strike will now only play on the first round of a game instead of every round.
  • Disabled “X attacked a teammate” messages in the server console for damage caused by bots.

Fixes

  • Fixed “no free edicts” server crash.
  • Fixed infinite loop / “Alarm Clock” crash on Linux servers.
  • Took measures against mass kill hacks.
  • Disabled setinfo name so hackers can’t change their name to avoid detection and voteban.
  • Optimized the blood impact particle more to hopefully reduce crashing when being shot up.
  • Redid Avatar implementation on scoreboard, hopefully reducing crashes people are getting related to the scoreboard.
  • Removed redundant ability entities, which should free up some network traffic.
  • Fixed an exploit in S&D and Strike where commanders could mark undiscovered caches, displaying the “attack” indicator on the bottom objective display if the cache location exists.
  • Precached a bunch of radial menu/marker materials so there is no more slowdown when players set a waypoint.
  • Fixed auto-switchteams functionality.
  • Removed semi-automatic fire mode option for MP-40.
  • Fixed ambient generic environment sounds that were not playing.
  • Fixed kill count in Cooperative.
  • Fixed reference pose bug which was caused by switching to your knife during a prone transition.
  • Fixed grenades not colliding with the vphysics block in Training.
  • Fixed a bug in Checkpoint where counter-attack music would occasionally play at the end of a round.

Voting Changes

  • Added a convar “sv_vote_kick_min_voters” for server operators to determine how many vote kicks a player needs to receive in order for a vote kick to actually start. We have set the default to 2.
  • If a player leaves/disconnects while being accused of hacking or trolling, they should no longer be able to escape the ban.
  • In order to pass a nextlevel vote, 55% of the server must vote and the vote must simply be the majority.
  • In order to vote kick an idle player, 20% of the server must vote and the vote must simply be the majority.
  • In order to vote ban an excessive team killer for 10 minutes of cooling off, 25% of the server population must vote and there has to be at least 2x as many Yes votes as No votes in order for the vote to pass.
  • In order to vote ban someone who is trolling for an hour, 40% of the server population must vote and there has to be at least 2x as many Yes votes as No votes.
  • In order to vote ban someone who appears to be hacking for 4 hours, 60% of the server population must vote and there has to be at least 2x as many Yes votes as No votes.
  • All of the above are setup as server-side convars (listed in greater detail below), so let us know what you find to be the most effective.

David Veselka

Musician, Gamer, Geek. Subscriber

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Call of Duty: Ghosts Fan Recreates Maverick A2 Sniper Rifle in Lego

Check out this truly impressive recreation of the Maverick A2 Sniper Rifle from Call of Duty: Ghosts’ Onslaught DLC.

Using over 2,500 Lego pieces, YouTuber ZaziNombies crafted this life-like, true-to-form replica of the high-tech sniper rifle available to owners of the Call of Duty: Ghosts Onslaught DLC on either the Xbox One or Xbox 360.

Tweeted out by Infinity Ward community coordinator Candice Capen, you can get a good look at his work in the video above where you can tell a lot of work went into this project. The attention to detail is astonishing.

He doesn’t stop there, however. ZaziNombies’ channel is filled with jaw-dropping Lego recreations where you’ll find a number of Call of Duty: Ghosts weapon replicas, including recreations of the USR Sniper Rifle, Vector CRB, Honey Badger, and much more.

[youtube id=”30FRxX8R4Ps”]

Kudos, ZaziNombies! That is some fine work right there.

Call of Duty: Ghosts Onslaught launches for PlayStation and PC users on February 27, Activision and Infinity Ward announced today.

David Veselka

Musician, Gamer, Geek. Subscriber