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Battlefield Hardline Will Have “Plenty Of New Modes” and Unprecedented Map Variety, Next Beta Will “Showcase More”

The Battlefield Hardline PC and PlayStation 4 beta has come to a close, but developer Visceral Games says there is still plenty to look forward to, including more multiplayer details over the next few months, as well as a second beta this Fall that will “showcase more.”

“In the months ahead we’ll be revealing more details about what we’re doing in multiplayer as well as what the team at Visceral is bringing to the singleplayer campaign,” the studio wrote in a recent blog entry thanking fans for their participation in the beta.

They went on to stress that “The Battlefield Hardline beta was just a small portion of what is in store,” likely in reaction to remarks that Hardline should have just been Battlefield 4 DLC.

“We have plenty of new modes in the game that really play off the cop and criminal theme, as well as the return of fan-favorites. The variety in maps is also something that Battlefield fans have never experienced before, from subterranean grow labs to the streets of Miami, complete with all the vibe and flavor that city has to offer.”

We remember fans getting pretty pumped about a prospect of a Battlefield map set in Miami back when that “All-American” Battlefield 3 DLC rumor surfaced. More recent rumors suggest other Hardline maps will be set in areas like the desert, or even LA’s Hollywood Hills. We also take it that “the return of fan-favorites” indicates the return of staple Battlefield modes like Conquest and Rush.

The studio went on to reiterate that Battlefield Hardline’s second beta will arrive on all platforms that the game has been announced for this Fall and “will showcase more,” meaning we’ll likely get a peek at a different multiplayer map and game mode before Hardline’s full release on October 21.

What do you want to see in the next beta? Bigger or smaller maps? Rush, Conquest, or a new game mode? Tell us in the comments.

David Veselka

Musician, Gamer, Geek. Subscriber

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New Counter-Strike: Global Offensive Update Incoming, Pistol Changes In The Works

Developers Valve and Hidden Path Entertainment are busy working on the next update for the popular online first-person PC shooter, Counter-Strike: Global Offensive, the studios announced today.

Details aren’t out yet — they are coming soon — but the dev team is giving players a heads up on what’s coming by highlighting their learnings from previous patches like the Arms Deal Update. According to the team, results from data-tracking the relationship between players and new weapons like the M4A1-S, USP-S and CZ75-Auto are having a direct impact on CS:GO’s next update.

Thus far, the Arms Deal Update has been successful in adding variety to commonly used primary weapons in every day matches. Specifically, 10 months after the update’s launch, the M4A1-S is now seeing much more use in comparison with the M4A4, AWP, and “other” commonly used weapons. Here’s the breakdown:

CSGO_CTprimary_weapon

The CZ75-Auto, on the other hand, has had the opposite effect when it came to balancing out pistol usage among highly skilled players in Competitive Matchmaking. According to stats, the CZ75-Auto’s new-found popularity has cut into the usage of all other pistols — an unintended effect:

CSGO_CTsecondary_weapon

As a result, “you can expect us to make some pistol changes” in the next update, said the studio.

We’ll have to stay tuned for more details on other tweaks Valve and Hidden Path might have in the pipeline for the next update, so keep your sights on MP1st.

David Veselka

Musician, Gamer, Geek. Subscriber

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Destiny Beta Access Reportedly Coming to All PlayStation Plus Members in July [Updated]

Update

PlayStation Europe community manager Chris Owen has announced a correction to the recent news, stating that the UK PlayStation Blog was worded incorrectly. Destiny Beta access will remain available only to those who pre-order the game.

Original Story

Access to Destiny’s upcoming beta is reportedly coming to all PlayStation Plus subscribers on the PS4 and PS3, according to a recent entry on Sony’s official UK Blog.

The July PlayStation Plus preview indicates an alternative way to gain access to the beta, in addition to pre-ordering the game. NeoGAF user Matush noticed the entry:

Hi everyone. I hope you’ve recovered from the excitement of E3 and are ready for an epic July. Not only are we bringing you a great mix of games but there’s also the Destiny beta, which kicks off on 17th July exclusively on PlayStation. If you’re a PlayStation Plus member you will be able to fully experience Destiny and its incredible multiplayer. And if you’re not? Well, what are you waiting for, sign up now!

Matush went on to clarify with PlayStation Europe community manager Chris Owen who was able to confirm the news:

destinyxmkic

We’ve yet to hear word from Activision or Bungie, but we think the Blog and Owen’s remarks are pretty solid indications that it will be the case.

Keep your eyes out for more Destiny news on MP1st.

David Veselka

Musician, Gamer, Geek. Subscriber

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New Art Reveals What Sledgehammer Games’ Cancelled Call of Duty Title Would Have Looked Like

Things weren’t always so ‘advanced’ at Sledgehammer Games’ studio. Before being hired on to help out Infinity Ward with the completion of 2011’s Call of Duty: Modern Warfare 3, ex-Dead Space creators Glen Schofield and Michael Condrey were looking at a completely different set of blueprints laid out on their workbench.

Back in May, we learned a lot more about a unique third-person, Vietnam-inspired Call of Duty work-in-progress the duo had in the making. “We had spent six or eight months on it, and were really getting into the story,” said Schofield. “We had some really cool mechanics. We had a big moment that I would love to get into a game someday, but it’s not something we could do in first-person.”

It never quite saw the light of day, and maybe never will, but IGN was recently able to get a hold of previously unreleased concept art that peers into some of the unrealized ideas. Below is the work of Eddie Del Rio, who previously worked on projects like Star Citizen, this year’s Godzilla movie, and LucasFilm works.

Check out some of the concepts and tell us your thoughts in the comments. Do you think Sledgehammer should still make it happen?

cambodiavillagejpg-b68ca3_960w 0022jpg-6e4d3c_960w deathfromabovejpg-b68ca2_960wToday, Sledgehammer Games is busy bringing Call of Duty: Advanced Warfare to Xbox One, PlayStation 4, Xbox 360, PlayStation 3, and PC on November 4.

David Veselka

Musician, Gamer, Geek. Subscriber

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Plants vs. Zombies: Garden Warfare Invades PC Today, Watch The Silly Launch Trailer

PopCap HD’s quirky third-person shooter based on the popular tower defense mobile game is finally making its way to PC.

Plants vs. Zombies: Garden Warfare is now available for download through EA’s Origin service or for purchase at various retailers. It contains an all-new co-op and multiplayer map called Jewel Junction, which we saw in action for the first time earlier last week. The PC version will also pack in all of the same add-on content previously released on the Xbox One and Xbox 360, including the Garden Variety and Zomboss Down packs.

The Digital Deluxe Edition will also offer up two Booster Packs, 150,000 in-game coins, and an exclusive character customization pack.

You can check out the goofy launch trailer above.

PlayStation users, hang tight. Plants vs. Zombies: Garden Warfare will also be making its way to PS4 and PS3 on August 19 worldwide.

PC players, have you had a chance to give it a spin yet? What are your initial thoughts? We thought pretty highly of it in our review.

David Veselka

Musician, Gamer, Geek. Subscriber

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All Call of Duty Games Now Half Off In Daily Steam Summer Sale

For the next 45 hours, as of this writing, you can pick up the PC version of any Call of Duty title for half the price on Steam.

The discounts are in celebration of the currently ongoing Steam Summer Sale that slashes prices on a number of downloadable PC games for the remainder of the month. You can visit Activision’s page to see all the affected Call of Duty titles, or check out the list below and click on the links to be taken to their individual pages.

Now, might be a good time to fill in some of the blanks in your collection, or give Infinity Ward’s Call of Duty: Ghosts a spin if you’ve yet to make the jump.

You’ll also see Sledgehammer Games’ Call of Duty: Advanced Warfare up for pre-order, if you fancy securing a copy early.

Be sure to tell us what you’re picking up and will be playing this week and weekend!

David Veselka

Musician, Gamer, Geek. Subscriber

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DICE Ponders What Made Bad Company So Iconic, But We Already Know

From console-exclusive to multi-platform sequel, Battlefield: Bad Company 2 and the Bad Company series in general is regarded by many as some of the best titles in the entire Battlefield franchise, but developer Digital Illusions CE wonders, ‘Why?’

“…there’s one thing that lingers with Bad Company that we’ve been asking ourselves: what is it that the people really liked about Bad Company?” DICE head Karl-Magnus Troedsson recently told Eurogamer.

Before EA and Visceral arrived on the scene with their cops and criminals-themed shooter Battlefield Hardline earlier this month, many gamers anticipated the return of the quirky and more light-hearted spin-off series to return with Battlefield: Bad Company 3. DICE knows this, but it sounds like no solid plan is in place to bring the beloved series back just yet.

Troedsson continued, speculating on some of the selling points for the series: “Some people say they found the multiplayer controls faster and more direct, some people liked the single-player and the characters and the humor. People love different things about it. It’s starting to almost get to that place where, if we were to make a sequel to Bad Company, what would than even imply?”

Going on, he said that “It’s scary to go back and try to remake an old fan favorite when actually no-one can really put their finger on what it is people love. Bringing back the characters and creating a great single-player out of that, sure, I can understand that,” he explained.

“But some people say this: the Bad Company 2 multiplayer is the best you’ve ever done. Okay, why is that? It’s hard for people to articulate what that is, which is actually hard for us. It would be hard to remake something like that. Can we do it? Of course. We have our theories when it comes to the multiplayer.”

And so do we! DICE, if you’re really looking for some advice, we might have just the thing. Late last year, we described “5 Things That Made Battlefield: Bad Company 2 So Iconic.” So if you’re out on ideas, we recommend giving that a read.

Some of our points included more destruction, simplicity, memorable Conquest- and Rush-only maps, goofy character design, and over-the-top sound effects, among other things. So, tell us in the comments, what did you like about Bad Company? Maybe we can put together a nice letter to send off to Mr. Troedsson.

For more Bad Company news, Battlefield coverage, and all things multiplayer, be sure to keep your sights on MP1st.

Den Kovacs

Subscriber

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Sledgehammer Explains How Advanced Warfare’s Future Tech and Exoskeleton Will Redefine Call of Duty

Sledgehammer Games studio heads Glen Schofield and Michael Condrey are aiming to redefine Call of Duty with their upcoming launch of Advanced Warfare this November 4.

But exactly do they plan on doing so? One way is to peer into the future and to push Call of Duty to the edge of reality, bordering the world of science fiction. That certainly appears to be the approach the studio is taking this year, but with a focus on keeping things rooted and grounded by introducing future tech that’s real and is, in one form or another, in development today.

In a new video (above), Schofield and Condrey outline some of these new gadgets and equipment coming to Advanced Warfare, including tech like the Threat Detection Grenade, Mobile Barricade, Directed Energy Weapons, Hover Bikes, and Hover Tanks. We’ve previously seen all of these in action in Advanced Warfare’s various single player demos or trailers, but we wonder how much of it will be present in the game’s multiplayer.

We learned earlier that the Exoskeleton will play a major role in Advanced Warfare’s multiplayer, and that the soldier seen in the game’s E3 demos is the soldier you will see in multiplayer, so we know it’ll have a major influence. But in a competitive setting, it’ll be interesting to see how Sledgehammer will ensure balance among all these new elements, including the Exoskeleton and directed energy weapons.

While we wait to find out, catch the video above featuring a few clips from the game that have yet to be seen.

David Veselka

Musician, Gamer, Geek. Subscriber

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Game Update 4 is Coming to Titanfall This Thursday, Here’s What’s New – Patch Notes [Updated]

Titanfall developer Respawn Entertainment has come out with all the details on the upcoming Xbox One and PC Game Update 4, which we got a sneak peek of earlier this month.

As Respawn art lead Joel Emslie mentioned, the update is bringing a lot to the table in terms of new features, including game modes, burn cards, Titan customization, and a whole lot more.

Covering every detail, the studio has posted the official patch notes for Game Update 4, “coming soon,” on their official blog. The notes primarily apply to the Xbox One and PC versions of the game, as the Xbox 360 update will be coming at a later date which has also yet to be specified.

Update:

Respawn Entertainment has confirmed that Titanfall’s Game Update 4 will begin rolling out on Xbox One and PC this Thursday, June 26, which will already be some time later today for many reading on the East Coast at this time.

Read on to find out what’s new, as seen in Respawn’s news post:

Titanfall Game Update 4

Featured Game Mode 

We’re introducing Featured Game Modes into our playlist rotation. These are game modes that will be available for a limited time only. New Featured Game Modes will be introduced periodically to replace any outgoing Featured Game Mode. Our first Featured Game Mode is Marked For Death, and Wingman Last Titan Standing will follow shortly after.

Marked For Death 

A player on each team will be marked for death! Kill the enemy mark while protecting your teammate.

Titan Burn Cards

14 new burn cards that add amped Titan weapons and enhanced Titan abilities. You won’t lose your selected Titan Burn Card if you die as a Pilot, only when you die as a Titan. There is an orange highlight around Titans that have Burn Cards equipped on the Titan Counter HUD and Titans with active Burn Cards have an indicator near their health bars.

Titan Insignias

Want to show off your accomplishments? You can now select from a host of emblems to customize your Titan. Insignias are unlocked by completing challenges but if you’ve already completed the requirements, that emblem will be ready to use when the update installs. Two emblems come courtesy of Penny Arcade (thanks, PA!) and another recognizes users who completed the “Gooser” challenge the hard way.

Matchmaking

We’ve made improvements to matchmaking & team balancing. Now, teams are rearranged just before the level loads, to further balance the teams’ skill and player counts. You’ll notice that you’re greyed out in the lobby until teams are set. You’ll also notice “Connecting…” as players join a match.

Titan OS Voices

Players now have 3 Titan V.O. options to choose from including the classic “Betty” as well as Jeeves and Lisa.

More Titan OS VO

New helpful warnings and observations from your Titan.

Challenge Tracker

You can now select which challenges you want to work towards and find them easily. You can review your tracked challenges during a match by bringing up the in-game menu.

Lobby Music

The ability turn lobby music on or off.

Updated Menu Art

Menus get a new coat of digital paint with additional art. The Main Menu background movie has been updated as well.

Audio

Killing a Pilot now plays a special sound effect to the killer and unique sounds are played when killing a Pilot or Titan via Titanfall.

Auto-Titans

Your Auto-Titan will now use all Titan abilities. If you’ve equipped electric smoke, it will deploy electric smoke when it gets rodeo’ed. If you’ve equipped the particle wall, it will deploy a particle wall when it is under fire.

Rodeo

You now see the name of the Titan you rodeo.

Burn Cards

You’ll notice a Triple Burn Card selector on bottom right of the HUD after you die. It’s a reminder to use your cards and a convenient way to select them.

Burn Card overflow protection

To protect players who have a full Burn Card deck from losing the opportunity to earn valuable rare Burn Cards, you may now exceed your maximum deck size. However, you must discard down to a legal deck size before you arm new Burn Cards. To make this less obtrusive, the maximum base deck size has been increased from 26 to 46.

Burn Card Deck Limit tied to Gen level

Maximum deck size is increased by 6 cards per gen on top of the base 46 with a maximum of 100 for Gen 10.

Drift Guard

New “Movement Drift Guard” gamepad setting in options.

Unlocks

You’ll still be able to unlock the Stryder and Ogre chassis by playing Campaign, but you can also unlock them in normal MP modes. The Stryder will unlock at level 15 and the Ogre at level 30.

Win/Loss Streak

Your win/loss streak for the last 10 matches is now displayed in the lobby over the image of the next map.

New Features – Xbox One

Achievements – If you bought the Expedition DLC for Titanfall you have a new set of achievements to unlock by playing the DLC maps.

Bug Fixes – All Platforms

  • Fix for no music playing when you join a match late.
  • Fix for Sonar Burn Cards not showing during kill replay.
  • Fix case for when “Titan Locking”/”Pilot Locking” indicator goes away.
  • Fix not being able to rodeo a Titan doing a synced melee kill.
  • Corporate: Restored Victory/Defeat music at end of match in Corporate on Campaign.
  • Fix for getting stuck in Titan deploying nuclear core and nuclear core not doing full damage when right next to Titan.
  • Fix cases where disembarking player directly from a Titan into the dropship leaves that player behind.
  • Fixed players not ejecting from where the Titan is if they dash while auto-ejecting.
  • Fix for Flyer ragdolls disappearing.
  • Fixed cases where punching would make a Titan fly. You might remember this one from being featured on Kotaku.
  • Fixed the Smart Pistol being unable to lock-on when the frame rate is low. (Thanks for reporting this one, forums!)
  • Fixed the Smart Pistol not being able to hit crawling Spectres.
  • Fixed occasional issue where Titan rodeo kills were not counted towards the Brain Surgeon challenge.
  • Fixed a case where player jump jet effects would spawn endlessly.
  • Fixed a crash when attempting to necksnap a Pilot who is rodeo’ing a Titan.
  • Fixed a crash involving Sonar.
  • Fixed being popped into Spectre tubes on Corporate after jumping off from a rodeo.
  • Fixed water not fogging properly.
  • Fixed cloaked players being too visible in heavy fog.
  • Fixed satchels skipping doomed state when set off with smoke.
  • Fixed hitching and fast forward motion when game has been running for a long time.
  • Fixed tearing happening more often than necessary when running close to 60 fps.

Bug Fixes – PC

  • Fixed crashes related to fullscreen mode.
  • Game window supports minimize.
  • Game minimizes when switched out.
  • Added very cheap low-quality water technique for min-spec PCs.

Bug Fixes – Xbox One

  • Fix for issue where going into XBox menus causes 2 music tracks to overlap.

Balancing – All Platforms

In this update we’ve made a few changes to Pilot weapons and Big Punch to ensure proper balance. Some weapons, like the Hemlok, were barely being used while other weapons were slightly overpowered. We’ve done another round of balancing based on feedback we’ve received from inside and outside of the studio. We’ll continue to listen to our community in regards to weapon/game balance and thanks for sharing all of your feedback with us. Here are the changes we’ve made this time around:

Satchels

Satchel damage has been reduced against Pilots only. They will still kill a Pilot caught close to the center of the explosion, but the fall-off is more severe now, allowing Pilots that are far from the satchel to survive more often than they currently do.

Shotgun

The shotgun now does a little bit less damage at midrange. It was proving to be able to win fights that it should lose when at this range. We also fixed a bug where the cursor would turn red, indicating it will hit an enemy when the enemy was actually outside of the range of the shotgun’s max distance.

R101

This weapon was designed to be an all-purpose weapon, and it does that quite well, too well, even. We’ve slightly adjusted it to make it a bit more uncomfortable to handle and hit targets at long distances. It will kick a bit more when fired but the effects are subtle enough to only be felt at long range. We’ve also reduced its mag size from 30 to 24. The extended ammo upgrade brings it from 24 to 30 (it used to go from 30 to 40).

R97

While it already had a higher rate of fire than the CAR, the R97 was pretty much inferior in all other ways. We’ve upped the RoF even higher to make it handle up-close fights better than it did. It also has the fastest time into ADS (aiming down the sights) now. The biggest change, though, is that it now does a lot more damage than it did when rodeo’ing, making it a better choice for Pilots who enjoy taking on a Titan. It is now the second best weapon to use when rodeo’ing Titans (behind only the LMG).

Hemlok

The Hemlok was one of the least popular guns in the game. Its role was intended to be the long-range assault rifle, but it wasn’t doing that quite well enough. We’ve made it so that it is never more than 4 bullets to drop an enemy Pilot (it used to be 5 at long range). The Hemlok will also kick less when fired. The drift when ADSing has also been reduced to allow easier use against long-range targets. The silencer MOD used to take 6 hits to kill an enemy Pilot at long-range, now it is 5.

AMPed Hemlok

The AMPed Hemlok already killed close-range Pilots in 3 bullets, now it will also kill long-range Pilots with 3 bullets.

G2

The G2 now kills Pilots with 3 shots, always. It used to take 4 at range. The G2 has slightly less kick now as well. When the silencer is attached, the G2 will always kill an enemy Pilot with 4 shots whereas it used to be 5 at range. The clip size has been increased when the match trigger attachment is used to give you 12, rather than 8, rounds per magazine.

AMPed G2

The Amped G2 will always kill an enemy Pilot with 2 shots now. It used to take 3 at a distance.

Titan Plasma Railgun

The FOV, while ADSing, has been pulled back some to allow players to keep more of their surroundings in focus. This makes it easier to maintain your “charge” while tracking enemy targets.

Big Punch

We’ve taken a look at complaints about the Big Punch kit, and decided to adjust it. Big Punch was especially problematic when an Ogre was dealing the punch. It did enough damage to destroy the shields of a Stryder and still do a chunk of damage to the Stryder’s permanent health. Spamming Big Punch as an Ogre also let it travel around at speeds higher than intended. As such, we’ve decided to weaken Big Punch’s effects significantly when taken as an Ogre. The Atlas and Stryder didn’t need as large of a change, so we’ve only made small adjustments to Big Punch’s effect when applied to the Atlas and Stryder chassis.

David Veselka

Musician, Gamer, Geek. Subscriber

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Report – Destiny PlayStation-Exclusive Content Will Remain Exclusive Until “At Least Fall 2015” [Updated]

Update #2

Scratch that last update, Activision has once again contacted Eurogamer to retract that statement saying it has yet to formally announce details.

Update

Activision has confirmed to Eurogamer that Destiny’s PlayStation-exclusive content will remain exclusive until “Fall 2015,” meaning Activision and Sony’s deal will run for one full year before the content is made available on the Xbox One and Xbox 360.

Original Story

At E3 2014, Sony announced during their media briefing that Bungie’s upcoming shared-world shooter, Destiny, would receive content exclusive to the PlayStation 4 and PlayStation 3, which was later detailed in greater depth in a recent blog post.

An exclusive multiplayer map, a strike mission, and sets of armor, weapons, and ships were among those items that would come first to Sony’s platforms, before making their way to the Xbox One and Xbox 360. Now, thanks to a listing on Amazon, it appears we may have more details on the duration those items will remain exclusive.

According to the game’s official description on Amazon, the multiplayer map, Strike mission, weapons, armor, and ships will all remain exclusive to PlayStation until at least Fall 2015, roughly one year before it will show up on Microsoft’s consoles.

“Exclusive content for PlayStation 4 owners includes the Exodus Blue Competitive Multiplayer Map, Dust Palace Strike, Weapons, Ships and Gear that will only be on PlayStation until at least Fall 2015.”

This certainly does come as a surprise, as it was initially presumed that the items would make their way over perhaps a month later, as per the same deal Activision has with Microsoft and Call of Duty DLC. We aren’t marking this as an official announcement, however, as it was merely discovered through an Amazon listing.

Along with the items listed above, Destiny’s upcoming beta is also coming to PlayStation 4 and PlayStation 3 first on July 17, opening up later to Xbox One and Xbox 360.

Thanks, NeoGAF

Avatar photo

James Lara

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

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Forza Horizon 2 Preview – Seductive Open Road In All Conditions

This Fall, UK-based developer Playground Games is taking their love for cars, car culture, and open-world racing to next-gen with Forza Horizon 2 on Xbox One and Xbox 360.

In Horizon 2, sequel to the original Horizon that launched on Xbox 360 back in 2012, the studio hopes to meld the best of two distinct elements and worlds: the attention to detail and realism portrayed in closed-track simulation racers, and the sense of discovery, excitement, and exploration present in massive open-world games. But most of all, Playground Games aims to deliver on three key pillars they outlined to us in a behind-closed-doors presentation at E3 2014: Beauty, Fun, and Freedom.

E3-PressKit-02-WM-ForzaHorizon2-jpg

Horizon 2 sure is a pretty looking game. As was the case with Forza Motorsport 5 before it, rides like the all new Lamborghini Huracán have never looked so good, from the paint texture to the water droplets that shimmer off of it in the sun after a heavy rainfall. As Playground puts it, Horizon 2’s Southern Europe setting is “colorful, uplifting, and seductive.” It has it all: Nice, Tuscany, and 1080p. It’s in this exact sort of locale I can imagine James Bond and Vesper Lynd cruising the winding roads in an Aston Martin, top down, taking in the scenic vistas — that is, before a mandatory car chase scene ensues, of course. If I had things my way, I’d have pushed our driver demoing the game to keep on rolling off into the distance and into the game’s alluring backdrop, through fields, grass, and trees, as far as he could go. But, alas, the studio had other things to show us.

On Xbox One, Horizon 2 takes advantage of Forza Motorsport 5’s engine that was built from the ground up for Microsoft’s next-gen console, but also boasts a number of improvements that Playground tells us they just had to get in the game this time, including realistically generated atmospheric and weather effects. Having implemented a fully dynamic weather system along with a shifting time of day, the engine needed to be flexible, and so Playground developed a setup that accurately simulates Earth’s atmosphere, providing realistic lighting models that match all conditions. In Horizon 2, the sky is blue not because the designers chose the appropriate color, but because the atmosphere’s particle density when viewed at a distance dictates that’s the case. Even rainbows are “mathematically” generated.

E3-PressKit-07-WM-ForzaHorizon2-jpg

Forza 5’s Drivatar returns, but is now adapted to Horizon 2’s open-world nature. Not only does your Drivatar learn how you drive, it learns where you drive. In a connected world littered with other players’ Drivatars, you can use this to your advantage by tailing them during free roam and following them to secret locations, obscure shortcuts, or hidden car barns they might have found earlier. When you’re offline, your Drivatar earns you credits as it races and free roams all on its own and exactly in your syle.

In Horizon 2, Skill Points are earned just as frequently by driving stylishly as winning races. The points can then be used to unlock Perks. A set of basic ones are assigned to every driver at the beginning of their career, but you can progress to unlock abilities like fast travelling, earning cash at a faster rate, earning more cash for creating custom paints, or earning more Experience Points while in free roam. I counted 25 perks during our session, but I may have missed missed a few. In addition to “Bucket Lists,” or groups of challenges for players to work through that will be continuously added to the game post-launch, it’s another layer that Playground games hopes will inject more excitement into Horizon 2’s progression system.

Forza Horizon 2

Barriers in Horizon 2 only exist as they do in real life, which is a lot of ground to cover. As Playground explained, their new open world is three times the size of the original Horizon’s world and is filled with collectibles, challenges, and cars, of which there are over 200. And no matter what class of vehicle you feel most drawn to, there’s plenty of gameplay around it, including endurance events, cross-country races, and more unconventional races against other land and air craft like trains and planes. Playground told us there are over 700 unique racing events in addition to the return of Forza’s Showcase mode.

Horizon 2 may not quite be an MMO racer, but its heavy online experience comes front and center using Xbox One’s dedicated servers and Smart Match matchmaking system. I wasn’t able to get a good feel for the game’s online multiplayer during our hands-off demo, but we’re told Horizon’s 2 online experience will be seamless and only one button press away. Using the world map to find where your friends are at, it sounds like you’ll be able to race on over and join in on their shenanigans or invite them to an event on a whim with absolutely no loading period.

Car meets are back from the original Horizon where you’ll be able to share stats and car tuning specs while checking out others’. You’ll also now be able to create your very own Club of racers, up to 1000, who share similar interests. If you have that many online friends, you can fill it right up, or choose to stay more intimate with a smaller group of familiar friends. You have the freedom.

Forza Horizon 2

You’ll be able to hit the open road with Forza Horizon 2 on Xbox One or on Xbox 360, developed by Sumo Digital, this September 30.

We’re anxious to learn more about Horizon 2’s seamless online experience, so stay tuned to MP1st for more details as we get ’em.

David Veselka

Musician, Gamer, Geek. Subscriber

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MP Talk – E3 2014 Edition: Our Thoughts, Winners, and Losers

Thanks for tuning in to our special E3 2014 edition of MP Talk.

We discuss our thoughts on the entirety of the event and decide upon some of the most stand-out announcements, reveals, trailers, and press conferences. We also dive in to what we’re most anticipating moving in to the remainder of 2014 and into 2015.

Be sure to share your thoughts with us in the comment section below. What were the most exciting moments? Who “won” E3 2014 in your eyes?

If you’re a bit hazy on what went on, you can always catch up on our E3 2014 coverage by visiting our dedicated page.

In addition, catch our thoughts on our date with Destiny, along with YouTube personalities ReadyUpLive and Drift0r, where we talk about our late night party with developers from the Bungie team.

[youtube id=”WJbF3ZfSUPk”]

[youtube id=”FCwt_6X69Kw”]

Lastly, below are a few screens captured from outside and inside the E3 2014 grounds at the Los Angeles Convention Center.

Enjoy, and see you next year at E3 2015!

David Veselka

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Scuf One Xbox One Controller Review

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

David Veselka

Musician, Gamer, Geek. Subscriber

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

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

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

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

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

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

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

David Veselka

Musician, Gamer, Geek. Subscriber

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

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

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

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

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

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

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

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

David Veselka

Musician, Gamer, Geek. Subscriber

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

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

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

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

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

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

Joel Santana

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

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

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

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

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

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

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

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

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

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

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

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

David Veselka

Musician, Gamer, Geek. Subscriber

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

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

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

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

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

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

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

David Veselka

Musician, Gamer, Geek. Subscriber

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

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

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

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

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

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

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

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

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

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

David Veselka

Musician, Gamer, Geek. Subscriber

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

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

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

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

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

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Update:

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

Battlefield 4

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

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

Stay tuned to MP1st for more details!

David Veselka

Musician, Gamer, Geek. Subscriber

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