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Call of Duty: Ghosts – Infinity Ward to Debut Broadcaster Mode and eSports Settings November 22

A week or so before the game’s official launch, Call of Duty: Ghosts developers Infinity Ward teased a short video hinting at the inclusion of a Broadcaster Mode and the ability to tweak game mode settings to be more eSports-friendly.

While the features didn’t make it in at launch, we will get to see it in action, and maybe even see it implemented into the game, before the end of the month, according to eSports league MLG.

A recent tweet from the organization indicates that the Call of Duty: Ghosts Broadcaster Mode and eSports Options will be debuted at the MLG Championships in Columbus Ohio starting November 22.

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Infinity Ward has yet to announce whether or not these features will find their way into the game by that point, but we hope so and we’ll be sure to keep you up to date on any announcements.

David Veselka

Musician, Gamer, Geek. Subscriber

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Rumor – Leaked Battlefield 4: China Rising DLC Map List Spotted, Includes 5 New Weapons

Launching in only a few short weeks, Battlefield 4 Premium members can look forward to four massive new maps, all-new vehicles, and high-tech military equipment in the game’s first proper multiplayer expansion, China Rising.

An allegedly leaked image of the Spanish Battlefield 4 Premium website sent to us by MP1st reader Mechcell appears to list the name of all four maps and reveals that 5 new weapons are also included as part of the DLC.

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Roughly translated, the feature list indicates that China Rising will include four new multiplayer maps; Taklamakan, Altai Range, Guilin Peaks, and Dragon Pass, as well as five new weapons, new vehicles, high-tech military equipment, and 10 new assignments. As with all Battlefield 4 DLC, two weeks early access is given to all Premium members.

Earlier, China Rising’s Trophy/Achievement list revealed that the dirt-bike would be one of the new vehicles featured in the DLC, as well as the Air Superiority game mode, both items making a return from Battlefield 3’s End Game DLC. As for high-tech military equipment, the list also made mention of a Bomber and a SUAV, a smaller hand-held UAV.

We can’t say for certain if the list is official, as we’ve yet to hear any proper announcements from either DICE or EA regarding map names or the inclusion of new weapons. We’ll be sure to keep you updated, nonetheless.

Officially, Battlefield 4 China Rising is set at a December 3 launch date for Premium members, two weeks later for non-Premium members.

David Veselka

Musician, Gamer, Geek. Subscriber

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Incoming Battlefield 4 Patch ‘Fixes a Number of Different Issues You Have Helped Identify’

Lots of new updates for Battlefield 4 fans concerned with a few of the game’s launch issues.

According to a recent Battlelog forum update, developers DICE are hard at work on client patches for the all three versions of the game.

“We are testing and finalizing upcoming client patches for PS3 and X360. We will be able to give you an ETA on these at a later date,” writes the DICE team. “The PC client patch for Battlefield 4 will go live in the near future and fixes a number of different issues you have helped us to identify, including a number of the most common crashes and freezes. We will get back to you with a full fix list and a specific date for this update soon.”

In preparation for these upcoming client patches, some maintenance downtime across all platforms is planned for tomorrow, November 13 beginning at 9am UTC/1am PST and lasting 2 to 3 hours.

During the maintenance, the latest server update will be applied to the Xbox 360 and PlayStation 3 versions of the game, so console users can expect the following fixes once everything is back online:

  • Temporarily disabled the ”Indirect Fire” and ”Perimeter Defense” Field Upgrades on PS3 as they caused the game to crash when spawning. This is a temporary workaround while we work to solve the issue altogether.
  • Fixed a number of dog tags that were showing up as blank in-game.
  • Lowered the damage caused by Mobile AA Active Radar missiles to aircraft. The previous damage was incorrectly set too high.
  • Improved server crash reporting and performance tracking on all platforms. This should further help us identify and fix server crashes going forward.

We’ll have client patch notes as soon as they are up, so be sure to keep your sights on MP1st.

David Veselka

Musician, Gamer, Geek. Subscriber

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Killzone: Shadow Fall Launch Trailer [Updated With New Tech Trailer]

Developers Guerrilla Games throws more gorgeous PlayStation 4 visuals at your face with the launch trailer of their upcoming sci-fi shooter, Killzone: Shadow Fall.

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Killzone: Shadow Fall officially launches tomorrow, November 13 for the PlayStation 4.

Update

Sony has also released this Killzone: Shadow Fall tech demo for those interested to know the inner workings behind the game’s gorgeous visuals.

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Thanks, Alkanida.

David Veselka

Musician, Gamer, Geek. Subscriber

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Latest Call of Duty: Ghosts Title Update Improves Operations Functionality and Fixes Bugs

Over the past two days, a number of you may have noticed a prompt to download a small patch upon booting up Call of Duty: Ghosts on either the Xbox 360, PlayStation 3 or PC.

On the official Call of Duty Forums, Community Coordinator at Infinity Ward Candice Capen has updated a thread with official patch notes, so we now know what exactly the latest update accomplished. Check out the rather short list of patch notes below:

All Platforms

  • Improved operations functionality.
  • UI Bug Fixes
  • Fixed issue with splitscreen players rank.
  • Fixed a rare crash with specific private match settings.

Still being the launch week of the game, we expect a number of incoming patches throughout the following weeks or months as developers Infinity Ward catch more bugs and fine tune gameplay balance, so be sure to keep your sights on MP1st to stay up to date!

David Veselka

Musician, Gamer, Geek. Subscriber

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Heroes of the Storm, Blizzard Action RTS, Developer Diary Highlights Gameplay, Characters, and More

Heroes of the Storm is an upcoming, free-to-play action RTS featuring the iconic villains and heroes of Blizzard’s three major universes; WarCraft, StarCraft and Diablo.

To walk you through how the game was brought to life, Game Director Dustin Browder, Senior Game Producer Kaeo Milker and Senior Art Director Sam Didier have put together a lengthy developer diary video entry that goes through everything from gameplay, character and level design to features and tactics.

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Sign ups for the public beta are now up on the official website. Be sure to head on over either way to learn more about the game, its battlegrounds, and its characters, as well as to catch some really cool cinematic and gameplay trailers.

David Veselka

Musician, Gamer, Geek. Subscriber

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PlayStation 4 Remote-Play Feature Demonstrated With Battlefield 4

One of the best features about the PlayStation 4 is that it allows nearly any game in it’s arsenal to be streamed seamlessly to its companion handheld, the PS Vita.

By using it’s application known as “Remote-Play” PS4 owners who happen to own a PS Vita will be able to play major titles, such as Battlefield 4, right on their handheld without any worries, as demonstrated in this video below.

My only response to this epicness is:

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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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Diablo 3 To Get ‘Ultimate Evil Edition’ On PlayStation 4, Includes Reaper Of Souls DLC

Future PlayStation 4 owners who could not attend this year’s Blizzcon and will be happy to hear what Blizzard is cooking up with Reaper Of Souls, Diablo 3’s first expansion pack.

PlayStation 4 owners will be able purchase a special edition of Diablo 3 called the ‘Ultimate Evil Edition’ some time in 2014. It comes packed with the Reaper Of Souls DLC and will launch along side the release of  expansion itself . The Ultimate Evil edition is set to include the following goodies and features:

  • The complete adventures of Act I-V, which takes players from the besieged town of New Tristram to the ancient halls of the Pandemonium Fortress
  • Six powerful character classes to choose from: Barbarian, Demon Hunter, Monk, Witch Doctor, Wizard, and the all-new Crusader
  • Newly designed loot system and offline gameplay mode designed to take advantage of the fast-paced action of the console platform
  • Hardcore mode for players who seek the thrill of constant peril that comes with the possibility of permanent death for their character
  • Direct character control and new DUALSHOCK®4 functionality such as color-coded player indicators for same-screen coop and touch pad shortcuts to keep players in the action
  • Seamless cooperative play featuring four-player online co-op and four-player local co-op games
  • PlayStation Network support, which will allow you to connect with friends, send game invitations, and access voice chat
  • Customize your hero’s appearance and augment your items’ power with a new artisan, the Mystic
  • Battle a new menagerie of fiendish monsters slavering for the chance to feast upon Sanctuary’s heroes
  • Never stop exploring with Adventure Mode, where all waypoints are unlocked—the world is your battlefield
  • Engage in Nephalem Rifts, formerly known as Loot Runs, to test your mettle in 10-20 minute dungeons consisting of randomized areas, monsters, and bosses
  • Take on Bounties for fun and rewarding objective-based challenges

Those who will be making the jump from PlayStation 3 to PlayStation 4 will be able to do a one-time file transfer and bring all of your demon slaying characters with you to the next-generation, according to the Playstation Blog.

Additionally, to spice up the game even more, Blizzard will be adding a few more gameplay features such as ‘Avenger Kills’. This feature will essentially allow players to avenge any fallen friends who were killed by any of Diablo 3’s creatures by teleporting that creature through a portal leading into your game where they will attempt to hunt you down as well.

At the moment, there’s no plan for the Avenger Kills feature to make it to the PC version, but according to production director John Hight, there’s always a possibility that it will.

Via Battle.net.

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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War Thunder PS4 Version Launching Nov. 29th Worldwide, Surpasses 5 Million Players

Noticeably absent from Sony’s PS4 launch title list was the flight combat MMO War Thunder. Slated for a ‘Holiday 2013’ season, we now have a concrete release date.

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Gaijin Games has revealed the title will launch worldwide on Sony’s console November 29th. The release of the game coincides with the launch of the PS4 in Europe preventing US and Canadian players from getting a headstart. Along with the release date, Gaijin also released a birthday trailer celebrating the first year of open beta testing on PC. The end of the trailer gives a brief glimpse into a huge change for the game: the introduction of Tanks.

Check out the tech trees for the tanks in the images below.

German Tank Tech Tree
German Tank Tech Tree
Soviet Tank Tech Tree
Soviet Tank Tech Tree

Source: PlayStation LifeStyle

Tanks and airplanes in an MMO environment? Seems like it could be a lot of fun. What do you guys think of War Thunder? Excited for the PS4 launch? Let us know in the comments below.

MP1st Staff

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Rumor – Call of Duty: Ghosts DLC Map Names Outed, Dome Returns?

Through a playlist update that went live earlier this morning on the PC version of Call of Duty: Ghosts, it appears that developers behind game may slightly goofed up a bit by revealing a number of peculiar map names that are currently not included in the base game.

According to reports from gamers who noticed the slip up, maps from what appear to be upcoming downloadable content packs were discovered within the Ghosts Moshpit playlist. Though it goes without saying that it was impossible to actually enter any of the maps, players were able to take a peek at map names like Dome, LUA_MENU_GAZA, Red River, Boneyard, Swamp, and Rumble

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The playlist was corrected very shortly after the mishap, so you’ll no longer find the additional playlists in the PC version of the game.

If we were to take the map list as a legitimate indication of what’s to come for a moment, we’d guess that Dome, a popular map from Call of Duty: Modern Warfare 3, would be making a return in one of the upcoming Ghosts DLC packs, as would an area featured in Call of Duty: Modern Warfare 2’s campaign: Boneyard.

Activision or Infinity Ward have yet to make any official announcements regarding Call of Duty: Ghosts DLC, so consider everything you’ve read a rumor until then. We’ll be sure to update with any additional info.

Still, we want to know, would you like to see the return of maps like Dome?

Source: Denkison, via Drift0r.

David Veselka

Musician, Gamer, Geek. Subscriber

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Get In On Call of Duty: Ghosts’ Next-Gen Double XP Launch Weekend Event

Having just ended Call of Duty: Ghosts‘ first official Double XP launch weekend event earlier this morning, developers Infinity Ward and others are already looking forward to their next excuse to hit that Double XP switch: a Call of Duty: Ghosts next-gen launch weekend.

Starting on November 29 at 10am PST until December 2 at 10am PST, gamers playing Call of Duty: Ghosts on either the Xbox One or PlayStation 4 can look forward to an entire weekend of Double XP.

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Remember, it’s fairly easy to upgrade your version of Ghosts from either the Xbox 360 or PlayStation 3 to the Xbox One or PlayStation 4. You can read up on everything you need to know about it right here.

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 4 PlayStation 4 Developer Diary

This November 15, Battlefield 4 will be making its debut on the next-generation of console gaming with Sony’s PlayStation 4.

In a video overview of what’s to come, DICE’s Lars Gustavsson explains how next-gen gamers will be getting the true Battlefield 4 experience with 60 frames per second and up 64 players on the battlefield. If you’ve already sunk some serious time into Battlefield 4, especially on the PC, then you already know what Gustavsson is talking about here, but listening to him explain it all sure gets you pumped for next-gen Battlefield 4.

Check out this brief developer diary with himself and the PlayStation gang where he talks about a few of the key aspects that made up Battlefield 4’s development.

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If you missed it, check out the official unboxing of the PlayStation 4, as well as some crazy Amazon and Target deals you can snag including Battlefield 4 right here.

David Veselka

Musician, Gamer, Geek. Subscriber

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Official Call of Duty App Trailer Shows You How To Use it

John Linden of Beachhead Studio walks viewers through the official Call of Duty companion app that released along side Call of Duty: Ghosts last week on November 5.

If you’ve spent any time at all with the app since it’s launch, you’ll notice a number of improvements over the original Call of Duty ELITE app that launched with Modern Warfare 3 in 2011. Some of the most noticeable additions include the 3D Create-a-Soldier as well as the app’s second screen functionality that can be used side-by-side with the actual game.

With the launch of the Call of Duty App, Linden explains that development was focused around four pillars; Companion Features, Clans, Second Screen, and Clan Wars. Check out all the details in the video below:

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Second screen functionality has yet to roll out, but are you finding yourself using the Call of Duty App side by side with Call of Duty: Ghosts more often?

You can download the official Call of Duty app right here.

David Veselka

Musician, Gamer, Geek. Subscriber

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Sony’s Updated ToS Reserves The Right to Monitor All PSN Usage, Restrict Monetization of User-Generated Videos

While privacy concerns have arisen previously with Microsoft over the inclusion of Kinect, Sony has expanded upon what data they can record in an effort to combat griefers. In the updated Terms of Service, Sony outlines what information they can monitor:

14: Are we monitoring PSN?
14.1: Yes but we can’t monitor all PSN activity and we make no commitment to do so. However, we reserve the right in our sole discretion to monitor and record any or all of your PSN activity and to remove any of your UGM at our sole discretion, without further notice to you. Your use of PSN and our community features may be recorded and collected by us or sent to us by other users as described in 13.1. Any information collected in this way, for example, your UGM, the content of your voice and text communications, video of your gameplay, the time and location of your activities, and your name, your PSN Online ID and IP address, may be used by us or our affiliated companies to enforce these Terms and the SEN Terms of Service, to comply with the law, to protect our rights and those of our licensors and users, and to protect the personal safety of our employees and users. This information may be passed to the police or other appropriate authorities. By accepting these Software Usage Terms, you expressly consent to this.”

Sony has also outlined restrictions for those looking to monetize UGM (User-Generated Media). It seems without publisher permission, you won’t be able to. Furthermore, Sony reserves the right to use any gameplay footage in their own marketing material or for subscription-based services.

11. Creating and Sharing Online
11.1. UGM created and shared by you belong to you but we and, where applicable, the relevant Software publisher still have intellectual property rights in your UGM so you must not commercially exploit UGM without our consent and the consent of the Software publisher.

11.2. You authorise us and other PSN users, to use, distribute, copy, modify, display, and publish your UGM, your PSN Online ID (and, if you choose to use it, your name) throughout PSN, the Sony Entertainment Network and other associated services such as websites associated to the Software. You also authorise us, without payment to you, to license, sell and otherwise commercially exploit your UGM (for example, selling subscriptions to access your UGM (alone or in combination with other UGM) and/or receiving advertising revenue in connection with UGM), and to use your UGM in the promotion of PlayStation® products, Software and services. You recognise that we and other PSN users may alter your UGM and you waive any moral rights you may have in your UGM.”

You can read the entire updated Software Usage terms here.

What do you guys make of Sony’s attempts to stop greifing? Are they monitoring too much or not enough? Let us know in the comments below.

MP1st Staff

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Check Out an Official Unboxing of Sony’s PlayStation 4 and These Crazy PS4 3 for 2 Promos

For your viewing pleasure and gaming needs, Sony unboxes their next-generation console, the PlayStation 4, in a brand new video while retailers Amazon and Target are currently holding some interesting PS4 promotions you might like to know about.

It’s short and no verbal details are really given, but Sony’s unboxing gives you a clear picture of what you’ll be getting in the box if you pick one up a PS4 or after its release this November 15.

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If you’re looking for a more entertaining unboxing of the PlayStation 4, Francis’ video below does not disappoint.

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If you’re dead set on picking up a PS4 some time soon, you may want to head on over to Amazon or Target which are both currently holding a buy-two-video-games-get-one-free deal.

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Target’s deal appears to be all-inclusive to all video game titles in stock and expires on November 16 at 11:59pm PST.

Meanwhile, Amazon’s deal begins this Tuesday, November 12 at 9am PST and is restricted to only PS4 titles, which is certainly not a bad thing. “This is a buy 2 get 1 free promotion,” reads Amazon’s info page. “Simply add 3 of the select list of PS4 games to your cart. At checkout, use the eight digit promotional code, GR8TNESS. The discount will be reflected in your Order Summary.” You can read up on all the info for yourself right here. Here are the qualifying titles:

  • Angry Birds: Star Wars – PlayStation 4
  • Assassin’s Creed IV Black Flag – PlayStation 4
  • Battlefield 4 – PlayStation 4
  • Call of Duty: Ghosts – PlayStation 4
  • FIFA 14 – PlayStation 4
  • Injustice: Gods Among Us Ultimate Edition – PlayStation 4 Standard Edition
  • Just Dance 2014 – PlayStation 4
  • Killzone: Shadow Fall (PlayStation 4)
  • Knack (PlayStation 4)
  • LEGO Marvel Super Heroes – PlayStation 4
  • Madden NFL 25 – PlayStation 4
  • NBA 2K14 – PlayStation 4
  • Skylanders SWAP Force – PlayStation 4

Will you be taking advantage of any of these deals? Let us know what you’re picking up!

If you missed it, feel free to catch the official Xbox One unboxing right here.

David Veselka

Musician, Gamer, Geek. Subscriber

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Guerrilla Games Walks You Through Killzone: Shadow Fall Combat

While it’s mostly based on the games single player content, developers Guerrilla Games have put together a very informative walkthrough of Killzone: Shadow Fall‘s combat system, of which a number of tactics may very well carry over to the game’s online multiplayer.

Regardless, as with most Shadow Fall videos, the footage is just gorgeous to look at, so don’t miss it!

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Get your hands on Killzone: Shadow Fall along side the release of the PlayStation 4 this November 15.

David Veselka

Musician, Gamer, Geek. Subscriber

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Call of Duty: Ghosts Multiplayer Review – A Step Forward Here, A Stumble Backward There

We sit at a crucial period in gaming when Call of Duty, as a series, needs to not only rise above its fierce and aggressive competition, but also prove that it is still worthy of leading the online first-person shooter into the next-generation of gaming. 2013, going into 2014, is the year that the franchise needs to shake things up or risk boring dedicated and long-time fans with more of the same.

Is Call of Duty: Ghosts the shepherd that will drive the series to bigger and better places?

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Next-Gen Update

Call of Duty: Ghosts Multiplayer Review – Next-Gen Update

Review

Despite introducing an entirely new universe completely unrelated to the Modern Warfare sub-series that brought the franchise to the level of stardom that it currently enjoys, Call of Duty: Ghosts looks and feels a little too much like its predecessors. I could be rather lazy and simply call Ghosts a re-skinned Modern Warfare 3 with a revamped user interface, but it goes a little deeper than that. Still, I feel developers Infinity Ward, along with the help of Neversoft and Raven, played things a little too safe this year and relied too heavily on the name “Call of Duty” that carries with it unprecedented levels of popularity.

That said, it really is Call of Duty, a buttery smooth, highly responsive first-person shooter that focuses on high-action, fast-paced gameplay running at 60 frames per second. To this day, it remains the formula to beat that countless studios have attempted to recreate, but have never truly succeeded in doing so. The only problem is that the chefs that cooked up this formula in the first place mastered it several years ago and have since then been able to alter it slightly here and there, but have yet to truly reformulate another innovative masterpiece. That is the struggle that developers Infinity Ward face, much like shaving company Gillette faces: How do you improve upon the perfection of a product like the single-edged razor blade that cuts cleanly and effectively with the right technique without inventing an entirely new way to shave all together? Add more blades? Eventually, it gets kind of ridiculous. Call of Duty is stuck in its ways and really has nowhere to go without becoming a completly different game. Personally, it’s a position I wouldn’t want to be in.

So, let’s take a look at what the guys and gals behind Call of Duty: Ghosts did manage to bring to the table this year.

Ghosts

First and foremost, Ghosts multiplayer clearly goes a different direction than what developers Treyarch followed with Call of Duty: Black Ops 2 last year. Visually, Ghosts drops the brightly-lit, uplifting color scheme for a more gritty and earthy palette of greens, tans, and browns. It gives it a much more sombre tone that falls in line with the game’s post-apocalyptic setting. Multiplayer battles take place in city ruins, flooded streets, disfigured landscapes, and even crumbling skyscrapers. Some may find Ghosts takes itself a little too seriously, in this regard, while others might appreciate the more realistic atmosphere. Though I haven’t noticed any improvements in the weapon models, the game boasts some very detailed environments, improved lighting, and some neat reflections. Clearly, more visual improvements will become apparent with the arrival of Ghosts on the PlayStation 4 and Xbox One later this month. Sadly, the PC version of Ghosts appears to suffer from some poor optimization issues and lacks a number of options that were available in previous titles. One technical advancement that I’m happy to see make it into the current-generation versions of Ghosts is the ability to dual-render backgrounds. Aiming down magnified optics will now only magnify what is actually in the frame of the sight, keeping the background at a distance. It might sound silly, but it’s something I’ve yet to see many first-person shooters do.

Infinity Ward has shown a greater attention to sound design in Ghosts, which makes it very easy to understand what’s going on around you at any given moment. This is especially noticeable when explosions rattle objects both in front and behind you and when soldiers call out enemy positions at varying distances. With a good headset or sound system, it’s very easy to pinpoint the locations of your teammates without even looking at your mini-map, while those with attentive ears will also want to take advantage of enemy footsteps. I also really like how the properties of different sounds shift depending on their surrounding environment. Though, I feel Ghosts has some improvements to make when it comes to player immersion. A lot of the sound effects lack the same sort of depth that Black Ops 2 was able to achieve last year. Gun shots and explosions feel very two dimensional and fake while it seems like their volume has been increased to compensate. Sound assets from previous Modern Warfare titles also appear to be reused quite often, which I really did not expect from an entirely new sub-series of Call of Duty. Without a doubt, Ghosts sounds a little too much like Modern Warfare 3.

The user interface and heads-up-display in Call of Duty has always been top notch, and it’s no different here. Menus are responsive and you can tell time has been taken to revamp the HUD while keeping it very clean and easy to understand. In-game, the new mini-map does a fantastic job of keeping you informed while the score board now appears on the top right-hand corner of the screen so you can play and check your kill/death ratio at the same time. It’s funny, but I feel like the HUD is one of the bigger differentiating factors that separates Ghosts from previous Call of Duty titles. I only wish this level of hard work extended to other departments of the game.

Ghosts

When it comes to gameplay, I’m honestly rather confused by Ghosts. By introducing larger maps and slower movement speed, which is somewhat made up for by the ability to slide on the ground and vault over objects quicker, I get the understanding that Infinity Ward wanted to slow down gameplay to a degree, which is something I can certainly appreciate. But why, then, is the time-to-kill still lightning fast – as fast, if not faster than Modern Warfare 3? Only a few hours in and already I’m easily frustrated by the amount of time I spend looking for a gunfight, only to meet my swift demise from a short and blazing fast burst of bullets in a matter of milliseconds from an enemy that is near impossible to see thanks to the new lean-and-peak feature.

The problem is that gunfights in Ghosts aren’t really gunfights. It’s more a game of who-sees-who-first where it’s extremely rare to be able maneuver out of a sticky situation in time to grasp what’s going on and put up a real fight. As a result, it severely disrupts the game’s balance and it becomes discouraging for players who can’t keep anything higher than a 1 to 1 kill/death ratio. They’ve made it clear that Ghosts is no longer a rusher’s or run-and-gunner’s game and that gone are the days of multi-kills and “quad-feeds”. Slow movement speed, sniper perches with clear lines of sight, and long corridors with little cover make it near impossible for sub-machine gun users to get within range of their enemy. In Ghosts, assault rifles, marksman rifles, a new class of weapon made up of semi-automatic sniper rifles, and, if your aim is true, sniper rifles, clearly reign supreme. It also doesn’t help that being shot and killed with triple-burst weapons like the MSBS feels no different than being sniped by a one-shot-one-kill sniper rifle with the maneuverability and fire rate of an assault rifle. That, and being able to add a three-round burst attachment to any of the marksman rifles is a bit overkill.

Another issue that arises out of high bullet damage is that any sort of “lag” or discrepancies between the player and the host become that much more noticeable. I occasionally find a drastic disconnect between what I see and what the killcam (host) sees. That includes being shot by enemies before they even turn the corner from which they are hiding, or being killed by players who appear to have their back turned to me.

Other than this seemingly odd focus on ranged gunfights, larger maps, and a contradicting balance between slower-paced action and fast time-to-kill, Ghosts gameplay remains largely as it did in Modern Warfare 3, but with a few positive additions. Field Orders can be picked up randomly from slain enemies which task you with simple challenges like killing your next enemy with a headshot or getting two kills while crouched. Doing so will allow you to call in a care package that will grant you a random killstreak, including the powerful ODIN strike that will not only kill every enemy on the opposing team and disrupt their electronics, it also drastically alter the play space by destroying buildings, blocking off lanes and creating new pathways. Though this particular event is not all-inclusive to every map in Ghosts, most maps do offer a greater level of interaction in some form or another. The only issue I take with these new dynamic events is that it isn’t clear when or where they might take place. As a result, I feel like I’m missing out on some of the game’s new features. Thankfully, it’s easy enough to perform some of the game’s new animations like sliding, vaulting, and peaking around corners. Other than vaulting, I don’t often think to use movements like the slide or lean and tend fall back on more traditional Call of Duty tactics, but that’s why some of the weapons’ camo unlocks task you with performing kills while sliding or peaking.

While I’m a little disappointed that Ghosts’ killstreaks system reverted back to Modern Warfare 3’s Strike Packages (not in the sense that I disliked that system, but in that they didn’t try out something new or different), I am thankful that many of the killstreaks have been tweaked to become more interactive and ground-based, rather than air-based. It keeps things more emphasized on the on the gun vs. gun gameplay and keeps you focused on what’s in front of you, rather than above you.

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The way in which you rank up and Prestige in Ghosts differs drastically from previous titles. Create-a-Class is now Create-a-Solder where you can invest in up to 10 characters at the same time or individually. To Prestige is equivalent to fully ranking up a soldier, only this time, you have the freedom to rank up one soldier at a time, or a number of soldiers all at once, as long as you have enough resources to unlock them all. Each soldier can be customized with their own set of loadouts, own appearance, and even own name. This, of course, ties in directly to Ghosts’ new Squads mode where you can enlist your squad in various game modes like Squad Assault; a 1-6 player vs. AI mode where you face off against other players’ squads, Squad vs. Squad; a 1 vs. 1 with AI game mode, Safeguard; a 1-4 player wave defense/horde mode, and Wargame; a 1-6 player vs. bots practice mode. In Squad HQ, you can edit your Squad name, set your base map and alter your default game mode for Squad vs. Squad. In all, it’s a nice distraction from the more competitive multiplayer modes that allows you to play with others in a more cooperative setting, but nothing I think the hardcore Call of Duty audience will take too seriously.

To anyone who’s played the original Black Ops, Ghosts’ unlock system will feel familiar in that weapons, attachments, and killstreaks can be bought using what are called Squad Points and can be unlocked in any order you please. Just like Black Ops, however, it leads to a rather dull grind in which unlocks following your preferred set up are unexciting and don’t inspire you to keep on playing. Those familiar with Black Ops 2 will notice that the Create-a-Soldier system is, in fact, a slight variation of what Treyarch did with their Pick-10 system previously. It gives you more or less the same amount of freedom to mix and match allocation points so you can customize your soldier to run with more perks and less weaponry or equipment, or vice versa. You’ll also notice that there are a lot more perks this time around; five spread across seven different tiers, equalling to 35 total. Each perk costs a certain amount of points with the more powerful ones costing more than the weaker ones, which keep things relatively balanced. Exactly how balanced is something we’ll most likely find out later in the game’s life cycle.

Sadly, gone are the weapon Prestige levels that I really enjoyed in Black Ops 2. But what’s worse is that, because you can purchase any and all of your weapon attachments, there’s no longer an incentive to reach high kill counts with any particular weapon because there’s nothing to unlock other than camos, which aren’t all that exciting. I also don’t find any of the weapons featured in Ghosts particularly likeable, but that’s more to do with my personal tastes. Though, interestingly, you’ll find a number of weapons that come pre-equipped with built in attachments like silencers, tungsten rounds, laser sights or foregrips. There is also a number of pretty cool optics to choose from that can assist you with different vision modes. On a related note, feel free to check out the full list of weapons, perks and killstreaks you’ll find in Ghosts in this post right here.

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The multiplayer maps in Ghosts are a real mixed bag. One one hand, you have some really large maps like Overlord, Stonehaven and Chasm (due to its multi-storied, vertical layout) that feel like they have no place in a Call of Duty game, while on the other, you have some really solid, ideally-sized maps like Octane, Flooded, and Strikezone which can be a blast to play on. Some standouts I recall are Prison Break for its visually appealing forest setting, Octane for nostalgia purposes (it reminds me of Call of Duty 4: Modern Warfare), and Warhawk for its lively background surroundings that really make you feel like you are in a war zone. What I feel Ghosts’ maps are missing in particular are more of the competitive three-lane layouts that a lot of Black Ops 2’s maps adopted and that also happened to be a lot of fun. A number of maps in Ghosts almost appear random in layout, though I’m sure there is a method to the madness.

Then you have Free Fall, which is basically Ghosts’ version of Black Ops 1 and Black Ops 2’s fan-favorite Nuketown/Nuketown 2025. It’s small, chaotic and very exciting. In Free Fall, the battle takes place on a falling chunk of skyscraper trapped in between two buildings. As the match ensues, the play space falls closer and closer to the streets below, though I don’t believe you ever actually hit rock bottom. With each slip, it shakes up the battlefield and makes for a neat visual spectacle as you’re juggled around between two towers. In essence, Call of Duty: Ghosts plays perfect on Free Fall, and yet it’s only a bonus downloadable map not included in the regular version. Like Nuketown 2025, I hope it eventually becomes a mandatory but free download because those without it are seriously missing out.

That leads me to game modes, as Free Fall is only available in the Ghosts Moshpit playlist, which is only available to those with the Free Fall bonus map. The issue is that, in current-generation versions of the game, the Ghosts Moshpit playlist is the go-to playlist that not only includes Free Fall, but most of Ghosts’ more appropriately-sized maps in an assortment of exciting game modes like Domination, Blitz and Cranked. What’s also disappointing is that the current-generation versions of Ghosts are missing the Ground War game mode, which allowed up to 18 players in 9 vs. 9 battles, something that would have made the game’s larger maps much more enjoyable, especially in non-objective game modes. Thankfully, that isn’t an issue on the PC, nor will it be on the next-generation versions of Ghosts.

All of Ghosts new modes are, however, available in their own playlists and are really worth a visit as they are some of the more creative game modes I’ve yet to come across in a first-person shooter. In particular, Blitz and Cranked are among my new favorites. Blitz is almost a simplified reversal of Capture-the-Flag, where everyone in the game has the flag and must bring it to the enemy’s base alive. What really gets this game going is that once you enter what is the enemy’s portal, you are then teleported back to your spawn point where you can either go on the offensive once more, or hang back and defend your portal. It forces you to think strategically once enemy players catch on to your tactics. It’s a game of smarts, rather than proficiency in shooting, which is something missing in a lot of shooters today. Cranked, on the other hand, is all about killing and killing quickly. Upon your first kill, you’re granted increased movement, reload and ADS speed. The catch is that you must kill another opponent within 30 seconds to avoid blowing up. It sounds like stupid fun and it is.

Search and Rescue is a fresh spin on Search and Destroy that introduces friendly and enemy dog tags that can be picked up to either revive teammates, or confirm kills. Originally a community-made game mode in Modern Warfare 3, Infected makes an official debut in Ghosts. Lastly, Hunted is an interesting idea of a game mode that starts players off with only a side arm, a 9-bang grenade, and two throwing knives. From here, you must make your way to any of the randomly dropped supply crates to salvage a new weapon before any enemies take advantage of it. Each crate yields up to five weapons. Other than these surprisingly crafty new game modes, Ghosts offers your standard Call of Duty classics like TDM, Kill Confirmed, Domination, Free-for-All, Team Tactical, and soon, Search and Destroy.

Before closing off this review, I should note the effort Beachhead Studios made with the brand new Call of Duty companion app. Not only does it serve as a neat way to manage your clan, edit your soldier or catch up on related news or events, it also allows you to use your mobile device as a second screen while playing Ghosts multiplayer. The feature has yet to roll out as a fully functional second screen, so expect an update shortly after its launch.

Ghosts

Ultimately, Call of Duty: Ghosts, save for its next-gen appeal, doesn’t seem to offer enough convincing reasons to leave a game like Call of Duty: Black Ops 2 behind. In most regards, features, mechanics, balance, game modes, map design, etc. have simply been refreshed for the sake of change, rather than improved for the betterment of the game. As you can see, for every step forward Ghosts makes, it also takes a step back in another department, somewhere else. The result is a game that lacks a convincing direction for the series to follow, and one that stumbles around aimlessly, hoping to find that certain spice that will take its formula to a new and exciting level.

What Call of Duty does offer is more of what you already know and love, which isn’t a bad thing for some. But at a time when it needs to go above and beyond and really step out of it’s comfort zone, it remains stationary and safe. Where Ghosts will really shine is on the PlayStation 4 and Xbox One, on platforms that will showcase more of the technical advancements the studio has made and where a higher player count in modes like Ground War will increase its fun factor. If it weren’t for Activision’s streamlined and relatively cheap upgrade process, I’d recommend holding off on this purchase until replacing your current hardware with either of Sony or Microsoft’s next-generation platforms. Thankfully, you don’t have to. Otherwise, I wouldn’t be surprised if those sticking with current-gen technology eventually jumped ship back to the Black Ops 2 boat.

I give Call of Duty: Ghosts multiplayer a two and a half stars out of five, which I think fairly represents the sort of middle ground the series currently seems to be stuck in. Will I still play it and learn to adapt to a few of its unorthodox gameplay changes? Yes, and I’ll undoubtedly have some fun moments with it as well, especially on next-gen hardware. But I’m disappointed that it not only failed to instil confidence in myself and others that it knows how to lead the way into next-gen, but many of the features that made its predecessor one of the best Call of Duty games to date were removed or changed simply for the sake of change. That said, It’s still Call of Duty, and if you love Call of Duty, then you’ll still love Ghosts, especially some of the newer and more creative game modes. But I’d really like to see the next entry think outside the box and take some serious risks. Until then, cloudy, Call of Duty’s future is.

2.5 / 5

What do you think? Is Ghosts just what you were looking for in the next generation of Call of Duty multiplayer, or is it just more of the same?

This review is based on the Xbox 360 version of Call of Duty: Ghosts. Look for an upcoming review of the new Extinction game mode and expect a next-gen update should the PlayStation 4 and Xbox One versions differ drastically from their current-gen versions.

David Veselka

Musician, Gamer, Geek. Subscriber

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Day Z Standalone Release Held Up By Performance Issues and Bug Fixes

On reddit, DayZ creator Dean “Rocket” Hall updated a few curious fans with what the development team has been up to as of late and where the Standalone version of the popular Arma 2 mod currently sits.

According to Hall, a number of items are being finalized and prepped for launch, but what’s really holding up the game’s release, last reported to be ‘after June’, are a number of performance optimizations and bug fixing with dedicated servers. What the studio currently has is “basic functionality for 10-20 players”, new zombies that are still “are very much a work in progress,” and a few “mistakes” in the inventory system.

So, until these items get smoothed over, we may not be seeing DayZ Standalone’s release any time soon. Here’s what Hall had to say on Reddit in full:

We finished up for the day here just now. It was a good day, the focus has been:

Finalizing the flow into game

Not holding up release

All the basic stuff like, creating your character, joining a server, etc… Then some steam integration so you know which servers your friends are on, and such. We’re using steams API, which while is it great being free of gamespy we’re not sure whether external apps (like six or dayzcommander) are able to poll steam’s servers. So we want to make sure our browser provides some improved functionality.

Optimizing/Bugfixing Dedicated server.

This is why we are not out. We need performance

We think we need a minimum of 15 FPS will 50 players, 2000 zombies, and 25000 loot items. Our latest tests have all shown some runaway systems in the code we have to tidy up. The variable synchronization system that was developed for work with the network bubble, is checking the variables very often. We’re optimizing this. Also, there are many string comparisons. These have been refactored so references are used (lookup numbers) to speed up the process. things like animations etc… are generally recorded as strings – ArmA wasn’t build to handle very large numbers of things so this has been a large area of optimization.

We also have a bug where sounds (which are temporary vehicles) are being queued up and sent to all JIP players. This causes us a steady loss of performance on the server.

The synchronized variables are also checked for each player, this is inefficient and we are refactoring that. It is our biggest obstacle to releasing the alpha right now. We know what needs to be done with it so we’re working on that, then we will again reassess the performance.

Why not just say its not out on xxx day?

If I start saying “oh it won’t be out then” people start asking me about the day after, and the day after. So it just encourages people to keep asking me when it is, and the “announced date” would be when I go “yeah, it could be out then”.

What we have now

We have now something that provides basic functionality for 10-20 players. The new zombies are in, they provide excellent pathfinding outdoors, and improved pathing indoors. They are capable of breadcrumb navigation or line of sight. At low server FPS they will start to rubberband and glitch through walls much more often. They are very much a work in progress.

Client performance out of the cities is very, very smooth. We still have a bug in the cities that occurs (and shouldn’t) that causes lower framerates. This will eventually be solved, but for now it is noticable when looking at center of cities. Overall, the feedback from the testers is that performance is much smoother than with the mod.

The inventory is a bit of a mixed bag. There are some mistakes we have made that, unless we delayed the standalone, we can’t fix until later. But overall, I think it is a huge step up. Stacked items, wetness, damage, crafting, containers, clothing, weapons, pistol holsters, bags, melee weapons, chainsaws, masks, gloves, boots… you name it.

So, what next?

We keep optimizing the build. In the meantime, I would encourage everyone to checkout Project Zomboid which is now available on steam. This has been a massive design inspiration and I recommend it to everyone interested in DayZ.

David Veselka

Musician, Gamer, Geek. Subscriber

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Call of Duty: Ghosts – Search and Destroy Returns To Playlists November 15

The recently launched Call of Duty: Ghosts left a few hardcore Search and Destroy fans in the dust, as the long-time, fan-favorite game mode was excluded from any of the game’s playlists. Instead, it was replaced by a new Search and Rescue variation which added dog tags that could be collected to either revive teammates or confirm enemy kills.

Luckily, those longing for the return of the mode in its true form are in for a bit of a treat, according to Infinity Ward. In a recent update, Executive Producer indicated that the mode would indeed be returning via a small playlist update this November 15. Check out his full remarks below.

Hey everyone! Just got back from a long time on the road for work and there is a lot going on, obviously. We’re still in launch mode at the studio as PS4 and XboxONE are still to come. But I did want to say that we are listening to all of the feedback and are collecting it all together to address internally. We’re working on fixes as fast as possible, (which can still take some time with the submission processes) so hang in there. We know one of the biggest requests has been adding S&D to the public playlists which is something we had planned on doing but have decided to up the timeframe, so we’ll be adding it to the playlist on Friday, Nov. 15th. Thanks again everyone for a great launch and I will try and keep the updates flowing. Be sure to check out @infinityward for updates as well.

Are you pleased by the announcement, or do you enjoy the new Search and Rescue take on the classic game mode anyways?

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 4 China Rising Trophies Reveal Air Superiority, Dirt Bikes, SUAVs and Bombers

If the recently outed Battlefield 4 China Rising DLC Trophy/Achievement list is anything to go buy, the game’s first multiplayer expansion is set to reintroduce some fan-favorite game modes and vehicles as well as add a few new gadgets to the mix.

According to a PlayStation Trophy list discovered on PSNProfiles, China Rising will bring back a game mode and vehicle first introduced in Battlefield 3’s latest expansion, End Game. If the list rings true, both the Air Superiority game mode (like conquest but with jets only) and the Dirtbike vehicle will make a return in Battlefield 4.

The list also indicates that DICE will introduce the SUAV, a smaller, hand-held UAV that can be thrown into the air to circle the battlefield. It also happens to be a very recognizable gadget from Danger Close’s Medal of Honor: Warfighter, and just like the game, you’ll be able to throw it at peoples’ faces in Battlefield 4.

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The hand-held Small Unamaned Air Vehicle

The bomber may also be a new air vehicle, if it isn’t just another wording for the attack jets already included in the game.

Check out the list below:

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Silver Trophies

  • Mini Kimikaze – Kill and enemy with the SUAV
  • New Superpower – Complete all China Rising Assignments

Bronze Tropies

  • Fledging – Play a round of Air Superiority
  • 2 Wheels – Get a kill with the Dirtbike
  • Death From Above – Get a kill with the bomber

Sounds pretty exciting. Are you happy to see the return of Air Superiority and the Dirtbike? Let us know in the comments.

Battlefield 4 China Rising is set for a December 3 launch date for Premium members, two week later for non-Premium members.

Thanks, Andy, for the tip!

David Veselka

Musician, Gamer, Geek. Subscriber