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Steam Family Sharing – Valve Picks The Gold From Microsoft’s Dumpsters

For anyone interested in the Xbox One, Microsoft’s family sharing plan was a big deal.  It would be the first time a console gave you the ability to share your games digitally.  Then, almost arbitrarily, MS pulled the plug on it while also reversing their DRM polices.  To say MS screwed up the Xbox One’s reveal and post-reveal is an understatement.  Not only did they try to severely restrict the user’s control of their purchases, but then they removed a core feature that set the Xbox One apart from the competition.

In comes Valve.

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Don’t get me wrong, Microsoft came up with the idea of Family Sharing and it’s a wonderful idea, but they screwed up in it’s execution, royally.  Valve announcing a comparable plan is a brilliant move on their part to enrich the already praised feature sets of the Steam store and software.  It gives Steam users something new and innovative, pushes the transition from physical to digital media distribution, and most importantly, it puts pressure on Sony and Microsoft to offer something similar.

Considering MS’s initial intent with the Xbox One – i.e., if you don’t have internet, buy the X360 – it’ll be interesting to see how they adapt to Valve basically picking their dumpsters for the gold they threw away. Rumors of MS bringing back the Family Sharing Plan have been buzzing for weeks and Valve might have just told MS to either do or do not, because when you’re trying to win a console war, there is no try, only do.  Trying is what we like to say the Dreamcast did.

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Read more about Steam’s Family Sharing program here.

BOSS JEDIZOHAN

I've been a gamer since before most gamers were born. Now a full-fledged member of the PC Master Race, I'm enjoying all the best games from both AAA and Indie developers in glorious 1440p. Praise Gaben and may the Steam deals be ever syphoning funds from your life savings. Subscriber

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Steam Introduces Family Sharing, Beta Next Week

Soon, gamers who wish to share their selection of Steam games with family members or close friends will be able to do so through a new feature Steam is introducing called Steam Family Sharing.

Steam Family Sharing is “a new service feature that allows close friends and family members to share their libraries of Steam.” Members will be able to play one another’s Steam games while earning their own Steam achievements and saving their own save files and application data to the Steam cloud by authorizing one shared computer.

“Our customers have expressed a desire to share their digital games among friends and family members, just as current retail games, books, DVDs, and other physical media can be shared,” explained Anna Sweet of Valve. “Family Sharing was created in direct response to these user requests.”

Once a machine is authorized, users of that machine will be able to access, download and play games from the Steam library of the lender. Users won’t be able to simultaneously play games from a single library, however. If the lender decides to start playing a game his or her friend or family members is currently borrowing, he or she will be asked to either purchase the game or quit playing after a few minutes.

The feature will become available next week, in limited beta on Steam. You can express your interest in participating by joining the Steam Family Sharing group right here.

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 4 – All Machine Guns In Action, Spectator Mode, Sniping Gameplay and More Community Videos

More Battlefield 4 footage is slowly pouring out of an ongoing community event being held at EA’s headquarters in Los Angeles where a number of YouTube personalities are getting some handson time with the game before it releases this October 29.

LevelCapGaming is back with another Battlefield 4 gameplay video, this time showing off all of the light machine guns usable in the game’s multiplayer. Yesterday, he brought us a look at all of Battlefield ‘s assault rifles, so if you missed it, be sure to check it out right here.

Battlefield 4 Light Machine Guns

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We also managed to get a hold of footage from ESG and TmarTn, showing off Battlefield 4’s spectator mode and some more sniping gameplay, respectively.

Battlefield 4 Spectator Mode

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Battlefield 4 Sniping Gamplay

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Keep your sights on MP as we gather more Battlefield 4 footage throughout the week!

Update

Two more videos from TmarTn and IIJERiiCHOII:

Battlefield 4 Levolution

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Battlefield 4 Gameplay – “Bigger, Louder, and Beautifulerer”

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David Veselka

Musician, Gamer, Geek. Subscriber

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Killzone: Shadow Fall Multiplayer Will Feature Bots, New Progression System, Custom Leaderboards and More

As promised, Guerrilla Games has released yet another blog about Killzone: Shadow Fall multiplayer, this tim detailing the new progression system and addressing other multiplayer questions.

  1. Progression System:
    Unlike previous Killzone games the multiplayer progression in Killzone Shadow Fall isn’t based on XP, but on Challenges. Completing a challenge adds a point to your rank, and rewards you with weapon attachments as well as enhancements to your abilities and visual identity. There will be more than 1500 challenges available when the game launches, ranging from straightforward (“Destroy 1 Turret”) to very specific (“Kill 1 enemy player with Laser Tripmine while they are carrying a Beacon”).
  2. Combat Honors:
    Combat Honors are temporary bonuses that can be activated by earning enough points during a round. They’re stackable, and you can unlock as many Combat Honors as you put points into. They only last as long as your play session, however, meaning you’ll lose all combat honors when you quit playing. Of course, you can disable Combat Honors in your own Custom Warzones if you like.
  3. Weapons & Attachments:
    Weapons can be augmented with up to two different attachment types at once. The number of attachments available for each weapon varies – for example, some guns won’t have room for a grenade launcher attachment, while others will be compatible with a range of grenade launcher attachments and ammo types. All weapons are skill-based – there will not be recoil-less or auto-aiming firearms.
  4. Shields:
    As glimpsed in the Gamescom multiplayer trailer, players can now select the ability to deploy a smart nano-shields that block enemy attacks while allowing allied projectiles through. The nano-shields can be destroyed or knocked out with EMP weapon attachments, or simply deconstructed when no longer needed. As with all class abilities, players have the option of disabling nano-shields in their custom Warzones. We’ll cover the classes and their available abilities in more detail in the coming weeks.
  5. Spotlight System:
    The Spotlight System allows you to celebrate your victory in style. At the end of each round, players are presented with a brief scene featuring the three top players from the winning side and the top player from the losing side. One of the winning players gets to select a Spotlight move to celebrate his victory over the losing player. If he fails to execute the move in time, the losing side has an opportunity to perform a countermove. The game ships with a wide selection of Spotlight moves, and more will be released after launch.
  6. Warzone Leaderboards:
    In Killzone Shadow Fall, each warzone will have its own leaderboard. This doesn’t just apply to official or featured Warzones, but to custom ones as well. You can even choose which stats you want the leaderboard to be ranked on when you set up a custom Warzone, to encourage a particular form of play.
  7. Online and Offline Bots:
    You can add bots to online matches for any Warzone you create. Human players can replace bots during the match, to ensure that there’s always a consistent amount of players present in the Warzone. You can even add bots to only one faction, to allow for ‘Bots vs. Humans’ type Warzones. In offline mode you can still create your own Warzones and play against bots, but you don’t have the ability to complete Challenges.
  8. No Exoskeletons or Jetpacks:
    Owing to the decision to ensure that custom Warzone presets work on all multiplayer maps, there will be no Exoskeletons or Jetpacks in multiplayer when Killzone Shadow Fall launches. Their inclusion would introduce a wide number of new variables and exceptions to account for, and we want to focus on offering fair, reliable and consistent Warzone customizability.

Interesting. I’ve always thought the exoskelton and jetpacks were great ideas in Killzone 3, though they weren’t exactly executed very well due to them being used for spawn camping. It’s also great to see that team is collecting out feedback from Killzone 3 and adding more options to the multiplayer.

Killzone: Shadow Fall is set to release exclusively on the PlayStation 4, November 15th.

In the next part, the team will be discussing the Clan system, networking, and other questions fans might have.

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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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5 Ways to Prepare For Grand Theft Auto 5 (Including Studying This Leaked Map of Los Santos)

Grand Theft Auto V is set to release next Tuesday and the question you should be asking yourself right now is “am I prepared?”

If not, then you should probably follow these five steps to help set yourself up for a good time with GTA V.

Step 1: Schedule Days Off

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Why would you even bother coming into work this September 17? No one else will be doing their jobs. Being at work while everyone you know is at home playing possibly one of the best video games titles ever, tears will surely drip down your face. If you have to use the “my grandma died” excuse for the hundredth time, then do so.

But whatever the excuse is, be sure you have another equally as good for October 1. While you’ll probably have already sunk 200 hours trying to locate big foot in the lush forests of Shady Creek, it’ll be time to put everything in your campaign on hold and take to the multiplayer.

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Step 2: Stock Up On Essential Healthy Snacks So Your Body Can Thrive

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There is absolutely nothing healthier in the world than Mountain Dew and Doritos. It’s the fuel that gamers live off of and without it, we would all be dead right now. It may be days before you come out of your room, so stock up on as much of this godsend goodness as you can.

But in all seriousness, don’t forget to drink plenty liquids and eat some solids, even if they are just microwave dishes.

Step 3: Say Goodbye to Your Loved Ones

It may be a while before you see any daylight, so it’s wise to say your goodbyes to those you care about, in case you never return. GTA V is about to take over your entire life, so if you do so happen to die from an extended period of play time, then I suggest you leave a good last impression with the ones you love, even if it means singing to them.

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But really, it might be good to let your friends know ahead of time that you have this ‘thing’ to do that week in order to cut down on any unwanted phone calls.

Step 4: Play Red Dead Redemption

On a more serious note, if you haven’t played this game yet, then what the hell is wrong with you? If there’s one way you can prepare yourself for GTA V, then playing Red Dead is a must, especially since it has online features. Sure, we can play GTA IV since it’s a GTA game, but in my honest opinion, Red Dead will probably offer you a better and closer experience in terms of the freedom and fun value that GTA V will probably pack. Even Max Payne 3 will offer you a more refined weapon handling system that might feel more similar to GTA V. Plus, no one wants to receive an annoying phone call from their cousin wanting to go Bowling. I’ve always thought GTA IV to be the one of the more boring GTA titles, but that’s all just a matter of opinion. If you want to play GTA IV, go ahead then.

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Step 5: Study This Leaked Map of Los Santos

Los Santos is freakin’ huge and you don’t want to get lost. Not only that, but when you finally realize the scope of this game, you’ll want to avoid any meltdowns caused by the overburdening feeling of “what the heck to I do first?”

Luckily, a member of the GTA V sub-reddit (via NeoGAF) has leaked out the full map of Los Santos, the fictional city in which GTA V takes place, from an early copy of the official guide. Upon studying it, you can at least begin to try to wrap your head around how big this game really is.

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And there you have just a few ways to prepare for Grand Theft Auto 5 launching on the PlayStation 3 and Xbox 360 this September 17.

Any special ways you’ll be preparing for GTA V?

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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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Takedown: Red Sabre Video Preview – Weapons Handling and Bullet Penetration

Takedown: Red Sabre, a so-called spiritual successor to games like Rainbow Six and Ghost Recon, will be making its way to Steam and the Xbox Live Arcade this September 20 for $14.99.

Red Sabre is an unforgiving take on the first-person shooter genre that harkens back to classic PC shooter games that favored strategy, tactics and caution over fancy hollywood action sequences. It is playable both co-operatively or competitively within its various multiplayer modes.

To give anxious fans a bit of a sneak preview, Serellan Studio Head Christian Allen has put together a small series of videos (which we presume will continue up to the point of the game’s launch) demonstrating some of the game’s weapon handling characteristics and bullet penetration mechanics. We’ve also thrown in the game’s first gameplay trailer which debuted last week.

Gameplay Trailer

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Weapons Handling Demo

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Bullet Penetration Demo

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You can also catch a pair of level flythroughs of the maps Radar Station and Killhouse Bases by following the links.

Lastly, pre-ordering the game on Steam will secure early access to the “Killhouse” digital content:

  • The deadliest kill house map available
  • Hone your search and destroy skills
  • Test out weapons and ammunition combinations
  • Designed by Takedown designer and FPS modding legend, Christian Allen

We’re pretty excited for Takedown: Red Sabre. What’s your take? Will you be picking it up later this month?

David Veselka

Musician, Gamer, Geek. Subscriber

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Call of Duty: Ghosts ‘Still Plays in the Realm of Plausibility’, Says Activision CM

You may think the events that unfolded within the latest story-related Call of Duty: Ghosts trailer that debuted earlier this morning are implausible, but according to Activision Community Manager Dan “One of Swords” Amrich, the concept of kinetic bombardment is “actually more science than science fiction.”

“Telephone poles from space? It’s actually more science than science fiction,” Amrich wrote in a recent blog update. “The concept of kinetic bombardment – nicknamed in the science and defense communities as ‘Rods from God‘ – has been used in sci-fi stories for years by authors including Robert Heinlein, Larry Niven, and Neal Stephenson, but it’s also been seriously considered by the United States Air Force as a military strike that could create mass devastation without nuclear fallout.”

He went on to describe some of the coincidental aspects between Call of Duty: Ghosts’ setting and story with real-life developments.

“In fact, long after IW had committed to the concept for Ghosts, a thread about the USAF’s Project Thor showed up on Reddit in May of this year, which simultaneously made people involved in CoD feel good about their game’s fiction and a bit worried that the ‘catastrophic event’ might leak,” he continued. Lastly, he added, “This was an eerie echo of last year, when President Obama started talking about rare earth minerals two months before Treyarch revealed it was playing a role in the story of Black Ops II. Say what you will about its over-the-top gameplay and action-movie attitude, but Call of Duty still plays in the realm of plausibility.”

Also, firearms do work in space, you just wouldn’t hear them, and firing for more than a few second would likely cause you to start spinning out of control.

What do you guys think of Call of Duty: Ghosts’ plot so far?

David Veselka

Musician, Gamer, Geek. Subscriber

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Xbox One and PS4 Performance Difference – Microsoft Director ‘Not a Fan of the Mis-Information’

Microsoft Director of Product Planning Albert Panello doesn’t intend to belittle Sony amidst the ongoing battle between the Xbox One and PlayStation 4, but he’s definitely “not a fan of the mis-information” being spread about the company’s “performance”.

He recently said this in a lengthy entry spotted on NeoGAF by VideoGamer, in which he responded to claims of the alleged differences in power and performance between the Xbox One and PlayStation 4, which he believes have been “greatly overstated”.

Panello had this to say regarding the some of the comparisons gamers, journalists and industry folk have drawn between the two next-generation platforms.

I see my statements the other day caused more of a stir than I had intended. I saw threads locking down as fast as they pop up, so I apologize for the delayed response.

I was hoping my comments would lead the discussion to be more about the games (and the fact that games on both systems look great) as a sign of my point about performance, but unfortunately I saw more discussion of my credibility.

So I thought I would add more detail to what I said the other day, that perhaps people can debate those individual merits instead of making personal attacks. This should hopefully dismiss the notion I’m simply creating FUD or spin.

I do want to be super clear: I’m not disparaging Sony. I’m not trying to diminish them, or their launch or what they have said. But I do need to draw comparisons since I am trying to explain that the way people are calculating the differences between the two machines isn’t completely accurate. I think I’ve been upfront I have nothing but respect for those guys, but I’m not a fan of the mis-information about our performance.

So, here are couple of points about some of the individual parts for people to consider:

  • 18 CU’s vs. 12 CU’s =/= 50% more performance. Multi-core processors have inherent inefficiency with more CU’s, so it’s simply incorrect to say 50% more GPU.
  • Adding to that, each of our CU’s is running 6% faster. It’s not simply a 6% clock speed increase overall.
  • We have more memory bandwidth. 176gb/sec is peak on paper for GDDR5. Our peak on paper is 272gb/sec. (68gb/sec DDR3 + 204gb/sec on ESRAM). ESRAM can do read/write cycles simultaneously so I see this number mis-quoted.
  • We have at least 10% more CPU. Not only a faster processor, but a better audio chip also offloading CPU cycles.
  • We understand GPGPU and its importance very well. Microsoft invented Direct Compute, and have been using GPGPU in a shipping product since 2010 – it’s called Kinect.
  • Speaking of GPGPU – we have 3X the coherent bandwidth for GPGPU at 30gb/sec which significantly improves our ability for the CPU to efficiently read data generated by the GPU.

Hopefully with some of those more specific points people will understand where we have reduced bottlenecks in the system. I’m sure this will get debated endlessly but at least you can see I’m backing up my points.

I still I believe that we get little credit for the fact that, as a SW company, the people designing our system are some of the smartest graphics engineers around – they understand how to architect and balance a system for graphics performance. Each company has their strengths, and I feel that our strength is overlooked when evaluating both boxes.

Given this continued belief of a significant gap, we’re working with our most senior graphics and silicon engineers to get into more depth on this topic. They will be more credible then I am, and can talk in detail about some of the benchmarking we’ve done and how we balanced our system.

Thanks again for letting my participate. Hope this gives people more background on my claims.

Sony’s PlayStation 4 will hit North American store shelves on November 15 while Microsoft’s Xbox One will follow shortly on November 22.

Source: NeoGAF, via VideoGamer.

David Veselka

Musician, Gamer, Geek. Subscriber

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Call of Duty: Ghosts – There’s a Lot of Potential’ For Kinect, Says IW Executive Producer

According to reports, Call of Duty: Ghosts will support Kinect functionality on the Xbox One to some degree.

Infinity Ward executive producer recently Mark Rubin revealed to OXM that players will be able to navigate menus using the Kinect. However, the studio also feels “there’s a lot of potential for voice in the game”.

“We’re doing some stuff, not really mentioning it yet,” Rubin teased back at Gamescom earlier this Summer. “It’s mostly menu stuff, so you can work all the menus with Kinect – that’s a big thing that Microsoft’s pushing. We need to see where it goes before we jump into it.”

“We’ve never really been the company that thinks it has to be first in the line for tech,” he added. “It’s the tortoise and the hare thing, and we’d rather be the tortoise, take our time on the tech and make sure it’s right.”

Rubin explained that the studio feels there’s still a lot of potential, especially in the area of voice commands, though he’s not sure if any of it will be making it into Call of Duty: Ghosts this Fall.

“So we haven’t jumped into that yet, but some really interesting things came up, some interesting ideas – especially the voice, there’s a lot of potential for voice in the game, and I’m hoping we can explore that. Whether it makes it into this game, I’m not a 100% sure, but definitely in the future I think there’s some really cool stuff there.”

Earlier, we also learned that Call of Duty: Ghosts on the Xbox One would be taking advantage of Microsoft’s dedicated server offerings, providing a better online experience for users on that platform.

But back to Kinect, would you guys like to see more Kinect-related features implemented into future Call of Duty titles, or do you feel it does not have a place?

Thanks, OXM.

David Veselka

Musician, Gamer, Geek. Subscriber

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Check Out All of Battlefield 4’s Assault Rifles in Action

From a recent community event held at EA’s headquarters in Los Angeles, YouTuber LevelCapGaming was able to capture some brand new Battlefield 4 footage straight from the latest build of the game.

In his video, he demonstrates all of the game’s assault rifles in action while playing some good old Conquest on the new Battlefield 4 multiplayer map introduced back at Gamescom 2013, Paracel Storm.

So, enjoy the sights and sounds of Battlefield 4’s assault rifles!

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Thanks, LevelCap!

Any favorites so far? Let us know in the comments!

David Veselka

Musician, Gamer, Geek. Subscriber

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New Call of Duty: Ghosts Trailer Shows Off People Shooting in Space

Infinity Ward is diving deeper into the story and setting in which Call of Duty: Ghosts takes place with a spectacular brand new trailer released today.

It primarily shows off moments of the game’s single player campaign, but it nicely sets up the premise as a crippled United States is attacked by enemies advancing from south of the equator.

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What do you guys think? Excited to learn more about the story?

Call of Duty: Ghosts drops on November 5 for the Xbox 360, PlayStation 3 and PC, November 15 for the PlayStation 4 and November 22 for the Xbox One.

David Veselka

Musician, Gamer, Geek. Subscriber

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Call of Duty: Ghosts – Infinity Ward Teases ‘Something New Coming Tomorrow’

Call of Duty: Ghosts developers Infinity Ward are teasing “something new coming tomorrow,” according to the studio’s latest Twitter post.

The team recently posted an Instagram video of what appears to be an orbiting Odin (Orbital Defense Initiative) station firing a warhead of some sort towards the surface of the earth, which we presume has much to do with the “mass event” that studio head Mark Rubin earlier mentioned is the key to the new setting in which Call of Duty: Ghosts takes place.

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The Tweet is apparently tied to this image of a Popular Science (fake?) magazine cover posted by the studio earlier.

BTvjT2fCQAEkUd8We presume (and hope) that Infinity Ward will be releasing a story-related trailer tomorrow, so be sure to keep your sights on MP1st where you’ll find it as soon as it’s posted.

Update

In another update from Infinity Ward, here’s the team “taking a look at what you’ll see tomorrow”. Judging by all the teasing going on, we take it that whatever the studio has in store for us tomorrow, it’s going to be something substantial.

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David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 4 Official PC System Requirements Revealed

Battlefield 4 developers DICE have laid down the official minimum and recommenced system requirements for the PC version of the game releasing this Fall on October 29.

The info comes from the most recent update on the studio’s Facebook page, which lists the following as benchmarks required in order to play Battlefield 4 on your rig.

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PC System Requirements

Minimum

OS
  • Windows Vista SP2 32-Bit (With KB971512 Platform Update)
Processor
  • AMD Athlon X2 2.8 GHz
  • Intel Core 2 Duo 2.4 GHz
Memory
  • 4 GB
Graphics Card
  • AMD Radeon 3870
  • Nvidia Geforce 8800 GT
Graphics Memory
  • 512MB
Hard Drive
  • 30 GB

Recommended

OS
  • Windows 8 64-Bit
Processor
  • AMD Six-C0re CPU
  • Intel Quad-Core CPU
Memory
  • 8 GB
Graphics Card
  • AMD Radeon 7870
  • Nvidia Geforce GT 660
Graphics Memory
  • 3 GB
Hard Drive
  • 30 GB

So, can your rig run Battlefield 4? If you’re not sure, you got until October 29 to make some upgrades. Be sure to keep an eye out for the beta earlier this October.

Thanks, Samuel, for the tip!

David Veselka

Musician, Gamer, Geek. Subscriber

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Halo 4 Champions Bundle Review: Ricochet and Pitfall Make This ‘Must-Own’ DLC

With the release of the Castle Map Pack marking the conclusion of DLC for War Games Map Pass owners, it appeared 343i was moving past Halo 4 and setting their sights towards the next-gen consoles. What a nice surprise then to see the Champions Bundle DLC announced at this year’s RTX, immediately dispelling that notion. Champions brings along with it a bevy of new armor and weapon skins to outfit your Spartan, two maps, and a new gametype. Best of all, you can choose to get all the content together for less or buy just the packs you want individually. All of the new content is a welcome addition, but the inclusion of The Pit Pitfall and the game mode Ricochet are easily the two best additions since Halo 4’s launch.

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Vertigo and Pitfall

The Bullseye Map Pack includes only 2 maps — Vertigo and Pitfall — which goes against 343i’s convention of releasing 3 maps per DLC pack. This might be perceived as ‘skimming off the top’ a bit, but by including Pitfall, I think 343i avoids any inherent backlash. Pitfall returns mostly unchanged from Halo 3. General aesthetics are tweaked along with the layout of the sword room which now has an air lift and drop down latch. Initially these alterations may come off as subtle, but they open up the map quite a bit as players tend to not camp the sword area to the same degree as Halo 3. What makes this version even more enjoyable is the rock solid framerate throughout the matches. With the exclusion of Ricochet (more on that later), you’ll be hard pressed to make the frame rate chug or dip at any point. Grenade bounces, power weapon spawns, and sight lines are identical from Halo 3. The interesting twist comes with the removal of camo and overshield pickups in favor of armor abilities. Use of Promethean Vision, Regeneration Fields, and Thruster Packs change your whole approach to taking down enemies. Regardless, once you get into a match of slayer or CTF you’ll be having just as much fun as you used to. It’s ultimately still The Pit, and it’s ultimately still amazing.

Lost in the shadow of one of Halo’s more cherished maps is Bullseye’s other map, Vertigo. The layout of the map can be separated into ‘levels’. The lower level is made up of two long caves adjacent to the towers, with a middle pathway connecting the towers. All of these paths can be used to traverse from the first level to the second level, which is made up of the two towers. Both towers have great vantage points and a good amount of cover to boot. What differentiates this map from others is the player initiated switches. Each tower has a single switch which can be activated by shooting it a few times with your rifle. Once the switch has been activated, an electrical charge will emit from the top of the tower after a couple of seconds. In the event a player is caught in the blast radius, the player’s shield will be depleted. The idea is to prevent teams from holding down one of the towers for too long. It sounds great in theory, but I often found it quite easy to find cover on the tower so that I couldn’t be finished off after my shields were discharged. After the initial awe factor wears off, I didn’t bother with the switches in many of my matches. Vertigo still works well in Slayer and King of the Hill variants. Battles that play out on the towers will generally involve long range weapons. Should the battle move to the caves, you’ll be better off with an AR or other close range weaponry. Particularly in King of the Hill matches, you’ll want to be mindful of what type of weapons you are carrying each time the hill moves. Although the electrical discharge comes off as a bit ‘ho-hum’, Vertigo is still an enjoyable map for both slayer and objective gametypes.

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Ricochet

Ricochet is an exciting new objective gametype where two teams try to score a neutral ball into the opposing team’s goal. The default score limit is set to 200 points, with 20 points being awarded for each ball thrown into the goal and 50 points for each ball carried into the goal. Ricochet can run the gamut from infuriating to exhilarating due to the highly nuanced nature of the gametype. Knowing when the ball should be thrown in, run in for a touchdown, or cleared off the map are important keys to victory. Defense also plays a key as you will no doubt want a player or two to stay back to try and intercept shots from the opposing team. Keys — I might add — your teammates might not always grasp.

In one match on Haven, there was an absolutely dumbfounding moment where I got a triple kill while holding the ball. I would’ve gotten the overkill, but my teammate gunned me down with an AR along with the sole remaining enemy. The ball fell directly behind the goal with a completely clear path for a touchdown. Instead of picking up the ball and running it in, my teammate camped it out until the enemy team respawned. We never came close to scoring in that match again and ultimately lost. This moment highlights three issues you will sometimes run into when getting paired with randoms: players who don’t understand the gametype, players who avoid the objective and focus solely on K/D, and players who can’t grasp there is friendly fire. Excluding the player factor, the only issue I’ve seen crop up in Ricochet is the framerate plummeting when multiple players are inside a net when someone scores. An explosion will emit from the net each time a team scores which seems to trigger the game freezing temporarily. Often times, players will teleport into new positions once the framerate sorts itself out. It’s not an issue that crops up too often, but it can be jarring in what is otherwise a smooth experience.

On the other end of the spectrum, Ricochet can be an absolute blast when playing with friends or paired up with players who help with good ball movement and clearing the enemy net so the ball won’t get intercepted. A coordinated strategy to get the ball in the net can be more than enough going up against more skilled players. It’s not rare to grind out a win with your top player having 400 some odd points and the opposing team’s top player has 800+. The new announcer audio recorded by series stalwart Jeff Steitzer, such as the final countdown in the closing seconds or each time a team scores, really adds to the tension and excitement of the match. While Grifball and CTF have long been proclaimed as the most strategic gametypes, I think its safe to say Ricochet steps it up a notch and is easily the most in-depth and strategic game type in Halo.

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Infinity and Steel Skin Packs

The new Spartan customization options in the Steel Skin and Infinity Armor packs offer a nice variety of stance, weapon, and armor options. All of it is purely cosmetic so don’t expect any boosts or perks for having them equipped. Much to my surprise, the Recharge Armor Mod and Resistor Tactical Package combination isn’t as powerful as I thought. Although they go hand-in-hand quite nicely (especially if you intend on carrying the ball in Ricochet), they can still be countered by other options available to you.

Conclusion

Champions Bundle is the best DLC release to date. Despite having fewer maps than previous DLC releases, Vertigo and Pitfall will undoubtedly keep the current player population coming back. If Ricochet wasn’t released so late in Halo 4’s lifecycle, it could have easily kept the player population falling off a cliff late last year. Ricochet is easily the most in-depth, strategic, and intense gametype to date. The mode could easily have been shelved until Halo 5’s release, but 343i released it for Halo 4, despite the competition having plenty of time to potentially copy it and put it in their games. A lot of the fragmented population has converged on the Ricochet playlist giving Big Team Slayer a serious run for its money. So whether you get the Champions Bundle ($10 USD) or the Bullseye Map Pack ($6 USD), you won’t want to miss out.

MP1st Staff

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Kojima Previews Metal Gear Online, Says It Looks “Promising”

Just a few days ago, Kojima Production held an opening ceremony for their new Los Angelos studio. At this ceremony, Kojima, the director of the Metal Gear Solid franchise, got a first-hand exclusive look at Metal Gear Online.

Kojima said over his Twitter today. And while it is being developed by a new branch team, Kojima assured fans that the original team is checking in on the progress of the Multiplayer.

No details about the Online have been shared thus far, though we may be in for a reveal at this year’s Tokyo Game Show, which is set to begin September 12th.

Metal Gear Solid 5 is being developed for the PlayStation, Xbox 360, PC, PS4, and Xbox One but currently has no release date. If you happened to miss the lengthy E3 Trailer, make sure to watch it below.

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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 Console Review – Legendary Loot Galore

Finally, the moment that many of us dungeon crawler fanatics have been waiting for. Diablo 3, the fastest selling PC game of 2012 is now available for the PlayStation 3 and Xbox 360 platforms. But, does the console version do the game justice and are there any qualities that redeem the title after mixed reviews from the PC/Mac community?

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Right off the bat, I will dare say that those who have been waiting on the console version of Diablo 3 will definitely be getting the better experience between the two versions of Blizzard’s loot-driven dungeon crawler, suffice for a few minor issues. Blizzard, for the most part, has addressed some of the more major annoyances that plagued the PC version and removed some features that potentially ruined the game for some; ie, the Auction House. They also added new features like the roll mechanic, which allows you to dodge incoming attacks (if you can get the strict timing right) which can be performed by a simple flick flick of the right thumb stick in any direction.

Since we’re talking about controllers, if you have been curious as to whether or not the controller scheme works for Diablo 3, it does. In fact, you will realize that the controls for Diablo 3 feel so natural that is seems as if the game was built with a controller preset in mind. It is extremely easy to pick up and play, regardless of if you’re a casual gamer or not. Although, at times, the controllers can feel slightly unresponsive due to some minor input lag, and PC-goers will rightfully argue that it lacks the precision of a mouse. Even with the auto-lock feature, the inaccuracy can lead to deadly situations in some of the harder difficulties on Diablo 3, especially for such ranged characters like the Demon Hunter and Wizard.

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Even with the input lag and slight unresponsiveness, you probably won’t even notice as you’ll be too busy collecting so many legendary items in this game that you won’t know what to do with them. Blizzard has clearly made better quality item drops more frequent, meaning that you may find rare and legendary items more common on the console platforms.

This, of course, is magnified if you jump into a four-player co-op match, online or offline, where, at times, I found myself receiving double legendary drops from some monsters and chests. In fact, by the time I finished the fourth act in my first play-through, I received close to twenty legendary items, with six of them coming from one four-player co-op play session that lasted about 30 minutes. To my surprise, and content, all of these rare and powerful items were geared towards my character, the Monk, and were direct upgrades from previous items I found.

Thankfully, since the drops found in the console version are actually decent, the need for an auction house is mostly negated, something that, in my opinion, ruined the whole aspect of what made the Diablo franchise fun in the first place: scoring loot on your own terms and feeling that sense of accomplishment.

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In many ways, the console version of Diablo 3 is what it’s counter-part should have been when it launched last year, especially with the ability to play offline. The four-player couch co-op works great thanks to the quick-equip feature, making bringing up the inventory menu less intrusive for your co-op buddies. You will be faced with some annoying issues like screen clutter, and small text however. You’ll also notice some screen tearing during cinematics every now and then and freezing when jumping into co-op matches with lots going on at the same time.

As fun and addicting as this game is, especially in a four-player game setting, the end game will always feel a tad tedious as the only thing to do is either continuously replay the story over and over again at higher difficulties or partake in some PvP action, which also made it over from the PC build of the game. To me, the biggest gripe is that this game was released a little too late in the current consoles’ life cycle. With the next-generation set to arrive this November, it will result in a diminished Diablo 3 online community presence for a long period of time, like it’s PC counter-part. That is, until the PlayStation 4 port becomes available sometime early next year.

Final Thoughts

As I said before, Diablo 3 for the PlayStation 3 and Xbox 360 definitely appears to the best version of the game that addresses a lot of important issues that plagued the PC/Mac version and actually makes the game fun, and most importantly, addicting again. The improved quality of loot and the ability to play offline with four people clearly gives the console version an edge, even if it can get a little tedious at times and despite a few of minor issues that can be addressed with a patch or two. Unless you can’t stand the imprecisiveness of a console controller, this version of Diablo 3 is definitely worth checking out.

4 / 5

Diablo 3 for the PlayStation 3 and Xbox 360 console gets 4 stars out of 5 and is a great pick-up for those who have been itching to get a decent dungeon crawler on the console platform, or for those who just want a great co-op experience.

This review was based on an Xbox 360 version of Diablo 3, courtesy of Activision.

Joel Santana

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

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Call of Duty Games Discounted on Xbox Live For Rest Of Week

We may already be part way through the sale, but if you’re looking to scratch that Call of Duty itch and just can’t get enough of that fast-paced 60 FPS first-person shooter action, you still got ’til this Monday to scoop up some deals.

Xbox Live is discounting all Call of Duty titles, from Call of Duty Classic all the way to Call of Duty: Black Ops 2, until this Monday, September 9. Sales range from 25% to 50% off.

Check out the details below!

Deal of the Week
 
Discount
Call of Duty Classic 33% off
Call of Duty 2 25% off
Call of Duty 3 25% off
Call of Duty 4: Modern Warfare 25% off
Call of Duty: World at War 25% off
Call of Duty: MW2 33% off
Call of Duty: Black Ops 40% off
Call of Duty: MW3 50% off
Call of Duty: Black Ops II 33% off

 

You can hit up your Xbox 360 dashboard where you can find the Xbox Live marketplace, or check out the website right here.

Any Call of Duty titles you’re missing that you’ll be picking up this weekend?

Thanks, Major Nelson.

David Veselka

Musician, Gamer, Geek. Subscriber

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Latest DayZ Standalone Devblog Outlines UI Improvements, Animation Tweaks, Item Degradation and Zombie AI

With development on DayZ Standalone trudging along slowly but surely, creator Dean Hall has yet another demonstration of the game in its current state via his latest devblog entry.

In this new video, Hall covers some of the improvements the team has made to usability thanks to feedback gathered from gaming conventions like Gamescom 2013, as well as some of the new character animations that are currently in the works.

Hall’s team is really aiming to change the ‘shoot-on-sight’ mechanic by adding severe item and equipment degradation. Essentially, the equipment of your victim degrades as he or she takes damage from your fire, meaning you’ll want to consider alternate forms of subduing them, which Hall demonstrates in this video.

Lastly, Hall lays out some of his plans to rework Zombie artificial intelligence in the coming weeks. Check out his presentation below and be sure to let us know what you might have found interesting!

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David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 4 – DICE: ‘There’s a Reason Why There Aren’t Any Other Games on the Market That Does What We’re Doing’

In an interview with Battlefield YouTube personality JackFrags, DICE executive producer on Battlefield 4, Patrick Bach, is confronted with some pretty tough questions that stem from the passionate Battlefield community, ranging from topics like the game’s net code, server options, patching process and much more.

However, Bach handled all questions rather well and had some very interesting things to say about each subject.

Speaking on the topic of net code, Battlefield 3 was by no means perfect. Dedicated servers served the game very well, but that’s not to say that it was without its minor issues. Bach explained how the studio will be making improvements to Battlefield 4’s net code, despite it being an extremely difficult task.

“You can never have a game like Battlefield, with the complexity of the amount of players, vehicles, bullet trajectory, destruction, etc., and have a perfect net code that is one hundred percent perfect,” he said. “There’s too many things going on. So in our world, we’re improving it and trying to make it as good as possible. But there’s a reason why there aren’t any other games on the market that does what we’re doing, because it’s really, really hard to do that.”

Of course, the beauty of dedicated servers, other than network stability, is that they can be rented and customized to the content of any player’s heart. But at the same time, giving players complete control of a server can lead to some very confusing circumstances for new comers just looking for that core Battlefield experience, but are instead served 1000-ticket games, among many other wonky settings that the community tends to sometimes favor.

Bach mentioned that while giving players a greater amount of settings to customize, DICE is also going to make sure players looking for a more standard Battlefield experience will easily find what they are looking for. He confirmed that you will “absolutely” be able to toggle Commander Mode on or off, “like many other things,” but that there will also be a “Classic” server search filter that will only display servers including settings that are “DICE-approved.”

“We want official servers that, even if you have your own server, you can set it as an official server,” he said. “So all the settings are DICE-approved, more-or-less.”

Waiting for patches in Battlefield 3 was often agonizingly long, especially when issues like the M320 Dart glitch plagued the Battlefield for a number of week before it was addressed. Of course, much of the issue lied within the hands of Microsoft and Sony, who often required patches to go through a more tedious certification process. Luckily, moving into this next-generation of gaming, Bach mentioned that not only have first-party figures altered some of their policies, but DICE is also looking into ways to be able to update the game more frequently on their end.

“There are two things that will be very different for Battlefield 4,” explained Bach. “One is of course the policy changes from first-party, where it’s easier for us to hand out a patch to the players more-or-less immediately. In some cases, it will take time because it still needs to go through certification and getting approvals,” which Bach said helps “prevent you from breaking the game. So, of course it won’t always be over night, but in some cases it will.”

“And the other thing that we’re doing is we’re actually moving some of the information on the game to the server-side, which means that we have control of the servers, which means that we can update the servers on more-or-less a daily or weekly cadence if we want to.”

You can catch the full interview with Patrick Bach on JackFrag’s YouTube channel right here.

Battlefield is headed to the Xbox 360, PlayStation 3 and PC this October 29 – November 15 on the PlayStation 4 and November 22 on the Xbox One.

David Veselka

Musician, Gamer, Geek. Subscriber

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Quick-Scoping ‘Won’t Be Viable’ in Call of Duty: Ghosts, According to IW Executive Producer

“Quick-scoping” – the ability aim down the scope of a sniper rifle quickly, taking out an opponent with little to no adjustment period – has always been a major point of contention among the Call of Duty community since the “play style” first appeared in the original Modern Warfare and became a ‘thing’ by the time Modern Warfare 2 rolled along.

Since then, the argument over the legitimacy of the play style – is it a proper way to play Call of Duty, or is it just an unintended glitch? – seems to have split the community right in two; the lovers and haters.

Between developers Infinity Ward and Treyarch, we’ve seen varying outlooks on the matter. While Treyarch has been known to steer away from the idea, their latest entry, Black Ops 2, appeared a little more open to it, allowing players to “quick-scope” more easily than in the original Black Ops or even World at War. Infinity Ward, on the other hand, seems to have always welcomed the idea with open arms in the Modern Warfare series, considering it a legitimate style of play.

So, with Infinity Ward’s latest project, Call of Duty: Ghosts, on the horizon, players are once again asking, “can you quick-scope?” I tried to answer that very question in a recent Q&A video, in which I even attempt a little bit of “quick-scoping” myself, but those of us who have had the fortunate chance to get our hands on the game will agree that our time was very limited.

IW executive producer Mark Rubin will tell you, however, that Sniper Rifles sure are different in Call of Duty: Ghosts. In fact, in a recent Twitter entry, he even goes as far as to answer the age old question and explain the state of “quick-scoping” in Call of Duty: Ghosts. What he had to say was rather interesting.

Update/Clarification regarding Sniper Rifles:

One of the areas that is getting lot of love in Call of Duty: Ghosts is the Sniper Rifle. By creating the Marksman class we were able to focus the Sniper class on really powerful high-caliber weapon systems. We feel, and many of the pro players who have played would agree, that sniping has never been better.

The changes we’ve made, like dual render scopes and increased damage really make snipers a great competitive class to use. We’ve also done a lot with map design (sight lines and cover) to ensure that all classes are viably effective. Both short range and long range classes will be effective on the same maps.

However in re-envisioning sniper rifles some aspects, such as sway timing, have changed the way sniper rifles function and so traditional ‘quick-scoping’ has been affected. Is it gone completely? Maybe. It certainly won’t be viable in the way it previously was. Can’t wait for you snipers out there to get your hands on these new sniper rifles and try them out for yourselves.

See you in game!
-Mark

So, there you have it. “Quick-scoping”, in the traditional sense, “…won’t be viable in the way it previously was,” in Call of Duty: Ghosts. What do you guys think about Rubin’s answer? Is it a play style you have adopted over the years and are very passionate about? Is it something you wish had no part in the game at all? Are you happy or sad to learn about its potential disappearance in Ghosts?

Let us know your thoughts!

David Veselka

Musician, Gamer, Geek. Subscriber