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Warframe On PlayStation 4 Now A Timed Exclusive, Possibly Coming To Xbox One

As we previously reported, Warframe, the free-to-play shooter by Digital Extremes, is making it’ s way to the PlayStation 4 platform later this year as an exclusive.

However, it is now being reported that Warframe’s exclusivity deal is, as a matter of fact, just a timed deal. This is according to a recent statement by Digital Extreme’s creative director Steven Sinclair, where he stated the following:

With how the industry is evolving, this really is the player generation. Games are reaching players hands in so many different ways now and Sony gets it, which is why we are bringing Warframe exclusively to the PS4 first. There’s no reason not to download Warframe on day one if you’re an action game lover – it’s free.

From the looks of it, there’s a possibility that those who will be purchasing the Xbox One console when it launches in the month of November may have a chance to get their hands on Warframe once the timed exclusive deal with Sony has expired sometime this February.

Additionally, Warframe is also set to feature a companion app that allows you to perform in-game tasks, as well as schedule gaming sessions with your pals. This, of course, will be made available when it launches on November 15 in North America and two weeks later in Europe.

Warframe is available now on the PC.

Via, VG247

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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Killzone: Mercenary Beta Impressions – AAA Controls and Visuals Make For The Best Handheld Shooter Yet

Every time I hear that a first-person-shooter is heading towards a portable device that I own, I cringe at the thought, with the first thing that comes to mind: “broken controls”. It’s not easy developing a first-person shooter on handheld. Even if they boast dual analog sticks (COD: Declassified, Resistance), controls have always been an issue, though it seems that the developers over at Guerrilla Games Cambridge have finally found a way to make it work.

I have played every single Killzone title to date, and I can say that from what I have played in the Killzone: Mercenary’s Beta so far, it is probably one of the better releases yet, despite being on handheld. The controls feel so right at home, so it’s easy for anyone familiar with any shooter to jump right in without issues. This is most likely due to the fact that the PS Vita is the first major handheld device to physically feature two thumb sticks, making it easy to move and control the camera at the same time. This is certainly joyful, considering that in most FPS titles that involve any sort of touch screen, the controls just feel unresponsive and displaced at many times.

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There are some touch screen prompts but, for the most part, they are also mapped to the controller, with the exception of the melee attack, hacking, and navigation, which I’ll get into later. The melee system, while it is a bit annoying to initiate, feels completely badass. There’s nothing like going into an interactive quick time event to finish off an opponent. And not only that, but it also has a counter melee mechanism. If someone tries to CQC melee you, you’ll be given the opportunity to swipe in a certain direction on the screen to take control of the situation. If anything, it reminds me of that badass CQC teaser trailer for Killzone 3.

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Hacking is something that many players seem to be rather confused with when in reality, it really isn’t at all that hard. In matches, Tac Coms drop from the sky which players will then be prompted to hack. A Tac Com, once hacked, will give players a special Vanguard, which can only be used during that life. All that you are tasked with doing is just matching up the corresponding shapes with what ever is being displayed the middle.

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the bottom left and the bottom right are the right choice since they make up the shape in the middle part.

It’s pretty simple, yet the maps are so small (not a bad thing) that hacks become difficult to perform. If you succeed, however, the Vangaurd is always fun to use. A Vangaurd ability stretches from simple things like cloaks, shields, to more fire power such as the Sky Fury, which is a continuous remote-controlled airstrike. While they may seem ‘overpowered,’ the beauty of it is that it only lasts the life you get it, so if you die, you loss it, even if you haven’t activated it yet. They are also pretty difficult to get, considering that the size of the maps are small. Even with only 8 players occupying, it feels like you fighting a whole army of players at times.

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In the Beta, there’s only one game mode, which is the standard Killzone mode, “Warzone”. Players will have 5 different objectives to go through, each of them being different from one another. The goal is to have the most won rounds over the opponent. This is a game mode that never truly gets tiring as it offers you a wide variety of objectives to play through.

One thing that some Killzone fans probably won’t appreciate is that this game trashes the class system and swaps it out for load-outs and character customization. The kind of weapons and armor you are carrying can all be swapped out for more powerful or more agile gear. And to be fair, this approach makes more sense, considering that it’s not a game built for 32 players where there’s enough space to do what an engineer could do or set up spawn beacons and such. I can’t imagine a sniper going around cloaked on maps designed for close quarters. It would be completely unfair, which is why it’s a Vangaurd in the game.

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Graphically speaking, it nearly resembles Killzone 3 with some textures off here and there, but it goes without saying that this is a Beta and the final build will most likely be on par. Lighting is great, and while we only got the chance to try out one multiplayer map, it shows in various areas. Light emits from fire and areas of red or blue will shine throughout a cave with those colors. The animations are all fluid and don’t seem distracting at all. It’s truly an impressive feat – to see such work go into a handheld title – and this is probably one of the best looking handheld games out there.

My only issue with the Beta are some of the touchscreen action positions. When you want to collect ammo, or perform a melee/stealth kill, you must tap the center of the screen. It just feels awkwardly placed and I would have preferred them to be either on the right or left sides of the touchscreen. Also, navigating menus is done VIA the touch screen. While it isn’t too annoying, it would be been nice to have been given the option to use buttons. Otherwise, other actions such as hacking, melee swipes, and counter melee feel correctly placed.

If you own a PS Vita and you haven’t already, then I highly suggest you try out the Killzone: Mercenary Beta. You can easily get started by checking it out on the PS Store. It’s probably the best handheld shooter out there today, and if your waiting for Killzone: Shadow Fall, this will surely keep you busy ’til then. Killzone: Mercenary is set to release September 10th exclusively on the PS Vita.

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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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ID@Xbox Program to Support Free-to-Play Titles, Will Be ‘No Different Than Any Other Xbox One Title’

Microsoft’s new ID@Xbox program seems to keep free-to-play titles in mind for the upcoming Xbox One Platform.

Speaking to Joystiq at PAX Prime, Microsoft’s Portfolio Director of Digital Content Chris Charla says Microsoft’s new program will grant the same privileges to free-to-play and premium titles that retail releases are privileged too.

“On Xbox One, games that come through ID@Xbox are no different than any other game,” Charla said. “They have full Gamerscore, full Achievements, can take advantage of SmartGlass, Kinect – if you can do it with an Xbox One game, you can do it with anything that comes through the ID@Xbox program. That’s like a fundamental tenet of the program.”

Charla later clarified that the program will not be ready to go at Xbox One’s launch, but should be ready in 2014. While titles such as War Thunder might not be ready this year, the ID@Xbox program seems ready to serve these titles in 2014.

What do you guys/gals think of this news? Does Microsoft seem fully-ready to embrace the indie and free-to-play markets? Let us know in the comments below.

MP1st Staff

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Halo Xbox One Allegedly Re-Branded as “Halo 5”

We all saw it coming, but it appears that 343 Industries’ next Halo title might actually be Halo 5.

At E3 2013, the studio teased audiences with a next-generation Halo title for the Xbox One simply called “Halo.” You can check out the original E3 trailer below:

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At the time, Microsoft and 343i were unable to either confirm or deny whether or not the title is yet another numbered release in the new “Reclaimer” trilogy, or a spin-off that would debut Halo on the Xbox One. However, a recent re-upload of the trailer from creators Axis appears to have re-branded the title as “Halo 5”. You can catch the new logo appearing at the end of trailer below.

Halo Xbox One from axisanimation on Vimeo.

As of yet, Microsoft or 343i have yet to officially announce the game as “Halo 5,” but while it may not come as much of a surprise to many, it could possibly confirm that 343i’s next Halo title will not be a spin-off and will indeed be another numbered Halo.

Thanks, AllGamesBeta, via VG247.

David Veselka

Musician, Gamer, Geek. Subscriber

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Borderlands 2 – All Ultimate Vault Hunter Pack 2 Weapons And Class Mods Detailed

With Borderlands 2’s latest DLC, Ultimate Vault Hunter Pack 2, close to it’s September 3 release date, you can be sure that more and more details of this upcoming add-on will be surfacing.

Fortunately for you guys, we have already uncovered some details like the new customization items it is set to include if you also purchased the previous Ultimate Vault Hunter Pack.

Of course, no real Borderlands 2 add-on would be complete without some loot to add to your collection and the upcoming level cap for Borderlands 2 is no different. It adds four new weapons, all which are Pearlescent tier, and 15 new legendary class mods, with your favorite vault hunter getting three new legendary class mods a piece.

Ultimate Vault Hunter Pack 2 Loot

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  • Special Effect: Depending how far the bullet travels, it will split into two or bullets. With each spawned bullet spawning behind the previous one.

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  • Special Effect: Although it has a very low accuracy, bullets fired from this actively seeks out enemies very effectively.

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  • Special Effects: Very high damage, shoots rockets instead of bullets.

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  • Special Effects: The further you are from your target, the more damage this weapon will deal.

Legendary Class Mods

As you can tell, these new legendary class mods have been specifically created with certain builds in mind, unlike their previous counter-parts, which can be found in the game currently.

Ultimate Vault Hunter Pack 2 will be available September 3 on the PC, Mac, PS3 and Xbox 360 platform for $4.99 USD.

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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Tactical Intervention Enters Open Beta, More Content to Come Post-Launch

Tactical Intervention, a tactical, free-to-play, PC first-person shooter from Counter-Strike co-developer Minh “Gooseman” Le and brought to you by 1337 Games, is now open for all players to join in on the action in the game’s open beta test.

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To participate, simply download the game from the Steam store. You can find it right here.

Featuring unique games modes and mechanics not seen in other shooters, Tactical Intervention allows you to experience first person combat from an entirely new perspective. Hijack a car to take part in an intense highway chase; unload your high-powered Gabard shotgun at the VIP while leaning out the window, as your opponents scramble to protect him. Take out the covering helicopter with a well-placed shot from an RPG while you handbrake turn to broadside your target.

Experience the thrill of rappelling down a building, kicking in the plexiglass, hurling a flash bang, grabbing a hostage as a human shield, and dealing some rapid fire death with your Uzi. Use riot shields to defend yourself against enemy forces and then command your vicious German Shepard attack dog to savage terrorists out of line of sight. Dive to cover and lay down suppressing fire with your Aug assault rifle so your teammates can liberate the terrified hostages.

Officially, the game launches in Europe, North America and Russia on September 12 with servers in Asia, Australia and South America available on October 1.  It will include eleven different maps off the bat with more on their way, like Airport and Monaco. Expect regular updates from the team post-launch, expanding the game with new maps, weapons and equipment.

To learn more, be sure to check out the official Tactical Intervention website!

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 4 – Commander Mode In Detail

In the latest entry of DICE’s Battlefield Blog, the team details everything you need to know about Commander Mode in Battlefield 4.

As you know, DICE is bringing back the mode that was first introduced in Battlefield 2 as a way to act as a commander with a complete overview of the Battlefield via a top-down, tactical map where he or she could issue commands or aid teammates in a number of ways.

Early Battlefield 2 Commander Mode Mock-Ups

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Commander Mode in Battlefield 4

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DICE writes that some of Lead Multiplayer Designer Thomas Andersson’s major goals were to create interesting Commander vs. Commander gameplay and to keep things accessibile, especially on multiple platforms. According to Andersson, Commander Mode on mobile devices will be on par with the console and PC versions.

Interestingly, unlike in Battlefield 2, Battlefield 4 Commanders will not have the possibility of switching between Commander Mode and a 1st-person soldier mode. Commander Mode is a full-time job, as they put it. This should ensure the Commander’s dedication to the entire team for the length of the match.

Now let’s check out some of that assets at the Commander’s disposal, of which there are two; the squad loop and the main Commander assets loop.

The basic set up includes UAVs and EMPs, as well as the Cruise Missile Warning, which will warn teammates of the location and blast radius of the incoming strike.

Using GTA’s classic “wanted stars” system as an inspiration, you’ll also be able to point out high value targets on the opposing team, giving your team a particular enemy to focus on (any enemy with a killstreak of 6 or higher). At the moment, the enemy’s location is relayed to your team for 45 seconds, which might change at the final release. This new mechanic will allow teammate to earn more points by following these orders.

Main Assests Loop

The Cruise Missile

launched from fixed positions on the map, they will fly at cruising altitude before dropping in an arc at the designated point, wiping out anything in the vicinity. Their power is substantial, and this is why a good Commander will use the Cruise Missile Warning asset whenever possible.

Two types of Map Scans

Vehicle and Infantry Scan, used for long-term highlighting of enemy units on the map for your team.

Finally, the AC-130 Gunship

as seen in the Commander Mode videos and in BF3’s Armored Kill, this powerful plane provides ground support from multiple weapons, as well as a mobile spawn point covering a large section of the map.

Squad Loop

Squad Promotion

Boost the squad members’ individual field upgrade bars towards the next unlock.

Vehicle Drop

Deploy a Quad Bike or a light Boat (depending on terrain) via parachute.

Rapid Deploy

Cut the squad’s spawn time in half for a fixed period of time.

Supply Drop

Deploy a large crate that will heal, resupply and repair friendly units. In addition, friendly units will be able to change kits on the field which we think is an interesting tactical addition to the game.

Are you guys excited for the return of Commander Mode?

Sourcre: Battlefield Blog.

 

David Veselka

Musician, Gamer, Geek. Subscriber

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Borderlands 2 – Preview Of New Loot And Legendary Class Mods To Come, New Customization Items Outed

As we previously reported earlier in the week, those playing Borderlands 2 on the Xbox 360 platform should expect a new compatibility pack to be available soon.

Well as of this writing, you can go ahead and download the pack that’s necessary in order to play with friends who will be purchasing the upcoming Ultimate Vault Hunter Pack 2, set to raise the level cap to 72 and much more this upcoming Tuesday.

Speaking of which, the folks over at Gearbox have recently outed some interesting tid-bits of information regarding their upcoming add-on for Borderlands 2. Those who purchased both Ultimate Vault Hunter Packs will receive the following:

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As you can tell, in addition to adding more loot like we previously pointed out, it looks like Gearbox will be rewarding those who have purchased both packs that have increased the level cap with special items like new customization skins, new legendary tier class mods and more ‘bad-ass’ weapons.

Some of these include new pearlescent tier weapons like Jakob’s ‘Godfinger’ Sniper Rifle, Maliwan’s ‘Wanderlust’ pistol, Torgue’s ‘Carnage’ shotgun and Jakob’s Bekah assault rifle. Yyou can catch a glimpse of the Wanderlust pistol and one of 15 new legendary class mods below, where each vault hunter gets a set of three new class mods:

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Both items in the picture above are shown with their max level 61 stats.

Since we’re checking out some of the new gear, here are a few images of new the item customizations that have recently appeared, as well as the community day and an unknown skin packs. Feel free to check them out below:

New Customization Items

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Maya

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Zero

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Whew! Now that’s a lot of customization items. You can expect a total of 36 new items to be made available in the near future. Ultimate Vault Hunter Pack 2 is set to release on September 3 for $4.99 USD.

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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Watch The Official Grand Theft Auto 5 Trailer

You may have seen a couple Grand Theft Auto 5 trailers by now, including these character trailers, this gameplay trailer and this GTA Online trailer, but none can measure up to what Rockstar Games refer to as the official trailer that the studio has unleashed upon the world today.

Watch it in all its glory and get pumped (like I really need to tell you to get pumped) for GTA V’s release on the PlayStation 3 and Xbox 360 this September 17 and GTA Online’s release this October 1.

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Also, if you haven’t yet, be sure to read up on how Crews will work in GTA Online.

So, what did you think of the official trailer? How does it compare to previous official GTA trailers?

David Veselka

Musician, Gamer, Geek. Subscriber

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GTA Online ‘Crew’ Feature Detailed, Resembles Crime Family Tree

Much like Max Payne 3‘s online component in which featured ‘Crews‘ – a clan feature that featured a crew leader and members put into sub-groups depending on what they specialize – Rockstar Games have confirmed that GTA Online will be bringing back the Crew feature, but with a twist.

According to a recent blog update, GTA Online will implement a ‘Hierarchies’ feature that will allows Crew leaders to assign special ranks to members, designating the responsibilities of crew management and assuring that loyalty and performance are rewarded appropriately.

These special ranks for crew members are divided among four tiers, ranging from Commissioners all the way down to the lowly Muscles, with Lieutenants and Representatives acting as the in-between tiers. For more information on the responsibilities for each tier of crew members are, feel free to check out the details and hierarchy ‘tree’ below:

  • Commissioners:  The Crew’s most trusted member(s) – that essential right-hand man or woman that the Leader relies on for Vice Presidential advisement and executive action. Commissioners have the power to manage and administrate all aspects of the Crew on behalf of the Leader, including the ability to promote members internally or invite new members in.
  • Lieutenants: Made members with specific privileges to keep the Crew in check and hand out promotions or demotions amongst sub-ordinate ranks. Crew Representatives and the mob of Muscle would be wise to keep their Lieutenants (and above) sweet.
  • Representatives: A tier of Crew members who have shown and proved their commitment to the clique – whether with ace performance in competitive modes, or just by rocking their Crew’s emblem faithfully since day one. Crew Leaders can assign these special players as Representatives who will have basic permissions to aid recruitment efforts.
  • Muscle: The rank-and-file mob of Crew members who are happy to play their position of causing some havoc Online, doing their Crew’s emblem justice and fighting for its good name. Muscle-level members may not have nor want any administrative power but they’re often the heart and soul of what makes your Crew fearsome. Ambitious Muscle who are looking to prove themselves to the Crew Leader and rise up the ranks may even prove a threat to their Crew superiors, if any are deemed to be slacking on their responsibilities or performance.

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By default, any new member accepted into the Crew will be put into the Muscle tier until anyone who is a Lieutenant or higher promotes you. Speaking of promotions, despite the crews being capped on how many members you can include, it is possible for any Crew to have as many members designated to one tier.

Grand Theft Auto V is to be released on September 17 for the PlayStation 3 and  Xbox 360 platforms, with GTA Online launching on October 1. Don’t forget to stay tuned to MP1st around 11 AM EST today as Grand Theft Auto V’s official trailer will be revealed.

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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Splinter Cell: Blacklist – Spies vs. Mercs Multiplayer Review

Not seen since Splinter Cell: Pandora Tomorrow, Spies vs. Mercs makes a bold and ambitious return in Splinter Cell: Blacklist as a key competitive multiplayer component that stands out on its own as a deep and unique gameplay experience.

With it’s return comes not only the classic 2 vs. 2 SvM that gamers of old already know and love, but also a more contemporary take on the game type that is more in tune with today’s shooters and their focus on action-packed gameplay, higher player count and customization. While both offer uniquely different experiences in their own right, this outing of Spies vs. Mercs presents an experience unlike any other you’ll find in competitive multiplayer’s recent history.

Ubisoft also proves that competitive multiplayer can be balanced, even in SvM’s asymmetrical gameplay. While you’ll be hard-pressed to find any other online experience that is as satisfying, it’s a shame that the taste can be soured by shoddy visuals on the console, clumsy controls and frustrating connection issues.

But before we get into specifics, let me acquaint you with the Spies and Mercs of Splinter Cell: Blacklist.

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Spies vs. Mercs

The balance and interplay between these two forces is a rather beautiful thing in Splinter Cell: Blacklist’s multiplayer. It’s not often that a developer can take such asymmetrical gameplay (first-person gameplay vs. third-person gameplay), throw it in a pot, and come out with a balanced finish.

As a Merc, you feel so completely out of control, yet powerful enough to deal with any unwanted situation that should arise. There is no time to plan – only react. As Spy, you may not possess the most effective killing gear, but you are in total control of the situation. You determine how the match will play out. It’s a game about wits, cunning and smarts as much as it is about teamwork and camaraderie.

The game is this: Mercenaries defend terminals and attempt to thwart attacks by eliminating Spies in the area of operation. Spies upload intel by hacking into terminals and remaining in the vicinity to see the process along. Within two 10-minute rounds, switching sides in between, two teams will fight over three terminals. The team that has captured the highest percentage of intel by the end of the match wins.

There are two variations; SvM Classic and SvM Blacklist.

SvM Classic

SvM Classic is what those who remember Pandora Tomorrow might be quite familiar with. Two Spies and two Mercs go at it in classically lit environments (very dark environments with little light), each with their own set loadouts.

Mercenaries are slow and lumbersome, but heavily armored and well-equipped individuals who must make due with a limited first-person field of view. They must rely heavily on their motion-sensing OpSuit, tactical flashlight, and arsenal of gadgets and weaponry like the frag grenade, proximity mine, VX gas grenade and resupply packs. They do pack quite a punch, however, with access to powerful assault rifles and shotguns.

Spies are fast and nimble agents who are able to slide, climb, and access areas of the map that a bulky Merc would have a hard time reaching. Using night vision goggles in a third-person, over-the-shoulder view, a stun crossbow and a deadly, one-hit takedown technique, Spies are the perfect hunters. However, getting caught in a firefight with a Merc must be avoided at all costs, as a short burst of bullets from a Merc’s assault rifle will take a Spy out in a mere seconds. To make up for their lack of ranged lethality, Spies also have access to gadgets like flashbangs, EMPs, smoke grenades and the signature sticky cam.

How each utilize the weapons, gadgets and abilities at their disposal is what separates the boys from the men. The same can be said regarding how each utilizes their surrounding and available light sources or shadows. It is in the Spies best interest to stick to the darkness while the Merc must utilize his flashlight sparingly in order to avoid giving his position away.

It’s a beautiful game of Cat and Mouse where Ubisoft was really able to capture and provide players with moments of pure suspense, tension and excitement. Call of Duty, this is no, but the slower-paced, tactical gameplay along with those moments of successful planning and proper execution are utterly satisfying and rewarding.

SvM Blacklist

Blacklist introduces a number of new gameplay elements to the SvM game, the most noticeable being in the way classes are set up.

In SvM Blacklist, matches are comprised of up to eight players; four Spies and four Mercs, each who can use currency earned in-game to unlock up to three preset loadouts, or three custom loadouts that you can tweak to your liking. The preset loadouts give you a bit of a trial run of all the unlocks before making any permanent decisions, so you may want to give them a try before going on any crazy spending sprees.

Each custom loadout consists of different options for your pistol, alternative weapon, vision modes, OpSuit abilities, and gadgets. Mercs run with vision options like motion tracker, ATS or RDF, OpSuit abilities like Adrenaline Suit, UAV Suit or Disruptor Suit, or gadgets like the frag frenade, VX gas grenade, intel device or proximity mine. They also have a wide range of powerful assault rifles or shotgun options at their disposal.

Unlike the Spy, a Merc’s vision is always on, each variation with their own unique properties. Adrenaline will increase field of view, vision quality, and movement speed while the UAV suit can deploy a reconnaissance UAV that will explode on command – very effective/annoying, depending on which side you’re on. The Disruptor Suit will mess with enemy electronics, rendering them useless while in range of an activated Disruptor Suit.

Spies, on the other hand, run with vision modes like thermal, sonar or EMF, OpSuit abilities like Intel Suit, Digital Ghillie Suit or Overcharge Suit, or gadgets like the EMP grenade, smoke grenade, flashbang or sticky camera.

The Spies’ vision modes all differ in effectiveness and range, usually sacrificing one for the other. The Intel Suit will tag all enemies in the vicinity for yourself and your teammates. The Digital Ghillie suit will act as a brief cloaking device that is most effective when at a stand still, while the Overcharge ability will send out a quick blast that will destroy all enemy equipment in the immediate area.

For both, there are also a number of OpSuit options including interchangeable helmets, goggles, gloves, and pants. Their properties essentially act as perks or specializations, granting you abilities like faster movement speed, quicker reloads or the ability to carry more than one gadget. On top of that, weapons can equip a number of different attachments that also carry unique properties while suit pieces can be customized with different camoflauge patterns.

In SvM Blacklist, you’ll notice that the different vision options play a large role in the gameplay and are really the differentiating factor between SvM Blacklist and SvM Classic. Spies are able to keep tabs on Mercs much more efficiently with the ability to track them through walls or other structures. However, the Mercs do benefit from brighter-lit maps, hence the lack of the flashlight attachment featured in the darker-lit SvM Classic maps.

This all leads to a much more accessible and replayable SvM experience that newcomers can get into quickly and where gamers can spend hours unlocking and playing with all the different loadout options.

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Gameplay

In the end, while SvM Blacklist offers deeper customization and higher player counts in order to provide more content, more isn’t always better.

It’s a simple case of ‘the more stuff you have in your game the harder it is to balance’. While all the weapons, gadgets and abilities are technically quite well-balanced on paper, you’ll run in to plenty of scenarios where loadout X that is meant to counter loadout Y is instead met with loadout A which is meant to be countered by loadout B which you might not have access to at the moment. It leads to moments of over-effectiveness against some players and utter helplessness against others. Giving the players the ability to tweak their arsenal also leads to some pretty cheap yet unrealistic tactics like planting a Proximity Mine at your feet in a corner and pulling out a UAV, blowing up any attacker with ease and rendering a Merc pretty much invulnerable for the moment, except to fire from the Spy’s weaker primary or secondary weapon.

For competitive MP purists, it’s clear that SvM Classic is the way to play SvM in Splinter Cell: Blacklist. Nothing beats it, especially playing with another friend over voice chat.

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Options and Game Modes

Getting set up is fairly simple, though I wish the game included an option to boot up right into the multiplayer menu. Instead you’re forced to load in as Sam Fisher aboard the Paladin where you then need to access the SMI in order to hop in to the SvM menu.

Quick tip: If you’re like me, you’ll want to change the Controller layout to “Shooter” in the settings before getting in to any sort of action. You’ll feel right at home with it’s more familiar FPS/TPS set up.

From here, if you’re a beginner, you’ll want to enter into the Training Grounds, a playlist that disappears after rank 5 where you can experience 4 vs. 4 SvM Blacklist matches with like-levelled players on any of the game’s six, out-of-the box multiplayer maps. It’s less demanding on the player and you get to fool around with Blacklist’s customization options and try out all the different gadgets and abilities using preset classes. After rank 5, you can either stick with SvM Blacklist, move on to SvM Classic, or try out the any number of the additional game modes Ubisoft has thrown in to the mix:

  • Extraction: 4 vs. 4, customization, Spies defend intelligence, Mercs try to extract it
  • Uplink Control: mixed teams, 3 vs. 3, customization, control uplinks until transmissions are complete
  • Team Deathmatch: mixed teams, 4 vs. 4, customization, neutralize as many opponents as possible

You also have the option to set up a Private Match with some basic settings like friendly fire, hack limit and hack speed. The multiplayer menus also allow you to manage a party, view leaderboards, check your social feed, assess progress and unlocks or hang out on the ShadowNet home page where you’ll find daily in-game challenges and UPlay challenges.

di-S0FW05

Visuals and Sound

Here’s where things take a bit of a wrong turn, at least on consoles. While the PC version of Splinter Cell: Blacklist may ship with a few extra bells and whistles when it comes to visual fidelity, the game is clearly not up-to-par with other games of the late console generation that are also running at 30 frames per second. Textures are muddy and bland – especially noticeable in character and weapon models – while the 2D explosions and smoke effects are painfully ugly. The lighting and sound design serves the gameplay very effectively, but the effects of both just aren’t up to snuff.

Things are a little prettier in the single player campaign, but the multiplayer would have me thinking I was playing one of the earlier Rainbow Six: Vegas titles that launched earlier in this console generation. Luckily – and maybe this is the exact reasoning behind the apparent lack of detail in the game’s visuals – you don’t have to put up with it half of the time, seeing that you are always in some sort of vision mode when playing as a Spy.

It’s honestly rather surprising and disappointing, especially for a game that was delayed, to see Splinter Cell: Blacklist fall short in this regard.

Other Issues

There are two major issues I have with Spies vs. Mercs, other than the visuals, and both happen to tie into each other.

Games are really long – at least 20 minutes a pop. People quit out often, especially when frustrated, and that’s a huge issue when game modes are only four to eight players large. Teams become extremely lop-sided, even with a one player difference, and goners aren’t always replaced in a timely matter.

Based on a peer-to-peer connection, what’s even worse is when the host leaves. To-date, I have experienced a 100% host migration fail rate, and that’s seriously frustrating when the experience, unlocks and points you earn are counted only during the completion of a match. Again, with such long matches, it’s not uncommon that you’ll invest 20 minutes or more of your time in a match, only to have the host leave and the migration fail, losing all progress you achieved during that match. In one play session, I experienced this three times in a row, leaving me completely unmotivated to continue playing.

Nearing the end of any match, especially ones you are doing well in, that moment of adrenaline you experience while inching towards victory turns into tension and suspense, biting your nails, hoping that the host doesn’t quit out. While it wouldn’t have solved the problem, Ubisoft would have done well to include some serious penalties for players who quit out before the match’s end. But if they really wanted to avoid this issue entirely, they would have built Spies vs. Mercs on dedicated servers, which I believe is absolutely necessary for multiplayer games with smaller player counts and matches that drag on for longer periods of time.

All in all, I’m left with the overbearing feeling that this game should have been a next-gen title with dedicated servers if Ubisoft really wanted to provide players with a smooth multiplayer experience void of major frustrations like these.

As a side note, while the controls aren’t bad per se, you’ll often find yourself unintentionally sticking to cover or walls in tense moments when playing as a Spy, or even sometimes completely blowing your cover out of a corner thanks to the character’s really wide turning radius. It can sometimes lead to very clumsy moments which result in embarrassingly stupid deaths. These moments are few and far between, but getting killed like that can really let your team down in clutch moments.

splinter-cell-blacklist-spies-vs-mercs-050713

Final Thoughts

I rate Splinter Cell: Blacklist’s Spies vs. Mercs multiplayer experience just above average. It offers very unique, balanced and deep asymmetrical gameplay that is highly rewarding for cunning and cautious players. It’s also one of the better multiplayer games out there to experience with a friend. I only wish that Ubisoft spent a little more time on visual improvements for the consoles, refining the controls, and ironing out some major connection frustrations.

I see Spies vs. Mercs multiplayer living on for quite some time in SvM Classic, but I’m not sure the same can be said about SvM Blacklist if players continue to exploit specific tactics that lead to frustrating deaths.

3 / 5

In the end, Spies vs. Mercs is definitely worth checking out if you’re itching for something different. And, chances are, you’ll probably be picking up, or have already picked up, Splinter Cell: Blacklist anyways. The game as an entire package is filled with great content and production value, including an amazing single player campaign and a hefty number of co-op missions. If Tom Clancy games are your jam, this is easily one of the better ones.

This review was based on the PlayStation 3 version of Splinter Cell: Blacklist, courtesy of Ubisoft. Special thanks to MP1st Editor James Lara for his assistance in the completion of this review.

David Veselka

Musician, Gamer, Geek. Subscriber

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Insurgency Beta Impressions – A Return To The Glory Days of FPS With a Modern Twist

I’m going to get this out of the way right now, I love this game.  Period.  It has it’s problems, but it’s also a beta.  And no, the developers aren’t paying or even asking me to say that.

If you are a fan of Counter-Strike, but moved on to more modern games recently, Insurgency will feel like both a breath of fresh air and a return to the glory days of FPS gaming, before all these super massive games like Battlefield and Call of Duty stole the show with their explosions and aiming down sights mechanics.  That said, it is a beta, it has it’s fair share of bugs and balance issues (one of which my team takes major advantage of in the video below), and right now, unless this review has gotten you interested in playing it, it’s not worth $20, but, I know it will be in full release, though the price will probably go up then. [EDIT: Reverb Games have clarified to us that the price will remain at a ‘cool’ $20, even at launch.]

[youtube id=”1gdw-sQLYdE” width=”618″ height=”378″]

Now of course, being wrapped up in a balancing act between the old and new mechanics of FPS games means that with every step Insurgency takes forward, it runs the risk of having to take a step backwards as well.  This is obvious in things like the graphics, which while not a deciding factor for me in terms of quality of the game, doesn’t exactly have that skyscraper-falling-down, in-your-face-explosion, lens-flares-for-everyone, feel.  While I think most players won’t be bothered by Insurgency’s lack of modern hyper realism found in games like BF4 and Crysis 3, it’s certainly a noticeable contrast that in some ways makes the game feel old.  For Insurgency to look like a modern shooter, it would have to run on a modern shooter’s engine, which would totally change the feel of the gameplay.  Gameplay however, is where Insurgency shines.

With most team-based FPS games, you have some sort of timer or respawn counter ticking down to the deciding moment of victory or defeat.  While there is a timer in Insurgency’s various game modes, it doesn’t have that “beat the timer” feel that BF3 in particular has.  We’ve all been there before, 10 tickets left, one MCOM left to plant.  Your heart starts racing, not because you know it’s up to you and ten of your teammates to get the bomb planted but because you know you only have 10 respawns left for your whole team before you lose.  Of course, both feelings give quite a satisfying rush, but the aftertaste isn’t always so sweet knowing if you had 1 more ticket to spare, you might have won.

In the video above, my team nearly gets wiped right at the start of the match, that’s why I don’t spawn in until later in the match.  It’s up to two of our teammates to fight off the enemies, push up, and take the objective.  Watching them duck in and out of cover reminded me of those days in Call of Duty 4 or World at War playing Search and Destroy. Watching them actually pull it off gave me a rush I haven’t felt since those days of SND before quickscoping for montage clips took over.  Unlike BF3, I know we still have a chance to comeback as long as my teammates stay alive.  In a game of BF3 rush, two tickets might as well be the point at which you admit defeat.  That rush, that knowing even one teammate can totally flip a match around, is what makes Insurgency the tactical FPS game that I enjoy so much.  That and the CS-inspired, modern FPS-styled map design.

Overall, I’m really looking forward to Insurgency’s full release and, after getting my hands on it, I have nothing but confidence that New World Interactive is going to release a fantastic game easily worth the $20-$30 they’ll probably ask for at launch.  That said, if everything above gave you the itch to play it and you’re a fan of the more old-school FPS games like Counter Strike, $20 is a well spent investment, though server population limits your choices to a handful of matches at any given time.

Insurgency is available on Steam via their Early Access program for $20 here. The game’s website can be found here and has a healthy forum community.

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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Huge Borderlands 2 Update To Hit All Platforms Tomorrow, Patch Notes

In preparation for Tuesday’s UVHP 2 add-on which will once again increase the level to 72 and add even more content, The folks over at Gearbox will be releasing a new update that will be available on all platforms, fixing a number of issues.

Among some of these addressed issues is The Warrior’s body being discarded into the ‘abyss’ once it’s done dropping all of it’s loot and finally disabling the raid boss lock-out, which the community has been very vocal about since it’s addition in Captian Scarlet And Her Pirate’s Booty DLC.

Additionally, Gearbox will also be tweaking enemies level 61 or above to drop higher rarity loot when defeated more often. For the full list of what this update addresses and adds, feel free to check out the patch notes below:

Borderlands 2 Patch Notes

General

  • Added new items to the Black Market:
    • One additional ammo upgrade for each ammo type, at 100 Eridium each
    • Two more backpack storage space upgrades, at 150 and 200 Eridium respectively.
    • Two more bank storage space upgrades, at 150 and 200 Eridium respectively.
  • Increased the maximum amount of Eridium players can hold from 500 to 999.
  • Added Zoom amount to weapon cards.
  • Rarity of loot drop rates have been increased for enemies level 61 and above
  • Enemy health regen in Ultimate Vault Hunter Mode increased for enemies level 61 and above.
  • Addressed an issue that could cause credits music to continue for some players when the credits were exited early.
  • Set the “Surprise!” challenge to be visible for everyone instead of unlocking after completing another challenge.
  • Addressed an issue that could cause loot dropped from Terramorphous to not be pick-up-able or visible to all players.
  • Addressed an issue where the user could lose functionality of their weapon as a Psycho when activating Buzz Axe Rampage and Hellfire Halitosis simultaneously right before being killed.
  • Addressed an issue that would sometimes grant players two sets of rewards for completing one mission.
  • Addressed an exploit that allowed players to “win” a duel by killing themselves with environmental damage.
  • Addressed an issue that could prevent the ìThresher Thrashedî achievement/trophy from being unlocked in a split-screen game.
  • Addressed an issue that could cause players to be unable to complete the “Can You Hear Me Now” and “Big Guns” challenges.
  • Addressed an issue causing the Death Mark symbol on the Sheriff of Lynchwood to appear in the wrong location.
  • Addressed an exploit that could allow players to increase their skill points beyond intended amounts.
  • Addressed an issue sometimes causing Flynt not drop any unique loot in True Vault Hunter Mode and Ultimate Vault Hunter Mode.
  • Added safeguards to better protect players against hacked items and weapons — invalid items will now be automatically removed from a player’s inventory.
  • Addressed an issue that stopped players from loading inside the Natural Selection Annex if they saved and quit there without completing a specific objective of the Wildlife Preservation mission.
  • Disabled the daily lockout for raid bosses
  • Shoved The Warrior off into the abyss after he dies so that players can always grab loot that he might otherwise have been sitting on.
  • Addressed an issue that could cause players to lose control of their characters when using certain telescopes simultaneously in a multiplayer game.
  • Addressed a few issues that could cause BNK-3R to get stuck or otherwise not complete his death animation properly.
  • Addressed an issue causing E-Tech weapons given as mission rewards to show up as the wrong rarity.
  • Increased Voracidous’s shield to intended levels in Ultimate Vault Hunter Mode.
  • Increased the Eridium required to enter Terramorphous’s den.
  • Addressed an issue causing Flynt to sometimes not jump down and engage the player.
  • Saved the player’s vehicle skin choice so that it doesn’t have to be re-chosen in each new play session.
  • Addressed an issue causing the earned/total customization count in a customization station to be incorrect.
  • Addressed an issue that could sometimes cause items acquired via SHiFT to be capped incorrectly at level 50.
  • Addressed an issue of debug text appearing rarely when a splitscreen player leaves the game while the other player has a mission screen up.
  • Addressed an issue that could result in a splitscreen player erroneously activating the ‘load a character’ UI mid-game.

Captain Scarlett and her Pirateís Booty

  • (Captain Scarlett DLC) Addressed an issue allowing the treasure room to be re-entered multiple times after defeating the Leviathan.
  • (Captain Scarlett DLC) Addressed an issue that could cause players to be stuck under the world when traveling to a new zone while in the destroyed hovercraft in Captain Scarlett content.

Sir Hammerlock’s Big Game Hunt

  • (Sir Hammerlock DLC) Addressed an issue where players could get slowed for the duration of a game session if they left an area after being slowed by a witch doctor.

Tiny Tina’s Assault on Dragon Keep

  • (Tiny Tina DLC) Addressed an issue causing Zer0’s critical hit indicator to not display on Mimics.
  • (Tiny Tina DLC) Taught Necromancers how to cast their skeleton-summoning spell more reliably.
  • (Tiny Tina DLC) Addressed an issue that could cause the ìA Single Deadly Biteî challenge to not unlock.
  • (Tiny Tina DLC) Addressed an issue of audio not playing from dwarves at the entry to the mines on the mission Dwarven Allies.
  • (Tiny Tina DLC) Addressed the timing of some effects when transitioning from bright, sunny skies to dark and brooding ones and vice versa.
  • (Tiny Tina DLC) Addressed an issue that could cause Roland to be holding a sword and a gun in the same hand.
  • (Tiny Tina DLC) Addressed an issue that could cause the player to be unable to progress if taking an alternate route to Flamerock Refuge.
  • (Tiny Tina DLC) Addressed an issue causing client players in a multiplayer game to not see magical effects when activating the “My Dead Brother” mission.
  • (Tiny Tina DLC) Addressed an issue that could cause the “Keep Rollin’ Rollin’ Rollin'” achievement to not unlock when the player rolls a 20.
  • (Tiny Tina DLC) Addressed an issue causing class mods with “Good” in their name to be detrimental to reloads.
  • (Tiny Tina DLC) Added a third vault symbol to the Dwarven Mines for players to discover.

Missions

  • Addressed issues with the following missions that could cause players to get stuck or not be able to complete them:
    • My First Gun
    • Clan War: Wakey Wakey
    • No Vacancy
    • Shielded Favors
    • Breaking the Bank
    • Toil and Trouble
    • A Train To Catch
    • (Tiny Tina DLC) A Role-Playing Game
    • (Tiny Tina DLC) The Magic of Childhood
    • (Tiny Tina DLC) Denial, Anger, Initiative
    • (Tiny Tina DLC) Dwarven Allies
    • (Tiny Tina DLC) Winter is a Bloody Business
  • Addressed an issue that could cause errant mission indicators to appear above rabid skags when players had not yet accepted any Animal Rescue missions in True Vault Hunter Mode.
  • Addressed an issue that could result in players being stuck at the beginning of the game in True Vault Hunter Mode and unable to complete any missions.
  • Addressed an issue that could cause an incorrect waypoint to be displayed for the mission “Hidden Journals”.

Equipment

  • Addressed the Pot’O’Gold shield to drop items correctly when the player is damaged while wearing it.
  • Addressed audio from Booster and Adaptive shields not playing during co-op games.
  • Addressed certain projectiles (such as rockets fired from a Tunguska) sometimes passing through objects instead of detonating on them.
  • Addressed an issue causing some assault rifle barrels to give lower damage bonuses than intended.
  • Addressed the Blood of Terramorphous and Blood of the Seraphs relics to no longer be capped at level 50.
  • Addressed an issue causing item cards to sometimes show incorrect critical hit modifiers for weapons.
  • Addressed an issue causing alignment of sights on certain pistols to be incorrect when zoomed in.
  • Addressed the “Breath of the Seraphs” relic to scale above level 50.

Characters

  • Addressed an issue where the Psycho could get stuck and not animate when killed in a certain way.
  • Addressed an issue where client Psycho players would sometimes not play the fire breathing animation when activating Hellfire Halitosis and Buzz Axe Rampage at the same time.
  • Addressed an issue that could cause clients playing as Psychos to retain the buzzaxe in their hands if the action skill ended while they were on a ladder.
  • Addressed an exploit causing Mechromancer’s Discord skill to stay active after respeccing.
  • Addressed Zer0’s Kunai skill stacking to higher damage amounts that intended under certain conditions.
  • Addressed an issue that could cause the Gunzerker to have two weapons attached to his right hand when his action skill was deactivated in a certain way.
  • Addressed an issue causing Psychos using the Raving Retribution skill to be chattier than intended.
  • Addressed an issue where the Psycho would sometimes not be put into the down state when applying the “Redeem the Soul” skill.
  • Removed some challenges Psycho players are unable to complete due to Krieg’s heft.
  • Addressed players using alternate control schemes being unable to perform certain actions such as the Psycho’s dynamite toss or the Assassin’s action skill melee.
  • Addressed an issue causing the Psycho’s Buzz Axe Bombardier skill to block stacks of Taste of Blood from accruing.
  • Addressed an issue that could cause the Psycho’s Hellfire Halitosis visual effects to persist indefinitely.
  • Addressed the Reset Skill Tree prompt in customization stations showing incorrect totals for the Psycho.

This update will be live on the PC, Mac, PlayStation 3 and Xbox 360 tomorrow. Also, don’t forget that a new ‘gear-up‘ weekend is happening now, which will see an increase rarity on shields, specifically, in chests. This special in-game event will last up until September 2.

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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The Last of Us Upcoming Patch 1.03 Introduces New Game Mode, Tweaks, And Balancing

The Last of Us is set to receive its biggest update yet with Update 1.03.

In it, players can expect many tweaks to gameplay along with animation fixes, but the biggest addition in this update is the free game mode called “Interrogation”.

If you remembered in my review, I stressed about how the game only had two types of Mode, both of which were basically team-death matches. With Interrogation, players are tasked with downing and interrogating enemies all to get information about their safe location. The mode is meant to be more tactical and team-based than the other modes considering that there is now a defensible objective to protect. We’ll let the video below further detail whats exactly included in this patch.

[youtube id=”2Cjynj_cRUQ” width=”618″ height=”378″]

What do you guys think?

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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Free-To-Play Shooter Warface Now Coming To Xbox 360 ‘Early 2014’

The Free-To-Play PC-exclusive shooter by Crytek, Warface, is now coming to the Xbox 360 platform next year, according to an announcement that recently surfaced.

You can watch the announcement trailer below, courtesy of IGN:

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As stated in the trailer, even though the game will be free-to-play on the Xbox 360 platform, it will still require an Xbox Live Gold membership in order to play it, seeing as it’s an online-only title. It will be available for download sometime in early 2014.

Currently, Warface is in it’s closed beta stages on the PC.

Joel Santana

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

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Borderlands 2 Game Of The Year Edition Priced And Dated, Gear-Up Weekend Now Underway

As we previously reported back in the month of July where a Game of the Year Edition of Borderlands 2 was spotted in Steam’s database, it looks like we’ll actually see it come to fruition this October.

Borderlands 2 Game Of The Year Edition will be available on October 8 in North America and October 11 internationally, according to a recent entry from Gearbox’s site. Additionally, you can expect the following DLC content to be included in this edition:

Game Of The Year Edition Content

  • Borderlands 2 Main Game
  • Captain Scarlett and her Pirate’s Booty
  • Mr. Torgue’s Campaign of Carnage
  • Sir Hammerlock’s Big Game Hunt
  • Tiny Tina’s Assault on Dragon Keep
  • Creature Slaughter Dome
  • Premiere Club Content:
    • Gaige, the Mechromancer Character Class
    • Gearbox Gun Pack
    • Golden Key
    • Vault Hunter’s Relic
  • Krieg, the Psycho Character Class
  • Collector’s Edition Heads and Skins
  • Ultimate Vault Hunter Upgrade Pack 1

Borderlands 2 Game Of The Year edition offers over $100 USD value in a $60 USD package.

In other related Borderlands 2 news, a new Gear-Up weekend is now underway in order to prepare for the level cap increase arriving this upcoming Tuesday that will add an additional 11 levels, thus raising the level cap to 72.

Just like the previous Gear-Up weekends in which specific item types have a better chance to drop in higher rarity, this one is no different. Now until September 2, vault hunters around Pandora should see shields come in higher rarity — specifically in chests.

Will you be participating in this Gear-Up weekend?

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: Ghosts Free Fall Multiplayer Map Video Preview

Announced back in July, the developers at Infinity Ward are throwing in a unique downloadable multiplayer map with any pre-order of Call of Duty: Ghosts.

The maps, called Free Fall, introduces dynamic gameplay to Call of Duty’s multiplayer as soldiers fight inside a section of crumbling skyscraper caught in between two other buildings.

To wet your appetite, the studio released a small video preview of the map today, giving you a bit of an idea as to what you’ll be getting into when Call of Duty: Ghosts drops this November 5.

Check it you and tell us what you think!

[youtube id=”a52WXCSjkAY” width=”618″ height=”378″]

David Veselka

Musician, Gamer, Geek. Subscriber

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Borderlands 2 – New Xbox 360 Compatibility Pack Arrives Soon, What You Should Know About UVHP 2

According to Gearbox community manager Chris F., Borderlands 2 players on the Xbox 360 platform should be expecting a new compatibility pack to be released soon to support the upcoming Ultimate Vault Hunter Pack 2 add-on.

If the past is any indication, you can be sure that it will be up and running for download within a few hours of this writing. Chris F. also goes on to say that a new update is also is expected to arrive on all platforms early next week, with more details available soon. However, you can be sure this update will add increased inventory space and ammo capacity once again, as it was revealed during PAX Australia.

With the UVHP 2 officially dated for September 03, Vault Hunters can look forward  level cap increase 72, as well as the new ‘Overpower’ feature allowing you to make the game harder for yourself by adjusting its difficulty.

Many of you probably have questions such as, if you reach the Overpower cap of 8, will you still be able to use level 80 loot when you don’t activate any Overpower? The simple answer is yes, as Chris F. stated:

Loot never scales. If you have a level 80 Conference Call, you can bring that with you back to UVHM Overpowered 0 or back to Playthrough 1, just like any other gear. For reference, a level 80 Conference Call is about 2.6 times more powerful than a level 72 Conference Call.

The only catch is that a player cannot wear overpowered gear if they themselves have not unlocked that overpowered level. It is just like if you were level 49 and trying to wear level 50 gear—you would not meet the min requirement.

Additionally, earning Overpower is as simple as completing the new Digistruct Peak challenges, as each time you complete one, you are awarded an ‘Overpower’, capping out at 8 Overpower levels total. Essentially, it is similar to levelling up, but without being awarded a skill point in order to preserve character build diversity.

Also, those who have been hoarding the numerous golden keys that have been given out within near 12 months that Borderlands 2 has been out may finally put them to good use again. Now, loot spawned in the golden key chest will be levelled according to both your current level and your Overpower, making it possible to gain level 80 loot from the golden key chest. That’s if you meet the requirements of reaching level 72 and an Overpower level of 8.

Of course, no Borderlands 2 add-on would exactly be complete without any new loot and UVHP 2 is no different. As marketing manager Adam F. has revealed, UVHP 2 will indeed include new loot. No other details were given, but there’s a possibility that it may include new Pearlescent weapons, which were originally introduced back in Borderlands 1’s “The Secret Armory Of General Knoxx” and later reintroduced in the first UVHP.

Finally, those worrying if melee damage won’t scale for those of you Krieg/Zer0 players out there, Chris F. has stated that melee damage among other class skills will scale naturally against overpowered enemies, regardless of gear.

Ultimate Vault Hunter Pack 2 is set to release next Tuesday, carrying a price tag of $4.99 USD.

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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Black Ops 2 Origins “Archangel” Music Video, Featuring Elena and Malukah

Treyarch has always been known for working with well known musical acts like Avenged Sevenfold in their marketing campaigns for Black Ops 2 multiplayer and zombies DLC, but that doesn’t mean they don’t have a soft spot for lesser-known artists.

From the same artist thats brought you the Black Ops 2 Buried’s “Always Running” music and the popular Zombies theme song, “115”, Malukah and Elena are once again working with the studio to produce another piece of music for Treyarch’s latest Zombies offering, Origins, included in the just-released map pack on the Xbox 360, Apocalypse.

Have a listen below to their newest creation, “Archangel”.

[youtube id=”KO8ieK6pHrk” width=”618″ height=”378″]

David Veselka

Musician, Gamer, Geek. Subscriber

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Grand Theft Auto V – Official Trailer To Debut Later This Week

Can’t get enough Grand Theft Auto V?

If so, you’ll be happy to know that Rockstar games is set to release the official trailer for their upcoming epic, open-world, sandbox game, Grand Theft Auto V, this Thursday. Although no specific time was stated, you can probably expect this trailer to go live around 10 AM EST, just like the previous two trailers which gave us our first gameplay look and a first glimpse of GTA Online.

With that said, let’s take a trip down memory lane and revisit the official trailers from previous Grand Theft Auto titles, starting with GTA III:

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Grand Theft Auto V is set for a September 17 release date on the PlayStation 3 and Xbox 360 platforms.GTA Online launches on October 1.

Joel Santana

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