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5 Things That Made Halo 2 So Iconic

It’s been nearly a decade since Halo 2 graced the first generation Xbox, and while the popularity of the series has died down a bit, Halo still retains a large and passionate fanbase.

So its no surprise hearing such a vocal backlash for Halo 4 upon its release. Every new title in a well-established series is always subject to initial public scrutiny and Halo is no exception. Vocal members of the player population tend to criticize additions or alterations made in a new entry while simultaneously lauding the previous title for being ‘better’. An ‘out with the new, in with the old’ philosophy, if you will.

After some time adjusting to the new title, the vocal minority tends to dwindle in size, become less critical, and the community can once again all be on the same side. Only in the case of Halo 4, the vocal minority quickly transformed into a majority mob.

Complaints arose about balancing issues and new game mechanics clashing with the core gameplay that made Halo so fun to begin with. Simply looking at the numbers, Halo 4 has fallen out of the top 10 most played Xbox titles despite being a console exclusive.  Even if more patching was done, its hard to imagine Halo 4 — or any subsequent Halo title for that matter — living up to fan expectations. A franchise that prides itself on coming out with the next big idea in each subsequent title will eventually run out of gas.

Times weren’t always this tough for the Halo franchise. The first three Halo titles all had ambitious ideas that the players thoroughly enjoyed. Halo 1’s campaign audio was miles ahead of the competition. Instead of a couple repeated lines (think ‘I see the enemy!‘) , Halo 1 treated players to a vast array of dialog that reacted dynamically to the action on screen, bringing the battle to life. Halo 3 introduced Forge mode which allowed players to create modified levels and gametypes. And Halo 2? It brought us almost everything we love and enjoy about multiplayer titles today.

Many will argue that Halo 3 is the best multiplayer entry to date, but for me Halo 2 was, and still is, the crowning jewel in the franchise. At a time when online console gaming was lagging far behind PC gaming, Halo 2 came along and gave console gaming a huge shot of adrenaline and more importantly, legitimacy in the online gaming landscape. I could go on about how Bungie made it easy to play with friends, the ranking system, all the maps, and my affinity for grenades, but then you would have no need to read my article.

This is by no means a de facto list of Halo 2’s greatest elements, but these are the things that immediately come to mind when I reminisce about it. So without further ado, here are my top 5 things that made Halo 2 so iconic:

1. Online Multiplayer

Online gaming has existed for consoles since the Dreamcast, but was relatively clunky in comparison to PC games. Most PC games at the time that were ‘Powered By Gamespy™‘ had a fairly straight forward approach. Click ‘Refresh All’ to get a server list, gloss over the ‘ping’ column, and double click on the server you want to join. Even by the time Microsoft launched Xbox Live in 2002, online gaming was still nowhere near as intuitive. Games that utilized the server list often took significantly longer to retrieve available matches than PC. So long in fact, by the time you got around to attempting to join, the match would more than likely be filled. Connection quality was generally unreliable. The frequency of random disconnects before or during games would put anything EA has done this past year to shame. Unlike PC games, where typically servers let people play until they decide to quit, Xbox titles typically didn’t afford players the opportunity for continuous play. Worse yet, most Xbox games didn’t have a post-match lobby which made repeatedly rounding up friends a chore. During a play session, it was inevitable that after a particular match you’d invite 4 of your friends back for the next match, but only 3 would show up. Did that one player log off? Is he/she tied up at the moment? You’re then left with a choice: either start the match assuming the player logged off, wait and hope the player comes back, or start a match and then get hammered with messages begging everyone to quit so that player can rejoin the group.

There really wasn’t a blueprint for how the online component should function or operate on consoles. When Halo 2 launched in November 2004, it took the value of a Xbox Live subscription to new heights, transforming it into something more than just a friends list and a gamertag.

The multiplayer suite was highly refined, intuitive, and above all else fun. Halo 2’s lobby system made rounding up friends and configuring a game a breeze. Gone were the days of backing out and restarting a lobby to switch from custom games to matchmaking. Merely choose one of the playlists — ranging from Team Slayer and Double Team to Big Team Battle and Team Objective — and the game would drop you and all your friends straight into battle. Want to switch things up and play a custom game? Press a few buttons and get going on some matches of SWAT CTF or Tower of Power. Better still, the lobby screen displayed what parameters were setup for the game. Definitely handy information if you didn’t want to get stuck playing a no-time limit CTF match. And the connection quality? No other console title was even close to the rock solid netcode present in Halo 2.

Halo 2 opted for a ‘quick-match’ solution as opposed to utilizing a server list. Typically, I prefer server lists, but I quickly began to appreciate Bungie’s matchmaking preference thanks to another ingenious idea: the ranking system.

It was abundantly apparent that Microsoft’s TrueSkill system was a farce. Advertised as a set of complex mathematical equations that would pair you with similarly skilled players, it never seemed to function as intended. One match you could be playing against a team of bullet sponges in Rainbow Six 3, the next you could be on the receiving end of a headshot from across the map. Bungie’s skill system was simple and effective. Players were assigned a numerical value (1-50) which was prominently displayed next to their gamertag. If you performed well or your team won, your rank went up. If you performed poorly or your team lost, your rank went down. Not only did ranks provide a fairly accurate barometer of how your opponents and teammates would perform, but it also provided player incentive to get to rank 50. What did this magical rank 50 do for players? Other than bragging rights, the number was fairly trivial. Nevertheless, the ranking system encouraged players to finish their games as to not be penalized for quitting early.

2. Vehicles

User controllable vehicles were a bit of a rarity amongst the shooter genre throughout the 00’s. Battlefield 1942 was the only other notable title to include them, but where 1942 had vehicles in quantity, Halo had them in quality with more iconic design and a superior physics engine.

Although vehicles have always been apart of the franchise, Halo 2 was the first time you were able to drive around with friends online. For me, nothing could beat riding around with a teammate in the Warthog. Whether it was trying to get through the wheel on Zanzibar, bringing the enemy flag back to base on Coagulation, or weaving in-and-out of the ribs on Burial Mounds, vehicle gameplay felt like it was deeply woven into the game’s DNA. Vehicles weren’t there just to occupy space. They could significantly shift the tide of a match.

Some of the most exhilarating moments of Halo 2 wouldn’t be possible without vehicles. Take for instance the Warthog on Zanzibar during a CTF match. In the event the attacking team gets a hold of the flag, they have to escape the base, get through (or around) the wheel, and finally drive behind the sea wall before they are out of enemy sight lines. This 10-15 second drive can prove to be extremely tense as you’re avoiding sniper fire, rockets, and grenades that can potentially flip the Warthog over.

Though vehicular mayhem in the modern multiplayer landscape is now more commonplace in games like Planetside 2 and Battlefield 4, Halo 2 was clearly ahead of its time.

3. Maps

Halo 2’s map list ranks as arguably the best of all time. Take one dash of Halo 1 classics — including Coagulation (Blood Gulch), Beaver Creek (Battle Creek) and Elongation (Longest) — and add a dash of new favorites — Ascension, Ivory Tower, Lockout, Midship to name a handful – and you have countless hours of fun. A lot of the maps scaled nicely to work well with 2-8 players so you didn’t feel obligated just to play the same few maps repeatedly.

What’s even better is how Bungie paired each map with a particular objective based gametype in matchmaking. It’s impossible to think about Elongation without CTF, Burial Grounds without Assault, or Ivory Tower without Oddball. For Team Doubles, one-flag CTF was easily my favorite gametype. I remember the tense moments playing one-flag CTF on Lockout with a 2 minute timer trying to run out in the open and grab the flag. Unfortunately, you had to keep an eye out for potential enemy fire from no less than 6 different spots. Ascension was just as tense, especially if you didn’t have control of the rocket launcher.

The point I’m making is that even though the maps scaled fairly well to multiple gametypes and players, each map had unique characteristics that made them specifically suited for certain gametypes and playstyles. If you prefer close range combat, chances are you should vote for Beaver Creek over Coagulation. Looking for a sniper duel? Ascension is probably more up your alley than Midship. Whatever I was in the mood for any particular day, I knew exactly what map and what game type I wanted. And even if other players didn’t vote my way, I never felt as if I was about to play a terrible map.

4. Weapon Balancing

Echoing the sentiments of our fearless leader, keeping things simple can sometimes be for the best. Halo 2’s biggest changes were “nerfing” the pistol (yes, the pistol) and including dual wielding. What was interesting about dual wielding is it afforded players an opportunity to come out victorious in CQB situations. Some players weren’t comfortable using grenades, so in the event you were going up against someone with a BR, it at least gave you more of a puncher’s chance than using the AR.

The pistol, as we once knew it, was no more. The magnum visually was the most reminiscent of the pistol, but no longer did it have the 2x scope or the incredible range of the original pistol. In its place, Bungie introduced players to the BR. The BR had the same 2x scope as the Halo 1 pistol, but instead of firing a single shot laser, the BR fired a 3-shot burst that had a smidgen of bullet spread. In close proximity, the bullet spread was hard to notice. But as distance increased, connecting with all shots in one burst became more and more difficult. This nuance in weapon balancing is part of what makes Halo 2’s gameplay so fun. The bullet spread isn’t always the same, so while there’s quite a bit of skill involved, the element of chance plays a small role in who succeeds in long distance battles.

Ultimately, what makes or breaks a Halo player is the art of a well-placed grenade. Master Chief has clearly been hitting the gym because in Halo 2, he has an absolute cannon for an arm when it comes to tossing grenades. This can be handy, particularly when you trap a wounded player behind cover. See, in Halo 2, players don’t have sprint available to them. So when an enemy ends up retreating, its much easier to guess where there proximal distance is from their last known location and toss a grenade to finish them off.

Another thing I like about simplicity: no weapon unlocks. With plenty of time to spare, earning a multitude of XP based unlocks might seem like fun. But when free time starts to come at a premium, it’s nice to just have all the weapons available at your disposal right from the get go. The same arsenal is available to every player, every match. It’s a lot easier just having to worry about which power weapon spawn enemies are camping rather than the OP weapons and attachments they’ve unlocked.

5. The Community

Halo 2’s social aspect extended well beyond the online battleground. Dynamic gameplay when playing alongside and against players online is great, but nothing exemplifies the human element more than LAN parties. All you needed to get going was 2 consoles, 2 TV’s, a crossover cable (or a Linksys BEFSR41 Router aka THE WORST ROUTER EVER), and 1 controller per person to make a LAN party happen. One of the winning incentives my buddies and I made up was the losing team of each match had to play on the smaller of the two TV’s. Incentives like that are impossible to recreate in the online realm.

Even if you had to give up your controller, LAN games were just as much fun to watch as they were to play. And clearly, others took notice as well. In 2002, MLG was founded with Halo being one of its featured titles. Halo may have been the beginning of competitive console gaming, but Halo 2 sent it into another stratosphere. No longer did you need to head to a tournament to play with the best or figure out how to setup port forwarding on your router so it would work with XBConnect. Halo 2 let you do that easily from the comfort of your couch.

The community was also producing great original content as well. I used to visit halo.bungie.org to check out things like the hidden campaign weapon, skull locations, or how to super bounce. The very popular Red vs. Blue series was spawned using Halo as a backdrop. Humorously, Rooster Teeth used the launch of Halo 2 as an opportunity to get Sarge and the gang out of Blood Gulch. And does anyone remember this rap video by FSR? All of this peripheral content helped cement Halo 2’s iconic reputation in the gaming arena as well as pop culture.

And the best part about the community? Nearly everyone used their microphone. I’ll be lucky nowadays to see more than 3 people in a week using their microphone in a game. There’s little risk of running into a troll anymore, but I prefer the old days when I could easily communicate with all of my teammates.

Even the ones I didn’t get along with.

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If I was only allowed to make one point about why Halo 2 was such an iconic title in gaming, I would simply point to the dedicated fanbase that stuck around well after release. In 2007, Halo 2 received another wave of DLC. Think about that for a second: a previous-gen title was still getting downloadable content nearly 3 years after it was released, and nearly 2 years after a more powerful console was launched. For a title to receive post-launch support for that long is almost unheard of, especially in today’s era of yearly releases and season passes.

Halo 4 players can’t wait for the ride to be over. Halo 2 fans never wanted it to end.

Do you think Halo 2 is an iconic title? Is it the most iconic of the series? Let us know in the comments below!

MP1st Staff

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Battlefield 4 – DICE “Always Considering” Night Maps, Level Artist On Lack Of Rush-Focused Maps

In the latest Battlefield Blog update, DICE Level Artist Linnea Harrison answers your questions about multiplayer level design in Battlefield 4.

You might find a number of her answers rather intriguing, including what she had to say about night maps and rush-only maps in Battlefield 4. She also touched upon why randomly generated weather and time of day effects were not introduced into the game.

With the addition of infra-red optics in Battlefield 3 and Battlefield 4 like the IRNV and the FLIR, as well as the inclusion of hand flares in Battlefield 4, it begs the question why more maps set in darkness, or during the night, aren’t a part of the game. Reaching nearly 3000 up-votes on the Battlefield 4 sub-Reddit was a popular thread about this very subject. Harrison answers why there currently aren’t many night maps, but also hints that they’re “absolutely something [DICE is] always considering”:

“Good question! In general, we tend to think that night maps look pretty darn cool. You can implement some really neat lighting effects and encourage use of gadgets that generally aren’t used as much, with some really fun results. But there are a few things we considered with creating night maps.

Statistically speaking, most people don’t play night maps – maps set during the day get played more. We know this from tracking the numbers of maps played through on Battlefield 3 and Bad Company 2. Even if the map is really well-designed, players tend to gravitate more towards day-time maps.

Furthermore, players that crouch, take cover and wait forever to shoot someone running by in most maps gets even more common on night maps, where it’s tough to differentiate between objects and people. This has proved to be quite annoying in playtests. It’s possible to balance this – better heat vision, better spotting and so on – but for Battlefield 4 we focused on day-time maps. Future nighttime maps are absolutely something we’re always considering, though.”

To many, some of Battlefield: Bad Company 2’s most memorable maps were specific to game modes like Rush. It was also one of the five reasons why we believe Bad Company 2 was and still is one of the most iconic games of our generation. So, why weren’t Rush-focused maps included in Battlefield 4’s roster, a game mode that many consider to be currently lacking? Harrison answers:

“Rush is a game mode that is really fun to play on many of the Battlefield 4 maps, and it’s also one of our favorite game modes in the Multiplayer team. However, our maps are generally built for Conquest, as this is a game mode that is played by the majority (around 70%) of our players. This means that we always need to make sure that the map is 100% awesome in Conquest first-hand, but that being said, we also work hard to make Rush a good option on every map.”

Lastly, randomly generated weather effects and time of day have always been of high interest to the community. Both are featured to a more limited capacity in Battlefield 4 maps like Paracel Storm and Dawnbreaker, but not to the extent many community members have expressed interest in. Again, Harrison answers why the idea was left out of Battlefield 4:

“Even though each Battlefield game is unscripted in many ways, we wanted the experience to still have an emotional impact and match the adrenaline arc of a normal gameplay round. That way, as more buildings get destroyed, the tickets count down and the gameplay gets more tense, so does the level.”

It might suck to hear that maps catered to the Rush game mode and randomly generated weather and time of day aren’t all that high on DICE’s priority lists, but it will be interesting to hear more of these night maps Harrison alluded to in her answers.

Of the three, what’s most important to you?

Source: Battlefield Blog.

David Veselka

Musician, Gamer, Geek. Subscriber

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Red Faction Collection Heading To PC And PlayStation 3

With Nordic Games acquiring a few of the now defunct THQ IPs such as Dark Siders and Red Faction, gamers on the PC and PlayStation 3 can look forward to re-playing the Red Faction franchise with the upcoming Red Faction Collection.

Discovered by Joystiq, among the titles included in the Red Faction Collection is the original title that started it all, which will be making its debut on the PlayStation 3 platform.

Also included in the collection is Red Faction: Armageddon and Red Faction: Guerrilla, as well as the Path of War DLC. Unfortunately, those who plan on purchasing the Red Faction collection on the PlayStation 3 will miss out on Red Faction 2, as it appears to be PC-exclusive.

If you’re wondering  why the collection won’t be arriving on the Xbox 360, Eurogamer reports that it’s due to it not complying to Microsoft’s guidelines.

At the moment, there’s no set release date for the Red Faction Collection, aside from launching in Q2 of 2014. However, when it does release, it’ll be available for $24.99 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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Naughty Dog Teasing Something For This Spring? Possibly Final The Last of Us DLC

It seems that Naughty Dog may be hinting at a reveal some time this Spring, according to a possible hint left in the recently released Last of Us DLC, Left Behind.

In the mall section bit, you’ll come across a sign that says “Colorado Experience Coming Spring 2014”.

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While the game pre-break-out is taking place the exact same time as we live in now, it’s possible that this is simply just there for the sake of adding. However, for those who remember, Naughty Dog did first tease about The Last of Us in Uncharted 3 with a simple paper sitting on a table. We have our speculations that this is most likely referring to their third and final DLC, which we believe is either more maps or a co-operative hoard mode.

What do you think?

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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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Plants vs. Zombies: Garden Warfare Gets a Funny Live Action TV Spot

What good is a quirky shooter without a live-action trailer showcasing how weird it really is?

Luckily for us, the folks over at PopCap games have just released a new live-action TV spot  for their upcoming Xbox One, Xbox 360, and PC shooter Plants vs. Zombies: Garden Warfare. Check out the Dolphin Cannon, exclusive to the marine biologist zombie, in action in the video above.

Plants vs. Zombies: Garden Warfare will be available on February 25 for the Xbox 360 and Xbox One platforms, later on 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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Latest GTA Online Patch Prepares For Incoming DLC And More

With the GTA Online’s Valentines Day Massacre DLC now available, Rockstar has also released a new patch that will help you turn the streets red this coming holiday.

Among the many changes in patch 1.10, GTA Online players will be able to buy and store the Rat Loader vehicle into their garage once again, free of charge, and will be able to access a new e-mail function in their phones.

For the full patch notes, view them below, courtesy of Rockstar:

Patch 1.10 Notes

  • The Rat Loader is available in Online once again. Please see southernsanandreassuperautos.com for your vehicular needs. Please note that for the duration of the Valentines Pack this vehicle and all mods for it will be free.
  • Small changes have been made to Passive Mode in order to balance it. If another player kills you while you are in Passive Mode, they pay your hospital bills. If you kill another player while you are in passive mode, you pay their hospital bills.
  • A new weapon has been added to Ammunation: Gusenberg Sweeper.
  • A new vehicle has been added to Legendarymotorsport.net: Albany Roosevelt.
  • A number of new items have been added to Clothes Stores
  • New masks have been added to Vespucci Movie Masks.
  • A new hairstyle with a range of colours has been added for Female characters.
  • Ten new Online Jobs have been added.
  • Corrected an issue where a player could become stuck when entering a Garage for the first time.
  • Fixed an issue where rank was displayed incorrectly in the Friends section of the Leaderboard.
  • Fixed an issue where lower-level players had access to vehicles from Pegasus they should not have had.
  • Players who have received their shared cash limit for the day will now be greyed out in the Share list.
  • A Next Job Voting Screen has been added after Random Event Missions.
  • Fixed an issue where players were able to gain access to Michael’s house in Online.
  • Fixed an issue where players could earn too much RP per Job in some situations.
  • Bad Sport timers now show the correct time left to players in the Bad Sport pool.
  • The Give Cash option has been removed from the Interaction menu.
  • An option has been added to the Inventory menu to allow players to auto-equip purchased body armour.
  • The House icon on the minimap in Capture mode now flashes when holding a package and the icon on the floor is permanent through the match.
  • Fixed an issue where a player could become invisible and unblipped by jumping onto truck as it entered a modshop.
  • Fixed an issue where players were not earning JP for finishing second or below in some Jobs.
  • Players no longer receive any reimbursement for resprays from the Import / Export awards.
  • New animations have been added for when a player chooses to Shoplift.
  • Added an acknowledgement window to prevent accidental deletion of characters.
  • Resolved an issue where players could fall through the world after dying for the first time and seeing the Kifflom cutscene.
  • Fixed an issue where players were able to teleport around the map by using Playlists.
  • Functionality has been added to the game in order to allow easier recovery of vehicles form the Impound yard.
  • Players can no longer call for Ammo Drops while weapon-locked.
  • Fixed multiple issues where players were able to duplicate vehicles.
  • Corrected an exploit where players were able to exploit discounted vehicles for gain.
  • Fixed an exploit where players without special edition DLC could access certain restricted vehicles.
  • Corrected an issue where players could receive multiple RP bonuses for liked content.
  • Fixed an issue where players could receive the incorrect value of RP for having their UGC Job liked whilst on another job.
  • Fixed an issue where players could occasionally receive incorrect RP for playing UGC content with others.
  • Corrected an issue where players could lose mods when purchasing Shark Cards whilst in LS Customs.
  • Fixed an issue where some vehicles were being sold for a lower price than normal in LS Customs.
  • Fixed an issue where ramps in UGC Races were not allowing players to progress over them. This primarily affects motorcycles and bicycles progressing over the “Large Ramp”.
  • Packages now have height indicators to indicate whether they are above or below a player.
  • Cornrows now clear normally after haircuts. If you have cornrows stuck on your character, please choose any new haircut at a nearby barber shop.
  • Added functionality to allow passengers into a Personal Vehicle, but only the owner into the driver’s seat.
  • Players can now quit the Leaderboard whilst awaiting 50% of Racers to finish.
  • A confirmation screen has been added for the “Purchase All Ammo” option for purchases over $10,000.
  • Fixed an issue where a player could become stuck in the shower after joining a friend’s session via the friends tab whilst in the shower.
  • Added functionality to allow players to see their death location on the pause menu map for a short time after respawning.
  • Players can now replay Contact Missions via the Pause menu.
  • Added functionality when signing into a GTA: Online session to let players know how many of their friends are online in other sessions.
  • Fixed an issue where characters became bald after buying and trying on Masks.
  • Corrected an issue where players were occasionally spawning too close to where they had died previously.
  • Added a “Random” button to the vehicle selection screen when entering a Race.
  • Respawn invincibility has been reduced to 2 seconds in all modes except Deathmatches.
  • There is now an option to choose a Spawn Location in the Interaction Menu.
  • Cash rewards earned from Vs Deathmatches have been changed to allow for better structure and rewards.
  • Added functionality to show player height during Missions where players are in air vehicles.
  • Corrected an issue where the good behaviour discount was not being applied correctly.
  • Added a warning screen when saving a new Personal Vehicle over an older destroyed one.
  • Fixed an incorrect message shard when a player and a power player killed each other at the same time.
  • New icons have been added to the Next Job Voting Screen to help distinguish Job types.
  • Fixed an issue where Vote Kick was not working correctly.
  • MVPs in Team Deathmatches & CTFs now get a bonus Job Point.
  • Corrected a translation issue for players downloading jobs in different languages.
  • Removed incorrect text about enemy blips in the Deathmatch Power play help text.
  • Added a new option in the Inventory menu to allow a player to set their Hat to be kept on when using a motorcycle.
  • Corrected an issue where players were not able to sell some of their vehicles in LS Customs.
  • Players will now always respawn with ammo if they die in a Deathmatch, rather than respawning with a weapon that has no ammo.
  • Players abandoned by their Rally co-driver are moved into spectate instead of being removed from the job.
  • Bounty Payoff system added to allow players to start playlists who have Bounties, so long as they can pay the value of the Bounty.
  • The Character Creator layout has been updated. Lifestyle now appears above Heritage and Gender has been moved to the top of the Heritage section.
  • Fixed an exploit where players could gain unlimited RP during Missions.
  • NPC bounties can no longer be triggered by stealing a Tank.
  • Ammo Drops have now been disabled in Vehicle Deathmatches.
  • Players are no longer able to use the Kill Yourself option in Air Races.
  • The Clothing Store Clerk is now invincible during the GTA: Online opening Missions.
  • Fixed an issue where players were unable to drop the Pistol .50 despite being able to drop other Special Edition weapons.
  • Spectators can now hear everyone during a free for all Deathmatch.
  • Players should no longer be able to access North Yankton in Online.
  • Players can now use bank cash for vending machines.
  • Fixed issue where passenger could get stuck without HUD elements if driver left game while exiting garage.
  • Fixed issue where players could get stuck in garage elevator if transitioning between apartment and garage at same time as another player.
  • Fixed an issue with names not appearing in Mors menu when insurance was paid by other players.
  • Fixed issue with cash sometimes failing to drop out of an armored truck robbery after blowing open the rear doors with a sticky bomb.
  • Added a splash across the screen to create a more obvious warning when the player leaves the survival bounds.
  • Fixed an issue where helicopters in survival would sometimes get stuck at the boundary of the survival and not fly towards the action area.
  • Fixed an issue in survival where enemy peds would sometimes navigate quite far away from the main action area, making them difficult to target.
  • Fixed an issue in survival where enemy peds would sometimes look like regular pedestrian peds.
  • Fixed an issue where players would sometime get stuck in the sky after quick restarting a contact mission.
  • Fixed an issue where the difficulty multiplier was not correctly applying to cash rewards.
  • Fixed an exploit where players could continually farm enemies in certain Missions.
  • Fixed an exploit where players could farm RP by picking up and dropping Mission objectives.
  • Fixed an issue that caused Jobs to launch early if the player had no cash available for betting.
  • The “Created By” field when viewing Rockstar verified Jobs now uses the creator’s Social Club name.
  • Fixed an issue where players could get stuck on a black screen when joining a Survival in progress.
  • Added a screen for notifying players when GTA Online is down for maintenance.
  • Cash that is able to be shared with other players has now been capped.
  • The amount a Vehicle can be sold for immediately after modding it (without Insurance and a Tracker) in LS Customs has now been capped.
  • Fixed and issue where a player could spawn with arms missing/random clothes after wearing Christmas present clothing, then rebooting without Christmas present extra content.
  • Fixed an issue where a player could become stuck on a black screen if they tried to join a friend’s game through their friends list.
  • When a player is banned from GTA Online they are now immediately sent back to Single Player.
  • The Mechanic has now been removed when delivering a Personal Vehicle. The vehicle is now created nearby instead.
  • Added a new option to the Interaction Menu that lowers the attack priority against Friends.
  • When changing Masks, Hats, or Glasses via the Inventory the close-up camera no longer turns on if player is in a combat stance.
  • eCola can now be drunk when parachuting. No animation will played in this case.
  • A Personal Vehicle option has been added to the Quick GPS list in the Interaction Menu.
  • The lobby start timer for Rally Races will no longer begin until a minimum of 4 players have joined.
  • Solo players in Races now earn cash.
  • Fixed an issue in Parachuting where large amounts of cash were being incorrectly awarded.
  • Fixed an issue where with flashing button prompts in the transition to Leaderboards.
  • Fixed an issue where a player could become stuck on a loading screen when joining a friend’s session during a Mission replay and choosing to spectate.
  • Fixed an issue where Betting winnings could be incorrectly attributed.
  • Fixed an issue where a Leaderboard could be missing columns after completing a Mission.
  • Fixed an issue where players could be informed they had won a Deathmatch when they had not.
  • Fixed an issue where players were occasionally and randomly losing Insurance on their vehicles.
  • Redwood Cigarette coupons now affect Hospital bill reductions properly.
  • Corrected an issue where purchasing/removing a Tattoo could cause the incorrect tattoo name to show up when it is being purchased/removed.
  • Fixed an issue where occasionally players did not have to pay for weapons.
  • Corrected an issue where players lost all ammo when dying with a Minigun equipped.
  • The price of a Merryweather Airstrike has been reduced.
  • Fixed an issue where the option to delete a character did not work with Asian, Russian and German languages.
  • Fixed an issue where attacking enemies in the green circle before a Crate Drop would cause the crate not to drop.
  • Fixed an issue where replacing one Personal Vehicle for another in Online would make the original not visible in the Garage and only retrievable via the Mechanic.
  • Fixed an issue where masks could be removed from a player in a performing the Smoking animation.
  • A new “Blow Kiss” Celebration has been added. Show some love.
  • Fixed an exploit where a player could become invincible using the Online to Single Player switch menu.
  • Fixed an issue in Story Mode where all shops could remain closed in addition to all Store blips going missing.

Are any of the above additions/changes you are looking forward to trying? Let us know in the comment section below!

Joel Santana

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

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Report – Halo Voice Actor Confirms Halo 2 Anniversary This Year, Halo 5 in 2015

Out with Halo 5 and in with Halo 2 Anniversary.

According to recent reports, Master Chief’s journey may not continue as a sequel this year, after all. More likely is his return as the protagonist of the classic, fan-favorite Xbox title, Halo 2.

According to a soon-to-be published interview between GameZone and Master Chief voice actor Steve Downes, Halo fans anxious to continue the fight in “Halo 5”, might have to wait until 2015, but will instead get a chance to re-live memories of Halo 2 this year.

“I think you may be ahead of yourself on Halo 5,” Downes said. “I wouldn’t expect anything until 2015. What you can look forward to this year is an anniversary edition of Halo 2.”

Rumors of a Halo 2 Anniversary edition were recently in the headlines, with the most recent hint coming from Microsoft studio head Phil Spencer.

What’s most interesting to us, however, is how this may clear up publisher Microsoft and developer 343 Industries’ ambiguity surrounding the next Halo’s official title. When Senior PR Manager, Rob Semsey, said “rest assured, your next Halo journey WILL begin in 2014” earlier last month, was he talking about Halo 5, or a Halo 2 re-make on the Xbox One? 

Even more alluring was what Phil Spencer told IGN shortly after the E3’s exciting Halo teaser:

For me, what we showed wasn’t the game.

“There was no ambiguity in not putting a number after the game. For me, what we showed wasn’t the game. Nobody should be confused on that. I didn’t really want to try to show something that was clearly a thought piece by the studio around where Master Chief is in his journey, and then drop the name after it and be somewhat disingenuous about that being the game.”

Though Steve Downes may have jumped the gun on any announcement Microsoft was hoping to make, we’ll keep our eyes open for official word Master Chief’s next journey. To us, it seems rather likely that both studios – Microsoft and 343 Industries – were never quite talking about Halo 5 all this time, but a Halo 2 Anniversary instead. Still, we’re throwing this on in the rumor bin for now.

Keep your sights on MP1st for more Halo news!

David Veselka

Musician, Gamer, Geek. Subscriber

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Borderlands 2’s Final DLC Arrives April 15

All good things must come to an end and Borderlands 2 is no different. Gearbox Software is preparing the last add-on for their 2012 shooter, Sir Hammerlock And The Son Of Crawmerax.

In it, your vault hunter will embark on the a quest in the biggest Head Hunter pack to date as you journey across Wam Bam Island on April 15, according to 2K.

2K also revealed that the premise of the last add-on for Borderlands 2 is a story of the six vault hunters travelling to a tropical resort as they solve the disappearance of Sir Hammerlock who has been taken underground by none-other than Crawmerax Jr., who will serve as a raid boss.

Check out the first glimpse of Crawmerax Jr. below:

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Much like the previous Head Hunter packs, it features more customization items, this time with a beach theme. You can view the items here.

Sir Hammerlock And The Son Of Crawmerax will be available for $2.99 USD on the Xbox 360, PlayStation 3 and PC/Mac.

Will you be purchasing the final DLC for Borderlands 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 Patch 1.06 Brings Balancing Tweaks, Network Fixes, New Trophies, and More

A new patch for The Last of Us is set to deploy later today.

With it comes DLC support for the soon to release single-player expansion, Left Behind, along with a hefty amount of online changes that include networking and balancing fixes. Check out the full notes below:

Single Player

  • Patch 1.06 is required to play The Last of Us: Left Behind chapter
  • Adds “Left Behind” to the Main Menu
  • Adds 10 new Trophies (1 Silver, 9 Bronze) for The Last of Us: Left Behind

 Networking

  • Network update rate doubled
    • Doubled the rate player movement updates are sent peer-to-peer, reduced latency in game engine to 66ms.
    • Increasing the network update rate will increase network traffic on your Internet connection. Let us know if you are having trouble with your Internet connection after this change and/or if you are hitting our Lag Detection Check frequently.
  • Lag Detection Check now stricter
    • This change is designed to catch situations where a player is lagging significantly and causing severe problems.
    • When the Lag Detection Check occurs, your character will be frozen in place and you will see the Network Trouble icon appear on your screen. This is to ensure the lagging player cannot gain an advantage during this time.
  • Added Network Trouble icon
    • If you are seeing the Network Trouble icon frequently, here are some things you can do to improve your connection:
      1. Use a wired Ethernet connection instead of Wi-Fi.
      2. Avoid any major internet usage while playing. Things like torrents, Netflix, YouTube, etc. will have a big impact on your performance.
      3. Ensure your NAT (Network Address Translation) is not restricted (Type 3).  To check if it is, go to the XMB –> Settings –> Network Settings –> Network connection test). Check with your router manufacturer for specific instructions on how to open up your NAT for your specific router model.
  • Network Lag Detection Feedback
    • Feedback we are looking for:
      1. Are you still seeing severe lag situations, e.g. dying several seconds after you killed another player?
      2. Are you getting the Network Trouble icon frequently? Do you see it almost constantly or only a few times during a match?
      3. Have you tried the above steps to improve your connection?

Interrogation Mode- Forums Thread

  • Under certain conditions, the defending team would respawn too quickly and too close to their lockbox, making it too difficult for the attacking team to make progress. To alleviate this condition, we have made the following changes.
    • All players will have a minimum respawn time of 7 seconds, if their lockbox has spawned.
    • A team will not respawn instantly when the whole team is wiped out, if their lockbox has spawned.
    • Spawn exclusion zones around the lockboxes have been adjusted across all maps so defenders don’t spawn too close to their own lockbox.
  • Other fixes
    • To improve spawning, reduced time that dead allies affect the downweight on spawn points from 40 seconds to 20 seconds.
    • Fixed an issue where a player could get downed by a bomb just as they open a lockbox, and continue opening the lockbox while at 0 health.
    • Fixed an issue where a lagging player could continue unlocking the box for some time after being attacked or downed.
      • Note: Unfortunately this fix introduced a new issue where a player opening the lockbox cannot be shivved properly. This issue was caught after we submitted this patch and we weren’t able to update the patch before going live. This is a known issue and we will issue a fix for this in the next patch.
    • Fixed an issue with the end of match music stinger so it plays when the “You Won” or “You Lost” pop-up appears on screen, before the final scoreboard.

Survivors Mode

  • Fixed an issue that prevented the 2×4 to spawn in the center item cache.

Reviving and Bleed-out – Forums Thread

Under certain conditions the revive system can allow teams to get their teammates back into combat too quickly, as when there are multiple players reviving.  To address these issues we’ve made the following changes.

  • Reduced the speed bonus that a player assisting with the revive gives from 50% to 25%.
  • Reviver skill now only applies for the player who started the reviving action.
  • Parts for reviving a player are reduced from 100 to 50 after that player has already been revived. Resets to default on player death.
  • Supply Raid and Survivors only: Bleed-out time for a player (15 seconds in Supply Raid, 40 seconds in Survivors) is now reduced by 25% each time that player is revived, up to a maximum 50% off. Resets to default on player death.

Melee – Forums Thread

  • Fixed where shooting a player who was in process of a melee attack could result in the melee attacker aborting the move after the melee victim already registered the hit.
  • Now melee attacks will only abort when the attacker is in the wind-up phase of the attack.
    • Note: because of latency, you may be seeing a player in the wind-up phase on your machine, but on their machine the attack is already connecting. In this case the melee attack will not abort.
  • Fixed “shiv dance”. If you damage a player, that player won’t be able to shiv you for the next 3 seconds.

Spawning

  • Fixed an issue where downed players would make it more likely for teammates to spawn near them.

Supply Boxes – Forums Thread

  • Fixed an issue where the machete could spawn as a comeback item when the player already has a machete.
  • When spawning a comeback item, a molotov will only spawn if the player already has 2 bombs. If the player already has 2 bombs and 2 molotovs, no comeback item will spawn.
  • Fixed Supply Raid and Interrogation where players with 1 execution and only 1 or 2 deaths would get additional crafting ingredients from a supply box
  • Fixed exploit where a player could fire off a couple shots before opening a supply box and get extra ammo.
    • Players now receive ammo in more precise quantities, so players won’t get a box of 5 bullets when they should only get 2 bullets.
    • As a result, more ammo boxes will spawn with varying amounts of ammo.
    • Slight adjustments were made to the ammo given for certain weapons to keep them consistent with the current ammo given under the old scheme.
  • Fixed an issue where players could lose a comeback item or weapon by being killed after opening a supply box, but before picking anything up. Now, players will have the same chance of getting that item or weapon at the next supply box.
  • Fixed issue in Survivors where players could get additional items by opening a box, not picking up the items, then going to another box to open and pick up items, and returning to the first opened box to pick up additional items.
  • Fixed issue where player who was Last One Standing would not get any ammo from a supply box.
  • Fixed issue where Flamethrower could not be picked up when it spawned as a comeback weapon.
  • Re-balanced ammo in comeback weapon spawns to match the amount when purchased:
    • Shotgun went from 5 to 2.
    • Assault Rifle from 20 to 10.
    • El Diablo from 4 to 3.

Maps

  • Fixed an issue where two of the supply boxes on Bill’s Town would not respawn in Survivors.
  • Fixed an issue in Supply Raid and Interrogation where the supply box behind the Sammy’s sign on Bill’s Town would respawn while players were still close to the spawn point.
  • Fixed an issue in all modes on Checkpoint where the item cache in front of the movie theater would not respawn under certain conditions.
  • Adjusted regions on High School for supply boxes in Elimination (side boxes) to improve the balance and ensure they respawn at the same rate as the other boxes on the map.

Weapon Balance
Other weapon balance changes are in the works, but with the amount of fixes going into this patch, ND haven’t been able to spend enough time to implement and test them thoroughly.

  • Max ammo for Shorty increased from 6 to 8, due to ammo box spawning changes

Loadout Balance – Forums Thread

  • Crafter 3 increased from 5 to 6 loadout points.
  • Military Sniper purchase weapon decreased from 4 to 3 loadout points.
  • Machete purchase weapon decreased from 4 to 3 loadout points.
  • Strategist Level 1 decreased from 2 to 1 loadout points.

Crashes
Located one of the more common crashes that occurs when players late-join a match.  Unfortunately, this fix didn’t make it in time for this patch, but it will be in the next patch. In addition, ND are still actively working to isolate and fix other reported crashes.

Misc

  • Fixed late-joining players receiving extra parts after a host migration occurs.
  • Fixed where some player outlines (allies or enemies) would fail to draw when enemies were marked using Hawk Eye 2 or 3.

[Naughtydog]

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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Killer Instinct – Sadira Replaces Orchid As Free Playable Character, Retro Jago Costume Now Available

It’s time once again for Killer Instinct to switch it’s free-to-play character, this time to one of the franchise’s newest additions, Sadira.

Furthermore, those who have been patiently waiting for Jago’s retro costume from the original Killer Instinct can now get their hands on it, as it’s now available for purchase in the KI store.

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Additionally, Killer Instinct will be receiving an update soon to address issues from the latest patch which saw players being wrongfully jailed.

It’s been stated this upcoming patch will also fix various issues regarding Spinal, addressing audio issues from performing the skeletal warrior’s Ultra, as well as a few bugged achievements and game freezes. Currently, there’s no time frame given as to the availability of this next game update.

Recently, we learned Killer Insticnt developers Double Helix are set to be replaced due to their recent acquisition by Amazon.

Thanks, PlayXBLA.

Joel Santana

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

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New Call of Duty: Ghosts Personalization Packs Include Captain Price, Space Cats, and More

New customization options are coming to Call of Duty: Ghosts this week, including the return of some memorable Ghosts campaign characters, the return of a fan-favorite Modern Warfare character, and some space cats.

Infinity Ward is launching an array of Personalization Packs and character skins this Tuesday, February 18, for $1.99 each, not included in the Call of Duty: Ghosts Season Pass. As per usual, the DLC will be available on the Xbox Live Marketplace first, coming to other platforms at a later date.

Update

The same personalization packs and soldier skins will be hitting PlayStation 4, PlayStation 3, and PC users on March 25, says Infinity Ward.

Check these more unconventional weapon packs below:

Circuit

codghosts_microitems_circuit

Ducky

codghosts_microitems_ducky

Inferno

codghosts_microitems_inferno

Space Cats

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You’ll also be able to outfit your squad members with outfits based on some of the characters from Call of Duty: Ghosts’ single player campaign. Check out the new skins below:

Elias

codghosts_microitems_elias

Hesh

codghosts_microitems_hesh

Keegan

codghosts_microitems_keegan

Merrick

codghosts_microitems_merrick

As was hinted yesterday, Captain Price from the Modern Warfare series makes a return as a playable multiplayer character, along with a brand new Personalization Pack including a weapon camo, player patch, reticle, and player background. The Captain Price Legendary pack will cost $3.99 in the online store.

Captain Price

codghosts_microitems_price_items codghosts_microitems_price_meme

Lastly, additional loadout slots will also be made available, increasing each of your soldier’s slot capacity to 10, if you so desire.

codghosts_microitems_extraslots

Again, each item listed above drops this February 18 for $1.99 each, with the exception of the Captain Price Legendary pack for $3.99, not included in the Call of Duty: Ghosts Season Pass.

Any personalization packs or character skins you’ll be picking up this Tuesday?

Thanks, OneOfSwords, for the info.

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 4 Naval Strike DLC Detailed, Titan Mode Returns, Second Assault Drops Feb. 18

New details for Battlefield 4’s Naval Strike multiplayer expansion emerge as we learn the official launch date for Second Assault on the PC, Xbox 360, PS3 and PS4.

First, in a recent blog update, developer DICE has confirmed that Second Assault will be coming to the PC, Xbox 360, PS3, and PS4 on February 18 first for Battlefield 4 Premium subscribers, two weeks later for non-Premium subscribers. This falls in line with previous rumors of the expansion’s release date.

Second Assault reintroduces four fan-favorite Battlefield 3 maps; Operation Métro, Operation Firestorm, Caspian Border, and Gulf of Oman.

Moving on, Battlefield’s official website has a fresh batch of details on the game’s third multiplayer expansion, the water combat-based Naval Strike.

According to official info, “Battlefield 4 Naval Strike takes the intense and dramatic water-based combat introduced in Battlefield 4 to four all-new maps set in the South China Sea.”

“Blow open a crashed passenger plane and capture fishing villages across the tropical Lost Islands. Drop a submarine on your foes as you infiltrate a naval base or rush between shipping docks and rocky islands on the massive Wave Breaker map. Wage war across stormy seas in the largest ocean stretch in a Battlefield map yet with Nansha Strike. Storm an abandoned cliff-side resort, or get lost in the breathtaking vistas in Operation Mortar.”

Most exciting is that Naval Strike will offer up a fan-favorite game mode originally introduced in Battlefield 2142 called Titan Mode, only in Naval Strike, it is reintroduced Carrier Assault. Check out the full list of key features below:

KEY FEATURES

  • 4 all-new multiplayer maps set in the South China Sea
    • Lost Islands
    • Nansha Strike
    • Wave Breaker
    • Operation Mortar
  • 5 weapons all-new to Battlefield 4
  • Introducing the amphibious hovercraft vehicle
  • 2 additional gadgets
    • 3GL (3 grenade launcher) attachment for the Assault class
    • Anti-Heli Mine; an aircraft disabling projectile for the Engineer class
  • Carrier Assault game mode which is a re-imagining of the classic Battlefield 2142 Titan Mode
  • 10 new assignments with unlocks for each

No launch date was given for the new expansion.

UPDATE: Take it with a grain of salt, but according to one user’s Battlelog, Naval Strike is set to launch on March 30. If anything, it make indicate that Naval Strike is on course for a late March launch.

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Excited for more war at sea with Naval Strike? Were you a big fan of Battlefield 2142’s Titan Mode?

Thanks, Ben Read, Katana67, and 2o1 GaminG

David Veselka

Musician, Gamer, Geek. Subscriber

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First Look At Borderlands 2’s Last DLC, Sir Hammerlock and The Son Of Crawmerax

With the release of Borderlands 2’s Mad Moxxi and The Wedding Massacre DLC this past Tuesday, it leaves all but one add-on left for Gearbox’s highly acclaimed co-op shooter.

Sir Hammerlock and The Son Of Crawmerax Head Hunter pack is set to arrive sometime in April, but you can get your first glimpse of the final DLC above, courtesy of IGN.

Sir Hammerlock And The Son Of Crawmerax will be available for $2.99 USD, much like the previous Head Hunter packs, and will feature beach-themed customization items, which you can view here.

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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Battlefield 4 PC Patch Now Live, Sneak Peek at Battlelog Loadout Presets

Battlefield 4 on the PC is getting updated today with a new patch that is beginning to show up for a number of users as of this writing.

It fixes a number of issues and includes a few improvements for DICE’s recently released Mantle renderer. According to the Battlelog, the update will rollout throughout the day, so you may not be prompted to download right away. Check out the full patch notes:

Battlefield 4 February 13 PC Game Update

  • General stability improvements
  • Fix for an issue where spawning into, or switching to, a gunner seat in an IFV/MBT sometimes could cause the game to crash
  • Fix for missing sound in Team/Squad Deathmatch
  • Fix for an issue in the Defuse game mode, where a bomb carrier would be permanently spotted
  • Decreased the rate at which the kill card would incorrectly display 0 health, while the enemy was clearly alive
  • Fixed an invisible wall that was incorrectly positioned in one of the fallen concrete pipes on Zavod 311
  • Fix for an issue where bullet impact sounds weren’t properly matching the actual number of impacts
  • Fix for an issue where the “Draw” message would not display on-screen once a Conquest round ended with both teams having the same amount of tickets
  • Fix for an issue where long IDs wouldn’t scroll on dog tags
  • Fix for missing grass physics in terrain

Mantle

  • Fix for a crash that would occur when activating full screen in portrait mode
  • Fix for stuttering that could appear during video sequences on multi-GPU PCs
  • Fix for a memory system leak that could cause stalls, which would result in frames taking longer to process
  • Reduced the amount of stalls that occurred when running with high graphics setting that require more GPU memory than is currently available
  • Fixed screenshots on multi-GPU PCs

Over on Reddit, a Battlelog developer who goes by the name “DarkLord7854” is giving fans a sneak peek at the upcoming Loadout Presets that will be available on the Battlelog. Subject to change and with no ETA, the dev is looking for your feedback on some of these screen captures:

eSDhXS2

“You can access the preset manager with 1 click from the top ‘PRESETS’ button next to ‘RESET’ and ‘SAVE’. All kits and vehicles have a ‘PRESETS’ dropdown which will let you create a new preset from the currently configured loadout for that kit/vehicle, or quick apply an existing preset.”

BV055Bv

“From here the ‘PRESETS’ button turns into a dropdown that let’s you access the preset management page, create a new preset, or quick apply a preset for the kit/weapon/vehicle you’re viewing. For kits, the primary and secondary weapons also have a ‘PRESETS’ dropdown which will let you create/apply presets for the weapon.”

nZQUCcX

“This here is a totally spankin’ new page. It allows you to click through ALL your presets and see what each one contains. From here you can apply any selected preset and also delete a preset. It will also tell you how many presets slots you have left. You can sit on this screen and apply as many presets as you want.”

Be sure to check out the entire Imgur album and supply your feedback over on DarkLord7854’s Reddit post right here.

David Veselka

Musician, Gamer, Geek. Subscriber

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Counter-Strike: Global Offensive Update Introduces CZ75-Auto, Rebalances Weapons, and More

A new update has rolled out for Counter-Strike: Global Offensive that introduces the CZ75-Auto pistol, improves the user interface, tweaks the map Overpass, and rebalances a few weapons like the Aug, SG553, and Desert Eagle.

Check out the full change notes below, gathered from Reddit.

Counter-Strike: Global Offensive February 12 Update

CZ75-Auto

  • Added the CZ75-Auto as a new stock pistol that is a loadout alternative to the P250. Its stats are identical to the P250’s with the exception of being fully automatic and having only two magazines.

CS:GO Weapon Case #3

  • Introducing the CS:GO Weapon Case #3, comprised entirely of pistol finishes, including finishes for the new CZ75-Auto.

GAMEPLAY

  • Weapon adjustments based on data collected:
    • Increased Aug recoil
    • Reduced Aug rate of fire
    • Reduced Aug and Sg553 scoped run speeds
    • Increased Desert Eagle accuracy recovery by 2.5%
  • Improved scope visuals for Aug and Sg553.
  • Aug now has a new firing sound.
  • Pressing the walk key while running now properly decelerates your speed to walking instead of instantly capping it.
  • Fixed regression that broke environment fog not being reduced when zoomed with a scoped weapon.

UI

  • Added text filter to loadout.
  • Added peel animation when player cycles position.
  • Fixed enemies on the square radar not rotating to match their view.
  • Fixed teammate colors sometimes shuffling on some panels when a player disconnected in Competitive Mode.
  • Crosshair style 2 (Classic) has been changed to accurately show weapon accuracy.
  • Added some ConVars to be used with crosshairstyle 2 (Classic) to allow users to further customize how they want it to display. (cl_crosshair_dynamic_splitdist, cl_crosshair_dynamic_splitalpha_innermod, cl_crosshair_dynamic_splitalpha_outermod, cl_crosshair_dynamic_maxdist_splitratio)

MAPS

  • Overpass
    • Improved visibility.
    • Removed small cover on CT side of Bombsite B.
    • Drastically reduced the number of trashcans.
    • Widened tunnel near T spawn.
    • Widened lower door in park connector.
    • Widened corridor near CT sniper room.

MISC

  • Fixes to improve game stability during startup.
  • Added diagnostic info to debug video config reset.
  • Fixed dedicated server to write steam_appid.txt
  • Fixed several game server memory leaks.
  • Fixed a bug causing certain workshop maps to re-download every time the game is launched.

David Veselka

Musician, Gamer, Geek. Subscriber

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Titanfall on PC Capable of “Insane” Texture Resolution, Xbox One Version Hopefully at 900p for Launch

According to the PC beta version of Respawn Entertainment’s Titanfall, the game will be able to support some rather “insane” textures, presumably on higher end rigs.

NeoGAF user jediyoshi posted a screen capture of the PC beta version’s graphics settings, revealing an “Insane” setting for the game’s Texture Resolution options:

TCRcjCE-670x375

Other Graphics Options include:

  • Brightness
  • Diaplay Mode
  • Aspect Ratio
  • Resolution
  • Color Mode
  • Anti-Aliasing
  • V-Sync
  • Field of View
  • Texture Resolution
  • Texture Filtering
  • Lighting Quality
  • Shadow Detail
  • Effects Detail
  • Model Detail
  • Impact marks
  • Ragdolls

According to EuroGamer, the Xbox One version of Titanfall currently runs at a 792p native resolution, though our friends over at TitafallBlog have confirmed with the studio that they will be increasing it for launch, hopefully pushing it up a 900p resolution.

We also recently learned that Respawn is working with Microsoft to improve the Xbox One’s resolution upscaler.

Thanks, DualShockers.

David Veselka

Musician, Gamer, Geek. Subscriber

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Sony to Support the PlayStation 3 for Years to Come

With all the buzz surrounding the always sold out PlayStation 4 – seriously, I’m still looking to buy one to no avail – Sony has assured PlayStation 3 users that the old console still has some life in it.

“We believe that the platform has a lot of life left in it. Two, three, four years; we think there’s time left in the platform. It depends on the content,” PlayStation marketing executive, John Koller, told GameSpot.

“We have a good lineup this year and it looks like a good lineup next year. We need to keep fuelling that. We really have to keep PS3 alive. And so to do that, we have to further the content. I think there will be a good story for the PS3 over the next year to two years.”

As excepted, Sony seems adamant to continue to follow the 10 year console life cycle, which benefited the player base for Sony’s home consoles in the last few generations.

Thanks, VG247

Fahed Jaradat

Senior Editor and Co-Founder. Multiplayer runs in my blood. Don't believe me? Ask for a sample! Subscriber

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Borderlands 2 – Mad Moxxi And The Wedding Day Massacre DLC Review

With Valentine’s Day soon upon us, Borderlands 2 developer Gearbox has decided to show their loyal vault hunters across all platforms some love in a Valentine’s Day themed add-on, Mad Moxxi And The Wedding Day Massacre.

Although themed on a holiday based on love, the DLC is quite the opposite, as per the usual Borderlands twist. Throughout the relatively short campaign, you’ll get to once again fight the Hodunk and Zaford clan, who have banded together for the wedding of two of their members.

Fast traveling to Rotgut Distillery, the mini-DLC’s starting area, a gloomy greenland, you’ll be immediately be greeted by Moxxi and the unfortunate death of a couple that randomly gets struck by lighting, marking the first of many deaths in this massacre.

From then on, the story has you rummaging through a Zaford distillery in the usual Borderlands fetch-and-go style quest, picking up various items to create a love potion to forcefully put Bridget Hodunk and Collin Zaford together in time for their goliath wedding and to join both clans as one.

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The Zaford Distillery, where most of the fighting takes place.

On your quest to complete said love potion, you will run into new enemies from the aforementioned bandit clans from the Hodunk Skullsplitter and Zaford Blader, to the more menacing loader, the BLNG LDR, who is, quite frankly, just a golden super badass loader with tons of health. My personal favorite new enemy: a Tipsy Tresher who will have your vault hunter seeing double as anytime it hits you, it automatically gets you drunk.

After a number of unfortunate events, the story brings you to the DLC’s new boss who, once disposed of, will drop a item that allows your favorite vault hunter to fish for a special type of thresher, Rue The Love Threshers. Rue is pretty much a giant thresher with a top hat on and hearts around its body who contains some pretty good loot once defeated.

However, if you’ve collected the other four fishes scattered through out Rotgut Distillery (white, green, blue, and purple) and fight the associated threshers (Sigmand, Ikaroa, Moby, Fire Crak’n, and Rue), you get to put their tentacles above a red chest that nets you some pretty good loot for all of your trouble. A loot leprechaun appears in the area after awhile.

Those who are on a tight budget will probably find it best that they skip on this Head Hunter pack as it feels slightly shorter than the previous ones and the end loot reward isn’t as good as the loot found in How Marcus Saved Mercenary Day.

Although Mad Moxxi And The Wedding Day Massacre has its shortcomings, it does contain some of the best dialogue from the Head Hunter packs that gets you in the mood for Valentines day while offering some pretty sweet customization items that takes a stab Zer0’s true identity. Though, it should be noted that Zer0’s head is called n0t-can0n, so take that with a grain of salt.

Best of all, the additional mission featured isn’t a 30-minute story with Grandma Flexington babbling on and on making you ultimately regret accepting the mission in the first place. It features Innuendobot 5000 requiring you to fetch items to profess his love to the town’s various civilians with the usual innuendo jokes added in.

ofToonv

Gearbox poking fun at what Zero might be behind his mask.

3 / 5

All in all this Head Hunter pack gets a score of three stars out of five.

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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Titanfall Developer Urges Microsoft To ‘Fix’ Xbox One Controller

Developer Respawn Entertainment is urging Microsoft to make some tweaks to the Xbox One’s wireless controller before the launch of their upcoming Xbox and PC-exclusive shooter, Titanfall, only one month out.

At the request of the studio, Microsoft will be updating the controller via a software patch included in an upcoming Xbox One system update due out this March 4. Last week, the company outlined the general intent of the multiplayer-focused update, saying that a portion of its contents is also meant “to prepare your Xbox One for Titanfall.” Thanks to The Verge, we now have the specifics.

“It’s just fixing the controller input, really,” Titanfall design lead Justin Hendry told the website, also mentioning that the studio worked with Microsoft on the solution. “It wasn’t really where we felt it should be; it was a little overly twitchy with the current controls. Now it’s fixed. We’re happy with it.”

Respawn is happy with it, and they know their shooters, so Xbox users should be in for a nice little fix this March.

The studio is also working with Microsoft on improvements to the console’s resolution upscaler, though it’s not clear whether the changes would affect Titanfall only, or all Xbox One games.

Lookout for Titanfall on the Xbox One and PC March 11, later on March 25 on the Xbox 360, and be sure to catch our thoughts on the game right here.

David Veselka

Musician, Gamer, Geek. Subscriber

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Final Fantasy XIV Is Coming to PlayStation 4 April 14, New Trailer and Beta Details

Final Fantasy XIV: A Realm Reborn is coming to the PlayStation 4 on March 14 and Square Enix has a new trailer showing off 1080p footage of the game running on the console.

On the official PlayStation Blog, the studio has also put together a list of need-to-know info regarding the game’s upcoming beta and how to transfer from the PS3 to the PS4. Check out all the details below:

Beta Info

  • Phase 1: February 22nd to March 3rd.
  • Phase 2: April 4th to April 7th.
  • Japanese Standard Time assumed for all dates.
  • The beta will be accessible for everyone with a PS4, and directly downloadable from PlayStation Store.
  • There will be a character wipe after phase 1.
  • Players who made their character in beta phase two will be able to bring this data to the retail version.
  • PS3 and PC players of FFXIV will be able to transfer character data to the PS4 (please note that this is only necessary for the beta — in the retail version, all players will play on the same servers).

PS3 to PS4 transfer

The transfer service is scheduled to begin Friday, April 11th, 2014. Please be aware that after transferring to the PS4 you’ll be unable to play the PS3 version using your existing copy. Users who wish to play using both the PS3 and PS4 are required to purchase the PS4 version separately. Users who own multiple service accounts for the PS3 can transfer all accounts to the PS4. Users transferring their accounts will have access during the early access period, scheduled from April 11th to the 13th. Please note: to transfer your PS3 account, you must have logged into it from a PS3 at least once.

PS4 features

  • Upgraded graphics on the PS4 in glorious 1080p (see trailer).
  • PS Vita Remote Play — craft, gather, and play wherever you go.
  • Share-support — stream your gameplay or share screenshots.
  • Mouse & Keyboard Support — switching over from a PC? No problem!
  • Touchpad-Support — the touchpad of Dualshock 4 is fully supported.

David Veselka

Musician, Gamer, Geek. Subscriber

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