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Gears Goes Gold – Gears of War: Judgment Achieves Gold Status

The Xbox 360-exclusive 3rd-person shooter by Epic Games and People Can Fly, Gears of War: Judgment, has officially gone gold.

On Twitter, the Gears team writes:

Gears of War: Judgment has gone gold. Cheers!

Pictured below: The gears team celebrating over beer, Sprite, and Minute Made.

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While you patiently await GOW:J to arrive this March 19 in all its bloody, gory and chainsaw slashing glory, check out the latest gameplay trailer as well as the full list of Xbox 360 achievements.

What are you most looking forward to in the new Gears – A different angle on the story, or the revamped multiplayer?

David Veselka

Musician, Gamer, Geek. Subscriber

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Did Medal of Honor: Warfighter’s Failure Doom Battlefield?

With Medal of Honor: Warfighter being abandoned by EA, there’s a lot of concern that Battlefield developers DICE will be tasked with keeping an EA FPS game on store shelves in November year after year.  The concern comes from the fact that developing games like Call of Duty and Battlefield take at least 3 years to really get the best game out of the process.  People are worried that a stinted development cycle will hurt the BF franchise, and I agree.  Games like these need that extra time to really be the games they’re intended to be.

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The way I see it, the fall gaming season is a traffic jam of half-baked game releases.  Honestly, I’m glad that EA dropped MOH.  Yes, it was unique and a bit more development probably would have made it a great game.  But as good as MOH:WF could have been, it still would have felt like a BF game with some gameplay differences, whereas games like Crysis 3 are almost wholly unique in the FPS genre right now.  That said, Frostbite 2 is a very robust engine and if MOH:WF proved anything, it’s that it could handle a variety of gameplay options that aren’t BF3-esque.

Hopefully EA recognizes that having a different feeling game coming out in addition to the lock & stock experience is a good thing.  Could DICE being stuck with making a yearly BF installment after MOH’s failure hurt the franchise?  Of course, but maybe it will lead to something better. Here’s to hoping that perhaps the highly secretive “AAA” shooter from ex-Infinity Ward heads and Call of Duty creators, Respawn Entertainment, now under EA publishing, might also bring something fresh to the over saturated ocean of fall shooters.

What do you guys think? Does MOH:WF’s failure put a burden on the head of developers like DICE?

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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Black Ops 2 Community-Made Weapons Statistics Data

Reddit user and Black Ops 2 community member Gamamaster101 Black Ops 2 community member Marvel4 has published an in-depth weapon statistics analysis for Call of Duty: Black Ops 2.

The data is filled with statistics of all Black Ops 2’s multiplayer weapons, including the latest addition from the Revolution DLC, the Peacekeeper SMG. You’ll be able to find stats like damage, range, hits-to-kill, multipliers and much much more, so check it out and see how your favorite weapons stack up.

Black Ops 2 Weapon Stats

(Google Doc)

As it stands, it still looks to be a work in progress, as “Viewkick” and “Centerspeed” have yet to be verified. Keep checking back for updates!

Source: Denkirson Proboards.

David Veselka

Musician, Gamer, Geek. Subscriber

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Borderlands 2 – New Hot Fix Now Live, Notes Released

Ahoy, vault hunters! As of this writing, the lovely folks over at Gearbox Software have just released a new hot fix for Borderlands 2 that fixes a few known issues.

You can view the full hot fix notes by simply scrolling down:

February 5th Hot Fix Notes:

  • Commando’s Rifleman, Gunner and Shock Trooper class mods now correctly increase kill skill bonuses.
  • Increased Shock Spike shield damage by addressing issue where it was not being calculated properly.
  • Clients are now able to see explosions caused by Norfleets in multiplayer.
  • Thermitage (Sir Hammerlock DLC) is now friendlier and will no longer refuse to come play with some players.

In order to receive this hot fix, you must simply be connected to the internet at all times in order to be connected to the Shift servers. Since this is a hot fix, the fixes included are not permanent and only will be applied when you are connected to the internet.

Don’t forget to check out the previous hot fix notes here, which also secretly increased the spawn rate of the varkid raid boss, Vermivorous the Invincible in the Caustic Caverns. It also increased the chance of it dropping a legendary item upon it being slain.

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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DayZ Standalone – First Gameplay Footage Released

We’ve heard the news and we’ve seen the screens, but today, we finally get to see the game in action.

Featuring an upgraded engine, this video will showcase many of the newly added components along with the graphical improvements of the standalone version of the popular Arma 2 zombie mod, DayZ.

Let creator Dean “Rocket” and production assistant Matt Lightfoot take you through the first real gameplay footage of DayZ Standalone.

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Finally! What do you guys 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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Halo 4 Spartan Ops Episode 8 Arrives

It’s Monday, and that means more Halo 4.

Along with yet another War Games playlist update, a brand new episode of Spartan Ops is up and running with another set of five missions. So, grab your friends and find out what happened after last week’s rather intense outing.

To get you pumped, here’s a brand new Episode 8 teaser trailer.

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If you haven’t read up on this Monday’s War Games playlist update, make sure to do so here. You’ve got some Team Doubles and more Capture the Flag to look forward to.

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 3 – February Premium Bonus Content Now Live

For those who are a part of the Premium membership of Battlefield 3, expect a few new items to now be available to you as of this writing.

None other than three exclusive new gold plated dog tags should now be available and ready to be worn as soon as you boot up your copy of Battlefield 3.

If, for some reason, you can’t access Battlefield 3 due to work/school or what ever that’s keeping you busy to view these exclusive new dog tags, scroll down a bit to check these beauties out.

February Bonus Premium Content

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Joel Santana

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

Home > News

Battlefield 3 – February Premium Bonus Content Now Live

For those who are a part of the Premium membership of Battlefield 3, expect a few new items to now be available to you as of this writing.

None other than three exclusive new gold plated dog tags should now be available and ready to be worn as soon as you boot up your copy of Battlefield 3.

If, for some reason, you can’t access Battlefield 3 due to work/school or what ever that’s keeping you busy to view these exclusive new dog tags, scroll down a bit to check these beauties out.

February Bonus Premium Content

Bonus-Content-Feb

David Veselka

Musician, Gamer, Geek. Subscriber

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Gears Of War: Judgement Achievements Revealed

Check out what sort of shenanigans you’ll be up to this March 19, when Gears of War: Judgment drops on the Xbox 360.

According to X360A, here’s what fans of the Gears Of War franchise can expect to see in terms of achievements for GOW:J.

Achievements

They Called Him Karn (10 points)
Completed Museum Of Military Glory

Open Arms (10 points)
Completed Halvo Bay Military Academy

The Real Thing (10 points)
Completed Seahorse Hills

Take Back This City (10 points)
Completed Onyx Point

I Told You (10 points)
Completed Downtown Halvo Bay

This One’s Not Over (10 points)
Completed Courthouse

Friends (10 points)
Completed Aftermath

Determined (10 points)
Completed all Campaign Chapters on at least Casual difficulty

Steel Nerves (10 points)
Completed all Campaign Chapters on at least Normal difficulty

Iron Fist (25 points)
Completed all Campaign Chapters on at least Hardcore difficulty

Lion Heart (50 points)
Completed all Campaign Chapters on Insane difficulty

Party People (10 points)
Played any section in 4 player Co-Op

Blood Brothers (50 points)
Completed all Campaign Chapters in Co-op

Challenge Accepted (5 points)
Completed your first Declassified mission

Never Give Up (10 points)
Completed at least 20 Declassified missions

Quality Soldiering (50 points)
Completed all Declassified missions

A Peek into the Future (10 points)
Watched Aftermath teaser

The Aftermath (20 points)
Unlocked Aftermath

Rising Star (10 points)
Attained 50 Stars on at least Casual Difficulty

Shooting Star (20 points)
Attained 75 Stars on at least Normal Difficulty

Star Struck (50 points)
Attained 100 Stars on at least Hardcore Difficulty

Superstar (50 points)
Attained all Stars on Insane Difficulty

Never Forgotten (10 points)
Recovered 10 COG Tags during the Campaign

Remembrance (10 points)
Recovered 25 COG Tags during the Campaign

Respect for the Fallen (20 points)
Recovered all 48 COG Tags during the Campaign

Ribbon Master (10 points)
Earned 3 unique Ribbons in any section

Proud Wearer (5 points)
Equipped your first Medal

Ready for War (20 points)
Earned at least one Onyx medal

Sybarite (50 points)
Earned the Onyx “War Supporter” medal

Seriously Judgmental (75 points)
Completed all Declassified Missions on Insane difficulty

Level 5 (5 points)
Reached level 5

Level 10 (10 points)
Reached level 10

Level 20 (10 points)
Reached level 20

Level 30 (15 points)
Reached level 30

Level 40 (25 points)
Reached level 40

Level 50 (25 points)
Reached level 50

Let’s Do This (50 points)
Achieved level 50 and chose to re-up for another tour of duty

Fearless (50 points)
Achieved level 50 a second time and chose to re-up for another tour

Unstoppable (50 points)
Achieved level 50 a third time and chose to re-up for another tour

Death to Locust (10 points)
Killed with all classes of COG in Overrun or Survival

Death to the COG (10 points)
Killed with all classes of Locust in Overrun

Survivor (10 points)
Completed wave 10 on all maps in Survival mode

Globe Trotter (10 points)
Won a match on every map in all Versus modes

Jack of All Trades (10 points)
Won 10 matches of Overrun

Team Leader (10 points)
Won 10 rounds of Team Deathmatch

All Rounder (10 points)
Won one match in Free For All, Team Deathmatch, and Domination

Roaming Free (10 points)
Won one match on every map in Free For All

Team On Tour (10 points)
Won one match on every map in Team Deathmatch

Overran (10 points)
Won one match on every map in Overrun

Dominator (10 points)
Won one match on every map in Domination

Joel Santana

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

Home > Features

Crysis 3 Multiplayer Beta Impressions

The Crysis 3 multiplayer beta is live and is here to stay until the 12th of February, one week before Crysis 3 officially launches on the PC, Xbox 360 and PlayStation 3 on February 19. What do we think of it so far?

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Let’s kick things off with what most Crysis games are judged by: The visuals. Needless to say, the PC version of Crysis 3 is the way to go here. It. Is. Beautiful. Only a few weeks away from release, hopefully the Beta is giving you PC players a chance to see where your hardware sits and whether or not you need to make any tweaks before February 19.

While it’s undoubtedly understood that the Xbox 360 and PlayStation 3 versions simply can’t and won’t match up to their PC counterpart, I was still expecting a larger margin of improvement over Crysis 2 in the visual department. Improvement is there alright, but at times, I feel like I’m still playing Crysis 2 all over again, but on new maps. A lot of the audio seems to be re-used. Even the weapons look a little too familier, with the tech-bow and other alien additions being the exception. As it stands, I’ve definitely seen better on my Xbox from games like Halo 4 and Battlefield 3, but I’m hoping that won’t be the case by launch.

Having said that, I can see that Crytek has learned a thing or two when it comes to the user interface. Text is bigger and clearer both in-game and in the menus. It makes more sense and is much nicer to look at. The HUD is clean and simple and sports a useful mini-map that keeps you informed, especially in multi-storied environments, which the two maps in this beta seem to feature a lot of. In the menus, party options and challenges are clearly presented and cycling through equipment customization is a breeze. It’s also made pretty clear what you need to do in order to unlock your next attachment or nanosuit module when browsing through your equipment.

So far, Crysis 3 feels a lot better than Crysis 2. Controls are tighter and more responsive, aiming and shooting doesn’t feel as clumsy, and jumping, sliding, and mantling has never felt smoother. You’ll notice that the gameplay has been significantly streamlined, which can be a good or bad thing. Sprinting, for example, no longer requires energy which increases the pace of the game significantly. However, those who enjoyed and mastered the meta-game of energy management found in previous titles might find Crysis 3’s gameplay a tad too hollow. I do wish there was a greater variety of weaponry as well, but I’m thinking the beta is simply limited – seeing that we can only manage rank 10 before initiating a “Nanosuit Reboot” – and that the full game will include more. The new tech-bow adds some interesting new gameplay elements, however. I’m not sure how many players will consistently consider using it as a primary weapon. The ability to tweak weapon attachments in-game on the fly is genius as well.

Both maps, Airport and Museum, are action packed and appropriately sized. The amount of verticality is appreciated and allows great use of the “Air Stomp” technique. Each layout is easy to maneuver and both maps make you feel like a Parkour bad-ass. Despite the darker tone of Museum, I find it to be more visually impressive than Airport due to its great use of lighting. Too bad I can barely find any games on it as everyone votes for the brighter, greener, and happier Airport. Crash Site is a rather fun objective-based mode that has you earning points by defending the vicinity of a crashed alien pod which randomly relocates throughout the match. The new Hunter mode has two permanently cloaked nanosuit-wearing soldiers stalking regular soldiers trying to extract from the battlefield. Each death of the hunted yields a brand new hunter until there are no more left. Honestly, this mode didn’t excite me all that much, though I could see it being a much different story when played with a large group of friends over microphones.

Generally, I do find the beta a tad buggy (sounds don’t sync, kill-cams are off, a few graphical glitches, etc.), which is okay. It is a real beta, after all, and the exciting and distinctly unique gameplay more than makes up for it. The end-of-match highlight reel is a nice touch, and the Halo-esque inspirations (alien weapon pick-ups, the Pinger, and VTOL ship with man-able turrets) are also very welcome in my books.

In my head, I’m thinking that Crysis 3’s multiplayer will be “beast” if things and network issues are cleaned up and polished to a shine. If Crytek can manage that, I’ve got the feeling that Crysis 3 might just surprise a lot of MP aficionados when it releases this February 19.

Now, a lot of you will be tempted to blow this game off as “just another shooter,” but I promise that you will find some charm here that just might seduce you into making the switch, especially if you’ve got yourself a pretty powerful PC. The beta is free, after all, so you’d be doing yourself a disservice by not giving it a shot. Call of Duty players will find themselves comfortable in the fast-paced action, while Halo vets might take some interest as well.

How are you enjoying the beta so far and on what platform are you playing it? Let us know your thoughts in the comments below!

David Veselka

Musician, Gamer, Geek. Subscriber

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Aliens: Colonial Marines – Over Two Hours of Multiplayer and Single Player Gameplay

For those who had growing fear of Gearbox not delivering us a true Aliens title with Colonial Marines, fear no longer.

Last Saturday, IGN held a two hour gameplay session. In this session, we get an in depth look at the multiplayer and the single player, which can also be played with up to three other players.

I don’t know about you guys, but everything that I felt I worried about has vanished with this stream. I look forward to picking this beauty up next week, so prepare your Face Huggers.

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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PlanetSide 2 Gets a Major Update – Infantry, Vehicle and UI Tweaks Galore

Yesterday, SOE deployed a major update to the MMOFPS PlanetSide 2, tweaking a number of gameplay elements and fixing a few bugs.

It’s a long read, so grab some coffee or tea and check out some of the changes you can expect next time you boot up PlanetSide 2.

General Updates

  • Client performance improvements
  • Client stability improvements

Infantry Updates

Spotting

  • Repeated spotting without a valid target will now put your ability to spot on cooldown.
  • Spotting an enemy at 30+ meters now has to be more precise.
  • You now have to be closer to the center of the target to see their nameplate.

Existing Weapon tuning changes

  • Added medals to all weapons that were missing them.
  • VS Pistols
    • Increased iron sight accuracy, from 0.5 to 0.4.
  • All shotguns
    • Lowered vertical recoil, from 1.75 to 1.5 per shot.
    • Reduced accuracy loss per shot, from 1.0 to 0.5.
    • Increased damage falloff range. Damage used to start scaling at 5m and end at 15m. Now it starts at 8m and ends at 20m.
  • Jackhammer
    • Lowered vertical recoil, from 1.75 to 1.2 per shot.
    • Reduced accuracy loss per shot, from 1.0 to 0.5.
    • Increased damage falloff range. Damage used to start scaling at 5m and end at 30m. Now it starts at 12m and still ends at 30m.
    • Reduced pellet spread, from 3.0 to 2.5.
    • Increased projectile speed, from 300m/s to 400m/s.
    • Increased iron sight move accuracy. From 0.3375 crouch-walking and .9 running, to .25 crouch-walking and .75 running.
    • Increased iron sight move speed, from 0.5x to 0.75x of the player’s base speed.
    • Increased hip-fire accuracy. It now matches all the other shotguns.
    • Very small adjustment to reload times. Cut 100 whole milliseconds off the reload chamber time and added it to the reload empty time. It’s now 2 seconds to reload when reloading with at least one bullet remaining and 3 seconds if empty.
  • TX2 Emperor
    • Fixed audio not playing when in iron sights.
  • Underbarrel grenade launchers
    • Fixed underbarrel grenade launchers not doing any damage after a reload.
    • Grenade rounds must now travel at least 10 meters before they arm and explode.
  • Underbarrel Grenades
    • Increased internal radius damage, from 1125 to 1250.
    • Reduced internal damage radius by 0.5 of a meter
    • Reduced external damage radius by 1 meter.
    • End result with these is that direct and near misses are stronger, but the overall explosive radius is smaller.
  • Frag & Sticky grenades
    • Reduced external explosion radius by 1 meter.

Misc Changes & Fixes

  • Added a short invulnerability on newly spawned players. This invulnerability goes away if the player moves or takes any action.
  • Added auto-run to infantry. Defaults to ‘=’ key and can be re-mapped in the keybinding settings.
  • Ctrl-F11 will now turn off the first person arms and weapon. You cannot shoot or interact with terminals while this option is turned on.
    • Reminder: Ctrl-F10 will turn off the UI.
  • Purchasing the second Medic C4 cert will no longer grant every class the ability to carry an additional C4. This bug allowed a number of classes to carry more C4 than what was intended.
  • Ace Tool ammo packs should now be properly affected by Ammo Pack certs.
  • Fixed bug that caused client and server ammo counts to be out of sync (for example, extra underbarrel rounds on your client that were doing no damage).

Vehicle Updates

  • Mouse movement optimizations have been made for vehicle turrets. They should feel a bit smoother and more responsive. Some players may find the sensitivity to be different and should adjust the sensitivity slider.
  • Players in vehicles can no longer capture points.
  • Some improvements were made for ground vehicles sliding – although hitting the slope maximum will still cause you to slide
  • Made adjustments to the Magrider so that combining strafe and forward velocity no longer provides an advantage to hill climbing

ESF Adjustments

  • Rotary Cannons
    • Added 10 rounds to the magazine of each rotary.
      • Magazine certifications reduced to 2/5/7/10
      • Ammo capacity raised
    • Projectile speed decreased slightly on all rotary cannons to help further define their role as a close range weapon.
  • Reaver M20 Mustang
    • Fire rate increased
    • CoF Reduced
  • Saron Laser Cannon
    • Projectile speed decreased slightly. (The Saron has no bullet drop, while equivalent cannons do.)

MBTs

  • Magrider
    • Saron HRB
      • Slowed Projectile down slightly. It retains no projectile drop.
  • Vanguard
    • Side and Top armor increased. Allowing it to withstand roughly 1 more hit from a weapon as powerful as a tank cannon.
    • Titan-150 HEAT and Titan-150 AP
      • Increased projectile speed
      • Reduced Vanguard 150mm AP explosion visual. Visual was set larger than intended (and larger than the actual blast damage)
    • Enforcer ML85
      • Fixed an issue that prevented the projectile from reaching its intended top speed.
      • Reduced time to reload to 3.25 seconds (down from 3.5 seconds)
      • Added some drop to the projectile.
      • Updated missile trail FX in first person so that it is easier to see.
    • Enforcer C85 Modified
      • Changed to have a 3 round clip instead of 1 shot reload.
        • 333ms Fire Rate
        • Removed exaggerated COF
        • Reload speed increased from 1.5 to 2.5 seconds.
      • Base ammo capacity increased from 30 to 60.
      • Ammo Capacity certifications now increase capacity by +6 each rank.
  • Prowler
    • Prowler P2-120 HEAT and P2-120 AP
      • Damage per round increased
      • Increased Projectile Speed
    • Anchored Mode
      • Anchored Mode now increases projectile speed of the equipped 120mm cannon. (In addition to the improved reload rate)
    • G30 Vulcan
      • Increased minimum damage.
      • Decreased maximum (close range) damage (It still maintains the best TTK at close range by a large margin).

Other Weapon Adjustments

  • M40 Fury and M40 Marauder
    • Projectile speed and gravity increased.
    • New, more distinct first person trail, to make it easier to see where shots are going.
  • M20 Drake & M20 Basilisk
    • Reload speed reduced to 3 seconds (down from 4 seconds)
  • M20 Drake
    • Increased projectile speed
    • Reduced gravity on projectile
  • E540 Halberd
    • These changes to E540 Halberd should put it between the Saron HRB and the ML85 Enforcer with their new changes.
    • Increased projectile speed.
    • Reduced projectile drop.
    • Increased time to reload by .25 seconds.
  • CAS30 Tank Buster
    • Reduced maximum damage slightly.
    • Damage fall off now begins at 50 meters. Down from 100.

Item Updates

New Decals

Back in my day, we didn’t have any decals. We had emblems, and we liked it that way! Relive the glory days with these classic decals.

  • Classic Bull Head Decal
  • Classic Celtic Decal
  • Classic Flame Decal
  • Classic Poodle Decal
  • Classic Red Star Decal
  • Classic Wings Decal

New Camos

Continent-specific camouflage will teach you the value of not being seen.

  • Amerish Scrub Camo
  • Indar Scrub Camo
  • Amerish Grassland Camo
  • Indar Canyons v2 Camo
  • Amerish Leaf Camo
  • Esamir Snow Camo
  • Indar Savanna Camo

New Weapons

Each faction now has a submachine gun that is useable by all classes except the MAX.

  • TR: SMG-46 Armistice
  • NC: AF-4 Cyclone
  • VS: Eridani SX5

UI Updates

  • A tiny bar that represents your progress towards earning your next cert point has been added to the cert point area on the HUD
  • Players now have the ability to customize empire colors on the HUD. The game will default to our “Enemy vs. Ally” color preset. The default colors can be changed from the General section in Settings.
  • The player’s total experience bonuses are now displayed on the HUD, above the minimap. Mousing over the component will display a tooltip which details the bonuses.
  • Hotspots have been reworked. They have a much more visual representation on the map and are dependent on more precise and up-to-date activity metrics. Also, the color of the hotspots is now tied to the empire that is dominating the area.
    • With this change, “Instant Action” and “Hotspots” are no longer synonymous. Instant Action is meant to take you to a large fight where there’s already a significant amount of allies. Hotspots are visual cues for where fights are, regardless of whether you have a significant amount of allies there or not.
  • Each column on the Outfit Members screen is now sortable.
  • New “Report” window. Typing “/report <playername>” into text chat will bring up an improved reporting UI to better help players inform CS of hackers, griefers, and general nuisance.
  • Clicking on player names with a bracket [] around them in the chat log and Voice & Chat screen will bring up a player actions menu with a variety of options: send message, add/remove friend, add/remove from squad, add/remove from outfit, and report.
  • You can click and drag in the chat log and Voice & Chat page of the Social window to select text for copy/pasting.
  • Added ignore list to Voice & Chat page of the Social window where you can view, add, and remove players that are ignored.
  • More contextual player nameplates : squad members have a green circle with the squad member # next to the player name, squad leaders/platoon leaders have stars next to the name
  • Smarter player indicator visibility logic using Line Of Sight ( LOS ) checks for non-squad/platoon allies to reduce HUD indicator clutter
  • Better mechanism for determining when to display the player indicator name text
  • Vehicle indicator nameplate inherits the nameplate style of the driver
  • Delta squad platoon color changed from yellow to black to avoid confusion with Bravo squad coloring.
  • Profile screen, leaderboards, stats page, and tab scoreboard screen have been polished to show BR icons and revised to de-emphasize K/D as an important metric. Facilities Captured and Facilities Defended stats have been added to help emphasize teamwork instead.
  • Population bonuses (XP/Resources) are now granted based on continent population instead of server/world population.
  • Updates to Character/Vehicle Loadout Screens:
    • Attachment button should always be visible on the Equipment page and the selected weapon view of the Equipment Edit page.
    • All weapons that have attachments will always display the Change Attachments button regardless of whether the player owns attachments or not.
    • All tabs for attachments/customizations of weapons will be visible regardless of whether the player owns that type of attachment or not.
      • Tabs for which the player owns no attachments will be displayed as disabled.
    • If the player owns no attachments for a particular weapon, the customization screen will display a “You have no attachments…” string.
    • A Get More button has been added to the Customization view of the Equipment Edit page that will link the player to the certs page for that particular weapon.
    • The Get More button that was on the Weapon Selection view has been changed to be gold (since it links to the marketplace).
    • All equipment that does not have attachments (suit slots, ability slots, melee slots, etc) no longer have an information panel.
    • The item selection now spans the whole screen and has the ability to display up to four columns of items.
    • The resupply and auto resupply button/checkbox has been moved up to the stats area for items that can be resupplied.
    • Weapons now display camo in the loadout UI
    • Loadout Weapon Stats Bars now use the same ticks as seen in the Marketplace
    • Larger loadout screen changes will be coming next month
  • Fixed an issue that sometimes prevented individual squad leaders from within a platoon from promoting other members of their squad to leader status.
  • Mousing over chat area on top left of screen now brings up the chat menu
  • Heal/repair reticle does not clear out when it is at 100%
  • Kill spam player names no longer have default red/green outer glow. The glow is now player type specific ( enemy, ally, squad member, platoon member…etc )
  • Fixed resource icons for Mechanized and Infantry resources in the session stats panel of the tab scoreboard (they were swapped).
  • Fixed an issue with grenade counts showing up as “1/0” when you were out of grenades.
  • Fixed issue with icons for connected benefits not drawing at low resolutions.
  • Added a stat tooltip to bundle items on the purchase preview screen- Items in bundles that have stats will have a stats tooltip when moused over on the purchase preview screen.
  • Clicking on the command list button should now take you to the commands list, with the top of the commands list being visible. Also, updated list of commands with new commands and removed commands no longer used.
  • Fix for wrong killspam icon showing up when a player crashes their own vehicle.
  • Broadcast messages should no longer show up twice in the chatbox.
  • Added music to the credits screen Music should start up when the player opens the credits screen.
  • Better text positioning for weapon thumbnail labels and cert title bars to prevent truncation.
  • Better loading indicator for in-game web browser
  • Resource tooltip now scales with resolution on escape menu
  • Not showing the vehicle slot on the vehicle health schematic on the HUD if the vehicle capacity is 1
  • Instant Action and Redeploy buttons on the Map screen will now play a “ticking” sound effect during the 10 second countdown to activation.
  • New sounds added for item unlock, broadcast, and medal earned notifications
  • Back button has been added to Bug Submission page that will return the player to the Support Menu Back button has been added to Command List page that will return the player to the Support Menu
  • Render Distance slider added to Graphics Settings
  • Significant UI performance improvements

Experience Updates

  • As an added bonus to our earliest supporters, we’ve increased the bonus percentage of our Alpha Squad boost to 50% resources and XP.
  • Added tiered kill xp
    • Killing a player who has been alive for less than 10 seconds and has not earned more than 5 xp will yield a diminished “Spawn Kill” xp reward of 25 xp
    • Killing a player who has been alive for more than 10 seconds, or earned more than 5 xp and less than 1000 xp will yield a normal “Kill” xp reward of 100 xp
    • Killing a player who has earned equal to or more than 1000 xp but less than 2000 xp will yield an enhanced “High Threat Kill” xp reward of 150 xp
    • Killing a player who has earned equal to or more than 2000 xp will yield an enhanced “Extreme Menace Kill” xp reward of 300 xp
  • Added Surface-to-Air Damage experience rewards
    • Applying a fair amount of damage to air vehicles while not in an air vehicle should now grant a 20 xp reward
  • Increased Sunderer Kill xp
  • Fixed a bug with the Sunderer ammo dispenser where a squaded driver did not receive xp from resupplying non-squadded friendly player vehicles
  • The global population xp and resource reward adjustments should now be granted to players on a continent based on that continent’s population level instead of the world population level

Facility Updates

  • Upgraded all spawn rooms to be more defensible. This should lead to less spawn camping.
  • Adjusted the tower to help reduce spawn camping.
  • Added Tunnels to the Amp Station and Tech plants. These tunnels are only accessibly by the defenders and emerge in key locations throughout the Facilities. This should lead to less spawn camping. (I see a theme)
  • At all Amp Stations and Saurva and Andvari, we added faction specific Jump Pads. Only the facility owners can use these jump pads. This should make getting around in these bases a little trickier for attackers, but not impact the defenders.
  • Warpgate ownership on all three continents were rotated.
  • Redesigned the Biolabs. There is better cover at the landing platforms which should lead to more interesting fights there.

Audio Updates

  • Optimized assets being loaded into memory.
  • Optimized all factions infantry automatic weapons rate of fire. No longer dependent on composite effects.
  • Added peak limiter on master bus to prevent explosions/multiple sounds from summing up and distorting
  • Adjusted dynamic mixers during weapons firing, and menu screen.
  • SMG’s unique audio for each faction
  • NC and VS scout rifles have been assigned their correct firing sounds
  • Fixed Flash grenade to play blast and “stunned” effect
  • Fixed distorting issue with T1-S Cycler.
  • G40-F Ranger had incorrect firing audio. Corrected.
  • Increased possibility of playback on “travel” music cues

Other Bug Fixes

  • Jump Jets should no longer fail to function after switching to a different class from the deployment screen
  • Should no longer be able to get a vehicle into a bugged out state of invincibility
  • IFF shields should once again consistently block enemy fire
  • Engineers should no longer be able to maintain a repair even after they’ve entered the vehicle
  • Plugged a hole in the world near Shadespire Farms
  • Removed the pain field from the roof of the spawn room at Old Shore Checkpoint
  • Addressed incorrect spawning behavior for vehicles created at Freyr’s Northern Barracks
  • Fixed an issue that could prevent players from re-entering vehicles after they’d exited
  • Fixed the spawn point at Jagged Lance Mine so it is properly tied to facility ownership
  • Corrected the capture timer at the Tawrich Tech Plant tower.
  • The Gate Shield at the Wokuk Shipping Dock will no longer persist when the generator is destroyed
  • Corrected mismatched description text for MAX Flak Armor II
  • The Hailstorm Turbo Laser’s 3rd and 4th tier magazine size upgrades should now give the correct amount of ammo
  • Removed a phantom road from the minimap near the Mekala Tech Plant
  • Players in a MAX should now be able to use Instant Action to hot drop to a hotspot on the continent they are on

David Veselka

Musician, Gamer, Geek. Subscriber

Home > News

Crysis 3 Gets a Multiplayer Gameplay Trailer

You’ve gotten a taste of Crysis 3 multiplayer with the ongoing beta on the PC, Xbox 360 and PS3, but Crytek is anxious to show off real deal.

The full Crysis 3 multiplayer package is set to include 12 different maps and 8 different game modes, including the unique Hunter mode you’re currently playing in the beta.

To show just how awesome beating each other to a pulp wearing the world’s most advanced technology can be, here is a brand new Crysis 3 Multiplayer Gameplay Trailer from developers Crytek.

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What do you think? Are you going to be spending some serious time in Crysis 3’s multiplayer this February 19?

Look forward to our Crysis 3 beta impressions soon!

David Veselka

Musician, Gamer, Geek. Subscriber

Home > Features

Black Ops 2 Multiplayer: The Good, The Bad, and the “Are You Serious?”

At the tail end of Modern Warfare 3’s life cycle I wrote the end-all-be-all review of the game – more of a look back at what could have been than a buyer’s guide. That review attempted to cover in-depth MW3’s many issues and shortcomings and it received a warm reaction from you, the MP1st community.  While this article is limited to Black Ops II’s short existence, I feel an obligation to do my best to give you an objective analysis of the MP experience as it stands today.  Should patches be released that address major issues or modify the game in any substantive way, I will cover those changes in future articles.

Here, we, go.

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POSITIVES

01 NO FINAL STAND, FINALLY!!!!!!

I still remember watching Robert Bowling get up on a stage at Call of Duty XP in front of hundreds of players and press and say “fuck last stand” and then getting the word that *Final Stand* was in MW3.  So I was hesitant to accept that BOII was going to be the saving grace of the COD franchise with David Vonderhaar’s claims of “getting back to the basics” with BOII’s MP design.  Granted, removing something that should never have been in the game in the first place isn’t a reason to get excited, but it’s about damn time and I’m glad Treyarch finally found the courage to use their own common sense.  Overall, BOII feels like all the BS noob-centric aids have been either removed or made totally useless (sensor grenades).  Yeah, there’s the Target Finder, but MW3 had Marksmen Pro, which was way more effective and useful. The Target Finder restricts your field of view and has a cluttered reticle system, MMpro gave you the entire screen and your choice of optical attachments on all guns, including snipers.  Just imagine the DSR-50 with a Target Finder, that was what MMpro did.

02 Balance

There are a lot of arguments going around about how the SMGs in BOII are the dominant weapons, and to a certain extent, I agree.  But that’s only true on small maps or in the hands of players with the knowledge and skill to navigate a map to avoid long lines of sight.  With most of the SMGs taking 4-6 shots to drop someone beyond 15m, I’d argue that while SMGs are typically going to win against most other weapons in CQ gunfights, they are at a disadvantage in almost all other situations.  If the maps in BOII had more breathing room and were a little more linear, the SMGs wouldn’t feel nearly as powerful.  Overall, I have almost no complaints whatsoever regarding the balance of BOII.  Could some minor adjustments be considered? Of course.  But I really can’t think of anything in the game that’s truly “OP.”

03 Graphics

BOII is probably the first COD that almost impressed me from a graphics perspective.  Of course, by COD standards, BOII is a major step up from previous games, but compare it most other FPS titles being built on modern engines and you can see a substantial difference.  Overall, I think everything from the model animations, the lighting, atmospheric effects, and textures are great looking for a game running at 60FPS albeit in upscaled HD on consoles.

NEGATIVES

01 Sound Design

As much as I enjoy BOII’s many welcomed improvements to the COD sound engine (room effects, better tonality, more dynamic range, depth, clarity, and accuracy to name a few), the one glaring issue that needs to be fixed immediately is footstep audibility.  World at War was probably the last COD to feature useful sound information when it came to using footsteps as a tool.  While Modern Warfare 2 had the better sound engine with more pronounced and accurate footstep sounds, they were almost constantly drowned out by the profuse load of killstreak spam going on in matches.  BOII has actually found quite a nice balance between scorestreak audio and all the other in-game audio, but I’ll be damned if my character isn’t legally-deaf to enemy footsteps.  While I’m busy clomping around like a horse, everyone on the enemy team seems to be wearing slippers made of duckling feathers.  Add to that perks like Awareness doing basically nothing to increase the audibility of footsteps (it increases clarity and location accuracy, but barely increase the actual volume of footsteps at all), and it’s obvious that the duckling feather slippers need to go.

In this age of a market saturated to the brim with inexpensive/high-quality gaming headsets capable of 5.1 Dolby surround sound simulation, it’s an atrocity that footstep sounds, which are so critical to your awareness in a twitch-shooter like COD, are totally useless.  Treyarch, if you’re reading this, turn the volume of enemy footsteps up, way up.  As it stands now, there would hardly be any negative impact of totally removing enemy footstep sounds at all.

02 Map Design

Why is it that everyone seems to think maps in which you need a pair of eyes in the back of your head to be prepared for a gunfight are good maps?  Maybe it’s because I’m old and have enough patience to stop moving every once in a while, but come on…  Can you honestly say that Hijacked is an example of good map design?  I get it, maybe Standoff and Raid aren’t small enough for you crazy nutjobs that enjoy getting shot in the back every 15 seconds.  But if you ask any serious competitive COD player, they’ll tell you that maps like Hijacked are designed solely for people with no attention span and who have no interest in learning maps layouts.  Maps like Hijacked are designed to put you in a gunfight whether you want to be in one or not.  And yes, I get that that kind of map design makes the game feel fast paced, but if everyone was playing the objective and not camping in their spawn waiting for their loss, even maps like Carrier would play like fast-paced high-action maps.

Thankfully, there aren’t a lot of Hijacked’s in BOII, but map size isn’t the only design choice that I have an issue with in BOII’s maps.  Why is it that every room, line of sight, ledge, or window in BOII seems to have either 8 counters or 3 ways to navigate through it?  Don’t get me wrong, it’s nice knowing that I have options when it comes to dealing with people camping in buildings, but at the same time, how many ways are there to get onto the shipping containers on Cargo?  Do we really need 4 ways to get to every surface in the game?  There’s a lot to be said for simplistic design.  But it feels like most of BOII’s core maps are designed more to be eye candy or “detailed” than as gems of brilliant simplistic design like Firing Range and Shipment.  What made those two maps so great wasn’t how many colors, textures, counters, and barrels they had or where they were placed, it was that they were simple and well balanced.  The power-points were strong while still counter-able, the crates and barrels provided just enough cover to navigate the map safely without making hiding behind them a viable strategy, and there wasn’t 20 ways to get to every spot on the map.

Yeah, maybe I’m simply too slow to defend myself with paper-thin cover and from eight different entrances at once.  But perhaps the map design of BOII lends itself more to getting shot at then it does being able to use map knowledge to safely navigate the map without fear that you’re going to get shot at from a dozen directions at once.  Hopefully, the BOII DLC maps are a little less eye-candy and a little more Firing Range, but I won’t be able to tell you as I won’t be buying any BOII DLC until the next issue is fixed, not patched, not addressed, I mean fixed.

03 Connection/Lag related issues

At this point, it should be a given than COD games run flawlessly when played online.  That is after all exactly why 75-80% of COD players buy these game.  Unfortunately, ever since MW2, it seems as though COD’s connection and lag issues have done nothing but get steadily worse.  Now I’m no expert when it comes to networking on COD’s scale, but if I know one thing it’s that I die a lot in BOII due to lag.  To back up that claim, I submit this very well made video detailing exactly the kind of lag we’re dealing with.

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Additionally, I’ve been playing COD since WAW (arguably the worst COD as far as lag/hit-detection is concerned) was released and I have over 4 days logged on BOII already, so you can trust that I’m not just blaming every death I can remember on lag.  I know there are better players out there than me.  I know I lose gunfights because I was genuinely missing shots.  And I know not every gunfight is going to go my way even if I’m ready for it.  But the number of times and the consistency in which lag plays a factor in my deaths is absurd in BOII.  And no, it’s not my internet connection (trust me, I actually know what I’m talking about here and my connection is rock-solid).  The above video indicates to me that it’s not just the networking being done by BOII that’s to blame for the lag, it’s the engine running the game as well.  It’s almost as if the engine/hardware isn’t rendering the game in realtime.

The bottom line is that it’s inexcusable, especially for a franchise as big, long-running, and successful as COD, to have these kinds of issues. Period.  I don’t care how much stress Activision’s servers have to deal with.  I don’t care how outdated the hardware running these games is.  There is no excuse for connection/lag issues when the kingpin of your entire franchise is the online experience and you have the kinds of resources Activision can easily afford.  If Treyarch, Infinity Ward, and Activision can’t make these games run well on current-gen hardware, they’re doing something wrong.  Believe me, I know the Xbox 360 and PS3 are basically paperweights, but you don’t build a game designed to run on the paperweights of tomorrow and release it for the paperweights of today.  I would rather sacrifice superficial content like COD ELITE connectivity, improved graphics, and the myriad of eye-candy BS the developers of these games keep dumping in them if it meant these games would run the way they’re supposed to.  They’ve proven with MW2 that a smooth-running COD is totally possible, so why has every other COD aside from COD4 played so poorly in comparison?  Did West and Zampella take the magical code that makes COD run smoothly with them when they “left” IW?

Connectivity on COD’s scale is an amazing challenge and the fact that these games are even playable online is a miracle in itself, but that’s no excuse for something that’s advertised as a core feature being fundamentally flawed.  This is the gamebreaking flaw of BOII and it’s totally unacceptable.  I am tired of having to write articles like this about a franchise that makes billions of dollars a year when there are games barely breaking even on their development costs running without issues even remotely as bad as COD.  It’s ridiculous that Activsion thinks it’s okay to release a game on COD’s scale that plays the way BO2/MW3 do, and to a lesser extent Black Ops 1 did.

This single issue is what’s ruining BO2 for me.  If Treyarch puts out a patch tomorrow that fixes the lag in BO2, I will totally reverse my opinion of the game as lag is the only really major issue.

It doesn’t matter how well balanced the weapons are or how good an online shooter looks if you’re constantly losing gunfights that you should be winning.  I put up with it in BO1 and Mw3, but enough is enough.  Treyarch and Activision have billed BO2 as the best COD ever in more ways than any COD has ever been promoted, it’s about time their product lived up to its own description.

SUMMARY

If you enjoy BOII, that’s perfectly fine.  I don’t expect you to agree with me nor are you obligated to.  But as someone that has played enough COD to have a non-commercial pilots license (which means a lot), I feel obligated to say that BOII is broken in its current state and that I see it as the biggest letdown of the franchise.  Yes, “MW4” is going to be a massive success.  Yes, COD probably isn’t going to die unless a “better” game comes along and kills it.  But the COD I played in COD4 and MW2 has been long dead and I doubt we’ll ever see a return to form for the franchise.  For me, the time has come to find something else to play.  Hopefully you’re still able to enjoy the franchise that I have given up on despite the thousands of hours of entertainment it has given me.

How do you rate Black Ops 2’s multiplayer in its current state?

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

Home > News

Call of Duty: Black Ops 2 – Treyarch Community Update

Game Design Director David Vonderhaar of Treyarch fills in the Call of Duty: Black Ops 2 community with the latest happenings in an all-inclusive video update.

He covers some of this week’s and last week’s most important events like the Revolution DLC, double weapon XP, the latest patch, Treyarch’s eSports initiative and more.

Check out the full update below.

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David Veselka

Musician, Gamer, Geek. Subscriber

Home > News

Call of Duty Championship 2013 – 32 Teams From Around The World Battle For $1 Million Prize Pool

This April 5-7, taking place in Hollywood, California, Xbox presents the Call of Duty Championship 2013, a worldwide championship made up of 32 teams from around the globe battling for a share of the $1 million prize pool.

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You can have a chance at entering by participating in the Call of Duty Championship 2013 World League Champions Series Online Qualifying Contest, from which the top eight eligible teams in the Call of Duty®: Black Ops II World League Champions Series, Season 3 (February), on Xbox 360, Master Division will be selected as the winners.

Visit Elite’s official Call of Duty Championship page to learn how to qualify and to check out their FAQ. We leave you with the general settings that will be used in this competition.

  • Scorestreaks: Allowed
  • Score Streak Delay: 15 Seconds
  • Team Change In-Game: Not Allowed
  • 3rd Person Spectating: Not Allowed
  • Revenge Voice: No
  • Hardcore: Off
  • Dynamic Map Elements: Off
  • Friendly Fire: On
  • Game Recording: On

So, gather your team and get practicing. Are you aiming at participating in this year’s Call of Duty Championship?

David Veselka

Musician, Gamer, Geek. Subscriber

Home > Videos

God of War: Ascension “From Ashes” Live Action Trailer, New Demo Coming This Month

After releasing a small tease yesterday, Sony has finally revealed the full live action trailer for the PS3 exclusive, God of War: Ascension.

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While we are on the subject of it, they have also revealed that this month, a new demo will be appearing on the PlayStation Network. For those who have been participating in the God of War: Rise of The Warrior social networking game, you’ll be able to get your hands on the demo early, before it releases on the net. The demo will be single-player and will be different from the one shown off at E3 and the one packaged in Total Recall. Gametrailers premiered the first 30 minutes during last nights GTTV, which you can view here.

If you missed out the recent multiplayer Beta, here’s some gameplay footage, courtesy of WreckedPixel.

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So what do you guys think of the new trailer? Does it capture a more human side of Kratos?

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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.

Home > News

Defiance – New Live Action Trailer, Advanced Mission Beta 2 and VBI Kit Giveaway

A new live action trailer for Trion World’s upcoming, open-world shooter sets Defiance on course for an April 2 release date. Additionally, new beta details arise and we got stuff to give away.

First off, have a gander at the brand new live action trailer for demonstrating some alien vs human action as the Ark Hunters search for rare alien artifacts.

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According to a few frames near the end, it appears that you’ll be able to “join the fight” on April 2, 2013.

Defiance

Thanks, BattleChatterOnline.

PC players can also look forward to yet another beta – “Advanced Mission Beta 2” – this February 8. It is set to go live at 8 AM PST and will go through to February 10 at 9 PM PST. Click here to sign up.

Lastly we’ve got two Von Bach Industries (VBI) kits filled with Defiance goodies to give away. Each kit includes:

  • Unique VBI Branded Case
  • VBI Watch
  • Ark Hunter Title Plaque
  • VBI Contract
  • VBI Pen/USB Stick/Laser
  • VBI T-Shirt

For more info on how to win, visit our Forums or follow us on Twitter.

David Veselka

Musician, Gamer, Geek. Subscriber

Home > News

Sony Teases “See The Future,” PlayStation 4 Announcement Next Month?

Rumors of next-gen consoles have been appearing all over the internet these past few months, and while none of them are confirmed yet we believe that it’s safe to say that the next-gen Playstation and Xbox are right around the corner, and perhaps literally.

Today, Sony released a teaser trailer on their blog site with no other details whatsoever other than the heading title “See the Future.” Normally, if it was a game tease, it would have some form of text or at least a hint of the title. However, this seems to indicate that Sony is prepping up for a major announcement set to happen February 20th.

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Micahel Patcher, a gaming Analysis, has confirmed that media outlets and investors will be at this meeting.

Also, if you remember the last time Sony had a PlayStaion meeting back in 2011, they announced the NGP, which is now known as the PS Vita.

What do you 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.

Home > News

Battlefield 4 Reveal Incoming “In About 90 Days”

Expect more Battlefield goodness in about three months, according to Electronic Arts.

Commenting earlier on the recent challenges that EA faced with the poor reception of Medal of Honor: Warfighter, the company made it clear that it would no longer be included in the rotation of yearly blockbuster shooters. However,  chief operating officer Peter Moore expressed the company’s intent “to bring year-over-year continuity to our shooter offerings.”

When asked to clarify in a recent earnings call what was exactly meant by this, President of EA Labels Frank Gibeau said, “it was really about a hit missing, but the rest of the studios have really performed and delivered on their goals.”

He added, to clarify Moore’s earlier statement, “…we’ve already talked a little bit about that we have a Battlefield title coming next year, but we’re not in a position right now to talk about our development plans and our SKU plan long term. That will come in about 90 days when we get to show you some Battlefield stuff.”

Considering post-launch DLC support for Battlefield 3 will (officially) end by March, after the release of End Game, an official reveal of DICE’s next installment in the series would be more than likely by April, the latest. With Battlefield 4 being an obvious choice, might we also hear talk of an increased production rate of Battlefield games in general?

Earlier in April, Sony and Microsoft are rumored to reveal next-generation hardware as well. This could tie in to the reveal of next-gen “Battlefield stuff,” seeing that EA CEO John Riccitiello stated later in the call, “we think Battlefield and FIFA are going to help us lead as we move into the next set of technology opportunities and platform opportunities, and continue to get bigger.”

So far, Battlefield 4 has only been confirmed to release before March, 2014.

Are you excited to hear more about Battlefield 4?

Via, StickSkills and VideoGamer.

David Veselka

Musician, Gamer, Geek. Subscriber