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Call of Duty: Ghosts Gets Free “Festive Personalization Pack” For The Holidays

The holidays are coming to Call of Duty: Ghosts.

You might not like to wear that ugly Christmas sweater, but who knows? It might look a lot better on your Honey Badger assault rifle!

Call of Duty: Ghosts developers Infinity Ward are celebrating the holidays by offering a free “Festive Personalization Pack” that includes a holiday-themed Weapon Camo, Player Patch, Player Card, Reticle, and Player Background.

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The pack will be made available to Xbox 360 and PC owners this December 12, and will make its way to every other platform by December 18. You’ll be able to download it for free in the Call of Duty: Ghosts in-game store.

Pretty neat! Excited to bring some festive joy to Call of Duty?

David Veselka

Musician, Gamer, Geek. Subscriber

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5 Things That Made Battlefield: Bad Company 2 So Iconic

Back when Battlefield 4 was first announced as Digital Illusions Creative Entertainment’s next big triple-A FPS follow up to 2011’s Battlefield 3, not everyone met the idea with open arms.

While the thought of yet another proper Battlefield title certainly carried a sense of excitement with it, it wasn’t quite able to shake that unmistakable longing that lingered within the hearts of a handful of “true” Battlefield followers, a longing for more of what was, for many, an entry point into the long-running Battlefield series, a longing for more Bad Company.

I remember, shortly after Battlefield 4’s announcement, when Battlefield community manager Ian Tornay took to Reddit to address some of the more vocal fans who expressed their disappointed in learning Battlefield: Bad Company 3 would not be seeing the light of day any time soon. He asked something along the lines of, ‘what made Bad Company 2 so magical that you guys would rather see a Bad Company 3 than a Battlefield 4?’

I might be a little late, but with the previous generation of console hardware not so far out of sight of our rear-view mirror, and enjoying night after night of Battlefield 4’s more-or-less “next-gen” FPS experience, I find myself asking the same question. What did make Bad Company 2 so magical?

I could write a thesis on what made Bad Company 2 such a fantastic game, but it’s the aspects I feel are missing in today’s Battlefield that I would like to specifically address. Though there is much to be said about Bad Company’s fantastic single player campaign, we’re going to stick points pertaining to multiplayer for the sake of integrity.

So, in no particular order, let’s get into the top five reasons that I think made Battlefield: Bad Company 2 such an iconic game, and its stand-out features that I think would nicely benefit future Battlefield titles.

1. More Things Blew Up

Visiting only a handful of Bad Company 2’s interiors would reveal a severe scarcity in the number of building assets used in-game, but that didn’t stop DICE from littering the battlefield with houses, cabins, or bunkers that not only offered satisfying close-quarters gameplay, but could be completely levelled through enough C4, tank shell, or other explosive bombardment.

Battlefield 4 touts “Levolution” as a brand new concept to the Battlefield series, but like the hipster that burned his tongue because he drank his coffee before it was cool, Bad Company was doing it before levelling stuff became a ‘thing’. No, the act of toppling a small house isn’t nearly as grandiose as demolishing an entire skyscraper, but the quantity and frequency of Bad Company 2’s smaller Levolution events made it more of a viable and meaningful gameplay tactic.

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So Explosion.

2. Things Were Simple, Back Then

Battlefield 4 can get overwhelming in the number of gadget options at the disposal of any kit. What happened to the good ol’ days where there was only one tool for any given job. Needed to recon an area? You’d throw a motion ball down the hall. Walls got in your way? Good thing every assault rifle came equipped with an under-barrel attachment. Ran out of ammo? You’d throw down an ammo pack. Enemy infantry in hard-to-reach places? That’s what *ahem* Carl Gustav was for. Right? While a larger variety in options can lead to a higher degree of versatility in ways you can play the game, the basic arsenal of Bad Company 2’s inventory system kept you on the battlefield and out of the loadout screen.

Less toys meant Bad Company 2 avoided overcomplicating the rock-paper-scissors gameplay the Battlefield series is known for. It also meant that the chances of discovering annoying new exploits was kept to a minimal. That’s not to say Bad Company 2 was without its balance issues, but it meant a greater ease in conjuring up strategies to counter specific tactics.

Sometimes, less is more.

o1

We miss you, Carl.

3. Memorable Conquest-Only And Rush-Only Maps

The thing about Battlefield 4’s multiplayer maps is that they work well for all game types; from Conquest to Rush, or TDM to Obliteration, but none of them work great for any specific mode. While I find myself leaving most Rush or Conquest matches with a sense of satisfaction, it’s only just, and it simply doesn’t compare to the number of epic Bad Company 2 battles I’ve survived that have left me completely wow-ed in the same sense a UFC fighter would feel after winning a title match.

Bad Company 2’s most memorable maps, in my eyes, were locations like Panama Canal, Valparaíso, Isla Inocentes, Cold War, or Heavy Metal, all of which were either Conquest- or Rush-only maps. Mind you, even some maps that played well on both Rush or Conquest clearly favored one game mode over the other. Conquest on Atacama Desert and Rush on Arica Harbor come to mind. I think Battlefield 4, or any future Battlefield title, would do well with at least one or two stand-out maps specific to either only Conquest or only Rush.

Valparaiso

Valparaíso: one of Bad Company 2’s more iconic Rush maps.

4. Goofy Character Design and Over-the-Top Sound Effects

Bad Company 2’s multiplayer classes, or “kits”, on both the American and Russian side were so clearly defined and unique with such goofy characteristics that they stood out in almost the very same way Team Fortress 2’s iconic classes like the Spy, Engineer or Heavy do today. Be it the Assault with his helmet and visor, the Medic with his bright red beret or green army cap, the Engineer with his black balclava or blast mask, or the Sniper with his full-body “Bush Wookie” (ghillie) suit, each kit was almost a cartoon character in and of itself and was extremely recognizable on the battlefield.

Battlefield 4 does a good job of mixing things up between the US, Russian, and Chinese forces, giving each nation and kit their own unique silhouette, but should Bad Company 3 ever come around the mountain, I’d love to see some of these more light-hearted characters return.

Just look at the Russian Medic’s face on the far right. You know that guy has a fantastic sense of humor.

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Say “hello” to Bad Company.

This same sense of playfulness also extended to some of Bad Company 2’s over-the-top, in-your-face sound effects. DICE has done a more than commendable job at crafting a pristine audio experience with Battlefield 4 that is much more attuned to providing a clean and functional aural atmosphere, but firing off a couple of .45 caliber M1911 hand gun rounds in Bad Company 2’s “War Tapes” audio setting was so childishly satisfying. Sometimes, it’s just plain fun to pretend you are in a Michael Bay movie overflowing with deafening explosions and booming assault rifles.

In essence, I firmly believe that these two properties are what gave Bad Company 2 its unique character, and while they might not have a place in Battlefield 4 or Battlefield 5, I sure hope to see same sort of flare return to Bad Company 3.

5. Best Battlefield DLC Ever

Bad Company 2’s last multiplayer expansion may have paved the way for all Battlefield DLCs to come, but no add-on since has ever quite captured the same sort of charm that only the Flight of the Valkyries-blasting, Huey-flying, Flame thrower-wielding Vietnam DLC based on the gruesome jungle combat of the Vietnam war did. Bad Company 2: Vietnam was so bad ass, it even had its own multiplayer menu.

What made Vietnam one of the best Battlefield DLC offerings to-date was not only its selection of vastly different multiplayer maps, but it threw you into an entirely new era all together. With that came brand new character skins, new weapons and vehicles that actually reflected the time period, and best of all, iconic music that really brought that era to life in video game form. I feel a lot of these little touches were left behind in Battlefield 3 and Battlefield 4’s add-ons. Battlefield 3’s Aftermath expansion came pretty darn close, which at least offered weapons and character skins specific to that particular scenario, but wasn’t quite as drastic. While it may be based in Mainland China, Battlefield 4’s China Rising DLC definitely carries some Vietnam vibes, but other than the maps, I was a tad disappointed in some of its offerings. The add-on was advertised to introduce players to brand new, “high-tech” gadgets, so why not throw in some “high-tech”, or perhaps even prototype, weaponry – something we haven’t played with before?

Until then, I’m waiting for the next “Vietnam”.

large2

“Some folks are born, made to wave the flag / Ooh, they’re red, white, ‘n blue.”

If you’re like me, then you, too, found an alluring draw to the fun-filled nature of the Bad Company series. It’s true that not everything that made Bad Company 2 so iconic would benefit the more serious tone that the core Battlefield series offers, but we need to remember that gaming is all about fun, and if aspects of what made Bad Company 2 so undeniably fun can improve future Battlefield experiences, then why not?

What about Battlefield: Bad Company 2 was iconic to you? Do you share the same thoughts, or have some of your own reasons? Maybe you felt Bad Company 2 wasn’t as iconic as I just made it up to be and are more than happy with the direction the Battlefield franchise is currently headed in? Let me know in the comments!

This series analyzes what made some of our favorite multiplayer games so iconic and what inspiration future iterations of these games might learn from past successes. In my next entry, I look at five things that made Call of Duty: Modern Warfare 4 so iconic.

David Veselka

Musician, Gamer, Geek. Subscriber

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VGX 2013 – Titanfall: Respawn ‘Thinking About’ a Beta, Debuts OGRE and Stryder Titans in New Trailers

Respawn Entertainment unveils a new class of Titan in the studio’s upcoming sci-fi FPS, Titanfall.

The OGRE, a new Titan in production at fictional company “Hammond Robotics”, is a new type of Titan that joins the game’s playable roster of giant fighting robots which studio head Vince Zampella says is a “more heavily armored, [but] a little slower.” Additionally, it features its own unique finishing move to finish off your enemies in style.

Check out the new trailer from the studio debuted at this year’s VGX video game awards.

[youtube id=”DUgt3zD_uys”]

While a number of Titanfall fans were hopeful for the announcement of a Titanfall beta during the show, Zampella only hinted that the studio is ‘thinking about it.’ He also added that the Xbox One version of the game will not feature Kinect integration, as it simply ‘didn’t fit the game.’

Titan fall launches on the Xbox One, Xbox 360, and PC March 11, 2014.

Update 1

Yet another demonstrative video from “Hammond Robotics” introduces a brand new, third class of Titan coming to Titanfall this March; the agile and nimble Stryder. Check out the trailer from VGX 2013.

[youtube id=”t6xWRZ5_dvA”]

Update 2

Check out all three Titan classes side-by-side in a recent screen released by Respawn. From left to right: Atlas, Ogre, and Stryder.

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David Veselka

Musician, Gamer, Geek. Subscriber

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VGX 2013 – The Division: Snowdrop Engine Highlight

Ubisoft Massive’s The Division is a true open-world, next-gen shooter experience powered by the brand new “Snowdrop” game engine.

To show off some of the engine’s features and capabilities, Massive has launched a brand new trailer that showcased during this year’s VGX video game awards highlighting the power of Snowdrop.

It’s looking good, so far. Really good. What are your thoughts?

The Division is set to launch some time next year.

David Veselka

Musician, Gamer, Geek. Subscriber

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VGX 2013 – Destiny World Premier Trailer

Destiny get’s a brand new gameplay trailer fresh out of this year’s VGX video game awards. Check out Bungie’s latest showcasing of their upcoming shared-world shooter.

Destiny was recently announced to release next year on September 9 with a beta coming to the PlayStation 3 and PlayStation 4 this Summer.

David Veselka

Musician, Gamer, Geek. Subscriber

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PSA – Do Not Mess With Xbox One Developer Console To Enable Xbox 360 Backwards Compatibility

You might have noticed an instructional image floating around the internet that looks a little something like this:

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The set of instructions teaches users how to enable Xbox 360 backwards compatibility on your Xbox One so that you can play some of your older games. The only problem is that it doesn’t. Instead, as users on NeoGAF have been reporting and which Kotaku later noticed, it “bricks” your console, rendering it useless.

Larry “Major Nelson” Hyrb also commented on Twitter, confirming that following any of these steps may render your console “inoperable”.

Screen Shot 2013-12-07 at 11.31.57 AM

Simply put, don’t fall for it. You’ll only cause major issues for yourself.

David Veselka

Musician, Gamer, Geek. Subscriber

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Welcome To MP1st “Phoenix” – Introduction

Hey guys!

As a more personal note from us to our readers, I just wanted to take a moment to welcome everyone to MP1st 3.0, aka “Phoenix”.

As you can tell, things look a bit different! Our web designer, Jorik “Niosus” De Waen has been hard at work over the past few months redesigning the look and feel of MP1st to better serve you, while, at the same time, making our jobs a lot easier.

Generally, our goal has been to create a simple and elegant interface that will provide the same experience across all devices; desktop, tablet or mobile phone, so that everything stays consistent, no matter how you read MP1st. We’ve made a number of exciting changes, but expect a more detailed report from “Niosus” down the road outlining some of the site’s new features.

For now, it’s important to note that there is still work to be done, so you’ll notice a few changes here and there as we progress, but what you see today is our new vision for the website inspired by some of today’s more modern designs. It’s also important to let you know where you can talk to us about any concerns, hiccups, or bugs you might be experiencing while we make the transition. You’ll find how to reach us by accessing the Social Media options within the site’s menus, but sending us a Tweet or message through Twitter or Facebook is usually great way to give us some feedback. Of course, you’re also more than welcome to drop a line in the comment section below.

In the meantime, happy surfing, and welcome to the new MP1st. We really hope you enjoy the new experience.

Cheers!

David Veselka

Musician, Gamer, Geek. Subscriber

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Play Destiny September 9, Bungie Announces Release Date

Mark your calendars. September 9, 2014 is the day you fulfill your destiny – your destiny to to play Destiny, that is, the upcoming shared-world shooter from renown video game developer Bungie.

“Today, in partnership with Activision, we are proud to announce that the worldwide launch of Destiny will happen on September 9th,” writes Bungie in a recent blog update. “Accordingly, the Destiny Beta will kick off in the summer of 2014, available first on PlayStation 4 and PlayStation 3.”

A collection of Destiny info recently surfaced via the latest issue of GameInformer, including character, setting, and gameplay details. There’s a ton to read up on, all of which you can check out right here.

“The early support and enthusiasm for Destiny has been inspiring and humbling,” Bungie added. “We believe this is the right decision for our game, our studio, and our passionate community. Thank you for coming along with us on this adventure.”

Lastly, be sure to check out the VGX video game awards tomorrow at 6:00 PM ET / 3:00 PM PT. “There will be a look at Destiny for the masses that includes one or two new details for you,” writes Bungie on Twitter.

Have you pre-ordered Destiny yet?

David Veselka

Musician, Gamer, Geek. Subscriber

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Rumor – New Battlefield Spin-Off In Development At Visceral Games

A new Battlefield spin-off may be in the works, according to Wedbush Morgan analyst Michael Pachter, who says a studio other than DICE is looking to continue the stream of Battlefield releases in EA’s 2015 financial year.

Originally, reported by EuroGamer and VideoGamer, Pachter wrote in a note to the press that, “Although EA has as yet to announce a Battlefield extension for FY15, we believe Criterion Games is working on a military shooter that may become a brand extension for the Battlefield franchise in FY15.”

Previously, Criterion Games were known for their work on the Burnout and Need for Speed franchises.

Pachter later updated his position, mentioning that he now believes it is Dead Space developers Visceral Games that will be spear-heading the project. As far as we know, on an official level, Visceral was to be working on a Star Wars project, as per EA’s multi-year exclusive licensing agreement with Disney.

“We spoke with management on Thursday afternoon, and although they have not yet announced a version of Battlefield for FY15, they confirmed that our understanding is spot on and that if a version of Battlefield were to be released in FY15, it would be developed by a studio other than DICE,” Pachter continued.

While it’s likely that EA wishes to produce a steady stream of Battlefield releases in the coming years, it’s not clear if a studio like Visceral would continue work on the Battlefield: Bad Company series, or begin work on an entirely new sub-series all together. DICE Creative Director Lars Gustavsson mentioned earlier that “the Bad Company [team] isn’t forgotten, they are just on a very long vacation,” adding that “… they are out there, they’re coming back.”

The idea might sound far-fetched at first – to put the highly acclaimed Battlefield series into the hands of a developer other than original creators DICE – but it’s exactly how publisher Activision worked the popular Call of Duty series so that releases could become more frequent. By alternating Battlefield development between developers, EA could also produce yearly releases of the franchise.

We take it core Battlefield fans wouldn’t take kindly to the news, but nevertheless, consider these rumblings rumor until an official announcement from EA or either studio is made.

David Veselka

Musician, Gamer, Geek. Subscriber

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Xbox 360 Battlefield 4 Manual Update Now Live, Server Update Unlocks M1911 3X Scope For Everyone

Like the PlayStation 3 version of Battlefield 4 did yesterday, the Battlefield 4 on the Xbox 360 has received its very own patch that consists of similar updates and fixes.

Developers DICE have also looked into updating all Battlefield 4 servers across all platforms to make good on couple of promises; one of which was the unique 3X pistol scope attachment for the M1911 hand gun that was promised back during the announcement of player appreciation week.

Check out the full update notes below:

As developer “Trydling” notes, “You need to manually download this ‘MULTIPLAYER UPDATE 3’ from the Xbox Live Marketplace. You will not be automatically prompted to do so.”

Battlefield 4 Xbox 360 Patch Notes

This patch is mainly focused at increasing game stability and contains a number of crash fixes. Accumulated, these fixes should help increase stability overall in the game.

Stability

  • Reduced the risk of a crash when transitioning from one multiplayer round to another
  • Fixed a crash that could occur when creating decals (bullet hit effects, etc.)
  • Fixed a crash that could occur when leaving vehicles
  • Fixed a crash that could occur when moving outside of the intended play area
  • Fixed a crash that could occur when firing the MBT and IFV gunner incendiary weapon
  • Fixed a crash that could occur when opening the Options menu
  • Fixed a problem with weapon accessories using up too much memory, which in turn could lead to crashing

One-hit Kill Bug Fixed

Fixed the “one-hit kill” bug where damage from a single bullet sometimes was applied multiple times. This could lead to firefights where normal rifles sometimes dealt one-shot kills, which is not as designed.

One-hit Kill Bug Explained

We are seeing reports from people that this is still present, with descriptions such as “I came around the edge of a building and died instantly”. It is important to understand that this is not the One-hit Kill Bug, that is another issue that we are working on addressing. For this, it is important to understand how some of the interpretations made by the game happen so that you can understand the difference.

We saw an issue where a bullet travelling towards an opponent would cause damage in one frame, and then again in the next frame. Therefore bullets would cause 2x damage if they hit the target between these two frames. This issue has been addressed.

The issue of dying before you saw who shot you is a different beast. We use a term called Interpolation in reference to where you are in the game world. There are instances where the death camera is initiated before the correct internet packets have arrived to be interpolated by your camera. This gives the impression that you were killed by “one shot” as someone came around the corner of a building. We have identified this issue and will address it in this patch and continue to tweak it in upcoming updates (see “Improved Hit Sync” below.)

Improved Hit Sync

We previously removed interpolation of damage events (like you taking damage from someone shooting at you) to make them feel more responsive, but that made the damage sync suboptimal. We are committed to tweaking the sync so that it will stay more true to what you are actually seeing. The first step towards this is taken in this patch, so you should see some improvement on this now. We will continue to work on improving hit sync in the game. This change is already live on PS3, PC, X360, and PS4, and will go live on Xbox One in an upcoming patch.

Miscellaneous Fixes

  • Fix for stuck in infinite loading screen
  • Fix for flares exploit where you could deploy flares faster by leaving and re-entering a vehicle
  • Moved an infantry spawn point on Rogue Transmission at first base that was previously positioned outside of combat area
  • Adjusted AT weapon at first base on Rogue Transmission from second floor barrack to outside on ground. Previously, players had to destroy a wall in order to reach the weapon
  • Performance fix when firing upon large destruction objects (mostly after Levolution events)
  • Minor performance optimizations
  • Fix for destroyed object parts still being visible in the game world
  • Smoother movement of networked objects (like vehicle turrets)
  • Fix for audio randomly dropping out when driving a US tank
  • SP/South China Sea: Added collision for place where player could get stuck

Note: For the M1911 3X pistol scope mentioned below, you’ll need to have the M1911 unlocked to actually use it. If you’ve yet to unlock it, the scope will be there waiting for you until you do.

R14 Server Update

  • Unlocks the M1911 scope for all players
  • Fix for battlepack boost time not being used when playing as Commander
  • Fix for rank getting capped to 100 when playing as tablet Commander

David Veselka

Musician, Gamer, Geek. Subscriber

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EA Stocks Drop After DICE Project Stall Caused By Battlefield 4 Issues

EA investors aren’t responding too well to the recent news of EA-owned developers DICE halting progress on upcoming Battlefield 4 expansions and even future video game projects like Star Wars: Battlefront.

As, GameInformer reports, via SeekingAlpha, EA stocks have dropped nearly 7.5% since the announcement.

The decision comes after what seems like an overwhelming influx of Battlefield 4 bugs and issues that have plagued the title since launch and have caused a bit of a distrust between gamers and developers. You can catch up on the details right here, but constant crashing, late DLC, and late patches are among the handful of factors contributing to Battlefield 4’s bad press.

The good news: A direct impact on EA’s finances like this might force the publisher to rethink launch strategies. Gamers can express concerns all they want, but in the end, it’s money that talks.

What’s your take?

David Veselka

Musician, Gamer, Geek. Subscriber

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Bohemia Interactive Launches “Make Arma Not War” $680,000 Modding Competition

Today, Arma 3 developer Bohemia Interactive launches a campaign to celebrate the modding community by introducing a year-long Arma 3 modding competition called “Make Arma Not War”.

Up for grabs is a prize-pool of half a million Euros, or $680,000 USD, which will be awarded to the winning modders among four different categories in 2015.

Check out the video promo below:

[youtube id=”F3JNpHjhELs” width=”618″ height=”378″]

CEO Marek Spanel writes, “Ever since Arma: Cold War Assault, we’ve made it a priority to support our community with tools, documentation, and sample models, and Arma 3 is no different. With the integration of Steam Workshop, a refreshed tool suite, updated user licenses, and of course the Make Arma Not War contest, we’re hoping to push things further. It’s clear that, with our open architecture and creative community, much more extra content can be produced. Correspondingly, we’ve seen this affect the longevity of our games: each Arma installment is played actively for years and years after their release.”

Also up for grabs is the potential opportunity for publishing rights or to land a job at Bohemia Interactive’s studio. “It’s a great way for us to find new employees,” says Korneel van ‘t Land, Brand and PR Manager at Bohemia. “They’re training themselves with our tools and technology. We might be able to find talent. The recruitment aspect is also quite important.”

Creative Director Ivan Buchta adds, “It would be great if more people were able to think out of the box, step outside of the technical military simulation game we have, or even go deeper inside it, and create something revolutionary, something inspiring, something that will set a direction for the future, even for our competitors.”

Be sure to check out the official rules and guidelines on the competition’s official webpage, as well as the prize list below:

Prizes

Total Modification

  • 1st place – €200,000

Single-Player Game Mode

  • 1st place – €50,000
  • 2nd place – €30,000
  • 3rd place – €20,000

Multiplayer Game Mode

  • 1st place – €50,000
  • 2nd place – €30,000
  • 3rd place – €20,000

Addon

  • 1st place – €50,000
  • 2nd place – €30,000
  • 3rd place – €20,000

Thanks, PC Gamer.

David Veselka

Musician, Gamer, Geek. Subscriber

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A Wild H-Hour: World’s Elite Screen Appears! SOF Studios Shows Off First Image of Alpha Game

With a successful Kickstarter campaign now behind them, SOF Studios is hard at work bringing to life what they promise to be a lethal, tactical, team-based, multiplayer military shooter that no hardcore shooter fan will want to miss.

H-Hour: World’s Elite, a game many are calling the spiritual successor to SOCOM, has hit a bit of a milestone in its development which the studio is more than happy to share with the world today: The first in-game, alpha screen of H-Hour: World’s Elite.

BOOM

Click to enlarge.

As the watermark indicates, H-Hour is still a “work in progress”, so you can mostly likely expect further updates as development pushes on. So far, the user interface is looking clean and simple while you can tell the studio is going for a very authentic approach to character design. What do you think? Anything of interest to your eyes?

H-Hour: World’s Elite is on course to launch for the PC and PlayStation 4 when it’s ready. While you wait, you can join the H-Hour community and keep up with updates by checking out SOF Studio’s official website right here.

If you missed it, be sure to catch our interview with Creative Director David Sears where he shares his vision for H-Hour: World’s Elite.

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield PS4 and PS3 Patches Deployed, “Insta-Deaths” To Be Addressed In Upcoming Updates

Both the PlayStation 4 and PlayStation 3 versions of Battlefield 4 are receiving their respective game updates today.

The PlayStation 4 patch, as you may remember, was intended to originally launch on December 3, but was later delayed for additional testing. As of this writing, it should now be available to download. As a reminder, here are the notes for the PlayStation 4 patch.

Battlefield 4 PlayStation 4 Patch Notes

  • Fixed the “one-hit kill” bug where bullets were sometimes applying their damage multiple times to a character. This could lead to firefights where normal rifles sometimes dealt one-shot kills, which is not as designed.
  • Fixed a crash that could occur when having a very large amounts of Friends
  • Enabled audio in PS4 video captures

The PlayStation 3 update, on the other hand, is a bit heftier of a patch that addresses some stability issues and includes a number of miscellaneous fixes.

Battlefield 4 PlayStation 3 Patch Notes

Stability

  • Reduced the risk of a crash when transitioning from one multiplayer round to another
  • Fixed a crash that could occur when creating decals (bullet hit effects, etc.)
  • Fixed a crash that could occur when leaving vehicles
  • Fixed a crash that could occur when moving outside of the intended play area
  • Fixed a crash that could occur when firing the MBT and IFV gunner incendiary weapon
  • Fixed a crash that could occur when opening the Options menu
  • Fixed a problem with weapon accessories using up too much memory, which in turn could lead to crashing

Field Upgrades Reactivated

We have now fixed the Field Upgrades “Indirect Fire” and “Perimeter Defense” that were crashing the game. These Field Upgrades were previously deactivated as a workaround to this very frequent crash. With this fix in place we are now reactivating the Field Upgrades in question.

One-Hit Kill Bug Fixed

Fixed the “one-hit kill” bug where damage from a single bullet sometimes was applied multiple times. This could lead to firefights where normal rifles sometimes dealt one-shot kills, which is not as designed.

Improved Hit Sync

We previously removed interpolation of damage events (like you taking damage from someone shooting at you) to make them feel more responsive, but that made the damage sync suboptimal. We are committed to tweaking the sync so that it will stay more true to what you are actually seeing. The first step towards this is taken in this patch, so you should see some improvement on this now. We will continue to work on improving hit sync in the game. This change is already live on PS3, PC, and PS4, and will go live on Xbox One and X360 in upcoming patches.

Miscellaneous Fixes

  • Fix for stuck in infinite loading screen
  • Fix for flares exploit where you could deploy flares faster by leaving and re-entering a vehicle
  • Moved an infantry spawn point on Rogue Transmission at first base that was previously positioned outside of combat area
  • Adjusted AT weapon at first base on Rogue Transmission from second floor barrack to outside on ground. Previously, players had to destroy a wall in order to reach the weapon
  • Performance fix when firing upon large destruction objects (mostly after Levolution events)
  • Minor performance optimizations
  • Fix for destroyed object parts still being visible in the game world
  • Smoother movement of networked objects (like vehicle turrets)
  • Fix for audio randomly dropping out when driving a US tank
  • SP/South China Sea: Added collision for place where player could get stuck

Lastly, Battlefield 4 developer who goes by the name “Trydling” on the Battlelog made it a point to explain that, as he mentioned in a previous report, the feeling of sometimes being killed instantly, which us gamers like to call an “insta-death”, is not related to the “one-hit kill bug” that has been resolved in the two patches above.

“We are seeing reports from people that this is still present, with descriptions such as ‘I came around the edge of a building and died instantly’,” he writes. “It is important to understand that this is not the One-hit Kill Bug, that is another issue that we are working on addressing. For this, it is important to understand how some of the interpretations made by the game happen so that you can understand the difference.”

“We saw an issue where a bullet travelling towards an opponent would cause damage in one frame, and then again in the next frame. Therefore bullets would cause 2x damage if they hit the target between these two frames. This issue has been addressed.”

“The issue of dying before you saw who shot you is a different beast. We use a term called Interpolation in reference to where you are in the game world. There are instances where the death camera is initiated before the correct internet packets have arrived to be interpolated by your camera. This gives the impression that you were killed by ‘one shot’ as someone came around the corner of a building. We have identified this issue and will address it in upcoming updates.”

As Trydling mentions, it looks like there are more updates to come, and as we recently learned, DICE has halted progress on future projects and expansions in an effort to give Battlefield 4 the old fixer-upper. You can read the official statement from DICE right here.

Any PlayStation users notice any improvements?

Thanks, “2o1 GaminG”.

David Veselka

Musician, Gamer, Geek. Subscriber

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Tom Clancy’s The Division VGX 2013 Teaser

Ubisoft has revealed a teaser for a new look at Tom Clancy’s The Division that we’ll be getting at the upcoming VGX 2013 video games award show that is set to air this Saturday December 7th at 6ET/3PT.

Here is the teaser, courtesy of GamersPrey:

[youtube id=”bXcuuYPgkm0″ width=”618″ height=”378″]

As the trailer indicates, the studio behind The Division will be showcasing the “Snowdrop Engine” that will be powering the game.

Interestingly, the scene shown off in the trailer looks eerily similar to the level showcased in the debut Rainbow 6: Patriots trailer. Perhaps, a chunk of development work already done for Patriots is moving over to The Division?

Louis Thompson

Louis Thompson is a Senior Video Editor at Multiplayer First, in charge of handling all media related content on YouTube and other social platforms.

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Call of Duty: Ghosts Multiplayer Designer Walks You Through Operations Tips

Call of Duty: Ghosts multiplayer designer David Mickner walks you through some tips and tricks for one of the more puzzling aspects of Ghosts’ multiplayer; Operations.

As he demonstrates in the video below, there’s a bit more to Operations than simply unlocking your favorite customization options. It’s important to also select Operations that better fit your currently preferred play style to help you rank up even faster.

Here’s how the feature work:

[youtube id=”w2vxQyHouc4″ width=”618″ height=”378″]

Have you been utilizing the Operations feature to its full potential? Anything new you learned from the video?

David Veselka

Musician, Gamer, Geek. Subscriber

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Call of Duty: Ghosts Hot Fix Removes Hacks Like “Invisibility” and “God Mode”, Xbox One Update Incoming

In a quick hot fix that went live across all platforms earlier today, Call of Duty: Ghosts developers Infinity Ward are attempting to stop a number of ongoing game exploits in their tracks.

Players have been sending in reports of invisible, or even invincible players, that take no damage from weapon fire, explosives, or melee attacks. Today’s update, which will have been applied without the need for any sort of download, claims to present a “Fix for various hacks including ‘invisibility’ and ‘god mode.'”

Exploiters, begone!

Additionally, patch notes for an Xbox One update are also incoming. You can expect similar fixes found in the Xbox 360 update that went live a few days ago.

Update

Check out the official patch notes for the latest Xbox One Call of Duty: Ghosts game update.

Performance

  • Improved performance issues caused by spamming.

Stability

  • Fixed issues that would occur after resuming from suspension.
  • Improved backend multiplayer stability.
  • Fixed rare crash that could occur when using a guest account.
  • Fixed issue with calling trinity rocket at exact same moment as an enemy’s jammer left the player in laptop view.

Additional fixes

  • Fixed a variety of map specific spawn issues.
  • Fixed Blitz freecam bug which caused Ghosts portals to always be blue and Federation orange.
  • Fixed a freecam bug where the friendly team on the minmap could change color between rounds.
  • Fixed not showing attachments and weapon camo for players while in private match lobby.
  • Fixed dog’s extended kill not showing properly in final killcam.
  • Fixed lobby migration closing the create a class screen.
  • Improved controller pairing functionality.
  • Added a lock in multiplayer round start/end to prevent game from ending incorrectly.
  • Added hardcore option for Domination leaderboards.
  • Fixed overlap bug with the spectated playcard and the spectator map.
  • Fix to set a default reticle when switching a weapon’s sights.
  • Fixed an FFA specific issue where players didn’t spawn into the correct version of Strikezone.

David Veselka

Musician, Gamer, Geek. Subscriber

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DICE “Not Moving Onto Future Projects or Expansions” Until Battlefield 4 Issues Are Resolved

It seems Battlefield 4 developers DICE can’t quite figure out which way is up when it comes to digging themselves out of the ditch they currently find themselves in.

Despite a number of patching attempts, and even yesterday’s offering of the game’s first Premium-wide DLC, China Rising, many users are still unable to enjoy the full Battlefield 4 experience thanks to continuing crashes and a handful of gameplay and technical bugs.

Xbox 360, Xbox One, PlayStation3 and PlayStation 4 users still wait patiently for an incoming game update meant to address the severe “one-hit kill bug”, as well as constant sound drop-outs in a few Conquest maps, though we learned yesterday that the issue may not have been entirely solved as DICE continues to look for ways to smooth out networking factors.

Yesterdays’ launch of China Rising would have done well to calm tensions between the developer/publisher and consumer, but as EA support has recently pointed out, “Some PC players of Battlefield 4 China Rising have found themselves getting kicked from servers within seconds of joining,” while “Some Xbox 360 Battlefield 4 China Rising players have been unable to join China Rising servers after installing their downloadable content.” In a positive light, “DICE have identified the issue and is implementing a solution to the problem. This fix will take some time to be fully completed, but players should be noticing normal gameplay behavior soon.”

It’s with all this in mind that developers DICE have decided to discontinue work on future projects in an effort to make things right.

“First, we want to thank the fans out there that are playing and supporting us with Battlefield 4,” a spokesperson write in a statement issued to Polygon. “We know we still have a ways to go with fixing the game — it is absolutely our No. 1 priority.  The team at DICE is working non-stop to update the game. Since Battlefield 4 China Rising expansion pack was already in the final stages of development by the time issues began with Battlefield 4, we decided to fulfill our promise to deliver it this week, but we’re not moving onto future projects or expansions until we sort out all the issues with Battlefield 4. We know many of our players are frustrated, and we feel their pain. We will not stop until this is right.”

IGN, asking how the shift in focus may affect upcoming titles like Star Wars: Battlefront, received a similar statement saying, “We haven’t announced a ship date for Battlefront but right now the team is focused on fixing Battlefield 4.”

There may be a light at the end of this tunnel after all, and with the additional manpower behind DICE and EA’s flagship shooter, we’ll heopefully get there sooner, rather than later.

What has your experience with Battlefield 4 been like in the past few days? If you are a Premium member, are you able to enjoy China Rising?

David Veselka

Musician, Gamer, Geek. Subscriber

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New Destiny Details Emerge In Latest Issue of GameInformer

As you may have heard, January’s edition of GameInformer holds a ton of details on Bungie’s upcoming, shared-world, sci-fi shooter, Destiny, including a look at character customization, gameplay, mission types, locations, and more.

If you haven’t been able to get your hands on an issue, you’ll be happy to know that Reddit user USplendid has got you covered. Compiling details from various Destiny forum posts, USplendid has composed a hefty list of Destiny knowledge that answers a lot of questions many of us have about the game.

You can read up on some of the important details below, but be sure to visit USplendid’s post for the full scoop.

Screen Shot 2013-12-04 at 1.30.03 PM

Character Customization

Race and gender are merely cosmetic. Players will be able to choose among the Humans, Awoken, or Exo’s. Luckily, players will have access to multiple character slots, so you can play around with different combinations of races and classes. You can customize your face, which will be seen in non-combative areas. The three player classes; Titan, Warlock, or Hunter, will all be able to wield the same weapons, but their armor sets will differ as they will be tuned for each class.

Players will also be able to pick a “Focus” to further customize their character and fill a more specific role. Building your “Focus” involves working through a set of tiered upgrades, ranking from 1 to 20, which includes passive bonuses, weapon specialization bonuses, new grenade types, movement upgrades like double jump and teleport, or melee bonuses.

Armor and weapons, which also have their own upgrade trees, along with Focuses are meant to be synergistic, meaning you’ll want to select equipment and abilities that compliment each other for maximum effectiveness. There will be four tiers of weapons and armor; Basic (white), Common (green), Superior (purple), and Gold (exotic).

Gameplay

Like most MMO’s, all players will be dropped into one massive world, but will be linked with smaller groups at appropriate times and locations. You’ll gain XP as you complete challenged and kill enemies, some of which you’ll be unable to engage at earlier levels and which you’ll have to revisit at a higher level. Side missions will also present mini-challenges that can appear at any moment which players may or may not choose to complete.

You’ll be able to travel the world in your own personal “Sparrow” vehicle, which you can customize to your liking. That even extends to your own space ship which other players will be able to see as your drop in and out of activities. This ship is what will allow you to fast travel to locations that can be brought up in your in-game map. You’ll also be able to steal enemy vehicles, but not keep them.

Each player, with their own unique focuses, will have different movement abilities initiated by double tapping the jump button, different grenade types thrown by pressing the left bumper button, and different melee attacks. Special abilities are activated by pressing both bumpers at the same time.

“Strikes” are relatively quick co-op missions that can be accomplished in smaller groups, while “Raids” will offer highly challenging story missions that you’ll be able to take on with larger teams. Competitive Matchmaking is also available between the different Guardian Factions found within the game.

Environments are highly interactive with areas that can only be reached through special movement abilities and other dynamic events.

Locations and Enemies

“The Tower” will act as your non-combative hub where you can interact with other players and buy and sell goods. There are even designates areas for specific classes. Among other locations, players will also be able to visit areas like Old Russia, seen in the E3 demo, the Moon, Venus, and Mars.

Your enemies will consists of races like the Fallen, the Cabal, the Vex, and the Hive. Each race will be built up from a number of different enemy classes to keep you on your toes.

At last, its nice to have some solid details on Bungie’s upcoming project. Destiny sounds like it’s shaping up to be one of the more interesting titles of this coming generation of games. Again, be sure to read the original post for full details.

The Destiny beta hits the PlayStation 3 and PlayStation 4 first in Spring, 2014.

Thanks, OXM, Via VG247.

David Veselka

Musician, Gamer, Geek. Subscriber

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Killzone: Shadow Fall Developers Talk About The Next Update And Top 15 Feedback Items

Guerrilla Games took to their blog today to let everyone know that they are listening to their players’ feedback, and in fact have started developing some of the requested features that was received these past few weeks.

The team held a live Q&A on TwitchTV, in which they addresses many concerns, including the lack of in-game voice chat along with what they have in store for future updates. For those who don’t want to watch the whole video, the main points are listed right below.

[youtube id=”kYlslCn60Q4″ width=”618″ height=”378″]

In game voice chat [in development]

In game voice chat is currently in development. While the game was setup to allow users to speak with the parties they created and people they trust, you have indicated this does make teamwork among strangers more difficult. As team based gameplay is our main focus, we are currently working on this feature as a top priority. We are targeting the December update to have this functionality. It will automatically enable you to talk to your faction and will allow you to mute players (to retain that classic Killzone Shadow Fall feel.

Killzone 2 style proximity chat [not at the moment]

We feel that the in game voice chat and Multiplayer battle chatter (both in development) are the first set of in game voice improvements we want. We should revisit this feature if the community still wants it after they have been listening to the new voice enhancements.

Ranking system [in design]

Instead of an XP system, we currently add skill-based ranks based on the challenges you have completed. As the community has indicated it really would like to see a ranking system that also would show their progress as a player, we are currently designing a ranking system that celebrates this challenge progress and assigns players with rank names and accompanying icons.

Clan system [in design]

We are in the process of designing the clan system and it will be deployed in phases. It will be better suited for Shadow Fall’s team oriented, objectives based gameplay. We expect the first deployment to be early 2014.

Player scorecard split into teams [under consideration]

We are actively looking into ways to put this information in the most logical way possible for Shadow Fall’s gameplay. No final decision on an implementation has been made yet.

Customized Multiplayer Announcements [not yet, but…]

Adding customized multiplayer announcements is certainly an option, but we don’t want the game to get too noisy and distracting. As we will soon be releasing a new feature that lets you customize your Multiplayer battle chatter (“reviving”, “shield activated…” etc.), we will review this feature again after that customization of MP chatter is in the game, which is targeted to be part of the December update.

Hip firing [under investigation]

We are considering this and are currently gathering and studying our gameplay data on hip firing accuracy and whether it is working/not working as intended. We need to be very careful about tweaking the accuracy, as this could inadvertently unbalance the game in another direction. No final decision has been made yet.

Overpowered drones [under investigation]

Again, we are looking into the gameplay data for Air Support drones and turrets. No final decision yet.

In game party system [under consideration]

We rely on the PSN party system which works across all games. We are considering creating our own party-system to accommodate more ad hoc squad based play.

Sniper friendly map [coming soon]

As part of our free DLC, one of the first few maps being prepped for release has some long engagement distances that might help snipers suppress enemies and support their team. Of course, it is designed to have alternate routes that can help Supports and Assaults break the flank as well. Stay tuned for more news on our next map drop.

Ammo supply boxes showing up on the mini map [coming soon]

We’re not planning to have fixed ammo locations in the map, as the support class can place them anywhere in the map. However, we are working on ways to make these locations much more obvious on the radar.

Official Classic 24 player warzone [currently live]

We’ve created the warzone and it is live.

Display K/D ratio for everyone [not at the moment]

We do not think worrying about your deaths is the way to play Shadow Fall, and a lot of the community members actually enjoy our renewed focus on objectives and team based gameplay. That being said, all players have the ability to create Warzones with Kills and Deaths as Primary and Secondary sorting on the leaderboards.

Co-op mode to have playable Helghast [not at the moment]

Our team is currently working on the design of the co-op mode, and fine tuning the gameplay. Stay tuned for news on playable characters – we can’t confirm which characters you will play with at this time, but we can confirm you will not be playing as a Helghast.

Being able to identify my party members [in design]

We are designing ways for you to identify your team members and party members. One of the things we have done is print names of party members in blue on the scoreboard and in game. We’ll keep a close eye on this to see if this adds more clarity to players.

It’s great to see such a dedicated team taking into account of player feedback. For those who want to submit their own feedback, make sure to visit their official feedback page. Keep those suggestions coming.

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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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