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Naughty Dog – Last of Us Multiplayer Won’t Be “Tacked On”

Responding to the comments found on the PS Blog, Arne meyer, Community Strategist at Naughty Dog has come out to ease some of the concerns of both the multiplayer and the single player portions of The Last of Us.

One issue that many are fearing is that, since the Last of Us seems like a title that would be better suited for single player, the multiplayer would just be a tacked on feature with little to no actual effort put into it. Arne has expressed that this is not the case.

We don’t approach MP in any of our games as tacked on. And we also always have separate teams working on the different components so that we can maintain full focus on making SP and MP up to our standards.

And we have faith that our MP will stand on it’s own. If we felt like it would be tacked on, we wouldn’t have added it. We want all our game experiences to be of the highest quality and that’s what we work extremely hard to deliver.

Many have also gone as far to say that multiplayer will dumb down the single player and take resources away, since the team is going to focus on that mode now. This, however, is not the case, since Naughty Dog has split their devs, much like they did with Uncharted 2 and 3, so each team can focus on a mode each, not taking away from one another.

TLOU has been in preproduction and production for quite some time – the SP portion of the game hasn’t been skimped out on in any way.

MP has never taken away resources from the SP game in any of our games, always separate teams, separate resources. The folks working on the single player campaign always have the resources and support to complete that portion of the game to the vision they planned for.

We have yet to see anything from the multiplayer, so I say we play the wait and see. These same remarks are very similar to that of the Uncharted 2 multiplayer reaction. At the end of the day, it’s MP turned out to be great.

Make sure to check out the latest The Last of Us trailer right here.

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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 Crimson Map Pack Now Live, Spartan Ops Episodes 6-10 Gets a New Trailer

It’s time for some more Halo 4!

343 Industries’ first map pack for one of this year’s hottest shooters is finally available for download. Weighing in at 528.48 MB at a price of 800 Microsoft Points (included within the Halo 4 War Game Map Pass), the Crimson Map pack packs in three brand new maps; Harvest, Shatter and Wreckage – each with their own unique play style – as well as the new game mode Extraction.

As written on the Xbox Live Marketplace, “if you own [the Halo 4 War Games Map Pass], access map packs thru the Halo 4 in-game store. Do not download from Xbox LIVE Marketplace or you will be charged twice.”

Extraction, as well as all three new maps are available in the latest Playlist Update that went live earlier today. Maps will also be integrated into regular playlists for those who own the DLC. You can read more details about the playlist update right here.

Though Spartan Ops may be on break this month, 343 Industries is hard at work preparing the next waves of episodes. To tie us over, they’ve released this brand new trailer featuring gameplay clips from episodes 6 through 10. Enjoy!

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Remember, you can vote for Halo 4 as your favorite “Multiplayer Experience of 2012” in our MPE2012 poll.

Also, stay tuned for our review of the Halo 4 Crimson Map Pack!

David Veselka

Musician, Gamer, Geek. Subscriber

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MP1st’s Multiplayer Experience of 2012 – The Nominees

The new year is upon us and we are excited to pit the very best that the gaming world has had to offer against each other to see who will earn the title as this year’s best multiplayer experience.

Here at MP1st, we take multiplayer gaming seriously. It’s what keeps you up til 4am night after night shouting at your best buds or at complete strangers over the microphone. It’s why you forget to eat, sleep, shower or do your laundry. It’s why you game.

The question is, who did it best this year? Who provided you with those epic moments that are talked about for days?

These are not easy questions, that’s for sure. This year saw the return of some gaming’s most well-loved FPS giants: Halo and Call of Duty. But what makes this year’s battle a true spectacle are gems like Borderlands 2, Journey, Planetside 2 and many others – all names worthy of the MPE2012 title.

So, let’s break it down. We’ve got two categories this year: “MP1st’s Multiplayer Experience of 2012” and the “Multiplayer Experience of 2012 – Gamer’s Choice” category. We’re also going to be letting you in on the personal choice of all MP1st staff members leading up to the ultimate winner reveal on the 1st of January, so keep your sights locked right here!

We’ve asked for your guys’ to help to choose, so here is our final list of nominees:

MPE2012 – The Nominees

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All you have to do to help your favorite title win “Multiplayer Experience of 2012 – Gamer’s Choice” is vote!

Now Vote!

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As for our choice, well, you’ll just have to wait until the 1st of January to see!

Talk to us in the comments below or on Facebook and Twitter with the hashtag #MPE2012. We want to hear from you! What did you choose as your favorite multiplayer experience of 2012 and why?

David Veselka

Musician, Gamer, Geek. Subscriber

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The Last of Us – New Trailer, Release Date, And Pre-orders

It’s been a while since we last talked about the PS3 exclusive, The Last of Us, but finally we are getting some news (very small details) about the multiplayer.

During the VGA’s, Sony and Naughty Dog premiered an all new Single Player trailer, which, to say the least, is absolutely amazing.

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Finally, we get our release date, which is on May 7th of 2013. With a release date now set, Naughty Dog has finally announced some of the pre-order bonuses you get from the game. The first is the Sights and Sounds Pack, which will be available at participating retails. This pack offers the following:

  • The official soundtrack of the game
  • A PS3 dynamic theme featuring the cover art
  • Two avatars for your PSN profile – Winter Joel and Winter Ellie
And finally, the Survival Pack, which includes the first real details we have gotten for the Multiplayer:

  • Bonus experience points for multiplayer
  • A multiplayer melee attack booster
  • Some extra starting in-game cash
  • Special customizable character items for multiplayer
  • Two special bonus skins for Joel and Ellie which will be unlocked after your complete the single player campaign

Though that isn’t much about the multiplayer, Naughty Dog did say that they will talk about it more in the months before the game launches.

We’re not quite ready to talk about it yet, but stay tuned as we’ll be revealing more details on multiplayer before The Last of Us is released on May 7th, 2013.

So what kind of multiplayer are you hoping for? Something along the line of Uncharted? Maybe more survival base?

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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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Gears of War: Judgment VGA 2012 Trailer

The exclusive Xbox 360 title Gears of War: Judgment has received a brand new trailer that debuted at this year’s Video Game Awards.

Mixed with both some cinematic action and gameplay, this trailer is set to tell the story just moments after “Emergence Day.”

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Looks awesome. Can’t wait to hear some more news about the multiplayer. Meanwhile, check out our latest interview with Epic Multiplayer Designer Quinn DelHoyo.

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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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Dark Souls 2 Announced, Debut Trailer

Well, the VGA’s was last Friday and one of the huge, and rather unexpected reveal announcements during the show was the sequel to Dark Soul’s.

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Pretty awesome, huh?

So, you may be wondering whether this is a Single Player or a Multiplayer title. For those familiar with Borderlands (though the Souls series came out before it), you can expect the very same multiplayer integration, though a little more complex if it follows past titles. Though hasn’t been announced yet, the game will most likely feature up to 3 players per world. Like in Borderlands, additional players will be able to help each other on quests, battle epic monsters, gather loot, and even invade other players world to for some gruesome combat.

If you haven’t played Demon Soul’s (PS3 only) or Dark Soul’s (PC, PS3, and Xbox 360), than I suggest you go and do so as these are some of the best and hardest RPG’s out there to enjoy playing in groups. Some more about the series will be coming in a new article real soon.

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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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Valve Releasing New PC Gaming System Next Year, Will Compete With Next-Gen Consoles

Just a few days ago, Valve released their latest project, “Big Picture“. Allowing steam users to comfortably use Steam right from their own living room, Gabe Newell, Co-founder of valve, has come out to say that this is only the first step to their new PC Console releasing next year.

Speaking with Kotaku, Gabe expressed how the Big Picture interface was “stronger than expected,” and that their next step is to bring it into Steam Linux, which would be the operating system that their PC console would use.

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They expect to sell PC Packages some time next year, with full Steam functionality, making it easy for anyone to use a powerful PC  for gaming right from their living room.

“Well certainly our hardware will be a very controlled environment,” he said. “If you want more flexibility, you can always buy a more general purpose PC. For people who want a more turnkey solution, that’s what some people are really gonna want for their living room.

Kotaku also learned that this PC console will compete with the next generation of consoles from Sony and Microsoft and that Valve is working on their next-generation engine. As for games? Well, Gabe didn’t open much on that matter

“Hopefully that’s gonna give us some interesting opportunities on the game side,”

So what do you guys think? Would a Valve-developed PC console interest you?

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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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[Updated] Black Ops 2 PS3 Update 1.04 Patch Notes – SMGs Get Nerfed, Xbox 360 To Follow This Weekend

PlayStation 3 and Xbox 360 users can look forward to an incoming Call of Duty: Black Ops 2 update.

According to Treyarch, a PlayStation 3 update will be dropping tonight at 11pm PST while Xbox 360 users can expect a similar update this weekend.

No details or patch notes have been given as of yet, but we will be sure to update this article as soon as they become available. Keep your sights on MP1st!

Update 2

Title Update 1.04 is now available to download for Xbox 360 users. Patch notes are similar, extept for:

  • Added support for the Kinect camera to Live Streaming.

Theater mode for both platforms should now also be re-enabled.

Update 1

Game Design Director David Vonderhaar writes on Twitter, “lot of updates you’ve been Tweeting us about contained in those update notes, including our first gameplay balance pass.” Regardin Theater Mode, Vonderhaar states, “when enough people have the update, we will re-enable the Theater. Probably sometime tomorrow mid-day.”

He went on to comment on how gameplay balance decisions are made:

How gameplay balance decisions are made. Math + Feedback = Tuning. But mostly math. Sometimes what you have to say and the math agree. Sometimes, they do not agree. Where they agree is that hipfire SMGs needed to get de-tuned. True story. I couldn’t pay people to use SMGs in development. When the game came out, I couldn’t pay people to use anything else. They get nerfed a bit. But some ARs get buffed. Some equipment gets detuned. The patch notes tells you exactly what these changes are.

He concluded, saying, “this is the not the first or last time we’ll touch it. It’s the hardest and most rewarding part of the job.”

PlayStation 3 Update 1.04 Notes

New Features & Feature Improvements

  • Added support for posting Live Stream URLs to Twitter.
  • Improved audio/rumble responsiveness when hitting enemies with gunfire.
  • Improved overall communication of Double XP when enabled.
  • AAR better communicates how much XP was earned in each match.
  • Added the ability to “View League Teams” from any player’s Playercard.
  • Added the ability to “View Playercard” from League solo leaderboards.
  • Added a number of security system enhancements.
  • Added Hardcore Kill Confirmed playlist to the Hardcore category

Issues Addressed

  • Fixed a rare hang (“Awaiting Textures”) upon loading into maps when joining a session in progress after fresh boot.
  • Game now resets the Care Package for a non-owner if the owner re-rolls the package using the Engineer perk.
  • Players with Black Hat PDA can no longer hack a Care Package faster than the owner can capture it.
  • Addressed an exploit where modified console hackers could maliciously spread infected films to other users.
  • Added a fail-safe to prevent spawn trapping in CTF.
  • Increased sight checks on turrets to improve spawning algorithms.
  • Fixed a number of new UI error messages reported by users.
  • Addressed a number of issues that would cause friendly/enemy color indicators on equipment and scorestreaks to display as the wrong team.
  • Improved overall Theater and Live Streaming stability.
  • Improved film rendering stability and made progression bar more accurate while rendering a film.
  • Addressed issues which prevented some master challenges from being completed.
  • Precision challenge “Wet Work” will now unlock with 10 kills.
  • The wins challenge will now account for all FFA modes when ending a match with a tie (if you are in the top 3).
  • Players that help with the “Synchronized Attack” challenge now get credit for it.
  • Players will not be able to manually take control of their AGR if they die at the exact moment that their AGR deploys.
  • Emblem Editor no longer closes the current emblem when discarding changes.
  • Players using Ghost will no longer be invisible at all times in Custom Games with the mini-map option set to “constant”.
  • Players using Ghost and a Suppressor attachment will no longer appear on the enemy’s minimap while shooting and moving while a UAV is up.
  • The median for the K/D graph in the AAR is set to 1.0 instead of 0.0.
  • Players can no longer get on top of the shrubs in Nuketown 2025.
  • Thermal vision overlay no longer appears using the VTOL glitch.
  • Kills from the explosion on the explosive crossbow bolt now count towards challenges.
  • Counter UAV no longer remains for the rest of the game after a host migration.
  • Clan tag is no longer locked immediately after prestige.
  • Offline profiles can no longer be exploited to join online games when an online profile is also signed in.
  • Multi-team games no longer count as a tie if an entire team quits.
  • Fixed an area in Express where K9 Unit dogs could get stuck.
  • EMP grenades no longer affect the CODcaster HUD.
  • Party Privacy count no longer affects how many bots will spawn in Combat Training.
  • Shadows seen through sniper scopes now render more correctly.
  • Players can no longer stand on invisible collision in Carrier.
  • “Drop Shot” medal is no longer awarded after standing back up.
  • Players can now copy a custom class to the extra prestige slot.

Gameplay Balancing

The following is a list of numerous gameplay balancing tweaks that were made after thorough review of statistical data from usage patterns of weapons, equipment, perks and scorestreaks since launch.
Scorestreaks:

  • UAV: cost increased from 350 to 425.
  • Lightning Strike: added 750ms delay

Equipment/grenades:

  • Bouncing Betty: increased the grace period between trigger and activation by 200ms.
  • Sensor Grenade: increased the range (now 1000 units), frequency (now 800ms between pings), and amount of time (now 6s) that players appear after explosion.
  • Concussion Grenade: decreased movement penalty and turn speed penalty when hit.

SMGs:

  • All: increased hip fire recoil.
  • All: increased max hip fire spread from 4.75 to 5.
  • All: reduced bullet penetration.
  • MSMC: increased recoil slightly.
  • PDW-57: increased recoil slightly.

Assault rifles:

  • All: reduced idle sway for more reliable long-range aiming.
  • XM8: reduced lethal range of 3-hit kills from 250 to 50 inches.
  • XM8 + Select Fire: increased recoil.
  • FAL OSW + Select Fire: increased recoil.
  • SWAT-556 + Select Fire: increased recoil.
  • MTAR: Made auto aim values consistent with all other assault rifles.

Sniper Rifles:

  • All: increased hip fire spread.
  • All + Laser Sight: increased hip fire spread.
  • XPR-50: increased recoil slightly.

Shotguns:

  • R870: reduced one-hit kill range by 45 inches.

Pistols

  • B23R: reduced headshot multiplier from 1.4 to 1.
  • KAP-40: reduced headshot multiplier from 1.4 to 1

David Veselka

Musician, Gamer, Geek. Subscriber

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Halo 4 Title Update Tackles Gameplay and Stability Issues

Yesterday, 343 Industries rolled out a fairly hefty title update for Halo 4 on the Xbox 360.

Independent of the playlist updates that usually deploy each Monday, this patch was primarily focussed on bug fixing and smoothing out other issues and glitches.

343 Industries community manager Jessica Shea has provided the official patch notes via the Halo Waypoint:

  • Implemented general stability improvements
  • Fixed glitch where quickly reloading after firing the Boltshot resulted in an instant reload
  • Fixed glitch where sprinting prior to activating the Hardlight Shield allowed players to move faster
  • Fixed glitch were players could throw a grenade and then immediately sprint afterwards to perform a high velocity grenade
  • Fixed glitch where Mantis could fire more rockets without reloading if the machine gun was fired partway through unleashing the charged missile barrage
  • Fixed issue where DLC was unavailable for other profiles on the same console
  • Fixed issue where DLC disappeared after console reboot
  • Fixed issue where players could not unlock Campaign completion achievements when using a rally point other than Alpha for any mission to finish the Campaign
  • Fixed issue where players were not given credit for completion of a Spartan Ops Episode Difficulty Challenge when completing it through Matchmaking
  • Fixed issue where players with 99 or more Xbox LIVE friends could not get File recommendations
  • Fixed issue where loadout configurations were lost if the game was booted and then powered off before passing the “Press START” screen
  • Fixed issue where attempting to upload large films to the File Share under poor network conditions caused the upload to fail
  • Improved time to load variants with separate profiles
  • Fixed issue where moving a profile from one controller port to another after relaunching the game reset loadout settings
  • Improved consistency of random ordnance navigation marker display
  • Fixed performance issues when launching Halo Waypoint from Halo 4

Shea also writes, “we have another TU in the works and will continue working on the timing and content of the next one.”

Check out what’s in store for in Monday’s playlist update which focuses on Halo 4’s first DLC, the Crimson Map Pack.

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 3 Goes Double XP This Weekend For Premium Members Only

To celebrate the release of Battlefield 3: Aftermath, DICE will be hitting that double XP switch for all Battlefield 3 Premium members across all platforms for the duration of this weekend.

DICE writes on their Facebook page:

Stay warm and cozy on the Battlefield while you hit the all-new Battlefield 3: Aftermath expansion.

All Battlefield 3 Premium members will get double XP across all ranked maps and modes!

Go Premium now.

The event will last from Saturday, December 8 at 6am PST until Monday, December 10 at 6am PST.

Keep your sights on MP1st for our full Battlefield 3: Aftermath DLC review shortly!

David Veselka

Musician, Gamer, Geek. Subscriber

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God of War: Ascension Beta Codes Now Available, Begins December 12th

As of today, players of the Rise of The Warrior Challenge will be able to get their early Beta Access code for God of War: Ascenion.

Though I was on the winning side (Spartan’s), according to the tweets made by Santa Monica, the Beta is available to both teams. That means if you were on the losing side, you’ll get early access after logging into Rise of The Warrior and syncing your PSN account.

The code will begin to work on the 12th of December and will say “invalid” if you try to redeem it now.

Steps to redeeming your code

  1. Under “PlayStation Network” on the XMB, select “Account Management”
  2. In the next menu, select “Redeem Codes”
  3. Three input boxes will appear. Your voucher code will consist of 3 sets of 4 characters, Like this: ABCD-EFGD-HIJK
  4. Enter the code into the three boxes. Voucher Code input is not case sensitive.
  5. Once entered, select “Continue”.
  6. You will be presented with the content assigned to your voucher code! Simply download it and install.
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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 – Incoming Crimson Map Pack Playlist Update, New Title Update On the Way and More Spartan Ops to Come

Due to this month’s upcoming Halo 4 Crimson Map Pack releasing December 10 and the Halo 4 Infinity Challenge commencing only a week later, Spartan Ops will be taking a mid-season break starting December 10 to give you the time necessary to take some of the new multiplayer maps and compete in the challenge, should you choose to do so.

No worries, however, for your entire Spartan Ops timeline will still be accessible and, in addition, 343 Industries will be adding a “Best of Spartan Ops” compilation next week made up of the following chapters:

  • Core – Chapter 5 of Episode 1
  • Hacksaw – Chapter 3 of Episode 2
  • Shootout in Valhalla – Chapter 4 of Episode 3
  • The Didact’s Gift – Chapter 5 of Episode 4
  • Spartan Miller – Chapter 1 of Episode 5

343 writes, “Then, from December 17 – January 14, episodes 1-5 will be re-entered into Matchmaking (one episode per week) to support the Halo 4 Infinity Challenge, and allow anyone who missed the first run or wants to replay a previous chapter to easily find teammates online. The second half of Spartan Ops Season 1 will resume later in January with brand new episodes, chapters, locations and maps.”

Before getting into next week’s playlist update, lets take a look at last Monday’s update:

  • Fixed exploit locations on Haven
  • Fixed exploit locations on Adrift
  • Introduced Ordnance drop issues on Haven (oops)

343 adds that despite being a smaller update, Halo fans can look forward to a bigger Title Update releasing “very soon.” It will tackle “actual game and gameplay issues, not sandbox tweaks and balances.”

As for this Monday, December 10, both Team Regicide and SWAT will be sticking around, booting King of the Hill temporarily in order to make room for the upcoming Crimson DLC playlist. It will be 6 vs. 6 and will include the following map and game type combinations:

  • Infinity Slayer – Shatter
  • Capture the Flag – Shatter
  • Extraction – Shatter
  • King of the Hill – Shatter
  • Infinity Slayer – Wreckage
  • Capture the Flag – Wreckage
  • King of the Hill – Wreckage
  • Oddball – Wreckage
  • Infinity Slayer – Harvest
  • Capture the Flag – Harvest
  • King of the Hill – Harvest

These new maps will also be integrated into existing playlists with the update. Details below:

  • Infinity Slayer – Harvest
  • Big Team Infinity Slayer – Wreckage and Shatter
  • Dominion – Shatter
  • Capture the Flag – Harvest and Wreckage
  • SWAT – Harvest
  • Team Slayer Pro – Harvest

343 writes that “the Matchmaking algorithm is weighted to match players who have DLC with other players who have DLC so if you have the Crimson Map Pack and you enter a regular playlist, you should see the new maps on a regular basis. This is something we can adjust, so if the new maps aren’t appearing as often as we’d like, we’ll continue to tweak the formula.”

That wraps up this week’s update coming from the Halo Bulletin. What are you most looking forward to? New maps, the new Title Update or the upcoming Halo 4 Infinity Challenge?

David Veselka

Musician, Gamer, Geek. Subscriber

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Borderlands 2 – New Server Side Tweak Unlocks All DLC Raid Bosses Temporarily

Those affected by a recent Borderlands 2 bug locking out DLC raid bosses will be happy to know that the people over at Gearbox Software are rolling out a server side tweak addressing the issue.

This tweak in which will be in effect immediately, the next time you boot up Borderlands 2. Will unlock Hyperious, Master Gee and Pyro Pete temporarily, meaning that you will be able to fight these raid bosses until your hearts content without having to wait their initial 24 hour lock out period to pass. By just simply leaving and re-entering their designated area’s and summoning them to fight you.

For those who like to play offline and can’t receive this server side tweak, Gearbox employees have suggested setting your platform’s system date to January 1st, 2013, then booting up your copy of Borderlands 2 in order to unlock these raid bosses.

Do you think Gearbox should permanently unlock these bosses for their fan’s enjoyment? Let us know in the comment section below!

Joel Santana

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

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DayZ Standalone Development Report: New Engine, Possible Delay and Console Port Discussion

With the current target release date still set for 2012, but with the game running on a new engine and with the servers now going into a MMO Client Model, Dean Hall, creator of the DayZ Mod has discussed some new development updates that could possibly lead to some delays.

The new engine has truly brought many new challenges for the team, but their one commitment, as it seems, is to release a product that is actually completed and working. Yet, the latest changes are scheduled to be done sometime this week. With these changes, the team is unsure just how much of an effect it’ll have on the overall title until they have tested it. This is where the title may possibly slip into next year. Hall told Joystiq:

“But the architectural changes are scheduled to be complete next week. These are still on track to be completed then. But we don’t entirely know what effect these changes will have, if any, on everything else. So there could be a massive amount of unforeseen work that comes out, we just don’t know until it’s done and we test.”

Let me make this very clear, our foundation release (targeted for this year), is simply the beginning. We are committed to a period of development of at least 12 months beyond that. Our aim is to make this foundation strong, and use that time to improve the mechanics not through hacks, but through sound and quality development. Our initial build will test that this base architecture works.

As noted from the Development Blog,

  • Most settings will be forced server-side, such as gameplay and graphical settings (view distance, shadow distance, etc…). The exact nature of this and specific settings is very much subject to change, but this will be a significant departure from how it is currently with the mod.
  • Release will be on steam, using many of steams key features such as delta patching, VAC, server browsing technology. Patches to steam can be deployed by the click of a button in our build pipeline thanks to new technology developed by Steam, that is making our process extremely easy and exciting. We are very pleased that Steam is working with us so actively to make DayZ a great game and supporting us with quality features. I met many at the team at Valve at PAX, and really want to get them playing the game and getting their feedback to help in development. I’m incredibly thankful to people like Chet Faliszek (creator of L4D) who has been very supportive and helpful to me.
  • In using Steam for authentication, distribution, server browsing, etc… we are able to tap into their awesome resources in terms of scalability. The only hardware we then need to manage is the central database, which we already have some experience managing thanks to the DayZ mod. This means we can work towards avoiding the usual launch problems, by relying on the experience of Steam.
  • The controls have been completely rethought, using inspiration and design lessons from games such as Minecraft to make the player more engaged with their environment
  • Animations are being cleaned up to feel more responsive. This means trimming some transitions, so that you get quicker feedback from pressing the key to action (removing he “clunkiness” or “sluggishness”)
  • Player clothing is being implemented including: headwear, jackets, trousers, footwear, etc..
  • Weapons and items are now “entities”. This means they are more object oriented in structure, allowing weapon customization, degradation – the possibilities become endless. This is a major, huge, shift in engine architecture.
  • The Server controls character actions, a player’s client sends its requests and the server decides if this is possible. Our lead programmer in the company, Ondrej Spanel, is working on this currently. I believe this is one of the most radical changes ever implemented in the engine since Operation Flashpoint was released, and turns DayZ from an FPS into a true MMO.
  • A full-time map designer has also started work on ChernarusPlus now, redeveloping the world, placing new assets and buildings, fixing bugs, and creating new areas. This is in addition to the work done by Ivan and Maxell and will continue for the remainder of DayZ development.
  • The UI has been completely reworked, focusing on simplicity. We have studied games that we believe are leaders in this area, such as Minecraft, and are focusing on providing functionality without fancy complexity in this regard.
  • We have some outstanding former community members working on the project as paid members of the team. I hope to showcase their work and interview them on here for you, in the coming weeks and months. We are actively searching for more to bring them onto the team.

Speaking about the console version of the game, we recently reported that it’ll all depend on how well the PC version does commercially. This still stands.

I personally think that, assuming we don’t majorly screw up, once the PC development has stabilized and sales have been good – a console port would be very likely. So, do I think a console port will happen? Yes. But after the PC is done. And by ‘done,’ I mean finished its creative process.

And we know how some have said in the past that the Arma 2 engine would simply not work on consoles, but remember the standalone version has been heavily modified. And although it looks the same, Dean Hall has said that “under the hood so much is being completely rewritten.”

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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 Series Sells 50 Million Games, Win an Appearance in Halo 5 with Halo 4’s Infinity Challenge

Chalk one up for Master Chief and friends as Microsoft has just announced an impressive milestone reached by the Halo series as of today.

Since the launch of the original Halo: Combat Evolved on the classic Xbox back in 2001, the series has now sold 50 million games. This includes the titles Halo: Combat Evolved (2001), Halo 2 (2004), Halo 3 (2007), Halo Wars (March 2009), Halo 3: ODST (2009), Halo: Reach (2010), Halo: Combat Evolved Anniversary (2011), and the recently released Halo 4 (2012).

Having stood at 46 million copies sold before the launch of their latest entry, it suggests that Halo 4 has netted the series an additional 4 million copies sold. In terms of sales, Halo 4 generated $220 million in only its first 24 hours of release.

In other Halo news, Microsoft has announced a new free-to-play Halo 4 tournament beginning December 17. The “Halo 4: Infinity Challenge” will pit players against each other on global leaderboards across both the War Games and Spartan Ops modes for a chance to win prizes like a UNSC-themed 2013 Ford SVT Raptor or a 2 minute appearance in the next Halo title.

You can check out the full tournament details right here.

Thanks, GameSpot

David Veselka

Musician, Gamer, Geek. Subscriber

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EA and Crytek Team Up With Filmmaker Albert Hughes to Debut “The 7 Wonders of Crysis 3”

EA and Crytek will be teaming up with renowned filmmaker Albert Hughes to produce an online video series inspired by Crytek’s upcoming FPS sequel, Crysis 3. “The 7 Wonders of Crysis 3” will be a series of videos meant to set the stage for latest installment in the series by introducing the weapons, enemies and gameplay of Crysis 3. It will also take a look at the several dynamic environments featured within Crysis 3’s setting.

“When EA and Crytek approached me about being involved in creating ‘The 7 Wonders of Crysis 3’ video series, I liked the idea of creating emotional stories using only computer generated images,” said Hughes. “The challenge of producing something intensely human without ever seeing a human on screen was incredibly compelling, and the technology of the CryENGINE that Crytek developed enabled me to do that and venture into a completely unique medium of storytelling.”

Hughes shot to stardom at only 20 years old when he and his twin brother, Allen, wrote and directed Menace II Society. He then went on to co-direct films like Dead Presidents, From Hell and Book of Eli. His involvement in “The 7 Wonders of Crysis 3” will include writing the scripts, storyboards and shot plan for each video made up of entirely of in-game assets powered by Crytek’s CryENGINE 3.

Chief Executive Officer of Crytek Cevat Yerli added, “The goal with ‘The 7 Wonders of Crysis 3’ video series is to reveal the incredible world we have been building for Crysis 3 and to let CryENGINE take center stage to highlight the power of our state-of-the-art game engine. We’ve worked closely with Albert on this project and think that the 7 Wonders series will show the leaps and bounds that Crysis 3 is making over its predecessors.”

Check out the teaser right here:

[youtube id=”6rdD1Al77U0″ width=”618″ height=”378″]

The first episode entitled “Hell of a Town” will debut on December 12, 2012. Crysis 3 ships on February 19, 2013 in North America and on February 21 in Europe.

David Veselka

Musician, Gamer, Geek. Subscriber

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Activision Puts Its Pinky to Its Mouth, Black Ops 2 Earns $1 Billion in 15 Days

With his pinky to his mouth, CEO of Activision Blizzard Bobby Kotick grinned as he looked to his team and said with satisfaction, ‘1 billion dollars.’ Well, not quite. But, he that what he was thinking, surely.

Today, Activision Blizzard announced that Treyarch’s Call of Duty: Black Ops 2 has cross the $1 billion mark in worldwide retail sales, according to Chart-Track retail customer sell-through information and internal company estimates. Not only is that a lot of money, but it was only achieved within 15 days.

Putting things into perspective, Call of Duty: Modern Warfare 3 reached the $1 billion mark within 16 days last year, while James Cameron’s “Avatar” crossed it in 17 days back in 2009 – the current box office record for featured films.

“The release of Call of Duty® has been one of the most significant entertainment events of each of the last six years,” said Kotick. “Since Call of Duty was launched, cumulative franchise revenues from players around the world are greater than current worldwide box office receipts to date for the top-10 grossing films of 2012 combined.  Life-to-date sales for the Call of Duty franchise have exceeded worldwide theatrical box office receipts for ‘Harry Potter’ and ‘Star Wars,’ the two most successful movie franchises of all time.”

Activision has also indicated that more than 150 million hours have been logged online playing Black Ops 2 on the Xbox 360 and PlayStation 3 since release.

“Entertainment franchises that captivate audiences for as long as Call of Duty has, on the scale that Call of Duty has, are very rare things. And it takes a lot of brilliant people working across many different disciplines to make it happen. It is incredibly humbling and gratifying to be a part of,” said Eric Hirshberg, CEO of Activision Publishing. “In order for Call of Duty to remain the entertainment juggernaut that it is, and keep our fans coming back for more, we need to continue to bring fresh ideas and new innovations to the table every time, while always staying true to what people fell in love with in the first place. That’s what we did with Call of Duty: Black Ops II, and that’s what we intend to keep on doing. This is an incredible milestone for an incredible franchise, and I want to thank every passionate, talented, committed person on our team who made it happen.”

Oddly, our latest reports indicated that Call of Duty sales were in decline. Specifically, Black Ops 2 sales were down by 15%. Looks like Call of Duty isn’t backing down so easy after all.

David Veselka

Musician, Gamer, Geek. Subscriber

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The War Z Officially Enters Beta Stage, Over Half A Million Players Playing

Today, Hammerpoint, the devlopers behind the zombie survival MMO The War Z, announced that the title has finally moved out of Alpha and into it’s Beta testing phase.

Some new additions have been added to the beta build, which are:

  • New Characters – new playable characters
  • Clan Support – in-game clan tags, in-game clan chat, visual markers for
    clan members
  • New Playable Area – final section of the “Colorado” game world opened
    up, increasing current map size by 50 percent
  • New Items – players will have access to new items in the game
    marketplace

We are extremely happy with the way our public Alpha has been going,” said Sergey Titov, executive producer for The War Z. “We will now move to a short Beta period before we transition again to our Foundation Release, at which point we will continue to work with our community to add features and content that will continue the evolution of the game. As long as our players keep playing, we will keep developing!”

You’ll be able to learn more about The War Z over at the official site.

The PR message also revealed that their community had grown to over 500,000 active players during it’s Alpha testing stage. For those who are currently in the beta, what’s your overall thought?

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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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PlanetSide 2 Devs Message To Hackers and Cheaters: “We’ll Hunt You Down”

Why do people feel the need to cheat online? Well, whatever the reason, the devs of PlanetSide 2 won’t have any of it in their game.

Just days after release, hackers have already created third-party software that have allowed such things as Aimbots. President of SOE issued a statement to all those hackers and cheaters out there.

 

 

 

This includes any modifcation, no matter how harmless it may be as clarified in their post.

“We do understand there are relatively harmless apps that fall in this category, but if we allowed those they would simply be used as a shield excuse by players trying to cheat.”

Have you run into any cheating or hacking yet in PlanetSide 2?

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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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Report – Star Wars: Battlefront 3, The Reasons Why The Project Failed

A former, anonymous Lucas Art employee has shed some more light on the matter as to why exactly Star Wars: Battlefront 3 had been cancelled.

“This 99 percent complete stuff is just bullsh*t,” this former LucasArts employee told Gamespot in reply to the statement of the game being 99% done before being cancelled. “A generous estimate would be 75 percent of a mediocre game.”

“I was at LucasArts during this time, working on Battlefront III, and remember it well. Everybody from producers to marketing was 100 percent invested in making the relationship work,” the source said. “We were desperate for a next-gen followup to Battlefront (the claim that the project was sabotaged for financial reasons is ludicrous. The [Battlefront] franchise was a huge money maker at the time). When Free Radical continually missed dates and deliveries, [former LucasArts presidents Jim Ward and Darrell Rodriguez] made many ‘good will’ whole or partial milestone payments to keep the project going.”

The source told Gamespot the three reasons why the project failed:

Free Radical’s sci-fi shooter Haze was late by more than a year, and this took resources away from the first half of Battlefront III’s development.

The second reason was that Free Radical underestimated deadlines and failed to create a compelling title, which lead to the third and final reason. They had failed to meet the new assigned dates, which ended up killing the teams confidence and being their downfall, according to the source.

To summarize the development of Battlefront 3: During the development time frame of 2007, the game simply did not work well with the Xbox 360. The only mode available was free-for-all, and maps generally “tested poorly,” the source said to Gamespot. To make matters worse was that the team had also been developing HAZE. The source had suspected that funding from BF3 had went to completion of that title.

“At this point, I felt that Free Radical was akin to a Ponzi scheme where time and budget from the next game was being used to finish the previous, late, title,”

With HAZE nearly a year late, the milestone for BF3, which was pushed back to April of 2009 had not been met. This lead to another set date later that fall, which to was also not met. Key developers began leaving. This ultimately lead to the cancellation of the title.

The timeline (thanks Gamingeverything):

  • Project was a failure for three reasons
  • First reason was because Haze was more than a year late
  • This took resources away from the first half of Battlefront III’s development
  • Another reason: Free Radical “underestimated” or “misrepresented” its ability to meet dates and create a compelling product
  • Third reason: Free Radical missed new assigned dates
  • “This was a huge confidence killer and ultimately their downfall.”
  • Production began in mid-2006
  • Was initially planned for October 2008
  • Free Radical then missed numerous milestones
  • Some cases were due to subjective quality issues
  • Other times functionality wasn’t present
  • Source says several game modes were not implemented
  • Only gameplay in place was team-based free-for-all
  • Maps “generally tested poorly with no focus for action.”
  • In 2007, the source began to suspect that its payments to Free Radical were being used to complete Haze and not Battlefront III
  • During this time, Haze became a PlayStation 3 exclusive, which affirmed LucasArts’ belief that the studio’s engine was not compatible with Xbox 360 at the time
  • August 2007: Free Radical still “struggling” with Haze and Battlefront III
  • Started to shop around TimeSplitters 4 as a result
  • Source levied his most serious claims against Free Radical at this time
  • January 2008: Ellis himself told LucasArts that Free Radical would not be able to meet development milestones for 2008
  • New date was then set: April 2009
  • LucasArts agreed to cover the costs of the extra seven months of work
  • Battlefront III developed was still declining
  • Late 2008: Free Radical still missing its previous agreed upon dates
  • “It now looked like the April 2009 street date could not be met.”
  • September 2008: “key staff” left Free Radical
  • October 2008: Free Radical did not deliver work due for its August and September milestones.
  • October milestone was not met either
  • Was finally cancelled soon thereafter

In response to these claims, Steve Ellis, Free Radical Co-founder has issued a lengthly post to Gamespot.

“I want to set the record straight because a lot of people worked very hard on BFIII (and BFIV) and they don’t deserve their efforts to be distorted in this way.”

“From the personal tone of the comments it is clear that the source is someone whom I personally dealt with. It’s unfortunate that they are making this kind of criticism while choosing to remain anonymous.”

“What annoys me about the article is that I personally am accused of a whitewash, which is nonsense. While I don’t know everything that my ex-colleagues and staff might have said on the subject, personally I have tried to explain what happened as completely and accurately as possible. I have nothing to gain from a whitewash. I’ve gone on record saying that we had had difficult times at Free Radical Design. I’ve admitted that the transition to the latest generation of consoles was more difficult than we anticipated, that we may have made some poor tech choices, and that growing the company to the necessary size for ‘next-gen’ development wasn’t easy. I’ve said that these things had an impact on the development of Haze and that for this reason – and a number of other reasons – Haze didn’t reach the level of quality that we always aimed for at FRD. None of this is new information, so it’s a little strange to see it presented as ‘here’s what these guys aren’t telling you, and since I’m telling you this you’ll also believe me when I tell you all of this other stuff.'”

“The allegation that we used the LucasArts money to fund the completion of Haze is false. Aside from anything else, we didn’t need to. When Haze slipped, Ubisoft supported us by increasing the dev budget to cover the extra time. The ironic thing about this allegation though, is that just about every publisher we worked with would simultaneously worry that we might spend their money elsewhere, but they would invariably ask us to move resources from another project onto theirs. Our answer was always the same: ‘If we do that for you now, how do you know we won’t do it for someone else later?.’ They never liked it, but it seemed like the only way to treat everyone fairly.”

“The suggestion that we kept our difficulties to ourselves is also false. We may have been guilty of this in our earlier publisher relationships, believing that we could quietly deal with our problems by ourselves and not have to risk instigating a situation where the publishers response added further risk to the project or our company. However, with LucasArts this was absolutely not the case; it was the best publisher relationship we had ever had, so when it became clear that the design changes that we had mutually agreed to make meant that there was a risk to the end date, the first thing we did was to bring it to the attention of LucasArts senior management, almost a full year before the scheduled release. There was a lot of discussion and it was agreed to push back the release date. There were no secrets.”

“I don’t know who he might be referring to when he says that ‘key staff’ left in September 2008. During that month we lost a couple of mid-level programmers, a couple of artists, and a member of our admin staff.”

“I don’t know what problems he’s referring to in August or December 2007. In December 2007 they signed us to develop the sequel concurrently, asking us to grow our company further to do so. I’d say that that was a pretty strong vote of confidence in us, not the actions of a company that was concerned about our abilities to deliver on such an important project.”

“It was 75% of a mediocre game.’ Again, false. Until very recently there was a gameplay video on YouTube that showed exactly where the game was. It was leaked by people who were very proud of the game that they had spent over 2 years developing and wanted the world to at least have an opportunity to see it before it was consigned to history. Unfortunately, four years on, LucasArts have chosen to have the video removed. Objectively though, the game was ‘content complete’ and we were fixing bugs. At that stage in development, the way that completion is measured is by looking at the number of open bugs in the database. These are tracked and people spend a lot of time analyzing the fix rate and the rate of discovering new bugs and projecting a completion date when the game will be ready for release. At the time that the development on BFIII was stopped, the figures showed that we would close our ‘must-fix’ bugs with 3-4 weeks. So yes, maybe on reflection 99 percent was a little of an exaggeration. I probably should have said 97 percent or 98 percent.”

“In 2008, LucasArts was a company with problems. Of course I don’t know the full details of or explanation for what happened internally, but some of the facts are clear: the entire management team who were there when we started working together were replaced in the first half of 2008. They made mass redundancies on their internal teams. They cancelled a number of projects. Then our milestones started being rejected. We were told (and it seemed wholly believable given the aforementioned facts) that they could not afford to continue development of both BFIII and its sequel, so they negotiated the termination of BFIV, then later BFIII. There was no ‘termination for breach.'”

“If the problem really was that we had failed to meet their desperate need for a new Battlefront game, you might ask why after all this time they still haven’t released a new Battlefront game using a different developer. I can only speculate.”

“As the ‘anonymous source’ says, there are two sides to every argument. However, it’s easy to make anonymous allegations and not have to back them up. I stand by everything I’ve said. All I’ve ever tried to do is explain the series of events that led to the failure of Free Radical. We were not perfect. We made mistakes, but third-parties had a hand in our failure. Personally I am very proud of the efforts made by the former staff of Free Radical through 2008. They are an incredibly talented group of people who through no fault of their own found themselves in a no-win situation. I’m happy that most of them have had the opportunity to demonstrate their abilities subsequently on games such as Crysis 2.”

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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.