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Call of Duty: Modern Warfare 3 New Title Update Across All Platforms

Modern Warfare 3 has been updated to “significantly reduce” latency spikes and further improve network performance across all platforms.

The PS3, Xbox 360 and PC platforms have received their respective updates, Title Update 23 for the consoles and Patch 1.18 for the PC, today, only a month before Black Ops II hits the shelves.

The update is to further improve latency issues and to add more telemetry for the backend servers Infinity Ward use to add hot fixes and to moderate anaylsis from the game.

Multiplayer network code (in layman’s terms ‘latency/lag compensation’) improvements have been rolling out today and are expected to roll out across further playlists later today and this week.

A list of the update, which Community Coordinator Candice Capen posted on the Call of Duty forums, can be viewed below:

  • Significantly reduced lag spikes caused when someone joined a match in progress.
  • Added more matchmaking/performance telemetry to allow us to optimize our backend servers
  • New networking code improvements to be initially rolled out in the Domination playlist October 10th, mid-morning with more playlists to come
  • [PC only] Support for Collection 4

Content Collection 4: Final Assault, which contains five action-packed multiplayer maps, can now also be downloaded for the PS3 and PC versions. This marks the end of the content calendar for Modern Warfare 3, with all annual content available for all platforms.

In case you missed it, PS3 ELITE subscribers got their October Drops yesterday. You can read about it here.

Have you noticed any changes and/or improvements? Share your experiences and comments below.

MP1st Staff

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Guild Wars 2 Will Get Rentable Arenas, Paid Tournaments And More Focus On eSports

Guild Wars 2’s developer ArenaNet has announced in a blogpost that they will be adding paid tournaments and rentable arenas in a future update. The paid tournaments will be an addition to the already available free tournaments. Like the name suggests they will have an entry fee in the form of a ticket. Tickets will be sold on the gem store so players will be able to buy them with ingame gold or real money. Along with the entry fee they will also up the stakes with more rewards like better loot, points and even gems. Unlike free tournaments it will not be possible to enter a paid tournament without a premade 5 man team.

The post also reveals some details on how rentable custom arenas will be implemented. It will be much like how servers can be rented in recent shooters like Battlefield 3: Guilds will be able to customize the map rotation, set a password and use to it practice strategies, host scrims or host public games for fun. They announced more information on rented arenas will follow in a future post.

ArenaNet calls those two features “the tip of the iceberg”, with more eSports features like leaderboards, spectating, larger tournaments and streaming confirmed to be on their radar.

If you want to read more about Guild Wars 2, you can check out my in-depth review here. Do you think their focus on eSports is the right way to go, or should they give the less competitive aspects of the game more attention?

MP1st Staff

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Leaked Borderlands 2 Patch Codes Hint At First Campaign DLC

Only shortly after the recent release of Borderlands 2’s first DLC character, Gaige the Mechromancer, community members over at the Gearbox Software forums have discovered what could possibly be the first campaign expansion making its way to Borderlands 2.

Upon looking at the coding from the new patch that came along with Gaige the Mechromancer, forum members have recently discovered the following map names and lines of code that have been added since:

Maps

LT_Orchid_Caves_P "Hayter's Folly"
LT_Orchid_OasisTown_P "Oasis"
LT_Orchid_Refinery_P "Washburne Refinery"
LT_Orchid_SaltFlats_P "Wurmwater"
LT_Orchid_ShipGraveyard_P "The Rustyards"
LT_Orchid_Spire_P "Magnys Lighthouse"
LT_Orchid_WormBelly_P "The Leviathan's Lair"

Misc. Coding

[Training]
SeraphVendor=The Seraph Crystal Vendor sells top level gear but only accepts Seraph Crystals in payment.\n\nEarn more Seraph Crystals by slaying Seraph Guardians.
SeraphVendorTitle=The Seraph Crystal Vendor
RaidLockout=This boss is locked. One or more players have already killed this boss today.
RaidLockoutTitle=Boss Lockout
HealthAttrition=Players health will be temporarily reduced on each revive during this battle.
HealthAttritionTitle=Fear The Reaper

According to the above, each of the original four vault hunters will also get a new head customization options, shown below. No word if the Mechromancer will share the same option.

In addition, “Seraph” now seems to be the highest tier of rarity. But, what about DLC bosses? Luckily, it appears that four new bosses will make an appearance: Scarlett, the Leviathan, Hyperius the Invincible, and Master Gee the Invincible. Unfortunately for you boss farmers, it appears that one of the four new bosses can only be farmed once per day, according to some of the text.

From the looks of it, this DLC seems to be heavily themed after pirates and goes hand in hand with the recent appearance of achievements/trophies that appeared earlier today:

Gadabout: Discover all named locations in Oasis and the surrounding Pirate’s booty areas. (Bronze)

Completionist: Complete all Pirate’s booty side missions (Silver)

Treasure Hunter: Complete the mission “X Marks the spot” (Gold)

That about covers today’s findings. Of course, nothing has yet been confirmed by Gearbox Software but we’ll be keeping our eyes open. Additionally, original poster writes, “Note: This information is not representative of the final DLC content. Gearbox will likely have more or different content for the actual release. The purpose of this data is it enable everyone to play together, so it was never meant to be seen.”

Big thanks “XanderChaos” and “Chewme” from the Gearbox Foftware Forums for the coding and images of the new character heads, as well as “Live Free or Die” from the NeoGAF for pointing out the PS3 trophies.

What do you guys think? Already itching for some new Borderlands 2 campaign content?

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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A Deeper Look Into Halo 4’s Forge Mode and Adrift Multiplayer Map Walkthrough

343 Developers Kynan Pearson and Lori Zawada detail some of the brand new features available in Halo 4’s Forge mode.

[youtube id=”lOJ5lqXXtpU” width=”600″ height=”350″]

Thanks, Gamespot.

In summary

  • Three Forge maps will be included in Halo 4’s release.
  • Each map has a specific palette of usable objects, including some unique and exclusive pieces.
  • Objects now color-code and highlight, letting you know that you are about to interact with it.
  • Objects can be quick-deleted.
  • Objects generate light maps and produce their own shadows. It was a big focus of the 343 team to push the visual fidelity of Forge maps to as close as possible to single player or multiplayer maps.
  • Objects can be duplicate for rapid building.
  • Magnets allows you to align pieces easier.
  • Familiar pieces return, although everything has been redone in Halo 4.
  • Ordinance System
    • Initial Drops determine what shows up at start of match.
    • Random Drops randomize what ordinance shows ups on each map.
    • Objective Drops determine the reward for completing an objective.
  • Gravity volumes allow you to change the gravitation traits of specific areas. This affects both players and vehicles and included both low and reverse gravity situations. These traits are also stackable and can be both visible and invisible.
  • Pieces can now be locked into place to help avoid accidental editing.
  • Players have the option to delete everything all at once or delete by palette. This can be used in combination with the lock feature as it will not delete object that have been locked.
  • Trait zones allow players to alter specific traits like damage values, shield values, player movement, headshot or assassination immunities, invisibility and much more in only a specific areas on a map. These zones will appear invisible.

Additionally, check out this video walkthrough of Halo 4’s multiplayer map Adrift by IGN.

[youtube id=”MYB-QbaRU1g” width=”600″ height=”350″]

Are you a big Halo Forge junkie? What do you think about some of the new features you’ll get to play with in Halo 4 this November 6th? Let us know in the comments below!

Contributions to article by Maxwell Deering.

David Veselka

Musician, Gamer, Geek. Subscriber

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Why Modern Warfare 3 Doesn’t Live Up to the Call of Duty Name

I’m going to preface all this by saying that it is really hard to quantify what makes things like map design and gun balance good or bad.  They are very subjective things that can only really be understood by experiencing them.  So if you take issue with something I say here, try playing MW3 for an hour or two then playing a different CoD title and forming a basis for comparison.  It is my opinion that MW3 is the second-worst CoD title and that aside from MW2, when compared to any other CoD title, it doesn’t shape up very well.

Before we get into this discussion I want to make a few things crystal clear.  I am not a fanboy of any game, console, developer, community or other entity.  I am a gamer with A LOT (as in from the NES days) of experience with gaming and I’ve played on EVERY console released by Sony and Nintendo (including handheld devices).  I’ve been playing FPS games since DOOM (I did miss out on Counter Strike until recently though).  So when I say I’m speaking from a place of experience and understanding, you can have faith that I’m not spewing baloney.  Do I know how to make a videogame?  Of course not.  But does that mean I can’t objectively talk about what makes games good or bad?  Of course not.  Do you really think the writers at IGN or Kotaku know how to make a videogame?  If so, lolz bro, lolz (I’m sure some of them might, but the idea is that they aren’t out making games, they’re playing and reviewing them).  So what’s about to follow is an analytical breakdown of the qualities that make MW3 a sub-par videogame, and in my opinion, the second-worst CoD ever released behind MW2 (though MW2 is still a better game in many regards), a breakdown that comes from years of gaming experience and history.

I’d also like to add that MW3 isn’t a wholly bad game.  It’s not an absolute distaster or the signaling of the destruction of a franchise that I have greatly enjoyed.  Like any decent game, CoD or otherwise, MW3 has good attributes that make it fun and interesting, but sometimes the bad just simply taints the good and you can’t shake the feeling that something just ain’t right.  I will credit Infinity Ward (greatly) with being able to design, release, and support a game of MW3’s stature in as good a condition as MW3 was in on release day.  It takes A LOT of time, money, and effort on the part of hundreds of hard working people to make a CoD title and they deserve all the credit for MW3’s successes.  Despite legal battles, intense deadlines, a community that favors ranting and raving over intelligent discourse (not always, but you know what I mean), and the pressure of knowing what happens if the game is a flop, Infinity Ward delivered a lot of bang for the buck in MW3.  Do I feel it was worth the $60 I paid for it?  In hindsight, a little, yes.  For $60 I got a refreshed version of one of the best FPS games ever made.  Whether you like CoD or not, I think it’s safe to admit that the franchise has done a lot of good for the FPS genre and that we wouldn’t have nearly as much diversity and exposure as we do today in gaming if it weren’t CoD.  Infinity Ward and CoD have proven the value of a well-made game (a multi-billon-dollar-franchise for starters).  Sure they might stumble and make a few mistakes here or there, but who hasn’t?  So why write this article in the first place?  Well, as I mentioned before, people would rather yell than talk about CoD most of the time and I think the development team over at Infinity Ward and the execs over at Activision will appreciate someone taking the time to sit down and write over 5,000 words about their product.  Hopefully, someone with some push or pull will read this and say to themselves, “you know, this guy isn’t out to make me look like a dick, he cares, he has valid points, and he’s the kind of person I want to make games for.”  However, I hope even more that that someone will read what you all have to say in the comments of this article.  I’m just one guy who plays a lot of FPS games, you are thousands of gamers from all over the world.  You’re the people that should be voicing your concerns and being heard by Infinity Ward and Activision.  You’re the people that should be helping shape the way these games are produced and distributed.  If I can help you all get heard, it’s enough for me to feel like I did something worthwhile.  I love gaming, and I think you do too.  I also think you have something to say that’s worth listening to if you say it in an indoor voice and without being mean or hostile.

So take a deep breath, and here, we, go.

Rewarding Bad Players

This is MW3’s biggest shortcoming.  The other issues are very much a big deal, but as a competitive player that wants to play against people that take and play this game seriously, MW3 really disappointed me.

If the feedback from COD4 and MW2 wasn’t enough to convince Infinity Ward that deathstreaks need to not exist, I don’t know what is.  When they announced that deathstreaks would be part of MW3, I threw my hands up and yelled “WTF!” right at my computer for about 20 minutes.  Robert Bowling tipped the glass when he said “no second chance and of course, we got “final stand.”  Seriously yo?  Like, for real?  You remove something after it gets shafted by the community for 2 whole titles and fail to connect the dots to something that’s basically identical (and also worse)? Then, you put basically the Javalin glitch (dead mans hands) in as a playable game mechanic?  Are you serious?!?

Rant aside, what makes Deathsteaks the waste of disk space and offense to the community that they are?  Well, in brief, it’s cheating good players out of what they earned to reward or “help” bad players get better.  The problem is, they don’t help bad players get better.  When you reward a string of deaths with a free kill, you’re telling the player that gets that free kill “don’t worry about getting kills, we’ll always give you one for free.”  People are always going to use what helps them get kills the easiest (hence noob tubing in MW2), so of course everyone is going to use Dead Man’s Hands.  Add to that the lethal range (pre patch) of DMHs being basically the equivalent of a Predator Missile  and you get some seriously frustrated players (which is something else I’ll be discussing here).  To back me up on that, check out Drift0r’s breakdown of the explosives in MW3 here.

The bottom line is that deathstreaks are killstreaks that reward players for dying.  Dying is supposed to be a penalty for failure.  When you remove the penalty of  death, it stops mattering and people stop playing seriously or at the very least lose the incentive to do well.

Now add to that the Support Strike Package and you can see how detrimental an idea rewarding or not penalizing players for dying in an FPS game can be.  We have all been killed by someone’s Stealth Bomber only to check their score and find out they’re going 18-30.  That player is beyond reasonable doubt doing poorly.  They are losing gunfights more often then they are winning them.  While an argument could be made that a lot of those deaths are from killstreaks or tactics (camping, spawn trapping, etc) that they can’t defend themselves from, when you boil it down, what you’re left with is a player that is losing.  So the fact that despite them getting bested, they can call in basically a guaranteed multi-kill, should indicate that something is fundamentally flawed with the Support streaks.  Killstreaks are rewards for people that win gunfights and do well in a game.  Killstreaks are rewarding because they get you more kills.  Giving more kills to players that haven’t earned them is, again, detrimental to the overall competitive nature of FPS online gaming.  And this isn’t even getting into UAV and EMP spamming, which is equally bad but for slightly different reasons.

Now I get that CoD, in an ideal world, would fun for everyone, but not everyone can have fun doing the same thing.  CoD isn’t for everyone.  FPS gaming isn’t for everyone.  So CoD shouldn’t be made to cater to all players good and bad.  A balanced CoD or FPS game rewards players that do well, penalizes those that don’t, and helps those that want to get better with skill-based learning experiences and matchmaking (Halo matchmaking, BO1 Combat Training, unranked lobbies for those that want to play more casually, etc.).  Any deviation from that mentality and you frustrate good players, make bad players feel like they’re doing good, and in general cause a lot of aggravation and stress for anyone that tries to take these games seriously.

What this leads to is corner camping, people running around with akimbo FMG9s, players that never leave their spawn area, and a general lack of, well, “give a shit” for the outcome of each game they play, among a lot of other BS.  As time goes on, people are going to be less likely to buy CoD games because they know that even if they do exceptionally well, they’re still going to lose games because of constant enemy UAVs, bad players getting lethal killstreaks, and having to constantly deal with teammates that just don’t give a damn.

Balance: Guns, Perks, Spawn System, and Map Design

To their credit, IW has done an admirable job of balancing out the weapons in MW3 post-release. The problem is they’re all OP.  Kills happen way too fast in MW3.  In fact, MW3 is probably the only CoD I’ve played where I  accidentally kill players without noticing until the killfeed updates.  So what’s the issue?  Aren’t kills being quick and clean a good thing?  Not always.  Being able to evade an enemy is part of what made BO1 interesting.  If you didn’t like the situation you were in and you missed the first shot, you could start running away knowing you had enough health to at least make a dash for safety without knowing you would always get away.  MW3 upped the weapon damage to Stopping Power-level (and removed the much bemoaned perk, a step in the right direction for real balance) and threw in guns with fast fire rates (700-1000RPM) with basically no recoil (ACR, MP7, G36C, etc).  The end result is you die, fast.  So fast in fact, you typically don’t have any time to react once an enemy starts shooting at you before you’re watching a killcam and wondering WTF just happened for the millionth time.  The point is, the only guns that should kill instantly are shotguns and sniper rifle and those guns should have a slightly higher level of difficulty that comes with them.

As much as I enjoy quick/no-scoping players left and right, I hate being killed in the middle of streak by a player that doesn’t even aim their weapon purposely.  Quickscoping and doing well don’t inherently go hand in hand, and in some cases it’s a valuable option, but it leads to a lot more frustration on the receiving end than it needs to.   In my opinion, sniper rifles should do 90% damage unless they are fully scoped (~0.25 seconds after the scope becomes visible on-screen), which makes only headshots/upper body shots OHKs when quick/no-scoping (factoring in the typical 1.5x headshot and 1.2-4 bodyshot multipliers).  This way, quickscopers can still get by if they’re accurate  but their victims know at the very least that it took some kill and a lot less luck to land that shot.   But Infinity Ward made the mistake of making basically every gun a laser accurate, 0.10 seconds-TTK death canon.  I get the notion that fast killing guns mean fast gameplay, but considering we’re talking about a game played online, there’s a limit to how fast guns can kill and latency compensation can keep up with them.

The express playlist in BO1, for instance, plays very quickly and every kill in BO1 takes slightly longer to achieve than in MW3.  Could the kills in BO1 be a bit faster?  Maybe.  But would you rather deal with the need to fire an extra shot than have to deal with really agressive latency compensation and dying almost instantly all the time?  Simply put, the guns in MW3 are too lethal.  They make kills too easy.  Everything from the SMGs to the Sniper Rifles feel less rewarding to get kills with because we know that as long as we get the first shot, we’ve already won the gunfight.  That mystery of not always knowing you’re going to win a head-on gunfight is what makes every kill in BO1 feel so justly earned.  You had to work for kills in BO1 and because of that, they felt more worthwhile and a lot less cheap.  I’m not saying BO1’s weapon balance was perfect (we know it wasn’t).  What I’m saying is that winning gunfights in BO1 felt more challenging and that MW3 cheapens the thrill a little, which hurts my enjoyment of the overall experience.  A kill in MW3 just feels like “yeah, I knew that was going to go that way,” and deaths feel like “even though I was on target, I fired second, therefore I lose.”

That said, the guns in MW3 aren’t the only major imbalance.  The perk system in MW3 is designed so that each playstyle, whether it be rushing, camping, stealth, etc., has its own perk in each tier.  That’s an idea I somewhat agree with, but the stealth perks in MW3 are severely overpowered.  In fact, I made an entire video about it once.  To sum up my points from the video, essentially, the Blind Eye > Assassin > Dead Silence combination of perks makes you entirely invisible to anything and everything the enemy team has at their disposal.  In and of themselves, the perks aren’t too bad, but the fact that you can run all three at once is totally imbalanced.  When something in a game lacks a counter it is inherently imbalanced.  There is no wholly effective way to combat stealth players in MW3 short of using Recon, which is still only as effective as your ability to find campers without being killed by them first.  What has come as a result of this imbalance is an epidemic of camping players, which slows games down, makes players think being stationary is better than moving, and encourages players to avoid playing the objective to maintain their invisibility advantage.  The Support Strike Package basically guarentees a constant enemy UAV will be online, so if you want to stay alive, you have to run the stealth perks.  Otherwise, you are going to get constantly swarmed by enemies looking for an easy kill.  In fact, I will go as far as to say that if I want to do well, all I have to do is run the stealth perks and I will automatically be able to command how well I do, assuming I’m not constantly getting spawned on…

Death should always be a penalty.  It’s supposed to mean you got beat.  But when you get killed and respawn with a better map position or within close proximity to an enemy, you’re being rewarded for failure.  Demolition is probably the easiest example I can think of.   In every COD before MW3, the spawns in Demolition are essentially fixed so that you are always going to spawn as far away from the objective as possible (your starting spawn point) and the same goes for the other team.  This gives both sides a fair shot at playing the objective and rewards players that can effectively play the objective and stay alive near it via wins.  But in MW3, the spawn system will literally spawn players right around the bomb site.

I’ve seen it time after time.  My team will move in on a bomb site, kill off the enemy team, start planting, and then everyone we just killed will respawn in our spawn and kill us from behind.  Why that’s imbalanced is really simple.  My team earned that map position by killing the enemy team, we won our gunfights, they didn’t.  When the enemy team respawns, they get excellent map position because of their failure, which they shouldn’t because that would have already had it if they were the better team.

While I agree that MW3’s spawn system is simply trying to get you into the action as quickly as possible, the way it does that is very imbalanced.  If you get killed while trying to cap a flag in domination, you don’t deserve that map position anymore.  You lost it, now you have to earn it back by at least killing the player that killed you.  That’s fair, that’s balanced.  An eye for eye as they say.  But MW3 says “You lost that gunfight, but it’s cool.  You’ll just get spawned halfway between your original spawn point and where you died, even though your team doesn’t have possession of that area of the map.”

You see this all the time in Free For All as well.  How many times have you spawned and been instantly shot by someone in FFA because you spawned right in front of them?  How many times have you gotten a revenge kill because you spawned right around the corner from the player that killed you?  I’m going to guess it happens a lot, and probably more than you even realize.

But the logic behind the spawn system isn’t it’s only flaw.  The way the maps in MW3 are designed is to ensure that there as few linear lanes of traffic as possible. Maps like Arkaden, Dome, and Hardhat all suffer from being totally circular in their navigational design.  From any 1 point on those maps you have multiple ways of getting to almost any other point.  I agree that every map having 3 primary lanes of traffic makes the game feel overly linear (BO1 suffered from this), but replacing that design mentality with maps that have multiple intersecting lanes of traffic is messy and chaotic.  What made a non-linear/non-symetrical map like BO1’s Firing Range great was that despite it being small, it had power points (with equally powerful counter points), it had safe spawn zones, but most importantly, it was well organized.  Even though there are at least 5 ways to get to the B flag on Domination, you always had a pretty good idea which way the enemy team would be coming from if you were trying to cap it.

Let’s say you hold the C and B flags on Arkaden and you move in to cap the A flag from the enemy team for better map position (pro-tip: always secure the A flag on Arkaden).  Where is the enemy team’s spawn going to flip to?  Where are they going to be coming from?  On a map like Firing Range, you knew that if you started capping A, the enemy team was going to spawn as far aways as possible wherever your team isn’t (typically around the trailer, in the firing range, or on the C flag itself if you pushed hard enough).  But on Arkaden, you have to wonder if the game is going to spawn the enemy team at C, or in the construction room, or the bar, or near Burger Town, or near the B flag.  Additionally, because all those spawns are basically going to always be right around the corner from your teammates, it creates chaos and routinely un-safe spawns (spawn, take a step, get mowed down, repeat).  In BO1, that wasn’t the case 80% of the time.  In fact, you typically were either 3 seconds or beyond the range of a grenade toss away from their nearest enemy.  This gave you options and a notion of security.

While some might argue that more open/non-linear map design makes you rely more on your skills and map knowledge than linear maps do (and I agree), I think MW3 did a very poor job of it.  Good map design gives both teams and all players a fair chance.  A well made map plays in a way that’s predictable without being boring or unfair.  MW3 maps mostly play like chaotic FFA-focused maps.  Even maps like Village and Mission play poorly because the spawn system is always placing players as close as possible to the enemy team. This results in lots of deaths from behind or players being near objectives even though they shouldn’t be, instead of on the edges of the map away from the enemy team and the objective.

The bottom line is that a good map has definable routes running through it, power points with equally powerful counter points, and enough room and cover to provide everyone with a safe place to spawn.  MW3 maps are uneven clusterfucks that lack symmetry or balance.  You are constantly being spawned “in the action” instead of having to work your way back to it (typically a pretty safe and quick journey in most CoD games).  What happens as a result is large maps like Village see 70% of all gunfights happening on 1/3 of the total map (2/3 of unused map is a waste of a map… Berlin Wall anyone?).  Small maps suffer from consistently bad spawns and imbalanced objective opportunities for both teams (that don’t cancel each other out).  All this leads to frustration and ultimately boredom.  What’s the point of navigating a map intelligently or knowing the map well if I’m going to be at the mercy of a revenge-based spawn system and knowing that chances are I’m going to run into a newly flipped spawn point that the entire enemy team will be spilling out of, despite their being no logic to the point being used (Liberation’s B flag spawn in the bunker)?

Latency Compensation

The overall MW3 experience is frustrating and very hard to enjoy.  A good game doesn’t have “bad maps.”  A good game is a game that plays consistently and that’s something MW3 doesn’t do well.

A big part of that shortcoming is how MW3 deals with networking.  At this point, I think we can all agree that MW3 feels like it’s constantly lagging you behind other players.  This is because the latency compensation (lag comp) doesn’t work well.  Why it doesn’t work well is something I can’t explain because I simply don’t know.  It’s a complicated piece of software that does A LOT of good for the online experience.  The fact that it even works as well as it does is a miracle considering the disparity inherent to global internet connections.   But when you compare the online experience of MW3 to MW2 or BO1, you start to see a pattern of something not working right.  Watch your killcams.  They are recorded by the host and are a more accurate depiction of what actually happened according to the game.  Before you die it feels like you got at least 4 or 5 shots down range sometimes but in the killcam, you die without even firing a single shot.  In a nutshell, that’s lag compensation at work.

It’s true that this is a problem in every COD (and mostly every online game), but MW3 just feels worse.  Maybe we’re getting so experienced with how these games should play in an ideal world that every little problem seems even worse than it really is.  But I genuinely feel like MW3 is doing something wrong with it’s latency compensation.  I’ve also played on two separate internet connections through MW3’s lifecycle, one was slow (5-7 down, 0.5 up, 35ms ping) and my current one is fast (25 down, 5 up ~15-20ms ping), so it’s not like it’s JUST my internet connection.  I will say that it seems like I’m playing ahead of other players on the faster connection though.  On the slow connection it always felt like enemies were engaging me as soon as we saw each other.  Now it feels like there’s a very (and I mean very) slight delay before they realize I’m there.

Bottom line is despite it’s balance issues, MW2 was the smoothest playing CoD title that’s been released thus far and MW3 feels like its fat uncle that has to catch his breath every time he walks up a flight of stairs.  Granted, there’s a lot more going on in MW3.   There are more killstreaks and they are acquired in very new ways to the CoD experience (capturing flags, destroying enemy equipment, etc).  The Specialist Strike Package is obviously very fundamental to the coding of the game in that it changes your player’s attributes in-game without you changing your class (a relative “frist” in CoD history)  Overall in fact, a lot of good could be said for the additionally features built into MW3 by Infinity Ward.  It’s obvious that Infinty Ward pushed what the CoD engine could do closer to the edge than ever have.  But instead of the end result being a finely pollished product, MW3 is a messy and bloated game.  When you play it, you can literally feel the engine straining to keep up with everything that’s going on (hardware is a big factor, the current consoles are old as dirt in computer years).  So it’s no surprise that the network coding struggles to maintain a consistent experience.  MW3 is simply pushing too much time-sensitive data for today’s internet connection disparities to handle.

If everyone had perfect internet that was equally fast and equally good (packet loss, jitter, ping, etc.), latency compensation would be a fairly simple piece of software that works more as error correction than quality control.  Maybe more horsepower in the consoles will help with “lag” in the future, but I’ve heard some very ugly stuff about MW3 on the PC.  So my guess is that it’s the coding and optimization of the game itself, and not just the hardware or connectivity of that hardware that’s at fault.  Consider Infinity Ward has admitted to trying to improve the latency compensation software that CoD runs, I think it’s entirely safe to say that what they did didn’t work out as well as intended.  MW2 ran nearly perfect 75% of the time for me.  I would have been happy with MW3 if they didn’t add all the nifty bells and whistles and just made a more balanced version of MW2 with new maps and weapons, but that’s not what MW3 is (despite what a lot of people might argue).  The problem is MW3 just doesn’t run that well in consistency terms.  Combine that with the above, and you can see why my experiences have led me to deem MW3 a sub-par entry in the CoD franchise and an overall frustrating game.

If you think my sample size is too small or my opinion is biased, just know that I have over 17 days played online on MW3 and that a lot has been said that agrees with me by a lot of intelligent people and Infinity Ward themselves (patches and tuning are inherently an admission of failure, compromise, or hindsight in some way).  So I’m not just saying this stuff because I don’t like getting killed in MW3.  I have a genuinely valid point that “lag” is an issue for a majority of players in MW3 and that it’s because they did something different that didn’t work.  I’m not saying they royally screwed up or that they didn’t help advance the technology behind the idea, simply that what they did was detrimental to the MW3 experience and that it’s a pity nothing can be done about it now as it really holds the game back overall.

Summary

MW3 is not the worst online FPS game ever made.  It’s not a steaming pile of shit.  Overall, it’s at best kinda just, meh.  By CoD standards it’s a bad game.  It doesn’t do well what past CoD titles have gotten right and in a lot of cases made some things that were wrong with previous CoD titles worse.  As a guy that’s been playing CoD since it was cool (CoD4/WAW) I am wholly disappointed by the experience MW3 offers.  Even when things are going my way, it feels like I’m rolling a rock uphill.  However, I still give a lot of praise and credit to Infinity Ward for overcoming a lot of adversity and challenges to produce a product that is technically superior to a lot of the games being released these days.  Sure MW3 still doesn’t look as good as BF3 or other, more modern shooters.  Sure it isn’t a masterpiece of balanced design like Counter Strike is.  And of course it’s never going to be a deep and emotionally involving epic shooter game like Alan Wake or Half Life.  But despite all that, MW3 has entertained millions of people for nearly an entire year.  Despite it’s shortcomings, it’s still a massive success in many ways.

We feel statisfaction when we succeed.  We learn how to succeed better when we fail.  MW3 has proven that Infinity Ward can adequately support a game as big as CoD post-release.  It has reinforced the importance of listening to your customers and applying their feedback to your design and support.  But most importantly, it has helped to clarify the highly subjective things that make a game good or bad.  Yes, we can all spot glitches and bugs.  We all know when something is obviously broken.  But MW3 has given us greater insight into how important things like recoil patterns and character abilities are to the balance of game.  Granted we knew a lot before MW3 was made, we still wouldn’t know as much now as if it hadn’t been released.  Hopefully, Infinity Ward will use MW3 as a learning experience to make a better game than they ever have before.  Is it unfortunate that we pay to be guinea pigs every year in a way?  My answer would be no, but I guess the answer depends on whether or not the research pays off next time.

That’s not to say that failure is excusable.  In fact, MW3’s failures have really tested my faith in Infinity Ward (again).  I won’t be preordering their next game and I remain highly sceptical of them despite the strides they’ve made in improving their customer service and support.  Consumers shouldn’t be guinea pigs, we should be getting a quality product that’s worth its asking price.  That said, none of the CoD games have ever been perfect from day 1.  Video games are a very subjective form of media.  As consumers, we have to assume some risk in buying a product on faith.  However, that’s a topic for another time.

As for Treyarch and BOII, hopefully they will be able to do better what MW3 got right without getting tripped up by what it got wrong.

Please leave your thoughts and feedback below.

Thank you for reading.

BOSS JEDIZOHAN

I've been a gamer since before most gamers were born. Now a full-fledged member of the PC Master Race, I'm enjoying all the best games from both AAA and Indie developers in glorious 1440p. Praise Gaben and may the Steam deals be ever syphoning funds from your life savings. Subscriber

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Crytek Introduces a New Elements to Crysis 3 Multiplayer – “New York Feed,” Ceph Tech and More

Producer Mike Read details some of the key features and game modes you can expect from Crysis 3’s multiplayer in this video introduction.

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Fans can look forward to 12 maps, 30+ new weapons and 8 different game modes in Crysis 3’s multiplayer this February 2013. Additionally, the Xbox and PS3 versions will support up to 12 players while the PC version will support up to 16.

Along with the introduction of the brand new Hunter mode, Crysis fans will also have a chance to revisit the popular Crash Site adversarial multiplayer game mode, though with a few extra twists.

Players will now cycle through pre-determined Nanosuit loadouts before deploying onto the field. As before, an alien gunship will drop a pod to the ground below that each team will fight to secure for as long as possible within a set amount of time before re-locating. To aid in defensive positioning, each pod carries with it two shields that can be used be used as either protection or as a deadly weapon that can also be thrown at enemy players. This also applies to other objects as well like lamp posts and, of course, vehicles.

Also brand new to the series’ multiplayer is the ability to take control of your very own Ceph Pinger, a giant walking mech-like piece of alien machinery found on the battlefield that can be used to devastate the enemy team with superior fire power. However, it’s not without its weaknesses. Enemies can either destroy the Pinger through means of gunfire or explosives, or they can climb atop to hoist the pilot out by force.

Lastly, Crytek is also introducing the “New York Feed,” a visual information flow of what you and your friends have achieved in-game. This should hopefully keep players busy with custom generated challenges and other goodies.

Are you getting pumped for Crysis 3’s multiplayer? Sound off in the comments below.

David Veselka

Musician, Gamer, Geek. Subscriber

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DayZ Standalone May Arrive as Early as November, According to Creator, More on Update Process

According to creator Dean “Rocket” Hall, you may not be disappointed in expecting a standalone version of DayZ as early as this November.

“I think we’ve got a winner here,” he recently told VG247 in an interview. He continued, “but it’s been challenging. It’s a slower development than I’d like, and while that’s not going to affect the release date, it is going to affect how ambitious we can be with the actual content.”

Does this mean this standalone version, also rumored to arrive on consoles, will not come as jam-packed with content as originally expected? Hall explains, “Well you know, I guess I never really thought we’d get things like construction into the standalone at launch. I’d prefer things to go faster, but that’s just game development.”

I think the most important thing is we deal with hacking, bugs, duping, new content, tidy up some of the features and expand them a bit. I think if we can get that base – by the end of November or December – then that means January and February will be really happy, fun times.”

It was originally announced that this DayZ standalone would see expansion and growth in a similar matter to Mojang’s highly-popular sandbox-builder Minecraft. Hall elaborates, “We have to get that initial alpha out and whenever we want to push out a build we can pretty much push that. We’ve been talking about having three builds. First is an internal build – one that is just available for the development team.”

“Then a recommended build – like a beta testing build that’s available for the community, where they can try new updates before they come out. Then the final build, so that’s how we’re going to be taking things forward.”

Hall also likened the frequency of updates to the way Minecraft has been handled, stating, “Code-wise, the updates will be quite well planned – like Minecraft updates ended up being with update Fridays and all that. I think with content, the content will come out as it’s done. I think if it’s done and it’s tested, we’ll roll it out. We have an art cell as well, and we say to them, ‘we want this done’. So they go away and they are very agile, they decide how they’re going to do it. They manage themselves and produce the content.”

Hopefully, we’ll be able to get our hands on the standalone version of this unique zombie-survival experience this November. Until then, let us know how excited you are for its release in the comments below!

David Veselka

Musician, Gamer, Geek. Subscriber

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Call of Duty: Modern Warfare 3 PS3 Elite October Drops Now Available

The final Modern Warfare 3 DLC drops have been released for PS3 ELITE subscribers. PC/PS3 non-subscribers will be able to download them and Content Collection 4 tomorrow, October 10.

The maps are now available to download on the Playstation Store. Boardwalk, Parish and Gulch come in at 101MB, 99MB and 185MB respectively.

The three brand new multiplayer maps – drops 22, 23 and 24 – bring the season of content to a close for PS3 premium members. Non-ELITE PS3 and PC gamers will receive the all-out multiplayer map exclusive Collection 4 – Final Assault – along with the map drops separately tomorrow. Xbox gamers received the content last month. You can read up on Collection 4 and the new maps details over here.

Modern Warfare 3 has received a total of 24 drops – ranging from Chaos Mode, Face Off and a magnitude of standard multiplayer maps – and one free nostalgic map: Terminal.

Which of the content drops were your favourite? Did you enjoy the year of content drops? Would you want to see Black Ops II follow the same schedule or use a different approach – still using ELITE – to keeping the game fresh across the year? Share your thoughts and comments below.

MP1st Staff

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Borderlands 2 DLC Character Available Today, Meet Gaige The Mechromancer

As previously hinted by Borderlands 2 creators Gearbox Software, fans are treated to a “big surprise” this fine Tuesday morning.

According to IGN, the downloadable character Gaige the Mechromancer and her pet companion Death-Trap are available as of today, one week before its original release date of October 16.

Not only will players have the ability to unleash the Mechormancer’s deadly Death-Trap upon the creatures of Pandora, but three new skill trees will also available to spec this new class in a number of different ways.

Those who pre-ordered Borderlands 2 or are members of the Premier Club can download this quirky new character at no cost while others will need to drop a total of $9.99 or 800 Microsoft Points to gain access. Expect this new content to be available later today in North America and other regions.

Are you going to be taking this new character for a spin today? Let us know how it goes in the comments below!

David Veselka

Musician, Gamer, Geek. Subscriber

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Call of Duty: Black Ops 2 – First Image of Nuketown 2025

Treyarch gives Call of Duty: Black Ops 2 fans a first peak at the 2025 version of the fan-favorite Nuketown multiplayer map.

Still keeping that old-school flare, players who pre-ordered Call of Duty: Black Ops 2 will get to revisit this legendary map when it hits November 13. You can learn about this pre-order bonus as well as others right here.

Click for a larger size.

Not as futuristic as you thought? What do you guys think about this particular re-imagining so far? Sound off in the comments below!

Via Treyarch’s official Twitter.

David Veselka

Musician, Gamer, Geek. Subscriber

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Borderlands 2 – Mechromancer Skill Tree Revealed, “Big Surprise” In The Next 24 Hours

Wondering what the upcoming DLC character, Gaige the Mechromancer, has to offer to the already versatile character play styles of Borderlands 2?

Look no further. Gearbox Software has listened to the community and recently released the skill tree for their upcoming DLC character. Check it out right here!

For those of us who wanted to play as the fifth playable character of Borderlands 2 or were on the fence to purchase it, this recent reveal of her skill tree is a great way to know what exactly this mysterious character class is capable of. It’s also a great way to plan a head and help decide what what type of build you want to create.

In case you missed it, Gearbox Software has also recently released the first ever in-game images of Gaige the Mechromancer and her robotic companion Death-Trap, including her latest Echo Log, which can be found here.

Gaige the Mechromancer is set to be released next week, on October 16th and will cost you $10.00 USD. If you’re a member of Borderlands 2 Premier Club, Gaige will be available to you at no extra charge.

In other, perhaps more exciting news, Gearbox Software president Randy Pitchford recently Tweeted, “There may be a big surprise from us within the next 24 hours or so. Stay tuned!” Keep your sights on MP1st to find out whats in store for Bordlerlands fans.

With Gaige the Mechromancer’s skill tree revealed, how are you guys going to spec her? Sshare your builds by posting the share link of your build 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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Mass Effect 3 Multiplayer – BioWare Introduces New Challenge System and N7 HQ Stat-Tracking

Tomorrow, October 9, BioWare will be introducing some major updates to Mass Effect 3’s multiplayer, including additional multiplayer content like new enemies, weapons and maps.

Associate producer and the man who oversees’s all things ME3 multiplayer, Nathan Plewes, recently took to the BioWare Blog to give fans an update detailing what can be expected of the brand new challenge system being introduced tomorrow.

“We’re adding hundreds of new multiplayer challenges that can be completed at your own pace,” mentions Plewes. “As you progress, you’ll earn Challenge Points, essentially bragging rights. Completion of the top tier ‘Gold’ challenges will reward you with a unique banner and title to display in the multiplayer game lobby. Gold challenges can be completed multiple times for even more points. We’ve also added an additional leaderboard to keep track of the points you collect.”

The new system offers an in-game way to track your progress as you complete the challenges. But we’ve also built a new N7 HQ web page that offers a ton of information when you’re not playing, including character lists, leaderboards, and gameplay stats. In-game or online, you’ll have a comprehensive way to review your overall multiplayer progression.”

For those wondering what is to become of the bi-weekly N7 Bounty Weekend events, the last one being Operation: Overdrive, Plewes has some news (pardon the masterful rhymes) that you may find interesting:

“We’ll still be running weekend events, but they’ll be a bit different. When you jump into multiplayer, you’ll be notified that there’s a new Weekend Challenge available. Just like the current Operations, these challenges will only be up for the weekend. But now you’ll be able to instantly track your progress. You’ll also get the spoils of your efforts as soon as you’ve completed the event. No more waiting for the next Tuesday (or longer) to get your Commendation Pack!”

He add that “there will be a new Weekend Challenge available every weekend, not every two weeks like our current schedule. On top of the Weekend Challenges, we will be unlocking new kits and other surprises each week to help your squad in that next big push against the Collectors,” he concludes.

What do you think about all this additional content making it’s way to Mass Effect 3’s multiplayer for absolutely free? Do you still play? If not, do you think you’ll revisit after the update? Let us know in the comments below!

David Veselka

Musician, Gamer, Geek. Subscriber

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Modern Warfare 2’s Favela Map Removed From Playlists Due To Complaints

The fan favourite map, Favela, has been removed from all public playlists on Modern Warfare 2 for the time being.

Over the past few days, gamers have noticed that the high-octane and fast-paced Brazilian slums multiplayer map has not been showing up, perhaps due to malicious means such as hackers spoiling the map rotation. Earlier, unconfirmed, rumours said that the popular map was disabled due to insensitive and racist remarks towards the Islam religion were found inside the map.

Activision has since confirmed that Favela does indeed have insensitive and inappropriate images that may offend Muslims.

In a bathroom hangs two paintings, each with frames which have a religious quote in the Arabic language embedded on them. It reads “Allah is beautiful and He loves beauty.” The means of which these pictures have been placed, one of which is directly above the toilet, potentially could be offensive to Muslims and those who follow the Islamic faith. It is inappropriate to see religious teachings written in or placed on something inside the bathroom.

Activision and Infinity Ward have been alerted to the blunder, of which the Muslim gaming community pointed out, and the map will remain off all public playlists until a patch has been released to remove the text or pictures and any other instances that may be considered racist towards any religions.

Favela is still playable through private matches. One video, made by a Muslim gamer, describes the issue in English with Arabic subtitles but also mentions he did not mean for the map to be completely removed for all players. You can watch it below.

[youtube id=”4M6JIUn9bDU” width=”600″ height=”350″]

In a statement to Kotaku, an Activision representative said:

We apologize to anyone who found this image offensive. Please be assured we were unaware of this issue and that there was no intent to offend. We are working as quickly as possible to remove this image and any other similar ones we may find from our various game libraries.

We are urgently working to release a Title Update to remove the texture from Modern Warfare 3. We are also working to remove the texture from Modern Warfare 2 through a separate Title Update. Until the TU is ready, we have removed the Favella multiplayer map from online rotation.

Activision and our development studios are respectful of diverse cultures and religious beliefs, and sensitive to concerns raised by its loyal game players. We thank our fans for bringing this to our attention.

I reached out to Infinity Ward’s Community Coordinators, Tina Palacios and Candice Capen, today to ask when a Title Update for Favela will be available but have yet to receive a reply.

We will update this report as soon as we get more information.

MP1st Staff

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Borderlands 2 – Mechromancer Echo Log 2 And In-Game Screenshot

With the release of Borderlands 2 first batch of DLC just a little over a week away, the good folks over at Gearbox Software are starting to slowly reveal more information on their upcoming character class, the Mechromancer.

Check out this recent reveal of a screen shot that finally gives us the first in-game look of this DLC character and her buddy Death-Trap:

Gaige the Mechromancer and her companion, Death-Trap

In other Mechromancer related news, her most recent Echo log has been released for our enjoyment. It gives us a closer look into what type of character we’re to expect from Gaige the Mechromancer and how well she will mesh with the already colorful and memorable cast of Borderlands 2. She also talks about her robotic companion, Death-Trap:

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Gaige the Mechromancer is set to be released on October 16th, for the price of $10.00 USD. For those who pre-ordered the game and are Premier Club members, she’ll be available for download for free.

Thanks again, Clown.

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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Halo 4 Gameplay Round-Up Including Solace and Abandon, Leaked Image of Meltdown

Tons of Halo 4 gameplay has been circling the net recently and we’ve gathered it all up into one convenient place. Get ready to treat your eyes on 343 Industry’s epic shooter releasing this November 6 on the Xbox 360.

Spartan Ops

Off-screen footage of Spartan Ops.

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Solace

More off-Screen footage from the multiplayer map, Solace.

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Flood Mode

343 Industries will be introducing the brand new Flood multiplayer mode, a spiritual successor to Infection, which you can read all about in more detail right here.

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Abandon

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Meltdown

Halo4Nation was able to capture this image of ‘Meltdown from an IGN video that was later removed most likely do to pre-mature release.

Hope you guys enjoyed. Sound off in the comments below!

MP1st Staff

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Call of Duty: Black Ops 2 – Final Wave of GameStop Pre-Order Bonuses Detailed

GameStop reveals the latest and final wave of pre-order bonuses for Call of Duty: Black Ops 2 on the Xbox 360, PS3 and PC, releasing this November 13.

Those that have pre-ordered will have the opportunity to pick one of three bonuses detailed in the image below: either an exclusive M-27 Dragonfire in-game player card, a chance to win a land, sea, air adventure and a chance to win a Call of Duty: Black Ops 2 Kawasaki Teryx4.

Additionally, GameStop lists a Double XP Launch Weekend throughout November 16 to 18.

If you’ve yet to do so, make sure to head on over to GameStop to secure your copy of Call of Duty: Black Ops 2. Which one did you/will you choose? Let us know in the comments below!

Thanks, killer_flixx.

David Veselka

Musician, Gamer, Geek. Subscriber

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MP Talk – Medal of Honor: Warfighter Edition

Welcome to MP Talk, Medal of Honor: Warfighter Edition.

As per the title, this week’s episode is dedicated entirely to the recently released Medal of Honor: Warfighter Beta on the Xbox 360. We give you our thoughts and impressions and let you know what we hope for the final release.

But more importantly, we want to hear what you think about Medal of Honor: Warfighter so far! So, make sure to drop a comment or two below before heading on out.

We also leave you with this video introduction to the Medal of Honor: Warfighter beta from the Danger Close team, featuring commentary from our friends at CharlieINTEL, MOHHQ, BigRedBarrel and MOH-Resource.

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Enjoy!

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David Veselka

Musician, Gamer, Geek. Subscriber

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PlanetSide 2: Esamir Continent Reveal

The latest PlanetSide 2 patch is now available for all you Beta testers.

In this latest patch, players will be greeted with a whole new continent called “Esamir”. Opposite from all the dust and heat that players have been experiencing so far, Esamir offers players a battlefield over a icy and harsh wintering terrain.

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To an addition, the patch also fixes several bugs and adds several new sidegrades for Sniper, LMGs, Carbines, and Assualt Rifle for every empire available.

Not in the Beta? Make sure to sign up over at planetside2.com to be given a chance to join the fight.

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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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Medal of Honor: Warfighter on Xbox 360 Likely to Ship on Two Disks, Possible HD Texture Installation

Much like last year’s Battlefield 3, it looks like Medal of Honor: Warfighter, also powered by the Frostbite 2 engine, will ship on two separate disks for the Xbox 360 console.

Last year, the single player and multiplayer portions of Battlefield 3 were split on to two different disks on the Xbox 360 as a result of the DVD’s limited disk space. Speaking to VideoGamer, Danger Close senior designer Ben Jones he recently admitted, “I think that might be a reality for us as well.” He added, “It’s DVD format versus Blu-ray and you’re going to see that split at certain times, especially with the amount of content that we’re delivering.”

On top of being split on to two disks, Battlefield 3 also included an optional HD texture pack which allowed the game engine to display high-resolution textures if installed. When asked if this is also a possibility for Warfighter, Jones mentioned, “I believe we are [including an optional HD texture installation], but I don’t know that we can confirm that. We haven’t had it confirmed to us.”

While it might seem a bother to have your favorite shooter this year split on two disks, it can also be seen as a good sign, considering the amount of content that is being delivered. Jones assures that the Danger Close team has “spent a lot of time innovating and making great improvements to Frostbite 2.” And, “…in terms of quality bar, I think we’re all very happy with what we’ve delivered.”

He continues, “…we’re pretty happy with that. Our PS3 version of the game is solid, I think it looks great. We went in specifically… We’ve been testing on both of those platforms for at least a year on a daily basis, so we spent a lot of time tuning and testing.

“We really focused on the lighting. I think lighting is one of the big things that shifts when you go to the consoles, so we made sure that our lighting was tailored to console first and still looked incredibly beautiful on PC. We’re going to deliver a high level of quality there regardless of platform.”

Medal of Honor: Warfighter is currently undergoing open beta testing on the Xbox 360. If you’ve had a chance to take it for a spin, how do you think the visuals are stacking up so far?

David Veselka

Musician, Gamer, Geek. Subscriber

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[Updated] Borderlands 2 – More Golden Key Codes And Mechromancer’s Echo Blog Inbound

Update:

We’ve updated the codes to include the most recently released batch of golden keys. These will be active until 7:00 pm eastern time.

If you’re looking to  further maximize on your current collection of your Borderlands 2 arsenal, the good folks over at Gearbox Software have recently Tweeted that they will be giving out more Shift codes throughout this weekend.

Once redeemed, you will receive more free golden keys that can only be used on the mysterious golden chest that’s located near the fast travel station in the city of Sanctuary. Once a golden key is used on this mysterious golden chest, you will automatically receive two items of purple rarity that will scale to your current level.

With that said, here’s the last batch of codes for this weekend’s golden key giveaway:

Windows PC:

CTCTB-3BTZZ-6BBJJ-TTJTB-JXCHC

Playstation 3:

CJKT3-WRK9J-6ZJ53-SJKJJ-5XJTR

Xbox 360:

CJKT3-WRK5R-3XR36-KRJJJ-5XJZW

Remember, these codes can only be redeemed via the Shift menu, which can only be accessed from Borderlands 2’s main menu by selecting the ‘Extra’ option, then selecting Shift. These keys can only be redeemed once per account and will be redeemable for three hours.

That concludes the code giveaways for this weekend. We leave you with a short glimpse of the upcoming DLC character to Borderlands 2, the Mechromancer’s Echo Blog:

[youtube id=”Ijs-FEk3OIk” width=”600″ height=”350″]

(Thanks, “Clown”)

The Mechromancer will be available on October 16th and will cost you $10.00 USD, but if you’re apart of Borderlands 2 premiere club, You will receive the Mechromancer for free as soon as she’s available.

Joel Santana

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