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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.

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Black Ops 2 Multiplayer – The Fine Line Between Greatness and Failure

This article is more of a message to Treyarch and a place to collect your feedback for them than it is a “hey, this is what I think” article.  So if you could, please do us a favor and leave a comment and share this with Treyarch!

It’s almost ironic that something as critical and assumed-to-be-perfected-pre-launch as connectivity via online networking has been such a significant issue for Black Ops II and Call of Duty in general.  In my previous article/video, I discussed why I feel these “lag” issues exist, so I’ll just link you to that here rather than repeat myself.  I will say though that the point of the article wasn’t to blame “lag comp” for all of BOII’s problems.  I wrote that article as a suggestion that maybe some of the advanced features (theater mode, etc.) implemented in BO1, MW3, and BOII are more to blame then bad network design for the issues in the recent COD titles.  Considering we didn’t have such extreme connection-related issues in past CODs, it might be food for thought to consider the additions the more recent CODs have acquired.

The way a typical night of BOII while playing with my friends (when the game plays at its worst) goes down is that I struggle to win every gunfight and lose the ones where I don’t get a crazy headstart in shooting.  I discovered this fourm post recently, which might provide some insight into why my connection seems to improve slightly when I play by myself, assuming of course it’s even remotely accurate.

Playing on my own, however, is even more frustrating despite the mild improvement in connectivity.

Despite the fact that I sometimes do exceptionally well (in League Play I might add):

More often than not, it feels like I’m carrying my entire team and still getting destroyed:

As much as I like skill based matchmaking, I feel like it shouldn’t be a factor in public lobbies.  I’m not always interested in playing against good players.  The randomness of players is part of what makes public lobbies so much fun.  Considering Treyarch included an entire set of separate competitive playlists, I really don’t understand why they implemented SKBM in public lobbies.

Lastly, I’d like to direct your attention to this video:

[youtube id=”y8nIFVHcFu4″ width=”600″ height=”350″]

Now, I’m not suggesting that the spawn system in BOII is broken.  CTF spawns, especially on small maps, are very fixed.  But I think the footage clearly demonstrates an issue that needs to be addressed.  Generally speaking, the smaller the maps become the less space the spawn system has to work with.  Bad spawns are more a byproduct of map size than spawn logic most of the time.

If the above issues are addressed and fixed, it’s my opinion that BOII might just be the best COD ever made.  But oh how thin a line it walks.

So readers and Treyarch, I leave it to you to continue this discussion and maybe get something about BOII’s problems done.

Be sure to leave a comment below and share this article with Treyarch.  Do everyone a favor, however, and avoid arguing over the issues and simply state your experiences and pass the article along.  If you can provide evidence of your claims, that’s even better.

You can contact Treyarch via these links:

Of course, you can expect MP1st to report all the latest patch information should any patches or information be released by Treyarch in the future.  If they release anything regarding a patch, you’ll be able to read up on it here.

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

Home > News

Far Cry 3: High Tides DLC Announced As PS3 Exclusive, Releases Next Month

While Far Cry 3 has just gotten into the hands of gamers as of December 4th (for North America), Ubisoft is already revealing just some of their DLC plans, starting with a new co-op pack set to launch next month exclusively for the PS3.

The DLC co-op pack is titled “High Tides” and will feature two brand new co-op chapters that take place right after the original six. Both “Jailbreak” and “Redemption” are set to tell the final story of the co-op characters, Leonard, Tisha, Mikhail and Callum.

“We’ve got new missions, tougher fights, bigger competitions, some great up-close time with your favourite characters, and explosive moments unlike anything you’ve seen before,” as explained in the official PR.

No price nor  The DLC will be available for free, as for a  specific date, non has been announced, though it can be expected in the coming days.

Avatar photo

James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

Home > News

Dumb Ways to Die: Battlefield 3 Edition

YouTuber jackfrags shows you the dumbest ways to die in Battlefield 3 in this hilarious and charming remake of the original public service announcement, “Dumb Ways to Die.”

This is just awesome, so I’m not going to say much more. Enjoy!

[youtube id=”0W71h7NWEdg” width=”600″ height=”350″]

For another chuckle, you can view the original “Dumb Ways to Die” here.

David Veselka

Musician, Gamer, Geek. Subscriber

Home > News

EVE Online: Retribution Expansion Trailer, Put A Bounty On Your Enemies Head

CCP is gearing up to release a new EVE Online expansion pack and this brand new trailer introduces just some of the new content you’ll find within.

[youtube id=”hX0p0irEOls” width=”600″ height=”350″]

Remember that when DUST 514 launches later next year, both EVE and DUST will join together, allowing each player to help one another out. You can read more on that here.

Avatar photo

James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

Home > News

Crysis 3 Has Hi-Tech Grass, Advanced PC Graphics Settings Revealed

Yesterday, we told you that Crytek wants to melt your PC. Today, we’re going to show you how.

In a follow-up to yesterday’s reveal of Crysis 3’s minimum, recommended and high-performance PC requirements, PC gamer has learned how you’ll be able to tweak Crytek’s upcoming graphical power-house with its advanced graphical settings.

If you remember, Crysis 2 only shipped with minimal graphics options, including v-sync, game resolution, HUD bobbing, and a general quality setting – options which were later expanded in a patch. This time around, Crytek will be shipping Crysis 3 with plenty of options as well as high-res textures right off the bat on the PC. Among the options below, some new additions include lens flares and anisotropic filtering. Check it out:

Crysis 3 Advanced Graphics Options

  • Game Effects
  • Object
  • Particles
  • Post Processing
  • Shading
  • Shadows
  • Water
  • Anisotropic Filtering
  • Texture Resolution
  • Motion Blur Amount
  • Lens Flares

“As I mentioned, Crysis 3 will already ship with hi-res textures, advanced graphics settings, tessellation and DX11 support,” Crytek’s Technical Director Marco Corbetta told PC Gamer. “Additional tech areas that have been enhanced since Crysis 2 are: AI navigation system, animation system, water, fog volumes, cloud shadows, POM, AA, cloths, vegetation, particles, lens flares and grass.”

He went on to explain some of Crytek’s technical goals with Crysis 3: “One of our big goals was to improve image quality, and a lot of work went into developing several DX11 based anti-aliasing techniques for PC, which means gamers will now be able to pick their favorite—this is relatively involved on a deferred-based engine, since it involves selecting every technique and accessing multi-sampled buffers, versus the usual ‘flip the switch’ approach. On top of an improved tessellation system we’ve also introduced character/vegetation tessellation—and since tessellation performance was still not optimal for the level of detail we wanted to achieve, we also did research into different areas and introduced what we called ‘Pixel Accurate Displacement Mapping’ for macro details with nice real-time self-shadowing.”

In Crytek’s latest gameplay demo video of Crysis 3, you’ll most like have noticed some impressive grass. Yes, grass. It turns out, much effort was put into “grass-tech” in Crytek’s studio. Corbetta explains, “this tech allows us to visualize thousands of individual blades of grass, and is very cost and memory efficient as we can even achieve good results on older console hardware like 360 and PS3. One of the most important things is that this technology is improving gameplay. For example, you can see AI aliens running through the fields and bending individual blades of grass, and things such as projectiles, explosions and wind affect grass movement too. This gives a ‘predator-style’ gameplay experience in the Fields level, which is very in line with the experience C3 wants to offer. There are not many other games that can offer this kind of realistic grass simulation and rendering on a multiplatform basis.”

Are you excited to roll around in some grass – I mean, shoot some aliens in Crysis 3 this February, 2013?

David Veselka

Musician, Gamer, Geek. Subscriber

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Halo 4 Crimson Map Pack Xbox 360 Achievements – Flying Spartans Everywhere

343 Industries details what kind of shenanigans you’ll be up to when Halo 4’s Crimson Map Pack drops this December 10.

Below are eight brand new Halo 4 Xbox 360 Achievements that should keep you busy later this month. Of course, along with these achievements, players will be treated to three brand new maps – Harvest, Shatter, and Wreckage – as well as the new 5v5 game mode, Extraction.

A lot of these seem to revolve around the Mantis and the Man Cannons. Which one’s look the toughest to you?

Halo 4 Crimson Map Pack Achievements

Halo 4 Crimson Map Pack Achievement

Now They Fly?

Get a kill while airborne in a Warthog.

50 points
Halo 4 Crimson Map Pack Achievement

Size Is Everything

Kill 20 enemies with a detached Machine Gun Turret.

20 points
Halo 4 Crimson Map Pack Achievement

ODST

Kill a player while you’re airborne from using a Man Cannon.

30 points
Halo 4 Crimson Map Pack Achievement

Bigfoot

Kill 20 enemies using the Mantis’ stomp attack.

20 points
Halo 4 Crimson Map Pack Achievement

David and Goliath

Board an enemy Mantis.

20 points
Halo 4 Crimson Map Pack Achievement

Clay Pigeon

Shoot an enemy out of the air while they use the Man Cannon.

40 points
Halo 4 Crimson Map Pack Achievement

Special Delivery

Kill an enemy with a melee attack when landing from a Man Cannon.

30 points
Halo 4 Crimson Map Pack Achievement

Pump Yer Brakes

Score the killing blow on a Mantis.

40 points

 

Source: Halo Waypoint

David Veselka

Musician, Gamer, Geek. Subscriber

Home > Features

League of Legends Preseason 3 Patch Notes

League of Legends’ Season 2 has been officially over for about a month, and to move on to next season, Riot Games has made some huge changes in the game. With these changes, they have even decided to launch a new website dedicated to informing player of the latest updates.

As we head into the preseason, we’re rolling out some big changes to items, the jungle, summoner spells, and masteries all aimed at providing you with more strategic options and an even greater roster of champions across all roles.

General stats have been modified, including costs removal, addition, and price of some items. Summoner spells have also been tweaked and some of them have become available for other maps:

General (Stats)

  • Basic Cost for Stats
    • Attack Damage has generally been made cheaper by roughly 5 to 10%.
    • Attack Speed has generally been made more expensive by roughly 20%
    • Armor and Magic Resistance has generally been made more expensive by roughly 10 to 20%
    • Basic items have had their statistics and gold values adjusted to match.
  • Premiums for Tier 3 items
    • Gold premiums on Tier 3 items have generally been reduced across the board. This means that the deeper the build tree – generally the less statistics the item gives or the more expensive it will be compared to before.
  • Penetration Changes
    • % Penetration now applies before Flat Penetration. This means that combining the two statistics will amplify the effect of both – compared to live which reduced the effectiveness of both.
    • Last Whisper’s Armor Penetration reduced to 35% from 40%
    • Void Staff’s Magic Penetration reduced to 35% from 40%
    • Haunting Guise Magic Penetration reduced to 15 from 20
    • Sorcerer’s Shoes Magic Penetration reduced to 15 from 20
  • Movement Speed
    • Movement Speed bonus on all Boot items has been reduced by 25
    • Base Movement Speed on all champions has been increased by 25

Items

  • Removed
    • The following items have been removed and items that build out of them have had their recipe changed:
      • Meki Pendant, Regrowth Pendant, Force of Nature, Ionic Spark, Moonflair Spellblade, Cloak and Dagger, Elixir of Agility, Leviathan, Soul Shroud, Heart of Gold, Madred’s Bloodrazor
  • Reworked
    • The following items have been changed and have had their passives and statistics modified:
      • Malady, Phantom Dancer, Zeke’s Herald, Guardian Angel, Lich Bane, Eleisa’s Miracle, Randuin’s Omen, Deathfire Grasp, Guinsoo’s Rageblade, Tiamat, Black Cleaver, Tear of the Godess, Archangel’s Staff, Manamune, Executioner’s Calling, Morello’s Evil Tome, Warmog’s Armor, Avarice Blade, Aegis of the Legion, Hextech Gunblade
  • New Items
    • The following items are new and will be available on Summoner’s Rift:
      • Jungle-Focused: Hunter’s Machete, Spirit Stone, Spirit of the Ancient Golem, Spirit of the Spectral Wraith, Spirit of the Elder Lizard
      • Support-Focused: Shard of True Ice, Mikael’s Crucible, Banner of Command, Twin Shadows
      • Attack-Focused: Runaan’s Hurricane, Zephyr, Sword of the Divine, Mercurial Scimitar, Liandry’s Torment, Statikk Shiv
      • Defense-Focused: Frozen Fist, Ohmwrecker
  • Boot Upgrades
    • All Tier 2 boots can now be upgraded further with an enchantment for a gold cost – All Tier 2 boots share from the same pool of enchantments.
      • Enchantment – Alacrity: Increases Movement Speed by 15.
      • Enchantment – Furor: Dealing damage to a champion with a single target attack or spell grants you a movement speed boost that decays over 2 seconds.
      • Enchantment – Distortion: Your Ghost, Teleport and Flash cooldowns are reduced by a percentage.
      • Enchantment – Captain: Allied champions moving towards you gain a movement speed boost. Additionally, nearby allied minions gain a large movement speed bonus.
      • Enchantment – Homeguard: Being at fountain instantly restores your health and mana. Additionally, you gain a very large movement speed boost that decays over 8 seconds. This passive is disabled if you are in combat.

Summoner Spells

  • Barrier
    • Now available on Summoner’s Rift and Crystal Scar
    • Cooldown increased to 210 seconds from 125
    • Shield amount reduced to 95 + 20 per level from 100 + 25 per level
    • Improved Barrier increases the shield amount by 20 instead of reducing the cooldown by 20 seconds
    • Shield duration reduced to 2 seconds from 4 seconds
  • Clairvoyance
    • Duration increased to 5 seconds from 4
    • Cooldown reduced to 60 seconds from 70
    • Radius reduced to 1200 from 1400
    • Improved Clairvoyance now maintains sight on units revealed by Clairvoyance for 5 seconds instead of extending the duration by 2 seconds
  • Clarity
    • Now restores 40% maximum Mana to you and nearby allies
    • Improved Clarity now increases the Mana restoration by 25%, up from 20% (total 50% max Mana to you and allies)
  • Exhaust
    • Now reduces Attack Speed by 50%
    • Movement Speed reduction reduced to 30% from 40%
    • Now reduces all damage dealt by 30% from 70% for attacks and 30% from abilities/items.
  • Flash
    • Cooldown increased to 300 seconds from 265
    • Improved Flash is now calculated after other Summoner Flash cooldown reductions
  • Heal
    • Health restored per level reduced to 15 from 25
    • Amount allies are healed for increased to 100% from 50%
    • Improved Heal now increases your champion’s max Health by 5 per level instead of increasing the Heal amount by 10%
    • Cooldown increased to 300 seconds from 270
  • Ignite
    • Cooldown increased to 210 seconds from 180
  • Promote
    • Disabled
  • Revive
    • Now always increases your movement speed after reviving
    • Improved Revive now grants bonus Health after reviving instead of a temporary speed boost
  • Surge
    • Disabled

General

  • Fixed a bug that causes projectile-based skillshots to not appear when fired out of the fog of war (ex: Nidalee spear)
  • The Nexus turrets in The Crystal Scar and Proving Grounds will now kill invulnerable units.
  • Updated all bots’ items, masteries, and summoner spells to account for Season 3 changes.
  • Improved bots’ summoner spell logic and made usage consistent across all bots.
  • Fixed how custom game TT bots adjust to players’ laning decisions.
  • Spells that target your own champion will now put an outline glow around your champion.
  • Unbound default key bindings for ‘Toggle Health Bars’ and ‘Toggle Minion Health Bars’
  • Champion passives will now display their cooldown time over the passive icon.

Although all roles are set to change from Season 2 to Season 3, the main changes for Summoner’s Rift is the jungle:

  • Gold adjustments
    • Ambient gold gain increased to 16 per 10 seconds from 13 per 10 seconds – gold gained from farming lane minions and jungle monsters have been slightly reduced to compensate
    • Melee Minion
      • Base gold value reduced to 20 from 22
    • Ranged Minion
      • Base gold value reduced to 15 from 16
    • Siege Minion
      • Base gold value increased to 40 from 27
      • Scaling gold value based on time increased to 1 from 0.5
    • Minion gold values now update more often on a 90 second interval instead of 180
  • Kill and Death streak adjustments
    • Kill Streak bonus now caps at 500 Gold, down from 600 Gold.
    • Kill Streaks and Death Streaks now accelerate faster by roughly 50%.
      • Example: A player with a 4 kill streak will be worth 500 gold – compared to before which required an 8 kill streak.
      • Example: A player with a 4 death streak will be worth 126 gold – compared to before which required a 6 death streak.
  • Assist Gold
    • The bonus gold added for multiple players participating in a kill has been reduced to 150% from 158%.
  • Jungle
    • Overview
      • Initial difficulty of all jungle camps has been increased
      • Camp difficulty and rewards have been re-distributed more into the large monster in each camp
      • Scaling difficulty and rewards of the primary jungle camps have been significantly increased
      • Overall rewards have been re-distributed between the 3 primary jungle camps (Wolves, Wraiths, Golems) to better match their difficulty and convenience
      • New jungle items have been added to the store and old jungle items have been adjusted
    • Leashing has been changed
      • Jungle monsters now attack the closest target rather than chasing their original target
      • Whenever jungle monsters switch targets it counts as a “leash” – the maximum amount of leashes after which jungle monsters will reset has been increased to 10 from 3
      • Jungle monsters now deal 50% bonus damage to non-champions (ex: Malzahar’s Voidlings, Shaco’s Jack in the Box)
    • The “Banking” system that caused jungle monsters that have stayed alive for a long duration to have slightly increased rewards has been removed
    • Giant Wolf
      • Base Health increased to 900 from 550
      • Health per minute increased to 40 from 31
      • Base Attack Damage increased to 35 from 24
      • Attack Damage per minute increased 0.7 from 0.44
      • Base Gold increased to 44 from 40
      • Gold per minute increased to 0.65 from 0.43
      • Base Experience increased to 153 from 128
      • Experience per minute increased to 2.3 from 1.5
      • Movement Speed reduced to 443 from 510
      • Critical Strike damage reduced to 150% from 300%
    • Wolf
      • Base Health reduced to 300 from 360
      • Health per minute increased to 25 from 16.5
      • Base Attack Damage reduced to 8 from 14
      • Attack Damage per minute increased to 0.43 from 0.286
      • Base Gold reduced to 4 from 5
      • Gold per minute increased to 0.081 from 0.054
      • Experience per minute increased to 0.32 from 0.2136
      • Movement Speed reduced to 443 from 510
      • Critical Strike damage reduced to 150% from 200%
    • Wraith
      • Base Health increased to 750 from 400
      • Health per minute increased to 39 from 28
      • Base Attack Damage increased to 35 from 25
      • Attack Damage per minute increased to 0.75 from 0.5
      • Base Gold reduced to 25 from 33
      • Gold per minute increased to 0.72 from 0.48
      • Base Experience reduced to 103 from 105
      • Experience per minute increased to 2.1 from 1.4
      • Attack Range reduced to 300 from 650
    • Lesser Wraith
      • Base Health reduced to 250 from 275
      • Health per minute increased to 18 from 12.1
      • Base Attack Damage reduced to 10 from 17
      • Attack Damage per minute increased to 0.33 from 0.2195
      • Base Gold reduced to 3 from 4
      • Gold per minute increased to 0.054 from 0.036
      • Base Experience reduced to 15 from 22
      • Experience per minute increased to 0.16 from 0.1064
    • Big Golem
      • Base Health increased to 1000 from 950
      • Health per minute increased to 48 from 37
      • Attack Damage per minute increased to 1.6 from 1.05
      • Base Gold increased to 45 from 40
      • Gold per minute increased to 0.8 from 0.38
      • Base Experience increased to 137 from 117
      • Experience per minute increased to 2.4 from 1.55
      • Movement Speed increased 350 from 300
      • Attack Range increased to 150 from 100
      • Magic Resist reduced to -10 from 0
    • Golem
      • Base Health increased to 500 from 450
      • Health per minute increased to 37 from 25
      • Attack Damage per minute increased to 1.3 from 0.84
      • Gold per minute increased to 0.23 from 0.15
      • Experience per minute increased to 1.6 from 1.08
      • Movement Speed increased to 350 from 300
      • Attack Range increased to 150 from 100
      • Magic Resist reduced to -10 from 0
    • Ancient Golem
      • Base Health increased to 1500 from 1350
    • Lizard Elder
      • Base Health increased to 1500 from 1350
    • Young Lizard
      • Base Health increased to 300 from 250
    • Dragon
      • Base Health increased to 3500 from 3200
      • Health per minute increased to 240 from 220
      • Attack Range reduced to 350 from 500
    • Baron Nashor
      • Base Health increased to 8800 from 8000
      • Health per minute increased to 140 from 125

Masteries have been completely reset for every person, as they have been heavily reworked. Runes have also been renamed so they actually show you what they do. One example is the rune “Mark of Desolation,” which is now named “Mark of Armor Penetration.” The stats these runes give will also change.

Are you anxious for these changes made to League of Legends’ Season 3? Post your comments below!

MP1st Staff

Home > Features

Black Ops 2: Be A Better Teammate – Episode 3 – PTFO!

Hello MP1st readers and fellow soldiers on the digital battlefield!

In the previous two episodes of BABT, I covered understanding/identifying your playstyle and winning gunfights.  This week I take a look at playing the objective in the various game modes of Call of Duty: Black Ops II.

[youtube id=”aPudchRuK9w” width=”600″ height=”350″]

I guess being a hardcore objective player makes me dumb to the notion that not playing the objective in OBJ-based game modes is ok.  That’s not to say of course that always playing the objective non-stop is a good thing.  But I’d rather be capturing objectives then running around the map hunting for easy kills.  To me, the real fight is always at the B flag.

If you have any feedback that you feel the series would benefit from, feel free to leave it in a comment!  If you’re interested in topics I haven’t covered like specific weapons or scorestreaks, feel free to mention that as well and I’ll considering covering it in a future episode.

Also, as we’re all comrades on the digital battlefield and nobody should have to fight alone, is there any interest in starting an MP1st group/clan of players?  I play BOII on the Xbox nearly every day and while I have plenty of people to play with, maybe you don’t.  Let me know if you want to party up either here or via XBL.  My GT: BOSS jediZOHAN

PTFO and thank you for watching!

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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Killer Instinct Trademark Renewal Refused Due To Trademark Confusion

Last September we reported that Microsoft and Rare had filed a trademark renewal for their hit fighting title, Killer Instinct. It’s been a while now, and finally a response came back, which sadly isn’t what many had hoped for.

Originally found by Neogaf users, the official documents show that the FOX, the broadcasting company, actually owns the trademark for a TV drama serial killer show (Killer Instinct) that no longer airs. The show produced 13 episodes, with only 9 showings. Now the reason why Microsoft and Rare were denied the renewal of the trademark was because people would get them confused.

In the present case, applicant’s mark is KILLER INSTINCT and registrant’s mark is KILLER INSTINCT. Thus, the marks are identical in terms of appearance and sound. In addition, the connotation and commercial impression of the marks do not differ when considered in connection with applicant’s and registrant’s respective goods and services.

Therefore, the marks are confusingly similar.

Thus, upon encountering KILLER INSTINCT for “video game software” and “entertainment services, namely, providing online video games” and KILLER INSTINCT for “entertainment services in the nature of a television series featuring drama, “consumers are likely to be confused and mistakenly believe that the respective goods and services emanate from a common source.

So does anyone even remember this show? Probably not, considering the air time it had. Hopefully this doesn’t halt the progress of any potential future title. Perhaps, a name change will occur. Brute Force anyone?

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

Home > News

Crytek Wants to Melt Your PC, Official Crysis 3 PC Requirements Revealed

Crytek wants to melt your PC.

These system requirements for Crysis 3 prove it. Crytek has released minimum, recommended and high-performance specifications for the PC version of Crysis 3, releasing this February, 2013.

Last April, Crytek said, “we’re just going for making the best looking game that’s ever been made, basically, and I think we’re well on the way.” They later added, “…we’re definitely pushing this game a lot from a visual standpoint, and for sure there’s going to be visual goodies in it that you can only get if you have a super-high-end PC.” So if you’ve dropped some cash on your rig, expect to be treated to some astounding visuals.

Last summer, we got a peak at some high-end Crysis 3 visuals in this tech demo. Have a look and check out the official Crysis 3 PC requirements below.

[youtube id=”JWvgETOo5ek” width=”600″ height=”350″]

MINIMUM SYSTEM OPERATING REQUIREMENTS FOR PC

  • Windows Vista, Windows 7 or Windows 8
  • DirectX 11 graphics card with 1Gb Video RAM
  • Dual core CPU
  • 2GB Memory (3GB on Vista)
  • Example 1 (Nvidia/Intel):
    • Nvidia GTS 450
    • Intel Core2 Duo 2.4 Ghz (E6600)
  • Example 2 (AMD):
    • MD Radeon HD5770
    • AMD Athlon64 X2 2.7 Ghz (5200+)

RECOMMENDED SYSTEM OPERATING REQUIREMENTS FOR PC

  • Windows Vista, Windows 7 or Windows 8
  • DirectX 11 graphics card with 1GB Video RAM
  • Quad core CPU
  • 4GB Memory
  • Example 1 (Nvidia/Intel):
    • Nvidia GTX 560
    • Intel Core i3-530
  • Example 2 (AMD):
    • AMD Radeon HD5870
    • AMD Phenom II X2 565

HI-PERFORMANCE PC SPECIFICATIONS

  • Windows Vista, Windows 7 or Windows 8
  • Latest DirectX 11 graphics card
  • Latest quad core CPU
  • 8GB Memory
  • Example 1 (Nvidia/Intel):
    • NVidia GTX 680
    • Intel Core i7-2600k
  • Example 2 (AMD):
    • AMD Radeon HD7970
    • AMD Bulldozer FX4150

So, the question is: can your rig run Crysis 3?

David Veselka

Musician, Gamer, Geek. Subscriber

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