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Call of Duty: Black Ops II Perks “Can and Will Be Nerfed” Post-Release

David Vonderhaar has been discussing and revealing post-release support plans for Call of Duty: Black Ops II. He explains that in-game perks will probably get refined and changed to reflect the community’s opinions and play style.

Treyarch’s Game Designer Director states that the current Perk system has become “too complex” and that Treyarch wanted to focus on the area which was “pretty important for us to rethink”. Perks, which made its debut in Call of Duty 4, have been refined and made simplified in Black Ops II; perks now do not effect your weapon and have been scaled back to only help your player’s character.

Vonderhaar’s frustration with the overly complicated perks have advanced across the Call of Duty games to have “[standard] perks, perk pros, perks that influence you, perks that influence your gun, perks that influence team mates.” His intentions are to make the system far more simpler – by removing weapon-related perks, the Pro element, and split up any ambiguous perks – but still maintain the main point of the perks system.

We’ve simplified that so perks only ever affect your character, and more importantly, Black Ops II’s perks aren’t absolutes. In Black Ops our only balancing options were to remove the perk or keep it – now we can tune any perk by increments to nerf it or improve it.

While in previous Call of Duty titles perks have gone largely unchanged, Black Ops II – and also to a smaller extent, Modern Warfare 3 (Sit Rep Pro and Dead Silence balances) had similar changes – will have a much more improved updating system which will allow perk variables and parameters to be more balanced out along with the overly more simplified perks.

David Vonderhaar expresses that “I can nerf perks and I will, mark my words.” He goes on to say that “a perk should never be something you need just to compete. A perk is ‘I got a parking spot,’ or ‘the soda machine gave me free soda.’ Your life shouldn’t depend on it.”

He mentions that “the community helped me understand that, and that’s why our new system has no absolutes.” With the overhaul of the Create-a-Class system, the simplification of perks, the larger focus on post-release support and fine-tuning, will Black Ops II live up to the Game Director’s promise of “we can try to make it the most balanced CoD ever”?

Source:OXM.

You read up on all our latest Black Ops II news here.

What are your thoughts on these details? Have you always been hoping for a more flexible and fine-tunable perks system in Call of Duty games? Post your comments and opinions below.

MP1st Staff

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Two Brand New Call of Duty: Black Ops 2 Zombies Screens

In anticipation of the official Call of Duty: Black Ops 2 Zombies reveal tomorrow, September 26, Treyarch has released two brand new images for zombie fans to drool over while they wait.

If you haven’t yet, make sure to catch the teaser trailer right here to go along with these images from Treyarch’s official Facebook page below.

At least they had the decency to throw the “out of service” notification up
This lone zombie stand between you and the all-important power generator – the real key to showing zombies who’s boss

Looking pretty good to us so far. We can’t wait for the reveal tomorrow! Make sure to stay tuned to MP1st on Twitter and Facebook!

David Veselka

Musician, Gamer, Geek. Subscriber

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Call of Duty: Black Ops 2 PlayStation 3 Textures Can Be Installed to HDD

Treyarch game design director David Vonderhaar reports that PlayStation 3 players will have the option to install textures to HDD when Call of Duty: Black Ops 2 arrives this November 13th.

“This is one the fans having been asking us about demanding for a bit. Black Ops 2 has an option to ‘Install Textures to HDD,'” Vonderhaar writes on the official Black Ops 2 Forums.

He continues,

When we explained to PS3 folks that installing to the HDD wouldn’t neccessarily give us any significant performance gains, they explained back that the issue is they play so much it puts constant stress on the Blu-ray drive and wears them out.

Roger that.

It’s a non-trivial amount of HDD space to install all the textures. I don’t want to get into exactly numbers because anything can, and does change during development.

You don’t have to install to enjoy the game. We still pre-cache like we did on Black Ops.

David ‘Vahn’ Vonderhaar

Was this a feature you were wishing for? Let us know in the comments below and be sure to check out our dedicated Call of Duty: Black Ops 2 page!

Via, Examiner.

David Veselka

Musician, Gamer, Geek. Subscriber

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Competitive Gaming and Black Ops 2 – Exclusive Interview with SK Gaming’s Scott “The Mak” Brass

Call of Duty: Black Ops 2 is just around the corner and has got a lot to prove. Not only is Treyarch building a bigger, better and more exciting shooter for casual audiences to enjoy, but they’re also planning on stepping up their game big time when it comes to the competitive Call of Duty scene.

Treyarch has stated their intent to create a Call of Duty that can be played competitively yet is also fun to watch as a spectator, two key elements that are required for a successful esports title. Already, we’ve seen brand new features like league play, tune-able competitive settings and, of course, CoDCasting.

This new direction has many competitive gamers excited, including SK Gaming’s Scott “The Mak” Brass. We recently got to speak to The Mak not only about himself, but also his views, experience and expectation with the upcoming Black Ops 2, releasing this November 13.

Scott “The Mak” Brass: My name is Scott Brass, I’m 23 years old, from Glasgow and have been competitively gaming for around 5 years. I have played for many professional gaming organisations throughout my career, but at the moment, I play for SK Gaming. SK are a German-based gaming organisation based in Cologne. As our team, they support myself and every other member of the organisation in every way possible from sending us new products to test to funding our travels around the world to compete.

MP1st: Glad to be speaking with you today! So, what is your personal experience so far in the competitive Call of Duty scene?

The Mak: In my opinion, I’d love to make a career from gaming and the scene is edging closer to that possibility everyday. From back at my beginnings when we were competing for hundreds, we now find ourselves in a position to compete for hundreds of thousands. Gaming is obviously my passion and there is noting I’d love more than to see the scene keep expanding.

There are many events that people can attend to compete, for example, in the United Kingdom we have both EGL and iSeries while over in the states we have MLG. My greatest success has come from Europe’s EGL where I’m a 4 times European champion and in the next couple of weeks hoping to make it 5.

MP1st: You just recently began your own YouTube channel, correct? What type of content can your subscribers expect?

The Mak: At the moment, I’m really looking to approach my videos from a competitive perspective. That means that I’ll be giving tips and tricks we use in competitive play that will give anyone the edge while playing the game. I will also be discussing what’s going on in scene at the moment and posting up any tournament videos that I compete in. New subscribers can normally expect a gameplay of myself with a commentary over the video. Though, I am open to suggestions from anyone about content they would like to see.

MP1st: Do you like the direction Treyarch is taking Call of Duty: Black Ops 2 so far with their heavier focus on esports and competitive gaming? Do you think it will catch on in the esports world?

The Mak: Absolutely. We recently got the chance to play the game over in germany at GamesCom and to be honest, my entire team as well as all the other teams there pretty much unanimously loved it. The direction that treyarch is taking is truly revolutionary for the console scene and hopefully should take everyone in it forward. With the introductions of the leagues system, it will allow the casual gamers to log in and check who is at the top in the world at the moment, competitively.

MP1st: From what you’ve seen and played so far, do you think Treyarch could do even more to make Black Ops 2 an even more esports-friendly title?

The Mak: This is a hard question only because I’ve not seen the finished product, only alpha and beta stages. But if they could somehow adopt a professional rule set into the Pro League I think it would mean a lot more attention for esports in general. Thats probably the only thing I can think of at the moment. I’m sure more ideas will come after the games release.

MP1st: What type of class or load-out set-up do you predict competitive Call of Duty players will adopt in Black Ops 2?

The Mak: Firstly, my favourite weapons from the new game were the XM8 assault rifle and the Scorpion sub machine gun. In terms of competitive classes it’s difficult to guess. As a community, we tend to play the game for a couple of weeks before we start making decisions, but to be honest, I would expect most competitive players to use; Dead Silence, Slight of Hand and Quick Draw or perks to those effect.

MP1st: What’s your favorite Call of Duty title so far, both personally and/or competitively?

The Mak: My favourite title – and I think a lot of competitive gamers will agree – has got to be Call Of Duty 4: Modern Warfare. It just seems to balance everything better than any of its successors.

MP1st: What games, other than Call of Duty, do you enjoy for your own leisure?

The Mak: Well I’m pretty addicted to League of Legends. It’s the only game I maybe play as much as call of duty to be honest, but I also enjoyed the standard games like FIFA and football management games.

MP1st: Any upcoming competitions or events that you’re involved in that we can look forward to?

The Mak: The last big event for MW3 is EGL8, which is in Manchester in October. So I’m looking forward to that as it should have more than 100 teams from across the world in attendance.

Interested in supporting The Mak in his upcoming tournaments and other endeavours? Follow him on Twitter.

Also, make sure to check out and subscribe to his brand new YouTube channel for some neatly edited and entertaining competitive games as well as some tips and tricks to help step up your game.

We wish Scott “The Mak” Brass all the best in his upcoming gigs and beyond!

David Veselka

Musician, Gamer, Geek. Subscriber

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A Waltz With Call of Duty: Black Ops 2 Zombies, Teaser 4

It’s time to dance with Call of Duty: Black Ops 2 Zombies.

Treyarch hits us with yet another teaser, this time throwing in some more scary zombie noises with some 50’s style music.

Treyarch writes on their Facebook page:

When you waltz with the dead, you’d better keep up.

[youtube id=”G65-CDgrgEM” width=”600″ height=”350″]

Remember to stay tunes to MP1st on Tuesday, September 26th for the Call of Duty: Black Ops 2 Zombies reveal!

Thanks, Pedro Pinheiro!

David Veselka

Musician, Gamer, Geek. Subscriber

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MP Talk – The Official MP1st Podcast, Episode 4

Another episode of MP Talk, the official MP1st podcast, has wrapped up and its a great one.

Once again, we answer your questions after covering last week’s hottest topics from the launch of Borderlands 2 to the Medal of Honor: Warfighter beta announcement/controversy and the upcoming Call of Duty: Black Ops 2 Zombe reveal.

As always, leave any thoughts, reactions or comments below, including any feedback you might have. We’re always listening.

Note: I do mistakenly begin and close this episode by stating that it is episode 3 when, in fact, it is episode 4. My bad!

Enjoy!

Edit by Jorik (Niosus): We’ve run into some issues getting the podcast on the iTunes store, but you can already add it to your iTunes by clicking here. For a direct link to use with other RSS readers, click here.

In this week’s episode

Celebrate the Launch of Borderlands 2 With a Brand New Trailer

Guild Wars 2 Review

Microsoft Renews Killer Instinct Trademark

Modern Warfare 3 Collection 4 Dated for PS3 and PC, Incoming PS3 Elite Premium Content Drops

Latest Call of Duty: Modern Warfare Title Update Notes For PS3, Xbox 360 and PC

Upcoming Battlefield 3 Server Update Aimed at “Re-Balancing the Gunship.”

Medal of Honor: Warfighter Preview

Medal of Honor: Warfighter Xbox 360 Beta Confirmed for Early October

Call of Duty: Black Ops 2 Zombies Gets a Reveal Date, New Teaser Trailer

Halo 4 Media Blowout – New Features, Map, Mode and Killcam

David Veselka

Musician, Gamer, Geek. Subscriber

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Halo 4 Media Blowout – New Features, Map, Mode and Killcam

As of yesterday, the media embargo on Halo 4 has been lifted, lucky for us Halo fans, and there is a lot of good stuff to be witnessed. Below is a round up of all of the interesting new pieces of information and footage that was released.

Flood Infection Mode

In France, the Official Xbox Magazine got an exclusive look inside the offices of 343 Industries in Seattle, Washington. The most important thing that came out of that visit was a reveal of a new Infection mode titled Flood.

A look at the new Flood game mode

Yeah, I know what you’re thinking and you’re right. The infected game mode allows infected players to play as the Flood, an enemy type we first saw all the way back in the original Halo. This revised mode of infection includes a 12 person playlist: 2 infected players and 10 Spartans. The infected have claws for a deadly melee attack and enhanced vision. Not much more is known at this point but it seems like 343 Industries is pulling out all the stops for Halo 4.

Spartan Ops, War Games and Loadouts Interview

Frank O’Connor, Halo Franchise Development Director goes in depth about each of the modes and some of the new features you can expect when playing Halo 4. Tons of new gameplay footage is shown throughout the interview.

[youtube id=”BCDUq8yw7Kk” height=”350″ width=”600″]

Solace Map Gameplay

Machinima goes in depth with Nexy of TheHaloCouncil for a brand new glimpse of Solace, a map previously unseen. Plenty of gameplay footage is shown off here and you get to hear how sexy these guns really sound.

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

Dominion Game Mode Gameplay

Machinima, again, shows off a brand new multiplayer component. Dominion is a brand new objective based game mode being introduced first in Halo 4. Below is a full in depth video of everything Dominion related. Most noticeably you will see a killcam throughout the game, as well as a final killcam.

[youtube id=”7aoJMAMR038″ height=”350″ width=”600″]

That’s a majority of the Halo 4 multiplayer information all gathered up into one post. Any Halo fans out there? Let us know what you think about the killcam feature in Dominion, as well as the loadout system in general in the comments below!

Shawn Kegarise

Hailing from beautiful Pittsburgh PA, Shawn has spent most of his 25 years playing video games. The original Killzone on PlayStation 2 captured his love for competitive multiplayer experiences and has thrived on that ever since. Now I live, breathe and eat multiplayer madness with the guys and gals of Lucky Strike. Subscriber

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Another “High Voltage” Call of Duty: Black Ops 2 Zombie Teaser

Another Call of Duty: Black Ops 2 Zombie video teaser hits ye old internet as Treyarch gears up for an official Zombie reveal September 26.

This one, simply titled, “Death,” features even more scary and unfamiliar noises. What do you think it could be?

Treyarch writes on their Facebook page:

Danger: high voltage.

[youtube id=”BZHi0z4g1zM” width=”600″ height=”350″]

David Veselka

Musician, Gamer, Geek. Subscriber

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Transformers: Fall of Cybertron – New Multiplayer Balance Changes

High Moon continues to improve the multiplayer for Fall of Cybertron.

As of today, a brand new multiplayer balance update has gone live. With all of the data they received since the launch of the game last month, they were able to tune key elements to each class as well as some pickup weapons. You can catch all of the details below.

Pickups

  • Energon Recharger – There was more energon recharger camping going on than we would like.  So, the duration of the effect has been cut and half, and speed of healing has been slightly reduced.
  • Ultra-Power Core – Was 20% damage increase, now 30%.  Perhaps this will be a more alluring counter to the recharger.

Infiltrator

  • Nucleon Charge Rifle – Although it does require considerable skill to use it well, this is actually the most powerful weapon in the game currently.  So, we’re going to try doubling the charge time.
    • Deadeye – Cuts charge time in half instead of a third.
  • Scatter Blaster – 10% increase in fire interval.
    • Sonic Blast – Used to increase fire interval 25%, now only 15%.  Combined with the base fire interval boost, its almost the same.
    • Fireblast – Previous buff wasn’t enough, so fire damage per shot is being increased again from 40 to 60.
    • Shotgun Ion Cartridge – Used to be 4 extra shots per clip, now 6.
  • Path Blaster
    • Magma Dampener – Used to be a 60% reduction in cooldown, now only 35% reduction.
  • Subsonic Repeater
    • Hyper Interlink – Used to be 1.5x reload speed, now 2x.
    • Cyber Optics – Used to be 35% less spread, now 25% less spread.
  • Cloaking
    • Cloak Intercooler – Used to change refill time from 14 to 7 seconds , now only 14 to 10.
  • EMP Grenade
    • EMP Intercooler – Used to go from 15 to 10, now is 15 to 8.5.

Scientist

  • Neutron Assault Rifle – 10% boost to damage.
  • Ion Cartridge – Instead of 14 extra bullets per clip, its now 20.
  • Gear Shredder – Another small boost to homing, much smaller than last time.

Destroyer

  • A4 Pulsar Cannon
    • Ion Cartridge – Used to give 2 extra shots per, now gives 3.
  • Riot Cannon
    • Ion Cartridge – Used to give 3 extra shots, now gives 4.
  • Thermo Rocket Cannon
    • Hyper Interlink – Was 50% faster reload, now 35%
  • Chaos-Rift Combuster
    • Amplifier Pak – Used to give 6 extra shots, now 10
  • Hover Slam
    • Aerial Clamper – You now regenerate ability resource if you stop moving.
  • Diffraction Barrier
    • Ensnare – Used to last 3 seconds, now 2.

Titan

  • Energon Harvester – Was 17 damage per pellet, now 15.
  • X18 Scrapmaker – Increase spread 20 percent.
    • Cyber Optics – Was 65% spread, now 75%.
    • Ion Cartridge – was 50 extra bullets, now 100.
    • Dropshot – Windup time further reduced.
  • EDK Techvolt – Another small damage increase, 140 per second to 150.
    • Ion Cartridge – was 30 extra ammo per clip, now 50.
  • Corrosive Slime Cannon – 15% increase in goo radius.
    • Corrosion Accelerant – This used to double the duration, now it 2.5x it.
    • Sonic Blast – Used to be 66% increase in fire interval, now 33%.
  • Flak Shield
      • Brute Force – Was 50% damage taken, now 70% damage taken.
      • Blastproff – 50% increase in health regenned.

Shawn Kegarise

Hailing from beautiful Pittsburgh PA, Shawn has spent most of his 25 years playing video games. The original Killzone on PlayStation 2 captured his love for competitive multiplayer experiences and has thrived on that ever since. Now I live, breathe and eat multiplayer madness with the guys and gals of Lucky Strike. Subscriber

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Guild Wars 2 Review

The time has come. Five years after the official announcement, after years of rumors, hype, marketing talk and speculation. The one MMO that promises to change the genre forever. Goodbye World of Warcraft, long live the new king: Guild Wars 2.

Or at least that’s the plan. Arenanet has promised a lot of things for this game. According to them, they would reinvent questing, remove grinding altogether, make end-game content accessible for everyone and much much more. During development, some of those concepts turned out harder to realize than originally expected, forcing Arenanet to take a few steps back in some areas. What did make it in? Is the game as revolutionary as they claim or is this simply a marketing machine at work? Let’s find out!

The Story

One of the first goals Arenanet tried to accomplish was making you feel like you’re part of the world. When you first create your character, you don’t just pick your profession and race but you also have to pick decisions made in the “past”. Every single decision will impact how the rest of your story unfolds, giving you hundreds of different paths you can choose before even having picked a name for your new hero. After settling for a name for your character, you are presented with a beautiful stylized cinematic recapping not just the history of your race, but also the past of your character depending on the choices you made minutes before. It is clear that the focus of this game is on the player and not on some kind of big villain like in more traditional MMOs. There still are enough baddies to keep you busy for a while though: The game takes place 250 years after the original. Five Elder Dragons have decided naptime is over and are wreaking havoc all over Tyria. Even with all this, the story stays centered around the player. In your personal storyline, you’ll have to pick sides and make decisions. All dialog is narrated and they struck the balance between serious moments and humor to make the experience both engaging and entertaining. The story-telling almost matches that of offline RPGs like Fallout and the Elder Scrolls. By far the best I’ve ever seen in an MMO.

The main story line gets narrated by cinematics

The Look & Feel

This game looks good. Very good. They stepped away from a very realistic tone in Guild Wars 1 to something that looks a bit more cartoony. This fits very well with the “painted” look they gave the rest of the HUD. The characters, areas, buildings, spells and attacks, lighting – the way everything fits into the style and setting they’ve chosen is impressive. Again, this is something that very few MMOs can actually get right. Of course, you still need a good engine to power all of this. Long story short: Guild Wars 2 has. The DX11 engine doesn’t fail to deliver detailed and beautiful graphics no matter if you’re mountain climbing, deep sea diving or anything inbetween. The textures are sharp, the shadows look great and the draw distance will drop your jaw when you turn it all the way up.

The world doesn’t only look good, it also feels alive. This brings us to one of the other big new features: Dynamic Events. These are events that happen all over the world. They can be triggered by players but can also happen spontaneously. All players can help out when these events happen and they will get marked on the map for anyone in the vicinity. The dynamic factor also has a role to play in this: The outcome of these events can change the balance of power on the map and will trigger other events in response. For example there are quite a few events where you have to defend a small camp from invaders. If you fail to defend this camp, it will actually stay under enemy control. Waypoints become unavailable when contested and vendors will be dead on the ground. On the other hand if you manage to defend the camp, chances are the next event will require you to gather resources or train with the soldiers in preparation for a counterattack to take over the enemy camp. If enough players help out for long enough, the “good guys” will often proceed to push on and trigger a final boss. Killing it requires dozens of players and will reward everyone with loot!

The aquatic worlds are breathtaking

Leveling up

Although your personal storyline and dynamic events reward you with a lot of experience points when you complete them, you’ll still need to get some from other places. Where from? Well… basically everywhere. You get XP for everything you do. The most common way is by helping out locals. On every map there are between 10 and 20 empty hearts. Each one represents locals in need of help. Helping out is represented by a progress bar. Actions that aid the locals will fill up the progress bar. When the bar is completely filled you gain XP and a monetary reward by mail (which you can retrieve from anywhere). This is the equivalent of quests in other MMOs. By cutting out the need to go to the quest giver to accept and complete the quests you save a lot of time. Kill stealing doesn’t exist anymore. If you damage a monster you will get loot and the kill credit. The loot on a body will only be visible to you so multiple players will always get their own set of loot. The same goes for pickups and almost everywhere else in the game where a reward is involved. This turns other players into allies instead of competitors and promotes playing together with strangers. While levelling up and progressing through your personal story, you gain access to instanced dungeons. These are like traditional dungeons where you fight your way through them in a group of 5 players. Two different modes are available: Story and Exploration. The story mode can only be done once and is part of your personal story line. The exploration mode has a higher level requirement but can be repeated for loot.

While a huge step up from other MMOs, it doesn’t end there. You also get considerable amounts of experience by exploring, gathering, crafting, discovering points of interest vistas, PvP and more. You can get to the maximum level without killing a single monster (once you get out of the starting area). The mantra seems to be choice. The road to level 80 is just as important as what you do after you reach it. You will be doing events from solo all the way up to working together with dozens of players at all levels. You don’t have to grind to get to cool stuff. Cool stuff happens all the time all around you and there is nothing stopping you from helping out. If you are bored, literally just take a walk and within minutes you’ll have something to do!

Dynamic Events cause a constant struggle in Tyria

MP1st Staff

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Opinion – The COD Community: “Unimaginative, Obnoxious & Stupid”

Or, as I pre-emptively titled it: Why Black Ops II Innovation Won’t Change A Thing.

Disclaimer

The following is not meant to describe the COD community as a whole, but, instead, those who seem intent on lowering its standards and giving it a bad name.

You’ve seen it already with the huge reveal of Black Ops II multiplayer: the “Pick-10” system allowing for a vastly diverse and different – compared to previous Call of Duty titles – play style. Pro Perks are no longer and regular perks no longer effect your weapons. Sleight of Hand, Quickdraw, Steady Aim and such perks are now weapon attachments. You can take a Specialist-like class by having multiple same-tier perks. Weapons have a Select Fire attachment to allow switching to and from full-auto, burst and semi-automatic. You can take a “Wildcard” and put three attachments on a weapon. Treyarch introduced CODCasting and Livestreaming. The list is pretty substantial.

Treyarch have some mighty big balls to be implementing so much new and innovative features to a game series despite what many people consider is “dying”; considering pre-orders and sales have declined since Blacks Ops for each respective pre-launch title and the hugely competitive gaming market. I personally think it looks like a really interesting move from the traditional Create-a-Class set-up in previous games; and if I recall correctly, that the game offers a total of 5 million (or was that billion?) combinations with the “Pick-10” system. Basically you’ve got a helluva lot of class set-ups you could utilize in the battlefield.

The Zombie-fied Community

Does this mean people will actually use these endless amount of combinations? The answer to that question, my dear Call of Duty fans, is a big fat no. Disclaimer alert: I’m not some little other-game-that-is-not-COD fanboy spurting his mind here, I’ve been playing Call of Duty since the early years. I love Call of Duty games, but I hate the vile and disgusting community that comes free with it. Quickscopers/trickshotters, cheap weapon users, YouTube sheep, YouTube commentators, exploiters, cheaters, hackers, trollers.. you name it, Call of Duty has it all. Every Call of Duty game I have endured with the same bullshit, but in no way did it stop my basic enjoyment of the games. In my previous article, regarding Modern Warfare 3, I still lovingly enjoy that game by playing with an awesome posse of friends – but it hurts all of our hearts to see how a perfectly good game – in its core element, disregarding connectivity issues – can be drowned out by such nonsense; people using YouTube set-ups and imitating those big YouTubers without thinking for themselves and not using their own set-ups.

But I mentioned how it’s not affecting my basic enjoyment of the games. That is true, but it definitely is disturbing my tolerance I have with the general community and gaming spirit. Modern Warfare 2 probably started it all, and it’s only gotten worse from game-to-game. With MW3 being the most recent, and with Black Ops II fast approaching, I can only assume the same dickery that we see on a daily basis will transpire to the next COD game, and to the next and the one after that and so on and so forth.

This is why I labelled this article what it is. Having innovation out there is all well and good, but it won’t do squat if the damn community won’t use it. And they won’t – because every game has delivered a different way to play: MW2 with the in-game class changer One Many Army went all awry to be a morons tool to cheaply kill the masses; Black Ops with an abundance of different weapons turned into everyone using one to two weapons in the same category; MW3 removing the cheap MW2 tomfoolery and implementing a much better weapons balance turned into, again, everyone using a weapon with no skill to use. It’s been the same year-in-year-out, and I will eat all of these words if Black Ops II somehow manages to fill up the loophole.

Disregard Innovation & Originality

And you know what? With all of these “innovative” systems being implemented, it’s only going to be easier for the masses of YouTube sheep to just follow the most powerful set-up with no deviation. In previous games, it was easy to differentiate between who was using a certain set-up but could not fully utilize the full ‘power’ of such amazingly awesome Commentator-recommended class set-up. In Black Ops II, they have cut out Pro Perks, gun-effecting Perks, the traditional system of pick-‘n’-choose and just filled it with direct out-of-the-box powerhouse. It will be so easy for the Call of Duty commentators – that control the respective community with an iron fist – to exploit the “Pick 10” to their liking. “Here is the best set-up to use, and no-one uses or knows about it!” Bullshit they do. You’re telling your many hundred-thousand subscribers this!

YouTube anecdote: since when did re-uploading Call of Duty – or, in fact, any game pre-launch/announce – disregarding if your a media channel (e.g. Gamerspawn) – trailers become a norm? I mean, fair enough if you’re going to do some breakdown. I love analytical videos. But a straight re-upload with nothing more than a “here’s the brand new Call of Duty trailer Treyarch/Infinity Ward/whomever just released!” Eh, hello? You do realize Activision released it on the official Call of Duty channel, no? That type of cheap value infuriates me because I know for the fact they only do it for two things: to keep subscribers from vacating (psychologically making them believe these YouTubers they follow blindly are still active), and for ze moneyz!

Just take Modern Warfare 3 as a current example. Every other evening I go play with some friends and we run into the same combo from the majority of players: MP7 or ACR with whatever attachments: Blind Eye, Assassin, and most likely Dead Silence (because Sit Rep Pro is so overpowered that no-one uses it). Perhaps not a YouTube effect, but more-so the community exploiting the fact that that gun and that set-up is the easiest way to kill people and is the most frustrating class to try defeat. Why? MP7 and ACR have a finite amount of recoil and the douchebaggery of a Perk set-up is a powerhouse of being invisible to everything. It’s not the simple case of “but it’s easily counter-able” or “stop complaining/crying” when the fact of the matter is I struggle to have any form of fun if all everyone uses is the most cheap set-up in the game. Sure, every game has the same problem, but because the COD community is just so relentless, it’s so much more frustrating in comparison to other games.

I congratulate you if you play games like Call of Duty and you enjoy challenging yourself. I make a point that I respect more and more the less and less of people that decide to use a very drastic class set-up with unorthodox weapons. And in no way am I saying the Black Ops sequel will not have that – of course a small population will prefer to use different weapons and derivatives than the masses, because they obviously get satisfaction defeating enemies who would rather take the cheesy tactics with them into the war field.

Going For Them Montage Kills

This article wouldn’t be fittingly suitable without a little touch on the quickscoping/trickshotting area that has plagued Call of Duty since the M40A3 days in COD4.

Trickshotting, fakies, 360-no scopes, tryharding, and many more terminology – these are the tricks players seem to use that I just have no idea what they’re talking about. I can reveal that I have and will never do such obnoxiousness “play styles” ever in a FPS game. Never in a million years. But the argument here isn’t strictly about debate on what is and what isn’t [insert terminology here] – or how skillful or lucky one can be to do whatever it is (perhaps for another article, but a quick opinion: I believe it’s all luck and the skill of exploiting the system) they are doing.

No, it’s more so about the actual person doing this and why they choose to do this. Do they believe they are God; or do they think millions will drop their controllers and watch their “awesome” montage video? Every time I witness or am killed by someone using such abhorrent and loathsome set-up, I just think to myself “why?” and “how can anyone find this fun?” They clearly aren’t doing it for challenges, or bets, or entertainment, or any form of fun. So why do they do it? Where is the motivation behind going 5 kills and 39 deaths in a game of Domination with zero flag captures in every game? If they are not playing to neither have fun or to win, what are they doing? People enlighten me, because I struggle to comprehend the incentive to do so poorly.

Now, this subject is a broad one and I obviously don’t want this to hijack the main point of this article or show my true intentions and feelings for these.. players.. but I will make the point that I am only referring to those who go into full objective-based games, without changing classes, doing trickshots and all that jazz. Those who actually do well – by means of objective-whoring – or decide to change classes respectfully are exempt from my ramblings of the “montage” plague. Congratulations to you if you do do this type of tomfoolery and do well!

Not Playing The Objectives

And we come conveniently on to the next topic! Every game suffers this horror: people not playing the objective. Or shall I alliterate further: people thinking game modes like Search & Destroy and Domination is synonymous for “Team Deathmatch” or otherwise a place to not search and destroy bomb targets, or dominate the flags.

Black Ops II is implementing further improvements to what Infinity Ward started; refinements to the pointstreak system and making going for objectives more awarding for objective players. This is perhaps the only light at the end of the otherwise bleak and depressing Call of Duty community tunnel because pre-MW3, going for objectives in an objective game mode in a objective-driven play style didn’t award you squat. Treyarch may have finally broken the sturdy glass in this area because this makes for far more fast-paced gameplay because players will have more incentive to capture an objective, or plant the bomb, or defend the HQ.

This is probably the only area of this article that I won’t harp on about the subject. We all know the frustrations of people taking the bomb in S&D and then sitting back in spawn, or that the enemy team have flanked you on Domination but aren’t going for the flag objectives, or players not picking up tags in Kill Confirmed – so we can all just hope for a more objective-driven Call of Duty.

Cheaters & Hackers Ruin Nostalgia

We’ve all had it across any Call of Duty game. You’ve wondered into a “modded” or “hacked” lobby and have no clue what is going on, or you’ve realized you’ve joined the 10th playground in your gaming session dedicated to the little scum of the community: the so-called ‘gamers’ that tailor the game to suit their needs.

But it’s an insult to even call them hackers or modders. The former actually work endlessly for the good and bad to test security firewalls and such while the latter are normally gamers hoping to extend an old game’s life for the better good – adding textures, new modes and even re-inventing these games for a brand new audience or generation.

These folk I can only describe as complete morons ruining the fun and nostalgia for others. Take a look at Call of Duty 4, World at War and Modern Warfare 2: endless speed/jump, unlimited ammo/killstreaks, aimbots and so on. It’s a paradise for those little douchebags who think they are leet at ‘hacking’.

It’s a huge shame to see my beloved Call of Duty 4 just fall into the pit of despair. You cannot enjoy a clean, unmodded public match, catching up with friends without running into some idiot running around thinking he is God. Count the amount of skill and respect of this person between 0 and negative 0. Correct: zero. Every time I go back and play COD4 and run into hacked lobbies, I just say to myself and my friends “why did we bother?” and “this is becoming more irritating and less nostalgic.”

Perhaps a huge flaw with Treyarch’s and Infinity Ward’s programming: Games before Black Ops had very limited post-release and anti-hacking support, and while games after Black Ops have been getting tremendous post-release support and have very decent anti-cheating methods, it doesn’t help to wonder that the games that created the Call of Duty series have been taken over by people just plugging in whatever tool or using methods to obtain malicious hacker keys. It must bring a tear to the eyes of programmers that made the original new-generation Call of Duty games and to see it hacked beyond repair.

Am I angry at these so-called ‘fans’ of Call of Duty that instead of playing the game for what it is, they twist the rules and find ways to ruin the fun for others? No. It’s more pity and sympathy.

The Future is.. the Same

I commend Treyarch and the Multiplayer team having a go at drastically changing things up. But I fear it’s a pointless folly. People complain that the series needs innovation, but the same people protest that it’s too a big of a change. Then the same people whine that the games don’t have multiplayer diversity, or a different array of fans groan that a weapon is being nerfed because that means having to use a different, untested and unused, weapon.

This time next year, everyone will be hyping the next Call of Duty game. Denouncing that Black Ops II was a failure, and previous games rule the roost, most likely MW3 being the best recent game – the same cycle every annum. Like I mentioned earlier, I am looking forward to the actual game of Black Ops II. But the frustrations and annoyances I have with the community actions I have described above pretty much voids any excitement I have for for it because I know it’s just going to be the same as usual: being overpowered by the same set-up while I have to struggle on by using different set-ups, because that’s the way I play. Sticking to the same class gets boring and so unchallenging for me after a while, hence why I refuse to kneel to the “if you can’t beat ’em, join ’em” phrase.

I see it all the time and it’s been like this since the first Modern Warfare wow’d us all into contentment – that the community suddenly block out the current game because it’s became too mainstream, or it’s becoming hacked, or it’s now “noob-friendly”, or boring and repetitive and get themselves hyped up for the next “huge innovative CoD” because the current one sucks. The educated minds that are the sheep of Call of Duty claim that the current game is horrible because it’s full of people like themselves using the same overpowered set-ups that lack originality, yet they are happy to announce their “huge excitment” for the next Call of Duty game which will add many more new inventions. Eh, hello? You do realize that you don’t need to buy another game to have fun? Mix it up a little bit, no?

But it doesn’t matter, because the more things change the more they stay the same.

MP1st Staff

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Medal of Honor: Warfighter Xbox 360 Beta Confirmed for Early October

We all saw it coming, but it looks like yesterday’s accidental announcement of Medal of Honor: Warfighter getting a beta has been officially confirmed.

“The Medal of Honor Warfighter multiplayer beta will be available for a limited time in early October exclusively for the Xbox 360® video game and entertainment system,” writes EA. The beta “will feature a brand new multiplayer mode called HotSpot, where players attack and defend randomly-selected locations on the Sarajevo Stadium map in Bosnia.”

Medal of Honor: Warfighter Xbox 360 Beta Details

If you’re a Linkin Park fan, you might like to know that you’ll also have a chance help to unlock their new music video, Castle of Glass, written for Medal of Honor: Warfighter. EA writes that they will “release the video five days after the beta launches but gamers can unlock it earlier by downloading the beta and hitting the three million download mark.” Additionally, “gamers that download the beta will also be awarded with 60 minutes of Double XP when the full game launches.

Make sure to catch up on our latest Medal of Honor: Warfighter preview to learn about each class and their class abilities before the beta hits this October!

Stay tuned to MP1st on Twitter and Facebook to learn the exact date the beta will be dropping as soon as it’s announced.

David Veselka

Musician, Gamer, Geek. Subscriber

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Medal of Honor: Warfighter Beta This October?

Some keen eyes caught what might have been a little slip up from the Danger Close team revealing a possible beta Medal of Honor: Warfighter beta incoming this October.

The image below from the official Medal of Honor twitter handle, later removed, clearly states a Beta starting “early October.” According to the images within, it looks like the beta would take place on Sarajevo Stadium where players would get the chance to try out the new Hotspot mode. It also seems that players may be able to access certain Battlelog features.

While not officially announced, a beta could do wonders for Warfighter, releasing this October 23rd. Would you play it?

Stay tuned for any official announcements and ways to enter the beta, should it be announced. To keep informed, you can follow MP1st of Twitter and Facebook!

Thanks, SuchSimplicity! Via,RK1Apocalypse and a number of other MP1st readers.

David Veselka

Musician, Gamer, Geek. Subscriber

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Call of Duty: Black Ops 2 Multiplayer Maps Leaked

Wondering what type of locations you’ll be blasting fools in when you pick up Call of Duty: Black Ops 2 this november 13th?

We’ve got a whole batch of leaked multiplayer map images and descriptions thanks to thetechgame for you to check out below. Let us know in the comments if any of these locations peak your interest!

David Veselka

Musician, Gamer, Geek. Subscriber

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Starhawk Patch 1.04 Now Available With 5 Free Maps and 3 Game Modes, Digital Version Incoming

LightBox Interactive has officially launched Starhawk patch 1.04.

The biggest highlights of this huge patch are the 5 brand-new maps and 3 brand-new game modes. These will all be free, meaning no additional purchase is needed. The video below briefly explains the new modes available in this patch.

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Good news for those who haven’t purchase the title yet or happen to be PlayStation Plus members: Starting next week, Sony will be offering two (three for PS+ members) versions of Starhawk. The first package will consist of the full game, which will cost $39.99. If you’re someone who isn’t into the single player, however, then you’ll be able to download the multiplayer-only version, which will run you $19.99. As mentioned, PS+ will be getting an additional, single player-only version. If your a Plus subscriber, this will be absolutely free. No news on whether it would be coming to the rest of the users.

The Official Patch Notes

As seen on the official blog.

Five New Maps

We’ve always said all of the new maps we make for Starhawk will be free and 1.04 makes good on that promise.  We know you wanted some smaller maps and we’ve delivered.  These small maps are great when you have less players and really shine in the new Deathmatch mode too.  Add them to your CTF, Zones, DM or TDM game lists.  We also included two new Hawk only maps to liven up your aerial combat.

Cypress Glade

In 1.03 we introduced the lush, green (and swampy!) environment of Cypress and included two brand new maps for this new planet.  Now with the addition of small maps we’ve got one more for you, the tiny islands of Glade.  This small map incorporates the gnarly tree roots and expanded pickup locations of the previous maps that were a big hit with players in 1.03 with a more compact layout for intese battles!

Space Relay

The second small map in this update takes the fight to the tiny Relay station above the planet Dust.   There are a lot of tiered walkways on this map: perfect places to get the advantage on the players below you while they are distracted and shooting at someone else.

Scourge Junction

Our final small map, Scourge Junction, is a derelict extraction site full of Crumbling bridges connecting the islands.  Vehicles with vertical mobility are key to victory here, just don’t run out of fuel and fall into the acid below!

Scourge Breaker

This new map for Gatekeeper and Dogfight takes you back to a previously unseen area on Scourge where you can riddle your target with fire from your Hawk.

Space Flotilla

Ships and asteroids orbit Dust in high concentrations here.  Use the asteroids for cover and fly through the ship cargo bays to grab pickups in this new map for Gatekeeper and Dogfight modes!

Three New Game Modes

We’re always thinking about how we can take the core Starhawk gameplay experience and build upon it.  These three new game modes are a direct result of extensive internal gameplay sessions and discussions combined with player requests.

Assault

In this territory control mode the teams are split up into attacker and defender.  The attacking team starts at one end of the map with a single drop zone and must capture each of the defending teams control points in order.  At the end of the first round the teams switch and the defenders become the attackers.  When both rounds are complete the team with the most points wins!  Assault is available on all of the original maps, Origin and Collider.

Gatekeeper

This is our second hawk-only gameplay mode and adds a bit of order to the chaos of Dogfight.  Playing like a sports game in space or in the sky players will pick up a ball and attempt to fly it through several rings.  Each ring the ball carrier flies through increases his potential score by one.  Once he has flown through all of the rings he must then fly through the central gate to score the points, all while the opposing team is trying to shoot him down.  Gatekeeper is available on all of the original maps, Origin, Collider, and the new Dogfight/Gatekeeper maps Breaker and Flotilla.

Deathmatch Arena

Many in the community called for Deathmatch on foot and this new mode is a direct answer to them.  Arena matches are fast paced free for all battles where the gear is dropped in from above automatically so all you have to worry about is killing the other players.  Since the respawn and drop pod speeds have been significantly increased there is little downtime when you die. This, combined with the generally smaller maps and unpredictable placement of buildings makes for a frantic gameplay experience!  Deathmatch Arena is available on Glade, Origin, Relay, Orbital, Junction, Conduit, Outlands, Basin, and Narrows.

Three New Build & Battle Loadouts

“Trooper” is a loadout that is designed specifically to focus on troop vs. troop combat!

 

“Light-Weight” is a well balanced loadout that does NOT include larger vehiclels like the Hawk and Ox Tank!

 

And the “Speeder” loadout focuses on fast vehicle combat and does NOT the Vulture Jetpack!

Ground Pounder, Heavyweight and and Lone Wolf are all seeing slight revisions too!

Tool Tips

This may seem like a simple convenience change, but one we think is an important improvement. To help players navigate the uplink we’ve added tooltips to the icons on the menu, and to most of the sub-menu options.  One of the most notable features of this change is that now you can see exactly what Build and Battle parts are in a loadout before you start a game.

Recommended Player Counts

Recommended player counts are a handy way of deciding what maps will play best with the number of players you have.  Or you can throw caution to the wind and stuff 32 players into the small maps.  It’s your choice, and now we’ve made it easier.

New National Clan Banners

There was a request on the forums for some banners for countries in the Middle East, so we included Kuwait, Israel, Saudi Arabia and the UAE.  Rock them if you live there, or you just want to represent your heritage.

More Pickups & Rift Barrels

We got some really great feedback that the extra pickups and barrels in the new Cypress maps were a hit, so our designers have gone back through all of the old maps and added lots of new pickups.  This was a huge fan request and we’re glad we could make it happen.

M.A.W. Rocket Launcher

Previously troops didn’t really have a lot of options for dealing with the zippy Sidewinder, it was basically ‘don’t stand in the open’, and ‘hope they dismount’.  Or maybe you were lucky and had a few proximity mines on hand.  Now the M.A.W. locks onto the heat signature of the Sidewinder giving troops on foot a way to deal with the jetbike.  This adds a new layer of utility to the M.A.W. and a new layer of complexity for the Sidewinder driver.  With no method to scrub the incoming missile, the driver is going to need to use his wits and the terrain to avoid destruction.  This change has a dramatic impact on ‘Sidewinder Races’ in the new CTF.

Grinder

The Bruiser skill has been replaced with the Grinder skill, allowing you to start the match with a grinder.  We’ve also made it spin up a bit faster and given it a slight range extension.

Galloway Revolver

The pistol has had a slight boost to headshot damage, both in and out of OTS!

More Score & Time Options

With the changes to the capture rules in CTF in 1.03 we wanted to allow for higher scoring games.  Now you can go as high as 15.  We also heard that you wanted more flexibility with the Zones score limit options so we’ve added 2500, 5000 and 25000(!) limits.  In addition there are several new game length options so you can dial in your perfect game length and these are totally adjustable on our servers.  This gives us the power to make these changes based on player feedback without the need for an update!

In-game scoreboard in Deathmatch and Dogfight

Checking the score in the modes where you were forced to spawn in used to be a drag.  The only way you could see it was to open the uplink while everyone else in the game was climbing over each other to be the first one to kill you.  Now the scores are displayed in the game without having to take your fingers off the trigger.

XP Payouts for Tier 2 and 3 in Zones

Previously there wasn’t much personal reward for sticking around to get your zones up to rank 2 or 3;  XP was only paid out on the initial capture.  Now you’ll get XP for each rank you help secure.   So stick around and help your team hold the zone while you collect XP!

Only Clan Leaders & Officers can Initiate a Clan Match

There was some concern from clan leaders that rogue members were able to create unauthorized clan matches which could have a negative impact on the clans W/L ratio.  Now the clan tag options are unavailable to anyone but a clan officer or leader.

Cake and Fist Icons removed

We removed the cake and fist icons from the game list leaving only the skull icon.  Putting a cake icon on a game was a big neon sign that basically said ‘fresh meat’.  Now new players will know when a game is probably too rough for them, and veterans (all you blue 50+ players) will be able to join the widest number of games possible.

PlayStation Store Button

A PlayStation Store button has been added to the uplink to make it easy to find new DLC content!

More Rift Energy in Homeworlds

We’ve heard the request for more Rift Energy while in each of the multiplayer Homeworlds.  Now you will start with quite a bit more!  This should help speed up the rate that you can build stuff!

Starhawk Specific Network Scanner

To help aid players in debuging their home networks, the Starhawk 1.04 Update includes a new network connection scanner that will trigger automatically in the event of a failed network connection. Certainly disconnects from the internet can happen for a wide variety of reasons, but based on all of the data we have collected, the vast majority of them are related to port  blockage on a player’s home network. The new network scanner will inform you of any ports that maybe blocked that are negatively impacting your Starhawk connection.

Prospector Tuning & Create Game Changes

We’ve modified how damage is scaled with 2-4 player games.  No, four player games are still challenging, but much more manageable.  In addition we fixed an issue that was causing certain tough enemies to spawn less than the desired amount in games with less than 4 players.  To put the icing on these changes we’ve also increased the XP payout in co-op mode.  And to make Prospector games easier to start and join we’ve given you the ability to set a game name, difficulty and make the game public or private.  Public games will now show up on the game list.

Quickmatch Improvements

We’ve added all three new game modes as well as Prospector mode to the Quickmatch menu to make finding them a snap!

Rage Quit Penalty

Nobody likes a sore loser (unless it’s in a hilarious youtube video) so players who rage quit the game while it is in progress will now post a loss.  We know that there are times and circumstances where players should be allowed to quit out and we have allowed for that in this new system.  Players will not take the quit penalty if they leave in the first 5 minutes of joining a game, if they have very low skill score, or have earned 0XP so far in the match.  In addtion we have made this all tuneable on the server so that we can make adustments to the system to ensure that its accomplishing our goal of enforcing good sportsmanship.

So what do you guys think? Is $19.99 a fair price for just the multiplayer, seeing that all map packs will be free?

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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

A First Look at ‘Takedown’ by Serellan Studios

You may remember a few months back, Serellan studios, headed by developer Christian Allan, began a kickstarter project to help fund their upcoming, hardcore tactical shooter Takedown.

Their goal: to provide a realistic, unforgiving, slower-paced shooter reminiscent of older Rainbow Six titles. While the kickstarter project itself succeeded, we’ve yet to hear any updates from the studio regarding Takedown, until now.

Kotaku got a hold of a batch of brand new screen shots showcasing the game in its developmental stages. These shots are mainly taken from a prototype level, though they still give a good idea as to how the game is shaping up and let me say, they look good.

What do you think of Takedown so far? Are you excited about it? Let us know in the comments below!

David Veselka

Musician, Gamer, Geek. Subscriber

Home > Features

Why Call of Duty Zombies Should Become a Standalone Game

If the recent wave of excitement generated by the ongoing teaser campaign by Treyarch for the BO2 iteration of Zombies is proof of anything, it’s that people really enjoy killing Nazi zombies.  So much, in fact, that a lot of people would buy Treyarch’s CoD titles solely for the Zombies sub-game.

As I’ve discussed before, CoD’s lifespan is becoming too short to hold our interest, in part because no single title has really offered much in terms of DLC post-release compared to more modern games like BF3 and Mass Effect.  MW3 tried with the Chaos/Faceoff modes, and Spec Ops missions, but it’s overwhelming shortcomings really made the total offerings of MW3 a letdown (I’m working on an in-depth article about this BTW, so don’t get too worked up in the comments, save it for that article).

So, considering how put off people were by MW3’s survival mode and how much they seem to love Zombies, would it make sense to produce a standalone version of the increasingly popular sub-game that can be released annually?  In my opinion, hellz to the yeah!  Why?  Well, there a lot of reasons…

Part of what makes CoD fun is the DLC you get after release.  New maps and gamemodes are typically a nice refresher for the game and help hold my interest in it, MW3 aside.  Both WaW and BO1 had Zombies DLC, but not much in the way of new content over time.  Yes, the easter eggs and expanding story were cool, but they didn’t really offer any new kind of gameplay.  Making a standalone Zombies game would give Treyarch’s Zombies devs more room both on the disc and in their budget to offer more content and gameplay experiences.  BO2 Zombies looks to be benefiting from BO1/WaW Zombies’ explosive success, but I highly doubt that they’ll be able to release 10-15 new Zombies maps like they do for standard MP.  Making Zombies standalone would open the doors for a full year of DLC, something I think Zombies fans would really enjoy.

Standalone Zombies would also bring a dedicated support/development staff with it that could easily build a bigger and better game.  Imagine a Zombies campaign (already rumored to be included in BO2) in addition to the easter-egg/achievement hunting of the Zombies we’ve come to know and enjoy.  Imagine MLG Zombies tournaments (the idea reminds me a lot of Diablo).  Just think about how much bigger and better the Zombies experience would be if it was actually its own game.

Of course, a standalone Zombies game offers some challenges.  Do people really want to pay for 2 CoDs every year? Will only Treyarch be developing it and will it impact their CoD development negatively to have their staff divided?  Can a standalone Zombies game compete with games like DayZ and it’s soon-to-release clones?  Will it end up turning CoD into the next Guitar Hero (think “Call of Duty: Nicki Minaj Robot Nazi Dance Edition”)? But, and I think most importantly, will it suck if the devs don’t have to be so clever?  Right now, the Zombies devs have very little room to work with on the disc and that limitation has inspired a lot of creativity (easter eggs, themed maps like “Call of the Dead,” and using weapons built into the core game instead of creating a wholly unique weapon roster/system).  More freedom might equate to less creativity, but I think it’s worth a shot considering how successful Zombies has become.

2 CoDs every year would obviously not help keep the franchise alive.  The more you make of something, the less valuable it becomes.  Perhaps Zombies standalone could be a $30 digital download only title the releases in the summer when CoD starts feeling stale.  Maybe make it free if you have ELITE Premium (that would make the service totally worth the price for me, btw).  Minecraft has proven cheaper games with unique features and a dedicated following will sell well on the XBL arcade.

What about Treyarch having two games to publish instead of one every other year?  If anything, Zombies being developed outside of the typical CoD development cycle is going to take a load off of Treyarch.  Instead of having to make basically 2 games in every title they produce, they could focus on one game at a time.  This can only benefit the development of both games.  Combine this with the larger staff a standalone Zombies game will make affordable to Treyarch, and I think it’s a win-win for both the fans and the devs.  I also highly doubt anyone outside of Treyarch would be working on it, given their involvement in it’s development and level of commitment to the sub-game.  It’s Treyarch’s baby and that’s part of what makes it so fun and the fans so loyal.  Bringing in a new studio to work on it would lead to a mass exodus of players loyal to Treyarch’s direction of the game and something I doubt Activision would do.  I also think the increased revenue would make it unnecessary.  Treyarch can always hire more people if they have more income.

As far as the competition is concerned, there’s no doubt that DayZ is a contender for the zombie game crown.  It’s got a huge following and the standalone version of DayZ will no doubt sell exceptionally well.  But DayZ is a PC-only title right now and no console ports are actively being developed.  The goal of a multiplatform DayZ is obviously something the DayZ team is shooting for, but it’s not going to happen before the next generation of consoles are released.  That gives CoD Zombies at least a year of market dominance before DayZ hits consoles, assuming Treyarch starts working this year on their own Zombies game.

Honestly, I think that while arcade shooters like CoD will always be popular, the future of gaming is leaning towards complexity and that’s something DayZ does well, emotionally and technically.  DayZ makes you feel tiny, it makes you feel threatened, and that’s something gamers are looking for more of.  Story and easter eggs can only get you so far if the experience isn’t emotionally involving.  So far, CoD has really failed, I think, to emotionally connect players to the storyline or gameplay in that you have very little to lose when you die.  If you die in DayZ, you’re starting from scratch, which really, really sucks.  Avoiding death in DayZ is hard and emotional.  Avoiding death in CoD is mostly just frustrating and annoying.  In the end, a standalone Zombies game is going to sell well, but it’s only going to appeal to people that like fast-paced shooters.  DayZ has the potential to offer an experience much like CoD Zombies (smaller maps with less penalties for death and friendly fire off), but CoD Zombies will most likely never come close to DayZ’s experience.  However, that’s a discussion for another time.

The possibility of Activision/Treyarch running Zombies into the ground becomes a big issue if it becomes its own entity.  Activision will have yet another wellspring of a title to pump dry.  Guiatar Hero is proof of that.  But so far, CoD has been handled well and doesn’t seem to be going in the same direction as GH did.  While I fear Zombies being pumped to death, I doubt that it going standalone would be the catalyst for that to happen.

As for creativity and solid gameplay, this is Treyarch, baby!  They know what they’re doing and they know what does and doesn’t work.  I have full confidence that a bigger budget and more manpower could only improve the Zombies experience.

What are your thoughts?  Let us know in the comments!

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BOSS JEDIZOHAN

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Battlefield Celebrates 10 Years, One-Day Origin Sale: Select Battlefield Titles for $10

Today marks the beginning of a very special week in Battlefield history.

Digital Illusions CE, aka DICE, begin celebrating the 10th anniversary of the Battlefield franchise.

DICE will be celebrating all week long until the 28th, bringing you something special every day. Today alone, Battlefield 3 fans are being treated to a number of different goodies. Let’s take a look at them below.

Remastered Anniversary Artwork

First off, we have “four never before seen desktop wallpapers in full HD resolution. These were created here at DICE by upscaling select scenes from the classic Battlefield 1942 intro,” according to the Official Battlefield Blog. Click on the images below to enlarge these beauties and right-click to download.

Wake Island Dog Tag Challenge

Next week, DICE launches the Wake Island Dog Tag Challenge where PC players will compete against Xbox 360 and PS3 players to “reach a specific number of game rounds on this legendary map.” More details to come!

Talk With Lars Gustavsson, Battlefield 1942 Veteran, Next Tuesday

Next Tuesday, September 25, Battlefield fans will get the chance to speak to long-time Battlefield developer Lars Gustavsson. “He has worked on almost every Battlefield title since the start, and Codename Eagle (the spiritual predecessor to Battlefield) before that,” writes the blog. Again, more details are to come, but the chat will take place at Origin.com.

Battlefield Anniversary Sale – Today Only

Head over to Origin, today only, to pick out select Battlefield PC titles, including Battlefield 3, for only $10. The blog mentions that “the offer only lasts until midnight today on September 20th (incidentally the date when Battlefield 1942 originally launched in Europe).” Check out the full list of Battlefield titles on sale:

Battlefield 3

  • $39.99
  • $10.00

Battlefield 2142 Deluxe

  • $14.99
  • $10.00

Battlefield 2: Complete Collection

  • $19.99
  • $10.00

Battlefield: Bad Company 2: Vietnam

  • $14.99
  • $10.00

Battlefield: Bad Company 2 Digital Deluxe Edition

  • $49.99
  • $10.00

Battlefield: Bad Company 2

  • $19.99
  • $10.00

Happy 10th Anniversary, DICE! And, happy playing everyone! We’ll see you on the Battlefield.

Thanks, Roger L.

David Veselka

Musician, Gamer, Geek. Subscriber

Home > News

Call of Duty: Black Ops 2 Zombies Gets a Reveal Date, New Teaser Trailer

Call of Duty: Black Ops 2 Zombies invade September 26 as Treyarch finally gears up for a proper reveal.

Check out the more substantial teaser trailer below and as usual, leave your thoughts, speculations and notices in the comments below!

[youtube id=”UoZ2o_2QMOE” width=”600″ height=”350″]

David Veselka

Musician, Gamer, Geek. Subscriber

Home > Features

Medal of Honor: Warfighter Preview

Medal of Honor: Warfighter will soon be deploying on the Xbox 360, PlayStation 3 and PC this October 23rd. If you’re not yet excited, chances are that you still don’t know very much about it. Now, that’s not your fault, of course. There honestly isn’t much to go by these days as the pickings are slim when it comes to multiplayer information.

Luckily, myself and a handful of others had the chance to visit the Danger Close team down at the Electronic Arts studios in LA where we got some good hands-on time with Global Warfighters. While not the final build, I found many promising goodies that have me excited for final release.

Upon picking one of six the six different class types in Global Warfighters, we were then able choose from one of twelve different units/nationalities before duking it out 10v10-style. Not all units/nationalities were available to us at first as we had to unlock them as we progressed through the ranks, though we did get a good taste of each of the six classes.

The biggest difference between classes that I found, other than their specific class abilities and support actions, were their movement speeds and ranges at which they were most effective. The demolition class with his or her Tank Mode ability, for example, was fittingly the slowest, though he or she could practically demolish anything within close range. I quickly found that the most effective way of dealing with this beast of a class was to simply get out of its way. Of course, you could then re-engage at longer distances if you were feeling lucky. On the opposite end of the spectrum, you have the Spec Ops class, who also has a smaller effective range, but is much quicker on his or her feet. You’d want to pick this guy for getting to those objectives quickly – a real asset in Warfighter’s “sport” mode, Homerun.

On the slower side, though not as slow as the Demolitions class, you have the Sniper and the Heavy Gunner who I found to be most effective providing support at longer distances thanks to their ability to deploy a bipod in either a prone stance or perched up on a ledge. While in this stance, not only do they get a better view of the battlefield due to their enhanced mini-map, but their shots become dead-accurate. It was a shame, however, that not all maps were suited for this style of play. I found myself only able to use my class ability when using one of these classes in very specific circumstances.

In the middle, you have the Pointman and Assaulter classes who can get a lot of work done at medium ranges. With their average movement speed, they served as a good middle-ground – someone who can effectively attack objectives, following closely behind the Spec Ops class, and yet still provide good support. The Pointman’s Heavy Hitters give them an extra kick in terms of bullet damage for the duration of one magazine while the Assaulter can devastate enemies with his or her grenade launcher. I found these class abilities to be the most effective, though hopefully not too effective in the final release.

Lastly, each class has a completely different set of support actions, both offensive and defensive which kept things interesting. I must stress, however, that unlike 2010’s Medal of Honor, score chain rewards, particularly the offensive actions, are much less of an annoyance as they once were. Fear not the dreaded spawn-trapping days of old.

Check out the full list of class abilities and units/nationalities below:

Classes and Abilities

Pointman

  • Heavy Hitters – Extra damage for the duration of one magazine.

Sniper

  • Bipod – Enhanced mini-map with a boost in accuracy.

Heavy Gunner

  • Bipod – Enhanced mini-map with a boost in accuracy.

Spec Ops

  • Spec Ops Vision – A scanning tool that reveals near-by enemy locations for a very brief period of time.

Demolitions

  • Tank Mode – Grants extra armor to the wearer until depleted.

Assaulter

  • M320 Grenade Launcher – Semi-automatic grenade launcher.

Units/Nationalities

USA

  • SEAL
  • SFOD-D
  • OGA

Canada

  • JTF-2

UK

  • SAS

Germany

  • KSK

Russia

  • SPETZNAS GRUPPA ALFA

Poland

  • GROM

Sweden

  • S SOG

Norway

  • FSK/HJK

Australia

  • SASR

South Korea

  • ROKN UDT

As I mentioned in my earlier report, different game modes take place on different sections of each map as each game mode requires a different amount of play space. For example, Hotspot utilizes most of the Sarajevo Stadium map, showcased in the most recent multiplayer trailer, due to its large number of objectives, while Homerun, a 6v6 game mode, takes place in a different, smaller section.

As a quick reminder, Hotspot has players either attacking or defending one of five randomly generated objectives while Homerum pits two teams against each other with only one life. One team must capture one of two flags and bring it back to homebase before being completely eliminated by the defenders. Sarajevo Stadium, a map that takes place at night, is set inside an Olympic stadium with a bobsled run which can be used to traverse different sections of the map.

Sector Control, a game mode that requires you to control up to three flags, similar to Call of Duty’s Domination or Battlefield’s Conquest, was also playable on Somalia Stronghold, a bright, open map that features a lighthouse with some good vantage points as well as some good CQC areas between the battered buildings. You may have seen this map in some earlier multiplayer footage.

Something brand new to us was Sector Control on Harra Dunes. Set in a small, shady village deep within a desert valley, Harra Dunes had me thinking of a few Counter-Strike maps like de_dust. While not not at all a rip-off, I suppose the setting alone was enough to remind me of such maps. Harra Dunes, in particular, featured a triangular set-up when it came to the different flag positions in Sector Control. It also featured a market/bazaar area near the center of the map, which provided tons of cover, while more rocky, elevated positions could be accessed near the edges of the map. Not a lot of fighting took place near the center of the map as, frankly, it was a dangerous place to be. Many of us ended up traversing the outskirts as flanking routes.

Medal of Honor: Warfighter Multiplayer Map Harra Dunes (Click for Larger Size).

As you can see in the image above (click for larger size), the power of Frostbite 2’s lighting and landscape builder really came into effect here. The large, daunting cliffs were quite impressive in size as the sun’s rays trickled over its edges and onto the battlefield.

As for the gameplay, expect the look and feel of Battlefield, but the map design and match flow of Call of Duty. Personally, I felt Danger Close melded the two styles rather successfully and I think there’s plenty to like for both audiences.

While I found the gameplay enjoyable, there’s still much to be revealed when it comes to unlocks, weapon customization and ranking system. Hopefully, we’ll get a better look at these features in the coming weeks leading up to Medal of Honor: Warfighter’s release.

If I may, I’d like to quickly mention my single player experience with Medal of Honor: Warfighter. As many may already know, Danger Close crafted a rather spectacular single player campaign in 2010’s Medal of Honor, providing some intense story telling along with an authentic look at the life and hardships of a Tier 1 operator. Though the bar is set high, Medal of Honor: Warfighter promises to take these elements to another level.

[youtube id=”j6o3EvvFdak” width=”600″ height=”350″]

Inspired by actual events, Task Force Mako infiltrates an Abu Sayyaf terrorist stronghold set in a flooded Isabela City, Philippines. The stage is set via an in-game cutscene: Preacher and Mother desperately gather intel in a sticky situation where hostages are being held captive. Once again, the Frostbite 2 engine showcases some extremely life-like facial animations between conversing characters. While it may seem a minor technical feature, it adds ten-fold to the believability of the story telling. After the terrorists disperse due to pre-mature sniper fire, things are finally kicked into motion and it’s up to you to get to the hostages before its too late.

You play as Preacher as you push your way through enemy forces utilizing an assault rifle equipped with a dual-sight (ACOG and iron sight). The AI is what you’ve come to expect. Enemies take cover while chipping away at yours, lob grenades and fire deadly RPGs your direction. Luckily, if things get a bit hectic, sliding to cover and popping off shots using the peak and lean mechanic can really save your neck. So can the handy call-outs that come from your brothers in arms. Upon landing your first headshot, you’ll be greeted by a familiar notification – a satisfying moment. As in 2010, the HUD is kept squeaky clean and disappears when not needed, ammo can once again be replenished by simply requesting some from your teammates and getting shot at makes your character flinch in a startling but realistic manner.

The demo came to an explosive close as perspectives switched to that of a supporting helicopter gunner above – a scene which has become all too familiar to most gamers by now. Personally, I felt it didn’t quite fit the more tactical gameplay I experienced moments before. But again, being inspired by true events, this sequence was possibly included as a means to stay true to what might have actually taken place.

In true Frostbite fashion, explosions look and sound great while weather and lighting effects provide an immersive experience similar to what you’d find in Battlefield 3. In this particular play session, we were set up on the Xbox 360, surprisingly, which held up quite nicely and was a real treat to look at, despite not being able to match the graphical capacity of the PC.

You can catch a full play through of this very mission right here.

Back to multiplayer! Considering we know so far, what class and game mode are you most looking forward to trying out in Warfighter? Let us know in the comments below and be sure to follow MP1st on Twitter and Facebook for your Medal of Honor fix!

David Veselka

Musician, Gamer, Geek. Subscriber

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