Behind The Sinking City’s Lovecraftian Horror Is An Even Darker Reality

A shipwreck on a mountain top, a flying tentacle beast, and psychotic hallucinations of skin melting off people’s faces. With an opening as eerie as this, it wasn’t difficult to get swept up in the bizarre intrigue of The Sinking City, the latest from Frogwares–a studio that’s known for its work on the cult favorite Sherlock Holmes adventure games. But any lover of H.P Lovecraft’s Cthulhu mythos should find these motifs familiar. It’s the sort of stuff that makes these tales of eldritch abominations and the unfortunate souls who discover them so captivating. Attempting to unravel these mysteries kept me thoroughly invested in my demo of The Sinking City, but it was the unsettling world and its potent realities that gripped me the most.

Set in the fictional half-submerged city of Oakmont, Massachusetts during the 1920s, you play as Charles Reed, a troubled WW1 veteran and private investigator traveling in search of a cure for his persistent hallucinations. But the moment The Sinking City begins, this task becomes far more complicated. Mysterious creatures known as wylebeasts infest Oakmont’s streets, and worse yet, the city is embroiled in a tense race war between two grotesque human-animal hybrids. Even the normal humans who occupy Oakmont have their own personal prejudices against outsiders and the hybrid races.

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The first hybrid I met was a wealthy man named Robert Throgmorton, whose ape-faced appearance threw me off-guard. Aside from Charles’ initial hallucinations, everything I’d seen up to that point felt grounded in a semblance of reality. But talking to Throgmorton changed all that–at least until he was revealed to be a pompous and repulsive being whose xenophobic and eugenics-fueled rhetoric disgusted me. Suddenly, my disbelief came barreling down to an ugly reality that was all too true to life.

My first case had me trying to find Robert Throgmorton’s missing son in exchange for information about Reed’s mysterious visions. The search took me all around the Oakmont Pier where I mostly interviewed suspects, searched crime scenes, and gathered evidence. Exploration and investigation in The Sinking City are incredibly open-ended, challenging you to chase up your own leads across the game’s large world as opposed to being told where to go. At times, my investigation was disturbed by otherworldly forces, as portals into a spectral realm opened up in and around crime scenes. I even began to hear voices speaking in tongues to me. All the while, more hallucinations spawned on screen–a phenomenon determined by your exposure to disturbing imagery found in the world.

This is what The Sinking City seems most effective at, shocking you and forcing you to suspend your disbelief only to reveal a darker, more grim reality underlying its haunting surrealist visuals.

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Oddities like this occurred often, but the stories I discovered in their midst remained the same: violence and murder as the result of an ugly cycle of intolerance and greed, whether intentional or not. This is what The Sinking City seems most effective at, shocking you and forcing you to suspend your disbelief only to reveal a darker, more grim reality underlying its haunting surrealist visuals.

As I explored Oakmont’s flooded streets and pieced together clues, I couldn’t stop thinking about the unnerving racial conflict discussed in my conversation with Robert Throgmorton. His family despises another hybrid race known as the Innsmouthers, who are migrants that are fish-like in appearance. However, that hatred is shared on both sides, as the Innsmouthers aren’t above equally hateful beliefs and behaviors. And each one I met wasn’t shy to let that fact be known.

The end of my first case inevitably forced me to make a choice: incriminate an Innsmouther in the murder of Robert Throgmorton’s son or let them walk free. Without spoiling it, the facts set before me made that choice incredibly complicated. I ended up choosing the latter, but I still find myself second guessing that decision, even now. But with one mystery solved, there opened up numerous others that all seemed to dive deeper into all of society’s worst tendencies and the grander, mysterious phenomenon that potentially play a part in fueling them. This is still a Lovecraftian mystery, after all.

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The Sinking City’s bleak world and characters suck you into its bizarre, yet grimy tales of otherworldly urban crime. The surprisingly convincing racial conflict the game sets up colors the storytelling in a way that’s both haunting and engrossing. While this isn’t the first time we’ve had a backdrop like this in games, The Sinking City’s surreal depiction of 1920’s-era racial prejudice and violence was undoubtedly its most standout quality for me; clumsy shooting mechanics and somewhat glitchy animations notwithstanding. Whether or not the game makes good on the social commentary it introduces, The Sinking City has at least piqued my interest–even if playing it may mean enduring an ugly cycle of violence that calls to mind the worst of what can still be seen today.

The Sinking City is set to release on PS4, Xbox One, and PC on June 27.

from GameSpot – Game News https://www.gamespot.com/articles/behind-the-sinking-citys-lovecraftian-horror-is-an/1100-6466342/

Smash Bros. Ultimate 3.0 Update Out Now, Here Are The Patch Notes

Following its surprise announcement earlier this week, Super Smash Bros. Ultimate‘s big 3.0 update is now live. The patch adds a wealth of new content and features to the acclaimed Switch fighting game, including a new playable character and Stage Builder mode, plus a long list of balance tweaks for various fighters.

Headlining the update is Persona 5’s Joker, who is now available as a DLC character. Joker comes alongside a brand-new stage, Mementos, as well as nearly a dozen music tracks lifted from the Persona series and a handful of Persona Spirits. Additionally, an assortment of Persona- and Sonic-inspired Mii Fighter costumes are available for purchase. The costumes run for $0.75 each, while the Joker Fighter Pack costs $6. Joker is also included as part of Smash Ultimate’s $25 Fighters Pass.

The aforementioned Stage Builder, meanwhile, is available free for everyone, and it allows player to create and share their own Smash Ultimate levels. Nintendo has also added a video editor. This feature gives players the ability to combine their saved video clips and adds subtitles, sound effects, and more. The videos can likewise be shared with other players through the new Smash World hub in the Nintendo Switch Online smartphone app.

Rounding out the update is a litany of gameplay adjustments. Among other things, several of Diddy Kong’s attacks have been buffed, and now all characters will be penalized more for continuous dodging. You can see the full list of character tweaks on Nintendo’s support website, while the general patch notes for the 3.0 update can be found here.

Nintendo still has four more unannounced DLC characters on the way for Super Smash Bros. Ultimate, as well as a few more Amiibo figures. Three of them–Pichu, Pokemon Trainer, and Isabelle–will hit retailers starting July 26. Figures of Squirtle, Ivysaur, Snake, and Simon Belmont are also on the way this year, although no release date has been announced yet.

from GameSpot – Game News https://www.gamespot.com/articles/smash-bros-ultimate-30-update-out-now-here-are-the/1100-6466353/

Fortnite Challenge List: Treasure Map Signpost, Jigsaw Puzzle Pieces, Durrr Burger Number (Season 8, Week 8)

It’s been an exciting week so far, with PS5 details and an Avengers: Endgame leak. If you’re a Fortnite fan, the week is about to get even better with a new wave of challenges to complete. Naturally, spending the time and effort to finish these mini-quests will score you Battle Stars that level up your Battle Pass and unlock cosmetics.

As always, there are two sets of challenges. The first is a free set that’s available to anyone playing the game, while the second is exclusively for those that have spent V-Bucks on a premium Battle Pass. In the former’s category, players will need to find a treasure map, use vending machines, and dish out damage to enemies while also using a balloon.

Meanwhile, if you’ve got a premium Battle Pass, you’ll need to search Jigsaw Puzzle Pieces, dial the Durrr Burger number on a specific phone, take out enemies in Dusty Divot or Lucky Landing, and then kill two enemies from at least 50m away.

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Fortnite Season 8, Week 8 Challenges

Free

  • Stage 1: Search the treasure map signpost in Paradise Palms (1) — 2 Battle Star
  • Use Vending Machines in different matches (3) — 5 Battle Stars
  • Deal damage to opponents while using at least one balloon (100) — 10 Battle Stars

Battle Pass

  • Search Jigsaw Puzzle Pieces under bridges and in caves (7) — 5 Battle Stars
  • Stage 1: Dial the Durrr Burger number on the big telephone west of Fatal Fields (1) — 2 Battle Stars
  • Eliminate opponents at Dusty Divot or Lucky Landing (7) — 10 Battle Stars
  • Eliminate opponents from at least 50m away (2) — 10 Battle Stars

The latest Fortnite update added a new LTM oriented around dogfighting. Patch 8.40 introduced Air Royale, which lets players “pilot the X-4 Stormwing in this Limited-Time Mode as you fight to become the last plane flying! Complete free Challenges to unlock brand-new Wraps as you rule the skies.”

Alongside it, Epic also brought back the Food Fight LTM, but as a variant called Deep Fried. It features higher restaurant bases, which means teams must build up to them to protect their mascots. There are a number of other tweaks and changes to the game, and you can see it all in the Fortnite update 8.40 patch notes.

from GameSpot – Game News https://www.gamespot.com/articles/fortnite-challenge-list-treasure-map-signpost-jigs/1100-6466348/

Rage 2 Dev On Creating An Evolving Single-Player Game And Rethinking The id Shooter

Ever since its reveal last year, developer id Software has been very clear about Rage 2 being the game that the original should have been. Co-developed with Avalanche Studios, the sequel has been toted as a true open-world game compared to its predecessor’s attempt at one, leaning heavily on hectic gameplay within a vast and dynamic environment. Though Rage 2 is all about blending together the fast, punchy corridor-shooter action that id software is known for with Avalanche’s sense of scale and breadth of content from their world-exploring games, our last few impressions didn’t give us the opportunity to see those aspects really come together.

However, we recently got to play two hours of the final game ahead of its May 14 release. While exploring the setting at our leisure, we got more of a clearer picture of how Rage 2 injects id Software’s old-school design within the framework of a modern open-world game. We also spoke with id studio director with id Software studio director Tim Willits about the making of the sequel to the 2011 post-apocalyptic open-world shooter, and how it’s introduced them to some new rethink their familiar design philosophies.

Editor’s Note: This interview has been edited for clarity and readability.

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When you think back to the original game after playing this one, they’re pretty night and day by comparison. Rage 2 feels like it’s entirely its own thing.

Yes, it is. Firstly, I like to say that Rage 2 delivers on all that Rage 1 promised. I’ve joked that the biggest lesson I’ve learned from Rage is don’t make an open world game without an open world technology, which is what we did with our id Tech 5 engine for the original. But you’re right, it’s kinda like we’re launching a new franchise. It’s very exciting. We often get people asking, “Well, do I need to have played the first one?” And I’m like, “No. Don’t worry about it. We got you covered.” You can just jump in and play. Don’t be nervous by the 2.

After playing about two hours of this game, I do have to say that it felt more comfortable with being an id-shooter in an open world. Whereas the original felt like it was trying brute force its way into that mold.

I’m glad you noticed that. It was the number one thing we set out to do with this game. When we were started pitching the game internally, I made this presentation and one slide had said “Rage 2.” People were like, “okay, Rage 2, that’s cool,” and then the next slide was the Id logo and the Avalanche logo, and when people saw that they were like, yeah, that’s cool! And then everything from there just made sense.

It seems like Avalanche coming on was very instrumental in helping id Software transition its particular gameplay into the open world.

Well, the great thing about working with the Avalanche team is they not only bring the Apex Engine technology, which is awesome, but they also bring that experience. They’ve been making open-world action games for a long time, so they just think about things differently. How we tell the story, how we write the dialogue, and how we approach the missions, those things really leveraged on a lot of their expertise. We have some amazing technology, but just for this style of game, we found that it was better to work with a company that had the experience with their own [open-world] tech and gameplay. Working with Avalanche on this game was kind of a match made in heaven.

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Truth be told, I played Rage 2 previously at other conventions, and it was difficult getting a sense of the world and scale of the game. The previous demos tended to focus more on enclosed encounters–which seemed more in-line with traditional id shooters, rather than an open world game.

Yeah, it’s not the same experience getting to dive into this game at your own pace versus playing a 20-minute chunk at a show. At E3 last year, we had the Eden’s Gate complex, which is very classic id Software style-level. It was fun, it was cool, but you are right–We stuck you in a box, and obviously, this game is not a box. We wanted people to believe that we had that id-style combat in this world, so we really focused on proving that first, which is one of our biggest milestones in the project. We really had to figure out how it felt to play, what the endgame content was like, and what the weapons were like. Are they loud enough, powerful enough, fast enough? So it was definitely a hurdle we needed to jump over early.

But I’m glad you were able to play a big part in the game just now. You know, it’s funny, now, when you play the game, you’ll get that Eden’s Gate mission, and you’ll be like, “this is so small compared to everything else I saw”. When you play through it normally, you’ll just blast through it. It’s such a different feeling when you actually get to see it the world.

This game will also see some interesting updates after launch which will affect the state of the world. In a recent trailer, there were some references to in-world event that has you fight mutants for a TV program.

Yes! So, we’ll have events and we can churn in activities on the occasion. But you do not need to always be online for this game. So was a little bit of confusion recently, but if you are connected to the internet, you can participate in these live events. If you’re not, then just play the base game and have fun. We can make these cool events happen that will kinda keep people engaged as we can deliver them more content in the future.

So Rage 2 six to seven month from now will potentially be a different game than the one we’ve got at launch?

Yes, that’s the plan! Hopefully, people will stay with it. I do think we have a good plan. We have some cool beats that we’ll talk about after the game launches, and what the framework looks like moving forward. When you play the full game, you can see that there’s room for things to expand, and we will continually layer things in to keep people engaged.

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It seems like the idea of the evolving game or a games-as-a-service title is becoming more commonplace now. Is Rage 2 in that similar school of thought?

No, it will just be a supported game. I don’t know, it’s so hard to–like someone needs to come up with a perfect definition of what a “games-as-a-service” game actually is. Many people have different ideas of that, and I may have confused people originally when I started talking about this. What we’re planning on doing is creating some updates and content for this game after we launch. So, we monitor the game, we monitor the players, we act in the community, we’re gonna support it, we’re gonna update it. It’s not like a subscription or a free-to-play game. But it will be supported.

Though previous id Software shooters have seen updates after launch, this game seems more about expanding the world itself and the content therein. This seems to be new territory for you all.

That’s true, but it’s honestly the direction that the industry is moving toward. Fans spend so much time with our games, and people want to know that the thing that they enjoy is being supported and that the developers stand behind it, and that they will continue to improve the experience. If you’re gonna dedicate so much of your time, when there are so many other things to do, you want that commitment from the other side. So that’s what we are gonna try to do, which is something that’s new for us, so hopefully, it’ll work.

Though the game itself is very modern in its focus, it still feels very old-school in its design. And we see that in its focus on offering cheat codes, which seems to be a rarity in today’s age.

We don’t take ourselves too seriously all the time, and those cheat codes should be pretty fun. The game shines when players just sit down and do what they want to do. I really believe, the more time you spend with the game, the more enjoyable it is. If you rush through it, you’re not gonna have as much fun as the person that spends twice as long. So, I would encourage people to take their time, experiment with the powers and upgrades, because there’s a lot. It’s definitely rewarding for people who spend the time.

There’s one cheat in particular called “Git Gud”, which kills all enemies in one hit once activated. It seems to be a reference to online game challenge culture. Do you have a particular stance on how you want your games to be designed in terms of difficulty and the barrier for entry?

So I’m a bit more old-school, I like to get thrown into a new mission and told to find the red key somewhere in the level. But in a game that’s this big and open, we do need to help players when they feel like they need some help and we do need to kinda direct them [with the GPS]. As for difficulty, we have several different difficulty settings, of course. If you want that extra challenge then you can play the Nightmare difficulty. You really have to strategize and play smart, it’s so tough. But yeah, if you’re a pretty hardcore player, I’d encourage you to play it on hard, not normal.

The openness that we have is the nature of this game, nothing is really off-limits. We may point you in the right direction, but we don’t really scale the difficulty of the enemies. So if you find an area that’s too tough, you can just come back to it when you have more upgrades and more abilities, and you can just tear through it. We give you that opportunity. With the open world nature of the game, I do believe that it allows for more accessibility than some of our other games. We tend to make intense games at id, and sometimes people accuse us of being a little too hardcore. But even though this game’s fast and can be tough, because it can change based on what you do and how you play it, I actually think it’s more accessible than any of our others games.

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I think what’s especially noticeable about this game compared to the original is that it has a lot more personality.

Yeah, the first one sold well and people enjoyed it, but I definitely feel that we are firing on all the cylinders with the sequel. We have the right personality, we have the right developers, we have the right tech, we have the right style. It’s a good time, also, for this type of game. Because it is a little bit more unique than a lot of the other, kind of, post-apocalyptic games. And yes, you are absolutely correct. We really tried to make the game fun. So, if people play it, and their friend says, “Well, what do you think of Rage 2?” If they say, “That was fun!”, then I’m happy.

from GameSpot – Game News https://www.gamespot.com/articles/rage-2-dev-on-creating-an-evolving-single-player-g/1100-6466345/

Mortal Kombat 11 Switch Launch Trailer Shows Fights On The Go

Mortal Kombat 11 is releasing on the Nintendo Switch, marking the first MK game on a Nintendo system since the series reboot. The Switch version is a little less beautiful than its contemporaries, but what it lacks in visual fidelity it makes up for with portability. So it’s no surprise that the official Switch trailer emphasizes the on-the-go aspect.

The trailer (above) shows a piece of a cutscene before pulling back and showing gameplay on a smaller Switch window playing footage of the fights. It’s difficult to see due to the smaller screen size but the fights are a little low-fi compared to what you may have gotten accustomed to seeing in other gameplay trailers and Kombat Kasts.

We knew that the Switch version would lose some graphical bells and whistles, though. A recent hands-on preview showed that despite the downgrade, the game ran smoothly to keep the fighting consistent. That means that if you want a portable version, you probably won’t compromise the integrity of the systems for the benefit.

NetherRealm slowly revealed the MK11 roster in the lead-up to launch, most recently announcing the return of Kitana. The studio is now preparing its downloadable content, which will begin with Shang Tsung. After this game the studio may be looking to explore new franchises or even genres.

Mortal Kombat 11 releases on April 23 for PC, PS4, Xbox One, and Nintendo Switch. For more details, check out our pre-order guide.

from GameSpot – Game News https://www.gamespot.com/articles/mortal-kombat-11-switch-launch-trailer-shows-fight/1100-6466354/

Sega Genesis / Mega Drive Mini Includes Sonic 2, Earthworm Jim; More Classic Games Revealed

Sega has revealed 10 more games coming to its Mega Drive Mini (known as the Genesis Mini in the US). The lineup of classic titles includes Sonic the Hedgehog 2, Earthworm Jim, and more beloved games.

Fans will be pleased to see both Caste of Illusion Starring Mickey Mouse and World of Illusion Starring Mickey Mouse and Donald Duck included with Sega’s miniature console. The device also comes with Streets of Rage 2, Contra: Hard Corps, and Shinobi 3.

A further 20 games are to be revealed over the coming months. We already knew Ecco the Dolphin, Sonic the Hedgehog, Castlevania: Bloodlines and more were to be pre-installed on the console, which will come with 40 games in total. You can read all 20 games revealed so far at the bottom of this article.

The Mega Drive Mini / Genesis Mini launches worldwide on September 19, costing $80 / £70 / AU $140. It’s based on the Model 1 version of the original console, except approximately 55% smaller. The box contains the console, a power adapter, two replica three-button USB controllers, one USB to micro-USB power cable, and one HDMI lead.

The game ports that are on the Genesis Mini were handled by M2, a team that is well known for its work on emulation and re-releases. M2 previously worked on Sega Ages and Sega 3D Classics Collection.

Releasing Mini versions of classic consoles has become something of a trend recently. Nintendo led the way with the NES Classic and the SNES Classic, both of which were received well by critics and went on to be hot commercial items. Sony followed suite with the PlayStation Classic, which wasn’t received as warmly.

Sega Mega Drive Mini / Genesis Mini Games Lineup (So Far)

  1. Sonic the Hedgehog
  2. Ecco the Dolphin
  3. Castlevania: Bloodlines
  4. Space Harrier 2
  5. Shining Force
  6. Dr. Robotnik’s Mean Bean Machine
  7. ToeJam & Earl
  8. Comix Zone
  9. Altered Beast
  10. Gunstar Heroes
  11. Castle of Illusion
  12. World of Illusion
  13. Thunder Force III
  14. Super Fantasy Zone
  15. Shinobi III
  16. Streets of Rage 2
  17. Earthworm Jim
  18. Sonic the Hedgehog 2
  19. Contra: Hard Corps
  20. Landstalker

from GameSpot – Game News https://www.gamespot.com/articles/sega-genesis-mega-drive-mini-includes-sonic-2-eart/1100-6466352/

Naughty Dog Offers A Promising Last Of Us: Part 2 Development Update

The Last of Us: Part II is one of the most anticipated PS4 games of the moment, but things have been pretty quiet since the game’s E3 2018 gameplay reveal. However, developer Naughty Dog has now offered a small glimpse into the post-apocalyptic game’s development progress.

Creative director Neil Druckmann tweeted an image of the game’s final script page. The page simply reads, “Cut to black. The end.” His caption, meanwhile, states the team has finished shooting that scene.

The image comes just a few days after Druckmann posted an image on Instagram stating Laura Bailey, who plays an as-yet-unknown character, has wrapped her shooting schedule on the project. It therefore appears Naughty Dog has finished–or is close to finishing–shooting its motion capture scenes.

While development of the game could still be ongoing for a while yet, finishing this stage is nevertheless an important milestone. In any case, many fans feel they’ve been starved of information about The Last of Us: Part II, so to see it approaching the end of at least one important phase of development is a promising step.

No release date, or window, has yet been announced for The Last of Us: Part II. A spoof website recently reported the game would launch in 2019, but Naughty Dog responded by saying it would share more information when it’s ready. For more on the much-awaited PS4 game, check out everything we know about The Last of Us: Part II.

While we know The Last of Us: Part II is coming to PS4, Sony has, somewhat surprisingly, released the first details about the PS5. We know some of the device’s specs, while Sony has already confirmed the PS5 will be backwards compatible with PS4 games.

from GameSpot – Game News https://www.gamespot.com/articles/naughty-dog-offers-a-promising-last-of-us-part-2-d/1100-6466350/

Call Of Duty: Black Ops 4 Update Adds Free Map And More; Patch Notes Revealed

Developer Treyarch continues to expand Call of Duty: Black Ops 4 with updates, and there’s a new one available now on PS4, Xbox One, PC that adds a map variant for free. There’s also two new modes on the way and plenty more.

The new map variant is named Arsenal Sandstorm. As you might deduce from the name, it’s a version of Arsenal that has been overtaken by a dangerous desert storm, and it’s available for free for all players now.

PS4 players have a new mode called Deathmatch Domination to enjoy. Treyarch describes it as a “first-of-its-kind mode for the Black Ops series” in which teams can increase their score by capturing objective points and by killing enemies. It’s essentially a cross between Team Deathmatch and Domination, then.

Xbox One and PC players aren’t totally left out. While they can’t enjoy Deathmatch Domination just yet, they do now get to play Infected, which was previously only available to PS4 players and is now live on all platforms. The mode involves infected players running around attempting to pass on their disease to survivors in order to turn them to the infected side.

The remainder of the update is primarily made up of balance tweaks–most notably to the Rampart 17 and KN-57 assault rifles–and stability enhancements. You can read the full patch notes below, via Treyarch.

Call Of Duty: Black Ops 4 April 17 Update — Patch Notes

Free Arsenal Sandstorm Map

As we put the finishing touches on three additional Multiplayer maps launching with our next Operation later this month for Black Ops Pass holders, we’re excited to release our newest alternate-weather map free for all players: Arsenal Sandstorm.

Hot on the heels of Contraband Hurricane, Arsenal Sandstorm is our most intricate map makeover yet in Black Ops 4. Players will need to adapt their playstyles to waves of sand sweeping across the environment, with limited visibility throughout the facility encouraging shorter-ranged engagements. We’re excited to see how player strategies will evolve on Arsenal Sandstorm, now in rotation on all platforms.

Deathmatch Domination Debuts on PS4

If you’ve ever wished your team could play the objective in Domination even if they’re just there for the streaks, we’ve got great news. Introducing Deathmatch Domination on PS4, a first-of-its-kind mode for the Black Ops series. In this new take on Domination, teams now have two ways to earn points toward the score limit: by capturing objectives, and by earning kills throughout the match. No matter how you play, you’ll be playing for the team. Get out there and let us know what you think in the comments.

Infected Now Live on All Platforms

Infected is now live in Multiplayer on all platforms! We’ve also made some improvements to gameplay and stability, including the addition of 10 seconds to the game clock instead of 30 when a Survivor becomes infected, to help keep matches from running longer than intended. Check out the patch notes below for what’s new, and if you’re an Infected newbie, be sure to get familiar with the preset Survivor classes so you’re ready to hit the ground running… for your life.

We’ve also made additional updates across all modes since our last community update, including weapon tuning to the Rampart and KN-57, an extension to the final Collapse timing in Blackout’s Alcatraz map, and more. Read on for the full list of what’s new.

Summary

  • Free Arsenal Sandstorm Multiplayer map in rotation today on all platforms.

  • Deathmatch Domination added as Featured Playlist in Multiplayer on PS4.

  • Infected added as Featured Playlist in Multiplayer on Xbox One and PC.

  • Barebones Moshpit, Stockpile, Mercenary Deathmatch Moshpit (consoles), and Half-Off Heist (Xbox One) added to Featured category in Multiplayer.

  • Weapon tuning for Rampart and KN-57 in Multiplayer, Blackout, and Zombies.

  • Alcatraz final Collapse time increased from 60 seconds to 120 seconds.

  • PC curated playlists updated, including new Lone Wolf playlist.

  • Gameplay and stability improvements added for Infected.

All Platforms

Multiplayer

  • Maps

    • Arsenal Sandstorm

      • Free alternate-weather version of Arsenal in rotation today on all platforms.

  • Game Modes

    • Infected

      • When a Survivor becomes infected, 10 seconds will now be added to the game clock instead of 30.

      • General stability fixes for Infected.

  • Weapon Tuning

    • Rampart 17

      • Increased ADS-in speed.

    • KN-57

      • Slightly reduced recoil.

      • Increased ADS-in speed.

      • Quickdraw: Increased ADS-in speed.

World League Hub

  • Statistics

    • Choosing Fresh Start will no longer clear World League Hub stats.

Blackout

  • Alcatraz

    • Increased the final Collapse time from 60 seconds to 120 seconds.

  • Weapon Tuning

    • Rampart 17

      • Increased ADS-in speed.

    • KN-57

      • Slightly reduced recoil.

Zombies

  • Weapon Tuning

    • Rampart 17

      • Increased ADS-in speed.

    • KN-57

      • Slightly reduced recoil.

      • Increased ADS-in speed.

      • Quickdraw: Increased ADS-in speed.

PS4

Multiplayer

  • Game Modes

    • Deathmatch Domination

      • Added as new Featured Playlist on PS4.

      • Teams have two ways to earn points toward the round score limit: capturing objectives and earning kills.

      • Addressed an issue where Medals were not displaying properly.

  • Featured Playlists

    • Barebones Moshpit, Infected, Stockpile, and Mercenary Deathmatch Moshpit join Deathmatch Domination in the Featured category this week.

Xbox One And PC

Multiplayer

Infected

  • Infected added as Featured Playlist on PS4.

  • Players are divided into two teams: Survivors vs. Infected, with one player randomly selected as the first Infected.

  • Infected players hunt down the Survivors and attack them to spread their disease, converting their victims into members of the Infected team.

  • Survivors choose from preset classes and kill/avoid the Infected throughout the match.

  • Survivors win by having at least one surviving member when the timer runs out. Infected team wins by infecting every Survivor in the map before time runs out.

  • Infected team can respawn an infinite number of times. Survivors have one life before they become Infected.

  • Timer resets every time a Survivor falls victim to the Infected team, or when a Survivor becomes Infected via suicide.

  • Preset classes for Survivors include:

    • Scrapper

      • Primary Weapon: Cordite w/ Laser Sight and Extended Mags

      • Secondary Weapon: Mozu w/ High Caliber

      • Equipment: Concussion

      • Perks: Gung-Ho, Lightweight, Dexterity

      • Wildcard: Perk 2 Gluttony

    • Impaler

      • Primary Weapon: VAPR-XKG w/ ELO and Bayonet

      • Secondary Weapon: Strife

      • Equipment: Molotov

      • Perks: Scavenger, Dexterity, Dead Silence

      • Wildcard: Primary Operator Mod

    • Lead Spitter

      • Primary Weapon: Titan w/ Reflex, Stock, and Quickdraw

      • Secondary Weapon: RK 7 Garrison

      • Equipment: Frag

      • Perks: Skulker, Dexterity, and Team Link

      • Wildcard: Perk 2 Greed

    • Perforator

      • Primary Weapon: ABR 223 w/ Suppressor, Quickdraw, and Extended Mags

      • Secondary Weapon: Strife

      • Equipment: Molotov

      • Perks: Scavenger, Skulker, and Dead Silence

      • Wildcard: Primary Gunfighter 1

    • Meat Bagger

      • Primary Weapon: Mozu w/ Speed Loader and Quickdraw

      • Secondary Weapon: MOG 12 w/ Quickdraw

      • Equipment: Concussion

      • Perks: Scavenger, Dexterity, and Team Link

      • Wildcard: Underkill

    • Headhunter

      • Primary Weapon: Paladin HB50 w/ High Caliber and Stabilizer

      • Secondary Weapon: MOG 12 w/ Long Barrel and Barrel Choke

      • Equipment: None

      • Perks: Dexterity, Skulker, and Tracker

      • Wildcard: Perk 2 Greed

Featured Playlists

  • Xbox One

    • Infected, Barebones Moshpit, Stockpile, Mercenary Deathmatch Moshpit, and Half-Off Heist added to the Featured category this week.

  • PC

    • Infected, Barebones Moshpit, and Stockpile added to the Featured category this week.

PC

Multiplayer

  • Core Playlist Updates

    • Team Deathmatch

    • Search & Destroy

    • Mercenary Deathmatch Moshpit

      • Team Deathmatch

      • Kill Confirmed

    • Objective Moshpit

      • Control

      • Hardpoint

      • Domination

      • Safeguard

    • Lone Wolf Moshpit

      • Free For All

      • One In The Chamber

      • Gun Game

      • Heist

  • Match Start Requirements

    • Reduced Mercenary Deathmatch Moshpit match start requirements from 10 players to 8.

    • Reduced Hardcore Deathmatch Moshpit match start requirements from 10 players to 8.

    • Reduced Objective Moshpit match start requirements from 8 players to 6.

    • Reduced Hardcore Objective Moshpit match start requirements from 8 players to 6.

Blackout

  • Match Start Requirements

    • Reduced match start requirements from 100 players to 80 in current and future Blackout modes when applicable.

from GameSpot – Game News https://www.gamespot.com/articles/call-of-duty-black-ops-4-update-adds-free-map-and-/1100-6466347/

The Division 2’s Next Update Delayed, But You Can Test It On PC Right Now

Ubisoft has announced the latest patch for The Division 2, Title Update 3, is delayed. Originally scheduled for April 25, Title Update 3 is now releasing sometime in May.

“The final release date of Title Update 3 will be based on results from further testing and balancing of the game,” Ubisoft wrote in a blog post. “Operation Dark Hours will be your biggest challenge to date, and we want to make sure that we’ve properly tested the large amount of balance changes that are coming to both PvE and PvP and listen to your feedback about the changes before introducing the raid.”

To test these changes, Ubisoft has opened the Public Test Server (PTS) on the PC version of The Division 2. “The plan is to structure the PTS in phases, each lasting a few days and focusing on a specific part of the game,” Ubisoft wrote. “We will have surveys and dedicated forum threads (together with our traditional general and technical issues forums) to cover these topics.”

The PTS is now live, and includes every piece of new content coming in the Title Update 3 except for the raid. Although the raid is the major piece of new content in Title Update 3, the patch also implements several Talent buffs and nerfs as well. There are some balancing changes for Conflict and Dark Zones. Ubisoft hasn’t released the full patch notes for the update, but YouTuber Arekkz Gaming has outlined all of the major changes.

In our The Division 2 review, Edmond Tran gave the game a 9/10, writing, “The range of enemy types continues to keep combat encounters challenging, the equipment I earn and pick up continues to feel different, valuable, and asks me to consider new ways of play. The ravaged environments continue to intrigue, and sometimes they’re so stunning I find myself needing to take screenshots before I move on. It might not have much to say, but The Division 2 is a perpetual cycle of tension, relief, and reward that’s difficult to stay away from.”

from GameSpot – Game News https://www.gamespot.com/articles/the-division-2s-next-update-delayed-but-you-can-te/1100-6466344/

Destiny 2 Arbalest Guide: How To Get The Revelry’s Exotic Gun Fast

The Arbalest is the latest Exotic to pop up in Destiny 2–and the last of the Season of the Drifter. It’s comes as part of the Revelry event, and is earned through completing Triumphs tied to the event and its new activity, the Verdant Forest. Like the other Exotics that come from lengthy quests, it requires a fair bit of grinding to get to the reward.

While you’ll need to spend some time blasting through the Verdant Forest and working on other activities to get your Arbalest, that doesn’t mean it has to take you until the end of the Revelry on May 7 to get it. There are 10 Triumphs to earn in the Revelry, but you only need seven of them to unlock your Arbalest. With the right approach, you can knock out the Triumphs relatively quickly, provided you know what you’re doing.

Here’s how you can knock out the Revelry Triumphs most quickly, and grab your Arbalest with the least pain and grinding.

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Visit Eva Levante

Your quest for Arbalest starts when you visit Eva Levante at the Tower. She’ll give you the Reveler’s Tonic, which gives you special perks when you spend a new item called Reveler’s Essence that drops in various activities. She’ll also send you to fight through the Verdant Forest, a new version of the Infinite Forest.

Start by completing your first run in the Verdant Forest–it doesn’t matter how well you do, but clearing all five bosses at the end can get you some of the Revelry armor set, which you want–then head back to Eva. Once you do, she’ll offer you weekly and daily bounties. You’ll need them to get your Arbalest as quickly as possible.

Clear Some Strikes

You’ll be doing a bunch of Verdant Forest runs, but first you might want to complete Eva’s weekly bounties, because they drop Inaugural Revelry armor. Wearing pieces of that armor set (and the Vernal Growth set you can get from Eververse) increases the effectiveness of your Reveler’s Tonic perks. Once you get four of them, bosses you kill in the Verdant Forest will start to count toward your Budding Fashion Triumph, so getting the armor earlier is better.

While you’re running Strikes, activate the grenade or melee perks with your Reveler’s Tonic. That’ll make your grenade or melee abilities recharge super quickly–like once every two or three seconds. As you’re running Strikes, use your abilities constantly; kills with grenades will count toward your Fireworks Triumph, and melee kills count toward the Melee Mayhem Triumph. You’ll need to finish five Strikes to complete the bounty, and that should be plenty to get you the kills you need for one or both of the Triumphs as well.

When you’re not getting grenade kills, focus on precision kills. They have a chance of generating extra Super orbs thanks to the Revelric Light perk from the Revelry, and count toward another weekly bounty. Use those orbs to rack up as many Super kills as you can in every activity you do, since they all count toward the Super Celebratory Triumph.

Get Competitive

The same thinking about Strikes applies to Crucible or Gambit matches. You’ll probably want to go with Gambit, as it’ll give you more opportunities to generate Orbs of Light, snag grenade and melee kills, and get Super kills. You’ll need to complete five matches to clear the weekly bounty and unlock another piece of Revelry gear. Snag enough precision kills between Strikes and Competitive matches and you’ll finish another weekly bounty to gain a third piece of Inaugural Revelry armor.

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Wear Your Revelry Armor To The Verdant Forest

Now you’re ready for some Verdant Forest runs. Wear any Inaugural Revelry armor you’ve got, including the Vernal Growth armor from Eververse–both sets together seem to count toward the Budding Fashion Triumph. Your goal in the Verdant Forest is to clear as many branches as you can before the timer runs out, because more branches means more time for the boss fight at the end. You’ll face five bosses in the final encounter, and if you can defeat all of them, you’ll get a Powerful drop that often includes more Revelry armor.

As you fight through the Verdant Forest, try to get as far as you can (use our guide to help), but focus on precision kills and Supers to generate as many Orbs of Light as possible. The goal is to clear out the Verdant Light Events Triumph, which requires you to earn 200 orbs in the Verdant Forest or in Black Armory forges. You’ll also get through the Spring Cleaning Triumph, which needs 50 cleared branches to unlock, but that should be doable in two or three runs with a decent team.

When you get to the boss fight section, killing three bosses in one go will get you the Spring Hunt Triumph; killing 20 bosses with four pieces of Revelry armor on unlocks the Budding Fashion Triumph.

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After that, it’s just grinding: get Super kills to finish off the Super Celebratory Triumph; grenade kills and melee kills in Strikes and Competitive matches for the Fireworks Triumph and Melee Mayhem Triumph; and 50 branches for the Verdant Light Events Triumph. In total, with five Strikes, five Competitive matches, and anywhere between four and eight or so Verdant Forest runs, Arbalest should be yours.

Arbalest is a pretty sick weapon if you use it right. It’s a lot like the Queenbreaker linear fusion rifle, but it’s a kinetic weapon, rather than a power weapon. It does a ton of damage when you hit enemies in the head, and it does bonus damage when you use it to break shields. The only drawback is that it doesn’t carry much ammo, so make sure you use it wisely.

from GameSpot – Game News https://www.gamespot.com/articles/destiny-2-arbalest-guide-how-to-get-the-revelrys-e/1100-6466343/