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Get A Free Game With Purchase Of Nintendo 2DS Bundle

We’re well into the era of the Nintendo Switch, but there’s still a nostalgic charm to Nintendo’s handheld consoles of the past. Released in 2013, the Nintendo 2DS isn’t that old, but even at the time it was released, it felt like a step back from the 3D technology introduced with its predecessor, the 3DS. The 2DS was marketed as a more affordable option ($40 cheaper than the 3DS at launch), and some find the tablet shape more comfortable than the 3DS’ clamshell design.

If you’ve been wanting to pick up a Nintendo 2DS, GameStop currently has a great deal on the handheld console. When you purchase a 2DS bundle with New Super Mario Bros. 2, you’ll also receive your choice of a free game. The free games available include:

Each of the above games sells for $20 at GameStop (and New Super Mario Bros. 2 sells for $30 on its own), so getting a brand-new (not refurbished) 2DS with two games for $80 is a pretty solid deal. This offer expires Sunday, May 26, so act fast if you want to claim it. You’ll have to add both the console bundle and your selected game to your cart, where you’ll see the discount applied.

As a reminder, the 2DS can play both DS and 3DS games; it’ll just show the 2D visuals. The handheld is a perfect way to revisit some of the best games of the 3DS era, and it also makes a great gift for young ones who are just getting into gaming.

GET A FREE GAME WITH NINTENDO 2DS BUNDLE ($80) »

from GameSpot – Game News https://www.gamespot.com/articles/get-a-free-game-with-purchase-of-nintendo-2ds-bund/1100-6467054/

The Most Influential Games Of The 21st Century: Halo: Combat Evolved

Join GameSpot as we celebrate gaming history and give recognition to the most influential games of the 21st century. These aren’t the best games, and they aren’t necessarily games that you need to rush out and play today, but there’s no question that they left an indelible impact on game developers, players, and in some cases, society at large.

It’s hard to explain what it was like to be a console first-person shooter fan in 2001. While PC players had been enjoying FPS games for years, the experience was never as strong on consoles. Where PCs had the fluidity of the mouse-and-keyboard setup, controls on console struggled to capture the same feel–to this day, two of the best-regarded FPS games of the era, GoldenEye 64 and its follow-up, Perfect Dark, were played with controllers that didn’t even sport dual analog sticks. In the nascent days of console online multiplayer, squaring off against other players, the thing that could really make shooters exciting, was limited to split-screen battles (often on tiny TVs). There were standout titles of the era, of course, but the FPS field was nothing like what we experience today.

Imagine, then, the arrival of Halo: Combat Evolved. For the first time, the discussion around console shooters opens up to a huge number of new possibilities. The Xbox’s system link multiplayer, the console market’s first experience with LAN, meant you could play with seven other friends–and more than that, you could work together as teams and execute tactics that your opponents couldn’t anticipate simply by glancing over at your side of the screen. For those whose gaming consisted purely of console experiences, it was the first time a shooter experience would become something similar to playing paintball or laser tag. It was a glimpse of the possibilities of the shooting genre’s future, and it was glorious.

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Halo’s arrival on the console FPS scene didn’t just herald the shooter future, it manifested it. From the jump, the game was unmatched. In the very first mission, as players took on the role of genetically enhanced supersoldier Master Chief, developer Bungie was throwing together elements that shifted how playing shooters felt on a fundamental level. First and foremost was the enemy design. The alien Covenant were generally not idiots–they fought hard and smart, taking cover when they were hurt, grouping up to channel their fire, throwing grenades to flush you out of your hiding places, and charging up when they knew they had you on the ropes. Every encounter with an Elite enemy in the original Halo was a harrowing one, because the bastards weren’t just tough and didn’t just absorb a lot of shots. They were also very good at finding ways to kill you (and never missed a chance to laugh about it afterward).

Bungie set a standard with enemy AI design in Halo. But it also did a lot to make its fights feel more like battles, capturing a feeling that many shooters have chased ever since. The mostly-pretty-good AI extended to allies as well, and much of the time in Halo, you’re fighting the Covenant with the support of a squad of UNSC Marines. You might be a one-player army in Halo, but you always felt like part of a team, and excited shouts of your squadmates as you take down a big enemy or set off a big explosion (as well as their cries as they got blasted by grenades) created the sense that there was more to Halo than just your role in the game. Few titles captured the feeling of stepping straight into a full, realized world the way Halo did, and a huge part of that was the idea that you were just one (really good) soldier in a much larger, active army.

Halo felt like it was doing something video games had always wanted to do, but had never quite achieved before.

So many of those battles managed to take on an epic scale thanks to Halo’s perfect combination of elements. Huge fields often had vehicles crossing them, some of which you had to deal with on foot, others which you could battle in tanks or Warthogs of your own, with marines jumping into the gunner positions to back you up. A phenomenal soundtrack and Bungie’s cinematic approach made those moments even more exhilarating, expanding the scope even further. The game’s smart level design gave you tons of agency–you could pick your way through engagements, slamming straight into enemies or finding ways to flank them out while your squad distracted them, hunting down vehicles or rocket launchers to turn the tide in your favor, or sneaking past enemies and avoiding fights altogether.

Halo felt expansive in a new way for shooters, setting the tone for massive, cinematic, action movie-like games that would follow. Level after level, Halo felt like it was doing something video games had always wanted to do, but had never quite achieved before. It wasn’t necessarily inventing new things, but it took the best ideas of the genre and turned them into a singular experience. When it comes to the AAA shooter experience as we now know it, Bungie cracked the code with Halo.

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Shooters are still feeling the influence of some of the best and freshest ideas of Halo. The ability to carry only two weapons and think strategically about which you pick up? Halo. Recharging shields that force you to find a shady spot and consider your tactical options mid-fight? Halo. Grenades on a trigger button, ready at all times? Halo. The standard in console FPS control schemes? Halo again. The franchise it spawned was such a powerhouse that for years, developers and publishers hoped their games might become the “Halo-killer” to usurp its place at the top of the shooter heap.

Bungie elevated console shooters with Halo, but the even bigger lasting influence of the game might be how it shook the console landscape by legitimizing Microsoft’s Xbox. When Microsoft decided to leap into the console market, there was no shortage of skepticism, but Halo was the reason to purchase the new machine. The game proved that Microsoft was not just some late-comer trying to use an abundance of cash to muscle out the dominant PlayStation, and it would be Halo’s sequels that helped make Microsoft a bigger force through Xbox Live. Through its role as an Xbox exclusive, Halo helped lay the foundation for the next two decades of what gaming would become.

Halo changed the conception of what games could be for a lot of players. It rocked the shooter world with ideas that have become standards to this day, and its approaches to gameplay and presentation made for that truly “epic” experience that games have continued to try to capitalize on ever since. But more than anything, it altered gaming for console players, elevating the experience with an amazing single-player campaign, a huge and expansive game world, and the first steps into the future of multiplayer. Playing Halo in 2001, it felt like things had changed–almost 20 years later, we’re still feeling the shockwaves.

For a look at the rest of our features in this series, head over to our Most Influential Games Of The 21st Century hub.

from GameSpot – Game News https://www.gamespot.com/articles/the-most-influential-games-of-the-21st-century-hal/1100-6466820/

Racing Game Grid Being Rebooted, Coming This Year

The racing game Grid is getting a reboot, and it’s speeding our way sooner than you might expect. The game, simply called Grid, is coming from Codemasters and it will arrive on PC, PlayStation 4, and Xbox One on September 13, 2019.

This will be the fourth game in the Grid series, and it will feature racing across famous racing circuits and settings in four different continents. You can race GT, Touring, Stock, Muscle, and Super-Modified cars. Circuit and street races will be available, along with less conventional modes like World Time Attack and Hot Laps.

As you progress you’ll earn new liveries, player cards, and teammates. The cars will sustain damage as they trade paint, and if you brush another racer too often they could become your “nemesis” and begin to target you for retribution. Codemasters boasts that F1 racer Fernando Alonso is consulting on the game.

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“Grid as a racing franchise is revered by our community and we are delighted to bring it to the current generation of consoles,” said game director Chris Smith. “The game offers so much variety and depth, from the number of modern and classic cars through to the locations and race options. Renowned for its handling, the game will appeal to all types of player, from casual drivers who want a lean-in challenge, to sim drivers who want some serious fun.”

The most recent Grid game was Grid Autosport in 2015, which received a middling reception in GameSpot’s review. It cited uninteresting race types as a requirement for progression, too-forgiving handling, and inconsistent AI.

“There are a number of nice extra features that similar games have shied away from: split-screen multiplayer, for example, and an online component that is entirely separate from the single-player, which means there are essentially two games to progress through,” John Robertson wrote. “Play it for a few hours, and the cracks begin to show, though. They’re not game-breaking, but they are abrasive, and they dull the shine of the early portions of the game. If you’re up for some casual racing, Autosport is a decent option, but when you go deep, the experience is soured by the finer details.”

from GameSpot – Game News https://www.gamespot.com/articles/racing-game-grid-being-rebooted-coming-this-year/1100-6467056/

Double Fine’s Rad Given Release Date

Double Fine Productions latest post-apocalyptic action game, Rad, launches on August 20 for Nintendo Switch, PC, PS4, and Xbox One, the California-based company tweeted out.

Initially announced back in March during Nintendo’s Nindies Spring Showcase, Rad is the newest game from the Psychonauts developers. A 3D action roguelite set in a post-apocalyptic world in love with 80s aesthetics, the game is a collaborative effort with Jump Force publisher Bandai Namco Entertainment. In case you missed it, check out the reveal trailer below.

Rad puts you in the mutated shoes of a teenager combing through a wasteland overwrought by radiation and monstrous enemies. Throughout the game, you’ll encounter mutations that work as randomized power-ups to diversify and add nuance to your moveset. Mutations seem to run the gamut, ranging from a cobra head, which grants greater attack distance, to bat wings and more.

We had the opportunity to check out Rad in a hands-on preview during GDC 2019. In the preview, Michael Higham expressed cautious optimism, saying, “It’s refreshing to hear where Rad draws inspiration and see it in action. And it channels that quirky Double Fine personality in a genre and theme that can seem worn which certainly helps Rad stand out.”

from GameSpot – Game News https://www.gamespot.com/articles/double-fines-rad-given-release-date/1100-6467040/

George R.R. Martin Teases New Game That Could Be Developed By From Software

Correction: this story originally incorrectly stated that From Software’s rumored new title could be a Game of Thrones game. Martin himself has only confirmed that he did some “consulting” work for a new game developed in Japan. What’s more, the rumor is that Martin is working with From Software on a new video game project of some kind but not necessarily a Game of Thrones game. GameSpot regrets the error.

HBO’s Game of Thrones is officially over, but the series is continuing with a two-hour documentary on May 26 and then potentially a new prequel TV show. Outside of TV, author George R.R. Martin is keeping busy. He wrote on his blog that he did some consulting work on a video game from a studio in Japan. He never says it is a Game of Thrones game, so he may only be doing consulting work for writing or other world-building, but it’s still exciting to think about.

Martin said this mysterious game is being developed “out of Japan.” Gematsu reports that Sekiro, Bloodborne, and Dark Souls developer FromSoftware is working on the game, which is an open-world title featuring horse-riding. Hidetaka Miyazaki is reportedly working on the title with Martin. It remains to be seen if it is a Game of Thrones game, however.

The game is said to be published by Bandai Namco, with a reveal at Microsoft’s E3 2019 briefing planned for June. The game has reportedly been in development for three years. Gematsu notes that it only confirmed this information with a single source but decided to publish its story in light of Martin’s blog post revealing a new game in development by a Japanese studio.

It would definitely be an intriguing development to learn that From Software was working on a new title from Hidetaka Miyazaki with the help of George R.R. Martin, even if it isn’t a Game of Thrones game. It is the kind of announcement that would be a huge get for Microsoft if it were to premiere at the Xbox E3 briefing. Even if the cat is out of the bag now–if this is even real–it’s exciting to think about.

From Software’s latest big release was Sekiro: Shadows Die Twice, which was published by Call of Duty publisher Activision. The game was received well by critics and it sold more than 2 million copies around the world in less than 10 days.

Correction: this story originally incorrectly stated that From Software’s title could be a Game of Thrones game. The only suggestion is that Martin is working with From Software on a new video game project of some kind.

from GameSpot – Game News https://www.gamespot.com/articles/george-rr-martin-teases-new-game-that-could-be-dev/1100-6467049/

PS5 Will Offer “Transformative” Gaming Experiences; Faster Load Times Shown Off In New Video

Sony has again provided some new details on its next-generation console. As part of Sony’s Corporate Strategy Meeting today, the company discussed at a high level what it hopes to achieve in the future across its various business units, including PlayStation.

The two keywords for PlayStation going forward are “immersive” and “seamless,” Sony said. Concerning hardware, Sony said its next-generation console, the PlayStation 5, will offer an “immersive experience created by dramatically increased graphics rendering speeds.”

This will be made possible through the “employment of further improved computational power and a customized ultra-fast, broadband SSD,” Sony said.

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Overall, the PlayStation 5–or whatever Sony ends up calling its new console–will offer experiences that “greatly exceed” what is possible on PS4 and PS4 Pro. Sony said people can expect “completely transformative and immersive gaming experiences” on the PS5.

One of the features that PlayStation system architect Mark Cerny talked about for the PS5 is how its use of solid-state drives will reduce loading screen times.

Cerny pointed out that the fast travel loading screen in Spider-Man on PS4 took roughly 15 seconds on a PS4 Pro, but less than one second on a dev kit for the PS5. Given that the new hardware will be backwards compatible with older games, that means your load times will likely be reduced across the board when you upgrade. Check out the video below from The Wall Street Journal report Takashi Mochizuki who is attending the Sony event today to see the faster load times in action.

Cerny also talked about how the PS5 will allow for faster rendering, which means more environmental objects and textures will populate at a faster rate. In the presentation today, Sony said the PS5 will offer “many new features” beyond these advancements to loading and rendering, though none were mentioned.

Also during the presentation, Sony said it expects the PS4 to reach sales of 100 million units by the end of the 2019 calendar year. PS4 sales currently stand at 96.8 million systems sold. PlayStation Network has 94 million monthly active users, the company said.

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Additionally, Sony management talked about how streaming will play a big role in the PlayStation brand going forward. The PS5 will support Remote Play functionality, Sony confirmed, while management also said it’s looking to its new deal with Microsoft for cloud-gaming solutions to play a role in the company’s future success in that area. Sony of course already operates the PlayStation Now streaming service (which has 700,000 subscribers by Sony’s latest count), but it appears the company has bigger and bolder plans in the future.

Sony is not attending E3 2019 next month, so the company presumably won’t be announcing the PlayStation 5 there. The PlayStation 5 will have an “appealing” price point given its specs, according to Cerny, but there is no ballpark estimate yet regarding what the price may be.

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As for the release date of the PlayStation 5, Sony has said it will not release in the next fiscal year, which means it won’t launch April 2020 at the soonest.

from GameSpot – Game News https://www.gamespot.com/articles/ps5-will-offer-transformative-gaming-experiences-f/1100-6467046/

Call Of Duty Mobile Beta Beginning In Some Regions; Maps, Modes, And More Details Announced

Activision has shared more details on Call of Duty Mobile as the spinoff approaches the regional beta testing phase. The first closed beta is beginning this week in India, with regional tests starting soon in Australia and then following to other territories over the coming months.

A post on the Activision Blog details the upcoming game. A variety of control options let you customize the toggles like sensitivity, gyroscope aiming, field of vision, and sprinting. You can choose Simple Mode, which auto-fires your weapon, or Advanced Mode that uses manual firing along with some other options and HUD customizations. It even boasts 17 sliders for aiming sensitivity.

As a Call of Duty game, of course, you can select up to three Scorestreak equipment like the Recon Car, Air Supply Drop, Missile Strike, Drone, and Sentry Gun. From your Loadout menu you’ll pick a Primary and a Secondary weapon, each with its own optics and attachments, grenades, and perks. Your five loadout slots can be one of several characters from Call of Duty history, including Alex Mason, Soap MacTavish, and Ghost Riley.

So far the studio has announced five modes: Free-For-All, Frontline, Team Deathmatch, Hardpoint, and Domination. It will also bring back several well-known Call of Duty maps, including Crossfire, Standoff, Crash, Killhouse, and Firing Range.

You can pre-register through the official site which will also sign you up for a chance at the beta. Additional gameplay modes are still to be announced.

from GameSpot – Game News https://www.gamespot.com/articles/call-of-duty-mobile-beta-beginning-in-some-regions/1100-6467038/

Yes, Pokemon Sword And Shield Have Trainer Customization

Since Pokemon X and Y, each mainline installment in the series has allowed you to customize your trainer’s outfit, and it looks like that will be the case in Pokemon Sword and Shield as well. While the games’ reveal trailer hinted that trainer customization would return, the feature was confirmed when clothing retailer Uniqlo announced the winners of its Pokemon t-shirt design competition.

The winning design will not only be made into a real shirt, it’ll also appear in the upcoming Nintendo Switch games as a clothing option for your trainer (via Serebii). Uniqlo’s website shared a pair of screenshots showcasing the male and female trainers wearing the winning shirt rather than their default clothes, confirming you’ll be able to change their outfits. You can take a look at the screenshots below.

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It remains to be seen how many different clothing options will be available in Pokemon Sword and Shield. Both Pokemon X/Y and Sun/Moon allowed you to purchase an assortment of different outfits and accessories for your trainer, from hats and glasses to bags and shoes, and that will presumably be the case in Sword and Shield as well. One thing we do know for sure, however, is your avatar will at least be able to don a soccer-like uniform; the male trainer could be seen wearing one as he entered a stadium near the end of the games’ reveal trailer.

Nintendo gave fans their first look at Sword and Shield during a special Pokemon Direct broadcast this past February. While the presentation was fairly brief, it did reveal some important details about the upcoming games. For one, the titles are set in a new region called Galar, which appears to be inspired by the UK. We also got to see the games’ new starter Pokemon: the Grass-type monkey Grookey, the Fire-type rabbit Scorbunny, and the Water-type lizard Sobble.

Pokemon Sword and Shield are slated to launch for Switch in “late” 2019. We’ll presumably learn more about the games during Nintendo’s E3 2019 presentation, which is set to take place on Tuesday, June 11, at 9 AM PT / 12 PM ET / 5 PM BST. Until then, you can check out everything we know about Pokemon Sword and Shield so far.

from GameSpot – Game News https://www.gamespot.com/articles/yes-pokemon-sword-and-shield-have-trainer-customiz/1100-6467030/

The Best Game Deals At Amazon For Memorial Day Weekend (Switch, PS4, Xbox One)

While not a games-focused retailer, Amazon often has some of the best gaming deals available online, even discounting some new games on release day and dropping the price on expensive first-party Switch games. The digital store currently has great discounts on some noteworthy games for PS4, Nintendo Switch, and Xbox One. And if you live in the US, you may have a three-day weekend ahead of you due to Memorial Day, which means even more time for gaming–so we’re here to let you know about all the best deals.

On Nintendo Switch, The Legend of Zelda: Breath of the Wild is back in stock this week for $10 off, a rare price for one of the Switch’s flagship games. Both Pokemon: Let’s Go games are down to $45 and can help you get your Pokemon fix until Pokemon Sword and Shield are out later this year. New Super Mario Bros. U Deluxe is also discounted at $45, and you can grab Super Smash Bros. Ultimate for $49.94.

Over on PS4, Nier: Automata‘s Game of the Yorha Edition is only $28 and includes all DLC and bonus content. Assassin’s Creed Odyssey is only $25. On both PS4 and Xbox One, don’t miss Monster Hunter World for $19, Devil May Cry 5 for $40, and The Division 2 for $45. Sekiro: Shadows Die Twice is also only $45 on Xbox One, and Halo: The Master Chief Collection is a bit cheaper than elsewhere at $26.20.

Remember that if you’re an Amazon Prime member, you’ll get free two-day shipping on many of these games. See more of the best game deals at Amazon below!

Nintendo Switch:

PS4:

Xbox One:

from GameSpot – Game News https://www.gamespot.com/articles/the-best-game-deals-at-amazon-for-memorial-day-wee/1100-6467028/

New Apex Legends Patch 1.1.3 Is Available Now

Popular battle royale title Apex Legends has received a new patch that addresses a variety of issues concerning audio, hit detection, PC crashes, and more. Respawn Entertainment community manager Jay Frechette took to the EA blog to detail the patch, which is available now for all three platforms.

Frechette discussed improvements made to audio performance. “We have made improvements both in our code and with our content that will hopefully fix [sounds dropping out, missing sounds for an extended duration, or distortion for a period of time].” These fixes should lower the encounter rate of the described audio issues.

Also in the audio department, Frechette confirmed the team has addressed other issues, “including increasing the volume of close proximity enemy footsteps and lowering the overall volume of the game from the character select screen to the end of the drop sequence.”

Hit detection has been contentious for Apex Legends but this new patch should eliminate most incorrect hit detection with the help of some behind-the-scenes bullet damage tracking. “We expect there will still be some remaining hit registration problems, but with these fixes and diagnostic information, we are better equipped to track them down,” Frechette wrote.

It seems internet connectivity can result in incorrect hit detection. In order to better determine how internet connectivity factors into hit detection, Respawn has “refined the functionality behind [their] network problem indicator icons in the upper right of the screen.” These icons may show up more frequently now, but they will help “[narrow] down the cause of any bugs” the team may notice.

Lastly, PC crashes seem to be ubiquitous amongst Apex Legends players. Respawn noticed, specifically, “that Intel CPUs sometimes were not executing the instructions properly in one particular function.” The crashes seem to occur when writing to invalid memory. And so, Respawn found that “lowering the clock speed always fixed the crashes, even if the CPU wasn’t overclocked or overheating.” Intel has been notified, but this patch includes a temporary workaround to prevent and/or limit the number of crashes in the meantime.

You can check out the full patch notes below.

Audio Fixes and Improvements

One of the biggest issues we had to tackle was improving the audio performance to address reports of sounds dropping out, missing sounds for an extended duration, or distortion for a period of time. We have made improvements both in our code and with our content that will hopefully fix these issues for many players, and should lower the amount and length of time they encounter audio issues for others.

We have also addressed some of the other mix issues with the game, including increasing the volume of close proximity enemy footsteps and lowering the overall volume of the game from the character select screen to the end of the drop sequence. We will continue to monitor mix issues and address them as necessary. Below are the notes on improvements we’ve included in today’s patch as we continue to work on future improvements.

Performance

  • Improved audio engine to be around 30% more CPU efficient, lessening the chance of distortion or dropouts.
  • Lowered impact on data loading through code and content changes to improve potential dropout issues.

Quality of Life

  • Lowered the master volume of all sounds during the character select screen through the end of the drop sequence.
  • Lowered the volume of Wraith’s ambient kunai knife sound for those who are sensitive to the sound. If it is still bothersome we will remove it in a later patch.
  • Increased the volume of close proximity enemy footsteps for all Legends.
  • Increased the priority of enemy footsteps to ensure the sounds play even in heavy combat situations.
  • Slightly lowered the volume of Pathfinder footstep sounds heard from the first person view.
  • Fixed missing or quiet dryfire (out of ammo trigger click sound) and low ammo (the progressive change in sound that the gun makes as the magazine approaches empty) sounds for the R301, Hemlok, Flatline, and RE45.
  • Increased the volume of the music that plays when winning a match.
  • Added more detailed audio to the Training mission.

Bug Fixes

  • Fixed occlusion bug for the Havoc’s “wind down” sound.
  • Fixed issue with automatic weapon fire sounds occasionally getting stuck on, usually after a Legend respawns.
  • Fixed bug with RE45 missing tail sounds (the echo in the environment after the shot) when in close proximity.

Hit Detection Fixes and Improvements

As we talked about last week, in this patch we’ve pushed some fixes that should eliminate many cases of incorrect hit registration. This patch also includes some behind-the-scenes tracking of bullet damage logic. We expect there will still be some remaining hit registration problems, but with these fixes and diagnostic information, we are better equipped to track them down.

One potential cause of hit registration bugs can be simple internet connection problems. In order to determine how much of a factor this is in reality, we’ve refined the functionality behind our network problem indicator icons in the upper right of the screen. These icons are now pickier about your connection quality and may show up more frequently than they did before.

These icon changes will be useful in narrowing down the cause of any bugs that we continue to see. Please continue to share videos and report hit registration issues you still encounter after the patch.

Fix for Lifeline “Pick Me Up” Banner Bug on PS4

  • The issue has been resolved and we will be re-enabling the banner after the patch is live.
    • NOTE: We made changes to client and backend to address this, and it’ll take a little time to take full effect. We’re expecting the error to resolve within a few hours after the patch is live.

[PC ONLY] Crashes Specific to Intel CPUs

We investigated the crash reports from many people who were crashing frequently and found that Intel CPUs sometimes were not executing the instructions properly in one particular function. A common example was an instruction that only reads a register crashed on writing to invalid memory. With the help of many forum users, we found that lowering the clock speed always fixed the crashes, even if the CPU wasn’t overclocked or overheating. Thanks everyone, with a big shout out to Falkentyne, TEZZ0FIN0, JorPorCorTTV, and MrDakk!

This has been by far the most commonly reported PC crash over the last month or so and we’ve notified Intel about the issue. In the meantime, we’ve put a workaround in this patch to avoid the crashing at your original clock speeds just by changing the instructions used by that one function.

Additional Bug Fixies

  • Fixed issue with the Fortified Passive ability for Gibraltar and Caustic where they would take damage through shields.
  • Fixed the bug that allowed players to stick objects to Gibraltar’s Gun Shield.
    • Admittedly, it’s been fun to see the results of this, but the behavior is not intended by design and could get out of control. Items will no longer stick to Gibraltar’s Gun Shield. However, it will now deflect Arc Stars.

from GameSpot – Game News https://www.gamespot.com/articles/new-apex-legends-patch-113-is-available-now/1100-6467031/