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For Honor’s Peacekeeper gets a temp ban in MLG online tournaments due to being overpowered

28 Mar

The For Honor tournament community is tired of the Peacekeeper being overpowered, and Major League Gaming has heard the complaints loud and clear.

According to many who play the game, the Peacekeeper’s light attack in For Honor is being spammed by players, making it a tough character to beat – if not impossible sometimes.

All you have to do is look through For Honor subreddit and you will find many a post dedicated to the class. You can also look at the video above from YourFriendlyKebab, which was posted on the MLG forums.

One MLG forum user, Clint44mag, started a thread a few days ago stating the Peacekeeper should be “banned until a re-balancing patch comes out,” for a variety of reasons.

“The Peacekeeper causes a lack of diversity, is abnormally strong compared to the other characters, and reduces the competitive spirit of For Honor,” wrote Clint44mag.

You can read his entire post through here.

In response, an MLG Online supervisor has decided for online tournaments, the firm will “try running a tournament with Peacekeeper banned,” and send a poll out for feedback. If the community is “largely in favor of banning the hero,” it will do so.

Hopefully, Ubisoft is paying attention, and the Peacekeeper will finally get some much needed balancing.

This Final Fantasy 15: Episode Prompto teaser features a cold and serious setting

28 Mar

The Gladiolus content just dropped today, and now here’s a teaser video for Episode Prompto, which is the next DLC on the release schedule for Final Fantasy 15.

As you can see in the video posted by RajmanGaming HD, it’s an extended look at a teaser for the Final Fantasy 15 DLC which was shown off during an Active Time Report from February.

Not much is known about Episode Prompto at present, but the scene in this teaser looks both cold and emotional. You know, because of all the snow, and the shooting.

Expect the DLC to arrive sometime in June followed by Episode Ignis along with the multiplayer expansion Comrades, neither of which have a release window.

Xbox Live deals: Forza Horizon 3, Zombie Army Trilogy, Mafia 3, more

28 Mar

This week’s Xbox One Deals with Gold are live and you can save up to 80% on select Xbox One titles.

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The offering with the largest discount, 80% off, is Zombie Army Trilogy. As previously reported, Mafia 3 is 50% off and so is another 2K Games title: WWE 2K17.

Dead or Alive 5 add-ons make up the contents of this week’s Xbox Live Spotlight sale.

As always, more information is available through Major Nelson’s blog, where you will find links to each title which provide pricing in your region.

Deals for Xbox 360 users haven’t been posted yet, so keep checking back with Major Nelson.

Xbox One Deals With Gold

  • 101 Ways To Die – 50% off
  • Albedo: Eyes From Outer Space -70% off
  • Bedlam – The Game By Christopher Brookmyre -10% off
  • Cast of the Seven Godsends – Redux -70% off
  • Castles -50% off
  • Forza Horizon 3 Blizzard Mountain – Add-on – 50% off
  • Forza Horizon 3 VIP – Add-on – 50% off
  • Her Majesty’s SPIFFING -33% off
  • Mafia 3 -50% off
  • Mafia 3 Deluxe Edition -50% off
  • WWE 2K17 -50% off
  • WWE 2K17 Digital Deluxe -50% off
  • WWE 2K17 Goldberg Pack – Add-on – 50% off
  • WWE 2K17 MyPlayer Kick Start – Add-on – 50% off
  • WWE 2K17 NXT Enhancement Pack – Add-on – 50% off
  • WWE 2K17 Season Pass – Add-on – 30% off
  • Zombie Army Trilogy -80% off

Xbox One Deals with Gold – Spotlight Sale

  • Dead or Alive 5: Last Round: Core Fighters 30 Character Set* – 30%
  • Dead or Alive 5: Last Round: Flower Set* – 20%
  • Dead or Alive 5: Last Round: Gust Mashup Costume Set* – 30%
  • Dead or Alive 5: Last Round: Naotora Ii* – 20%
  • Dead or Alive 5: Last Round: Newcomer Set* – 20%
  • Dead or Alive 5: Last Round: Summer Festival Costume Set* – 20%

A Mafia 3 demo is now available on all platforms alongside the Faster, Baby! DLC

28 Mar

If you have yet to play Mafia 3, you can now try the game’s opening act on all available platforms. The game is also on sale, too.

The demo for Mafia 3 allows you to play the bank heist sequence which sets the stage for the rest of the story.

It gives players a background into Lincoln’s history with the mafia and the events leading up to his desire for revenge.

PC, PlayStation 4 and Xbox One users can now download the Mafia 3 demo and all progress will carry over into the full game upon purchase. The game is also on sale both digitally and through retail for 50% off now through April 17.

The demo is 24GB through Steam for PC, 27GB on PS4 and 25GB on Xbox One.

Along with news of the demo, the Faster, Baby! DLC is also available, starting today. If you own the Deluxe version of Mafia 3, which comes with the Season Pass, you can download it right away. If you don’t own the Season Pass ($29.99) it will run you $14.99.

Two more DLC releases, Stones Unturned and Sign of the Times, will be released later.

Uncharted: The Lost Legacy had to be big to give it “more room to breathe”

28 Mar

Naughty Dog explains how The Lost Legacy came to be a standalone expansion.

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Uncharted: The Lost Legacy is the upcoming standalone DLC for Uncharted 4, and in an interview with Game Informer, writer Josh Scherr and director Kurt Margenau explain how the they decided on the characters for the expansion, and why it’s going to be separate to the main story.

“We had the unique opportunity to do something that was truly stand-alone,” says Scherr. “This is something we can do completely independently while still in the same universe with the same characters, and exploring new relationships with them.”

After considering a young Sully, and even Cassie, the team ultimately decided on Chloe as a playable character.

The DLC was planned to be around the same size as The Last of Us’ Left Behind, but as ideas were bounced around, it became apparent that they’d need to think bigger.

“We tried to keep it small,” explains Margenau. “As we started coming up with story ideas, it just became clear that with new characters and in this genre of Uncharted, it has to be big. With the gameplay stuff we wanted to explore, it felt like it needed more room to breathe.”

The DLC boasts the biggest area in any Uncharted game, and marks the end of the series.

It’s set six to 12 months after the events of the main game, and sees Chloe partner up with Nadine, roaming around southern India.

Uncharted: The Lost Legacy is out later this year on PS4.

Uncharted: The Lost Legacy had to be big to give it “more room to breathe”

28 Mar

Naughty Dog explains how The Lost Legacy came to be a standalone expansion.

uncharted_the_lost_legacy_shots (5)

Uncharted: The Lost Legacy is the upcoming standalone DLC for Uncharted 4, and in an interview with Game Informer, writer Josh Scherr and director Kurt Margenau explain how the they decided on the characters for the expansion, and why it’s going to be separate to the main story.

“We had the unique opportunity to do something that was truly stand-alone,” says Scherr. “This is something we can do completely independently while still in the same universe with the same characters, and exploring new relationships with them.”

After considering a young Sully, and even Cassie, the team ultimately decided on Chloe as a playable character.

The DLC was planned to be around the same size as The Last of Us’ Left Behind, but as ideas were bounced around, it became apparent that they’d need to think bigger.

“We tried to keep it small,” explains Margenau. “As we started coming up with story ideas, it just became clear that with new characters and in this genre of Uncharted, it has to be big. With the gameplay stuff we wanted to explore, it felt like it needed more room to breathe.”

The DLC boasts the biggest area in any Uncharted game, and marks the end of the series.

It’s set six to 12 months after the events of the main game, and sees Chloe partner up with Nadine, roaming around southern India.

Uncharted: The Lost Legacy is out later this year on PS4.

The Legend of Zelda: Breath of the Wild making of video series gets a bonus episode

28 Mar

If you’re wondering what the Breath of the Wild creators favourite in-game food is, or how the pixelated dubious food came about, your questions have been answered.

The three-part video series from Nintendo on the making of The Legend of Zelda: Breath of the Wild is something you should carve out some time for if you’re playing the game, or are a fan of the series in general.

And if you’ve already watched it, you’ll be pleased to know that Nintendo has released a bonus session, that you can watch above.

The creators pic their favorite characters, shrines, food, and locations in-game before each delivering a message to the viewers.

There’s some interesting tidbits in there about how Revali’s theme music was changed after it made him come across as “too umpleasant”, and the evolution of the cooking system.

It’s only seven minutes, so brew a cuppa and give it a watch.

GTA Online: new Infernus Classic available for $915,000 but is it worth your cash?

28 Mar

You might want to hold out for the release of the Turismo Classic.

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How’s your Maze Bank balance looking this month? Because if you’ve got $915,000 spare in GTA Online you can pick up a nice-looking new motor.

The Infernus Classic is the latest sports classic to be made available as part of the Cunning Stunts: Special Vehicle update.

It has pop-up headlights, which I know for a fact, is enough to tempt people like me with a purchase. I’m shallow like that.

But! If you’re not as shallow as me and you want to know if the performance of the Infernus Classic is up to scratch you might want to hold onto your hard-earned moolah.

According to Broughy1322, it’s not that the car isn’t quick, it’s just that the Turismo Classic, which will release next week, is much quicker.

He tested both cars out on the PC version of Grand Theft Auto Online using mods and the Turismo Classic is closer to the performance of GTA’s Supercars. Check the video below for a the full lowdown.

If you’re jumping into GTA Online this week remember that there’s double RP and $$$ on a selections of Special Vehicles Circuits for the next couple of days.

Also new today is another Adversary mode – Resurrection.

Knock yourselves out.

This is what your new Lara Croft looks like

28 Mar

The Tomb Raider film is being shot right now, and here’s a peek at the new Lara Croft.

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Oscar winner Alicia Vikander is playing Lara Croft in 2018’s cinematic reboot, and here’s a first look at her in the role.

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The synopsis describes Lara as “the fiercely independent daughter of an eccentric adventurer who vanished when she was scarcely a teen.”

“Now a young woman of 21 without any real focus or purpose, Lara navigates the chaotic streets of trendy East London as a bike courier, barely making the rent, and takes college courses, rarely making it to class. Determined to forge her own path, she refuses to take the reins of her father’s global empire just as staunchly as she rejects the idea that he’s truly gone.”

“Advised to face the facts and move forward after seven years without him, even Lara can’t understand what drives her to finally solve the puzzle of his mysterious death.Going explicitly against his final wishes, she leaves everything she knows behind in search of her dad’s last-known destination: a fabled tomb on a mythical island that might be somewhere off the coast of Japan.

“But her mission will not be an easy one; just reaching the island will be extremely treacherous. Suddenly, the stakes couldn’t be higher for Lara, who—against the odds and armed with only her sharp mind, blind faith and inherently stubborn spirit—must learn to push herself beyond her limits as she journeys into the unknown. If she survives this perilous adventure, it could be the making of her, earning her the name tomb raider.”

Talking to GQ, director Roar Uthaug describes how this video game adaptation draws on the entire Tomb Raider canon, and “not only highlights her incredible physical accomplishments but delves deeper into her humanity.”

The film is more along the lines of Crystal Dynamics’ reboot, with Lara starting out on her journey towards becoming the Tomb Raider we’ve become so well-acquainted with.

“That game was certainly part of what inspired our film. I think fans will be delighted to discover many touchstones from the game throughout the story.

“At the same time, this is not the kind of video game adaptation you often see, with a lot of CGI and effects. Our movie takes a more realistic, grounded approach. Lara Croft is a hero and a champion but she is not a superhero. She is very much human, and we see her deal with that humanity in many ways.”

What are your thoughts? Do you have high hopes for the film? Let us know in the comments.

A non-exhaustive list of Mass Effect Andromeda improvements, if BioWare’s taking requests again this time

28 Mar

Mass Effect 3 got a new ending, so why can’t Mass Effect Andromeda also change to meet our expectations?

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“There are almost no meaningful choices in Mass Effect Andromeda. As long as you tick off major side content, every decision seems to boil down to a slightly different sequence of events in the final mission – if that.”

Mass Effect Andromeda is a huge game, and pretty absorbing once you get through the rough start, forgive the many bugs, and consign the fetch quests to the devil.

Clearly Mass Effect Andromeda needs further patching, and that’s something BioWare has promised to deliver – but we’re wondering if the developer is at home to some helpful suggestions and constructive criticism. You know, since it listened to the internet once before.

As such, here’s a very serious list of all the things we’d like changed in Mass Effect Andromeda. This list, by its nature, will be pretty grumpy; an equivalent list of all the things we love in Mass Effect Andromeda would, unfortunately, pretty much spoil the whole game.

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Make interplanetary travel more convenient

Okay, sure, yes, the little animations that play when you land or leave a planet are probably there to mask a loading sequence. I can live with that. I can even cope with the animations that play as you move between clusters and destinations on the map, although they make me so impatient I want to scream. But why can’t we pick a previously-visited destination from a list instead of chugging through the cluster map every time? Why do we need the little scene that plays whenever you actually get off the Tempest on a planet, where Ryder walks a couple of steps and then disappears, and then reappears in a helmet? Why can’t we choose where we want to deploy since the Nomad could be dropped anywhere? Why can’t we deploy in the Nomad rather than having to run over to it?

Add all this stuff up and going from one location to another, as for example when completing one of the dozens of multi-planet fetch quests required for character loyalty and secondary ops, just becomes a dragging chore. Perhaps it feels better when you’re on drugs and get excited about the groovy space transitions?

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Send the citizens of Kadara some working doors

There’s something really wrong with the doors in Kadara Port. Instead of opening at a touch of your Omni-tool like every other non-secure door in the game, they apparently need to be laboriously hacked every time you want to move between the docks and the market, or just go to the pub.

I understand it’s a rough and ready frontier town, and maybe maintenance is more slapdash than other settlements, but I cannot believe the people of Kadara are willing to put up with this nonsense.

Get rid of the invisible rocks outside the lift in the Kadara Slums

Whenever Ryder gets out of the lift at Kadara Slums, they get stuck on some invisible rocks. I have to remember to jump or run around this ghostly barrier. Why would anyone leave cloaked obstacles outside a lift? It’s a hazard.

Add another LZ for Kadara

Whenever Ryder needs to do something in Kadara’s open world – which towards the end of the game seems to be about every other minute, despite the way side content bounces around the cluster map – Ryder has to disembark at Kadara Port, take the lift to the slums, circumnavigate the invisible rocks, and then leap over a fence and run a short distance. This is a laborious process and does not make up for the fact that at least you don’t get the whole walk-a-few-steps-vanish-and-reappear-with-helmet thing. Let us land directly on the surface after our first visit, geeze.

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Blow Kadara up

You know what, just get rid of Kadara altogether. Only one delightful thing happens on the whole planet, and that could be easily moved to a location I don’t dread seeing pop up in my quest log. First story DLC: Kadara gets blown up.

Bring back grabs

Okay, I get it, the cover system is more analogue and dynamic than the old snap-on, snap-off system, but there are still times when I run right up to a rock or a wafer-thin barrier and there’s an unshielded, unarmoured grunt enemy huddled right up against the other side … and my only option is to go around.

What I really want to do is press the melee button and have my character reach over, grab that trash enemy by the neck, and haul them over to stomp them flat. That’s what we used to do in Mass Effect 3, and the absence of this move from Mass Effect Andromeda is a deep disappointment to me.

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“NPCs in Mass Effect Andromeda never seem to be caught up on where you are in the game’s timeline. It’s really hard to feel you’re making impactful, consequential decisions and affecting the world state when literally nothing changes.”

Do something about the multiplayer bugs and servers

Mass Effect Andromeda was built on a brand new engine, right? So it shouldn’t have the same problems as Mass Effect 3, right? Somehow, though, they’re all there. The constantly dropping server connections. The bugs that strike mid-match and leave you unable to move your character properly. The stingy loot box algorithm. The people who use push to talk and push just to sigh heavily into the mic even though it is they who are the problem. Okay, that last one isn’t really BioWare’s fault, but otherwise it’s kind of amazing how closely they’ve replicated the whole experience on new tech.

Make NPCs even slightly aware of the world state

I don’t know if BioWare just assumed everyone would sprint through the main quest and then come back to explore side content later, or if there’s some sort of scripting error, but NPCs in Mass Effect Andromeda never seem to be caught up on where you are in the game’s timeline.

For example, Gil can email you about Jaal well before you meet him. There’s an NPC in the first settlement who will apologise to you for something that you cannot encounter until the third-to-last critical path mission. NPCs whose quests you’ve resolved will loudly complain about their problems whenever you walk past. It’s really hard to feel you’re making impactful, consequential decisions and affecting the world state when literally nothing changes.

Oh, and if you’re going to make a thing where if you don’t change your name then NPCs will use that name, then at least make sure NPCs don’t use the default name if I do change it. The love of my space life keeps calling me Sara and it’s very distressing.

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Add more smoke and mirrors to the choice system

Speaking of changes to the world state, wow, there are almost no meaningful choices in Mass Effect Andromeda. As long as you tick off major side content, every decision seems to boil down to a slightly different sequence of events in the final mission – if that. Huge choices, which narratively seem impactful, will result in a squadmate potentially being angry with you for the space of one conversation, or one NPC you met five minutes ago being replaced by another one you also met five minutes ago.

This is no difference to a lot of games, but it is different from past games in the series. In Mass Effect and Mass Effect 2 squad mates could die, permanently, and in Mass Effect 3 it was very, very easy to wipe out an entire race. I understand some people didn’t enjoy feeling like they’d screwed things up, and that’s probably why BioWare changed things, but the developer hasn’t done a very good job of disguising the fact that Mass Effect Andromeda’s story barely branches at all and you can make your decisions pretty much at random.

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Add the Geth, Cerberus and the Reapers back as multiplayer factions and call it VR training or something

Yeah okay, so the Andromeda Initiative left the galaxy before the Reapers arrived. But it’s not my job to dig BioWare out of its lore problems. It’s my job to say: I see what you were going for, but Nullifiers are no substitute for Ravagers.

None of Andromeda’s enemy factions have much personality in either single-player or multiplayer. The generic outlaw group includes a stack of non-human units with special names that you never learn about in the lore and feel mostly like DLC multiplayer characters waiting to happen. The Kett seemed promising initially, and I was expecting a Reaper-like reveal of the origins of their units, but it turns out they’re just, like, the heavy one and the sneaky one and the tank. The Remnant are probably the most varied and textured enemy faction, and they’re faceless automatons.

So throw them all in the bin and bring back the ones we like. Not the Collectors – those guys are massive jerks – but all our other our dear friends. Those Cerberus snipers that shouted “wanna biscuit” all the time. The Marauders with their adorable little faces looking like the :3 emoticon. The terrifying disruption of the Nemesis. The genuinely frightening Banshee. The enormous tank Geth platforms, and in fact the Geth in general, with their terrific flashlight head weak points. Yeah. That’s the stuff. I’ll buy that DLC.

mass_effect_andromeda_apex_mission_1_Drac’s Missing Scouts (4)

Do something about excess AVP and skill points

The Nexus caps out at level 20, but you can keep earning AVP long after that. You don’t keep unlocking Cry Pods, though, and the AVP system switches to a minus number, suggesting you have -475 AVP until your next level, or whatever.

This seems to me to be further evidence BioWare neither expects nor wants you to do Mass Effect Andromeda’s side content, which explains a great deal, but plenty of us are going to do it anyway and the fact that the game can’t handle it is pretty embarrassing. Give us something to do with that excess AVP. Trade it in for multiplayer credits, maybe. That would suit me.

Similarly, you run out of things to spend your squad mates skill points on long before you run out of content or levels. Why do they keep accumulating? It only reminds me that I have spent 20 hours of my life opening doors in Kadara Port for no good reason.

Shut SAM up

“Do we really need to be told that THE NOMAD CANNOT BE CALLED IN HERE when the Nomad is sitting right there next to us, or even worse, when we are sitting in the Nomad? Do I need to be told how to take cover and reload my weapon in every encounter in a 100 hour game? Do I need to be told these things when I’m in the Nomad?”

It’s not easy to design a system that will alert players to important information when a significant proportion of us cannot be trusted even to glance at the UI, let alone work out what simple symbols mean, but having a flat-toned AI tell us every time we move over invisible hazard and mining borders is the most irritating solution conceivable.

Is it not possible to decrease the frequency of SAM’s pattering? Like, if a player has moved in and out of a hazard zone three times in two minutes, perhaps just shut him up for a while. Perhaps, once a player has spent an hour in a hazardous environment and presumably understands it, he could only speak when life support gets low? It seems like there are plenty of sensible adjustments BioWare might make.

Also, gosh, do we really need to be told that THE NOMAD CANNOT BE CALLED IN HERE when the Nomad is sitting right there next to us, or even worse, when we are sitting in the Nomad? Do I need to be told how to take cover and reload my weapon in every encounter in a 100 hour game? Do I need to be told these things when I’m in the Nomad?

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Have Nexus politics mean anything at all

Arriving on the Nexus and meeting the directors was so exciting. “Look at how these four characters are pulling in opposing directions with their vision of how the station should develop,” I thought. “It may be difficult to balance their various needs and desires. I bet there’s some sort of faction approval system or something, and consequences to who I side with.”

Nope! Nope! None of that! They’re all just questgivers, and only Addison ever does anything especially compelling or spends enough time onscreen. Tann’s entire function is to be Your Unsupportive Slimy Boss, Kesh seems super interesting but is sidelined, and poor old Kranston is both sidelined and very boring.

This is a game with tremendously more recorded voice acting than any other Mass Effect before it, but none of it is for anything. We could have half the number of NPCs – maybe a quarter – and just as much meaningful content.

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Bring back Shepard

I mean, while I’m making requests I may as well go all in.

Dark Souls 3: The Ringed City walkthrough – The Dreg Heap to Earthen Peak Ruins

28 Mar

Dark Souls 3: The Ringed City starts in The Dreg Heap, which – not to ruin it for you or anything – is not a very nice place.

dark souls 3 the ringed city dlc

This Dark Souls 3 walkthrough begins at the first bonfire of The Ringed City DLC, The Dreg Heap, and continues through to the second available bonfire, Earthen Peak Ruins.

Along the way it introduces a bunch of stuff The Ringed City introduces to Dark Souls 3 – notably enemies and weapons – and gathers every loot item we could see. It is part of our ever-growing Dark Souls 3 guide and walkthrough series, which also includes a complete guide to the Ashes of Ariandel DLC.

If you’re just tuning in and don’t even know how to access the DLC, check out our guide to starting Dark Souls 3: The Ringed City.

Right, let’s do this. One last time, cats; one last time to pay for all. I strongly considered chucking a sickie and leaving you to it, but how could I abandon my cheeseburger assassins like that?

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The Dreg Heap: meet the murkmen

After travelling to the new area, activate The Dreg Heap bonfire. This area is made up of bits and pieces of other environments, stuck together with no regard for physics – especially gravity. The first bonfire run is littered with one-way drops, and you will not take fall damage.

To begin, walk outside and hug the right wall, ignoring the instruction to jump, to circle the dome and grab an ember. Then take the indicated plunge. On the ledge, keep facing the same way and drop down on the right again – you won’t take damage in the soft snow.

Pause here and watch the slopes below as several enemies rise up. These are murkmen, I think. They move slowly, but there’re a lot of them and their attacks are very painful; they’ll also sometimes disappear in the snow, because they’re so low to the ground. Watch out for their combos, which can be a nasty surprise if you’ve baited them into what you expected to be a single swing. Bear in mind that if you walk over a spawn point for a murkman it will grab you, which does a lot of damage.

One of the figures is a murkman sorcerer – the upright one with a staff. It fires slow-moving but nasty projectiles, but it generally won’t use that in this first rush unless you hit it with a projectile of your own. Its staff attacks are bad enough – the vertical slash is deceptively quick, and the horizontal combo has huge reach. Try to get behind it or kill it before it can attack, as rolling and dodging on this high ledge is dangerous.

For later encounters with these guys, be aware that the projectiles track closely, and do magic damage (so will still hurt through your shield). What you want to do is dodge at the last moment – so you have to be very aware of your surroundings. All their attacks can be staggered, though, so if you have your bow out you can just lock on and ping away, or snipe them, to put them out of action.

There’s one other thing you need to know about murkman sorcerers. Sometimes, especially if you’re shooting them with arrows or magic and they’re on the same platform as you, they transform into something that looks a bit like a Haunter from Pokemon and come rushing towards you, flailing claws wildly. The good news is: after a short distance they just vanish into thin air and go away forever. The bad news is: if this happens up close you may shit yourself, die, or shit yourself and die. Be prepared, and watch for the wind up; they kneel as if in prayer.

Advanced tactics: the murkmen in this area actually rise up when the murkman sorcerer calls them in, which is the sound you hear as you approach the bridge. If you’re quick enough you can snipe him to prevent this happening – an arrow will stagger him and prevent the attack, so just keep firing away. That said, you’ll probably end up just sprinting through this area once you’ve cleared out the items, so this trick doesn’t have much mileage in it.

Once all the baddies are dead, slowly cross the bridge and listen for the audio cue of more spawning. Run back up the bridge to avoid being flanked by the murkman sorcerer who appears on your left, as you face across the bridge to the unexplored area. You can snipe him with arrows (he often falls off an edge for you), but don’t forget the few extra murkmen crawling across the bridge towards you as you deal with him.

With that done, do not rush towards the item glow on your right just yet. Peer in the opposite direction. With your back to the tempting item you’ll see a fallen dragon and some short stairs to the right of them. There’s another murkman sorcerer next to these. I suggest sniping him from near the bridge, using the small tower as cover from his projectiles.

Head slowly up the stairs and a great big – look, his armour is slightly Roman-ish so I’m gonna call him a murkman centurion for now – will attack. Run away as far as you can, right back to the snow ledge, and ping him with arrows. He’s too smart to forget you between shots, but has a lot of trouble returning to his start position, so he will eventually come for you. When this happens, dodge his attack and sprint past him, running up to where he came from, and hit him with arrows again. Keep doing this, running back and forth, if you don’t want to duel. Usually he’ll manage to fall off a ledge within three laps, though. Nice to keep up our cheesy traditions.

Grab the Titanite Chunk from the round arena where the centurion was. Climb the second flight of stairs to grab the Aquamarine Dagger. Its special skill turns it into a sword briefly, making it very versatile, and it does magic damage.

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The drop and the angel

We’re going to that item glow above the drop now. As you approach it the ledge will crumble and you’ll fall down a long way – no damage, don’t worry. Gravity is messed up here turn around to face behind you and dash forward and right to kill a murkman sorcerer as he rises to attack. Immediately dodge a projectile which will be honing in on you – listen for the sound – then turn to face the other corner of the room at this end to spot the second murkman sorcerer. If you can’t dodge the attacks, try lighter gear – or go for something that will help you survive the blast. If you can’t kill the first murkman sorcerer in three to four weapon swings, about the time it takes for the second murkman sorcerer to fire off at you, you’ll need better weapons and stats for this DLC, I think.

When the two baddies are down you can collect anything they’ve dropped, plus a Titanite Scale from the corner near the first one. Remember this corner so you can retreat to it in a minute.

Advance slowly and hug the left wall to avoid triggering unnecessary extra spawns, aiming to climb the short stairs. At the top, turn and walk back along the top of the shelves, then drop down. A murkman will fall on you from above. When it’s gone, grab the Murky Hand Scythe.

Getting out of here is a tiny bit tricky. As you climb over the ramp at the other end of this narrow area, a murkman sorcerer and a murkman spawn in front of you, and another murkman spawns on your left, dropping from the ceiling. A second murkman sorcerer also spawns on your left, and immediately does the Haunter attack.

Here’s how I survived it: I legged it back to the other end of the room and hid behind the shelves, where the sorcerer projectiles couldn’t hit me in that nice corner I mentioned. One more murkman spawned as I ran back, so when he and one of the other ones arrived, I murdered them in safety. Then I sniped the sorcerer from my nice safe corner. Finally, I advanced a little further and lured in the third murkman, who’d apparently forgotten I existed.

Wth all that done, you can you safely collect the original item, which turns out to be the soul of a weary warrior. Gosh, I can’t imagine why he felt a bit tired in this place.

Hug the right wall as you advance this time and approach the item glow in the back corner. One murkman will spawn in front of you as you arrive, and another murkman will fall from the roof. Kill them both before grabbing the Twinkling Titanite.

Approach the hole in the wall. As you move forward you’ll hear a terrifying sound and you’ll notice another message waiting for you, but don’t just walk up and read it casually. If you linger in the open here you’ll be attacked by the horrible great big bastard on the other side of the area.

Now I know what you’re thinking. You’re thinking, here comes a red hot Brenna Hillier special, oozing cheese in all directions. Absolutely not. This horrible great big bastard – let’s call it an angel – takes minimal arrow damage and fires very fast projectiles in barrages. It is slow to turn and spot you, yes, but its detection is flawless and long range, so you need to be really far away to take advantage of that and be within reasonable reach of cover, which means even feather arrows do rubbish damage. Also, it’s a tricky target, it seems to take decreasing damage from your arrows as you keep attacking it, and worst of all: it respawns. Just take the damn plunge!

Don’t hang about after you drop; rush forward to shelter behind some masonry; if you go the whole way part of the angel’s barrage will almost certainly hit you. There’s an item behind you, but it’s only a Divine Blessing. Grab it if you dare, but push on in the other direction to shelter behind the building. Grab the lightning urns here.

Beware the murkman who spawns as you approach the corner of the building in the angel’s direction. It’s tempting, but don’t cheese the angel here, either; we can get rid of it in a minute and nab the loot (a ring) it is guarding in total safety.

Instead, head through the arch into the chapel, moving very slowly, and look left. There are two knights waiting here. They look like Lothric Knights but on closer examination, such as when the YOU DIED screen is fading in, you can see they’re covered in thorns or something. This section of the Dreg Heap is definitely made of Lothric Castle though, as you’ll see from the assets throughout.

With the angel outside and the one-way drop it’s impossible to cheese these guys with ping-and-retreat; you just can’t get out of their detection zone. You may want to just sneak (use spook!), chameleon or even sprint (sprinting not recommended) through the door on the right and skip them altogether. The item they’re guarding is only a Soul of a Crestfallen Knight.

Buuuuuuuut if you so want to kill them, you can use arrows to lure them to you one at a time, fighting them outside the little chapel. (Make sure you clear that murkman in the corner near the angel first, to make sure it doesn’t join the fight, and don’t get into the angel’s range.) The knights seem to be scripted to only leave the chapel one at a time, the sword guy first and the cross guy second. They use familiar move sets and don’t have much damage protection (my good old simple uchigatana +10 did for them both in about eight hits each), so I think you can take them if you’re nice and calm. They’re both vulnerable to backstabs, and you can circle out of their combos easily, dropping your shield to restore stamina while they flail in the other direction.

On the other side of the chapel from the angel, all the knight figures are just props – ping ‘em with arrows to make yourself feel better. Facing out the door, turn right and advance slowly, retreating when you hear the two murkmen sorcerers spawn in. One immediately goes Haunter, so you’ll only have to deal with one if you keep your distance and let them get on with it. You can grab some rusted coins from the far side of the fountain once they’re gone, then head up the slope to examine the doorway to the building.

This bit is horrible, and totally optional. Every few seconds you are in this room, a random combination of two murkmen units will spawn. Even if you put them down fast, they’ll beat you down with numbers eventually, and nothing seems to stop them. Your best bet is just to run. The item on the raised area near the doorway is a Titanite Chunk, and if you push through to the back room you’ll get the Murky Longstaff. Be careful when you exit; I found a murkman sorcerer had got outside somehow, and he went Haunter on me, which caused me to scream and frighten my long suffering cat.

Our actual goal is in the other direction from the horrible building. As you head down the slope, a structure overhead collapses, which is very frightening. Pause under it and you can peek out at the angel hovering to your left. You don’t want to be exposed to that, do you? But what’s that thing ahead of you, to the left of the arched doorway? The thing that looks like a wingless angel? Shoot it until it is dead – and the angel vanishes. Hooray! Sneak back past the knights if they’re still alive and go around the platform to grab that Ring of Steel Protection +3 you might otherwise have wasted 45,000 souls retrieving like some jerk whose job it is to gift you with this amazing hindsight.

Whoops: I meant to check if there was some way to get on that fallen tower and get the item on the balcony on the other side before taking the next one-way drop, but I forgot. I’ll update if I figure that out.

dark_souls_3_ringed_city_screen_end_of_the_world_1

The final push for the bonfire

We get another message to take the plunge when we approach the door, so do so. A murkman sorcerer immediately spawns below, but the good news is if you back up against the drop you just made and edge to the right (as you face the enemy), his projectiles hit the rocks at your feet harmlessly, but you can snipe away merrily.

When it’s safe, drop down again and advance very slowly, so a bunch of murkmen spawn. Back right up and fight them close to the drop to avoid triggering the next hazard.

Advance very slowly and hug the left wall to grab a titanite chunk, then immediately retreat as far as you can to avoid detection by the murkman centurion who climbs out of that oily pit.

You can certainly fight this guy if you like, since there’s no good way to cheese him here, but I chamelon’ed on past him (you could also sprint), grabbed the Homeward Bones and took the next plunge – it’s clearly marked with another glowing message, but use your binoculars from the safety of the other end if you’re uncertain of its location. It’s a long drop, but you won’t die, as the message says.

You land in a circle of protection (don’t worry, nothing happens when you step out) and if you move forward slightly, you’ll be able to see the next bonfire. Drop down and activate the Earthen Peak Ruins bonfire.

Phew! One bonfire down, who knows how many to go. Expect a new chunk of Dark Souls 3: The Ringed City walkthrough tomorrow.

Dark Souls 3: how to access The Ringed City DLC

27 Mar

Dark Souls 3: The Ringed City is waiting for you. Don’t let it get impatient.

dark souls 3 the ringed city dlc

Dark Souls 3 has a new DLC pack today, and if you’re ready to explore The Ringed City, go to it.

First things first, let’s make sure you actually have Dark Souls 3: The Ringed City DLC installed.

  • Update Dark Souls 3 to the latest version.
  • Visit Steam or your console storefront and check that the DLC or Season Pass is marked as purchased.
  • Download and install the pack from the storefront if necessary; it may have auto-downloaded at release, or kicked off after purchase confirmation.
  • Open Dark Souls 3 and check the version information in the top left of the title screen – if yours just says “Dark Souls 3” rather than a DLC name, check the previous steps.

Got all that? Good. To begin The Ringed City DLC you need a Dark Souls 3 save with access to the Kiln of the First Flame bonfire (the bonfire after the Flameless Shrine, and right before the final boss), or one in which you’ve beaten Sister Friede in Ashes of Ariandel and spoken to the painter in the attic.

If you’ve met both of these requirements in Dark Souls 3, you can use either method detailed below to access The Ringed City:

  • Travel to the Kiln of the First Flame bonfire and turn away from the final boss arena to spot a new bonfire. Activate it.
  • or
  • Travel to the Sister Friede bonfire and search the arena for a new bonfire. Activate it.

That’s it; no more speaking to mysterious, hard-to-see NPCs or whatever. Just walk right into The Ringed City, and complete Dark Souls 3.

We’ll have a full Dark Souls 3: The Ringed City walkthrough for you very soon; we had technical difficulties getting early access code to work because someone – not naming any names – purchased a special edition with a Season Pass even though they ought to know better, and the PSN threw a fit and locked them out.

The Ringed City is the last Dark Souls 3 DLC and probably the last Dark Souls game, ever. We are alreayd in mourning for what was.

Crash of Cars Review: Bumper Blasting Mayhem

27 Mar

Crash of Cars might be the first in-house mobile game effort from beloved Aussie games portal Not Doppler, but it certainly doesn’t feel like a rookie effort. In terms of depth, when compared with other multiplayer games, Crash of Cars falls somewhere right in the middle of Clash of Clans (surely the name is no coincidence) and Slither.io.  However, if you’re looking for comparisons, Crash of Cars might be best described as a cross between Slither.io and a stripped back Mario Kart.

The central objective in Crash of Cars is to zoom around one of four maps collecting as many crowns as possible until your vehicle is utterly destroyed. The more crowns you collect, the better your hourly leaderboard ranking and the more coins you’re rewarded with in the end. Unless you’re a Crash of Cars superstar, you’re likely going to get more coins (used to grab additional vehicles from the vending machine) from free gifts and watching videos, so it’s really your ranking that matters most in terms of a reward.

This reward structure is something that’s likely to put off less competitive players who like the idea of winning something more than bragging rights. However, if you’re way off your quarterly sales targets and looking to assert dominance within your office, this is likely the perfect game for you. While Crash of Cars isn’t an amazing, out of this world game, it is one many in your social circles are at least giving a try, like Slither.io last summer.

Crash of Cars Gameplay 1

What makes Crash of Cars fun and a worthwhile gaming experience is not the crown capturing goal, but the method for capturing crowns. In this department, it’s quite a lot like Slither.io. There are a few single crowns that’ll be randomly generated within the map, but because they can seem few and far between, the better (and more exciting) plan of action is to knick them off the other players in your map world. How? By destroying their vehicles.

While your vehicle doesn’t grow with the number of crowns you’re holding on to, the number is prominently displayed overhead along with your health. The same is true of all those in the game. This information is useful in helping you plan who to target and who to avoid. A car with buckets of crowns and full health is probably not someone you want to mess with (like a massive snake when you’re middle of the road in Slither.io), however someone with 8-10 crowns and less health than you is a perfect target. Take them out and scoop those crowns up.

Crash of Cars Gameplay 2

You don’t have to go into battle empty handed and, in fact, doing so is probably a very bad idea. Approach Crash of Cars like a free-for-all and your opponents like bumper cars at a fair ground and your adventure will end as quickly as it began. Instead look out for the Mario Kart style surprise boxes dotted around the map. They’re way more common than crowns and they’ll help you attack, protect yourself or eve restore some health. We’ve got a complete item guide that’ll go into even more detail for you, but spikes, homing missiles and shields will likely become your new best friends. These items add a layer of in-game complexity to Crash of Cars and a ton of fun.

Crash of Cars Gameplay 3

However, whether you quickly fall in or out of love with Crash of Cars will depend as much on your mastery of its driving mechanics as your appreciation for its rewards system. Though it looks good on a larger tablet, unless you’re hankering for a hand cramp, it’s a game better played on smaller devices. The controls are theoretically simple enough – press the left side of the screen to turn left, press the right side of the screen to turn right, tap the item button to activate a displayed item. However, they are extremely sensitive. Unless you’re a frequent top-view car game player, a real natural or willing to spend a bit of time getting used to the sensitivity, this might be a major issue. Part of the mass appear of Slither.io and other casual games is the theoretical and practical simplicity of the controls and Crash of Cars misses the mark a bit here.

Crash of Cars Car Selection

Crash of Cars is an impressively smooth running game. Given that there’s a lot of people playing, that it doesn’t suffer from any noticeable lag is rather noteworthy. The game’s 3D graphics are strong and definitely lean more towards Clash of Clans than Slither. The choice of vehicles is pretty impressive – who doesn’t want to dash around in a rather hardy limo shooting cannons all over the place? The music isn’t remarkable, but it isn’t bad. You won’t have to play Crash of Cars on mute, but the music itself isn’t a huge attraction.

Overall, Crash of Cars isn’t quite a candidate for game of the year, but it’s something most players will likely have at least a week or two of solid fun before it moves off the home screen into the games folder. For a lot of folks, the biggest attraction to Crash of Cars will likely be the social aspect of the game — competing against strangers and friends. The more popular Crash of Cars gets and can stay, the more likely these players will be to stick around, but it’ll depend on whether new vehicles and features are introduced often enough to sustain interest.

The post Crash of Cars Review: Bumper Blasting Mayhem appeared first on Gamezebo.

PlayerUnknown’s Battlegrounds tops $11M in 3 days on Steam Early Access

27 Mar

It turns out that people really like killing one other.

battlegrounds

PlayerUnknown’s Battlegrounds has been in closed beta for the past couple of weeks and rocketed into Twitch’s top five most viewed games. This no doubt helped to generate buzz about the title, and as it hit Steam Early Access a few days ago, we saw the results of what getting over 150,000 views at any given time, and featuring on over 3,600 streams can do.

The game went live on Early Access on March 24, and ha since earned more than $11 million, with more than 67,000 active players.

64 players are dropped onto an 8 x 8 km island and have to scavenge for weapons and resources in a last-man-standing free-for-all.

Brendan Greene, aka PlayerUnknown, created the Battle Royale mod for Arma 2 which eventually became H1Z1, so if you’ve given that a whirl, you’ll know what you’re in for. Greene teamed up with Bluehole for the project, and if you think it might be your cup of tea, you can find it on Steam for £26.99, where it has mostly positive reviews.

Have you given this a try yet? Let us know what you thought of the game or if you’ll be picking it up now that it’s in Early Access.

Mass Effect Andromeda debuts at UK No.1 but can’t top sales of Mass Effect 2 or 3

27 Mar

Mass Effect Andromeda has the third best week one for the franchise, which isn’t great when the franchise only has four games.

mass_effect_andromeda_gil

Mass Effect Andromeda launched last week and reviews have been mixed, to say the least.

Despite that, the game made its debut as the UK’s No.1, keeping up the tradition of the series, with the exception of Mass Effect which only got as far as No.12 in its launch week on Xbox 360 in 2007.

Andromeda is the third biggest launch of the year, after Ghost Recon: Wildlands and Horizon Zero Dawn, but sales have fallen short of Mass Effect 2 and 3.
Console sales made up the largest portion of sales, with 55% on PS4 and 41% on XBox One.

Ghost Recon: Wildlands, LEGO Worlds, and Horizon Zero Dawn have all been bumped down a notch while The Legend of Zelda: Breath of the Wild stays static at No.6.

GTA 5 is still hanging out in the top five, three years post-release. You can check out the top 10 games in this week’s chart below.

  1. Mass Effect Andromeda
  2. Tom Clancy’s Ghost Recon: Wildlands
  3. LEGO Worlds
  4. Horizon Zero Dawn
  5. GTA 5
  6. The Legend of Zelda: Breath of the Wild
  7. FIFA 17
  8. Rocket League
  9. Call of Duty: Infinite Warfare
  10. Forza Horizon 3

PS4 trophy list pops up for Dark Souls developer’s PS2 classic Eternal Ring

27 Mar

FromSoftware’s PS2 title Eternal Ring might just be coming to PS4.

Eternal Ring was a PS2 launch title from FromSoftware, and in case you were too young to remember that, or weren’t even alive back then, you can check out some gameplay in John GodGames’ video above.

Now that we’re all feeling suitably glum about the inexorable onslaught of Time against the flowers of our youth, we can cheer up at the thought of some quality nostalgia, as an Eternal Ring PS4 trophy list has popped up on Exophase suggesting that we’ll see the game appear on PS4 sometime soon.

Eternal Ring released a year before the final game in FromSoftware’s Kings Field series, which was a precursor to Demon Souls and Dark Souls.

The story follows a magician named Cain sent by his king to poke around on the Island of No Return.

According to the game’s PlayStation page, Cain “attempts to be the first person to return from the island alive,” which makes you wonder how the king knew anything was amiss to begin with, but regardless, legends speak of the land being inhabited by weird monsters and dragons, as well as a ton of magical items.

Including rings.

Did you play Eternal Ring the first time around? Are you looking forward to seeing it on PS4? Chime in below.

Final Fantasy 15 update is live for Chapter 13 along with new trailer for Episode Gladiolus

27 Mar

Bug fixes, spell tweaks, and more incoming in Final Fantasy 15 patch.

Final Fantasy 15 DLC Episode Gladiolus was teased last month and it was revealed that side character Cor Leonis would be joining him.

We got a sneak peek at the first 15 minutes of the DLC, which will take around 2 to 3 hours to complete, and over the weekend a new trailer dropped for the DLC and the March update.

The patch notes aren’t up on the main website yet, but according to the PS4 notes, here’s what the update has brought with it:

Update 1.07

  • Various bug fixes

Version 1.06

  • Addition of Chapter 13, Verse 2 (alternate route featuring Gladiolus)
  • Enhancement of Arcana spells (Alterna, Holy, Death)
  • Announcement of winning snapshots from first photo contest (viewable at Takka’s Pit Stop in Hammerhead)
  • Temporary conclusion of Timed Quests (will resume at a later date)
  • Addition of two pieces from Episode Gladiolus to music player tracklist
  • Addition of compatibility with Episode Gladiolus
  • Various gameplay enhancements
  • Various bug fixes
  • Updates save will not work on former versions of the game

It looks like character stats and gear won’t carry over from the main game to Chapter 13, Verse 2: For King and Comrade.

Episode Gladiolus drops tomorrow, March 28. The update is live now.

US PS Store Flash Sale – get discounts on Far Cry Primal, Sniper Elite 3, more

25 Mar

The North American end of the PlayStation Store is hosting another Flash Sale this weekend, with up to 80% off on titles such as Killzone: Shadow Fall, Far Cry Primal Apex Edition and more.

far_cry_primal

Many PlayStation 4 titles are on sale, including: Far Cry Primal – Digital Apex Edition ($16.50), Battleborn Digital Deluxe ($22.50) Sleeping Dogs: Definitive Edition ($9), The Evil Within Digital Bundle ($9), Sniper Elite 3: Ultimate Edition ($12), Broken Age ($5), and Limbo is a whopping $2 during the sale.

There are three pages of discounts for PS4 titles, but PlayStation 3 and Vita users can also get in on the savings.

PS3 titles such as Assassin’s Creed: Rouge ($9), Dragon’s Dogma: Dark Arisen ($7.50), Catherine ($5), Murdered: Soul Suspect ($3.75), and Deadly Premonition: The Director’s Cut Ultimate Edition ($4) are just a small sampling.

You can also grab close to 40 Vita titles on the cheap this weekend as well.

Head through the links to the North American PlayStation Store to look over the entire list for each platform.

The Flash Sale ends on Monday, March 27 at 8am PDT/ 11am EDT.

Nioh update 1.06 adds new sub-missions, ability to pause the game

24 Mar

An update for Nioh is now available, and along with fixes, it contains new missions, new titles, and you can now pause the game.

nioh_boss_ogress

Update 1.06 for Nioh also adds new Smithing texts, fixed a bug where some missions would be considered completed even if you fell to your death before finishing them, and plenty more.

The patch notes are a bit long, bit horribly long, but there’s enough in there to warrant a thorough read (thanks, Gematsu.)

As of the end of February, the PS4 title has sold over one million copies worldwide, and Team Ninja celebrated the milestone by handing out a set of armor.

Nioh 1.06 Update

New Sub-Missions

  • To play the new missions, you need to have reached the final part of the game.
  • These new missions do not affect the trophy requirements for “Samurai of Legend.”
  • Added new Titles. (Obtainable in additional missions.)
  • Added new Smithing Texts. (Obtainable in additional missions.)

Adjustments and Improvements

  • Pressing the Options button in the status menu will now pause the game. (Unable to use during multiplayer mode and summoning visitors.)
  • Raise the limit for the number of smithing materials that can be carried to 9,999.
  • Can now skip through items using the left and right keys in the equipment screen.
  • Changed the rate at which the living weapon gauge recovers while a living weapon is triggered.
  • The amount the gauge recovers now gradually reduces according to how much of the gauge has been depleted.
  • In accordance with the above, the living weapon recovery rate for the “Extraction Talisman” has been increased.
  • The abilities of the guardian spirit “Suzaku” have also been adjusted.
  • Buffs and debuffs are reset when the living weapon of guardian spirit “Suzaku” is automatically triggered at zero health.
  • Buffs and debuffs are reset when using a quick-change scroll.
  • Adjusted the increased attack rate and duration for Talismans.
  • Adjusted the increased attack rate and duration for Power Pills.
  • Adjusted the increased damage rate for axe mystic art “Intesity.”
  • Adjusted the increased damage rate for katana mystic art “Sword of Execution.”
  • Adjusted the amount of ki used for the kusarigama skill “Blade Spin.”
  • Adjusted the damage caused by each type of shuriken, kyaku-dama, horoku-dama has been adjusted, and the parameters of their effects.
  • Adjusted the damage caused by “Fire Shot,” “Water Shot,” “Lightning Shot,” “Wind Shot,” and “Earth Shot,” and the parameters of their effects.
  • Adjusted the damage range of the axe skill “Earth Carver.”
  • Adjusted the camera in the London stage.
  • Adjusted the values for special effects activated when in a critical condition.

Added the following settings to “Basic Game Settings” in the system menu:

  • Enabled on/off function for “Reset Camera When Pressing Lock-On without a Target.”
  • Enabled on/off function for “Display Item Level (Not Multiplayer) in Equipment List.”
  • “Rarity Color Patterns” allows you to change the text color for each rarity.

Adjusted clan battle rewards:

  • Individual rank (clank) rewards have been greatly increased.
  • Camp rewards for victories / losses have been decreased.

Adjusted the Crest Protections for the following clans:

  • Toyotomi
  • Ukita
  • Murakami
  • Mohri
  • Saika
  • Mori

Bug Fixes

  • Fixed a bug where some missions would be considered completed even if you fell to your death before finishing them.
  • Fixed a bug where the Glory you obtained while playing online was not reflected in The Glory Contributed Counter.
  • Fixed a bug where players would be given rewards different from their rank when receiving rewards for individual ranks in clan battles.
  • Enemies sent flying into the air by a groundfire trap will no longer fly into the air again after being hit by a follow-up attack.
  • Fixed a bug where Mujina would remain the same strength regardless of the mission level.
  • Fixed a bug where “Titles Earned” in the gameplay records would not reach 100 percent.
  • Fixed a bug where other players could still see your headgear when playing online. Even when it was set not to display.
  • Fixed a bug with Sakata Kintoki’s movements.
  • Fixed a bug where the player would be launched too high into the air when they were hit by a certain characters’ attacks while falling.
  • Fixed a bug where depleting Nobunaga’s ki with backwave would cause him to move in strange ways.
  • Fixed a bug where boss characters in certain missions would not appear in the player had their bow drawn.
  • Fixed other minor bugs.

GTA 5: here’s a look at how the Liberty City map modding project is coming along

24 Mar

The crew responsible for the OpenIV toolkit has provided a new look at its GTA 5 mod that adds Liberty City to the map.

liberty_city_in_gta_v_1

The team isn’t recreating the GTA 4 version of Liberty City, it’s just adding the map to GTA 5. But thanks to the OpenIV system, it will look lovely, of course. You can see more of the current state of the mod over on the gtaforums and the OpenIV website.

Liberty City in GTA V was revealed in January, and the first beta is expected sometime this spring.

Those who wish to participate in the beta, or who plan to download the mod upon release, will need to own GTA 4 or Episodes from Liberty City for it to work in GTA 5. They will also need to have the converter tool and OpenIV installed on their PC.

liberty_city_in_gta_v_2

Once available, GTA 5 players will only need to hop on a plane and fly to Liberty City in order to drive down all the streets and visit various sites familiar to GTA 4 players.

Hit up the links to get a better look at the mod and for more information.