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Rockstar Games is ending support for GTA Online on the Xbox 360 and the PlayStation 3. You didn’t forget that Grand Theft Auto V originally launched in 2013 on those systems, did you? How embarrassing! Well, Rockstar didn’t forget and they’ve likely been looking forward to making this announcement as the online portion of GTAV has gotten bigger and more complicated through the years.
On December 16th, players still on the older consoles will no longer be able to access the online modes of the game. Stat tracking through the Rockstar Social Club feature will end a bit earlier on September 16th. Story mode will still continue to work as it does now, but it’s goodbye to trolling your buddies while roleplaying in Los Santos.
With the official confirmation that Halo Infinite’s mutiplayer modes will be free-to-play for anyone that wants it, the pool of potential players just got a lot bigger. Unfortunately for grind-happy big ballers, the way the battle passes will work may be upsetting to people used to the way other games do it. Halo Infinite’s battle passes will have no time limit. In most other games, a big part of the battle pass experience is FOMO (the fear of missing out) due to the time limited nature of the deal. You have to play almost every day if you want to get everything in the typical 100-level pass. If you don’t hit max level, then you don’t get everything the pass offered for your purchase. That guy with the flaming crown and the gold sparkly sniper rifle? He was able to grind his way to the top, while you’re stuck with the bacon skin for your pistol since you only got to level 46.
At around 7:40 of this deep dive video, the developers talk about their philosophy around the battle pass. Not only will passes not expire, but 343 Industries vows to not sell tier skips, and if you want to buy an old battle pass, they’re going to allow that too. It’s probably the most friendly battle pass scheme since Halo: Master Chief Collection offered free passes. It’s bad news for players that want to show off their dedication every few weeks!
When the Hellraid expansion for Dying Light launched last year, the reception was decidedly negative. The limited scope of the gameplay that the DLC presented was harshly judged by most as little more than copy-paste assets with repeatable rooms of enemies. The only thing it had going for it was the medieval setting, but players were stung by how little of the original standalone concept remained. Instead of a first-person Diablo with loot and monsters, Techland made a small arena mode trifle.
With The Prisoner update, Techland hopes to change some of the DLC’s reputation. It adds a story mode to the DLC, and the developer says more quest updates will be coming. Techland has also created a new enemy type, tweaked some loot, and added a new area to encounter. It’s not Dying Light 2, but Techland seems to be doing what it can to not lose any fans until the next game launches.
Combat is very gamey and deterministic, but stealth is all under-the-hood voodoo. You never know whether an alien will see you or not. You can see a stealth number and a perception number, and you can affect these numbers in different ways. You know the interaction of these numbers determines whether someone is visible. But there’s no indication of how the numbers interact. It’s the worst kind of information: presented without any of the context you need to make decisions. There’s no way to make sure your sneaky assassin stays out of sight as he creeps around the map while everyone else is shooting. Stealth is obviously supposed to be a gameplay system in Phoenix Point, which has cloaking suits and noiseless weapons and varying levels of light to affect visibility. But in its current state, it is no such thing. It’s a locked black box, good for stubbing your toe and not much else.
Yet stealth is part of how gear is tuned, which in turn is part of how characters are developed and factions are balanced, both a fundamental element of gameplay progression. Will that change next week? From developer Snapshot Games’ latest blog entry about the May 25th update:
…understanding enemy awareness was important for players trying stealthy maneuvers, and we wanted to help players know when they might be in jeopardy. Enemy perception range is now visualized when hovering over a selected enemy, so you can see which of your soldiers may be at risk.
At least, my infiltrators might actually be able to infiltrate! The new Festering Skies DLC will also be available on May 25th. It adds more stuff for your interceptors to do and a giant alien ship that flies around terrorizing the globe.
John McClane and John Rambo are coming to Call of Duty: Black Ops Cold War’s Warzone mode and they’re bringing special additions to the map. Yes, that’s Nakatomi Plaza in the screenshot above. According to Activision, while all 35 floors of the building’s interior may not be modeled, it will have a few floors accessible to players that they may recognize from Die Hard. In this video, you can clearly spot the lobby, office fountain area, and the rotating vault. Of course, the all-important helicopter landing pad rooftop will come into play. For my money, it’s just not Nakatomi without Argyle bopping in the limo.
The 80’s Action Heroes additions for Warzone begins on May 20th.
Microsoft has dropped the requirement for a service subscription to access online features of free-to-play games today. You can now fire up Fortnite or Korgan (pictured above) on an Xbox and only spend money on cosmetics, XP boosters, episodes, or loot boxes the way the publishers intended, rather than wasting your hard-earned cash on the basic ability to get the Xbox console online in the first place. (You’ll still have to pay someone for home internet access unless you’re sneaking onto your neighbor’s Wi-Fi, but that’s on you.) The full list of truly free-to-play games is here.
The announcement was first made in January when the company reversed a decision to increase the price of an annual Xbox Live Gold membership. Since then, Microsoft has de-emphasized the Xbox Live Gold plan in favor of the Xbox Game Pass Ultimate service that includes access to premium games like Outriders and MLB The Show 21.
The United States is officially a real civilization in Age of Empire 3: Definitive Edition. Microsoft, Tantalus Media, and Forgotten Empires just added the new faction to the game. Unlike some fan mods that tried to bring the USA into the game as a playable faction, this DLC doesn’t just port the single player campaign version over. In fact, the United States works quite differently from the other factions. As you level up through the ages during a game, the United States adds federal states that bring unique cards to a player’s deck, instead of choosing politicians and generals with explicit supply or unit bonuses. For example, choosing Virginia when you progress to the Commerce Age adds these two cards to your deck:
– Virginia General Assembly: Ships 1 State Capitol Wagon and makes the next upgrade researched at the State Capitol FREE (excluding Spies and Blockade).
– Culpeper Minutemen: Arrives fast! All existing Town Centers spawn 6 Minutemen. Minutemen retain their hit points 75% longer.
Since each state addition adds two more cards to the deck, the Home City of Washington D.C. starts with a smaller initial deck than other factions.
It’s a decent stab at solving the meta-game progression issue a lot of folks felt the Definitive Edition version had at launch. Because the original game’s requirement of unlocking cards via XP felt unfair for new players, the DE revamp just unlocked all the cards and only left cosmetic Home City bits as XP rewards. Unfortunately, this made the Home City progression about as exciting as watching a C-SPAN broadcast. The United States faction moves the card unlocking mechanic into the main gameplay.
Did you know there’s a game called Warzone that’s not a Call of Duty battle royale mode? It’s a turn-based strategy game available on mobile platforms and PC browsers that was developed largely by one person and launched in 2017, years before Call of Duty took the name. It’s a bit like Risk and it’s Randy Ficker’s baby that he started in 2011 as WarLight.
Randy Ficker wants Activision to stop using his game’s name, or pay him, so he sent Activision a cease and desist notice in 2020. Activision’s counter-complaint points out a dozen other mobile games that came out after Call of Duty: Warzone launched that they feel cannot be confused with their non-mobile game. Ficker says in his GoFundMe appeal that his game was first to market and he’s the one that’s been saddled with confused Call of Duty players horning in on his business.
“People tell me all about how their Xbox can’t connect, or how their PS4 got hacked, how they wish they could carry teammates, etc. My game isn’t even on Xbox or PS4. I send the same reply to each of them: ‘Warzone and Call of Duty: Warzone are different games. You should contact Activision.'”
There’s an Easter Egg in Homefront: The Revolution that allows a player to access a couple from levels from TimeSplitters 2. It’s tucked away in an arcade cabinet on the top floor of a deserted apartment building in the semi-open world of Dambuster Studios’ 2016 game. (You can watch how to access it here.) What no one knew until a few days ago is that Homefront: The Revolution actually has the whole of TimeSplitters 2, including the multiplayer, buried in the code. Matt Phillips, who was senior programmer on Homefront: The Revolution, revealed the secret in a tweet reply to a call for game developers to discuss their proudest Easter Egg achievements.
“My proudest moment. Fully playable, native 4K port of TimeSplitters 2 hidden in this arcade machine in Homefront: The Revolution.”
PC Gamer verified that the tweet meant what it appears to mean. Phillips was talking about a full version of the game and not just the two levels accessible now. Unfortunately, they also found out that Phillips lost the cheat code to access the game-within-a-game, and the only other copy of the code was deleted on Discord. A tragedy! I imagine some eager hacker is already working on extracting the hidden game right now.
Hello Games has updated No Man’s Sky with seasonal reward tracks. The Expeditions update adds a few changes like a revamped scanning process for missions, improved AI on enemies, and Twitch drops, but the stars of the 3.3 patch are the expeditions themselves. They’re basically the equivalent of battle passes or seasonal challenges in other games. These time-limited community events start everyone off on the same point in the No Man’s Sky universe with an assortment of equipment and supplies. As players progress through milestones and phases, they can unlock in-game rewards.
Once an expedition ends, you can choose to continue with your games, but you won’t unlock any more goodies for that expedition. It will be time to move on to the next set of challenges and hoard resources to your heart’s content.
Frictional has released an update for Amnesia: Rebirth that turns it into a danger-free exploration game. Adventure Mode turns off monster aggression, turns up the lighting in dark rooms, removes the player character’s fear mechanic, and adds a few more puzzles to pad out the spelunking. Now, even grandma can play, and it probably makes reaction videos a lot less annoying since there’s nothing to scream at.
“With Adventure Mode we hope that new players, that have a hard time handling horror as a genre, will get to experience Tasi’s story.”
According to the developers, the Safe Mode they implemented in their previous game, SOMA, was quite popular. The new Adventure Mode for Amnesia: Rebirth goes quite a bit farther than just neutering monsters. Brightening environments and removing any fear reactions really changes the game from from one genre to another.
Croteam has released a new update for their 15-year-old Serious Sam 2, and it’s a beefy one. The 2.90 update adds a Beam Gun weapon, a flamethrower, rocket-jumping, sprinting, and all guns can be dual-wielded. The patch also gives players twelve new multiplayer arenas where they can old-school fight. It’s a bounty of additions to a game most thought would be static forevermore due to its age.
The update comes via Nathan Brown, a modder that became a Croteam developer in 2012. It’s part of the series’ 20th Anniversary Celebrations. It’s just the excuse I need to run backwards while headless monsters scream at me.
Microsoft has rebranded their gaming network from Xbox Live to the more plain-sounding Xbox network. Microsoft confirmed the change to The Verge and explained that the move was made to distinguish the service from the subscription plan. It’s the end of an 18-year-old moniker.
In January, Microsoft had announced plans to increase the price of Xbox Live Gold, but the company was forced to backtrack after subscribers let their displeasure be known. In fact, Microsoft not only reversed the price hike, they promised to drop the need for Xbox Live Gold for players to access free-to-play multiplayer games.
There’s a whole cottage industry of explanation videos that recap and break down the deeper meaning behind movies, books, and games. Stuff like “The Ending of Tenet Explained” or “27 Hints You Missed in WandaVision” are dime-a-dozen on YouTube. Sometimes they have a nugget of wisdom, but usually they’re the most facile examinations possible. Watch a few Tenet videos and tell me what percentage actually bring enlightenment. If you got to the end of Assassin’s Creed Valhalla’s main campaign and thought, “Wait. What?” then this video from Ubisoft may be for you.
It’s a spoiler-filled hour-long interview with the game’s narrative director, Darby McDevitt, detailing the choices they made in developing Eivor’s path as a Viking. Fair warning. It really is chock full of spoilers, so if you’re going to play the game someday, or you’re still slogging through the main story now, you won’t want the appearance of Elvis or the dinosaur-cloning level spoiled for you.
Does McDevitt give a reason for the way the story just peters out or the unsatisfying epilogue? No, because the story in Valhalla is built around that open world and letting the player continue to explore and grind around England after the credits roll. The script, by necessity, has to take a backseat to the game’s framework. It’s too bad because with a little tweaking, the dinosaur level could’ve meant a lot more than being just a tie-in to Just Dance.
Grand Theft Auto Online’s loading times are notoriously slow. It’s been something of a running joke for nearly a decade that loading into Grand Theft Auto V’s multiplayer mode is excruciating. Even with an SSD in the PC version of the game, it can be multiple minutes of staring at the cloudy cityscape of Los Santos while the game slowly ambles along. Now, Rockstar says improvements are coming thanks to a diligent player.
At the end of February, a fan who goes by the handle “t0st” wrote that they had found a solution that cut GTA Online loading times by up to 70%. (The technical details and sample can be found here.) By eliminating a CPU bottleneck that was demanding calls to verify every single item available in the in-game shops, the game loaded significantly faster. So much faster, in fact, that Rockstar confirmed that they will be using t0st’s findings, which is good news for the company as there are still thousands of daily players that purchase Shark Cards to buy in-game stuff. The faster they can load in is that much faster to spend all their money and buy more in-game cash.