2019-06-26
Remedy's Entertainment's Control is a noticeable change of pace from the studio's past work. Known for story-driven third-person shooters like Max Payne and Alan Wake, Control takes a more high-concept and nonlinear approach, reframing Remedy's particular storytelling chops into the framework of a Metroidvania-style game. On the surface, Control seems like the most unusual game to come from the studio. It actively moves away from the somewhat grounded settings from their past, channeling the principles of the new weird literary genre, blending aspects of avant-garde sci-fi and fantasy with a story that is intentionally challenging to unravel.However, diving into Control and experiencing its bizarre story makes for a surprisingly alluring adventure. It intentionally keeps you in a state of confusion, but for good reason. This conceit of simultaneously unraveling Control's complex story while exploring a massive, interconnected, brutalist labyrinth at your leisure was an opportunity that was too good to pass up for Remedy. During E3 2019, we spent time playing the game ahead of its August 27 release and spoke with narrative designer Brooke Maggs and game director Mikael Kasurinen about the making of the game, and how it changed their approach to understanding storytelling in games.For more on Remedy Entertainment's Control, check out our hands-on impressions of the game from E3 2019.Editor's Note: This interview has been edited for clarity and readability. What I found interesting about Control is that it's so different from other Remedy games. For one, the world design does away with the linear style and goes for the Metroidvania setup.Mikael Kasurinen: Yeah, we really had to stop and think about how to actually construct this world. When you look at our past games, they were mostly very linear, cinematic experiences. You go from one point to another point and that's it, that's the only way you travel through the world. Now we have to think in a more three-dimensional sense. You can come from anywhere and go anywhere, and so there's a lot of layers and layers of exploration and quests on top of each other. So we can't think of the environment as a linear path anymore. All of that affected the way we handled level design and art, and also the metrics of the world itself. There were clearly things we had to let go of regarding storytelling [from past games] that we just simply couldn't do in this kind of environment anymore.Brooke Maggs: Also, from a range of different perspectives, navigation is important and we needed to have the science of it all present and explained. For example, in the linear experience, you only go through the level once and then not go there again. From a storytelling point of view, we don't necessarily know if a player might have completed a certain side mission and therefore knows something about a character, for example. Therefore, we have to be careful about when this side mission opens up, what you might have uncovered about the world already, so as not to spoil it for the side mission, but also keep them interesting as well.This game seems to be intentionally placing you in a state of confusion. There's a lot of strange stuff happening, and though Jesse tries to rationalize things, it's clear she's just as in the dark as we are. Was that intentional given how bizarre and unusual the story is?Kasurinen: Absolutely. We do spend a lot of time making sure that the player can understand what's going on, and know what's at stake. It was important for us that we were kind of accepting the idea that we were doing this strange experience for Control. Let's just throw the player together with Jesse into the middle of that experience and just start to make things happen right away, and not worry too much if things might initially seem a bit strange and weird, and trust that people will go through it. And then, piece by piece, they will start to see a larger picture of what is going on. That's why it was important for us that Jesse is an outsider of this world when we start off, so she's there together with the player as they enter this world.Maggs: It's also an aspect of the "new weird" genre of fiction. It combines science fiction and fantasy elements, and with Control, we've grounded it in the modern world. So, with the Bureau of Control [the organization that Jesse works for], you're trying to understand these mysteries and then it's sort of questionable as to whether your theories are correct. The game is not intentionally confusing; it's intentionally mysterious and unsettling. So, the best way that we dealt with that is by having the main character not quite understand either, and therefore it's okay if the player doesn't completely know everything at that point.I actually really appreciate how weird the game can get. Even though I felt somewhat lost during some points, I couldn't help but admire what was going in the story and all the different characters that were just rolling with it.Kasurinen: A huge part of that is that we want to make a game where we trust the players--that they are ready to take the time to invest themselves into this world, participate, find out. If they're unsure about something, all the information is there; but you need to go and get it yourself. We want to avoid hand-holding. We want to avoid spoon-feeding, but we also want to make all of the info available to you. If you take the time, you can learn a lot.Maggs: I think games--some at least--trust the player to make the connections. We're always trying to find a story that makes sense for us. If we pose the right elements in a game, players are always going to be like, "I'm trying to figure out what's going on. I'm trying to understand. I need to figure out where I'm going." All of those things are a positive sign of wanting to know, and I think that makes for good storytelling.I could see some parallels with Alan Wake, in the sense that there's a lot of room for interpretation. Is the intent there to spur a similar kind of discourse online for Control?Kasurinen: Absolutely. I love it when the community comes together on a game and tries to speculate to create theories of what actually happens, or they open up an aspect of the game that nobody even realizes. That's definitely a goal for us, that we want to create a mysterious, compelling world. There's a lot of things that are left for interpretation. We've thought it through and there's an internal logic present, but we've chosen a very explicit way in how to express it all to the player.Maggs: Yeah--what to show, what to conceal, and what to reveal over time. We would love it if people would spend time trying to put together pieces of the lore in the world. We've got documents, we've got audio logs, we've got videos. We've thought through it a lot. Because it's a brand new IP, we've built it from the ground up from world design perspective, narrative perspective. We've put a lot of effort into thinking about what these forces are and what they're doing.I feel the best way I would describe this game to someone--in terms of visuals and pacing--is if it were the movie Die Hard, but directed by David Lynch. This game has a dream-like cadence to it, and it's all set within this building that's always changing as the action keeps going. Kasurinen: Well, regarding the visual style, we wanted to avoid cliches. Like this is not the average fantasy game that you've seen already a hundred times. We could easily go on and add a bunch of things, but we choose not to. We stuck to a minimalistic style for [for narrative and gameplay], but the elements that are there are strong. And with that you have the brutalist architecture--very specific style--and the lighting style, which gives a very graphic look to it. We layer on top of that the supernatural phenomena, and it's not something that is necessarily a thing in itself, but it's something that warps the reality around Jesse.Maggs: That stark, brutalist look speaks to the bureaucracy of the building, but it provides a lot of grounding for the weird things as well. The architecture is very sharp. The lighting also communicates about the enemies, like the red lighting as well. The colors throughout the building are different per sector. So, all of that is very purposeful. We have very talented artists and visual directors and world director who put a lot of thought into guiding the visual style of control.I especially like how present the main character is throughout the story, which is in keeping with the Remedy style of storytelling. Jesse's voice-over seems especially poignant as well, and there seems to be some interesting going on with the visual effects during her internal monologues.Maggs: Yes, I'm glad you picked up on that. First of all, because Jesse, you know, lost her brother to a supernatural event in her past, she's been trying to figure this out for a long time. So she's become a very closed-off character. It can be hard to characterize and let the player in on the main character's internal feelings. This technique was really helpful for that as a narrative device, but let's say there's more to it than what we're revealing right now. There's a very clear purpose and intention for it.Kasurinen: With every Remedy game, we explore different ways to tell stories. All the way back to Max Payne, we've got this narration in Alan Wake, and in Quantum Break as well. In this game, it's important for us that we have a way to hear Jesse's internalized thoughts as they are happening in the moment, because we want it to feel like the player is there with her, so it's not something that has already happened. That's also a very deliberate choice from us.I brought up David Lynch earlier, but this really does have a lot of his style, as do other Remedy games. Could you speak a little bit about how his style, and also the new weird fiction, also ties into that?Kasurinen: Well, new weird is all about humanity and encountering things that are beyond comprehension. The characters still try to figure it out, or they have another goal in their life that they're trying to achieve, and then this new setting around them is perplexing and strange. That felt like a great foundation for Control. That's the kind of world that we want to create. But as far as David Lynch goes, obviously we deal with things that's really hard to understand at times, but there's always a layer of familiarity. Like for Twin Peaks for instance, there's kind of a dream logic throughout. You can sense what is going on, but you're not 100% sure. There's a relatable layer to it, like interesting characters that you want to talk with, that you want to interact with them. So we wanted to have that same thing, like relatable characters and so on, but then there are strange phenomena around it.There are other sources of inspiration as well, like the Southern Reach trilogy. The first book was called Annihilation, which was recently turned into a movie as well. The initial trilogy is fantastic, so that was a big inspiration for us. Then there are lots of others as well, like going back to 2001: A Space Odyssey. It was the ending, where this protagonist encounters basically alien life, but it's a really perplexing, strange moment. Then there's obviously the film Stalker by Andrei Tarkovsky from the '70s, that was wonderful as well.Control does a lot of new things for Remedy, but it still feels very much in that particular style. Is there anything about the game that sticks out to you the most as something special?Kasurinen: What I'm personally excited about it that it's a new type of a game from Remedy. But our heritage is in there--all the things we've done in the last 20 years, going all the way back to Max Payne to Quantum Break. I think in a way, Control is a culmination point of all of these different things that we've done, and we haven't done this type of structure before. What I also like a lot from the storytelling perspective is that we have actors coming back from previous games, Max Payne's voice actor James McCaffery, Matthew Porretta who was the voice of Alan Wake, and then, of course, Courtney Hope, who was Beth Wilder in Quantum Break. So we have a lot of this kind of heritage and DNA that we've taken and used in this world, but we're applying it to this new type of direction. We did this in roughly three years, and something really clicked quite well with Control, so that's what I'm really proud of.Maggs: I'm really proud of how our studio has pulled together a brand new IP that does a lot of new things. These conversation moments, side missions, the ability to go back through the world and explore--this is all new for Remedy and I'm really proud of all of it. I'm also proud that we've told a story with an active female protagonist. In fact, there are multiple important female characters in the world of Control, which I really love. It was one of the things that drew me to the project originally. I'm really proud of all of those things, really. Info from Gamespot.com
2019-06-26
In lieu of a formal press conference, EA spent its E3 EA Play presentation giving half-hour presentations on its upcoming slate of games. It kicked off with a deep dive into Star Wars: Jedi Fallen Order, and now Respawn has released the full 25-minute gameplay demonstration that footage was pulled from.The footage was accompanied with a note from game director Stig Asmussen on the EA Blog. The letter goes into detail about the goals of the demo, which was to show off lightsaber gameplay. He also mentioned that the level design is non-linear akin to a Metroid, Castlevania, or Souls game. The non-linear design and planet hopping was clipped from the stage show, leading to some criticism over the demo not showing one core aspect of the game, but the full 25-minute demo shows it off in more detail."We're excited to enter the final stage of game development: shipping this game. There is no doubt a lot of work ahead of us, but I have a ton of confidence in our team. We've only shown a fraction of the game, and we're looking forward to sharing more in the coming months."The E3 demo earned accolades including GameSpot's Best of E3 , and it's one of the most pre-ordered games at GameStop following the event. The demo showed off a variety of Force powers and combat that's deeper than mere hacking and slashing. Lightsabers won't be able to just dismember enemies willy-nilly, however. We also learned at the event that it didn't start as a Star Wars game.Star Wars: Jedi Fallen Order releases on PC, PS4, and Xbox One on November 15.Info from Gamespot.com
2019-06-26
Destiny 2's Season of Opulence keeps adding new stuff to do, between running the new Crown of Sorrows Strike, chasing down the Exotic rocket launcher Truth, or trying out the new, Heroic version of Menagerie that just launched. There's also that new Power level cap of 750 to. hit As always, a new weekly Ascendant Challenge can help you do that.As players have come to expect, the Ascendant Challenge starts out with acquiring the corresponding bounty from Petra in the Dreaming City. You'll also need a Tincture of Queensfoil, a consumable item you can earn by taking part in certain activities in the Dreaming City (or you can outright buy one). Once you have both the bounty and a Tincture, you'll head to a Lost Sector, Aphelion's Rest, which is located in The Strand, just beneath the area where Petra is sometimes found. Using a Tincture will grant you a buff, Ascendance, that allows you to see a Taken portal. This one is located partway through the Lost Sector, atop a hill--it's hard to miss if you've used your Tincture.Jumping into the portal takes you to the Ascendant Plane's Ouroborea. There, you'll have to explore the area to find four different blights. Enter the dome and destroy its core; you'll know you've done it when it disappears and the text "a seal breaks" pops up in the bottom-left corner. Once you've dealt with all the blights, you'll go back toward the center to destroy crystals (whose protective shield has been temporarily dropped). Just beware the knights who will chase you around as you do this--your best bet is to keep moving in a circle, which should let you destroy the crystals without allowing the knights to get too close.Although the chest is unlikely to have much in the way of worthwhile rewards, finishing the Ascendant Challenge also completes the bounty you picked up from Petra. That rewards you with a piece of Powerful gear that is highly desirable and can increase your level, making this all worth the trouble, provided you're capable of getting it done. With The Black Armory expansion in full swing, players are back to the gear grind to get to the new level cap of 650.Although this Ascendant Challenge is not a new one, there is a lot happening in Destiny 2 right now. Niobe Labs means the fourth of The Black Armory's new Forges to unlock, as well as a new step in the Mystery Box Exotic quest we've been tracking since the expansion released last month.There are actually five new Exotic weapons in The Black Armory to find, four of which we know about (and one of which we can take a guess at). There's also a lot more happening in January and beyond: Bungie laid out its content calendar for the rest of Year 2, which is pretty extensive.Info from Gamespot.com
2019-06-26
The moment PC gamers have been waiting for is finally here--Steam's 2019 Summer Sale is live with thousands of deals on games across every genre. The sale will run now through July 9, so you have about two weeks to claim anything that catches your eye.This year, the theme is Grand Prix, and players can earn various rewards and even free games on their wishlist by participating in a new, competitive mini-game. To get started, Steam will ask you to pick a team, with the choices being Hare, Corgi, Cockatiel, Pig, and Tortoise. Choose wisely (but Corgi is obviously the right choice here). You'll be able to track each team's rankings on the Grand Prix page.During the sale, you'll have a Boost Meter that enables you to earn points, and every day you participate, you'll increase your Boost Meter's capacity by 100. You'll also boost your capacity by 100 for every $1 you spend in the sale. To earn points, you'll have to complete various Grand Prix Quests in your Steam games, with each point you earn pushing you closer toward your next Boost. Boosting increases your team's speed in the race, and every day throughout the Grand Prix, random members of the first, second, and third-place teams will get the top item on their Steam wishlist for free (so update that wishlist now if you plan to participate). You'll also earn Grand Prix tokens as you earn points, which can be redeemed for various freebies at the Pit Stop, including chat emoticons, profile backgrounds, and more. And because this is a competition, you can also earn and coordinate attacks to decrease other teams' Boost levels.See some of our picks from Steam's Summer Sale below, and of course, you can browse the full offering of deals at the Steam Store.428: Shibuya Scramble -- $15Ark: Survival Evolved -- $17.49Assassin's Creed Odyssey -- $30Astroneer -- $22.49Baba is You -- $10.49Battle Chef Brigade Deluxe -- $12BlazBlue: CrossTag Battle -- $22.49Bloodstained: Curse of the Moon -- $6Civilization VI -- $15Danganronpa 1/2/V3 bundle -- $32.97Darkest Dungeon -- $7.49Dead Cells -- $16.74Devil May Cry 5 -- $39.59Divinity: Original Sin 2 - Definitive Edition -- $27Enter the Gungeon -- $7.49Hollow Knight -- $9Katamari Damacy Reroll -- $18Left 4 Dead bundle -- $2.23Night in the Woods -- $12Nioh -- $20Pillars of Eternity II: Deadfire -- $25Prey -- $15Return of the Obra Dinn -- $18Scythe - Digital Edition -- $8Sekiro: Shadows Die Twice -- $48Shadow of the Tomb Raider -- $24Slay the Spire -- $12.49Slime Rancher -- $10Sonic Mania -- $6.79SoulCalibur VI -- $19.79Stardew Valley -- $12Star Wars: Complete Collection -- $83.02Two Point Hospital -- $17.49Undertale -- $4Valkyria Chronicles 4 -- $20.39XCOM 2 -- $15Yakuza 0 -- $10Zero Escape Trilogy -- $22.38Steam's Summer Sale is just the beginning of a long summer of deals. You can also save on thousands of PC games at Fanatical right now as part of its Red Hot summer sale (many of them redeem on Steam, so you can compare prices). Amazon Prime Day 2019 is quickly approaching as well, as the digital store finally just announced its annual sitewide sale will run July 15 and 16. Check back with GameSpot and follow us on Twitter for all the latest info. Info from Gamespot.com
2019-06-26
Alongside a new content update for patch 9.30, Fortnite's new event--14 Days of Summer--is now live. Despite the name, it runs for three weeks and, among other things, consists of new challenges being introduced each day for the first two weeks, for a total of 14. The first of these can now be completed, and it asks players to dance at different beach parties.It's a simple task on the surface, because it simply involves going to a location and performing an emote for a brief moment. But as is often the case with this style of challenge, Epic Games provides no in-game guidance on where the beach parties are located; they're completely new and not listed on the map, and there's no real rhyme or reason to where you'll find them. That's where this guide comes in--here's where to go and what to do to complete the challenge. You can also check out our video guide above for a walkthrough of visiting all of the locations you'll need.How To Complete Dance At Beach Parties ChallengeThese beach parties are a new element you'll find scattered around the map. You'll need to dance at six total, and as the challenge states, they have to be different ones--you can't keep returning to the same spot across different matches. Luckily, you can do this across multiple matches, so you're free to knock out one per match if you so wish. Just be prepared to run into some potentially aggressive company from other people trying to complete this challenge--expect some folks to camp these spots in the interest of racking up easy kills on unsuspecting dancers.The beach parties are fairly obvious once you happen upon them. Head to one of the areas, and you'll find lounge chairs, umbrellas, porta-potties, a food truck, and balloons adorning the area. Once you're nearby, activate any of your emotes to register progress. You'll know you've done it when you get the pop-up notification tracking your progression on the challenge.Where To Find Beach Party LocationsWe've confirmed six different places where you can find a beach party--just enough to complete the challenge. Make sure to keep track of which ones you successfully visit to ensure you get to dance at them all. You'll find descriptions and a map below and a video guide above.northern part of H8, surrounding a small body of waternortheastern part of D4, at the northwest edge of Loot Lakenorthwestern part of F2, near where Lazy Lagoon drops off the mapnorthwestern part of H9, near the water that feeds the nearby rivernorthwestern part of E6, along the river southeast of Neo Tiltednorthwestern part of G6, in the southeastern part of Dusty DivotBeach Parties Challenge RewardCompleting this challenge rewards you with a new dance emote titled Deep End, which has you doing Fortnite's take on the famous "C'mon and Swim" dance. It also gets you one step closer to earning the smoothie back bling, which you get for finishing all 14 challenges from 14 Days of Summer.Info from Gamespot.com
2019-06-26
The most recent season of the acclaimed animated show Rick & Morty premiered way back in October 2017, and it's been a long wait for fans to get news of when the series will return. Last month it was finally confirmed that Rick & Morty Season 4 will premiere in November, and now it has been announced that one of the new episodes will debut at the second Adult Swim Festival in the same month.As reported by Deadline, the festival takes place in Los Angeles and runs from Friday, November 16 to Saturday, November 16. The episode won't have been screened on TV at that point. The festival is described by Adult Swim as a "one-of-a-kind, 360° fan experience," and will also feature a discussion with acclaimed animator Genndy Tartakovsky, panels, meet and greets, merchandise, and games.Although Season 4 will arrive more than two years after Season 3, there is a lot more Rick & Morty on the way. In May 2018, it was revealed that Adult Swim renewed the show for no fewer than 70 more episodes. Previous seasons have run for just 10 episodes, but while we obviously won't get all of the new episodes in Season 4, the show's creators have confirmed that the wait time between future seasons will be reduced."I think we'll be able to move a little quicker," co-creator Justin Roiland told GameSpot last year. "We're not going to have these big, long gaps between seasons. We're going to just keep the machine going and schedule staggering vacations for people so we don't burn out. It's going to just be a perpetual production, which is exciting."For more Rick & Morty coverage on GameSpot, check out our collection of in-depth Rick and Morty breakdowns. Info from Gamespot.com
2019-06-26
After a four-year hiatus, Saitama and Genos returned to being superheroes for fun in One Punch Man Season Two. Prolific anime video game publisher Bandai Namco Entertainment seeks to capitalize on the momentum, announcing a One Punch Man video game that is "coming soon" to PC, PlayStation 4, and Xbox One.Developed by J-Stars Victory Vs and Jump Force creators Spike Chunsoft, One Punch Man: A Hero Nobody Knows is a 3D arena fighter set in the One Punch Man universe. The game features 3v3 battles with series characters like Fubuki, Genos, Mumen Rider, Speed-o'-Sound Sonic, and Saitama. A Hero Nobody Knows looks just like the anime, with all the over-the-top action expected of the titular character's exploits. Check out the announcement trailer below.Herve Hoerdt, senior vice president of marketing at Bandai Namco's Europe branch, said A Hero Nobody Knows is a great way to jump into the eponymous anime, while "fans of the series can play as some of their favourite characters [in] exciting 3 vs. 3 battles." No definitive release date has been given.Debuting in October 2015 in Japan and April 2016 in America, One Punch Man follows the unstimulated Saitama, a man so strong that he beats everything and everyone with a single punch. This unparalleled strength, not even matched by Season One big-baddie Lord Boros, leads the titular hero down an existential crisis, trapping him in a perpetual state of boredom. The series returned with a second season in April 2019.Info from Gamespot.com
2019-06-26
Last week, screenshots of a private Twitter exchange with Cyberpunk 2077 lead quest designer Paweł Sasko were posted to Reddit, which revealed further details about how romance would work in the upcoming game. We reached out to CD Projekt Red to confirm the details and, in the process, learned a bit more about the Deus Ex-like RPG."As for romances, throughout the game players will meet lots of characters with their own goals, motivations and needs," Sasko wrote in a statement to GameSpot. "Sometimes those goals align with what V is trying to achieve and, depending on the player's decisions, it may spark interest on the side of the NPC. Side characters won't fall for V in every scenario though. When something is not right, they may choose friendship over a romantic relationship. The sexual orientation of a given NPC also plays a role in such interactions. In The Witcher III, Geralt was a defined character who had a very clearly defined sexuality--in Cyberpunk, the choice of romantic partner is a part of freedom of play, that's why the game provides more options, going beyond heterosexual."The earlier Twitter exchange did compare Cyberpunk 2077's romance to The Witcher III: Wild Hunt, but it didn't clarify just how similar. Now we know that in Cyberpunk 2077, much like The Witcher III, you can outright fail to attain a romantic connection with someone. However, unlike The Witcher III, not all romances are available to you. Sasko mentions that sexual orientation plays a role in whether a romance can be successful. That means some (or perhaps all) of the characters have a predetermined sexuality and gender, and won't mold themselves to fit whatever type of character you're roleplaying."Even in the world of Cyberpunk, relationships matter a lot," Sasko continues. "They are easier to have in some ways, and in the same time harder to cultivate. Players' choices define how many relationships V is going to have--but some preferences are impossible to change, almost how it is in real life. We believe that this is one of the key factors that makes characters feel genuine, natural, and real. We pay a great deal of attention to characters in the story, as they are the main pillars of the plot. And also because of that I should not say more about the topic, not to spoil anything for our players."The Witcher III has a fairly humorous moment if you try to romance both Triss and Yennefer, ultimately punishing you for trying to be with both of them. In the same way, Sasko implies there are real consequences if V has many relationships. Though Sasko did not confirm, it seems like several NPCs will be okay with V being polyamorous (or having a fling or two on the side) while others will only enter into a romantic relationship with V if they stay faithful. We'll just have to wait and see.Cyberpunk 2077 is scheduled to release April 16, 2020 for Xbox One, PS4, and PC.Info from Gamespot.com
2019-06-26
Harry Potter: Wizards Unite is Niantic's latest AR mobile game, and similar to Pokemon Go it appears to be a hit out of the gate. One persistent complaint has been brought up by the community, though, and the developer is already addressing it with a change.In a note on the Wizards Unite subreddit, Niantic says it is making changes to the Spell Energy mechanic. New players will get 50 Spell Energy from the start rather than 25, and you can score extra Spell Energy from Inns, Greenhouses, and Daily Assignments. Specifically on the last point, you'll get 10 Spell Energy from the "To Collect an Ingredient or Portmanteau" assignment, up from five.Spell Energy behaves similarly to Poke Balls in Pokemon Go, as you gather them both at physical locations and they serve as the fuel for your basic interactions in the game. The name may be confusing to new players, as many mobile games use an "energy" mechanic to limit how much you can play. Spell Energy in Wizards Unite is a limited resource, but it isn't time-gated.The changes should make spell energy more plentiful overall, but if you still need to gather more, check out our tips on how to get Spell Energy. Or you can brush up on Potions and Wizarding Challenges. If you're a true Potterhead, you can even recreate your favorite characters' wands.Info from Gamespot.com
2019-06-26
Dissidia: Final Fantasy NT might not have been well-received at launch, but the lukewarm reception hasn't deterred developer Team Ninja from supporting the online brawler with more content. After adding Final Fantasy XIV villain Zenos in March 2019, Square Enix and Team Ninja announced that Final Fantasy VII's Tifa Lockhart is joining the roster.The news comes via a special Square Enix livestream, where the publisher showed her in action against combatants like Sephiroth. Tifa will be a speed-type fighter and sports both her original Final Fantasy VII outfit and her Final Fantasy VII: Advent Children outfit (along with a few different color options for both). Check out the announcement trailer below.Tifa will be available on July 3 in Japan. No release date was provided for other regions.In our Dissidia Final Fantasy NT review, we said, "With a story that's fed piecemeal behind arbitrary gating, several combat encounters that feel out of place, and unreliable online systems that don't function when you need them to, this online brawler isn't able to live up to the series that it steadfastly tries to celebrate."Tifa recently drew ire for her new design in Final Fantasy VII Remake. The controversy surrounded the size of her bust, which some fans of the series say shrunk in Tetsuya Nomura's new character models. Info from Gamespot.com
2019-06-26
PlayStation fans have had quite a bit to digest in the first half of 2019. Sony has been making news at a furious clip, specifically because it's already talking about the concrete details of its next-generation console, including its release date. But also making headlines was another big move from Sony--the company completely skipped E3.Just because Sony didn't share any news at the year's biggest gaming convention doesn't mean there weren't games getting a lot of attention, though. The show was full of major releases slated for the second half of 2019 and into 2020, like Cyberpunk 2077, Watch Dogs Legion, Control, Ghost Recon Breakpoint, Ghostwire Tokyo, and Elden Ring. Sony might not have been present, but PS4 exclusives and semi-exclusives, like Final Fantasy VII Remake and Shenmue III, also made a big splash at the convention.With so much going on with Sony, the PS4, and whatever its successor console winds up being called, there's a lot to keep up on. We've compiled this cheat sheet to bring you up to speed on everything you need to know about what's happening on the PS4 front, from news about the new console to E3 and beyond. Read on to keep yourself up to speed on all things PlayStation that you might have missed.Table of Contents [hide]Sony Skips E3 2019PlayStation 5 (By Some Name) Is ComingSome Developers Are Talking About PS5 Development--Kind OfSony And Microsoft Team For Cloud GamingDeath Stranding Gets A Release DateBig Games On the Way--And A Few ExclusivesSony Skips E3 2019Several companies have started taking their E3 festivities off-site rather than appear at the actual convention. Electronic Arts now has its EA Play event in Hollywood, for example, while Microsoft maintains a presence at the Microsoft Theater just next door to the Los Angeles Convention Center where the rest of E3 takes place. But while major publishers have been moving away from E3, they usually maintain some kind of presence during the convention, including showing off their plans for the future in big press conferences.This year, Sony was abnormally silent--the PlayStation maker skipped E3 altogether. Sony didn't hold a press conference to show off new games or discuss its next console, slated for release in 2020. Sony also usually dominates the show floor in E3 with a huge booth, where attendees can try both future and current titles--but Sony gave up that space as well. It was a quieter E3 without Sony in attendance, and that has resulted in somewhat less news from the company about what to expect for the rest of the year. There were still plenty of PlayStation games on offer at the show from other publishers, though.Sony Was Not At E3 This Year; Here's Why PlayStation Skipped The Big EventPlayStation 5 (By Some Name) Is ComingIt's official: Another Sony game console is coming. Sony revealed some details of the new console in May, although some key pieces of information about what we can expect from the new machine are missing. We don't know if it'll be called PlayStation 5 or something else, or what the console will cost. We do know the machine will feature backward compatibility with PS4 games and that it'll support PSVR. It'll feature SSD storage and support 8K visuals, provided you have a TV that can handle it. Sony also later teased the possibility of multiplayer playable between generations--meaning you could take on PS5 owners from your PS4 in games that are available on both platforms.The console is set for release in 2020, so it seems likely there will be a lot more details coming soon, likely before the end of the year. Though E3 has come and gone, there are plenty of other conventions between now and April where Sony could reveal more details.Sony Reveals First Details About PS5What We Know About PS5PS5 Will Use Solid-State Drives: Here's Why That's ImportantPS4 Games Will Play On PS5, Sony SaysPS5 Cross-Gen Multiplayer Teased Alongside Backward CompatibilityAMD Boss Teases PS5 "Special Sauce"More Cross-Gen, Backward Compatibility Details And 120Hz Support RevealedSome Developers Are Talking About PS5 Development--Kind OfIt's still early yet, but developers are starting to get peppered with questions about their games appearing on PS5 (or whatever they call it). Cyberpunk 2077 developer CD Projekt Red didn't rule out releasing the game on new consoles, but said it's "not our area of interest right now" but didn't rule it out. A report from Wired said Death Stranding could make it to PS5, something Sony wouldn't comment on. There are surely more games being planned for the PS5 at this point with its launch next year, but so far, nothing is confirmed.Games We Suspect Are Coming To The PS5Cyberpunk 2077 For PS5 And Scarlett Not Ruled OutDeath Stranding Could Also Release On PS5 - ReportSony And Microsoft Team For Cloud GamingThough Sony and Microsoft have long been rivals in the console market, with the expansion of the idea of games as a streaming service, the two console makers are teaming up. The two companies announced the partnership in May, which will focus on entertainment technology. The two companies are working together on Microsoft's cloud architecture, Microsoft Azure, and it sounds like Sony may soon be using Azure for its own games and content streaming services. What's particularly interesting is that the team-up comes just as Google's Stadia streaming service has been making headlines. Sony has PlayStation Now and Microsoft is planning its xCloud service that will both compete with Stadia, so it seems the two console makers are looking to team up against a bigger rival.Microsoft And Sony Make Nice, Announce Partnership For Gaming And Cloud ServicesDeath Stranding Gets A Release DateJust ahead of E3, one of the biggest PS4 exclusives on the horizon grabbed the spotlight. That game is Death Stranding, the first project by Metal Gear Solid creator Hideo Kojima after exiting Konami. We got a new, weird trailer for the game, plus a release date: November 8, 2019. The trailer also gave us a close look at Death Stranding's gameplay, something a slate of past cinematic trailers haven't yet made clear. There may yet be more news on the way, too: Kojima is set to appear at San Diego Comic-Con in July.Death Stranding Release Date TrailerRelease Date Trailer BreakdownDeath Stranding Invents A New Genre, Kojima SaysDeath Stranding Cast Includes A Load Of CelebritiesBig Games On the Way--And A Few ExclusivesThough Sony wasn't at E3 to show off big games, there were a few PS4 titles that made headlines anyway. Square Enix's Final Fantasy VII Remake made a meteor-sized impact with a new playable demo of the Bombing Run and a look at how the game's combat will play. Square Enix also released an extended trailer that game with a release date: March 3, 2020. We learned that FFVII will span two Blu-ray discs--but this first episode will only cover everything that happens in Midgar, and Square Enix has no idea many episodes the entire FFVII story will require.We also got a new look at Shenmue III thanks to a fresh trailer announcing the game's Epic Store exclusivity--something the studio later discussed in a post on its Kickstarter page in response to some players' reticence. Director Yu Suzuki also spoke on the GameSpot E3 stage about realizing a 20-year vision with the game.Plenty of other huge games got shown off during the E3, and while they're not just PS4 exclusives, they'll be rounding out PlayStation owners' libraries as they're released through the rest of 2019 and into 2020. Titles like Watch Dogs Legion, Cyberpunk 2020, Ghostwire Tokyo, From Software's Elden Ring, and Marvel's Avengers will all be available to PS4 owners before too long.E3's Most Important NewsCyberpunk 2077 Looks Like Deus Ex, But With A Little Bit MoreControl Will Trust Players To Figure Out Its Unreal StoryThe Outer Wilds' Story Is Shaped By Choice; You Can Even Be The Game's VillainWolfenstein Youngblood Adds Newfangled RPG Stuff to BJ's WorldGods & Monsters Goes All-In On Greek MythologyThe Division 2 Roadmap Goes Back To New YorkWatch Dogs Legion's NPCs Are Fleshed-Out, Playable CharactersGhost Recon Breakpoint Adding AI Squad Members For Solo PlayInfo from Gamespot.com
2019-06-26
Fortnite's first 9.30 content update is now live, kicking off the game's 14 Days of Summer event. For the next two weeks, Epic will be rolling out a new limited-time mode and unvaulting an old weapon for 24 hours each day. That's not all; the game will also offer a new daily challenge to complete, which will net you an exclusive new reward.The first 14 Days of Summer challenge is live, and it involves dancing at six beach parties. You'll need to boogie down at six of these beachside shindigs in total to complete the challenge, and they need to be different ones each time; you can't simply return to the same location over and over. Fortunately, the beach parties are fairly easy to spot; the areas will be decked out with beach chairs, balloons, and other party favors. You can see where these beach parties are located in the video above.The reward for completing the first 14 Days of Summer challenge is the new Deep End dance emote, which has you doing Fortnite's take on the famous "C'mon and Swim" dance. We'll continue to update this list as more challenges go live, so be sure to check back regularly for more guides as the 14 Days of Summer event progresses.Despite the event's name, you'll actually have 21 days to complete the 14 Days of Summer challenges, giving you plenty of time to finish everything. If you do manage to complete all 14 challenges before the event ends, you'll unlock a special smoothie back bling for your troubles. You can find the full list of all the available challenges thus far below.As previously mentioned, challenges aren't the only thing you have to look forward to in the 14 Days of Summer event. Epic is also featuring a new LTM each day; the first, dubbed Splashdown, has you trying to eliminate other players using water balloons. There will also be new outfits and other items for purchase from Fortnite's in-game shop. You can read more details about the event on the official Fortnite website.Fortnite 14 Days Of Summer ChallengesDance at different Beach Parties (6) -- Deep End emoteInfo from Gamespot.com
2019-06-26
Another week means a fresh set of deals for PS4 games on the PlayStation Store. This week the headline event is a PlayStation Plus Specials Sale, offering deep discounts on more than 300 games and DLC packs--as long as you're a member of Plus, the PlayStation service that grants you access to online play.The lineup of game offerings for sale include a wide array of games, especially ones from Ubisoft. If you've been waiting to get your hands on some of the back catalog of Assassin's Creed, South Park, or Far Cry, now may be the time. You can also catch up with bundles for The Division and Watch Dogs franchises, and the Persona Dancing: Endless Night Collection ($60).Other standouts include low prices on some Battlefield games and the excellent campaign for Titanfall 2 ($7.50). If you're more in the mood for a strategy game, Mutant Year Zero ($21) is on sale. You can also pick up Burnout Paradise Remastered ($5) or Dead by Daylight ($15), or get in a more indie mood with Guacamelee 2 ($10). Some deals don't require Plus, like Monster Hunter World which is going for $20.See all the weekly game deals in the PlayStation Store, and check out more of our picks below!Adventure Time: Pirates of the Enchiridion -- $10Assassin's Creed Origin -- $18Assassin's Creed Syndicate -- $15Assassin's Creed Unity -- $8Battlefield 1 Revolution -- $10Battlefield 4 - $5Burnout Paradise Remastered -- $5Dead by Daylight Special Edition -- $15Dragon Age: Inquisition -- $10Far Cry Insanity Bundle -- $50Guacamelee 2 -- $10Jurassic World Evolution -- $25Life is Strange Season 2 -- $30Mutant Year Zero: Road to Eden -- $21Persona Dancing Endless Night Collection -- $60South Park: The Video Game Collection -- $24Starlink: Battle for Atlas Deluxe Edition -- $40Titanfall 2 Ultimate Edition -- $7.50Tom Clancy's The Division Franchise Bundle -- $60Unravel -- $5Unravel Two -- $5Watch Dogs Gold Editions Bundle -- $30Info from Gamespot.com
2019-06-26
Spider-Man: Far From Home continues the journey of Tom Holland's Peter Parker in theaters on July 2, but in the meantime it's getting a free VR tie-in experience, which is available right now on Steam and on PSVR. The experience is published by Sony, and developed by CreateVR, who also worked on VR tie-in experiences for Spider-Man: Homecoming and the Ghostbusters reboot. Check out a trailer for the Spider-Man: Far From Home VR Experience below.Where the previous Spider-Man VR tie-in for Homecoming was more stationary, this experience finally brings one of the essential Spider-Man fantasies into VR: swinging from building-to-building through the streets of New York City. You can choose from one of four outfits that Spider-Man has worn in the MCU and swing through the city, facing off against some giant robot foes. In addition to releasing on PSVR and Steam (for both HTC Vive and Oculus Rift), Sony will be taking the experience to select Regal Cinemas in North America through July 7, running on HP's Reverb headset.Spider-Man: Far From Home releases in theaters on July 2 as the first entry in the MCU following the climax of Avengers: Endgame. Tom Holland returns as Peter Parker and Jake Gyllenhaal makes his MCU debut as Mysterio, a classic Spider-Man villain who first appears as an ally, according to the trailers. Check out some of our favorite fan theories about the film while you wait for the VR experience to download.Info from Gamespot.com
2019-06-26
PlayerUnknown's Battlegrounds is still a wildly-popular game despite having "fallen short" in some areas. Developer PUBG Corporation looks to address some of these areas, announcing a new console patch that introduces a new progression system called weapon mastery, an auto-equip attachments feature, an additional controller preset, and more.The news comes via a tweet posted by the official PUBG Support team. The update, headed to both PlayStation 4 and Xbox One, will arrive on Thursday, June 27. Server maintenance will be conducted from Wednesday, June 26 at 10 PM PT to Thursday, June 27 at 4 AM PT.The headlining feature of the patch is the weapon mastery system, which allows players to increase weapon levels by gaining experience with that weapon. Weapon mastery and its rewards--such as charms and medals--operate independently of seasons, and there are 100 levels per weapon to be achieved.A new controller preset will be included in the new update. The preset is suited more for a thumb-index finger-middle finger style of controller handling, and it's for players that heavily rely on leaning and combat strategies.Further, PUBG Corp includes a new auto-equip feature that allows players to automatically stack their weapon with whatever attachments found in the world. The new patch also addresses a number of bug fixes, including issues with picking up items, bullets not puncturing wire fences, and more.You can read the full patch notes below.New Progression SystemNew Progression System: Weapon Mastery is a new progression system where players can increase levels by gaining weapon XP based on players’ weapon use.It operates all the time without being affected by seasons.Weapon Mastery offers 100 levels for players to achieve per weapon.In the lobby, players can check their weapon use information, last match results, and the rewards they acquired thus far through the newly created Mastery tab.Weapon Mastery Rewards: There are three types of Weapon Mastery rewards. These rewards can only be acquired through Mastery achievement.Charms: Charms are accessories that can be equipped to weapons.New charm can achieved at every five levels of progression per weapon.Charms can be used with any weapon skins. Acquired charms can be equipped/unlocked in the rewards page. Equipped charms can be seen in-game.Medals: Medals highlight awesome accomplishments players perform with their weapons.Each medal can be earned multiple times. There is even a counter that tracks how many medals have been achieved.Tier Emblems: Players can earn emblems equivalent to their level brackets achieved per each weapon.Up to 10 tiers can be achieved.How to earn Weapon XP: Weapon XP is earned when one or more of the following elements is satisfied during a match.DamageHeadshotsDefeats Defeats is a new term used for tracking actions that includes knockdowns, killing the last member of a team and killing solo players.You can acquire extra weapon XP based on distance of defeats.When earning Weapon XP, the amount received will increase based on how long you survived.Defeats follow the existing judgment rules for DBNO/Kills currently used in the game.Additional information: Weapon Mastery does not count friendly fire/team damage.Weapon Mastery does not count downs caused by road kills or environmental factors (blue zone, red zone, fall damage, or drowning).Weapon Mastery does not count throwables or melee damage.Total defeats for each weapon can be found on the Weapons tab under Mastery.There is a maximum limit on each weapon that can be getting weapon XP.Controller Preset: Type CAdded a new Controller preset, Type C Preset settings can be changed in the menus labeled Configuration – Control – Controller PresetThe new preset is more suitable for thumb – index finger – middle finger controlCompared to Preset A or B, Preset C is for players that utilize leaning and combat strategies heavily Preset C does not have the Aim (over the shoulder) keyLeaning can be used by pressing L1 or R1 key Leaning was separated from the analog sticks to avoid disrupting the aim or movementThe key to equip sidearm has been changed to double tap Triangle for a quicker change in dynamic battlesFor other changes, please see the in-game Controller GuideA word from our dev team: Controller preset C is designed to make a battle focused preset, so players would have minimum difficulty when moving, aiming, leaning or firing during combat by making them all independent.Preset C omitted the less commonly used key (in this case, AIM down the shoulder) and tried to avoid the loss in response time of ADS or distraction to combat.We will be adding customization options to all presets (A, B and C) allowing some key settings to be added/altered. We’re looking forward to hearing your feedback.Auto Equip AttachmentsAdded Auto Equip Attachments options to Configuration – Gameplay Three options available: Auto Equip Attachments, Auto Equip Scope and Auto Replace AttachmentsAuto Equip Attachments: An attachment will be automatically equipped on an active weapon upon pick up, if equipableIf unequipable, the attachment will be equipped to the next available weapon (Primary 1 → Primary 2 → Sidearm order)If none of the weapons can equip the picked up attachment it will go into the inventory Attachments cannot be picked up if there is no free space in the inventoryAuto Equip Scope: Scope type attachments are given three different settings to reduce unexpected situations during combatSetting – Off: Scope type attachments will not automatically equip and will go into the inventory insteadAttachments cannot be picked up if there is no free space in the inventorySetting – Sight Only: Only sight type attachments (Red Dot, Hologram Sight, and Canted Sight) will be automatically equippedAttachments cannot be picked up if there is no free space in the inventorySetting – All: All scopes will be automatically equippedAttachments cannot be picked up if there is no free space in the inventorySetting – Auto Replace Attachments: When replacing the weapon you are holding onto a different weapon by holding Square key, compatible attachments will automatically be equipped onto a new weaponIncompatible ones will go into the inventory Attachments will be dropped if there is no free space in the inventoryGameplayThe Featured map has been rotated from Sanhok to Erangel.Erangel 2nd Loot RebalanceThe total amount of items spawned in Erangel has been increased by approximately 28%.Increased the overall amount of items spawned, especially the spawn rates of those higher priority items. Spawn rate of AR has been increased by approx 64%.Spawn rate of DMR has been increased by approx 114%.Spawn rate of SR has been increased by approx 177%.Spawn rates of equipment and armor have been slightly increased, especially level 2.Spawn rates of healing items have been slightly increased.Open/Close Doors Animation ImprovementImproved the algorithm to determine when vehicles are blocking doors, preventing them from opening or closing.Mission ListYou can no longer check your mission list while in the starting area or in the plane using L1.You can still check the mission list from the System Menu.New Parachute GaugeThe parachute UI has been improved with more visibility and divided into two gauges, one for current speed and the other a more detailed altitude reading.Improved teammate status UI: An icon has been added to show when teammates are freefalling from the plane.Teammates’ status icons during the parachuting phase which were previously only shown on the map, are now also shown at the bottom left of the screen alongside the other teammate UI.Tactical Map MarkerAdded new Tactical Map Markers with 6 different marker types for different situations (Attack, Danger, Defend, Loot, Regroup, Vehicle). To use the markers, open the world map and hold R3 to reveal the Tactical Map Marker wheel, then move to the desired icon then click R3. Clicking R3 without selecting any marker type will place a standard marker.Each player can only place one Tactical Map Marker or Standard marker at a time.Tactical Map Markers will be shown on the world map, minimap, and compass in the same way as the existing map markers.Throwable Crosshair ImprovementAdded new crosshair when using throwables to easily identify the use of overarm or underarm throwing stance.Vikendi 2nd Loot RebalanceBlue zone adjustments To support a wider variety of gameplay experiences around Vikendi, the initial safe zone will now be placed in more varied locations and the waiting time between certain blue zone phases has been reduced. Phase 1 safe zone now spawns in more varied locations.Waiting time between early and late blue zone phases has been decreased slightly.Overall match duration subsequently reduced by 1 minute and 30 seconds.Vehicle spawn rate adjustment: Vehicle spawn rate has been changed to facilitate the new blue zone settings. Increased four-wheel drive vehicle spawn ratio in relation to Snowbikes and Snowmobiles.Item spawn rate adjustment:We have adjusted weapon spawn rates to help facilitate more medium and long-range engagements. Adjustments to available attachments have also been made to offer players more options. Adjustments to item spawns on Vikendi: AR spawns increased by 1.4xDMR spawns increased by 2xSR spawns increased by 7xSMG, Shotgun, Pistol Crossbow and spawns have been decreased slightly.Attachment spawns have been increased slightly.High powered scope spawns have been increased slightly.Cave balance adjustment:Since the Secret Cave is no longer much of a secret, we have adjusted the loot within to balance it more closely to other areas of Vikendi to improve the gameplay experience, while still offering good loot. Care Packages will no-longer spawn in the cave. High quality non-crate loot will still spawn in this location.Increased variety of items spawned in the cave.Item pool changes: Added MK47 Mutant, Halfgrip, Thumbgrip and Laser Sight.Removed Win94 and R45.Increased Moonlight weather condition percentage.UI/UXTeam UI OverhaulTeammates boost gauges are now in the team UI visible while playing to enhance team play.Font Style ImprovementChanged the font style to make capital letters ‘I’ and ‘L’ more distinguishable.Flare Gun UI ImprovementChanged the Flare Gun crosshair to display as a circle when aiming at the correct position to successfully call in a Special Care Package or Armored UAZ. Adjusted the Flare Gun status UI displayed after calling in a Special Care Package or Armored UAZ. The green flashing light is now removed once the drop leaves the plane.Previously, it would remain until the drop had been on the ground for 30 seconds.Minimap ImprovementsTeammates outside of your immediate minimap area will now have their icon and status shown at the at the edge of the minimap. This will help more easily identify the direction and status of your teammates.Weapon Preview ImprovementImproved the weapon preview animation in the lobby.UI Improvement to Prevent Potential Unfair Advantage while SpectatingIf houses and other map objects aren’t completely loaded when spectating teammates, additional UI will now cover the screen to prevent seeing players that wouldn’t otherwise be seen. Once loading is complete, the additional UI will be removed.Spectator Screen ImprovementYou can now report the spectating player by pressing Triangle/Y button while on the spectator screen.Added instructions to the Key Guide that you can leave the match by pressing O/B button.Network Latency HUDAdded a Network Information function that can display Ping, connection speed, packets, and packet loss.This will be located in the top left of the screen.You can change the settings to On/Off at Settings > Gameplay > UI > Network debug statistics.PerformanceOptimized performance to decrease the time it takes to load into matches.SoundSound ImprovementsWe’ve now added more sounds for item interactions. Previously items were looted, dropped, equipped and unequipped, some items had the same sound effects regardless of the characteristics of each item. Sounds will now vary more between items.Added vehicle suspension sounds. Sounds of moving vehicles’ suspension working can now be heard.Different sounds will be played in different situations. Vehicles moving on rough terrain or when landing from a jump will make unique sounds.Suspension sound volume is different between TPP and FPP.Bug FixesWorldFixed an issue with some barbed wire fences blocking bullets.Fixed an issue where players are unable to pick up items that are placed under broken barbed wire fences.Fixed an issue where items spawned in inaccessible locations of Docks on Sanhok.Fixed an issue where the player camera could pass through a specific wall at Paradise Resort on Sanhok while standing close to it.Fixed an issue which allowed grenades to be thrown through the underside of the parasols at Paradise Resort on Sanhok.Fixed an issue which prevented players from standing up after being prone under certain hut boardwalks on Sanhok.Fixed an issue where lighting effects could change abruptly on stone buildings with curved roofs on Sanhok.GeneralFixed the issue with center screen DBNO and kill messages being delayed.Fixed the issue with interaction UI remaining in spectator screen when is killed during interaction UI activated.Fixed the issue with certain maneuver could prevent motorcycles from flipping.Fixed the issue where the character would continue moving when system menu was opened while driving or freefalling.Fixed an issue with different UAZ model variants having different maximum speeds.Fixed the issue with a frag grenade ground burn mark textures overlapping the player character’s model.Fixed an issue where only one side of footsteps is output in certain situations.Fixed an issue which would remove player’s hair completely when equipping caps.Fixed a visual issue when punk knuckle gloves were equipped.Fixed a visual issue preventing belts from being visible when wearing a fur coat.Fixed an issue where character’s hair and face overlap when a female character equips specific hair styles and caps.Fixed a visual issue with shadows displaying incorrectly when swimming in FPP.Fixed an issue where players are unable to revive their teammates if casting UI freezes at 0 while reviving.Fixed an issue when using a scope and the character moves backward, the scope shakes.Fixed certain limb animations not playing while vaulting.Fixed an issue preventing the correct crosshair from being displayed after holstering a sidearm.Fixed an issue with Shirt (Plaid) icon not matching the in-game asset.Fixed a bug which prevented footsteps from being heard while walking over mud or water while wearing Harley Quinn Daddy’s Lil’ Monster Outfit.Fixed an issue where weapons could sometimes become unusable after reconnecting to a game.Fixed a visual issue after reloading an M249 which could cause the magazine to float mid-air.Fixed an issue preventing vehicle missions from being completed with the Zima.Fixed an issue where players could take excessive damage or die when landing at specific locations.Fixed an issue where the screen would shake when ADS and leaning against a wall or the corner of objects.Fixed an issue where the game mode would sometimes change when making a team.Fixed an issue where some bullets could pass through a wall when firing in specific conditions.Fixed an issue with a vehicle that slipped more than intended while driving.Fixed an issue which prevented healing items from being used when holding a weapon and performing an emote.Fixed an issue which allowed some unintended weapon types to be used from the back seat of an Aquarail.Fixed an issue where an error message is output when attempting to replace a cooked throwable with a throwable in the inventory.Grenades can no-longer be thrown through wire mesh (most notably, wire fences).Fixed an issue where players would sometimes appear to be moving in a falling motion.Info from Gamespot.com