Showing posts with label multiplayer. Show all posts
Showing posts with label multiplayer. Show all posts

Friday, 9 November 2012

Are You Playing Black Ops 2 on Launch Day?

The crazy popular series, Call of Duty, continues on November 13th with Black Ops 2. With a new branching campaign, retooled multiplayer, and at least three to four robots, Black Ops 2 should make quite a splash.

We want to know what your launch day plans are. Will you rock a midnight launch party? Play a few hours after school or work? Call in sick? Knowing this stuff helps us understand you and further our steps for global domination  better serving you as a reader. Take our extremely short, hyper easy, totally cool survey and let us know. It takes less than 15 seconds -- no joke.

Go ahead, take the survey. We'll wait here.

No, really, it's fine. Take your time. We're not going anywhere. Go ahead. We promise we'll be here when you get back.

All done? Super, thank you so much for helping us out. We've entered your data into our Neural Matrix Hub and have used it in our quest for bettering the world through the joy of video games. Or something like that.

Ryan Clements writes for IGN and is totally not plotting to overthrow the current world governments and instate his own order fueled by k-pop. Follow him on Twitter at @PwamCider.


Source : ign[dot]com

Wednesday, 7 November 2012

Top 13 Halo 4 Multiplayer Maps

From Blood Gulch to Zanzibar, every Halo game is remembered (or not) by its multiplayer maps. A good set of 'em can turn a great Halo into a classic (see: Halo 2), while a mediocre batch can leave a bad taste in fans' mouths (we're looking at you, Halo Reach). So how about Halo 4? Are its 13 total maps winners? After playing each one for hours and hours, we ranked them from worst to first.

13

Ascent (Forge)

We Recommend: Free-for-all game types, or just avoid it altogether

Why it Ranks Here: While we haven’t played the hundreds of hours required to cement Ascent as an outright stinker of a map, we did develop an instant dislike for it. We’ve also played enough hours to realize that this level is absolutely atrocious for team-based games. Why? The map is one giant – and very steep – hill, and the blue team starts at the bottom of it every single time. This gives the red squad a severe high-ground advantage whether you’re playing King of the Hill, Oddball, or anything else – even plain ol’ Team Slayer. Perhaps it’s just our frustration piling on here (can you tell which end of the hill we were stuck on for most of our playtime?), but it’s easily the ugliest of Halo 4’s battlegrounds to boot.

12

Vortex

We Recommend: Dominion, Extraction

Why it Ranks Here: Vortex seems almost explicitly designed to play Halo 4’s new Dominion mode. As such, it’s got a couple of key bases – one in a rock-side cave and another in the central structure – to which most of the combat funnels. It’s also got plenty of vehicles – a Ghost, a Rocket Warthog, and a Wraith – but unfortunately most of the terrain is so tight that it’s rather difficult to maneuver any of the rides around and really open ‘em up. As such, it feels like the latter two vehicles in particular are wasted a bit, since both are very scarce in War Games.

11

Relay (Forge)

We Recommend: SWAT, Oddball

Why it Ranks Here: A simple outer ring with a large arena below, Relay is a bit like Halo 3’s Foundation crossed with Halo 2’s Sanctuary and Halo 1’s Hang ‘Em High. It’s not quite small enough for one-on-one, but it makes a great Team Doubles arena. Skilled jetpackers can have a field day here, as the wide open middle area allows those with the elevation-changing Armor Ability to counter an attacker by lifting into the air, changing the shooter’s targeting plane just enough to help you escape. Also, for some Custom Game fun, we recommend Rockets-Only matches for a quick round of hilarity.

10

Abandon

We Recommend: Flood, Slayer Pro

Why it Ranks Here: Though Abandon is visually a bit reminiscent of Halo 2’s Backwash, it plays quite differently, with organic back alleys feeding into a central, three-story structure. Action tends to be fast and furious here, with the sword-and-shotgun-starring Flood mode a particular treat. Close-range weapons play well on Abandon thanks to mostly tight quarters and lack of long sightlines. You’re going to invent a lot of Custom Game variants to entertain you on this one. Oh, and be careful staring into the sun. As pretty as it is, you’re liable to get shot in the back…or shoved off the cliff.

9

Longbow

We Recommend: Dominion, CTF

Why it Ranks Here: Another of Halo 4’s larger outdoor areas, Longbow actually isn’t quite as big as it seems. Or at least, it doesn’t play as big as it looks. Its three bases are fairly close together, keeping combat focused and frantic. And that’s why it works. The structures make for great Dominion FOBs, while there’s enough road to tool around in Warthogs or Ghosts. Better still, in Dominion (or custom gametypes), you can eventually bring in a Wraith, which amps up the intensity of this level twofold. Also, there’s a “back alley” path along the water to get between two of the bases that many players tend to forget about. Use it to your advantage!

8

Adrift

We Recommend: SWAT, King of the Hill

Why it Ranks Here: All of the action funnels to the central bay, where the proto-mech (it’s not a Mantis, it’s much bigger) lives in a three-level hangar. However, the real fun of this map happens in the extremely narrow hallways that feed into the middle area, where DMR and Battle Rifle firefights will litter dozens of bodies on the floor by the end of a match. Promethean Vision is a mighty useful Armor Ability here, while grenades can make serious messes in the corridors. We also highly recommend giving Swords-only a try on Adrift once in a while, too.

7

Meltdown

We Recommend: Dominion, Capture the Flag

Why it Ranks Here: Its figure-8 driving track hearkens back to Halo PC’s memorable Infinity map, though Meltdown is nowhere near as colossally massive. But, like its spiritual forebear, it’s got vehicles. Warthogs and Ghosts will help you navigate the level as the road loops from a higher area to the bases down on the ground level, but narrow caves will help on-foot Spartans navigate the map in relatively brief sprints. Dominion is a true beast here, and it’s possible to get a Mantis on that mode, but it’s balanced because your heavily fortified bases can help repel the walking tank. Hint: try to get – and keep – your hands on the Incineration Cannon.

6

Solace

We Recommend: Team Slayer, Flood

Why it Ranks Here: Low walls and a giant glowing anti-gravity beam in the center of this small, symmetrical level means one thing: lots of aerial combat. Paying close attention to your motion tracker and knowing exactly when and where you can hop over Solace’s mini-barricades can let you get the jump – literally – on unsuspecting opponents. Coordinated teamwork here can make a good crew almost unstoppable, though with enough back alleys and below-level paths, your back is never safe. This is a fantastic four-on-four (or smaller) stage.

5

Complex

We Recommend: Capture the Flag, SWAT

Why it Ranks Here: That this outstanding outdoor level barely cracks the top 5 is a testament to just how good Halo 4’s multiplayer map complement is as a whole. Break out your DMRs and your Battle Rifles, click in your right thumbstick and start zooming in. Interestingly, the middle of the map is the least busy area. Instead, most of the frantic action will take place between the cliff-side grassy areas and the complex’s rooftops, where you’ll feel powerful but will in fact be vulnerable from all sides. Heck, even the back route tends to be fairly quiet – a fact that would serve you well to remember in CTF matches. Given the glorious return of both the Battle Rifle and the much-improved DMR, Halo 2 fans are going to be all over Complex.

4

Settler (Forge)

We Recommend: Capture the Flag, King of the Hill

Why it Ranks Here: Gee, those bases look miiiiiighty familiar…Yep, those are straight out of Blood Gulch, as is the rest of Settler. Sort of. Rather than remake the classic “boxed desert canyon” for the third time (it returned as Coagulation in Halo 2 and as Hemorrhage in Reach), 343 instead opted to create a spiritual successor, and the results are a riotous delight. Settler is much smaller than the Gulch, with three distinct “lanes” connecting the bases: the mountainside path, the central trough, and the cliff-side catwalk. Each base familiarly has a Warthog and a Ghost parked outside it, and the smaller size – combined with Halo 4’s Armor Abilities and built-in sprint, make Settler play plenty fast. This is a phenomenal update to one of Halo’s all-time greatest maps.

3

Ragnarok

We Recommend: Capture the Flag, Extraction

Why it Ranks Here: Even though Valhalla returns virtually untouched from Halo 3 as Ragnarok, it actually plays better in the Halo 4 sandbox. The addition of a Mantis mech at each base is a big reason why. The walking tank has plenty of room to maneuver in Ragnarok’s open fields, and when wielded properly can absolutely pin the enemy team in their own base. But it’s the combustible combination of the Mantis with the other vehicles – the Warthogs, Ghosts, Mongooses, and especially the Banshees – that make Ragnarok one of the finest showcases of what Halo 4 can do in multiplayer.

2

Haven

We Recommend: Team Slayer, SWAT

Why it Ranks Here: Perhaps destined to be Halo 4’s Midship, Haven is small, symmetrical, and very straightforward. But it’s the map’s simplicity that enables its greatness. Action can happen on either of the two floors, and small gaps in the top level’s walkways allow easy access to hop down into – or shoot up out of – the bottom area. Two man-cannons help allow speedy access to the center area, which is made all the more chaotic by a huge structure in the dead middle that you can’t jump over. You’ll just have to dance around it with your enemy, at which point you’re vulnerable from all sides. So good.

1

Exile

We Recommend: Capture the Flag, Extraction

Why it Ranks Here: This is it: the ultimate showcase for the Halo 4 sandbox. A giant donut loop enables full-speed vehicles laps – be it in the Warthog (Gauss variant, woo!), Ghost, Banshee, and Scorpion tank (yessssss!) – around the map, while a cave system lets walking players get around fast enough too. The green outdoor setting is decidedly Halo, and the trenches in key action points are set at just the right height where you can hide in them while crouching or put a DMR round straight into someone’s dome as their head pokes up out of them when they’re standing. Exile is a winning combination of scale, balance, and map flow. Better still, it not only plays phenomenally on just about any game type, but it plays great in different ways depending on which mode you choose.

Ryan McCaffrey heads up IGN Xbox. He used to own a DeLorean, which is weird. Follow him on Twitter at @DMC_Ryan, on IGN, catch him on Podcast Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.


Source : ign[dot]com

Tuesday, 6 November 2012

How Halo 4 is Seeking to Win Multiplayer Wars

Multiplayer combat gaming is dominated by titles that enfold players in quasi-realistic modern war-zones. The action and the perks and the zombies-on-the-moon modes may be pure fantasy, but the settings are rooted in the real world of multi-terrain combat boots and SA-58 clips.

The first time you play it, it has to be fair, but also it has to be fair on the hundredth time and the thousandth time.

By contrast, Halo 4 is pure fantasy, a sci-fi dreamscape of weird colors, strange weapons, variable gravity as well as Ghosts, crazed AIs and abandoned deep-space mining vessels. Publisher Microsoft wants its key multi-billion-dollar franchise to sit at the heart of inter-human gaming.

Developer 343 has delivered what is arguably the best Halo ever made, and one key component to this is multiplayer, described by IGN reviewer Ryan McCaffrey as “golden” with “immaculate weapon balancing” and containing “an impressive collection of outstanding battlegrounds.”

343 hired Austin, Texas-based development house Certain Affinity to help out with modes, maps and map-creation tool Forge. Why? The company was founded by Max Hoberman, who spent a decade at Bungie, crafting the Halo series’ multiplayer experience.

I'm dying to see what crazy things people come up with.

Certain Affinity is also responsible for working on MP sections of recent Call of Duty games and on Left 4 Dead. In short, these guys really get multiplayer, and they have a long and intimate relationship with the Halo universe. 85 team-members spent 18 months working on Halo 4’s multiplayer, in close association with 343.

Hoberman says the starting point for refining and evolving Halo 4’s multiplayer modes has been making it available to as many people as possible.

He explains, “That was 343's approach across the board. How do we make this better by letting more people enjoy it? We started by smoothing off some of the rough edges on areas that could be great, but just weren't quite there for accessibility reasons. That can be really difficult, really challenging, especially when you're trying to develop something that has some inherent depth. How you balance depth and accessibility is always a challenge. But that has absolutely permeated all of our decision-making.”

Certain Affinity worked on some of the War Games modes, many based on old favorites that have now been tweaked. For example, Dominion is a team-based mode in which each side attempts to capture and defend a series of bases which, over time, sprout defensive upgrades, culminating in a ‘last stand’ slaughter of the team that’s failed to secure defensive positions.

Oddball is the classic game mode that wins players points for holding onto a ball, with an added twist of being able to throw the ball. When this one feature was first shown, at PAX, it drew enthusiastic whoops from the crowd.

When you're designing for multiplayer, you have to be selfless.

Part of the responsibility facing Certain Affinity, and all developers that specialize in multiplayer, is the intense relationship players have with the modes and maps they play. Unlike single-player games, which are experienced once or perhaps a few times, multiplayer games are experienced again and again. They are lived. They are also very public testing grounds for people who take their skills very, very seriously.

Not only, but also, through map-editors like Forge, players understand the fundamentals of multiplayer level design. Ten years ago, players might have enjoyed a multiplayer map, without stopping to think about the subtleties of sight blocks and cover positions. These days, they intuite sloppy design.

Hoberman says, “We’re very aware of the gravity of our responsibility. We're creating this content that people are going to play time and time again, sometimes thousands of times, for one map or one game mode. It feels like a massive responsibility. We mandate internally that we play this stuff over and over. We have to be fans of our own work and we have to put it to the test day in and day out.

We're creating this content that people are going to play time and time again, sometimes thousands of times.

“We insist that our developers participate in daily playtests. It can be tough. Our artists, for instance, they have a big to-do list, but we make them take an hour out of their day to playtest. We think that's invaluable. Fans are going to pick these things apart. They're passionate about every detail. It's critical that everyone working on these things is also passionate about every detail and understands how these things are going to be experienced by the players.”

He points out that in single-player modes, the story embraces the player as well as the characters in the game, but only the actual player is having a real emotional experience. But in multiplayer, it’s about everyone who is on screen.

“When you're designing campaign levels, you're inherently designing something asymmetrical. You're designing for the player. You don't need to care about how the enemies feel. You don't need to care about how the Covenant feel about their experience. When you're designing multiplayer, you have to care about everybody.

“What you're designing is inherently balanced and symmetric, even if it's physically asymmetric. It has to be balanced. It has to be a fair experience for everyone. The first time you play it, it has to be fair, but also it has to be fair on the hundredth time and the thousandth time. It takes a different mindset to design for multiplayer. I'd say it also takes a different personality sometimes. When you're designing for multiplayer, you have to be selfless. You have to be able to put yourself in someone else's shoes. If you're just concerned about designing a good experience for yourself, then you'll never be a great multiplayer designer.”

One of the massive projects undertaken by Certain Affinity was Forge, which allows players to make their own multiplayer maps. This tool has been around for some years but in Halo 4 has been drastically overhauled.

New features include better looks through dynamic lighting and gorgeous native environments; greater ease-of-use via neat gadgets like item-lock, duping and magnets; and local effects called player-trait zones which give designers all sorts of freedom to play around with their invented worlds.

Hoberman says, “Forge is interesting, any map editor is interesting, because so many people benefit from it whether they actually use it or not. Everyone benefits from the creations that come out of it. The accessibility improvements that we made and some of the feature additions are ultimately just going to mean that new users will find it easier, but because Forge is inherently a pretty sophisticated tool, the creations are going to be that much more inventive and novel.

He adds, “You always do something and you think maybe you’ll see a dozen interesting ways people use it. In reality, over time, you end up seeing hundreds of greats ideas. I'm dying to see what crazy things people come up with.”

Don't forget to make use of IGN's massive Halo 4 wiki.

For daily opinions, debates and interviews on games you can follow Colin Campbell on Twitter or at IGN


Source : ign[dot]com

How Halo 4 is Seeking to Win Multiplayer Wars

Multiplayer combat gaming is dominated by titles that enfold players in quasi-realistic modern war-zones. The action and the perks and the zombies-on-the-moon modes may be pure fantasy, but the settings are rooted in the real world of multi-terrain combat boots and SA-58 clips.

The first time you play it, it has to be fair, but also it has to be fair on the hundredth time and the thousandth time.

By contrast, Halo 4 is pure fantasy, a sci-fi dreamscape of weird colors, strange weapons, variable gravity as well as Ghosts, crazed AIs and abandoned deep-space mining vessels. Publisher Microsoft wants its key multi-billion-dollar franchise to sit at the heart of inter-human gaming.

Developer 343 has delivered what is arguably the best Halo ever made, and one key component to this is multiplayer, described by IGN reviewer Ryan McCaffrey as “golden” with “immaculate weapon balancing” and containing “an impressive collection of outstanding battlegrounds.”

343 hired Austin, Texas-based development house Certain Affinity to help out with modes, maps and map-creation tool Forge. Why? The company was founded by Max Hoberman, who spent a decade at Bungie, crafting the Halo series’ multiplayer experience.

I'm dying to see what crazy things people come up with.

Certain Affinity is also responsible for working on MP sections of recent Call of Duty games and on Left 4 Dead. In short, these guys really get multiplayer, and they have a long and intimate relationship with the Halo universe. 85 team-members spent 18 months working on Halo 4’s multiplayer, in close association with 343.

Hoberman says the starting point for refining and evolving Halo 4’s multiplayer modes has been making it available to as many people as possible.

He explains, “That was 343's approach across the board. How do we make this better by letting more people enjoy it? We started by smoothing off some of the rough edges on areas that could be great, but just weren't quite there for accessibility reasons. That can be really difficult, really challenging, especially when you're trying to develop something that has some inherent depth. How you balance depth and accessibility is always a challenge. But that has absolutely permeated all of our decision-making.”

Certain Affinity worked on some of the War Games modes, many based on old favorites that have now been tweaked. For example, Dominion is a team-based mode in which each side attempts to capture and defend a series of bases which, over time, sprout defensive upgrades, culminating in a ‘last stand’ slaughter of the team that’s failed to secure defensive positions.

Oddball is the classic game mode that wins players points for holding onto a ball, with an added twist of being able to throw the ball. When this one feature was first shown, at PAX, it drew enthusiastic whoops from the crowd.

When you're designing for multiplayer, you have to be selfless.

Part of the responsibility facing Certain Affinity, and all developers that specialize in multiplayer, is the intense relationship players have with the modes and maps they play. Unlike single-player games, which are experienced once or perhaps a few times, multiplayer games are experienced again and again. They are lived. They are also very public testing grounds for people who take their skills very, very seriously.

Not only, but also, through map-editors like Forge, players understand the fundamentals of multiplayer level design. Ten years ago, players might have enjoyed a multiplayer map, without stopping to think about the subtleties of sight blocks and cover positions. These days, they intuite sloppy design.

Hoberman says, “We’re very aware of the gravity of our responsibility. We're creating this content that people are going to play time and time again, sometimes thousands of times, for one map or one game mode. It feels like a massive responsibility. We mandate internally that we play this stuff over and over. We have to be fans of our own work and we have to put it to the test day in and day out.

We're creating this content that people are going to play time and time again, sometimes thousands of times.

“We insist that our developers participate in daily playtests. It can be tough. Our artists, for instance, they have a big to-do list, but we make them take an hour out of their day to playtest. We think that's invaluable. Fans are going to pick these things apart. They're passionate about every detail. It's critical that everyone working on these things is also passionate about every detail and understands how these things are going to be experienced by the players.”

He points out that in single-player modes, the story embraces the player as well as the characters in the game, but only the actual player is having a real emotional experience. But in multiplayer, it’s about everyone who is on screen.

“When you're designing campaign levels, you're inherently designing something asymmetrical. You're designing for the player. You don't need to care about how the enemies feel. You don't need to care about how the Covenant feel about their experience. When you're designing multiplayer, you have to care about everybody.

“What you're designing is inherently balanced and symmetric, even if it's physically asymmetric. It has to be balanced. It has to be a fair experience for everyone. The first time you play it, it has to be fair, but also it has to be fair on the hundredth time and the thousandth time. It takes a different mindset to design for multiplayer. I'd say it also takes a different personality sometimes. When you're designing for multiplayer, you have to be selfless. You have to be able to put yourself in someone else's shoes. If you're just concerned about designing a good experience for yourself, then you'll never be a great multiplayer designer.”

One of the massive projects undertaken by Certain Affinity was Forge, which allows players to make their own multiplayer maps. This tool has been around for some years but in Halo 4 has been drastically overhauled.

New features include better looks through dynamic lighting and gorgeous native environments; greater ease-of-use via neat gadgets like item-lock, duping and magnets; and local effects called player-trait zones which give designers all sorts of freedom to play around with their invented worlds.

Hoberman says, “Forge is interesting, any map editor is interesting, because so many people benefit from it whether they actually use it or not. Everyone benefits from the creations that come out of it. The accessibility improvements that we made and some of the feature additions are ultimately just going to mean that new users will find it easier, but because Forge is inherently a pretty sophisticated tool, the creations are going to be that much more inventive and novel.

He adds, “You always do something and you think maybe you’ll see a dozen interesting ways people use it. In reality, over time, you end up seeing hundreds of greats ideas. I'm dying to see what crazy things people come up with.”

Don't forget to make use of IGN's massive Halo 4 wiki.

For daily opinions, debates and interviews on games you can follow Colin Campbell on Twitter or at IGN


Source : ign[dot]com

Monday, 5 November 2012

Play Halo 4 With IGN on November 6

Halo 4 is launching -- if you're in the eastern hemisphere, you may already be pummeling Prometheans -- and the IGN Editors want to play multiplayer with you, our lovely readers.

So how can you get your chance to shoot us in the virtual face? Here's the scoop:

What: A ton of Halo 4 War Games.

When: November 6, 4:00pm Pacific/7:00pm Eastern

Where: Xbox Live, of course!

Who: You! Also, a handful of IGN staffers will be online and ready to get splattered by your Ghost, including Ryan McCaffrey, Mitch Dyer, Casey Lynch, and more.

How: Send a message or friend request to one of the following IGN editor gamertags telling us you'd like to play. We'll do our best to rotate everyone in and mix up the playlists, and each editor will have his or her own lobby so we can play with as many of you as possible.

  • Ryan McCaffrey, Xbox Executive Editor: Ryan IGN
  • Mitch Dyer, Xbox Associate Editor: MitchyD88
  • Casey Lynch, Editor-in-Chief: Lynchtastic
  • Destin Legarie, Editorial Producer: DestinL
  • Sean Allen, Community Manager: ImNotSeanAtIGN
  • Alfredo Diaz, Video Editor: AlfredoIGN
  • Eriq Martin, Community Contributor: ereeeek
  • Sean Finnegan, Associate Video Producer: Finnegan ii
  • Sam Claiborn, Wikis Executive Editor: OKMANIAK
  • Ashley Jenkins, Head of Community and Social Media: jinx
  • Steve Butts, Managing Editor, Steve IGN
  • J Kartje, Social Media Coordinator: jsauce ign

While you wait, why not read/watch our Halo 4 review? We think it's swell. See you tomorrow!


Source : ign[dot]com

Monday, 29 October 2012

First ZombiU Multiplayer Details Surface

A new multiplayer mode titled King of Zombies has been unveiled for upcoming survival horror game ZombiU.

In an interview with ONM, the game's story director Gabrielle Shrager explained that that the mode would have links to the St George's Yard mission that players will encounter in the single-player game, while also being based on a modified version of Capture the Flag.

St George's is our hell within hell. Our multiplayer arenas are a spin-off of this mission in the campaign.

"You’ve seen the Tower Of London gameplay footage by now, so you know we are going to have to breach the Traitor’s Gate and penetrate the depths of the Bloody Tower to find the Raven Of Dee’s Secret Bunker," she revealed. "But you’ve never heard of St George’s Yard.

"St George's is our hell within hell. Survivors here are unwilling participants in a twisted game in which they are thrown to the infected. Our multiplayer arenas are a spin-off of this mission in the campaign."

The King of Zombies mode is one such multiplayer arena that sees one player use the Wii U Pro Controller to try and guide their survivor towards the flag. Meanwhile, it's the job of the GamePad wielding player to spawn zombies around the flag using the touchscreen in a bid to keep the flag unclaimed.

ZombiU is planned as an exclusive launch title for the Wii U when it releases in America on November 18 and in Europe on November 30.

Luke Karmali is IGN's UK Editorial Assistant and is slowly realising he'd be as useful as a chocolate teapot in a Zombie Apocalypse. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Friday, 26 October 2012

Black Ops 2 Multiplayer Matchmaking Explained

The multiplayer matchmaking system in Call of Duty: Black Ops II will work using latency and ping, Treyarch has confirmed.

In a series of tweets, game design director David Vondehaar explained that the upcoming entry in the Call of Duty series wouldn't rely on region-based matchmaking, as was the case in previous games.

In response to being asked whether the locale-preference in matchmaking would again appear in Black Ops II, the following exchange took place:

In theory, this should result in fewer instances of host migration and drop outs, which have frustrated Call of Duty players in previous instalments. This isn't the only good news we've had for Call of Duty multiplayer fans recently; earlier this month Treyarch announced that the Call of Duty Elite service would be free to Black Ops II players.

Call of Duty: Black Ops II is due to release on Xbox 360, PS3 and PC on November 13, and on the Wii U on its respective launch dates.

Thanks, CharlieIntel.

Luke Karmali is IGN's UK Editorial Assistant and a meleeing ninja when it comes to COD. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Black Ops 2 Multiplayer Matchmaking Explained

The multiplayer matchmaking system in Call of Duty: Black Ops II will work using latency and ping, Treyarch has confirmed.

In a series of tweets, game design director David Vondehaar explained that the upcoming entry in the Call of Duty series wouldn't rely on region-based matchmaking, as was the case in previous games.

In response to being asked whether the locale-preference in matchmaking would again appear in Black Ops II, the following exchange took place:

In theory, this should result in fewer instances of host migration and drop outs, which have frustrated Call of Duty players in previous instalments. This isn't the only good news we've had for Call of Duty multiplayer fans recently; earlier this month Treyarch announced that the Call of Duty Elite service would be free to Black Ops II players.

Call of Duty: Black Ops II is due to release on Xbox 360, PS3 and PC on November 13, and on the Wii U on its respective launch dates.

Thanks, CharlieIntel.

Luke Karmali is IGN's UK Editorial Assistant and a meleeing ninja when it comes to COD. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Tuesday, 23 October 2012

Family Guy: Back to the Multiverse Release Date

Activision has announced that Family Guy: Back to the Multiverse will be released on Xbox 360 and PlayStation 3 on November 23, 2012.

It also revealed details of the game's 'Multiplayer Challenges', which will let you invite up to four friends to assume the roles of popular characters from the show – including Peter, Brian, Quagmire and, of course, Stewie – and head into an "epic battle" or a "wild team battle". No more details were forthcoming but the multiplayer component is said to be in keeping with the Family Guy 'spirit', with "unexpected gags and cameos at every turn".

Here are some new screenshots of the challenges:

4043familyguymultiplayerscreen1jpg

4045familyguymultiplayerscreen3jpg

4044familyguymultiplayerscreen2jpg

There hasn't been much information released on the game so far, but you can find out a bit more about here.

Daniel is IGN's UK Staff Writer, and you can be part of the world's worst cult by following him on IGN and Twitter.


Source : ign[dot]com

Family Guy: Back to the Multiverse Release Date

Activision has announced that Family Guy: Back to the Multiverse will be released on Xbox 360 and PlayStation 3 on November 23, 2012.

It also revealed details of the game's 'Multiplayer Challenges', which will let you invite up to four friends to assume the roles of popular characters from the show – including Peter, Brian, Quagmire and, of course, Stewie – and head into an "epic battle" or a "wild team battle". No more details were forthcoming but the multiplayer component is said to be in keeping with the Family Guy 'spirit', with "unexpected gags and cameos at every turn".

Here are some new screenshots of the challenges:

4043familyguymultiplayerscreen1jpg

4045familyguymultiplayerscreen3jpg

4044familyguymultiplayerscreen2jpg

There hasn't been much information released on the game so far, but you can find out a bit more about here.

Daniel is IGN's UK Staff Writer, and you can be part of the world's worst cult by following him on IGN and Twitter.


Source : ign[dot]com

Friday, 19 October 2012

Anarchy Reigns Release Date Announced

Anarchy Reigns will launch on January 8, 2013 in the US and January 11, 2013 in Europe, SEGA has announced.

The multiplayer brawler will support up to 16 players and has a suggested retail cost of £19.99/€29.99/$29.99.

We heard rumours earlier this week that the game would release on these dates, and it appears they were correct. It's a relief, as for a time the game's future looked uncertain following its sudden delay in the West back in May.

Speaking about the new release date, Platinum Games' executive director Atsushi Inaba said, "Focusing on online play with Anarchy Reigns presented a new challenge for us here at PlatinumGames. Very few games fall under its genre of a melee-based online multiplayer brawler, so I think we’ve been able to supply a new kind of excitement that you can’t find anywhere else. While some time has passed since its Japan release, I look forward to having gamers in North American and Europe enjoy the Anarchy."

Anarchy Reigns will release simultaneously on PS3 and Xbox 360.

Luke Karmali is IGN's UK Editorial Assistant and quite the Platinum Games fan. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Rockstar Wants Grand Theft Auto 5 Multiplayer Suggestions

Rockstar wants your help in shaping the multiplayer of Grand Theft Auto V.

In a post on the Rockstar Blog the company revealed it's looking for a way to incorporate the Crews system from Max Payne 3 into the game, but would like player's feedback on how best to do so.

We'd like to take this opportunity to ask all of you for your feedback, input and ideas for features you'd like to see created for Crews in the game.

The post reads, "As we're busy working on Grand Theft Auto V, we'd like to take this opportunity to ask all of you for your feedback, input and ideas for features you'd like to see created for Crews in the game.

"Whether it's suggestions for competitive in-game Crew features in Multiplayer, new ways to manage and recruit, ideas for enhancing Social Club Crew pages and leaderboards, things you did and didn't like about Crews in Max Payne 3, or any thoughts at all related to Crews really that you'd like to share - we're all ears.

"We'd especially love to hear from current Crew members and leaders so that we can continue making our unique approach to persistent team based Multiplayer as fun as it can be in GTA V."

The Crew system in Max Payne 3 allows you to join public or private groups in order to duke it out with rival gangs. Doing so nets you XP, and can lead to Feuds with rival groups who have killed one of your Crew members. As it currently stands, Crews made in Max Payne 3 are planned to be carried over into Grand Theft Auto V.

Anyone wanting to send feedback to Rockstar should send an email to GTAVCrewFeedback@rockstargames.com with their suggestions. Be sure to let us know what you tell them in the comments below.

Luke Karmali is IGN's UK Editorial Assistant and maintains San Andreas was the best GTA. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Thursday, 27 September 2012

Play Kid Icarus: Uprising Online With IGN Tonight

Tonight marks the last time that we'll be heading into the battle arena of Kid Icarus: Uprising's multiplayer and we want you to join us for a few rounds of Free-For-All and Light Vs Dark to send us off in style.

We'll be online between 18:00pm and 20:00pm (BST) this evening on September 27th so if you want to take us on at Kid Icarus on Nintendo 3DS all you need to do is head over to the Facebook event page, add our Friend Codes, post your own Codes on the event wall so we can add you back, and let battle commence!

In the meantime, if you're looking for tips head to IGN's Kid Icarus: Uprising wiki.


Source : ign[dot]com

Tuesday, 25 September 2012

Transformers: Fall of Cybertron Adds Insecticons

Activision has released a new Insecticon pack for Transformers: Fall of Cybertron’s multiplayer. Available now on Xbox 360, PlayStation 3 and PC, the Massive Fury Pack adds several new multiplayer characters, including full body and parts available for use in the character creator.

The Massive Fury Pack is available for $9.99 (800 Microsoft Points) and adds the following items for single-player:

  • Kickback (Flying Insecticon)
  • Sharpshot (Flying Insecticon)
  • Hardshell (Beetle Tank Insecticon)
  • G1 Retro Optimus Prime
  • Autobot Hound
  • G2 Bruticus character skin
  • G1 Shockwave Blast Cannon
  • G1 Megatron Pistol Gun

The Insecticon pack follows the Dinobot content released earlier this month.

For more on Fall of Cybertron, read our Transformers: Fall of Cybertron review, plus check out more details in our Transformers: Fall of Cybertron wiki guide.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Friday, 21 September 2012

Medal of Honor Warfighter Beta Announced, Exclusive to 360

EA has announced a multiplayer beta for Medal of Honor Warfighter. In early October, Xbox 360 players will be able to try a new multiplayer mode called HotSpot, which lets players attack and defend randomly-selected areas of Sarajevo Stadium, a map set in Bosnia. Players will team up using the game’s co-op Fireteam system, playing in pairs to win.

Anyone who downloads the beta will also get one hour of double XP when the full version of Warfighter launches. EA also announced that if three million players download the beta, Linkin Park’s “Castle of Glass” music video will be unlocked early.

Medal of Honor Warfighter launches on October 23rd. The first print run of the game is the Medal of Honor Warfighter Limited Edition, which includes a free map pack based on Bin Laden assassination film Zero Dark Thirty. For more on Warfighter’s multiplayer, read our hands-on impressions, plus more details in our Medal of Honor Warfighter wiki guide.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Saturday, 1 September 2012

PAX: Halo 4 Updates Grifball and Oddball

If you've ever wanted to throw your skull before, you'll enjoy the changes planned for several multiplayer modes in Halo 4. 343 Industries announced today that players will be able to pass and catch the ball/skull/bomb in both Grifball and Oddball during its Halo panel at PAX.  This news comes a day after the announcement of Capture the Flag (CTF), and a new War Games map, Exile. Similar to allowing the flag carrier to carry a Magnum in CTF, you'll also be able to weild a pistol while carrying the ball in Oddball. Assassinations are also possible which apparently vaporzize your enemies.

Here's the two modes in action.

Both modes themselves are carry-overs from past Halo games, Oddball featuring classic "earn points each second you control the ball" gameplay, while Grifball arms players with Gravity Hammers and Swords in a bid to score points by carrying the ball to the other team's goal.

Including a weapon in CTF makes enough sense given how wide open t=most CTF-ready maps are, but I wonder about adding a pistol to the ball-carrier mix given the typically smaller-sized arenas best suited for Oddball. There's something about relying solely on melee attacks that's always balanced out the gameplay, so it'll be interesting to see how it plays (343 only showed the mode off via its presentation, it wasn't playable).

In case you missed it yesterday, here's what we thought of the new CTF mode.

Casey Lynch is Editor-in-Chief of IGN.com. Follow his non-sequitur ramblings about video games, '80s films and Protest the Hero on IGN and Twitter.


Source : ign[dot]com

Thursday, 30 August 2012

Aliens: Colonial Marines Escape Mode Announced

Gearbox has revealed details of a new multiplayer mode for Aliens: Colonial Marines. It's called Escape, and pits a team of four US colonial marines against – you've guessed it – a team of four playable Xenomorphs. The mode has the added pressure of a time limit, in which the soldiers must stay alive and make their way to the evacuation zone. Meanwhile, the Xenomorphs must hunt down and kill the marines.

The Xenomorphs aren't all the same, however. There are distinct classes (seen in Gamespot's trailer). The Xenomorph Soldier is highly resistant to damage and excels at close combat; the Xeno Lurker is the fastest and most agile of the aliens, possessing a "quick strike" ability which lets them pin marines to the ground; finally, there's the Xeno Spitter which can attack marines from a distance by spraying acid from its "cranial acid pouches". Charming.

SEGA says that players "will have to work together as a team, utilizing each faction’s unique skills, and identifying their opponents’ weak spots to either reach the safety of the escape point or to eliminate their targets". No details were given regarding the abilities of the marines, but presumably one of you will have the nerve-shredding job of monitoring the motion detector.

Daniel is IGN's UK Staff Writer. Alien is one of his favourite films. Prometheus isn't. Follow him on IGN and Twitter.


Source : ign[dot]com

Tuesday, 28 August 2012

Gears of War: Judment Free-for-All Mode Unveiled

Microsoft has unveiled a new multiplayer game mode for Gears of War: Judgment: it's called Free-for-All mode.

As the name suggests, the mode promises to throw team tactics out of the window and, in a first for the Gears of War series, it will ask players to take on every other player. It's every COG solider for himself.

Epic games will debut the new mode this week at PAX Prime where a playable version will also be present. Alongside this, two new maps will be on show: Gondola and Library.

The Gondola map promises to take place in a quiet, gated community located only a short gondola ride from the renowned shops and businesses in the prestigious Agora foothills. The Library level, meanwhile, will take place in an archive of important documents surrounding the life, career, and personal interests of Alexiy Desipich.

Gondola

Free for all is the second new multiplayer mode introduced in Gears of War: Judgement. The first is OverRun, the class-based competitive mode that pits Locust and Cog soldiers in a head-to-head battle.

Daniel is IGN's UK Staff Writer. You can be part of the world's worst cult by following him on IGN and Twitter.


Source : ign[dot]com

Tuesday, 7 August 2012

Uncharted 3's Tournament Mode, New DLC

Been looking for a reason to get back into Uncharted 3: Drake's Deception multiplayer? Developer Naughty Dog is giving you more than 140 reasons to do it.

Today, patch 1.13 arrives for the multiplayer mode for IGN's PS3 Game of the Year 2011. It brings a number of additions -- a new mode, 137 pieces of downloadable content, and 50 Trophies -- and we were lucky enough to talk to developer Naughty Dog's Robert Cogburn about them.

THE TOURNAMENT SYSTEM

The biggest 1.13 addition is that of the Tournament System. Each week, you're awarded 10 tickets you can use to enter Team Deathmatch, Three-Team Deathmatch or Hardcore tournaments. However, these aren't tournament brackets like you might be expecting. Instead, you redeem one of your tickets before a match begins and then your individual performance earns you points in the tournament standings -- if your team wins; players on the losing team are awarded zero points.

When the week ends, the points are tallied and you find out where you stand. Do well enough, and you'll be placed in one of the three reward tiers. Players who earn one of these three distinctions are awarded in-game items (costume pieces for bragging rights) or weapons (skinned weapons with mod slots) to use for next week's tournament. Hit the gold tier six times, and you'll be awarded a special skin to rub in your opponents' faces.

"I'm really interested to see the type of gloating that's going to occur from this in our community," Cogburn said. "There's going to be a lot of trashtalking."

If you burn through your weekly allotment of 10 tickets and want more, you can buy them from the PlayStation Store. And fear not -- the number of points earned decreases based on party size (so no rolling groups of badasses) and you can never lose points.

137 PIECES OF DLC

Starting August 14th, 137 new pieces of downloadable content will start rolling out for Uncharted 3's multiplayer. You can unlock this content in game by earning levels in the game, completing treasure sets or simply purchasing it from the PlayStation Store. Yes, microtransactions have come to Uncharted.

"The microtransaction stuff is sort of Naughty Dog's way of testing the waters with these ideas and sort of seeing how this is going to pan out for us," Cogburn said. "Because these are inevitably, I believe, systems we're going to have to have in place. We kind of see Uncharted 3 right now as a way for us to see how we're going to internally do this stuff."

However, the DLC isn't just for show -- well, the taunts and emblems are, but the new hats like the buffalo helmet actually augment stats. Each head item comes with a unique pro and con, so you might be able to reload faster, but your health regeneration might be slower.

BLOCK MESH MAPS

As long as people keep logging on to play our game, we'll keep supporting it.

Since Uncharted 2: Among Thieves, Naughty Dog has been using The Lab, a multiplayer option where the developers have players try new modes and multiplayer ideas. Once patch 1.13 is live, the stage will be set for Naughty Dog to add new "block mesh maps" to The Lab. Every Uncharted level starts as a block mesh map -- a basic geometric shape with no art and simple color -- before becoming a full-blown map. These original creations will be blocky arenas that have been designed to provide "some wild and distinct multiplayer gameplay."

"The thing that's pretty awesome about this system that we created for this patch is that these block mesh maps can be updated in real time," Cogburn said. "So the idea is we'll upload a map that people will be able to play for two weeks, we'll play it for, say, a week, get some feedback from people in the community, and then we'll be able to actually change the geometry in that map when people log back in to play it."

TROPHIES

Patch 1.13 also brings about the much desired Uncharted 3 multiplayer Trophies. There are 50 in total -- three Silver and seven Bronze for each DLC map pack. Check out our Uncharted 3 Wiki for the full listing.

THE FUTURE

It's not every day that a game as old as Uncharted 3 gets such a massive update, but Cogburn said that the team is far from done -- especially considering how the Drake's Deception community is still so active.

"As this goes out and we address any problems that come up with this system we'll be introducing a number of other things coming out for Uncharted 3 multiplayer that people should be pretty excited about," Cogburn said. "As long as people keep logging on to play our game, we'll keep supporting it."

Greg is the executive editor of IGN PlayStation, cohost of Podcast Beyond and host of Up at Noon. Follow IGN on Twitter, and keep track of Greg's shenanigans on IGN and Twitter. Beyond!


Source : ign[dot]com

Tuesday, 31 July 2012

Free Max Payne 3 Multiplayer Add-On Arriving in August

Max Payne 3's next multiplayer expansion, Disorganized Crime, will be free. Rockstar Games says it will have players fighting "above the streets surrounding Max’s old apartment in the new Hoboken Rooftops multiplayer map." In addition, Disorganized Crime adds more aggressive AI, explosive rounds, and headshot-only kills for Score Attack.

Following up in September is the Hostage Negotiation map pack, which will cost $10 on Xbox Live, PlayStation Network on PC. Rockstar has yet to provide details about the new multiplayer levels included here.

The following month adds two more $10 downloadable add-ons for Max Payne 3 multiplayer. Both the Painful Memories Map Pack and Deathmatch Made in Heaven Mode Pack (which includes the content from the previously revealed New York Minute co-op pack) will arrive at an unspecified date in October.

The Local Justice add-on, which includes three new maps and some new weapons, recently released on consoles, and will hit PC on August 9 at a discounted price of $5.99 for the first week.

Mitch Dyer is an Associate Editor for IGN's Xbox 360 team. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.


Source : ign[dot]com