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Call of Duty, but with big robots—if you'd asked me to guess what Titanfall 2's campaign would look like before I played it, that would've been my gut reaction. It's partially correct. The basic act of shooting feels as twitchy and instantaneous as any Call of Duty, and there are giant robot exoskeletons to pilot, but Titanfall 2 isn't nearly that simple.

You shoot bad guys, sure, but you also have branching conversations with a robot companion and Super-Meat-Boy your way through challenging platforming gauntlets, all set in a cohesive, mysterious science fiction world. It’s one of the most surprising action shooters I’ve played in recent memory, a planetary tour that gets more mileage out of experimenting with level design and traversal than no-scoping enemy infantry.

Titanfall 2 puts you in the role of Jack Cooper (a very exotic and rare name in the future), a rifleman in the Frontier Militia, a group set on expanding human settlements into rimworld colonies. They need an armed force because the Interstellar Manufacturing Corporation—a Weyland-Yutani-esque example of capitalism’s worst case scenario—openly believes human lives are expendable and planets are only good for their profit potential, even though they’re humans too. And they practice what they preach, tearing up defenseless Frontier settlements in the name of planetary fracking. It’s a caricature of modern environmental and economic issues, but if the characters are written well enough, the contrived backdrop may not matter. Either way: robots.

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BT, an acronym for Buddy Titan or Bully Titan? We'll find out soon enough.
My demo started off in a short training scenario, a VR simulation in which Cooper’s CO gives him the expected rundown on pilot controls. There’s even a timed test with leaderboard integration, a fun throwback to Modern Warfare’s training course. But right before Titan training, you’re jostled out of the simulation. Your ship is under attack and just after hopping in an escape pod, it crashes down to the mountainous jungles of the planet Typhon below. Shortly after landing, you and your CO get into a scuffle with IMC soldiers, leaving your boss friend mortally wounded. With his final words, he bonds his titan, who goes by BT, to you. Equipped with a learning CPU, BT is no ordinary titan: it’s a self-aware entity and a fully realized character that you can climb inside of. Think Watson, the talking IBM supercomputer, but with guns and a godawful sense of humor.

Clear the gunway
Before BT can get moving, I needed a few batteries, which are conveniently scattered within a reasonable distance from the crash site. This part of the campaign is no secret—Respawn has already shown the pilot wallrun along Typhon's cliffsides and leap hundreds of feet across a crevasse directly into a firefight. It looks cool enough, but playing it is another thing. While the platforming paths are pretty strict—there’s really only one way to move through the environment—failure isn’t severely punished. If I fell to my death, which wasn’t often (so far), I respawned instantly at the last solid ground I jumped from.

Firefights are playgrounds for player expression, tense set pieces that make use of every tool available to the pilot.

Firefights are playgrounds for player expression, tense set pieces that make use of every tool available to the pilot. Of those tools, the most important is the ability to cloak yourself. It works on a cooldown and only lasts a few seconds, but proves invaluable right away. Since firefights often take place in wide open arenas with multiple tiers of walkways or rock formations, it’s really easy to back yourself into a corner, so the cloak functions as a get out of jail free card. Use it to reposition yourself and flank the bulk of the enemy forces. If stealth is your strong suit, you can treat combat arenas like Far Cry outposts, sneaking around, bouncing from cover to cover with the cloak and knocking out the enemies one by one—until things inevitably go wrong.

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You can crouch-slide after sprinting and it feels as great as it looks.
When they do, Titanfall 2 leans into its parkour and level design. Enemies have a tougher time hitting you while you’re wall-running and levels are set up to encourage such acrobatics. One level takes place in an underground manufacturing plant, and to escape you need to follow the massive assembly line, hopping between moving platforms as they rotate and spill out into the abyss below. It’s as easy to get crushed by a robotic arm or compression plate as it is to get shot by the IMC forces filling out the platforms and workspaces adjacent to the assembly line. I could hop down from the assembly line and thin out the IMC forces at any point, or I could stealth and platform my way through without harming a fly. It’s a radical design choice for a shooter that comes from some of the same minds behind Call of Duty 4.

Attack on titans
It didn’t become clear what the underground assembly line was putting together until the very end, when a couch suddenly dropped down on the platform I planned my getaway on (and yes, it can kill you). Robotic arms started manufacturing a rudimentary house around me, slamming down walls and furniture, and then rotating it 90 degrees until the living room wall became the floor. I had to clamber up the inside of a house flipped on its side and into a huge dome on the surface where an entire town assembled itself out of the assembly line below.

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How small towns are made.
After a shootout in the impromptu village, I escaped through a hole in the wall of the arena and met back up with BT. From there, I could hop in and out of BT at will, taking on infantry and titan enemies in the same ways multiplayer allows. Titan shootouts are a fun way to mix up the quick, reactionary pilot shooter play with slower battles that hinge more on positioning, sightlines, and reading the opponent. They have bulky, distinct silhouettes that clearly telegraph their actions: shields degrade from bright blue to red, signifying an opportunity to attack, and the more powerful projectiles move slow enough to allow for a dodge or shield up in response. As you progress, more titan loadouts become available, which you can switch out at any point. They mirror the six loadoutsavailable in the multiplayer titans, so if Scorch’s AoE flame attacks aren’t working against a team of Northstar fliers, switch to Tone’s armaments and knock them out of the sky.

Respawn also focuses the slow intensity of titan combat with one-on-one boss battles. I fought an enemy Ronin—the sword-wielding titan—piloted by an enemy NPC that had been antagonizing me throughout most of the assembly line level. We’ll be getting closer to the big villains beyond the occasional cutscene, and they’re pretty challenging—I died a few times. After switching to a Northstar loadout, I charged my ultimate attack and rained down justice—I mean, missiles from above, safely out of reach from that massive sword.

We might be in for the most creative shooter campaign this year.

The final stage of the demo jumped me ahead a few levels in the campaign to a full-on titan assault on an IMC base, a massive battlefield where six or so friendly titans charged the enemy lines, an equal force of enemy titans. It was absolute chaos. My health was constantly low—you can only recharge by walking over the batteries of destroyed titans—and prioritizing targets was a hectic challenge. It felt like a genuine science-fiction war zone that legitimized the scale of the conflict between the Frontier and IMC forces.

To go from an intricate underground Aperture Science-esque platforming gauntlet to piloting a massive robot on a screaming battlefield within the same two hours illustrates the surprising breadth of Titanfall 2’s campaign. I expected Titanfall 2 to be a whack-a-mole shooter tour through a few linear levels—a silly blockbuster robot fantasy. If what I played is any indication, we might be in for the most creative shooter campaign this year. The inverse of Doom, an FPS that went for intense, focused gunplay, Titanfall 2 is aiming for variety, to be an amusement park of playful shooter and platforming experiments.

We’ll know for sure when Titanfall 2 releases on October 28th.

http://www.pcgamer.com/titanfall-2s-singleplayer-campaign-is-more-portal-2-than-call-of-duty/
Destiny 2, the currently unannounced 2017 sequel to Destiny,is coming to PC, according to several sources. The first game was exclusive to consoles, much to the dismay of Destiny fans with beefy computers. We also hear that Bungie aims to make Destiny 2 feel like an entirely new game rather than a Taken King-style expansion—even if that means leaving old characters behind.

The PC rumor first popped up on NeoGAF today. This afternoon, a GAF poster named benny_a wrote that a friend at Activision had told him thatDestiny’s much-anticipated sequel will indeed be on PC. The publisher informed employees about the news during an internal presentation today, according to benny_a. He added another interesting tidbit: that the Activision-owned studio Vicarious Visions is also helping out on Destiny 2.Although that isn’t public knowledge, I had heard the same thing a few weeks ago, which adds credence to benny_a’s report.

Earlier this year, I’d also heard from a person familiar with Bungie’s plans that Destiny 2, which is currently slated for a late 2017 release, will be on PC. This isn’t a shocker. Releasing Destiny’s sequel on PC will give Bungie access to a giant new potential audience, one that wasn’t around for the first game. Ditching last-gen consoles, which Bungie has already done for the recently released Rise of Iron expansion, ensures that they no longer have to worry about antiquated memory restrictions.

Over the past few months, I’ve heard that Bungie’s leadership wantsDestiny 2 to feel like a proper sequel, even if that means leaving old planets, characters, and activities behind. In conversations with me, people connected to Bungie have made comparisons to Blizzard’s Diablo 2, which iterated on the first game in some incredible ways but didn’t carry over characters or content from Diablo. I don’t know exactly how much will change in Destiny 2, but all signs point to the developers starting from scratch. “D2 is a completely different game,” said one person familiar with development. “The Taken King was a reboot for Destiny 1 to fix small things. This is the overhaul to fix big things.”

One of the terms we’ll be hearing often with Destiny 2, according to sources, is “play-in destinations”—a new activity model that will revamp how Destiny’s world functions. The plan, from what I’ve heard, is forDestiny 2's planet areas to feel more populated with towns, outposts, and quests that are more interesting than the patrol missions you can get inDestiny.

Assuming Destiny 2 won’t let players carry over their old characters, Bungie will likely offer something to players who have poured hundreds of hours into the first game. (Last I heard, Bungie has not yet finalized these decisions.)

In April, according to several sources, Bungie had a staff reorganization. During this process, The Taken King director Luke Smith and executive producer Mark Noseworthy became, respectively, director and executive producer of Destiny 2. They rebooted the story that had been written up to that point. A number of veteran Bungie staffers also left the studio around that time. Some went to big companies; others moved into indie development.

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Lots Of Destiny Devs Have Left Bungie Recently To Make Indie Games
Over the past couple of years, we’ve seen a fascinating trend out of Seattle: developers leaving…Read more

The bulk of Bungie’s 750+ employees are working on Destiny 2, and Activision has also recruited other studios including High Moon, Vicarious Visions, and others to help with development on the game, according to sources.

Reps for Bungie have not yet returned a request for comment.
Black Ops 3 PC Modding & Mapping Tools – Open Beta

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Today, we kick off our Open Beta for PC Modding & Mapping Tools

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By John_Rafacz on September 27, 2016

In April, we began rolling out invitations to members of the PC modding community to participate in our Closed Alpha program. Months of testing, teamwork, iteration, updates, and refinements later, we’re pleased to announce that today marks the beginning of our Open Beta on PC!

Concluding our Alpha phase means that we’ve passed step one – there’s still work to be done, and with the start of the Open Beta we’re excited to begin the next phase of development…

Opening access to modding and mapping tools to a wider audience will allow us to more effectively address bugs, add polish, and move closer to a complete suite of PC features. While these tools are most certainly for the community, they wouldn’t be possible without the community itself, which is why we’re grateful for your patience and participation.

In the coming months, we plan to continue to work on enhancing the user experience and the ability to create modded content. The Open Beta will include an Unranked Server Browser that will allow users running mods to connect to each other’s custom game lobbies. The Unranked Dedicated Server files are still under development and their intended release is currently TBD. You can explore maps/mods created by the community in the Steam Workshop. There you can see some of the content developed during the Closed Alpha.

@treyarch and @PCDev_Assist on Twitter.

Thank you, and enjoy the PC Open Beta!
Battlefield 1 Official Single Player Trailer
Raven Software developer has announced that Call of Duty: Modern Warfare Remastered multiplayer will feature all of the playlists that Call of Duty 4 had at launch, plus additional playlists.


The original Call of Duty 4: Modern Warfare featured the following playlists:

  • Team Deathmatch
  • Mercenary Team Deathmatch
  • Free-for-All
  • Domination
  • Ground War
  • Sabotage
  • Headquarters
  • Search and Destroy
  • Team Tactical
  • Old School Free-for-All
  • Cage Match

They have not yet specified that the additional playlists will be. Stay tuned.

The post Modern Warfare Remastered will feature all of the MP playlists (and more) from original COD4 appeared first on Charlie INTEL.



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MajorNelson has just announced that Treyarch’s Call of Duty 3 is now available on Xbox One via backwards compatibility.

The post Call of Duty 3 Available Now On Xbox One Backwards Compatibility appeared first on Charlie INTEL.



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Monday, 26 September 2016 14:12 GMT By Shabana Arif

How long it’ll stay up is another story.

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Win64e10 is an N64 emulator that has recently popped on the Xbox Games Store.

Spotted by Destructoid, the app is apparently an updated version of Mupen64plus.

Originally available for Windows 10 and Windows Phone, the latest update has added support for Xbox One.

The app is described as “the most advanced N64 emulator for Windows 10,” that will let you “play all Nintendo 64 games.”

I’d be surprised if Nintendo didn’t have anything to say on the matter, so in all likelihood, it’s only a matter of time before the app is pulled.



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