Archive for September, 2010

Review: Enslaved: Odyssey to the West 30 September 2010 at 10:00 pm by Admin

Review: Enslaved: Odyssey to the West screenshot

Ambitious. That’s a word I’d use to describe Ninja Theory. In terms of game narrative, this is one studio that goes all-out and is never afraid to stray from the accepted archetypes that have plagued so many other games over the years. Originality, depth of story, and incredibly rich characters are the name of the game, and Enslaved: Odyssey to the West has that in spades. 

Heavenly Sword, Ninja Theory’s previous game, also had those things. However, it was sorely lacking in the gameplay department, a problem that demonstrated why ambition alone is never enough. With Enslaved, Ninja Theory has taken everything good about Heavenly Sword and added the one crucial element — great gameplay.

And by God … the combination has never tasted so sweet.

Enslaved: Odyssey to the West (PlayStation 3, Xbox 360 [reviewed])
Developer: Ninja Theory
Publisher: Namco Bandai
Released: October 5, 2010
MSRP: $59.99

Enslaved tells the tale of Monkey, a hard-headed loner who must survive in a world where most of humanity is dead, and an army of violent robots stalks the ruins of civilization in its place. After barely bailing from a mech slave ship with his life, Monkey awakens in the wreckage of an escape pod and comes face to face with Trip, a young girl who has trapped him with a slaver’s headband that forces him to do as she says, and will kill him if Trip dies. Her terms: get her home, and she’ll let him go.

Thus starts an uneasy alliance between Monkey and Trip, an alliance that, during the course of the game, evolves and becomes something much more complex, deep, and quite believable. The power dynamic between the two characters constantly shifts as Trip holds Monkey’s life in her hands, yet is thoroughly dependent upon him to survive herself. Once a third character, the inimitable Pigsy, is introduced, you have a cast of characters more original, endearing and heartwarming than that of any other videogame released this year. 

With its loose nods to the classic Chinese novel Journey to the West, some excellently written dialog and wonderful vocal performances, Enslaved does what games so often fail to do — bring its characters to life. The game feels like the odyssey it sets out to be, and the narrative really has it all: genuinely amusing comedy, surprisingly touching tragedy, and plenty of action. 

As far as action goes, Enslaved has a natural flow between environmental clambering and combat, with the game often seamlessly switching between the two. The game does this with cutscenes as well, giving the entire campaign a sense of natural progression that very few titles have ever achieved.

The climbing sections may or may not be a problem depending on what kind of gamer you are. Those who love titles like Prince of Persia may want to be careful with what they expect of Enslaved, as the climbing has not been designed to explicitly challenge the player.

Although later climbing sections have traps and pitfalls, Enslaved’s monkey business is more geared around delivering a sense of exploration and providing an empowering feeling of acrobatic skill. Indeed, there are no pitfall deaths to fear in this game. Monkey won’t jump off something unless he definitively can, and once you find a foothold, it’s a pretty clear path from A to B. The lack of challenge might upset some gamers, but I personally appreciated a title that wasn’t full of cheap pitfalls, and Monkey moves with such fluidity and speed that it’s much better to simply enjoy the ride. Very few games make climbing feel both swift and fun, but Enslaved has done it. 

There are a few issues, however, with the game’s fussiness when it comes to climbing. There are some sections where Monkey clearly has to jump from one platform to another, but the game wants you to stand in one exact spot before letting you do so, and even if you’re a few inches away from the “sweet” spot, Monkey will simply stumble and refuse to jump. It can get a little annoying, and sometimes it’s just confusing, as one could easily be fooled into thinking they’ve gone the wrong way. 

Combat is significantly more challenging, but it can be a mixed bag. Monkey is armed with a magic staff that performs light and strong attacks, and can also be wielded like a gun to shoot plasma or stun bolts. Combos are very simple and amount to little more than button mashing, but again, it’s the speed and fluidity that really makes it satisfying. Learning when best to stun enemies, perform a crowd-clearing move, block and counter is the key to victory, and while at times the combat is terrific fun, it can also get frustrating. Monkey’s dodge move, for instance, is borderline useless, and he also can’t cancel attack animations to block, which often means getting pummeled with cheap shots. 

These issues aside, the combat is mostly pretty good, and feels varied enough despite the simplicity of the commands. Switching up between shooting and melee attacks, not to mention unlocking new moves and enhancements with “tech orbs” collected in each stage, makes the combat system feel much deeper than it actually is. It’s also somewhat nice to see health packs return to an action game. There’s no regenerating health in Enslaved, but if that worries you, don’t panic — health is pretty easy to come by, and you can lengthen the life bar as you delve deeper.

With the help of Trip and her pet mechanical dragonfly, Monkey can analyze various enemies and gain the ability to tell which mechs are defective. These defective mechs can be beaten with a special “takedown” move so they grant an extra advantage in battle. For instance, defective combat mechs can be taken down and then thrown at other enemies for explosive damage, while an electric-firing variant detonates an EMP shockwave that stuns surrounding foes. It gets a little tiresome watching the dragonfly scan everything at scripted intervals throughout the game, but the various takedown moves are incredibly cool, so it’s a fair trade. 

All of this is fun enough, but it’s the interactions between Monkey and Trip that really put Enslaved ahead. In essence, the whole game is an escort mission, except that the person being escorted never becomes a hindrance. Trip is only very rarely in danger, and even then, she is able to temporarily stun enemies to give Monkey a chance to rescue her. Trip didn’t die once throughout my entire game, and I never felt like she was a burden. 

At times, Monkey and Trip will need to create distractions for each other. Commanding Trip is a simple case of opening a command wheel, from which you can tell her to distract enemies or follow you. Monkey also has his own distraction command, and using these simple skills, the duo can avoid enemy gunfire and help each other progress. As with everything in Enslaved, it’s an incredibly simple concept, yet it just feels great to pull off. There are other co-op puzzles throughout the game, and while none of them tax the brain, they’re not annoying, either.

The star of the show, however, has to be the Cloud. A flying disc that Monkey can access at various points of the game, the Cloud scores points not only for being fun, but for being easy to control. It’s so easy for “vehicular” sections of an action game to fall apart, but by keeping the controls for both Monkey and the Cloud uniform, Ninja Theory has crafted an excellent little steed for our nimble hero. There are also a couple of fantastic boss fights that require use of the Cloud, and the only complaint I have is that the game doesn’t give us enough chances to use it. More chase sequences, or just a chance to use it more regularly than being limited to a few areas, would have really been wonderful.

A huge part of Enslaved is the art direction and graphics, and I have to say that they are simply stunning. The gorgeous, lush, colorful environments provide a totally different take on post-apocalyptic America than we’re used to, and in an industry full of brown and grey, it’s refreshing and breathtaking to see so many bright blues, striking greens, and deep reds. The design of the characters and the enemy mechs are also quite wonderful, and I’m convinced that there’s no other studio better at animating faces than this one. 

Capping off the visuals is some of the best sound to grace a game in a long time. The evocative soundtrack is perfect, with a mixture of tunes that really capture the feel of the game. I’ve already mentioned the voice acting, but it bears repeating that the performances are stellar. Andy Serkis as Monkey steals the show, but Trip and especially Pigsy have their moments to shine. In fact, if Pigsy doesn’t become a cult character and a mainstay in top ten lists, I’ll be shocked. 

Enslaved: Odyssey to the West has its flaws, and those flaws are worn on the sleeve at all times. However, none of them tarnish what is, overall, one of the very best experiences released on a console in a long, long time. The game’s eight- to ten-hour quest truly does feel like a journey, one that is compelling, exciting, and incredibly memorable. Any time it threatens to frustrate the player, it wins back one’s heart with an exciting exploration sequence or a gorgeous vista. The marriage of Ninja Theory’s established narrative prowess to a combat system that manages to be fun and a world that never ceases to be breathtaking has created a surefire winner. 

And you know what? I really liked the ending!

Score: 9.0 — Superb (9s are a hallmark of excellence. There may be flaws, but they are negligible and won’t cause massive damage to what is a supreme title.)


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+ EA announces Dragon Age: Origins Ultimate Edition By Admin 30 September 2010 at 9:00 pm and have No Comments

EA announces Dragon Age: Origins Ultimate Edition screenshot

Electronic Arts has announced the impending release of Dragon Age: Origins Ultimate Edition. This retail release collects the original Dragon Age: Origins with the content from Awakenings and six downloadable content expansions. It’s a value of $114 but you’ll be able to buy it soon for the low, low price of $59.99. No exact date of release has been given though it sounds like a good deal if you haven’t picked up the game yet.

But what the hell is wrong with the people who decide what music is associated with this game? I haven’t played Dragon Age: Origins, but it dominated my living room for a good two weeks last month and I was utterly baffled by the ditty selected for the game’s closing credits. Now I’m watching high-fantasy warriors going into battle with Thirty Seconds to Mars playing in the background? I’m all for juxtaposition, but this is ridiculous.

+ Myst film seems to be moving forward By Admin 30 September 2010 at 8:00 pm and have No Comments

Myst film seems to be moving forward screenshot

Deadline is reporting that the classic first-person adventure game Myst  has taken a big step forward towards being a real thing which is real. Mysteria Film Group, who has been pursuing a live-action interpretation of the game since 2004, have partnered with producers Hunt Lowry (Donnie Darko) and Mark Johnson (Breaking Bad). The plot of the screenplay, which is reportedly near completion, will draw from both the games and novels from the popular franchise.

There are certainly worse games that could be made into films. Myst has a fairly complex story and a bit of non-linearity to its telling. At least the interactivity is limited enough that you could conceivably produce a good film without infringing too much on player dominion. Not that they’ll do that necessarily, but the potential is there.

Regardless, if the final product ever materializes, Myst fans worldwide will be outraged and take to the internet. Hell, they’ll probably start right now. And I’ll probably go see it in much the same way as I’m compelled to follow flashing police lights.

Computer Game ‘MYST’ Gains Movie Steam [Deadline]

+ The Daily Hotness: Beyond HD By Admin 30 September 2010 at 6:59 pm and have No Comments

The Daily Hotness: Beyond HD screenshot

Ubisoft is bringing Beyond Good & Evil to the PSN and XBLA in HD! Happy? Excited? Scared? Tell us!

Samit reviewed NHL 11, Holmes checked out Outland, win Halo: Reach Legendary Edition, DmC to use the Unreal Engine and more happened on 09/30/10.

Destructoid Originals:
Ubisoft taking their games in a more connected direction
More than just noise: Blog recap
Counterpoint: How Halo: Reach FAILS

Reviews:
Amnesia: The Dark Descent
NHL 11

Previews:
Ubisoft announces Beyond Good and Evil HD
Latest Fallout: New Vegas dev diary is about art
Knives Chau announced for Scott Pilgrim: The Game
Hands-on with the ‘Viewtiful Joe shmup’ Zeit2
Hands-on with the platforming bullet-hell of Outland

Contests:
Contest: Win Enslaved artwork and other goodies!
We’re giving away three Legendary Editions of Halo: Reach
Contest: Win Comic Jumper for XBLA!

News:
Nintendo admits third party Wii sales are poor
Capcom: Resident Evil 3DS will make you ‘too scared’
Guitar Hero: Warriors of Rock disc-read-errors
Final Fantasy: Distant Worlds comes to Sydney
You are to blame for the price of the 3DS
Assassin’s Creed Facebook game interacts with Brotherhood
Forza Motorsport 3 Ultimate Collection coming to UK
Medal of Honor breaks pre-sell records, open beta coming
DmC to use Unreal Engine
Team Fortress 2’s Mann-Conomy update
Fist of the North Star: Ken’s Rage launches November 2
Gaming Heads’ latest Valve statue: The Headcrab Zombie
Nintendo’s stock drops 10% after 3DS dating
What? Why? Microsoft could buy Second Life devs
MAG 2.0 with PlayStation Move support is good to go
Batman: Arkham City lets you interrogate thugs
Castlevania: Harmony of Despair gets a pyramid map add-on

Media:

Street Fighter IV 3DS goes over-the-shoulder
Activision announces NASCAR The Game 2011
Kinect video chat works with Windows Live Messenger
Help yourself to some new Sonic 4 screenshots
Beyond Good & Evil HD screenshots look hot hot hot
Red Dead’s ‘Undead Nightmares’ trailer frightens, excites
An ominous trailer for Left 4 Dead’s ‘The Sacrifice’
Stare deeply into these Outland screenshots

+ Castlevania: Harmony of Despair gets a pyramid map add-on By Admin 30 September 2010 at 6:00 pm and have No Comments

Castlevania: Harmony of Despair gets a pyramid map add-on screenshot

As it turns out, those leaked photos for the first batch of Castlevania: Harmony of Despair add-ons were legitimate. Shocking, I know. The first piece of paid content is a pyramid level based on Castlevania: Portrait of Ruin. Yeah, it’s even got that super annoying boss, Ashtarte.

The level itself has been dubbed “Beauty, Desire, Situation Dire.” Uh … moving on then! Unfortunately, Konami did what many of us had feared and totally expected: they priced the map at $5.

Konami also mentioned that DLC containing three new characters (Julius, Maria, and Yoko) would be available “soon.” No word yet on how much the new characters will set you back.

The new map is available now, if you haven’t moved on to newer games and are willing to stomach the premium fee.

+ An ominous trailer for Left 4 Dead’s ‘The Sacrifice’ By Admin 30 September 2010 at 5:00 pm and have No Comments

An ominous trailer for Left 4 Dead's 'The Sacrifice' screenshot

There’s nothing like a good cinematic every now and then, wouldn’t you say? When done well, they offer insight into what the designers envisioned but weren’t able to fully realize in-game because of restraints in time, money, and technology.

This cinematic is for “The Sacrifice,” which you should automatically associate with Left 4 Dead, at this point. If not, here’s the required reading. Can you feel the tension? I’m eager to see how it all plays out.

The add-on feels like a long time coming after the whole comic build up, but we’re almost there: next Tuesday is when “The Sacrifice” becomes available for PC and Xbox 360.


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+ Stare deeply into these Outland screenshots By Admin 30 September 2010 at 4:00 pm and have No Comments

Stare deeply into these Outland screenshots screenshot

It was reassuring to see your enthusiastic reactions to Outland earlier today. The game clearly has a lot of promise, but its booth at PAX Prime was sad, empty, and hidden in plain sight. I wasn’t so sure Ubisoft would give it the proper marketing push, to be frank.

After today, though, I’m slightly less worried. Here we have the official trailer for Outland — complete with Gruffy McCoarseThroat as the narrator — and some stunning screenshots. You know your game has a solid art style when you can take a still frame from it and have that be a decent desktop wallpaper.


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+ What? Why? Microsoft could buy Second Life devs By Admin 30 September 2010 at 3:30 pm and have No Comments

What? Why? Microsoft could buy Second Life devs screenshot

Out of all the things to spend your money on…

According to a rumor tweeted by TechEye, Microsoft could be looking to expand their social online business by buing up Linden Labs, the folks that developed the online bizarro world we know as Second Life. Here’s what the tweet said:

A little birdie told me that Microsoft may have silently offered to buy Linden Lab this week

Man, if this was off base I’d be looking to go all Duck Hunt on that little birdie.

It seems that Linden has been entertaining offers, and if the rumors are right, Microsoft stepped up. I don’t know why they’d want to do that. Look at PlayStation Home. That’s a lot like Second Life, but I don’t think that anyone would call it a success.

Microsoft May Purchase Second Life Developer Linden Labs [1UP]

+ Contest: Win Comic Jumper for XBLA! By Admin 30 September 2010 at 3:00 pm and have No Comments

Contest: Win Comic Jumper for XBLA! screenshot

Comic Jumper is out next Wednesday for Xbox Live Arcade but you COULD PLAY IT AS SOON AS TOMORROW! The awesome folks over at Twisted Pixel have given Destructoid five codes of the insane game to give away so that five lucky fans can play it days before the general public.

To enter this contest, just take any one of the Comic Jumper images from the gallery below and give it some kind of caption. The Destructoid staff will pick the best/funniest submissions after the contest closes tomorrow, October 1 at 5:00 PM CDT. One entry per person only and the contest is open to folks in the US only. GO GO GO!


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+ MAG 2.0 with PlayStation Move support is good to go By Admin 30 September 2010 at 2:00 pm and have No Comments

MAG 2.0 with PlayStation Move support is good to go screenshot

Did you get a PlayStation Move setup? I’m just now getting into mine, but I’m impressed with it so far and I’m looking forward to more series gaming experiences with it. Maybe this new MAG “2.0″ patch is the ticket.

The patch, which is now available, adds PlayStation Move control support to MAG. To open with what I’m most interested in isn’t fair to this massive patch. Really, that’s just one bullet point on the massive list changes this patch…patches. You’ll find one of the longest change lists ever for a patch after the jump. Some of the highlights include a higher level cap. new economy system, a clan deploy feature and a new skill tree system.

I’d be willing to bet that those that put the title down will pick it back up to try it with Move, and then see all the changes they’ve made for the better. Nice plan on that one, Zipper Interactive.

Gameplay (General)

  • Character level cap has been increased from level 60 to level 70
  • Added new “Supply Depot” menu and in-game economy system (see “Gameplay – Economy” section for details)
  • Implemented new “Clan Deploy” feature that allows Clan Leaders and Officers to deploy into group queues of up to 128 players
  • Characters moving from MAG v1.XX to MAG 2.0 will receive an immediate and automatic Respec the first time they log in
  • Repair Kits can now inflict damage on enemy soldiers, vehicles and objectives
  • XP rate for “Repair” has been increased from 1.5XP/ 10pts to 3XP/ 10pts
  • Players can now track all “sprinting” enemies on the mini-map without the need for equipment
  • All “Damage Bar” rates for “Domination” maps have reverted back to their original (and identical) values
  • Tuned the frequency in which a player can jump to eliminate “bunny hopper” techniques
  • Reduced helicopter settle time, widened turret rotation and significantly increased health to strengthen their use as a forward spawn point
  • The “Silent Step” OIC Leadership ability now works as intended by allowing nearby squadmates to move at both regular and running speeds without detection from the motion sensor — does not stack with any related skills or modifiers

Gameplay – (Economy)

  • Added in-game currency known as “Credit Points (CP)” that is awarded for by completing objectives, earning ribbons, finishing missions, and killing enemies
  • All gear and weapons are now located by default or can be sold or purchased in the “Supply Depot” menu

Gameplay – Skills (Overall)

  • All Skills cost only one point per unlock, allowing players to purchase new skills with every level increase
  • Removed all gear and weapon attainment from the “Skills” menu, they now reside in the separate “Supply Depot”
  • Added “Engineering, Medical, Resistances, Special Ops,” and ‘Vehicles” meta-categories to the “Skills” menu
  • Removed “Electronics, Explosives, Heavy, Personal Defense,” and “Support” meta-categories from the “Skills” menu
  • Each meta-category in the “Skills” menu now has multi-branching paths
  • The “Advanced Grenades, Improved Resuscitation, Improved Shot Detection, Improved Stealth,” and “Knives Expanded Reach” skills have all been eliminated or rolled into other skills (see Skills sub-sections below for details)
  • Respec Points progression has been changed from 1K, 2K, 3K, 3K-Repeat to 1K, 3K, 5K, 5K-Repeat
  • Respec Points can no longer be “banked” and are capped at the amount needed for the next Respec

Gameplay – Skills (Assault)

  • Added the following skills to the “Assault” menu: “Assault Swap Speed” and “Rocket Launcher Reload Speed”
  • Added three upgrade tiers to the following “Assault” skills: “Assault Reload Speed, Assault Rifle Steady Aim, Assault Swap Speed, Grenade Launcher Reload Speed,” and “Rocket Launcher Reload Speed”
  • “Assault Reload Speed” skill has changed and now decreases the reload time for all assault rifles and machine guns
  • “Assault Rifle Improved Stability” skill has been renamed to “Assault Recoil Stability” and has been changed to reduce the recoil on all assault rifles and machine guns
  • “Assault Swap Speed” skill has been changed and now decreases the amount of time it takes to swap assault rifles, machine guns, rocket launchers and grenade launchers

Gameplay – Skills (Marksman)

  • Added the following skills to the “Marksman” menu: “Increased Scope Magnification, Marksman Fire Rate, Marksman Recoil Stability” and “Marksman Swap Speed”
  • Added three upgrade tiers to the following “Marksman” skills: “Increased Scope Magnification, Marksman Fire Rate, Marksman Reload Speed, Marksman Recoil Stability, Marksman Steady Aim,” and “Marksman Swap Speed”
  • New “Increased Scope Magnification” skill increases the level of zoom when using a scope on a sniper rifle
  • New “Marksman Fire Rate” skill increases the rate of fire for all sniper rifles
  • New “Marksman Recoil Stability” skill reduces the amount of recoil on sniper rifles
  • New “Marksman Swap Speed” skill decreases the amount of time it takes to swap sniper rifles

Gameplay – Skills (Close Quarters)

  • Added the following skills to the “Close Quarters” menu: “Close Quarters Fire Rate, Close Quarters Swap Speed, Improved Knife Damage,” and “Knife Frequency”
  • Added three upgrade tiers to the following “Close Quarters” skills: “Close Quarters Fire Rate, Close Quarters Recoil Stability, Close Quarters Reload Speed, Close Quarters Swap Speed, Improved Knife Damage,” and “Knife Frequency”
  • “Close Quarters Improved Stability” skill has been renamed to “Close Quarters Recoil” stability and has been changed to reduced recoil on all pistols, personal defense weapons, submachine guns and shotguns
  • New “Close Quarters Fire Rate” skill increases the fire rate of all pistols, personal defense weapons, submachine guns and shotguns
  • New “Close Quarters Swap Speed” skill decreases the amount of time it takes to swap all pistols, personal defense weapons, submachine guns and shotguns
  • New “Improved Knife Damage” skill increases the amount of damage knife attacks do to enemy soldiers
  • “Knives Improved Swipe Speed” Skill has been renamed to Knife Frequency” skill, which decreases the time between knife attacks

Gameplay – Skills (Special Ops)

  • Added the following skills, all with three-tiered upgrades, to the “Special Ops” menu: “Extended Tracking Duration, Improved Acoustic Locator, Improved Explosive Detector, Improved Motion Tracker, Improved Sensor Jammer” and “Improved Suppressors”
  • New “Extended Tracking Duration” skill increases the amount of time a detected enemy is tracked on the mini-map and CNI
  • New “Improved Acoustic Locator” skill increases the effective range of an equipped Acoustic Locator gear item
  • New “Improved Explosive Detector” skill allows a soldier with an Explosives Detector gear item equipped to approach enemy mines while prone without triggering them
  • New “Improved Motion Tracker” skill increases the range an equipped Motion Tracker gear item detects enemy movement
  • New “Improved Sensor Jammer” skill allows a soldier with Sensor Jammer gear items to move at a faster rate before being spotted by enemy Motion Trackers, as well as masking nearby squadmates
  • New “Improved Suppressors” skill increases the effectiveness of any suppressor when mounted on a weapon

Gameplay – Skills (Medical)

  • Added the following skills, all with three-tiered upgrades, to the “Medical” menu: “Heal Recharge Rate, Improved Healing, Improved Resupply Rate, Medical Kit Heal Range, Self Heal Speed,” and “Resuscitation”
  • New “Heal Recharge Rate” skill reduces the time between medical kit and first aid kit applications
  • New “Improved Resupply Rate” skill reduces the time it takes to refill your gear and ammo at supply points
  • New “Medical Kit Heal Range” skill increases the range a medical kit can heal wounded teammates
  • New “Self Heal Speed” skill decreases the time it takes to apply a first aid kit or medical kit when self-healing

Gameplay – Skills (Engineering)

  • Added the following skills, all with three-tiered upgrades, to the “Engineering” menu: “Advanced Electronics, Advanced Explosives, Improved Repair Kit Damage, Improved Repairing,” and “Mine Deploy Speed”
  • New “Advanced Electronics” skill decreases the amount of time it takes to take control of battlefield electronics-based objectives
  • New “Improved Repair Kit Damage” skill increases the amount of damage the repair kit does to enemy soldiers, vehicles and objective assets
  • New “Mine Deploy Speed” skill reduces the amount of time it takes to deploy anti-personnel and anti-tank mines

Gameplay – Skills (Athleticism)

  • Added the following skills to the “Athleticism” menu: “Increased Launcher Move Speed, Increased Move Speed,” and “Improved Sprint Speed”
  • Added three upgrade tiers to the following “Athleticism” skills: “Advanced Paratrooper, Increased Endurance, Increased Launcher Move Speed, Increased Move Speed, Improved Sprint Recovery,” and “Improved Sprint Speed”
  • New “Increased Launcher Move Speed” skill increases the top speed a soldier moves and aims while holding a rocket launcher
  • New “Increased Move Speed” skill increases the top speed a soldier moves normally
  • New “Improved Sprint Speed” skill increases the top speed a soldier moves while sprinting

Gameplay – Skills (Vehicles)

  • Added the following skills, all with three-tiered upgrades, to the “Vehicles” menu: “Improved Smoke Screen Rate, Improved Turret Cooldown, Improved Vehicle Awareness, Improved Vehicle Impact Damage, Increased Vehicle Speed,” and “Vehicle Mine Resistance”
  • New “Improved Smoke Screen Rate” skill reduces the amount of time between smoke screens activated by the driver of the vehicle
  • New “Improved Turret Cooldown” skill reduces the time it takes for the soldier’s turret weapon to cool down after it has overheated
  • New “Improved Vehicle Awareness” skill makes the mini-map visible while a soldier is manning a vehicle or bunker turret and can be upgraded to add base Acoustic Locator and Motion Tracker functionality
  • New “Improved Vehicle Impact Damage” skill increases the amount of damage inflicted on enemy soldiers when impacted by the driver’s vehicle
  • New “Increased Vehicle Speed” skill increases the top speed of the vehicle the soldier is driving
  • New “Vehicle Mine Resistance” skill decreases the amount of damage a vehicle the soldier is driving takes from enemy anti-vehicle mines

Gameplay – Skills (Resistances)

  • Added the following skills, all with three-tiered upgrades, to the “Resistances” menu: “Chemical Damage Resistance, Extended Bleedout, Explosive Damage Resistance Flashbang Resistance, Impact Damage Resistance,” and “Increased Health”
  • New “Extended Bleedout” skill increases the time a soldier can remain incapacitated before he bleeds out
  • New “Flashbang Resistance” skill decreases the duration a soldier is affected by flashbang grenades

Weapons

  • Increased base damage on most automatic weapons by an average of 15%
  • Improved the spread rate of Assault Rifles and Submachine guns when auto-firing so that they remain accurate longer
  • All suppressors now reduce shooting detection range by half of their old default value
  • Knife tuning: Reduced range by roughly 30 centimeters and decreased default “facing” damage bonuses
  • Knife tuning: Changed knife attack angle so that a hit requires target to be closer to the center of the screen
  • Shotgun tuning: Corrected issue that prevented all shotguns from reloading when the player was still holding the “fire” button
  • Explosive tuning: Anti-personnel Mines now have a “line of sight” check for detonation and have been given a more realistic damage cone
  • Explosive tuning: Increased “Anti-tank Mine” damage to vehicles by 50%

Gear and Apparel

  • Explosives Detector no longer beeps when in proximity of a teammate’s mines — only when near an enemy’s; beep frequency has also been adjusted
  • Motion Tracker has been updated so that it is no longer based on an enemy’s speed and is now based on an enemy’s stance, detecting movement for all un-jammed players
  • The Sensor Jammer had been updated so that all prone movement by the equipped player is masked; can be enhanced with “Improved Sensor Jammer” skill to mask crouched movement at level 1, walking at level 2 and sprinting at level 3
  • Light/ Improved Light Armor base speed has been reduced by nearly 3%
  • Heavy/ Improved Heavy Armor base speed has been increased by nearly 3%
  • Light and Heavy Armor types have been given “bonus” modifiers when used in conjunction with “Speed” skills so that Light Armors receive greater benefits and Heavy Armors receive lesser benefits

Interface

  • Added “Community News” page to better inform players in-game of all MAG-related events or promotions
  • Different grenade types now show specific in-game icons when thrown
  • Repaired bug that would sometimes result in the post-game results screen displaying the incorrect amount of earned XP
  • Added “Total Awarded Currency Points” to “Bonuses” section of the character “Stats” page
  • Added Interdiction and Escalation Concept Art to “Extras” menu

Audio/ Visual

  • Thrown or launched grenades now have a “trail” effect as well as an updated overall appearance to make them more visible on the battlefield
  • Solved issue that prevented equipped grenades to appear in the player’s hand prior to throwing them
  • An assortment of camera and animation optimizations for various scenarios including but not limited to iron sight/ laser sight zoom, ladder climbing, mine placement, self-healing, and weapon swapping
  • Improved presentation of the character “jump” animation
  • Updated various pieces of artwork with newer versions for better performance
  • Fixed issue that sometimes prevented medical device appearance and/ or animations from displaying properly
  • Increased the Sensor Array’s animation time to match the duration of its usage
  • Repaired bug that prevented the “Alarm” audio from being played when charges were planted at “Objective C” in the “Syr Daria Uplink” and “Darrien Network” maps
  • Slightly lowered the amount of camera shake from air strikes, explosions, and when firing weapons
  • Repaired camera “pop” problem that would sometimes occur when sprinting out of a parachute drop
  • Removed “shiny” graphics that would randomly appear on bridges for all maps in which a bridge is present
  • Fixed issue that prevented win/ loss voice-over from being played when game clock expires in “Interdiction” mode
  • Improved visual appearance of the Ribbon awards

Technical

  • MAG now fully supports the PlayStation Move peripheral
  • Fixed “Spooning Elevator” bug that allowed players who revived downed teammates while laying on top of them to float upwards and reach areas not intended to be accessed
  • “MVP” criteria no longer considers bonus XP modifiers in its equation
  • Repaired issue that disconnected some members of large-sized clans from the MAG game environment when logging in
  • Fixed issue that would sometimes halt the patching process at 99% of the install period
  • Resupply Depots have been optimized so that the meter accurately reflects what is being resupplied and the resupply process itself is more efficient
  • Players can no longer take the driver’s seat in vehicles that are not their squad’s “spawn” APC, but can take any other seat in the vehicle regardless if their squad “owns” the APC or not
  • Repaired issue with “Happy Hour” timer that would sometimes shave a few minutes off the correct total
  • Solved problem that sometimes caused incapacitated players to rotate and move around
  • Players are now prevented from spawning inside a helicopter that is headed out of the map
  • Mended problem that caused the “Primary Objectives Completed” stat to sometimes double for various game types
  • Made additional fixes for rare “game crash” scenarios
  • Various localization updates and changes