Xbox One Console Reviews

They changed the score to a 5 huh?.. lol..


Can't say I disagree.. fuck 2k, and their garbage ass servers man.. That 6 day outage was fucking ridiculous.. :smh:
 
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The Man Who Helped Change The Look Of Halo

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It's not often that video game artists make the headlines, but Kenneth Scott made a few this week when he left his post as art director at 343 studios. That's kind of a big deal for fans because he was in charge of shaping the series' visual identity. It's far from terrible news - his replacement, Sparth, is one of the best sci-fi artists on the planet - but now's as good a time as any to look back on some of Scott's fantastic work on the franchise.

While he most recently helped Microsoft put their own stamp on Halo - perhaps most notably changing the game's colour palette and going for a grittier look to Halo's human tech - prior to that he'd spent over a decade at id Software, where he'd worked on games like Doom 3 and RAGE. So you're going to see stuff from them as well.

You can see more of Kenneth's work at his personal site.

To see the larger pics in all their glory (or, if they’re big enough, so you can save them as wallpaper), click on the “expand” button in the bottom-right corner.


Fine Art is a celebration of the work of video game artists, showcasing the best of both their professional and personal portfolios. If you're in the business and have some concept, environment, promotional or character art you'd like to share, drop us a line!


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IGN News - Titanfall Maps Can Hold Up to 48 Competitors



Titanfall maps can be packed with nearly 50 combatants including AI, players and Titans

A 12-player headcount in matches of Titanfall is the sweet spot for the game, the title's lead designer tells Polygon. Any less and things threaten to get boring. Any more and the game becomes so intense it's off-putting.

But that doesn't mean matches will be limited to teams of six running around trying to take one another out. Each map also supports up to 12 AI-controlled characters per side and each of a match's six player-controlled characters can, in theory, have a Titan following them like over-protective, weaponized pets.

So counting AI, counting players and counting Titans in guard or follow mode, a match can feature nearly 50 characters trying to kill one another.

But the decision to keep the player count to six per side wasn't based as much on worries about a crowded battlefield as it was the reaction play testers had to the intensity of the experience, said Justin Hendry, lead designer at Respawn.

"The higher the player count, the more uncomfortable the game gets," he said. "Unlike in most games where you can sit there and guard the two ways in, in Titanfall the guy can come in through the window right behind you, he can come from the window to your left, he can come from straight ahead, he can come in from the stairway and he can come in from the doorway, or whatever. Essentially there are five directions you can get killed from and the higher that player count, the more likely you are to get killed from behind and the more difficult it is to kind of manage your surroundings."



That's because of the particular design of Titanfall. When not in their Titans, pilots aren't really meant to walk or even run along the ground, they're meant to traverse maps by wall running. And the more a player wall runs, the faster they move.

Combine that with the fact that players can essentially create their own approach into a building, up a building or around a building, and toss in those mammoth Titans, and suddenly a player's brain has a lot more to think about than in a typical shooter.

The increased speed that comes with wall running and with being in a Titan also means that players can find one another much faster than in your typical shooter, so player count doesn't have to be inflated to create action. The action is always seconds away.

So player count, while important, became less about delivering a number to match other online shooters and more about finding what felt the most fun and the least overwhelming.

Throughout development, Hendry said, the team played around with a wide variety of team sizes. The game started with 8 or 12 players per side and slowly drifted down to eight, seven, five even two per side before the team eventually settled on six versus six, he said.

"It's been this number for months," he said. "We are pretty avid players in the studio. People speak their minds and we listen and make changes. This is the number that felt best.

"The game is essentially built to be six on six."

And that headcount won't impact map size, he said; Titanfall has all sorts.

"There are at least two maps that are really big, one of those is huge," Hendry said. "The map size isn't a technical limitation, it's what felt best. It's, 'How do we make this thing feel good?' Some maps are smaller, some are medium size and some are bigger.

"I think the only thing that the player count does is really affect the overall chaotic level of the game."

Number of players also won't impact the sorts of modes the game has, though Hendry declined to say what they'll be beyond the two publicly shown.

The reaction to the game's player count, announced in a tweet earlier this week, didn't necessarily take the team by surprise. There seems to be an understanding at the studio that Titanfall isn't quite understood yet by people not directly involved in its creation.

By design Titanfall is meant to be a game that while easy to drop into, is hard to master and understand the nuance of.

"When people start playing Titanfall like Titanfall, the player count becomes a non-issue," he said."When people start playing Titanfall like Titanfall, the player count becomes a non-issue," he said.

Take the game's AI-controlled characters. They aren't there to fill in the roster or load out a map that only supports six players per side.

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They're meant to serve several different functions. On one level, the AI characters are there as fodder for players who simply aren't good enough to kill other player-controlled characters. They also serve as an easier way to load up on the experience needed to call in a Titan. And they're meant to provide a sort of backstory and narrative to a game lacking any sort of single-player element.

Essentially, they're there so everyone has a chance to feel like a hero, no matter how good or bad they are.

Then there's another type of AI in the game, the one that can control your Titan. While the Titan is a walking tank that players can board and directly control, you don't have to. Instead, a player can put a Titan in guard mode, hop out to capture a hardpoint, and then return when they're done, knowing that the Titan will mop the street of enemies while you're gone. You can also place the Titan in follow mode, either to have it find you after you respawn, or to be your building-sized back-up as you make your way through a map.

All of this, the player count, the variety in play, the AI, the Titans, is also designed to be welcoming to both hardcore shooter fans and folks just dipping their toe into the often daunting genre. There are even gadgets and weapons designed specifically for those players not as dexterous as long-time fans of the genre.

"I've watched people come in and play the game that just don't have the twitch reflexes," Hendry said. "They'll get in the Titan and have fun."

The team at Respawn understand some of the reaction to the player count. In this particular genre, traditionally, more was often argued to be better.

"It just comes back to what makes the game fun," Hendry said. "If you're making a game and you're making decisions that's not based on fun because you're trying to please someone or trying to match numbers, you're not doing the right thing.

"Why not make Call of Duty 256 players, or Battlefield 256 or 512? Maybe that would be awesome. Maybe that would be awesome for that type of game built around that, but you can't just jam players into a game and say this is what is ordained."

Hendry points to games like Gears of War and Left 4 Dead, both titles that had relatively low player counts, as titles that succeeded without having to go big.

So the team is quite confident in their decision to cap the player max to six per side and they're not reexamining that decision based on this week's reaction.

"It all comes back to the same thing," Hendry said. "I can see why it's hard for people, why it's hard for it to make sense. But it's up to the developer to make the best choices and create the best experiences."



 
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State of Decay developer Undead Labs has signed a multi-year, multi-title agreement with Microsoft Studios, founder Jeff Strain announced on the studio's official blog.

Strain notes that more details on the agreement will be shared later this year, as the developers "think it's best if we just keep our heads down and build some prototypes before we talk too much."

He also added that there are "big things" coming up for its zombie survival sandbox title State of Decay, which launched last June and became the fastest selling Xbox Live Arcade title in history. The game sold 250,000 copies in two days and 500,000 copies in under two weeks.

"It's been a long haul from the original vision to this point, and the road ahead of us will take years to travel," Strain wrote. "We hope you're up for the trip, because we can't do it without you."

Undead Labs has had another title in the conceptual phase, codenamed Class4, for some time. Class4 will be a "shared virtual world" that will be a follow-up of sorts to State of Decay and build on the experience created in the studio's first title. Undead Labs has said any future sequels to State of Decay would likely come to next-gen.
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State of Decay developer Undead Labs has signed a multi-year, multi-title agreement with Microsoft Studios, founder Jeff Strain announced on the studio's official blog.

Strain notes that more details on the agreement will be shared later this year, as the developers "think it's best if we just keep our heads down and build some prototypes before we talk too much."

He also added that there are "big things" coming up for its zombie survival sandbox title State of Decay, which launched last June and became the fastest selling Xbox Live Arcade title in history. The game sold 250,000 copies in two days and 500,000 copies in under two weeks.

"It's been a long haul from the original vision to this point, and the road ahead of us will take years to travel," Strain wrote. "We hope you're up for the trip, because we can't do it without you."

Undead Labs has had another title in the conceptual phase, codenamed Class4, for some time. Class4 will be a "shared virtual world" that will be a follow-up of sorts to State of Decay and build on the experience created in the studio's first title. Undead Labs has said any future sequels to State of Decay would likely come to next-gen.
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h hell yeah. This is a good look. State of Decay was a big hit I'm glad they continuing with it.
 
Better late then never. :lol:



EA DICE is deploying a Battlefield 4 update for the Xbox One today, according to a post on the Battlelog forums, improving general stability, reducing the corruption of single-player save files and more.

The patch will introduce bug fixes for numerous issues such the friendly marker not always showing when needed to, killer health in kill card not being correctly updated, soldier health showing 1 HP in killcard instead of 0 HP and a feedback timing issue where blood was appearing before other damage indicators.

The Stealth Jet 20mm cannons damage will be increased by 25 percent with the update and repair rates across all vehicles will be normalized so vehicles with lower health points will repair more slowly than before. Camera bug fixes addressed include an issue where the M1 Abrams Coaxial HMG ammo box was occasionally blocking the driver's camera and a glitch when switching weapons while moving in crouch.

The full list of Battlefield 4 patch notes for the Xbox One are detailed on the Battlelog forums. The Xbox One update follows roll outs to Windows PC, PlayStation 3 and PlayStation 4 versions of Battlefield 4 earlier this week.
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Dont have a pic at work but there is a Titanfall controller coming. As long as it's regular price I gotta get one. Need a third controller anyway.
 
Alien: Isolation Official Announcement Gameplay Trailer --"Transmission"



Alien: Isolation and Creative Assembly's making of the anti-Aliens game

http://www.polygon.com/2014/1/7/528...-anti-aliens-game-in-creative-assemblys-alien


Alien: Isolation

http://www.gametrailers.com/videos/gvykqi/alien--isolation-debut-interview


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Alien: Isolation -- Origins Dev Diary




ALIEN: Isolation...Please Don't Suck (Max Hopes & Dreams)



Alien: Isolation - Here's some lovely gameplay



Halo hasn't been an must have title since Halo:Combat Evolved *shrugs*

So you came here to say that?:smh:
 

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The ’90s have a great deal to answer for, not least the imposition of terrible live-action cutscenes on videogames. Despite the technical advances since, FMV has never shaken off the negative connotations it earned during the time of 3DO, CD-i and Mega-CD. But Finnish studio Remedy Entertainment has been quietly working away on its own FMV rebranding exercise for more than a decade, slipping live-action sequences into its film- and television-inspired games alongside rendered cutscenes. Quantum Break is the culmination of its experiments in storytelling.

“Life’s too short to do small increments,” Remedy CEO Matias Myllyrinne tells us. “We want to do what we can to improve the artform.” To that end, the studio isn’t simply switching rendered cutscenes for live-action ones, but delivering a TV series alongside its game. Forget the loosely overlapping strands of Trion Worlds’ Defiance: Quantum Break’s episodes come on the disc with the game and are directly affected by your actions. It’s not yet clear to what extent you will alter these prerecorded episodes, but at least they’ll be directly associated with what you play. Perhaps the real question is whether players will want to watch non-interactive portions of story at all, but that’s left up to you.

“You’ll unlock the live-action episode at the end of the [gameplay] episode, but you can choose when you jump into that,” says head of franchise development Oskari Hakkinen. “The best experience would be to play the game, watch the live action, then play the game some more, but if you’ve chosen to dedicate your two-hour slot to gaming and you don’t want to watch live action straight away, you can continue on with the game and pick up on the live action from your iPad or phone at a later date.”

“My gut tells me they’ll play a section of the game, they’ll watch the live action with a beer or a coffee, and then jump back into the game,” Myllyrinne says. “Or they’ll stop and do the double-barrel thing the next night – play the episode and watch the live action.”

Quantum-Break-3.jpg


But while it’s happy to clarify the live-action aspects, Remedy is still coy about how its game plays. It’s understandable that Microsoft would want to prioritise launch titles now, but the lack of information around Quantum Break to date has been frustrating, the focus on its TV side leaving us in a state of uncertainty as to whether this fusion is being built for seasoned players or a brand- new audience. The truth, of course, is that Remedy is aiming for both, but Myllyrinne is contrite when we raise the issue.

“I think you’re right; maybe we assume too much sometimes,” he says. “But we want to put out an awesome action game with a very strong story told in a new way. At its heart, the gameplay needs to be good – how the game feels; how it plays; do you get a rush of adrenaline when you press the trigger and dodge for cover? If you don’t have those things nailed down then nobody is going to be drawn in to the fiction either. Those fundamentals need to be polished to what I call a ‘Remedy pedigree’ – the standard that we need to hit. That will happen.”

“This is a Remedy game,” Hakkinen assures us, “and not only a Remedy game, but the ultimate Remedy game.”

So what does the ultimate Remedy game entail? It turns out that for all its aspirations, Quantum Break’s frame is a traditional one: a cover-based thirdperson shooter, albeit with time manipulation mechanics and set-pieces. But this isn’t just Bullet Time 2.0 – you’ll be able to move through time, the game’s tech simulating spectacular environmental destruction, but you’ll also be at the mercy of anomalies, which could leave you on the back foot. One example was shown at E3 earlier this year, when a cargo ship leaps forward through time, causing it to hit a bridge. And to suit the TV-like format of the story, players will take control of several different characters, including the antagonist.

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“At the end of the episode, you get to play the bad guy, who has the most powerful time-manipulation powers of all,” Myllyrinne says. “So he gets to choose which future comes to pass. You play that bad guy; you choose the moment. Then, once you’ve made your choice, you can enjoy a high-quality TV episode where you’ll see how your choices impacted certain things.

“Unlike many other games, you actually get to know what the consequences of your choice are. [In other games], when I make a choice, I don’t necessarily know what the impact of that decision has been, or why things turned out a certain way. Obviously you can have twists and turns, but it’s good to understand the consequences of your actions. We should be making [choice] more meaningful for gamers and more engaging.”

The setup allows writer and creative director Sam Lake to build on the structure he experimented with in Alan Wake, setting up cliffhangers and moving through story arcs within a larger narrative. This time, however, you’ll have to wait to find out the fate of certain characters while you pick up the story from a different perspective.

Myllyrinne believes that Quantum Break’s multimedia delivery makes sense on Xbox One, given the console’s confluence of media types and its ability to render in-game characters which, if not quite photorealistic, are a close match to their counterpart actors. Max Payne might have had a cool leather jacket in his 2001 debut, but if you looked closely, you’d notice that he didn’t have any ears. There are no such technical constraints for Quantum Break’s cast, so the switch between game and live-action episode should be less jarring. Whether Remedy can improve upon its previous games’ dialogue, the quality of which varies wildly, is another matter.

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Regardless of the content, why not render the episodes in-engine like cutscenes? Myllyrinne explains: “A game should be interactive and TV should be passive, or at least linear. For me, it feels more natural to watch a show than to watch a long cutscene. If I get a long cutscene… not naming names, but I start to wish it was interactive.”

Metal Gear Solid’s epic cutscenes aside, there’s no precedent for what Remedy is attempting. Episodic adventures have enjoyed success lately, but none have asked players to switch between guns-blazing action and passive story consumption to such an extreme extent. And Remedy’s promise that live-action episodes can be set aside to be watched later seems to undermine their importance in the overall experience.

However it ends, it’s a bold experiment, but perhaps not a surprising one given the studio’s history. For all the question marks still hanging over this project, Remedy is the one studio that’s most likely to bridge the gap between TV and game effectively.
 
Remedy is definitely going to deliver something epic.. I was mad when I found out they weren't doing MP3...


I hope an Alan Wake sequel is in the pipeline as well after Quantum Break..


<div style="background-color:#000000;width:520px;"><div style="padding:4px;"><iframe src="http://media.mtvnservices.com/embed/mgid:arc:video:gametrailers.com:68c69390-bd68-4886-9df6-168c584b30ab" width="512" height="288" frameborder="0"></iframe><p style="text-align:left;background-color:#FFFFFF;padding:4px;margin-top:4px;margin-bottom:0px;font-family:Arial, Helvetica, sans-serif;font-size:12px;"><b><a href="http://www.gametrailers.com/games/0ex2kr/quantum-break">Quantum Break</a></b><br/>Get More: <a href="http://www.comedycentral.com">Comedy Central</a></p></div></div>
 
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News: Titanfall Alpha Test Registration Now Open For Xbox One




Report: Titanfall alpha test invitations rolling out

Registration invitations to stress test Respawn Entertainment's Titanfall on the Xbox One are reportedly being sent out to EA Origin account holders, numerous users claim.

According to a screenshot of the reported email taken by Twitter user Lazar Odic, the invitation states that the user has been selected "to take part in an exclusive trial for an upcoming title on Microsoft's Xbox One."

Interested users are then prompted to the click register button and follow the required steps. The email advises that account holders will receive an email containing a trial account code, start date of the test and instructions on how to join the game if they are selected to participate.

The registration link redirects users to an "alpha application login" page on the game's official website. Polygon staff registered via the page with Origin accounts resulting in a confirmation stating: "Your application to participate is complete. If you are selected to take part in our upcoming test, you will receive an email in the coming days with a unique code and instructions on how to download and access the game on Xbox One."

“We are very excited for Respawn Entertainment and Electronic Arts’ ‘Titanfall’ on Xbox and look forward to hearing more about the game in the coming weeks and months," a Microsoft spokesperson told Polygon when contacted about the invitations.
We have reached out to EA and Respawn to confirm the legitimacy of the invitations and for further information about upcoming Titanfall tests.

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Is there an application, or does it just say "Thank you for your interest in TitanFall" when you click it?..


I didn't get an application.
 

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Total video game sales for the US in December were up slightly by 2 percent year-over-year, up $3.28B from $3.21B in 2012. Hardware also saw an upswing in 2013, up 28 percent to $1.37B versus the month of December 2012. Continued strong sales of both the Xbox One and PlayStation 4 accounted for a hardware sales increase of "over 50 percent compared to December 2012."

"December NPD Group figures released today revealed Xbox One was the number one selling console in the market in the U.S., selling 908,000 units in December. Additionally, Xbox 360 continued to see strong momentum with 643,000 units sold in December, putting it in the number three spot overall, and lead for last generation hardware," a prepared statement on Microsoft's press site reads.

Sony's approach to numbers was slightly different, reiterating the PlayStation 4 has sold more than 4.2 million units worldwide since launch. "PlayStation 4 remains the cumulative leader for next gen console sales in the U.S. since the launch on November 15," SCEA's Senior Director of Corporate Communications Dan Race wrote in response to the data. "We sold every PS4 available at retail in the U.S. and were out of stock in December due to overwhelming consumer demand." Microsoft's last official cumulative sales count for Xbox One units worldwide was 3 million units by the end of 2013.

Nintendo's 3DS led "overall hardware sales for December 2013 and for 2013 as a whole," the NPD Group's Liam Callahan noted. "Hardware sales of the Wii U were also positive with December 2013 marking its highest month for unit sales month so far," Callahan added. Nintendo has not revealed specific data.

Call of Duty: Ghosts and Battlefield 4 continued to dominate software sales, with Assassin's Creed 4: Black Flag sliding down the list from third during its launch month in November to sixth last month. Just Dance 2014, previously placed at eight in November, surged up the charts to third.

The software leader throughout 2013 was Grand Theft Auto V. Rockstar's PS3 and Xbox 360 title defeated stiff competition, including a second-place Call of Duty: Ghosts, which launched on six platforms. The top ten in new physical retail sales for December and can be found after the break.

Top Ten New Physical Retail Sales: December 2013
  1. Call Of Duty: Ghosts (360, PS3, XBO, PS4, NWU, PC)**
  2. Battlefield 4 (360, XBO, PS4, PS3, PC) 2 Electronic Arts
  3. Just Dance 2014 (WII, 360, NWU, XBO, PS3, PS4)**
  4. Madden NFL 25 (360, XBO, PS3, PS4)
  5. NBA 2K14 (360, PS3, PS4, XBO, PC)**
  6. Assassin's Creed IV: Black Flag (360, PS3, PS4, XBO, NWU, PC)**
  7. Grand Theft Auto V (360, PS3)**
  8. Lego Marvel Super Heroes (360, PS3, 3DS, XBO, PS4, NWU, PSV, PC)
  9. FIFA 14 (360, PS4, XBO, PS3, PSV)
  10. Skylanders SWAP Force (WII, 360, PS3, NWU, 3DS, XBO, PS4)**

Annual 2013 Top Ten Games (New Physical Retail)

  1. Grand Theft Auto V (360, PS3)**
  2. Call Of Duty: Ghosts (360, PS3, XBO, PS4, PC, NWU)
  3. Madden NFL 25 (360, PS3, PS4, XBO)
  4. Battlefield 4 (360, PS3, XBO, PS4, PC)
  5. Assassin's Creed IV: Black Flag (360, PS3, PS4, XBO, NWU, PC)**
  6. NBA 2K14 (360, PS3, PS4, XBO, PC)**
  7. Call of Duty: Black Ops II (360, PS3, NWU, PC)**
  8. Just Dance 2014 (WII, 360, NWU, XBO, PS3, PS4)**
  9. Minecraft (360)
  10. Disney Infinity (360, WII, PS3, NWU, 3DS) 10 Disney Interactive Studios

** denotes titles with special editions, which are included in data tracking


December NPD – Xbox One leads in December

December NPD Group figures released today revealed Xbox One was the number one selling console in the market in the U.S., selling 908,000 units in December. Additionally, Xbox 360 continued to see strong momentum with 643,000 units sold in December, putting it in the number three spot overall, and lead for last generation hardware. Together, Xbox One and Xbox 360 held 46 percent of the hardware market share in the U.S. and showed a 10 percent year over year growth from December 2012.

“We’re grateful for the excitement and support of our fans – many purchasing their next Xbox console and many joining the Xbox family for the first time,” said Yusuf Mehdi, corporate vice president of marketing, strategy and business for Xbox. “Our journey is just starting, with more innovation, games and entertainment coming in 2014 and far beyond.”

December 2013 NPD highlights include:


  • Total combined retail spend on the Xbox platform (Xbox One and Xbox 360) in December reached $1.39 billion, 50 percent of the combined software, hardware and accessories spend in the U.S. (Source: NPD Group, December 2013).
  • During the month of December, Xbox One held six of the top 10 spots on the new generation console game title list: “Battlefield 4,” “Forza Motorsport 5,” “Dead Rising 3,” “Ryse: Son of Rome,” “Madden NFL 25” and “Call of Duty: Ghosts” (Source: NPD Group, December 2013).
Fans continue to show their excitement for new generation Xbox One games, with U.S. consumers purchasing an average of 2.9 games* per console since launch.

As Mehdi mentioned last week in a thank you letter to fans, 2013 was an incredible year for gamers, entertainment fans, our industry and Xbox. You can read his full letter here.

For more information on Xbox One and Xbox 360, please visit Xbox Wire for the latest news.

*retail and digital (internal Microsoft data)

http://news.xbox.com/2014/01/xbox-one-december-npd
 
Crazy :smh:

Respawn issues hit Battlefield 4 PC in wake of server update

A server update that went live over night for Battlefield 4 on Windows PC has apparently caused users a number of problems and may have introduced a bug preventing payers from respawning, according to posts on Reddit and Battlelog.

DICE has yet to share details on all changes made with the update, but server update R20 seems to be preventing some players from respawning after dying, according to a thread on Reddit discussing the issue. Other players are reporting on the Battlelog forums that they can't connect to servers altogether or are booted out in the middle of matches.

Some players have reported that updating their Punkbuster files solves the respawning problem. According to the thread, this quick fix does not work all the time, and some have reported further crash problems after tinkering with the Punkbuster files.

Polygon has reached out to EA for details on these issues and when a fix can be expected. We will share information as we receive it.

Battlefield 4 has received numerous patches and updates across all platforms in the months following its October launch. Follow along with our coverage of the title here.
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Crazy :smh:

Respawn issues hit Battlefield 4 PC in wake of server update

A server update that went live over night for Battlefield 4 on Windows PC has apparently caused users a number of problems and may have introduced a bug preventing payers from respawning

Im not touching that game with a ten foot pole :smh:

and I've played every one since bad company.
 

"We all should be celebrating a healthy vibrant industry."

This morning it was revealed that the Xbox One was December 2013's best-selling home console in North America. In related news, the internet has become a cauldron of fire. Now, Microsoft's PR chap Larry "Major Nelson" Hryb has taken to Reddit to applaud PS4's success, calling for diehards on both sides to cool their jets.

According to Nelson, we should all just be glad that the consoles are selling well, whichever machine we favour. "Both new platforms are off to a great start," he wrote. "We all should be celebrating a healthy vibrant industry. Sony has done a good job and they should be commended. The hate that infects gaming in the online space needs to go away." Daww.

"Sony will sell a ton," Hryb added down the page. "We will sell a ton. The industry is doing well...and consumers have choice."

This echoes recent comments to OXM by Microsoft Studios headman Phil Spencer, who said of Sony that he "really respects their focus on investing in new things and creative things". Spencer also had praise for Nintendo, observing that "their first-party is such an amazing asset."

There was certainly room for doubt about the fortunes of both Xbox One and PS4 last year, given slumping sales of big budget console blockbusters. As Bioshock Infinite designer Shawn Elliot told OXM last January, "where games are at now - the big budget games - you have the potential to be extraordinarily and unpredictably successful, but the risk, the bet you're taking is that you can also fail utterly."

Some argued that the general sales decline had more to do with the age of the supporting platforms. Others claimed, however, that consumers had simply fallen out of love with the idea of a console full stop - lured away by powerful smartphones and tablets. Fortunately, the optimists appear to have prevailed: Microsoft has now sold well over three million Xbox One units worldwide.

The problem of "online hate" is another kettle of fish, of course. I spoke to a number of developers about how they deal with toxic rancour back in 2012. The answers in brief: angry people may shout louder, but they aren't the majority, and the situation is improving.

In the spirit of Nelson's remarks, here's your agenda for the afternoon: find a PS4 or Wii U owner and give him or her a nice, big hug. I'll start by hugging Joe Skrebels, former OXM intern turned Official Nintendo news editor - hopefully, he won't think I'm just trying to steal his wallet.
 
Both systems made it to 80 million last gen. I honestly don't understand this war between two sides that can't fail.
 

"We all should be celebrating a healthy vibrant industry."

This morning it was revealed that the Xbox One was December 2013's best-selling home console in North America. In related news, the internet has become a cauldron of fire. Now, Microsoft's PR chap Larry "Major Nelson" Hryb has taken to Reddit to applaud PS4's success, calling for diehards on both sides to cool their jets.

According to Nelson, we should all just be glad that the consoles are selling well, whichever machine we favour. "Both new platforms are off to a great start," he wrote. "We all should be celebrating a healthy vibrant industry. Sony has done a good job and they should be commended. The hate that infects gaming in the online space needs to go away." Daww.

"Sony will sell a ton," Hryb added down the page. "We will sell a ton. The industry is doing well...and consumers have choice."

This echoes recent comments to OXM by Microsoft Studios headman Phil Spencer, who said of Sony that he "really respects their focus on investing in new things and creative things". Spencer also had praise for Nintendo, observing that "their first-party is such an amazing asset."

There was certainly room for doubt about the fortunes of both Xbox One and PS4 last year, given slumping sales of big budget console blockbusters. As Bioshock Infinite designer Shawn Elliot told OXM last January, "where games are at now - the big budget games - you have the potential to be extraordinarily and unpredictably successful, but the risk, the bet you're taking is that you can also fail utterly."

Some argued that the general sales decline had more to do with the age of the supporting platforms. Others claimed, however, that consumers had simply fallen out of love with the idea of a console full stop - lured away by powerful smartphones and tablets. Fortunately, the optimists appear to have prevailed: Microsoft has now sold well over three million Xbox One units worldwide.

The problem of "online hate" is another kettle of fish, of course. I spoke to a number of developers about how they deal with toxic rancour back in 2012. The answers in brief: angry people may shout louder, but they aren't the majority, and the situation is improving.

In the spirit of Nelson's remarks, here's your agenda for the afternoon: find a PS4 or Wii U owner and give him or her a nice, big hug. I'll start by hugging Joe Skrebels, former OXM intern turned Official Nintendo news editor - hopefully, he won't think I'm just trying to steal his wallet.

Dude is right people need to quit with all that Xbox one or PS4 is better stuff. Just buy what you like and leave it at that. I just got my PS4 and it is definitely better than the PS3, Sony made the changes they needed to make for a better console this time around. I will eventually get a Xbox one because Microsoft makes a good console as well, I loved my 360! :yes: Only thing with both consoles right now is they lack games but that's always the case when new consoles come out.
 
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