Xbox One Console Reviews


Today’s daily deal is for Murdered: Soul Suspect, a dark, supernatural detective thriller with a unique gameplay twist: solving your own murder from the afterlife.
More Daily Deals incoming tomorrow!
For a full list of Xbox One deals, click over to the official Xbox Countdown to 2015 site here.
Xbox One


<table style="border-collapse: collapse; table-layout: fixed; width: 427pt;" border="0" cellpadding="0" cellspacing="0" width="569"> <tbody> <tr class="xl661719" style="mso-height-source: userset; height: 16.5pt;"> <td class="xl711719" style="height: 16.5pt; width: 232pt;" height="22" width="309">Content Title</td> <td class="xl721719" style="border-left: none; width: 121pt;" width="161">Content Type</td> <td class="xl731719" style="border-left: none; width: 74pt;" width="99">Discount %</td> </tr> <tr class="xl661719" style="height: 16.5pt;"> <td class="xl741719" style="height: 16.5pt;" height="22">Murdered Soul Suspect</td> <td class="xl691719" style="border-left: none;">Xbox One Game</td> <td class="xl701719" style="border-left: none; width: 74pt;" width="99">67%</td> </tr> </tbody> </table>
Please note: prices and availability are subject to change and may vary by region.
Xbox 360


<table style="border-collapse: collapse; table-layout: fixed; width: 427pt;" border="0" cellpadding="0" cellspacing="0" width="569"> <tbody> <tr style="height: 15.0pt;"> <td class="xl6726699" style="height: 15.0pt; width: 232pt; font-size: 11.0pt; color: windowtext; font-weight: bold; text-decoration: none; text-underline-style: none; text-line-through: none; font-family: Calibri; border-top: 1.0pt solid windowtext; border-right: .5pt solid white; border-bottom: 1.5pt solid white; border-left: none; background: #92D050; mso-pattern: black none;" height="20" width="309">Content Title</td> <td class="xl6726699" style="width: 121pt; font-size: 11.0pt; color: windowtext; font-weight: bold; text-decoration: none; text-underline-style: none; text-line-through: none; font-family: Calibri; border-top: 1.0pt solid windowtext; border-right: .5pt solid white; border-bottom: 1.5pt solid white; border-left: .5pt solid white; background: #92D050; mso-pattern: black none;" width="161">Content Type</td> <td class="xl6726699" style="width: 74pt; font-size: 11.0pt; color: windowtext; font-weight: bold; text-decoration: none; text-underline-style: none; text-line-through: none; font-family: Calibri; border-top: 1.0pt solid windowtext; border-right: none; border-bottom: 1.5pt solid white; border-left: .5pt solid white; background: #92D050; mso-pattern: black none;" width="99">Discount %</td> </tr> <tr style="height: 15.0pt;"> <td class="xl7026699" style="height: 15.0pt; font-size: 11.0pt; color: blue; font-weight: 400; text-decoration: underline; text-underline-style: single; text-line-through: none; font-family: Calibri; border-top: .5pt solid white; border-right: .5pt solid white; border-bottom: .5pt solid white; border-left: none; background: #D8E4BC; mso-pattern: #D8E4BC none;" height="20">Murdered Soul Suspect</td> <td class="xl6826699" style="font-size: 11.0pt; color: black; font-weight: 400; text-decoration: none; text-underline-style: none; text-line-through: none; font-family: Calibri; border: .5pt solid white; background: #D8E4BC; mso-pattern: #D8E4BC none;">Games On Demand</td> <td class="xl6926699" style="font-size: 11.0pt; color: black; font-weight: 400; text-decoration: none; text-underline-style: none; text-line-through: none; font-family: Calibri; border-top: .5pt solid white; border-right: none; border-bottom: .5pt solid white; border-left: .5pt solid white; background: #D8E4BC; mso-pattern: #D8E4BC none;">70%</td> </tr> </tbody> </table>
Please note: prices and availability are subject to change and may vary by region.
For a full list of Xbox 360 weekly deals, click over to the official Xbox Countdown to 2015 site here.
Deal, Xbox 360, Xbox Games Store, Xbox One By MajorNelson
permalink: http://majornelson.com/2014/12/18/countdown-2015-daily-deal-day-4/
 
Damn IGN going in on Destiny now, lol.

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The DLC is some bullshit though. They gotta come correct with the second one if they expect Destiny 2 to sell well.

Sent From My Galaxy S5
 
I hope that MS brings back the summer of arcade. The HD version of State Of Decay coming and a Shadow Complex would do great.

What's up with Mighty 8?
 
I hope that MS brings back the summer of arcade. The HD version of State Of Decay coming and a Shadow Complex would do great.

What's up with Mighty 8?

Agreed. I forgot all about State of Decay. Gonna have to finish up with Resident Evil HD before that comes out.

I think he still working on it. He announced DLC for it which I think is a slap in the face. Finish the damn game first at least.

Sent From My Galaxy S5
 
Damn IGN going in on Destiny now, lol.

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The DLC is some bullshit though. They gotta come correct with the second one if they expect Destiny 2 to sell well.

Sent From My Galaxy S5

they had better correct everything about the first game before they even think about Destiny 2(which they already started deveopling :smh: )

Bungie also might want to think about upping the difficulty of the endgame raids for the next few expansions :lol:
 

[UPDATE 2] A Microsoft spokesperson told GameSpot, "We have nothing to share concerning these reports."

[UPDATE] VRFocus and Techradar report that several game studios have received Xbox One VR development kits. None of the studios were named, unfortunately.

The original story is below.
Microsoft will reveal its long-rumored Xbox virtual reality headset device during the company's E3 2015 briefing next summer, according to a new Digitimes report that cites "upstream supply chain" sources. The summer tradeshow is scheduled for June 16-18, 2015.

The site's sources went on to say that development on the Xbox VR headset, which will presumably work with the Xbox One, will be handled by the same team that runs Microsoft's Surface tablet line. A name for the device was not mentioned.

Microsoft's Xbox VR headset is separate from its Google Glass-like "Fortazela" project, which first leaked in June 2012. Digitimes adds that development on this project (pictured, top) is ongoing, though no further details about features or functionality are available.

Microsoft has been open in saying that virtual reality is something the company has been experimenting with for a long time now.

Competitor Sony announced its own virtual reality device, Project Morpheus, during GDC in March 2014, though the company hasn't said when it plans to launch the PlayStation 4 device or what it will cost. Meanwhile, the Facebook-owned Oculus Rift headset is also deep into development for PC.

Microsoft's mysterious VR project has been in development for years, and the company even gave a demonstration of the tech to Strauss Zelnick, CEO of Grand Theft Auto parent publisher Take-Two Interactive.

We have reached out to Microsoft for comment on this report, and will update this post with anything we hear back.
 

Earlier today VRFocus reported on rumours that Microsoft was planning to reveal its own virtual reality (VR) head-mounted display (HMD) for its Xbox One console at E3 2015 next June, potentially for release later on in the year. Now VRFocus has been informed that VR developers are indeed working with an Xbox One VR HMD already. The developer kit is currently ‘circulating’ a group of developers working on the console.

Several studios have confirmed to VRFocus that they are working with the device, while Techradar has also received similar information that suggests teams have already begun work on software for the kit. No specific information about the device itself or exactly which videogames are in development for it has been revealed just yet. Obviously this will pit Microsoft’s kit directly against the Project Morpheus HMD currently in development for the PlayStation 4, as well as Oculus VR’s own Oculus Rift PC HMD.

This news won’t come as much of a surprise to VR enthusiasts, who have been expecting the reveal of a Microsoft-branded HMD since the company’s Head of Xbox Phil Spencer revealed that it had been working with VR technology ‘for a while’ at the 2014 Game Developer Conference. 2014 has seen the company’s name attached to VR plenty of times, including rumours that FOVE, a tech start up that Microsoft is heavily attached to, is looking at an Xbox One HMD with eye-tracking. Various patents have also pointed towards the company’s interest in such a device. Could these reports lay the foundation for the official HMD?

Either way, it’s a long wait until E3 2015 and in that time both Sony Computer Entertainment (SCE) and Oculus VR are likely to be sharing much more about their respective HMDs. VRFocus will be following each and every update within the VR industry, keeping you up-to-date with the latest.
-END-
 
I hope that MS brings back the summer of arcade. The HD version of State Of Decay coming and a Shadow Complex would do great.

What's up with Mighty 8?

shadow complex is the reason I 1st bought my 360...is it confirmed for the XB1? I know state of decay is coming in spring
 
343 is sorry about Halo so play an online match by 11:59pst today to get future free stuff. One month of xbox live, special name tag and avatar , special map, and a remastered ODST campaign for free. If you already played a match you good.

Sent From My Galaxy S5
 

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In an effort to make good on the troubled launch of the Xbox One's Halo: The Master Chief Collection, Microsoft announced today that they're giving anyone who played the game some free stuff, including a copy of an upcoming remastered version of Halo 3: ODST.

In a letter posted to the Xbox website, 343 Industries head Bonnie Ross thanked players for sticking with them as they work out the server and matchmaking problems that have plagued The Master Chief Collection since its launch last month.
Here's Ross' full letter:

Last month, I promised the Halo and Xbox community that addressing the matchmaking issues and other bugs impacting players' experience with Halo: The Master Chief Collection was our #1 priority. We've been working around the clock deploying weekly content updates and numerous server-side adjustments that have shown good results and we're encouraged by the feedback we're hearing from you. Another big hurdle was overcome when we added fan-favorite playlists, such as SWAT and Halo: CE, back to our matchmaking menu and we plan to add more soon. Next week, we'll release a content update that will add all 10 episodes of the cooperative experience "Spartan Ops" for Halo 4, and will address other issues. I assure you that the team will continue to work on additional content updates to further improve the all-up gameplay experience.

This has been a humbling experience and highlighted how we as a studio can – and need – to do better for Xbox fans around the world. We are so grateful to our fans who have stood by our side and we appreciate all of your patience as we worked through these issues. As a token of our appreciation and to thank fans for the continued support and understanding, we will be offering the following items, for free, to anyone who has played Halo: The Master Chief Collection online since launch (11.11.14) through today (12.19.14).*


  • 1 Month of Xbox Live Gold
  • Exclusive In-Game Nameplate
  • Exclusive In-Game Avatar
* For specifics on eligibility and further details on the offer, visit the FAQ at:https://www.halowaypoint.com/en-us/communit...

Additionally, you've told us that you want more Halo 2: Anniversary multiplayer map content and Halo 3: ODST on Xbox One. As a future bonus, we're going to make these happen and give them to you for free. We are just now starting work with our partners to bring both to Halo: The Master Chief Collection and will share more specific details on timing in the coming months. But for now, here's what you can expect:

  • Halo 3: ODST CampaignDevelopment has just started on the campaign for Halo 3: ODST, which will be available within Halo: The Master Chief Collection, and upgraded to 1080p resolution, running at 60fps. It will be available for free to anyone who has played Halo: The Master Chief Collection since launch (11.11.14) through today (12.19.14).* Thanks to our friends at Bungie for creating the original "Halo 3: ODST" campaign.
  • "Relic" Halo 2: Anniversary Multiplayer Map Available via a free content update to Halo: The Master Chief Collection, we will reimagine the fan-favorite map "Relic," fully remastered and running at 1080p resolution and 60fps. We chose this map based on its suitability for Slayer and Objective modes and its ability to support teams of varying sizes. And you can trust that Certain Affinity will tune and tweak the map to make it even better than you remember.
The satisfaction and joy of our fans is absolutely critical to everyone at 343 Industries and we regret the issues and the frustration you have endured. We are truly sorry and thank you for your continued patience and support of the Halo franchise.Sincerely,

Bonnie Ross

Head of 343 Industries
 
343 is sorry about Halo so play an online match by 11:59pst today to get future free stuff. One month of xbox live, special name tag and avatar , special map, and a remastered ODST campaign for free. If you already played a match you good.

Sent From My Galaxy S5

Thanks for the heads up, bro!
 
Damn IGN going in on Destiny now, lol.

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Now IGN finally is critical of this bullshit after they tried to convince us for months that it was a must have game. Im glad I only gave it a week before I gave up on this boring ass piece of shit.
 

Today Xbox One preview members got early access to the Halo 5: Guardians today, and according to Xbox division head Phil Spencer, that’s going to become a more common occurrence, as he explained on Twitter.
"Having Preview members help us test launches will be more common, good learning for us."

"Just like OS updates, preview members help us find things before we go broader, appreciate the help.
"
In addition to that, Spencer also explained why the newly announced Minecraft: Story Mode is going to be on PlayStation platforms despite the fact that the franchise is now owned by Microsoft.
"Honestly talks started prior to us owning, doesn’t mean we wouldn’t ship on PS given MC ships on PS but this was pre-XBOX."
It’ll definitely be interesting to see if Minecraft will continue to remain multiplatform even in the future, but for now PlayStation gamers seem to be covered. In the meanwhile, the idea of having preview members test launches before scaling up definitely seems to be a good way to avoid the problems we’ve seen with online games in the past few months.
 
Now IGN finally is critical of this bullshit after they tried to convince us for months that it was a must have game. Im glad I only gave it a week before I gave up on this boring ass piece of shit.

i think almost all gaming media said this will be "Bungie's next great EPIC!!!" :rolleyes: it may still be so down the line but just not now
 
I played the destiny demo

All I remember is pressing a button & my character started dancing
I said fuck this shit
 
I played the destiny demo

All I remember is pressing a button & my character started dancing
I said fuck this shit

THE most over-used gimmick in that game..could be walking around any area in the Tower and see mofos bust out dancing for no apparent reason :rolleyes::lol:
 
thank goodness for twitch...nothing about destiny looks like I'd enjoy playing it...looks like your run of the mill FPS

:dunno:
 
MS could use another exclusive like Ninja Gaiden. Since Sega are about to get into movies it's time they start pushing out their fan favorite classics. Shinobi and if they ever do a Streets of Rage 4.:money::money:
 

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Good news for those who aren’t huge fans of the online game-play, 2K Games and Turtle Rock Studios revealed that Evolve, will feature an offline mode.
According to Turtle Rock Studios’ Chris Ashton,
Playing Evolve competitively, against other players online, can be a lot of pressure. We wanted to make sure anyone could play the whole game, including Evacuation, alone with or against the AI and it’s still fun. Rather than splitting our focus and crafting a different version of Evolve for solo, we focused on making sure that the solo game would stay true to what Evolve was always meant to be. In our minds, even if a bot is driving the Monster or the Hunters, it’s still the same great game.
Offline mode allows for players to choose certain bot opponents and having full control over what missions are played in Evacuation.
There’s also the ability to bot swap; playing on an Xbox One, the D-pad a players quick-select. Tap in one of four directions and players suddenly control a different Hunter.
Players also don’t have to wait to be saved from MegaMouth or waiting on the drop ship.
Ashton continues to explain,
Evacuation is probably where you want to spend most of your time unless you want to practice specific modes…and never forget that when you are a Hunter, you can take over any of your bot teammates at any time.
To further explain this mode, Turtle Rock Studios also released a video which is available below.
Evolve will release for PC, PlayStation 4, Xbox One February 10th.


 
From gaf


Halo 5: Guardians Beta


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Developer: 343 Industries.
Publisher: Microsoft Studios.
Genre: First-person shooter.
Platform: Xbox One.
Release date: December 29th, 2014 to January 18th, 2015.*
Duration: 3 weeks.
Technical info: 720p, 60 fps, 10.4 GB, dedicated servers.
*Those who are in the Xbox One preview program or have received a code will be able to start playing today. Early access will end on the 21st.
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“The focus of the beta is going to be on 4 [versus] 4 arena gameplay, which is really getting back to that legacy of
competitive gameplay that is always been at the heart of Halo’s multiplayer. ” – Josh Holmes, Franchise Creative Director.

While every major Halo release has had the arena mode, the basics fundamentals of that mode seem to differ per release.
In the section below we look back at some of those changes, to reminisce, and hopefully give some insight into what went right and
wrong.​
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In this gameplay style the player has the option to chose a class that includes some kind of unique special ability. Halo: Reach
was the first game to introduce the concept within Halo’s multiplayer. They were dubbed Loadouts and had presets that fit
the players gameplay style. It introduced new unique abilities within the classes such as the jetpack, armor lock, sprint, active
camouflage, evade, and hologram. Each of those abilities helped players to engage in battles and added some flavor to the
multiplayer.

The idea of class based multiplayer has been explored in games, and can work extreme well as shown in games like Team
Fortress
and the underrated Shadowrun FPS. What makes those games work is that they were designed, to some extent,
around the class system from inception. With Reach being a spin-off, it was the right time to try something new within Halo’s
tried-and-true multiplayer. While the initial reception of Reach’s multi player was positive, it became apparent to players over
time that there were some major flaws with this new introduced playstyle.

Each of the new abilities introduced caused emerging issues that clashed with Halo sandbox. For example the jetpack caused
player hitboxes to change, which made it much more difficult to engage firefights. The armor lock became a pause button to
prevent battles from playing out. Active camouflage indirectly encouraged camping. Those are just some of the issues that
emerged as the game matured. While there were also some other notable gameplay changes, such as the introduction of
bloom, slower base movement, and more, those were minor problems in the grand scheme of things; mostly because they
were patched, to various degrees, later on.

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The class system changed some of Halo’s fundamentals and retained other, like on-map weapon pickups. The big change
that tipped the balance was the change in player starts, each player now had different starting traits. While that might sound
meaningless on the surface, it changed a lot about the combat underneath. Halo 1 to 3 had the player start with the same
basic traits, none got something extra—like a jetpack for example—to help them engage in battle. In the previous games it
boiled down how skillful the player was with the given basic traits, starting weapons, and the op map weapons, and in the back
of their mind knew that the enemy had the same advantages. Strategically that mentality caused players to think how they
approach the maps and others players—think of aspects such denying on-map power weapons, controlling map sections,
and timing enemy respawns. It indirectly balanced the game for all players.

You could argue that the class system made a new case for players to use their new toys strategically, because the abilities
were designed to counter each other anyway. In theory, that is right to some extent. In practice it however turned into how fast
players could abuse those new abilities, which caused the flow of matches to come to a standstill. The rock-paper-scissors
approach of the new gameplay style wasn’t working out, and caused more frustration than add something worthwhile to the formula.

While there is some debate whether Reach’s change was detrimental to the franchise, I personally see it as an interesting failed
experiment. The concepts were interesting, but execution of them was flawed and clashed too much with the core fundamentals.
The changes also highlighted what I want and expect from a Halo game, but on the other hand spin-offs are suppose to make
dramatic shifts to make themselves stand out. To some extent, Bungie gets a pass—they tried something new, some of it
worked, but most of it didn’t.

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In this gameplay style the player is given a multitude of options to customize themselves and boost their basic player traits
through a perks system. The perk system lets you upgrade for example the movement speed, how fast your shield recharges,
and various other modifiers. Halo 4 is the first game to fully introduce the concept within Halo’s multiplayer. Unlike Reach’s
pick-one-class approach, in Halo 4 the player could chose every facet of how their loadout was built—with options like different
starting and secondary weapons, armor abilities, tactical packages, and support packages. A new level of customization was
given to ease new players and introduce them to the large Halo sandbox.

RPG inspired multiplayer isn’t new, games like Call Of Duty and Battlefield have taken that approach to put the power
in the hand of the players—chose how you want to play, in essence. While there is not fundamentally nothing wrong with that
approach, it however has some underlying issues when it’s introduced in a series that never took that approach. On paper the
idea of choosing which perks you specialize in and customizing your loadout sounds completely reasonable, the player gets to
enjoy a large part of the sandbox and promotes longevity. In practice however, it clashed with established Halo formula and that
caused the series multiplayer to lose some of its identity.

Reach had the same issue, but Halo 4 magnified that issue by breaking down the basic traits even more and putting them behind
the perk system. The outcome of this is that battles become almost too random and chaotic, because the rock-paper-scissors
formula was multiplied. Players was given the key to the armory, this meant that everybody got access to everything and they
could go to town with it—this includes aspects such as the amount of starting ammo, certain types of grenades, and more.
Most of those aspects worked best in moderation. In previous Halo games these would have been scattered around maps, and
could be picked up by one or two players. That made a good case for map control and movement, but the loadout system made
that aspect obsolete.

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While on-map pickups such as power weapons were still there, they were only there for the initial spawn—they did not respawn
at certain preset times like previous Halo games. To counter this change, the Infinity system was introduced which granted the
player a power weapon, boost, or special grenade after the player had done some multiplayer feat—like get a certain number of
kills. Thought behind it was again, player choice and getting them to feel empowered. The problem it caused however is that it
stopped players from getting to understand the flow of the maps. There was nothing there to really get or control on those maps,
now. The players were getting rewarded regardless through the Infinity system, and promoted Reach’s biggest problem; players
searched ways to abuse the systems, but this time they were given even more toys to do it.

With the introduction of RPG elements, the basic fundamentals were stripped away—no more equal starts, deemphasized map
pickups, and even less emphasis on map control. It fundamentally became another multiplayer game on the market, but this
time with the Halo name attached. Even if the philosophy behind it was to empower the player, it in the end it did more to harm
them in the long run. Like Reach, players found that the stripped down game was something of a gem; the underlying formula
was still rock solid as ever.

The RPG infused gameplay is still a fascinating thing and Call Of Duty and Battlefield are still one of the better examples
that implemented the idea well. It’s clear that, those game were from the ground up based around those basic principles, or at
least as far back started with those ideas and morphed. You can’t fault a new game for trying to carve out its own identity. The
problem with introducing those elements in Halo is that, Halo already had a strong core foundation and most of it was kind of
thrown out the window. The arena and RPG inspired style are on the opposite site of the spectrum – either you chose one or the
other. Maybe some hybrid is possible—and developers should explore the idea—but then there has to be some serious
compromises. Halo 4 falls under serious compromises.

There are some other issues other than the RPG inspired design, like sprint being global that hurt map flow, but in the grand
scheme of things those are lesser issues that can be fixed through updates (to some extent, though).


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In this gameplay style players are given equal starts, the same starting weapons and then duke it out on maps—which contains
weapons, powerups, and so on. This was the prevalent style in how Halo multiplayer was made in the original Halo trilogy. There
were tweaks here and there, but the basic DNA stayed consistent throughout. A lot of the philosophy seems to stem from older
arena shooters, like Quake and Unreal Tournament. You could argue that it took those ideas from those games, because
they were the dominant shooters back then. Homogenization, good or bad, happens every generation.

Like every new franchise, they try to put their spin on the established formula. Older arena shooters were known for their fast pace
nature and sometimes short kill times. Halo doesn’t really fit into that archetype, because it’s a much slower paced game and the
kill times can be long. Now the rest of Halo’s setup does fit the arena style, because the principles of equals starts, map pickups,
and map control are still there. It became somewhat of its own thing, slower paced but still took skill to learn the in-and-outs of the
combat loop. But at the same time, it was also accessible and the entry to barrier was less of an issue.

All the core Halo principles—equal starts, map control, and map pickups—promote a sense of purpose within multiplayer; outside of
the obvious objective modes. While the primary goal of multiplayer has always been to shoot people—shocking, right? —it was
never the only thing that drove Halo’s multiplayer. Map control was a huge factor, players had to take chances on deciding which
power weapons they were going after; before the match and during the match when they eventually respawned. This also caused
people to move around the maps more faster, just to deny the other team advantages. Matches moved at a brisk pace because of
that, and much of the map was being used to its full potential.

The purpose is to keep the player involved, and what is better than users remembering the maps and the skill based combat loop.
Give them a reason to remember it, made it worthwhile. Most people that played the older Halo games could tell you were the sniper
or rocket launcher was on their favorite maps. Even if they can’t, they somehow still remember the intense matches they played back
then because of the underlying fair philosophy.

There are some problems though in introducing new players to this style—it can be intimidating for anybody looking from the outside in.
While it might be easy to pinpoint the basic formula of the series by veterans, the lack of it being explained in-game to new players has
been a problem. For somebody just getting in, it can be weird; for example there is no indication is given where weapons are on the map
and when they respawn. The sense of purpose isn’t really given to new players, and it’s understandable when people don’t see the point
in the game; from the outset it looks like every other game on the market and nothing makes it really stand out. This aspect that needs
some evolution.

Look at games like Hearthstone and League Of Legends. They look like deceptively easy games, and then play their tutorials and notice
that they is more to them than meets the eye; simple looking for the outside, but absolutely complex from the inside. Those games teach
their mechanics, and make sure that basics are learned by players; even if that sometimes is done too rigidly. It’s also a psychological
thing, peoples intelligence is being respected; they need to learn to survive. Give them the basics and let them figure out the deeper
mechanics—which almost makes a case for why certain games have huge dedicated communities. Halo 4 went the other way with it,
It gave players something were nothing was expected of them. And I don’t think they were setting out to do that.

While evolution is welcome, it should not be used as a crux. In case of Halo, easing players into the core mechanics by introducing them
gradually step-by-step isn’t a bad thing. However, at a certain point the training wheels need to come off. Halo 2 and 3 balanced this well
by splitting the base into Social and Ranked playlist—with each playlist catering to people who want to learn and those who already know
enough. Halo 4 threw them all in the same pot, and that had effect on the longevity of the multiplayer because both groups were saddled
with each other.

While it’s encouraging that right off the bat, Halo 5 developers seem to be focusing on Arena. The series has had two major detours, with
Reach and Halo 4, so it’s good to see them going back to the well-know core ideas of Arena. Can they pull it? That is another question.
The thing that makes this all feel a bit better Is that players get to test 343’s version of Arena for three weeks and data will be collected
from that. So be vocal, be very vocal.​
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“We have 7 maps, we have 3 modes, 11 sandbox weapons that are going to be included, and 7 armor sets you can customize your
Spartan with.” – Tim Longo, Creative Director.

“Looking at small maps, that are really tailored to 4 [versus] 4 combat.” – Quinn DelHoyo, multiplayer designer.

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“Something we’re doing differently with this beta is that we actually have interactive components, that the fans will be able to vote on for
weeks 2 and 3 (of the beta). So week 2 we’re going to be asking to vote on a power weapon that will be placed in one of the maps, and
then the third week we will have them voting between two different maps that they will be able to play.” – Josh Holmes, Halo Bulletin
Episode 4
(4:07-4:26)

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Halo 4’s CSR (Competitive Skill Ranking) returns, but has changed considerably. The CSR system contains 7 “tiers”. “It’s (CSR) a seven-tier
system, so it goes from Iron, Bronze, Silver, Gold, through the ages. The cool thing is that the last two tiers are called Semi- Pro and Pro, so
it’s actually integrated into the game.” says Tim Longo. The top 200 players in the world will rank as Pros, with the Semi-Pro players contending
for their spot. It will be included in the beta.

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Halo 5 Beta: Slayer on Truth - IGN Live




Halo 5: Guardians - Going on a Sword Spree in the Halo 5 Beta - IGN Live




Halo 5 Beta: Slayer on Empire - IGN Live




Halo 5 Beta: Sniping in Slayer on Empire - IGN Live




Ground Pound Kill in the Halo 5 Beta -IGN Live








IGN Live Presents: Halo 5 Multiplayer Beta

 

Today’s daily deal features a couple Deep Silver titles. Pick up the Metro Redux Bundle for Xbox One and get Metro Redux 2033 and Metro: Last Light Redux.
More Daily Deals incoming tomorrow!
For a full list of Xbox One deals, click over to the official Xbox Countdown to 2015 site here.
Xbox One


<table style="border-collapse: collapse; table-layout: fixed; width: 427pt;" border="0" cellpadding="0" cellspacing="0" width="569"> <tbody> <tr class="xl661719" style="mso-height-source: userset; height: 16.5pt;"> <td class="xl711719" style="height: 16.5pt; width: 232pt;" height="22" width="309">Content Title</td> <td class="xl721719" style="border-left: none; width: 121pt;" width="161">Content Type</td> <td class="xl731719" style="border-left: none; width: 74pt;" width="99">Discount %</td> </tr> <tr class="xl661719" style="height: 16.5pt;"> <td class="xl741719" style="height: 16.5pt;" height="22">Metro Redux Bundle</td> <td class="xl691719" style="border-left: none;">Xbox One Game</td> <td class="xl701719" style="border-left: none; width: 74pt;" width="99">33%</td> </tr> </tbody> </table>
Please note: prices and availability are subject to change and may vary by region.
Xbox 360


<table style="border-collapse: collapse; table-layout: fixed; width: 427pt;" border="0" cellpadding="0" cellspacing="0" width="569"> <tbody> <tr style="height: 15.0pt;"> <td class="xl6827898" style="height: 15.0pt; width: 232pt; font-size: 11.0pt; color: windowtext; font-weight: bold; text-decoration: none; text-underline-style: none; text-line-through: none; font-family: Calibri; border-top: 1.0pt solid windowtext; border-right: .5pt solid white; border-bottom: 1.5pt solid white; border-left: none; background: #92D050; mso-pattern: black none;" height="20" width="309">Content Title</td> <td class="xl6827898" style="width: 121pt; font-size: 11.0pt; color: windowtext; font-weight: bold; text-decoration: none; text-underline-style: none; text-line-through: none; font-family: Calibri; border-top: 1.0pt solid windowtext; border-right: .5pt solid white; border-bottom: 1.5pt solid white; border-left: .5pt solid white; background: #92D050; mso-pattern: black none;" width="161">Content Type</td> <td class="xl6827898" style="width: 74pt; font-size: 11.0pt; color: windowtext; font-weight: bold; text-decoration: none; text-underline-style: none; text-line-through: none; font-family: Calibri; border-top: 1.0pt solid windowtext; border-right: none; border-bottom: 1.5pt solid white; border-left: .5pt solid white; background: #92D050; mso-pattern: black none;" width="99">Discount %</td> </tr> <tr style="height: 15.0pt;"> <td class="xl7127898" style="height: 15.0pt; font-size: 11.0pt; color: blue; font-weight: 400; text-decoration: underline; text-underline-style: single; text-line-through: none; font-family: Calibri; border-top: .5pt solid white; border-right: .5pt solid white; border-bottom: .5pt solid white; border-left: none; background: #D8E4BC; mso-pattern: #D8E4BC none;" height="20">Metro Last Light</td> <td class="xl6927898" style="font-size: 11.0pt; color: black; font-weight: 400; text-decoration: none; text-underline-style: none; text-line-through: none; font-family: Calibri; border: .5pt solid white; background: #D8E4BC; mso-pattern: #D8E4BC none;">Games On Demand</td> <td class="xl7027898" style="font-size: 11.0pt; color: black; font-weight: 400; text-decoration: none; text-underline-style: none; text-line-through: none; font-family: Calibri; border-top: .5pt solid white; border-right: none; border-bottom: .5pt solid white; border-left: .5pt solid white; background: #D8E4BC; mso-pattern: #D8E4BC none;">66%</td> </tr> <tr style="height: 15.0pt;"> <td class="xl7227898" style="height: 15.0pt; font-size: 11.0pt; color: blue; font-weight: 400; text-decoration: underline; text-underline-style: single; text-line-through: none; font-family: Calibri; border-top: .5pt solid white; border-right: .5pt solid white; border-bottom: .5pt solid white; border-left: none; background: #EBF1DE; mso-pattern: #EBF1DE none;" height="20">Saints Row 4</td> <td class="xl6927898" style="font-size: 11.0pt; color: black; font-weight: 400; text-decoration: none; text-underline-style: none; text-line-through: none; font-family: Calibri; border: .5pt solid white; background: #EBF1DE; mso-pattern: #EBF1DE none;">Games On Demand</td> <td class="xl7027898" style="font-size: 11.0pt; color: black; font-weight: 400; text-decoration: none; text-underline-style: none; text-line-through: none; font-family: Calibri; border-top: .5pt solid white; border-right: none; border-bottom: .5pt solid white; border-left: .5pt solid white; background: #EBF1DE; mso-pattern: #EBF1DE none;">66%</td> </tr> </tbody> </table>
Please note: prices and availability are subject to change and may vary by region.
For a full list of Xbox 360 weekly deals, click over to the official Xbox Countdown to 2015 site here.
 



There’s still time to take advantage of all the great deals this holiday season and you can read all about them in the Last Minute Deals for Everyone On Your List announcement at the Xbox Wire.
Take advantage of the $50 off* the Xbox One Assassin’s Creed Unity Bundle and the Xbox One Assassin’s Creed Unity Bundle with Kinect still going on in the Microsoft Store.
Here’s a list of some of the offers being offered by your favorite retailers you won’t want to miss. These deals are only valid for online purchases and are subject to change at the retailer’s discretion.






  • Meijer: $50 off Xbox One Assassin’s Creed Unity Bundle or Xbox One Assassin’s Creed Unity Bundle with Kinect, plus a free Xbox One game of your choice

  • Newegg: $50 off Xbox One Assassin’s Creed Unity Bundle or Xbox One Assassin’s Creed Unity Bundle with Kinect, plus a free 12-month Xbox Live Gold subscription and a $20 Newegg gift card
*$50 off any Xbox One console or bundle. Offer valid Sunday, Nov. 2, 2014 through Saturday, Jan. 3, 2015 at participating retailers in the U.S.
Here are some other special holiday deals available at select participating retailers in the U.S. and through Xbox Live to help you check off the rest of your shopping list:

  • Save $20 on Sunset Overdrive and Forza Horizon 2 on Xbox One until Sunday, Dec. 28 at participating U.S. retailers

  • Save $10 on Kinect Sports Rivals, Dead Rising 3, Ryse, Zoo Tycoon or Forza Motorsport 5on Xbox One until Sunday, Dec. 28 at participating U.S. retailers

  • For Xbox fans worldwide, save 25 percent on Destiny and Call of Duty: Advanced Warfare on Xbox One through Xbox Live from Tuesday, Dec. 23 to Wednesday, Dec. 31

  • For Xbox Live Gold members worldwide, save 25 percent on The Crew and Far Cry 4 holiday bundle through Xbox Live until Monday, Dec. 22
Deals for Xbox 360 and Xbox Video will also be available until Wednesday, Dec. 31 through Xbox Live. Be sure to check out all the holiday offers and additional deals at your local Microsoft Store, participating retailers or on xbox.com.
Happy holiday shopping!
 
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