GTA 5 Epic Games Store Free Game Giveaway And Fortnite Hampered By Crashes, “Error 500”

With Grand Theft Auto 5 being given away for free on the Epic Games Store today, the digital store has been receiving a substantial amount of traffic. It is getting so much traffic, in fact, that it has completely crashed before the game was even made available.

The official Epic Games Store Twitter account announced that it was experiencing higher-than-normal traffic, which can result in a few different issues for customers. These range from long loading times, the launcher completely crashing, or a “500” error message. GameSpot even had error messages appear in different languages when we attempted to connect.

GTA 5 is certainly popular enough to solicit that much attention, and it’s free until June 11 on the Epic Games Store. The game is one of the most profitable pieces of entertainment in history and still routinely shows up on monthly top 10 sales charts, despite the fact that it released more than six years ago. On PC, mods are enabled, making it a (potentially) even crazier version of the game than the console editions.

The Epic Games Store launcher is used not only for buying games, but also for accessing titles like Fortnite. It will be the exclusive PC platform for the remastered Tony Hawk’s Pro Skater 1 + 2 game, which is scheduled to release on September 4.

As Fortnite is still a huge draw for Epic Games Store, it’s certainly not what the company was looking to have happen at the Grand Theft Auto 5 giveaway’s launch. With any luck, services will resume shortly.

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Star Wars Arcade1up Sit-Down Cabinet Preorders on Sale

I’m a fan of Arcade1up and its line of 3/4 scale arcade machines, and preorders for its upcoming sit-down Star Wars arcade cabinet are on sale at Walmart right now.

Star Wars Arcade1up Sit-Down Cabinet Deal

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This is a slight variation on the existing Star Wars Arcade1up cabinet, meaning it includes the same classic Star Wars arcade games: Star Wars, The Empire Strikes Back, and Return of the Jedi. Way back in the day, and I’m talking WAY back, when you went to an arcade, you always hoped there’d be a sit-down version of one of the Star Wars games instead of the standing-only. There’s not any difference between the sit-down and standing versions, gameplay-wise, but it just feels better to play them sitting down. I can’t explain it. It just does.

Rather than the riser included with the stand-up cabinet, this one comes with the pieces required to assemble the bench. After it’s set up, boom: you’re playing Star Wars sitting down, baby!

The Star Wars arcade games are absolute delights, and if you have a stimulus check or other money laying around you’re looking to spend on something to finish off your game room, I recommend it. If you don’t have $415 to spend, might I suggest a Star Wars arcade game shirt from the IGN Store instead? Or better yet, just get them both.

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Seth Macy is IGN’s tech and commerce editor and just wants to be your friend. Find him on Twitter @sethmacy.

 

Nintendo Switch Getting RealMyst: Masterpiece Edition Next Week

According to Cyan Worlds, the Nintendo Switch port of realMyst: Masterpiece Edition is set to launch on the Nintendo Eshop on May 21.

The single-player puzzle game was initially released on PC in November 2000, with the Nintendo Switch version releasing as a part of the 20th anniversary of realMyst. The entire game has been remastered on PC and now on Nintendo Switch, with enhanced water graphics, changing weather, dynamic lighting, bloom, and more.

The Masterpiece Edition contains the full original game plus bonus Rime Age, the extended ending added in realMyst. The features upgraded environments, advanced graphics, day and night cycles, an all new flashlight mechanic, an all-new musical score, and a free roam interface option.

For more on what’s coming to the Nintendo Switch this week, check out our full coverage of the latest releases.

realMyst: Masterpiece Edition is currently available for PC, Mac, Android, and iOS. The Nintendo Switch edition will be on the Eshop on May 21. Pre-orders for the title will be open on May 12 in North America on the Eshop for a discounted price.

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EVO Online 2020 Announced, And Smash Bros. Has Been Cut

EVO has announced EVO Online 2020, a replacement for the sadly no-longer-viable annual EVO competition. EVO, the biggest annual event for professional fighting game players, will take place over five weekends and seven games.

But while EVO will still happen, there’s been a casualty–Super Smash Bros. Ultimate has been cut from the line-up. While no official reason is given, it’s almost certainly due to Nintendo’s infamously poor online infrastructure, which is not up to the standards necessarily for professional competition.

Here’s the EVO Online 2020 line-up:

  • Under Night In-Birth Exe:Late[cl-r]
  • Dragon Ball FighterZ
  • Tekken 7
  • Street Fighter V Champion Edition
  • SoulCalibur VI
  • Granblue Fantasy: Versus
  • Samurai Shodown

On top of this, there will also be four open online tournaments, which anyone can jump into. If you’ve long believed that you’re the best in the world at Killer Instinct, now’s your chance to prove it. Here’s the line-up for the open tournaments:

  • Mortal Kombat 11: Aftermath
  • Killer Instinct (2013)
  • Them’s Fighting Herds
  • Skullgirls Encore

You can expect more details about how to enter these tournaments at a later date; to stand a chance, though, you’ll want to start training now.

The event will run over the following weekends across July and August:

  • July 4-5
  • July 11-12
  • July 18-19
  • July 25-26
  • July 31-August 2

EVO usually sees several announcements, either for new games or DLC–last year, Guilty Gear Strive was unveiled. Hopefully we’ll see some news out of this year’s online tournament too.

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The Matrix 4: Plans Are Underway To Begin Filming Again In July

The Matrix 4 (which does not yet have an official title) has, like many other movies, had its production halted by COVID-19. This means that scenes that were meant to be shot in Berlin, Germany have been put on hold–but now it seems that the production team believes it will be able to resume soon.

According to Variety, the cast members of the new Matrix film have signed six-week extensions, putting them on hold until at least July 6–and there’s a plan underway to resume filming again around then.

Of course, this is still up in the air, and that start date is not confirmed–but hopefully shooting will be able to resume around this date.

The fourth Matrix film will star returning actors Keanu Reeves (Neo) and Carrie-Anne Moss (Trinity). Jada Pinkett Smith (Niobe) and Lambert Wilson (Merovingian) will also reprise their roles, alongside series newcomers Jessica Henwick, Jonathan Groff, Priyanka Chopra, Yahya Abdul-Mateen II, and Neil Patrick Harris.

Unfortunately, unless the COVID-19 upheaval has changed things, Hugo Weaving is not currently set to reprise the role of Agent Smith.

It is directed by Lana Wachowski, who filmed the original trilogy alongside her sister Lilly Wachowski. To tide you over, here’s some footage of Keanu shooting a stunt for the new movie.

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PUBG Mobile Season 13 Royale Pass Is Out Now

PUBG Mobile’s Season 13 Royale Pass has launched on both Android and iOS. Season 13 adds the “Toy Playground” theme and a myriad of in-game unlockable items.

There are three available passes, with the free Royale Pass limiting players to level 60. The Elite pass costs 600 UC and gives players access to all of the Season 13 content. The Elite Plus pass also gives full access for players and will level up players straight to rank 25, however, it costs 1,800 UC.

The new Royale Pass gives players the opportunity to collect new themed rewards, including skins, outfits, and more through all new in-game challenges. Those who have purchased the pass can choose between Ice Ranger or Fire Ranger at level 50, earning the Ultra Defender Set at Rank 100.

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The new challenges will allow players to unlock new upgrades to their outfits by completing the Toy Master and Puppet Agent series special missions. The Puppet Agent outfit comes in three separate forms, which can be mixed up for personal preference and optimal customization. Royale Pass players who reach the highest rank can also upgrade the outfit to Mythic rarity.

The notification system has been updated as well, with all RP mission reminders being improved so players can track their progress easily. Reminders have also been added, messaging players at the beginning and the end of the season.

Following this update, more information about upcoming PUBG Mobile features will be released, including more on the Jungle Adventure Guide, Bluehole Mode in EvoGround, and more.

The Toy Playground theme is a fitting choice following the Fantasy Battle Royale mode from the April Fools event last month.

PUBG Mobile is available on the App Store and Google Play.

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Moving Out Dev On The Importance Of Inclusivity And Accessibility, And Launching A Game During COVID-19

Australian developer SMG Studio recently released its latest game, a physics-based home-moving simulator called Moving Out. The quirky and humorous game puts you into the role of a Furniture Arrangement & Relocation Technician, or F.A.R.T. for short. Set in an ’80s world called Packmore, the game challenges players to move objects from inside a house or building into a moving truck in the fastest time possible.

At a glance, it looks like Overcooked but with furniture. With up to three others, you have to be careful not to break fragile material, but anything about the building you’re moving out of is fair game–and often chucking the couch out the window is the most efficient thing to do. Some objects require two people to move and you must also coordinate your timing to toss objects over obstacles or into the truck.

There is also an Assist mode that allows players to turn down the difficulty or extend the timers, among other things that should help everyone have a good time. There are also character customization tools that allow you to change hairstyles and color, while you can also give your creature a wheelchair or a hijab.

To learn more about Moving Out, GameSpot spoke with SMG Studio head Ashley Ringrose, who told us more about the game’s accessibility features, which he hopes becomes standard in games going forward. Ringrose also spoke about the importance of inclusivity and represenation in Moving Out.

“[One example] of inclusivity in Moving Out is that the human character has the option of wearing a hijab,” Ringrose said. “I’m Muslim, and for me it was important to have my wife’s family see themselves represented in a fun and positive way. The human character has a number of skin tone options available too.”

He also discussed the comparisons to Overcooked (which shares a publisher with Moving Out in Team17), and he spoke to us about the impact of the COVID-19 pandemic. Ringrose said the team at SMG–which has offices in Melbourne and Sydney, Australia–shifted to a work-from-home setup quickly, but it wasn’t the biggest concern considering Moving Out was very close to release at the time of the outbreak.

Not only that, but SMG was working on Moving Out already in a virtual capacity somewhat with its satellite office in Los Angeles and co-developer DevM Games in Sweden. Additionally, publisher Team17 is based in the UK. “In that regard, we were pretty used to communicating with different teams across multiple sites,” Ringrose said.

To celebrate the launch of Moving Out at the end of April, the SMG Studio teams had a party over video chat–due to the differing time zones, some were popping champagne, while others were sipping coffee. “I’m hoping we can have a physical launch party later in the year and invite the wider group of people who helped make the game,” Ringrose said.

“I think we need to recognize that the current environment caused by the pandemic is causing a lot of difficulties, pain, and suffering for millions of people around the world right now,” Ringrose continued. “Games have always been an escape into fantasy, and hopefully games like Moving Out can help distract and entertain families and housemates as we all continue to get through the situation. We spoke about it as a team and have to remember that making people smile and entertain them is also something the world needs.”

You can check out GameSpot’s full interview below. Moving Out is available right now on PS4, Nintendo Switch, PC, and Xbox One. The Xbox One version is free with Xbox Game Pass, or it can be purchased outright for $25 USD.

GameSpot: I read a study that said moving house is more stressful than a divorce. Can you talk about where the idea for Moving Out came from and how you went about making a traditionally awful experience something fun and whimsical?

Ashley Ringrose: Not sure about that divorce study but I can say that moving house is a universally relatable activity. We don’t need to explain the premise, it’s moving stuff out of the house into the truck. There’s also some really good game design fodder in moving as you have delegation of tasks, manoeuvring, stacking. So it’s like a giant Tetris set that you need to move the pieces by hand.

I think that’s what sets the act of moving house up for humor and fun in Moving Out. We’re able to subvert what people are expecting in silly ways. I mean, moving would be more fun if you could just toss the TV out of the window and not care!

The time period is also an intriguing element of the game. Why is Moving Out set in the ’80s?

The 1980s was the most fun decade ever, right? The fashion, the movies, the cartoons, the music – there was so much going on (ask your parents!) By setting the game in the 80s we’re able to visually theme the game, we can make fun of the era’s technology and avoid the realities of modern life.

I like to think of the game and story as a 1980s cartoon or movie. Things happen that are fun and make no sense and you just keep going. There’s no need to explain or rationalize it. This was very freeing for the story. Ash wants a giant robot boss battle at the end? Sure! We’ll make the story work!

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Can you explain more about the music in Moving Out? I understand it’s pulled from archives and never before released until now?

The story behind the music we have in Moving Out is just extraordinary; the tracks were literally made in the 1980s!

It all started with Dave on our team jokingly cut our “announce trailer” to the track “The Touch” by Stan Bush, which everyone knows from the 1980s Transformers cartoon movie. It was perfect! After seeing that I said, “Ok let’s see if we can licence it!” and while we were reaching out to Stan Bush and other avenues we spoke to our publishing partner on Moving Out – Team17 – about our music plans. They correctly flagged this would cause copyright claims on YouTube for the track. Even if we licenced it ourselves it’d be flagged by every upload, which would have been a real shame – not to mention inconvenience!

During that short time we’d heard back from Lenny Macaluso–look him up, he’s done a LOT–who was the producer/co-writer on The Touch and so many other tracks from the 1980s. We told him we couldn’t use the tracks due to copyright issues and he suggested we check out his archives; we opened up his collection of tracks literally made in the 80s but never released! There were so many that were amazing we decided to change plans and use as many of Lenny’s tracks as possible. In fact, all but two in the game are from his archives.

You can buy the soundtrack now on Steam or listen on Spotify and it has extra tracks and vocals for some of the tracks in the game.

Something that is immediately noticeable about Moving Out is that it bears a resemblance in style and tone to Overcooked. What is your response to this, and what sets your game apart and makes it special?

Well Overcooked and its success in reinvigorating local co-op gaming was one of the reasons why we signed with Team17 in the first place. Obviously, the theme of Moving Out is totally different, and aside from the couch co-op nature of the experience, the gameplay is also very different.

Can you talk about the decision to keep the game strictly a couch co-op experience instead of adding online multiplayer?

Sure. Moving Out was built from the ground up as a couch co-op experience because we believe that provides the most optimal and meaningful experience for players. With this focus we were able to spend all our time on polish and tuning the game to be the best it can be.

Another unique element of Moving Out is its assist mode, which lets you customize the difficulty to your liking for lower stress gameplay. Can you talk about why you wanted to include this and more generally about what you’re doing to accommodate players of all skill levels and interests?

There’s many reasons with the main ones being accessibility and to ensure players of all ages can enjoy it. We were doing the UX/UI design and Dan–who was developing the interface for the game at our studio– brought up this site, which is such a great resource. It became clear that if we wanted to do a good job with this, we’d need to do more than subtitles and colorblind options. Seeing how some other games like Celeste and Nintendo games handled accessibility was a good benchmark to what to aim for.

Also, being a parent of kids who are younger than 10 years old I would find very few games I could play with them. Finding a game they could play that isn’t centered around fighting or shooting is even harder, so Moving Out’s Assist Mode opens up the game to them when it normally would have been inaccessible.

It’s been really rewarding to have people reach out and thank us for adding Assist Mode as it’s what enabled them to play the game.

Moving Out also features a number of accessibility features like dyslexia-friendly text and remappable controls–can you talk through your approach to accessibility in Moving Out and why it’s so important to you?

I’m really hoping these all become standard across all games, especially resizable UI text, which is easier in our game as we’re quite text light, but still it’s something that’s important.

The dyslexia-friendly text has conflicting reviews if it helps but we thought if it helps a few then why not. Adding remappable controls on PC was a big one to include too. While we don’t have fully-remappable controls for gamepads, we do have some presets for players to choose.

The character customization elements are also more inclusive than other offerings on the market–what kinds of customization items will be available and can you speak about your general approach to representation and inclusivity?

This is another link back to Overcooked! and that game’s racoon chef, who is wheelchair bound. Team17 told us it was the most popular character so we didn’t want to pass up any insights like that. We were inspired to create one or two wheelchair-bound removers for Moving Out, but we shifted tact and realized that we could give players the choice of having any or all of the character in a wheelchair. What’s important to add is that being in a wheelchair has no impact in the gameplay – there’s no disadvantage.

Another example of inclusivity in Moving Out is that the human character has the option of wearing a hijab. I’m Muslim, and for me it was important to have my wife’s family see themselves represented in a fun and positive way. The human character has a number of skin tone options available too.

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What’s it been like working on releasing a game during the current global crisis as teams work remotely and processes are affected by this and other factors?

We were very lucky in that by the time the pandemic arrived we were only a matter of weeks away from Moving Out’s release, so we were not in mid-production. We were able to move to working from home pretty quickly as many of the SMG team already worked a day or two from home as they are parents (almost half the team have kids of their own).

We’d made the decision to work from home on a Friday morning and then by the end of the day plans were set, test devices distributed and everyone started from Monday. We’re into week eight now and it’s going well. Jan from DevM Games–our co-developer–in Sweden already worked from home.

SMG Studio is spread across three individual offices, two in Australia (Sydney and Melbourne) with a third in Los Angeles, while our co-development partner DevM Games is based in Sweden, with Team17 in the UK. So, in that regard, we were pretty used to communicating with different teams across multiple sites.

We did have a video celebration drink/chat for the launch with champagne/coffee. I’m hoping we can have a physical launch party later in the year and invite the wider group of people who helped make the game.

On that subject, more people are at home playing games today, so how do you feel about launching Moving Out now into that environment?

I think we need to recognize that the current environment caused by the pandemic is causing a lot of difficulties, pain, and suffering for millions of people around the world right now. Games have always been an escape into fantasy, and hopefully games like Moving Out can help distract and entertain families and housemates as we all continue to get through the situation. We spoke about it as a team and have to remember that making people smile and entertain them is also something the world needs.

Are there any developer secrets or helpful tips you can offer to new players?

The quickest way is usually through a window. Don’t worry, the clients signed a waiver! Plan how you’ll stack the truck with the bigger items first and then throw the smaller ones on top.

PS5 Release Date On Track, Unreal Engine 5’s Incredible Graphics | Save State

PlayStation 5 is still on its way this holiday season, Unreal Engine 5 actually looks pretty real, and the Mafia trilogy is getting remastered.

Don’t worry, nothing’s standing in the way of this next-generation. PlayStation 5 is still on its way for a holiday release, according to a recent earnings report from Sony. Still, a specific launch date hasn’t been confirmed yet, and neither has a price. Speaking of next-gen, Epic Games debuted an Unreal Engine 5 tech demo running on the PlayStation 5, and it showcased incredible visuals.

Epic Games’ Fortnite is confirmed as a PS5 and Xbox Series X launch title, with plans to move the game over to Unreal’s new engine in the future. 2K Games has also officially revealed that the Mafia trilogy is getting remastered. For all the latest gaming news stories, be sure to get your Save State every Monday through Thursday on GameSpot.

After PS5 Tech Demo Reveal, Xbox Executives Weigh In

Epic’s Unreal Engine 5 was announced with a tech demo running on PlayStation 5, and it looked very impressive. In addition to PS5, the new engine supports Xbox Series X, and now two of the top executives at Xbox have weighed in with their responses to the announcement of the new tech.

Xbox boss Phil Spencer said, “Incredible work by the team at Epic.” He added that “many” of the internal Xbox Game Studios teams are using versions of Unreal Engine to make their games, including Ninja Theory, which is using the technology–but he didn’t say Unreal Engine 5 specifically–to develop Senua’s Saga: Hellblade II. Spencer added that Microsoft is “excited to bring these Unreal Engine 5 innovations to life on Xbox Series X.”

Xbox marketing boss Aaron Greenberg, meanwhile, stated that the Unreal Engine 5 reveal was “super impressive.” He added, “Can only imagine what the new Unreal Engine 5 Engine will look like on the world’s most powerful console.

The PS5 tech demo, called “Lumen in the Land of Nanite,” is not a real game, but it was actually playable. Epic had planned to bring it to the Game Developers Conference in March to allow people to play for themselves, according to IGN, but the show was eventually canceled.

Epic’s Unreal Engine 4 was recently updated to support PS5 and Xbox Series X development, which is what studios will use until Unreal Engine 5 releases in full in 2021. That being the case, it might take some time before studios are able to fully harness the power of the new technology in their games. Epic’s own Fortnite will make the shift to Unreal Engine 5 in 2021.

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Latest Halo MCC Update Causes Issues On PC And Xbox One, Dev Asks Fans To Be Patient

Even before the big Halo: The Master Chief Collection update released this week and brought Halo 2 Anniversary to PC, developer 343 Industries warned that there would be many bugs with the release. Now that the game is out, players have discovered even more issues on PC and Xbox One.

343 Industries has now responded. Community director Brian Jarrard asked fans to be patient and to keep discussion civil as the studio works through solutions for the issues on PC and Xbox One (which also received an update that introduced new bugs). “Yelling at or insulting members of our team isn’t going to help. People work hard under extra challenging circumstances,” Jarrad said, referencing how 343’s teams are working from home

“We don’t want anyone having a bad experience or encountering problems but some of the things we are hearing are hard to pin down / will take some time,” Jarrard added. “To deliver the best experience they can and they are committed to continuing to work to resolve issues that arise. Thanks for your support and to those who are providing helpful details and issue reports. And to everyone who’s enjoying the game and not having issues – GLHF!”

You can see the latest list of known issues for the new MCC update here. The list of issues is very long, and it includes some serious-sounding problems like kills registering as betrayals in Halo 2 Classic multiplayer and the HUD becoming off-center when zooming in co-op. You can see the full list of known issues below. This list does not include issues that were more recently reported, such as issues with Halo 3 multiplayer on Xbox One.

Halo: MCC Known Issues (May 13)

Campaign

  • On Xbox in Co-op multiplayer, the HUD will become off centered when zooming in
  • Terminal videos default to English only
  • In-game audio plays while viewing terminal videos
  • Subtitles are not present in campaign gameplay
  • Subtitles are out of sync with audio when viewing cutscenes
  • Users on AMD hardware may encounter missing and/or flickering textures across campaign (such as the Elevator on Oracle)
  • Oracle in has several graphical issues including around glass flood tanks, clouds, and lightning effects
  • Cinematic audio for in Halo 2 and Halo 2: Anniversary is affected by different audio option
  • Enemy Elites do not dual wield in the Campaign
  • Campaign cutscenes are much louder than gameplay
  • Some Campaign missions have FPS drops on first launch of the mission
  • When having multiple audio devices and swapping between classic and remastered graphics in cutscenes, audio can change output devices
  • When using a Ryzen 5 and AMD GPU, large rectangle volumes appear on the mission Oracle
  • Blur Cinematics and Terminal videos can have visual issues in non-16:9 aspect ratios as they were rendered at 16:9
  • Gunfire sounds are missing from multiple weapons with the Scarab Skull active
  • With the Scarab Gun skull active, a hardlock can happen when firing a plasma rifle after swapping weapons with an Elite
  • Sentinel lights will display for a short time after death before disappearing
  • Some environmental textures appear in lower than expected resolutions
  • Music will loop incorrectly on Metropolis while in the Scorpion tank
  • Using Nvidia GPUs on Classic graphics, various foliage environment LOD textures are missing
  • Gravemind on co-op has hitches and with poor network conditions disconnects can happen
  • When swapping between Classic and Remastered graphics music will change to different parts of the track

Halo 2: Anniversary

  • Pixilation on shadows can be seen in Anniversary graphics
  • Forge map lighting is not appearing correctly
  • Performance lowers during games of 3 plots
  • Texture resolution is displaying in low quality through various parts of the title
  • When looking at the fan on Stonetown, FPS sometimes drops to 45
  • Audio is missing when reloading weapons when done quickly
  • Primary weapon audio decreases if you are shooting while picking up a secondary weapon
  • Decals on the Gauss Warthog turret will detach from the model during the firing animation
  • When using newer Intel drivers with onboard graphics, you cannot launch
  • Performance in theater films is capped at 60 fps when framerate is set to unlimited
  • There are no inversion options in the Settings Menu for dual wielding
  • Lighting is inconsistent between Elite and Spartan armors
  • There is visible stuttering on objects when strafing with Unlimited Framerate enabled
  • Sound effects do not play for the player holding the oddball when playing Hot Potato
  • The Hoplite armor is missing a rear armor piece in gameplay

Halo 2

  • When using voice chat there is no notification that players are talking
  • The music mixing is much quieter in MCC compared to the original
  • Team Spawn system does not have parity with original
  • Bullet registration is not in parity with the original
  • The respawn timer is hidden by the territory capture meter in multiplayer
  • Gamma values are excessively blown out compared to legacy
  • Super bouncing does not mirror legacy
  • Snow VFX do not match legacy behavior on snow weather missions and maps
  • The sun is not rendering on most maps and missions
  • When playing at higher field of view, textures will appear to pop in more frequently as the LOD distance is shortened
  • Banshees turn faster when using Mouse and Keyboard

Now Playing: Cyberpunk 2077 Event Announced, Halo 2 Anniversary PC Release Date | Save State

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