Spider-Man Far From Home Theories: Mysterio Isn’t What He Seems And Endgame Connection

Game Of Thrones Season 8: Release Date Teaser Trailer Breakdown

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See Glass For Free Before It Hits Movie Theaters

If you simply can’t wait to see the new M. Night Shyamalan movie Glass, you’re in luck! Universal Pictures is giving away tickets to early screenings around the United States on January 16.

Glass is the third part in Shyamalan’s trilogy that also includes 2000’s Unbreakable and 2016’s Split, bringing Mr. Glass (Samuel L. Jackson) and David Dunn (Bruce Willis) face-to-face with Kevin Wendell Crumb (James McAvoy) and his Horde of personalities for the writer/director’s take on an epic superhero story. The tale, set largely at a psychiatric hospital housing the three men, also stars Sarah Paulson as Dr. Ellie Stable, a psychiatrist who believes she can treat those that believe they have superhuman abilities.

Notably, the film also sees the return of supporting characters from both previous films, as well. Spencer Treat Clark and Charlayne Woodard reprise their Unbreakable roles as David’s son and Glass’s mother, respectively, while Anya Taylor-Joy returns as Casey Cooke, one of the girl’s kidnapped by the Horde in Split.

Glass won’t be in theaters until January 18, but you have the chance to check it out two days early. All you have to do is head over to the site Universal Pictures has created for the event, find the screening closest to you, and secure your tickets to see the film before the rest of the world. Each person has the ability to request two screening tickets.

Free Black Ops 4 Blackout Trial Starts This Week

Treyarch has announced a free trial for Blackout, the battle royale mode in Call of Duty: Black Ops 4. The trial will be available for Xbox One, PS4, and PC.

Once you’ve downloaded the trial, you’ll be able to participate in Blackout matches with other players. This trial does not include the full game, so you won’t have access to either of Black Ops 4’s Multiplayer or Zombies modes. The Blackout trial starts on January 17 and continues to January 24. If you’re a fan of Call of Duty’s battle royale mode, play on PC, and don’t care too much about the other parts of Black Ops 4, there’s a $30 version of the game that cuts out Zombies and only includes Blackout and Multiplayer.

Treyarch has also released a new update for Black Ops 4 on Xbox One and PS4. The update adds an improved looting interface in Blackout–a highly requested feature on consoles–which replaces the movable pointer. On PS4, Gauntlets and new Elixirs have been added to Zombies as well. These additions are scheduled to come to Xbox One and PC at a later date.

Blackout is the first battle royale mode in a Call of Duty game. Similarly to PlayerUnknown’s Battlegrounds and Fortnite, the mode pits up to 100 players on one map. In order to improve your chances of survival, you need to scavenge for weapons, armor, and items. Survivors are pushed together over the course of a match as the survivable area on the map shrinks over time. Once killed, you won’t respawn, so victory is given to the player or squad left standing by the match’s end.

Blackout mixes up the battle royale formula by implementing elements from some of Call of Duty’s other multiplayer modes, such as computer-controlled zombies. The new mode takes place on Call of Duty’s largest map to date, one that’s partially composed of other multiplayer battlefields like Nuketown and Hijacked.

Although it’s probably the selling point of Black Ops 4, Blackout is hardly the only good part of the latest Call of Duty game. In our Black Ops 4 review, Kallie Plagge gave the game an 8/10, writing, “Black Ops 4 isn’t short on content, and its three main modes are substantial. Multiplayer introduces more tactical mechanics without forcing you into them, and it largely strikes a good balance. Zombies has multiple deep, secret-filled maps to explore, though its returning characters don’t hold up and prove distracting. Finally, Blackout pushes Call of Duty in an entirely new direction, making use of aspects from both multiplayer and Zombies for a take on the battle royale genre that stands on its own. Sure, there isn’t a traditional single-player campaign, but with the depth and breadth of what is there, Black Ops 4 doesn’t need it.”

Battlefield 5 Update Out Now, Here Are The Patch Notes

Battlefield V‘s second free DLC expansion is now available. Developer DICE has rolled out the first wave of Chapter 2: Lightning Strikes content on PS4, Xbox One, and PC, bringing a new mode, weapons, and gameplay fixes to the World War II shooter, with even more content on the way over the next few weeks.

Headlining this week’s additions is Squad Conquest, a new mode described as “a tighter and more intense version of Conquest.” Here, 16 players divided up into two teams of eight must battle it out on smaller versions of the Arras, Rotterdam, and Hamada maps, each of which features “more tactical layouts.” As DICE explains, “A core belief behind Squad Conquest is a restricted number of variables to allow strategy to be able to exist–you have to be able to predict player behavior and patterns, which is reflected in all three map layouts.”

Additionally, the developer has added several new weapons to the game: the Zk-383 SMG (Medic class), Modele 1944 semi-automatic rifle (Assault class), and M1922 MMG (Support class). These can be unlocked by completing the Weekly Challenges in January and February. A new vehicle, the Tank Hunter, is also on the way as part of Chapter 2.

Finally, DICE has implemented a long list of gameplay tweaks and bug fixes, including improvements to Time to Death and Death Experience. You can find the full patch notes for this week’s update–courtesy of the Battlefield website–below.

There’s a lot more content on the way as Chapter 2 rolls on. Next month, DICE will introduce the cooperative Combined Arms mode, as well as a new Grand Operation, Battle of Hannut. March, meanwhile, will see the return of Rush mode for a limited time. Battlefield V’s battle royale mode, Firestorm, is also slated to arrive in March as part of Chapter 3.

Battlefield V Chapter 2: Lightning Strikes Patch Notes

Table of Contents [hide]

New Mode: Squad Conquest

Squad Conquest is a tighter and more intense version of Conquest, where two squads per team battle it out over smaller, more tactical layouts of three existing maps: Arras, Hamada, and Rotterdam. These maps all feature 16 players on two teams, three flags, spawning restricted to HQs, and limited access to vehicles. A core belief behind Squad Conquest is a restricted number of variables to allow strategy to be able to exist–you have to be able to predict player behavior and patterns, which is reflected in all three map layouts. Clear lanes and conservative combat areas allow players to predict where enemies are coming from, where they need to defend, and how to subvert enemy movement.

New Weapons

These are some of the weapons that will be obtainable through the Weekly Challenges in January and February:

  • ZK-383 (SMG)
  • Modele 1944 (SA)
  • M1922 (MMG)

Time to Death and Death Experience Fixes

  • The name of the enemy that has killed a player is now shown in the game world when the player has died. This highlights the killer and helps players understand who killed them and from where, especially in crowded situations.
  • Improved the death experience with the addition of a camera that now follows and zooms towards the killer. This will allow players to understand what killed them and the position of the killer.
  • Improved accuracy of the visual representation of incoming bullets for other players. Tracers should now properly appear to consistently appear from the shooter, and should be clearer when the victim is looking directly at the shooter.
  • Fixed an issue with the UI directional damage indicator that delayed the indication of damage to the victim.
  • Made tweaks to the UI directional damage indicator to more accurately point towards the enemy damaging the player.

Soldier Fixes and Tweaks

Vault

  • Improved vaulting so that it no longer incorrectly triggers against steep hills and slopes.
  • Improved vaulting detection when trying to vault through a window that’s already broken. This will make vaulting in those cases less sensitive to tight attack angles.
  • Fixed an issue where players could receive fall damage from vaulting over a wall.

Revive

  • Fixed an issue where players would pick up a weapon while reviving on console.
  • Fixed an issue where the camera would clip through the soldier while in the man down state when the player had set a very high FOV.
  • Improved the camera behavior when a player revives a downed player very quickly.

Animation

  • Improved soldier ragdoll behaviors and made them more granular when killed in different poses (stand, crouch, prone) and based on the impulse of explosions.
  • Soldiers killed by explosions will now blend nicely into full ragdoll when they land rather than snapping to a specific ragdoll position when landing.
  • Players will no longer get a strange arm pose when melee hitting an enemy three times in a row and then switching to the Fortification tool.
  • Fixed an issue where the ammo self-supply animation could get stuck and play indefinitely.

Miscellaneous

  • The Heavy Weapons trait is no longer as powerful on AA guns which previously would result in them having almost no overheat while firing.
  • Improved sliding activation consistency from double-tap by reducing the impact of turning while sprinting.
  • General improvements to the detection of auto-peek over and auto-lean.

Prone

  • Increased the horizontal free aiming angle when prone by 40°.

Vehicles

Gameplay

  • Halftracks now take more and more consistent damage, making them easier to destroy.
  • Fixed an issue where the Stuka quick repair did not resupply when flying through a resupply point.
  • Increased the damage of the Stuka BK37 cannons against all targets, while also reducing the splash range. Accurate shots versus vehicles and infantry will be greatly rewarded, but inaccurate fire will still suffer significantly reduced damage. These are intended as precision-strafing weapons, and should be powerful on single targets but weak on area targets.
  • The damage caused by the Mine Clearing Line Charge Specialization will register in the kill log and in the kill cam as well. Also, friendly players are no longer affected by the damage of the Mine Clearing Line Charge.
  • Fixed so that all tank cannons one-hit kill all types of airplanes, even those equipped with Specializations that reduce damage from Flak.
  • Increased the ammo capacity of all airplane cannons from 150 rounds to 200 rounds. The previous reduction caused players to return to reload more frequently than intended.
  • Standardized an unintended imbalance between the coaxial and port firing vehicle machine guns. Overall this is a big buff to German machine guns, and a small buff to British ones. Some British machine guns were doing too much damage over all, and some German machine guns were doing too little. The close range damage of the German guns has been increased to match the British guns, and the long range damage of the British guns has been reduced to match the German guns. As a balancing factor, the range of all of these machine guns has been increased, so players should not see a reduced effectiveness in the British machine guns, and should experience an increased effectiveness of the German machine guns.
  • Reduced the damage reduction of explosions on players in prone. Players were previously resisting up to 25% of an explosion when prone, which was only intended in a few edge cases. This was fundamentally breaking the intended damage of tank shells, as players could absorb too much damage. The damage of explosions is otherwise is unchanged.
  • Reduced reload time of rockets to 15 seconds (was previously 30 seconds).
  • Reduced reload time of bombs to 20 seconds (was previously 30 seconds).

Visual & Audio

  • Resupply Station locations for vehicles are now pinned to the edge of the screen when ammo resupply is available, in order to help players find these resources. These icons scale in size and transparency the further a player is from the resources to prevent icon clutter.
  • Fixed a bug which would make vehicle paint jobs look less detailed compared to how they look in the customization menu.
  • The Stuka siren has been made louder.
  • Improved audio mix on planes to have more noticable propeller sound and less engine sound.
  • Improved the graphics on the wheel compartment of the Blenheim MkI.
  • When spawning into a top gunner seat, players are now holding the machine gun properly.
  • Fixed the third-person animation when entering the Churchill Mk VII Tank so it aligns better.
  • Third-person animations should now play properly when using the backseat in the Kettenkrad.

Fixes

  • Fixed an issue where players using higher sensitivity options could be counted as being out of bounds while in a top gunner seat while actually being within bounds.
  • Players should no longer fall under the map when spawning into a vehicle that managed to get destroyed right before the spawn.

Weapons, Gadgets, and Specializations

Gameplay

  • Removed the Extended Magazine Specialization for the M1907 SF and made the extended magazine equipped by default. Recoil Buffer has been added as a replacement. This weapon’s Specializations will be reset and the means for unlocking them will be refunded. The M1907 SF was not useful enough without the extended magazine upgrade, making the hipfire upgrades a bad choice.
  • Decreased the effectiveness of the Ported Barrel Specialization on the M1928A1 to better balance the weapon in the SMG class. The upgrade was a bit too strong, leading to a slightly too controllable weapon.
  • Reduced the base deploy time of the StG 44 to 0.80 seconds from 0.85 seconds to better align with the animation. This was not in line with other assault rifles. You can shoot a bit sooner after switching to this weapon now.
  • Enabled semi-automatic fire for the M1928A1 which was previously missing.
  • Increased Suomi Kp/-31 reload speed when not using extended magazines. Reload times are now 2.3 seconds (previously 2.5 seconds) tactical and 3.45 seconds (previously 3.75 seconds) empty. The base reload was a bit too slow for the small magazine, making the extended magazine upgrade too important.
  • Fixed an issue where some weapons were inaccurate for too long when going from sprinting to firing when aiming down the sights (ADS). Some weapons did not reach full accuracy when fully zoomed in when transitioning from sprinting to ADS, leading to unexpectedly high recoil when firing. This was most noticeable on SMGs.
  • Fixed an issue where SMGs and weapons with the Enhanced Grips and Slings and Swivels Specializations remained inaccurate when going from sprinting to firing in hipfire. SMGs and weapons with these upgrades did not recover accuracy quickly enough when going from sprinting to firing in hipfire, reducing the intended mobility advantage they should have.
  • Made tweaks to SMG weapon positions in hip fire when firing and strafing to prevent the weapon from covering the crosshair.
  • The Panzerfaust no longer has a long delay before being able to fire after switching to the weapon.
  • Fixed so that the Panzerfaust one-hit kills all types of airplanes, even when equipped with Specializations that reduce damage from Flak.
  • Reduced the damage of the Panzerfaust. The Panzerfaust is very easy to use, and widely equipped. As a fast fire-and-forget weapon, its damage payoff was still too good against all types of armor. The damage is still high enough, even against a heavy tank, that a smart player can utilize a dedicated anti-tank loadout to defeat the enemy using skill and tactics.
  • Increased Throwing Knives max damage range to 10m from 6.5m.
  • Reduced the delay between two consecutive Throwing Knives throws by 40%.
  • Adjusted parameters for explosive damage when behind cover so that players behind cover properly receive reduced damage when cover is destroyed.
  • Adjusted damage multipliers for grenades and Panzerfaust versus various barricades so that multiple grenades are required to tear down a sandbag Fortification.
  • The RSC now reloads with the correct amount of bullets even if there’s already a bullet in the chamber.
  • If the player revives a friendly while reloading, the reload will now properly get interrupted instead of completing it during the revive animation.

Visual

  • Fixed the sling swivel so it no longer floats below the MP28.
  • Fixed clipping weapon when firing the M1928A1 with some iron sights.
  • Enemies firing no longer have their heads moved backwards while firing, which could cause unpredictable head movements when players tried to land headshots.
  • Improved the trajectory of supply pouches when thrown towards players.
  • Aligned the optics for the Lattey sights while in ADS using the M1897.
  • Fixed an issue where the hand pose would break when switching the primary weapon and the Ruby pistol.

Scope Glint

  • Adjusted the size and intensity of the glints for medium powered scope and high powered scopes. Medium powered scope glints are now smaller and less intense than high powered ones.
  • Pushed the visible distance for scope glints a bit further. They will now start being visible from longer distances (both Medium and High).
  • Scope Glint for medium scope visibility falls off over longer distances.

Fixes

  • The interaction prompt now properly appears when looking at a Spawn Beacon if it can be picked up.
  • Fixed a bug where players were unable to switch to their secondary weapon when having the M30 Drilling Equipped while using rifle mode.

Damage

  • Reduced the minimum damage of the Gewehr 43 and Selbstlader 1916 to 33.5 from 35.
  • Increased the damage for the Mk VI Revolver. Two-hit kill range is now 12 m (previously 7 m), three-hit kill range is 30 m (previously 12 m), four-hit kill range is 50 m (previously 30 m). Minimum damage is now 22 instead of 15. Damage dropped too steeply for the rate of fire and magazine capacity of this weapon.

Handling

  • Buffs to SMGs in this update are aimed at improving the mid-range combat ability of the Medic class. Reductions in recoil and increases to accuracy will allow the SMG user to maintain damage on target and increase their effectiveness over all.
  • Improved SMG sustained fire when hip firing.
  • Reduced SMG base dispersion to 0.15 from 0.2. This makes SMGs feel a bit more controllable and enables the low rate of fire SMGs to be reasonably effective at medium range without having to get accuracy upgrades.
  • Reduced Suomi Kp/-31 vertical recoil to 0.76 from 0.8.
  • Reduced Suomi Kp/-31 horizontal recoil to 0.93 from 0.95. The Suomi was a bit too hard to control compared to the M1928A1.
  • Reduced EMP recoil pattern strength to make firing single shots less awkward. Single shots were heavily biased to go sideways, making them awkward to use compared to other weapons.
  • Increased M1A1 vertical recoil to 0.6 from 0.55. This weapon was outperforming other weapons at intended ranges and will now be more difficult to land multiple shots on target at longer range.
  • Increased M1907 SF vertical recoil to 0.82 from 0.68. This weapon was outperforming other weapons at intended ranges and will now be more difficult to land multiple shots on target at longer range.
  • Reduced the vertical recoil reduction when crouching to 25% from 30% and when prone to 40% (previously 50%).
  • The vertical recoil reduction when crouching or prone no longer stacks with the reduction from using a bipod. This was inadvertently making bipods inconsistent, making fire patterns with bipods difficult to learn since they were different in each stance. Stance changes reduced recoil too much, especially when combined with a bipod, which virtually removed all handling difference when prone. This affects MMGs when prone most noticeably.

Maps & Modes

  • Final Stand: players are no longer able to skip revive in this mode.
  • Breakthrough on Rotterdam: removed an out of bounds spawn for the defenders near the A flag.
  • Panzerstorm: fixed an issue where there would be lamps floating in the air after the building they were in was destroyed.
  • Final Stand: fixed the black deploy screen.
  • Airplanes no longer take damage when taking off from the landing strip on the Practice Range.
  • Fixed an issue where the gamepad vibrations would not work on Grand Operations.
  • On Aerodrome, the Fortification sandbags will no longer block the view of the stationary weapon near the airplane hangar.
  • Fixed the floating Flak 39 on Panzerstorm.
  • Fixed a piece of barbed wire that was seemingly invisible on Devastation near Flag A while playing Conquest.
  • Improved the railing on Rotterdam near the canals so they are easier to vault over.
  • Fires on levels no longer cause unintentional lens flare effects.
  • Decreased the intensity of the white environmental smoke on Devastation.

UI/HUD/Options

  • The Distinguished Defender’s Cross ribbon is no longer awarded multiple times upon completion.
  • Players are now able to scroll through the map list from the server info screen ingame.
  • Added the missing M24 grenade icon on the statistics screen.
  • Fixed an issue where the “enter vehicle” prompt could be visible while in parrot camera view.
  • Fixed a bug where squad orders were delayed for top gunners in tanks.
  • Added the missing image for Panzerstorm in the Advanced Search menu.
  • Rarity of vehicle skins is now shown in the Vehicle Customization screen.
  • Special Assignment icons should now always be visible on all challenges.
  • Fixed an issue which could result in the bleed out functionality not always working.
  • Added a Zoom Transition Sensitivity Smoothing option (this is off by default). When enabled, this option allows players to smooth out the sensitivity transition when aiming down sight instead of instantly transitioning to the zoomed sensitivity. This option only affects legacy aiming users as it’s already automatically enabled when using Uniform Soldier Aiming.
  • Fixed an issue where the killcard would not be visible if the player gets revived too quickly after getting killed.
  • Made various text fixes.

Audio

  • Voiceovers are now played when notifying players in the man down state that you are coming to revive them.
  • Footstep audio has been improved making walking and sprinting louder for a better gameplay experience, while crouching and crawling generates less sound to enable sneaking and stealth gameplay.
  • Fixed an issue where the disabled sound for planes would keep playing after repairing.
  • Improved footstep sounds based upon what type of physics material the player is stepping on, on both Arras and Twisted Steel.
  • Fixed an issue which could result in the “kill confirmed” audio confirmation to not play at the correct moment.

Stability

  • Made multiple crash fixes and general stability improvements.

PC Specific Improvements

  • Increased the density of the fields on Arras when playing on lower settings, to not give a visual advantage to those playing on low-spec PCs.

Spider-Man Far From Home Trailer Breakdown And Easter Eggs

Fortnite: Orange Shirt Kid’s Mom Joins Ranks of People Suing Epic Over Dances

Rachel McCumbers, the mother of a young Fortnite player who submitted a dance for Epic’s Boogie Down competition last year, is now suing the developer for including her son’s dance in the game.

Orange Shirt Kid, as he became known on the internet, didn’t actually win the contest, but placed 23rd in the list of runner-ups. However, his video garnered over one million views and a petition soon popped up requesting that Epic crown him the winner instead.

Continue reading…

Fortnite Patch Notes For 7.20 Update: Glider Redeploy, Scoped Revolver Added

Epic Games has revealed the patch notes for Fortnite‘s latest update, v7.20. The patch is now live across PS4, Xbox One, PC, Nintendo Switch, and mobile, bringing back the recently teased glider redeploy mechanic, along with a new weapon and limited-time mode.

Glider redeploy was first tested in Season 6, allowing players to open their gliders again during a match and hang glide if they were at a high enough altitude. This time around, Epic has itemized the ability. Players will now be able to find new items confusingly called Gliders as loot, which add “charges” that allow them to redeploy their glider during a match a set number of times.

“The goal with the item is to provide mobility and utility, but in a form that can be balanced and iterated upon,” Epic explained. “By implementing glider redeploy as an item we can iterate on multiple different levels (i.e. redeploy height, movement speed, drop chance, charge count), including inventory slot tension.”

In addition to glider redeploy, Epic has introduced another new weapon to the game: the Scoped Revolver, a handgun that allows players to fire precision shots. The gun can be found as floor loot or in chests, supply drops, or vending machines. It comes in Epic and Legendary variants and uses medium ammo.

The developer has also kicked off a new LTM: One Shot. In this mode, players only have 50 health, and the only weapons and items available are snipers and bandages. Gravity has also been reduced, as has the Storm wait time for all phases of the match.

Rounding out the update is a number of bug fixes and gameplay adjustments. Most notably, Epic has made a couple of improvements to ziplines, making it easier to change directions while riding one. You can find the full patch notes for the Battle Royale changes below; the full patch notes for other modes are available on Epic’s website.

Fortnite v7.20 Patch Notes

Limited-Time Mode: One Shot

Summary

There’s low gravity and every player has 50 health. Snipers are the only weapon and Bandages the only healing item. Jump high and aim well!

Mode Details

  • Gravity is set lower than normal.
  • The Storm wait time has been greatly reduced in all phases of the game.
  • The only weapons in this mode are Hunting Rifles and Sniper Rifles.
  • Semi-auto Snipers and Bounce Pads have been removed from the Vault in this mode.
  • Players will spawn with 50 health and can only heal if they find Bandages.

Weapons + Items

  • Scoped Revolver
    • Available in Epic and Legendary variants.
    • Fires Medium Ammo.
    • 42 / 44 damage per shot.
    • Available from floor loot, chests, Supply Drops, and Vending Machines.
  • Added Gliders, an item that grants Glider redeploy.
    • This item takes up an inventory slot and can be found from normal loot sources.
    • Gliders do not need to be selected to deploy. Activate them by pressing your jump button while in mid-air.
      • Rarity is Rare.
      • Gliders come with 10 charges.
      • Each deploy uses a charge. When all charges are used the item disappears.
      • Glider redeploy does not consume a charge when using a Launch Pad, Rifts-to-Go, or respawning in a Limited Time Mode.
      • Found from floor loot, chests, Vending Machines, and Supply Llamas.
  • Minigun adjustments
    • Added an overheating mechanic. Overheat occurs after approximately 6 seconds of continuous fire.
    • Reduced the wind-up time by 37%.
    • Updated the audio for the Minigun.
  • Rarity color adjustments
    • Balloons changed from Epic to Rare.
    • Stink Bomb changed from Epic to Rare.
    • Scoped AR decreased from Rare/Epic to Uncommon/Rare.
  • The following projectile-based weapons now have the same projectile trajectory as the Heavy Sniper Rifle:
    • Bolt Action Sniper Rifle
    • Suppressed Sniper Rifle
    • Semi-Auto Sniper Rifle
    • Hunting Rifle
  • Weapon first-shot accuracy now works with icy feet and while on ziplines.
  • The reticle center dot on Scoped Rifles has been reduced in size. This will mitigate situations where it appears you’re on your target but still miss the shot.
  • Trap drop chance adjustments
    • Total drop chance of Traps from floor loot increased from 3.98% to 4.73%.
    • Cozy Campfire
      • Drop chance from floor loot increased from 0.26% to 0.73%.
      • Drop chance from Loot Llamas increased from 6.63% to 15.47%.
    • Launch Pad
      • Drop chance from floor loot increased from 0.53% to 0.98%.
      • Drop chance from Loot Llamas increased from 13.25% to 20.77%.
    • Mounted Turret
      • Drop chance from floor loot decreased from 0.8% to 0.73%.
      • Drop chance from Loot Llamas decreased from 20.42% to 15.47%.
  • Small shields max stack size has been decreased from 10 to 6.

Bug Fixes

  • Fixed a bug that could cause you to lose the ability to switch weapons if firing a Grappler while crashing a vehicle or interacting with an object during travel.
  • Fixed a bug where your ability to fire would be delayed after discarding a Grappler.
  • Removed the ability to ride or be pushed by a Grappler due to the ability for players to move fast enough to cause network issues.
  • Fixed Balloons not being popped by explosions.
  • Fixed issue causing odd dynamite size/scaling when picking it up and re-throwing.
  • When a player is eliminated by Down-But-Not-Out bleed-out damage, the elimination distance is calculated from the original down location rather than the distance when they are fully eliminated.
  • Fixed an issue that could cause Scoped Rifles to have full accuracy earlier than intended.
  • Fixed an issue where the center dot of the reticle while scoped did not line up with the center dot while unscoped.
  • Fixed dynamite re-throw ability from being canceled by changing weapons or being a vehicle passenger.
  • Players will no longer receive credit for a “No Scope” in the elimination feed if they use a scope to eliminate a player.

Gameplay

  • Zipline improvements
    • Added the ability to change direction via player movement input button. Just move in the direction you’d like to go while riding a zipline, no jumping required.
    • Rather than moving at max speed as soon as entering the zipline, players will now accelerate over time to reach that max speed.
    • Destruction effects have been turned back on while riding a zipline.
      • Players will destroy the nearby player buildings before attaching to the zipline so their path becomes clear
  • Added a third decimal place for mouse/controller sensitivity to allow for more granular values.
  • To help with situations where walls are built mostly underground, we’ve added functionality where an extra piece will be built for free on top of that piece.
    • This occurs when the wall piece is showing less than 30% above ground.
  • Gamepad Sensitivity
    • Building sensitivity change also applies to edit mode.
  • Editing will no longer interrupt gun fire and pickaxe swings.
  • Corn stalks will no longer block gunfire.
  • Editing a structure will now begin without waiting for a response from the server. This should cut down on ghost shots before editing and make it a smoother experience.
    • Confirming the edit will still require sending data to the server and be impacted by high ping or poor server performance.
  • Vehicle impact damage to a player will now respect shields instead of directly applying to player health.
  • When a plane explodes due to any reason, it will now deal damage to both passengers and pilots. This damage no longer ignores shields.
  • Infinite dab is even more infinite…Dab for 11 hours instead of 10 hours in the lobby.
  • Adjusted map art to more accurately represent player & marker positions.
  • Textures of props used in emotes are now pre-streamed so scorecard and other emotes that use props will have less chance of using a low-resolution texture.
  • X-4 Stormwing passengers now have the same Hold to Exit functionality as pilots.

Bug Fixes

  • Fixed instances of glider redeploy not deploying when exiting a Stormwing.
  • Fixed grenade throw animations not playing the follow-through when watching other players throw a grenade.
  • Fixed the preview length on many emotes in the lobby to hear the full music track.
  • Completing the “Play a match with a friend” Daily Challenge now correctly counts towards other quests that require completing daily challenges.
  • Fixed players not being able to destroy the Boombox from certain distances.
  • Fixed some issues with ziplines
    • Players will no longer be flung across the map or get in broken animation states.
    • A cooldown has been added to ensure jump spamming will not allow players with mild network issues to fall through the zipline collision.
    • The zipline magnet will no longer remain over players heads.
    • Players no longer fall when colliding with enemy structures.
    • Players no longer dismount ziplines at steep angles when under bad network conditions.
  • Fixed an issue where players would sometimes take 2 instances of impact damage from getting hit by the X-4 Stormwing.
  • Damage numbers when shooting Mounted Turrets now properly displays as vehicle damage instead of player damage.
  • Players who are emoting on the starter island will no longer continue emoting after jumping from the Battle Bus.
  • Gliders and Umbrellas will no longer appear sideways or misaligned when dropping from the Battle Bus.

Events

  • Tournament systems have been significantly updated to support upcoming features. We’ll be operating a series of small scale test events as we test these updates with more players.
    • We will be testing in waves until we are confident in the new functionality. At that point, we will again begin running tournaments regularly for all players.
  • Older tournaments will be removed from the Events tab on Switch & mobile devices for the time being.
    • Data for those tournaments has been saved and will return to those platforms in a future release.
  • Players will be automatically removed the from match after 60 seconds of spectating after being eliminated.

Audio

  • Fixed shield damage sound playing when shooting or getting hit by teammates.
  • Gliders that have music can now play their music in the lobby for previewing.
  • Reduced the volume of the X-4 Stormwing.
  • Reduce the volume of the Boombox.
  • Added unique bouncing sound to Dynamite.

Bug Fixes

  • Fixed music cutting out on mobile/Switch platforms.
  • Fixed incorrect boost audio loop for Quad Crasher on mobile/Switch.
  • Fixed missing medium-distant Scoped AR gunshot sounds.
  • Fixed loud winter biome ambient audio on mobile/Switch.

UI

  • Updated the ammo icons in the inventory to look more realistic.
  • Building resources of spectated players are now visible.

Bug Fixes

  • Prevent pickup HUD interaction prompts from appearing while in a vehicle, since picking up is disabled while in a vehicle.
  • Fixed error displays when a friend request fails.
  • Prevented special preview actions (Play Again, Switch Model, Full Screen, etc…, shown when viewing a cosmetic item) from disappearing after opening and closing the chat window.
  • Fixed a red background showing up when the chat window is opened while doing a ‘Full Screen’ preview of a Loading Screen cosmetic.
  • Prevented unrelated loading screens from sometimes showing up instead of the selected Loading Screen while doing a ‘Full Screen’ preview.

Social

  • Battle Royale players can now accept party invites from players in Save The World and join games in progress.

Art + Animation

  • Both Lynx and Zenith now have custom idle poses in the lobby.

Bug Fixes

  • The size of the Red Knight shield and Raven Back Bling from the Frozen Bundle now matches their original versions.
  • Fixed a bug that was preventing the Deadfire Outfit from being reactive in game.
  • Improved quality of the Golf Clap emote on mobile and Switch.

Replay

Bug Fixes

  • Fixed a few replay loading issues that could cause a loading screen to appear when it was not necessary for one to be displayed.

Mobile

Bug Fixes

  • Fixed a bug causing users to aim-down-sights when exiting vehicles.
  • Fixed turbo building while holding extra build buttons.
  • Fixed an issue where the Add Friend button for other party members in the Main Menu was not able to be clicked on mobile devices.
  • Added HUD button
    • This HUD button shows when you enter the in-game settings as a separate section to turn on/off certain HUD aspects.

Netflix Raising Streaming Prices Across All Tiers In The US

Netflix has announced another price hike across its range of plans, marking the largest increase since the company’s streaming service launched. Each plan is going up by one or two dollars, depending on the features.

The AP reports that the basic $8-per-month streaming plan will be raised to $9. The next tier, which offers streaming in higher quality and across more devices–which is the company’s most popular tier–will increase from $11 to $13. The highest-tier plan, which offers 4K Ultra-HD will go from $14 to $16. These prices will roll out to existing subscribers over the next three months, and new subscribers will find them active immediately.

Netflix currently has 58 million US subscribers, and this is the first time a price hike will impact all of them at once. It has another 79 million subscribers outside of the US. The company is reportedly planning to funnel this new cash flow into even more investment in original shows and films, as well as to pay off the debts it has accrued while fighting off competing services.

“We change pricing from time to time as we continue investing in great entertainment and improving the overall Netflix experience,” the company said in a statement.

At $13 for the most popular tier, Netflix is now matching the price for Amazon Prime, which also includes free shipping and other special deals from the retailer. This also makes it the slightly pricier option compared to the ad-free version of Hulu, at $12 per month. (The lowest Hulu tier includes ads at $8 per month.) Netflix still comes in under HBO’s streaming price, which is $15 per month.

The added investment in more original programming may be necessary, as more and more companies prepare to launch their own streaming services. NBC just announced its plans for its own streaming service to launch in 2020, and Disney+ is expected to launch this year. That service has already outlined plans for shows featuring Marvel and Star Wars characters like Loki, The Mandalorian, and Cassian Andor.

Vane Review – In Vain

Vane opens in a storm, as the small child you’re controlling is buffeted by strong winds and must figure out the path forward. Invisible walls stop you from going the wrong way, a lot of the debris flying around is clearly floating up through the floor, and the ambiguities of the scene–you’re not told anything about your character or their situation–make it hard to get invested. Vane doesn’t make a strong first impression.

After this brief opening, you’re thrown into a new sequence where you’re playing as a bird. You take flight and soar through a huge environment, looking for the distant sparkles of windsocks that you need to find and land on so as to meet and unite other birds. This is all communicated wordlessly, and despite the enormity of the environment those sparkles signpost where you need to go and what you need to do. The controls take some getting used to, but it feels great to be let loose on a huge expanse after that earlier, restrained experience. This opening represents the duality of Vane, a game that occasionally feels epic and exciting but which is also burdened by moments of sluggishness, all manner of glitches, and a camera that refuses to behave.

The child you control can, for reasons unexplained, turn into a bird, morphing if you jump off a high ledge. If the bird comes close to the gold dust that appears in several places throughout the game world, it turns back into the kid. This mechanic is used to good effect early on as you fly around various environments switching between the two forms to progress. This is Vane at its best, as you come to grips with the strengths and weaknesses of both forms and figure out the way forward.

But in the game’s back half, the bird form is largely put aside. You spend most of your time in human form, moving slower and exploring your environments on foot. Your ability to interact with the world is limited–you can jump, there’s a seldom-used interact button, and you can use a “call” button to call to other birds or children as you encounter them.

There aren’t really puzzles in Vane, per se–being observant and exploring the environment thoroughly is more important than critical thinking. You’re not given much guidance on where to go next, or what your exact objective is, in most parts of the game–it’s almost entirely devoid of instruction, beyond the very occasional button prompt. This means that figuring out the way forward usually means just reading your environment, but that’s not always easy. The camera in Vane is uncooperative, frequently getting stuck in parts of the environment or not turning as you’d like it to. In bird form, flying close to the ground can make the camera clip through it, which can be very frustrating.

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The kid you’re playing as is rendered with little detail, as is much of the world. This is clearly an intentional style choice, and for the most part it works well, with the angular visuals and moody synth soundtrack doing a good job of conveying the inherent weirdness of the world. The simple style works in service of a later game mechanic that allows you to morph the world around you–in one section, for instance, you’re pushing a giant orb through an environment, and the orb will change parts of the environment it gets close to. If there’s a gap between two platforms, the orb might generate a bridge between them.

Unfortunately, this is also the section of the game where I was hit by the most frequent game-breaking glitches–I got stuck in the environment more than once, and at one point the orb disappeared, forcing me to restart at a checkpoint very far back. I was hit by another issue right near the game’s end, encountering a glitch during the game’s trippy finale that sent me on a maddening goose chase; without getting into specifics of how the game ends, a structure that was meant to grow in front of me simply did not, causing me to go in the wrong direction for several minutes until the game unceremoniously reset me to the beginning of the sequence.

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These are issues that could be fixed with patches, of course (the first pre-launch patch made substantial improvements to the camera), but there are also fundamental design issues here. Vane is more committed to mood than storytelling, and by the end of the experience it’s difficult to say what, exactly, just happened. There’s room for analysis, of course, and the game conjures up what it’s like to be a scared and lonely child in a few scenes, but it’s all too vague to really feel meaningful. There’s value in being mysterious, but Vane could use more payoff.

It’s all over very soon, too. This is a short game that constantly feels like it’s still gearing up towards something better, a way to tie together all its mechanics. The last sections of the game are quite lackadaisical, simplifying the game’s systems right down while relying on an investment in the game’s thin lore. It’s not just that the game doesn’t give you easy answers–it also gives you little incentive to come up with your own. There are moments where you can see what the game could have been–like when you soar through a valley in bird form, or morph the world around you–but Vane lacks a voice and a strong sense of purpose.