Amazon’s Chris Pratt Sci-Fi Movie The Tomorrow War Gets July 2 Release Date

Amazon has confirmed the release date for the sci-fi action movie The Tomorrow War. The movie, which stars Chris Pratt, will release worldwide on Amazon Prime Video on July 2.

The Tomorrow War will be one of the biggest movies that Amazon has released to date. The film was originally due to be released theatrically last summer, but it was pulled due to the pandemic. In January, it was confirmed that Amazon had secured the rights to release it, with the studio’s winning bid reportedly as much as $200 million.

The movie is set in 2051, when the human race is losing badly in a war against deadly alien invaders. In a final attempt to fight back, time travel is used to recruit skilled soldiers and civilians from the past, including a high school teacher played by Pratt.

The Tomorrow War also stars Betty Gilpin, JK Simmons, and Mary Lynn Rajskub. It’s directed by Adam McKay (The Lego Batman Movie). We have yet to see a trailer, but with the release less than three months away, that can be expected soon.

This is the latest movie that was originally intended for a theatrical release that Amazon has picked up for streaming in the last few months. In March, it released the comedy sequel Coming 2 America, while the Tom Clancy adaptation Without Remorse arrives on April 30.

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Monster Hunter Rise Freebies Available Right Now For All Players

Monster Hunter Rise has shipped 5 million copies within its first week, and Capcom is celebrating that milestone by distributing a free in-game item pack for all players. This bundle is called the Kamura Pack 1, and it includes an assortment of consumables and other items to help you on your hunts.

The Kamura Pack 1 contains the following:

  • 30 Mega Potions
  • 30 Well-Done Steaks
  • 10 Large Barrel Bombs
  • 5 Mega Demondrugs
  • 5 Mega Armorskins

Before you can claim the free item pack, you’ll need to have installed Monster Hunter Rise‘s latest update. Once you’ve done that, speak to Senri the Mailman in the center of Kamura Village and choose Add-On Content from his list of options to claim the pack.

That isn’t the only freebie that Capcom is offering to Monster Hunter Rise players right now. Following the recent “Give Me Honey” campaign across the official Monster Hunter Twitter accounts, Capcom is distributing 50 free honey to all Rise players. This freebie can similarly be claimed from Senri the Mailman.

Capcom released Monster Hunter Rise’s version 1.1.2 patch earlier this week, and it resolved a number of bugs in the game, including one related to the Action/Hurt poses that prevented some players from opening their save file. Rise’s first big content update is slated to arrive later this month and will introduce several more monsters to hunt, including Apex Rathalos and the Elder Dragon Chameleos.

If you’re still finding your way around Capcom’s hit new action-RPG, we’ve put together a variety of Monster Hunter Rise guides to help you out, including tips on how to kill every monster and which weapons are best for beginners. You can see more of our Monster Hunter Rise guides below.

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Netflix Just Released A Bizarre True Crime Doc About Stealing Art

This is a Robbery: The World’s Biggest Art Heist hits Netflix on April 7, and it’s a newly released docuseries whose focus is pretty much right all there in the name. The four-part limited series takes a deep dive into a daring crime that took place over St. Patrick’s Day weekend 1990, when “two men dressed as cops con[ned] their way into a Boston museum and [stole] a fortune in art.” Check out the recently released trailer below.

The series has director Colin Barnicle “cover the leads, dead ends, lucky breaks, and speculations that characterized the investigation of this still unsolved mystery,” and he recently told the Boston Herald that he went into making the documentary knowing full well he won’t be able to give viewers any smoking guns or definitive answers. “Everyone [in Boston] knows about the case,” Barnicle said. “Anyone who dives into this case becomes obsessive about it.”

Instead, Barnicle says, what drove him to make the film is that despite the case’s notorious status, it “receded from the front pages almost immediately… between 1991 and ’97, there are no write-ups on the case in major newspapers.”

But with this documentary, Barnicle hopes the case may at last finally be solved–or at least help recover the 13 irreplaceable works of art: “I think one of the reasons Netflix responded to a project like this is because you’re blasting out this artwork to half a billion users via Netflix. In every country in the world outside of China. It has an extremely long, saturated reach… If you get people talking about and looking at it, someone will come forward.”

EA’s PGA Tour Golf Game Will Feature The Masters And Augusta National, And That’s A Big Deal

EA Sports is reviving its PGA Tour golf series, and the company is making a big move by announcing the new game will feature The Masters. One of the most revered golf tournaments, The Masters has not been featured in a golf game since Tiger Woods PGA Tour 12.

EA on Wednesday announced what it’s calling EA Sports PGA Tour: Road to the Masters, which sounds like the name of its next golf game. This will feature the Masters tournament and the Augusta National Golf Club. The game’s cover has also been revealed, and it’s lovely.

2011’s Tiger Woods PGA Tour 12 was the first time in history that Augusta National was featured in a golf game. It’s been absent since, and fans have called on it to return.

A new landing page for EA Sports PGA Tour also states that the new game will have all four Major events–The Masters, the PGA Championship, the US Open, and The Open. EA says its game will be the only one to offer not only The Masters, but all four Majors.

These events will be featured in the new game’s career mode, which will also include high-profile events such as The Players Championship and the FedExCup Playoffs. EA says it will announce more details about each Major event this summer.

“We’re honored to partner with Augusta National, home of the Masters Tournament, to feature the course and its traditions exclusively in EA Sports PGA Tour,” EA Sports boss Cam Weber said. “EA Sports is committed to growing the love of sports for everyone, and through our partnerships with the PGA Tour Augusta National and the other majors, we will bring new and longtime fans closer to the biggest events in golf than ever before.”

EA also supplied a quote from 2020 Masters champion Dustin Johnson, who said, “I can’t wait to see the beauty and unique traditions of the Masters in EA Sports PGA Tour.”

EA says it worked closely with Augusta National to “meticulously” capture the golf course and its traditions for the new game. “EA Sports employed first of its kind aerial scanning to collect millions of data points, previously inaccessible in golf games, to recreate the unparalleled beauty of Augusta National authentically in the game,” EA said.

The “Road to the Masters” sounds like it will be a campaign of sorts that includes not only the tournament itself, but “additional experiences” related to Augusta National.

EA Sports PGA Tour is developed by EA Tiburon, the same studio that makes Madden. A release date for the game, along with more details, will be revealed in the coming months. So far, no gameplay footage for the title has been announced. The game is in development for “next-gen” systems, which means PlayStation 5 and Xbox Series X.

This announcement about The Masters comes during the week of the Masters tournament itself, which kicks off on Thursday and runs through Sunday.

EA Sports PGA Tour seemingly has the upper hand now as it competes against rival 2K’s PGA Tour 2K series. The Masters and Augusta National will only be featured in EA’s game. Additionally, EA said in its announcement of EA Sports PGA Tour that its game will allow players to compete “against and as some of the biggest names in professional golf.”

PGA Tour 2K21 did feature real-life pros, such as Bryson DeChambeau and cover star Justin Thomas, but you could only compete against them and not play as them. It’s possible this could change for the next PGA Tour 2K game, but that remains to be seen.

For what it’s worth, neither EA nor 2K have shared a full list of pros and courses that will be available in their next releases, so it’s too soon to make direct comparisons of the two. 2K did recently sign Tiger Woods to a new deal for the PGA Tour 2K series, but it remains to be seen if he will be a playable character.

EA was formerly in business with Woods for 10+ years with its Tiger Woods PGA Tour series. They later parted ways, with EA signing Rory McIlroy to a deal instead, but that was short-lived and the series was later put on hold. It’s now coming back, which is exciting for fans, but also not entirely surprising. EA management had teased that it would release more sports games in the future, beginning with EA Sports College Football and now PGA Tour.

Apex Legends Devs Working on System To Compensate Players Affected by Cheaters

Respawn Entertainment is looking into creating a system that will compensate players who had their games ruined by cheaters.

In a new series, Respawn Responds, Apex Legends design director Jason McCord discussed the negative impact cheaters can have on other players. If a player wins their games using cheats, others players in the match are unfairly marked down as a loss. Respawn is looking at how to retrospectively correct that.

“We are currently looking into what we can do for players that have had their game impacted by a cheater,” he says. “This might look something like retroactive loss forgiveness, where you’ll get your RP back if we find that you had a cheater in your ranked match.”

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On the other side of the situation, Respawn are also looking at ensuring players who don’t cheat but who do benefit from cheats are also punished. For example, a cheater can help boost two other non-cheating teammates by cheating the whole team to victory. Respawn is able to detect this, but currently needs to streamline the manual components of the process to improve these efforts.

In order to provide some positive feedback to honest players, Respawn is also looking at sending a message to players if a cheater they reported is eventually banned.

McCord’s language in these discussions makes it seem like these are all on-going conversations, so the eventual manifestation of these solutions is yet to be nailed down, and thus may be some distance away. For something coming sooner, Respawn has promised that Apex Legends Season 9 will feature “a ton” of Titanfall content.

Before Your Eyes Is a Game About Death That You Control by Blinking

GoodByeWorld Games CEO Will Hellwarth describes an early prototype of his game: you’re a character lying in a hospital bed. It’s not clear what’s wrong with you. A clock is up on the wall, ticking.

Then you, the player, the person in the chair playing the game, physically blink. The scene cuts forward. You’re still in the same bed, but the clock has moved forward.

“And you see the clock ticking and you’re like, ‘Oh, crap, every time I blink, I could be dying.’ That was it,” Hellwarth says.

The early idea would become Before Your Eyes, a narrative-driven game that players control by blinking, with each close of your eyes tracked by your webcam. Hellwarth first conceived of the idea for Before Your Eyes way back in 2008, when he was a student. Years later, after playing 30 Flights of Loving (a game that plays with the idea of film-like edits in a way Hellwarth was intrigued by), he picked it back up again.

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It was 2014, and Hellwarth was still a student, but this time he wasn’t alone. He was joined by game director and composer Oliver Lewin, and lead writer and creative director Graham Parks. The three were childhood friends who had collaborated on film projects before, and initially took a fairly laid-back approach to Before Your Eyes. They worked on it on weekends between classes, jobs, and regular life, undergoing numerous iterations.

At one point, Hellwarth decided he would take the game more seriously if it got into gaming showcase Indiecade. It did. Then it got into the Independent Games Festival. A publisher picked it up, then dropped out. The team ran a successful Kickstarter. For seven years, every time it seemed like Before Your Eyes would never turn into much more than a fun, weird, experimental side project, a wave of interest and excitement for the concept would hit, spurring the group on. Finally, it’s ready to launch on PC via Steam tomorrow, with the support of immersive media company RYOT and publisher Skybound Entertainment.

For a long time throughout development, Hellwarth wanted Before Your Eyes’ blink mechanic to be very literal — every single blink the player did propelled them into a new scene. Now, after hours upon hours of player feedback and discussion with his colleagues, he agrees it plays much better. Instead of every single blink being an edit, blinking will only move players forward if a metronome icon is ticking at the bottom of the screen, indicating to them that the next blink will end the current moment. But if the camera rests on certain marked spots in the field of view, blinking will reveal more dialogue, make choices about how the scene moves forward, or show aspects that weren’t visible before.

beforeyoureyes1

Each transition acts like a cut or edit that’s reminiscent of the trio’s background in film. Parkes says he was fascinated by what he says Hellwarth described to him as “offloading the cut, the editor’s job, to the player.”

“Using this physical process that you don’t have control over– games are so often about this empowerment fantasy, but our game becomes this sort of disempowerment thing where no matter what you try to do, you have to blink and move on,” he says.

Implementing a control scheme that’s at least partially involuntary brought with it a whole host of challenges. For one, Lewin wanted to be sure that the team was using the blink mechanics to the fullest extent, rather than just making a fairly standard game with blinking appended.

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“You don’t want to fall into this trap of just replacing the B button with blinking,” he says. “We always wanted those new mechanics to be sort of thematically tied to what’s special about your eyes, and what’s special about having that immediacy, or that imperfection in the interaction.”

Another problem was the issue of anticipating player behavior. Blinking can be both involuntary and voluntary, meaning that many players (myself included!) would feel a natural anxiety as they played. Scenes will continue to play until you blink to move forward, so there’s a natural, completionist tendency to want to hold your eyes open as long as possible to see as much as possible. For instance, there’s an early scene where something seems to be waiting at the end of a long, dark hallway. Players will want to hold their eyes open as long as possible to see what’s at the end, but Before Your Eyes expects everyone to blink before the end.

beforeyoureyes2

“Every round of testing we did, we had to all sit down and discuss: X amount of people said there was frustration, because they would blink out and they would miss things,” Lewin says. “And we’re making a game about missing things. So where do you draw the line of saying, ‘We want this amount of frustration, but not this bigger amount of frustration?’ So it’s always been a balancing act…And credit to the way Graham wrote those scenes, because it’s really been an intentional thing every second where we expect people to leave a scene.”

Parkes, as a writer, saw each scene as effectively an interesting writing prompt.

“It’s a great writing challenge to have to write a scene that works in three lines, but then the player might listen on much past that,” he says. “So we always made sure to write those scenes as long as possible, so if you keep your eyes open, there’s something to stick around for.”

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And then of course, there was the sticky point of getting webcams to work in tandem with the game. Hellwarth says Snapchat’s various tricks with camera recognition were instrumental in the team’s realization that webcams had the power to do what they wanted to do with Before Your Eyes. But accurate blink detection was still a massive challenge. GoodbyeWorld’s early prototypes were heavily criticized and didn’t work well with most webcams, and Parkes says the team wasn’t able to really address the webcam issue until Skybound got on board and assisted with putting in place a firm quality assurance process.

According to Lewin, the biggest issue with webcams and blink detection wasn’t the numerous kind of webcams on the market so much as the variety of environmental situations players might be in, with regards to lighting or positioning.

“There are laptops out there that have their webcams built into the bottom of the laptop, for whatever reason,” Lewin says. “Dealing with those edge cases– I think that you could just spend eternity being like, ‘What if someone plays at 5:00 pm and the sun sets at 5:30 pm?’ That part just required a lot of realizing that just because it worked really well for one person, it might still not be good enough.”

beforeyoureyes3

Before Your Eyes has come a long way since it was a prototype of a person in a hospital bed. Parkes describes the process as “iterative, experimental, and exploratory,” and the trio says the game’s iterations have covered a number of different themes over the years — especially death and regret. Ultimately, they settled on telling a story of “the breadth of an entire life,” with the final version of Before Your Eyes seeing the main character’s full life experience from the perspective of the afterlife — albeit a strange afterlife, where the character in question might not want to be fully honest about every facet of their existence.

“We didn’t want to just look at one period; we thought part of the exciting thing about this is that we can really give you that feeling of life flashing before your eyes… Early on, we were all sure of that. But exactly how it was gonna work and how it was going to function — we really have tried so many different versions of this story.”

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With Before Your Eyes finally out the door after seven years, the trio wants to continue working on narrative games with unusual mechanics. They say they hope Before Your Eyes resonates with the general public in the same way it resonated with so many of the smaller audiences they tested the game with at various trade shows. Often, they tell me, it would bring players to tears — and yes, crying can mess up blink detection (though they hint that the end of the game plays in a way that is cognizant of that).

“We’ve always known what we want the game to say,” Parkes says. “We want it to be a game about enjoying the moment; we want it to be a game about learning to accept and not trying to fight against the flow of time. This is a game that is almost humbling yourself to the fact that time is going to push forward no matter what.”

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Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Rocket League Season 3 Is Now Live, Full Patch Notes Released

Rocket League’s Season 3 content is now live on all platforms, and it’s available as a server-side update without a download on your part. Season 3 features the new Rocket Pass, a new arena, new tournaments, and new challenges to complete. You can see the full patch notes now.

As part of the Season 3 Rocket Pass, the new Tyranno vehicle will be available. It makes use of the Dominus hitbox, based on the vehicle released as DLC several years ago. The new arena DFH Stadium (Circuit) is available across free play, online playlists, and private matches, as well. The season will also feature Nascar and F1 content.

Pro tiers have been adjusted in order to remove “uncertainty from in-game purchases,” according to Psyonix. This means consistent rewards for all players, and making those rewards visible before you unlock them.

The first challenges for Season 3 are live now, as have the competitive modes. Season 3 tournaments, including new rewards and titles, have been added, as well, and the scoreboard has been changed to make it easier to read.

Rocket League Season 3 is live on PS4, PS5, Xbox One, Xbox Series X|S, PC, and Nintendo Switch. The full patch notes are below:

THE HEADLINES

  • Season 3 is live on all platforms. No game client update is required
  • Season 3 Rocket Pass, featuring the new car Tyranno, has begun
  • The new Arena ‘DFH Stadium (Circuit)’ can be found in Online Playlists, Private Matches, and Free Play
  • Season 2 Competitive Rewards have been distributed to all eligible accounts

SEASON 3

Rocket Pass

  • Season 3 Rocket Pass, featuring the new car Tyranno, has begun
    • Tyranno uses the ‘Dominus’ hitbox
  • As part of our commitment to removing uncertainty from in-game purchases, we have made the following updates to Pro Tiers
    • Pro Tier Rewards are now consistent for all players
    • Pro Tier Rewards are visible before unlocking
    • All Pro Tier Rewards feature a Painted attribute
      • Special Edition items will appear occasionally
      • Not every Painted Special Edition combination is obtainable
      • In order to standardize Pro Tier rewards, Certified items will no longer drop in Rocket Pass. Certified items can still be found on items obtained via Blueprints, the Item Shop, and Fan Rewards
  • Pro Tier purchasing is available once again if desired

Tournaments

  • Season 3 Tournaments are now available
    • New Tournament Rewards and Titles have been added
  • Adjusted the scoreboard to make series score more readable
  • Remaining Season 2 Tournament Credits have been converted into All-Star Cups
    • 0-12,000 Tournament Credits — receive 1 All-Star Cup
    • 12,001-24,000 Tournament Credits — receive 2 All-Star Cups
    • 24,001-36,000 Tournament Credits — receive 3 All-Star Cups
    • etc

Challenges

  • Stage 1 Challenges for Season 3 are now live
  • Added an unlock countdown timer for Seasonal Challenge Stages

Competitive

  • Season 3 Competitive has begun
  • Season 3 Changes
    • 3v3 Standard, 2v2 Doubles
      • Adjusted MMR thresholds to address underpopulation in Diamond ranks and above. These ranks were significantly less populated than in previous seasons, so we are bringing their requirements into line for Season 3.
      • Each Tier from Champion I through Grand Champion III will have a slightly wider MMR range than in Season 2
      • Supersonic Legend is not affected by these changes
    • Extra Modes
      • Each tier’s MMR range is now narrower to better reflect the skill distribution of these playlists. In practice, this means that Champion+ ranks are reachable at lower MMR numbers.
    • All Modes
      • Reduced the intensity of the MMR compression we apply for new seasons
      • High-Tier players will not drop as much with this soft reset compared to previous Seasons

NEW CONTENT

New Arena

  • ‘DFH Stadium (Circuit)’ can be found in Online Playlists, Private Matches, and Free Play
    • Try not to race around the track too much during Competitive Matches

Season 2 Competitive Rewards

  • Season 2 Competitive has ended. Season Reward Items and Titles will be awarded for your highest Rank achieved during the season, and successful completion of the appropriate Season Reward Levels.
  • Season 2 Rewards are custom, non-tradable Rocket Boosts
    • Bronze I or higher: ‘S2 – Bronze’
    • Silver I or higher: ‘S2 – Silver’
    • Gold I or higher: ‘S2 – Gold’
    • Platinum I or higher: ‘S2 – Platinum’
    • Diamond I or higher: ‘S2 – Diamond’
    • Champion I or higher: ‘S2 – Champion’
    • Grand Champion I or higher: ‘S2 – Grand Champion’
    • Supersonic Legend: ‘S2 – Supersonic Legend’
  • Grand Champion Titles (in Crimson text)
    • Competitive Grand Champion: “S2 GRAND CHAMPION”
    • Rumble Grand Champion: “S2 RNG CHAMP”
    • Hoops Grand Champion: “S2 DUNK MASTER”
    • Snow Day Grand Champion: “S2 BLIZZARD WIZARD”
    • Dropshot Grand Champion: “S2 FLOOR DESTROYER”
  • Supersonic Legend Titles (in Titanium White text)
    • Competitive: “S2 SUPERSONIC LEGEND”
    • Rumble: “S2 RNGENIUS”
    • Hoops: “S2 LEGENDARY BALLER”
    • Snow Day: “S2 ICE TITAN”
    • Dropshot: “S2 TILE ANNIHILATOR”

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Crysis Remastered Next-Gen Update Adds Ascension Level On Consoles For The First Time

Crysis Remastered has gotten an update that adds a previously missing stage to consoles for the first time. The Ascension mission, in which a player pilots a Vulture VTOL, has been added to the game on PS4 and PS5, among other bug fixes and improvements. The update also introduces support for PS5 and Xbox Series X|S.

The Ascension mission was included in the original PC release of Crysis but was never brought to console releases. Crysis Remastered retained the absence when it was released for PlayStation and Xbox platforms last year, but this new update finally brings it to console players.

In addition, players on PS5 and Xbox Series X|S can play at up to 60fps with presets for Performance mode (1080p 60fps), Quality mode (up to 2160p 60fps), and Ray Tracing mode (up to 1440p 60fps). Those adjustments come alongside a wide variety of bug fixes across both sets of platforms. You can see the full patch notes with bug fixes below.

Crysis is known for pushing the limits of hardware, and actually did so as recently as last year when it was the first game to bring ray tracing to PS4 Pro and Xbox One X. Another version, without ray tracing and some other high-end graphical features, is available for the Nintendo Switch.

No Caption Provided

Crysis Remastered Console Update

General

  • For the first time on console, a new level has been added – Ascension.
  • Added the Classic Nanosuit menu.
  • Performance improvements as well as resolving many potential crashes.

Next Gen support – Next Gen consoles can now play at up to 60FPS:

PlayStation 5

  • Performance mode – 1080p – 60 fps
  • Quality mode – 1800p – 60 fps
  • RayTracing – 1440p – 60 fps

Xbox Series X

  • Performance mode – 1080p – 60 fps
  • Quality mode – 2160p – 60 fps
  • RayTracing – 1440p – 60 fps

Xbox Series S

  • Performance mode – 1080p – 60 fps
  • Quality mode – 2160p – 30 fps
  • RayTracing – 1080p – 30 fps

PlayStation Bug fixes

  • Fixed a crash that could occur when loading into a mission.
  • Fixed several green graphical artifacts that appeared through-out Awakening and Reckoning.
  • Fixed an issue that caused the water to be brighter than intended on Relic – Rescue.
  • Fixed an issue that prevented activating/deactivating armour mode on Reckoning – Fleet.
  • Fixed a crash that could occur at the beginning of Ascension.
  • Version details have been updated in the PS menu.
  • Fixed several issues that could cause crashes to occur on Recovery, Rescue and Onslaught.
  • Fixed a crash that could occur when continuing a game from the main menu.
  • Fixed an issue that caused flickering lights to be visible in jungles on several levels.
  • VTOL controls have been updated and now match all platforms (PC, Xbox, PS4).
  • Fixed an issue that resulted in menu placeholders being shown in the menu and HUD after selecting the French and Čeština.
  • Fixed an issue that resulted in not being able to accelerate/decelerate the VTOL with the left thumb stick.
  • Fixed an issue that could cause the cutscene to appear as a black screen instead of the intended video.
  • Fixed the missing dust VFX on Awakening – Mine.
  • Fixed a bug where opening the weapon select wheel would disable the players movement.
  • Fixed an issue where the weapon customization menu displayed the wrong buttons.
  • Fixed a bug that caused a green artifact to appear on green light sources on Assault – Harbor.
  • Fixed the missing fog particles in the first cutscene.
  • Fixed an issue that caused the trees to flicker when approaching the harbor entrance on Harbor.
  • Fixed a bug that caused Psycho to be invisible during the school cutscene on Recovery – Village.
  • Fixed several missing one p on Recovery – Village.
  • Fixed some missing assets in a hangar on Reckoning – Fleet.
  • Fixed an issue that prevented Raytracing from functioning correctly.
  • Fixed a bug that caused the NPC to shake in the opening cutscene on Reckoning – Fleet.
  • VTOL controls have been added to the main menu.
  • Fixed a stutter that could occur in-game on Recovery – Village.
  • Fixed a crash that could occur after blowing up the barrels near the river on Relic – Rescue.
  • Fixed a bug that prevented the prompts from correctly changing when activating Classic Suit mode.
  • Fixed a prompt in the tutorial that displayed the wrong information for “accelerate” tied all vehicles.
  • Fixed a bug that caused the Chinese language option to be unavailable in the settings.
  • Checkboxes tied to activating Classic Nanosuit and its shortcuts have been added back to the game settings.
  • Corrected several tooltips and prompts that are tied to Classic Nanosuit mode.
  • Fixe dan issue that caused some terrain flickering to occur during the VTOL arrival scene on Assault – Harbor.
  • Fixed a bug that caused the control schemes to not update correctly for Classic Nanosuit mode.
  • Fixed a crash that could occur on Paradise Lost – Ice
  • Fixed some audio disruptions that could occur throughout the game.
  • Fixed a crash that could occur when exiting to the menu while on Onslaught – Tank.
  • Fixed a crash that could occur on Contact – Island.
  • Fixed a bug that could potentially result in encountering an infinite loading screen.
  • Fixed a crash that could occur before entering the main menu.
  • Fixed a crash that could occur when trying to replay Relic – Rescue.
  • Fixed a crash that could occur when starting a new game.
  • Fixed an issue that could cause you to return to the main menu unintentionally while attempting to load into the game.
  • Fixed a potential freeze that could occur when entering the main menu.
  • Fixed some shadow flickering that could occur on Contact – Island.
  • Fixed an issue where some NPC’s spawn in the world geometry and are inactive.
  • Fixed a crash that could occur when loading into Reckoning – Fleet.
  • Fixed an issue that caused a memory leak to occur.
  • Fixed an issue where Raytracing was not working as intended in the intro cutscene on Paradise Lost – Ice.
  • Fixed an issue that caused the machine gun models to appear distorted on Exodus – Sphere.
  • Fixed some collision issues that could occur with some objects throughout the game.
  • Ice particle visuals have been corrected. They will now be visible when running through the snow.
  • Fixed a bug that caused the first shot from the Gauss Rifle or Sniper Rifle to miss after going to 10x zoom.
  • Fixed a bug that allowed players to swap weapons when the nanosuit quick menu was open.
  • Fixed a bug that resulted in gun sounds being muted when dialogue audio is playing at the same time.
  • Fixed several black artifact lines from appearing on various surfaces throughout Core.
  • Fixed some flickering that could be seen on some buildings on Recovery- Village.
  • Fixed a bug that allowed players to stand when under water.
  • Fixed a bug that caused the Flare smoke to disappear depending on the camera angle/movement.
  • Fixed a freeze that could occur at the end of Awakening – Mine.
  • Fixed the audio for several vehicle weapons on Onslaught – Tank.
  • Fixed the audio for the MOAC shots as they were distorted.
  • Fixed a bug that caused trees to flicker on Contact – Island.
  • Fixed an issue where some terrain was clipping on Onslaught – Tank.
  • Fixed a visual bug that occurred when grabbing the CEPH troops.
  • Fixed an issue that caused the water to flicker during the skydiving scene on Contact – Island.
  • Fixed an issue that caused the water to flicker on Assault – Harbor.
  • Fixed an issue that caused the fire from the destroyed Gas station to flicker.
  • Improvements made to the shading of the Engineer NPC model on Awakening – Mine.
  • Fixed a noticeable artifact that could appear on some explosions on Assault – Harbor.
  • Fixed a bug that caused speed mode to drain too quickly.
  • Fixed an issue that caused the visuals of machine guns on vehicles to look displaced when switch between first and 3rd person.
  • Improved the fire particle effects at the beginning of Core.
  • Fixed an issue that caused the underwater rocks to be too noticeable on Recovery – Village.
  • Corrected the keybinds for the Classic nanosuit modes.
  • Fixed a lighting issue that occurred due to the camera position on Relic – Rescue.
  • Improved the explosion VFX on Reckoning – Fleet.
  • Fixed an issue that caused the hexagons to flicker while in Armor mode.
  • Fixed several crashes that could occur on Paradise lost, Awakening, and Exodus.
  • Fixed the missing jet plane explosion during the Bradley cutscene Assault – Harbor.
  • Fixed a bug that caused Psychos “secure the building” line to play twice on Recovery – Village.
  • Fixed Psycho’s dialogue and subtitles for the intro cutscene on Reckoning – Fleet.
  • Fixed the FPS counter.
  • Fixed an issue that caused the cloak to deactivate automatically when it reached 9 energy points.
  • Fixed the “toggle camera” string in the VTOL controls.
  • Improvements made to the cutscene shadows during the nano chair cutscene.
  • Fixed the nuke explosion at the start of Reckoning to be more in line with the original.
  • Fixed and issue that caused the fog to not appear when loading in to Paradise Lost.
  • Improved the walking animation of the KPA nanosuit soldier on Relic – Rescue.
  • Fixed the walking animation of Prophet at the end of Recovery – Village.
  • Improved the corridor explosion on Reckoning fleet.
  • Fixed an issue that caused the lighting to be too bright on Relic – Rescue.
  • Fixed a noticeable border in the cave on Awakening – Mine.
  • Fixed some flicker that would occur on the water when the Korean cruiser sinks on Assault – Harbor.
  • Fixed an issue that caused the Bulldog vehicle to hang in the air near the first KPA camp on Relic – Rescue.
  • Fixed a misplaced hatch on Core.
  • Improvements made to the smoke tied to explosions during the cutscene on Reckoning – Fleet.
  • Fixed a rock that was clipping through the beach on Contact – Island.
  • Fixed some flickering terrain on Relic – Rescue.
  • Fixed some flickering that could occur on some containers on Exodus – Sphere.
  • Improved the visuals of the Energy field on Core to be more in line with the original.
  • Improved the LOD and draw distance for the interior of the ship on Assault – Harbor.
  • Removed some artifacts that appeared in the flashlight cone.
  • Fixed an issue that caused light to pass through the mountain on Onslaught – Tank.
  • Fixed some collision issues tied to gates on Recovery – Village.
  • Fixed an issue that caused the broken bench to resize depending on the camera angle on Recovery – Village.
  • Improved the visuals tied to the dead soldier at the beginning of Assault – Harbor.
  • Improved the lighting in the office on Awakening – Mine.
  • Removed a duplicate road sign asset on Assault harbor.
  • Improvements made to some walking animations tied to NPC’s on Reckoning – Fleet.
  • Fixed the textures for the broken wheels on trucks on Awakening – Mine.
  • Fixed an issue that caused the raindrops to have visible splashes in mid-air.
  • Fixed some rocks that appeared in the air on Paradise Lost – Ice.
  • Improved the visuals of the snow during the cutscene on Exodus – Sphere.

Xbox Bug Fixes

  • Fixed a crash that could occur when exiting the vehicle before crashing in the Gas station on Recovery – Village.
  • Fixed an issue that could cause the game to close during the last cutscene in Reckoning – Fleet.
  • Fixed an issue that caused flashlights to shadows to flicker on Awakening – Mine.
  • Fixed an issue that could prevent you from being able to play after signing out of your Xbox profile.
  • Added some missing prefab buildings on Assault – Harbor.
  • Fixed a crash that could occur when exiting to the main menu.
  • Fixed a crash that could occur on Recovery village once the mission was complete.
  • Fixed an issue with signing out/signing through the Xbox menu which blocked you from progressing through the in-game menu.
  • Fixed an issue that caused purple artifacts to appear on concrete surfaces.
  • Fixed a crash that could occur on Relic – Rescue.
  • Fixed an issue where fire particles were not correctly displayed on Onslaught – Tank.
  • Fixed a crash that could occur on Contact – Island.
  • Fixed some artifacts that would appear on the water in the skydiving scene on Contact – Island.
  • Fixed a bright glow that would appear on the carrier deck on Reckoning fleet.
  • Fixed an issue where smoke particles were not displayed correctly on Recovery – Village and Assault – Harbor.
  • Fixed an issue that resulted in menu placeholders being shown in the menu and HUD after selecting the French and Čeština.
  • VTOL controls have been updated and now match all platforms (PC, Xbox, PS4).
  • Fixed an issue that resulted in not being able to accelerate/decelerate the VTOL with the left thumbstick.
  • Fixed an issue that caused the light to flicker in the jungles depending on the camera angle.
  • Fixed the nuke explosion at the start of Reckoning to be more in line with the original.
  • Fixed an issue that could cause the cutscene to appear as a black screen instead of the intended video.
  • Added the missing dust effects on Awakening – Mine.
  • Fixed an issue that resulted in not being able to move after opening the weapon select wheel.
  • Fixed the missing fog particles in the first cutscene.
  • Fixed a bug that caused Psycho to be invisible during the school cutscene on Recovery – Village.
  • Fixed several missing assets on Recovery – Village.
  • Fixed some boxes that had a “Replace me” asset instead of the correct detail on Reckoning – Fleet.
  • Fixed the AA firing VFX on Exodus – Sphere.
  • Fixed an issue that prevented Raytracing from functioning correctly.
  • Fixed an issue that prevented the in-game prompts from changing when switch to Classic Nanosuit mode.
  • Fixed an issue that caused flickering and unintended shadows on Assault – Harbor.
  • Fixed an issue that prevented the in-game prompts from changing when switching to Classic Nanosuit.
  • VTOL control scheme has been added to the main menu.
  • Improved the glowing effects that appear around fire sources on Assault – Harbor.
  • Fixed a bug that caused the NPC to shake in the opening cutscene on Reckoning – Fleet.
  • Fixed some audio disruptions that could occur throughout the game.
  • Fixed an issue that resulted in an infinite loading screen when loading into the game.
  • Fixed an issue that could cause a crash to occur as the main menu appears.
  • Fixed some flickering shadows that could occur on Contact – Island.
  • Fixed the Delta Act III achievement.
  • Fixed an issue where some NPC’s spawn in the world geometry.
  • Improvements made to the memory usage to reduce the chance of memory leaks.
  • Fixed an issue that caused distant terrain to flicker when walking over the bridge on Assault Harbor.
  • Fixed the missing voice lines on Onslaught – Tank.
  • Fixed an issue where water splashes flickered during last cutscene on Reckoning – Fleet.
  • Fixed an issue that caused some SSR reflections to break when loading into another mission while currently on Core.
  • Fixed some square particles that appeared on the turrets during the final boss fight.
  • Fixed some flickering water splashes during the last cutscene on Reckoning – Fleet.
  • Fixed an issue where raindrops were not appearing on the helmet of the player.
  • Fixed an issue that caused the images shown on displays to change depending on the camera angle.
  • Fixed a moving shadow that can be seen on the shore on Contact – Island.
  • Fixed a broken visual that appeared on the Hummers’ windows on Exodus – Sphere.
  • Fixed an issue that caused bullet holes to appear on the windows of cars with no glass.
  • Fixed a bug that allowed players to activate strength mode with a single tap instead of the intended double tap.
  • Fixed a bug that prevented you from opening the attachments menu.
  • Added a missing building near the second camp after the checkpoint on Relic – Rescue.
  • Fixed an issue that caused the water to flicker during the skydiving scene on Contact – Island.
  • Fixed a crash that could occur once clearing the checkpoint for destroying the jamming device on Contact – Island.
  • Fixed a bug that prevented the hints from displaying in the Nanosuit quick menu.
  • Fixed an issue that caused the water to flicker on Assault – Harbor.
  • Added some missing buildings on Paradise Lost – Ice.
  • Added some missing buildings on Contact – Island.
  • Fixed an issue that caused the fire from the destroyed Gas station to flicker.
  • Improvements made to the shading of the Engineer NPC model on Awakening – Mine.
  • Fixed an overly noticeable glow that appeared during the cutscene explosion on Assault – Harbor.
  • Fixed an issue that caused the visuals of machine guns on vehicles to look displaced when switch between first and 3rd person.
  • Fixed a bug that caused speed mode to drain too quickly.
  • Fixed an issue that caused the underwater rocks to be too noticeable on Recovery – Village.
  • Fixed the flying animations of the CEPH scout.
  • Fixed a bug that caused the control schemes to not update correctly for Classic Nanosuit mode.
  • Fixed an issue with the lighting in the done as it was changing due to the camera angle on Relic – Rescue.
  • Improved the explosion VFX on Reckoning – Fleet.
  • Fixed some LoD issues that occurred on Reckoning – Fleet.
  • Fixed an issue that caused the hexagons to flicker while in Armor mode.
  • Removed the “strafe” option from the VTOL controls due to it being redundant.
  • Fixed several one-time crashes that could occur on Exodus and Paradise Lost.
  • Fixed a bug that caused Psychos “secure the building” line to play twice on Recovery – Village.
  • Fixed Psycho’s dialogue and subtitles for the intro cutscene on Reckoning – Fleet.
  • Fixed the missing jet plane explosion during the Bradley cutscene Assault – Harbor.
  • Fixed an issue that caused black artefacts to appear after loading into an existing save.
  • Fixed the FPS counter.
  • Fixed the shadows that were covering the faces of the characters in the Nano chair cutscene on Reckoning – Fleet.
  • Fixed some shadow flickering that could occur on Contact – Island.
  • Fixed the nuke explosion at the start of Reckoning to be more in line with the original.
  • Fixed the “toggle camera” string in the VTOL controls.
  • Fixed an issue that caused the cloak to deactivate automatically when it reached 9 energy points.
  • Fixed some shadow flickering that could occur in the mines on Awakening – Mine.
  • Fixed an issue that caused issues with car headlights depending on the viewing angle on Assault – Harbor.
  • Fixed an issue that caused the reflections of the fire to disappear on depending on the camera angle on Reckoning – Fleet.
  • Improvements made to the lighting on Rescue – Relic due to it being too bright.
  • Fixed the visuals for the corridor explosion on Reckoning – Fleet.
  • Fixed the graphic thumbnails for Raytracing under the performance settings.
  • Fixed an issue that caused the lighting to change when moving through the min on Awakening – Mine.
  • Improved the walking animation of the KPA Nanosuit soldier on Relic – Rescue.
  • Fixed a bug that allowed light to pass through the walls on Assault – Harbor.
  • Fixed the LoD of the doors on Awakening – Mine.
  • Fixed the decals that would appear in the air on along the bridge on Assault – Harbor.
  • Fixed an issue that caused artifacts to appear on the ice decals on Exodus – Sphere.
  • Fixed a noticeable light change that appeared depending on the camera angle on Recovery – Village.
  • Fixed a barrel that would appear inside the excavator model on Rescue – Relic.
  • Fixed an issue that caused water splashes to look unnatural.
  • Fixed an issue that caused some rocks to not have the correct textures on all sides on Exodus – Sphere.
  • Added a missing power cable asset on Reckoning Fleet.
  • Fixed an issue that caused glass tubes and vials to look unnatural.
  • Fixed some shadows that disappear depending on the camera angle on Awakening Mine.
  • Fixed an issue that caused the naked alien to not attack if you move slow enough on Core.
  • Fixed some broken Raytracing reflections on the windows of some buildings on Awakening – Mine.
  • Fixed an issue that caused smoke and fire to disappear depending on the camera angle on Paradise Lost – Ice.
  • Fixed some collision issues tied to gates on Recovery – Village.
  • Fixed an issue that caused light to pass through the mountain on Onslaught – Tank.
  • Removed some artifacts that appeared in the flashlight cone.
  • Fixed an issue that caused the helicopter objective to explode when it spawned on Awakening Mine.
  • Improved the LOD and draw distance for the interior of the ship on Assault – Harbor.
  • Fixed a bug that caused the Speed Mode tutorial tooltip to appear during the cutscene on Contact Island.
  • Improved the visuals tied to the dead soldier at the beginning of Assault – Harbor.
  • Fixed an issue that caused the broken bench to resize depending on the camera angle on Recovery – Village.
  • Fixed some lighting issue that could occur on Awakening mine.
  • Fixed a bug that caused the textures of the glass tied broken windows to appear flat.
  • Fixed an issue that caused the fire from the destroyed Gas station to flicker.
  • Fixed an NPC on Rescue – Relic that was not reacting to anything.
  • Fixed a bug that turned off the spotlight when using the control panel on Assault – Harbor.
  • Fixed a bug that caused the submachine gun to fall through the shelf when picking up another item on Awakening – mine.
  • Removed a duplicate road sign asset on Assault – Harbor.
  • Fixed some rock geometry on Contact – Island.
  • Fixed an issue that caused the clipboard to clip through the workers leg on Reckoning – Fleet.
  • Fixed an issue that caused the details of barrels to noticeably change.
  • Improved the scorch marks that appear on some services.
  • Fixed the textures for the broken wheels on trucks on Awakening – Mine.
  • Improvements made to some walking animations tied to NPC’s on Reckoning – Fleet.
  • Fixed an issue that caused the diodes on the chair to change colour due to the camera angle on Reckoning – Fleet.
  • Fixed some broken light sources on Core.
  • Fixed some rocks that appeared in the air on Paradise Lost.
  • Improved the snow visuals during the cutscene on Exodus – Sphere.
  • Removed some artefacts that appeared on the water edges at the waterfall on Rescue – Relic.

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Skyrim Players Can Finally Pet Dogs Thanks To New PC Mod

Almost ten years after it launched, one modder has added a feature to The Elder Scrolls V: Skyrim that fans have been asking for. PC players who have been eager to give their pooches optimistic affirmation and confirmation that they are indeed good boys, can download Pet The Dogs – Animations from Nexus mods.

“I couldn’t believe it’s the year 2021 of our Lord Talos and you still couldn’t pet dogs in Skyrim. Well, I say NO MORE,” mod creator Jayserpa wrote. Once installed, the mod can be used to deliver a trio of different positive pats depending on the dog’s position. Standing, sitting, or lying down will result in one of three actions being played, but as Jayserpa noted, these aren’t perfect animations.

The mod works best when used in third-person mode, and players will need to make certain that they’re not holding a weapon or a prepared spell before moving in for precision pats. That’s Wolfenstein II: The New Colossus developer MachineGames’ job, as traumatized players will tell you.

Giving attention to a dog that clearly deserves praise has become one of the more mandatory features of any game that features faithful canine partners. Marvel’s Avengers recently added an option to pet Lucky the Pizza Dog in its new Hawkeye DLC, Ghost of Tsushima has no shortage of foxes–which are technically wild dogs with a terrific laugh–to pat on the head, and Monster Hunter Rise has a total of four different petting animations for canine comrades.

If you’re curious to see more games that have this feature, it’s worth following Can You Pet the Dog? on Twitter to stay updated.

Now Playing: Top 5 Skyrim Mods Of ALL TIME With Seb And Cam

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PGA Tour 2K21 DLC Adds New Gear From Puma And TravisMathew

2K Sports has updated PGA Tour 2K21 to introduce more apparel that players can unlock or purchase to customize their player. Available in the game now is new gear from TravisMathew and Puma Golf, two big names in golf.

The TravisMathew collection has three polo shirts, three hats, and three shoes, and this represents the clothing brand’s first time partnering with 2K. As for Puma Golf, the company is bringing an “oversized hat” and a new shoe to PGA Tour 2K21. You can see some of the new gear in the video below.

This new content can be unlocked with virtual currency, which can be earned through gameplay or purchased outright with real money.

If you’re just getting into PGA Tour 2K21, now is a good time, as the game is discounted significantly to just $19.79 on console and PC. The discount is likely connected to how the Masters tournament is going on in the real world this week. It is one of the biggest and most prominent PGA Tour events all year, and golf games are historically discounted around this time to piggyback on the elevated interest in the sport.

In other news, 2K Sports has signed a deal with Tiger Woods that will see the legendary golfer–who is currently rehabbing from a horrible car crash–become a consultant on the next installment in the series. Meanwhile, EA Sports just announced it’s reviving its PGA Tour series, while the PGA Tour’s Bubba Watson has partnered with Golf Clash for a new event.

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