John Krasinski Reunites The Office Cast for Fans’ Wedding

John Krasinski reunited some of his former co-stars from The Office to surprise a newly married couple on Episode 7 of his Some Good News web series.

Taking to Twitter, Krasinski shared the latest instalment of his feel-good newscast, which spotlights positive stories from around the world amid the COVID-19 pandemic. In one segment, Krasinski spoke to a couple from Maryland who re-enacted the famous wedding proposal from The Office, in which Jim Halpert (Krasinski) gets down on one knee for Pam Beesly (Jenna Fischer) in front of a petrol station, for their own engagement.

“You guys have proved that proposal works 100 percent of the time,” Krasinski joked with the couple, before encouraging them to get married live on the show. He then surprised them with the news that he had been ordained as a minister for the virtual ceremony, to which he invited their parents, siblings and friends to join the Zoom video conference.

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Next up, he brought Jenna Fischer on to stand in as the couple’s maid of honour. “I didn’t know what your wedding colours were, but I went with pink and white,” she said, gesturing to a flower arrangement behind her. Country singer Zac Brown then appeared on the group chat to perform “The Man Who Loves You the Most” for the bride’s virtual walk down the aisle.

After officiating the ceremony, Krasinski was joined by Steve Carell, Ed Helms, Ellie Kemper, Mindy Kaling, Rainn Wilson, B.J. Novak, Angela Kinsey, Brian Baumgartner, Creed Bratton, Kate Flannery, Oscar Nunez and Phyllis Smith who recreated their respective dances from Jim and Pam’s wedding for a virtual after-party set to Chris Brown’s song “Forever.”

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For some even more good news, watch the moment that Lin-Manuel Miranda and the Broadway cast of Hamilton surprised a young fan with a performance of her favourite song and check out the very first episode of John Krasinski’s YouTube series featuring “entertainment correspondent” Steve Carell.

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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Steam Seemingly Working on a Loyalty System That Could Get You Game Discounts

One of the developers behind SteamDB has revealed that Valve is seemingly working on a loyalty system that could potentially reward users with game discounts and virtual items.

Pavel Djundik posted the news to Twitter, noting that the “loyalty awards” system would feature accruable points that can be redeemed for badge levels, and will allow reactions to user reviews.

According to Djundik, there will also be “reward items” and perhaps a system where players can receive discounts on games as a reward for their loyalty to Steam.

Djundik followed up his post with a supposed screenshot of the reactions that players could be leaving on user reviews in the near future – “Deep Thoughts, Heartwarming, Hilarious, Hot Take, Poetry and xHelpful.” The last entry could mean Helpful or Not Helpful, depending on the use of the “x” as a prefix.

Djundik is a full-stack developer and data miner known for his work on SteamDB, a third-party database that often reveals games ahead of time. Just last week, we reported on a SteamDB listing for Yakuza: Like a Dragon which hinted at the game coming to PC and Steam. Sure enough, Like a Dragon’s Western PC release was unveiled after the May installment of Xbox 20/20.

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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Long Rumoured Diablo 2 Remaster Apparently Coming This Year

A report suggests that the long-rumoured remaster of Diablo 2 may be coming this year.

French news outlet ActuGaming is reporting that the game, which it believes to be called Diablo 2 Resurrected, will launch in Q4 2020. The editor of ActuGaming has previously correctly predicted announcements for Overwatch 2, Diablo 4 and WoW: Shadowlands.

The article cites “sources close to the studio,” and suggests that Vicarious Visions is supporting Blizzard on the project. Vicarious Visions has been operating for decades now, but the studio most recently worked on the Crash Bandicoot revival, developing the Crash Bandicoot N. Sane Trilogy and Crash Team Racing: Nitro-Fueled.

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It’s not known when this potential remaster will be revealed, but it’s thought that it should make headlines before its scheduled launch date at the end of the year, if the rumours turn out to be true.

We previously reported on a Blizzard job listing back in 2017 that suggested the studio was working on “restoring” both Warcraft III and Diablo II, which lends credence to this rumour.

Warcraft III: Reforged launched in February of this year, a game we called “an uninspiring refresh of a truly great game.” Hopefully, this rumoured Diablo II remaster will do its precursor more justice.

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The Stone of Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Star Wars: Dave Filoni Explains Why Prequel Films Rely on Duel of the Fates

Dave Filoni has spoken of the significance of the Duel of the Fates scene in Episode I: The Phantom Menace, saying it is more than just a “cool lightsaber battle.”

Filoni identified the epic duel between Qui-Gon Jinn, Obi-Wan Kenobi, and Darth Maul as a pivotal moment in the Star Wars saga, as he shared some interesting insights into the deeper meaning of the fight during a roundtable discussion on the latest episode of Disney Gallery: The Mandalorian.

“In Phantom Menace, you’re watching these two Jedi in their prime fight this evil villain,” Filoni explained. “Maul couldn’t be more obviously the villain. He’s designed to look evil, and he is evil, and he expresses that from his face, all the way out to the type of lightsaber he fights with. What’s at stake is really how Anakin is going to turn out. Because Qui-Gon is different than the rest of the Jedi, and you get that in the movie.”

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Filoni went on to discuss the prominent theme of fathers and sons that runs throughout the Star Wars saga, pointing out that Qui-Gon Jinn serves as a father figure to Anakin Skywalker in The Phantom Menace because he stands by the fact “Jedi are supposed to actually care and love” at their core.

“He’s fighting for Anakin, and that’s why it’s the Duel of the Fates,” Filoni said. “It’s the fate of this child. And depending on how this fight goes, his life is going to be dramatically different. So Qui-Gon loses, of course, so the father figure [is gone]. Because he knew what it meant to take this kid away from his mother when he had an attachment, and he’s left with Obi-Wan. Obi-Wan trains Anakin, at first, out of a promise he makes to Qui-Gon, not because he cares about him. He’s a brother to Anakin, eventually, but he’s not a father figure. That’s a failing for Anakin. He doesn’t have the family that he needs. He loses his mother in the next film. He fails the promise to his mother, ‘I will come back and save you.’ So he’s left completely vulnerable, and Star Wars is ultimately about family.”

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Filoni concluded the in-depth discussion of the scene by highlighting how the Duel of the Fates ultimately reverberates throughout the entire Star Wars saga, right the way through to the final encounter between Luke Skywalker and the Emperor at the end of Episode VI – Return of the Jedi.

“So that moment in that movie, that I think a lot of people diminish into just this cool lightsaber fight, is everything that the entire three films of the prequels hangs on,” Filoni added. “It’s that one particular fight. And Maul serves his purpose, and at that point died — before George made me bring him back. But he died, and that’s showing you, again, how the Emperor is completely self-serving. He’s just a tool. He’s using people and now he’s going to use this child. That follows all the way through to the line, which terrified me as a kid, when the Emperor tells Luke, ‘You, like your father, are now mine.'”

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If you’re looking forward to seeing more epic Star Wars duels in the future, then you might be interested to learn that Disney has just announced a new Star Wars movie directed by Taika Waititi. Plus, Bob Iger has not ruled out Star Wars trilogies despite wanting to take “a bit of a hiatus” after the release of Episode IX – The Rise of Skywalker last year.

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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Capone Review

With theaters closed, Vertical Entertainment and Redbox Entertainment have teamed up to release Capone as a home premiere on VOD release on May 12th  with an on-demand 48-hour rental.

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In his first feature film since 2015’s Fantastic Four, director Josh Trank documents the sad, slow decline of a once mighty king in Capone. Anyone expecting this to be a Tommy Guns-blazing crime epic a la The Untouchables may be stunned to find a methodically paced character study that owes more to psychological and body horror than to pulpy gangster flicks. While the movie acknowledges the existence of that larger-than-life crime boss, this is about what happens to Al Capone long after his Prohibition glory days and subsequent incarceration, as the neurosyphilis he’s long had finally ravages him beyond any hope of recovery.

This is not an Al Capone we’ve ever seen on screen before, but it’s one that true crime aficionados like myself have been curious to see explored in a drama. For mob buffs and those who enjoy character studies, Capone offers an intimate, sometimes challenging look at one of America’s most notorious figures. But the film’s own narrow focus and drawing room play-style approach could turn off those general viewers who might normally check out a movie about the original “Scarface” and expect to find something less niche. While there are a few scenes here of Al Capone wielding a Tommy Gun, he’s dressed in adult diapers and lost in a mental fog while doing it.

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Instead, Capone repeatedly shows Al — or “Fonzo” as he’s called throughout (indeed, his wife Mae at one point says the name “Al” is not said in their home anymore) — in an eroding mental and physical state, whether it’s hallucinating seeing figures from his past or losing bladder control. Trank has expressed a fascination with radical changes in the human body and how people cope with them before in both Chronicle and Fantastic Four, so Capone seems a natural (and grounded) extension of that peculiar interest. But the film — which Trank also scripted and edited — doesn’t necessarily offer much new information with each sad spectacle of seeing the king of the underworld brought so low, and the plot itself is fairly thin.

Set almost entirely within the confines of his Florida compound during the last year of his life, Capone sees “Fonzo” struggling to recall where he hid $10 million in ill-gotten gains somewhere on the estate while figures from his literal and figurative past revisit him. Fonzo wants to know where the loot is, as do his family members – who will be left with nothing once he dies – and the Feds, who are still stalking him years after he was released from prison early due to illness. But the lost loot is just a McGuffin as the focus of the movie really is on watching a sick man grow increasingly sicker while those around him do what they can to either help or exploit him.

This is where things get tricky for the movie, though, as Capone is at its best and most involving when we’re lost in Al’s reveries with him. He literally hobbles along through the dark, unsure of what’s real and what isn’t, but the movie can also confuse the viewer by cutting back and forth between Al’s reality and the movie’s reality. It’s a fine line to walk between artsy obfuscation and unnecessary plot convolutions, and Capone doesn’t always strike the right balance. Still, it’s intriguing to see this fresh approach with a historical figure that’s been the subject of dozens of movies and TV shows over the years.

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As Capone, Tom Hardy gives one of his most Actor-y performances, one that ranges from scenery-chewing to incredibly nuanced, sometimes even within the same scene. It may take a bit for viewers to adjust to the makeup job and Hardy’s affected gravelly, mumbly speaking voice, both of which may call to mind a Dick Tracy villain (but seeing as how Capone inspired Dick Tracy villains like Big Boy Caprice, that may be strangely fitting). His Fonzo is pitiable, but there are flashes of the dangerous brute who once ruled Chicago like a king; the point of the movie and Hardy’s highly physical performance is to show how far the mighty have fallen. It’s far from subtle, and will likely prove divisive to viewers, but he’s the most magnetic element in the film whenever he’s onscreen. Co-stars Linda Cardellini and Matt Dillon lend able support, but this is definitely The Tom Hardy Show.

As much as Capone delves into the heretofore unfilmed twilight of its subject’s sordid life, one should obviously not expect complete historical accuracy. There’s a running subplot revolving around a young mystery character with ties to Al, but ultimately this invention is there to help connect Capone’s real life with his fugue state of imagined threats and interactions. Again, the movie walks a tricky line between the two, not always successfully, but Capone deserves kudos and a watch for daring to do something different with its subject.

Cygni: All Guns Blazing Announced

Three-person developer KeelWorks has announced Cygni: All Guns Blazing, an old-school-arcade-style shoot-’em-up (aka shmup) that won an Epic MegaGrant. It is coming to PC with console versions likely to follow. A spokesperson for the game says PlayStation 5 and Xbox Series X versions are also likely, but not officially confirmed as of now.

Cygni’s story is described as such by the developers: “Encamped within the remains of a long-lost civilization on the planet Cygni, Earth forces are decimated by a surprise attack from a powerful, biomechanical , alien race. As one of the last pilots on the last carrier in the fleet, you are the only line of defense against the unyielding alien bombardment.”

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One KeelWorks developer, Nareg Kalenderian, is an ex-Pixar artist, which might help explain Cygni’s high production value relative to how small its development team is. As for gameplay, “Cygni assaults the eyes, ears and mind to deliver an extraordinarily exhilarating video game experience,” say the developers. “Cygni does not seek to reinvent shoot’em ups but to elevate the genre to deliver the heightened sensations of a truly next-generation experience.”

Cygni: All Guns Blazing is due out in 2021.

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Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.

Master Chief’s Creator Talks About the Origins of the Iconic Character

According to Master Chief’s creator, the towering figure we all know and love had a much skinnier, anime-influenced design at one point.

In this month’s IGN Unfiltered, Ryan McCaffrey sat down with Halo co-creator Marcus Lehto to discuss the origins of one of the most iconic figures in modern gaming, his advice for up-and-coming game designers, his new real-time tactical game, Disintegration, and much more.

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“When I first moved out and joined Bungie, and started working there, on-site, it was just Jason [Jones] and myself working on the very origins of it… the strategy game that was skinned with a sci-fi theme,” Lehto said. “Even at that time, there was a character that we called “The Super-Soldier” and that super soldier was, in all honestly, the very root of what became the Master Chief.

“It was an armored character. The very first iteration of that thing, I think it was all of 400 polygons. It was this teeny little thing that would stand next to this tank and would run alongside the tank.”

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“Then we built this vehicle that would ultimately become the Warthog, that the character could also jump into and drive around. These early versions of that universe, we were exploring some of the tech, of course… but I was responsible for looking at what this universe really was: how it was functioning, what it was made of, how it was going to be built.”

“The Master Chief, ultimately, was born from that very first model, as it evolved several times… We spent our time going back and forth, making sure we were exploring territory… something we thought would work cohesively together.”

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“…we all got excited about [the addition of physics to controlling the Warthog] and we decided… we’re going to change this to this third-person [camera] game and see how this action plays out. Through that time frame, of course, the Master Chief continued to turn from… this really, really simple block model to something that started to look more like this armored, true ‘Super Soldier,’ [which is what] we continued to call him at that time.”

“It wasn’t until we got closer to the Macworld demo that… [the first, Super Soldier version of Master Chief] had existed simultaneously with another version of the Chief. One of our concept artists at that time, whose name’s Shi Kai Wang, who is a fantastic, great, talented person… had worked on some early concepts that were more anime-inspired, for the Master Chief. We built that character, and it was much more slender and agile-looking, at that time. That’s the character that we showcased in the Macworld demo.”

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“It was shortly after that… I felt pretty strongly that the Master Chief, and who the Master Chief really is, needed to embody something that more physically connected with his character.”

“As we started writing the character… the actual story for Halo… and as we started writing who the Master Chief is… this empty vessel that the character would really take the reins with… that the slender character wasn’t the right kind of feel for the Master Chief. He needed to look like a tank that could take on an entire army. That’s when I had gone back to some of my original designs for it, and continued to iterate on the final designs for the Master Chief… as we would see in Halo: Combat Evolved.”

For more on the best, brightest, most interesting minds in the games industry, be sure to check out every episode of Unfiltered, which includes interviews with 343’s Bonnie Ross, Valve’s Robin Walker and Chris Remo, Respawn’s Stig Asmussen, and many, many more.

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Brian Barnett writes features, wiki guides, & more for IGN. Check out his Final Fantasy VII Remake walkthrough, and get your fix of Brian’s antics on Twitter and Instagram (@Ribnax).

This $12 Bundle Is The Best Way To Start Playing Online Board Games With Friends

With many people still stuck indoors, finding ways of connecting with friends and family online have become crucial ways of retaining some degree of normalcy during these troubling times. While there’s certainly no shortage of online multiplayer video games that can fill this need, digital board games are another fantastic way of beating boredom and hanging out with others. Fortunately, the latest Humble Bundle is here to let you snag a collection of great digital board games for as cheap as $12, including some that made our best board games list, like Scythe and Patchwork. All of these games can be redeemed on Steam, and as usual, you have the chance to support a charity with your money. This month’s charity is Partners in Health, a nonprofit currently fighting COVID-19.

The Play with Friends bundle includes three tiers of games you can unlock. For just $1, you’ll unlock six titles–notably, you’ll the popular tile-based tactics game Carcassonne and fantasy game Small World 2 along with one of our all-time favorites, Patchwork, which involves placing Tetris-like tiles on a 9×9 board to slowly assemble a quilt. The $1 level also gets you Kings & Assassins, an asymmetrical game about a tyrant king who must survive deadly assassins; Love Letter, a fun card game about suitors competing to send their message to a royal princess; and Potion Explosion, a game about collecting marbles and crafting magical potions with them.

Upgrade to the next level by paying the average of $10.23, and you’ll unlock three more games along with some DLC. This batch includes Splendor, an engine-building and resource management game where you play as merchants during the Renaissance, as well as two expansions: The Cities and The Trading Posts. You’ll also get Mysterium, a co-op mystery board game, and Twilight Struggle, a challenging two-player strategy game set during the Cold War. This level also unlocks additional expansions for Carcassonne and Small World 2.

Scythe - Digital Edition
Scythe – Digital Edition
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For a minimum of $12, you’ll unlock all of the above along with some additional games and DLC. The real prize here is Scythe, which is a must-play for fans of tabletop strategy games. Set in an alternate-history 1920s Europe, Scythe is an engine-building game that takes place in a land recovering from a great war. It features five factions, each of which is competing to stake its claim in the land around a mysterious city-state known as the Factory. Considering Scythe goes for $20 on its own on Steam, the entire bundle is worth grabbing even for this game alone–but the other great games included make this bundle downright amazing. This tier also unlocks The Lord of the Rings: Adventure Card Game – Definitive Edition, a deck-building card game about assembling a team of iconic heroes to challenge Sauron. Finally, you’ll unlock even more expansions for Carcassonne, Mysterium, Small World 2, and Splendor.

More great board game deals

If you’re looking for some new games to keep you entertained this month and are interested in digital board games, it really doesn’t get better than this bundle, which offers over $150 worth of games for as cheap as $12. The bundle is available for the next 10 days, and you can see an overview of what’s included below. And for more game recommendations, check out our guide to the best board games to play in 2020.

Humble Asmodee Play with Friends Bundle

Pay $1 or more to unlock:

  • Small World 2
  • Carcassonne
  • Patchwork
  • King & Assassins
  • Love Letter
  • Potion Explosion

Pay more than the average of $10.23 to also unlock:

  • Splendor
  • Splendor – The Cities
  • Splendor – The Trading Posts
  • Mysterium
  • Carcassonne – Winter and Gingerbread Man
  • Carcassonne – Traders and Builders
  • Small World 2 – Cursed
  • Small World 2 – Be Not Afraid
  • Twilight Struggle

Pay $12 or more to also unlock:

  • Scythe – Digital Edition
  • The Lord of the Rings: Adventure Gard Game – Definitive Edition
  • Mysterium – Hidden Signs
  • Carcassonne – The River
  • Carcassonne – Inns and Cathedrals
  • Carcassonne – The Princess and the Dragon
  • Mysterium – Secrets and Lies
  • Small World 2 – Grand Dames
  • Splendor – The Strongholds

American Horror Story Spin-Off Anthology Show Announced by Ryan Murphy

American Horror Story co-creator Ryan Murphy has revealed that he is working on an anthology spin-off series called American Horror Stories.

In a post on Instagram, Murphy explained that the show will feature self-contained hour-long episodes. That means stories that last just a single episode, in contrast to American Horror Story’s anthology approach of a standalone story set across an entire season.

Murphy’s photo post features many of the core American Horror Story cast, including Jessica Lange, Sarah Paulson, Evan Peters, and Angela Bassett, taken from a Zoom call. “American Horror Story cast Zoom call,” Murphy said. “Where we reminisced about the good times…the spin off we’re doing called American Horror Stories (one hour contained episodes)…when we will start filming the next season of the mothership…and other stuff I cannot print.”

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Murphy posted no further details, so it’s currently unclear how far into production American Horror Stories is, or when we can expect to see it air.

FX has renewed American Horror Story for a further four seasons, with Season 10 due to start later in 2020. This season will feature Macaulay Culkin, as well as the return of Sarah Paulson and Evan Peters. Our review of the first episode of Season 9 – American Horror Story: 1984 – said that the show is freaky and fun once again, and with any luck American Horror Stories can continue to balance the fun with the strange and terrifying.

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Matt Purslow is IGN’s UK News and Entertainment Writer. You can follow him on Twitter

Battlefield 5 Update Rolls Out This Week, Overhauls Vehicle Balance, Full Patch Notes Here

EA has announced the details for Battlefield 5’s Update 6.6, which is scheduled to run Tuesday, May 12. According to the blog post introducing it, the patch focuses mainly on rebalancing the game’s many vehicles, both in terms of their overall weaponry and their interactions with infantry. The update also tweaks the layout of several of the game’s maps, particularly Wake Island, and adds body dressings for vehicles, as well as fixing many small bugs and issues.

The update adds new weekly missions and two more Elites to the game, Akira Sakamoto and Steve Fisher. Elites are playable characters with custom voice lines and cosmetic gear that have no effect on actual gameplay. Additionally, players can now try out the Outpost game-mode on the Twisted Steel map.

Originally, most of the features in this update were intended to come to Battlefield back in April with the 6.4 update, but that patch was cancelled due to production issues caused by the ongoing coronavirus crisis. According to the blog post, the next patch for the game will be released in June. It’s unclear if June’s will be the big summer update that developer DICE has hinted at, but based on their previous comments, it will likely add more weekly community events to the game.

What’s New?

  • New Weekly Missions
  • New Elites: Akira Sakamoto and Steve Fisher
  • Outpost is now available on Twisted Steel

Vehicles

Tanks

  • Improved the self-repair HUD indicator to always show if the player is able to repair the damage
  • Increased the direct damage of the Type 3 shells to improve their AT ability. This tank does not have AT rounds available, and this will make the Type 3 gun a good all around choice, while the spec tree means that you can make other sacrifices to activate the upgraded driver gun.
  • Tweaked the hachi shell to be a more powerful HE shell, similar to the Calliope but not identical. It has better splash, but worse direct damage. The Hachi’s rocket barrage is designed as a better antivehicle tool, whilst the shell is designed to be good against infantry and single targets.
  • Fixed the STUG IV default shell being too low damage vs tanks. The damage vs tanks here will rise a bit to match the Panzer IV’s default shell.
  • Fixed the AP round on the Staghound having higher drag if using the Little John Adapter.
  • Standardized the Staghound HE and Staghound Little John HE rounds on the same blast and damage pattern, since the player doesn’t have a choice to keep the original gun as they upgrade.
  • Increased the Crocodile Gun’s damage to armor substantially and increased the blast radius and velocity. The Croc’s cost did not equate to its power and this change should help to improve that.
  • Reduced the damage of the Sherman 76mm HEAT and Type 5 shells direct damage so they no longer 2 hit kill against front armor. These are still very potent tank killers, but they were shown to be performing a bit outside of the intended curve.
  • Flakpanzer will now stop firing when it fully overheats.
  • Increased the velocity and rate of fire of the Type97 120HE Howitzer to match the Sherman.
  • Fixed the Ka-Mi having a shorter range AA and AT 50 caliber damage curve.
  • Increased the 2PDR Valentine cannon blast radius to the higher intended radius.
  • Fixed the quick repair specialization sound that could sometimes be inaudible for vehicles.
  • Improved the barrel and mount alignment on the LVT’s turret
  • Fixed a bug that was causing the resupply prompt to show incorrectly under certain conditions when switching vehicles
  • Fixed some Howitzer weapons on tanks needing more than 1 round to destroy house walls.
  • Fixed an exploit that would allow the incorrect team to spawn a Sturmtiger
  • Fixed a situation in which light tanks could self repair and continue to move at the same time.
  • Improved responsiveness for the Pacific tanks when switching between going forwards and backwards.
  • Increased the damage of the 50cal AA MGs on the Ka-Mi and LVT to equal the TTK of other AA guns. This change only affects their damage vs planes, and is a substantial increase in damage.
  • Fixed the Ju-87 Stuka’s Bordkanone not doing damage to airplanes.
  • Fixed various issues related to vehicle skins that had gone missing since update 6.2
  • Skins are now properly applied to all tank and plane wrecks.
  • Fixed the Sturmtiger applying mud and snow incorrectly. Snow would previously be applied in muddy environments and vice versa, and this has now been corrected.

Transport & Stationery

  • Increased the damage of AA by 20% against fighters. Improved the velocity and accuracy of AA when shooting at targets at high altitudes. This should tip the balance in favor of the AA, which should present enough of a threat to planes to prevent planes from bombing them without mutually assured destruction. The larger size of the bombers makes them easier targets, and sustains more hits so they do not need the damage buff. The other aircraft are more maneuverable and will need to focus on avoiding AA rather than tanking the damage. This change does not substantially change the part of the map that AA can cover, only the effectiveness when defending against Planes at higher altitudes.
  • Firing the AA projectiles against Dinghy boats and Kettenrad transport vehicles no longer triggers the airburst proximity explosion.
  • Improved the GPW’s camera so it clips less when backing into geometry
  • Fixed a bug that would in rare cases cause Stationary MG’s to keep firing even if the player had exited it
  • Corrected the Universal Carrier HUD which could show incorrect information when changing seats
  • Dinghy boats scoring event has been added when they get destroyed

Planes

  • Implemented two new scoring events related to pilots bailing and crashing. This will ensure that a player that manages to force a pilot to abandon a plane or crash to obtain points for their efforts. The requirement is that the plane was tagged by the player prior to the bail out, the tagging for this is activated by destroying a part of the plane such as the wing, rudder, elevator, or engine.
  • Reduced the damage on the UK air to ground rockets. Increased the damage on the 2x rockets slightly for all factions.
  • Fixed a bug that in some rare cases could cause air plane wreck sounds to play for a longer than intended duration. The collision sounds system for planes has also been tweaked to trigger more naturally based upon impact and also removes some occasions where the collision sounds could get stuck in a loop.
  • Airplane flares now lose effectiveness outside visual range by tweaking the spotting radius curve and gravity drag settings for the airplane flare so the radius shrinks when the flare is outside visual range 100m+
  • Fixed an issue that would make certain skins to not show while in 1P in the JU-88 C plane
  • Planes with manual supercharger – Reduced the pitch and amp of compressor when supercharger is active
  • Removed overheat functionality from the Mosquito 6PDR and JU-88 75mm since they never overheated
  • Fixed a bug that would cause planes to not respond well to player input, if the player had left and re-entered it.
  • All of the airplanes when having the “High altitude” specialization enabled will now be able to fly 200 meters higher than without it.
  • Fixed an issue with the lift values that was causing planes to level too much at high speeds.
  • Fixed an exploit which would give some airplanes infinite nitrous

Weapons & Gadgets

  • Smoothed scope transitions for all weapons. Players’ sight will be blocked by the opaque scope model for a shorter time. The slowest scope transitions have had the most quality of life improvements, and is especially noticeable on 6x scopes without Quick ADS enabled.
  • Airplane flares now lose effectiveness outside visual range by tweaking the spotting radius curve and gravity drag settings for the airplane flare so the radius shrinks when the flare is outside visual range 100m+
  • A fix for a few melee weapons that could not push transport boats around
  • Fixed a bug with the Lewis MG with the extended magazine specialization selected while using certain skins that would cause issues with the iron sight while in ADS mode.
  • The St Paddy skin no longer floats in the air when reloading the Gewehr 43
  • Fixed the incorrect ammo listed for the Breda M1935
  • Fixed the incorrect ammo listed for the Selbstlader 1906
  • Fixed a bug that was causing the player to throw multiple ammo pouches when throwing them towards a soldier who is using a stationary weapon
  • Grenades and dynamite thrown from vehicles at high speeds no longer causes extreme throwing range
  • Fixed a bug related to the lunge mine and sprinting
  • Fixed a glitch that was related to using the lunge mine and entering a transport vehicle
  • The M3 no longer displays a muzzle flash if the suppressor is equipped
  • The Snakebite stock customization no longer blocks the iron sights view of the M1A1.
  • Fixed the disconnected muzzle on the Type 11 LMG when using 3x standard sights
  • The Mk VI Revolver no longer has it’s chamber not aligned with the weapon after using the flare gun
  • The MAB 38 now correctly displays the extended magazine if selected while using the St. Paddy’s skin
  • A fix for the missing fire mode switch sound on the ZK-383
  • Fixed an issue that would cause AP Mines to be placed in unexpected ways when placed on some terrain
  • Fixed the sniper decoy being destroyed when placed next to vehicles.
  • Fixed several windows that would bounce back grenades if the grenade hit the wooden parts supporting the glass, instead of the glass itself.
  • Fixed an issue that was causing problems when attempting to throw back grenades

Soldier

  • Soldiers no longer float in the air if they are killed on top of a moving vehicle
  • The drowning effect no longer stays on the screen, if the player is drowning and then enters a Dinghy boat
  • Fixed a glitch that would teleports players slightly when interacting with doors in a specific way
  • Firestorm – Fixed an issue that could cause misaligned weapons when exiting a vehicle

Maps

  • Devastation – Conquest – Found an area by the D flag which would cause the V1 and JB-2 to not explode on impact. This has now been fixed.
  • Hamada – Fixed a bug that would cause smaller fuel tanks to not show their explosion under certain conditions
  • Narvik – Players can no longer get stuck on the boxes located on the lower part of the bridge
  • Narvik – Rush – Tweaked the sandbag walls so players do not get stuck on them
  • Pacific Storm – Conquest – Fixed a tree that was causing tanks to get stuck near Flag D
  • Solomon Islands – Improved the vaultability of certain window frames when the building has gotten damaged
  • Twisted Steel – Removed a spawn point on Breakthrough that would lead right into a barbed wire
  • Twisted Steel – Rush – Fixed an exploit that would cause the MCOM to be not armable
  • Wake Island – Fixed the flickering burnt textures that would show on the big fuel tanks once destroyed
  • Wake Island – Firing on the large shells inside the bunkers with the Panzerbusche no longer causes them to simply disappear
  • Wake Island – Improved the draw distance of the thinner overarching pipes close the the big fuel tanks
  • Wake Island – Various LOD and draw distance improvements
  • Wake Island – Conquest – Improved the capture area around flag A
  • Wake Island – Rush – Moved the resupply station that was colliding with the MCOM
  • Wake Island – Rush – The propeller of the airplane inside the hangar no longer hangs in the air after the MCOM explodes
  • Wake Island – Rush – Spectator Mode – Fixed all of the cameras to be more relevant to the mode
  • Combined Arms – Fixed a bug that was causing players to not take damage while using a stationary weapon
  • Combined Arms – Harbor Headquarters – Made sure the assassination target should no longer fall under the map, which would make it impossible to finish the mission.
  • Combined Arms – Fixed the EOR screen that could go missing
  • Practice Range – Fixed a bug that was causing players to be unable to change weapons
  • Practice Range – Added the recent weapons that were added into the weapons rack.
  • By public demand, we’ve made the Swedish parrots louder.

UI & Others

  • Fixed a bug that was causing players unable to join a server that their friend was playing on from the social hub
  • Spawns on Squadmates will now be aborted when the squadmate enters Combat. Combat today only blocks spawns, and would not abort a spawn in progress, leading to situations where players being shot at, meleed, or surrounded by close enemies with line of sight would still have player squad spawn on them, usually leading to immediate death. Squad spawn is risky, this change is intended not to remove squad spawn but to prevent instant death on squad spawns. We will be evaluating this change, and have the ability to toggle this feature on and off without a client update.
  • Changed the default center deadzone for gamepads to 15% from 13%. 13% was causing some controllers to drift when in a rest position. Existing players will need to manually change this setting under options, as the fix will only be automatically applied to new Battlefield V players.
  • If you die while retreating, the “You are spotted” text will not stay forever in your next spawn.
  • Fixed an issue that was causing the community games minimum players option not to function properly
  • The first music track in the frontend will now choose from the whole Pacific list, following tracks will choose from the complete Battlefield V music list, including Pacific tracks
  • The vehicle deploy icon now shows the quantity available for each type of vehicle
  • A fix for Type 97 Special Assignment Mastery VI which was incorrectly setup
  • The repair hint will no longer incorrectly show if max health has been reached
  • The “You Are Spotted” widget above the minimap now indicates when the player is spotted by any type of spotting flare, as opposed to other more direct sources of spotting (like suppression, the spotting scope, or traits).
  • Fixed a bug that was causing some weapon models to not show in the weapon’s selection menu, when accessed while playing on a server
  • Added the kills tracker for the M2 Flamethrower in the statistics screen
  • Fixed the dogtag icon for the Selbstlader 1916

Stability

  • Various performance and stability improvements

Now Playing: Battlefield V – “Into the Jungle” Update Overview Trailer

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