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‘Destiny 2’ Arrives And Immediately Impresses, Regardless of Console

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Destiny 2 has officially arrived and the launch of the highly anticipated addition to the popular Bungie series has been met with rave reviews.

Sure, most people experienced a hiccup when trying to log on to the Destiny servers around the midnight hour, but once you were officially logged in, not many hurdles stood in your way afterwards.

To start, there really wasn’t any big surprises if you had played the BETA, the story starts off with the attack on the Tower and places your character in the chaos as you try to fight your way to safety.

What immediately stood out to me was the polished graphics, which seems smoother and more crisp than what we saw in the BETA.

After fighting your way out of Tower you meet Ghaul, who also has the Speaker held captive and is hell bent on being “chosen” by the Traveler. It all indicates that Ghaul will be one heck of a force if he does get what he wishes (it seems he will).

What is really good about the start of this is the storyline mode that brings you from Tower, through chaos, defeat, loss of light, revive and your rise from the ashes.

It is told swiftly enough not to bore you but with enough time to let the details resonate and give your character a feeling of experience that the game is trying to relay effectively without crossing the line to boring a player with the mundane.

The Farm is an interesting switch from Tower and gives a completely different feel to Destiny as a whole.

It’s hard for a game to accomplish this feat but Destiny does it with the ease of some aesthetics, a solid score and a well-executed intro storyline.

New wrinkles have been added, but not at the expense of the game’s experience. Instead of making changes for the sake of changes, the changes seem to be fluid with the game and more beneficial.

I am still rolling through the first part of the storyline but Destiny 2 has already sucked me back into it’s clutches with a feeling of both familiarity and comfort as I am experienced and well versed in the game’s universe.

I am also giving props to Bungie, who has had major server issues in the past with Destiny and although I expect there to be hiccups, the launch was void of any major issues on my end, which can be hard to pull off with any launch, especially one with as big of a player base as Destiny.

 

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Rainbow Six Siege Unveils Reverse Friendly Fire Punishment

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The team behind Rainbow Six Siege has rolled out Reverse Friendly Fire that is intended to react when a player abuses the friendly fire mechanic to grief their teammates, and punish the player for the action.

The team made the announcement, along with details, on Steam, but here is a rundown of the Reverse Friendly Fire system.

ON WEAPONS/THROWN OBJECTS
Impacts:

  • Primary/secondary weapons
  • Direct hits from thrown unique gadgets
  • Exothermic-S Torch (Maverick)
  • SK 4-12 (Buck)
  • Mounted LMG (Tachanka; regardless of who’s using the turret)
  • M120 CREM (Ash) when the breaching round directly hits someone
  • KS79 Lifeline (Zofia)
  • Airjab Launcher (Nomad)
  • Pest Launcher (Mozzie)

Before RFF activation:

  • Can cause damage to teammates
  • Will count towards activating RFF

After RFF activation:

  • Teammates will not receive damage
  • Will reverse damage dealt

ON EXPLOSIVES
Impacts:

  • Generic gadgets (frag grenade, C4, breach charge) that results in an explosion*
  • Gas Grenade (Smoke)
  • TAC MKO asphyxiating bolts (Capitão)
  • M120 CREM (Ash) when the breaching round explodes
  • Cluster Charge (Fuze)

*Explosive gadgets that do not do damage (i.e. stun grenades, Ying’s Candela) will not be affected by RFF in any way
Before RFF activation:

  • Can cause damage to teammates
  • Will count towards activating RFF

After RFF activation:

  • Can cause damage to teammates
  • Does not reverse damage dealt*

*Explosives currently will continue to damage teammates even under RFF. This is not intended and will be fixed in Season 2.
Exceptions*:

  • Claymore
  • Entry Denial Device (Kapkan)
  • X-Kairos pellets (Hibana)
  • Exothermic Charge (Thermite)

*These explosives do not trigger RFF. While under RFF, these also do not reverse damage dealt and can continue to damage teammates. This can change in the future with feedback and further game design considerations.

ON DRONES/OPERATOR CAMERAS
Impacts:

  • Evil Eye (Maestro)
  • Shock Drone (Twitch and Mozzie)
  • Before RFF activation:
  • Can cause damage to teammates
  • Will count towards activating RFF

After RFF activation:

  • Teammates will not receive damage
  • Will reverse damage dealt (onto the drone/camera)

MORE TO COMEFurther changes for Reverse Friendly Fire will come during Year 4 Season 2. We will introduce situations where the system will activate for the whole squad. How gadgets will react and behave under Reverse Friendly Fire will also be fine-tuned based on data and feedback. We look forward to sharing future developments with you.

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Respawn Planning to Ban Piggy-Backing in Apex Legends

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Respawn is looking to stomp out players who use piggy-backing in Apex Legends.

For those of you not aware of the term, piggy-backing refers to a player who joins a team and literally does nothing. Doesn’t fire a shot, doesn’t move, doesn’t do anything but collected the reward, which includes XP, at the end.

It’s led to a level of toxicity within the game and has compromised plenty of matches and Respawn is now looking to ban the behavior.

“After looking at the data and internal discussions, we’ve decided that in the future we’ll start instituting temp bans for players that exhibit piggy-backing behavior and extreme cases could lead to a permanent ban”, Respawn said during a post on Reddit.

“This change will not be immediate but wanted to give a heads up to players so you can adjust that behavior.”

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Wolfenstein: Youngblood Aiming to Be More Detailed, Layered

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Wolfenstein: Youngblood

MachineGames’ is looking to bring a whole new experience to it’s next Wolfenstein title, and by the sounds of it, it seems like it’s on the right path.

Wolfenstein: Youngblood is set to arrive on July 26th for the Playstation, Xbox, Nintendo Switch and PC, and it already presents a drastic difference from previous titles.

The game is being co-developed by Arkane Studios, the team behind Prey and Dishonored, and it’s no surprise that the new Wolfenstein is looking at Dishonored in how to approach the latest game.

“I think players will see a lot of similarities to level design in the Dishonored games, so in that sense it can be a little bit different as an experience but it can be for the benefit of the game, especially when it comes to finding different ways of approaching a combat scenario or a mission in general” executive producer Jerk Gustafsson said, during an interview with Playstation Magazine.

Part of the new direction is the addition of new missions and side quests.

“The open-ended structure and co-op aspect has made it a little more difficult when it comes to the narrative,” he said. “We do think we have a strong story, but it’s quite different from what we have done before; it’s a little bit lighter, not only in tone but also when it comes to the amount of content, and I think that’s the big change when it comes to previous titles: the campaign is a bit shorter but the amount of gameplay time is greater.”

“Players will be able to stay in the game for a long time,” he continued. “We’ll add additional side-missions and new challenges once the campaign is completed. There’s a lot more activities and side-missions that you can do in Wolfenstein: Youngblood than in previous Wolfenstein games.”

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