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Fallout 4 Xbox One Mods Arrive Next Week, Details Emerge From Live Stream

Bethesda announced on Twitter that mods will arrive on Xbox One as soon as Tuesday, May 31.

Yesterday, the studio broadcast a live stream previewing how mods will work on the console. While you still need a PC to create mods yourself using the Creation Kit, you will now be able to add mods created on PC to your game on Xbox One. 

Mods are accessed via the main menu of Fallout 4. You log on with your Bethesda.net username and password to view an interface similar to Netflix, where mods are sectioned into categories. The size limit for mods you can download is restricted to 2 GB. This limit extends to all downloaded mods, even if they are not currently enabled, though Bethesda mentioned that this limit may increase in the future.

In the live stream, Bethesda previewed a few mods, such as a cosmetic update to your Pip Boy that gives it a Nuka Coka aesthetic, and another that turns Dogmeat into a feline companion. Mods are in closed beta right now, but there are nearly 2,000 mods currently which you can browse via Bethesda's website

Loading a mod will create a new save, so it will not affect your previous saves should something go wrong. Once a mod is enabled, Fallout 4 will reboot in order to load the mod. Another reboot will occur when disabling a mod. Finally, achievements will be disabled during mod usage. 

For the time being, console mods are exclusive to Xbox One, but they will be added to PlayStation 4 as well at some point this June.

You can watch Bethesda's full live stream here

For more on Fallout 4, you can read about the latest expansion, Far Harbor, which released earlier this month.

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First Details For Pro Evolution Soccer 2017

PES 2016 was a return to form for the storied soccer franchise, giving the series its first true next-gen iteration. Konami and developer PES Productions have just announced the first details for Pro Evolution Soccer 2017, upping the ante with tons of new animations and tactical options.

PRECISION
"Hundreds of new animations" have been added, combining with refined ball physics and the way players address the ball to greatly influence how they react to and control the ball. Little flicks and touches were a hallmark of PES 2016, and it looks like it may get better this year. Similarly, passing is greatly affected by these advancements, improving the weight and precision of a great pass.

TACTICS
Players can tweak their team's defensive and offensive tactics "with simple controls" as well as more advanced instructions (including tight man marking and tiki-taka passing). This doesn't sound super different from previous years, so it'll be interesting to hear exactly what's new.

What is new are set piece strategies such as being able to call for zonal or man-to-man defenses or dictate the specific run of an offensive player.

A.I. BEHAVIOR
In recent years it's been common for the A.I. of a team that's ahead or behind to change its tactics accordingly. PES 2017 is promising to widen the scope of its A.I. adaptability to learn how you play the game and react to your strategies accordingly.

KEEPERS
Poor keeper play has been a criticism of the PES games this generation, so the developer is promising to address it in PES 2017 with greater keeper agility and animations. 

We hope to learn more about additions to the game's career mode, Master League, as well as MyClub mode at E3 next month, so stay tuned for more details.

[Source: Pro Evolution Soccer 2017 official website]

 

Our Take
It's good to hear that the dev team isn't resting on its laurels, seeking to keep improving even those areas like ball control it's already good in. For the franchise to take a leap into the next tier, however, it will have to keep building out its Master League mode to make the series truly vital.

www.GameInformer.com – The Feed

Microsoft Announces Ticketing Details For E3 Xbox Fanfest

Microsoft is reprising its Xbox Fanfest to coincide with E3 next month. If you want to be one of 500 admitted to the event, you’ll want to start lining up early.

You’ll need to be over 21 and have an Xbox Gamertag in order to get in. You can start lining up at 10 p.m. Pacific at the Westfield Century City Microsoft Store in Los Angeles. 

The first 500 people in line will receive credentials. Tickets will then be distributed on Sunday morning at 11 a.m. Pacific at the same location.

The event runs from Monday, June 13, through Wednesday, June 15. Ticketed individuals will get access to the Xbox E3 media briefing, a backpack of goodies, an invitation to a Forza briefing at the Petersen Automotive Museum on Monday, June 13, and access to a fan celebration event on Tuesday, June 14.

If you can’t attend, Microsoft will be streaming the briefing at 12:30 p.m. Eastern / 9:30 a.m. Pacific on Monday, June 13. You can watch on the Xbox Twitch channel, YouTube, Facebook, directly on your console via the Live Events Player, or on Spike TV. Microsoft will also stream a daily E3 show at 7 p.m. Eastern / 4 p.m. Pacific on Tuesday and Wednesday.

www.GameInformer.com – The Feed

Rumor: More Arkham HD Details Emerge From The Batcave

The long-rumored Batman: Return to Arkham HD Collection has surfaced yet again, this time thanks to an apparent listing on an Italian retail site and magazine ad. The collection purportedly includes both of Rocksteady's last-gen Batman games – Arkham Knight and Arkham City – all gussied up to take advantage of the current hardware generation.

Gaming Tree House posted a screengrab from GameStop Italy, which featured a description for the game, as well as a magazine ad that shows the box art. The listing isn't currently up on the retailer's site, so that screengrab is all we have to go on right now. According to the apparent site listing, the collection is coming to PlayStation 4 and Xbox One on June 10 for an MSRP of about $ 40, and it includes remastered versions of the two games and their respective DLC.

Full disclosure: GameStop is Game Informer's parent company.

[Source: Gaming Tree House via Destructoid]

 

Our Take
At a certain point, Warner has to realize the luster has worn off this announcement. Maybe it's time to either officially confirm the news or squash it if it's indeed an elaborately orchestrated hoax.

www.GameInformer.com – The Feed

GTA Online Details Update Plans

A post on Rockstar’s newswire has provided some juicy details regarding what players can expect out of the play experience of GTA Online in the coming months and before the end of 2016.  

Following on the heels of the Executives and Other Criminals release from late 2015, Rockstar has plans to implement new gameplay around contraband trafficking for your Organization. You’ll be able to buy and sell jewels, narcotics, medical supplies, and other illicit trade, all from the comfort of your HQ. Your team can get attacked when they head out to make a pickup, enemies can raid your warehouses, and a system tracks the condition of your goods as items take damage, reducing values if you’re not careful. 

Rockstar is also promising new stunt driving option, including new vehicles, gear, and props for creators to build crazy stunt setups, as illustrated in the screen above. 

GTA Online will also see an expanded set of locations for the In and Out game mode that recently released, but perhaps the more exciting tidbit is that Rockstar is also working on plans for other new competitive team-based modes that will be introduced in the future. 

Finally, players can expect to see more of the special bonus weeks that have been cropping up throughout the game, in which particular game content is highlighted through events, vehicles go on sale, and other fun activities that encourage regular weekly engagement. 

Source: Rockstar

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Exclusive Video And Details For Halo 5’s Infection Mode

Halo’s Infection mode, the fan-created multiplayer variant that eventually became a true Halo mode, is coming to Halo 5: Guardians this month. The mode plays out as humans-versus-zombies outbreak with infected players attempting to grow their numbers by taking out the opposite team, who is simply trying to survive. For its Halo 5 iteration, 343 is going above and beyond to make the mode stand out as more than just a variant playlist, with three modified maps, a multitude of aesthetic changes, and more customization options than those available in Halo 4.

343 Industries passed along a video from community coordinator John Junyszek and multiplayer engineer Geoff Landskov detailing some of the ways this version of Infection differs from Halos past while showing off some gameplay. We also had a chance to speak with Junyszek and Landskov about how different the maps are and how much balance has been taken into account when considering Halo 5’s abilities.

You can check out the video below, and Infection will arrive alongside the free Memories of Reach update coming later this month.

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Game Informer: How have the maps been changed for Infection?
John Junyszek: For the dev maps we “infected,” it was actually my hack-a-thon project that I pretty much just did on the side, and I developed certain rooms with longer hallways, put in cover for zombies to be able rush down those longer hallways and I tried to change up the layout as much as I could and make it suited for Infection.

One of my things, back in the day before I even started working here was, playing a lot of Infection and even doing a little bit of YouTube videos for Halo Infection, so I felt like I was probably one of the more prepared people to make these kind of infected maps so I just put it upon myself to go ahead and “infect” them.

So this was your project for 343’s hack-a-thon? That’s where everyone pursues their own project for a short period of time in order to foster new ideas, correct?
Junyszek:
We had one, but it wasn’t really official. I just sort of did it while everyone was doing their own hack-a-thon. There was a 343 official one, but I just did mine to sort of go with the spirit of it.

Geoff Landskov: We basically had a full week to do whatever project we wanted, so we got a lot of really good things out that, one of them being the new Infection maps.


Plaza's Forge-infected dev map will be called Nerve Center, while Overgrowth's variant will be called Malignent.

Can you give us specific change examples? How is R.I.P. Tide different from Riptide?
Junyszek:
I put cages in certain rooms, l blocked of a couple pathways to make dead ends that players could hold out. One of the other things is bottom middle – I put up bars so that blocks off anyone traversing through bottom middle, but it is also a good holdout spot, so if a player wants to hold out down there, they are dedicating to that one spot, and the bars allow zombies to smack him if they want to wait for guys to go all the way back to the bars. Then they can hit them. And then you also have the fact that he’s holding out in a tunnel and he’s fighting off through this one area and trying to make his last stand. It’s a bunch of little spots like that scattered throughout all these maps, especially the ones I made. That’s just one example.

Have the core shapes of these maps changed?
Junyszek: It’s all Forge. It’s not actual dev work on the map. It’s placing objects to make the hallways longer or adding cover to those hallways. They all have a different aesthetic than they normally do.

Landskov: They have a green tint, and they all look kind of dreary compared to their normal counterparts. It’s mostly the fog and the screen-space coloring feels very different.

You mentioned in the video above that the HUD for the infected has changed?
Landskov:
The HUD is basically the same. It’s just a screen affect, which is the green veins coming around the sides. We wanted to make sure it was very obvious for players that were playing as infected characters. All the gameplay parts are the exact same.

What are some of the biggest surprises you came across while tweaking, adjusting, and playtesting for this version of Infection?
Landskov:
The biggest surprise for me was how opinionated everyone was about on what kind of abilities we should and shouldn’t have. We experimented a lot with abilities for infected players. The thrusters were a huge point of contention; actually, we’ve got multiple camps that like it both ways. We ended up going with it because it turns out most players aren’t at our pro team’s caliber and they feel they have a lot better chances as infected players with thrusters. We experimented with doing sprint, but it felt like the infected didn’t really have a unique movement experience. It was a much more just traditional, “You are a zombie now,” but nothing has really changed about what you do.

You changed up the starting weapons. It seems like you want to move players away from using pistols at the start.
Landskov:
That was another point of contention. Most modes that we’ve released for Infection in previous games do have pistol starts, but they also didn’t have "our" pistol. What we really noticed in playtests was as infected, you could kind of get boxed in on your spawns and this would happen almost immediately because you’ve got a bunch of players, if they decide to set up correctly, all have pistols and can headshot you before you really make it too far out there. Where, if you have limited pistols on map – first it makes people actually move on the map and kind of go for new weapons. It turns out people prefer pistol over things like sniper, more shotgun ammo, or other power weapons throughout the map, because it is so good for lining up headshots when we have no shields for infected. We really, really wanted to increase the movement around map and also decrease the frustration players were having who were getting head-shotted over and over again.

The alpha infected are invisible. Did this dramatically change the balance of the mode?
Landskov:
They’re partially invisible and play a little bit stealthier. What we’ve noticed with alphas especially, is they do a really good job sneaking up on people over-relying on their radar. The alphas can take advantage of that at certain places, but I would say we don’t notice too many changes in player behavior, except in the beginning part.

Is there a fear of them being overpowered by staying off the radar?
Landskov:
It has stayed balanced in terms of how many human surviving rounds we want, which is relatively low. We want it to be a unique experience where you did something really right to be able to survive the entire round. In terms of that it has worked pretty well. I would say we haven’t really noticed the alpha infected being the reason people die as the game goes on. They usually die just because of getting overwhelmed by too many zombies after the first few deaths, I’d say.

Junyszek: The alpha-zombie traits are just there to help them get started, get those first initial infections, and make sure the game doesn’t stagnate right at the start.

Junyszek mentioned playing Infection on YouTube prior to working at 343. What is your history with the mode, Landskov?
Landskov:
It was probably my favorite mode in previous Halos to play socially, just because I really enjoy getting a game of Infection going. It’s something I am passionate about. Probably not at the same level as John [Junyszek], but it’s something I definitely sought out and enjoy working on it.

The best part, for me especially, are the custom games you can get from having a base infection mode. All the crazy stuff people have created in previous Halos – I really wanted to enable as many of these as possible in our engine. That is kind of the big high-level approach I took, and then also adding an Infection game mode is always really fun. A Lot of people are really passionate about it, myself included.

Considering its popularity, why hasn’t Infection been there from the start?
Landskov:
We had so many game modes we wanted to get out [at launch] and we did have a lot of changes we made for this engine that stopped us from being able to directly be able to port game variants over. We also just wanted to make sure we had a fully thought-out experience instead of just enabling some kind of free-for-all mode that sort of looks like Infection, but doesn’t reach parity with previous Halos. We wanted to make sure we had a good experience for players.

Can you go through some of the planned customization options?
Landskov:
The one I am probably most excited about is the surviving points over time. That’s something we haven’t had in previous Halos and when making a few custom game modes, it ended up being really fun and changed the way you play Infection. Right now, it’s mostly about getting points from killing zombies or becoming last man standing rather than focusing entirely on the survival aspect. We wanted to make sure we had the tools to make sure we could do that in custom game modes, and of course include one of these in the future in our playlist, once we see how the community feels about them and what kind of things they produce.

We wanted to include toggle-able infected effects. We know in halo 4, people were really annoyed that they couldn’t actually disable those. If you were playing Infection, you basically had to play our fully customized version of Infection. We wanted to make absolutely sure we disabled those. We added a few extra features like enable and disable last man standing nav points, convert on suicide option – all pretty standard stuff.

The other thing we changed was multiple last Spartan standings. Instead of just having a single one every single time, we wanted to make sure you could have a last squad standing so you could have two or three people holding out and get the last man standing bonuses. Although, that did exist in Master Chief Collection, as well.

In the standard upcoming Infection playlist, will the last man standing bonuses be consistent?
Landskov:
It will always be the same thing for each game variant. Since we’re launching with just one version of Infection, it will always be two swipes to kill, increased reload speed, and unlimited ammo.

Junyszek: The last man standing takes two hits as opposed to just one sword hit and he’s done and converted. He actually gets another chance.

For our review of Halo 5: Guardians, head here.

www.GameInformer.com – The Feed

EA Announces Battlefield 1 With First Details

Update 3: EA and DICE have officially announced Battlefield 1 after the game's title and setting leaked this morning. We have a few details up front, though we'll have to wait a bit for more information.

The World War I setting is confirmed, though reports of this being an alternate history are completely inaccurate according to DICE. Battlefield 1 will feature a full campaign, though details are vague beyond its existence.

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As expected, the setting will give EA and DICE a push toward trench warfare, though vehicles will, of course, return. This time out, the multiplayer will feature specific classes for vehicles, including pilots and tank drivers.

Battlefield 1 will be out on PlayStation 4, Xbox One, and PC on October 21. The date mentioned in the poster below refers to EA and Origin Access early play time that begins on October 18. 

Update 2Another shot of materials includes what may very well be the release date for the game. If accurate, the next Battlefield is launching on October 18. Additionally, as managing editor Matt Bertz pointed out to me when the keyart first appeared, the Harlem Hellfighters (mentioned on one of the posters and officially known as the 369th Infantry Division) is connected to the game. The regiment consisted of African Americans and worked closely with the French during the war.

Update 1And another leak gives us what seems to be the name: Battlefield 1. That's stylized as the number and not the roman numeral, as soon in what appears to be a retail poster bearing the same art shared to Reddit.

Click to enlarge.

Original Story (May 6, 2016 @ 10:09 a.m. Central): EA and DICE are getting ready to reveal their next Battlefield game later today, but Microsoft seems intent on spoiling the party. On Xbox One right now, you can see a tile promoting the live reveal with art that clearly points to a World War I setting.

While the mauser in the character’s hand isn’t a giveaway (it was in use from the late 1800s through the mid-1900s), the spiked club in his other is a tell. That’s a trench mace that was in use during the first world war.

The setting was rumored earlier this year, but we’ll learn more later today when the game is revealed. We had some thoughts about a Battlefield game set in World War I, which you can read here.

 

Our Take
There’s no such thing as a secret anymore, but it’s brutal when a partner outs your carefully crafted reveal like this.

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