Starting today, the hilarious shooter from EA and PopCap, Plants vs. Zombies Garden Warfare heads to the Wild West in Zomboss Down, the brand-new free downloadable game pack.


The new pack will feature even weirder shooter fun with the new Cactus Canyon Gardens and Graveyards Map, eight new playable characters, over 200 wild customization items, an increased Level cap from 20 to 30 for each character, and all-new challenges to accomplish on Xbox One, and the Xbox 360.


In Zomboss Down the plants have blasted down Dr. Zomboss’s blimp and unleashed packs of zombies, who are now roaming the desert and battling their way through the wreckage to reach the local golf course.


This golf course doubles as a super-secret facility housing a Cactus army on the unbelievable new Gardens and Graveyards Map, Cactus Canyon.


Players will also enjoy increased character levels and eight fun new characters like the Archeologist Zombie, the Wrestling Star Zombie, the Law Pea and the Sun Pharaoh. In addition, players will discover weapon upgrades and skins for new characters, new accessories, tattoos and facial hair, and even more.

Plants vs. Zombies Garden Warfare combines a best-in-class multiplayer shooter experience with the fresh humor of the beloved Plants vs. Zombies franchise. Players are able to take on the roles of plants and zombies across a mine-blowing terrain. Powered by the Frostbite 3 engine, Plants vs. Zombies Garden Warfare features a stunning 3D world, blooming with vibrant colours and unique landscapes.


Respawn has started to roll out another update for Titanfall on Xbox One today, the developer has announced via Twitter.


Here are the full patch notes.

NEW FEATURES (All Platforms) Private Match (beta) – This is the first public test of our new Private Match mode. This gives you a way to organize matches with and against your friends, for casual or tournament play. Some features are unfinished or not yet implemented, and we welcome your feedback. A few highlights:

Private Match supports 2 to 12 players, with 1 to 6 players on each team.
You can start a new Private Match lobby by choosing it on the main selection screen (alongside Campaign, MP, and Training). Invite your friends in or have them join you at any time.
Choose any of the game’s maps or modes (CTF, Pilot Hunter, etc.) to play in.
Choose which team you’re on.
There is no XP gain, challenge progress, or achievement unlocking while in a Private Match. For this beta, the Last Game Summary screen will display what you would have earned in normal play outside of Private Match, but be aware that this progress will not be recorded to your lifetime total.
For this beta, there is no concept of a “lobby leader”; any player can change game options in the lobby or start/stop the match countdown.
All Private Match games are still played on dedicated servers via Xbox Live Cloud Compute, just like normal matches.
New options like round time, score limits, and much more will come in future updates.Party Colors – Your party members and their titans now show up on the mini-map with green colors, instead of the normal blue colors that other friendlies use. Their names are also drawn in green on your HUD, the obituary text, and in the pre-game lobby. This helps you figure out where your friends are and what they’re up to, especially in the heat of combat.

Auto-Titan Colour in Obituary – Your auto-titan’s name now shows up in the obituary with the gold color that your own name does. Previously it had the same blue color as any other friendly. This makes it easier to keep tabs on how your titan is doing.

Removed Wall-hack Exploit – PC cheaters were able to modify their local configuration files to enable a sort of wall-hack cheat using legit game code. We’ve closed the exploit that they were using.

Menu Changes – “Play Multiplayer” is now the default (top) option on the private lobby menu, if you’ve completed both the IMC and Militia campaigns. It has also been renamed from “Play Classic”, since the term “classic”, which we used internally, proved to be confusing to some players.

Game Version on Main Menu – The main menu now displays the game’s version in the bottom-left corner. Now you don’t have to wonder if you really do have the latest version of the game, and we can use that to double-check things if support is helping you troubleshoot issues.

NEW FEATURES (Xbox One) Party App Shortcut in Menus – Added a shortcut on all menus that opens the Xbox One’s “Party” app by pressing Left Trigger on the controller, similar to the existing Right Trigger shortcut that invites friends. You can then press ‘B’ to close it when you’re done, or leave it up. (This is much easier than the manual method of going to the Home screen, opening “My games & apps”, selecting Apps, scrolling a few screens over to the “Party” app, and opening it.)

GAME BALANCE CHANGES The Gooser Challenge – Based on recent feedback from fans of the game, the Gen 5 challenge requirement ‘Gooser’, requiring players to kill 50 ejecting pilots, will be reduced to 5 total. We had a couple of design goals for Regeneration. One was to give players a structured way to discover and experience ways of playing the game they might not have otherwise tried on their own. The second was to recognize players’ mastery of various skills, going beyond just ‘time played’. We went a bit too far with this challenge, especially considering the unique conditions that have to be met just to have the opportunity to get a kill on an ejecting Pilot. We understand some players have already completed the challenge, or have already earned more than the new requirement so we will be internally noting those players so we can recognize their accomplishments in a future game update.

40mm magazine capacity for default and Extended Mag – The default magazine size was making the 40mm too powerful. It is intended to be the only weapon that can take a Titan down without reloading, if used skillfully. However, 20 rounds per magazine were proving to be too high and overly tolerant of indiscriminate fire. We’ve reduced it to 12 rounds per magazine, which still allows players to take a Titan down without reloading, but helps balance it out against other Titan weapons. The extended mag has also been dropped from 25 to 16, with the same design principles applying to this change.

Titan Quad Rocket mag size change – During development, there was a time when the Quad Rocket was too powerful. We made a lot of changes to pull it back before shipping (lessened the screen shake impact, lessened the duration of the first person impact FX, lowered the magazine size, pulled the damage back, etc.) It currently can struggle against other Titan weapons and going back to the 5/6 (default/extended mag) magazine sizes helps balance the weapon and allows players to miss a few shots and still be effective. It was 4/5, now its 5/6.

Titan Quad Rocket damage vs Titan shields – It was taking too long to drop a Titans shields with the Quad Rocket (5 shots). This meant you had to reload before you could even drop an enemy Titan’s shields. This was the only Titan weapon that had this issue. We’ve now upped the damage against Titan shields so that it can drop a shield with 4 shots. Combined with the increased mag size, this damage increase effectively gives you one more volley in the mag to deal serious direct hull damage.

Titan Quad Rocket ‘Rapid Fire’ Mod’s mag size change

- We upped the magazine size for the Quad Rocket’s Rapid Fire Mod to help it compete with the changes made to the extended magazine (from 5 to 6). The Rapid Fire Mod’s magazine size is going up from 16 to 18.

Amped Kraber Titan damage change – We upped the damage that the Amped Kraber Burn Card does to Titans. It is now the only significantly effective “small arms” weapon against Titans. Note that this only applies to the Amped version of the Kraber. The damage goes up from 100 to 800. We added this to give the Kraber Burn Card a little bit more character, as well as to give you something to shoot if you have a hard time hitting those little Pilots with the Kraber. So snipe away at those Titans…before they kill you!

Hardpoint Domination scoring changes

We wanted to reward and encourage players to go out and capture enemy hardpoints. As important as defending a hardpoint is, capturing them is more important and a tougher task, generally speaking. We did not want to completely remove points for defending, but attacking players were getting too little credit for their efforts. Here is a breakdown of the changes:
Capturing a hardpoint from 150 to 250
Assisting in capturing a hardpoint from 75 to 100
Neutralizing a hardpoint from 50 to 150
Assisting in neutralizing a hardpoint from 25 to 75
Killing a player inside an enemy hardpoint from outside (nearby) from 75 to 50
Killing a player inside an enemy hardpoint from outside (far) from 75 to 50
Killing a player inside an enemy hardpoint from inside the hardpoint from 75 to 50
Killing an NPC inside an enemy hardpoint from inside the hardpoint from 25 to 10
Killing a player outside of a friendly hardpoint whilst inside of a hardpoint from 75 to 50
Killing a player inside of a friendly hardpoint whilst inside of a hardpoint from 75 to 50
Killing an NPC outside of a friendly hardpoint whilst inside of a hardpoint from 25 to 10
Killing an NPC inside of a friendly hardpoint whilst inside of a hardpoint from 25 to 10
Defending a hardpoint now goes from 75 to 25CTF scoring changes – We wanted to make sure the big payoff in CTF came from capturing the flag. Killing the carrier and then returning the flag was worth 400 points (combined), while capturing the flag was worth 500 points in comparison. These changes are meant to reward players who capture the flag a bit more than those who kill the carrier and return the flag. Defense is still a very important aspect of CTF so we wanted to make sure to keep defending points high enough to still encourage playing defense. Here is a breakdown of the changes:
Capturing a flag from 500 to 400
Returning the flag from 250 to 100
Killing the flag carrier from 150 to 100

BUG FIXES (All Platforms)
Fixed an issue where a Titan firing ordnance would not show on the minimap correctly.
Fixed a rare bug with Pilot health pools that would make them virtually invincible.
Fixed rare cases where Titans could be called in through solid geometry.
Titan shields now protect friendly rodeo players from explosion damage (such as from an Arc Cannon).
Fixed a case where a Pilot could embark a Titan through walls.
Spitfire LMG and XO-16 firing sounds will no longer sometimes cut off before the gun is finished firing.
The Archer now locks onto the top of a heavy turret rather than the base of the turret.
The Archer’s rockets now home in on Titans correctly when those targets are kneeling.
Fixed shadows incorrectly shimmering on a particular area of Lagoon.
Fixed Satchel Charges and Particle Walls causing pilots to permanently rodeo other pilots.
Fixed certain characters not rendering properly in French and other languages.
Fixed an issue where “Initializing…” would be displayed if a server wasn’t found.
Fixed being unable to scroll to the top of the datacenter list after scrolling down.
Greatly reduced the bandwidth used when connecting to a server. People who previously could not progress past the load-screen when connecting to servers should be able to play now.
Grunts now show up on the minimap when they shoot.

BUG FIXES (Xbox One)

Fixed a rare full-screen blue/red flash. Audio should no longer overlap after going to the Xbox dashboard and back into Titanfall.
Fixed a crash when saying “Xbox go back” on certain menus.




Electronic Arts and the Ultimate Fighting Championship (UFC) has announced today that Bruce Lee, “The Father of Mixed Martial Arts”, will make his historic first step into the Octagon in EA SPORTS UFC, launching 20th June in Europe and the 17th June in North America for Xbox One and PS4. Fans can pre-order today to get instant day-one access to Bruce, or they can complete the game’s career mode at Pro difficulty to unlock him.  Players can fight with the legend across four different weight classes and test his legacy against the best of the best in the UFC.

To see Bruce Lee realized in game, watch the EA SPORTS UFC Gameplay Series: Bruce Lee Reveal, the first cinematic trailer from EA SPORTS UFC that was released today.

“I am so excited about this opportunity to bring my father back to videogames!” said Shannon Lee, Bruce Lee’s daughter, CEO of Bruce Lee, LLC and Chairperson of the Bruce Lee Foundation. “I’m thrilled that fans can now interact with him in a new way. The EA SPORTS UFC development team has been incredible to work with, and they’ve done a great job capturing the look and feel of my father. I think people will love getting a chance to fulfil a fight fantasy by playing Bruce Lee in the new UFC game.”


“There’s no debate, Bruce Lee is the father of mixed martial arts,” said Dana White, UFC President. “He believed not one style of fighting was the best and that you had to have a little piece of everything to be a complete fighter. He was proven right when the first UFC event took place in 1993.”

“It has always been part of our vision to have Bruce Lee, the most iconic martial artist of all time, in the first ever EA SPORTS UFC,” said Brian Hayes, Creative Director, EA. “The team is very excited and tremendously honored to have the privilege of bringing Bruce Lee to life in our game. We’ve been working closely with the Bruce Lee team to ensure we represent the legend with as much visual and gameplay fidelity as possible.”


EA has today announced that the playable demo of EA SPORTS 2014 FIFA World Cup Brazil is now available to download for the Xbox 360 for Xbox Live Gold members, and for the PlayStation 3, enabling fans to experience all the fun, excitement, and drama of football’s greatest event. The EA SPORTS 2014 FIFA World Cup demo will be available to Xbox Live Silver members beginning 8th April.


Fans who download the demo will be able to play Kick-Off in Estadio do Maracana, the stadium that will host the World Cup Final, as Brazil, England, Mexico, United States of America, Japan, Ivory Coast, Australia, and New Zealand. The new adidas brazuca, official match ball for the 2014 FIFA World Cup Brazil, will also be available in the demo.


The full release of the game is available beginning on April 17 in the United Kingdom. 2014 FIFA World Cup features the deepest set of game modes ever in an EA SPORTS tournament title, all new gameplay innovations and improvements, and a rich presentation that captures the color and vibrancy of Brazil. With 203 national teams, 7,469 players, 19 officially licensed managers, and 21 new stadiums including all 12 authentic stadiums from Brazil, EA SPORTS 2014

So the long waiting game is over and Titanfall successfully made it into stores to pick up and play without any hassle. Other than a Day 1 patch, which made the game even more stable, the launch of this year’s most anticipated video game sold in vast amounts and boosted sales of the Xbox One console. I’d like to think I’m one of Titanfall’s biggest fans who couldn’t wait any longer in between the public beta and the 3 weeks until official launch and I must say Respawn have once again made an instant classic.

Titanfall Screen 1

Anyone who read my previous feature ‘T is for Titan’ would remember how satisfied I was with just having the 2 playable levels from the Beta with only 5 weapons and 3 match types. Since launch I’ve continued to be won over whenever I experience something that wasn’t playable before. The map variety is a sufficient number all with different terrain and design keeping Pilots and Titans happy. The weapon variations are strategy and I’d even say map specific to keep players alert to finding the right gun for the situation. Every detail in this game comes across as tried and tested and the balancing has been perfected. So why is it that Titanfall has met and bettered expectations? Here are 3 reasons why I think Titanfall has dominated the market:


The secret to having an enjoyable game that offers different playable classes, whether it is solo, co-op, multiplayer or massively multiplayer online role-playing games is balancing. Having the choice to pick a character is always great even if you wanted to customise what they bring with them onto the battlefield but always remember good balancing means you might be stronger for some situations but always weaker in others. In Titanfall you have the option to choose one of three class of Titans, the nimble Strider, the all rounded Atlas, or the tank Ogre. Each handle differently with my personal favourite Strider class having a triple dash with the infinite dash power up. Compared to the Ogre who is built to withstand heavy amounts of damage unlike the Strider it only does a single dash but has an overshield power up meaning it can survive even more damage, an example of good balancing.

It takes a good player to notice this but a better player to work out how to change their loadout to lessen these cons to their classes to be able to stand a chance in battle. Do you go for a Vortex shield to catch any projectiles fired at you before throwing it back or do you go for the Electric Smoke to kill pilots and damage Titans at close range? Strider players like myself must be able to learn that dashing is their best friend when going up against tougher classes as you’ll avoid most of the incoming payload, whereas Ogres are sometimes better to hold defensive positions when playing domination or taking on Titans when outnumbered.

Titanfall Screen 3

Campaign Multiplayer

Many people have complained that Titanfall isn’t going to be right for them due to the fact there isn’t any campaign mode, the kind with a solo/co-op experience with levels, story and an epic battle as the climax. The campaign multiplayer is a great mode which still incorporates all the above but playable with the other players, think of a war with every solider being played by another player. Amongst these we’re given our grunts and field captains who drive the story forward as well as A.I controlled Titans to tackle at the start of every level unlike the core multiplayer mode. The Story is dictated to you in the pre game lobby screen whilst you’re changing your loadouts and waiting for people to join. You start off playing the IMC side of the battle for the Frontier before switching to the resistant Militia in this 2-part story seeing it from both sides which is a nice touch, similar to the game Brink. Unlike Brink, the story is already set and whether you win or lose each chapter the outcome will be the same story-wise and nothing you do is contextual. Compared to a war scene in any of the Halo games what you do will progress the mission, whether it be destroying a group of enemies or taking down a shield to be able to continue, in Titanfall even though you’re capturing hardpoints or destroying masses of Titans, win or lose the story won’t change.

I don’t have a problem with this mode, in fact I wish I could have understood more from it. By this I mean anyone who’s played campaign multiplayer knows that during each chapter there’s story still going on within the picture-in-picture in the top of your screen and voiceovers. Respawn have made such an action packed engaging game that you’ll forget to care what drama might be happening in the background whilst you’re diving from a building onto the back of a Titan avoiding all incoming rockets, hitting cloak and tearing open a Titan’s hatch, shooting inside before dismounting the exploding metallic beast for the win. I’d love to be able to know what was happing behind the scenes of these battles in-between the lobby screen and the post lobby screen, but too much awesome wall running, Titan rodeo’ing and drop kicking got in the way.

Titanfall Screen 3 (2)

Burn Cards

I’ve played my fair share of online multiplayer games to be able to say kill streak rewards and character perks aren’t exactly a balanced feature even though they try hard to be. Using Call of Duty for example I’ve levelled up to a point in every game where I’ve unlocked something that’ll always give me the advantage over the newer players even if we’re at the same skill level when it comes to games. Titanfall does something different with Burn Cards which is a unique approach to having perks but also keeping the game fair. Burn cards are rewarded to players doing different challenges but most importantly are handed out indiscriminately. You’ll find cards that give you a different weapon, a faster boost to your next Titan or even faster movement but most importantly these cards are expended after activating it and only last as long as you’re alive. With only 3 slots to fill with burn cards per game it adds a tactical approach to every match you’ll play. With the random cards you’ll come across even the newer players might get the chance to call down an instant Titan at the start of the match.

Final Thoughts

So there you have it, 3 of my favourite things that has made Titanfall so enjoyable and different to any other shooter out there. The game is worth every hard earned penny and has masses of replayability. With a season pass and new content in the near future Titanfall will only get better. With great balancing every game you’ll play would be different all with memorable moments you’ll share amongst peers at the water cooler or post up online with the Xbox One’s DVR and upload feature. And to think people were worried about having 6 verses 6. We’re in good hands!


Now EA and DICE has launched the latest Battlefield 4 DLC pack, Naval Strike for the Xbox One.

The Naval combat which is a  focused expansion which was released alongside a new Battlefield 4 patch, both of which launched on PS4, PS3 and Xbox 360 earlier this week.

With Xbox One version of Naval Strike was delayed so DICE could “address issues in the animation system that hinder players from engaging targets in set circumstances using popular weapon configurations”.


With the PC version, which has yet to receive a new release date, was also pushed back.

Xbox One general fixes

  • General stability improvements
  • Fix for a crash that could occur when players were customizing vehicles.
  • Fix for an issue in the Rush game mode where end-of-round screen would always indicate that there were 60 minutes left of the game.
  • Fix for an issue where the splash damage for IFV shells, Helicopter rockets, and Mortar rounds was unable to destroy deployed equipment.
  • Fix for an issue that could cause the quad bike to explode when it hit indestructible objects.
  • Fix for an issue that would cause sniper rifles to display too much bloom when aiming in snowy conditions, especially the outside areas of Operation Locker.
  • Fix for an issue where the ECM would sometimes fail to jam incoming missiles.
  • Shortened the take-off distances for jets to match the length of the runways in Second Assault maps.
  • Fix for going above ceiling exploits in Operation Metro.
  • Fix for a new MAV riding exploit.
  • Fix for kill camera jittering/strobing sometimes if colliding with other world objects or terrain.
  • Fix for soldiers getting catapulted when walking on steep surfaces.


  • Fix for an issue where the kill camera would display the incorrect killer.
  • Fix for an issue where the kill card won’t show up when playing on servers which have the kill camera turned off.
  • Fixed an issue where other soldiers would appear to fire in the wrong direction when turning quickly.
  • Fix for weapons firing twice, or not at all in some instances.
  • Fix for an issue where explosions didn’t do any damage to infantry and vehicles that were outside of the combat area.
  • Fix for an issue where late-joining players wouldn’t correctly experience Levolution events on Paracel Storm and Flood Zone.
  • Fix for an issue that could cause packet loss.


  • Added Gold Battlepacks as rewards for Class Service Stars, allowing players that have reached the max Rank to continue earning new Battlepacks.

Weapons / Gadgets tweaks

  • Increased the damage of the normal buckshot against targets with Body Armor.
  • Reduced the vertical recoil of the M4 and M16A4 to give these burst fire weapons a tighter burst accuracy in their mid- to long range role.
  • Reduced the side-to-side and first shot recoil of the G36C. This weapon now has the lowest side-to-side recoil of the carbines, giving it a clear controllable low rate of fire role, especially when compared to the AK5C, Type-95B-1 and the AKU-12.
  • Tweaked the detonation time of the 40mm LVG so it bounces less before going off. The maximum damage has however been reduced to 80 like the RGO.
  • Reduced the number of how many 40mm HE and LVG rounds players can carry, from 4 to 3.
  • Increased the time it takes to get new 40mm round from ammo boxes. The time is longer for HE and LVG grenades and shorter for utility grenades like SMK and FLASH.

Grenade tweaks

  • Increased the time it takes to get new RGO IMPACT, V40 MINI, M84 FLASHBANG and M18 SMOKE grenades from ammo boxes. Since the player now carries more of these grenades, the resupply delay needed to be longer to prevent grenade spamming.

Vehicle tweaks

  • Significantly improved the suppression from mounted vehicle weapons, including miniguns, HMGs, LMGs, and all shells types for all armored vehicles.

Aircraft tweaks

  • Further reduced the repair rate for the Scout Helicopters and the Transport Helicopters.
  • Significantly increased the damage of Transport Helicopter miniguns.
  • Changed the flight ceilings on Gulf of Oman, Caspian Border and Operation Firestorm to better match the height of the structures in those levels.
  • Adjusted the damage of the 25mm and 30mm cannons for both Stealth Jets and Mobile AA to be equal in Damage Per Second to the 20mm default weapons. These weapons were clearly poorer choices in all circumstances, and their different rates of fire are intended to be the player’s choice factor for these weapon systems.

AC-130 Gunship tweaks

  • Increased the splash damage and the range at which the JDAM bombs can achieve max splash damage. The JDAM’s power was not properly balanced with its difficulty to use. The JDAM remains a primarily anti-vehicle weapon, though this change will increase the effectiveness against all targets.
  • Increased the accuracy and direct hit damage of the AC130 40mm cannons. 40mm cannons can now be used to fire pinpoint shots in 2-3 round bursts, enabling them to provide accurate fire on infantry and vehicle targets. Their velocity has also been marginally increased to aid their accuracy.
  • Increased the splash damage and range of the AC130 25mm cannons. These cannons now do approximately 50% more damage, in a slightly increased area of impact. The increased damage as well as increased suppression effects will allow the 25mm cannon to fill its role as an area of effect weapon against infantry.


Watch the London-based Design and Direction studio Spov did the opening movie for TitanFall on the Xbox One.

With Spov worked closely with Titanfall developer, Respawn Entertainment and publisher EA to develop a cinematic sequence introducing the narrative setting to players when they first load the game.

This cinematic sequence details humankind’s escape to the stars, using archive footage of space travel, before utilising Spov’s CG and animation skills to visualise Titanfall’s game world – one where ships and people have travelled to the farthest reaches of the universe.

The opening movie was influenced by footage from NASA’s Cassini mission to Saturn, the sequence blends the stark and minimal realism of space with the preparation of the massive Titan mechs for their planet fall.


Plants vs. Zombies Garden Warfare brings even more bizarre fun with the new 8v8 “Gnome Bomb” gameplay mode, the option to customize your load out with 24 new ability upgrades and all new map, Chomp Town in the downloadable content Garden Variety Pack (DLC) available for free starting Tomorrow (18th March)  on Xbox One and Xbox 360.


The Garden Variety Pack features 24 new ability upgrades, three for each class including Sunflower’s Solar Flare Beam, Chomper’s Super Goop which cements zombies in place and the All-Star Zombie’s Ultra Tackle.


These upgrades give players even more load out options for battle in the fun-dead field. The Garden Variety Pack also introduces the explosive Gnome Bomb mode that challenges plants and zombies to work together to destroy each other’s reinforced garden or graveyard.


Players can explore a new funtastic map, and encounter a band of fresh Pirate Zombies, such as the Map Pirate Zombie who shields himself with a treasure map, in Sharkbite Shores and Port Scallywag.


Plants vs. Zombies Garden Warfare is a best-in-class multiplayer shooter experience that combines the fresh humour of the beloved Plants vs. Zombies franchise. Players are able to take on the roles of plants and zombies across a mine-blowing terrain. Powered by the Frostbite 3 engine, Plants vs. Zombies Garden Warfare features a stunning 3D world, blooming with vibrant colours and unique landscapes.


Today DICE has released a new Battlefield 4 for the Xbox One, with this update which raises the multiplayer’s maximum rank to 120 and more in the latest update.


Battlefield 4

Xbox One update – 10th March

Here are the release notes.

Several crash fixes and stability improvements
-Fixed an issue with data re-sending that was causing rubberbanding on some servers
-Increased the maximum rank to 120
-Fixed an issue with the kill camera triggering before game client would display the last portion of damage being dealt, giving players the impression that they died too early
-Fixed issue with blood effects, damage indicators, and health bar updates in the HUD being out of sync. This issue meant that players would sometimes miss information about being shot at, or get the impression of too few hits occurring for the amount of bullets that hit.
-Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles
-Tweaked timing for how long the killfeed stays on screen
-Fixed an issue where the message “Joining Server” sometimes didn’t appear when the user tried to join the server
-Added default player slots to server browser filters
-Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole
-Fix for a bug that occurred with the end-of-round camera if the player was in the bomber in China Rising
-Fix for an issue on Rogue Transmission where it was impossible to capture a flag while riding the quad bike
-Prevented players from interacting with an M-Com on Siege of Shanghai after it had been destroyed
-Fixed an issue where audio for disarming M-Coms could get stuck in an infinite loop
-Added minimap details for missing carriers in Rush on Paracel Storm and Hainan Resort
-Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots
-Removed a bug where squads would get split up when transitioning between Conquest and Air Superiority
-Fixed an issue where Defuse could get stuck in an unplayable state between rounds
-Removed a bug that would cause players to sometimes get stuck in the killcam after having been killed
-Fixed an issue with revive icon not being greyed out in-game on map and minimap, when the player died after getting revived in Defuse
-General improvements and bug fixes for the Battledash and Mission create screens
-Fixed a bug where red laser dots would get stuck on textures
-Zoom dispersion fix. When zooming in while firing the dispersion did not lower to the new max value
-Fixed a bug where the enemy health always displayed as full in the kill-cam
-Fixed an issue in Defuse so killed bomb carrier can’t plant a bomb in the next round without picking up a new bomb
-The MAV has been updated to prevent players from exploiting it
-Improved repair rates for vehicles with different base healths
-Tweaked volume balance and other ambience parameters on the majority of base game and China Rising maps
-Improved the track vehicles wheel friction so vehicles don’t get stuck at relatively minor hills
-Fixed an issue with faulty zoom levels that occurred when using click to zoom in. While sprinting and zooming, will mess up the zoom levels, from hip to zoom.
-Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water

-Added a chat feature, allowing spectators to take part of the chat of the match they’re spectating
-Fix for the EMP/Proxy Attack effects being visible in Spectator Mode
-Removed the black screen that was visible when switching between cameras and players in Spectator Mode
-Removed squad colors in Spectator Mode, now only the red and blue team colors are visible
-Decreased the user interface clutter in Spectator Mode by removing health pack, ammo pack and revive icons
-Tweaked the 1st person view in Spectator Mode so that spectators now see exactly what players see and nothing else
-Added a functionality in Spectator Mode so that, when going into Freecam from 1st or 3rd person mode, the first static freecam will be moved to behind the previously spectated player
-Added the possibility in Spectator Mode to ‘fire’ at a player from Freecam to go into 1st person view of that player
-Spectators can now see which player on the scoreboard that carries the bomb in the Obliteration and Defuse game modes

NOTE: For in-depth details on all the balancing tweaks below, head to our “Balancing BF4″ articles.

-Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3.
-Increased the effect of M84 FLASHBANG grenades on friendly and enemy players.
-Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion.
-Reduced the visual and audio effect for the detonation of the V40 Mini to highlight its smaller blast when compared to other grenades. Decreased the maximum damage from 80 to 60, and decreased the range at which maximum damage is applied.

-Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked.
-Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45.
-Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.
-Increased the magazine capacity of the QSZ-92 to 20 rounds. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.
-Corrected a small error with the COMPACT 45 accuracy when crouched or prone.

-Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming.
-Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
-Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire.
-The Heavy Barrel’s Accuracy bonus now also applies on the move, at a reduced bonus. This should give the Heavy Barrel a wider role for players who desire accuracy while aimed in all situations.
-Synchronized the timing of the aim down the sights animation of sniper rifles with their ability to fire with full accuracy. Players no longer need to wait for additional time after the aiming animation plays to get accurate shots. There is still a delay to achieve full accuracy, so Quick Scoping is still not possible.
-The SRS bolt action time has been tweaked and the rate of fire has been lowered
-The GOL bolt action time has been tweaked
-The muzzle velocity for the MP7 has been reduced
-The MTAR21 muzzle velocity has been reduced
-Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000
-Updated rate of fire for the RGP7 and NLAW

-Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.
-Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.
-Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
-Reduced the cone in which ACTIVE RADAR missiles search for targets, making them require a higher level of skill in predicting where a target will be when the missile is fired.
-Increased the direct damage done by the Attack Helicopter’s gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
-Increased the direct hit damage of the Zuni Rockets for Attack Helicopters. The rate of fire of these rockets combined with their smaller magazine pool made them a poor choice over the other two rocket types.
-Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.
-Reduced the “intelligence” of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
-Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
-Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
-Reduced the damage the STAFF shell does to all targets by 25%. This should balance the ease of use of the STAFF shell with its damage potential.


EA has detailed the recently confirmed Titanfall season pass. The Season pass for Titanfall will provide access to three planned DLC packs, each of which will contain new maps. The other content from the season pass is still to be determined and will be announced closer to release, according to a season pass FAQ.

Below is the FAQ from the site, with questions and answers for you to look at:


- Where can I buy the Season Pass for Xbox One, PC or Xbox 360? – You can purchase the Titanfall Season Pass at participating retailers beginning on March 11th for Xbox One and March 25th for Xbox 360. You can purchase the Season Pass for PC via Origin starting today! Full details for the PC season Pass can be found here: https://www.origin.com/store/buy/titanfall/pc-download/addon/titanfall-season-pass

- Is the Titanfall Digital Deluxe available on Xbox Games Store? – The Titanfall Digital Deluxe offer is only available for PC and can be purchased on Origin here: https://www.origin.com/store/buy/titanfall/pc-download/base-game/digital-deluxe-edition

- What content is included within the Season Pass. – Each content pack will contain new Maps. All other content is still to be determined and will be announced as we get closer to their release.

- Where can I buy the Titanfall Digital Deluxe? – You can purchase the Digital Deluxe Edition of Titanfall here:https://www.origin.com/store/buy/titanfall/pc-download/base-game/digital-deluxe-edition

- Will the Titanfall content packs be available individually? – Each Titanfall content pack will be available for individual purchase upon their release. You will not be required to purchase the Season Pass.

- Will my Season Pass provide content for both Xbox One and Xbox 360? – The Titanfall Season Pass will only provide you access for content for the platform your purchase it for. If you purchase the Season Pass for Xbox One, it will allow you access to the 3 individual content packs for Xbox One only.

Titanfall Season Pass

The season pass is priced at $24.99 in North America, offering a $5 saving when compared to buying the three packs individually and £19.99 in the UK. The PC version of the season pass is available to purchase now and costs £19.99 in the UK.

Titanfall users will be able to purchase the Titanfall season pass at participating retailers from 11th March for Xbox One and 25th March for Xbox 360.

For Origin PC gamers, EA has also confirmed a Titanfall Digital Deluxe pack including both Titanfall and the season pass for £59.99/$79.99.


During a interview with Gamespot Respawn Entertainment co-founder Vince Zampella, confirmed the plans to launch a mixture of free and paid DLC with a season pass.

“There will be some paid DLC,” he said. “We’re going to do a season pass just because if you buy it up front, it’s a deal. We’re not going to do microtransactions. You just buy it up front, and you get a better price.


“We’re also going to do free updates. There are things that we want in the game that we didn’t get to ship in the final game. So we’ll add private matches and things like that for free.”

With only a few days before releasing the PC and Xbox One Titanfall release date of 1th March, 2014 in North America and 13th March in Europe and the 14th March for the UK. The Xbox 360 version, which is being handled by Bluepoint Games, was recently delayed until 25th March in the US and 28th March in Europe.




On a recent trip to Paris with Ubisoft for Watch Dogs, I had the chance to play Watch Dogs for a few hours, from the start, and here are my thoughts.