Jump to content

Destiny 2 Development Update By BigRich,

Jan 2018


Jan 12 - Destiny Dev Team
Game Director Christopher Barrett:
Hey, everyone. At the end of last year, I made a promise that I would update you on our plans for Destiny 2. The team has been hard at work and we’re ready to share where we are headed. We used to wait to talk about game updates until we were certain we could meet our deadlines to avoid letting players down if we changed our plans. No longer. We’re not just listening, we are doing. Please keep in mind that the further out we make promises, the more they are subject to change. With that caveat, here are our plans.
Destiny Content Categories
One thing we want is to set clearer expectations for is which categories of content are available to everyone each Season, and which are exclusive to Destiny 2 Expansions:
Expansions are purchasable updates that typically add new Story, Destinations, and Gear, as well as new Crucible, Strike, and Raid Lair content.
Seasons introduce content that is made available to all players of Destiny 2, at no additional cost.
Iron Banner, Faction Rallies, and their rewards will be available to everyone as part of Season 2. Additionally, going forward we are making a change that new Seasonal rewards from Crucible, Strikes, and Trials of the Nine will be available to all players.
Faction Rallies returns on January 16 and Iron Banner will be back in the rotation on January 30. 
We recognize that the scales are tipped too far towards Tess at the moment, and Eververse was never intended to be a substitute for end game content and rewards. So, we’ll be making three changes for upcoming Seasons:
  • We’re shifting the balance of new content in favor of activity rewards over Bright Engrams. This includes adding Ghosts, Sparrows, and ships (to date found only in Bright Engrams) to achievement reward pools.
  • We'll provide a gameplay path to earn Bright Engrams and all contained rewards (including Event Engrams).
  • We’ll give players more direct purchase options and make adjustments to Bright Engrams to allow players to get the items they want more often.
We’ve begun implementing these changes for the Crimson Days event beginning February 13 (with even more changes on the way in Season 3): 
  • Completing Nightfall, Raid, and Crimson Days milestones during Crimson Days will reward you an exclusive Legendary Emote, Weapon Skin, and Exotic Sparrow, respectively.
  • Players will earn double engrams at level-up: one Crimson Engram and one Illuminated Engram for the duration of the event.
  • Crimson Engrams can also drop from completing the Crimson Days match and from completing the Crimson Days milestone on each character.
  • Each Crimson Engram is very strongly weighted to new rewards when decrypted until all new event items have been obtained.
XP Rates
We are still investigating changes to XP earn rates. Our goal with any updates to XP are transparency and consistent XP gain regardless of your preferred activity. Right now, it’s too slow in general and lopsided towards grinding specific activities (which is not a fun grind) and we want to fix that without making those activities low value to players who aren’t grinding them (fairness is cool). Our first attempt turned out to be unworkably buggy so we’re having to investigate other angles. We will continue to update you as we move forward.
Feature Roadmap
There are three releases that we want to put on your radar right now. Later releases will get more specific dates as they get closer.
The following content and features will be available to all D2 players, regardless of expansion ownership. 
January 30 Update
  • Masterwork Armor
    • We are expanding the Masterwork system to include armor. 
    • Masterwork Armor provides increased damage reduction while using your Super. 
    • You can reroll the armor stat type on Masterwork Armor, and similar to Masterwork weapons, you can upgrade a piece of armor to Masterwork by spending Masterwork Cores and Legendary Shards.
  • Raid Reward Rework
    • We are updating Raid rewards to make them more unique and interesting. They will now feature mods with Raid-specific perks, and we are adjusting the rewards to ensure a Raid item drops from each major encounter. The Raid vendor will also directly sell Leviathan and Eater of Worlds armor and weapons for purchase with Raid tokens and Legendary Shards.
    • We are also adding a new Ghost with Raid-specific perks that has a chance to drop from the Leviathan and Eater of Worlds final encounters. We intend to return to creating more Raid and other activity-unique rewards in the future.
February Update
  • Strike Scoring + High Score Tracking
    • Strike Scoring is coming to Nightfall and replacing the current time limit mechanic. The scoring is similar to the Destiny 1 system but with adjustments to emphasize competitive execution of Strike objectives and support for player selectable score modifiers. In February, Nightfall High Scores will be exposed in-game via new emblems and will unlock rewards. We also have plans for Clan and Community High Scores in the works.
  • Mods 2.0
    • Work is underway on a full rework of armor and weapon mods. This will focus on reducing redundant mods, more unique theming, and greatly increasing their impact on your power. We are aiming for a February release, but the scope of the rework could push parts or all of it out to early spring. We will be evaluating how Mods play into the Bright Engram economy as a result, because we’re sensitive to pay-to-win outcomes.
  • Quickplay Improvements
    • We are adjusting game mode rules to increase the pace of gameplay and power ammo acquisition in Quickplay.
  • PC Tower Chat
    • We are adding text chat to the Tower for the PC version of the game.
  • Exotic Repetition Reduction
    • This will prevent players from receiving the same Exotic twice in a row. You may still receive duplicates, just not consecutively.
  • Fireteam Members on Destination Map
    • You will finally be able to see the other members of your fireteam on the destination map. No more having to ask your fireteam where they went when they fast travel to another landing zone.
Spring 2018
We’re taking the time we need in development of Expansion 2 that will allow us to react to player feedback from Curse of Osiris. In the coming months, we’ll talk to you more about what you can expect to find in Destiny 2’s next story. The team is eager to show you what they’ve been working on.
Independent of Expansion 2, the team will deliver a number of new features that will be released before or during Season 3. Every player of Destiny 2 will receive new content in the following categories…
We want to give players new reasons to play, more variety, and balance improvements. Spring will bring a number of exciting and long awaited features to the Crucible.
  • Crucible Rank
    • Beginning with Season 3 we will introduce Seasonal Crucible Ranks. There will be two different ranks for players to pursue:
      • Valor – A progression rank that goes up as you complete matches. Winning helps you move up faster, but there are no loss penalties.
      • Glory – A progression rank that goes up when you win and down when you lose. Performance is how you move up here.
  • Private Matches
    • Private Matches are coming to all players of Destiny 2. Players will be able to invite their friends to play on the map and mode of their choosing.
  • 6v6 Playlist
    • We’re bringing 6v6 PvP to Destiny 2 in addition to the current 4v4 game modes.
  • Mayhem Event
    • Mayhem will return as a limited-time event during Season 3 and going forward.
  • Additional Fixes
    • We are making some changes to make quitting less common and behind-the-scenes security improvements to help improve the overall Crucible experience.
Additional Highlights
  • Weapon and Ability Balance Pass
    • Sandbox adjustments based on player feedback and data from the live game. The Sandbox team will share specific changes as we lead up to Season 3.
  • Exotic Weapon and Armor Balance Pass
    • Exotic weapons and armor are receiving a comprehensive design pass to ensure they stand out from the rest of the gear and offer new, exciting, powerful ways to play.
  • Seasonal Reputation
    • Specific vendors will now display a Seasonal ranking. Earning reputation will unlock unique Seasonal rewards and will reset each Season.
  • Improved Iron Banner and Faction Rallies
    • In addition to the changes that you will see when Iron Banner and Faction Rallies return this month, we will continue iterating on these to make them unique, exciting experiences that you all look forward to.
  • Playlist Repetition Reduction
    • This feature solves the problem of experiencing the same playlist entry multiple times in consecutive or frequent succession for both Crucible and Strikes.
  • End Game Player Pursuits
    • We agree with your feedback on the imbalance between Achievement and Bright Engram rewards, and we will be making adjustments to shift more rewards into specific endgame pursuits instead of generic XP grinding for Bright Engrams. We are excited to share the details as soon as we have them worked out.
  • Multi-Emote
    • When multi-emote launches, you will be able to choose which emote you have equipped to each of your four emote slots.
  • Vault space
    • We are targeting an additional 50 slots to player vaults. We don’t believe just adding more space is a complete solution and are actively working on other changes to reduce load on your vault space.
    • We are adding an Exotic accessory tab to Vault collections so you will no longer need to spend Vault space on Exotic Ships, Sparrows, and Ghosts.
  • PC Clan Chat
    • In addition to the Tower chat that is targeted for February, we are adding clan chat to the PC version of the game.
  • Heroic Strike Changes
    • We’ll be introducing modifiers to add more gameplay variety to the experience.
Fall 2018 (or sooner)
We are working on a lot more that we're not quite ready to discuss. Expect more on this small sample of items in the future:
  • Item Collections and Records
  • Weapon Slot and Archetype Improvements
  • Additional Crucible Playlists (e.g. Rumble)
  • Better Clan Rewards
  • Masterwork Exotics
  • Pinnacle Weapon and Gear Improvements
  • Trials of the Nine improvements
  • Shaders and dismantling
  • The Future of Guided Games
  • Address Solo Vs Fireteam matching
One Final Note
Expect to hear more from us via Bungie.net, Twitch, and social media. We’ll be talking to you more directly, and more often, as promised. We want to thank our community for all the passionate and detailed feedback you provide. It’s critical to our ability to continually improve Destiny, so thank you!
Talk to you soon,
Christopher Barrett

Destiny 2 Trial now available By BigRich,

Nov 2017


Players may access the Destiny 2 Trial by downloading Destiny 2 from the PlayStation, Xbox, or Blizzard storefronts.
Storage Requirements:


Platform Destiny File Size Storage Space Needed for Download
PlayStation 4 39 GB 78 GB
Xbox One 36 GB 36 GB
PC 68 GB 68 GB
Note: PlayStation Plus or Xbox Live is required for access to multi-player content.


Once players have downloaded the Destiny 2 Trial, they will have access to the following:
  • Destiny 2 Campaign: Through mission "Utopia"
  • Social Space: The Farm
  • Character Level: 8
  • Crucible: Quickplay
  • Clan Access: Clan Roster and Clan XP Contribution
Players who own Destiny 2 will also be granted XP Buffs and an exclusive emblem to show how many Campaign Missions have been completed with Trial players. This emblem may be found within the Emblem Collection of the Vault.


If a player wishes to upgrade to Destiny 2 ownership, all Trial progress will be retained upon purchase.


If you encounter an issue when playing the Destiny 2 Trial, please post a report to the #Help forum.


Destiny 2 Double Xp Weekend By BigRich,

Nov 2017

Starting on Friday 17th November 2017, the first Clarion Call event will go live for the entire weekend in Destiny 2. This is an opportunity to earn double XP for any activities you do with a fellow clan member in your fireteam. The news comes as part of Bungie’s weekly blog postwhich also detailed what time Destiny 2’s Clarion Call event would begin.

Here’s when the first Clarion Call begins in your region and how long it’ll last for.


Start and End Dates

Begins: 17th November 2017 Ends: 20th November 2017

Start and End Times

10:00AM PT

18:00PM BST

19:00PM CET

13:00PM ET


Full post here.

For Honor For Free For the Weekend By TourGuide,

Aug 2017

UbiBlog announces Ubisoft will offer a free weekend in For Honor starting August 10th on all platforms. This trailer celebrates the news, and here are the details:

We have all asked this question at some point in our lives: Could a Samurai take down a Knight? If you’ve spent countless hours imagining the outcome of this once-impossible battle, take comfort in knowing you will no longer have to concoct theoretical outcomes, because For Honor is getting a free weekend on PS4, Xbox One, and PC. From August 10 to August 13, you will have access to a deep roster of diverse heroes, as well the game’s five multiplayer modes, all multiplayer maps, and full campaign (playable in single-player or online co-op). Season 2’s Heroes, the aforementioned Shinobi and the brutal Centurion, are accessible via For Honor’s in-game currency for 15,000 Steel each. PlayStation 4 users and Uplay members can pre-load the game starting today, August 7, at 9PM PDT.

If you want to keep playing and carry your progress over to the full game, we’ve got some extra good news: For Honor will be on sale with a 50 percent discount across all versions, including the Gold Edition with the Season Pass, from August 10 to August 20 for consoles, and from August 10 to August 14 on PC.

This is a perfect time to jump into For Honor, as it precedes the impending release of Season 3: Grudge & Glory, which features two new heroes (the Highlander and the Gladiator), new maps, ranked play, and additional updates. The Highlander and Gladiator are available immediately to Season Pass owners on August 15, and will be available for 15,000 Steel each for all other players starting August 22. The launch of Season 3 is the first in a series of events on the For Honor development schedule that includes a new season in November the introduction of dedicated servers at a later date.


For Honor Revamp: Changes for Season 3-4 Detailed, Dedicated Servers Incoming By TourGuide,

Jul 2017

Since For Honor’s launch in February, the development team has worked continually to improve the experience with 12 major updates that have fixed technical issues and balanced gameplay – and bigger changes are coming in the months ahead. These won’t be limited to the new characters, maps, and modes that the next two seasons of the game will bring, either. Planned changes include ranked matches; fighting-system alterations that will make attacking less risky and defending less of a sure bet; a new tutorial and training arena to let you practice your combat techniques; and a move to dedicated servers, which will improve connectivity and match stability.


This is all in addition to the four new heroes, four new maps, a slew of new gear and emotes, and more frequent technical and balancing updates (which will be deployed first to public test environments on PC) that are planned over the next two seasons of the game. To find out more details about the changes ahead, we spoke with Creative Director Roman Campos-Oriola and Game Director Damien Kieken about where For Honor has been, where it’s going, and the role the incredibly active For Honor community has played in the game’s post-launch development.

Let’s talk a little about where For Honor is at now: A lot of support has already gone into the game post-launch. Can you tell us a little bit about how far the game has come since then?

Roman Campos-Oriola, creative director: Since launch, we’ve had more than 12 updates to fix some issues we might encounter, but mainly to improve the experience for the player. Every week, we add new content. We’ve had a new season with new maps and new Heroes, and we are constantly updating the balancing of the game to improve things like progression– we’ve increased how much Steel players gain, how much XP they get at the end of each match, etc. There’s also fight balancing, where we’ve improved the balance between the Heroes. We’ve made a lot of modifications to the characters and even game modes. Six months since launch, I think the team has been pretty active on that.

Overall, how big of a role has community feedback played in the development schedule? Has it changed your priorities along the way?

RCO: Yes, definitely. Listening to the community and analyzing their feedback has been really key, because we quickly understood we had to work hand-in-hand with them in order to improve the game. So as an example, on balancing: yes, we’re looking at the data, but also the perception of the player is key – what character they think is too strong, what character they think is too weak, and why. We also listen to what they would do to improve this character. It’s really useful information for us, because it helps us pinpoint exactly what might be the problems we need to solve.

For example, when I was speaking about the XP or Steel earnings in the game –there was feedback around that that had been raised in the community, so we looked at how fast players were getting XP or Steel, and we found that it was not in line with what we wanted. It was actually a little bit too slow. That’s why we bumped this number up, not only to answer their feedback, but also because we agreed with these elements.

In terms of priority, feedback has in some cases elevated some priorities that the production team already has. We’ve definitely taken a closer look at specific elements after looking into the opinions of the community.

Damien Kieken, game director: On top of that, we started doing new things with the community. So for example, we were doing a community workshop at least once per season to test some of the new content in advance with some very good players. These workshops help us identify things that are good and things that could be improved. We’re also do a weekly stream with the community where we share what we’re doing in the game, where we answer some questions from them. And one of the new things we’ve been doing since last month is the public test, where we allow players to test some aspects of the game before we release them.

For us, it’s a way to validate those features before we give them to other players, to see some issues in advance, and make any adjustments that we can before release. So we did the first one on Duel Tournament and ranking, and we are doing the second one this week to test the fight system a bit.


What’s surprised you most about how people are playing For Honor?

RCO: What surprised me, starting even before launch during the live period, is the level of passion inside the community. Their commitment to the game, and their commitment to help us make it the best experience. And sometimes they do it with their words [laughs], so it’s not always polite. But you can really feel that they care about the game. We want to express the same commitment to our players, which is why we’re sharing our development roadmap today.

For example, one thing that really struck me is the number of tournaments that are hosted in the community every weekend. That’s been true since launch. Every weekend, I see plenty and plenty and plenty of tournaments being organized inside the community. There was a big one at the end of the open beta, and that hasn’t stopped since. Also, one thing that is really interesting at that level is the creativity, all the really high-quality videos – whether it’s cool moments, or funny things, or memes – it’s crazy. And one thing we actually wanted to encourage when we did the test, when we did the contest on the emblems – we made a contest in the community to design the emblems for the teams that will use the Duel Tournament feature, and we got a ton of answers and proposals from the community. And so, all the emblems that will make it to the game are actually emblems created by people inside the community. I was expecting to have an intense community, because it’s a competitive game, but not at that level of passion.

“There are some adjustments we need to make to make it a little bit more dangerous.” – Roman Campos-Oriola

Are those tournaments you mentioned organized by developers at all?

RCO: No, it’s really in the community, totally organic, whether it’s in Europe or in the US, even in Brazil, almost all the countries. And we are not involved in that. We can help them, like push them, like I retweet that kind of stuff on my personal account. But we don’t give them cash prizes or that kind of stuff. It’s really organic.

How will adding dedicated servers improve the online experience for For Honor players?

DK: So basically, since we launched the game, we’ve faced new online challenges. We saw that we had connectivity and stability problems, mostly on 4v4 modes, so it’s one of the things we’ve looked at and worked on a lot since the game launched. And during that process, we decided to do an analysis of the whole online infrastructure we have and compare it to other existing ones. And in the end, based on all the data we gathered … we decided to do the move and to migrate to a dedicated server technology, for many, many different reasons.

One of them, and the main reason for us, is that we want to improve the stability of the matches on 4v4, and we want to have an architecture that is more long-term, that could help us more in the future for the things we want to do next. And then you have some very simple examples; with dedicated servers, you don’t have session host migration anymore, so there is no game pausing when somebody leaves the session. You won’t have to manage your NATs. You don’t have to check your NAT if you want to play with a friend or things like that. So it will also help greatly the overall experience of the player, from matchmaking to the game session itself, to playing with friends, and things like that.

What kind of work has to be done to implement dedicated servers, and how long is it expected to take?

DK: It’s a big job. I won’t lie to you, it’s a very big change. We often use a metaphor, internally, that we’re changing the engine of a car while it runs. So it’s a lot of work, but it’s work that has already started quite some time ago. But it will take time, and it will go through several steps before we can release it progressively to the players.

What are you going to do in the interim to improve connections?

DK: Not all the team has switched to work on dedicated servers, so we have a dedicated team for that that is working inside our online team. And the other part of the online team is still working on improving the current network infrastructure. Like some players have witnessed it with the patches we’ve done. We’ve done one patch today to improve stability… we did some improvements also on the patch of last week, we introduced routers for duel tournaments that will ship during Season 3, to also manage the NAT differently. So it’s a constant work we’re still doing and we still do, until the dedicated servers are used in the live environment.


What kinds of changes will you be making to the fighting system? Which issues are you specifically targeting, and what differences will players notice when attacking a defender?

RCO: The core thing is, these improvements are targeted for the Duel experience, because in 4v4 group fight scenarios, there’s no such thing as defense being too powerful. The main thing is, we must not break that balance between Duel and the 4v4 experience. The thing that we want to do is reward the attacking player more. We want to make attacking a little bit less of a risk, and we want to make defense more of a commitment, and a greater risk.

So for example, every time you attack or have one of your attacks parried, you lose stamina – and today in the game, being out of stamina does not make players vulnerable enough. So that’s something we are targeting, and we want to make players who are out of stamina more vulnerable. In the same way, we are buffing chip damage. So every time you block, you take a small percentage of damage, which used to be around 5 to 10%. And we bumped it to 18%. So if you are too defensive, if you’re blocking too many attacks, you’re gonna take more damage.

One of the things that we’re doing at really high levels, where we have really strong players, they are able to parry almost all the actions of the game. And so what is really interesting is it becomes a mind game; I’m baiting you to make the first move so I can parry you, etc. So that’s cool, we want to keep it, but parry was giving you too much of an advantage with the guaranteed guard break after that, which could lead potentially to a one-hit kill if there is a ledge or something like that. So we are nerfing the advantage that you get from a parry a little bit. You won’t be able to have a free guard break, for instance, out of a parry. So there’s a lot of small changes like that that we are making. That’s why it’s more a rebalance of those actions; we are not adding new actions. The goal is to give a little bit more reward to attacking, and make defending a little less safe.

Glad to hear you’re not sacrificing the mind-game aspect.

RCO: Exactly. We think the game is good and unique as it is, and we want to preserve that base. But for sure, there are some adjustments we need to make to make it a little bit more dangerous.


What kinds of rewards will players be able to earn by playing in ranked Duel Tournaments? Will ranked matches have a different effect on the Faction War?

DK: It will be part of the Faction War, but it won’t have a different effect. It’s like any other activity. It will happen within a front on the Faction War, so you will gain War Assets when you participate in Duel Tournaments that you can apply at the end of each match.

So on that side, it’s the same. But you will also get exclusive rewards within the Duel Tournament activity, exclusive cosmetic rewards that you will get the further you go in the tournament. So if you reach the final, for example, or you win the tournament, you will get better rewards. Rewards for winning a tournament could be an exclusive ornament for each character in the game.

The main reason why people will fight in Duel Tournaments is of course to get ranked, and to get the best possible ranking in the game. So we’re starting in Duel, really, for you to evaluate yourself compared to other players and to see how good you are in the game.

Are ranked matches timed events, or are they always available?

DK: Playing a ranked match in For Honor will be within the Duel Tournament activity. The two features go together. It’s always available and it will follow the game’s seasons. So for each season, we will renew the ranking of the players so they can fight back.


What can you tell us about the new PvP mode?

RCO: What we can tell you for the moment is that we will add a new 4v4 PVP mode. And more a little bit later this year. But it will be a completely different experience.

In terms of the new Heroes, gear, and maps that roll out with each season – how do you determine what those are and how they take shape? Are they designed to address various aspects of the game? How much influence does the community have?

RCO: For the new heroes, we start from the weapons and the fight style. We look at cool weapons and cool fight styles, and how those can be implemented in For Honor. Then, when we actually create the fighter, we look at the current matchups that we have, and we look at how the new heroes could be a counter to existing characters. For example, with the Centurion, we tried to have that character be a little bit more of a can opener to face more defensive characters.

As for community feedback and involvement in creating these new heroes, it’s not at the beginning, because we keep that secret and do it internally. But Damien mentioned the community workshop that we do before releasing these new heroes; while they are still secret, we bring some of our top players and top contributors, we bring them to the studio, and we have them play the new characters under NDA. So we talk with them about what they think about these guys – are they fun, are the interesting, are they OP, etc. – and based on their feedback, we make some adjustments or big changes to those characters before launch.

As for new maps, it depends, but we have a pretty big backlog of maps and prototypes that we did during the four years of development on For Honor. So we have still a lot of stuff and a lot of ideas that we want to release, with some interesting twists you will see next season.


How will the new training mode differ from what’s currently available?

RCO: We are doing two things with the new training mode: First, we wanted to revamp the onramp experience of the game a little bit, from the basic and advanced tutorial, to make them better, in the sense that they’ll expose more skills. Like, currently, we don’t explain how to deflect as assassins in those tutorials. So there’s that.

But also, we are shipping a completely new mode, which is the arena. The idea around the arena is to give players the opportunity to train against any Hero, situation, moves and more. These changes are really about making a better training experience for both new players and advanced players.

Wild West Online Trailer By TourGuide,

Jul 2017

The first unveiling of Wild West Online gameplay! Share this video with your friends if you like it!

WILD WEST ONLINE is a systems-driven, open world, Wild West-themed action MMO built from the ground up for PC and featuring world exploration, resource gathering, PvP combat, PvE missions and much, much more.

Get ready for adventure! Reserve your Alpha Access today!


Star Wars: Battlefront II Multiplayer Beta in October By TourGuide,

Jul 2017

EA announces that a multiplayer beta for Star Wars: Battlefront II will get underway on October 6th for the public, two days after this goes live early for those who preorder the sci-fi action sequel. Here's word on the plan:

We've heard you loud and clear: you want to try your hand at epic encounters with iconic heroes, massive battles across detailed landscapes, and thrilling dogfights in space. You want to play Star Wars™ Battlefront™ II. Well, we have good news for you: the Star Wars Battlefront II multiplayer beta is on the way, available for PlayStation® 4, Xbox One, and Origin for PC in October.

Fans who pre-order Star Wars Battlefront II will be able to play the beta early, starting October 4**. The beta opens to the public two days later on October 6, and there's a lot to explore.

What's in the multiplayer beta? You'll be able to experience some of the best of Star Wars Battlefront II across iconic planets and into the far reaches of space. Get set to dive into Naboo: Theed in Galactic Assault. Join Republic clone troopers and Separatist battle droids in a wild melee on the streets surrounding the royal palace, where you'll take control of some of your favorite heroes.

But that's only part of the story. Also included is a multiplayer Starfighter Assault battle (with more details to be revealed at Gamescom), giving you the ability to pilot a variety of the most memorable starfighters from Star Wars™. Keep your eyes open for even more surprises as the beta approaches.

The beta runs through October 9, and if you want to be among the first to play, pre-order Star Wars Battlefront II now. In addition to early beta access, you'll get bonus content including Yoda's Epic Lightsaber Mastery Star Card, which is only available while supplies last until October 9, 2017**.

Call of Duty: Modern Warfare Remastered Standalone Coming By TourGuide,

Jun 2017

Activision confirms suspicions of a standalone version of Call of Duty: Modern Warfare Remastered, saying this will come to PlayStation 4 on June 27th and other platforms after that. This remake was originally part of deluxe editions of Call of Duty: Infinite Warfare, and now it will be available on its own. Here's a new trailer, and here's word, which indicates the game's DLC map pack will be released separately:

Activision announced today that Call of Duty: Modern Warfare Remastered, a complete enhancement of one of the most critically-acclaimed games in history, will be available as a standalone release on Tuesday, June 27th, first on PlayStation 4 in stores and via download on the PlayStation Network, with other platforms to follow. The game includes the full campaign and the 16 multiplayer maps fans know and love from Call of Duty 4: Modern Warfare, all released with stunning high-definition visuals.

A new trailer can be viewed here: https://www.youtube.com/watch?v=frcic8ApwJ0

“It’s been an honor to bring this great title, which holds such a special place in our hearts, to a new generation of players,” said Brian Raffel, studio head of Raven Software. “With Modern Warfare Remastered, we’re able to relive our favorite campaign levels and multiplayer moments in full HD visuals and remastered audio. No detail was too small, as the team pored over every aspect of development.”

In celebration of the Call of Duty: Modern Warfare Remastered launch, players will also be able to participate in the newest seasonal Call of Duty event called, Call of Duty “Days of Summer.” The five-week community celebration begins June 27th and will feature a bevy of in-game giveaways, XP events and new playlists across multiple titles, including a new summer-themed map for Modern Warfare Remastered that will be available through the duration of the event, along with much more to be announced on Tuesday.

Call of Duty: Modern Warfare Remastered features fully improved texture resolution and detail, revamped animation, remastered audio, and much more. Fans will relive the full, iconic story campaign as they're transported around the globe with Capt. Price, Gaz and Soap across all the missions from the original game, including "All Ghillied Up," "Charlie Don't Surf," and "Crew Expendable." Players will also experience the online multiplayer mode that redefined Call of Duty by introducing killstreaks, XP, Prestige and more, and battle head-to-head in the fan-favorite maps from the original multiplayer mode, including classics such as "Crash," "Backlot" and "Crossfire."

Call of Duty: Modern Warfare Remastered is rated M for Mature by the ESRB (Blood, Intense Violence, Strong Language), and will be available at SRP of $39.99. The package does not include the Modern Warfare Remastered Variety Map Pack.