Wednesday, May 23, 2018

Battlefield V Officially Revealed, WWII Setting, Releasing October 19



BATTLEFIELD™ V DEPLOYS OCTOBER 2018

Enter mankind’s greatest conflict with Battlefield™ V as the series goes back to its roots with a never-before-seen portrayal of World War 2. Lead your squad to victory with new ways to turn the battlefield to your advantage. Assemble your Company of customized soldiers, weapons, and vehicles – then take them on an epic journey through the Tides of War. Experience the most intense, immersive Battlefield yet. You will never be the same.

Join the fight on Xbox One, PlayStation® 4, and PC. Starting on October 11 for the EA Access and Origin Access Play First Trial, October 16 for Battlefield™ V Deluxe Edition early enlister access, and October 19 for the Battlefield™ V Standard Edition.

WORLD WAR 2 AS YOU'VE NEVER SEEN IT BEFORE

With Battlefield V, DICE returns to the era that started it all: World War 2. But it's a WW2 experience unlike any other. Characters, locations, and weapons of war are all brought to life through vibrant, modern visuals and cutting-edge storytelling. Taking inspiration from the lost pages of history, you'll find yourself immersed in iconic WW2 action – from paratrooper assaults to tank warfare – in battles that were pivotal, though sometimes forgotten, in the early days of the war. This is not the World War 2 you've come to expect. This is Battlefield V.

NEW WAYS TO TURN THE BATTLEFIELD TO YOUR ADVANTAGE

Utilize the battlefield in a multitude of unexpected ways to lead your squad to victory. Build fortifications, repair war-torn structures, or tow stationary weapons to maximize their devastating firepower. Enhanced immersion allows you to see and feel the force of an explosion, drag a downed ally to safety, or shoot an incoming grenade out of the sky. Squad play is deeper and more rewarding than ever. Deploy as a team, rely on your individual strengths, and call in game-changing Reinforcements when the situation is desperate.

SOLDIERS WHO LOOK AND PLAY THE WAY YOU WANT

Your journey through the world of Battlefield V starts with your Company – where every soldier is unique. Create and customize soldiers, weapons, and vehicles, covering the way they look all the way to how they play. From the signature multiplayer modes, to the cooperative Combined Arms, your Company always stands with you – ready to fight – evolving over time together with you on your journey.

AN EPIC VOYAGE THROUGH THE TIDES OF WAR

Tides of War is the grand journey of you and your Company of soldiers through the unsung, unexpected battlefields of World War 2. Beginning with the Fall of Europe, then taking you further into mankind's greatest conflict, the Tides of War make Battlefield V a continuing voyage, with new battles, fronts, and rewards on the horizon – for all Battlefield V owners.

More in-depth details on Battlefield V:

  • No Season Pass
  • Launch locations are France, Africa and Rottedam and North Africa desert
  • Coop Mode called Combined Arms
  • Single player War Stories return
  • Fortifications are things like sand ags, trenches, tank stoppers. Only supports can build offensively defense fortifications such as machine guns, field cannons and are much faster at building everything.
  • Predetermined areas to build such as at flags, can rebuild destroyed buildings
  • Health bar is in stages, only regen up to closet stage not to 100 anymore
  • Physical interactions - every action in the game requires a player interact for things like medkits, spotting, ammo, ledge grabbing (example: healing requires walking over to a health pack, character animation to pick it up, then start healing)
  • No more HUD/map spotting, spotting is based on movement/changes around you
  • Much less ammo on spawn, out of ammo after a few fights, but more ways to resupply ammo in the battlefield from packs, crates, or grabbing small amounts of ammo off of bodies (all requires physical interactions)
  • Revive system has a full on animation, takes a few seconds to complete, no more revive trains, takes time to complete
  • Ragdolls are server side, can now drag a downed player's body elsewhere
  • Any class can do a squad revive, takes longer than a medic revive, does not give full health points
  • Can call for help when down such as in the trailer
  • Ragdolls (player bodies) effect the environment, push down grass etc.
  • Gunplay completely changed
  • No more visual recoil
  • Each gun has a unique recoil pattern that can be learned and mastered
  • Bipods easier to use and setup
  • Bullet penetration through thin wood, sheet metal, walls
  • Movement change, can now dive froward, backward, left and right similar to R6 Siege prone system
  • Diving has a delay to prevent dolphin diving
  • Crouch sprinting is in the game
  • Can burst out of widows and commando roll, no destroying windows first
  • Can catch, throwback or shoot grenades
  • Less grenades because less ammo
  • Can tow items in the game with vehicles such as previously stationary anti-air guns, teammate can use an anti-air gun while you tow it with a vehicle
  • For example, can drive a tiger tank towing a field cannon behind it or a truck towing ammo crate to resupply teammates on the front line
  • Destruction explodes inwards or outwards based on where the destruction happens. Throw a grenade inside of the building? The explosion sends things outside of it. Outside of it? Breaks inwards.
  • Tank driving into a building slowly destroys a building, walls slowly crack/fall, not instant
  • Heavily focused on squad play, instant placed in squad when joining a game
  • New squad spawning system, squad deploy system that shows what squad mates are doing in third person in real time before the tactical map screen, so spawning on squad is kicker than spawning on tactical map screen
  • Since squad spawning/deploying is faster than tactical map, squad wipes are serious
  • Squads accumulate points that can be spent on "squad call-ins", only squad leader can spend them in
  • Squad Call-ins are V1 or JB2 rockets as seen in the trailer, supply drops with ammo/health, a smoke barrage, heavy weapon pickups (not hero kits), squad only vehicles such as Churchill crocodile flamethrower tank or the Sturm tiger
  • Elite classes are gone
  • Behemoths are gone
  • Large, non-fatal explosions can knock a player over
  • Four classes are back: assault, medic, scout, support
  • Create a solider, add them to a company of soldiers, then can customize things like gender, face look, face paint, outfit, accessories, etc. and assign them a class archtype
  • Class archetypes highly customization
  • Can be an assault that specializes in anti-tank or anti-infantry only, or a mix of both, etc.
  • Highly specialized archetypes called exotics such as a recon paratrooper, stealthy short-range behind enemy lines person who uses a suppressed SMG and silent gadgets like pistols and garrotes comes with silent footsteps and throwing knives
  • Can change and add specialization trees such as agility, flak armor, suppressive resistance
  • The more you play a class more you get more specializations/archetypes within said class
  • Same system for guns, pick a gun, level it up, unlock specializations and making gameplay choices in a skill tree on that gun
  • Specializations are the only thing that affects how a gun plays or feels (ex: bipod)
  • Five-seven elements to change on a gun to make it your own (stocks, sights, muzzles, chassis, skins, leaves on the front, cloth on back, straps, etc).
  • Gameplay and visual customization is SEPARATE. Look of weapon is just visual without impacting gameplay, specialization is what determines how the gun plays/feels.
  • Same system for vehicles and planes
  • Asymmetric vehicles for teams, (ex: one team might get a big slow tank that does lot of damage, other team gets a small fast tank that does light damage)
  • Grand Operations gamemode, each day is a full match, always advance to the next day
  • GOs have different objectives per day
  • Success or failure in GO days have visual and gameplay impact
  • Day 4 only has a chance to happen if there isn't a clear winner from previous days
  • Day 4 is last stand, limited ammo, no respawns, whoever lives to the end wins
  • Coop mode, combined arms with a dynamic mission creator/AI that sits between SP/MP as a creative sandbox
  • Soldiers created for a company can be used in both coop and MP, parity
  • No news on suppression yet, uncertain if in game
  • All logic in game is server side, not client side so changes to systems do not require a patch
  • Promises of more communication between devs and community, roadmaps, etc.
  • New content is called Tides of war, daily/weekly/monthly challenges with overarching chapters and questlines that give you "unique items and cosmetics"
  • Tides of War gives new maps, game modes, limited time experiences
  • Variety of maps with different tones such as complete crushing battlefield chaos or more slow space large maps with tempo that goes up and down
  • Gamemodes confirmed: Grand Operations, Conquest, TDM, Domination
  • No news on RSP
  • The Shhhh animation from the trailer is possible to experience in game
  • Transport vehicles are alive on the map and can jump into them
  • Combat vehicles spawn from tactical deployment map
  • Biggest changes summed up: lack of auto regen health, limited ammo, building fortifications, phyiscal interactions for everything, skill-based gunplay, squad revives, massive emphasis on squad play and team play, 3d spotting changes, minimal HUD
Battlefield V Screens

Monday, May 21, 2018

New Details on Characters, Bosses and Locations for Code Vein


Code Vein Screenshots


New Details on Characters, Bosses and Locations for Code Vein

Today, Bandai Namco Entertainment Europe introduced two new characters, a new location as well as bosses for the upcoming action-RPG Code Vein.

Yakumo is revealed as a new buddy character. He proves to be an experienced fighter who positions himself in front of the enemy to protect his allies. The Drain Attack, which is performed by his Hounds, makes him a strong companion. Back in the past when he was still human, Mido used him for his cruel experiments. This is why Yakumo despises him even today. Emily Su is also introduced as another new character. She formed a deep bond with Yakumo, because, just like him, she was trapped in the military facility where Mido experimented on her. After she was separated from Yakumo by the Great Collapse, he sets out in search of her.

Moreover, the City of Falling Flame is unveiled as a new location. This city is left in ruins and haunted by an eternal fire. This threat turns everything that is left into ashes. The Thorns of Judgment wind their way through the whole city and players have to avoid obstacles like huge walls of flames and therefore explore everything carefully. The Lost called Blazing Radical, who reminds of a knight, is not the only creature that hides in the flames.


Apart from that, the Successor of the Claw is revealed as a major boss in Code Vein. It is a fearsome creature that covers its face with a mask and wields a terrific, burning sword. That's why it is up to the player to always be on guard and avoid its sweeping attacks. Also, this boss can burn the player if he gets too close to his claws and its two tails.

Code Vein is a third-person action RPG that set players into the role of a Revenant. These immortal soldiers were created to counter the threat of mankind that appeared after the Great Collapse, a catastrophic event eradicating most of the population. By injecting human corpses with the Biological Organ Regenerative Parasite, they were brought back from the dead, gaining superhuman capabilities and the ability to revive after death as long their heart stays intact at the cost of losing their memories. Players are tasked to embark into the world with a companion picked from the various residents of Vein to uncover their memories and an exit out of this new demented reality.

Code Vein will be available for Xbox One, PlayStation 4 and Steam in 2018.

Resident Evil 7 Cloud Version Announced for Nintendo Switch







Resident Evil 7 Cloud Version announced for Switch, launches this coming week


Resident Evil 7 Cloud Version is coming to Switch, Capcom has announced.

As the name implies, Resident Evil 7 will not be launching on Nintendo’s console in the traditional sense. Everything runs through the cloud (the “download” is just 45MB), so you won’t actually be purchasing the full game that can be played offline. You’ll need a stable internet connection while accessing the title.

Players will nonetheless be able to play Resident Evil 7 in its entirety on Switch. This includes the Banned Footage Volume 1 and 2, End of Zoe, and Not a Hero DLC.

Resident Evil 7 can be played for up to 15 minutes on Switch for free. After that, you’ll need to purchase a 2,000 yen ticket, which lasts 180 days.

Resident Evil 7 Cloud Version will be out in Japan on May 24. A western announcement may follow in the coming days.

Update: Resident Evil 7 Cloud Version now has a listing on the Japanese eShop, and it’s confirmed that English will not be included. Only Japanese is supported. It’s unclear what that means for any possible release in other territories.


Days Gone #E32018 Screenshots


Days Gone E3 2018 Screenshots

Sunday, May 20, 2018

Overwatch Trace & Bake 2 Year Celebration Stop-Motion Short



The video begins with an Overwatch player just finishing off a game and walking away from her PC, beside her are two Overwatch statues, one of Reaper and the other being Tracer. After the player leaves the room the Tracer statue comes to life, much like Toy Story. Tracer makes her way over to Reaper and asks "do you know what today is?" Reaper follows up with a very stern but not at all shocking "leave me alone."   The stop-motion video continues by fans watching Tracer make a celebratory cake as fast as she possibly can, she finishes it up by getting Reaper to shoot the candles to light them, beginning the celebrations. For more information on Overwatch or if you are interested in joining the community visit the official Blizzard Entertainment website here.

There is also a 'Behind the Scenes' to the "Trace & Bake" so if you want to know how the stop-motion video was made and how long it took check it out.

Saturday, May 19, 2018

Onrush Open Beta Gameplay & Takedown Focused Gameplay Trailer




Team Up for the Takedown in Onrush

Codemasters & Koch Media have today released a takedown focussed gameplay trailer for ONRUSH, the action packed, arcade racer that will smash its way onto the PlayStation® 4 computer entertainment system and Xbox One on 5 June 2018. The new trailer, available to view now at www.codemasters.com/onrush , showcases how teamwork can enable players to complete a variety of stunning takedowns and cause complete devastation to take the win.

Onrush pitches you into dramatic 6v6 team racing battles where team play is essential if you want to come out on top. Different vehicles and play styles are better suited to certain roles and opportunities than others. You will have to work together as a team to work out who should attack and who should defend in each of the unique game modes.

Each of the eight vehicle classes in Onrush has unique abilities that intensify the fight. For example the larger vehicles - such as the Titan and Enforcer - give you dominance on the ground, while the bike-style Outlaw class has the ‘Slam’ RUSH ability which allows you to perform insane takedowns from above.

Takedowns are core to the Onrush experience but the Stampede ensures that you are always in the thick of the action. When you get taken out the game will throw you right back into the crowd at full speed meaning that you are always in the fight and that you can immediately seek revenge.

Available to pre-order now, with the Onrush Day One Edition get the unique 'Vortex' buggy design to really stand out in the Stampede. Players can also get their hands on the Onrush Digital Deluxe Edition which includes an eight additional vehicle designs with iconic gold and black liveries, extra Crashtag artwork and Track Tombstones all exclusive to the Deluce Edition.

Onrush will launch on PS4 and Xbox One on 5th June 2018. For more information about the game, visit onrushgame.com

INSOMNIA: The Ark Dystopian World Trailer A Story-Driven RPG Coming in 2018



 Dystopian sci-fi RPG INSOMNIA: The Ark gets new trailer, 2018 release date

Dystopian sci-fi RPG, INSOMNIA: The Ark, from publisher HeroCraft and developer Studio Mono, will release later in 2018. Today, a brand new trailer has been revealed, showcasing the game's arresting dieselpunk world and the progress that has been made since its successful Kickstarter campaign.

The Russian publisher and developer also today launch an exclusive closed beta for Kickstarter backers, who helped the game raise almost $100,000 back in 2014. A larger closed beta is planned for later in the summer.

INSOMNIA: The Ark is a complex story-driven RPG that takes place on a colossal space metropolis brimming with the secrets of a long-gone civilization. The world is populated by the descents of a once powerful race called Nomah, who abandoned their home planet ablazed by war. Awakening in the adaptation chamber during your recovery from the Great Sleep, you learn of a large-scale terrorist attack. But as you will soon discover, the attack might be the least of your worries...

Develop your character, explore lovingly handcrafted locations, interact with peculiar NPCs and factions all in a rich and atmospheric universe.

Anatoly Nekrasov, CEO and Lead Developer of Studio Mono, said: "It’s our first project, our beloved child. We’ve been developing INSOMNIA for nine years, and finally we're almost there! We're delighted to present the game to our biggest fans from Kickstarter. The game has been altered several times, we’ve changed concepts, plot and mechanics, but we’ve attempted to save the unique visual style and deep dystopian atmosphere."

INSOMNIA: The Ark will release for PC later in 2018.

Key Features

Exploration is rewarding... and dangerous - Search for valuable technology and resources in the confines of Object 6. Pay attention - INSOMNIA's nuanced world can conceal unexpected quests from treacherous characters, as well as savage enemies and deadly hazards. Hunger, thirst, fatigue and hostile environments will be your main companions throughout this journey.

Personalized journey - Break free from character classes and unwanted grind with a flexible perk system combined with a huge amount of craftable items and equipment for an experience unique to every player.

Your choices matter - INSOMNIA offers an intricate, non-linear storyline with 'points of no return'. Navigate a system of thorny relations with characters and factions and make tough decisions that affect the game world. Each major problem can be solved using a variety of different (and sometimes unexpected) solutions.

Strategic real-time combat - INSOMNIA features both close and ranged combat, as well as destroyable covers. Choose your gear wisely - every armor and weapon type in the game has its own tactical virtues and shortcomings.

A rich universe - Experience the game's rich lore through retro-futuristic noir visuals with elements of dieselpunk. Witness man-made apocalyptic landscapes imbued with a dark noir jazz soundtrack and echoes of a decaying civilization.

Vampyr Has Gone Gold, Releasing June 5


Microsoft Reveals Xbox Adaptive Controller for Players with Disabilities



At Microsoft, we believe in empowering every person and every organization on the planet to achieve more. Our CEO, Satya Nadella, has spoken about how essential it is that we push the boundaries of what technology can do in a concerted effort to be inclusive of everyone around the world. These principles have the deepest impact in how we are building products that are designed for everyone. We have been on a journey of inclusive design, which celebrates and draws inspiration from people who are often overlooked in the typical design process.

As I discussed at the annual DICE conference in February, when we truly design for all, we help make the world more equal. That’s why I’m so excited about today’s Microsoft Story Labs feature which shares an in-depth look at our newest piece of hardware which we believe will enable and empower even more Xbox One and Windows 10 gamers across the globe: The Xbox Adaptive Controller.



By taking an inclusive design approach and considerations of gamers who might not be able to reach all the bumpers and triggers or hold a controller for an extended period of time, for example, we were able to design a controller that provides a way for more fans to enjoy gaming. On our journey of inclusive design, we have taken a wider view of our fans and a more inclusive approach to designing for them.

For gamers with limited mobility, finding controller solutions to fit their individual needs has been challenging. The solutions that exist today are often expensive, hard to find, or require significant technical skill to create. A number of individuals and organizations are creating custom solutions, but it has been often difficult for them to scale when most rigs need to be so personalized.

Joining the Xbox family of controllers and devices, the Xbox Adaptive Controller was created to address these challenges and remove barriers to gaming by being adaptable to more gamers’ needs.  It was developed in partnership with organizations around the world, including The AbleGamers Charity, The Cerebral Palsy Foundation, Craig Hospital, SpecialEffect, and Warfighter Engaged. We worked closely with them and directly with gamers who have limited mobility to assist in our development.  Our goal was to make the device as adaptable as possible, so gamers can create a setup that works for them in a way that is plug-and-play, extensible, and affordable.  In addition to working with common adaptive switches that gamers with limited mobility may already own, it has two large buttons built in. These buttons can also be reprogrammed to act as any of the standard controller’s button inputs via the Xbox Accessories app.


To make the Xbox Adaptive Controller a viable solution for the widest possible range of gamers with limited mobility, we’ve worked closely with third-party manufacturers to support external inputs which can be plugged in to the new controller.  These inputs include PDP’s One-Handed Joystick for the Xbox Adaptive Controller, Logitech’s Extreme 3D Pro Joystick, and Quadstick’s Game Controller. We couldn’t be prouder to have their support in introducing the Xbox Adaptive Controller. More recommended partner devices can be found here.

The Xbox Adaptive Controller has been years in the making, though we realize that this is only one step along our journey of inclusive design and that we have more work ahead. This has been a passion project for people around the world, both inside Microsoft and beyond. We’re thrilled to introduce it to the world today, tell the story behind it, and take what we have learned on our journey to inform future initiatives in inclusive design. Make sure you check out today’s feature on Microsoft Story Labs and hear directly from Microsoft Chief Accessibility Officer Jenny Lay-Flurrie in her blog today to commemorate Global Accessibility Awareness Day.


At $99.99 USD and available exclusively through Microsoft Store, the Xbox Adaptive Controller will offer significant value over the customized alternatives that exist today. We’re looking forward to sharing more about the Xbox Adaptive Controller in a few weeks at E3. The Xbox Adaptive Controller will be launching later this year, and we’ll share more information soon about pre-order availability.

Meanwhile, don’t forget to check out Ability Week at starting Tuesday, May 29, through Saturday, June 2, a five-day experience of events that showcases hearing, vision, mobility, and cognitive assistive technologies that empower people with accessibility needs.

news.xbox.com

Xbox's Adaptive Controller

Gallery on Flickr

Call of Duty: Black Ops IIII Releasing October 12, Trailers, Details and Screens








Call of Duty: Black Ops 4 Delivers Game Changing Experience with Deepest, Most Engaging Call of Duty Ever 

It’s time to soldier up because Black Ops is back! The series which has become the most played in Call of Duty® history as well as a cultural phenomenon around the globe returns October 12th with the release of Call of Duty®: Black Ops 4, a gritty, grounded, all-out combat experience. Black Ops 4 raises the bar for Multiplayer mode that increases tactical gameplay and player choice, along with the biggest Zombies offering ever with three full experiences at launch, and Blackout, where the Black Ops universe comes to life in a massive battle royale experience featuring iconic characters and locations from all four Black Ops games in a one-of-a-kind offering that is uniquely Black Ops. Published by Activision and developed by award-winning studio Treyarch, Call of Duty: Black Ops 4 transforms the established universe played by hundreds of millions of fans with the largest gameplay experience ever created in the series. 

“Black Ops 4 gives our community more ways to have fun with their friends than anything Treyarch has ever created and introduces meaningful innovations to every element of the game, including next level tactical team-based multiplayer, the biggest zombies offering yet and Blackout, where the largest map in Call of Duty history brings together the rich universe of Black Ops,” said Rob Kostich, EVP and GM, Call of Duty. “More than 200 million players have called Black Ops home, and they’ve played for more than 15 billion hours. This is an incredible community that has inspired the development team to take their innovative gameplay design to new heights.”


Call of Duty: Black Ops 4 is scheduled for release on PlayStation 4, Xbox One and PC on October 12th. Fans can pre-order now and get access to the Call of Duty: Black Ops 4 Private Beta*. Black Ops 4 for the PC delivers a fully-optimized experience, which for the first time in Call of Duty’s history will be available exclusively on Battle.net, Blizzard Entertainment’s online gaming service.

The game was revealed earlier today in a livestreamed community event broadcast worldwide across 10 languages, as Activision and Treyarch unveiled an unprecedented first look along with a trove of detailed game information.

Call of Duty: Black Ops 4 features gritty, grounded combat, along with new levels of customization and tactical gameplay, and a variety of new weaponry, maps and modes for the ultimate Black Ops multiplayer experience. The game features the return of the iconic Pick 10 system, along with a series of innovations in weapon controls, combat flow, health regeneration, and player movement. Black Ops 4 goes deeper than ever before into the fiction of multiplayer, where players will explore the world of Specialists – who they are, why they exist, and what battles they fight together – while mastering their gameplay through solo and multiplayer combat experiences. Black Ops 4 features a combination of new and returning Specialists, each with their own unique weapons, equipment and playstyles. Players will be powerful alone, but devastating as a team working together.


“Black Ops 4 is by far the most ambitious title our team has ever created,” said Dan Bunting, Co-Studio Head, Treyarch. “At its core Black Ops has always been about challenging convention and boldly taking our gameplay in new directions. With Black Ops 4, we’ve designed an experience for all play styles and skill levels from casual to competitive. It brings a layer of tactical depth that rewards players for mastery, and just feels so good to play.”

Celebrating the 10-year anniversary of the original Call of Duty Zombies, Black Ops 4 also debuts an entirely new and unprecedented Zombies experience that’s the biggest Day One offering in franchise history – with three fully-featured Zombies experiences at launch – IX, Voyage of Despair and Blood of the Dead. With immersive new adventures, a brand new cast of characters and a nefarious new enemy, Black Ops 4 Zombies will feature the deep gameplay and easter eggs that the rabid community of fans devours. It also includes the most customizable action to date, new systems for creating and completing community challenges, and social systems designed to connect players. Black Ops 4 also reintroduces difficulty levels and an in-game tutorial to onboard new players to the Zombies universe, while giving hardcore players the option of ratcheting up the challenge. Additionally, Zombie Rush is a brand new mode that streamlines the gameplay experience, introducing enticing new challenges to grizzled veterans, while creating a whole new tempo of gameplay for newcomers.


In addition to unveiling Multiplayer and Zombies in today’s world premiere, the team also introduced Blackout – the new battle royale-style experience that combines Black Ops’ signature fast, fluid, guns-up combat, with fierce new levels of survival competition across iconic Black Ops settings re-imagined at a colossal scale. Blackout is an experience unlike any other game or mode in Call of Duty history, where players will have to scavenge, strategize, compete and survive to win. Featuring the largest map ever built in Call of Duty – 1,500 times bigger than Nuketown – Blackout thrusts players into a collision course as they play as classic characters spanning the history of the Black Ops series including the original Call of Duty Zombies Origins cast. Battling solo or in teams, players will engage in diverse combat complete with ground, air and sea vehicles across a gamespace unlike anything ever in Call of Duty. Players will encounter fan-favorite Black Ops map locations and call upon a massive arsenal of Black Ops weaponry and equipment as the winner-takes-all action creates a new way to play Call of Duty.

“The Black Ops community means everything to us, so we knew in order to deliver something really special for our fans like Blackout, with the biggest map we’ve ever created in Call of Duty, we had to push ourselves and our tech to the absolute limits,” said Mark Gordon, Co-Studio Head, Treyarch. “The same goes for our PC community. They have inspired and fueled us to set a new standard on PC across every aspect from dedicated servers and security to full optimization and polish that’s worthy of both Black Ops and Battle.net.”

For the PC, Treyarch is co-developing with Beenox, who together are working closely with Blizzard to optimize Black Ops 4 for Battle.net. Black Ops 4 represents the largest development team assembled for a PC title in the series. Black Ops 4 on PC will have uncapped framerate, 4K resolution and HDR, support for ultra-wide monitors and the ability for players to extensively customize the performance and visual quality for their specific hardware. In addition, players will be able to select from pre-set control options, including options for left-handed players, or fully customize the keyboard and mouse controls to their preference. In addition, Treyarch and Beenox worked closely with the team at Blizzard to incorporate Battle.net’s social systems, security, and server stability into Black Ops 4 to prepare for the release on Battle.net on October 12th.

Call of Duty: Black Ops 4 is published by Activision, a wholly-owned subsidiary of Activision Blizzard, and developed by Treyarch with additional development support from Raven Software and PC development with Beenox. For more information and the latest intel check out: