(UPDATED 2:45 AM 11/27)
It has come to our attention through a user from n4g.com, that a cached version of this page was released by mistake that was not completed in the proper manner that gave credit to the original source, and had a spelling error for the word collection. The cached version of the piece did not have any credit URL which linked back to the original blog post from Halo Waypoint. This has been corrected and now clearly states that this information came from the Halo Waypoint blog.
The newest Halo: The Master Chief Collection patch has hit, and it aims to fix a lot of the issues that have plagued the game since it launched a few weeks ago. Weighing in at just over 500 megs, this patch plans to improve the matchmaking, UI, and other things that have been not performing well. Here is the full list of details from Halo Waypoint.
- Made improvements to the way the matchmaking system handles player matching
- Made improvements to the team selection process to improve team balancing
- Made an update to the party system to improve searching with parties (2+ players)
- Made further improvements to how matchmaking progress is communicated to the player
- Made an update to ensure that players do not enter a non-joinable state after searching for a match
- Made an update to ensure that the “Game Session” UI does not persist after leaving a matchmaking lobby
- Resolved a variety of incorrectly displayed matchmaking prompts
- Improved matchmaking roster presentation during team creation phase to remove roster flickering
- Corrected a “connecting to host” message that incorrectly displayed during the matchmaking searching phase
- Made an update to ensure that FFA players do not appear as if they are on the red team in the pre-game lobby
Party, Lobby, and Custom Games
- Made an update to ensure that custom game settings persist between matches
- Made an update to ensure that player’s player emblems load correctly when returning to lobby
- Made an update to improve nameplate and emblem display
- Improved the display of emblems in the “Games Session Details” screen
- Made improvements to parties to ensure that parties are merged when the host joins another player and “brings party”
- Made an update to improve party stability after completing a matchmaking game
- Made an update to ensure that players are joinable after playing a matchmaking game
- Made a variety of updates to improve UI stability
- Resolved stability issues that occurred while viewing medals in “Player Details”
- Made an update to prevent stability issues caused by controller disconnects
- Made an update to improve post-game-carnage-report stability
- Made an update to address in-game stability for Halo 2
- Improved matchmaking stability while searching with parties (2+ players)
- Addressed a crash that could occur after searching in the Halo 2: Anniversary Rumble playlist
- Resolved a variety of miscellaneous stability issues to improve overall performance
- Made an update to ensure that the “Zealot” achievement is unlockable
As mentioned earlier this week, we have additional updates on the way in an effort to further improve your experience with Halo: The Master Chief Collection. We thank you for your continued feedback, patience, and support.
This month’s episode of For the Love of Gaming Podcast is filled with a lot of games. Basher and Cory talk about Far Cry 4, Halo: The Master Chief Collection, Sonic Boom: Rise of Lyric, Assassins Creed Unity, Civilization: Beyond Earth, Call of Duty: Advanced Warfare, and Sunset Overdrive.
A lot of games were released this year that had a ton of launch issues. Assassins Creed: Unity, Driveclub, and Halo: The Master Chief Collection all had launch issues, and the 4LOG crew gives their opinion on why this is happening., and what can be done to try and fix it.
Tony Hawk is getting a new game in some form for the Xbox One and PS4 in 2015. The 4LOG crew asks themselves what they would like to see in a new Tony Hawk title in the next generation.
Finally, The Game Awards have been announced, and will be taking place December 5th. The 4LOG crew talks about the nominees for Game of the Year, and discuses what games should or shouldn’t be in the running.
Call of Duty: Advanced Warfare doesn’t completely reinvent the franchise, but the new Exo Suit and updated engine breathe some fresh air into the series after a few missteps over the past few years.
It’s November, and that means its Call of Duty time. To say Call of Duty: Ghosts was a train wreck might be a little harsh, but that’s pretty much how I felt after playing it on PC last year. The PC version was not a good port, and the while the console version ran much better, the overall game didn’t fare any better. Now Activision is taking the franchise to the future with Call of Duty: Advanced Warfare
With Call of Duty now being on a three year dev cycle, the quality of the product should improve, and hopefully the years where the franchise falls short in so many aspects should cease to exist. Sledgehammer games are taking a crack this year with Call of Duty: Advanced Warfare. Not only are they looking to bring the franchise back from a disappointing year, they are also looking to bring the franchise into the current generation by moving time forward.
As always there are two main portions of Cal lf Duty, the campaign and the multiplayer. I am one of those small few that actually look forward to the Call of Duty campaign every year. Simply because they usually are not too long, and offer a nice little story mixed with enough action to scratch that giant explosions craving we all get from time to time.
So you might of heard that the newest iteration of Call of Duty is out in the form of a game titled Call of Duty: Advanced Warfare. Not only does this game promise to being new things to the franchise, a lot of gamers are hoping it revitalizes the series after Call of Duty: Ghosts left a sour taste in their mouths.
I picked up my copy yesterday, and have been playing it far too much since the disc was inserted into my Xbox One. I absolutely loved the campaign and pretty much played it 7 hours straight. I am really enjoying the new moving mechanics that include the double jumping and dashing mechanics. Its’ a small change that really changes how fast and fluid the game play feels. After I finished the Campaign, I hopped into multiplayer and immediately found out that I hadn’t seen anything in terms of speed yet.
The age where every game wanted to be Call of Duty, thankfully appears to be over.
Earlier on this weeks 4 The Love of Gaming Podcast, we had some discussions about Call of Duty. Personally, I am looking forward to giving Advanced Warfare a go, and immediately I was scolded by my fellow podcasters. I get it, Call of Duty is a copy paste shooter in a lot of ways, but when Call of Duty gets it right, it really gets it right.
Call of Duty has always been a game that gets a few different reactions from gamers. You have a few that still pick up the latest version and just see what it has to offer from the new campaign to the changes to multiplayer. Then you have the other side which is when the mention of anything Call of Duty, they immediately want to call it a piece of junk copy and paste shooter.
Killer Instinct Season 2 bring a lot of changes as new developer Iron Galaxy takes over development. While the User Interface feels a little weird, the new characters and balancing feel like meaningful changes.
Killer Instinct, believe it or not, was one of the reasons I decided to pick up an Xbox One at launch. What Double Helix accomplished with the first seasons of Killer instinct was quite remarkable for the price of $20. A lot of people wrote the game off before it even shipped due to the amount of characters, but the steady flow of content and adjustments that were being made to the game kept tit fresh and exciting. Now Killer Instinct Season 2 has started, and not only has Iron Galaxy taken over development since Double Helix was purchased, but a lot has been changed to the core mechanics of Killer instinct.
The first thing that jumps out is the visual overhaul to the UI. Iron Galaxy said that when they took over the project that the UI was an area that they really wanted to focus on and improve. The changes are drastic, and at first glance I was not a fan at all. The thing about Season 1 was that it felt very Killer Instinct, and everything down to the menus and character select screen felt like a modern version of the classics that hit arcade and SNES. After playing with it for a few days, I am still torn on some things.