A staple of “Operator” culture, the M4 platform represents a uniquely American militaria aesthetic that has defined the visual style of Call of Duty: Warzone 2 and the Modern Warfare remakes. A shortened assault rifle that dispenses equal doses of liberalism and 5.56 NATO, the M4 shines as a jack-of-all-trades frame that benefits from both maximalist and minimalist approaches.
While it’s never been a favorite weapon of mine in any game’s arsenal (that honor belongs to the people’s weapon, the AK-47), Modern Warfare 2’s Gunsmith has made its royalty-free take on the Global North’s workhorse almost as versatile as its real-world counterpart. If you scored Modern Warfare 2’s Vault Edition, you’ve already got access to variant M4 frames and a bevy of attachments.
This loadout guide will cover some of the best approaches to kitting out your M4 for long-range skirmishes in Warzone 2 to the close-quarters mayhem of 6v6 multiplayer. Here’s how I’ve gotten the most out of it.
The best M4 loadouts for Warzone 2 and Modern Warfare
M4: The stealthy flanker
(Image credit: Activision Blizzard)
Muzzle: Echoline GS-X
Barrel: 11.5” T-H4 Barrel
Optic: N/A
Stock: Demo D50 Buffer Barrel
Ammo Type: Overpressured 5.56
Lethal: Drill Charge
Tactical: Flashbang
Rear Grip: Phantom Grip
Perk package: Specter (Warzone)
Want to run the FSS Hurricane but hate the long reload time? This super lightweight loadout emphasizes flexibility at close range with a stripped-down M4 emphasizing stealth and aim-down-sights speed at the cost of recoil and handling. The Overpressured ammunition makes this thing kick like a horse—the recoil here is so intense that a headshot is all but guaranteed when letting off a short burst aimed at center mass. It won’t do much at range in Warzone 2 or Ground War, but it’s a worthy backup for when the circle shrinks. The silencer and stealth perks help with flanking, clearing buildings, and discretely tagging vehicles with drill charges. Avoid lanes with open sightlines, buildings and alleys are your best friends here.
M16: Burst sniper
(Image credit: Activision Blizzard)
Muzzle: X-TEN HAVOC 90
Barrel: 11.5” Carbine Shroud
Optic: N/A
Stock: N/A
Underbarrel: FTAC Ripper 56
Lethal: Proximity Mine
Tactical: Stim
Perk package: Commando (Warzone)
A historically finicky rifle that’s even more finicky here, the M16 has a steeper learning curve than other assault rifles. You’re better off with one of its other M4 cousins in most situations, but if you have a taste for burst-fire, the M16 is viable. Stacking attachments that mitigate only the horizontal recoil gives you a gun that reliably travels upwards when firing bursts. Combined with excellent single-fire performance, the M16 has situational performance more in line with a battle rifle. Combat at range means that elevated positions are your friend, so use the Proximity Mine to grab easy kills on stairways or keep a heartbeat sensor handy for flankers.
Like its real-life counterpart, it’s not winning anyone any wars, but even this shadow of MW3’s most busted assault rifle can still perform in the right hands. Ditch the sub-par FTAC RECON and run this classic instead.
556 Icarus: The LMG assault rifle
(Image credit: Activision Blizzard)
Muzzle: Echoline GS-X
Barrel: FTac SB
Optic: Cronen Mini Red Dot
Stock: Ravage-8
Underbarrel: Operator Foregrip
Ammo Type: Overpressured 5.56
Rear Grip: Phantom Grip
Lethal: Semtex
Tactical: Stim
Perk package: Vanguard (Warzone)
This generalist LMG build combines the handling of an assault rifle with the capacity and damage of a machine gun. The Icarus is a belt-fed nightmare that specializes in shredding through infantry at close to medium range. LMG’s massively benefit from being mounted on medium height cover, but a vertical grip allows for a more mobile play style as well. A suppressed barrel will also help negate the punishing sniper fire longer bursts will draw, and the hollow-point ammo can paralyze targets before they can return fire. I’ve had some great games running Bomb Squad, Resupply, and Bird’s Eye, allowing me to play more aggressively, shrugging off small arms fire and fast-balling tear gas grenades while maintaining the situational awareness that an LMG demands.
FSS Hurricane: The closer
(Image credit: Activision Blizzard)
Barrel: FSS Cannonade 16”
Optic: Corvus Sol-76
Stock: Ravage-8
Underbarrel: FTAC Ripper 56
Lethal: Frag Grenade
Tactical: Flashbang
Perk Package: Scout (Warzone)
The bastard child of the P90 and M4, I’ve been running a refit of the Hurricane that boosts accuracy, range, and damage—essentially running it as an M4 with a free 50-round mag. That boost to capacity sounds negligible at first, but not having to reload as often has saved my skin more times than I can count, as the 60-round mag on the M4 has significant drawbacks in terms of weapons handling. This gun’s flexible enough to work in any class setup, and I’ve found it useful bringing it along with a Sniper Rifle in games of Battle Royale, Ground War, and Invasion.
FTAC Recon: The poker
(Image credit: Activision Blizzard)
Barrel: 419MM EXF Barrel
Optic: SZ LONEWOLF Optic
Stock: Demo Demo Precision Elite Factory
Underbarrel: FTAC Ripper 56
Magazine: 15 Round Mag
Lethal: Claymore
Tactical: Stim
Perk Package: Commando (Warzone)
A rare case where weapon handling is largely irrelevant, the FTAC RECON benefits from boosting range and accuracy as much as possible. Ditching the puny 10-round mag for the 15-round version has given me a fighting chance against groups of two to three players at any range, and the SZ Lonewolf’s wide viewing angle is a great compromise between medium and short-range scopes. Never switch this thing to full-auto unless absolutely necessary—the FTAC RECON rewards patient select-fire play at range. Perks emphasizing accuracy and survivability will do wonders in supporting a rear guard playstyle. I’ve had a lot of fun setting up kill zones in spaces that attract habitual flankers.
As a militaria enthusiast and recovering airsoft player (pray for me), Modern Warfare 2’s Gunsmith system has been a joy to play around with. Hopefully the above loadouts are able to serve as inspiration for your own class setups.
https://gamingarmyunited.com/wp-content/uploads/2022/11/1668762962_The-best-M4-loadouts-for-Warzone-2-and-Modern-Warfare.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-17 22:33:132022-11-17 22:33:13The best M4 loadouts for Warzone 2 and Modern Warfare 2
The original Splinter Cell launched on November 17, 2002—20 years ago today. To mark the big birthday, Ubisoft is giving away the groundbreaking stealth action game for free right here on the Ubisoft Store (opens in new tab), and also shared an update on the state of the remake, which—sorry to say—is still very early in development.
Ubisoft announced the Splinter Cell in December 2021, and then clarified in September of this year that it won’t be a straight do-over, but will instead blend “the spirit of the old and the comfort of the new,” a process that will include “rewriting and updating the story for a modern-day audience (opens in new tab).”
That’s the sort of statement that can set old-time fans on edge, but today’s presentation strongly suggests that the development team “gets” what made Splinter Cell work, across level design, characterization, and even the irresistible urge some players feel to get every mission perfect.
“If we’re talking about perfectionism in the game, it’s something that’s really important,” creative director Chris Auty said. “We even would like for the remake to take that a step further. We would like to make sure that the entire game is playable from beginning to end without a single kill, if at all possible. So that’s something that’s important for us as well.”
It sounds like Ubisoft is going to make the non-lethal path a little easier to follow in the remake than it was in the original, too. Senior game designer Andy Schmoll described the alarm state system in the 2002 Splinter Cell as “a bit harsh,” and said the team wants to ease up on that a little bit in the remake.
“We want to give the player a few more opportunities to de-escalate some of those situations, right?” Schmoll said. “Obviously stealth is an extremely important pillar for us, and we aim to incorporate modern design philosophies, improving the minute-to-minute stealth gameplay that was so special in the original.”
Unfortunately, while the panel also takes some time to talk about Sam Fisher, noting that the character is a consummate professional with a sharp sense of humor and respect for his adversaries, there’s no word about whether Michael Ironside will return to voice the character. It’s obviously vital that he does, but for now, Ubisoft isn’t saying one way or the other. (And yes, I asked. A rep politely but firmly declined to comment.)
It’ll likely be a while yet before we find out about Ironside’s return, or anything else, for that matter. Auty said the team will be “going dark” so it can focus on developing the game.
“We’re very early in production,” Auty said. “We’re still prototyping. We don’t want to rush anything. We want to make sure that we absolutely nail the game, we actually do everything in the right way, and produce an absolutely stellar quality experience.”
So Splinter Cell is turning out to be more complicated than perhaps some fans expected. There’s still plenty of time ahead for things to be made clear, though, and in the meantime you can get yourself in the Sam Fisher state of mind for free on the Ubisoft Store, where the original Splinter Cell is free for keeps (opens in new tab) until November 30. The game runs perfectly well out of the metaphorical box, but its age shows: The maximum supported resolution is 1600×1200, which was pretty hot bananas at the turn of the millennium but kind of a headache now. Fortunately, there are ways to improve that situation. ThirteenAG’s widescreen fix mod (opens in new tab) reportedly works quite well, and if you want to go deeper there’s a good thread on ModDB (opens in new tab) explaining other ways to give Splinter Cell a much-needed visual refresh.
Oh, and you were promised some early concept art—you can get a look at that down below.
https://gamingarmyunited.com/wp-content/uploads/2022/11/Splinter-Cell-goes-free-until-the-end-of-the-month.jpg6741200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-17 22:26:472022-11-17 22:26:47Splinter Cell goes free until the end of the month as devs reveal ‘early concept art’ from the remake
Call of Duty: Warzone 2 is now up and running, and instead of running (or gunning) right at your enemies you may want to team up with them instead, which is a thing you can do now.
The new Warzone 2 assimilation feature allows you to recruit nearby rivals mid-match instead of taking them down. The “Unhinged” mode, as you’d guess from the name, has the most open rules for invites by allowing you to build a squad bigger than the one you started with.
At launch, trios are the only squad size with an Unhinged BR mode. It’s pretty likely that other squad sizes like quads and duos may get Unhinged versions as Activision experiments with weekly playlist updates. Doubtful that we’ll see Unhinged solos though given that the initial squad size is, well, just one.
What is the Warzone Unhinged BR trios mode?
The main difference in the Unhinged BR mode is the “assimilation: expanded” setting which lets you double the size of your squad by recruiting enemy players. And yeah, six teammates in a battle royale does feel a bit Unhinged. I can barely hear myself think when I play quads with friends.
Here are the Warzone 2 Unhinged BR trios rules:
Invite enemy players to your squad
Max squad size of 6
150 player lobbies
The total number of players doesn’t change in Unhinged mode, but the group dynamics really can. We’ve already seen players making creative use of the new proximity chat feature, and I’m willing to bet that Unhinged mode will only bring out more of that.
It’s totally possible, for instance, for you to enter a trios match all on your own without squad fill turned on, down a member of another squad, and negotiate yourself an invite to the group in return for not finishing them off. I don’t think I could pull off that particular hostage negotiation, but that’s a freebie idea from me if you’re feeling brave out there in Al Mazrah. That’s the true spirit of Unhinged.
https://gamingarmyunited.com/wp-content/uploads/2022/11/1668770255_Warzone-2-Unhinged-BR-modes-let-you-become-best-frenemies.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-17 21:57:202022-11-17 21:57:20Warzone 2 Unhinged BR modes let you become best frenemies on the fly
PC gamers have grown accustomed to getting their digital card games for free. Hearthstone, Gwent, Marvel Snap, Legends of Runeterra, Magic: The Gathering Arena—you can spend big piles of money on them, sure, but if you just want to jump in and see what it’s all about, it won’t cost you a penny. Not every game follows that free-to-play path, however.
Cardfight!! Vanguard Dear Days (opens in new tab), which launched today on Steam, is one such game, and it’s a doozy. The base game sells for a whopping $70—the same price that major franchises like Call of Duty: Modern Warfare 2 (opens in new tab) have begun to adopt—which is wildly out of sync with the big names in the CCG genre. But what’s even more astounding is that there are 17 pieces of DLC available for purchase on top of that, which collectively add up to another $216—that’s nearly $300 for the full loadout.
So, what exactly is Cardfight!! Vanguard Dear Days? The Steam page describes it as “the ultimate digital Vanguard experience that includes an original story set in the world of overDress.” It offers casual card battles against the CPU and ranked play against other humans, with more than 1,000 cards in standard format.
While this is Cardfight!! Vanguard’s first foray onto Steam, it’s far from new: It’s actually a “Japanese multimedia franchise (opens in new tab)” founded in 2010 that also includes multiple anime series, manga, a trading card game, and an anime/live-action film. There have also been several videogames prior to this one, including Cardfight!! Vanguard: Cray Wars for mobile, Cardfight!! Vanguard: Ride to Victory and Cardfight!! Vanguard G Stride to Victory for the Nintendo 3DS, and Cardfight!! Vanguard EX for the Nintendo Switch.
That built-in audience may be why Cardfight!! Vanguard Dear Days is actually doing quite well for itself on Steam. SteamDB (opens in new tab) indicates that it had a peak concurrent player count of 1,567 in its first day of full release—not blockbuster numbers, but not an abject failure either. It currently holds the 19th position on Steam’s top-seller list (opens in new tab) and has a “very positive” user review ranking, and there are a decent number of people streaming Cardfight!! Vanguard Dear Days on Twitch (opens in new tab), too.
There’s plenty of criticism about the pricing in the Steam forums, where some users are saying it’s inflated or even predatory. But others defend the game for being up-front about the expense, and say that all the card sets offered for purchase can also be crafted in the game—they’re strictly an option for people with more money than time. The only thing that’s not available through gameplay is the Additional Card Pass (opens in new tab), which is basically a season pass containing four new sets of cards that will be released in 2023.
“I mean it is expensive in a way but I am having fun,” JayDee Phoenix (opens in new tab) wrote. “Better than the free to play model for which in my past experience is too expensive [for] how I want to play.”
“There are WAY worse games out there and the ‘rare card’ stuff can be got in game, the character pack and sleeves are just cosmetics, and only thing that’s important, and not even now but down the line is the card pass,” My1 (opens in new tab) wrote. “And that’s honestly better than a subscription or lootbox or whatever.”
I’ll leave it up to others to judge the merits of this sort of pricing—although, for the record, 70 bucks is a lot more than I’d pay for anything less than, say, a new Deus Ex (opens in new tab)—and how it compares to free-to-play, but I do think it’s very interesting that a game like this can find success amidst a sea of other games that literally cost nothing to play. Coming from a popular series is obviously a strong head start, but it seems that some players simply prefer the old-fashioned approach of knowing what things cost up-front, and paying for it.
https://gamingarmyunited.com/wp-content/uploads/2022/11/1668718494_This-new-card-game-on-Steam-costs-70-and-has.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-17 20:39:232022-11-17 20:39:23This new card game on Steam costs $70 and has another $216 in DLC
Real-time strategy games are one of the longstanding bastions of PC gaming. Years before Steam digitised and slickened out how we play games, and before the PC was even deemed a mainstream gaming platform, games like Command & Conquer, Warcraft, and Total Annihilation kept PC gamers ticking over into the millennium, mouse-clicking deep into those long nights in front of glowing CRT screens.
Now, Crossfire: Legion is seeking to revive those glory days. The explosive new RTS game comes to us from stalwart developer Blackbird Interactive, who know a thing or two about reviving games in this genre, having previously brought us Homeworld: Deserts of Kharak, the acclaimed prequel to the 1999 classic Homeworld.
Crossfire: Legion has been in Early Access since May this year, and has already made untold advances, adding new Acts to its story campaign, new maps, and a full-on level editor.
(Image credit: Prime Matter)
Set in a near future ravaged by war, the game sees you command one of three distinct factions. Global Risk are basically your space-age privateers, working for governments to suppress ‘terrorist’ threats, and specialising in picking their opponents off through long-range warfare. Black List are a mercenary group made up of former members of Global Risk, disillusioned with what they see as a corrupt order. Speed kills with these guys, who use guerrilla tactics and fast movement to catch the enemy off-guard. Finally, there’s New Horizon, a transhumanist faction of mysterious origin built around heavy firepower and strong defence, making up in resilience what they lack in number.
Now with Update 1.5, Crossfire: Legion embraces more of the RTS community and passion. Making big advancements and bringing the game closer to its full release targets with, for example, a new map and stat tools to help players refine their battle tactics.
First of all, the fourth and final Act for the campaign is upon us, allowing players who have been progressing through it for all these Early Access months to finally complete their journeys. New players, meanwhile, will be able to play it all from start to finish as each Campaign Act explores the trials and tribulations of each faction, their protagonists and their quest to impose their ideology on the world.
As with all great strategy games, online play is crucial to Crossfire: Legion, and new maps are being added for the Co-op, Skirmish, and Payload modes. The latter mode is unique to Crossfire, and sees up to six players fighting it out over weapon crates that drop all around the map from the skies above. Escort three of these payloads to your opponent’s base (or, y’know, just wipe out your opponent), and you’ll win the match.
(Image credit: Prime Matter)
The update also adds an aggressive new game mode, Brawl, in which units will spawn at your headquarters automatically, and upgrade on their own as the game escalates. Destroy all enemy headquarters to win the game. Yep, couldn’t be simpler.
Rounding off the new additions are 12 new units, three new commanders, and countless fixes and quality-of-life improvements as the game powers on towards full release. It’s a fine time to jump in and join the war in Crossfire: Legion, a classically-styled RTS from a studio with a deep understanding of what makes the genre special. You can pick Crossfire: Legion up now on Steam.
Battlefield 2042’s third season starts on November 22 and will bring with it the usual new stuff: a new specialist, new guns, and a new map. I was mildly surprised to learn that the map, called Spearhead, will be the first official Battlefield map set in Sweden, where lead Battlefield developer DICE is based.
Looking back, I guess none of the past Battlefield conflicts had a great reason to venture into Sweden. The country was ostensibly neutral during WW1 and WW2, and Battlefield’s fictional modern conflicts have centered on the US, China, and Russia. There’s no Sweden vs Canada subplot or anything.
Sweden’s entry to the world of near future Battlefield conflict features a pair of high-tech factories that have been plonked down in the wilderness. It’s featured heavily in the trailer embedded above.
Battlefield 2042 Season 3: Escalation will also include a couple of the launch map reworks DICE has been releasing in response to player criticism. Sometime mid-season, Manifest and Breakaway will be replaced with redesigned versions which, among other things, increase the amount of cover available for infantry. The Breakaway rework looks pretty dramatic, bringing the oil rig closer to shore and reshaping the icey cliffs. The Specialist system, which mostly replaced traditional Battlefield classes, will also be revised mid-season to create a more traditional class structure—more details on that here.
Also notable: Battlefield 2042 is coming to EA Play and Xbox Game Pass Ultimate, and will be free-to-play for a week after the start of the third season. On Steam, you can play free from December 1-5.
There’s more stuff coming in Season 3, including an interesting new tank that can switch to “Siege Mode” to slow down and increase its turret’s rate of fire. Head to the Battlefield 2042 official site for the full list of upcoming additions.
https://gamingarmyunited.com/wp-content/uploads/2022/11/1668711195_Somehow-theres-never-been-a-Battlefield-map-set-in-Sweden.png6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-17 18:42:372022-11-17 18:42:37Somehow there’s never been a Battlefield map set in Sweden until now
Game Pass has proven to be of great value over the years. It’s a way to venture outside our comfort zones and explore games we would normally hesitate to buy. It’s not only been a great way for us to explore our tastes but for developers to make weirder and more wonderful games.
That’s certainly the case for Pentiment, a game that director Josh Sawyer says wouldn’t exist without Microsoft’s subscription service. He appeared on Waypoint’s Radio podcast (opens in new tab), telling host Rob Zacny “I never would have proposed making Pentiment without Game Pass. Like, I literally just wouldn’t have done it. I just don’t think it would have been possible.”
Sawyer cited “the old mentality of publishers and developers” and their desire to focus on “larger teams, larger investment” for a higher return on said investment. “And that’s not really the point in this environment [referring to Game Pass], that’s not like why things exist in this ecosystem.”
He added: “In a traditional model, I just don’t think I would have even bothered because no one’s going to pick that up. Even if my boss were supportive of it, it would have been so incredibly difficult to get a publisher to pick it up. And that’s why this specific environment is the only way in which I really conceive of it being viable.”
(Image credit: Obsidian Entertainment)
Sawyer said that Xbox was “very supportive” of Pentiment throughout development, “specifically because it is very niche and unusual. And it has a high appeal to a very enthusiastic audience. So the process is quite different from the old publisher model. But so far, it’s been different in a positive way.”
Despite Sawyer making the game for a “small audience that is into the idea of the game,” I’ve seen a lot of people diving in and singing its praises. Josh Wolens was one of those people, scoring Obsidian’s murder mystery a lovely 88 in his Pentiment review (opens in new tab). “Pentiment is a rare beast: A relatively short, gameplay-light narrative adventure from a studio renowned for its lengthy, mechanics-heavy RPGs,” he wrote.” Obsidian’s tight grasp on its subject matter and thorough understanding of exactly what it wanted to do with Pentiment has produced a game that I wanted to launch again just as soon as I finished it.”
It’s nice to see developers benefitting from Game Pass, as well as Microsoft supporting more niche games. Let’s just hope that the service stays that way, and I don’t have to tell Wes Fenlon he was right and that Game Pass can’t stay a good deal forever. (opens in new tab)
https://gamingarmyunited.com/wp-content/uploads/2022/11/1668707520_Pentiment-director-says-he-never-would-have-proposed-the-game.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-17 17:13:172022-11-17 17:13:17Pentiment director says he ‘never would have proposed’ the game without Game Pass
Ubisoft and Riot Games have announced a partnership to combat toxicity in their games. The two developers have come together to work on a new AI-based solution by sharing data between them to find a way to mitigate and prevent toxicity and online abuse. The Zero Harm in Comms partnership is a way for the two huge publishers with online games such as League of Legends, Valorant, and Rainbow Six Siege to share the data they discover and, hopefully, develop a tool that will be far more effective than current methods at identifying harmful communications.
I spoke to the two leads, Yves Jacquier, executive director at Ubisoft La Forge and Wesley Kerr, head of technology research at Riot Games about the partnership, what it hopes to achieve and what players could expect from the reality of these changes to games.
(Image credit: Riot Games)
PC Gamer: Technologically, what’s the difficulty between sharing this information between Riot and Ubisoft then perhaps other publishers too?
Yves Jacquier, executive director, Ubisoft La Forge: When you want to create such a project of detecting harmful content in chats, you have two aspects. First, you have the data that you need to rely on to train new AI algorithms. And then you need to work on those AI algorithms. Both topics are pretty different, but are extremely complex. The data question is extremely complex because if you want an AI to be reliable you need to show it a lot of examples of certain types of behaviours, so that it can generalise when it sees some new text lines, for example. But to do that, to have this quantity of data, we feel that we can’t do that alone. And thus, we had discussions with Wes and had this idea of collaboration. The first difficulty is sharing data while also preserving the privacy and confidentiality for our players. And then resonate and be compliant with all the rules and regulations such as European GDPR.
Do you intend to bring other publishers other than Ubisoft and Riot Games into the project?
Jacquier: Well, this is a pilot, our objective is to create a blueprint, but not create that as a mere recommendation. We want to do that together and face difficulties and challenges together and then share our learnings and share this blueprint to the rest of the industry.
Wesley Kerr, head of technology research at Riot Games: That blueprint is going to be critical for how we think about onboarding new people, if we do in the future years. I think there is a general hope, as we’ve seen with the Fairplay Alliance of industry coming together to help tackle these big challenging problems. And so this is our approach to start to find a path to start to share data to really take a crack at this.
(Image credit: Ubisoft)
There are reservations fans have about having their comms recorded and used to track their behaviours in games. Can you talk a little bit about privacy and the anonymized in-game data and how it’s anonymous?
Jacquier: We are working on that, this is really the first step. So, unfortunately, we’re not able to publish the blueprint. However, what I can already share with you is that we are working with specialists just to make sure that we are compliant with the rules and regulations with the higher constraints, such as GDPR. It’s going well, but still, we’re not able to explain in detail what it’ll look like at the moment. It’s a commitment, though, that we have in terms of sharing our learnings when the project is over, which is this summer hopefully.
Kerr: I would add that we do believe we should collect and share the absolute minimum amount of data to effectively do this. So, we’re not looking to gather way more than we need in order to solve this. And we’re hoping to remove all PII [personally identifiable information] and confidential information from these datasets before we share them.
Is there a timeline for when this technology would come into play?
Jacquier: This is a really tough question, because what we’re focusing on now is an R&D project. It started back in July. We decided to try it for one year, just to give [us] enough time. So what we want to do is work on this sharing data blueprint, and then be able to work on algorithms on top of that, and see how reliable those algorithms can be.
When you evaluate how reliable an algorithm is, you need to do two things. First, check what percentage of the harmful content it is able to detect, but you don’t want to have too many false positives either. Most of the time, it’s a trade-off between the two. So before knowing exactly how this tool will be applicable, and when players will be able to see a difference because of this tool we need first to evaluate exactly what are the strengths and limits of such an approach. I also want to add that first, it’s a long-term project. It’s extremely complex. So we see that as a first step as a pilot. It’s one tool in the toolbox, as both Ubisoft and Riot have many tools to maximise player safety.
(Image credit: Riot Games)
The traditional tools in this area are essentially based on dictionaries, which is very unreliable, because it’s extremely easy to bypass.
Yves Jacquier
How disruptive is disruptive? What behaviour is this aiming to mitigate?
Kerr: I think here we’re following the lead of the Fairplay Alliance with which both Ubisoft and Riot are members of and are core contributors. They’ve laid out a framework for disruptive behaviour, especially in comms, and have a set of categories that we’re coming to align and make sure that our labels match up on so that when we do share data we are calling the same disruptive behaviours, it’s the same things. That said, I can’t enumerate all of them right now but it has things in it, like hate speech, and grooming behaviours, and some other things that really don’t belong in our game. And we work to sort of make sure that we’re better at detecting those and removing them from players’ experiences.
Jacquier: And also, keep in mind that when we’re talking about disruptive behaviours, for the moment we’re trying to tackle one aspect, which is text chat. It’s already an incredibly complex problem. The traditional tools in this area are essentially based on dictionaries, which is very unreliable, because it’s extremely easy to bypass. Just removing profanities has been proven to not work. So, the difficulty here is to try an approach where we are able to make sense of those chat lines, meaning that we’re able to understand the context as well.
If for example, in a competitive shooter, someone says: “I’m coming to take you out” it might be acceptable as being part of the fantasy while in other contexts in other games it could be considered as a threat. So really, we want to focus on that as a first step. We’re already ambitious but we have to acknowledge it’s one aspect of disruptive behaviour or disruptive content we’re focusing on.
(Image credit: Ubisoft)
Why now? Is this partnership coming out of an increasing need to mitigate these situations or that the level of safety on online platforms has always needed to be regulated better?
Jaquier: It’s probably a mix of all of that. Technology and research have recently made a lot of progress, especially in terms of natural language processing which is the specific AI domain to understand natural language and try to make a prediction or understand the meaning and intention of it. There’s been tremendous progress so things today are possible that simply would not have been feasible, or we couldn’t even have imagined being feasible, a few years ago.
Second, I think that there is a realisation from the entire industry, but not only the gaming industry, that we need to be better collectively, to provide a safe space. It’s online, but it’s not only online. I mean, the online aspect only reflects one aspect. So today there’s a realisation that it’s a deep and difficult topic. We’ve developed the maturity to tackle this kind of issue. It’s being able to trust each other, Ubisoft and Riot, enough to say that we’re gonna share data, we’re gonna share challenges together, and we will try to tackle this together. And having the tools and means to do that it’s probably the perfect alignment.
What we want to reach is a situation where any player from any culture, from any age, from any background, in any game has a safe experience.
Yves Jacquier
One of the words used in the brief was “preemptive”. What is preemptive in this circumstance? The banning of a player as they progressively get more toxic or just removal of messages before they happen?
Jacquier: What we want to reach is a situation where any player from any culture, from any age, from any background, in any game has a safe experience. That’s really what we want to aim for. How we get there, there’s no silver bullet. It’s a mix of many different tools. We count on the community, we count on promoting positive play, we count on the supporting team, customer support and everything. And we count on such prototypes. Not, talking only about the prototype, it all falls down to what will be the results will be reliable enough to simply delete a line because we’re confident enough that it doesn’t work and tag the player with whatever rules. We don’t know yet. It’s way too soon, what we want you to do is to make the tool, a tool that is as reliable as possible and then see what’s the best usage of this tool in the entire toolbox.
Kerr: Yeah, I think that’s exactly it and want to double down on it is that the outcome of this is we’re able to detect these things far better. How we or how our product teams choose to integrate that into the system to protect the players, they’ll work on different features and teams. But I think using the AI as a super strong signal that they can trust and rely on to actually take action is going to be the key to being preemptive.
(Image credit: Ubisoft)
Two competing publishers working on something like this together is unusual. How did this project even start?
Jacquier: It all started with a missed beer, I have to admit. Because Wes and I work in similar areas for respective companies, which is research and development, we had a couple of discussions in the past to see, you know, “how is it going”, “how do you address that”, “what your difficulties” and regularly touched bases. We had a plan to go to GDC and then we had Covid-19 lockdowns. Unfortunately, we missed that beer together. But still, we had a chance to have further discussions on those topics. At some point, when you trust someone enough, you’re able to start showing things that worry you. You can start showing them where you have difficulties beyond the corporate messages and that’s exactly the situation with Wes. We were totally in the same mindset. Very quickly, we brought in our teams to see how we could go further beyond our own intentions. And I must say that I was impressed by how fast the top management of both companies went to greenlight the project. When you go to the top management of a company saying, “hey, I want to share player data with a competitor”, you need to have two things. First, solid arguments, and also a very strong trust with your partner. And a missing beer sometimes helps.
(Image credit: Riot Games)
How can you tell if something is actually disruptive? If I say “shut up” to a friend, that’s very different than it is to someone actually aggravating me. How can this AI tell the difference?
Kerr: That context is sort of the key bit that we get to improve upon over regular social media. So luckily, both Ubisoft and Riot operate games in which we can look at other signals in the game to help coordinate whether or not you’re having banter with your friends online, or you’re actually talking to a team in a negative manner. And I mentioned we’re going to take as little data as possible, but we see a signal such as are you queuing up with friends, or are you queuing up solo. Those sorts of signals come in, as well as other bits and pieces from the game that help provide that additional context that just looking at the raw language won’t be able to do alone.
It’s still a very hard problem, and why we’re looking for support and help across the industry. That is one piece of it and I think the other piece is, as Yves alluded to earlier, there’s been a drastic improvement in these language models over the past few years. And their ability to understand context and nuances is getting better all the time. And so we’re hoping now is the right time that we can tap into that and actually leverage those cues as well from the model to really be much more confident in the outputs that we provide.
Jacquier: To add to what Wes is saying. You mentioned an example that’s maybe you saying “shut up” in two different contexts, means two very different intentions. If I was asking you, if you witnessed a situation where player one says “shut up” to player two, because of the context, because of the repetition, because of the other interactions of the two players together, you would probably be able to say if it was acceptable or not. This is exactly what we want an AI to be trained upon. Even a human because of a background, sensitivity, mood of the day, could also make mistakes and an AI doesn’t work differently. What we want to do is to ensure that we’re able, based on the latest NLP algorithms, to provide a certain level of reliability to detect most of the harmful content while excluding most of the false positives. And based on that, comes the second step, which is how we will use that. Is it powerful enough to be automated and automatically tag lines or players? Or do we need to add these to a wider process before we implement consequences? Player respect, and player safety are definitely at the heart of what we’re doing on that.
(Image credit: Riot Games)
Language and insults move fast. I remember how quickly the insult “simp” went from rare to regularly used within a short time frame. How is this sort of tech going to keep up with the real evolution of insulting language?
Jacquier: That’s exactly why we focus on the blueprint, but it’s not the kind of project where you know, after July, it’s done and yoo hoo, problem solved. What we’re trying to do here is a pilot. And we agree it’s a moving target. It’s an ever-evolving target, which is exactly why dictionary-based approaches do not work. Because you have to update that almost in real-time and find all the ways to write profanities one way or another and, and things like that. And we know that people can be extremely creative at times, even when it’s to do bad things. So once in your example, once we are able to create such a blueprint, then the idea is to make sure that we always have data sets, which are up to date, to be able to detect any new expressions of harmful content.
Kerr: Yeah, I see this project is sort of never done as language evolves, and changes over time. And I know internally at Riot, we have our central player dynamics team, who runs these protections in production, and works very hard to keep our players safe. And I think this project will continually feed those models and continually allow us to make further progress and improve over time.
https://gamingarmyunited.com/wp-content/uploads/2022/11/It-all-started-with-a-missed-beer-How-Riot-and.png6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-17 16:40:262022-11-17 16:40:26‘It all started with a missed beer’: How Riot and Ubisoft began a new project to prevent harmful comms
Call of Duty: Modern Warfare 2 has just received the Shoothouse map as part of its first major update and… oh dear, oh dear oh dear. Players have been encountering a bug in the new release, which lest we forget is actually a re-release of an older map, which means that there are giant invisible walls across portions of the map: you can see other players, but fire and your bullets just pepper a wall you can’t see.
The walls also knock back your drill charges, decoy grenades, and other bits of kit. Here’s a video of the glitch:
A quick social media search shows up plenty of other examples, and this is clearly affecting a wide range of players.
INVISIBLE WALL IN SHOOTHOUSE BRUHH I THOUGHT I WAS JUST WASHED 😭😭😭 pic.twitter.com/3i1U7JktaXNovember 16, 2022
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i dont remember an invisible wall on og shoothouse 🙃🙃@CallofDuty pic.twitter.com/QfQO3bLjL3November 16, 2022
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It’s not a great look for the fastest-selling entry in Call of Duty history, and Infinity Ward is yet to acknowledge the issue: though to be fair, given the pace of updates these games now receive, it’s likely to be fixed quickly.
Giant invisible walls aside, Modern Warfare 2 seems to be going down well with players, and our own Morgan reckons it’s the best entry in years. The wider Call of Duty picture is the launch of Call of Duty: Warzone 2 which brings us Infinity Ward’s take on the battle royale, the excellent new DMZ mode, and the joys of proximity chat. The latter really feels like it has legs even if, at the moment, looting is a right old pain.
In Marvel’s Midnight Suns (opens in new tab), you’re a half-demon monster slayer who’s woken up after three centuries to find your demonic mother sowing chaos and Hydra all jacked-up on gamma juice. The fate of the world hangs in the balance, and a group of superheroes are looking to you to save the day, so what do you do? Go on dates. Lounge around the pool. Organise surprise parties. What else?
When Firaxis brought back XCOM in 2012, reinvigorating the turn-based tactics genre on PC, this was not where I was expecting it to lead: reading by the fireside with Blade, the fearsome vampire hunter, to increase our friendship rank. At the end of the admittedly lovely evening, I unlocked a pair of rare swimming trunks for the brooding hero. I’m still not convinced this isn’t some kind of fever dream.
(Image credit: 2K)
There’s a clever turn-based tactics game here (which you can read more about in our previous Midnight Suns hands-on (opens in new tab)), where you command your squad of heroes by throwing down cards drawn from their unique decks, but so far I’ve spent a lot more time hanging out with my new friends than fighting supervillains, demons and fascists. Midnight Suns is obsessed with the social lives of superheroes, and by putting friendship and camaraderie at the centre of everything, it ends up feeling a lot more like Fire Emblem—particularly the excellent Three Houses—instead of XCOM.
In my first proper mission, my team was saved from Venom—looking quite a bit more demonic than usual—by Spider-Man, who led the monster on a merry chase through New York. I thought we’d join forces with him right away, but no, instead I went back to the Abbey—think Xavier’s School for Gifted Youngsters, but spookier—for some downtime. I joined a club, explored the grounds, picked flowers and asked Blade to help me hang up balloons for Magik’s birthday party. By the time I was ready to help Spider-Man, he’d been dragging Venom around New York for days.
I cannot stress enough how much I love this, even if it makes me a terrible superhero. While most heroes would have returned to Spider-Man’s side a bit quicker, in every other way it feels true to the comics. For every fate-of-the-world crisis, there are a multitude of moments where the heroes are hashing out their differences, flirting or getting all boozed up. Sometimes they take beach holidays (usually spoiled by some aquatic monster). Unlike the stoic members of XCOM, superheroes know how to live a little.
Drama club
(Image credit: 2K)
These are established characters with big egos and a way of making drama gravitate towards them. Tony Stark simply refuses to stop cracking shit jokes and I think it might destroy the team. That’s if his roommate, the prickly Doctor Strange, doesn’t murder him first. Spider-Man buckles to peer pressure at the drop of a hat and wants to please everyone. And Magik’s just plain mean. They’re all just very insecure, so it’s pretty much high school again—full of rivalries and cliques, popular kids and outcasts. Except some of them are middle-aged men.
It’s pretty much high school again—full of rivalries and cliques, popular kids and outcasts.
I’m already more invested in them—even the ones I don’t really like—than I could be with an interchangeable squad of soldiers. Even XCOM’s highly customisable ones. And this has an impact on the choices I make about who to bring into battle. When Robbie Reyes—a younger, less confident incarnation of Ghost Rider—asked if he could join the next mission because he was feeling left out, I made sure to put him in the roster, not because he was essential, but because I didn’t want my bud to feel bad. We’d previously had a heart-to-heart about him feeling like a ghost, ignored by the powerhouses like Iron Man and Captain Marvel, so this request felt less random, making me more inclined to do him a solid.
This favour worked out well, with Ghost Rider firing on all cylinders because he was so happy to be included. It’s one of several ways that, like Fire Emblem’s support system, relationships play a role on the battlefield. You can also see a kernel of this in XCOM 2’s War of the Chosen expansion and its soldier bonds, where soldiers can become very attached to one colleague and get a range of perks while fighting with them. In Midnight Suns, though, the concept has been expanded significantly, with various short- and long-term relationship objectives. There are a lot of rewards, too, ranging from cosmetics to more practical things like stat buffs. You’ll also unlock combo cards that allow heroes to gang-up on an enemy and unleash a powerful attack. Rather than just being an ancillary feature, relationships are the umbrella that loads of other systems sit under.
(Image credit: 2K)
With fewer characters than Fire Emblem, Midnight Suns is able to take its friendship sim even further and make each social encounter unique. One of the most common ways for friendships to blossom is through the post-mission one-on-one hangouts. There’s a list of activities you can share with all heroes, but everyone has their own preferences. You’ll learn what kind of things they like to do over time, but the activity isn’t the only contributor to your burgeoning friendship. When I watched a movie with Magik, she was not a fan, but the accompanying chat brought us closer. These are all brief vignettes, but they always offer you a new insight into your prospective BFFs.
My social life really is out of control at the moment, in stark comparison to the one outside the game.
On top of the hangouts, you can pay your pals compliments after they’ve completed missions, spar with them, take them to one-off locations around the Abbey for a meaningful chat, respond to DMs and become embroiled in scripted drama or activities, like the aforementioned surprise party. My social life really is out of control at the moment, in stark comparison to the one outside the game. I’m barely out the door when I’ve got texts from Spider-Man asking me to get resources for Shop Class (where all the geeks make cool gizmos, represented as handy new cards) or Nico asking if I want to come to the Emo Kids club that evening (where we use magic to fix fractured memories) or Blade asking me if I want to do some yoga. How did I get so popular?
So yeah, it can be a lot to take in at first. In your first 10 hours, you’re not going to get through a day without discovering new systems. Along with all the social activities, you’ve got crafting, research, solo hero operations, collectables and mysteries dotted around the Abbey grounds all competing for your attention. And don’t forget that this is a card game (occasionally), so you’ll need to upgrade cards, unlock new ones and keep tweaking each hero’s deck. It drags you around by the nose during those initial hours, pointing out all the things you can do, and rather quickly you’ll be desperate to just have the opportunity to get settled. Thankfully, it does ease up, and after trying to soak it all in you’re told you can now just wander around the Abbey and engage with the systems as you see fit.
Lord of the manor
(Image credit: 2K)
The Abbey, I should add, is absolutely massive—much larger than Three Houses’ Garreg Mach Monastery. The building itself is fairly compact, but then you have the expansive grounds that just seem to go on and on. And on. They’re labyrinthine, too, so expect to get lost, even with the aid of the map. Walls and broken bridges will bar your way at first—a welcome limitation that makes exploring the grounds a less arduous prospect—but I still found myself traipsing around for bloody ages, hunting for mushrooms, chests, mystical objects and special places for some heart-to-hearts.
XCOM’s HQ is all about function, aside from the snippets of dialogue you get from the section heads. But the Abbey is a home and a sanctuary—somewhere you can clear your head after you’ve just spent the afternoon being smothered in Venom goo. In Garreg Mach Monastery, the students sing in the choir or share meals to unwind, but the Abbey’s heroes prefer videogames, sunbathing and knocking back sodas in their dry bar. In both cases, it’s a respite from the conflict in a way that XCOM’s HQ, with its Geoscape that’s constantly telling you that time is running out and everyone is going to die, could never be.
(Image credit: 2K)
There are still plenty of hints of XCOM everywhere, with a lot of the Abbey’s facilities essentially being analogous. The management of scarce resources has also been brought over, making you prioritise which heroes you can develop and new tech (or magical MacGuffin) deserves to be explored. But it’s still hard to imagine a more different take on turn-based tactics. After XCOM: Chimera Squad’s bespoke characters, I thought there’d be a bit of development there, but Midnight Suns goes so far beyond the buddy cop spin-off that it doesn’t even feel like a prototype of a prototype.
Firaxis has taken Midnight Suns in an undoubtedly unusual direction—one that won’t stop spitting out weird surprises—but so far I’m loving the ride. I’ve still got a lot of friendships to make, however, and I guess at some point I should consider saving the world? I’ll have to check my social calendar first.
https://gamingarmyunited.com/wp-content/uploads/2022/11/1668696536_Marvels-Midnight-Suns-is-more-Fire-Emblem-than-XCOM.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2022-11-17 14:00:482022-11-17 14:00:48Marvel’s Midnight Suns is more Fire Emblem than XCOM
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