343 Industries has revealed some of the changes that are coming to Halo Infinite’s February 15 update. The full patch notes will be coming on release day.

As for big changes, the Ranked CSR widget should communicate changes in CSR more clearly. The Winter Update added these modules. This patch will fine-tune their presentation and hopefully make the changes, up or down, easier to understand. In the Ranked Arena playlist, each Weapon Rank will be set to a “red” state after a weapon is picked up. This means a new weapon will not spawn back on the rack until the original has de-spawned.

Dropping a weapon will now take the same amount of time as switching weapons. According to 343 Industries, dropping weapons had become standard practice in competitive Halo and players had been expressing concerns about how often weapons were dropped. This change will discourage competitive players from dropping their weapons instead of switching. In weapon-specific changes, grenades will have a slightly lower blast radius. The sniper rifles error angle while no-scoping has also been reduced.

As for bug fixes, the patch makes client and server stability improvements, reduces gun jamming with semi-automatic weapons, and prevents a visual bug where semi-automatic weapons appeared to be double-firing from a third-person perspective. You can check out the revealed changes, as well as 343 Industries’ explanations on the Halo Waypoint blog.

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Destiny developer Bungie has raised more than $200,000 in just 24 hours for earthquake relief in Turkey and Syria as the devastating natural disaster’s death toll passes 20,000.

Bungie is raising funds through its Bungie Foundation charity. The developer said on Twitter, “The Bungie community is truly world class and have the biggest hearts! Thank you all for the generosity and support!”

People can donate whatever they want, but donations of $25 or more come with the Compassion Concentric emblem that was designed exclusively for humanitarian aid efforts. Visit the Bungie Foundation earthquake donation page to learn more.

Funds from the campaign are being donated to Direct Relief and International Rescue Committee.

A magnitude 7.8 earthquake with an epicenter in Gaziantep, Turkey struck on February 6 and affected an area home to 13.5 million people in Turkey and more in Syria, the AP reported. The event is being labeled as the “disaster of the century.”

The products discussed here were independently chosen by our editors. GameSpot may get a share of the revenue if you buy anything featured on our site.



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Just about every week brings something new to Destiny 2, whether it’s story beats, new activities, or interesting new combinations of elements that let players devastate each other in the Crucible. Iron Banter is our weekly look at what’s going on in the world of Destiny and a rundown of what’s drawing our attention across the solar system.

Destiny 2 thrives on its endgame replayability. In the original Destiny, it was the raids, pinnacle six-player activities that challenged your patience, game sense, loadout, and team communication. The barrier for raids was so high that it was a frustrating pain point for many players, with many on social media lamenting that they felt like they couldn’t ever run one. Thankfully, now the endgame is quite robust and varied, with multiple options of three-player and six-player activities that can be both exciting and challenging.

With dungeons, Grandmaster Nightfalls, and countless other Legendary activities, there’s an opportunity for a larger portion of the player base to engage with the endgame and the rewards it has to offer. This is great for players who don’t have a team of six always ready to go, and each endgame activity has its own merits, but the raids truly stand head and shoulders above all else unless you’re a PvP fanatic. Tweaks to raids over Destiny 2’s lifetime, such as introducing Triumph Seals and craftable raid weapons with Ability 3.0-friendly perks (Incandescent, Repulsor Brace, Voltshot), make them all the more compelling.

Despite these enticing reasons to get into a consistent routine of raiding, there’s still a massive void of engagement from the broader Destiny community. Believe it or not, it’s hard to get five other guardians who satisfy all of the requirements: are at the required power level, willing to invest multiple hours, and even available in the first place. More often than not, hopeful raiders are at the mercy of the dreaded LFG.

LFG, or “looking for group,” is, quite frankly, painful. It’s basically a way players reach out to others to coordinate playing an activity that doesn’t support matchmaking, meaning it’s up to you to find teammates. The unofficial LFG process has been a challenging system to deal with, but it has come a long way over the years. In the early days of Destiny 1, you would have to go to an LFG subreddit and then field a flurry of PSN or Xbox Live messages. Later on, Destiny 2 attempted to ease the pain by introducing the uninspiring “Guided Games,” but unfortunately the feature never seemed to take off and is all but forgotten.

In recent years, PC players have had a bit of a cheat code with Discord servers dedicated to LFG that function in a surprisingly neat and organized manner. Even then you still have a mess of different components, like Steam IDs (a ridiculously long string of numbers) and the hilarious prerequisites for LFG postings, barring many players from participating. And while these kinds of prerequisites make sense if you’re going for Legend-level challenges, a raid seal, or a flawless run, they aren’t necessary for casual runs.

Now, I know why these prerequisites are laid out by people organizing LFG runs, and it’s to avoid the common issues players deal with when engaging with others who might be unprepared for a raid. Unfortunately, this can be discouraging for anyone who’s a little rusty or isn’t a weekly raider. Even as a frequent raider, I confess that I need refreshers for encounters in certain raids that I haven’t touched in months (such as Last Wish). It’s a hard sell for my current clan or group because other raids are more rewarding or relevant this season–not everyone wants to run a raid that debuted back in Forsaken unless you’re going for a specific triumph. So I’m usually at the mercy of folks who aren’t interested in helping me relearn the mechanics, which leads me to avoid trying altogether.

LFG has always been intimidating, if not frustrating, for several reasons. The big one is simply not knowing who is on the other end of the LFG search post. What if they’re rude, incompetent, or worse, toxic? Sadly, some of the lowest points of playing Destiny have been during LFG raids, and to this day, I always pause before I make a raid LFG post.

Things are a bit easier when a LFG post does not require voice chat. For starters, no communication requirement generally means that the activity you’re LFGing for is less demanding. For instance, dungeons don’t have a wipe timer, and Grandmaster Nightfalls are fairly manageable. Many legendary seasonal activities like Wellspring don’t require verbal callouts or coordination. So in these moments, I’m stunned at how easy and painless LFG is, and if I need to farm Pinnacle drops late at night while my friends are asleep, the LFG Discord server is just a few clicks away. But when LFG can be so painless at times, why do so many of us dislike using LFG for raids?

The obvious answer is that the alternative of running with a consistent team of familiar faces, is just a far more pleasant experience. I have been lucky enough to have friends or regular clanmates to raid with in the past, sometimes even consistently. If you have a full group of teammates you’ve played with before, the odds of success rise significantly. Familiarity, it turns out, is key to a successful raid. And unfortunately, all that is thrown out the window when you mix in players you’ve never met before.

Recently in Destiny 2, I took a chance and ran the Deep Stone Crypt raid with three strangers through LFG. It doesn’t help that I’m an overthinker with this kind of stuff and easily get anxious, so you can see yet another reason I like to avoid dealing with this altogether. However, the dream of finally completing my craftable Posterity or Succession was enough to get me to grit my teeth and give LFG a shot.

If you know, you know.
If you know, you know.

One of the players on our team was unnaturally quiet, but he relegated himself to the roles that usually don’t require any callouts. Another player was quite loud but incredibly good-natured, even when we botched a few attempts in the early encounters we normally have on-lock. The last player was very affable as well, offering some neat insight into certain builds for the raid.

I had a sneaking suspicion they were more hardcore into the nitty gritty of all the stat builds and damage numbers than myself but even still, there remained a pleasant vibe during the raid. After a few jokes–and despite those earlier botched attempts–I felt my cynicism and nervousness dissipate. By the time we dispatched Taniks, one of the LFG strangers even got the Exotic rocket launcher from the raid–an extra special moment that we all got to cheer for since it was his first time getting the weapon.

It was incredibly telling that we were all surprised this raid run was so fun. We all had LFG horror stories to share with each other, which was a funny testament to how often LFG tends to suck. But I’m surprised to say we were proven wrong this time, and I want you to know it is possible for things to go well, particularly if you’ve avoided raiding because of similar reservations about LFG.

The whole process might be scary and a pain to go through, but if you’re on the fence, let me encourage you to take the leap of faith. I did, and it was rewarded. I got to make new friends to welcome into my little Destiny bubble, and it makes me genuinely joyful knowing that raid might’ve been our first together, but it definitely won’t be our last.

The products discussed here were independently chosen by our editors. GameSpot may get a share of the revenue if you buy anything featured on our site.



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Finnish studio Remedy Entertainment was founded all the way back in 1995, 28 years ago, and in that time it’s released seven games: Death Rally, Max Payne, Max Payne 2, Alan Wake, Alan Wake’s American Nightmare, Quantum Break, and Control. That works out to one game every four years, which isn’t bad for a smaller, independent studio. But Remedy has plans to ramp that rate up considerably, beginning this year.

Through most of its history, Remedy was a one-game-a-time studio, but in recent years it’s expanded its capacity considerably. It’s now working on multiple projects simultaneously (opens in new tab), including Alan Wake 2, a Control spinoff called Codename Condor, a “bigger-budget Control game” known as Codename Heron, and a service-based co-op multiplayer game codenamed Vanguard, for which it partnered with Tencent. The studio now has five “AAA games” in development, which is a major change from the pre-Control days.

“The move to this multi-project model has been going well, but we also have felt some growth pains with implementing our model, as was partially evidenced in summer 2022 with the additional time needed for the Vanguard project,” Remedy CEO Tero Virtala said in an investors report (opens in new tab) released today.

“Subsequently during 2022, we have taken our learnings and made changes: We have strengthened our game teams and adjusted their leadership roles, some outsourcing partnerships have been changed, there have been number of improvements how we plan and lead project-work, and we have developed the way company management oversees, supervises and supports our game projects.”

After managing a 32% profit margin (opens in new tab) through 2020 and 2021, Remedy plans to continue expanding: Virtala said the studio hired almost twice as many new employees in 2022 as it did in 2021, and “Looking ahead, we see the opportunity to keep on investing in personnel by hiring experienced, passionate and creative, challenge-driven individuals to drive our game projects onward.” All that extra staff isn’t just to help Remedy do more, but also to do things faster.

“The investments in our teams, Northlight game engine and tool set, support functions and external development are the key enablers for our next growth leap during the coming years,” Virtala said. “We are planning to launch a new game per year starting from 2023, accompanied by additional free and paid content.”

That’s a serious speed-up by any measure, particularly given how sudden it is: We had American Nightmare in 2012, Quantum Break in 2016, and Control in 2019; Remedy’s next game, Alan Wake 2, is expected this year. (Alan Wake Remastered and the Crossfire X singleplayer campaign happened in that period too, but I don’t consider them “new” games.) To move from that easygoing pace to hammering out a new game every year is a hell of a shift.

Alan Wake 2 is apparently still on schedule: Virtala said it is now in full production, will soon have all content in place and “is playable from start to finish.” Interestingly, he also said that Alan Wake Remastered, which launched in October 2021, still hasn’t generated any royalties, but he expects those sales will increase as Alan Wake 2 approaches release “and new players want to experience the original story on new generation consoles.”

Remedy isn’t the only studio aiming to speed up its pace of releases: CD Projekt said in October 2022 that it plans to release an all-new Witcher trilogy (opens in new tab) within a six-year period—that’s one full-scale Witcher RPG every two years. In the face of Cyberpunk 2077’s bad launch (opens in new tab) and the larger trend of continued game delays (opens in new tab) over the course of the pandemic, that’s certainly optimistic.


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On February 5, Reddit’s systems were breached due to a phishing attack where a hacker gained access to internal documents, systems, and code.  

Reddit wrote in a lengthy post last night that they became aware of a recent “sophisticated phishing campaign that targeted Reddit employees.” The attack was intended to trick employees by sending links to a fake website that “cloned the behavior of our intranet gateway, in an attempt to steal credentials and second-factor tokens.”

One employee self-reported that they fell prey to a phishing attack where the attackers gained their log-in credentials. From there, Reddit says the bad actor gained access to “some internal docs, code, as well as some internal dashboards and business systems.”

A further investigation by Reddit said that additional exposure was “limited” contact information of current and former employees and advertiser information. There was also no evidence of any breach of “primary production systems.”

Based on the company’s investigation, it said no Reddit user accounts or passwords were affected in the attack. Once security knew what was happening, it revoked access to that account. The post also mentions similar phishing attacks have been reported recently by other Reddit employees. 

Reddit later said in a comment, “As we all know, the human is often the weakest part of the security chain,” which is the most passive-aggressive message an IT person could send you after someone falls for a phishing scam. 

The end of the post promoted different ways of keeping your Reddit account safe such as enabling two-factor authentication and using a password manager. Password managers are great at preventing phishing attacks since they can detect when something is fishy about the domain you’re about to log on to. 

Personally, I’m just happy to see that my favorite subreddit was unaffected.


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CD Projekt Red has stated that the addition of visible, realistic labia and pubic hair in The Witcher 3 new-gen update was unintentional. The developer is working on an update to remove the textures.

The initial report, and CD Projekt Red’s statement, came from Kotaku. Most of the game’s romantic scenes do not include full frontal female nudity, but the Bruxa enemies and the crones from Crookback Bog (in one, late-game cutscene) do appear fully nude, even in the original version of the game. While the original version obscured genitalia with a Barbie-like effect, the current version has more realistic nudity. Why this inclusion was made was unclear, and when Kotaku reached out for comment, CD Projekt Red replied, “We’re looking into it and will have more information in the coming days.”

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