Shacknews - David Craddock

Rumors on NeoGAF and Kotaku point to Bungie bringing Destiny 2 to PC as well as Xbox One and PlayStation 4. In addition, sources close to both outlets indicate that the developer will go back to the drawing board in order to revitalize the franchise.

Admittedly, the rumors start sketchy but gain credence as more (alleged) sources reinforce them. NeoGAF user benny_a claimed to "know somebody that works at Activision," and that this person "was on a plane and then a train and saw a presentation on another person's laptop. (No, serious mode: This is what is being internally communicated to employees."

Benny_a goes on to say that Vicarious Visions, an Activision-owned development house, is pitching in on Destiny 2, and that matchmaking for raids will make the cut.

All of that amounts to the usual "I know a guy who knows a guy" rumormongering for which the videogame industry is famous, and wouldn't be worthy of mention, except that Kotaku editor Jason Schreier has a source who brought him into the loop.

"Earlier this year, I’d also heard from a person familiar with Bungie’s plans that Destiny 2, which is currently slated for a late 2017 release, will be on PC."

Schreier points out the logic in Bungie's decision. Putting the game on Steam opens up millions of additional customers and ensures that the developer channel all its resources into modern platforms; it dropped support for last-gen consoles as of the recently released Rise of Iron expansion for Destiny.

Furthermore, Schreier heard from other sources that Bungie views Destiny 2 as an opportunity to reinvent huge portions of the Destiny formula—a smart move, considering its rocky start when the original launched to mixed reactions in 2014.

"Over the past few months, I’ve heard that Bungie’s leadership wants Destiny 2 to feel like a proper sequel, even if that means leaving old planets, characters, and activities behind. In conversations with me, people connected to Bungie have made comparisons to Blizzard’s Diablo 2, which iterated on the first game in some incredible ways but didn’t carry over characters or content from Diablo. I don’t know exactly how much will change in Destiny 2, but all signs point to the developers starting from scratch."

One example referenced by Schreier is a new modality called play-in destinations: Destiny 2's planets will be populated with more towns, quests, and characters in order to spice up the tired march of patrol missions found in Destiny.

Luke Smith and Mark Noseworthy, Taken King's director and executive producer, respectively, are filling the same roles on Destiny 2 as a result of a staff shakeup that occurred earlier this year. One of their first moves was to reboot what had been written of the sequel's story and start fresh.

If Bungie ends up prohibiting you from carrying over Destiny characters, the studio will "likely offer something to players who have poured hundreds of hours into the first game," Schreier wrote, though he hasn't been able to confirm this.

Earlier this year, Activision announced that Destiny 2 would launch in 2017.

Shacknews - David Craddock

In response to a fan tweet, representatives from Insomniac Games confirmed they're keen on porting Sunset Drive to PC—but Microsoft has to sign off first.

"We'd love it if it could happen but [the] ball is in Xbox's court," the tweet reads.

Microsoft and Insomniac have a complicated relationship. The console manufacturer permitted Insomniac to hold on to the rights to the Sunset Overdrive IP provided the game stayed exclusive to Xbox One. Meaning, Microsoft gets to decide when and on what platform any ports (and likely future installments) appear.

One would assume Microsoft would be more likely to stretch that definition to its PC operating system as opposed to, say, the PlayStation 4.

Sunset Overdrive released in 2014, long before the advent of Play Anywhere, Microsoft's initiative that allows users to buy one digital copy of first-party games and play on both Xbox One and Windows 10. Microsoft announced Play Anywhere at E3, explaining that first-party games like Gears of War 4 and Forza Horizon 3 would support it going forward.

"Every new title published from Microsoft Studios will support Xbox Play Anywhere and will be easily accessible in the Windows Store," it said.

However, it's unclear whether previously released first-party titles—such as Sunset Overdrive and Halo 5—could be retroactively patched to support Play Anywhere. Given Microsoft's greater commitment to backwards-compatibility as evinced through the growing number of Xbox 360 games playable on Xbox One, adding support for older titles seems at least a possibility.

Shacknews - David Craddock

You can now purchase XCOM 2 for Xbox One and PlayStation 4. The game's season pass, Reinforcement Pack, adds more units and missions and is available for $25.

Firaxis intended to keep XCOM 2 on PC, optimizing the game for the platform where the franchise began back in 1994. Fan reception convinced creative director Jake Solomon and his team to rethink their stance. "The incredible reception of XCOM 2 has been rewarding and humbling for the team, and we’ve known console fans have been clamoring to play the game too. As avid console players ourselves, we’re excited to work with The Workshop to bring XCOM 2 to all of our fans."

Firaxis teamed up with developer The Workshop to port XCOM 2 to Xbox One and PS4. If you feel ready to go all-in, you can purchase a digital deluxe version of the game for $75.

Shacknews' editor Josh Hawkins enjoyed XCOM 2 when he reviewed the PC version earlier this year. "In many ways, XCOM 2 is more of what we already enjoyed in the recent reboot, with a few considerable improvements. The new units liven up the experience and add much more variety, while the procedurally generated maps help to customize every player’s experience into a one of a kind novelty. If you’re a newcomer to the resistance or an old veteran, XCOM 2 is a smartly designed action-strategy game with a staggering amount of content and replayability."

Shacknews - Steve Watts

River City: Tokyo Rumble carries itself with all the tone and appearance of a fan project. It's an unabashed homage to the NES classic River City Ransom, and models itself so closely after that classic that it feels like a lost sequel. What it lacks in originality it somewhat makes up in charm, but it's difficult to see how this would appeal to anyone without that sense of nostalgia for the original.

Bad Dudes

Most of that charm is built on the foundation of oddball humor that brought us street toughs yelling "BARF" when you punch them. River City Ransom was a more light-hearted take on the kung-fu beat-em-up action of Double Dragon, right down to identical plots about kidnapped girlfriends. Tokyo Rumble attempts a more cohesive story as delivered by a lot more dialogue and distinct story sequences.

Its writing occasionally falls flat or goes overlong, but for the most part it delivers solid chuckles with its meathead protagonist constantly skipping school to get in fights with neighboring gangs. The plot is still pretty simplistic, offering a series of successive boss fights without much rhyme or reason, and moments that I could only tell were supposed to be twists by seeing the characters themselves react with surprise. It's all weirdly arbitrary, but as a loose framework for the usually amusing punchlines, it holds together well enough.

If it seems I've gone on at length about the story for a game that doesn't have much of one, that's because it's the largest addition made to the game's structure. The core of River City Ransom remains largely unchanged. You'll still be wondering the streets, punching and kicking thugs, and then refreshing your stats by stopping at a shopping mall for some food. The world is larger, and is now composed of distinct Japanese areas that you can reach by train.

Playing the Role

The original was known for mixing RPG elements into an action brawler, and Tokyo Rumble carries the concept a step or two further. You now gain experience from beating up enemies, leading to permanent level increases that impact your stats. Some stores also sell gear to increase your stats. You can learn special moves by purchasing books from shops, but you'll also get move books from bosses that teach a specialized, signature move. These wrinkles do push the concept forward in a logical way, but it all feels like it would have been perfectly at home in the 8-bit era.

The permanent level increases and stat-boosting gear goes for your teammate too. As you traverse the city beating up rival gangs, many of them will join as selectable companions. Since they each level up individually, the game really rewards you for sticking with one for most of the journey, which diminishes the appeal of having multiple options.

Outside the story, Tokyo Rumble offers two largely disappointing bonus modes, Dodgeball and Rumble. I had fond memories of Super Dodgeball and I was impressed that this package appeared to bring it under the same umbrella as a mini-game. However, this version of dodgeball is free-for-all style, with balls simply laying on the ground and no boundary lines or outer guards. The less regimented style makes for a more chaotic experience, but it simply isn't as fun as the old game with its campy international competition and powered-up super shots. Rumble is exactly what it sounds like, a four-way bout with other players or AI opponents, with a few weapons sitting on the ground. It's even placed in the same Dodgeball environment. 

River City Rerun

Thankfully that slapdash treatment isn't indicative of the game as a whole. The story mode is well put together and serves as a faithful homage to the classic. It's loving to the point of almost fawning, and it feels a little too willing to play it safe at times, but it's an enjoyable nostalgia trip regardless.


This review is based on a 3DS download code provided by the publisher. River City: Tokyo Rumble is available for $29.99. The game is rated E10+.

Shacknews - David Craddock

One week after launch, the PS4 version of NBA 2K17 receives its first patch (via GameSpot). An Xbox One update will follow soon.

Download the file and bear Witness™ to updated courts for the Knicks and the Bucks, fixes applied to quirks in MyCareer and MyGM modes, and more accurate uniforms. You'll find a full change list below, or you can head to the game's Facebook page.

Gameplay changes make up the most substantial modifications in NBA 2K17's inaugural update. 2K bumped passing speed up a notch, and lob passes occur less often. Regarding MyCareer, practice sessions and games should no longer overlap, and improper control prompts have been adjusted.

GENERAL

  • Updated court floors for both the New York Knicks and the Milwaukee Bucks.  
  • Uniform improvements including the addition of a number of patches (e.g. Pacers 50th anniversary patch) and changes to more accurately represent uniforms for a number of teams.  
  • Addressed an issue where some pre-order users were unable to see the ’92 Dream Team on the Play Now team select menu.   

GAMEPLAY

  • Substitutions made during a timeout will now immediately apply, rather than waiting for the next dead ball.  
  • Reduced the frequency of lob passes and increased pass speeds across the board.  
  • Fixed the 5-Second Closely Guarded rule in Euroleague-rules games such that the violation is only called when the ball carrier is holding the ball (as opposed to dribbling the ball).   

MyPARK/2K PRO-AM  

  • Voice chatting has been added to the Pro-Am Team Arena.  
  • As your Pro-Am Team levels up, you will now begin to see your Sponsors’ logos appearing on your custom arena walls!  
  • Pro-Am teams of Elite 4 (and higher) will now see big heads in the crowd of their players during games.  
  • The “On The Rise” and “Get Your Feet Wet” achievements should now unlock when the proper criteria has been met.  
  • Injuries in MyCAREER will no longer carry over into MyPARK/Pro-Am games. Regardless of your injury status in your career, your player will now always be fully healthy in MyPARK/Pro-Am.  
  • The Turbo meter will now flash red when depleted in MyPARK/Pro-Am games.  
  • Travelling as a team to Parks and Pro-Am games should now be a lot smoother and more reliable.  
  • Once earned, Grand Badges should now properly appear on your player in Pro-Am games.  
  • A large number of improvements to the camera system used during Pro-Am games. The entire experience should now look and feel much cleaner.  
  • Custom Wall progress will no longer disappear when changing basket types while editing a Pro-Am Team arena.  
  • Made a change such that the only whistles you will hear in MyPARK are those from your current game (unless you are walking around).  
  • Your Gamertag/Online ID will now correctly show on the back of your team’s Pro-Am jersey.  
  • More reliable search capabilities when searching for players in the Free Agency feature of Pro-Am.  
  • Corrected a number of animation upgrades for Pro-Am that had incorrect team level requirements.  
  • Fixed an issue where the overall rating of another player would display as 55 when viewing their player card during a shootaround.  
  • MyPARK intro animations will now be shown with a greater variety when more than one is equipped.      

MyCAREER/MyCOURT  

  • Corrected a case where users would have an optional practice and a game overlapping on a single day, resulting in the user being forced to simulate to the next game.  
  • Proper controls for “Orange Juice” are now shown in the Controls menu in the in-game pause menu.  
  • The Ankle Breaker badge should now properly unlock when the appropriate conditions are met.  
  • Attributes earned exclusively through off-court events (e.g. free throw shooting, stamina, etc.) should now properly be saved to your MyPLAYER once earned.  
  • Coach Brubaker will no longer critique you for missing team practices while you are injured.  
  • When playing as a Point Guard, the playcalling menu will no longer be brought up on-screen when attempting to use “Orange Juice” controls with the d-pad.  
  • Fixed an issue where your MyPLAYER would sometimes appear out of focus during a post-game interview with the studio crew.

MyGM/MyLEAGUE  

  • Removed an errant dialog during MyGM setup that prevented more than one custom-built team from being added to the league at time of league creation.  
  • Fixed an issue in MyLEAGUE Online where loaded custom draft classes were not being preserved.  
  • User vetoes are now respected in MyGM when your owner approaches you regarding the proposed rule changes for the upcoming season. If you don’t want a rule enacted, say no. If you are interested in the rule, say yes and it will go up for vote with the league.  
  • When using a downloaded Team Design, the commentators will no longer refer to the team by an incorrect name.  
  • Team Cards will now list team stats for the last 24 years, rather than the current and last season it showed previously. The more information, the better!  
  • Fixed an issue where the Advanced Rotations menu was not properly updating following a trade, which could lead to a hang in some cases.  
  • Players should now sign for normal contract values when the salary cap rule is turned off.  
  • Commentary and crowd sounds will now be heard when jumping into a game that was initiated with SimCast.  
  • Playoff stats will now be used in the Team Comparison and Player Comparison menus during the Playoffs (previously used regular season stats).
Shacknews - Cassidee Moser

There are three strikes in the all-new Destiny expansion Rise of Iron. A mix of re-worked and brand new missions, each strike offers some exclusive loot that can be accessed by using collectible Skeleton Keys to open up chests at the end.

A few notes: -Bosses do not drop loot in Rise of Iron-Loot is appearing to be higher than the player’s overall Light Level. -Several players have experienced multiple drops from one Skeleton Key-Artifacts have also been reported to drop upon opening a chest

With that out of the way, let’s take a look at what’s available to people who choose to engage in the strikes!

Sepiks Perfected

This strike is a reworked version of the Devil’s Lair strike from Destiny year one.

Rewards:-Devil’s Dawn legendary sniper rifle-Sepiks Deposed Bond legendary class item for Warlock Guardians

Wretched Eye

This is a brand new strike unique to Destiny: Rise of Iron, in which players fight Devil Splicer High Priest while dodging attacks from a SIVA-infused Ogre.

Rewards-Anathema Cannon Mark Titan class item-Devil’s Dawn legendary sniper rifle-Hood of Malok legendary hunter helmet

SIVA Phogoth

Like Sepiks Perfected, SIVA Phogoth is another re-worked Destiny year one strike that has been altered to show the effects SIVA can have when infecting creatures.

Rewards-Mongrel Ogre Grasp Hunter gauntlets-Devil’s Dawn legendary sniper rifle

That’s all we know of for now. In the meantime, check out more of our Destiny content, including a walkthrough and a guide to raising your Light Level.

Shacknews - Cassidee Moser

There are three strikes in the all-new Destiny expansion Rise of Iron. A mix of re-worked and brand new missions, each strike offers some exclusive loot that can be accessed by using collectible Skeleton Keys to open up chests at the end.

A few notes: -Bosses do not drop loot in Rise of Iron-Loot is appearing to be higher than the player’s overall Light Level. -Several players have experienced multiple drops from one Skeleton Key-Artifacts have also been reported to drop upon opening a chest

With that out of the way, let’s take a look at what’s available to people who choose to engage in the strikes!

Sepiks Perfected

This strike is a reworked version of the Devil’s Lair strike from Destiny year one.

Rewards:-Devil’s Dawn legendary sniper rifle-Sepiks Deposed Bond legendary class item for Warlock Guardians

Wretched Eye

This is a brand new strike unique to Destiny: Rise of Iron, in which players fight Devil Splicer High Priest while dodging attacks from a SIVA-infused Ogre.

Rewards-Anathema Cannon Mark Titan class item-Devil’s Dawn legendary sniper rifle-Hood of Malok legendary hunter helmet

SIVA Phogoth

Like Sepiks Perfected, SIVA Phogoth is another re-worked Destiny year one strike that has been altered to show the effects SIVA can have when infecting creatures.

Rewards-Mongrel Ogre Grasp Hunter gauntlets-Devil’s Dawn legendary sniper rifle

That’s all we know of for now. In the meantime, check out more of our Destiny content, including a walkthrough and a guide to raising your Light Level.

Shacknews - John Keefer

As promised, EA nad DICE have dropped the new single-player campaign trailer on us, putting a human aspect to all all the punching, shooting and killing players will be doing in the upcoming WWI FPS. 

The trailer introduces many of the characters you will see in the campaign, with the emphasis that "Behind every gunsight is a human being," making the up-close personal hand-to-hand nature of WWI trench warfare just a bit more personal. There are even a few instances where soldiers hesitate rather than kill immediately.

Of course, it would be Battlefield without a lot of action to go with the voice-over. There is one great Top Gun-like scene where a pilot and his gunner fly close to the ground and upside down taking pictures.

The ESRB outed some of the campaign moments earlier, but there is nothing like a good trailer to put it all in perspective. And players will be able to do it all when the game hits shelves on October 21.

Shacknews - John Keefer

Agent 47 is heading to Colorado today as Square Enix has released Episode 5 for the assassination game.

The new episode adds in the following content:

  • New Freedom Fighters story mission
  • 6 new Opportunities for “Freedom Fighters"
  • 20 levels of Colorado Mastery, with the following unlocks:
    • 8 new Colorado 'Starting Locations'
    • 9 new Colorado 'Agency Pickup Locations'
    • 6 new weapon/gear unlocks
  • New Tactical Gear suit
  • More than 70 Colorado-specific challenges
  • 7 new trophies/achievements
  • New 'The Sarajevo Six' Contract. Target 5: The Mercenary. (PlayStation 4 Exclusive)
  • Live Content: New Escalation Contracts, Elusive Targets and New Featured Contracts (Contracts Mode)

In addition, there were some improvements made:

  • Contracts Mode - Search:
    • You can now search all Contracts using free-text entry for the title and description of a Contract. The checkmark icon will be shown to indicate which Contracts have already been completed.
    • The 'Contracts Search' option in the game menu has replaced the 'Latest Contracts' option.
  • Contracts Mode - Kill Conditions: Kill Conditions have been added to Contracts Mode and can be used by the creator to create more specific Contracts. There are 16 different kill types and 7 different accident kill types that are recognised by the game. When setting a kill condition, the Contract creator has the ability to enforce the kill methods 'Melee' and 'Thrown Weapon' in combination with a specific item, based on how they played when they created the Contract. This will require that the target is killed with the same item and method that the creator used. The selected kill conditions are part of the overall score objective bonus, and function as optional secondary objectives. Failing to complete any secondary objectives has a massive impact on your score and time bonus. Images have also been added that represent each Kill Condition. These can be viewed in the 'Detailed Target View'.
  • Note:
    • Dropping a target into a lake/sea will be classed as "Accident (Fall)".- The condition "Accident (Drown)" can only be accomplished by drowning a target in the toilet.
    • "Elimination" and "Pistol" are two separate kill conditions. "Elimination" can be achieved when behind an NPC with a pistol equipped.
  • Contracts Mode - Tags: You can now choose a number of "tags" when searching for Contracts. This will allow you to find Contracts that match specific requirements. These tags cover missions, amount of targets (up to 5) and kill conditions. This will allow players to quickly find Contracts according to their preference. Search results will show the Contracts in order of relevance and show which tags are matched in each Contract.
  • Contracts Mode - 'Friends' Filter: You can now filter Contracts to only show those created by your friends.
  • Friends Leaderboards: After completing any Contract (Story Mission, Escalation Contract, Elusive Target, Contracts Mode), you can now compare yourself directly with only your friends, as well as the existing ‘global’ option.
  • Elusive Target Countdown: The Featured Hub will now show a countdown for when the next Elusive Target will be available.
  • Instant Challenge Award: Challenges that require other challenges to be complete will now be awarded during gameplay. Previously, completing the final step of a multi-challenge challenge (e.g. Master Assassin) would award the challenge after the contract was completed.
  • UI Performance Improvements: Various improvements to the in-game UI have been implemented to improve overall game performance.
  • Adjustments to the Krugermeier 2-2 Pistol: Increased the number of rounds in each magazine from 5 to 10; Udated the weapon description to be more accurate and consistent.
  • Adjustments to the Jaeger 7 Lancer: We have fixed a bug with the Jaeger 7 Lancer Sniper Rifle (Sapienza Mastery Level 20 unlock) that in some cases allowed the bullets to pass through level geometry. 
  • Leaderboards Reset: The leaderboards for all Story missions, Escalation Contracts and Featured Contracts will be reset. A contributing factor to this reset was the adjustments to the Jaeger 7 Lancer, because some players have been able to achieve higher scores by killing NPC’s through level geometry.
  • Episode 5 - Misc. Improvements
    • Simplified the in-game text for downloading new content. "Get access" is now displayed for all content that is not installed. A pop-up message will inform you what content you need to (re)download or purchase to get access.
    • The 'Game Status Indicator' (aka the small bar that says "Loading" or "Saving etc.) has been unified in terms of placement and design.
    • Challenges and Mastery are now only shown for a destination if you own the relevant episode / content.
    • The required Mastery Level to unlock a Starting Location or Pickup Location is now shown on the relevant tiles on the Loadout page.
    • The Challenge page has been updated so that Challenge Packs are now shown under the relevant destination, rather than having their own category. Elusive Targets still have their own category.
    • Updated the Menu UI to be more consistent with colours (red/black and white) when showing what content has been completed.
    • The outline of a selected menu item will now 'pulse' to make it easier to see what is selected.
    • When browsing the Mastery Level unlocks, the Weapon Perks icons will now be displayed.
    • The "Replan Mission" option when playing an Elusive Target has been updated with an accurate description.
    • Sarajevo 6 missions will now display a spoiler warning if the previous missions have not been completed (PlayStation 4 only)
    • Item and Weapon information in the Loadout and Career pages now use the detailed view, showing all perks and descriptions.
    • Images of 47's selected suit in the Loadout and Career pages now use a portrait tile, to show more of the suit (and gloves!)

And while we are at it, here are the fixes:

Fixed Issues

  • Fixed an issue where a mission would sometimes not load after restarting.
  • The Elusive Target clock now always references the game's server time to avoid conflicts with incorrect system clocks.
  • Improved error-handling and detection of server disconnects to make for a smoother experience overall.
  • Fixed a rare issue that would require some players to restart the game to recognise newly installed content.
  • Fixed an issue that prevented the score calculation from being shown at the end of a mission.
  • Fixed an issue in the "Club 27" mission where 47 could not re-open the doors to rooms 203 and 204.
  • Fixed an issue where NPCs would react to running footsteps, while trespassing.

PC-specific Issues

  • Rewrote the Game Launcher into native code to improve compatibility and stability. As a result, HITMAN no longer needs the .NET framework.
  • Fixed an issue with missing runtime DLLs from the Visual Studio 2015 redistributable.
  • Fixed an issue that would lock the game's refresh rate, even though the monitor is capable of more.
  • Fixed an issue where disconnecting headphones during a cutscene could result in it pausing.
  • The default graphics settings within the game are now determined by the monitor resolution and hardware properties.

Episode 5 - Known Issues

  • Inconsistent objectives behaviour on “The Audition” opportunity in Colorado, depending on player actions.
  • After taking a 2-handed weapon from an Agency Pickup, the weapon may be lost when swapped with a dropped weapon from another NPC.
  • Some small bushes are missing collision and may cause 47 to get stuck.
Shacknews - John Keefer

Agent 47 is heading to Colorado today as Square Enix has released Episode 5 for the assassination game.

The new episode adds in the following content:

  • New Freedom Fighters story mission
  • 6 new Opportunities for “Freedom Fighters"
  • 20 levels of Colorado Mastery, with the following unlocks:
    • 8 new Colorado 'Starting Locations'
    • 9 new Colorado 'Agency Pickup Locations'
    • 6 new weapon/gear unlocks
  • New Tactical Gear suit
  • More than 70 Colorado-specific challenges
  • 7 new trophies/achievements
  • New 'The Sarajevo Six' Contract. Target 5: The Mercenary. (PlayStation 4 Exclusive)
  • Live Content: New Escalation Contracts, Elusive Targets and New Featured Contracts (Contracts Mode)

In addition, there were some improvements made:

  • Contracts Mode - Search:
    • You can now search all Contracts using free-text entry for the title and description of a Contract. The checkmark icon will be shown to indicate which Contracts have already been completed.
    • The 'Contracts Search' option in the game menu has replaced the 'Latest Contracts' option.
  • Contracts Mode - Kill Conditions: Kill Conditions have been added to Contracts Mode and can be used by the creator to create more specific Contracts. There are 16 different kill types and 7 different accident kill types that are recognised by the game. When setting a kill condition, the Contract creator has the ability to enforce the kill methods 'Melee' and 'Thrown Weapon' in combination with a specific item, based on how they played when they created the Contract. This will require that the target is killed with the same item and method that the creator used. The selected kill conditions are part of the overall score objective bonus, and function as optional secondary objectives. Failing to complete any secondary objectives has a massive impact on your score and time bonus. Images have also been added that represent each Kill Condition. These can be viewed in the 'Detailed Target View'.
  • Note:
    • Dropping a target into a lake/sea will be classed as "Accident (Fall)".- The condition "Accident (Drown)" can only be accomplished by drowning a target in the toilet.
    • "Elimination" and "Pistol" are two separate kill conditions. "Elimination" can be achieved when behind an NPC with a pistol equipped.
  • Contracts Mode - Tags: You can now choose a number of "tags" when searching for Contracts. This will allow you to find Contracts that match specific requirements. These tags cover missions, amount of targets (up to 5) and kill conditions. This will allow players to quickly find Contracts according to their preference. Search results will show the Contracts in order of relevance and show which tags are matched in each Contract.
  • Contracts Mode - 'Friends' Filter: You can now filter Contracts to only show those created by your friends.
  • Friends Leaderboards: After completing any Contract (Story Mission, Escalation Contract, Elusive Target, Contracts Mode), you can now compare yourself directly with only your friends, as well as the existing ‘global’ option.
  • Elusive Target Countdown: The Featured Hub will now show a countdown for when the next Elusive Target will be available.
  • Instant Challenge Award: Challenges that require other challenges to be complete will now be awarded during gameplay. Previously, completing the final step of a multi-challenge challenge (e.g. Master Assassin) would award the challenge after the contract was completed.
  • UI Performance Improvements: Various improvements to the in-game UI have been implemented to improve overall game performance.
  • Adjustments to the Krugermeier 2-2 Pistol: Increased the number of rounds in each magazine from 5 to 10; Udated the weapon description to be more accurate and consistent.
  • Adjustments to the Jaeger 7 Lancer: We have fixed a bug with the Jaeger 7 Lancer Sniper Rifle (Sapienza Mastery Level 20 unlock) that in some cases allowed the bullets to pass through level geometry. 
  • Leaderboards Reset: The leaderboards for all Story missions, Escalation Contracts and Featured Contracts will be reset. A contributing factor to this reset was the adjustments to the Jaeger 7 Lancer, because some players have been able to achieve higher scores by killing NPC’s through level geometry.
  • Episode 5 - Misc. Improvements
    • Simplified the in-game text for downloading new content. "Get access" is now displayed for all content that is not installed. A pop-up message will inform you what content you need to (re)download or purchase to get access.
    • The 'Game Status Indicator' (aka the small bar that says "Loading" or "Saving etc.) has been unified in terms of placement and design.
    • Challenges and Mastery are now only shown for a destination if you own the relevant episode / content.
    • The required Mastery Level to unlock a Starting Location or Pickup Location is now shown on the relevant tiles on the Loadout page.
    • The Challenge page has been updated so that Challenge Packs are now shown under the relevant destination, rather than having their own category. Elusive Targets still have their own category.
    • Updated the Menu UI to be more consistent with colours (red/black and white) when showing what content has been completed.
    • The outline of a selected menu item will now 'pulse' to make it easier to see what is selected.
    • When browsing the Mastery Level unlocks, the Weapon Perks icons will now be displayed.
    • The "Replan Mission" option when playing an Elusive Target has been updated with an accurate description.
    • Sarajevo 6 missions will now display a spoiler warning if the previous missions have not been completed (PlayStation 4 only)
    • Item and Weapon information in the Loadout and Career pages now use the detailed view, showing all perks and descriptions.
    • Images of 47's selected suit in the Loadout and Career pages now use a portrait tile, to show more of the suit (and gloves!)

And while we are at it, here are the fixes:

Fixed Issues

  • Fixed an issue where a mission would sometimes not load after restarting.
  • The Elusive Target clock now always references the game's server time to avoid conflicts with incorrect system clocks.
  • Improved error-handling and detection of server disconnects to make for a smoother experience overall.
  • Fixed a rare issue that would require some players to restart the game to recognise newly installed content.
  • Fixed an issue that prevented the score calculation from being shown at the end of a mission.
  • Fixed an issue in the "Club 27" mission where 47 could not re-open the doors to rooms 203 and 204.
  • Fixed an issue where NPCs would react to running footsteps, while trespassing.

PC-specific Issues

  • Rewrote the Game Launcher into native code to improve compatibility and stability. As a result, HITMAN no longer needs the .NET framework.
  • Fixed an issue with missing runtime DLLs from the Visual Studio 2015 redistributable.
  • Fixed an issue that would lock the game's refresh rate, even though the monitor is capable of more.
  • Fixed an issue where disconnecting headphones during a cutscene could result in it pausing.
  • The default graphics settings within the game are now determined by the monitor resolution and hardware properties.

Episode 5 - Known Issues

  • Inconsistent objectives behaviour on “The Audition” opportunity in Colorado, depending on player actions.
  • After taking a 2-handed weapon from an Agency Pickup, the weapon may be lost when swapped with a dropped weapon from another NPC.
  • Some small bushes are missing collision and may cause 47 to get stuck.
...

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