I've spent the last week playing Call of Duty: Black Ops II's multiplayer; arguably the real reason many will purchase the game. While I still have a lot to experience—the number of unlocks is ridiculous, and the competitive metagame is difficult to discern this early—I still think I've got a reasonable feel for it all. Good enough to at the very least say with confidence that Black Ops II does nothing that would entice someone who was turned off by the series before, though Treyarch has made a few changes to the franchise.
Where the single player saw huge changes, and zombies saw some alterations as well, multiplayer, on the whole, will be familiar to anyone that's played a major iteration of the Call of Duty franchise in the last few years. It's still a fast-paced twitch shooter that has maps with dizzying number of nooks, crannies and corners that encourage a frenetic style of play.
Black Ops II feels like another iteration that tweaks things a little. The game largely plays the same, except for a few changes, which in my opinion aren't significant enough to make the game feel any different.
The only people who will think the changes in Black Ops II are significant are the more hardcore of the bunch, for whom any change, however small, feels like a huge thing. For everyone else: hey look. It's more Call of Duty—almost exactly like how you remembered it, too.
I want to touch on spirit of the multiplayer as a whole before I delve into the nitty gritty, just so I'm clear on what that classic Call of Duty multiplayer feel is. The marvel of the franchise for me is how paranoid one can become while playing.
You always feel like you could be shot down in a split second. This creates tension that gives rise to both bold and guarded measures—maybe you brave that hallway, Rambo style, or maybe you camp it out for a short while.
That tension is always palpable, especially when you consider how fast the game moves. You have to keep up, or make sure nobody gets the drop on you. Everything is a potential threat and sometimes you shoot at nothing at all, or knife at teammates—you get spooked and react with your sole defense, a trigger finger. You develop your reflexes to be as rapid as they can be, and yet you never feel it is swift enough. Who has not, at least once while playing Call of Duty, felt old because of their reflexes?
Every death is a shock in how quick it happens, yes, but in how quick it leaves you, too. Alive. Dead. Alive. Dead. They start to blur. If you're losing, the difference between the states might start mattering less and less to you. For the engaged, a death can feel like a gasp cut short because of how suddenly it happens, and then how suddenly it's gone.
Yes, Call of Duty is addicting. Very much so. But if you asked me to describe it to you in one word, that'd be "traumatic." And yet in spite of that, or perhaps because of that cutthroat environment, you start craving any ounce of success you can get. The high of a kill feels more pronounced than it might in a different game—so maybe scorestreaks are unfair, and maybe they just allow those who are winning to bulldoze that much more efficiently. But, goddamnit, you feel like you earned them.
And as a quick aside—now compare to the current political landscape, similarly paranoid, similarly making enemies out of everyone, similarly carried by that "pull yourself up by your bootstraps" mentality no matter how unfair it might actually be for everyone else. Truly, I can't think of a game that better reflects the society that created it. I almost feel guilty for finding the multiplayer so thrilling, but this guilt is overridden by a constant fearful vigilance punctuated with short-lived rushes of adrenaline after I land kills. I got you, you bastard.
All of that has been the crux of the franchise for a while now, and that hasn't changed with Black Ops II. No reinvention, no evolution—same thing with different maps and new guns. You're still playing a variety of modes, from death match, to objective-based, to party games as well as combat training for newbies. There additions, sure, but nothing major. Notably, these are the inclusion of League Play, Scorestreaks (basically killstreaks, only not just for kills), and the new Pick 10 system.
League Play, I suspect that many will welcome with open arms. Here is why: there are no unlocks. Everything is available to you from the get-go—all the guns, all the perks, all the scorestreaks, and so on.
Everyone is on the same playing field, so to speak. It's up to you to figure out what best suits your needs, and the game doesn't get in the way of you experiencing what you want to play, and how you want to play it.
Compared to the other modes, which require you to sink a considerable amount of time into them to unlock stuff, this is a godsend. Point blank, I hated starting out in the Core playlists because it was immediately obvious that the game was not balanced. It can't be. Whoever has the better gear will invariably win in a duel, and the starting guns suck. Every bit and bob you can customize—attachments, abilities (ie, perks) and extra gear makes a huge difference in how effective you can be on the battlefield.
That and, the more you participate, the better League Play is able to pit you against similarly-skilled players. You start off with it requiring you to do a number of "placement matches" that assess you skill level, and then put you on a ladder with a division and a subdivision. Regular matchmaking might put you against someone ten, twenty, thirty levels your senior. Needless to say, that's awful. I'm having a hard time thinking of why I'd ever really want to go back to normal competitive—the only thing I can imagine sparking that action is being overtaken with the desire to grind. That's, uh, not likely.
League Play also seems like a good choice for those interested in clans, or those interested in forming a team for the league. I've not been able to fiddle here just yet, but I figure that once I get a core team of interested friends going, I'll probably make a league team right away and never go back.
Granted, you don't get to pick the modes when in League Play, and there are a couple of cosmetic unlocks you can't get in League Play, either. I'd wager you'll also be playing in a more serious environment, and that might not be appealing to everyone. Personally, I'm fine with all of that if it means having access to what I want immediately and playing against similarly skilled people.
Plus, if I want something not-serious, I can always boot up party games. This is where all the old wager matches from the first Black Ops went. I'm sad that I can't bet points on my performance in matches anymore, because the frenzied, almost hedonistic play of Call of Duty plus betting seems like a match made in heaven (or hell, depending on how you look at it.) But even without that, party games are a blast—I'd go so far as to say that they are my favorite thing in BLOPS II's multiplayer.
I am particularly fond of Gun Game and Sticks and Stones. The former requires you to land a kill with every single weapon. So you start off with a pistol, then two pistols, then another gun, then a shotgun, and so on. I like this mode because it requires me to be versatile; I can't default to the gun that I prefer. I like this mode so much, in fact, that I stopped writing this mid-sentence to go play a couple of gun game matches. It's just that excellent. Sticks and stones, meanwhile, is a mode with only a crossbow, a ballistic knife and a combat axe. Have fun and oh—try not to get hit with the axe, because that nets you a "humiliation" where you're reset back to zero points.
Going back to what's new for a second—scorestreaks. The idea was to replace killstreaks with something that rewarded kills AND other stuff too. This is particularly important when we're talking about objective-based gametypes. You need your teammates to all be on the same page, trying for the same goal. So now you can get a UAV for killing a few people in a row, or you might get it for capturing a point. In theory, this is a great addition.
Here is the problem: Call of Duty is not a collaborative game thanks to the overall community, nor is it one that gives powerful incentive to change lone-wolf, kill-focused type play. Giving me extra points for capturing a hardpoint does not make me more likely to go after the point, especially given how much more lucrative maintaining a high K/D is to the community and how easily you die.
The way I see it, the franchise has got years and years and years of gearing the community to think of the game in a certain way, to play in a certain way. Everything from the map design to the health and so on facilitates a certain mode of play—and Black Ops II is still mostly the same as it was before, design-wise.
Unless you make some radical changes to the design, people will largely play the same. And why not? Consider that both killstreaks and scorestreaks only reward those who are doing well. So if you're already winning, this just cements the win that much more. So uh: what part of that is more likely to make me to play any differently? How will scorestreaks change the usual "do-well-do-better" or "do-bad-do-awfully" reward paradigm found in the franchise, which is available if I just keep playing for kills (hypothetically)?
I will say that the scorestreaks seem less rage-inducing now. They still reward players who are already doing well, but so far I've yet to be in a match where it was completely impossible to so much as breathe because a player managed to get on a roll with them.
Also new is the Pick 10 system for custom loadouts. Everything you equip costs one point, and your ability to mix and match is fantastic. Almost anything goes, as long as you don't spend more than ten points. We're talking like, having two primary guns at once type mix and match.
Personally I'm running something that gives me three attachments to my primary gun, but because of that, I only have one grenade instead of three. I also have "Perk 1 Greed" wildcard (wildcards are intended to "mix things up," or bend the rules of the class system.) Perk 1 Greed allows me to take both hardline and lightweight as initial perks. Normally I'd only be able to pick one out of this set. Having this enabled, however, means I don't have a secondary gun—at least, this is what I got rid of to make room for another perk. But I never really use my secondary gun or grenades, so whatever!
And these are the notable changes to Black Ops II—if these sound major, it's because I've spent time on minutia moreso than it is because the game has become significantly different.
You also have the ability livestream or shoutcast—things I've not significantly explored, admittedly.
There are other elements that make a return: you can customize cosmetic things, like skins on your gun, or your knife. Unfortunately the things I cared about the most—customizing your appearance or etching letters onto your guns, like you could in the first Black Ops—are absent. Shame! It was badass to be able to put on warpaint, even though everyone tried looking like the Joker.
But overall Black Ops II is still the Call of Duty you love...or you hate. It plays the same, it largely functions the same—not a bad thing, by any means, if you happen to like the game already. Those who are sick of the franchise might want to sit this one out though.
I can't help but wonder how long Call of Duty rests on its laurels. You do it for long enough, and it's not having the luxury of remaining stagnant because nothing else comes close, but rather opening up the opportunity for someone else to come and take the crown.
For now, rejoice: there's more Call of Duty to be had, and some will find it as excellent as always, and others will become or remain burned out on it.
No one told the folks over at IndiePub that you're supposed to kill the turkey before shoving your entire kitchen into it. Turkey Stuffin', now available for Android and iOS, is definitely stupid, possibly fun.
You've got a turkey. You've got ingredients falling along the left side. Some are food items, like cranberry sauce, butter or a steaming cup of coffee. Others are infinitely more painful — scissors, beach balls, a 1977 Cadillac (made that last one up). Your goal is to stuff the poor bastard with as much stuff as you can without causing a shitstorm of epic proportions.
Using the right combination of ingredients unlocks recipes, which fatten the fowl considerably. For instance, butter and a beach ball equals butterball.
But mostly you're paying a dollar to put things in a turkey's ass. Is that a good deal? Eh.
Turkey Stuffin' [iTunes]
Turkey Stuffin' [Google Play]
Mass Effect 3 is coming to Wii U when the new console launches next week. We've got the upcoming port in our office. Here's a quick look.
If you've already played Mass Effect 3, don't worry about buying it again. The new features are interesting, but the game has not changed very much. (This edition comes with the From Ashes and Extended Cut downloadable content, as well as the three multiplayer packs. There's also a new interactive comic and a new heavy weapon (the Ladon-597).)
What's really cool here is the potential that the Wii U can bring to role-playing games like Mass Effect 3 in the future. I've written before about the ways that the Wii U could make RPGs better. A role-playing game designed from the ground up for the Wii U's great controller could do some awesome things indeed.
Back in September, FarmVille players were introduced to Juicy Joe, a health conscious character that brought us a series of "Juicy Joe" goals, along with prizes like fruit-themed animals and trees. Now that cider season has rolled around, Joe reappears on our farms via a series of goals called simply: "Cider Brewing." There are nine goals to complete in this entire series, but you can multitask and work on them across your many farms to save time.
No Bad Apples
• Get 6 Kingston Black Apples
• Harvest 50 Peppers
• Harvest Dragon Lair 2 Times
For this "Kingston Black Apple" task and all others in this series that ask you to collect a certain number of a new collectible, you'll need to earn these items by posting general requests to your news feed. As for the Dragon Lair, this is something that you've likely built long ago, so feel free to travel to another farm if you happen to have them ready elsewhere. Finally, the original Pepper crop takes a full day to grow, so make sure to plant some as fast as you can to make some early progress in this goal line. For completing this first goal, you'll receive 125 XP, a Cider Gnome and 2,500 coins.
Chipping Away
• Get 7 Apple Chippers
• Harvest 75 Pumpkin
• Craft an Arborist
While your Peppers are growing on one farm, make sure to grow your Pumpkins on another farm. They take eight hours to grow, but they can be done and waiting for you by the time you finish this series' first goal, if you plan ahead. Meanwhile, the Arborist can be created in your Craftshop using three Peanut, four Morning Glory and two Orange baskets. You'll receive 150 XP, a Turbo Charge and 3,000 coins for finishing this goal.
Press It. Press It Good.
• Get 8 Apple Presses
• Harvest 100 Cranberries
• Craft a Farmhand
The Farmhand can also be created in your Craftshop using four Cotton, three Soybean and one Cherry Bushel/Basket. While you're waiting for this Farmhand to craft (it takes six hours), you can grow the Cranberries over a 10 hour period of time. You'll receive 175 XP, a Cider Station and 3,500 coins when you complete this goal.
Juicy Joe
• Get 9 Storage Bags
• Harvest 125 Chickpeas
• Harvest Bunny Hutch Twice
As with the Dragon Lair task above, you can freely swap between your different farms to the ones that have ready Bunny Hutches in order to finish that task quickly, and you can harvest the Chickpeas after 20 hours. Here, once again, is our friendly reminder to plan your crop planting ahead of time across your many farms, so that you can have as much of this out of the way as possible. Just don't plant things so far ahead of time that they wither. Completing this goal gives you 200 XP, a Book of XP and 4,000 coins.
Spice is Nice
• Get 9 Cinnamon
• Harvest 150 Peppers
• Craft a Fertilize All
You'll need to head back to the Craftshop for the Fertilize All, which requires two Manure Bags, four Carrot and three Chickpea bushels to create, along with six hours. As a reminder, you can earn these Cinnamon items by pestering your friends into sending them to you, so ask as often as you can to finish these goals quickly. Completing this goal gives you 225 XP, a Cinnamon Bear (an actual animal) and 4,500 coins.
Brown Sugar!
• Get 9 Brown Sugar
• Harvest 150 Sunflowers
• Harvest Cinnamon Bear Twice
The second you receive the Cinnamon Bear, you'll want to place him in a matching animal storage building. If you've already tended all of the buildings on one farm, remember that you can swap to other farms that may also have animal pens and complete the task there. What's more, if you only have one pen on a single farm, but you happen to have the storage transfer license for that farm, you can swap the Cinnamon Bear to another farm and complete this normally time-consuming task in a matter of minutes. As for the Sunflowers, they take a full day to grow. Completing this goal gives you 250 XP, a Cider Cow and 5,000 coins.
Honey, I Sweetened the Cider
• Get 10 Honey Jars
• Harvest 150 Grapes
• Harvest Cider Cow Twice
As with the Cinnamon Bear above, your first priority should be to harvest the Cider Cow by placing it in a Cow Pasture. Other than that, you'll need to let the Grapes grow for a day before you can harvest them, but if you've been following our advice to plant crops ahead of time, they should already be ready and waiting for you by the time you reach this goal. When you finish it, you'll earn 275 XP, a Cider Horse and 5,500 coins.
Bottle It Up
• Get 11 Cider Bottles
• Harvest 150 Peas
• Master Cinnamon Bear to 1-Star
Again, by the time you complete the above Cinnamon Bear goal, you'll already have two points of mastery on the animal, and can earn the rest quickly by swapping the animal across farms, placing it into different animal pens and waiting for them to regain their ability to harvest/feed. If you're planning things ahead of time, this task definitely isn't as scary or time consuming as it might initially sound. Either way, the Peas can be planted separately and are available for harvesting after growing for a 24 hour period. For completing this goal, you'll receive 300 XP, a Book of XP and 6,000 coins.
Better with Friends
• Get 12 'Friends to Share With'
• Harvest 200 Pineapples
• Master Cider Cow to 1-Star
These Pineapples take two full days to grow, so if you've never taken our advice and planted crops ahead of time, this would definitely be a good place to start. Simply choose a farm you don't use very often (say, Lighthouse Cove or English Countryside, as examples), and plant the Pineapples as you're completing one of the previous goals. Since they take so long to grow and wither afterwards, you'll likely reach this final goal and be able to harvest them before any of your time is wasted. You'll earn a Cider Unicorn, 325 XP, and 6,500 coins when you complete this goal. You'll have only the next two weeks to finish these goals, so plan ahead and work as fast as you can to have a chance of completing them all in time.
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Republished with permission from:
Brandy Shaul is an editor at Games.com
Sony isn't the only hardware manufacturer trying to pry open your turkey-addled wallet next week. Microsoft will be partnering up with various retail outlets to offer their game console bundles with hot new games in a variety of configurations. The news comes from Xbox exec Larry "Major Nelson" Hyrb:
Walmart will offer an exclusive special edition glossy white Xbox 360 4GB console and controller with "Skylanders" and exclusive "Skylanders" figurine, for $149.99 USD (ERP).
Best Buy, Fred Meyer, Fry's and Newegg will carry the Xbox 360 250GB console with "Skyrim" and "Forza 4: Essentials Edition" for $199.99 USD (ERP).
Target, Amazon, Sam's Club, Meijer, Kmart and Microsoft Stores will offer the Xbox 360 4GB console with Kinect and "Kinect Disneyland Adventures" for $199.99 USD (ERP).
Additional retailers will offer a variety of exclusive deals including:
GameStop: Xbox 360 250GB console with "Call of Duty: Black Ops 2" for $249.99 USD (ERP)
RadioShack: Xbox 360 4GB console with a wired headset for $169.99 USD (ERP)
Toys R Us – Xbox 360 4GB console with $50 gift card for $179.99 USD (ERP)
The post on Hyrb's blog also includes details on discounted first-party games, too, like a $40 price tag on Forza Horizon. If you've been saving your money for a moment like this,
Black Friday is coming. With that sales-pocalypse in mind, Sony's just announced a bunch of hardware + software bundles to entice consumers to pick up their home console and handheld. Most of the deals will include games exclusive to Sony hardware— the exception being a Lego Batman bundle for Vita—as well as a PlayStation Plus trial for the PS3. Now that the service is coming to the handheld, Sony really should be offering a PlayStation Plus deal for the Vita, too, shouldn't they? Bundle deals are below, pulled from Sony's announcement:
PS Vita
All three PS Vita bundles will be available for only $199.99 (MSRP) on November 23rd and 24th:
PS Vita Assassin's Creed III Liberation Bundle includes:
Crystal White PS Vita Wi-Fi System
Assassin's Creed III Liberation game
4GB Memory Card
PS Vita Call of Duty: Black Ops: Declassified Bundle includes:
Crystal Black PS Vita Wi-Fi System
Call of Duty: Black Ops: Declassified game
4GB Memory Card
Lego Batman 2 Limited Edition PlayStationVita Bundle includes:
Crystal Black PS Vita Wi-Fi System
Lego Batman 2: DC Super Heroes game
PS3
The new 250GB PS3 system will be bundled with two of the most popular gaming franchises, UNCHARTED, winner of more than 200 Game of the Year Awards, and the fan favorite inFAMOUS.
PS3 Black Friday deals can be found below:
The Ultimate PlayStation3 Value Bundle, selling at $199.99, includes:
PS3 250GB system
UNCHARTED Dual Pack
Includes Drake's Fortune and UNCHARTED 2: Among Thieves
inFAMOUS Collection
Includes inFAMOUS, inFAMOUS 2, and inFAMOUS Festival of Blood
30 day PlayStationPlus Trial Membership
The next Hitman title is just around the corner, releasing this coming Tuesday. We all know what Conan O'Brien thinks of the title, but maybe you're still curious about the stealth game that approaches.
How many ways can you stalk and kill people? Can you tell me more about those difficulty levels? What is Contracts mode? What's the deal with those nuns?
IO Interactive's Sven Liebold and game director Tore Blystad will be answering your questions live at Noon (ET) for about two hours. Fire away!
A smart game knows its audience. So let's take a moment to understand what kind of audience I am.
My actual cat is named Guybrush. I have this print in my living room. I think cats and pirates are probably the best things ever except for, maybe, pirate cats. So when a game called Cat Pirates shows up... well. I mean. They may as well have called it "Kate Cox, You Play This Game Right Now I Mean It."
Cat Pirates is a reasonably standard tower defense game. In this particular instance, your tower is your treasure, and it is under attack from cat pirates, who are jerks.
It's not their fault, really. Pirates are kind of jerks—they do, after all, specialize in stealing stuff that doesn't belong to them—and so are cats. All purring and contentment one minute, all trying to murder the hell out of your bathmat the next. Come on, kitty! It's dead! You killed it! Please let me out of the shower in peace!
Ahem.
The point is, pirate cat jerks are coming for your treasure, through a maze of crates. You have exactly one way to stop them, which is with bombs. Sometimes when you blow up a cat with a bomb, it drops an upgrade. (Do not try this at home.)
The upgrades apply themselves automatically to the next number of bombs you place, and create some... interesting combinations. One bomb type leaves the tiles where it explodes burning for a few seconds. Another upgrade type turns one placed bomb into several. A bomb can have both upgrades applied, which causes it both to multiply and also to leave a fire merrily blazing in its wake.
The trick is learning to manage upgrades. The difficulty curve comes both sharply and quickly—after finding the first five levels (of 30) almost laughably easy, I very suddenly had to take multiple stabs at the sixth. Wasting a giant mega land-mine leaving, fire-starting bomb placement, when the map is chock-full of oversized, treasure-stealing cats, does nobody any good.
Actual pirate cats may not approve of this game. At least, that's my take-away from the number of times that Guybrush Threepwood Cox, Mighty Pirate Cat, has knocked my iPod onto the floor in the last 24 hours. For humans, though, it's an entertaining jaunt.
Cat Pirates [Google Play, $0.99]
Cat Pirates [iTunes, $0.99]
Ubisoft promised a big patch for Assassin's Creed III and it looks like they're delivering. The game's huge "Thanksgiving" patch, set for release next week has a lot of fixes.
Some of the fixes will be spoilers (there's a boring non-spoiler version of the changes here). Read on at your own risk. But let me make something clear: they say they are fixing the chases.
Here's the full list of patch notes, via the Ubisoft forums, with some notes from me for emphasis.
Multiplayer
Multiplayer Modes
- ASSASSINATE - Instances where it was possible for players to kill players that were not their target in Assassinate have been corrected.
- ASSASSINATE - Bodyguards no longer fail to stun when they are locked by the pursuer of the player they protect.
- DEATHMATCH - In Fort Wolcott, fixed a bug where players would remained stuck on warmup screen.
- MANHUNT - The cooldown boosts for loss streak bonus are not permanently active for all abilities during a manhunt round anymore.
Multiplayer Abilities
- Loss Streak now correctly triggers when players lose their contracts five times in a row.
- Disruption now breaks the hitting player's lock.
- The Smoke Bomb's drop behavior has been updated. It now drops at the user's feet instead of dropping in front of them. However, if players drop it from a ledge, it will drop below them.
- Throwing Knives used against players hiding in haystacks will now make them get out of this haystack.
- Using Throwing Knives against a target now prevents the target from contesting the kill.
- Players are no longer stuck after using the Money Bomb from a ledge.
Multiplayer Ladders
- Several issues which occurred when players would quit a Manhunt pre-session lobby and join their friends the same session later have been corrected.
- After a session ends on a draw, both teams will now receive the same rate for Abstergo ladder, instead of one team getting a winning rate and the other getting a losing rate.
- Players are now granted Abstergo points normally even if one or several players get the idle state at the end of the session (The idle players do not get any Abstergo points)
Multiplayer Misc
- It is now possible for players to lock their target when their target has just stunned them.
- Changing the ability set three times during a game can no longer reset the ability's cooldown.
- The X icon no longer inaccurately persistently displays.
- It is no longer possible for players to get up and perform a kill under certain conditions while they're vulnerable.
- Transitions to join Multiplayer sessions after an invite now work correctly.
- Warm up games are no longer interrupted when the host player leaves.
- It is now possible to stun a vulnerable pursuer.
- The X icon no longer displays above the pursuer's previous target when they have been stunned after being vulnerable.
Singleplayer
Platform: All
- Location: Sequence 1 - 12:
- Mission - "A DEADLY PERFORMANCE" - Mission result screen could show an incorrect sync reward
- Mission - "A DEADLY PERFORMANCE" - Players could be stuck in the opera if they backtracked in a certain way after killing the target.
- Mission - "INFILTRATING SOUTHGATE" - Target would not be spawned if the player failed to perform a meat shield during the firing line tutorial
- Mission - "INFILTRATING SOUTHGATE" - Fixed multiple bugs where the guard on the boat could walk in circles, stay stuck or jump on the railing. [NOTE FROM STEPHEN: We chronicled this bug during launch week... we'll miss the rail-jump.]
- Mission - "JOHNSON'S ERRAND" - Fixed floating muskets after a cinematic.
- Mission - "JOHNSON'S ERRAND" - Moved HUD icon on the explosive barrel on the ground instead of above the cart, because that's what the player needs to shoot.
- Mission - "JOHNSON'S ERRAND" - prevent the player from using hide spots during part the mission to avoid a possible mission break.
- Mission - "THE SOLDIER" - Fixed a missing audio line.
- Mission - "THE SURGEON" - Fixed a bug where the eavesdropping tutorial couldn't be completed if the mission was restarted.
- Mission - "THE SURGEON" - Fixed NPC not reacting to the player's presence during the steal tutorial.
- Mission - "THE SURGEON" - Fixed optional objectives that could fail too easily.
- Mission - "WELCOME TO BOSTON"- When replaying the mission, when asked to buy a sword and pistol, those items would already be purchased.
- Mission - "WELCOME TO BOSTON" - Fixed Possible mission break if the player shoots the horse he's supposed to ride.
- Mission - "UNCONVINCED" - Fixed a bug where the player could enter the tavern too early and break the mission.
- Mission - "UNCONVINCED" - Blocked accidental blending during the tavern fight, which could break the mission.
- Mission - "FEATHERS AND TREES" - Fixed a bug where the optional objective "Do not touch the ground" could fail too easily.
- Mission - "HUNTING LESSONS" - Fixed the issue where the bear could flee and eventually freeze. [NOTE FROM STEPHEN: Good news for the bear, I guess.]
- Mission - "A BOORISH MAN" - After the mission, the candelabra would display an interaction effect while the secret door to the basement was already opened.
- Mission - "RIVER RESCUE" - Blocked the player from diving in the river too early which could break the mission.
- Mission - "STOP THE PRESSES" - Cinematic could sometimes not trigger, breaking the mission.
- Mission - "THE HARD WAY" - Fixed the optional objective "Do not take any damage" that would fail if the player hits rocks even if it doesn't deal damage to the ship
- Mission - "ON JOHNSON'S TRAIL" - Fixed issue where Chapheau could become inactive if the player dragged the fight far from where it started.
- Mission - "THE ANGRY CHEF" - Fixed issue where the "limit health loss" optional objective would wrongly fail if the player reloads a checkpoint or dies. Also fix the displayed limit to 33% as that's what's actually used.
- Mission - "THE ANGRY CHEF" - fixed missing butcher hatchet during cinematic if blood option is turned off
- Mission - "BRIDEWELL PRISON" - Closed the cell doors while being escorted to prevent the player from getting stuck in them
- Mission - "BRIDEWELL PRISON" - fixed voices becoming muffled mid-eavesdropping
- Mission - "SOMETHING ON THE SIDE" - Fixed missing ocean during the chase
- Mission - "SOMETHING ON THE SIDE" - Made the chase part easier [NOTE FROM STEPHEN: This is the much-hated Hickey chase that I passed only when he bumped into a wagon. Hooray!]
- Mission - "A BITTER END" - Fixed a camera glitch if the player reloads last checkpoint during a certain cinematic
- Mission - "A BITTER END" - Fixed a glitch that could happen if the player restarted the mission during a specific cinematic
- Mission - "FATHER AND SON" - Fixed a bug where the guard you're supposed to kill would not reappear if the player starts fighting him and then runs away.
- Mission - "FATHER AND SON'' - The mission could not be completed if the guard the player kills the target he's supposed to steal using a stealth kill from bench or a rope-dart hanging move.
- Mission - "MISSING SUPPLIES" - Disabled a patrol that would almost guarantee failing the mission if they detected and started fighting Haytham
- Mission - "ALTERNATE METHODS" - Made the chase section easier
- Mission - "BROKEN TRUST" - fixed a bug where the player could be stuck on a horse if he exited and re-entered the Animus at a specific moment
- Mission - "LEE'S LAST STAND" - removed a destructible barrel that could cause problems if used as part of a contextual counter-attack.
- Mission - "CHASING LEE'' - Adjusted difficulty on the Charles Lee chase [NOTE FROM STEPHEN: This is the other hated chase in the game that many players complained about. It is/was the hardest mission in the game.]
- Mission - "LAID TO REST" - Fixed a bug where the mission could be failed if redcoats start fighting the mission targets
- Location: Side Quest:
- BOSTON BRAWLERS - Mission "PETER BUNYON", prevent the player from hiding, which would break the mission
- BOSTON BRAWLERS - Mission "THE TOURNAMENT", fixed a bug where the player could blend with spectators and break the mission
- BOSTON BRAWLERS - Prevent using anything else than the fists during all fistfights
- Boston Liberation Missions, North District - fixed an issue where some events would not complete properly if the player used an assassin recruit to kill the target.
- COLLECTIBLES - fixed some chests that were not properly aligned when lock picking
- COLLECTIBLES - removed the glow effect from chests during lock picking
- COURIER MISSIONS - fixed a bug where mission update popup messages could be missing or wrong when delivering letters
- FORT ST-MATHIEU - fixed a bug where the player could respawn inside the fort's reset zone, which could break the fort's logic
- FRONTIERSMEN - Challenge 3, fixed a bug where objective "visit every tavern" would complete after visiting only 1 tavern
- FRONTIERSMEN - mission "MONSTER OF THE SEA", fixed a bug where sometimes eavesdroppings could not be completed
- HUNTING SOCIETY - mission "THE MAN-EATER", fixed a bug where the smaller locate zone would disappear if the player scans all clues outside of it
- HUNTING SOCIETY - mission "THE PATRIARCH", fixed a where the search zone could disappear from the map after interacting with the 1st clue
- New York Liberation Missions - mission "PROTECT THE CLINIC", fixed the mission not failing if the player goes too far from the area to protect.
- New York Liberation Missions - West District, fixed a bug where the NPCs guarding the infected blankets could sometimes not be there.
- Location: Boston: Removed map icon on the door of Molyneux Tavern in Boston, until it is required by a specific mission
- Location: DLC: Fixed a bug where the wrong language could be selected even if the proper language DLC is installed
- Location: Epilogue: Animus Synching tutorial, forced subtitles on off-camera voice, so that the player doesn't think the game is frozen
- Location: Frontier:
- Fixed a bug where players could respawn and desync immediately in a loop if he died in the Valley Forge region before unlocked. Also patches players which savegame are already stuck
- Fixed a bug where the player could respawn under the ground in a loop, in two different places
- Plugged a hole in the ground where players could fall through the map [NOTE FROM STEPHEN: Aww. Bummer.]
- Location: Global:
- A text message is now visible on-screen at all times while a skippable cinematic is playing
- Added a failsafe to the animals navigation, to prevent them from getting stuck
- After the end credits, put the hood back up when not in Homestead [NOTE FROM STEPHEN: Oddly, this seemed to be requested a lot. Well, there you go.]
- Disabled special attacks with heavy weapons on animals
- Fixed a bug where the player could not equip a color change on the normal outfit from a shop if they are currently wearing a special outfit.
- Fixed a bug where the player could not finish enemies on ground if they were thrown in deep snow
- Fixed a bug where there wouldn't be any reticle when precision aiming if the SSI option was turned off
- Fixed a few rare bugs where the player could fall through the map while swimming or diving
- Fixed various rare crashes
- Greatly reduced the probability of animals to get stuck inside an object [NOTE FROM STEPHEN: Sounds good.]
- Location: Homestead:
- Fixed a rare bug where the Homestead upgrade progress could be lost after fast-travelling to the homestead
- Mission "BOWLS BEGINNER" - Removed possibility to quit the bowls game after a reload, which would fail the mission.
- Mission "CUTTING TIES", fixed a bug where the NPC could react to fights or dead bodies and flee away, breaking the mission
- Mission "NORRIS GOES COURTING", fixed a bug where Norris would not reappear if the player goes too far from him.
- Mission "THE PROPER TOOLS", fixed multiple glitches where the Quest Log could become inconsistent
- Mission "THE WEDDING", fixed a missing audio line
- Mission "THOUSAND-POUND IDEA", fixed a bug where NPCs required for the mission could disappear and break the mission
- Mission "TOOLS OF THE TRADE", fixed mission not failing if Lance falls in the water
- Mission "WHITE TROPHY", make the cougar immune to explosions to prevent a possible mission break
- Side-quest "ENCYCLOPEDIA OF THE COMMON MAN", fixed a bug where the quest could sometimes not be completed
- Location: Menus:
- Added a wait message for some cases where the game could appear frozen if some servers are unresponsive
- Animus Database, fixed updates of Kaniehtí:io entry that would be unlocked too early and spoil the fact that... [censored] [NOTE FROM STEPHEN: This is a good fix, because it spoiled one of the game's last twists way too early.]
- Fixed a bug where the player's friends' Uplay wall would get spammed by previously completed missions and sequences when the player reloads his game
- Fixed leaderboards ranking the player as #1 when he's actually alone on it
- Homestead mission icons are now displayed on the map when selecting the "Missions" filter
- Present pause menu, fixed a possible glitch if the player enters the controls section and leaves it very fast
Platform: PS3
- Fixed wrong message after purchasing a DLC and leaving the store
- Westpoint DLC - mission "A SPY AMONG US", fixed a bug where required characters would disappear and not come back if the player went too far from them
- Westpoint DLC - fixed a bug where the player could fall through the map by going through the gate while in conflict
Platform: Xbox 360
- Location: Menus: Removed Benedict Arnold icon from the map legend
Wow, that's a lot. Anything fixable that they missed?
Look, at this point, the only thing that Carly Rae Jepsen's ubiquitous pop hit is good for is experimentation. And, whether you love or hate "Call Me Maybe," you've got to admire what programmer Ryan Challinor—who works at Dance Central and Rock Band developer Harmonix—does to the song.
Taking a heart rate monitor connected to a GPS watch duct-taped to a webcam, Challinor uses his own heartbeat change the speed of the song's playback, via some code of his own creation. A refined version of this concept might be just the thing to make a daily treadmill run a lot more interesting.