PlayStation reminds you that PSN Code Generators are Fake and Dangerous

In a tweet today, PlayStation reminded everyone that these so-called PSN Code generators are nothing more than a phishing scam.

Fake/Scam PSN Code Generator

We’ve received reports regarding a fake PSN Code Generator that asks you to enter your PlayStation Network (PSN) information then promises to generate free PSN vouchers. Please note that this a scam that will attempt to obtain your PSN information.

If you have entered your information in the PSN Code Generator, we recommend you take the following actions:

  • Change your email and password for your PlayStation Network account using the official PlayStation Network Website.
  • Contact Sony PlayStation Consumer Services at 1-800-345-7669, also contact your credit or debit card customer service representative.
  • Check the email tied to your PlayStation Network account for suspicious purchases.
  • Delete any random chain messages, even if they are from friends.
  • Block users who send you chain messages.
  • As some of the tools may have malicious code or backdoors, scan your system for malware.

We have run across one of these lately on Facebook http://psn.digir4d3.net/ (BEWARE DO NOT GO TO THIS SITE IT IS A WASTE OF YOUR TIME) which will get you to share the link on Facebook then prompt you to do an offer (this is to make them money) to activate the code.

In fact the code is never activated and puts you in an endless loop. The code will never activate, but the site owner will earn a ton of money to those thinking you just have to keep doing it until it works.

We highly recommend following the advice that PlayStation has posted on their site and steer clear of anything that is too good to be true!

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Urgent Frequency Ep. 99 – Starhawk Senior Designer Andrew Weldon

Lightbox Interactive Senior Designer Andrew Weldon joins us for an EXCLUSIVE interview, where he spills the beans about the Starhawk 1.04 Update & DLC. Get comfy. Because we don’t leave anything out.

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PAX 2012 Medal Of Honor: Warfighter Community Event

Before I get into the “meat & potatoes” of Medal Of Honor: Warfighter, and my experience with the game during the PAX 2012 Medal Of Honor: Warfighter Community Event…I should give you a little background intel about myself.

I am not just a fan of the Medal Of Honor franchise. I am a battle hardened veteran of almost every Medal Of Honor battle space” ever made available to me from the fine folks at Electronic Arts.

I was part of the team that destroyed “Railgun Greta” (I always thought that would be a great name for a band). I was there with the French Resistance, when they put a stop to the V-1 menace. I survived the horror of “Panzerknacker Unleashed“. I experienced the tragedy & triumph, of both D-Day & Pearl Harbor.

And of course, I was there when Mother, Preacher, Voodoo, & Dusty all said goodbye, to one of their own.

But enough about me, let’s talk about Medal Of Honor: Warfighter. I just thought that it was important for you to know as you read this, that the opinions expressed here, are not those of some casual gaming blog writer, or some detached industry media guy who could really care less about the game.

These are the opinions of a guy who knows this franchise, and has come to expect a certain something when he plays Medal Of Honor.

Flash forward to Seattle, Washington. The “Jet City“.  Friday, 31 August, 2012. Westin Hotel. 1900 hours.

20 or so Medal Of Honor community members fill the lobby, and you can feel the sheer anticipation pulsing throughout the room.

After signing in, we are finally led upstairs to a huge meeting room filled with food, fun, & fireteams.

As we started the gameplay portion of the evening I was instantly caught off guard, by just how good the game looks.

I play Battlefield 3, so I know what the Frostbite 2 can do. But you could immediately tell that Danger Close has a firm grasp on the engine’s real capabilities.

The second thing that I noticed was the sound design. It was even a topic later in the night, during a Q&A session with the DEV team.

The ambient audio in general is superb. But the gunfire in particular, is simply stunning. Each weapon has it’s own distinct sonic personality. You can almost “feel” the difference between weapons, based solely on how each one sounds.

With regard to the essentials, Warfighter’s basic gunplay and control interface, remain relatively unchanged from the game’s predecessor. All in all, to this point, I’m feeling pretty optimistic about everything I’ve experienced so far.

But, keep in mind that 2010’s Medal Of Honor was a hybrid endeavor. With Danger Close developing the Singleplayer mode (on a heavily modified version of the Unreal Engine 3), and DICE (EA Digital Illusions CE) developing the Multiplayer mode on the Frostbite 1.5 engine.

In fact, that may have been the only thing wrong with the 2010 iteration. You could tell that the two modes were somehow related, but were also distant cousins at best.

So, as I blazed my way into Warfighter’s Multiplayer mode, I was a bit apprehensive about what I might find.

However, I’m happy to report that I was pleasantly surprised to find that Danger Close had re-imagined the Multiplayer mode, and has aptly transplanted it’s DNA into the mode’s fabric.

Unlike 2010’s game, you can tell that Danger Close developed this mode. It didn’t seem like I was playing someone else’s version of Medal Of Honor. The HUD, and player icons were well thought out, and unique. I didn’t notice the usual visual clutter on the screen like you see in some shooters. And thanks to the technology of the Frostbite 2, player movement was smooth, and very natural.

The Spec Ops mode was interesting, though I rarely found myself using it. It gives you a very quick “IR” peek at your environment when you need to amp up your situational awareness a bit. Some players may complain about it, but as I mentioned, it’s not something you can “lean on” during the course of the game. It really is something that you’d only use if you find yourself in a “tight spot“.

There is also a “suppression” effect that occurs when you find yourself taking enemy fire. It’s similar to the Battlefield 3 suppression mechanic, but is toned down enough to distract & disorient you, more than it disables you. I like the execution of the effect overall, and I think most players will agree.

Other elements from the 2010 game make a return to Medal Of Honor: Warfighter. Offensive & Defensive Support Actions are back, and have been tweaked a bit.

They seem more useful and balanced, but must be used strategically in order to achieve any real results. I also love the way a player must think before he deploys one of these actions. For instance, if you launch a UAV (Unmanned Aerial Vehicle). Your player actually stops, and literally “launches” the UAV by hand. If you call in an A-10 “air strike”, your player must again stop, and actually “lase” the target for tasking. It makes the player vulnerable, which means you have to use discretion when deploying any of the support actions.

I also love the revised melee mechanic. At one point, I jumped off a raised position to engage an unsuspecting foe below, dispatching him with a well placed tomahawk. If I could have, I would have “high-fived” myself.

And although we only played on two maps during the event (Somalia & Sarejevo). It seemed like we played on 3 or 4 different maps, due in large part to the unique map design Danger Close implemented. Depending on which game mode we played, we’d find ourselves fighting on a different portion of the overall map.

Sarajevo, is set at the Kosovo Olympic Stadium. What was once a proud structure that represented something glorious, is now just a shell of rubble & untamed vegetation after years of civil unrest in the region.

I can’t put into words how dense, and cluttered the terrain is on this map. Be advised, there won’t be any “Run & Gun” here kids. To properly navigate this AO, you almost have to “move & shoot” the “Tier 1” way. I think the saying goes…”slow is steady, and steady is fast“.

A “bombed out” bobsled track snakes it’s way throughout most of the map, and provides hundreds of vantage points from which to engage the enemy. In addition to the many man-made structures that litter the map, rocky perches and natural terrain also provide players with a plethora of tactical options.

The three game modes we experienced were “Sector Control“, “Hot Spot“, and an e-sport game mode called “Homerun“.

SECTOR CONTROL-
This mode is exactly what is sounds like. It’s very similar to Battlefield 3‘s “Conquest” mode.
Players must capture & defend designated “nav points” on the map, to push the enemy back and ultimately control the AO.
It should also be noted that because of the nature of the game modes we played, the infantry combat is fierce at times, and will really test a team’s ability to work together & communicate. In other words…team work is essential.

HOT SPOT-
Next up is “Hot Spot“, my personal favorite of the three game modes we saw during the event.
In this mode, players are tasked with either planting or defusing a bomb that will destroy a designated tactical target if it isn’t defused in time. The cool thing is that you don’t choose where to plant the bomb if you’re attacking, HQ does. Similarly, players on the defending team will have 2 or 3 “potential” target sites to defend, but won’t know which site is actually being attacked, until the bomb is planted. It makes for a mad scramble at times. And the fire fights that ensue are epic to say the least.

HOMERUN-
Finally, we come to the “e-sport” game mode that was named by the Medal Of Honor community at-large. Homerun is a fast paced, no respawn, “Capture The Flag” game mode, that almost always comes down to a “last man standing” scenario. The fact that you only get one life per round (10 rounds in all), cranks up the stakes considerably, and was the only game mode that evoked cheers from the community players in the room. It sucked to die, but it was actually fun to watch the match unfold from the “dead lobby“.

Overall, I’m glad that Danger Close seems to understand the importance of innovation with regard to the Multiplayer mode. The Fireteam feature alone, proves that they are at least conscious about getting players to work together to achieve the objective.

But with that being said…there is one aspect of the Multiplayer mode that I’m concerned about.

Honestly, I’m still a little skeptical about the clan support options that we’ll see with Medal Of Honor: Warfighter. When asked about it, we were told that clan management would take place via Battlelog (like Battlefield 3). I firmly believe that developers have neglected the demographic of players who prefer a “team first” gaming experience. Most Multiplayer shooter titles today, seem to have forgotten those of us who want to be part of a team. A group of like minded gamers, who share a real collective identity. We want the ability to create and manage private matches, and to manage our clan down to the last shooter. We want the ability to achieve an actual online presence. But sadly, most titles focus on the individual. A players rank or KDR seem to be more important than the greater good of the team these days, which I think promotes a selfish “me first” type of dynamic. We’ll see how Danger Close chooses to handle this, but I’m not 100% sold on the idea of using Battlelog to manage my clan.

After all, most of us already have a “friends list“.

Regardless, I’ve got my fingers crossed. All I know is that for about six and half hours in Seattle, I was Tier 1. Danger Close has clearly found it’s identity, and has put it’s stamp on the franchise. And without question, I left Seattle with an excitement I haven’t felt in a while. Medal Of Honor: Warfighter seems to have everything a grizzled Medal Of Honor veteran like me would expect, or want.

We’ll find out soon enough if that’s enough to compete in a somewhat crowded genre/market. Medal Of Honor: Warfighter from Electronic Arts & Danger Close (PC, PS3, & Xbox) goes loud, on October 23rd.

Until then shooters. Watch those corners….and Stay frosty.

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25th Anniversary of Metal Gear Brings Trophy Support to MGS4

Snake's Reunion Tour

 

Remember back in June of 2008, when the heavens opened and bestowed upon us the wonder that was Metal Gear Solid 4?  It was to be the “Game of the Forever” for MGS fans.  It was the killer app, the system seller, the reason you had to own a PS3.  And to be fair, it was just about the only thing the PS3 had going for it at the time.  I had several friends who purchased a PS3 just for MGS4, but as a PS3 owner from just after launch, I was just happy to have something good to play.  And honestly it was pretty great.

Shortly after the game launched, Sony started the roll out of their Trophy system.  Gamers everywhere began asking the logical question “When is Konami going to patch in trophy support?”  To which Konami replied simply, “We’re not.”  I, along with many others, figured that was simply PR speak for, “We’re not announcing anything yet. (wink, wink)”  Nope.  Turns out they were serious.  Well now here we are four years later, celebrating the 25th anniversary of the series and once again the heavens have opened.  Sony announced today that the patch that so many have been waiting for is finally coming.  20 Trophies (8 Bronze, 8 Silver, 3 Gold and 1 Platinum) will breath new life into MGS4.

My first thought upon hearing the announcement was that it’s “too little, too late” but the more I thought about it, I really believe it’s a good move.  It gives those of us who finished the game and then shelved it a reason to blow off the dust for another run through and will most likely give trophy whores (like one of my Gametwerp co-hosts) a reason to finally play the game for the first time.

If you want to see the trophies you’ll be hunting, here’s the full list:

 

Bronze You enjoy all the killing, that’s why. Killed many enemies in one area, and vomited.
Bronze Divine Wind Caused a “divine wind” using the Tanegashima.
Bronze Hands Up! Held an enemy soldier at gunpoint and performed a body check.
Bronze Emotion Control Controlled an enemy soldier’s emotions using an Emotive Magazine.
Bronze Hurt me more! Shocked an enemy soldier using Mk. II/III.
Bronze Drum Can Addict Knocked an enemy soldier flying using a Drum Can.
Bronze That Tune Is His Mind Control Music Played Oishii Two-han Seikatsu and made one of the BB Corps dance.
Bronze Overhead view — just like old times… Used overhead view on Shadow Moses Island.
Silver SUNLIGHT! Obtained the Solar Gun.
Silver I Just Don’t Fear Death Caused ALERT status while wearing the Corpse Camo.
Silver Where I Can See Ya Located enemy soldiers using the Scanning Plug.
Silver Ghost Photography Addict Snapped at least 5 shots of ghosts on Shadow Moses Island.
Silver FaceCamo Addict Obtained 10 or more types of FaceCamo (excluding types obtained via password).
Silver Can you feel my power now!!!? Took control of an enemy soldier’s body using the Mantis Doll or Sorrow Doll.
Silver Are you an Otaku too? Viewed all model posters.
Silver You’re pretty good. Got kissed by Ocelot during the final battle.
Gold Flashback Mania Viewed all flashbacks.
Gold Sounds of the Battlefield Obtained all iPod® tracks (excluding tracks obtained via password).
Gold I am THE expert on weapons, equipment and cutting-edge technology. Obtained all weapons (excluding weapons obtained via password).
Platinum The Legendary Hero Obtained all trophies.

 

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Urgent Frequency Ep. 96 – Urgent Fury: DUST “SITREP” (Alpha-1 Deployment Week 1)

Commander Fury talks with Urgent Fury CIO Shane Bell about how hard it is to please all the people, some of the time. Plus, he gives you a Week 1 rundown of the Alpha-1 Deployment of Urgent Fury: DUST for Starhawk.

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With Starhawk just days away, Fans are rewarded with all kinds of epicness

Here we are, the last weekend before Starhawk releases on Tuesday May 8th, and it has been an exciting ride for sure. We have met a great community. But don’t fret there is still plenty of exciting things to do before release day.

Starhawk exclusively on PlayStation 3

It started with the much-anticipated Top 14 Questions compiled by HawkStarJay after the beta completed in late March. Of course the rabid fans would not let up about the video, and just like they promised, not only did Dylan deliver, he knocked it out of the park by providing more details than we could ever ask for.

Now this is a long video as we decided to take the video and post it in the full version, so it is about 30 minutes long. Let me break down the questions for you with a time stamp to help you out.

1. 01:32 – Can the speed of the melee “Drama Kill” animation be increased?
2. 02:18 – Will the strength of the air combat be increased?
3. 05:18 – Will the power of the Flak Gun be adjusted?
4. 07:43 – Will there be an additional map variety in the release versions of Starhawk?
5. 10:29 – Will any maps contain pre-built structures?
6. 12:29 – Can the flight ceiling be raised?
7. 14:13 – Can the speed of the vehicles be increased?
8. 15:19 – Will the rift energy economy be adjusted for the release version of Starhawk?
9. 17:52 – Will the strength of Torpedoes vs. Bubble Shields be adjusted?
10. 19:47 – Can the building cap of 32 be increased?
11. 23:00 – How will base camping be prevented?
12. 24:57 – How will the idea of “Turret Spam” be addressed?
13. 26:00 – Why is there no vehicle Health Bar?
14. 27.16 – Can you provide more information on load outs?

BONUS. 22:22 – Zones Bonus Topic – Dylan Expands on some changes to Zones Mode

Saturday evening we got the next punch as Lightbox got the gang together to show off some Multiplayer Game footage live via their UStream Channel, it was quite intense and was the first live look at many of the maps and modes that we will all experience on Tuesday. We were soothed by the commentary by Rico (IT Manager and QA Lead for Lightbox Interactive) which turned into some Q &A and then the “Pete Request Line”. They did great and everyone in the live chat had a blast getting Pete to drive off cliffs, show off different guns and tools as well as give an epic Dog Fight Match to end the evenings Gameplay.

Not only that it was broadcast live to PlayStation Home users in theater 6, here is some footage from the theater.

Now it’s not over yet, so tomorrow between 5pm – 8pm Pacific Time (0000 – 0300 GMT) you can once again head over to UStream and check it out as the head honcho himself, Dylan Jobe, who will be co-hosting and providing you with guided previews of our Single Player, Co-Op, and Multiplayer modes in the game. There will also be some prizes and a special announcement…

Sign up for Urgent Fury Dust today only on PlayStation 3

Of course don’t forget that Urgent Fury is hosting one of the first Tournaments for Starhawk right out of the gate beginning on May 14th. Many of you are asking why so quickly, well we know there are many established Warhawk Clans that will be headed over to Starhawk and they don’t need a month to get their team together. The first two deployments are especially for you guys, head over to Urgent Fury to get the scoop on Urgent Fury Dust and get your teams signed up. We will close up registration and rosters on the 13th.

We will then open up Registrations for Deployments Three and Four on May 16th.

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God of War Ascension Revealed

The next game in the God of War franchise has been announced

 

It seems that Amazon has leaked out the predicted God of War announcement titled “God of War: Ascension” It will be for the Playstation 3 and is predicted to be a prequel from the original games before he became the Ghost of Sparta. Not much else is known about the story, however. The listing notes, “Join Kratos as he seeks freedom, redemption, and the clarity to avenge his family in the most ambitious God of War adventure in the series so far.”

 

The product page, that is now active lists a 2013 release although no official release date has been announced. It also includes a teaser trailer which you can watch below. I as a huge God of War fan cannot wait to get behind Kratos’s blades again and I’m sure you can’t too.

 

I will post more details as they become available.

 

 

God of War: Ascension Trailer

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MLB 12: The Show – So real. It’s unreal.

I love baseball. I mean, I really, really love baseball.

As a kid growing up in Detroit, Michigan in the 70s, I remember loving the Tigers before loving just about anything else. Through the years, my passion for the game has only grown, and as a father, it’s been the source of great joy to share my love of America’s past time with my 10 year old son.

As it turns out, I had the privilege of coaching his Little League team a year or so ago. And one day before a game, he asked me, “Dad…why do you love baseball so much?”. As I struggled to give him a sufficient answer, I realized that it’s the sum of many different things that makes me love baseball so much.

The sights, the sounds, and even the smells of the game are what caused me to fall deeply in love with baseball. And to me, that’s really what baseball is. It’s more than just a game. It’s an amalgam of Geometry, Physics, history, culture, memories, or the anticipatory pause before every single pitch, that all come together to create this magical, uniquely American experience.

As a gamer, I’ve played almost every baseball game ever created. And while there have been a few franchises that have gotten close to capturing the “spirit” of the game, none have done so as aptly as Sony’s MLB: The Show franchise. Without question, MLB:The Show is the only baseball franchise to consistently hit it out of the park with each iteration.

And MLB 12: The Show is no exception.

It’s one thing to focus on the basic geometry & physics of the game. Which The Show executes masterfully. But, it’s another thing altogether to really focus on the little things that actually make baseball great.

For instance, if you play at Wrigley Field in Chicago, you’ll hear the el train going by during the game. Play an entire season as the Cubs and you’ll be able to watch Wrigley’s trademark ivy go from a dingy brown in April, to a lush green as the season winds down.

And it’s like that for each and every team & stadium.

Considered by many to be the most authentic baseball simulation available, Sony’s San Diego Studios continues to deliver an award winning take on America’s game.

In MLB 12: The Show, most of what you’ve grown to love about the franchise is back. Including a variation of the Analog Control System introduced last year in MLB 11.

This time around, they’ve combined the feel of the classic Zone Hitting interface with the Analog Hitting interface to get something called Zone Analog Batting.

You still use the Right Analog Stick for the stride & swing, but if you choose to, you can now control where you actually swing in the zone, by using the Left Analog Stick. It seems insignificant at first, but once you get the hang of it, it feels like you’re actually “steering” the ball like a real hitter.

While the Analog Pitching system remains virtually untouched, the Classic pitching interface has gotten an upgrade. MLB 12: The Show introduces a brand new pitching interface for the Classic Pitching Style, called Pulse Pitching. Players still pitch using a simple “X” button press, but now must time the press with an on-screen display, to ensure pitch accuracy.

But don’t freak out. If you prefer to just use the Classic Control System for either pitching or hitting, you can do that too.

MLB 12: The Show also introduces True Ball Physics. Again, it seems insignificant at first, but once you get into a game, you’ll notice that the baseball now acts & reacts more realistically than in previous installments. Using actual math, the ball will now behave like a real baseball, making hitting and fielding a bit more challenging.

Also making a return to The Show are Franchise Mode and the “fan favorite“, Road To The Show.

Franchise Mode is basically the same, with the exception of a few tweaks they’ve made to team logic. Teams will now make decisions including drafts and trades that make more sense for each specific team, depending largely on which market they happen to be in.

Similarly, Road To The Show has been tweaked to the point to where your progression feels more natural & balanced. Most noticeably, the reward / penalty ratio is more balanced, so you feel like you succeed almost as much as you fail. At-Bats also seem a little more forgiving than in previous versions of RTTS.

What may have been considered a Poor AB in MLB 11, may now be considered an OK AB in MLB 12: The Show.
It’s not really easier, just more balanced.

New to The Show, and maybe 2012’s biggest upgrade, is Diamond Dynasty.

Diamond Dynasty juggles aspects of team management, player progression, and online competition with more creative freedom than any other sports game to date. Gamers create a completely customizable team, with thousands of options that include, team name, team colors, custom uniforms, and customizable logos.

Once created, the team is given a handful of MLB baseball cards and Dynasty baseball cards that, when activated, add the players to your team’s roster.

The fundamentals of Diamond Dynasty revolve around the difference between MLB and Dynasty cards and the unique reward system that support each type.

A Dynasty player is a long-term investment that requires training similar to a Road To The Show player. While an MLB player is a short-term investment that is ready to slot into your roster ready to play at their current attribute levels.

Like real baseball cards, completing collections of MLB players will reward you with budget bonuses. Your budget is used to train players, purchase card packs (Dynasty or MLB), and purchase cards from other users on the marketplace.

Most of your budget is earned by playing ranked/matched head-to-head online games or vs. CPU against MLB teams. Every fifth game played, your custom team is re-evaluated for placement into one of five competitive divisions:

Spring Training, Season Series, Division Series, Championship Series, or World Series.

Clearly, Sony understands that baseball fans want an accurate simulation of baseball reality, and anything that detracts from that, can shatter the illusion of playing in, or watching, a real game.

MLB 12: The Show‘s TruBroadcast Presentation once again blurs the line between reality, and the in-game experience. If you didn’t know it was a video game, you’d swear it was an actual network broadcast, of an actual game.

In other words, “It’s so real…it’s unreal“.

Matt Vasgersian, Dave Campbell, and Eric Karros all return to the broadcast booth for MLB 12: The Show.

Which, in my opinion, may just be the one thing that needs to be revamped in the entire franchise.

Don’t get me wrong, I like Vasgersian well enough, “Soup” is a baseball encyclopedia, and Karros is a former Cub, so he gets a free pass from me.

But, the fact that I can actually recite the booth dialog word for word, or predict the dialog in almost any scenario, is just unbearable at times.
In fact, I often turn it off  “in-game“, which is disappointing in and of itself. Mainly because the booth dialog does add to the overall experience. For a franchise that has went to great lengths to create such an in-depth simulation, they seem to be neglecting what I think is an important aspect of the game.

Outside of that single criticism, it would be hard to find anything wrong with this game.

Overall, much like the real game of baseball, MLB 12: The Show is an amalgam of many different things, that all come together to make a great game.

And I guess that’s as it should be.

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Urgent Frequency Ep. 93 – Exclusive Interview with Starhawk Senior Producer Harvard Bonin

“Starhawk” Senior Producer Harvard Bonin Jr. explains exactly what he does, and gets his very own Spoof Ad.

Partial Artwork from www.starhawkradio.com
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StarHawk has been awarded the Urgent Fury 2012 Multiplayer Tournament Title of the Year

Back in September, we previewed StarHawk for the first time on UFreqTV in PlayStation Home for our fans. Even before this, right away Jack (UFreqTV’s Host) pointed out at E3 that we need to keep an eye on this game. He talked about how the “Build & Battle” would bring a whole new element to our tournaments when the time comes.

Then came the Private Beta in November, and boy Jack was not kidding. Right out of the gate we were ecstatic when we saw that a user could create a Sever/Lobby with a custom title. We had not seen this in a game since Socom: Confrontation. Though many will say, so what, that is not any thing new or special.

Well they are correct  it isn’t anything new, the ability to create a custom lobby was all but a tail from the past until now. Clans putting up Recruiting Rooms, Practice Rooms and Tournament Communities having the Room labeled “UF Blue RVN vs 101” showing the world the clans were battling in a tournament.

And though the Private Beta is a very slim view of what is yet to come, it already has all that is needed for Urgent Fury to launch a full Tournament Offering. The tactical requirements that a team will have to use in this game will make for some nail-biting matches. Throw in the Urgent Fury TacMap element where clans are competing over territories for 13 to 24 weeks to become the champion and you have a recipe for “EPIC”!

We are pleased to present the 2012 Tournament Title of the Year to StarHawk, exclusively on PlayStation 3. Be sure to stay tuned as we begin to announce tournament details and how to sign up.

On top of all the great tactical play LightBox Interactive and SCEA Santa Monica Studios are actually involved with the community responding to bugs, suggestions, gripes and praises. Not only that as one fan pointed out, there were more updates in the Private Beta than in the entire Call of Duty Series. Now we cannot confirm if that is correct, but I will say we saw updates daily and even multiple updates in a day when there was an issue.

The public beta will being on January 17th, 2012 and you can find all the details on the PlayStation Blog. And rest assured you will see at least one UrgentFury.com server up and running almost daily.

Also keep your eye out for Episode 93 of Urgent Frequency as Commander Fury is joined by Sr. Producer Harvard Bonin as they sit down via SatCom and discuss StarHawk and what Harvard’s job really is in the grand scheme of things. This episode is due to release on January 15th.

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