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Welcome to Urgent Fury
Urgent Fury is a PlayStation Competitive community offering leagues and Scenario Based TacMap Tournaments for games such as Call of Duty, Battlefield and Last of Us. Our goal is to give "The Greatest" a place to compete in a respectful arena, and our motto "Win with Honor, Lose with Dignity" exemplifies exactly what this is all about. At the end of the game you shake virtual hands, usually by saying good game, no matter if you win or lose and show respect to your fellow gamer.
We have been working hard to bring a new design along with a much more stable platform for you to enjoy here at UF. Head over to the Forums to interact with our community and get in on the conversations. We are glad to have you here and look forward to providing you with a great experience.
Free Community Hosting and Features
Host your Community/Clan/Team completely free here on Urgent Fury. Create a custom homepage, forums, tournaments and more. Upgrade to Spec Ops Premium and offer even more features and even Paid Memberships. Learn more by visiting our community example.
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Urgent Fury and SoarDogg are proud to present the 2024 - 2025 UFGL Black Ops 6 League featuring eight organizations from the SoarDogg Family. Between now and July the teams will compete in several rounds of head to head online events with each other to determine the final seeding for the Championship to be held at the Texas Battle Bowl July 11th - 13th in Midland, TX.
The league will utilize the CDL Modes and Settings with all matches streamed on Urgent Fury Live. Support your favorite Org by grabbing gear from their SoarDogg Stores and supporting our Sponsors.
This Franchise League is designed to empower our selected organizations through revenue shares and no cost for entering the league. The more you support the league the more you support the orgs competing.
Be sure lock into Urgent Fury on Twitch to watch the action live. All league matches will be streamed with commentary. Head over to Discord if you are a Free Agent and looking to join one of our 8 orgs.
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Urgent Fury and SoarDogg are proud to announce the UFGL Black Ops 6 LAN Series with a $40,000 total prize pool.
We will host 3 LANs in Miami, Chicago and Kansas City with the Championship at the Texas Battle Bowl in Midland, TX.
Each event will offer points towards seeding at the Championship and each event will include a $10,000 prize pool that is paid out to the Top 8 Placements.
Go to the UFGL LANs page for info and to purchase a team pass today!
These events are sponsored by Happy Vibes and Charge Chocolate.
We invite you to the only eSports and Tech Expo in West Texas!
Competitors from all over will descend on West Texas to compete in various tournaments with a potential prize pool of over $35,000 in one single weekend! With a single competitor 3 day pass you can choose from a variety of Tabletop, Fighting, Racing and Shooter Games to compete in.A select number of vendors will be onsite with great merchandise to purchase along with select vendors providing information about the gaming industry.
Early Bird Pricing is now available through February 1st, 2025, grab your tickets now!
For more information go to https://www.txbattlebowl.com!
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Latest Activity
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PSBlog Feed: Official PlayStation Podcast Episode 525: Ghost Season
Email us at PSPodcast@sony.com! Subscribe via Apple Podcasts, Spotify, or download here Hey, everybody! Kristen and I are back this week to celebrate the launch of Ghost of Yōtei, discuss upcoming releases, and share the latest news. This episode also includes an interview with Erika Ishii, voice of Atsu from Ghost of Yōtei. Stuff We Talked About Next week’s release highlights: Ghost of Yōtei| PS5 (out now) Digimon Story: Time Stranger | (out today) Battlefield 6 | PS5 Little Nightmares III | PS5, PS4 Dreams of Another | PS5, PS VR2 PlayStation 30th anniversary merchandise — A new large-format photography book is coming in Spring 2026, featuring a rich look at the history of the consoles, including hundreds of unseen images. My Hero Academia: All’s Justice character episodes — The new anime arena fighter is coming to PS5 on February 6, 2026, and you can get a first look at the new modes. Call of Duty Black Ops 7 hands-on — Get a full report of the multiplayer, zombies, and more as the latest entry looks to push the series forward. PlayStation Plus Monthly Games October Alan Wake 2 Goat Simulator 3 Cocoon The Cast View and download image Download the image close Close Download this image Kristen Zitani – Senior Content Communications Specialist, SIE View and download image Download the image close Close Download this image O’Dell Harmon Jr. – Content Communications Specialist, SIE Thanks to Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.] View the full article -
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PSBlog Feed: Ghost of Yōtei: Erika Ishii Interview
Ghost of Yōtei is now available on PS5, and players are taking their first steps into the lavish, dangerous world of Ezo, joining Atsu on her quest to hunt down the Yōtei Six and discover a life beyond revenge. To mark launch, and delve further into the process of bringing this new protagonist so vividly to life, we were joined in the PlayStation Podcast studio by Atsu’s voice actor Erika Ishii, who also lends their likeness to the character. Note: Interview condensed for clarity and brevity. The full conversation will be available on the latest episode of the PlayStation Podcast, available later today. Play Video PlayStation Blog: by the time this interview goes out, players will have finally got to step into the shoes of Atsu. But for you, the character has been part of your life for a long while now. So how long has that been and what did those initial conversations look like with the team at Sucker Punch Productions? Erika Ishii: It has been almost three years of my life now. I was a huge fan of Tsushima, and so it was both a tremendous pressure that I put on myself, and very, very exciting. I think the first conversations that we had were us sharing how geeked up we are about samurai films and about video games. PSB: One of the wonderful things was when you discovered the cosplay guide, and I remember seeing you geeking out about, I believe it was Ellie (from The Last Of Us) you cosplayed as, and now there’s a cosplay guide with your face and your character going out to the PlayStation audience. That must be really exciting. Erika Ishii: Yeah, it’s so wild, because I do feel like the Cinderella story. I was a fan, I was a cosplayer, and, you know, I would go to release parties, and you know, now I get to be part of that. And who knows, maybe somebody will cosplay Atsu or play the game, and years later, they’ll point to Ghost of Yōtei as something that inspired them to start telling their own stories. I mean, that’s the dream. PSB: Speaking of cosplay, there was also a wonderful Astro bot cameo. You had a little Atsu bot in Astro How was that, seeing that for the first time? Erika Ishii: There was, of course, the feeling of triumph you get from whenever you get the Astro bots, and then on top of that… I think I feel like a broken record, but I truly am flabbergasted and honored to get to have all of this. I played through all of Astro Bot, and I’m at 100% Bots until this DLC dropped. It’s so cute. The wolf is adorable. And yeah, it just feels like a surreal fever dream. PSB: So obviously Atsu not only looks like you and sounds like you, but which parts of who Atsu is, in terms of values, relationships, vulnerabilities, what sort of things felt most personal to you, and how did you protect that authenticity in your performance? Erika Ishii: From our first conversations, discussing the character and our love and the homage we wanted to pay to classic samurai films and to classic revenge films. She’s very much of that legacy. And as she relates to me, I think Atsu is still sort of young in a lot of ways, definitely emotionally. They did not have therapy back then, and I think that Atsu is what happens if I, or really any of us, give in to those really angry and fearful urges. And I think at her rawest, like most emotional core, Atsu, is scared and vulnerable. I think, you know, of course, she’s this incredible warrior, and we get to play the sort of samurai fantasy of the Dual Katanas and the Muskets and the Yari. But I think also what really resonated for me about Atsu was just that raw, emotional core of hers. PSB: What do you hope players can take away from meeting her? Erika Ishii: I really want them to have fun playing this game. Because while the story is compelling and really, truly – Sucker Punch does narrative like few game studios – I think there’s just something really fun about truly living out that fantasy. Yes, there’s, you know, the emotional character arc, but I just, I want people to feel badass. I think that I’m also a huge fan of westerns, and that was something we talked about as well: she is sort of that spaghetti Western samurai film hybrid – of feeling like the lone wanderer, striking a cool pose, silhouetted in the door frame of the saloon. And I want people to be able to sort of live that cinematic fantasy. PSB: You’ve inhabited many characters over the years, both in video games and otherwise, but from an improv/TTRPG background, how did that help you shape and find Atsu’s character? Erika Ishii: One thing about improv is it’s a lot about listening and about making a strong choice in reaction to something that you hear. And I think that was incredibly instrumental with Atsu because the script, I have the benefit of an incredible script by great writers that are written for me for Atsu, whereas in Critical Role or the like, you have to be the writer, the actor, and in some small ways, the producer of your character. So with Atsu, the script was written, but being able to hear it – and to hear other characters react to her and reacting to them in an authentic way – I think, is where a lot of improv and spontaneity comes in. Because you can memorize the lines, but the way that you say them, in some ways, has to be a surprise to you, because, unless you’re a character who is reciting a speech that they have memorized, you don’t know what you’re going to say as a character. So I think that’s always been very helpful. Play Video PSB: It sounds like even from the first reads, it was pretty intense at times in terms of those scenes, in terms of the levels of emotion. Were there any moments you can recall where your background in improv and in actual play helps you nail those intense scenes? Erika Ishii: It’s very scary. But I keep saying it is this duality of excitement and fear. You are literally, you know, in a very vulnerable suit. You know, the mocap suit is a spandex unitard, and you’re in a white padded room. And it’s sometimes, it’s just you. If you’re with other actors, you get to be with other actors. But there were some scenes that were just me and my horse, or just me having an emotional moment, an emotional beat, and when it’s you know, you have to create all of those circumstances yourself. There’s something in improv and in tabletop called scene painting, where usually a DM, or sometimes a player, will describe the scene, they’ll set the scene, they’ll have all the details of this landscape and perhaps some items. It’s like black box theater for theater goers, where it’s really just you in a room with a bunch of people looking at you. And you know that every minute that those cameras are rolling, it’s all you. PSB: Did you have a chance to look at concept art? Was that any visual help while picturing those scenes? Erika Ishii: Truly huge, huge thanks to Sucker Punch. They kept me in the loop whenever there were writer meetings, if I had questions about the character or about the story, or about what was happening. I could ask them. I had a dialect coach. And the concept art, the artists are so phenomenal at [the studio]. We got concept art of locations, of the characters. It really helped to do that scene painting. I had the fortune of getting to see some of the cinematics as they were completed, which, again, is very unusual for voice acting, because usually you do your work and that’s it. But for this, since I was there for the entirety of production. I got to see some progress. I got to see some gameplay. And that is so, so paramount as a performer like because the more data we have to build this little database in our head of what the world is, just the more immersive it can be for us. And so, yeah, just they did a great job of getting me immersed. Play Video PSB: So the game launches October 2. Where does October 2 find Erika, how are you marking launch? Erika Ishii: I am going to get together with some of the cast, and we’re gonna have our own sort of small celebration. Our director, our fearless leader, who directed all of the voiceover, is sort of gathering us together. And this again, is an unusual project, in that I got to work with most people. I got to be in the booth or in the mocap volume with a lot of folks. And so there’s this camaraderie that we don’t always get in games. And this cast is something really, really special. They’re all unbelievably talented. A lot of them are just video game veterans and also video game nerds, but it’s a mostly all Asian and Asian American cast, and that’s something that just doesn’t really happen a lot in. There’s sort of a shared, sort of “in the trenches” feeling with us together. So we’re gonna celebrate it and that weekend. And for me, I’m going to be out “sick” a lot of that week, playing the game. It’s odd: I’ve never played a game extensively with me, as me, like this. I don’t know how it will be. I don’t know how I’ll react. I think beyond launch and beyond the world, getting to meet Atsu is a bit of a fog of war for me. I think I just kind of have to navigate it, one bit at a time. View the full article -
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PSBlog Feed: MARVEL Tōkon: Fighting Souls Interview
MARVEL legends, assemble! Coming to PlayStation 5 in 2026, MARVEL Tōkon: Fighting Souls is a 4v4 team-based fighting game created in partnership with Arc System Works — renowned for Guilty Gear and Dragon Ball Fighter Z — PlayStation Studios, and MARVEL Games. The game has captured the attention of both fighting game enthusiasts and MARVEL fans alike. We spoke with Arc System Works Producer Takeshi Yamanaka, Game Director and Lead Battle Designer Kazutoshi Sekine, and SIE PlayStation Studios XDEV Senior Producer Reed Baird about the game’s standout features, unique elements, and the debut of Spider-Man and Ghost Rider as playable characters at Tokyo Game Show 2025. Takeshi Yamanaka Producer, Arc System Works Kazutoshi Sekine Game Director & Lead Battle Designer, Arc System Works Reed Baird Senior Producer, SIE PlayStation Studios XDEV From Japan to the world – a tribute to MARVEL and its fans PS Blog: How was the title MARVEL Tōkon: Fighting Souls chosen? Yamanaka: A beam of light flashes between the characters when they’re swapped, and we interpreted that light as a “soul,” which inspired the inclusion of “Fighting Souls” in the title. However, “MARVEL Fighting Souls” alone didn’t capture the Japanese identity we wanted to convey, especially when one of the project’s goals was to deliver something special from Japan to a global audience. That’s why we added the Japanese word “Tōkon,” which means fighting spirit. With heroes and villains able to join forces, is the game meant to be an epic yet chaotic crossover of MARVEL characters? Yamanaka: I can’t reveal specifics just yet, but each character has their own detailed lore and backstory. As for why heroes and villains can team up, we’ll have more to share in future updates. What was most important to you when bringing MARVEL characters into a fighting game? Yamanaka: We made sure to respect each character by retaining their iconic elements that fans know and love. At the same time, our goal was to showcase our unique Japanese perspective and the Arc System Works identity within the designs. MARVEL Games responded most strongly to Iron Man and Storm. With Storm, I believe we were able to deliver the vision they were hoping to see from Japanese creators. What did you prioritize in terms of presentation? Sekine: We gave the character select screen a fresh, distinctive look, drawing on both American comics and Japanese shōnen manga for inspiration. Matches that conclude with a stage transition or a super move are presented in a manga panel style, creating a unique effect unlike anything before. Spider-Man and Ghost Rider were made playable for the first time. What was the concept behind Spider-Man’s design? Sekine: Our intention with Spider-Man was to faithfully capture his defining traits while making him truly enjoyable to play. We wanted to make him easy to pick up, reflecting his role as the “friendly neighborhood” hero. We fine-tuned the way he plays, and I wanted to make sure we include Spidey Sense*, which has never appeared in a fighting game before. *In this game, Spidey Sense allows Spider-Man to evade attacks and throws while automatically striking back. What about Ghost Rider? Sekine: Ghost Rider’s standout mechanic is the “Vengeance Gauge,” designed to resemble a tachometer. When the gauge overheats, Ghost Rider becomes vulnerable, but when it hits the red zone, his abilities grow stronger. This system encourages Ghost Rider — typically a long-range fighter — to move in close. Managing the gauge is tricky, but the exhilaration of entering the red zone perfectly captures his fiery spirit. Reed: That kind of mechanic is exactly what makes Arc System Works stand out. Storm, which you mentioned earlier, also fights in ways we’ve never seen before, which is very exciting. How has the feedback been from past demos and the closed beta test (CBT)? Yamanaka: We’ve received a lot of feedback, and I didn’t expect it to be so overwhelmingly positive. Of course, we also received constructive criticism, and we will use that to make meaningful improvements. Sekine: At EVO, the demo stations were always packed, which spoke volumes about how beloved MARVEL is and showed how well this game is meeting those expectations. The players’ passion is what keeps us going. Yamanaka: A father stood by as his kids played, their faces glowing with big smiles. As a creator, seeing people enjoy the games I worked on is profoundly rewarding. Lastly, do you have any words for fans looking forward to the game? Are there other details you’d like them to look for? Reed: I hope playing this game will become a cherished memory for players. I still remember being deeply moved by fighting games when I was a kid. We’ve poured a lot of love into this project, and with the theme of “from Japan to the world” in mind, we hope to reach fans all over the world. Yamanaka: We put considerable thought into the role of music in fighting games, so I’d love for players to pay attention to the soundtrack. Listen closely to how the music shifts as the battle unfolds. Sekine: The CBT proved that battles run smoothly online, and the stage designs are a highlight in their own right. Our aim is to present MARVEL in a new light while also evolving the team-based fighting genre. The game is full of hidden treasures, and we can’t wait for players to discover them. View the full article
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