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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: Hozy brings calm, tactile home restoration to PS5 on November 9
Imagine actually enjoying cleaning your house or ripping out old tiles. Unhinged, isn’t it? You put on your favourite music and open the windows to let the fresh air in. The dust disappears, the floor begins to shine with every sweep of the mop, and the rooms start to transform into cozy, welcoming spaces. There’s something incredibly satisfying about seeing it all come together, one step at a time. That’s exactly what we wanted to capture in Hozy – a cozy, tactile and stress-free home restoration game that is coming to PlayStation 5 on November 9. Welcome to Littleville Hozy is a game where you can completely unwind. There are no timers, no scores and no pressure. Each level in Hozy features a space with its own atmosphere and story. Your first job is to tidy it up and renovate it. Then furnish it using the sets of furniture and décor provided. Don’t worry about being overwhelmed with an endless catalogue – each level features a carefully curated set of items you’ll need so that the end result always looks worthy of the interior design magazine. Comfort in every detail To help you tackle the tasks of refurbishing the rooms with ease, you’ll have access to an array of tools: from a simple mop to a crowbar. We all know what it’s like to mop the floors… But in Hozy, even this is a real pleasure. We’ve done our best to ensure that using each tool brings nothing but joy. You can also interact with the surroundings and a whole host of furniture. Open the window to let the breeze play with the dust particles. Light a lamp by the sofa to create a cosy reading nook. Play a tune on the piano or find secret messages in one of the drawers – experiment with different objects to discover what other interesting effects await you. Every surface, every object and instrument has its own unique sound. And the music changes dynamically as you progress through the level – we recommend playing with headphones or a home cinema system to fully appreciate the sounds of the world around you. Immersive cozy gameplay This is something we’re particularly proud of. When we first started developing Hozy, our main aim was to make using the instruments as enjoyable and responsive as possible. And the DualSense wireless controller is simply perfect for complementing and enhancing that experience. Thanks to haptic feedback, interacting with objects and surfaces becomes even more realistic, as every action you take is accompanied by a unique set of vibrations. For example, when a mop glides smoothly across the floor or when you’re arranging furniture. Combined with the adaptive triggers, you’ll naturally feel the resistance of the floorboards as they finally give way to the crowbar. The DualSense’s built-in speaker helps you immerse yourself even further in the game’s atmosphere, subtly emitting additional sounds from the instruments you are currently using. More ways to play Once you’ve completed the Hozy storyline, comprising nine unique levels, your journey into the world of cosiness isn’t over yet. Come back to the houses you’ve already restored to discover… new versions of the previous rooms. The ‘Game+’ mode will help you look at these rooms in a new light (literally) – now you can switch between day and night, as well as furnish rooms with different sets of furniture. Some of them will change beyond recognition. If you fancy creating something truly yours, Hozy has just the thing for you – a Sandbox mode with every item available in the game. Mix and match, duplicate, and customize your rooms however you wish. Who are we to tell you which wallpaper, background colour, window shape, support beams or light switches to choose? But there’s more: we also have plans for seasonal events and various DLCs, both free and paid. Make it Hozy Of course, we haven’t forgotten about the various accessibility features, so that as many renovators as possible can enjoy Hozy. The game is available in 11 different languages and includes a range of visual and control settings. Adjust the movement speed of your tools, invert the camera, change colour display settings and much more. If you want to make playing Hozy even more comfortable – settle into your favourite armchair, pour yourself a cup of hot chocolate and launch the game on PlayStation Portal. We’re looking forward to November 9, when you’ll be able to enjoy Hozy at your own pace. View the full article -
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PSBlog Feed: Share of the Week: Shadows
Last week, we asked you to share moments spent in the shadows from your favorite games using #PSshare #PSBlog for a chance to be featured. Here are this week’s highlights: John_Varela_R shared Ada peering out from the shadows in Resident Evil 4’s DLC kerplaaaah shared James Bond peering around a shadowy corner in 007 First Light XFenderXTX shared shadow butterflies from Fatal Frame II: Crimson Butterfly Remake call_me_xavii shared Du’Met standing in a shadowy doorway in The Dark Pictures Anthology: The Devil In Me FlamingHobo666 shares Jin’s silhouette in Ghost of Tsushima artenpixels_ shares Alan walking through a shadowy subway platform in Alan Wake II Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week? THEME: Light SUBMIT BY: 11:59 PM PT on November 11, 2026 Next week, share characters stepping into the light from the game of your choice using #PSshare #PSBlog for a chance to be featured. View the full article -
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PSBlog Feed: Assassin’s Creed Valhalla: new update brings New Game+, upgraded PSSR support for PS5 Pro today
Assassin’s Creed Valhalla: The Most Requested Update, a free update bringing several player-requested and quality-of-life features to the game, is live today on PlayStation 5 and PlayStation 5 Pro. The update has new content, a progression update, and more, including: New Game+ 2 New Achievements Enhanced Progression Mode option New Power calculation Master Assassin Naoe outfit Upgraded PSSR optimizations Animus Hub synchronization update Play Video The new PSSR update is exclusive to PlayStation 5 Pro players, giving them an even higher visual quality as they embark on or continue their Viking adventures in England. We spoke to Priscilla Nguyen, Engineering Studio Manager, to learn more about this update and why it’s essential for PlayStation 5 Pro players. What can you tell us about the PSSR update for the PS5 Pro? Priscilla Nguyen: It was about integrating the upgraded PSSR into the game, to have better graphics when upscaling at a better framerate. The upgraded PSSR is more efficient than the original, and easier to implement in the game source code. The upgraded PSSR is an enhanced version, and slightly more efficient than the game’s current Temporal Upscaler. More importantly, it’s much crisper and more visually stable, giving you seamless and stunning environments to explore in England. Why bring these improvements to Assassin’s Creed Valhalla? PN: At Ubisoft, it is important to remain at the forefront of technological innovation to ensure players continue to benefit from the best possible gaming experience, and as the upgraded PSSR was already successfully integrated into our latest releases, Assassin’s Creed Black Flag Resynced and Assassin’s Creed Shadows, we thought it would be great to have in Valhalla too. The Assassin’s Creed Valhalla update presented an excellent opportunity to integrate the upgraded PSSR, delivering a noticeably sharper and more visually refined image quality in 4K and smoothness with 60FPS. One of the aspects players appreciated most about Assassin’s Creed Valhalla was the beauty and visual variety of its open world, from the snowy mountains of Norway to the flourishing meadows, robust forests, and frigid highlands of England. Now, with the new PSSR optimizations, those graphics have been enhanced and preserved to meet today’s technical standards and continue to deliver a high-quality, smooth visual experience for our players. Assassin’s Creed Valhalla came out a few years before the PS5 Pro. Were there any challenges updating the visuals for PSSR? PN: We didn’t need to overhaul the game’s content or visual assets. Instead, we leveraged the upgraded PSSR within our engine and rendering pipeline to enhance 4K image quality and deliver our Quality mode at 60FPS on PS5 Pro. The interesting challenge was finding the right balance between image quality, performance, and integration within an existing game that was originally built years before the PS5 Pro existed. The upgraded PSSR proved to be a very efficient solution, allowing us to maximize the new hardware’s capabilities while delivering a noticeable visual uplift and stronger performance without requiring extensive changes to the game’s content, making it an effective way to modernize the experience for PS5 Pro players. Play Assassin’s Creed Valhalla’s The Most Requested update today on PlayStation 5 and PlayStation 5 Pro! View the full article -
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PSBlog Feed: PlayStation Store: October 2026’s top downloads
It’s time to see which PS5, PS4, PS VR2, and free-to-play games topped last month’s download charts. In October, Call of Duty: Modern Warfare 4 led the PS5 charts in the US and the EU, and BeamNG.drive landed in the top 3 on both charts. Meanwhile, Hard Bullet dominated the PS VR2 charts. Check out the full listings below. What titles are you playing this month? PS5 Games US/CanadaEUCall of Duty: Modern Warfare 4Call of Duty: Modern Warfare 4BeamNG.driveEA Sports FC 27EA Sports FC 27BeamNG.drivePhantom Blade ZeroPhantom Blade ZeroMadden NFL 27MinecraftNBA 2K27PEAKPeakEnshroudedStar Wars: Galactic RacerStar Wars: Galactic RacerAce Combat 8: Wings Of TheveMafia III: Definitive EditionMinecraftPlanet Zoo 2College Football 27Grand Theft Auto VHalloweenThe Witcher 3: Wild HuntClive Barker’s Hellraiser: RevivalArc RaidersMarvel’s WolverineAce Combat 8: Wings Of TheveEnshroudedIt Takes TwoCastlevania: Belmont’s CurseNBA 2K27Final Fantasy ResonanceCyberpunk 2077Minecraft Dungeons IIClive Barker’s Hellraiser: RevivalARC RaidersMinecraft Dungeons IIGrand Theft Auto VResident Evil 4 *Naming of products may differ between regions *Upgrades not included PS4 Games US/CanadaEURed Dead Redemption 2Red Dead Redemption 2Batman: Arkham KnightEA Sports FC 27Gang BeastsBatman: Arkham KnightMarvel’s Spider-ManA Way OutMinecraftTomb Raider: Definitive Survivor TrilogyResident Evil 6Unravel TwoTomb Raider: Definitive Survivor TrilogyMafia TrilogyMiddle-earth: Shadow of WarGang BeastsA Way OutMinecraftResident Evil 5Need for Speed HeatNeed for Speed HeatBloodborneMortal Kombat XThe ForestMafia TrilogyShadow of the Tomb RaiderDetroit: Become HumanResident Evil 6Street Fighter: 30th Anniversary CollectionMiddle-earth: Shadow of WarInjustice 2Detroit: Become HumaninFAMOUS Second SonResident Evil 5Star Wars Battlefront IIDying LightUltra Street Fighter IVTomb Raider: Definitive EditionThe ForestStar Wars Battlefront II *Naming of products may differ between regions PS VR2 Games* US/CanadaEUHard BulletHard BulletHorizon Call of the MountainI Am CatInto the Radius 2Beat SaberBeat SaberHorizon Call of the MountainI Am CatJob SimulatorJob SimulatorInto the Radius 2Among Us 3D: VRAmong Us 3D: VRBootstrap IslandSwordsman VRGorn 2Flight Simulator Delivery 2025 VRZero Caliber RemasteredPavlov *PlayStation Store purchases only. Game upgrades or games bundled with hardware not included Free to Play (PS5 + PS4) US/CanadaEUOnce HumanFortniteCall of Duty WarzoneOnce HumanFortniteCall of Duty WarzoneRobloxRobloxCollege Football 27Rocket LeagueTom Clancy’s Rainbow Six SiegeMinecraftRocket LeagueeFootballMinecraftTom Clancy’s Rainbow Six Siege XMarvel RivalsAstro’s PlayroomApex LegendsFall Guys View the full article -
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PSBlog Feed: Bringing Jin Sakai back to life for Ghost of Yōtei: Most Wanted
It’s been amazing to watch the response to Ghost of Yōtei Complete Edition, from photo mode shots to Echoes of Sekigahara* reactions to flawless fights against Nobushige and beyond. But some of our favorite videos we’ve seen since launch feature Jin Sakai in Most Wanted*, and we’ve loved watching people tear through bounties as the returning Ghost of Tsushima. With all of these great new moments featuring Jin, we wanted to dive into a little bit of the process behind bringing him back for Ghost of Yōtei, including all the tiny details that help make him feel like himself. Here’s some insight from some members of our team who helped bring him back to life. How Most Wanted opened the door for Jin’s return With Most Wanted our goal was to create a new way to experience Ghost of Yotei’s combat. We were excited to focus on challenge and mastery in a highly replayable format. We wanted to give players new opportunities to grow stronger and master specific forms of combat, building on the foundation established in the main campaign. Very quickly the idea of a class-based, roguelike model emerged as a path to achieve these goals and as an opportunity to experience combat from perspectives other than only Atsu. As the team got excited about the idea, plenty of production and logistical questions emerged about what would be possible. We thought Jin Sakai would fit perfectly in this mode, but we wanted to make sure we could deliver an experience that was authentic to his character. During the initial prototyping of Most Wanted, we started with other characters to prove out the idea and get a better understanding of what would be necessary to bring Jin back. After an early playtest with Jin, I had a conversation with our Lead Combat Designer, Ted Fishman. The joy of playing with Jin again was undeniable, but something had become clearly apparent to Ted. There wasn’t a partial implementation that would deliver the fantasy of playing as Jin. No, if we were to push forward, we had to bring back all of Jin. The team understood that bringing back Jin would be an ambitious challenge. It would involve the creation of new art assets, adapting to the evolution of combat mechanics between Tsushima and Yōtei, and much, much more. The requirements grew as we discussed the ultimate fantasy of ensuring Jin could play with all his Stances and use his iconic sticky bomb. As the scope of the work became clearer, the team’s excitement only grew. Instead, everyone was so excited about the prospect of Jin’s return they continued to identify areas where we could deliver the best version possible, and we are so proud everyone can play that version today. – Parker Hamilton, Systems Design Lead Adapting Jin’s combat styles to work in Ghost of Yōtei Playing as Jin Sakai in Ghost of Tsushima, you feel like a master swordsman. It took a lot of collaboration across disciplines to recreate that feeling and bring it forward into Most Wanted. By the end of production though, we were having a blast doing runs as Jin. It was honestly a big relief! It was gratifying to see him finally come back to form after many months. Jin’s 60+ attack animations, most with their own bespoke kill animations, had to be retargeted to the new character rig, retouched (sorry Mark), and rebalanced for Ghost of Yōtei’s combat systems. Stone Stance’s Piercing Strike in particular decimated everything in Yōtei as originally implemented. In addition, Mark created custom strafe animations for each of Jin’s stances to support the new Focus Attack model (thank you Mark). We wanted Jin’s perks to play into his classic feel. For example, classic Jin would immediately interrupt enemy combos with a well-timed press of the Block button. The distinction between Parry Deflect and Parry Interrupt didn’t exist in Ghost of Tsushima. In Most Wanted, the Rattling Parry perk causes Jin to deal more Stagger damage on successful parries, causing Parry Interrupt to happen more often. He also has a basket of perks that encourage Perfect Parry. His unique fighting style is more than that though. Jin’s formally trained Stone Stance is complemented by his ability to dance between katana stances and scrappier tactics like his Quickfire. Empowering Quickfire even directly rewards following up Quickfire with melee. A bunch of team members including our QA department contributed to filling out his set of perks. As we continued experimenting with the possibilities of Most Wanted, we really embraced the chaos and had a great time finding creative ways of having a great time, even bringing back Jin’s connection with the wind in perks. Personally, I’m just glad people are having fun with Jin again out in the wild. I saw a clip that was something like, Jin flying through the air in bullet-time, head-shotting an enemy with a Tanegashima, following up with a Sticky Bomb, then a Water Stance flurry which triggered a lightning strike, and it had me beaming. – Nate Slottow, Programmer Reviving his animation styles and adding a nod to a cinematic Ghost of Tsushima moment… When the Animation Team joined Most Wanted, we were ecstatic to bring Jin back into the game. The team was equally struck at the amount of effort we knew it would take to really bring back the whole essence of Jin, considering the amount of production time remaining. The Most Wanted team put an incredible amount of work into making it happen, and seeing Jin back again has been absolutely worth it. As well as reviving more than 60+ combat animations, the team brought back Jin’s idle actions, which are iconic to his character. Near the end of production, the team had a great idea to incorporate Jin’s rarely seen “bird hold idle” into the Most Wanted menu. The character selection menu gave us an additional way to showcase each character’s demeanor. Jin’s selection animation was inspired by the cinematic moment in Ghost of Tsushima when Jin first recovers the storm blade. Seeing all the fans’ reactions to Jin’s return has been absolutely awesome. Bringing Jin back to life has been a rewarding experience, and our team hopes everyone has as much fun playing Most Wanted as we’ve had. – Mark Wheeler, Senior Staff Animator …and keeping the character model and armor authentic to the original while adding visual updates Jin Sakai has become an iconic character and has an equally iconic look. Reviving him to not just his former glory but matching the fidelity of Atsu was a challenge but an exciting one. Jin’s armor was one of the first things brought back. Fortunately, thanks to the stellar work of the artist who initially created it (Emre Ekmekci), a large portion of the model still held up. That left a lot of the hard work on the modeling side handled and the fun of giving it a new coat of paint as the primary challenge. Updating the metal, leather, and cloth to match how it looked during Tsushima, yet still have detail now possible in Yōtei, was a fine balance. I used his old texture files as a reference point to match materials to what they were before then added subtle details on top to push it that last 10%. I wanted to add some wear and age to the armor without disrupting how people remembered it. Now that the armor was in a place we were happy with, the next hurdle was his face and hair. Skin textures, shaders, facial hair, everything had to be tackled and held next to Atsu to make it feel like they were both made in the same era. This was a challenge: I couldn’t tweak his skin too much or else he would look like a different character, but if I left things too unchanged he would look odd next to his counterpart. Using the same textures from Tsushima as a base, we built up from there, tweaking his skin tone, redness, lips, even his scar to look sharper and more defined. We also baked new normal maps to help push his skin detail a bit further. A lot of intentionality went into bringing him back. Once everything came together, being able to see him posed in all his glory was a real spark of joy. It was an honor to have a part in bringing this character back to life. Seeing fan reactions to his reveal and their excitement while they fight through bounty after bounty has been a highlight of my career. – Nate Ramsey, Character Artist Redesigning audio, a new take on Jin’s musical theme…and bringing back Daisuke Tsuji It was so fun to revisit Jin Sakai and revive many of his special attacks. We took great care in reviving iconic moves like the Heavenly Slash, Dance of Wrath and even Jin’s Ghost Stance directly from the assets used in Ghost of Tsushima. Reviving his musical theme, including the amazing new version we recorded with Justin Johnson on lap steel guitar, was another fun aspect we knew fans would love to hear. One of the biggest considerations in bringing Jin back to life was his character movement sounds. We completely overhauled the way we handle character movement sounds between Ghost of Tsushima and Ghost of Yōtei so we needed to take Jin’s old sounds and rebuild them in a way that stayed true to the original, while supporting our new, more dynamic animation tagging system. One of our sound designers, Chris Walasek, took all of our assets we recorded for Jin’s iconic Ghost armor and re-designed his movement sounds to match this new system ensuring the transients of Jin’s movement sounds were consistent with our other characters. We also knew, when first considering bringing Jin into the world of Ghost of Yōtei: Most Wanted, it wouldn’t be possible without the voice of Jin himself, Daisuke Tsuji. Getting Daisuke back into the booth was a great experience as always. He’s a brilliant actor and really fun to riff with. Hearing his takes on the confrontations with each Yotei 6 member brought us big smiles during the recording sessions and even allowed us to sneak a few Jin lines into the main game. We hoped fans would be excited to play this fun new mode with one of their favorite characters, and it has been a joy watching as they’ve repeatedly struck down the Yōtei Six with everyone’s favorite samurai-turned-Ghost. – Rev. Dr. Brad Meyer, Audio Director We were really excited to work with Daisuke Tsuji again and bring back Jin while staying true to the character. From an art perspective, Jin was originally created for PS4, while Yōtei was built entirely for PS5, so our rendering technology has come a long way. Our goal was to maintain the familiarity of his original design while bringing him forward with the visual fidelity of Yōtei. This time around, we could push much more detail into his face, hair, clothing, and especially his armor, while keeping the shapes players remember. We also wanted to bring back his iconic imagery and gestures, like the quiet moment before a duel where his thumb pushes the tsuba, and the way he wipes blood from his blade after a kill. For us, it really came down to honoring Jin while applying everything we’ve learned artistically and technically since Tsushima, and I am so proud of the way everything came together. – Joanna Wang, Production Art Director *Internet connection, account for PlayStation, and patch v.2.0 or later required. View the full article
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