-
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.
-
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.
-
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!
-
Latest Activity
-
0
PSBlog Feed: How Control Resonant’s art design and tech shaped its bosses, paranaturally-twisted Manhattan and more
With its gravity-defying set pieces, memorable boss fights, and decidedly different take on Manhattan, Control Resonant, released last week, is staking its claim to be one of 2026’s big hitters on PlayStation 5. I had the chance to talk to Lead Level Designer Anne-Marie Grönroos, Art Director Elmeri Raitanen, and Lead Gameplay Designer Sergey Mohov to dig into the inspiration behind the striking art direction and design of the sequel’s characters and environments. Designing Dylan Games featuring super-heroic protagonists are all about fulfilling the ‘power fantasy’ of transporting us away from our day-to-day lives. But this is the world of Control. And sure, Dylan lets us rise – quite literally – above the norm, but there’s a reason why Remedy often illustrates his very human clumsiness. “There is a deliberate groundedness in how Dylan moves and fights,” explains Elmeri. “We wanted to show that everything has a cost.” “When he uses Reach, he’s just kind of swept off his feet” – Sergey Sergey expanded: “Dylan’s animations demonstrate that everything he does is difficult. It takes effort to use the Elevate ability, and shifting gravity is disorienting to him.” So while we don’t know what it’s like to run at super speed or levitate, we do know what it’s like to stumble or fall over, and when Dylan does this, we empathise and connect with him. “That’s a big part of one of the themes of the game,” says Sergey. “Somebody can be really powerful, but at the same time yearning for human connection and trying to learn how to interact with others.” Mapping out ‘Strange York’ Similar to how Dylan’s animations and design affects how the player feels controlling him, Dylan’s actions topple, break, and buckle the expansive world around him for a reason. “In Control, dynamic destruction and reactive environments played a huge part of the second-to-second gameplay loop, making combat feel visceral and rewarding,” explains Elmeri. “In Resonant we wanted to retain that even on a larger stage, so when you slam the ground or create a shockwave, leaves kick up from the street, fire hydrants start spraying water, and trashcans spew litter.” With the larger environment to play in, Remedy had the challenge of matching the expectations set by Control’s confined, Brutalist inspired design with the openness of a brutalised Manhattan, offering a contrast between familiarity and freedom. “A new paranatural threat in the Patterning gave us the opportunity for unexpected and crazy visuals,” says Elmeri. “The Federal Bureau of Control (FBC), at face value, looks like a believable office space. Then when something otherworldly happens, it feels impactful because we had first established a baseline for the story.” “The more mundane areas can also act as a palate cleanser,” says Anne-Marie. “They keep the more paranatural areas surprising. It’s also why we placed the most normal zone, The Central, in the middle of the game world where it creates a baseline of the normal New York. Familiarity with the real-world environments creates contrast, and makes the paranatural stand out even more.” “It was also a challenge to use a real world location,” explains Sergey. “For example, in the real New York the last phone booth was removed around 2022. But we have them in the Remedy universe New York. It’s not meant to be a one to one representation of real life. It is what we call ‘Strange York’, an iconic movie-like retro version.” When it came to other items placed in ‘Strange York’, Remedy followed a particular design ethos. “Most concepts for objects around the environment started with an intended gameplay purpose and an idea of what that object is used for diegetically,” says Anne-Marie. “Or it could also be used to draw the player’s attention, like the FBC satellite dishes around many of the Fast Travel doors, or the deflated FBC balloons near the map towers – in which case it can be up to the concept artist to come up with a reasonable in-world function and backstory. The gameplay function can also evolve based on the concept, and sometimes things need to be added to the concept to address player feedback.” Designing the Gap One of the greatest contrasts comes from The Gap, a stark, grey and otherworldly representation of Dylan’s psyche. “There was a lot of exploration about how to convey the Gap,” says Sergey. “We took inspiration from film and iconic locations, even something like The Truman Show where Truman reaches the end of the world and there’s just a door in the sky. Dylan has spent all this time in a concrete building, locked up and experimented on, and that’s what is most familiar to him. Which is why the Gap visually represents that.” The Gap is the raw, honest concrete Dylan has felt under his bare feet during captivity.” – Elmeri Diving into the Sinkhole Another striking visual part of Control Resonant comes from its Sinkhole mission, where Dylan fights enemies across floors, walls, and ceilings in a gravity warped apartment building. “It started as a prototype to test how it would feel underneath the city through increasingly strange, twisted environments,” says Anne-Marie. “Deep sea exploration and cave diving were some of the inspirations, along with different underground themes, like subway tunnels. Some of those ideas ended up being used in The Subway Fault instead. “We hadn’t yet nailed down the rules of the gravity shifting back then, and didn’t know how big of a part that would play later, but when we set the rule that everything that looks like a walkable surface should be a walkable surface, gravity shifting completely changed how certain areas were played.” “It was quite disorienting to work on,” reveals Sergey. “But it allowed us to focus the player on what was in front of them and create some really cool combat encounters and traversal challenges.” The origin of the Resonants When it came to boss fights, Remedy intended them to be ‘skill checks’ for the player – but their overall creation was a complex alchemy of development talent. “We asked the full team to send their ideas for bosses to us,” reveals Sergey. “We then picked what would best fit the specific kind of player experience that we wanted from a specific boss, and developed it further. “The Deserter boss is in a transformed factory environment specifically built to house it.” – Sergey “We then built the prototype for each, and assessed the size and shape of the space that this creature needed to be in. Then we would describe its behavior in a technical specification document. The iterated version would go to the concept artists who would work with the writers to figure out the visuals and space; how they fit the environment, the theme of the zone, and their identity.” “Each Resonant boss was built on a theme, like controlling people inspired by mycelium or a hive mind,” says Elmeri. “We wanted to evoke awe in the player and create a sense of the majestic or divine. So we referenced a lot of medieval iconography and church architecture.” Harnessing the power of PS5 “From the very beginning of development we wanted to evolve the game to be more player-driven in terms of exploration, progression, and narrative,” explains Sergey. “It definitely helps to have a powerful system because even though people loved the relatively confined spaces of Control, we wanted to open it up. “We wanted bigger draw distances, more physics objects, and more enemies on screen. It’s definitely Remedy’s biggest game – I think one zone in Resonance is larger than any of the other zones in our previous games.” The opportunities afforded by PS5 also extended to Control Resonant’s extensive use of the DualSense Controller’s features, such as listening to radio calls via its built-in speaker, and getting feedback from specific abilities on the Adaptive Triggers. “Getting that feeling of resistance and an extra click contributes a great deal to making the abilities feel more powerful,” explains Sergey. “And that’s important in things like combat, so you don’t have to look at Dylan’s interface; you can just feel your way through instead.” Want to see all of this hard work in its final form, and experience it for yourself? Control Resonant is available now on PS5. View the full article -
0
PSBlog Feed: (For SEA) God of War Laufey pre-orders available starting September 29, editions detailed
God of War Laufey is coming to PlayStation 5 consoles on February 16, 2027. We’re excited to announce that pre-orders are now live on PlayStation Store and at all participating retailers. To get you ready, we’re breaking down what comes with the God of War Laufey pre-order bonus and Digital Deluxe Edition. After that, we’ve got some brand-new screenshots and footage of Faye’s combat to round us out! View and download image Download the image close Close Download this image God of War Laufey – Pre-order bonus** When you purchase your copy of God of War Laufey before launch you will receive: Last Wish Armor Set* Phranque Golden Leaves Appearance* (cosmetic) In-game resource pack View and download image Download the image close Close Download this image God of War Laufey – Digital Deluxe Edition The God of War Laufey Digital Deluxe Edition contains: Dark Alchemy Armor Set* Dark Alchemy Blade* Dark Alchemy Bow Scales* Dark Alchemy Catalyst* In-Game Resource Pack Digital Mini Artbook Official God of War Laufey Digital Soundtrack View and download image Download the image close Close Download this image Introducing Faye’s Serpent Bow An enchanted bow with the shifting form of a serpent, Faye’s new weapon in the Everywhen can go from dormant to notched at lightning speed, allowing her to weave deadly arrow strikes alongside her other attacks. Much like the deadly bite of its namesake, the Serpent Bow will tear through Faye’s enemies in both close-quarters and ranged combat. Precision mode: Full-aim By fully pressing down the aim trigger, Faye will have more precise aim and increased draw distance. By striking at certain points on an enemy’s body, Faye can impair their movement or ability to strike, giving her the perfect opening to follow-up with a melee hit. While in this aim mode, Faye can charge up the bow and stack up to five arrows for a powerful volley – perfect for taking advantage of Phranque’s ability to launch enemies up into the sky. Hip-fire mode: Half-aim With a half press of the aim trigger, Faye will enter a more mobile hip-fire stance. In this aim mode, she can unleash a cluster of arrows for devastating damage to enemies at close range. The Serpent Bow’s quick-fire style allows Faye to juggle airborne enemies and extend combos as she seamlessly swaps between weapons and abilities. Select your shots Alongside the two fire modes, Faye can utilize a variety of arrow types that deepen your preferred playstyle. Rapid fire, explosive detonations, multi-target – Faye’s bow is a versatile weapon that can create and capitalize on openings. Serpent Scales Shed one form and embrace another – the Serpent Bow can be equipped with different types of Scales that will change both the look of the weapon, as well as the type of playstyle it specializes in via a unique perk (such as the Dark Alchemy Bow Scales from the Digital Deluxe Edition). In addition to the equipped Scales, the Serpent Bow also has unlockable skills which allow Faye to expand its capabilities even further. Expressive power Faye is an expert warrior with the ability to harness a range of skills to command the flow of the battle. Her armor options will allow you to choose between a range of gameplay perks, stats, and unique looks. You can also customize her other gear to further enhance different playstyles: Blade: Customizable element of Faye’s sword Scales: Customizable element of Faye’s Serpent Bow Catalyst: Powerful artifacts capable of channeling the potent magic of the Everywhen, Faye will be able to choose from a variety of Catalysts with different effects A glimpse of the Everywhen On behalf of everyone at Santa Monica Studio, thank you so much for all the interest and support shown for the game since our reveal in June. We’ll be back before you know it with more news for God of War Laufey, but to tide you over in the meantime we’ll leave you with a few more peeks at what the afterlife of the gods has in store for you at launch on February 16, 2027. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image *Unlock in-game items via story progression. **Available via download code for physical Standard Edition. Internet connection and account for PlayStation required. View the full article -
0
PSBlog Feed: Suri: The Seventh Note launches Oct 30 on PS5
After four years of development, we’re ecstatic to reveal that our debut game, Suri: The Seventh Note will finally be available from October 30, 2026 on PS5. Every environment, character, and animation has been meticulously illustrated to create a distinctive visual identity. The island itself draws inspiration from the rich artistic and architectural traditions of India, blending influences from Rajput forts, Theyyam Culture, Himalayan monasteries, and diverse regional cultures into a vibrant fantasy world that feels both familiar and original. Play Video Whether you’re chasing perfect runs, uncovering hidden paths, mastering every movement ability, or simply taking in the world around you, Suri brings together gameplay, music, and culture in a world built to be explored. While this would be obvious to some from the onset, there’s just as much thought (if not more) that’s gone into Suri’s music. Stay awhile and listen (to master) Instrumental in our journey was to make music not just something you heard, but something you mastered. Eighty percent of the music you hear in the game has been recorded with original analogue instruments rather than something synthesised electronically. This is because we wanted to preserve the texture of the music. Through our trailers you’ll notice a layered medley of instruments in-line with what you’d expect from various regions of India. Indian music inspirations So when the player arrives in the southern part of the island of Suri, we’d use a veena instead of a sitar, for instance. And then when we go to the desert portions of the game, we look to Rajasthan and its musical traditions. Along with an intense focus on audio variety came an interesting constraint to solve. How do we adapt musical variety to the speed at which human thumbs can move on a controller? This ended up being the craziest and most important concern that we had. And it was quite challenging too because we have to work around certain restrictions. For example, there needs to be a minimum time window for the player actions to happen. 480 milliseconds to slay the beat After a lot of trial and error, we found the sweet spot: for us, it’s around 480 milliseconds, so we need to maintain a gap of 480 milliseconds between the main beats of the game. When making a game like this, a major restriction is that we can’t follow any one pure genre in particular because it won’t always work with the gameplay. So we have to create a hybrid of genres and styles. Why the world of Suri revolves around 480 milliseconds We chose 480 milliseconds between the main consecutive beats to create enough space for the player’s input response while still maintaining the game’s momentum. This timing allows us to accommodate the fail window around the player’s response without making the interaction feel slow or disconnected. A longer window could disrupt the spacing, rhythm, and overall mood of the experience, making the game feel less responsive. On the other hand, a shorter window may make the fail state too subtle or quick for the player to consciously or subconsciously recognize that they have fallen off rhythm. The 480 ms interval therefore provides a balance between responsiveness, rhythmic clarity, and gameplay momentum. Inventing our own music genre Take for example the Indian aesthetics; we can’t have very authentic Indian music in the game because of the sort of rhythms and timing required, but we can utilise it with the cutscenes and narration drawings. The music is very bouncy and not aggressive in nature. And also, we’ve decluttered a lot of the sounds and brought the essential and functional beats up top. Essentially we’ve taken a hip-hop-like structure and laid Indian textures (Indian percussion instruments) over it. Pre-order now Suri: The Seventh Note launches on October 30, 2026, and you can pre-order the game now on PlayStation 5. Whether you want to experience Ajira’s journey with the base game or go all-in with exclusive content and early access, there are two editions to choose from. Standard Edition The Standard Edition includes: Suri: The Seventh Note — Base Game 20% pre-order discount (with PlayStation Plus membership) Digital Deluxe Edition The Digital Deluxe Edition includes: Suri: The Seventh Note — Base Game Exclusive Chandini Skin DLC 20% pre-order discount (with PlayStation Plus membership) 3 day early access to the full game Exclusive to the Digital Deluxe Edition The Chandini Skin and DLC will not be available for separate purchase. They can only be obtained as part of the Digital Deluxe Edition. If you decide to purchase the Digital Deluxe Edition after launch, you’ll still receive both the Exclusive Chandini Skin and DLC. Choose your edition, get ready to feel every beat, and be there when Ajira’s journey begins. Built with the PlayStation India Hero Project Suri: The Seventh Note is proud to be part of the PlayStation India Hero Project. Growing up, PlayStation games inspired us to dream bigger as developers. To now bring our own game to the platform is something we’re incredibly proud of. Working closely with the PlayStation team has helped us bring our vision to life, particularly while developing our Rhythm Haptics Engine and ensuring that Suri feels right at home on PS5. Their support throughout development has been invaluable, and we’re incredibly excited to finally share what we’ve been building with players around the world. The rhythm Is coming For years, we’ve been building the island of Suri. We’ve created its world, its music, its movement, and its rhythm. We’ve watched Ajira’s journey take shape from an idea into a game we can finally share with you. Now, we’re counting down to the moment you can experience it for yourself. Suri: The Seventh Note launches on PlayStation 5 on October 30, 2026. Choose your edition, get ready to feel every beat, and be there when Ajira’s journey begins. Pre-orders are live today. View the full article -
0
PSBlog Feed: God of War Laufey pre-orders available starting September 29, editions detailed
God of War Laufey is coming to PlayStation 5 consoles on February 16, 2027. We’re excited to announce that tomorrow, September 29 at 10:00am local time pre-orders officially go live. To get you ready, we’re breaking down what comes with the God of War Laufey pre-order bonus and Digital Deluxe Edition. After that, we’ve got some brand-new screenshots and footage of Faye’s combat to round us out! View and download image Download the image close Close Download this image God of War Laufey – Pre-order bonus** When you purchase your copy of God of War Laufey before launch you will receive: Last Wish Armor Set* Phranque Golden Leaves Appearance* (cosmetic) In-game resource pack View and download image Download the image close Close Download this image God of War Laufey – Digital Deluxe Edition The God of War Laufey Digital Deluxe Edition contains: Dark Alchemy Armor Set* Dark Alchemy Blade* Dark Alchemy Bow Scales* Dark Alchemy Catalyst* In-Game Resource Pack Digital Mini Artbook Official God of War Laufey Digital Soundtrack View and download image Download the image close Close Download this image Introducing Faye’s Serpent Bow An enchanted bow with the shifting form of a serpent, Faye’s new weapon in the Everywhen can go from dormant to notched at lightning speed, allowing her to weave deadly arrow strikes alongside her other attacks. Much like the deadly bite of its namesake, the Serpent Bow will tear through Faye’s enemies in both close-quarters and ranged combat. Precision mode: Full-aim By fully pressing down the aim trigger, Faye will have more precise aim and increased draw distance. By striking at certain points on an enemy’s body, Faye can impair their movement or ability to strike, giving her the perfect opening to follow-up with a melee hit. While in this aim mode, Faye can charge up the bow and stack up to five arrows for a powerful volley – perfect for taking advantage of Phranque’s ability to launch enemies up into the sky. Hip-fire mode: Half-aim With a half press of the aim trigger, Faye will enter a more mobile hip-fire stance. In this aim mode, she can unleash a cluster of arrows for devastating damage to enemies at close range. The Serpent Bow’s quick-fire style allows Faye to juggle airborne enemies and extend combos as she seamlessly swaps between weapons and abilities. Select your shots Alongside the two fire modes, Faye can utilize a variety of arrow types that deepen your preferred playstyle. Rapid fire, explosive detonations, multi-target – Faye’s bow is a versatile weapon that can create and capitalize on openings. Serpent Scales Shed one form and embrace another – the Serpent Bow can be equipped with different types of Scales that will change both the look of the weapon, as well as the type of playstyle it specializes in via a unique perk (such as the Dark Alchemy Bow Scales from the Digital Deluxe Edition). In addition to the equipped Scales, the Serpent Bow also has unlockable skills which allow Faye to expand its capabilities even further. Expressive power Faye is an expert warrior with the ability to harness a range of skills to command the flow of the battle. Her armor options will allow you to choose between a range of gameplay perks, stats, and unique looks. You can also customize her other gear to further enhance different playstyles: Blade: Customizable element of Faye’s sword Scales: Customizable element of Faye’s Serpent Bow Catalyst: Powerful artifacts capable of channeling the potent magic of the Everywhen, Faye will be able to choose from a variety of Catalysts with different effects A glimpse of the Everywhen On behalf of everyone at Santa Monica Studio, thank you so much for all the interest and support shown for the game since our reveal in June. We’ll be back before you know it with more news for God of War Laufey, but to tide you over in the meantime we’ll leave you with a few more peeks at what the afterlife of the gods has in store for you at launch on February 16, 2027. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image *Unlock in-game items via story progression. **Available via download code for physical Standard Edition. Internet connection and account for PlayStation required. View the full article -
0
PSBlog Feed: Official PlayStation Podcast Episode 548: September Selects
Email us at PSPodcast@sony.com! Subscribe via Apple Podcasts, Spotify, or download here Hey, everybody! We’re back this week to talk through September’s big releases and other recent titles we’re still playing. Stuff We Talked About Next week’s release highlights: Minecraft Dungeons II | PS5 Toem 2 | PS5 Way of the Hunter 2 | PS5 End of Abyss | PS5 Dynasty Warriors 3 Complete Edition Remastered | PS5 Ghost of Yōtei Complete Edition | PS5 Ace Combat 8: Wings of Theve | PS5 Silent Hill: Townfall hands-on — Discover how the new claustrophobic perspective makes even mundane actions like checking emails and opening doors a terrifying experience, along with more inventive ways the latest entry in the franchise elevates gameplay. Experience it now for yourself. Lisa DualSense collab — Lisa fans can pre-order the new Lisa Limited Edition DualSense on October 2. Designed with the help of the lady herself, this new controller will be a fun way to glam up your collection. Head to PlayStation Blog for the full details. Ace Combat 8: Wings of Theve Hands-on — Ahead of its October 2 launch, learn how the game uses first-person to tell a more intimate story full of compelling characters, giving players a reason to come out on top in every dogfight. The Cast View and download image Download the image close Close Download this image Sid Shuman – Senior Director of Content Communications, SIE 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 Brett Elston – Manager, Content Communications, 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
-