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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: Control Resonant: Remedy shares first details on New Game Plus
The first playthrough of Control Resonant is built around discovery: learning how the world behaves, shaping your build, and understanding what your version of Dylan can become. For those who want to return, New Game Plus offers a different way to experience that journey again – building on what you’ve already learned and unlocked. New Game Plus in Control Resonant allows you to start a fresh playthrough while carrying over much of what you’ve already earned. Your Aberrant upgrades, health and combat ability resource improvements, unlocked supernatural combat abilities, talents, and artifacts all persist into the next run. What does not carry over are traversal abilities, as those remain tied to story progression and how the world unfolds. Rebuilding your approach One of the goals for New Game Plus is to give players more room to experiment with builds that weren’t possible during the first playthrough, as you cannot unlock everything in your arsenal in one go. As you progress, you’ll unlock new talent nodes, expanding how your abilities and Aberrant attacks work together in combat. In addition, New Game Plus introduces new flexibility in how abilities are combined. You’ll be able to equip multiple different combat abilities from the same boss, opening up new combinations and synergies that change how encounters play out. It’s not just about becoming stronger; it’s about becoming more precise in how you play. Customization systems working together One of the ways you can shape your build in Control Resonant is Artifacts, a system we haven’t explored in detail before. Artifacts are equippable items with passive modifiers that allow you to fine-tune your build. They can affect survivability, combat performance, exploration, or the resource economy – and some come with conditions or trade-offs. Rather than being purely additive, they encourage you to tailor your setup for specific situations. You can equip up to three artifacts during your first playthrough. In New Game Plus, a fourth slot unlocks, allowing for more complex combinations. Artifacts are also tied to the crafting loop in the game. You’ll discover untapped artifacts throughout the world, which can be crafted into usable artifacts in the Gap. As your collection grows, so do your options for adapting your build. A world that pushes back Returning to Manhattan also means facing a more demanding version of it. As you progress through Control Resonant, the world itself evolves. Enemies grow more dangerous, encounters shift, and even familiar fights can take on new dimensions. Some bosses may surprise you with new behaviors, forcing you to rethink strategies that once worked. A fight you handled one way before may require a completely different approach the next time you face it. New Game Plus continues that escalation. While you return with more tools and knowledge, the world keeps pushing back – reshaping encounters and raising the stakes as you move forward. It’s not just about becoming more powerful. It’s about adapting to a world that refuses to stay the same. This is where the depth of your build really matters. The game supports different approaches, but success comes from understanding how those pieces fit together. Going back in Control Resonant is built to reward returning players, and not everything is necessarily found in a single run. It’s an opportunity to revisit World Quests, bounties, and collectibles you may have missed, or see different outcomes in certain side stories and conversations. New Game Plus is for players who want to spend more time with the systems and world of Control Resonant. The first playthrough already offers a wide range of options and experimentation. Returning to the game allows you to build on that foundation, try different approaches, and take on new challenges with a more complete toolkit. We’re looking forward to seeing how players approach their second run – and what new combinations they discover along the way. Control Resonant releases on PlayStation 5 in 2026. View the full article -
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PSBlog Feed: 007: First Light hands-on report — using stealth, action, and charm to become a legendary spy
When it was first announced that Hitman: World of Assassination developer IO Interactive was taking on the James Bond franchise with 007: First Light, it sounded like the perfect match of license and studio. The Hitman games focus on stealth, cunning, planning, and improvisation — a perfect fit for the legendary spy. I recently went hands-on with 007: First Light across three missions, and saw first-hand how IOI has created a Bond game that combines action with a more thoughtful spy experience. Bond from the beginning Unlike the Bond film series, 007: First Light tells a new story, set in the modern era, that delves into Bond’s origins. When we first meet IO’s take on James Bond, he’s serving in the Royal Navy, a crewman on a mission in Iceland. Suddenly, missiles hit the two helicopters on the mission, and they crash on a nearby coastline. Bond makes it to shore and immediately finds himself sneaking past hostile mercenaries as they search for any survivors. Before long, Bond is contacted via radio by an MI6 operative, and with no one else left, he’s pressed into service to retrieve some mysterious item. The mission gives a sense of Bond’s capabilities — even at this early point in his career, he’s able to keep his cool and analyze the situation thoughtfully, quickly donning a parka to disguise himself among the mercenaries and gather information. But we also see that this younger Bond isn’t easily swayed from his convictions, and that he can be impatient and maybe a bit reckless. He eventually ignores his new MI6 handler and risks his life to save other operatives who’ve been captured by the enemy soldiers. After a harrowing trip through the camp to save the captives, the mission culminates in an action-packed chase as everyone escapes. Welcome to MI6 Despite disobeying orders, Bond’s performance in Iceland got him noticed. After First Light’s take on Bond film opening credits, we headed to Malta for MI6 training. Bond’s goal here is to make it past a group of soldiers patrolling ruins while his instructors look on. You can use stealth, staying behind cover or hiding in tall grass, or go loud with your fists and any weapons you find along the way. You’re also outfitted with Q gadgets, which provide lots of ways of dealing with enemies, both in and out of combat. Holding L1 activates your Q Lens, which lets you see enemies through walls and highlights devices you can hack by hitting the X button to create distractions. Your watch can also fire a laser with Square to do things like cut ropes or explode devices to injure nearby enemies. If you are spotted, you can take on enemies with Bond’s fists. Throwing punches is done with the Square button, and you can block and parry blows with Circle or sidestep with X. Timing those moves correctly is essential — even on the easier difficulty settings, First Light’s enemies are brutal fighters, especially when they gang up. Luckily, Bond’s good at finding ways to gain an advantage. You can bounce enemies off hard surfaces to stun them, or grab nearby objects with Triangle to bash them. Holding L1 also gives you access to all your gadgets during fistfights and gunfights, so you can use your Q Watch’s laser to blind opponents or hack something to knock them off balance, before you come in with a haymaker. With an enemy off-balance, you can execute a takedown to finish them off by pressing X and Circle buttons together. In the training mission, I felt Hitman’s influence on 007: First Light in its mix of stealth and action, its emphasis on improvisation, and its freedom to approach problems from multiple angles. But 007 stands apart with how many ways you can put together different actions to get out of trouble, and how quickly Bond can switch between all of them. The fun is in chaining together options on the fly to beat enemies down or just slip out of sight. Practicing the craft The third mission, Kensington, showed how you’ll need to use Bond’s fast thinking, spy capabilities, and charm as much as his fists and his marksmanship skills. The level starts with Bond returning to his apartment after a mission, only to be attacked by assassins. After a tough fight, gunfire explodes through a window, forcing you to scramble over rooftops, staying behind cover and hacking distractions, to reach the shooter. He escapes, but Bond manages to track him across London to a gala at a museum. The gala is where 007: First Light drew most from Hitman in my preview, opening up into a “wide-linear” level with lots of options. To find a way into areas off-limits to guests, you can eavesdrop on conversations and talk to characters to gain information. You can also use your gadgets, including a poison dart that temporarily makes whoever it hits feel sick, to distract people so you can pick their pockets or sneak by. I overheard a public relations director talking about a journalist she was supposed to meet and opted to impersonate him to get past security. But while Bond is a smooth talker, you still have to listen closely; the director had actually mentioned two names, and I had to choose one. I picked the journalist she’d seemed less annoyed with, and she happily directed me past security to the press room — but when I used the same name at the press room, the woman handing out credentials said he’d already checked in. Bond smoothed over the flub with some flirting, and I used a dart to get the woman to leave so I could steal what I needed. All kinds of improvisation Tracking down the assassin in the museum’s basement led to an intense boss fight. Since Bond was unarmed, I stealthily used Bond’s gadgets to hit the assassin with traps, like dropping a chandelier on him. After some developments in First Light’s story, I spent the rest of the mission trying to escape the museum. When machine gun-armed mercenaries streamed into one art exhibit with walls covered in display panels, I combined all of Bond’s tricks — stealth, fistfighting, gadgets, and improvisation — to take them on. I thinned them out by dropping more chandeliers and blowing up the panels, confusing and disabling them. They eventually caught up with me, but a takedown on one let me grab his gun. I dodged from cover to cover as I shot at the mercenaries, before detonating a fire extinguisher with my watch laser to distract them as I slipped out the door. The mission eventually ended with the 007 theme music ramping up as Bond hijacked a garbage truck, with mercenaries in hot pursuit. I plowed through buildings, ran mercenary cars into walls, and eventually smashed through a mall to escape. The three missions in the preview highlighted how IOI’s combination of action, improvisation, and freedom captures not only the action of the Bond franchise, but the experience of being a smooth and savvy spy, too. You can earn your 00 status when 007: First Light hits PlayStation 5 on May 27. View the full article -
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PSBlog Feed: Resident Evil Q&A: Director Zach Cregger shares inspirations and a new film teaser
A new teaser trailer has revealed the first terrifying look at Resident Evil, director and writer Zach Cregger’s ode to the beloved horror franchise. We had the chance to sit down with Cregger to dive into how he’s crafting an original story that stays true to the series. Play Video PlayStation Blog: What is your earliest memory of Resident Evil as a series? Zach Cregger: My earliest memory of Resident Evil had to be playing [Resident Evil] 2. I think I played 2 before I played 1, and I don’t think I played anything like it, it’s the first survival horror game that I remember playing. I definitely played it before Silent Hill, and I just loved this new mechanic of resource conservation. You had to be completely aware of how many bullets you had, and how many healing items you had. You’d make these tough decisions about – what am I going to carry with me? What am I going to leave behind? It was such a unique mechanic. And it felt for me, with all the Resident Evil games, or with most of them, some of them get a little too arcade-y for my taste, but I really like the survival horror mechanics of moving slow and with deliberation. That was something that was really important to me to bring into the movie. Everybody has a favorite moment from the games just jumping out of their skin terrified. What is your favorite scare in the Resident Evil series? Now, I have to say I was playing it in VR, so I’m gonna put that out there, but it was in [Resident Evil] Village. It’s when you go into the doll house, and you go down in the basement, and you’re assembling that giant doll on the table, and you get hunted by this giant baby. There was something about the sounds that baby made, and the lights cut out, and you’re running through these halls and you have to hide under a bed. It was the only time playing a video game I’ve ever actually just noped out and taken a break. I was just like, “This is too intense.” I took the headset off, I had a cup of coffee or something, went back in and finished it later. But I mean, that really got me, it’s honestly terrifying. What initially sparked your interest to create a Resident Evil film? I wanted to do a movie that was following a character from point A to point B, because that’s what those games do so well. You go on this crazy journey, and you go through all these different environments, and things just seem to be escalating and escalating. That feels so cinematic to me. So I wanted to tell a story that could take place in the Resident Evil world, but wasn’t telling a story that the games had already told. To me, I would feel like there’s kind of no winning there if I were to tell Leon’s story, because the games do such a great job. It would just be kind of redundant, and ultimately, I think, disappointing. So I would rather just kind of celebrate everything I love about the games by telling the story that could exist on the sidelines of one of the games. So the world of [Resident Evil] 2 is kind of where this takes place, even though I’d make a couple of little shifts for dramatic license. It’s just following a different person who’s on a mission in this horrible night when things are going wrong in Raccoon City, and they’ve got to get something from point A to point B. And as they go, they encounter all of the same sorts of things you would encounter in the games. I wanted to keep true to like [in the games], you start with a pistol, you graduate to a shotgun, and then eventually you find an MP5. You’re always worried about how many bullets you have, and you’re getting injured and all those things. So it was such a fun challenge for me to try and write a game as a movie. As you mentioned, this is not a retelling of the games, this is something set in the world of it. What would you say is essential to the world of Resident Evil? Well, the world of Resident Evil is that this T-virus that the Umbrella Corporation is responsible for has caused a terrible zombie mutant breakout. And so things are going completely amok everywhere you look, and that’s a fun playground for me. We’ve seen the heroes in Resident Evil games – Leon, of course, is tactical, he has training, he knows what he’s doing. But we’ve had newer characters like Ethan Winters (Resident Evil 7 and Village) and Grace (Resident Evil Requiem) in the games that are sort of dropped in this world and they don’t know what they’re doing. Is Austin [Abrams, who plays lead character Bryan] following that tradition of trying to figure out what to do? Austin is very much like an avatar for me, or what I expect the average video game player would react if they were thrust into the game themselves. So he’s just a normal guy. He’s not particularly good at combat in any way, shape, or form. He’s athletic, but he’s not an athlete, he’s just a guy. He’s just a good natured, hapless dude who gets sucked into a nightmare. And so it was really fun to just think, how would I react authentically if I saw a mutant dog attack me? What would that gamut of emotion look like? And Austin’s just so fun to watch, he’s perfect for it. In the Resident Evil games, the environments themselves feel like a character. What are some of the environmental setups that you feel are going to be the most important for a movie like this? I think the key for the environment to make a movie out of Resident Evil, is it has to keep changing. Even though, [Resident Evil] 2 famously, most of it takes place in one location, the police station. Still, you’re always kind of unlocking new areas within and then you eventually go down into the parking garage, and then you go to other places. So the environment has to keep changing, and you have to be able to keep discovering new places. That’s something that this movie really leans into. You’re on a journey, and you really don’t spend too long in any one spot. And every new location that you go to harbors a new, unique danger. As you mentioned, this movie is something that exists outside of the games. But did you feel a call to include easter eggs from the games? Yeah, there’s a lot of easter eggs for the games, and that goes beyond things like the weapon progression and the resource management. [Resident Evil] 4 is probably the game I played the most, so I took a lot of healing items, I mimicked them exactly, I put them in the film. I don’t want to say [too much], gamers will see it and they’ll recognize it. But there’s a lot of little visual things and thematic things, there’s lots of the games in there, for sure. Is there anything that you would like to say to fans before the movie comes out? I feel so sensitive about talking about the movie on behalf of the game fans, because I think some of the fans are only going to be happy if I tell the story of the games. And I’m not doing that, because I feel like I wouldn’t do it justice. I feel like the games do such a great job of telling that story. If you were personally stuck in the world that you have created, which Resident Evil gaming character do you wish was there to help? Oh, well, that’s easy. If I was stuck in my movie and I could pick any Resident Evil character, I would bring Leon because I would just bear hug myself around him, close my eyes, and just let him protect me. Zach Cregger’s Resident Evil movie hits theaters September 18. View the full article -
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PSBlog Feed: NBA The Run comes to PS5 this June
Get ready to Run! Today, our team at Play by Play Studios is excited to drop our first gameplay trailer and to let PlayStation fans know NBA The Run will be releasing this June. Play Video Today, we wanted to break down some different parts of the game fans have been asking about, so let’s get to it: Knockout tournaments Every game in NBA The Run throws you into a four-round knockout tournament, played on iconic streetball courts around the world. Games are short, quick burst rounds that keep you on your toes with randomized rulesets that will force you to change up strategy on the fly, game to game. How many Trophies can you stack? In the zone This is a momentum-based system that unlocks powerful, signature abilities that vary depending on the player – think of it like activating an “ultimate” in a hero game or just like when your favorite NBA player heats up, takes over, and can’t be stopped. From blowing through defenders at the rim with Posterizer to clamping up on defense with The Shadow, these boosts can flip a game in a heartbeat. Make big plays to unlock it quickly, then time it right to swing the momentum of the game and take over. The Shop We know your time is valuable, and we wanted to create an unlock system that lets you prioritize which rewards you get for getting dubs. Win matches to earn Cred, our in-game currency used to unlock cosmetics like jerseys, advanced dunks, taunts, badges, and banners. From throwback NBA fits to 720 dunks, too small taunts, and more, there are plenty of ways to show off your own style. The ultimate prize for many, including us on the dev team, is Rookie Variants. From young Steph Curry in ‘09 to KD on the Super Sonics, we have 5 rookies of NBA All-Stars who not only look different, but play different too. Street legends The Shop isn’t the only way you unlock things in NBA The Run. Ranking up also gets you one of the most anticipated aspects of the game – our own streetball legends. These characters were with us since the start of development. They’re some of the best players in certain areas, but they also have huge, glaring weaknesses. We can’t wait to see how the community uses them. We’re excited to announce today that our own announcer, Bobbito Garcia, will be a playable legend – his sick handles are sure to break some ankles. We’ve said it from the very beginning that we’re building NBA The Run brick by brick with our player community. We built our last court going into the game at launch after a fan vote, we’ve taken their suggestions for advanced dunk animations, taunts and even some different ways to play, including adding a Shootaround mode for practice, and Knockout Friends, a private tournament mode that lets you play alone against AI, with friends against AI, or head to head against anyone you want to invite in (up to 48 players at launch). This is truly a dream project for all of us at Play by Play Studios. We’re a small team of industry veterans and lifelong hoop fans who grew up in a golden era of basketball games. We hope you and your friends can also join us on this epic run. Wishlist at PlayStation Store now. View the full article -
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PSBlog Feed: Playstation Plus Monthly Games for May: EA Sports FC 26, Wuchang: Fallen Feathers, Nine Sols
May’s PlayStation Plus Monthly Games lineup features three games available to all PlayStation Plus members*. Show your skills on the pitch in EA Sports FC 26, battle monsters in Wuchang: Fallen Feathers and fight your way across a 2D world in Nine Sols. All three titles will be available to all PlayStation Plus members from Tuesday May 5, and PlayStation Plus members can also enjoy additional exclusive content for EA Sports FC 26, Read on to find out more! View and download image Download the image close Close Download this image EA Sports FC 26 | PS5, PS4 The club is yours in EA Sports FC 26. Play your way with an overhauled gameplay experience powered by feedback from the FC Community, and choose between Authentic Gameplay and Competitive Gameplay presets. Put your dream squad to the test in Football Ultimate Team, with Tournaments and Live Events, as well as a refreshed Rivals and Champs experience. Enjoy unrivalled authenticity in EA Sports FC 26, featuring 20,000+ players across 750+ clubs and national teams, in over 120+ stadiums and 35+ leagues. PlayStation Plus members also receive a EA Sports FC 26 PlayStation Plus Icons Pack** as a special add-on entitlement, redeemable during the game’s PlayStation Plus Monthly Games residency. View and download image Download the image close Close Download this image Wuchang: Fallen Feathers | PS5 In this Soulslike action RPG, female pirate warrior Wuchang awakens in the tumultuous final years of China’s Ming Dynasty with no memories of her past. The land of Shu is plagued by warring factions and a mysterious phenomenon known as Feathering that is causing people to mutate into hideous monsters. Now herself afflicted with Feathering, Wuchang must explore this vast, interconnected world while battling cruel and twisted enemies. Master various fighting styles, discover hidden weapons and ancient firearms, harvest new skills from defeated foes and even embrace the power of Feathering to discover the truth at the heart of the chaos. View and download image Download the image close Close Download this image Nine Sols| PS5, PS4 Nine Sols is a lore-rich, hand-drawn 2D action-platformer with Sekiro-inspired, deflection-based combat. Face off against ancient deities, explore a land once ruled by an ancient alien race, and follow a vengeful hero on a quest to slay the 9 Sols—the powerful rulers of this forsaken realm. View and download image Download the image close Close Download this image Last chance to add April’s PlayStation Plus Monthly Games to your library PlayStation Plus members have until Monday May 4 to add Lords of the Fallen, Tomb Raider I-III Remastered, Sword Art Online Fractured Daydream to their game library. *PlayStation Plus Monthly Games lineup may differ by region. Please check PlayStation Store on release day for more information. **EA FC 26 PlayStation Plus Icons Pack can be redeemed via its product page on PlayStation Store, with the content then available in-game. View the full article
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