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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: Marvel’s Wolverine Inside Insomniac Games’ location-scanning trip to Japan
Early in the production of Marvel’s Wolverine Insomniac Games sent team members to Japan as part of a broader series of location-scanning trips. These trips involved sending our scanning team to various places around the world to record real-world assets, examine natural environments, and acquire an understanding of the real and fictional locations based on real-world biomes and cultures. This article concentrates on the most ambitious and satisfying scanning missions the team has carried out so far. Japan scanning team left to right: Jonnathan Mercado, Christen Borras Alicea, Niina Taniguchi, Reiko Sekine, Chris Devens, Nathaniel Bell. View and download image Download the image close Close Download this image Planning the route A successful scanning trip starts long before anybody has gotten on a plane. There had been months of virtual location scouting and route planning, with huge help from our Sony Interactive Entertainment teams in Japan. The Marvel’s Wolverine environment team blocked out levels and put together detailed requests for assets and biomes. So, our task was to create a route that would give us tons of variety, capturing as many requests as possible within the limited time available. Tokyo to Joetsu to Tsumago-Juku/Magome-Juku to Kyoto and back to Tokyo. View and download image Download the image close Close Download this image On previous trips, we usually tried to minimize travel between scanning locations. Less travel means more time to scan, more time to back up data, and fewer chances for something to go wrong. Our plan for Japan was different. The environments we wanted to capture were spread across several distinct regions, so we committed more in-trip travel than we had ever attempted before. We spent hours traveling down Japanese highways, playing “I spy,” debating whether hexagons are truly the best-a-gons, and buying mysterious drinks from roadside vending machines with very little questioning. Why scan in Japan? For a game like Marvel’s Wolverine, authenticity is built on many layers. High-resolution scans help capture the physical truth of a place: rock, bark, pavement, moss, metal, signage, soil, and all the small imperfections that make environments feel believable. Scanning architecture to create modular art asset kits. View and download image Download the image close Close Download this image But the value of a trip like this goes beyond the scan data. Being in Japan allowed the team to observe how structures are designed and constructed, how materials have weathered, and how local cultural details appear in the environment. Even when a location in the game is fictional, firsthand research gives artists a stronger foundation to build from. Location scanning helps us create places that feel grounded and thoughtfully inspired rather than worlds pieced together from generic library assets. Multiple biomes, one trip Over the course of the trip, the team captured assets across several dramatically different biomes. We moved from the mountainous, snow-covered regions in the east to an underground train station; and from bamboo forests to sunbaked city streets, and to remote side-of-the-road temples. Each location presented its own challenges and opportunities. A Japanese wall transformed into a reusable scanned asset kit. View and download image Download the image close Close Download this image In the mountains, we focused on natural surfaces and cold-weather details: snow, stone, bark, ground cover, and the way winter conditions affect materials. In the bamboo forests, we captured vegetation, organic layering, and the unique density and rhythm of the landscape. Urban locations gave us access to pavement, walls, street-level details, public infrastructure, and the subtle signs of wear that make a city feel lived-in. Underground transit spaces offered a different kind of reference, with distinct materials and architectural patterns. Scanning a unique underground station to create authentic transit-themed game assets, capturing the area-specific surfaces, transitions, and details that make the location feel real.. View and download image Download the image close Close Download this image Scanning temple details to build authentic game-ready environment assets. View and download image Download the image close Close Download this image Along with scanning assets, we also captured a ton of photo references of the area’s shape language, texture, and scale. A unique bamboo gutter system captured on location, highlighting the culture-specific construction details we traveled to document for authentic environment creation. View and download image Download the image close Close Download this image Trip stats Unloading gear in a remote landscape before a long day of scanning, capturing the unique environments and details that bring authentic locations to life. View and download image Download the image close Close Download this image By the end of the Japan trip, the team had captured an enormous amount of material: Over 600 scans across 4 biomes More than 100 miles walked, often carrying around 20 pounds of scanning gear 5.6 TB of captured data 189,589 photos taken, not including additional reference photography Locations ranging from snow-covered mountains to underground train stations, bamboo forests, and hot city streets 3 broken pieces of gear: 2 cables and 1 plastic case 1 shattered phone glass back Bringing the work back home The trip to Japan gave us assets and references that couldn’t be captured anywhere else. More importantly, it gave the team a deeper understanding of the places, materials, and cultural details that would help shape our vision for the game. Alongside other scanning trips around the world, this work helps us build Marvel’s Wolverine with greater specificity, and respect for the real-world inspirations behind it. It was a challenging trip, but an incredibly successful one, and a meaningful step forward in how we collaborate, research, and bring believable worlds to life. We are excited to show you how these experiences and inspirations come to life when Marvel’s Wolverine hits PS5 consoles on September 15. Wishlist and pre-order now on the PlayStation Store. View the full article -
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PSBlog Feed: Halloween: The Game – first look at the East Haddonfield map
Along with the music and iconic killer Michael Myers, the quiet suburban setting of 1970s Haddonfield is a pivotal element to capturing the legendary horror atmosphere and aesthetic of the Halloween franchise. As the design director for Halloween: The Game, it’s my job to help create the title’s technical and visual identity alongside my colleagues, and that challenge becomes a lot easier when you’re working within one of the greatest horror stories of all time. While our game features recognizable locations and landmarks from the films, we also have an opportunity to showcase lesser-known parts of Haddonfield as we give killers and heroes different sandboxes for the multiplayer survival horror gameplay. One such area is our new map, East Haddonfield, and I’m excited to give PlayStation players a look into it for the very first time today. Play Video The typical midwestern town Halloween: The Game’s other maps are primarily areas we’ve seen and explored throughout the movies. For East Haddonfield, we felt it was important to expand our vision of Haddonfield so that players could explore aspects of the setting that were only subtly touched on in the original 1978 film. We wanted to create spaces that fill in the gaps of the movie’s story. East Haddonfield is a departure from the suburbs of the Midwestern town, going from residential houses to large industrial structures and small businesses flanked by farmlands, highways, and train tracks. It’s a more open, rural playspace centered around a huge grain mill, while also featuring silos, storage areas, and all sorts of nooks and crannies. The mill itself hosts several interior and exterior spaces that lead to unexpected confrontations and escapes. And in between the buildings, you’ll find wrap-around porches, farm equipment, dirt parking lots, and other signs that you’re on the outskirts of town. This map also includes the neon-soaked Rabbit in Red Lounge and Phelps Garage, which should both look familiar to fans. All told, it’s a more chaotic version of the maps you find in the city: haphazard sight lines, uneven fence configurations, and buildings piled up and knotted together in ways that encourage strategic stealth and unique evasion tactics. The openness of the map can create enticing exit routes, but players will have to be cautious taking those chances as they try to avoid Myers. A dominant killing force In the original Halloween movie, Michael drives everything. I think we can all recall seeing him for the first time and how he awakens that powerful, deep fear in the audience. As developers, we needed to make sure that powerful fear was present in our game: this premise of creating a very safe neighborhood atmosphere, and then introducing an agent of unimaginable chaos. We wanted to make sure that every single time you see Michael in-game, you are fearful for your life, knowing that your chances of escape are minimal. His arsenal, his capabilities, even his walk—everything about him had to be unsettling. Michael does in the game what he does in the movies: appearing where you least expect, keeping up no matter what, and killing in unexpected ways. He’s a threat at all times, and his existence drives the terror. We made sure that playing as Michael felt satisfying and powerful, to create that quintessential slasher feel. That’s also why we went for a 1v4 asymmetrical approach. Michael is trying to kill everybody, and everyone else is trying to save as many people as they can, all while ensuring their own survival. Michael gains power as matches progress, becoming a dominant killing force moving through the map. And if you’re playing as one of the survivors, you know that every minute that you’re still alive risks that moment of encounter. So you’re constantly on edge. The perfect blueprint The original 1978 film was the perfect blueprint for us—I think I’ve watched it a billion times at this point. We drew inspiration from the craft that went into making that film: the camera work, the lenses, the color grading, the time period. We conducted a lot of research of the 70s for authenticity and we also had priceless access to pillars of the film’s creative team. We had Nick Castle, the actor who played the original Michael Myers, doing mo-cap and sharing his insight on how to best capture kills. We continually speak with Malek Akkad at Compass International Pictures about his knowledge of the film and its legacy, and also spoke with the legendary John Carpenter himself for his perspective. These conversations influenced our emphasis on the game’s story mode and its chapters—one of which occurs on the East Haddonfield map. I feel very proud of every piece that went into developing this game: the thousands of decisions and elements we’ve created that come together to make sure playing feels fun, thrilling, and unmistakably Halloween. We’ve come a long way, and I can’t wait to share the game with fans everywhere! Halloween: The Game launches on PS5 September 8. View the full article -
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PSBlog Feed: Live TV on PS5 launches today, bringing free ad-supported TV to PS5 players in the U.S.
Starting later today, Live TV on PS5 will be available to PS5 players in the U.S., offering a free ad-supported experience from Sony Pictures Television. Players can discover more than 100 live channels and a growing selection of on-demand entertainment including news, sports, movies, TV shows, anime and more – all from the Media section of the PS5 console. Players can access Live TV on PS5 from the console’s home screen by following these steps: Go to the Media tab: Select the Live TV on PS5 icon. Select “Sign In With My PlayStation Account” to connect your PlayStation account and start watching. At launch, Live TV on PS5 will feature a broad mix of programming across movies, TV, anime, sports, news and more. Play Video Here are some of the featured entertainment and programming available at launch: Movies – Free movies across action, horror, sci-fi and more, with channels including MovieSphere by Lionsgate, 50 Cent Action, FilmRise Free Movies, Sony One Horror Hits and Cinevault. TV Shows – Fan-favorite programming including Community, The Shield, Hell’s Kitchen, The Walking Dead, Forensic Files, Unsolved Mysteries, Deal or No Deal USA and Fear Factor, plus Ice Road Truckers from A+E’s HISTORY. Anime – Anime favorites including Naruto, Sailor Moon, Hunter x Hunter, Death Note and more, including exclusive channels Black Clover and Box Sets channels from Crunchyroll. Sports – Sports programming from FOX Sports, NASCAR, NBC Sports Now, UFC and more spanning MMA, football, hockey, motorsports, golf, boxing and soccer News & Weather – National, local and international coverage including NBC News Now, Fox Weather, and LiveNOW from FOX Creator & Specialty Programming – Programming featuring Hot Ones, Spotify’s The Ringer, Futcrunch, Idle Mode, comedy, action sports, gaming, esports and other creator-led content. Additional Programming – Discover gaming and esports, creator-led entertainment, documentaries, podcasts and other specialty programming, including eCLUTCH (exclusive) and more. Live TV on PS5 will continue to evolve with regularly refreshed programming, new channels and additional content over time. We’re also looking to expand the experience to Canada and will continue to explore additional regions. We hope you enjoy this new easy way to discover and watch free entertainment directly on PS5. Programming availability may vary by local TV markets and may change over time. Find more information on PlayStation.com. View the full article -
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PSBlog Feed: State of Play & State of Play Japan return on September 3
State of Play returns Thursday, September 3 with two broadcasts airing back-to-back. First, tune in for a new State of Play featuring updates and announcements from PlayStation Studios and our third-party partners, concluding with an extended look at the vast world of Final Fantasy VII Revelation from our friends at Square Enix. Immediately following, stay tuned for a new episode of State of Play Japan, once again hosted by Yuki Kaji. State of Play Japan will offer deep dives into upcoming games from game studios in Japan and Asia, including new gameplay, announcements, and more. Watch both broadcasts live on September 3 starting at 6:00am PT / 9:00am ET / 3:00pm CEST / 10:00pm JST on YouTube and Twitch. State of Play will air in English, with Japanese subtitles also available. State of Play Japan will air in Japanese, with English subtitles available. See you there. Regarding co-streaming and video-on-demand (VOD) Please note that this broadcast may include copyrighted content (e.g. licensed music) that Sony Interactive Entertainment does not control. We welcome and celebrate our amazing co-streamers and creators, but licensing agreements outside our control could interfere with co-streams or VOD archives of this broadcast. If you’re planning to save this broadcast as a VOD to create recap videos, or to repost clips or segments from the show, we advise omitting any copyrighted music. View the full article -
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PSBlog Feed: Share of the Week: Breathtaking Views
Last week, we asked you to share breathtaking views from your favorite games using #PSshare #PSBlog. Here are this week’s highlights: call_me_xavii shares the creatively painted world of Clair Obscur: Expedition 33 rorottino shares a view of the world of Elden Ring SheikhSadi80 shares a cherry blossom altar view in Ghost of Yōtei dfgmendes shares the farm’s view of the setting sun in The Last of Us Part II itsaPinky_fn shares a snowy outlook in Horizon Forbidden West xirantics shares the glowing view of the Arlathan Forest in Dragon Age: The Veilguard 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: Trees SUBMIT BY: 11:59 PM PT on September 2, 2026 Next week, grab some shade and share trees from the game of your choice using #PSshare #PSBlog for a chance to be featured. View the full article
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