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Team Kaliber Crowned Call of Duty World League Dallas Open Champions

Earns Winner’s Share of Event Prize Pool and Becomes Early Favorite in New CWL Season Featuring $4.2 Million in Overall Prizing – the Largest in Call of Duty Esports History

Next Up CWL New Orleans Open, Jan. 12 – 14

SANTA MONICA, Calif.–(BUSINESS WIRE)– The CWL Dallas Open culminated with Team Kaliber claiming the top-place finish during a fiercely competitive tournament in Call of Duty®: WWII. Teams Splyce, OpTic Gaming and FaZe Clan rounded out the top four spots to conclude the three-day competition at the Kay Bailey Hutchison Convention Center in Dallas, Texas.

This press release features multimedia. View the full release here: http://www.businesswire.com/news/home/20171211005841/en/

Team Kaliber (left to right; Dylan "Theory" McGee, Lamar "Accuracy" Abedi, Kenny "Kenny" Kuavo and M ...

Team Kaliber (left to right; Dylan “Theory” McGee, Lamar “Accuracy” Abedi, Kenny “Kenny” Kuavo and Martin “Chino” Chino) wins the CWL Dallas Open (Photo: Business Wire)

CWL Dallas Open Champs Team Kaliber claimed the largest piece of the event’s $200,000 prize pool, as part of the new season’s $4.2 million prize pool, the largest in Call of Duty esports history.

“Team Kaliber winning CWL Dallas means everything to me. We’ve all been putting a lot of hard work in the last few years and I’ve had a chance to watch all my friends succeed in that time. I relive this moment through their eyes and now I’ve had my chance to win,” said Team Kaliber’s Lamar “Accuracy” Abedi after being named CWL Dallas Open MVP. “Thanks for all the fans in the crowd and watching online. This has been unbelievable.”

The enormous open bracket of more than 200 teams proved to be the largest CWL open event competition ever, where they faced-off over the weekend in front of live fans and online at MLG.com/CallofDuty.

Here are the final rankings for the CWL Dallas Open:

  • 1st – Team Kaliber
  • 2nd – Splyce
  • 3rd – OpTic Gaming
  • 4th – FaZe Clan
  • 5th/6th – Echo Fox / eUnited
  • 7th/8th – Luminosity / Team EnVyUs

Team Kaliber established themselves as the early team to beat in the new Call of Duty World League season. The focus now shifts to New Orleans, the site of the season’s second open event. CWL New Orleans Open will take place at the Ernest N. Morial Convention Center on January 12-14, 2018.

CWL New Orleans Open tickets are available now in multiple varieties. General admission passes for the event are available for $59.99 (plus applicable fees and taxes). A Premium Pass for the event is also available for $89.99 (plus applicable fees and taxes) and includes an event t-shirt and one month of MLG GameBattles Premium. A $299.99 (plus applicable fees and taxes) VIP ticket is also available and includes an event t-shirt, event jacket, one-hour early entrance to the venue, access to the VIP Lounge and more. For tickets, visit MLG.com/CWLNOLA.

Visit CallofDuty.com/esports and follow the Call of Duty World League on Twitter and Instagram for the latest CWL updates. For live broadcasts and Video on Demand, visit MLG.com/CallofDuty.

About Activision Publishing, Inc.

Headquartered in Santa Monica, California, Activision Publishing, Inc. is a leading global producer and publisher of interactive entertainment. Activision maintains operations throughout the world and is a division of Activision Blizzard, Inc. (NASDAQ: ATVI), an S&P 500 company. More information about Activision and its products can be found on the company’s website, www.activision.com or by following @Activision.

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Activision Publishing’s expectations, plans, intentions or strategies regarding the future, including statements about the expected features of the Call of Duty World League and the dates and features of the CWL New Orleans Open, are forward-looking statements, that are not facts and involve a number of risks and uncertainties. Factors that could cause Activision Publishing’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Activision Publishing and Activision Blizzard as of the date of this release, and neither Activision Publishing nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Activision Publishing or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

© 2017 Major League Gaming Corp. ACTIVISION, CALL OF DUTY and CALL OF DUTY WWII are trademarks of Activision Publishing, Inc. MAJOR LEAGUE GAMING is a trademark of Major League Gaming Corp. All other trademarks and trade names are the properties of their respective owners.

Call of Duty World League
Xav de Matos
Public Relations
xav.dematos@activision.com

Source: Activision Publishing, Inc.

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Final Fantasy And More Could One Day Arrive On Switch As Square Enix Considers Future Ports

We all know Switch is the hottest place to be right now, especially when it comes to giving classic titles a new lease of life – just look at the recently announced Street Fighter 30th Anniversary Collection – so you’ll be pleased as punch to learn Japanese publishing giant Square Enix is keen to get some of its digital back catalogue on Switch. Especially when it comes to bringing older titles to the attention of younger Switch owners.

CEO Yosuke Matsuda told MCV in a recent interview:

One of our other big initiatives is to get as many of our past titles available via digital releases. Among the younger generations of gamers, you’ve got lots of people out there who may have heard of our past titles, but have never had an opportunity to play them.

Matsuda goes on to say that simply porting versions as they are onto Switch wouldn’t be its strategy if a Switch-focused program was to be undertaken:

So we think that programme of porting and transferring the older titles over to newer platforms, such as the Switch, is very important. So that people get that awareness of our back catalogue. Just straight ports isn’t cutting it, we need to update those and modernise them to make something that works for modern gamers too.

Could we eventually see some of the biggest and most beloved titles from Square Enix hit Switch? Classic Final Fantasy, anyone? Or maybe Secret of Mana, which is coming to PS4 and PS Vita, but not Switch? Do the right thing, Square Enix…

Review: WWE 2K18 (Switch)

Disclaimer: At the time of writing, developer Blind Squirrel has yet to patch the significant performance problems hampering WWE 2K18 on Switch, so we’ve published our review – and a score that reflects its current state – in full below. However, we do know that a patch is being worked on, so in the interest of fairness we will be updating this review as and when a fix goes live.


The wait is over. Fiiiiiiinally, WWE has come back to a Nintendo platform following five long years away. It should be a dream homecoming, fans leaping for joy in the crowd while pyrotechnics boom in every direction. Unfortunately, that returning fan favourite has stumbled on the ramp, fallen flat on their face and caused everyone within a five mile radius to facepalm in toe-curling embarrassment. Those fans have stopped cheering and the pyro has gone out with a whimper, because WWE 2K18 is one of the worst ports on Switch to date.

On other platforms, the latest addition to Yukes and Visual Concepts’ long-running sports entertainment sim is a comprehensive if ultimately uninspiring instalment. While it offers the biggest launch roster yet and plenty of online and offline modes, it lacks any real innovation to justify the full-fat price tag. In theory, such an iteration should be revitalised on Switch, by the simple virtue of once again being under the Nintendo banner and offering wrestling action on the go. But in practice, WWE 2K18 is a port that simply wasn’t ready for release, one dogged by performance issues that render some modes painful to endure and others simply unplayable.

Graphically, we all knew a triple-A game as big as this was going to take a hit in order to fit on Switch, so the reduction in character model details, the absence of many lighting effects and the noticeable lack of activity from the crowd are to be expected. For the most part, the visual downgrade isn’t that much of an issue – especially in handheld mode – but it’s consistently inconsistent, with some models looking not too far removed from their PS4/Xbox One counterparts while others look like they’ve just walked out of a PS2-era locker room.

It’s an element you could forgive for a first swing of the Switch-shaped bat if it weren’t for the woeful performance issues that dog WWE 2K18 at every turn. Right from the main menu, you know something’s amiss. Even the static character models in the background shudder as they move to reflect your transition though match and mode options. When you finally kick off a match, the problems start to snowball. Entrances suffer from horrendous slowdown, causing wrestlers with time-sensitive intros to move in a bizarre slow-mo while their music plays at normal speed. You’ve not experienced the true meaning of cringe until you’ve watched Finn Balor’s entrance as he flings his arms into the air, missing his audio cue every single time.

Okay, so the menus and the entrances are off, but we can skip those, right? It’s the meat and potatoes of the in-ring action that matters. Well, prepare to have your enthusiasm laid out by an RKO outta nowhere because the frame-rate problems persist. Having any more than two wrestlers on-screen at one time causes the game to plummet to single frame figures. A maximum of six wrestlers can be in the ring at any one time, but by that point you’re basically playing a flipbook version of Monday Night Raw. It’s so bad the developers straight up removed any of the eight-man match variants present in the other versions of the game. Eight wrestlers on screen would probably have made the game card catch fire in your Switch, so count yourselves lucky.

One on one matches run relatively smoothly by comparison, but even then the action in the ring moves at a slightly slower pace, as if it’s been dialled down to 75% speed as part of the porting process. This small adjustment in turn throws off many of the game’s timing-based mechanics, such as nailing reversals or landing a running grapple. If you’re new to the series, such a change might not be such an issue, but if you’re double dipping from other platforms you’ll find that muscle memory all but useless.

It’s clear 2K wanted to the Switch version of WWE 2K18 out before the end of the year – because nothing makes a game sound out of date like launching in the same year as the one stated on its box art – but that doesn’t detract from the fact this port simply isn’t fit for purpose right now. NBA 2K18 also had launch problems – and was subsequently patched it a much more agreeable state – but that doesn’t excuse a publisher asking for £50 for a broken shadow of multiformat game, and we fear that the problems present in WWE 2K18 are beyond patching.

It’s a shame because there’s just so much content stuffed into the Switch version. The MyCareer and WWE Universe modes are here, enabling you to take a customised Superstar from the Performance Centre training facility to the Grandest Stage Of Them All at WrestleMania. Road To Glory also makes a comeback, with its focus on players competing online for ‘rasslin dominance. Having these modes present and their entirety makes WWE 2K18’s technical failings rankle even further.

It’s an issue that brings down everyone of the game’s potential highlights, including a new carry system that enables you to take your opponent up onto your shoulders in four different ways (opening up for a more depth when it comes to grappling). Even the ability to go online (or play locally) with up to three other players is torpedoed by the sheer fact the game runs slower an Undertaker WrestleMania entrance.

The unrivaled depth of the character creation suite is here in all its majesty, too – you haven’t lived until you’ve built a virtual monstrosity with the most ridiculous attire, laughable entrance and physics-defying finisher. Even having access to over 170 wrestlers from yesteryear and today is a selling point in itself. But then comes the crushing reality that your meticulously built creations or beloved Superstars will have to wrestle in a game that can barely stand unaided, never mind perform a shooting star press from the top turnbuckle.

Conclusion

While co-developer Blind Squirrel has stated publicly it is working on implementing some post-launch improvements, it doesn’t change the fact WWE 2K18 ever existed in this form at all. Switch has had an incredible 2017 and played host to some truly awe-inspiring ports, but as it stands the latest slice of sports entertainment is best enjoyed elsewhere. Wrestling fans with a Switch deserve better games than this sorry jobber.

Kirby And Friends Are Getting Some Super Cute Big Chinned-Gachapon Toys

Funko isn’t the only company turning your most beloved characters into oversized caricatures. Over in Japan, gachapon maker Panda no Ana has been making a name for itself with Shakurel Planet – a range of toy-capsules that contain miniature animals with oversized jaws – and it’s now turned its attention to the cutesy world of Kirby and the Dream Land.

Gachapon (which refers to a long-running craze in Japan for toys and other items dispensed from vending machines) is big business in the East, so the new line – which includes Kirby, Whispy Woods, Meta Knight and plenty more – is bound to cause a stir in both the ‘blind bag’ and the ‘toys with massive jaws’ communities.

In the meantime, why not check out our review of Kirby Battle Royale before its release in the US on 19th January, 2018?

The Kirby Shakurel will be making its way to Japanese vending machines very soon. While they’re highly unlikely to get a similar release over here, would you want to import one? Does a chiseled Meta Knight float your boat? Let us know below!

Gallery: Checking Out 8Bitdo’s New SNES Classic Edition Wireless Gamepad

While the biggest news to come out of 8Bitdo recently is the launch of the excellent SN30 Pro controller, the company has also released another notable product: the SNES Classic Edition Wireless Gamepad.

As the title suggests, this is a controller aimed at those who have purchased a SNES Classic Edition and are looking for a cable-free solution which overcomes the tiny lead length of the bundled pad.

We’ve been lucky enough to have had our hands on the controller – which comes in SNES and SFC flavours – for a while now, and can happily report that it’s every bit as responsive and comfortable to use as the real deal. In fact, it’s basically little more than a slightly redesigned version of the company’s previous SNES30 controller.

The face of the pad has been altered every so slightly, and the controller comes bundled with a 2.4GHz wireless transmitter which plugs into the controller port of your SNES Classic Edition. Also included inside the box is a charging cable for the controller’s internal battery and a sheet of instructions.

8Bitdo’s products tend to speak for themselves these days and the company rarely puts a foot wrong with this kind of thing; it should come as no surprise that the SNES Classic Edition wireless pad (and its sibling, the SFC Classic Edition) are both excellent alternatives to the wireless pad you get with the SNES Classic Edition. If you long to be free of pesky leads, then these are highly recommended.

Please note that some of the links below are affiliate links. If you click them and make a purchase we may receive a small percentage of the sale which helps support the site. Please read our FTC Disclosure for more information.

Review: Nine Parchments (Switch eShop)

Nine Parchments is the latest title from Frozenbyte, the developer of games such as the Trine series and, more recently on Switch, Has-Been Heroes. Just as the Trine series did before it, this game places a heavy focus on co-operative play with up to four players able to team up and enjoy the adventure together. You can play alone if you like but, for reasons we’ll explore a little later on, you’ll want to make sure you have a group of friends available for this one.

After a mysterious explosion hits their academy, a team of slightly reckless students (one of which, Cornelius, somehow manages to sound like an even whinier version of Frodo Baggins) embark on a quest to return nine magical parchments that blew away. To do this, you’ll be exploring various levels and using magic abilities to defeat monsters along the way, all while keeping on top of upgrades, new abilities, and new characters. While the classic RPG elements of skill trees and a levelling-up system are present here, it never feels complex or like there is too much to understand; it is an RPG in perhaps its simplest form.

The levels themselves are very similar; you’ll begin at one end, run through until you reach the other end, and simply try to survive the enemy attacks as you explore. To break up the repetition a little you’ll come across boss battles every now and then – these act as milestones within the game and you’ll collect one of the missing nine parchments with each of these victories. Thanks to the increased repetition of the main levels, these boss battles are often a treat; they can be pretty challenging at times but, with some clever strategic thinking, you’ll manage to overcome them and find yourself eagerly anticipating the next one.

The combat works around an elemental system (fire beats ice, for example) and combining the elements with a suitable style of attack is key. Most attacks are long-range but come in different forms such as continuous beams of energy, or short bursts that do a little more damage with each hit, and these can all be accessed on a rotation system triggered by the shoulder buttons. You can also use close-combat melee attacks, but these usually create more risk than reward and you are much better off keeping your distance from enemies. Coming up with the best strategies and carrying out the attacks can be really fun, but the actual amount of fun you have might depend on how you choose to play.

We decided to play through the game on a solo quest first and, for the first hour or two, things were still fresh enough that we were enjoying the simple but satisfying combat. Unfortunately, after a while had passed, the aforementioned repetitive nature of the level exploration started to make the game drag a little; some of the initial ‘magic’ was lost. The boss fights did stand out as we mentioned, but the rest of the time we were left hoping for something more.

Luckily, things changed in multiplayer. Roaming around the levels with up to three other players can create all kinds of havoc; it is scarily easy to comically set your friends on fire or leave them desperately fighting for their lives while you fumble around deciding which attack to use. Naturally, this kind of thing is best enjoyed between friends who can communicate, so while jumping into games with strangers online is an option, we’d recommend local wireless as the ultimate way to play. Even though the repetitive nature of the levels remains, working out new tactics together – especially when surrounding enemies – and a much better life system (where players can restore fallen comrades by standing over them, as opposed to a simple two-life system in single player) really help to make things more enjoyable.

Just when things were looking up, though, we encountered the next major problem. Nine Parchments has a very strange feature in place whereby you can only have one campaign running at a time, even across different modes. This means that if you switch from a multiplayer campaign to a solo one, or vice versa, all of your story progress will be lost – you always have to start from scratch. You keep your unlocked weapons, upgrades, and level – the idea here is that you can complete the game and then re-play it with your new gear as often as you like – but of course this creates a rather serious problem.

If you’re wanting to see the story through to the end you have two choices: you must either play through the entire game on your own, making sure to never jump into any multiplayer action until it is done; or you can play exclusively in co-op mode, waiting for your friends to be online each time you want to play (and therefore never touching the game when you leave the house without a Wi-Fi connection). The decision is frankly baffling. Frozenbyte have addressed the issue, stating that a fix should hopefully come in January to allow multiple story runs to sit side-by-side, but you have to wonder why this wasn’t considered a day-one inclusion, especially for a portable console.

Despite the occasional online connectivity issue, the game does work perfectly well in other areas. The worlds are gorgeous to look at – not quite as stunningly beautiful as Trine in this humble writer’s opinion, but very lovely nonetheless – and the combat runs very smoothly indeed. We did notice, though, that playing with a Pro Controller either with the console docked, or in table top mode, seemed to offer a much better experience; the combat revolves around a twin-stick approach and the control sticks on the Pro Controller offer much more precision than those on the Joy-Con. 

Conclusion

Nine Parchments is a game with an awful lot of potential; the combat is fun, the multiplayer co-op works a treat, and the gorgeous art creates a visually impressive world to explore. Repetition in the format and layout of levels – and the incredibly strange decision to delete your save data when wanting to switching between single player and co-op games – are unfortunate shortcomings, however. If you love your co-op adventure-type games, and especially if you like the sound of the light RPG elements, you may well get a good time from this game – just keep our warnings in mind.

Street Fighter 30th Anniversary Collection Rumbles Onto Switch May 2018

Get your arcade sticks ready, because the Mega Man collections were just the beginning: Capcom will bring Street Fighter 30th Anniversary Collection onto the Nintendo Switch in May 2018! 

This compilation will contain no less that twelve arcade perfect ports of the series as follows:

  • Street Fighter
  • Street Fighter II
  • Street Fighter II: Champion Edition
  • Street Fighter II: Hyper Fighting
  • Super Street Fighter II
  • Super Street Fighter II: Turbo
  • Street Fighter Alpha
  • Street Fighter Alpha 2
  • Street Fighter Alpha 3
  • Street Fighter III
  • Street Fighter III: 2nd Impact
  • Street Fighter III: 3rd Strike

Notice that in the case of Street Fighter III this will be the very first time the game will be available on a Nintendo console. Besides the games there will be extras features like concept art and sprite viewers with online play added for the four definitive entries in each of the sub-series (Street Fighter II: Hyper Fighting, Super Street Fighter II: Turbo, Street Fighter Alpha 3 and Street Fighter III: 3rd Strike). You can check out the announcement trailer below.

Truly big a step up from Capcom’s previous Switch offering. Will you take on the mean streets again next May? On a personal side note, this humble NL retro contributor is really happy to have previously invested on one of these. No way the JoyCon would be able to handle the kind of punishment needed to pull off some of those special moves beyond the Alpha series.

Review: World Heroes (Switch eShop / Neo Geo)

Many, many fighting games were released on the Neo Geo and these are slowly but surely filling up the Switch’s eShop. Compared to most of the options available World Heroes and its sequels offer a simpler experience with less depth, but the series can still entertain when its varied cast of fighters (largely based on historical figures) face off against each other.

This first entry in the series gives you a choice of just eight characters, based on the likes of Rasputin, Bruce Lee and Genghis Khan, who provide a variety of fighting choices whether you are looking for a strong powerful brawler or someone a bit quicker. Hanzo and Fuuma are based on figures from feudal Japan, but also Street Fighter’s Ryu and Ken, serving as the good all-rounder options with some similar moves to the shotokan pair.

The game features a button for punch and a button to kick, and holding them down a bit longer performs a stronger attack. A four-button setup would be preferable, but it doesn’t really cause any trouble as the fighters move quite slowly. There’s also a throw button, but as pushing a direction with punch will also usually perform the move it is not often used. Each character also has some special moves at their disposal, and whilst a few could have used simpler input commands there’s a quite generous time allowed for you to perform the necessary button presses.

Simple controls and CPU opposition that’s not too tough makes World Heroes a game that’s quite newcomer friendly, but the slow pace lessens the enjoyment somewhat. There’s still some entertainment from knocking someone out of the air with a well-timed special attack or avoiding one of their moves and then countering with a throw or kick to the face. Subsequent games would tweak the gameplay and speed and ultimately the final instalment – World Heroes Perfect (already available on the eShop) – is the best of the bunch. This does offer something that game doesn’t however: death matches.

Death matches (dropped from the series with World Heroes 2 Jet) can be selected after picking your character, and these add hazards such as spikes and flaming ropes to the fighting arenas. These prove to be fun fights that add a bit of strategy as you try to stay away from the spiked edges or stay airborn when there are landmines scattered about. Some matches even combine dangers, so you may find yourself jumping away from an electrified barrier whilst trying not to land on a slippery oil puddle. Though it can get annoying when your opponent has you trapped against a hazard, the chaos helps hide the slow speed which makes for more enjoyable gaming.

Having beaten the other fighters you face off against shape-shifting metal man Geegus, who will morph into other characters during his fight against you; it’s a kind of cross between the T-1000 and Mortal Kombat’s Shang Tsung. Once defeated there’s some replayability as you go through again to see the endings of the other characters, or you could dive into the options menu to bump up the difficulty for a tougher challenge.

The usual ACA one credit Hi Score and five minute Caravan modes are available if you want to see how your point-scoring compares to players from around the world, and a second player can buy into the regular arcade mode at any time to challenge you to a fight. Two player battles are enjoyable, but if playing death matches there’s no way of selecting specific hazards other than playing through solo until you find what you are looking for and then having the second player join in.

Conclusion

There’s only eight characters and the simple combat setup means there are not as many moves available as in other one-on-one brawlers. The slow speed of the fights is another negative, but death matches liven things up a bit even if you can lose from poor positioning rather than something your opponent has done. Though not the most fully-featured series, subsequent games would add characters and tweak the gameplay (the regular World Heroes 2 also features death matches, though handled a little differently), and so whilst World Heroes can provide some fun fights, those desperately looking to pit historically-inspired fighters against each other would be better off with one of the sequels.

Details on the Innovative Xbox Control Scheme for PlayerUnknown’s Battlegrounds

Veteran players of PlayerUnknown’s Battlegrounds on PC are no doubt aware of the in-game inventory management and upgrades mixed with high-stakes gunplay that has made the game great. Translating these mechanics down to the Xbox One controller has been a challenge, but the team at PUBG Corp. — with support from the Xbox Advanced Technology Group and The Coalition, developers of the Gears of War franchise — believe they’ve found the right balance between giving players enough flexibility to survive in the hostile battleground and to effectively manage in-game equipment on the fly.

The first key thing to remember is that to see these controls, change look sensitivity, or invert the look axis simply hold the Menu button while in a match to bring up the in-game menu.

PUBG Xbox XGP Warrior Pack At The Ready

Basic

These will be your primary controls when navigating the world. Note that many of the buttons have a dual-purpose by either quickly pressing or holding down. For example, holding X will allow you to reload your weapon; tapping X will allow you to interact with objects. You’ll be interacting with a lot of objects in-game, quickly picking up items as fast as you can in the early going as you’re looking for weapons and equipment.

Notice that the DPAD directions can be used as quick action keys to cycle between for your grenades and healing items. For healing and boosts, tap the DPAD down button to cycle what you have and then hold briefly to start using that item without opening your inventory screen. Also, as is common in 3rd person action shooters, holding the Left Trigger will increase your accuracy while still in 3rd person view. Like the default on the PC, to aim down your weapon’s sights or scope for precision accuracy, tap the left trigger to enter the aiming mode and tap again to exit.

PUBG Controller Basic Image

Aim

When in Aim mode, the controls shift to primarily cater to those who have found themselves a nice perch to look for opponents, with options to hold breath and the utilization of the DPAD to change modes of fire (e.g. single shot). Note how both the LT and RT will be working together for you to use grenades while in Aim mode.

PUBG Controller Aim Image

Vehicle

The development team looked to keep this aspect as straight-forward as possible, modeling the controls after similar multiplayer shooters that have a driving component. Note that this is when you’re behind the wheel or in a vehicle — if you want to enter a vehicle, you’ll press X to interact with the vehicle’s doors. To quickly jump to the driver seat from any seat in the vehicle, briefly hold A button to get buckled in.

PUBG Controller Vehicle Image

Swim

Swimming is a full body effort when you’re navigating the currents in PlayerUnknown’s Battlegrounds, so the ability to use your weapon while in water cannot be possible. You can, however, interact with any loot that you find while underwater for you to add to your inventory. Just remember to Dive (B button) to avoid being detected by enemies.

PUBG Controller Swim Image

Map

One of the key elements of PUBG throughout the course of the match is the reduction of the Blue Zone throughout the game. This area is randomly chosen in every match, so consulting your map about where that location is for you to get to safety is vital for your long(er)-term survival. Also, consult the map to avoid Red Zones as those randomly appear as well. You don’t want to fall victim to napalm from the sky.

PUBG Controller Map Image

Inventory

Switching between columns in your inventory guide (RB/LB) will be a key component as you move through your equipment and supplies while in-game. Use the A button to pick up a weapon from the inventory UI, then select which highlighted slot you’d like to place it, then press A again. The key here is that pressing X picks up items into your bag like ammo and attachments, A swaps and equips items with your current loadout, and Y always drops the selected or highlighted item.

To easily strip all attachments from your weapons, simply highlight the weapon in your inventory and hold X. This will place all attachments back into your inventory bag. This keeps them available to place on your next weapon of choice. You can also hold Y to strip all the attachments to the ground if your bag is too full before grabbing your new weapon.

PUBG Controller Inventory Image

We hope you’ve liked this early look at the controls for PlayerUnknown’s Battlegrounds. Note that while these are the controls for PUBG‘s launch to Xbox Game Preview, PUBG Corp. will be monitoring all community feedback and may adjust some of these as necessary and your feedback will be key.

We can’t wait to see you on the island starting on Tuesday, December 12!

Enter The Gungeon Arrives on the Switch eShop Very Soon

Ever since it was confirmed for the Switch eShop early this year there have been some keen fans waiting for Enter the Gungeon. It’s a smartly designed roguelike in which you go into a run with the hope that a mix of skill, luck and perfect drops will see you make it all the way through. It has some smart twists to keep you going, too, as explained by our chums at Push Square.

Well, it’s not far away, as confirmed by the developer.

We really like the look of this one – the gameplay trailer below should demonstrate its case rather nicely.

So, are you tempted to pick this up?