Author: DestroyRepeat

  • Summer Game Fest 2024 Livestream

    Summer Game Fest 2024 Livestream

    Geoff Keighley is known as a host of TV shows like GameTrailers, but since E3 has been slowly shutting down for the last 4 years. This year, E3 2024 is shut down completely. No Online Livestream. No In-Person show. It doesn’t exist. Geoff Keighley has been stepping up in all these 4 years, and it is no different here with Summer Game Fest 2024. The livestream is embedded below, but you can watch the show on YouTubeTwitch, and Twitter.

    Source: Summer Game Fest 2023 Website

    Summer Game Fest 2024 is scheduled to be livestreamed June 7, 2024 at 12pm PT / 5pm ET / 11pm CEST. The livestream should be live by the time you read this.

  • Ubisoft addresses Skill Based Matchmaking (SBMM) Schema in XDefiant

    Ubisoft addresses Skill Based Matchmaking (SBMM) Schema in XDefiant

    Ubisoft took to their official XDefiant Blog, to discuss and have a dialogue about Skill Based Matchmaking (SBMM) process. They detailed a list of processes of how Skill Based Matchmaking works, and what it entails when you get into a XDefiant lobby and/or match. This article is a full excerpt of what Ubisoft said about Skill Based Matchmaking, this is their verbatim. No interjections, no opinion. This is Ubisoft.

    This article can be likened to a Press Release, if you like. This article will be used as a reference point in the future. Future articles will have opinions unless stated otherwise. Here we go… Official from Ubisoft:

    ————— Start of Excerpt —————————————

    As we get closer to our long-awaited launch, we wanted to take some time to outline matchmaking systems in XDefiant. We know this is a hot topic in the FPS space, and in-keeping with our commitment to transparency we have put together some details for you.

    The most important thing to know is- there is no skill-based matchmaking in our casual playlist. We believe that no SBMM is paramount to a fun and varied game experience in the long-term. Frankly, skill-based match making means every casual game is repetitive- constantly repeating matches that are just as stressful and matched as ranked. We believe casual playlist should be fun and no SBMM is the way to do that. If you want that competitive every second counts go all out playstyle – you’ll find our ranked mode to your liking.

    Matchmaking Factors

    Each playlist will prioritize different factors when finding you a match. These factors are sorted based on the intended gameplay experience for the individual playlist.  In short:

    Casual Play matchmaking puts a priority on fast connection times. It will try to match latency and regions where possible.  

    Ranked Play matchmaking prioritizes quality matches; it will wait longer for appropriate players. It is segmented by Rank levels and will only matchmake players within Rank range. It also employs latency and region preferences where possible.  Ranked play will be added in a future season, so make sure to keep your skills sharp in Casual Play until then.

    The complete list is below (in descending order of priority):

    For Casual Play

    1. Latency
    • Prefers similar pings. 
    1. Blocked Players
    • Restricts matchmaking between any players currently avoiding one another through blocking.
    1. Party Size
    • Prefers to match parties against parties of similar size. 
    1. Region
    • Prefers players from the same region/language. 
    1. Input Device
    • Prefers players using the same input method.
    1. Platform
    • Prefers players using the same platform. (PC, Xbox, PS) 

    For Ranked Play

    1. Rank Points (RP) 
    • Only matches within acceptable Rank range.
    1. Latency 
    • Prefers similar pings.
    1. Party Size
    • Prefers to match squads against squads of similar size. 
    1. Region 
    • Prefers players from the same region/language. 
    1. Input Device 
    • Prefers players using the same input method.
    1. Platform 
    • Prefers players using the same platform. (PC, Xbox, PS) 

    Additional Info

    Team Balancing
    Once a lobby is populated, Teams are balanced based on players’ Skill Rating. The casual lobby does not use skill to determine who gets into the game, but once everyone shows up it balances the teams for a fun match.

    Input Device Lock
    Some playlists will enforce Input Device Locking. (Such as Ranked) When players start matchmaking, the input device they are using becomes “locked-in” and cannot be switched without leaving the lobby. This is to prevent players from intentionally joining with the wrong input device to trick the matchmaker.

    Lobby Persistence
    Coming to the game later this year – In Casual playlists, the default behavior of lobbies is to persist between matches. This means subsequent games will often include the same players from the previous match. Teams, however, are shuffled each match.

    Waiting Queue

    It’s possible for players to queue for an open slot: 

    • If players join a Party that is already in a full Team. 
    • If a player joins a specific lobby that is full.

    ————— End of Excerpt —————————————

    Source: Ubisoft’s Official XDefiant Blog

    We’ll learn more as Ubisoft posts more information about Skill Based Matchmaking. This post is meant as archive for the future posts to reference on. This is NOT the site’s article. This is Ubisoft’s article, word for word, and straight from THEM.

  • Mario Day brings tons of Nintendo announcements

    Mario Day brings tons of Nintendo announcements

    Hot on the heels of the Nintendo Direct Partner Showcase, Nintendo hosted a dedicated “day” to celebrate what Nintendo coined as “Mar10” which is March 10th every year. Mar10 is a clever play on “Mario” with 10 in the place of “i” and “o.” Typically, Mar10 Day is when Nintendo discounts their Mario games on-theme. They also discount consoles, and other Mario-related items. But, Nintendo did more than just discounts, they announced a few release dates. The biggest release date was the sequel to The Super Mario Movie.

    In the above video, Nintendo announced a slew of discounts for Nintendo Switch consoles, and games, with the caveat that they are Mario-themed games, items, and spin-offs like Donkey Kong.

    • The sequel to The Super Mario Movie will be released on April 3, 2026. No other announcements were made.
    • On Social Media, Nintendo announced Paper Mario: The Thousand Year Door would be released on May 23, 2024.
    • On Social Media, Nintendo announced Luigi’s Mansion 2 HD would be released on June 27, 2024.
    • The Game Boy’s Dr. Mario and the Game Boy Color’s Mario Golf and Mario Tennis was released for Nintendo Switch Online on March 12, 2024…
  • Xbox Partner Preview – March 2024

    Xbox Partner Preview – March 2024

    Hot on the heels of the official Xbox Podcast episode, where Microsoft announced that previously exclusive Microsoft games would make its way to other consoles. Those games were Hi-Fi Rush, Pentiment and Grounded are now Nintendo Switch titles. [Nintendo Direct] Microsoft then announced Xbox Partner Preview would talk about new third party games coming to Xbox consoles and/or Xbox Game Pass. [Recap]

    The video package is below, to show off all the games announced for Xbox consoles, and Xbox Game Pass…

  • Official Xbox Podcast – February 15, 2024 Episode

    Official Xbox Podcast – February 15, 2024 Episode

    After the massive acquisition and closing of Activision Blizzard, new rumors, new speculation had been sparked from it. The whole closing of Activision Blizzard was a blockbuster discussion in 2023, and what spawned from it was speculation, and now rumors. Leading up to today’s Official Xbox Podcast episode, there were rumors that exclusives that were originally only on Xbox, will begin go move onto other consoles due to the Activision Blizzard acquisition. Microsoft made some clarifications on what game will go to which platform on their official classification…

    In TL;DR form, Microsoft announced:

    • The biggest games in the world will be on Xbox.  
    • Our games will come to Game Pass day one
    • A robust and innovative multi-year hardware roadmap
    • Compatibility with your library is a priority, inclusive of cross-play, cross-save, and robust cloud features.  
    • Xbox will continue to help game creators find the biggest audience possible.

    The biggest announcement from today’s Official Xbox Podcast is Diablo IV (4) will go to Xbox’s Game Pass service on March 28, 2024…

  • Square Enix releases Final Fantasy VII Rebirth demo for PlayStation 5

    Square Enix releases Final Fantasy VII Rebirth demo for PlayStation 5

    During the most recent State of Play livestream, Sony gave a special livestream – all dedicated to Final Fantasy VII Rebirth. Players got to see the final trailer for Final Fantasy VII Rebirth, and also got to see the extended gameplay showcase for Final Fantasy VII Rebirth. Not to be outdone, the biggest announcement was a “one more thing.” Square Enix announced that Final Fantasy VII Rebirth would get a demo and it was released right after State of Play wrapped up. Go to the PlayStation Store, and there should be an image of Final Fantasy VII Rebirth’s demo just as you open PlayStation Store on PlayStation 5.

    Keep the demo installed, because Square says there will be updates to the demo to showcase other sections of the demo. Furthermore, your save file will be able to be transfered over to the final build of Final Fantasy VII Rebirth…

    Final Fantasy VII Rebirth is scheduled to be released for PlayStation 5 on February 29, 2024.

  • Activision addresses Skill Based Matchmaking (SBMM) Schema

    Activision addresses Skill Based Matchmaking (SBMM) Schema

    It has been a few years since Microsoft initially acquired Activision Blizzard. Microsoft had a snag in the acquisition. In the end, though – Microsoft completed the acquisition of Activision/Blizzard/King.

    Activision took to their official Call of Duty Blog, to discuss and have a dialogue about Skill Based Matchmaking (SBMM) process. They detailed a list of processes of how Skill Based Matchmaking works, and what it entails when you get into a Call of Duty lobby and/or match. This article is a full excerpt of what Activision said about Skill Based Matchmaking, this is their verbatim. No interjections, no opinion. This is Activision.

    This article can be likened to a Press Release, if you like. This article will be used as a reference point in the future. Future articles will have opinions unless stated otherwise. Here we go… Official from Activision:

    ————— Start of Excerpt —————————————

    With the launch of Modern Warfare III Season 1 late last year, we committed to a conversation with our community about Matchmaking.

    Today’s intel is intended to kick off that dialogue and is a new beginning for what we hope will be an ongoing conversation about matchmaking, sharing our process and learnings with you to answer questions (and concerns) we’ve seen within the community.

    This blog focuses on how matchmaking works across Multiplayer only. We will be continuing the conversation about matchmaking in other modes (such as Call of Duty: Warzone and Ranked Play) at a later date.

    For players that have heard the term but aren’t familiar with what we’re referring to: Matchmaking is a multi-factor process to place players on teams – with and against each other – to compete in online games.

    The single, biggest priority with respect to Multiplayer matchmaking is delivering a fun experience to our players.

    While we have many years of testing and learning as part of our matchmaking process, we are continuously working to deliver the best experiences possible. For that reason, we continue to test and look forward to more enhancements to come.

    We often see the community refer to our matchmaking system as “Skill-based Matchmaking.” Call of Duty does consider skill (or more specifically player performance) as a component, as do most in the industry, but skill is not the dominant variable. We consider and prioritize several factors to create lobbies.

    Matchmaking Overview

    Call of Duty Multiplayer matchmaking is composed of many factors:

    1.    CONNECTION – As the community will attest, Ping is King. Connection is the most critical and heavily weighted factor in the matchmaking process.

    2.    TIME TO MATCH – This factor is the second most critical to the matchmaking process. We all want to spend time playing the game rather than waiting for matches to start.

    3.    The following factors are also critical to the matchmaking process:

    ·      PLAYLIST DIVERSITY – The number of playlists available for players to choose from.

    ·      RECENT MAPS/MODES – Considering maps you have recently played on as well as your mode preferences, editable in Quick Play settings.

    ·      SKILL/PERFORMANCE– This is used to give our players – a global community with a wide skill range – the opportunity to have an impact in every match.

    ·      INPUT DEVICE – Controller or mouse and keyboard.

    ·      PLATFORM – The device (PC, Console) that you are playing on.

    ·      VOICE CHAT – Enabled or disabled.

    Every time a player begins matchmaking in Multiplayer, for example, the process needs to work through all these factors to find other players (all of which are also being analyzed) to quickly assemble a lobby that is stable and competitive.

    These factors have resulted in a process that we believe provides the best player experience and creates a stronger community for Call of Duty worldwide.

    Let’s get more technical on a few of these factors:

    Measuring Connection for Matchmaking

    Whether you’re playing for fun with friends or looking to climb the leaderboards, connection is the most important part of the online Call of Duty experience. Connection dictates the speed at which the game can transfer information from every player to and from our servers. 

    Call of Duty’s matchmaking process evaluates a metric we call “Delta Ping,” which is the difference in round trip time of the data between your best data center (almost always the one closest to you) and the data center onto which your lobby has been placed (based on all players in a lobby). To reiterate, we always try to maximize the times we place players in data centers that are closest to them.

    Call of Duty uses a client-server model to host matches, where the time it takes to share information between the player (client) and the data center (dedicated server) has an impact on the overall feel of a match.

    The Call of Duty netcode, which we’ve discussed in the past, works to reduce the effect of latency, but cannot completely eliminate it. The matchmaking process seeks to reduce the overall amount of latency by prioritizing stable connections or low ping – with a shortened wait time in mind.

    Measuring Time to Match for Matchmaking

    Any form of matchmaking takes time.

    If the wait time in a lobby is excessively long, players typically recycle the process by canceling out of matchmaking search and restarting it, or even quitting. This does not quicken the matchmaking process and in fact can even be detrimental.

    For example, in the popular Modern Warfare III “Rustment” playlist (consisting of Rust and Shipment in rotation) – players often leave lobbies and/or matches early on, hoping to requeue into Shipment instead. This creates a vacant spot on a team during an early stage of the match. As the matchmaking process may prioritize backfilling that spot, this could result in players perceiving that Rust is disproportionately selected over Shipment. TL;DR – trying to cherry-pick maps may have an unexpected result.

    Our goal is to ensure that players spend more time playing matches rather than waiting for them.

    Measuring Skill for Matchmaking

    While skill is one of several factors in Call of Duty Multiplayer matchmaking, we know the community wants more information about how it fits into the process.

    Skill is determined based on a player’s overall performance: kills, deaths, wins, losses, and more, including mode selection, and recent matches as an overall metric across all Multiplayer experiences. This is a fluid measurement that’s consistently updating and reacting to your gameplay. Skill is not only a factor in matchmaking players against appropriate enemies, but also when finding teammates.

    Call of Duty has historically considered player performance among other factors as part of our matchmaking process. Our work in this area dates back as early as Call of Duty 4: Modern Warfare (2007). Skill is implemented across the video game industry, and we recognize that continuous refinement is required to deliver the best possible experience for our players.

    We use player performance to ensure that the disparity between the most skilled player in the lobby and the least skilled player in the lobby isn’t so vast that players feel their match is a waste of time. Our data on player outcomes clearly indicates that the inclusion of skill in Call of Duty’s Multiplayer matchmaking process (as it currently stands) increases the variety of outcomes experienced by players of all skill levels. In other words, all players (regardless of skill level) are more likely to experience wins and losses more proportionately.

    Our data shows that when lower skill players are consistently on the losing end, they are likely to quit matches in progress or stop playing altogether. This has an effect on the player pool. A smaller player pool means wait times for matches increase and connections may not be as strong as they should be. This can compound over time to create a spiral effect. Eventually, when only high-skilled players remain because lower skilled players have quit out of frustration, the result is an ecosystem that is worse overall for everyone.

    Game data indicates that having some limitations on the disparity of skill across the players in a match makes for a healthier ecosystem. We also understand that many high skill players want more variety of experience, but often feel like they only get the “sweatiest” of lobbies. We have heard this feedback clearly and will continue to test and actively explore ways to mitigate this concern.

    Future Communications

    In addition to today’s blog, our technology team is developing a Ping and Matchmaking white paper for those inclined to get into the more granular information about Call of Duty matchmaking. Stay tuned for more on this publication.

    To conclude, we wanted to answer some of the most frequently asked questions from the community.

    ————— End of Excerpt —————————————

    Here’s a short excerpt of questions…

    Community Questions

    Does Call of Duty consider player engagement (time played) as a factor in matchmaking?

    We do not consider how often, or how much, you play when determining matchmaking.

    Does the Call of Duty matchmaking process impact any in-game elements such as hit registration, player visibility, aim assist, damage, et cetera?

    No. Our matchmaking process does not impact gameplay elements.

    Does spending money on Call of Duty content (such as bundles, Battle Pass, or BlackCell) change how players are matched?

    Money spent does not in any way, shape or form, factor into matchmaking.

    Does Call of Duty use bots in Multiplayer matchmaking?

    Call of Duty Multiplayer does not use bots as part of the general matchmaking process. If this changes in the future, we will inform the community.

    Do partners or content creators get special consideration in general matchmaking?

    No. We do not change the matchmaking process based on who owns the account. In specific cases, such as for events like Call of Duty Next, we may be required to customize how lobbies are formed; however, these events usually take place in private matches and do not impact general matchmaking.

    Have you ever considered an opt-in/opt-out system for the matchmaking algorithm?

    Our data suggests that splitting the player base with an opt-in / opt-out matchmaking system will have negative consequences on the overall player pool. That means, potentially, longer wait times based on the type of matchmaking selected (plus add into that playlist, map and mode history, platform, and more) and matches with poor connections.

    Have you ever tested removing skill as a consideration from matchmaking?

    We have run tests over the years to determine if removing skill as a consideration from matchmaking makes sense. We will continue to launch these tests periodically. To date, the data remains consistent with what we detailed above – players tend to quit matches or stop playing if they’re getting blown out, resulting in a negative overall experience for all players in the lobby and the general player population. We purposefully do not disclose when these tests occur because it may impact feedback or the data we see during these tests.

    Have you considered removing skill from matchmaking in specific general multiplayer game modes?

    We have considered this in the past and we will continue to examine if this idea makes sense as part of an experimental playlist or in specific modes. We have nothing to announce on that front today.

    Thank you for your feedback and for being part of our community. We’ll see you in the lobby!

    ————— End of Excerpt —————————————

    Source: Activision’s Official Call of Duty Blog

    We’ll learn more as Activision posts more information about Skill Based Matchmaking. This post is meant as archive for the future posts to reference on. This is NOT the site’s article. This is Activision’s article, word for word, and straight from THEM.

  • Dragon Ball: Sparking! Zero unveiled

    Dragon Ball: Sparking! Zero unveiled

    Dragon Ball Z: Budokai Tenkaichi has been a long-standing fighting game series that originally launched on PlayStation 2 after trying many fighting games styles for Dragon Ball franchise. This particular series was actually the 6th or 7th branched franchise starting with Dragon Ball Z: Super Butōden, Dragon Ball GT: Final Bout, Dragon Ball Z: Budokai, Super Dragon Ball Z, Dragon Ball Z: Burst Limit, Dragon Ball: Raging Blast, Dragon Ball Xenoverse, and recently Dragon Ball FighterZ. The point is, there has been many attempts to bring Dragon Ball universe into gaming over the last 20 years. Yes, not counting fighting games. We’re talking about RPG’s, Adventure games, and other styles of Dragon Ball games…

    Dragon Ball: Sparking! ZERO was originally a new entry in the Dragon Ball Z: Budokai Tenkaichi series, but in order to bring new players into the fold, they changed the name. But the gameplay elements that made Dragon Ball Z: Budokai Tenkaichi series so popular are still present and canon to the series.

    Dragon Ball: Sparking! ZERO was originally teased during the Dragon Ball Games Battle Hour 2023 livestream on March 5, 2023. There was no name for the game until The Game Awards 2023 on December 7, 2023.. [TGA 2023 Livestream]

    The tease started at the 4:41:22 mark. Here is the game info, and original announce trailer that debuted at The Game Awards 2023…

    Name: Dragon Ball: Sparking! ZERO
    Release Date: TBA
    Genre: Fighting
    Developer: Spike Chunsoft
    Publisher: Bandai Namco

    The following trailer was recently revealed in a drop by Bandai Namco. Learn all about the characters announced during the drop here

    Dragon Ball: Sparking! Zero is scheduled to be released PlayStation 5, Xbox Series X/S, and PC with no known release window or release date.

  • WWE2K24 to be released Spring 2024

    WWE2K24 to be released Spring 2024

    It has been a while since a WWE2K game has been released. The last major WWE2K game to be released was WWE2K22. [Reveal] WWE2K got a 2023 release. On January 17, 2024 – WWE2K updated their X and similar Social Media websites with profile avatars, and banners – confirming that WWE2K24 is coming to consoles and PC in this fiscal year. To coincide with the announcement, 2K released an announcement trailer for WWE2K24…

    Cody Rhodes is the cover athlete of WWE2K24 and is currently in a long-term storyline of “finishing” his story. Cody Rhodes just won the men’s Royal Rumble match on January 27, 2024 at Tropicana Field in St. Petersburg, Florida. Cody’s win at Royal Rumble 2024 earns him a place at the marquee WrestleMania championship match on the men’s side, and his pick was sort-of unclear, but he pointed at Roman Reigns after the match. Cody Rhodes is better known as “Stardust” and is Goldust’s son. Goldust is the late Dusty Rhodes’ gimmick in WWE.

    Name: WWE 2K24 (2024)
    Release Date: March 8, 2024
    Genre: Wrestling
    Developer: Visual Concepts
    Publisher: 2K

    To learn more about the game, go to WWE’s coverage of the game…

    You can catch WWE events airing on Monday nights, Wednesday nights, and Friday nights. WWE2K24 is scheduled to be released for PlayStation 4, PlayStation 5, Xbox One, Xbox Series S/X, and PC on March 8, 2024.

  • Recap of Microsoft’s Developer Direct 2024 Livestream

    Recap of Microsoft’s Developer Direct 2024 Livestream

    It has been a while since Microsoft’s last livestream. It featured a lengthy Starfield livestream. Following that, gamescom hosted an Opening Night Live livestream. Shortly afterwards, Microsoft acquired Activision Blizzard. During the acquisition being closed, Activision hosted a livestream for Call of Duty Next, their “State of Call of Duty” type of livestream. Now, to kick off the new year, Microsoft hosted a new livestream to highlight their 2024 agenda for their Xbox consoles, Game Pass, and PC offerings…

    Here are the highlights of the livestream with game info:

    Name: Avowed
    Release Date: Fall 2024
    Genre: Action RPG/Open World
    Developer: Obsidian Entertainment
    Publisher: Xbox Game Studios

    Name: Senua’s Saga: Hellblade II
    Release Date: May 21, 2024
    Genre: Third Person [Semi] Open World Action
    Developer: Ninja Theory
    Publisher: Xbox Game Studios

    Name: Visions of Mana
    Release Date: Summer 2024
    Genre: Action RPG
    Developer: Square Enix
    Publisher: Square Enix

    Name: Ara: History Untold
    Release Date: Fall 2024
    Genre: Strategy
    Developer: Oxide Games
    Publisher: Xbox Game Studios

    Name: Indiana Jones and the Great Circle
    Release Date: TBD 2024
    Genre: First Person/Third Person Open World Action
    Developer: MachineGames
    Publisher: Bethesda Softworks