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Straight from fourzerotwo, Modern Warfare 3 will have dedicated servers! Yay! http://twitter.com/#!/fourzerotwo/status/103858062640693248

Great news for those of you who plan on picking up the PC version. At least they seem to have learned their lesson this time around.

  • 2 weeks later...

Yes, Modern Warfare 3 Is Coming To Steam

Valve today confirmed that Call of Duty: Modern Warfare 3 will indeed be using Steamworks and sold on Steam.

Taken in light of the franchise's history of being sold on Steam, this isn't exactly surprising news, but with Battlefield 3 giving the service a pass, it's probably worth noting.

The game's availability on the service means that if you want you can pre-purchase the game and start downloading it now, in preparation of the game's Nov. 8 launch.

Activision also reiterated that the PC version of their game will support dedicated servers on day one.

Some of those comment posters on YouTube are pretty upset about that multiplayer reveal. I don't get what the big deal is. It looks like Call of Duty... what did they expect?

Some interesting things in there, though. Looks like Steady Aim and Scavenger are available as killstreak rewards now. There's also a killstreak called "Juggernaut", which I imagine lets you spawn a juggernaut or something (though it would be fun if you could personally become the juggernaut :)). Only thing I'm a little irked about is the return of the Overkill perk. Really unnecessary perk, in my opinion. Heaven forbid people would have to work together to alleviate their individual weaknesses!

All the killstreaks and perks details apparently leaked on line a while back:

MW3 Killstreaks

There are 3 Seperate killstreak tiers, you have to choose which tier you want to choose you?re 3 killstreaks from, but if you choose the last tier, you just get exactly what it says.

Assault Tier Killstreaks:

4 Kills ? Care Package

5 Kills ? IMS ? 3 or 4 placeable landmines that cannot be stunned or flashed

5 Kills ? Predator Missile

5 Kills ? Sentry Gun

6 Kills ? Precision Airstrike

7 Kills ? Attack Helicopter

7 Kills ? Little Bird Flock ? Mini Helicopters which patrol the map

9 Kills ? Little Bird Guard ? Big Helicopter that follows you from above and protects you

9 Kills ? Mortar team ? Mortar team but with 5 predator missiles ? all go off at the same time in different places

10 Kills ? Talcon ? Mini Tank Robot

12 Kills ? AC130 (We cheer!)

12 Kills ? Pavelow

15 Kills ? Juggernaught Suit ? From spec Ops ( For anyone who says in the spec ops video he gets it at 14 kills, well thats because he has hardline on)

15 Kills ? Osprey Gunner Cps ? You control a chopper gunner that also drops an emergency airdrop for your team mates.

Support Tier Killstreaks:

4 Kills ? UAV

5 Kills ? Counter UAV

5 Kills ? Ballistic Duffel ? Drop Juggernaught perk for the whole team, not jugg suit

5 Kills ? Airdrop Trap ? Drops a hacked care package

8 Kills ? Sam Turret

10 Kills ? Remote [Missile] UAV ? Target enemies with missiles

12 Kills ? Advanced UAV ? Blackbird

12 Kills ? Remote Turret ? Sentry Gun that you can control

12 Kills ? Stealth Bomber

18 Kills ? EMP

18 Kills ? Juggernaught Recon Armour ? Care Package Drop Armour

18 Kills ? Escort Airdrop ? Same as the Osprey Gunner but you dont control the gunner or chopper and Drops 5 care packages, one will be hacked

Specialist Tier Killstreaks (you have the opportunity to choose the perk each time):

2 Kills ? You get 1 extra perk

4 Kills ? Get another perk

6 Kills ? Get another perk

Another thing is that the killstreaks will cycle through in the same life, so you dont have to die to reset your killstreaks and get your first killstreak again.

MW3 DeathStreaks

Juiced [Lightweight] ? 4 Deaths

Martyrdom ? 4 Deaths

Final Stand ? 4 Deaths

Revenge (Last person that killed you is always visible on your mini map) ? 5 Deaths

Stopping power for one kill ? 5 Deaths

Dead Mans Hand (You run around with c4 in your hand (suicide bomber)) ? 6 Deaths

MW3 Perks

?+? = With pro added

Tier 1

Extreme Conditioning ? Sprint longer distances + Climb obstacles faster

Sleight Of Hand ? Reload faster + Faster weapon swapping

Scavanger ? Reload ammo from bags + Spawn with more ammo

Blind Eye ? Undetectable from air support + Faster launcher lock on and extra damage to air support

Recon ? Explosive damage marks target on HUD + Bullet damage marks target on HUD

Tier 2

Hardline ? One less kill for Killstreak + Two assists count as a kill towards next killstreak (Like)

Assassin ? Immune to UAV, Motion Sensor, Thermal and Heartbeat Sensor + Immune to CUAV & EMP

Overkill ? Two primary weapons + Second primary can have 2 attachments

Quickdraw ? Faster aim down sights + Faster animation of using equipment and throwing grenade

Blastshield ? Flack Jacket (Immune to most explosives) + Immune to stuns and flashes

Tier 3

Sitrep ? Enemy equipment is visible + Enemy footsteps are more clear

Dead Silence ? Your footsteps are silent + No fall damage

Stalker ? Faster movement with ADS + Delay on claymores

Marksman ? ID target from range + Longer hold breath on scoped weapons

Steady Aim ? Increased hip fire accuracy + Faster aim down sight while sprinting

MW3 Pointstreaks

Rather than standard killstreaks for objective based games, pointstreaks will be rewarded to players who play the objective (i.e. capturing flags, defusing bombs etc.) and get kills to encourage players to play the objective rather than just get kills in objective based game types. The streaks will be awarded based on points that the payer has received.

http://www.mw3info.com/mw3-leaked-perks-and-killstreaks/

Ahh, thanks for posting the list, Lamp0. That explains why the guy has Scavenger, Steady Aim, and Marksman listed as his killstreak rewards (the top of that little window says "Specialist" at 3:03 in the video).

Interesting decision, moving Sleight of Hand from Tier 2 to Tier 1. Not sure if that's a good thing, since now it looks like it's hands down the best perk in its tier. Good thing they separated fast reload and fast ADS, though. Same goes for Steady Aim in Tier 3 (unless you're playing hardcore S&D, in which case the other ones become more useful).

I don't know, from all the MP stuff I am seeing, it almost is feeling way to over the top for my liking. Like almost to the point it is silly. The Juggernaut video above being a perfect example of what I am talking about.

This is actually a bit of a revelation on my end, as I never really had any solid reasons as to why, but I think I just realized why I slowly have started to lose interest in the past few releases of CoD MP. Because of this over the top aspect. Once in a while they provide a bit of entertainment, but I think when it comes to over the top, I prefer games more like Unreal / Halo, meaning set in fictional universes. Being set in "reality" makes it that much more silly to me almost.

I watched a bit of the XP keynote before. Was a little to much of a commercial for my liking so I eventually turned it off. I guess I give them credit for being able to elevate video games to this type of level, and sell enough copies to even have some kind of crazy festival around just one game. But at the same time, it all seems a bit over board to me as well. I did think it was amusing that the Activision CEO took a not so subtle jab at the competition, and also was a subtle way of defending what some people are starting to call out dated visuals, and stress the fact that one of their main goals when making a COD game was the consistent 60fps.

The only change I like is that you can select a playstyle to your suiting and use that set of point streaks, as well as the fact that kill streaks are now point streaks. That is way overdue. Still a chance I may get it based on reviews and what not, but I doubt it.

The Multiplayer Reveal has completely killed my enthusiam for MW3.

As soon as I have seen the last part with the soldier with the assault rifle and the sniper rifle (it must have been the Perk 'Overkill'), I thought about players having a M203-equipped M4 with FMJ Intervention.

Because what we need in Quick-Scope-Noob-Tubers for balance ...

Oh Lord, have mercy

Edit: and no Tac Nuke?

The Multiplayer Reveal has completely killed my enthusiam for MW3.

As soon as I have seen the last part with the soldier with the assault rifle and the sniper rifle (it must have been the Perk 'Overkill'), I thought about players having a M203-equipped M4 with FMJ Intervention.

Because what we need in Quick-Scope-Noob-Tubers for balance ...

Oh Lord, have mercy

Edit: and no Tac Nuke?

45 min MP video: http://www.imodernwarfare3.com/45-minutes-of-modern-warfare-3-multiplayer-gameplay/

meh indeed.. the more I'm looking at this 45 min video the more I realize they didn't really add anything really different but just played it safe and reorganized perks and killstreaks.

The guy asks him what will be the surprise for people playing MW3 coming from MW2 and all you hear is crickets.

There are some new killstreaks like juggernaut and a few other stupid ones but the more I watch this the more it becomes clear that Activision went 100% safe with this one. Take MW2 and just switch up the killstreaks a bit and that's it.

I hate the fact that they are now making killstreaks continue even after you die. Stop catering to people that don't want to invest any time in actually mastering something. This pampering of mediocrity is really annoying.

They do that with gun adjustments in Black Ops so those who suck can try to get a chance and they are now doing the same thing MW3 and killstreaks.

Btw, they took out:

They took out:

1. Marathon

2. Lightweight

3. Commando

4. Last Stand

4. Nuke

I hate the fact that they are now making killstreaks continue even after you die. Stop catering to people that don't want to invest any time in actually mastering something. This pampering of mediocrity is really annoying.

Actually I think it's just the "Pointstreaks" that continue after you die. The Killstreaks won't.

but yea, MW3 really isn't doing much to excite me.

At most this will be a bargain bin buy for me.

15 minutes in the video Boz posted and I am very disppointed:

- Awful selection of weapons with all my expert weapons gone but that

- Same old Modern Warfare 2 graphics

- Same perks barely shuffled

- Same MP gameplay with 1 to 2 second difference between players

Frankly, they could have released it as DLC episodes on MW2, that would have been much better

This topic is now closed to further replies.
  • Posts

    • Hello, Hope all is well. I am in UK.  
    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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