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Sledgehammer has said Call of Duty: Advanced Warfare gamers enjoying the Exo Zombies mode have killed more than 2.5 billion zombies, with 223,835,265 Exo Zombie waves completed. It's a neat look into gaming statistics and how other players are helping destroy zombies.
Assault rifles were the most popular weapon (24 percent), followed by SMG (19 percent), heavy machine gun (16 percent), sniper rifles (13 percent), pistol (12 percent), shotgun (eight percent), launchers (4 percent), special weapons (two percent), and secondary special (two percent).
Since the game launched on November 3, 2014, 2, 249,728,574 grenades were thrown, including 44 percent normal frag grenades and 35 percent semtex grenades.
In surprising news, Ukrainian eSports powerhouse organization Natus Vincere has announced the return of two former players to their Dota2 line-up in the form of Ivan "ArtStyle" Antonov (as the captain) and Gleb "Funn1k" Lipatnikov.
Seeing success during the early Dota2 years, Na'Vi always placed highly in Valve's massive International tournament but there was rumored team conflict and fighting going on behind closed doors. Since shuffling their line up a few times over the past year or so, Na'Vi has announced the shocking return of two old players.
With many confused Dota2 fans on the Team Liquid Dota forums saying things like "April 1st was four days ago. are they serious?," "oh man, can't wait for artstyle to announce his impending retirement" and "at this point, I just don't know what to feel about Na'Vi's constant roster changes anymore," many are interested to see exactly how this 'new' line up will perform in coming months.
The Oceanic FACEIT CS:GO league was in tough competition, with a possible three-way tie for first place to be achieved if only Vox Eminor (Voxe) could take down Team Immunity in a best of one online match. Recently losing one of their players, Azad "topguN" Orami, Voxe's new stand in Kyran "dizzy" Crombie is in the midst of trying to prove he deserves to play with the best.
Team Immunity has managed to take down Voxe in previous online and offline events, with the community rallying behind yet another great match to see who holds the crown as the best team in Oceania. However, Voxe took off to a terrible start, seeing Luke "Havoc" Paton become a victim of a large DDoS attack just before the match began meaning Voxe had to ring in another player.
Although they put up a valiant fight, Team Immunity ended up taking down Voxe 16-14 and seeing themselves as the first team to qualify for the FACEIT season finals event. DDoS attacks have become prevalent across many mainstream eSports titles, with its ease of use and anonymity making it commonly seen amongst gamers whom hold a personal grudge or are looking for 'some fun'.
We're getting much closer to the new release date of The Witcher 3: Wild Hunt, with CD Projekt Red teasing that there will be over 200 hours of content.
Senior Game Designer on The Witcher 3: Wild Hunt, Damien Monnier, said on Twitter that this 200 hour length came from "everything" - which includes side quests, and everything in between. Comparing this to The Witcher 2, which had around 50 hours of content - inclusive of time playing around - this is a huge increase in content.
You're not going to want to get through 100 hours of gameplay and die with the new "Dark" gameplay mode, where death is permanent.
According to Respawn Entertainment's Community Manager, Abbie Heppe, Titanfall 2 could see a traditional campaign and many more weapons added to it over its predecessor.
Bella Ryse from The EXL Podcast asked Heppe about a campaign and more weapons for Titanfall 2, Heppe wasn't specific. But, she also didn't deny the possibility of these things, reiterating that Respawn knows what the fans want,t and that the developer has some ideas, too. Heppe teased: "When you work on a game for so long, there's always lots of things we - especially everyone here internally has all different sorts of things [they want to do]".
She continued: "We've definitely heard the feedback. Obviously, I can't comment on what we're doing in the next game, but the really nice thing about working on a sequel is that we've established the core of what Titanfall is. We have assets, we have an engine, we have all of these things that we laid the foundation for in the first game that now we can really build off of in the second". Heppe finished, by teasing: "So, I think there's going to be a lot of stuff that people are going to be excited about".
Surprising gamers all across the world today, Frontier Developments made its space title Elite: Dangerous available on Steam. Now that Elite: Dangerous has reached Valve's digital distribution platform, we should expect sales to go to infinity, and beyond.
While it's good news for those who haven't purchased it yet, gamers who have already thrown money at the game are asking some very valid questions. If you've backed the game at any stage, or bought into the beta, will you receive a Steam key too? Alternatively, can you add Elite: Dangerous to your Steam library? As a backer of the game, I'd like to know too, as I don't think I should have to purchase it, again.
Executive Producer on Elite: Dangerous, Michael Brookes, answered a question on Elite's official forums on whether there would be Steam achievements and trading cards for those who didn't purchase it through Steam, where Brookes replied with "Not immediately, but we'll see". It would be nice to see a Steam key provided to those who purchased it before Elite: Dangerous reached the world's largest online games retailer, but let's hope its sooner, rather than later.
Microsoft has just lost itself an Xbox One exclusive for this year, with the company coming out and announcing with Remedy Entertainment that Quantum Break won't be seeing the light of day until next year.
Head of Publishing for Microsoft, Shannon Loftis, said: "We've got the strongest games lineup in Xbox history right now, with 2015 blockbuster exclusives like Halo 5: Guardians, Rise of the Tomb Raider, Fable Legends, and Forza Motorsport 6, and more we'll announce in the coming months. With so many games launching this year, moving Quantum Break to 2016 extends our incredible portfolio into next year with a monster new IP".
Sam Lake, Remedy Entertainment's Creative Director and the face of Max Payne explained: "We're really proud to be part of the incredible Xbox One line-up. We thank our fans for their patience, and want them to know that the team is taking advantage of this opportunity to polish and fine tune the game to create the kind of standout entertainment experience they've come to expect from us".
It can't just be me, but does it feel like 8/10 of the AAA games are being delayed these days? Developers are getting way to trigger happy with announcing release dates, because these games are all obviously not ready if they need three, six or 12 more months (or sometimes more) to get their game up to scratch.
Grand Theft Auto V is closer to its release on PC than ever, that is if Rockstar doesn't delay it yet again, and in order to build up to that release we have the 1080p 60FPS trailer to the game.
As you can see from the trailer above, it's just some fodder to check out - there is no gameplay footage which I'm pretty disappointed about. We're only 12 days from release and there's no 1080p 60FPS actual in-game footage? What about some 4K 60FPS in-game footage? I haven't pre-ordered yet, have you?
Nintendo has announced Mario Maker during its presentation today, with the do-it-yourself Mario level creation game hitting the Wii U in September.
The Japanese gaming giant revealed Mario Maker back at E3 last year, but we haven't heard much about the game since. Mario Maker for the Wii U will let gamers design their own 2D Mario game levels in the varying styles we all know and love from Super Mario Bros., New Super Mario Bros. U, Super Mario Bros. 3 and Super Mario World.
Nintendo's decision to fully support mobile gaming could have major financial results for game studios, as there are millions of dollars at stake. The first DeNA-Nintendo mobile title will be available before the end of the year, while Nintendo continues to outline its strategy into mobile gaming.
"We want to create games that will be played by hundreds of millions of people," said Isao Moriyasu, CEO of DeNA, in a statement to Reuters. "We haven't talked to Nintendo about targets, but at DeNA, our best-selling game brought in 3 billion yen ($25 million) a month, and we want to surpass that."
DeNA will diversify and focus on releasing a catalog of game titles it hopes will be popular among mobile gamers - and hopes DeNA will be able to generate massive revenue for itself and Nintendo in the future.