Tag Archives: Ubisoft

Feature | Interview with Watch Dogs 2 Shawn Baichoo ‘The Wrench’

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Shawn Baichoo is the pop-culture enthusiast that the masked anarchist ‘Wrench’ was practically made for as we recently had the chance to interview Shawn about his widely popular character from the highly acclaimed Watch Dogs 2 (and occasionally nerd out to games).

Known for a lot of his voice and motion capture work with Ubisoft in various games such as Assassin’s Creed 2 (2009), Watch Dogs (2014), and Tom Clancy’s The Division (2016), Shawn was also the motion capture take-down artist in Deus Ex: Mankind Divided (2016) for Adam Jensen and also voiced the lead protagonist in Outlast (2013) and the second installment Outlast 2 (2017).

What was it that guided you in the direction of voice and motion capture work as a career?

When I was in theatre school, an actor came down to do a talk with us and he told us this great mantra that I really try to live my life by, especially in my career which is, “luck is merely preparedness meets opportunity.” The preparedness for me is learn your craft, be professional, be on time, be a good person to work with and pursue your passions. I tell people and actors who want to get into this line of work – whatever you’re doing, keep doing it, keeping loving it because one day your opportunity will come and you’ll be ready for it.  Now, voice acting is not the main state of what I do but it’s part of my craft as a bigger picture. I tend to diversify a lot as an actor and do as much as I can. I have been involved in theatre, television, film, voice and motion capture work. Voice and Motion capture work was never really a goal of mine when I graduated from theatre school and when I imagined my career. So, when I thought about doing original voice work for animation, I thought it was something that I would love to do and wanted to work towards. Ubisoft, Eidos Montreal, Warner Brothers and a bunch of other bigger and smaller companies too like Red Barrel for example had offered me quite a lot of work in video games. Eventually I landed Niccolo Machiavelli from Assassins Creed 2. I was the take down choreographer in Deus Ex: Mankind Divided where I designed all the take-downs and I was the main character in Outlast. From thereon I started to do all sorts of different projects which all lead up to my role as Wrench.

tumblr_oekh71m9ml1th3lmro2_1280-1Shawn Baichoo & Wrench Credit Jeremy Bobrow

What was the process that eventually led to landing your role as Wrench?

I had actually worked on the first Watch Dogs – I helped with their casting of that game and I was also a reader helping cast Clara. I played a whole bunch of secondary roles in the baseball stadium and quite a few living world characters. When Watch Dogs 2 came around, Lars Bonde who was directing and in charge of the project asked me to play Wrench in a demo of the game called a vertical slice to demonstrate the gameplay, character and setting. So I did Wrench for that with the assumption I wouldn’t play the character. But to my great surprise I got a call two weeks later and was told they were keeping me on as Wrench because they really liked how I did with him. For me it’s really cool to think that the biggest part of my career arguably is one that came to me through a long series of interconnected events. I’m just happy to work. Most of the work I do for Ubisoft is living world or secondary characters and I love doing that but it’s nice to come out of that and do something bigger.

How much do you feel like you were able to inject your sensibilities into Wrench? Was there freedom to improvise?

Oh absolutely, they were very open to what I brought. In theatre school I was always the funny guy – comedy for me is something that comes quite easily. When it finally came to Wrench, it gave me the opportunity to not only be funny, but be as funny as I wanted to be. Wrench is very much a large percentage of me so the whole character aspect about who Wrench is and what he wants, his interactions with people and finding moments to show his humanity or approachability, it was both very liberating to play him but also very challenging because I had to focus a lot of that into these moments. The writers deserve a huge amount of credit because we got along well as a group and it shows in the game and even though some of the dialogue was improvised and re-purposed by the actors to give it our own twist, that was because the writers were encouraging us that it was just scaffolding tape and they wanted us to make it our own.

There was a scene where Marcus was talking to Sitara where Wrench sort of meanders over and in the script it says “The car is ready, it’s this way” and I could have just walked over and said “Hey Marcus the car is this way” but to me that’s not fun or faithful, so when we shot it I strolled up and put on this weird British accent and said “Sir! Your carriage awaits!” and did a bow with a après vou (after you) with my hand. Ruffin was terrific with improvising and reacting organically with all the weird things I threw at him in the heat of the moment, always keeping him on his toes. So when he saw me do that he bowed and put on a British accent and said “Why, thank you very much” and it made it into the game because that was so much more natural. I know one of the writers adjusted his writing style to fit more of who I was as an actor and as a person because he knew it would just fit better. He saw how much I was into pop-culture, and how geeky and expressive I was so instead of trying to work around that, he embraced that and gave me some cool material to work with.

I remember sitting at home reading my script and I would just be laughing out loud continuously just reading Wrench’s lines because they were so comical. I got excited like, “Oh, there’s an Arnold line, I can say that as Arnold!” and I love doing voices and impersonations and I’m also a huge Arnold Schwarzenegger fan – he was an action hero growing up, I love that guy. So we all kind of grew up in the same kind of pop-culture and when things like that would come up I would be so thrilled that I would get to play with this stuff.

Was it difficult to showcase emotion whilst doing the motion capture work for a character that wears a mask?

Wrench hides, he spends his whole time hiding behind a mask – it looks cool but really, why is he wearing it? So because he hides behind it he doesn’t have to deal with people, you don’t see his eyes and you can’t see how he is really feeling. Wrench puts up a filter by wearing a mask and also keeps him from getting facially recognized by any technology. The animators did a really good job making an expressionless character and I always thought that was a huge challenge in film, but not impossible. Darth Vader for example is supper expressive in the Star Wars franchise which is crazy because he has no moving parts on his helmet – but the body positioning of the actor, his underlying body language, even stillness is a great method to tell a story. Wrench has emoticons on his eyes which helped but I didn’t have any face covering when I was doing the motion-capture work so they used a camera to see what my expressions were to better fine tune my performance to translate to emoticons. I made a point of looking at people with my head as opposed to with my eyes, so I would turn my head when I spoke to people I had to keep in mind that I couldn’t play on any kind of subtlety. However, because I’m such a physical actor that to me wasn’t too bad of a challenge but it was something I had to be reminded of.

watch-dogs-2-gameplay-walkthrough-desktop-background-wallpaper-full-freeWatch Dogs 2 Wrench & Marcus Credit Ubisoft

Watch Dogs 1 is very dark, gritty and serious while Watch Dogs 2 is very far from that – so why do you think they decided to change directions?

My point of view is that Ubisoft from what I could tell, both as someone who works for them and also someone who consumes their products, I find that they’re really good at listening to the community, hearing feedback from the fans on what works and what doesn’t work and addressing those things. Watch Dogs 2 is a sign that the concept of Watch Dogs is really original and it didn’t quite live up to its potential. The concept of Watch Dogs 1, if you boil it down, it’s kind of a silly concept, so Watch Dogs 2 really embraces that silliness – everything is colourful and vibrant and everyone is an exaggeration, commenting on society and the zeitgeists of the moment that we live in. So with the first in the series they tried to bury the premise of the game instead of celebrating it. What I find is a lot of people compare Watch Dogs 2 to Assassin’s Creed 2. The first Assassin’s Creed had a brilliant concept, great design and setting but ultimately some repetitive gameplay and some aspects that weren’t very fleshed out and they fell short like the first Watch Dogs game. Then Assassin’s Creed 2 came out where they tweaked the right amount of things and gave the game its full potential. So I feel like Watch Dogs 2 had the same kind of journey – the first one was almost like a proof of concept.

maxresdefaultWatch Dogs 1 Aiden Pearce (Left) Watch Dogs 2 Marcus Holloway Credit Ubisoft

Do you feel like Watch Dogs 2’s character representation was a step in the right direction on the diversity front in the video game industry?

The first Watch Dogs suffered a bit from predictability, especially with the lead a lot of people say he was very flat. There are so many straight, white male protagonists and there is nothing wrong with that but there is nothing wrong with getting something new for once. It’s not like that trope exists because it’s the best possible way to tell a story – it’s one way to tell a story. Diversity is very key for me, so I love the fact that Marcus is a black man, but he’s not a trope nor is it tokenism. It never pushes that to the forefront and makes it what the game is about but it does address it which is important. Josh is on the spectrum as he has Asperger’s, but he isn’t a caricature on Asperger’s. Jonathan Dubsky (Voice & Motion Captured Josh) did a tonne of research, he is really committed to his craft and didn’t turn it up to 11 because he wanted an award; he treated the role with respect.

There were so many dynamic relationships in the game between the Dedsec crew. Were they the same off screen?

Yes, but to a certain degree the relationships on screen were not necessary the same off screen only because we all got along better as people than the actual tensions that existed within the (Dedsec) group. Everyone I worked with had a terrific sense of play which is a willingness to offer up choices, be vulnerable and even take direction or suggestion from other actors. There were some tensions between Josh and Wrench, which Jonathan and I worked out while filming that Josh doesn’t like to be touched and Wrench knows this so he touches Josh at every given opportunity to bug him. There’s a scene where we’re on the rooftop and I bring in a bunch of beers to people and you can see my right hand slowly going up to Josh’s face and he pulls away and slaps my hand away. When we delve into deeper reasons and motivations I worked out that Wrench feels a bit threatened by Josh.

Wrench doesn’t have Sitara’s PR outlook or Marcus’s athletic ability or savvy in the field. Wrench thinks maybe he is not as indispensible as he thinks. I mean it’s not true because Dedsec loves him but Wrench is human and everybody has their insecurities. Characters for me aren’t interesting if they’re not flawed – if someone is a perfect hero that can do no wrong, that’s boring to me and ultimately no one can relate to that.

wd2-castShawn Baichoo (Wrench), Ruffin Prentiss (Marcus), Jonathan Dubsky (Josh), Tasya Teles (Sitara), John Tench (T-Bone) Credit Shawn Baichoo

John Tench (Raymond Kenney) and I automatically got along because we worked on the first Watch Dogs together and did a scene together in the Bad Blood DLC. T-Bone and Wrench also had a really big animosity between each other because Wrench felt like he was invading his space, but once Wrench figures out who T-Bone is as a person they do get along and they have a great friendship. In real life all of us were super tight; we had a lot of good times. Jonathan Dubsky just loves to laugh, Ruffin and I played up a sexual tension to a point where a lot of fans were shipping them together which is a reflection of how comfortable Ruffin and I are with each other. From Tasya Teles (Sitara) to Michael Xavier (Horatio) who were all amazing, all these dynamics were forged by the time I had spent with all the actors and because it was encouraged in the game.

If you want to learn more about Shawn and the project’s he has been involved in then head on over to his website http://www.shawnbaichoo.com. Be sure to follow him at @ShawnBaichoo on Twitter.

 

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Ubisoft Potentially Planted Sci-Fi Game Trailer in Watch Dogs 2?

 

In Ubisoft’s latest Watch Dogs title which releases November 15, a NeoGaf user FlammableAce who found the trailer commented, “This wasn’t a main story mission, It was a side mission that opened up after I stumbled upon a guy on the phone who happened to be a Ubisoft employee talking about Assassin’s Creed Syndicate, Unity and ‘Osiris’ leaks.”

The footage in the video states that the title had been revealed at E3 behind closed doors, as we can see watermarks stating that it’s confidential and is a piece of E3 media which is outlined at the bottom of the screen (E3_Conf_Video_v03). As we see the video begin inside the Ubisoft building, the point of view hacks and navigates its way through several cameras situated in the office which finally makes its way to a Ubisoft employees PC that is playing the trailer.

The trailer reveals a space exploration typed game coupled with western music that gives off a very No Man Sky vibe with its familiar colour palettes but also mimicking the new Read Dead Redemption 2 reveal trailer as it shows off scenery and vistas as opposed to characters. Some media outlets are claiming that Ubisoft is poking fun at No Man Sky developers.

A supposed ex-Ubisoft developer posted on forum NeoGAF that he, “knew very little about it just before [he] left Ubi over two years ago and never actually saw any in-game stuff. Pretty sure it’s real, like I said, I only heard rumblings of a big space game as they keep stuff on tight lockdown even between studios, so my knowledge ends at that sadly.”

At the end of the trailer where the stream is interrupted due to a connection failure, we cut to the main protagonist Marcus Holloway who is speaking to fellow DedSec friends where they make comments like, “I can see the headlines now, ‘New Trailer Sucks’, ‘New Trailer Kicks Ass’, ‘New Trailer is Okay.’”

Marcus proceeds to leak the unannounced title which could be interpreted as a joke as Watch Dogs 2 had been leaked several times just as many upcoming titles in the past have been, such as the concept for For Honor, the next placement setting for the next Assassin’s Creed title Assassin’s Creed: Empire and many titles in the industry.

Leaks have almost become the norm in the video game industry with very few companies being able to keep a lid on upcoming titles unless you are Hideo Kojima who was able to keep under wraps Death Stranding or Rockstar Games with Red Dead Redemption 2. A more recent example of a leak and or rumour was when someone was seen on the Montreal subway working on a PowerPoint presentation with the title of the upcoming Tomb Raider visible on the top right hand corner.

So is Ubisoft trying to control the announcement of this new sci-fi title? Could this potentially be a mini-game in Watch Dogs 2 or is it just a regular side mission?

Another studio to do something similar was when Guerrilla Games left a Horizon Zero Dawn Easter egg in Killzone: Shadowfall back when the project was still a mere rumour.

 

This isn’t the first time Ubisoft created a fictional Ubisoft Studio in one of their titles as Tom Clancy’s: The Division had a studio which was converted into a safe house in the heart of New York. Massive Ubisoft Banners with Grow Home murals and For Honor posters can be found along the back wall of the office space. It’s safe to assume that Ubisoft was attempting to be meta whilst promoting previous and upcoming titles.

Watch Dogs 2 released: November 15 2016 for PlayStation 4 and Xbox One and November 29 for PC.

So what’s your take on all of this?

Do you think it’s a real trailer? Or is Ubisoft just poking fun at itself? Let us know in the comments below.

To view the original article click on The Gamer Duck link here

Q&A Interview | Watch Dogs 2 Jonathan Dubsky Talks Josh, Character Development & Dedsec Crew

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Watch Dogs 2 Josh Credit Ubisoft

Actors involved in video games are what bring our most beloved characters and stories to life. As they inject their personalities, sensibilities and passion into their craft, we see a fictional character transform into something lifelike and relatable, which is one of the key elements in making a video game captivating and immersive.

With the release of Watch Dogs 2 on November 15 for consoles and November 29 for PC’s, it’s been received very positively. Players have all come to know and love the whole array of talented actors who have brought to life the band of Dedsec protagonists. Amongst our hacker heroes was Jonathan Dubsky who voiced and motion-captured Josh.

Dubsky is a relative newcomer to acting in the video game scene, predominantly focusing his efforts in television, film and also film-making. We spoke to Jonathan recently about his Watch Dogs 2 experience, the life-long friends he made and his experience bringing something truly authentic to his character Josh.

Being particularly new in the gaming industry, how did the opportunity to play Josh come about?

The whole experience was out of the ordinary. For this I didn’t actually audition in the regular rounds. They brought me in to do temporary voice work for one of the characters they were working on, who at the time was called Simon (which was later changed to Josh). So while doing the voice work for this temporary character for the game, in one of the sessions we were just having a really great time and then after we finished they just asked me, “Have you auditioned for this?” and I said no, then they asked, “Would you like to?” and I said yes. This was all taking place in Montreal and I live in Toronto, so the entire audition process for me was continuously sending back and forth self-tapes for a couple rounds, until I found out that I had booked the part.

You mentioned the character you were doing temporary work on was originally called Simon which then changed to Josh. Why did the writers change their direction?

From what I understand the way Josh, or Simon at the time, was originally written to be a hacker but he was also this YouTube personality that would constantly do these silly challenges like the Cinnamon one for instance. So he was that kind of person in-front of the camera but behind the camera at his computer – he was a genius hacker.

It was only at the final audition round where they told me, “Okay, we’re going in a different direction with this character. Now we want him to have Asperger’s.” I would imagine that while the writers are developing these characters, the dynamic of the group, certain pieces have to fit in certain places, so when everything was put together these were the changes they wanted to have made. Shawn Baichoo who plays Wrench from what I understand even his character was supposed to be much more of a brute. So, I wonder if perhaps the dynamic of the characters wouldn’t have worked if Shawn and Josh were both big personalities.

jd-6518-largeJonathan Dubsky Photo courtesy of Lane Dorsey

How much of a contribution were you able to make to Josh that wasn’t scripted?

Working on this project has been an incredibly collaborative experience. When we all met together in early 2016, we met as a cast, developers and writers. So we sat down and went through the script and prior to this meeting I had done a lot of research on Asperger’s because I wanted to make sure that whatever I bring makes sense. There were moments where I had questions going through the script and I would ask, “Are you guys sure about this, because from what I understand Asperger’s may do something slightly different” and they were completely open to it, they totally embraced it.

In fact, Ethan who was one of the writers has a family member who has Asperger’s and most of the suggestions I made he would say, “Absolutely, that totally makes sense.” So it was all just a wonderfully collaborative, open experience that allowed me to bring my two cents in when it was appropriate.

The dynamic relationships that are seen in-game, was it the same behind the scenes?

Within Dedsec we got to know each other pretty well and hopefully we brought that to the scenes. I think one of the greatest things about casting people who get along is you get to bring that relationship to the work, the craft and the scene. It’s funny because if anybody butts heads in Dedsec, it’s Wrench and Josh, and the reality is in real life that I probably get along better with Shawn Baichoo than most people I know. We’re both really avid gamers, we’re both drummers, we like a lot of the same things. We were always finding clever ways of annoying the other person during the scene so we developed that kind of relationship which was a lot of fun.

img_20161202_145057Watch Dogs 2 Dedsec Crew (Left to Right: Josh, Sitara, Marcus, Wrench, Ray & Horatio) 

The truth of it is, one of the worst parts about finishing a job like this is saying goodbye to your friends because the people you generally meet in this line of work, if you’re lucky, you’ll have lifelong friendships. So I will hopefully now have friends for the rest of my life who I love deeply. I spent a lot of time with Tasya Teles who voices Sitara and Ruffin Prentiss who plays Marcus. Tasya is a champion for me, she is an incredibly experienced actress, she is aggressively strong at her craft and she works like no one I have ever met. Just being around her I wanted to better myself as an artist but also as the business side of the actor in terms of what I should be doing for myself, what you deserve and what you could work towards. Ruffin who plays Marcus, honestly this was like a brother I never met.

We’re both incredibly sensitive people and I connected with Ruffin on a level that made me feel like I had known the guy my entire life.

What sort of reactions are you seeing from people since the release?

It’s been overwhelmingly good for the most part. The reactions I’ve gotten from fans have been really wonderful and not only just the fans of the game but people from different communities such as the Asperger’s community who have reached out. Individuals that do have Asperger’s have messaged me and told me they appreciate me portraying the character as honestly as I can and giving a voice to Asperger’s because not a lot of people know a lot about it to be truthful. They’re portrayed in lots of different ways in various shows and movies with a bit more of a caricature edge that I really wanted to steer clear of because of my own personal experiences dealing with people who are autistic across the spectrum. As a challenge to myself I wanted to try and find something real that I could attach to Josh. So it was important to me to do that, but yes the reaction has been so incredible which I didn’t expect and it’s just been amazing so far. It makes me really honoured and privileged to get the chance to do this and hopefully do it well.

watch_dogs_2_hd_4k_8k_game-hd-1Watch Dogs 2 Dedsec Credit Ubisoft

Were you a fan of Watch Dogs 1? What did you think of the change in direction and mood shift from the first title to number two?

When I first found out the game that I was going to be working on, I immediately checked out Watch Dogs 1. As a gamer I wanted to find out what people thought about the game so I went online and read reviews, the good and the bad, and made sure I knew going into this project what things I could help in terms of being an actor and what things people wanted to see change. From what I read about the fans reactions in the first game, I’m grateful they went in the direction they did because that gave me a great job and it allowed me to do something that I really wanted to do for a long time. Personally being a Nintendo guy, I like bright, open world, fun environments with playful game-play as opposed to the darker types of games. At the end of the day it’s a game and I want a little escapism from the craziness that is life.

What are the key differences between the approaches in acting you’re accustomed to compared to the work you did for Watch Dogs 2?

When you work as an actor sometimes you have to do things that require a lot of yourself – long hours and night shoots, you have to look a certain way and be a certain kind of person. In performance capture, all of that is completely disregarded and all that really matters is what you have to bring. It’s a little more freeing, which is weird because you’re wearing this really tight suit with dots all over it and a helmet that restricts your movement. Every time you get close to another actor you head butt each other but after a couple of minutes you do actually forget all of that’s there. There’s an incredible sense of freedom – when you’re in a digital world your performance is being recorded and the cameras could be anywhere at any time. It’s kind of like film meets theatre in the sense that you have this incredible space that you can take advantage of. For me as an actor and I think I can speak for many actors, it really helps them get involved with what’s going on without breaking that concentration or focus.

One final question – If you had the choice to play in another game, whether it is Indie or AAA, which title would that be?

Watch Dogs 3! Seriously, you play a character in a game and by the time you’re done you’re still learning stuff about your character and I miss that. I miss learning more about Josh – so if there was ever going to be a Watch Dogs 3 and we had the chance to do it, then yes definitely that. However, another franchise that would be cool since I am a big fan of Square Enix and the Kingdom Hearts series – Kingdom Hearts 3. That would be fantastic if I had the chance to do that. What I love about those games is that it’s not about one person trying to save the universe; it’s about one person trying to save their best friend. It’s a really intimate story that involves a couple of people and to what lengths they’re willing to go for each other on top of the awesome adventure that is Disney and Square Enix.

To learn more about Jonathan Dubsky don’t forget to follow him on his official Twitter page @JonathanDubsky.

To view the original article click The North Agency link here

Promotional Work For Assassin’s Creed: Ezio Collection Have Come To Light

UPDATE

Amazon Italy have now listed the Ezio Collection confirming that the title will launch on November 17.

ORIGINAL STORY 

A promotional image has come to light yesterday by the French gaming site Gameblog, shedding more information on the Assassin’s Creed: The Ezio Collection rumors that were prompted from a Korean Games Rating Board.

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Gameblog reported that the Ezio Collection will include Assassin’s Creed 2, Assassins’s Creed Brotherhood, and Assassin’s Creed Revelations that will all be remastered in 1080p/30fps.

Don’t get me wrong, I’m all for this remastered or ‘up scaling’ of these iconic titles – they have a special place in my heart as some of my most beloved games as well as being universal fan favourite titles compared to some of the other AC entries in the most recent years.

In 2012 however, there was an Assassin’s Creed Ezio Trilogy which came out in November of that year for the PS3, Xbox 360 and PC, so releasing another collection of the games which features Ezio does seem very odd.

In saying that, graphics have made massive improvements since 2012, so having those iconic titles appear on current gen consoles wouldn’t be a particularly negative thing (only to my bank account).

Gamers can relive Ezio's bloody past with the new trilogy pack

While all of this is still unconfirmed by Ubisoft, as previously mentioned what prompted the rumours were screenshots from a Korean Game Ratings board website that published age ratings for the supposed collection.

According to NeoGaf, the listings indicated that ratings were awarded recently for PlayStation 4 as well as an Xbox One version.

The collection is reported to also include all the DLC as well as the short films Assassin’s Creed: Lineage and Assassin’s Creed Embers.

It’s not unusual to have this collection focus again on Ezio Auditore – he is is one of the most beloved assassin protagonists in the series. Aside from his alluring Italian charm, he is one of the only protagonists from the series who has a couple titles dedicated to his story.

According to the report the collection is supposedly going to be available in November 2016 and will cost less than €70/$60.

It makes sense for Ubisoft to release this collection, as they aren’t releasing a new Assassin’s Creed title this year, so this is probably their idea of filling in that gap. while they work on their next title to be set in Egypt for 2017.

This trend of remastering beloved video game titles is definitely a recurring theme as we will see the release the BioShock Collection come out on September 13.

Games like BioShock and Assassin’s Creed have played integral roles in shaping our industry over the past decade, so I say roll on the nostalgia wagon.

For more news on Assassin’s Creed: Ezio Collection and many more collections to come, don’t forget to follow us on our official Twitter accounts at @Hackinfomer and @GeorgiaDanaG.

To view the original article click the Hackinformer link here

The Division 1.2 Conflict Patch: Dark Zone Loot Hijacking, Clear Sky Incursion & More

The Division 1.2 free update titled Conflict is now available for download on the Xbox One, PlayStation 4 and PC for Tom Clancy’s The Division, which includes Dark Zone loot hijacking, fresh activities like high-valued targets, new gear, the second end-game incursion, massive amount of bug fixes following a scheduled maintenance.

Some of the more welcomed additions to the update is the mass amount of bug fixes that have been recurring throughout the game, such as exploits where players rapidly equip and unequip items which stacks the effects of talents. This more so enables god like character buffs that should not even be possible to achieve.

One of the most intense and probably interesting mechanics that has been added to the game is the ability to hijack Dark Zone loot that has been attached to an extraction helicopter. This on top of the random supply drops which was added in the previous update, hopefully we can see the Dark Zone getting a bit more intense, which is where the entirety of the excitement lies.

The second incursion titled Clear Sky will situate agents in Columbus Circle tasked with targeting an anti-air missile site.

In the tweet below posted by the official @TheDivisionGame page, they outline specific gear sets for players with different play styles.

Hunter’s Faith – Long range

  • 2) 20% Marksmen Rifle critical hit damage
  • 3) 20% Damage to elite
  • 4) Every time you land a shot depending on the distance to the target, it will give you Damage Resistance against enemy weapon damage – you can go above 75% Damage Mitigation. The additional armor disappears after one bullet hits you

Lone Star – DPS

  • 2) 100% Ammo Capacity
  • 3) 1000 LMG Damage
  • 3) 1000 Shotgun Damage
  • 4) Every time you holster a weapon it will automatically be reloaded

Final Measure – Defensive

  • 2) 50% Exotic Damage Resilience
  • 3) 15% Protection from Elites
  • 4) When you you damage a player or an NPC with a grenade, you get a defuse buff, that allows you to defuse enemy grenades. When you defuse an enemy grenade it also gives you a grenade. (Also works with mortars in Falcon Lost)

Predator’s Mark – Support

  • 2) 20% Optimal Range
  • 3) 800 Assault Rifle Damage
  • 3) 700 Pistol Damage
  • 4) Every time you hit 10 Bullets without switching the target, will apply bleed to the target. The bleed damage will be 100% of the damage already done by the bullets

Before reading the in-depth notes found below, you might want to check up the ‘Conflict’ trailer found below.

The notes can be found below in extensive detail such as: New features, Games changes, Loot balancing, Bug fixes and much more.

New features

-New incursion: Clear Sky

  • Clear Sky is a new Incursion mission available in Columbus Circle.
  • You must be level 30.
  • The encounter is balanced for a team of 4 players outfitted with high level gear.
  • Hard Mode is available on May 24 when the update is released.
  • Challenge Mode will be made available the week after update 1.2 launches.

-Four new gear sets

Final Measure – Stand your ground by defusing hostile grenades with this powerful defensive set. Includes:

  • 2 pieces: +50% Exotic Damage Resilience
  • 3 pieces: +15% Protection from Elites
  • 4 pieces: When throwing a grenade, gain the defuse buff. When in range of a hostile grenade, the buff is consumed and defuses the grenade as well as gives you a grenade.

Hunter’s Faith – Duel your enemies at range and come out on top with this survival focused marksman set. Includes:

  • 2 pieces: +20% Marksman Rifle Critical Hit Damage
  • 3 pieces: +20% Damage to elites
  • 4 pieces: Hitting an enemy with a bullet grants you temporary armor. The further your shot, the more armor is awarded. The armor disappears after one bullet hits you.

Lone Star – Never reload your weapons again with this game changing utility set. Includes:

  • 2 pieces: +100% Ammo capacity
  • 3 pieces: +1000 LMG Damage, +1000 Shotgun Damage
  • 4 pieces: When the weapon is holstered, it regains full ammo.

Predator’s Mark – Make your enemies bleed with this powerful offensive set. Includes:

  • 2 pieces: +20% Optimal Range
  • 3 pieces: +800 Assault Rifle damage, +700 Pistol Damage
  • 4 pieces: Hit 10 shots without switching target to make the target bleed for 100% of damage already done by those bullets.

-High-value targets & search and destroy missions

  • At level 30, complete all Encounters and Side Missions in a named area to get access to the “Search and Destroy” missions in the Safe House.
  • Receive Target Intel as a reward for completing Search and Destroy missions.
  • Bring Target Intel to HVT officers at the Base of Operations to locate High Value Targets.
  • Complete daily and weekly High Value Target missions for end game rewards.

-Hijack extractions

  • When a player attaches a bag to the extraction rope, another player now has the ability to sever the rope.
  • Severing the rope will cause all extraction bags to fall to the ground, scattering their contents as a public loot drop.
  • Be careful, hijacking an extraction will instantly mark you as Rogue!

-Sealed cache

  • Named and Elite enemies in the Dark Zone can now drop Sealed Caches that contain mystery items.
  • Sealed Caches need to be extracted before they can be opened, just like regular loot drops.
  • There are four qualities of Sealed Cache: Specialized, Superior, High End, gear set.

-Player stash in Dark Zone checkpoints

  • Player stashes are now available in every Dark Zone checkpoint.
  • Checkpoints stashes eliminate the need for fast travel to your Base of Operations to collect your extracted loot!

-ISAC Assignments

  • The ISAC Assignment is a new assignment type included in the map overview.
  • The ISAC Assignment will be available to players at level 30.
  • Every week a new ISAC Assignment will be available to the player.
  • The ISAC Assignment will reward players with exclusive vanity items.

-General

  • Added new high-end named weapons in the game.
  • Hungry Hog: M60 Light Machinegun
  • Centurion: M1911 Pistol
  • Medved: SAIGA12 Shotgun
  • Historian: M1A Marksman Rifle
  • (Showstopper – AA12 Shotgun): Please note that while the Showstopper will be implemented in the game with this update, it will not be acquirable in-game until update 1.3
  • The Historian high-end marksman rifle is now available.
  • Added a 201+ Gear Score bracket for highly leveled players.

Game changes

-Gameplay

  • When a player is at max level, matchmaking for Hard and Challenge mode will now only seek players that are Level 30.
  • Armor damage mitigation cap has been increased to 75%.
  • Improved weapon blind fire and overall handling while in cover.
  • Reduced damages from level 34 NPCs using Shotguns and Sniper rifles.
  • Gear Score will now only take into account the equipped weapon with the highest Gear Score, and discard the other two. This will prevent players from equipping low quality weapons to voluntarily reduce their Gear Score.
  • Increased Gear Score requirement of Falcon Lost to better represent its difficulty (note that the difficulty of this Incursion hasn’t changed)
  • Hard Mode: Gear Score 160
  • Challenge Mode: Gear Score 180

-UI

  • In the Overview of the Inventory, the Health stat above Stamina has been replaced with Toughness. This is a combination of Health and Armor. The player’s health pool will still be visible in the Character page and Stamina still increases Health.
  • The Phoenix credit cap has been increased from 1000 to 2000 credits.
  • Shooting a player while they are interacting with an object will cause the timer to push back. (such as opening a supply crate or hijacking an extraction)
  • Players now have a voice chat indicator in the game UI to see if their own VOIP works.
  • The Special Gear Vendor has been renamed Special Equipment Vendor.

-Items

  • The Sentry’s Call 4 pieces talent will now only apply to semi-automatic weapons (pistols, shotguns, and marksman rifles).
  • The Second bonus on Performance Mods have been significantly improved.

-Dark Zone

  • The extraction departure timer once the helicopter arrived has been increased to 60 seconds.

Loot balancing

  • We have made a number of changes to loot drops. Specific activities will now provide the rewards listed below.

-Missions

  • Hard Mode (Boss Drop) – 1x 163 High End
  • Hard Mode (Mission Reward) – 1x 163 High End
  • Challenge Mode (Boss Drop) – 2x 182 High End, 1x 182 High End or 214 Gear Set, chance for 1x 191 Gear Set
  • Challenge Mode (Mission Reward) – 1x 182 High End

-Falcon Lost/Clear Sky

  • Hard Mode (Boss Drop) – 1x 204 End Weapon, 1x 214 Gear Set, 182/204 High End or 214/240 Gear Set
  • Hard Mode (Weekly Reward) – 1x 204 High End Weapon, 1x 214 Gear Set
  • Challenge Mode (Boss Drop) – 1x 204 Weapon, 1x 240 Gear Set, 1x 204, High End or 240 Gear Set
  • Challenge Mode (Weekly Reward) – 1x 204 High End Weapon, 1x 240 Gear Set

Dark Zone

  • Added Sealed Caches as new source for loot in the Dark Zone. Caches need to be extracted before they can be opened. Caches can come in any quality starting from Specialized and contain:
  • Equipment (weapons, gear or mods)
  • Division Tech
  • Dark Zone Credits

-Brackets 0-160 & 161-200

  • Brackets 0-160 & 161-200
  • Named bosses will now have a chance to drop a High-End or Gear Set Sealed Caches. If it drops, it will replace the guaranteed High-End item
  • Elite NPCs now have a chance to drop a Superior Sealed Cache
  • Named NPC Level 30 (DZ01 and DZ02)
  • 1x 163 High End or 191 Gear Set
  • Named NPC Level 31 (DZ03 and DZ04)
  • 1x 163/182 High End or 191/214 Gear Set
  • Named NPC Level 32 (DZ05 and DZ06)
  • 1x 163/182/204 High End or 191/214/240 Gear Set
  • Added a new Dark Zone bracket for Gear Score 200+. This bracket will contain tougher enemies (level 32 to 34) and provide better rewards
  • All drops from NPCs will start at Superior quality
  • All Division Tech drops will be High-End quality
  • Higher chances to drop Sealed Caches on Elite and Named NPCs
  • Supply Drops will contain 1 High-End item Gear Score 182 (DZ 01-04), 204 (DZ 05-06) plus a chance at a Gear Set item Gear Score 214 (DZ 01-02), 214 to 240 (DZ 03-04), 240 (DZ 05-06)
  • Named NPC Level 32 (DZ01 and DZ02)
  • 1x 182/204 High End or 214/240 Gear Set
  • Named NPC Level 33 (DZ03 and DZ04)
  • 1x 182/204 High End or 214/240 Gear Set
  • Named NPC Level 34 (DZ05 and DZ06)
  • 1x 204 High End or 240 Gear Set

Bug fixes

  • Fixed a bug where the effects of player talents would stack when the talent was repeatedly equipped and unequipped.
  • Fixed a bug where the Reckless gear talent would increase player damage resistance instead of decreasing it.
  • Fixed a bug where the Balanced gear talent would remain active indefinitely after the weapon was shouldered.
  • Fixed a bug with the Brutal gear talent where the damage was multiplicative instead of additive.
  • Fixed a bug with the One is None character talent where the weapon could jam when the magazine was down to one bullet.
  • Fixed a bug with the Specialized gear talent where it wouldn’t account for subsequent gear changes after the backpack was equipped.
  • Fixed a bug with the Path of the Nomad talent where the Health on Kill wouldn’t work if the kill was done with a melee attack.
  • Fixed a bug with the Tactician’s Authority talent where it wouldn’t trigger properly against other Players.
  • Fixed a bug where talents that are triggered by skills could be activated by just aiming the skill instead of using it.
  • Fixed a bug where bleed resistance could roll above 100% on some items.
  • Fixed a bug where players could exit the playable map area by using the mobile cover skill.
  • Fixed an issue where some doors at the entrance of main missions would not open after restarting the mission.
  • Fixed a bug where one of the Base of Operation wings would not unlock after completing Subway Morgue or Lincoln Tunnel missions.
  • Fixed a bug where players would not be able to upgrade their Base of Operation wings correctly.
  • Fixed a bug where the Small RDS Scope Mod would not roll weapon damage bonus, even though it was stated in the blueprint as a guaranteed stat.
  • Fixed a bug where the Base of Operations NPC speech was too repetitive.
  • Fixed an issue where the Base of Operations wing resources would not be displayed correctly if at least one of the wings was not activated (laptop not accessed).
  • Players will no longer be teleported to an incorrect checkpoint during the “Rescue: Tenderloin Civilians” side mission.
  • Fixed a bug where using a consumable would not allow the player to aim until the animation finished.
  • Fixed some visual replication problems when swapping weapons while in the Dark Zone checkpoints.
  • Player characters will now properly holster their weapons when climbing over high cover.
  • Improved UI tooltips for trading between players.
  • Fixed an instance where players would be teleported back to the Safe House during the “Hostage Rescue: Midtown East” medical encounter.
  • Fixed a bug where players would be teleported to last checkpoint in Hudson Refugee Camp.
  • Fixed an issue where players could not matchmake for Free Roam from the mega map, while in Brooklyn.
  • Fixed a bug where the Ballistic Shield visual would become corrupted if the player changed shoulder view while using it.
  • Fixed a bug where the defense turrets in Falcon Lost would be able to shoot players through covers from a medium-long range.
  • Fixed some objects in Falcon Lost that would not provide tactical cover.
  • Fixed a number of tooltips not displaying correctly in Arabic localization.
  • Fixed some instances where dead civilians would need things from the player.
  • Fixed a rare case where Rogue status would expire too soon.
  • Fixed a bug where the player could fall through the map in Brooklyn.
  • Crafting will now properly update blueprint stats if the player has switched their Firearms values while in the Base of Operations.
  • Players can no longer phase transfer to a group member’s higher Dark Zone bracket while having Rogue status.
  • Fixed a bug where automatching would return the wrong difficulty for missions when failing to find a match.
  • Fixed a bug where the player’s own character could obstruct aiming while in cover.
  • And many more!

PC specific

  • Fixed a bug where auto-aim would be automatically triggered on PC.
  • Min and Max mouse sensitivity values are now exposed in state.cfg file.
  • Added an option in the game UI that disables all Gamepad input.
  • Added the option to sort inventory items by Gear Score (PC only).
  • Added the option to toggle aim mode instead of holding to aim.
  • Players can now right-click on gear in the Overview screen to get straight to the mod screen.
  • Players can now rebind the ALT key.
  • Players can now exit the game from the title screen.
  • Fixed a bug where the game UI would not center correctly when dual screen is enabled.
  • Fixed scrolling in Mission Overview in the mega map.
  • Fixed an issue where scrolling through possible recalibrations was not always possible using the mouse.
  • Fixed an issue where the wrong recalibration option could be selected at the Recalibration Station.
  • Fixed a bug where some users could loot items from a distance using the mouse cursor.
  • Snap to Marker feature is now smoother while using a keyboard.

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Assassin’s Creed Movie Trailer Is Finally Here

The official trailer for Assassin’s Creed is finally here and it does not disappoint. Starring Jeremy Irons, Marion Cotillard, Michael K. Williams and Michael Fassbender who plays as Callum Lynch as man on death row and a recruit of Abstergo Corporation. For those of you not well versed with the title, the film is based off Ubisoft’s best-selling games which focalizes on the centuries old fight between the Assassin’s and the Templars. We won’t be getting a new Assassin’s Creed game this year but let’s hope the movie fills that void.

Assassin’s Creed is slated to hit theatres on December 21.

However, rather than follow one of the series more memorable characters like Ezio Auditore da Firenze or Altaïr Ibn-La’Ahad, the writers and filmmakers decided to take an entirely new take and create the story from scratch. This isn’t particularly unusual considering most of their new games focuses on different characters from Assassin’s Creed IV Black Flag with Edward Kenway to Assassin’s Creed Unity’s Arno Dorian. It wouldn’t be an Assassin’s Creed official poster without the iconic leap of faith in it, right? The official poster can be seen below

assassin's creed movie poster

Back when news surfaced regarding Fassbender’s  role in the upcoming Assassin’s Creed film, to research for the game reported by Entertainment Weekly, he commented, “I’ve played it since [being offered the job] mainly to get an idea of the physicality of the character. We’re striving to find something special. We believe the whole concept around it is special and want to service that the best we can.”

What do you think about the trailer – do you like that they have chosen to focus on a completely new story or would you have rather they have made a film based on one of the series previous characters.

Tell us what you think on our official Twitter pages @Hackinformer and @GeorgiaDanaG

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