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PATCH NOTES 2.10.0 TO 2.10.2

PATCH NOTES 2.10.2 KNOWN ISSUE [PC] The “Match Found” Notifications, sound, controller rumble and icon flashing, are missing when in “Full Screen” display option, please use “Borderless Window” or “Windowed” as a workaround until we fix this issue in a future update BUG FIXES FIGHTERS Lawbringer [Adjustment] Reduced Top Heavy Attack Opener Stamina Damage to 30 (from 50) [Adjustment] Reduced Second Top Heavy Attack in chains Stamina Damage to 35 (from 60) [Adjustment] Reduced Top Heavy Finisher Stamina Damage to 40 (from 80) [Adjustment] Removed Extra Stamina Cost on all Impale Hit Animations and on all Impale Exit Animations (was 25 Stamina each) [Adjustment] Reduced Regular Zone Attack's vulnerability to Guard Break to 100ms (from 200ms) Developer comments: This is an adjustment we are making after the Global Change to Stamina. The Lawbringer could deal too much Stamina Damage to enemies in group fights so we are adjusting it. Raider [Adjustment] Reduced Stunning Tap Stamina Damage to 20 (from 30) [Adjustment] Forward Throw now deals a flat 20 Stamina Damage like other throws (Was removing 20 Stamina every 100ms) [Adjustment] Stampede Charge now deals a flat 20 Stamina Damage like Forward Throw (Was removing 25 Stamina every 100ms) [Adjustment] Reduced Knee Attack after Stampede charge and forward throw Stamina Damage to 30 (from 40) Developer comments:This is an adjustment we are making after the Global Change to Stamina. The Raider could deal too much Stamina Damage to enemies in group fights so we are adjusting it. Shaolin [Bug Fix] Fixed an issue that allowed the Shaolin to flicker attacks during Qi Stance entry [Bug Fix] Fixed an issue that allowed the Shaolin to exit Qi Stance when rapidly changing stances during the Qi Stance entry PATCH NOTES 2.10.1 BUG FIXES FIGHTERS Hitokiri [Bug Fix] Fixed an issue that allowed the Hitokiri “Senbonzakura” Feat to be usable multiple times if an opponent that is not locked by the Hitokiri is hit PATCH NOTES 2.10.0 KNOWN ISSUE [Xbox One] There’s currently an issue when booting the title with Headphones plugged into your Controller that’s turning sound off. Please unplug and plug your Headphones again as a workaround until we fix this issue in a future major patch. IMPROVEMENTS GENERAL New Out of Stamina Logic Developer comments: When Out of Stamina, Stamina will not be further drained through any means. Attacking, getting Parried, getting hit with moves depleting Stamina, etc. will now have no effect other than pausing your Stamina regeneration if the move had this property before. Coupled with this change, the following moves that use to set the opponent's Stamina to 20 will now deal set Stamina damage: Raider: Stunning Tap now deals 30 Stamina damage Follow-up knee hit when knocked into wall now does 40 Stamina damage Valkyrie: Side Light Attack Finishers now deal 80 Stamina damage Warlord: Knocking an opponent into a wall during Crashing Charge now deals 60 Stamina damage. Lawbringer: Top Heavy Attack now deals 50 Stamina damage 2nd Top Heavy Attack in Chain now deals 60 Stamina damage Top Heavy Finisher now deals 80 Stamina damage Blind Justice now deals 15 Stamina damage Light Riposte now deals 15 Stamina damage FIGHTERS Raider Stunning Tap now does 15 damage (was 18) Stunning Tap's Attack indicator is not shown for 0-100ms to prevent flicker Back Dodge no longer branches to Guard Break Side Dodge no longer branches to Guard Break Developer comments: For Stunning Tap, we saw that the move is working properly for opening up opponents, so we decided to tune down the move a bit on the reward side. We also fixed an issue with the indicator that was not updating the Raider's Stance for the first 100ms. With this change we ensure that the move acts the same as before (Displaying 400ms indicator on a 500ms move), but we prevent issues where the player would see a Stance Flicker. Removing the Side and Back Dodge to Guard Break from the Raider’s moves was something we wanted to do when we released the improvement, but we needed to see if the character was good enough at opening up their opponents. This move also allowed the Raider to protect their dodge from Guard Break attempts on reaction, which is something we don't want to happen. Warlord Front Throw distance reduced by 1.0m and reduced animation length by 200ms Left Throw distance reduced by 1.75m and reduced animation length by 200ms Right Throw distance reduced by 1.75m and reduced animation length by 200ms Back Throw distance reduced by 0.5m Crashing Charge distance reduced by 1.0m and reduced animation length by 200ms Developer comments: The Warlord’s throw distance previously allowed fairly easy access to ledging or wall-spatting opponents in all directions. By slightly reducing how far and how long the throw can go, we’ll slightly reduce its efficiency – while still allowing Warlord’s throws to be dangerous. Shaman Front Throw reduced 0.50m Left Throw reduced 0.75m Right Throw reduced 1.00m Back Throw reduced 1.50m Developer comments: The Shaman’s throw distance was very high in all directions. This will reduce her efficiency when ledging or wall-splatting opponents in all directions, while still allowing her to connect to her throw follow-ups. ARCADE Added an extra chance of getting Battle Outfits, Ornaments and Embossing’s from completing Weekly Arcade Quests Developer comments: Before the update, these items would only drop from Weekly Arcade Quests if the players looted all effects. With the introduction of new items in this pool, we want to provide other ways to access this content. USER INTERFACE Ranked Rank penalties are now listed in the Ranking update screen. CUSTOMIZATION Emblems can be displayed on more armor parts. The Characters’ team has revised their rules and regulations for the Color Swatches. We are allowing more Neutral colors to be used as either Attacker or Defender Color Swatches. BUG FIXES GENERAL [Bug Fix] Partially fixed an issue that caused the players to receive the message “Requirements not Met” or “Leader not ready” when trying to matchmake from the World Map. Developer comments: As we are narrowing down on a proper fix, we have identified ways to consolidate and optimize some related game flows in the hope that those changes fix or, at least, reduce the occurrences of that issue. We've also modified the way we track said issue to help us better identify its cause in the future and apply the proper fix. FIGHTERS General [Bug Fix] Reduced occurrence of an issue that caused some players to sometime notice that their Revenge is not building up in situations where it should. Developer comments: We found one instance of this issue but we know there are still issues with Revenge gains, we are already working on a more global solution to make sure that Revenge gains are consistent in all situations. It will be released in a future major update. [Bug Fix] Fixed a regression that caused the Side Deflects to be very hard to perform. This has been corrected and Side Dodges should behave in the same way they were before this bug was introduced in S9TU2. [Bug Fix] Fixed an issue that caused a damage multiplier to be applied when hitting a Hero that is exiting a ladder. [Bug Fix] Fixed an issue that was allowing a drop attack to be successful even if the Hero was killed during the drop attack. Raider [Bug Fix] Fixed an issue that caused the Raider’s “Stampede Charge” to not be completely interrupted by the Shaman’s “Predator’s Mercy”. Shugoki [Bug Fix] Removed the pink charged visual effect from Heavy Starters since it conflicted with the Uninterruptible Stance visual effect. Shinobi [Bug Fix] Fixed an issue with Shinobi being unable to cancel his second Dodge into Attack if the player queued a stance change right before the Dodge. FEATS General [Bug Fix] Fixed an issue that allowed players to drop more than one Trap Feat of each kind if the first Trap is placed while using a Feat Boost. Deliverance [Bug Fix] Fixed an issue that caused the Hitokiri’s “Deliverance” to become permanently active if a Feat Boost expires during an execution. Doom Banner [Bug Fix] Fixed an issue that caused the Tiandi’s “Doom Banner” to disappear if the player placing it is killed. It is now consistent with all other Heroes who have this feat. Rally Call [Bug Fix] Fixed an issue that caused the “Rally Call” feat to not work properly when the Heroes’ Health is under 25%. Staggering Blow [Bug Fix] Fixed an issue that caused “Staggering Blow” to not work properly with Out-of-Lock Heavy Attacks, Zone Attacks and half-charged Heavy Attacks. MAPS Forge [Bug Fix] Fixed an issue that allowed the players to fall out of world on the stairs in Capture Zone C. The Harbor [Bug Fix] Fixed an issue that allowed the players to reach an inaccessible area by dropping from a Zip Line at the right moment. BOTS [Bug Fix] Fixed an issue that caused the Bots to be unable to perform Deflects if the player performed Side Chain Attacks. USER INTERFACE [Bug Fix] Fixed an issue that caused the Lawbringer’s “Make Way” to not be displayed as Unblockable in the Move Set. [Bug Fix] Fixed an issue that caused the Raider’s “Raider Storm” to not be displayed as Unblockable in the Move Set. CUSTOM MATCH [Adjustment] You can now select the phase in which you want to start the match when playing Breach from Custom Match. CUSTOMIZATION [Adjustment] Changed the description of the “Honor and Unity” Ornament to better reflect the reason why this Ornament is awarded. [Bug Fix] Fixed an issue that caused the description of the “Number One” Signature to be missing. [Bug Fix] Fixed an issue that caused “Soul Eater” to be missing part of its audio when applied on Hitokiri’s Executions. [Bug Fix] Fixed an issue that caused the Raider’s “Woodcutter” Signature to clip with other Heroes in the Victory screen. [Bug Fix] Fixed an issue that caused the Winter Masks, “Northern Dragon” and “Iced Buffalo”, to sometimes have graphical issues. [Bug Fix] Fixed an issue that caused the Black Prior’s “Severe Sentence” to be offset when performed on the back of opponents. [Bug Fix] Fixed an issue that caused the “I Bring War” Effect to clip with the Nobushi’s helms. ...

Break it Down: "Miss Murder" by AFI

AFI performing at the Live Earth concert in New Jersey, 2007 By Matt Montgomery "Miss Murder" is AFI's biggest commercial success, reaching #1 on Billboard's Modern Rock Charts in June of 2006. That's partly due to its extremely hooky and repetitive chorus, but it also takes a ton of twists and turns during the verses that keep the listener actively engaged from start to finish. For this week's article, I want to talk about musical form, and in doing so, try to uncover exactly what AFI did to create such a well-crafted hit song.   Musical form refers to the overall structure of a piece of music. The most common form in modern popular music is Verse, Chorus, Verse, Chorus, Bridge, Chorus. Though it might seem rigid to follow such a set plan, deciding on a form tends to open up possibilities rather than limit them. Mozart often used the Sonata form, Cole Porter used A-A-B-A almost exclusively, and most popular music of the last 60 years has used some variation of Verse, Chorus, Verse, Chorus, Bridge, Chorus. Nothing wrong with that at all! "Miss Murder" starts with its chorus, but otherwise follows a very standard form: Chorus Verse Chorus Verse Chorus Bridge Chorus Verses tend to have much more variation, both lyrically and musically in contrast to choruses. While verses introduce new material and propel the song forward, choruses function as a familiar landing spot where the listener can sing along. One of the reasons the chorus of "Miss Murder" feels so good is that the verses do such a great job introducing tension while always building towards the chorus. AFI singer Davey Havok and guitarist Jade Puget The verses begin with just drums, bass and vocals. This offers a change in dynamics and gives the song room to build. Also, you'll hear that the chords change only every two bars, effectively slowing down the pace of the song (the rate at which chords change is known as Harmonic Rhythm). The guitars re-enter after eight bars with a palm-muted riff that builds all the way to the end of the verse, at which point the whole band suddenly breaks. This is extremely effective not only in ending the verse, but in adding serious impact to the start of the chorus. While the verses continually build and develop, the chorus is a model of simplicity. The lyrics are repetitive and simple, and so is the music. The electronic sounds disappear, and what remains is classic punk instrumentation: simple and blaring guitars, drums crashing on every beat, and a "HEY!" shouted by the band members on the off beats. While every verse contains unique elements, every chorus is played in exactly the same way with the exact same lyrics. The verses offer so much sonic and lyrical variance that the simplicity of the chorus is a welcome break for the listener.   When the bridge comes in, the singing stops, the distortion comes off the guitar, the drummer switches from the cymbals to the toms, and when the singer re-enters, it's almost in a whisper. The band essentially hits a reset switch, allowing them to start building the intensity all over again from scratch. Throughout the next 32 bars or so, the guitars get louder and more dissonant, the drums get busier, and the singer gets more and more abrasive. This section concludes with a primal scream and a sudden change back to the original, faster tempo. AFI then gives us the chorus two more times before ending the song with two thunderous beats. By challenging the listener during the verses and offering familiarity in the choruses, AFI created a hit song that is both interesting and fun. Though the template they used was tried and true, they found a way to create something new within the traditional song form. For any guitar players looking to make the jump from player to songwriter, I highly recommend starting out with an established form, and then choosing which rules to break along the way to make your song unique. Matt Montgomery has been a notetracker and composer for Rocksmith since 2010. Matt received a BFA from the California Institute of the Arts, studying viola and composition. As a multi-instrumentalist, composer, and songwriter, he has worked with Nickelodeon, Cartoon Network, IFC Online, Symphony Silicon Valley, California Symphony, and several independent films and commercials. AFI at Live Earth" by audrey_sel is licensed under CC BY-SA 2.0 AFI-2" by Moses Namkung is licensed under CC BY 2.0...

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