« February 2009 | Main | April 2009 »
Posted by Bryan Intihar // Community Manager, Insomniac Games
Game on! Tomorrow (March 26) we’ll be bringing you a host of downloadable content for Resistance 2, plus another patch that helps improve the online experience even further (and includes several requests that came from…well, you!). So let’s get right down to it, shall we?
The DLC comes in two forms: new competitive multiplayer maps and character skins. The Aftermath Map Pack features three new battlefields, two set in Twin Falls (Aftermath and Pit Stop) and another in Orick (Outpost). All of the maps support 20-player Deathmatch and Team Deathmatch, while Outpost also lets you play 20-player Core Control. The Aftermath Map Pack will be available for download through the PlayStation Store for $5.99.
We also have six new competitive multiplayer character skins. In addition to our usual band of brothers (of the human, Cloven, and Chimeran variety), we even have two selections for our female R2 players. You can download the following skins through the PlayStation Store for $0.99 each: Rachael Parker, Female Soldier, Ravager, Cloven (Retribution model), Ranger Variation, and Black Ops Variation.
Then we have patch 1.50, or what some on the MyResistance.net forums have been calling the “the big patch.” And it definitely lives up to that nickname—it’s quite substantial. Once you install the patch (the download prompt will come up automatically once you start R2), you’ll now be treated to:
Superhuman Co-op Mode: Does your eight-man Specter squad possess the skills to survive this all-new difficulty? It features stronger enemies and disables auto-respawning (only another squadmate can revive you), but dishes out bigger rewards (double the Grey Tech and XP per round).
Second PSN Login Support: Your fellow couch potato can now save their character’s multiplayer progress, thanks to the added option to log in with two unique PSN accounts.
But that’s really just the beginning of patch 1.50’s offerings:
New Medals:
New Ribbons:
If you have any questions concerning the DLC and patch 1.50, you can find us on the MyResistance.net forums.
This thread is to discuss your thoughts on the multiplayer classes/badges and what you think good combinations will be. The classes are: Rifleman, Scout, Assault, Saboteur, Medic, Tactician, and Engineer. Most classes of a Secondary and Primary ability. You can customize different classes’ primary with another’s secondary for custom originality.
Rifleman
-The default multiplayer character is assigned when no primary badge is selected. A secondary badge may still be added. Riflemen can start with most weapons, except for the specialized ones.
Engineer
-Primary badge ability: Sets up an automated turret which targets the enemy.
-Secondary badge ability: Repairs ammunition dispensers, mounted guns, and automated turrets.
Medic
-Primary badge ability: Revives downed team mates.
-Secondary badge ability: Throws a health pack, which can be picked up by other players.
Scout
-Primary badge ability: Uses a cloaking suit to become near-invisible.
-Secondary badge ability: Tags all on-screen enemy players with a hidden marker, which broadcasts their coordinates to team mates.
Assault
-Primary badge ability: Dons heavy armour twice as strong as normal.
-Secondary badge ability: Temporarily boosts running speed.
Tactician
-Primary badge ability: Throws a coloured smoke grenade, which serves as a spawn point.
-Secondary badge ability: Requests air support from a sentry bot which targets the enemy.
Saboteur
-Primary badge ability: Assumes the disguise of a randomly selected enemy player.
-Secondary badge ability: Throws a sticky, proximity-activated C-4 charge.
Posted by Jason Coker // Associate Producer, PAIN
My Peoples, it’s no secret that PAIN is the People’s Game. Our community has asked us for certain features or types of gameplay, and we’ve taken that feedback and turned it into modes, characters, bug fixes, and so on. No doubt, continued development of PAIN is a time-consuming process filled with pitfalls and turmoil, but in the end, it seems to be working out for the best. We never seem to be able to give you enough content quickly enough, but we get some quality feedback every time we release new content (not just praise – constructive criticism is welcome, too).
PAIN was never designed with online play in mind. The sheer number of active objects flying around at any given time during a single launch is ridiculous to process, and then when you factor in the possibility of each of those objects hitting another object – perhaps an exploding one – the situation becomes even nuttier. With that in mind, we were a bit stupefied when the People said that they wanted PAIN online. That is by no means a small task, but somehow the evil geniuses at Idol Minds have managed to pull it off, and the patch is now live. The patch is free, and it will allow you to play all your favorite multiplayer PAIN Modes against your buddies online. You can get your text chat on, of course, but it wouldn’t be PAIN without being able to talk trash, so we’ve included voice chat as well. Personally, I think that getting a strike or even a spare in PAIN Bowling with Jarvis’ L2 + X pose says more than I ever could, but it’s your world.
We’re about to drop the Smack Pack on you (sold separately), which includes the Darts and Fortress game Modes. As I’m sure you know, traditional Darts wouldn’t be suitable for PAIN. We wouldn’t dare make something as simple as launching a character into an oversized dartboard. Instead, you have to launch you character toward a giant sticky billboard with multiple bullseyes painted on it, in the process grabbing another character (or bomb) and chucking it at the billboard. Sounds simple enough, eh? Oh, I forgot to mention the fact that your opponents have distractions to jack you up during your flight to the billboard. It makes it even more satisfying to clear the distractions and pull off a bullseye, so I hope your game is in order.
Fortress is the other half of the Smack Pack, and it pits you against up to three opponents, each of you with a giant fortress on a floating platform in the sky. On offense, your task is to aim at an opponent’s fortress, launch and grab an exploding object, and chuck it at their fortress to inflict maximum damage. Every bit of damage you do costs that player points, and when their score reaches zero, that player is eliminated. Obviously, we’d never make it easy for you to do something like that, so at the beginning of each game, every player gets a chance to select their defenses, which range from everything from reinforcements that toughen up your walls, to flying mailboxes and cereal that knock launching enemies out of play, to blue screens that fly up and take out enemies and/or their projectiles. Fortress is a blast to play (no pun intended), so make sure your trash talk is ready.
Like all of the current offline multiplayer Modes in PAIN, Darts and Fortress are playable offline, too. In both modes, the various objects and distractions in the game depend on the environment in which you’re playing. For example, if you’re playing Fortress in the Amusement Park, you’re grabbing and chucking exploding teddy bears. Likewise, if you’re playing Fortress in the Movie Studio, you might see some cameras being used to strengthen your opponents’ walls. Both Modes will be playable in all future environments as well.
As always, we look forward to hearing back from you all on online multiplayer once you get a taste. It’s a nice addition to the world of PAIN, and I have a feeling that everybody’s going to be “leveling up” their PAIN skills as a result of the new competition within the community. Let us know what you think. As always, we’re listening. So get out of here and GO ONLINE LATER TODAY!!!!!!
Resistance: Retribution - Available Now Resistance: Retribution arrives in stores today and there is a lot going on this week in celebration.
First, reviews have begun appearing. Below is a selection of a few that have shown up over the last week including three which have given it Editors Choice Awards!
Additionally, the soundtrack is set to appear on iTunes beginning today. Composed by Garry Schyman the soundtrack he created really evokes the action and suspense of Resistance: Retribution. Here’s a sample of one of the tracks called “Chimera Attack.”
Last week, Bryan Intihar at Insomniac Games wrapped up their feature stories on Resistance: Retribution at MyResistance.net. With topics ranging from The Story to The Weapons, the feature ended with information about Resistance: Retribution Connect. Check them all out here.
Finally, the Bend Studio is going to participate in a live chat tomorrow, here on the PlayStation Blog. John Garvin and Chris Reese will be on hand to answer your questions about making the game, the story, working with Insomniac, etc. Come back by the blog on March 18th at 12:00 Noon PDT and check it out.
And check out the Resistance: Retribution Facebook fan page!
I told you there was a lot of stuff!
The game addresses the solo analog stick issue with a lock-on, auto-aim system. When you first pick up the game, it's easy to assume the simplified setup is just a crutch -- you automatically lock onto enemies when they pass through your large aiming reticule's line-of-sight, leaving you to open fire without worrying about precision aiming. As you spend more time with the game, it becomes apparent that the developers made the right choice. Not having to worry about manually targeting enemies allows you to pull off quick headshots (something that is borderline necessary for tackling a certain kamikaze enemy), effectively take cover, and nimbly dodge enemy Auger fire (which can pass through solid objects). And when you need to target a specific enemy, pressing up on the D-pad allows you to take manual control of your aim, but this also leaves you in a precarious position since you're then unable to move.
As effective as it is in mitigating the lack of a second analog stick, Retribution's auto-aim can cause problems in the heat of battle. Occasionally, your sights will target a relatively harmless enemy ducking behind cover 30 feet away when there's a much more pressing threat within arm's reach. Without any way to quickly swap between targets (other than moving the camera and hoping the lock-on switches), you'll suffer a substantial number of deaths as a result of the auto-aim targeting the wrong enemy.
But no matter how you decide to dispatch your enemies, it's hard to tell whether or not your bullets are having any effect until your foes are dead. Outside of a red blip on your targeting reticule (which I hadn't noticed until more than halfway through the game), there's almost never any indication that your bullets are finding their mark. Outside of the rare, huge enemies, the Chimera grunts stand their ground when being shot, seemingly unaffected -- even when taking a shotgun blast to the chest. The reticule blip makes sense when using the Auger to fire through walls at enemies, but it's annoying that enemies don't react to your gunfire when shot.
The inconsistent AI further compounds the problem. You'll never see anything as complex as a flanking maneuver, but enemies sometimes use cover when it's available. Other times, your target will make the boneheaded decision of running directly up to you -- not taking any cover whatsoever -- almost as if he's asking to be killed. It would be one thing if they were trying to rush you with a purpose, but the choice seems arbitrary and only leads to the aforementioned situation where the auto-aim locks onto a distant enemy rather than the more immediate threat.
Retribution's multiplayer also doesn't quite live up to the Resistance name. Eight players can face off online in five different game modes, which, for a PSP game, sounds like a pretty full-featured package, though none of the modes are unique (deathmatch, CTF, last man standing, and a slight twist on king of the hill). While the sheer number of players the PS3 games have wouldn't be possible on PSP, surely Retribution could have offered some customization in unranked games beyond just toggling auto-aim on or off and adjusting the score limit. And the positive reinforcement that rewards even the bad players in Resistance 2 -- you net experience for shooting an enemy player (even if you don't get the kill) and can cash it in for a temporary buff -- is glaringly absent.
Retribution's portable aspect does allow for some minor innovation, though; namely "Retribution Connect," a feature that lets you connect your PSP to a PS3 running Resistance 2. Linking the two unlocks extra content in Retribution, like new weapons and access to new areas, which also provides an incentive to replay the campaign. And, if portability isn't a big factor, Connect also enables you to play Retribution with a DualShock controller. Unfortunately, your PS3 copy of Resistance 2 doesn't get any similar benefits. Still, it's a great example of what's possible for PS3/PSP connectivity.
In spite of its many flaws, Retribution is most certainly worth playing for any shooter fan with a PSP. Even after completing the single-player story, there's reason to go back and replay individual levels: Each has separate goals, like getting a certain number of headshots or not taking damage through a particular area, as well as hidden intel pickups that flesh out the back story. The multiplayer component isn't likely to keep you occupied for long, but there's more than enough single-player content -- especially if you can take advantage of the Retribution Connect extras -- to warrant a purchase. Resistance fans won't be disappointed and newcomers to the franchise will find a very competent portable shooter in Retribution.Take the Logitech Challenge in Gran Turismo 5 Prologue - PlayStation.Blog

Hey! If everyone comments here, we can put something together to see when peeps might be available for KZ2 Clan challenges. If you haven't gotten on Killzone.com yet, it's easy & working better. Sign in with your PSN ID Here http://www.killzone.com/kz/index.psml
Kalel52 says:Speaking at the Wedbush Morgan Securities annual meeting (via Kotaku), Acitivision Chief Financial Officer Thomas Tippl said, "Last year we had probably beaten most expert expectations by growing the Call of Duty franchise over the tremendous success that was the first iteration of Modern Warfare. For 2009, Modern Warfare is coming back, we expect it will be the most anticipated game of the year. Perhaps the number one game of the year despite the fact that it's only going to launch in the holiday season."
"There is no doubt in my mind that it will again raise the bar for the shooter genre.The game is looking incredible and Infinity Ward, the studio that is developing it, is just doing an unbelievable job."
With Call of Duty having ascended to the status of top tier franchise over the past couple years, Tippl might not be far wrong in that assessment. What do you think?Hmm. Well I think we have at least four subscribers to the JLA Blog now, so I guess we should take some time [perhaps weekly] to try to entertain these Loyal Blog-la-dites with Tidbits from the lighter side of gaming versus the regurgitated interweb postings of things already subscribed to via IGN 1UP PS Blog Kotaku etc. etc. This week lets take a moment to experience the blissful gaming couple that is Lugoves & NightNyx…This is a work in progress.
It was a dark and not so stormy gaming night…………..
Lugoves: “Oh man, Did you see THAT! I totally nailed him TWICE! What the Heck!
NightNyx: “ You know I can’t talk to you while I’m gaming.”
Lugoves: “Yeah, right, I forgot …I’ll try to keep it down.”
Lugoves “Did you see that! That guy is totally on the edge of the railing no one can see him,..How’d he get up there? Did you see THAT!
NightNyx “I can’t talk to you, you’re totally messing me up.”
Lugoves “ Yeah, I was just talking to myself, just ignore me.”
NightNyx: “ I can’t ignore you, you keep yapping”
Lugoves “Mumbles Something”
NightNyx “What’d you say?”
Lugoves “Nothing, Just talking to myself.”
NightNyx “What’s the mission? I can’t hear the sound on your TV”
Lugoves “Why don’t you wear your headphones?”
NightNyx “I don’t want to, I can hear on your TV, It just got quiet or something”
Lugoves “It’s cause I’m DEAD” the volume of the announcer is quieter when I’m DEAD, you totally could have healed me too.”
NightNyx “why didn’t you say something?”
Silence
NightNyx “How do you use the Medic thingy anyway?”
Lugoves “hit the right game pad button then shoot em with it” –Trying to stay alive online… “Build the stupid turret faster! Jeeze. Stop! Stop walking by me…Stupid thing starts OVER again. Grrrr.!”
NightNyx “It doesn’t work. I think I just shot somebody.”
Lugoves: “That’s HOW it works, shoot em with the medic gun.”
NightNyx “I keep throwing grenades at em I think”, “Which button is it?”
Lugoves “Uhhh. Maybe it’s the left one. I’m not PLAYING a Medic right now dear….Perhaps the right one is the Health Pack”
-Cat Screams in the background-
Lugoves “I thought I left the door cracked, who shut the sliding glass door to the porch?”
NightNyx “Are you talking to me again?”
Lugoves “No. Just myself” Gets up to let the cat(s) out.
Lugoves “Did The kids eat when they got home?”
NightNyx “Did you invite me to your squad? What do I do?” “The boy ate, the girl just went upstairs.”
Lugoves “Hit select”
Nightnyx Yells upstairs to the Girl “Come down and get something to eat, I left it on the stove.” “Then what, I hit SELECT-“
Lugoves” “Just accept, hit ‘x’ or something-
NightNyx “Why do we have to be in the same squad again?”
Lugoves “I dunno, we get a dedicated com channel-
NightNyx “For the headsets we’re not wearing?”
Lugoves “Yea.”


It is said that all men are created equal, but Killzone 2 players know they don't remain that way for very long. During the game, players score points for killing enemies and successfully completing Mission Objectives. As the scores go up, players move up amongst the ranks, unlocking special badge abilities and receiving rewards in the process. Here is a little insight in Killzone 2's rank and reward system, which is based on skill, dedication, teamplay and honor. Do you have what it takes to make it from grunt to a decorated General?
Player skill and dedication translates to a player's Basic Military Rank, which is gained by killing enemies and completing Mission Objectives. Gaining a higher rank will also lead to the unlocking of content as a reward. Once players have attained a certain rank, they can only lose that rank by receiving penalty points, which a player gets by team killing or committing suicides.
| Title | Points | Reward | |
|---|---|---|---|
![]() | Private | 0 | - |
![]() | Corporal | 30 | Create Squad Option |
![]() | Sergeant | 100 | Create Clan Option |
![]() | Sergeant 1st Class | 200 | TBA |
![]() | Master Sergeant | 350 | Unlock Badge - Medic |
![]() | Sergeant Major | 550 | TBA |
![]() | Lieutenant | 800 | Unlock Badge - Engineer |
![]() | Captain | 1100 | TBA |
![]() | Major | 1450 | Unlock Badge - Tactician |
![]() | Lieutenant-Colonel | 1850 | Unlock Badge - Assault |
![]() | Colonel | 2300 | Unlock Badge - Saboteur |
![]() | General | 2800 | Unlock Badge - Scout |
All players automatically compete for honor ranks, which are awarded every week to the cream of the crop of players in the universe.
| Title | Awarded to | |
|---|---|---|
![]() | Brigadier General | Top 10% players in universe |
![]() | Lieutenant General | Top 6% players in universe |
![]() | Major General | Top 3% players in universe |
![]() | General of the Army | Top 1% players in universe |
Honor ranks are awarded by comparing player statistics over the period of one week, starting and ending on Sunday, midnight (GMT). After honor ranks have been rewarded, the gathering of statistics restarts. Players rewarded with an honor rank get a trophy that is permanent. However, the honor rank itself is being reset each week.
Next to attaining a certain rank, players are also rewarded for performing specific feats or accomplishing specific goals during the course of one round. These rewards come in the form of ribbons and medals, which can be viewed in the Player Profile.
Generic
| Ribbon Title | Awarded When... |
|---|---|
| Kill Count | 10 Kills are made by the Player |
| Good Conduct | 0 Team-Kills/Suicides are made by the Player and he has scored at least 20 points. |
Badge Specific
| Ribbon Title | Awarded When... |
|---|---|
| Revival Specialist | 5 Players Successfully Revived |
| Healing Specialist | 5 Players Healed |
| Air Support Specialist | 5 Kills by Air Support Called |
| Spawn Point Specialist | 5 Players Spawned on Placed Area |
| Turret Specialist | 5 Kills by Sentry Turret Placed |
| Repair Specialist | 5 Objects Repaired |
| Boost Specialist | 5 Boosts Performed |
| Cloak Specialist | 5 Enemies Killed while Cloaked |
| Spot and Mark Specialist | 5 Players Spot and Marked |
| Disguise Specialist | 5 Enemies Killed while Disguised |
| C4 Specialist | 5 Kills by Placed C4 Explosives |
Combat Specific
| Ribbon Title | Awarded When... |
|---|---|
| Sidearm Specialist | 10 Kills by Pistols |
| Sniper Specialist | 10 Kills by Sniper Rifle |
| Close Combat Specialist | 10 Kills by Close Combat Melee |
| Headshot Specialist | 10 Kills by Headshots |
Mission Specific
| Ribbon Title | Awarded When... |
|---|---|
| Search and Retrieve Specialist | 2 Objectives Returned |
| Search and Destroy Specialist | 2 Objectives Placed/Disarmed |
| Assassination Kill Specialist | 1 Assassination Target Killed |
| Assassination Defend Specialist | Assassination Target that survived the mission |
| Body Count Specialist | 10 Kills Made during Mission |
| Capture and Hold Defend Specialist | 10 Mission Points Earned Defending a Point |
It's possible for players to accumulate ribbons of the same type. Once the player has been rewarded with enough ribbons of one type, he receives the associated Medal and new content is unlocked.
Generic
| Medal Title | Ribbons Needed | Unlocks |
|---|---|---|
| Natural Born Killer | 8x Kill Count | Increased Grenade Amount |
| Example Soldier | 8x Good Conduct | Increased Start Ammo Amount |
Badge Specific
| Medal Title | Ribbons Needed | Unlocks |
|---|---|---|
| Trauma Surgeon | 8x Revival Specialist | Secondary Medic Ability |
| Field Medic | 8x Healing Specialist | Combine Medic Secondary Ability |
| Spawn Authority | 8x Spawn Point Specialist | Secondary Tactician Ability |
| Aerial Supportive | 8x Air Support Specialist | Combine Tactician Secondary Ability |
| Field Mechanic | 8x Repair Specialist | Combine Engineer Secondary Ability |
| Front Runner | 8x Boost Specialist | Combine Assault Secondary Ability |
| Defensive Specialist | 8x Turret Specialist | Secondary Engineer Ability |
| Shadow Marshal | 8x Cloak Specialist | Secondary Scout Ability |
| Forward Observer | 8x Spot and Mark Specialist | Combine Scout Secondary Ability |
| Master of Disguise | 8x Disguise Specialist | Secondary Saboteur Ability |
| Explosives Expert | 8x C4 Specialist | Combine Saboteur Secondary Ability |
Combat Specific
| Medal Title | Ribbons Needed | Unlocks |
|---|---|---|
| Quick Draw | 8x Sidearm Specialist | M4 Revolver Secondary Weapon |
| Hawk's Eye | 8x Sniper Specialist | Sniper Rifle Update |
| Black Belt | 8x Close Combat Specialist | Increased Points/Melee Kill |
| Head Fetish | 8x Headshot Specialist | Increased Points/Headshot |
Mission Specific
| Medal Title | Ribbons Needed | Unlocks |
|---|---|---|
| Retrieval Corps | 8x Search and Retrieve Specialist | Increased Points/Return |
| Bomb Squad | 8x Search and Destroy Specialist | Increased Points/Return/Disarm |
| Assassins League | 8x Assassination Kill Specialist | Increased Points/Assassination Kill |
| Bodyguard Alliance | 8x Assassination Defend Specialist | Increased Points/Defensive Kill |
| Corpse Counters | 8x Body Count Specialist | Increased Points/Kill (Body Count only) |
| Defense Initiative | 8x Capture and Hold Defense Specialist | Increased Points/Defensive Kill |
Valor is Killzone 2’s clan currency. It can be used to pay entry fees for clan tournaments, but also as a wager during clan matches. It can be used by clan leaders and clan officers when they create clan challenges or enter tournaments. Valor also directly determines the rank of clans, so the more Valor a clan earns, the higher it will be ranked.
Clik here to learn more about the Valor system.


Killzone's Warzone scoring mechanics consists of two scoring systems that track Individual Scores and Faction Scores. The two scoring systems enable players to track their own progress and their Faction's progress during the game.

Individual Scores track the player's progress in the game. All scores gained are tracked and compiled into one statistics page that is used to rank the player against other players in the game. As your scores go up, you will move up amongst the ranks and unlock badge abilities and rewards. All players start Warzone games with a score of zero. Points are gained for killing members of the opposing team or completing Mission Objectives. Points are deducted for killing members of the player's own Faction or committing suicide. Individual Scores can be gained faster if players have earned medals. As an added bonus for winning Warzones, Individual Scores of players have a bonus multiplier applied to them.
Factions gain points during the Warzone by winning missions. These Mission Wins indicate the overall progress of the Faction during Warzones. Both Factions start Warzone games with zero Mission Wins. To win Warzones, Factions have to win the most Missions. Remember: by winning the Warzone, all members of the winning Faction have a bonus multiplier applied to their Individual Scores, so it is crucial that everyone plays to win!
The Mission progress-bar shows a Faction's progress during missions. At the start of a Mission, the progress-bar is empty. By completing Mission Objectives, the progress-bar fills up progressively. Factions win the Mission by having the greatest mission-progress when the Mission timer runs out or by completing the mission, filling up the progress-bar completely.
By pressing the select-button on the controller, players can track their current rank in the ingame scoreboard. Next to a players rank and the number of Mission Wins, the scoreboard gives an overview of the following statistics:

The defending faction can only win by keeping the target alive outside his base camp during the mission. Remember that a mortally wounded target can still be revived, so have medics on standby to save a wounded target and the mission! The attacking faction wins by killing the target before the time runs out. During Warzones, Factions play two rounds of the Mission, both as the assassins and target side.
Friendly kills and suicides do not count as a kill, but lead to loss of points. Factions win by killing the predetermined number of enemy players or by having made the most Mission Progress when the mission timer runs out.
Factions win by either holding friendly Mission Areas for a predetermined amount of time or by having made the most Mission Progress when the mission timer runs out. A Mission Area is deemed friendly while your Faction is the only one in the area.
The attacking Faction wins if they destroy the Mission Objective. The defending Faction wins if they prevent the attacking Faction from destroying the Mission Objective until the mission timer runs out. During Warzones, Factions play two rounds of the Mission, both as the attacking and defending side.
Factions win by either returning the predetermined number of Mission Objectives or by having returned the most Mission Objectives when the mission timer runs out.


Enter your email address below to be alerted when this is ready:
Your email address:We're excited to announce to you, Playfire.com members, something we've all been waiting for... Our good friends at Sony have allowed us to reveal the design for the upcoming official Sony PSN Portable ID! Scheduled to hit very soon, we're all excited at Playfire, and cannot wait to try it out! The ID will be from eu.playstation.com and it'll update automatically based on the Portal.
Hi folks,
Boost
we’ve identified and fixed the bug to do with the boost medal not being awarded. It will go into a patch we are working on at present, but there is a workaround in the mean time to get it. Simply ensure that you are the Game Creator rather than client and you’ll be awarded it.
Network Errors/Honor Ranks
We are also looking at fixing a good bunch of the network errors and are looking into the complaints about the Honor Ranks as well as a couple of other bits and pieces. We’ll provide a list of fixes when we are close to releasing the patch.
Bots
We’re working on a permanent solution for the bots stat padding and have some internal solutions that we’re going to work on implementing. We’ll let you know what those are when we’ve got the patch together and the solution implemented.
We will NOT be wiping ALL stats and padders will be looked at individually by the moderators.
www.kz.com
www.killzone.com is being sorted out today to deal with the massive traffic its been facing and hope to have some long-term solutions in place shortly.
The stats are currently empty on the site and will be repopulated soon.
The site may not contain all the game functionality at first and we’re working on bringing it back as soon as possible.
Controller Issues
We have not stopped looking into the complaints and will see what we can do about it. Any possible changes will have to be carefully implemented and tested before being deployed though. Any potential changes would not be sweeping and we’d do our best to ensure they do not negatively affect anyone not having problems.
Charge disarming
We have identified the issue where sometimes the C4 charge in Search and Destroy will not disarm. Will be fixed with the next update.
Shotgun Aim Assist
Investigating the problem and will patch it up.
Clan Games
Sometimes the clan that does not turn up for a match is awarded the win under specific circumstances. Will be patched ASAP.
Battle Replay for Map 8 - Corinth Crossing
The BR on www.killzone.com is not quite right and will be fixed soon.
Ignore list
Was found not to be functioning correctly. Will be fixed in the next patch.
Crashes
Crash when using Saboteur disguise in certain situations. Will be fixed in the next patch.
Infrequent crash when trying to start a game with an empty game name. Will be fixed soon.
Medic/Assassination
There is an issue with the Assassination target HUD icon displaying when playing as a Medic. Investigating and will be fixed.
Thanks and apologies if I am not responding to all questions, PMs and threads. There are simply not enough hours in the day to help all of you out and I have to work on the issues themselves. So please stay calm and sensible and everything will get fixed up soon. As you can see we’ve fixed up a bunch of the problems you have encountered as well as a couple more you might not be aware of. The important thing is to be patient. Any patches have to be carefully implement to ensure that no additional issues are introduced.
motherh666
Epic Games' Steve Polge wrote on the forums:
Unfortunately, due to circumstances out of our control, the certification process for the PS3 patch and DLC has taken much longer than we expected. As a result, we have been forced to push back the release date for the PS3 version to 3/19.The free update continues Epic's post-release support of the Unreal Tournament games, although this is the first time console gamers will be getting a taste. Among the contents of the Titan Pack are nearly 20 new maps, two new weapons, and support for Steam Achievements and PS3 Trophies. There's a lot to look forward to, so hopefully Epic won't have lost the faith of any PS3 gamers that now face an additional wait before getting any new official content. At least they're not losing out as much as owners of the mod-less 360 version areThe PC patch contains updates that will improve mods cooked for PS3, so we'll be taking advantage of this extra time to work with mod authors to make sure the best mods for UT3 are cooked with the latest patch.
I gave it a try Wed AM. They say they'll email me when my trophies are imported. I'll let everyone know if it works here, so you can switch from *manual*.