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Welcome to Urgent Fury
Urgent Fury is a PlayStation Competitive community offering leagues and Scenario Based TacMap Tournaments for games such as Call of Duty, Battlefield and Last of Us. Our goal is to give "The Greatest" a place to compete in a respectful arena, and our motto "Win with Honor, Lose with Dignity" exemplifies exactly what this is all about. At the end of the game you shake virtual hands, usually by saying good game, no matter if you win or lose and show respect to your fellow gamer.
We have been working hard to bring a new design along with a much more stable platform for you to enjoy here at UF. Head over to the Forums to interact with our community and get in on the conversations. We are glad to have you here and look forward to providing you with a great experience.
Free Community Hosting and Features
Host your Community/Clan/Team completely free here on Urgent Fury. Create a custom homepage, forums, tournaments and more. Upgrade to Spec Ops Premium and offer even more features and even Paid Memberships. Learn more by visiting our community example.
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Urgent Fury and SoarDogg are proud to present the 2024 - 2025 UFGL Black Ops 6 League featuring eight organizations from the SoarDogg Family. Between now and July the teams will compete in several rounds of head to head online events with each other to determine the final seeding for the Championship to be held at the Texas Battle Bowl July 11th - 13th in Midland, TX.
The league will utilize the CDL Modes and Settings with all matches streamed on Urgent Fury Live. Support your favorite Org by grabbing gear from their SoarDogg Stores and supporting our Sponsors.
This Franchise League is designed to empower our selected organizations through revenue shares and no cost for entering the league. The more you support the league the more you support the orgs competing.
Be sure lock into Urgent Fury on Twitch to watch the action live. All league matches will be streamed with commentary. Head over to Discord if you are a Free Agent and looking to join one of our 8 orgs.
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Urgent Fury and SoarDogg are proud to announce the UFGL Black Ops 6 LAN Series with a $40,000 total prize pool.
We will host 3 LANs in Miami, Chicago and Kansas City with the Championship at the Texas Battle Bowl in Midland, TX.
Each event will offer points towards seeding at the Championship and each event will include a $10,000 prize pool that is paid out to the Top 8 Placements.
Go to the UFGL LANs page for info and to purchase a team pass today!
These events are sponsored by Happy Vibes and Charge Chocolate.
We invite you to the only eSports and Tech Expo in West Texas!
Competitors from all over will descend on West Texas to compete in various tournaments with a potential prize pool of over $35,000 in one single weekend! With a single competitor 3 day pass you can choose from a variety of Tabletop, Fighting, Racing and Shooter Games to compete in.A select number of vendors will be onsite with great merchandise to purchase along with select vendors providing information about the gaming industry.
Early Bird Pricing is now available through February 1st, 2025, grab your tickets now!
For more information go to https://www.txbattlebowl.com!
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Latest Activity
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PSBlog Feed: PlayStation Store: February 2026’s top downloads
It’s time to see which PS5, PS4, PS VR2, and free-to-play games topped last month’s download charts. February saw nothing but love for zombies and Leon as Resident Evil Requiem topped the US and EU PS5 charts. Check out the full listings below. What titles are you playing this month? PS5 Games US/CanadaEUResident Evil RequiemResident Evil RequiemNBA 2K26EA SPORTS FC 26ARC RaidersUFC 5EA SPORTS Madden NFL 26Grand Theft Auto VCall of Duty: Black Ops 7MinecraftGrand Theft Auto VIt Takes TwoREANIMALARC RaidersEA SPORTS FC 26REANIMALMinecraftForza Horizon 5God of War Sons of SpartaCall of Duty: Black Ops 7UFC 5God of War Sons of SpartaNioh 3NBA 2K26It Takes TwoNioh 3High On Life 2Resident Evil 4EA SPORTS College Football 26Among UsNHL 26Marvel’s Spider-Man 2Marvel’s Spider-Man 2Gran Turismo 7Forza Horizon 5Split FictionHELLDIVERS 2Hogwarts LegacyResident Evil 4Kingdom Come: Deliverance II *Naming of products may differ between regions *Upgrades not included PS4 Games US/CanadaEURed Dead Redemption 2Red Dead Redemption 2Gang BeastsA Way OutA Way OutGang BeastsResident Evil 6EA SPORTS FC 26theHunter: Call of the WildUnravel TwoRESIDENT EVIL 5Resident Evil 6Middle-earth: Shadow of WarGrand Theft Auto VMinecraftRESIDENT EVIL 5Grand Theft Auto VMinecraftFOR HONORRayman LegendsBatman: Arkham KnightBatman: Arkham KnightUnravel TwoThe ForestNBA 2K26Kingdom Come: DeliveranceCall of Duty: Black Ops IIIMafia: TrilogyResident EvilIt Takes TwoGod of WarMiddle-earth: Shadow of WarThe ForestSTEEPOvercooked! 2Assassin’s Creed OdysseyMafia: TrilogyWRC 7 FIA World Rally ChampionshipSTAR WARS Battlefront IIOvercooked! 2Red Dead Redemption 2Red Dead Redemption 2 *Naming of products may differ between regions PS VR2 Games* US/CanadaEUAlien: Rogue Incursion VRAlien: Rogue Incursion VRPavlovCreed: Rise to Glory – Championship EditionCreed: Rise to Glory – Championship EditionHorizon Call of the MountainAmong Us 3D: VRArizona Sunshine 2Beat SaberAmong Us 3D: VRArizona Sunshine 2Job SimulatorJob SimulatorBeat SaberVampire: The Masquerade – JusticeVampire: The Masquerade – JusticeHorizon Call of the MountainCooking Simulator VRZero Caliber VRKayak VR: Mirage *PlayStation Store purchases only. Game upgrades or games bundled with hardware not included Free to Play (PS5 + PS4) US/CanadaEUFortniteFortniteRobloxRobloxRocket LeagueRocket LeagueCall of Duty: WarzoneCall of Duty: WarzoneMarvel RivalsTom Clancy’s Rainbow Six Siege X – Free AccessTom Clancy’s Rainbow Six Siege X – Free AccesseFootballOverwatchFall GuysHighguardAsphalt LegendsApex LegendsMarvel RivalsDelta Force (F2P)VALORANT View the full article -
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PSBlog Feed: The Warhammer racer Speed Freeks is coming to PS5
Hello there, everyone. Today, we are absolutely stoked to announce that the Orkiest game of all time is coming to PlayStation 5! Speed Freeks is a high-orktane combat racer – set in the Warhammer 40,000 universe, featuring chaotic, brutal races, in-depth customisation options, and a totally ‘live’ creation mode where you can load into a blank canvas with your friends and play your creations in real time as you build them. I’m here with Jon Doughty, Lead Designer and Level Designer at Caged Element Inc, to answer a few questions about our PlayStation heritage, about the game itself, and of course, what it’s like working with the Warhammer license. What made you want to bring Speed Freeks to PlayStation? Chris: Well, it’s obviously a great system, but it’s also got a strong pedigree for driving games in, especially combat racers in the past. Our first game, Grip, was a spiritual successor to Rollcage. We hope Speed Freeks can usher in a new era of combat racing games, as it’s an awesome genre that doesn’t get a lot of love these days. But it’s much more than a traditional combat racer, with the types of modes we’ve made, including the aforementioned Creation Mode. There’s lots of chaotic fun to be had – we hope the PlayStation players will dig it. Play Video What do you think sets Speed Freeks apart from other vehicular combat and PvP games? Jon: Speed Freeks is a true vehicle shooter, which, unfortunately, is rare. We tried to incorporate all the vehicle combat elements we love, from acrobatic stunt cars shooting at you while halfway through a backflip, to armored tanks perched on hilltops. And then we threw some crazy stuff in: a roaming assassin trike, a Grot Mega Tank with a flipper straight out of a robot combat show, helicopters, etc. I think Speed Freeks meshes a lot of diverse vehicle combat gameplay into one very fun and surprisingly balanced game. The vehicles in this game are very agile, and their abilities make them very versatile. What made you lean into such a versatile movement? Jon: We’ve always been big on movement in games – Rocket League, Apex Legends, even the Tony Hawk series – but a lot of Speed Freeks’ movement tech was actually discovered accidentally by players, and we decided to leave it in. Vehicles give you lots of options for different movement abilities, and I think we pushed it really far with Speed Freeks, and different moves ended up synergizing, and it just went wild. Allowing most vehicles to completely redirect their momentum on a dime whenever they’re touching the ground (or a wall) basically exploded the skill ceiling, and the way that the Dash ability interacts with handbrake and some of the propulsion abilities is addicting to master – and something we’re really proud of. The main mode in the game, Kill Konvoy, is a mashup of traditional modes, but with a fun spin – plus a massive Stompa mech in the middle. How did you come to design this unique mode? Jon: We workshopped this mode a lot and ended up with this reverse Capture The Flag (CTF) mode where you pick up flags in the mid-field and take them to the enemy’s base – except the flags are bombs, of course. And their base is a walking mech. The moving base aspect really meshes well with the high speeds, and all these different roles came about naturally: there are the high-flying bomb runners, roaming defenders, suppressors that clear out those defenders, and even goalies that guard at the foot of the Stompa. If you’ve ever played the high-speed CTF mode from the Tribes franchise, you’ll know how fun this kind of gameplay can be. This game mode rules. If I had to pick the best thing we’ve done in Speed Freeks, it’s the design of this game mode and its maps, and I think our core players agree. Speed Freeks has a multiplayer level editor. Was this something planned from the beginning? Chris: Definitely not. Our core community is really passionate, constantly throwing out wild ideas for Orky environments, so we figured: let’s just give them some tools. How the editor worked really lent itself to quick iteration, and we also discovered we could have players drop in and drop out, like in any other mode. It’s actually my favourite part of the game, seeing a level being constructed in real-time with players driving around on a level while it’s being built, sometimes getting smacked by assets in the middle of being placed. It’s hilarious and a really fun, creative way to play – especially over voice chat. We also have an in-game workshop where players can upload their custom maps to the cloud for others to play, either solo or online. The team and I are really happy with how the Creation Workshop turned out. It’s kind of crazy how well and how quickly it all came together. How’s it been working with the Warhammer IP? Chris: Warhammer 40,000 is a badass property with so much lore and top-tier aesthetic to go with it. It’s intimidating, especially when you’re making something really new to the IP like our combat racing game. It’s also quite challenging since there are restrictions on how we’re able to handle the vehicles, Orks, environments – everything. I think we smashed it proppa though, as the community (and Games Workshop) really like how faithful Speed Freeks is to the Orks faction. We like to think our game is the purest expression of Orkiness around. Chris: Thank you all for taking the time to check out Speed Freeks – we’ll have more news to share very soon about the release date – until then, if you like what you see, please share the trailer with any Gitz that would cause chaos with you, and wishlist the game on your PlayStation! View the full article -
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PSBlog Feed: Crimson Desert hands-on report: four hours in the RPG’s massive open world
Crimson Desert seems huge — not just in how much there is to do, but simply how enormous its world is. As an open-world RPG, that’s to be expected, but it’s only when you’re standing on a strange island floating in the sky, seeing the whole world stretch out beneath you, that it’s clear just how expansive the world of Pywel really is. I recently went hands-on with the beginning portion of Crimson Desert and played about four hours, and while I never made it out to the landmarks I could see in the distance, even the area in and around the city where the game begins felt enormous and full of life. Helping out in Hernand You play Kliff, a member of a faction called the Greymanes — warriors renowned for their swordsmanship and their reputation for helping others. The early part of the story takes place in a town called Hernand, where you get your first taste of just how big and bustling Crimson Desert is. Even with four hours of playtime, there was so much to do in and around Hernand that I never made it far from town. Quests in and around Hernand have you helping out various townspeople with their problems. But there are also plenty of activities and encounters to discover on your own. Often, you’ll find spots and buildings that outlaw factions have taken over, and they’ll attack you if you enter their territory. Defeat enough of them, though, and you’ll liberate the place so the townspeople can reclaim it. Clearing bandits out from different locations unlocks access to new quests and activities, too. When I drove the bandits out of a fish market, fishermen moved back in, and I was able to observe them and learn to fish myself. One of the cooler aspects of Crimson Desert is how Kliff can learn new skills not just by unlocking them from his character skill tree, but by observing them from other people. That can even happen in combat. Fast, fluid combat Fighting in Crimson Desert is a fast-paced, intense affair, with smart enemies who constantly work to surround and overwhelm you. Luckily, you’re a well-trained swordsman with quite a few abilities. Kliff can chain together fast strikes with R1 and slower, more powerful slashes with R2, but he’s also strong enough to grab enemies and throw them when you press Circle and Triangle buttons together. Crimson Desert doesn’t really contain character classes or builds — unlocking new skills just adds more and more moves to Kliff’s repertoire, which you can use by pressing different combinations of buttons. Your fighting style is more determined by the weapons you choose to use. Kliff starts with a sword and shield, but you can also find weapons like great swords, spears, axes, and more to change how you approach combat. You can block with L1, and if you time a block correctly as an attack lands, you can parry an enemy’s blow, knocking them briefly off-balance. Holding L1 also lets you lock onto an enemy, but the fluidity of the combat system means you’ll often quickly drop a lock so you’ll be free to attack in all directions. Fighting stronger opponents can increase your arsenal of abilities. Midway through one early boss battle, a knight attempted to kick Kliff in the chest — and after seeing the move, Kliff learned it, incorporating it into his fighting style. From then on, I could give enemies the boot to send them flying. The final battle of my preview was by far the toughest I faced, against Kailock, the Hornsplitter, the leader of a local merchant guild who’d been scouring Hernand for Abyss Artifacts. These are magical items that have fallen from the Abyss, a realm of floating islands above Pywel, and they imbue their wielders with strange powers. Kailock’s artifact makes him very fast and agile, while also allowing him to generate waves of magic from his weapon. Kailock makes it clear it’ll take understanding your opponents’ abilities and using skills like parrying and powerful attacks to defeat them. And thanks to Abyss Artifacts, it seems like you’ll face enemies throughout Crimson Desert with capabilities that rival your own. A strange, mystical world Following the early steps of the main quest quickly leads you to the Abyss, a place seemingly powered by some mix of magic and technology, and home to some mystical folks who’ve taken an interest in Kliff. It’s here that you start to gain special magical abilities that allow you to complete puzzles, explore the world, and gain an edge in combat. These include turning some objects weightless so you can manipulate them, picking up heavy items that would otherwise block your path, and donning a glider that lets you survive falls and cover distances. The Abyss gives the first taste of Crimson Desert’s puzzles, which often have you fixing and manipulating Abyss technology. It sounds like you’ll solve quite a few puzzles throughout the game — some in the course of the story, and others that you’ll uncover through exploration. Abyss Artifacts falling to earth seem to be a major driver for the story, and you can find them throughout the game and use them to unlock character upgrades and new abilities. But you’re not the only person hunting them and their power. Freedom to explore Beyond a short trip to the Abyss and the wilderness around Hernand, I didn’t get too far into the world of Crimson Desert, but it does seem like there’s going to be plenty of interesting things to find within the world if you’re willing to look for them. After leaping off an Abyss island to return to the surface, I floated down near Hernand’s castle and found a man hanging from a cliff. I ran over and pulled him up, and he explained that he was trying to climb down to a chest before slipping. It was a momentary encounter, but provided a clue about what I might find below. With my glider, I was able to jump down to the chest no problem, uncovering some loot that was part of another trading activity. Kliff could also climb back up the cliff with little difficulty. Your ability to climb, glide, swim, and sprint is dictated by a stamina gauge, and you can scale most cliffs and walls with relative ease, so long as the gauge doesn’t run out. You also have a horse to help you cross the vast distances of Crimson Desert. You can whistle for the horse by pressing down on the D-Pad, summoning it to wherever you are. Between your mount and your glider, you have some decent options for traversing a lot of distance quickly, but you’ll need to earn upgrades to increase their stamina, and thus, their usefulness. PS5 and PS5 Pro enhancements With an enormous, gorgeous open world, Crimson Desert can be pretty graphically demanding, and Pearl Abyss will leverage the PlayStation 5 and PS5 Pro to help deliver some impressive visuals, particularly at long distances. The PS5’s SSD is key for streaming the huge world, for a start, and developers will make heavy use of the PS5 Pro’s High CPU Frequency Mode to make viewing and moving through the world as seamless as possible. Pearl Abyss also told me it optimized Crimson Desert for the PS5 through a number of features to help maintain all that detail at its large scale, making use of Geometry Shader Oversubscription and NGG Culling to render lots of elements without losing detail. On PS5 Pro, the recent upgrade to PlayStation Spectral Super Resolution (PSSR) makes it possible for Crimson Desert to hit 4K resolutions at higher frame rates, and its raytracing capabilities make lighting effects more realistic and natural. The DualSense controller adds a lot to the experience, too, especially when it comes to combat. A big part of fighting in Crimson Desert is the feeling of weight, and you can feel haptics especially when weapons clash as you execute a parry or when you land a powerful hit on an enemy. The adaptive triggers also add intensity to actions like drawing back a bowstring. The DualSense additions work to bring you closer to Kliff and help deliver a lot of information, especially in tense combat situations where enemies can be all around you. Even after playing for four hours, I only scratched the surface of what’s waiting in Pywel. From vast lands to explore and secrets to discover, to formidable foes to face down and powerful skills to master, Crimson Desert looks to offer a lot for RPG fans who want to lose themselves in a fantastical world. You can see for yourself just what’s hidden in Crimson Desert when it releases on March 19 on PS5. View the full article -
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PSBlog Feed: Control Resonant: a deep dive into combat, buildcrafting, and player choice
A few weeks ago, during State of Play, we shared the first gameplay footage of Control Resonant running on PlayStation 5 Pro. The trailer was fast-paced and focused — but it only scratched the surface of the gameplay systems at work. Play Video Today, we want to go deeper into the systems behind Control Resonant, from combat flow and buildcrafting to how progression shapes your playstyle. Stepping outside the oldest house The first Control was about isolation, being trapped inside a shifting brutalist labyrinth. With Control Resonant, we set out to invert that idea. This time, we step into Manhattan as paranatural forces tear through the everyday world. The city is under escalating assault. Architecture warps. Gravity fractures. Familiar streets twist into unstable combat arenas. While many civilians have evacuated, the Federal Bureau of Control remains active in the field, attempting to contain the crisis across distinct, handcrafted zones. You’re not alone, even if the situation feels overwhelming. One of the new characters you’ll meet is Zoe De Vera, an FBC field agent who acts as Dylan’s handler. Dylan has spent years isolated inside the Oldest House; Zoe has survived the chaos outside. Their relationship — built on trust, responsibility, and learning to rely on others — anchors the emotional core of the experience. We’ve also introduced a seamless dialogue system that allows conversations to unfold during exploration, keeping you immersed in the world. A world designed for choice Our take on Manhattan is divided into carefully designed zones, each with its own vibe, encounters, lore and secrets. We are not into an open world where looking at the world map causes anxiety. Less is more. We want to fill the world with interesting, fun stuff to do instead of tons of grind. There are two primary narrative quest types: Dylan’s Journey – the main campaign World Quests – self-contained narrative stories Beyond these, you’ll find combat encounters, environmental challenges, hidden discoveries, and optional activities woven naturally into each area. Maybe you chase down an Altered Item or two… The goal isn’t to “clear” the map — it’s to explore it on your terms. Combat built on momentum Expanding player expression in combat was central to our design. Action now leans more heavily into melee and supernatural synergy. At the heart of it is the Aberrant, Dylan’s transforming melee weapon. It shifts between distinct Primary and Secondary Forms, along with powerful Combo Enders, allowing you to tailor speed, range, and combat role within a single build. But combat isn’t just about weapon forms. It’s about momentum. In Control Resonant, aggression fuels power. Melee hits restore your Combat Ability resource Abilities stun enemies, opening them up for executions Executions temporarily boost melee damage The more you commit to close-range pressure, the more tools you gain to stay in control. It’s a loop designed to reward decisiveness and flow. At the same time, different playstyles are fully supported. For example, you might lean into a heavy close-range build or opt for a more tactical setup using summons like Mold Turrets, which attack independently and apply harmful status effects. For players who love optimizing, detailed stat breakdowns make build performance transparent and readable. Shaping identity in the gap Progression centers on meaningful specialization. Outside combat, players can enter the Gap, a dreamlike space tied to Dylan’s psyche, simply by pressing down on the directional-pad of the DualSense controller. This is where you shape your build. Your setup revolves around three core pillars: Supernatural Combat Abilities, earned by defeating powerful Resonants Weapon Forms for the Aberrant Talents that amplify synergy between abilities and melee attacks Resonants are major boss encounters integrated into story progression. Defeating one grants its unique ability, and some offer branching choices that push you toward distinct playstyles. These aren’t the only systems at play, and not everything can be unlocked in a single playthrough — that’s intentional. More to come There’s much more to share about the story, characters, and the larger paranatural forces reshaping Manhattan. We’ll dive deeper into those elements in the months ahead. For now, we’re excited to share how Control Resonant is evolving into a full-fledged action-RPG – one where momentum fuels strength, specialization shapes identity, and Manhattan becomes a surreal battlefield. View the full article -
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PSBlog Feed: Play as the bugs in Starship Troopers: Ultimate Bug War, out March 16
Hey Troopers! We’re the team at Auroch Digital, and alongside our partners at Dotemu we’re currently Doing Our Part, by creating the most realistic depiction of war ever made. Starship Troopers: Ultimate Bug War is releasing on PlayStation 5 on March 16 – officially endorsed by FedDev – and we also have a world first for Starship Troopers fans. Play Video For the first time ever, Starship Troopers: Ultimate Bug War will let you play as the enemy – the Arachnid Menace. We hope that stepping into the (many) legs of the all-new Assassin Bug will help our Troopers to understand them, and to defeat them as we throw you into fast-paced, ichor-filled combat. Would you like to know more? What is Bug Mode? In Starship Troopers: Ultimate Bug War’s Bug Mode, you’ll take control of the Arachnids’ new ultimate weapon – The Assassin Bug. As the Assassin Bug, you’ll terrorize Federation Troopers in four expansive training scenarios, as well as a tutorial mission to understand the real danger of the Assassin Bug. You’ll work to decimate troops and buildings, commanding your Arachnid army and taking advantage of the Assassin Bug’s three attack forms, with each of these bringing their own unique skills and abilities. The Warrior Form – The default state of the Assassin Bug. An agile form with razor-sharp pincers. The Hopper Form – A flying Arachnid form, which can identify destructible buildings, as well as track Bug pheromone trails The Tanker Form – a chargeable form, we designed the Tanker to be able to deal devastating attacks including its distinctive flame spray attack The Assassin Bug itself has been one of the most complex parts of Starship Troopers: Ultimate Bug War, and possibly the part which has taken the most time and effort internally to ensure it’s a balanced experience. In addition, getting the Assassin Bug’s larger form and flying abilities to work within maps designed for a human campaign has been another significant challenge, but one which we believe we’ve lived up to (we’re just Doing Our Part). Why is Bug Mode? To fight the Bug, we must understand the Bug – We can ill afford another Klendathu. We’ve been working long and hard alongside the best Federal scientists, spending countless hours analyzing Bug data to truly understand our enemy As part of our FedDev-approved training experience, in Starship Troopers: Ultimate Bug War we wanted to deliver something never before seen – something which would allow Mobile Infantry Troopers to truly know how the Bugs feel on the battlefield. So we teamed up with FedDev to deliver a cutting-edge Bug simulator – giving Troopers a unique insight into the Bug mind as they stick their claws into you and your fellow Troopers (spoiler alert – they love it). It also provided a great and in-universe way of letting players deliver the elevated carnage that the Assassin Bug has to offer. There’s something so incredibly joyous about charging head-first into a Federation building to blast it into smithereens with the Assassin Bug, and we can’t wait for you to experience it yourself, alongside the Tanker form’s flame spray attack ability. When is Bug Mode coming? Bug Mode will be available for all Troopers who pick up Starship Troopers: Ultimate Bug War. We’ve had an incredible time working with FedDev to create Bug Mode – especially crafting those juicy sound effects and building destruction – and we can’t wait for you to deploy on March 16th. We’re really excited for you to discover Bug Mode for yourselves, and especially the feeling of commanding your very own Bug army against the Mobile Infantry. This is a never-before-seen experience, and it’s given all of us a real God complex (which is scary considering that the Bugs are meant to be our enemies). Where to access Bug Mode? You’ll find Starship Troopers: Ultimate Bug War Landing on PlayStation 5 – with Bug Mode included from launch. We’re so proud of our S.A.S.S. (you’ll understand that, later) and we can’t wait for Troopers to dive into the Experience. Bug Mode will be unlocked after completing your first couple of missions, with four expansive areas to play through – as well as our Bug Mode tutorial. Our FedDev-endorsed Bug Mode is designed to help you to understand the Bug, and to defeat the Bug. We’ll keep fighting, and we’ll win. Remember – Service guarantees Citizenship. Are you doing your part? Wishlist now, on PlayStation 5. View the full article
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