-
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.
-
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.
-
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!
-
Latest Activity
-
0
PSBlog Feed: Invincible Vs open beta runs April 9 to 12, Training Mode details revealed
You’re about to experience more than a fraction of the power of Invincible’s characters. The upcoming Invincible Vs, a 3-on-3 tag-team fighting game based on Robert Kirkman’s comic series and the Amazon Prime adaptation of it, will hit PlayStation 5 on April 30. But before then, you can try the game with an open beta that’ll include 10 of its superpowered characters, running April 9 to 12. Play Video Executive Producer Mike Willette sat down to tell us a little more about what players can expect in the beta, including its lineup of characters, and what it’s been like creating a fighting game from the Invincible source material. PS Blog: What can players expect from the Invincible Vs beta? Will it include the story mode? Mike Willette: Players can expect to see 10 characters. It’s going to be Invincible, Adam Eve, Omni-Man — with a special thing that they’ll find out about really, really soon that’s associated with Omni-Man — Thula, Robot, Monster Girl, Battle Beast, Rex Splosion, Bulletproof, and — very special — Allen the Alien. Specifically, it’s going to be focused on online play, and ranked play. That’s because we know it’s going to be open to everybody, and so once you go through some placement matches, you’re going to start fighting against people that are closer to your rank. The goal is to, obviously, test things out, but also to get you grouped with people that are of like skill level. We will have our training mode, which includes our tutorial and practice mode. And from practice mode, you can queue up into Ranked [mode]. You can either queue up there or just in our online settings. So you get to try out all the characters, you can go into practice and check everything out, and then go into ranked. We will have our training mode, which includes our tutorial and practice mode. And from practice mode, you can queue up into Ranked [mode]. You can either queue up there or just in our online settings. So you get to try out all the characters, you can go into practice and check everything out, and then go into ranked. Verify your age to view this content. Verify your age to view this content. Does Invincible Vs support any specific PS5 features or enhancements? Yes, we’re working on high-resolution running on PlayStation 5. It is a goal for it being enhanced to support higher resolution while maintaining 60 frames per second. Invincible features some really brutal battles in both the show and the comics. How did you go about treating that brutality and gore? Something that Robert Kirkman is extremely good at is setting the table and the stakes that are involved. And you get to love these characters. Verify your age to view this content. Verify your age to view this content. For us, it wasn’t about being a gore show, right? We don’t want to show you, like, ‘This is your spleen, and it’s attached to—.’ It wasn’t about getting into those details. It was really about showcasing the brutality of these people with powers during conflict, and this is the outcome of that conflict, and it’s brutal, and it’s damaging. It’s not just the gore that you see, but all of our costumes get torn. You get covered in blood. But when you’re super low on health, your idle changes, where you’re exhausted but still ready to fight. So for us, it was expressing all of those things as often as we could, when it made the most sense, when it was authentic. We don’t stop the action for gore or violence. It’s part of the progression of the fight. We never want to take control away from a player whenever we can, and we want to make it part of the action, as if it was a scene in the show. Can you talk about how you go about making Invincible Vs approachable for Invincible fans who might be new to fighting games? Verify your age to view this content. Verify your age to view this content. You actually had the phrase there: approachable. To me, making a game approachable gets misconstrued with accessibility. We’re not trying to dumb down the game. We’re trying to make it easier for you to get into the game so you can fall in love with fighting games like we all have. We looked at, like, what’s the fastest way to teach people combos and combo structure? And some of that was with the auto-combo [feature]. You’re not going to do as much damage, but it’s going to teach you some fundamental rules, of going from normal attacks into special attacks, and you can cancel special attacks into super moves, and from super moves, you can tag in your partner characters, and then you can rinse and repeat. And it starts building on top of itself, showing people the golden path of how combos work, and how easy it can be. How do you make the game fun for both a newcomer audience and the rest of the fighting game community? This is kind of like the second time we’ve taken this kind of approach. If you look back on what we did at Killer Instinct, we wanted to get rid of some of the hidden rules of combo flow. It was really starting at something basic, a building block, and then adding building blocks on top of it, something that you can understand. So start here, then move to the next pattern, and then move to the pattern after them. So as long as you feel good doing the initial set of stuff, our theory is, and we’ve seen it happen, you’re like, ‘I was mashing buttons, but I did something really awesome. I want to learn more about awesome.’ It’s going to get you to that next thing. Verify your age to view this content. Verify your age to view this content. So having combos that feel really good, even the auto ones, again, doesn’t have to do the most damage, but it feels good and does something flashy — it’s an important carrot to get you to do the next thing, and the next thing after that, right? Quarter Up developed an original story for Invincible Vs, working with creator Robert Kirkman and Helen Leigh, the writer and co-executive producer of the Invincible series. What has that collaboration been like? It’s interesting because Robert loves video games. He loves fighting games. So it’s not too hard to say, ‘Hey, within this structure, what kind of story do we want to tell?’ And it is really collaborative, because we get to say, ‘Hey, we have these ideas. How can we execute on these ideas and with these types of characters?’ And the writers will be like, ‘This is a way that we could bridge these gaps,’ or ‘These are very interesting premises.’ And for us, it was really selling the experience that you’re playing, like, a special episode of the show. It could potentially exist within the timeline, so just sit back and have fun. View the full article -
0
PSBlog Feed: Helldivers 2 Entrenched Division Premium Warbond out March 17
Keep your head down and keep your feet dry, Helldiver, because this is definitely going to get messy. The Ministry of Defense has authorized the deployment of a new Premium Warbond perfect for frontline assault squads who aren’t afraid to get their hands dirty. Play Video Weapons & Stratagems Let’s dig into the latest offensive items included in Entrenched Division*! You’ll be bucking all those pesky, modern conventions with the B/FLAM-80 Cremator in hand. This heavy support flamethrower sprays a continuous column of flame, thanks to its massive backpack fuel tank. In case that’s not enough to fan the flames for you, try the SMG/FLAM-34 Stoker. This versatile submachine gun primary packs two punches at once: iron sights and an incineration attachment. If you don’t want to use fire to clear the tunnels, consider using gas! The A/GM-17 Gas Mortar Sentry is an automated turret that fires gas shells–just make sure to stay upwind of those clouds, Helldiver! The P-69 Veto is a stylish secondary pistol, loaded with jet-assisted rounds that let you keep your distance from encroaching hostiles–perfect for the discerning squad commander. And if you need to lob a grenade out of the trench, we recommend the G-48 Giga Grenade throwable, which might be too heavy to throw great distances, but it makes up for range with a massive blast that will break up the oncoming enemy into much smaller, more manageable pieces. And most thrillingly of all: the CQC-73 Entrenchment Tool is now available for your regular loadout as a secondary weapon! No more rifling through deceased colonist’s belongings to find a shovel–you’ll be digging ditches as soon as your hellpod lands! Armors & Capes Stay sheltered from artillery in vintage style with two brand new armors! You might want to bring some extra supplies as you shovel your way to the front line. The CPG-48 Sapper is a medium armor with plenty of pouches and big pockets to store your battlefield essentials. In fact, it comes with a version of the Concussive Padding armor passive–Grenadier–which provides explosive damage resistance and lets you store extra throwables! To complete your entrenched look, use this armor with the Dignity of Toil cape and player card to honor your most useful everyday carry tool: your shovel. But let’s say you need to look more official to motivate the squad stuck in the battle trenches. For that, you’ll want the CPH-26 Commandant light armor with–as pristine as your service record, with a high collar to match your high ambition to move up through the ranks. It’s the kind of fit that says I could court-martial you at any time, and pairs perfectly with the Crest of the Unsullied cape and player card. It also has its own version of the Concussive Padding passive–Hazmat–which provides both explosive and gas damage resistance, as well as reduced sidearm recoil. Patterns, emotes, and more Of course, you don’t want to use antiquated equipment, but maybe you’d still like to give your items an old luster just for fun. Give your loadout the lived-in, battle-worn look of a real soldier with the Heritage Olive pattern, available for your hellpods, FRV, Pelican, and exosuits. And if we’re playing as old-fashioned soldiers, why not greet each other the old-fashioned way with a Diplomatic Handshake! You might be gassing and burning your enemies, but you keep the squad dynamics classy. Finally, equip the Mudskipper player title to really delve deep into the fantasy of an entrenched soldier on the frontlines. The Entrenched Division Premium Warbond is dropping on March 17! Can you dig it, Helldiver? *Requires base game, paid purchase of Super Credits, and game progression to unlock. View the full article -
0
PSBlog Feed: Ghost of Yōtei Legends: everything you need to know about the online co-op multiplayer mode
Time to take up your blade once more, warrior. Like its predecessor, Ghost of Yōtei’s rich single player campaign is just one side of a Zeni Hajiki coin, as Sucker Punch Productions brings its acclaimed PS5 adventure’s combat thrills to a supernatural plain in Ghost of Yōtei Legends. Launching tomorrow, March 10*, this online co-op multiplayer mode builds on the wonderful foundations of Ghost of Tsushima’s own Legends mode while reimagining Yōtei’s new mechanics and threats in a mythical, mystical spin fit for any storyteller’s fantastical yarn. Play Video The mode was announced last year, and fully revealed in this past February’s State of Play. Today, the studio – in the form of Legends Lead Designer Darren Bridges, kindly taking time out from putting the final polishes to the mode – joined us to break down what awaits players when they download the update on March 10. The mode is available at no additional cost for all owners of Ghost of Yōtei.** The mode has been in production as long as the single player campaign “We had a core team working on multiplayer throughout [Ghost of Yōtei’s] development. We were reacting and responding and pulling the systems in, figuring out how they would work in a multiplayer context. As [the main game] finished, people moved over to work on Legends, flesh it out. It’s an interesting development process. There’s a lot of stuff that looks like a prototype for a long time, and then when the team moves in, it’s a really rapid escalation and improvement. It’s like an advent calendar: we wake up every morning and see something new. There’s so much new content, and that the game is getting amazing and beautiful so quickly once the rest of the team jumps in to contribute. So it’s a really fun experience.” View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Examples of the Samurai class It’s a Mythic Tale spin on the Yōtei Six “The Yōtei Six are bosses, warlords, that haunted Atsu’s story. Legends is a retelling of that way later; years, even centuries after the fact. A lot of the details have washed away. These big characters have been exaggerated. Instead of fighting powerful warlords, you’re fighting 15-foot demonic bosses. It makes enemies a suitable challenge for multiple players.” Like the single player story, the Yōtei Six have followers you must face as well “Each boss has a faction of enemies that come with them. That includes sub-bosses that are different for each [of the Six’s domains] and are themed around the abilities of the boss, so they all connect. So for example, the Kitsune has an elite soldier called the Snow Woman, who has frost and cold abilities. The Snake has a summoner.” View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Examples of the Archer class Different Classes help you face different challenges, but you can play your way “We want to give players different roles they can play into, to be able to complement each other, and you can split and focus on different enemies based on the weapons you have. But if you all want to play, say, Samurai, then you can and will be able to solve all the challenges put in front of you. But each Class has a focus weapon. So for instance, the Samurai has the Odachi, the Archer, the Yari. The Mercenary has dual katanas. The Shinobi has the Kusarigama, Some of their tech tree builds toward that. Some of their gear is based around that. But they’re not limited to those exclusively. They can use other weapons too. We also have things like quick fire weapons, so some abilities that are on cool down. “Each class has their own tech tree, so there is build crafting based on the gear you unlock and the abilities you unlock and choose.” Four difficulty levels let you decide how fast (or challenging) you want your XP gain to be “Every mission is replayable and there are four difficulties: Bronze, Silver, Gold and Platinum. As you play those, you’ll face different enemies, different challenges. The higher difficulty you play, the faster you’ll earn XP, the faster your character class will advance, and the better loot you’ll get based on. “There’s recommended gear levels for each difficulty. So if you are kind of signing up for a mission that is at a higher difficulty that your gear level is set too. We’ll give you a warning.. but we’ll also say, Hey, go for it. Some folk want to slowly move their way up the difficulties. Some want to jump into the highest difficulty unlocked and struggle. That’s great. We support both of those approaches.” View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Examples of the Mercenary class Prepare for some truly unique Legends cosmetics “One of the most amazing parts of working on game development is collaborating with professionals in a completely different discipline, and just seeing the things that [the art team] turn out. Obviously, with the mode being supernatural and fantasy, we can really dive into completely different ideas and really wild stuff [for cosmetics]. There’s one helmet that has a bunch of eyeballs on it, that look around while you’re wearing it. And all this content is available for Ghost of Yōtei owners at no additional cost. So all of this is unlocked just through gameplay.” More on the mode’s different mission types… “Story missions have you dealing with these legends as told by the storyteller, who is narrating the events as you play through them. There are two player story missions, while Incursion missions are the culmination of that. There’s one Incursion for each of the four bosses available in the launch version – The Spider, The Oni, the Kitsune, the Snake. Story missions are themed around them, then you enter their domain in four-player Incursions, fight your way to them and ultimately face off against them. “Survival is a four-player, area and wave defense type of mode. Four missions, each themed around one of the bosses. Each mission has you defending three locations. Each has a unique blessing and curse. So if you hold an area, you could activate a blessing to, say, summon a spirit bear, or activate fire spirits to attack enemies. But if you lose your hold, a curse activates… So now you have a shadow bear that will hunt you down and attack. So it leads to the matches being really dynamic.” …and the upcoming Raid. “The Raid launches next month in which you’ll face the last two of the Yotei Six, the Dragon and Lord Saito.*** It’s four-player, hardcore content: you actually need four players to complete it. You can’t do it with fewer and you want to have players that you can communicate and coordinate well with. We view this as the most co-opy co-op. The rest of the Legends missions are co-optional. We provide opportunities for you to work together, but we don’t ever want to make it a blocker. This though? This is for four players. Mark my words. You cannot win without four players.” View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Examples of the Shinobi class You may never make it out of the game’s lobby “Ghost of Tsushima’s lobby was a flat 2D menu. Our goal in designing [this mode’s] lobby was to give you something you can do while you wait for friends to join. You can go look at the feats you’ve completed and unlock cosmetics. You can tweak your build, adjust your tech tree. But the lobby also has some light PvP elements, such as Zeni Hajiki, the coin-flicking game that was in the single player campaign. We heard players wishing they could play that against friends (so did our QA team), so we did! “There’s also a Bamboo Strike score challenge, with mini leaderboards that you can brag against your friends. There’s a training area if you want to get good at perfect parries in a low pressure environment, or to just test your build. So it’s just meant to be a place that while you’re waiting or you’re in between rounds, we give you interesting things to do.” Ghost of Yōtei Legends is available as an update to Ghost of Yōtei owners at no additional cost on March 10. *Ghost of Yōtei Legends will launch on March 11 in some territories including Asia, Australia, and New Zealand. ** Internet connection and account for PlayStation required. PlayStation Plus subscription (sold separately) required for online play or multiplayer. PS Plus is subject to recurring subscription fee taken automatically until cancellation. Age restrictions apply. Terms apply: play.st/psplus-usageterms ***Available in future update (patch version TBA) View the full article -
0
PSBlog Feed: Lou’s Lagoon soars onto PS5 later this year
Hi, I’m Ines from Tiny Roar and we’re thrilled to announce that Lou’s Lagoon, our high-flying adventure, will be landing on PS5 later this year! Today, I’m excited to share more details about the game and take you behind the scenes to show some of the work that has gone into creating the places you’ll visit, the people you’ll meet, and the journey you’ll go on. A fierce storm and a missing uncle Lou’s Lagoon begins with you arriving on Limbo, a tropical archipelago that has been hit by a nasty storm; worse still, your beloved Uncle Lou was caught up in the storm and is missing. You’ll take to the skies in your trusty seaplane to trace Lou’s journey across Limbo’s islands and use a clever arsenal of gadgets to rebuild the communities and help residents back on their feet. Play Video We hope that you’ll fall in love with the colorful world we’ve created and that you’ll get swept up in Limbo’s peaceful way of life as you hop from island to island, each with a charming cast of islanders, in search of clues to Lou’s disappearance. Bringing Limbo to life When we started working on what would become the Limbo archipelago, we took a lot of inspiration from classic adventure titles from the 90s and 00s, with island settings. We felt a tropical archipelago really fit the vibe we wanted for the game – easy-going and a world you can immerse yourself in without stressing out (there’s enough of that in real life!). As Limbo is an archipelago, we enjoyed the opportunity to come up with ideas for fun thematics across the islands. When it came to designing the individual islands, we went through a lot of ideas including flying pyramids, an icy octopus island, and a creepy ghost ship but, in the end, we landed on a set of diverse island themes with our own unique stamp on them that should still feel familiar to anyone who had played adventure games before. Take Gleam Reef, for instance. We quickly landed on the idea of an aquatic vibe, featuring huge pink corals and we wanted its residents to fit in with this theme, which led to the creation of the Vooi. The Vooi are lanky and agile jellyfish-based islanders who we like to think lived underwater for a long time and have recently learned to live on land. They’re very chilled and love to ‘go with the flow’ but this means they sometimes accept their fate too easily, maybe you can help them with that? We took a similar approach when creating the wildlife that can be found across Limbo, building them as combinations of real animals. The Beever is part bee, part beaver. The Deergoat is… well, that one’s not hard to figure out. Each of these creatures carry different resources that you’ll need to collect and craft with as you help islanders and rebuild their communities, and we’ve worked hard to give players loads to discover whenever they land on an island for the first time. Ready for takeoff? As I mentioned earlier, you’ll travel from island to island in your seaplane and we’ve put a lot of effort into making flying feel satisfying and fun, whether you’re an experienced pilot or just discovering the fun of flying for the first time. You’ll see ring challenges throughout the skies above Limbo. We hope that these challenges offer a fun way to get to grips with piloting your seaplane. Why not try and beat your personal best as you get more confident behind the controls? Once you touch down, you’ll need to get to work on clearing up debris, gathering resources and crafting items to help restore the islands to their vibrant, pre-storm state (or even better?). Your key tool – and one of my favourite tools in the game – to help you do this is the Swirler 2000, which can grab storm debris and loose resources across the islands. For anyone who has played Slime Rancher, it’ll feel immediately familiar as you’re able to easily collect materials on the move. The whole Tiny Roar team are incredibly excited to be bringing Lou’s Lagoon to PS5. Stay tuned for more updates as we get closer to release later this year and be sure to follow Lou’s Lagoon on social media. We can’t wait for PS5 players to explore Limbo and track down Uncle Lou! View the full article -
0
PSBlog Feed: Big Walk hands-on report: cooperative chaos exploring a puzzle-filled open world
Big Walk begins the way all great co-op games should: a few friends in the same space, immediately poking at everything just to see what happens. I was able to bring two friends from the PS Blog team along to my hands-on session with House House’s upcoming cooperative adventure, because this is not just a game you play with friends. It is a game about what happens when you do. Play Video We started in a showroom purpose-built to help us find our Big Walk legs. We ran, jumped, crouched, sat, and generally threw ourselves around until movement felt natural. The first standout detail was independent arm movement. R2 and L2 raise each individual arm, and R1 and L1 point them forward. It feels instinctive, and while it may sound trivial, all that arm flailing quickly becomes a shared language. Waving, hand-raising, and other erratic gestures start to mirror natural in-person conversation, with plenty of pointing and “look over there!” From there we graduated to the basics: grabbing and lifting objects (and, critically, each other), pressing buttons, throwing balls, shaking bells. Once we felt in control of our limbs, we headed out for the promised big walk. The walk begins Stepping out into the open air, two things became immediately clear. One: the outside comes with a day/night cycle. We quickly realized we’d need to carry the light sources scattered around the area to stay effective in our exploration after dark. Two: proximity chat is the conversational glue that keeps your cooperative crew tight. Drift too far and you’ll lose the conversation, and with it, the shared moment. The result is a gentle push toward staying together, and there was a genuine sense of concern whenever one of our party strayed into the bush without us. Later, there were times when splitting up and organizing made sense, but Big Walk wants to be a shared experience rather than people operating in parallel. Even when you’re briefly apart, the game nudges you toward staying in contact. It’s easy to imagine that becoming its own challenge once you’re relying on tools and whatever the world gives you to keep connected. During our walk, we found telescopes to watch other players as they solved a puzzle far away, and flares which could be used to reunite with lost companions, so there will no doubt be other options in the final adventure. Curiosity as a compass Now that we were outside, we did what players always do in a new world: we followed our natural instincts toward whatever looked interesting. This did not lead us astray. The island seems huge, and a few colourful structures stand out in the distance against the natural landscape. They demand investigation, so we walked. In fact, the moments between the puzzles were as delightful as the puzzles themselves. The theorising and chatting away are a core part of the fun. Once we reached a structure, we’d circle and examine it from every angle. Someone would point out a detail. Someone else would try an interaction; flick a switch, pull a lever, unlock a door. After a bit of back and forth, it would click. We’d understand what it wanted from us, and the game would open the path forward. And so we walked again. Here for the vibes Big Walk gave us exactly what we wanted: a space to get lost with friends. Shared joyful moments punctuated by contemplative exploration, friendly chatter, small bursts of dopamine when teamwork paid off, and an undercurrent of playful chaos and mischief. We ruined our own plans. We fixed them together. The island became a playground. The proximity chat and physical expressiveness offered by developer House House’s design lay the groundwork for connection, while the rules, physics and objects of the world make it a perfect sandbox for high jinks and shenanigans. We left our preview cackling about our favourite moments, and with a group chat full of plans to return. Gather your friends. Two to twelve players can go on a whimsical Big Walk together on PS5 when the game launches into PlayStation Plus as a Monthly Game later this year. View the full article
-