PUBG Battlegrounds – Game šŸŽ®

About PUBG Battlegrounds – Game šŸŽ®



PLAYERUNKNOWN’S BATTLEGROUNDS System Requirements

Minimum

  • CPU: Intel Core i5-4430 / AMD FX-6300
  • CPU SPEED: Info
  • RAM: 8 GB
  • OS: 64-bit Windows 7, Windows 8.1, Windows 10
  • VIDEO CARD: nVidia GeForce GTX 960 2GB / AMD Radeon R7 370 2GB
  • PIXEL SHADER: 5.1
  • VERTEX SHADER: 5.1
  • FREE DISK SPACE: 30 GB
  • DEDICATED VIDEO RAM: 2 GB

 

PLAYERUNKNOWN’S BATTLEGROUNDSĀ Recommended Requirements

Recommended

  • CPU: Intel Core i5-6600K / AMD Ryzen 5 1600
  • CPU SPEED: Info
  • RAM: 16 GB
  • OS: 64-bit Windows 7, Windows 8.1, Windows 10
  • VIDEO CARD: nVidia GeForce GTX 1060 3GB / AMD Radeon RX 580 4GB
  • PIXEL SHADER: 5.1
  • VERTEX SHADER: 5.1
  • FREE DISK SPACE: 30 GB
  • DEDICATED VIDEO RAM: 3 GB (4 GB AMD)

PUBG Battlegrounds




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PUBG Battlegrounds GAME DETAILS

PUBG: BattlegroundsĀ (orĀ PUBG, previously known asĀ PlayerUnknown’s Battlegrounds) is an online multiplayerĀ battle royale gameĀ developed and published byĀ PUBG Corporation, aĀ subsidiaryĀ ofĀ Bluehole. The game is based on previousĀ modsĀ that were created by Brendan “PlayerUnknown” Greene for other games, inspired by the 2000 Japanese filmĀ Battle Royale, and expanded into a standalone game under Greene’s creative direction. In the game, up to one hundred players parachute onto an island and scavenge for weapons and equipment to kill others while avoiding getting killed themselves. The available safe area of the game’s map decreases in size over time, directing surviving players into tighter areas to force encounters. The last player or team standing wins the round.

PUBGĀ was first released forĀ Microsoft WindowsĀ viaĀ Steam’sĀ early accessĀ beta program in March 2017, with a full release in December 2017. The game was also released byĀ Microsoft StudiosĀ for theĀ Xbox OneĀ via itsĀ Xbox Game PreviewĀ program that same month, and officially released in September 2018.Ā PUBG Mobile, aĀ free-to-playĀ mobile gameĀ version forĀ AndroidĀ andĀ iOS, was released in 2018, in addition to a port for theĀ PlayStation 4. A version for theĀ StadiaĀ streaming platform was released in April 2020.Ā PUBGĀ is one of theĀ best-selling,Ā highest-grossingĀ andĀ most-played video gamesĀ of all time. The originalĀ PUBG: BattlegroundsĀ has sold overĀ 70 millionĀ copies onĀ personal computersĀ andĀ game consolesĀ as of 2020, while the more successfulĀ PUGB MobileĀ version has accumulatedĀ 1 billionĀ downloads as of MarchĀ 2021Ā and grossed overĀ $6.2 billionĀ onĀ mobile devicesĀ as of AugustĀ 2021. The main game will transition to aĀ free to playĀ model starting in January 2022.

PUBGĀ received positive reviews from critics, who found that while the game had some technical flaws, it presented new types of gameplay that could be easily approached by players of any skill level and was highly replayable. The game was attributed to popularizing the battle royale genre, with a number of unofficial ChineseĀ clonesĀ also being produced following its success. The game also received severalĀ Game of the YearĀ nominations, among other accolades. PUBG Corporation has run several small tournaments and introduced in-game tools to help with broadcasting the game to spectators, as they wish for it to become a popularĀ esport.Ā PUBG MobileĀ has beenĀ banned in some countriesĀ for allegedly being harmful and addictive to younger players.

PUBG: BATTLEGROUNDSĀ is a battle royale shooter that pits 100 players against each other in a struggle for survival. Gather supplies and outwit your opponents to become the last person standing.

PUBG: BATTLEGROUNDS, aka Brendan Greene, is a pioneer of the battle royale genre and the creator of the battle royale game modes in the ARMA series and H1Z1: King of the Kill. At PUBG Corp., Greene is working with a veteran team of developers to make PUBG into the world’s premiere battle royale experience.



GAMEPLAY

PUBGĀ is aĀ player versus playerĀ shooter gameĀ in which up to one hundred players fight in aĀ battle royale, a type of large-scaleĀ last man standing deathmatchĀ where players fight to remain the last alive. Players can choose to enter the match solo, duo, or with a small team of up to four people. The last person or team alive wins the match.

Each match starts with players parachuting from a plane onto one of the four maps, with areas of approximately 8Ā Ć—Ā 8 kilometres (5.0Ā Ć—Ā 5.0Ā mi), 6Ā Ć—Ā 6 kilometres (3.7Ā Ć—Ā 3.7Ā mi), and 4Ā Ć—Ā 4 kilometres (2.5Ā Ć—Ā 2.5Ā mi) in size.[2]Ā The plane’s flight path across the map varies with each round, requiring players to quickly determine the best time to eject and parachute to the ground.[1]Ā Players start with no gear beyond customized clothing selections which do not affect gameplay. Once they land, players can search buildings,Ā ghost townsĀ and other sites to find weapons, vehicles, armor, and other equipment. TheseĀ itemsĀ are procedurally distributed throughout the map at the start of a match, with certain high-risk zones typically having better equipment. Killed players can be looted to acquire their gear as well.[1]Ā Players can opt to play either from theĀ first-personĀ orĀ third-person perspective, each having their own advantages and disadvantages in combat and situational awareness; though server-specific settings can be used to force all players into one perspective to eliminate some advantages.

Every few minutes, the playable area of the map begins to shrink down towards a random location, with any player caught outside the safe area taking damage incrementally, and eventually being eliminated if the safe zone is not entered in time; in game, the players see the boundary as a shimmering blue wall that contracts over time. This results in a more confined map, in turn increasing the chances of encounters.[1]Ā During the course of the match, random regions of the map are highlighted in red and bombed, posing a threat to players who remain in that area. In both cases, players are warned a few minutes before these events, giving them time to relocate to safety. A plane will fly over various parts of the playable map occasionally at random, or wherever a player uses aĀ flare gun, and drop a loot package, containing items which are typically unobtainable during normal gameplay. These packages emit highly visible red smoke, drawing interested players near it and creating further confrontations. On average, a full round takes no more than 30 minutes.

At the completion of each round, players gainĀ in-game currencyĀ based on their performance. The currency is used to purchase crates which containĀ cosmetic items for character or weapon customization. A rotating “event mode” was added to the game in March 2018. These events change up the normal game rules, such as establishing larger teams or squads, or altering the distribution of weapons and armor across the game map.



DEVELOPMENT

The game’s concept and design was led by Brendan Greene, better known by his online handle PlayerUnknown, who had previously created theĀ ARMA 2Ā modĀ DayZ: Battle Royale, an offshoot of popular modĀ DayZ, and inspired by the 2000 Japanese filmĀ Battle Royale. At the time he createdĀ DayZ: Battle Royale, around 2013, Irish-born Greene had been living in Brazil for a few years as a photographer, graphic designer, and web designer, and played video games such asĀ Delta Force: Black Hawk DownĀ andĀ America’s Army. TheĀ DayZĀ mod caught his interest, both as a realistic military simulation and its open-ended gameplay, and started playing around with a custom server, learning programming as he went along.[12]Ā Greene found most multiplayer first-person shooters too repetitive, considering maps small and easy to memorize. He wanted to create something with more random aspects so that players would not know what to expect, creating a high degree of replayability; this was done by creating vastly larger maps that could not be easily memorized, and using random item placement across it. Greene was also inspired by an online competition forĀ DayZĀ calledĀ Survivor GameZ, which featured a number ofĀ TwitchĀ andĀ YouTubeĀ streamersĀ fighting until only a few were left; as he was not a streamer himself, Greene wanted to create a similar game mode that anyone could play.[14]Ā His initial efforts on this mod were more inspired byĀ The Hunger GamesĀ novels, where players would try to vie for stockpiles of weapons at a central location, but moved away from this partially to give players a better chance at survival by spreading weapons around, and also to avoid copyright issues with the novels.[11]Ā In taking inspiration from theĀ Battle RoyaleĀ film, Greene had wanted to use square safe areas, but his inexperience in coding led him to use circular safe areas instead, which persisted toĀ Battlegrounds.

WhenĀ DayZĀ became itsĀ own standalone title, interest in hisĀ ARMA 2Ā version of theĀ Battle RoyaleĀ mod trailed off, and Greene transitioned development of the mod toĀ ARMA 3.Ā Sony Online EntertainmentĀ (now theĀ Daybreak Game Company) had become interested in Greene’s work, and brought him on as a consultant to develop onĀ H1Z1, licensing the battle royale idea from him.[12]Ā In February 2016, Sony Online splitĀ H1Z1Ā into two separate games, the survival modeĀ H1Z1: Just Survive, and the battle royale-likeĀ H1Z1: King of the Kill, around the same time that Greene’s consultation period was over.

Separately, theĀ Seoul-based studio Ginno Games, led by Chang-han Kim and who developedĀ massively multiplayer online gamesĀ (MMOs) for personal computers, was acquired and renamed Bluehole Ginno Games by Bluehole in January 2015, a major South Korean publisher of MMOs andĀ mobile games.[16][17]Ā Kim recognized that producing a successful game in South Korea generally meant it would be published globally, and wanted to use his team to create a successful title for personal computers that followed the same model as other mobile games published by Bluehole. He had already been excited about making a type of battle royale game after he had playedĀ DayZ, in part that the format had not caught on in Korea. He also wanted to make this through anĀ early accessĀ model and have a very limited development schedule to get the game out as quickly as possible, while treating the product as a “games as a service” model to be able to support it for many years. In researching what had been done, he came across Greene’s mods and reached out to him.[16]Ā In July 2017, Bluehole partnered withĀ social mediaĀ platformĀ FacebookĀ to provide exclusive streaming content to Facebook’s gaming channels, as part of their push to provide more gaming content for its users.

Around the same time that Greene left Sony Online, Kim contacted and offered him the opportunity to work on a new battle royale concept. Within a week, Greene flew out to Bluehole’s headquarters in Korea to discuss the options, and a few weeks later, became the creative director of Bluehole. He moved to South Korea to oversee development. According to Greene, this was the first time a Korean game studio had brought aboard a foreigner for a creative director role, and while a risk, he says that his relationship with Bluehole’s management is strong, allowing Greene’s team to work autonomously with minimal oversight. The game’s main musical theme was composed byĀ Tom Salta, who was personally selected by Greene as he and the team were looking for an “orchestral electronic hybrid theme” that would give players a “huge build-up”, keeping them “resolutely determined” until a match starts.

Development began in early 2016 and was publicly announced that June, with plans to have the game ready within a year. Kim served as executive producer for the game. Bluehole started with a team of about 35 developers supporting Greene’s work, but had expanded to 70 by June 2017. Greene stated that many of these developers were voluntarily putting in longer work hours into the game due to their dedication to the project, and not by any mandate from himself or Bluehole’s management. In addition to Bluehole, Greene also creditsĀ Bohemia Interactive, the developers ofĀ ARMAĀ andĀ DayZ, for support withĀ motion captureĀ animations via theirĀ PragueĀ studio.

With the rapid growth of interest in the game, Bluehole spun out the entire development forĀ PUBGĀ into Bluehole Ginno Games in September 2017, which was renamed PUBG Corporation with Kim as itsĀ chief executive officer. PUBG Corporation continued the development of the game and its marketing and growth, opening an office in the United States with plans for future ones in Europe and Japan. In August 2018, PUBG Corporation launched the “Fix PUBG” campaign, acknowledging that that game by then still had several lingeringĀ bugsĀ and other performance issues. The campaign finished in November, with PUBG Corporation calling it a success as everything listed had been implemented by then.

In March 2019, Greene announced that he was stepping down as the game’s lead designer, but would still serve as a creative consultant. Tae-seok Jang, the game’s art director, would replace him, with Green relocating to PUBG’s studio in Amsterdam, PUBG Special Projects. Greene stated that he believed the mainĀ PUBGĀ team was at a place to continue developing the game in the direction he had set to keep the game unique among the other battle royale games it had launched, and he wanted to try something not tied to battle royale but still multiplayer-based. The move also put him closer to his family in Ireland.

With the success ofĀ PUBG, Bluehole createdĀ KraftonĀ as a holding company for its video game assets and studios in 2018, taking over the publishing duties forĀ PUBGĀ and related games. By December 2020, Krafton merged PUBG Corporation into their internal studio system, rebranding the team as PUBG Studios.




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