Destruction AllStars DLC Roadmap Outlined, Game Priced At $20

Developer Lucid Games has outlined the upcoming content plans for Destruction AllStars over the next several months, and it also gave a price for the game once its PS Plus promotion ends. As of April 6, the game will cost $20, so if you’re a Plus subscriber, claim it while you can.

According to a post on the PlayStation Blog, March and April will both bring new playlists, double XP weekends, new character Challenge Series missions, and more. You can check out the breakdown of those below, and Lucid promises it will return in March with more details on its April roadmap.

The Challenges Series will introduce single-player stories revolving around AllStar characters and their Rival, complete with cinematics explaining the conflict. The events will feature win conditions along with bonus challenges to encourage replay, and completing them will get you exclusive skins and other cosmetics.

The blog also outlines a handful of different modes. The time trial Crash Course has you race through gates while collecting time canisters to extend the clock, while evading your rival. Break Time has you smash all of the score crates within an allotted time, on foot or in your vehicle. Transporter has you taxiing passengers to their destinations, but of course, you’ll be hunted by your rival all along. Skirmish pits you against your rival to smash vehicles. And finally, Showdown is a head-to-head against your rival–but they don’t fight fair, bringing their crew along to fight as well.

Destruction AllStars is a PS5 exclusive car combat game, and it was released as a free bonus for PlayStation Plus subscribers. Sony has been offering relatively high-profile PS5 games at launch as Plus bonuses since the PS5 released, including Bugsnax. A Plus subscription also includes the Plus Collection, a spate of popular and critically successful PS4 games that can be claimed on PS5.

March

  • Featured Playlist: Mayhem 8v8 (Playable in a party!**)
  • Featured Playlist: Stockpile 4v4
  • Double XP Weekends
  • Bluefang’s Challenge Series
  • 10 New Skins

April

  • Featured Playlist: Carnado Solo
  • Double XP Weekends
  • A few more surprises…

Now Playing: Destruction All Stars Mayhem Mode Gameplay

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Bugsnax’s Ending Was Originally Even Darker, Here’s Why It Changed

Even from its initial reveal trailer, Young Horses’ charming first-person adventure Bugsnax clearly had something darker looming in the shadows of Snaktooth Island, literally and metaphorically. And fans with a sneaking suspicion were correct, as Bugsnax revealed a more layered world, not just in some of its darker twists but also in its nuanced approach to the ensemble cast and their respective lives.In the earliest draft of Bugsnax’s script though, that revelatory ending was very different, both on narrative and mechanical levels. Trust us – we’ve read the script.

In speaking with Bugsnax Creative Director Kevin Zuhn, who shared the original script with IGN, it’s clear that the changes to Bugsnax’s ending not only allowed for a more emotionally resonant conclusion but also one that helped solve for gameplay, lore, and resolution issues from earlier versions. And one of the biggest changes from which many of the other alterations stem is a drastic change of fate for one character.

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Spoilers for Bugsnax’s original and actual endings follow! Do not read on if you intend to play – and to find out why you might want to, be sure to read IGN’s Bugsnax review.

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You can check out the full run-down of the ending in our Bugsnax wiki guide, but in short, here’s how the adventure actually wraps up: Players discover Lizbert Megafig (who invited the main character to Snaktooth Island in the first place) has now assumed a controlling role over the Bugsnax, but that hold is waning as the body-consuming parasites grow in power. Lizbert and her love Eggabell remain in the UnderSnax to keep the parasites at bay while the player, along with Filbo, head back to the surface to save all the other Grumpuses and escape the grasp of the Bugsnax. Players then go through a bit of a gauntlet, fending off the snax while saving the island’s denizens to make a daring escape back to the mainland safely with either some or all of the Grumpuses. Before returning to regular life, the player has a chance to speak with each surviving Grumpus about what’s happened, and what they hope to do now. There’s also a post-credits sequence, but we’ll get to that in a bit.

The bones of this ending are in the original draft, unlike the bones of the boneless Bugsnax, but much of how it plays out is drastically different, simultaneously darker and sillier in many regards. But undoubtedly the biggest change from Bugsnax’s original version to what all of us actually played, occurs before you even get to the UnderSnax (which didn’t even exist in that first draft – it’s just some cave Lizbert is in). And that’s the fact that Eggabell died on her and Lizbert’s adventures up the mountain – and in a gruesome fashion.

Lizbert explains how Eggabell missed a jump as they were scaling the island’s peaks, and when Lizbert managed to pull her up, her Bugsnax-addicted love had become something else, something almost zombie-like in how fully the Bugsnax had taken over. After an altercation, where a clearly not-in-control Eggabell attacked Lizbert, the latter pushes Eggabell off of her, and off of a cliff, to her doom. And rather than even having a body to bury, Eggabell splits apart into a host of other Bugsnax.

Now, obviously, none of that happens in the actual game. Eggabell, in fact, is paramount to the third act. Very much alive, she helps players understand more about what’s happened and, functionally, set players off on a quest to open a mysterious door into the heart of the island.

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For a number of reasons that Zuhn dove into as we spoke, he succinctly explained how that original version of events, sans Eggabell, in his own words, quite simply “sucked.”

“At the time that draft was written, I knew that Lizbert’s partner had died before I knew who her partner was. I didn’t know that much about Eggabell as a character because of the way that story was structured. With the caveat that it sucked, all of it sucked,” Zuhn said.

One solution that came in between the first and final versions of the story was to add the videotapes players can collect around Snaktooth, which give a glimpse into Eggabell and Lizbert’s relationship. But Zuhn explained that, while Eggabell remained dead, even that level of showing still felt more like telling.

“If [the relationship is] too abstract, you understand someone is sad about losing a partner, but you can’t be sad about it if you don’t know or feel anything about that relationship,” he explained. “And that’s why we created those video diaries to show what it was because it’s easier to show that than it is for Elizabeth to just tell you what a great relationship it was. That’s not good storytelling, though.”

Yet still, Zuhn and the team understood that a story that had Eggabell dead from the start wasn’t quite conveying the emotional connection players needed to care about finding Lizbert. Eventually, the realization came that Eggabell, while an integral part of the game’s backstory, needed to also be an integral part of its present story.

“After that point was when I was confronted with the fact that this story would be better if Eggabell was a character who got to be in it instead of falling into a trope hole.”

[poilib element=”quoteBox” parameters=”excerpt=%22I%20was%20confronted%20with%20the%20fact%20that%20this%20story%20would%20be%20better%20if%20Eggabell%20was%20a%20character%20who%20got%20to%20be%20in%20it.%22″]That “trope hole” Zuhn is referring to is realizing he had inadvertently played into the Bury Your Gays trope in his original draft. In part, he attributes that realization to teammates like story editor Sage Coffey and others, who helped Zuhn realize the script played into a trope that sees LGBTQIA+ characters having love interests killed off as little more than motivation to another character in larger numbers than cis-gendered characters. By recognizing that the script played into that trend, which Zuhn of course wanted to avoid and move away from, Zuhn emphasized how it only made everything about Bugsnax’s story better to bring Eggabell more concretely into the game..

“Some of the members of my team had already told me, ‘This is a bad trope.’ But when Sage [Coffey] came on as the story editor, the first thing they said needed to change was [Eggabell’s off-screen death]. Sage was like, ‘This is the worst part of the story. You should do something different.

“That [original ending] by itself was a real nasty bummer of a story, but also in the context of the wider media landscape, is a thing that happens too much. And here, the story itself became stronger and better when I avoided doing that.”

How Story Informed Gameplay, and Gameplay Informed Story

Making Eggabell an active, independent participant in the events of Bugsnax’s current narrative translated into several major creative changes that allowed for a much more cohesive third act, one more connected to the DNA of the entire game. One of those changes was a huge structural shift, because if it weren’t for Eggabell’s proper introduction, players wouldn’t necessarily have that much to do in the last stretch of Bugsnax as they reached the Frosted Peak.

“[The Frosted Peak section] was just kind of a big blank hole in the story. You get up there, nothing happens, there’s a mysterious door and you don’t know what it is or how to open it. And it is almost bizarre the extent to which [I realized] ‘Well, Eggabell is alive, she’s there. She can tell you about the door and how to open it and why you should open it because she thinks Lizbert’s behind it.’ Eggabell can explain to you the events that occurred on that mountain that got Lizbert stuck in the UnderSnax.

“And at the same time that really, really changed Lizbert’s attitude going forward in the story, because in that first draft, meeting Lizbert, she’s really upset and almost angry. There is pretty much no resolution to her story because too much has gone wrong [in the original draft].”

As Zuhn explained, the addition of Eggabell benefitted nearly every facet of the story, the game’s structure, and in offering the player more reasons to actually care about and understand their journey.

[poilib element=”quoteBox” parameters=”excerpt=%22I%20thought%20of%20Eggabell%20as%20someone%20who%20really%20embraced%20coming%20to%20the%20island%20as%20an%20opportunity%20to%20change%20herself%20because%20that%20is%20what%20she%20wanted%20to%20do%20more%20than%20anything.%22″]“A lot of her struggle is with her feeling of self-worth, she struggles with a lot of depression as many of the characters do. But for her in particular it’s more debilitating. I thought of Eggabell as someone who really embraced coming to the island as an opportunity to change herself because that is what she wanted to do more than anything, is to not be herself anymore. It’s just that she made the choice of turning herself into Lizbert, which was the wrong choice,” Zuhn said of Eggabell’s characterization.

And as Zuhn began to bring Eggabell to life in later drafts, quite literally, it allowed for the player’s connection to the mystery of Lizbert’s disappearance to become more grounded and understandable in the grander scheme of things.

“In the [final] version where Eggabell is looking for her, they can meet again and they can reconcile the problems they were having. And both of them have the opportunity to move forward, which is a lot more in keeping of where the story actually goes,” Zuhn said, also noting that, for players who think Lizbert and Eggabell meet a grim end, that is not the case.

“After all of that some players are confused and do think that Lizbert and Eggabell die at the end but they don’t. They’re alive.”

Giving Eggabell and Lizbert the same emotional depth as the rest of the cast ultimately tied into Zuhn’s overall goals in depicting the ensemble battling with their personal demons. From the first to the final draft, all of the characters grow from more archetypal figures to well-rounded, nuanced characters with fuller arcs. Zuhn recalled one experience that really informed this mission.

“We had the early version of the Garden Grove and you would meet up with Wambus and do these quests. [Producer and Programmer] Kevin Geisler’s dad played it. Kevin Geisler’s dad is a farmer by trade.

“He played it and he made the comment to Kevin, ‘You made the farmer stupid.’ And that hit me, because I thought, ‘Oh well, I didn’t mean for Wambus to come off as a stupid character.’ But I understand that I’d written him in a way that isn’t empathetic enough to what his problems are and how he feels.”

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Zuhn explained that he still wanted to make Wambus, and every other Grumpus, fallible, and still bring their unique personalities to the game, but he aimed to do so with more empathy than before.

“I reworked a lot about his character. He’s still Texan. He still has a farm, etc. But I wrote in a way to make sure that he was empathetic and relatable because any character that I put in this story, someone is going to relate to them and they don’t want to see themselves made fun of.

“I think once I understood that was my mission… they grew. It’s not that I had to completely rewrite anybody, but me understanding them better helps the audience to understand them better.”

Return of the Living Bugsnax

The dramatic changes to Bugsnax’s ending kept coming, though. In the original script, one of several endings could occur: the neutral ending sees whatever Grumpuses survive fending off zombified Bugsnax versions of the Grumpuses who do not survive, before deciding to leave the island; the bad ending sees every Grumpus but Filbo transform into a zombie and after a short chase, Filbo sacrifices himself to save the player, who returns home safely, but without much evidence of what has happened; and in the good ending with no zombie Grumpuses, everyone but the player decides to stay on the island and try to make life work, knowing that they just can’t constantly eat Bugsnax as they were. And that major battle in Snaxburg? It didn’t exist at first, and at one point even took on more of a tower defense mechanic.

Zuhn explained how these original endings were born largely of the same idea that made it into the final game, but that they didn’t really quite gel narratively and mechanically.

“Our thinking going into this first draft was that we knew the game was going to have a dark ending because we knew that Bugsnax were not good. You should not be eating them and that there would be consequences for having done so. And that was why initially… shit goes bad.

“It goes wild, everyone eats each other at the end, but I think it was apparent pretty early on that, though that is very shocking, it’s not fulfilling. It doesn’t do anything with the theme.”

[poilib element=”quoteBox” parameters=”excerpt=%22I%20think%20it%20was%20apparent%20pretty%20early%20on%20that%2C%20though%20that%20is%20very%20shocking%2C%20it’s%20not%20fulfilling.%22″]Much of that thematic work was making sure the Grumpuses and the journey you went on with them had some emotional “reckoning” – there had to be a reason you all went through this harrowing ordeal, otherwise it lessed the player’s reasons to care about any of it.

“Everyone just turning into zombies didn’t really give any of them a reckoning with their personal demons or put any focus on them as characters,” Zuhn said. “It was just a bad thing that happened to them. And it’s antithetical to where we ended up going because Bugsnax, as it is in release, is so much about the characters and their journeys as people. I wanted to do a version of the ending that actually involved that.

“And granted, they do come after you at the end of the game right now, but that’s a physical manifestation of [Bugsnax’s true nature],” he explained. “What really matters is that if you take them, you’ll lose yourself. And the zombie thing, the threat of this is that they were zombies, that they’ll bite you, and that’s nothing.”

That nothing became very much something that tied into the entire journey that preceded it – with the introduction of the UnderSnax and the added focus on Eggabell, Zuhn and the team figured out how to weave the ending more directly into the emotional patchwork of this ensemble story.

“The way to get at the heart of it was to say any physical change happening on this island is a result of the Bugsnax themselves. They are the heart of everything on this island, and that helped shape the way the ending happened because one, Bugsnax come out of this underground. They can be everywhere. There’s kind of no escaping them. And because there’s this big underground network of Bugsnax, Lizbert has a connection to them throughout the island. This explains how she’s been able to keep them in check this whole time. And then, also this speaks to the aspect of willpower having an effect on them,” Zuhn noted, reflecting on the willpower most of the island’s denizens didn’t have to stop consuming Bugsnax at that point.”

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Another major aspect of solidifying not just the ending, but of the entire game, was in deciding who the player character actually was. The original draft sees the player as no one in particular, and various other roles were attempted, including making the player related to Lizbert. But as Zuhn noted, that didn’t leave much room for mystery.

“We wound up at journalist after trying these other ideas because we thought it was the right career for someone who is going on an investigation, who will say, ‘Oh, there’s a mysterious island and a bunch of mysterious characters that I want to know about,’” Zuhn explained.

“You’re not just a journalist, you’re a journalist who is in a lot of hot water and really needs this to work, to kind of also nail in that part where you two are like the rest of the characters in this story. Someone who has come to the island trying to make up for something in your life.”

All of that motivation, Zuhn said, cleared up a lot of playtesting misconceptions about why this journey mattered and, again, aimed to bring more emotional resonance and importance to every interaction. That included the interviewing mechanic – while, yes, the game previously had dialogue interactions, the concept of really digging into these characters “crystallized around your role as a journalist.”

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Giving the player more reasons to care and learn about the Grumpuses throughout the story, to better understand their personal trials as well as the greater stakes at play, as well as to realize just how much of a threat Bugsnax actually were, Zuhn realized through production how those bad and neutral zombie endings offered little in the way of emotional catharsis, and the good ending flew in the face of what the Grumpuses should have learned by that point.

“At the time [of the original draft], a big calamity is going to happen but nobody has eaten enough to transform into a zombie and they’re like, ‘Well, nothing bad actually happened to us, so I guess it’s fine and we can just stay here and will be careful about those Bugsnax because we know they’re dangerous now.’

“I get why I put that on paper, but as yet another symptom of not having gotten the theme yet that Bugsnax represent your personal demons, you can’t just sit and eat some of them, some of the time and be fine. No matter what happens in the ending, they have to leave this place.”

That realization, of ensuring that the Grumpuses had to leave the island, led to the creation of Bugsnax’s denouement, where the Grumpuses that did escape, along with the player, ruminate on what’s transpired and look toward what the future might be. This scene largely came together, Zuhn explained, once the final battle in which you hold off Bugsnax attacking the Grumpuses, came together.

“Because that ending final battle thing coalesced, that inspired me to then make what the epilogue is,” he said. “I think that scene is way better than any scene where they stay there. We had finally figured out what shape the gameplay would take, and that gave me the ability to move forward from there, because sometimes it can be very difficult to write a future scene without knowing how the game could impact it. Anytime I did that previously, I would turn out to be wrong, I would be presupposing too much.”

[poilib element=”quoteBox” parameters=”excerpt=%E2%80%9CEvery%20running%20joke%20is%20an%20opportunity%20for%20more%20storytelling.%22″]That scene became more than that, because for players who manage to save every Grumpus, a post-credits scene teases that, perhaps, there are more in the world who know of Bugsnax and what they’re capable of. The entire game, Snorpy speaks of the Grumpinati as some shadow organization, but it could be viewed as just a silly conspiracy theory. Until that scene, of course.

But Zuhn cautions that you shouldn’t believe everything every character says, while also noting he was very intentional about what clues and teases ended up in the story.

“Every running joke is an opportunity for more storytelling,” Zuhn said. “I don’t see any reason not to explore the idea. At the same time, everybody should really take what Snorpy says with a big grain of salt. Just because a character in the story thinks something is true doesn’t mean that their opinion is good. But at the same time, clearly there is something going on that Clumpy knows more than she was letting on at the start of the game. And I wanted to do that at the very end of the story to give you something to wonder about, to re-contextualize some things you might have been thinking.”

And it’s clear that Zuhn was able to re-contextualize much of the work in his original draft into something more emotionally resonant to the themes at work and considerate of its characters to craft the stirring ending present in the final release. Were it not for the addition of Eggabell into the present story and the move away from the zombified endings, it’s impossible to say how players would have received the ending. But as it stands now, Bugsnax offers a more well-rounded conclusion, and just enough dangling questions to leave players, this writer included, hungry for more.

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Jonathon Dornbush is IGN’s Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

Bugsnax’s Final Showdown Once Included a Tower Defense Mechanic

IGN spoke with Bugsnax Creative Director Kevin Zuhn about how Bugsnax’s ending went through some dramatic shifts, originally including a darker ending and some twists that didn’t quite settle into the rest of the game’s themes.

And while diving into the major story changes that occurred throughout development, Zuhn also explained how some mechanical shifts also occurred. And perhaps most notably, the final showdown in the game’s Grumpus village was once quite different from what players experience in the final game. Namely, it looked a lot more like a brand-new tower defense game.

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Spoilers for the ending of Bugsnax follow.

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Zuhn explained how, in the original script’s ending, the player mostly makes their way back from the UnderSnax, only to have the fate of the other Grumpuses be decided by the amount of Bugsnax they had eaten. There wasn’t even much players did at that point.

“As far as the way that the ending worked mechanically, this is something we also struggled with for a long time because you cannot catch Bugsnax after learning the truth from Lizbert, that can’t be a mechanic anymore because you’re not going to feed anyone deliberately.”

Instead, in the final version, players defend Snaktooth Village and the Grumpuses, using the various tools they’ve become familiar with throughout the game to defend against waves and waves of Bugsnax.

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The idea was actually even more elaborate at one point, with Zuhn explaining how a sort of Bugsnax tower defense game was introduced at this point in the adventure, and it was actually quite robust.

“John Murphy, he designed most of the Bugsnax behavior patterns and systems of the game. He was working on, effectively, a tower defense mode. The early versions of it were, you had a big central location and Bugsnax were coming from every direction. We scaled back on that because it was a little too demanding and hectic for a thing that you have just learned how to do,” Zuhn explained. “You can’t have a tutorial for this because it’s the end of the game.”

Instead, the attack on the village became a little simpler, but still informed by all of the adventure that preceded it.

“We wanted to keep it down to dealing with a couple of characters at a time just to make the scope manageable for the amount of things that could happen, especially in terms of whether characters make it or don’t,” Zuhn said. “One of the difficulties with the big tower defense mode was, if a character died, you couldn’t stop to pay attention to that because too much was already happening. And it felt like people were just silently dropping and that’s not thematically resonant.”

For more, be sure to read our full deep dive with Zuhn on Bugsnax’s major changes.

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Jonathon Dornbush is IGN’s Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

AMD Revealing New RX 6000 Graphics Card Next Week

AMD has revealed that it will be announcing a brand-new GPU on March 3, the latest product in its growing RX 6000 line.

AMD will be hosting a stream to reveal the new GPU, starting at 11 AM ET / 8 AM PT. Rumors have been circulating for weeks now regarding a potential RX 6700, a more budget-focused RDNA 2-powered GPU. It would be AMD’s answer to Nvidia’s RTX 3060 Ti and RTX 3060, the latter of which launches today, February 25. These are the GPUs that most PC gamers end up buying, so one could suggest that this is the launch that AMD really wants to get right.

The launch of the higher-end RX 6000 cards took place in late 2020, with the RX 6800, RX 6800 XT and RX 6900 XT finally closing the gap on Nvidia’s dominance in the market. But like Nvidia, AMD has been struggling to meet demand for its GPUs, with supply drastically constrained thanks to the ongoing COVID-19 pandemic and its effect on semiconductor production–an issue President Biden has launched an investigation into.

AMD’s CEO Dr. Lisa Su also suggested that stock issues won’t get better before the second half of 2021, although she did suggest that laptops and consoles (like the Xbox Series X and PS5) would be most affected. It’s unclear how much production capacity AMD can spare for a whole new product to enter the market, but it’s clear that won’t stop it from launching at all.

Kenneth Branagh Is Unrecognizable As Boris Johnson In First Image From COVID-19 Series

The first image of Kenneth Branagh as British Prime Minister Boris Johnson from the upcoming coronavirus limited series has arrived. In the image, released by Sky, Branagh is basically unrecognizble due to some incredible makeup and hairstyling work.

The show is called This Sceptred Isle, and it’s in production at the British studio Sky; there will be five episodes in total. The series will look into the early days of the COVID-19 virus and touch on how Johnson and his administration faced the pandemic.

Michael Winterbottom (24 Hour Party People) is directing the series from a script he co-wrote with Kieron Quirke (Defending the Guilty). It’s scheduled to premiere in Fall 2022.

“The first wave of the COVID-19 pandemic will be remembered forever,” Winterbottom said in a statement. “A time when the country came together to battle an invisible enemy. A time when people were more aware than ever of the importance of community.”

Branagh has earned five Academy Award nominations over the years and recently starred in Christopher Nolan’s Tenet.

Former WWE Wrestler EC3 Signs With Ring Of Honor

Former WWE and Impact wrestler EC3’s free-agent status is over as he has officially signed with Ring of Honor.

The former two-time world champion made his return to the promotion this weekend to confront Jay Briscoe. They originally were set for December’s Final Battle pay per view, but EC3 had to withdraw after testing positive for COVID-19.

Ring of Honor released a statement regarding EC3 signing to the company and praising his career over the past few years reinventing himself.

“EC3 boasts one of the most chiseled physiques in the sport and stellar speaking skills. EC3 seized control of his narrative during his time as a free agent,” states the release. “A darker, more intense, and more dangerous EC3 showed up in ROH declaring that he was on a quest to see if honor is real.”

EC3 was released from WWE in 2020 during what many called “Black Wednesday,” when numerous wrestlers and backstage talent let go from the company during the COVID-19 pandemic. Many stars changed careers outside of wrestling, with some signing with other promotions like AEW. EC3 made his debut with ROH in the fall and looks to have found a long-term home.

EC3 is just the latest former WWE wrestler to find another promotion to work in as WWE’s Big Show, Paul Wight, signed a deal with All Elite Wrestling.

Free Special Pikachu Available Now For Pokemon Sword And Shield

In celebration of the Pokemon series’ 25th anniversary, The Pokemon Company is giving away a special Pikachu for Pokemon Sword and Shield. What makes this Pikachu different from other ones is that it knows Sing, a move that it’s normally not capable of learning in the mainline Pokemon games.

The free Pikachu is level 25 and comes equipped with a Light Ball, an item that boosts Pikachu’s Attack and Special Attack stats. The Pokemon also knows the moves Encore, Celebrate, and Electro Ball.

To claim the free Pikachu, fire up your copy of Pokemon Sword or Shield and follow these steps:

  • Select Mystery Gift from the menu screen
  • Select Get with Code/Password
  • Follow the prompts to connect online
  • Input the code P25MUS1C

Pikachu isn’t the only free Pokemon that Sword and Shield players can grab right now. To celebrate the launch of Pokemon TCG’s Shining Fates expansion, The Pokemon Company is also giving away a free Shiny Toxtricity at GameStop and EB Games in the US and Canada, respectively. You’ll need to head to a participate store and use the Pokemon Pass mobile app to receive a download code for that free monster.

Finally, Sword and Shield players still have a few more days to claim a free item bundle. As a reward for defeating more than 1 million Cramorant during a recent Max Raid event, The Pokemon Company is distributing a Toxic Orb, a Flame Orb, a Gold Bottle Cap, and a few other valuable items. Those freebies will only be available to claim until 3:59 PM PT / 6:59 PM ET / 11:59 PM UTC on February 28.

The Pokemon Company has other events planned for the series’ 25th anniversary this year, including a virtual concert featuring Post Malone on February 27. Before that, the company is airing a Pokemon Presents video broadcast on February 26 at 7 AM PT / 10 AM ET / 3 PM GMT.

GameSpot may get a commission from retail offers.

Transformers: New Animated Series Announced by Nickelodeon, Entertainment One

Nickelodeon and Hasbro’s Entertainment One are set to roll out an all-new animated Transformers series.

The animated action-comedy series will consist of 26 half-hour episodes, following a new species of Transformers on a mission to find their place and purpose among Autobots, Decepticons, and the human family that adopts them. The series is being co-produced by Nickelodeon and eOne and will premiere exclusively on Nickelodeon in the US before debuting in other countries.

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The creative team is built up with several animated TV show veterans, including Ant Ward (Rise of the Teenage Mutant Ninja Turtles) and Nicole Dubuc (Transformers: Rescue Bots), who are both serving as executive producers, together with co-executive producer and developer Dale Malinowski (Rise of the Teenage Mutant Ninja Turtles). Production will be overseen by Nickelodeon’s Conrad Montgomery and eOne’s Mikiel Houser.

“As soon as I read the creative concept, which at its core is about family, I knew we absolutely had to tell this story with our good friends at eOne and Hasbro,” said Ramsey Naito, President of Nickelodeon Animation. “The series will tell a reimagined story featuring both original characters and fan-favorites for a whole new generation of kids and families. The creative team at Nick, overseen by Claudia Spinelli, SVP of Animation Development, can’t wait to get started on building this new world.”

“We’re thrilled to be working with Nickelodeon to expand the Transformers animated universe and bring an all-new more than meets the eye story to life,” added Olivier Dumont, eOne’s President of Family Brands. “This new series is a fresh creative take on the brand, which will excite longtime fans around the world and soon-to-be fans alike, all being introduced to the robots in disguise by an A-list creative team led by eOne’s Mikiel Houser.”

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The Transformers have had a long history on television, all beginning with The Transformers that aired from 1984 to 1987 and is still one of the most beloved.

The new Transformers series is part of Nickelodeon’s strategy to be the home of the biggest franchises kids and families love, as it joins a growing animation slate that already includes SpongeBob SquarePants, plus the first-ever SpongeBob spinoff, Kamp Koral: SpongeBob’s Under Years, Teenage Mutant Ninja Turtles, and Star Trek: Prodigy, amongst others.

As part of its expansion, Nickelodeon recently announced the launch of a new division dedicated to creating series and movies based in the world of Avatar: The Last Airbender and The Legend of Korra. The division will be called Avatar Studios and will produce content for Paramount+, Nickelodeon platforms, and unspecified third-party platforms, as well as in cinemas.

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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

GTA Online Update Adds A Weaponized Dinghy And More In Latest Weekly Update

The latest weekly update for Grand Theft Auto V‘s multiplayer mode, GTA Online, has arrived. The centerpiece of the update is a brand-new vehicle–a Nagasaki weaponized dinghy.

This boat carries a .50 caliber machine gun at its front that you can use to defend your turf or bring the attack to enemies. “This little dinghy will send a clear message to trespassers,” Rockstar said in a blog post.

You can buy the new dinghy from the Warstock Cache & Carry store. That establishment is also selling the Dinka Versus off-road ATV, and you can get it for free until March 3.

Introducing the Nagasaki Weaponized Dinghy
Introducing the Nagasaki Weaponized Dinghy

In terms of sales and specials, GTA Online players can get double GTA$ and RP in Special Cargo Sell missions this week, while Stunt races are paying out double GTA$ and RP as well. What’s more, missions from the NPC Simeon are paying double GTA$ and RP, as are DJ Request missions.

Players looking for a fight this week can earn double GTA$ and RP in the Sumo and Sumo (Remix) modes where players jump into a car and try to push other players off the map.

Rockstar also announced that everyone who completes an import or export sell mission this week will get the blue and magenta “glow” shades for free. Additionally, the Diamond Casino & Resoort is offering free drinks and free Penthouse parties. “If you wake up in a trashed Penthouse or bathroom stall, don’t worry–it was free, remember? No harm, no foul,” Rockstar said.

Finally, GTA Online is offering up a series of discounts this week. You can save 40% on the Pegassi Zentorno car, 60% off executive offices, and 25% off vehicle warehouses.

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GTA Online Weekly Deals

  • Pegassi Zentorno — 40% off
  • Executive offices — 60% off
  • Executive office customizations and add-ons — 60% off
  • Special cargo warehouses — 50% off
  • Vehicle warehouses — 25% off
  • Garages — 50% off

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Fortnite: How To Throw Fruit At Hunter’s Haven

Fortnite has launched its Season 5, Week 13 challenges, and one of the goofier ones tasks you with throwing fruit at Hunter’s Haven. It sounds like a simple enough task, and it is once you know where you need to go. However, not knowing the location of the fruit could make it difficult, as several other tasks are at Hunter’s Haven this week and you could get ambushed. Here’s how to complete it quickly.

Once you’d jumped out of the Battle Bus and have reached Hunter’s Haven, look for a building in the southeastern part of the location. Head inside and go into the kitchen to find a box of produce on the counter.

We're going bananas over here.
We’re going bananas over here.

Search the box and you’ll get a few different items. In our case, it included a few bananas and a mushroom. Of the two types, only a banana is a fruit, so pick the fruit up and aim before throwing. Don’t simply pull the right trigger or you’ll eat it by accident.

The best part of this quest is you can actually throw the same item three times in order to complete it. Just toss it around the room a few times and you’re all set for 20,000 XP.

For more challenges from this week, check out our Fortnite Season 5, Week 13 challenge guide. You can also check out a full guide on how to bathe in the purple pool at Steamy Stacks.

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