WWE 2K Battlegrounds Review

It’s been a rough couple of years for the WWE 2K series, with the switch port of WWE 2K18 being a nearly unplayable mess and the buggy disaster (on all platforms) that was WWE 2K20, which has led to the mainline series taking a much needed year off. In its place is WWE 2K Battlegrounds, a cartoony and arcadey take on professional wrestling where wrestlers can jump 50 feet in the air, swing opponents like rag dolls, toss them into the waiting jaws of alligators, and so on. On paper, that sounds like an exciting departure from the simulation-focused main series in favor of something more akin to 2011’s underappreciated WWE All Stars… but there’s virtually nothing beyond the flashy animations. It may be easy to pick up and play, but it lacks any sort of depth to either its combat or its roster of 70 wrestlers, a large majority of which are locked behind a microtransaction-infested barrier.

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The one thing that WWE Battlegrounds has going for it is that unlike many other wrestling games, it’s immediately intuitive. You don’t have to worry about chain wrestling, timing-based pin minigames, cat-and-mouse submission minigames, how to set up and climb ladders in ladder matches, how to place your opponent on a table in a table match, etc. To tell someone how to play, all you need to do is show them a controller and say “Here’s your punch button, here’s your kick button, this is how you throw, this is how you block, remember to press the button on screen when you get grabbed to do a reversal, and if someone tries to pin or submit you, just mash these buttons.” Done.

[poilib element=”quoteBox” parameters=”excerpt=The%20movelist%20for%20every%20character%20is%20extraordinarily%20short.”]This puts Battlegrounds in a unique position of being by far the most approachable wrestling game for complete newcomers in years, but it also comes with a pretty substantial sacrifice. Namely, any semblance of depth or complexity to its combat.

The movelist for every character is extraordinarily thin for a wrestling game, even an arcadey one, with each wrestler only having a small handful of basic combos and throws. Worse still, these moves are copied and pasted onto virtually every wrestler that falls within the same class of either Powerhouse, Brawler, All-Rounder, Technician, or High-Flyer. So Shinsuke Nakamura has almost the exact same moves as the Miz, Charlotte Flair has almost the exact same moveset as Stephanie McMahon, and Triple H has almost the exact same moves as Andre the Giant. There are some slight differences, with a few select characters having one or two moves that are unique to only them, and every character has their own signature and finishing move. But aside from that, these characters play exactly the same.

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There are, at the very least, a few meaningful differences between each of the five classes. Powerhouses are slow, but have attacks that can power through their opponent’s strikes; Brawlers can create weapons like steel chairs and motorcycles out of thin air and have extra power on their strikes; Technicians have extremely powerful throws and can even cause limb damage, which will cause opponents to stagger around briefly; High-Flyers can jump off the ropes, use running throws, and get to the top rope faster than other classes; and All-Arounders can do a little bit of everything. It’s similar to what WWE All Stars did with its class system, but here it’s less about defining a style of play and more about defining what specific cool things you can and can’t do.

That said, my biggest gripe with the gameplay of Battlegrounds, aside from the poor hit detection, is the reversal system. It simply gives you way too much time to reverse throws and attempts to balance that by having throws cost a portion of your Heat meter, which is what’s used to execute your signature and finishing moves. As a result, many of my most competitive online matches of Battlegrounds were also among the most miserable: we just took turns reversing everything, with neither of us making much progress toward ending the match.

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One final notable wrinkle on the arcadey nature of Battlegrounds’ combat is the powerups, of which you can select three before each match. These are temporary buffs that can either increase the damage of your strikes, give you some health regeneration, or make all of your attacks unblockable. Some are extremely powerful, with my favorite being a buff that adds another layer to the pin minigame, forcing your opponents to mash even faster if they want to break a pin. Of all of the mechanics Battlegrounds brings to the table, powerups are by far the best, and the one that fits best with its overall theme. What it all boils down to is that Battlegrounds’ combat is totally passable as a quick party game that you play for an hour or two and then move on to something else, but measured by any other sort of standard, it falls flat on its face.

To tie those matches together, Battlegrounds has an equally shallow campaign mode. The premise of the story is that Paul Heyman decides to create his own new brand of pro wrestling that has him traveling around the world, recruiting wrestlers, and having them fight in a ring on their own home turf. Thus the Battlegrounds brand is born.

It doesn’t take itself seriously and is fully aware of how cheesy and silly it all is, but that doesn’t excuse the fact that it is incredibly cheesy and silly. The art style also lacks any flair or charm, and the characters you control are all as one dimensional as you’d expect, given the fact that they are only given two comic book pages worth of story at the beginning of each chapter to establish who they are and why you should care about them.

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The gameplay of the campaign doesn’t do much to pick up the slack dropped by the story either. It’s just a long string of matches against various superstars, with occasional rewards such as new battlegrounds, new power ups, and – most substantially – new characters. Eventually, after hours of the same match types and having to use the same boring characters, I started to lose interest and just worked to mainline it towards the end, which took about eight or so hours to get through.

[poilib element=”quoteBox” parameters=”excerpt=There%E2%80%99s%20currently%20an%20easily%20exploitable%20bug%20that%20lets%20you%20eliminate%20players.”]Things don’t get much better in the other modes, either. Battleground Challenge is basically the campaign mode minus the story, and plus your own created character that you improve via a microtransaction-riddled progression system. King of the Battlegrounds is conceptually a neat idea that challenges you to stay alive as long as you can in a battle royale, with new players being teleported in as others get eliminated, but the problem is that there’s currently an easily exploitable bug that lets you eliminate players without ever having to even go through the elimination minigame by pushing them through the ropes.

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Then there’s the usual assortment of match types like steel cage matches, triple threats, fatal fourways, and the like. The problem with all of these is that the gameplay of Battlegrounds is tuned in such a way that characters get up super quickly after getting knocked down; this makes match types like traditional tag matches, Triple Threats, and Fatal Fourways, where the first player to get a pin wins a nightmare because it’s so dang hard to keep everyone down long enough for you to secure a three-count. The mainline WWE 2K series addressed this years ago by forcing you out of the ring and making you take a quick rest if you take too much damage, but Battlegrounds has no such mechanic.

[poilib element=”quoteBox” parameters=”excerpt=It%E2%80%99s%20just%20one%20flub%20after%20another.”]And finally, as much as I love Mauro Ranallo and Jerry Lawler, their commentary is brutal to listen to. Not because of their performances – they actually do a great job in bringing their on-camera energy to the voice over – but because their calls are so frequently off the mark. Whether it’s calling out the wrong moves, constantly reacting to something super late, repeating dialogue, or overreacting to a normal move, it’s just one flub after another.

Quibi Considers a Potential Sell or Merger

Mobile streaming provider Quibi, or “Quick Bites,” is reportedly exploring options to sell the company just six months after its launch.

Per The Hollywood Reporter, Quibi is considering “several options” to keep the company afloat, including going public via a merger, selling, or raising additional funds. THR goes on to say that while a Quibi spokeswoman declined to comment, she did release this statement:

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“Quibi has successfully launched a new business and pioneered a new form of storytelling and a state-of-the-art platform,” she told THR, adding “Meg and Jeffrey are committed to continuing to build the business in the way that gives the greatest experience for customers, the greatest value for shareholders and greatest opportunity for employees.”

When the streamer debuted back in April 2020, co-founder Jeffery Katzenberg told the Los Angeles Times he hoped Quibi would become “the third generation of film narrative,” by combining the strengths of movies and episodic television into one cohesive force. The service launched with $2 billion in financial resources, however, the company has seen diminishing returns with 4.5 million initial app downloads and 1.6 million subscribers according to THR.

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In our review of the streaming platform, we say, “Quibi checks all the boxes when it comes to its smooth user interface and reasonable pricing but lags behind Netflix and Amazon in terms of quality original series.”

Do you think Quibi still has a fight in the Great Streaming War? Let us know in the comments.

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David Griffin still watches DuckTales in his pajamas with a cereal bowl in hand. He’s also the TV Editor for IGN. Say hi on Twitter.

Former Indivisible, Skullgirls Devs Start New Worker-Owned Studio

Following the mass exodus at Indivisible and Skullgirls creator Lab Zero Games, a group of former developers has founded their own cooperatively structured games studio. Called Future Club and comprising of 15 ex-Lab Zero employees, the studio is worker-owned and committed to creating games with handcrafted 2D art and engaging gameplay.

In a press release, Future Club said it wants to “inspire kids and adults” with games that are “remembered long after their time.” The studio also said its goal is to create “games with handcrafted art and traditional 2D animation, engaging and responsive gameplay, and unique and memorable worlds.”

Lab Zero Games imploded a month ago. Studio director Mike “MikeZ” Zaimont came under fire for refusing to step down amid harassment allegations. As a result, many Lab Zero devs left the studio.

Future Club explained why the co-op structure, in which employees use products for the benefit of its members instead of earning profits for investors, was a necessity. Designer Earl Gertwagen said the model lets Future Club take advantage of game design’s collaborative nature.

“Games aren’t the sole effort of a single developer,” said Gertwagen. “We’re a highly diverse team of 15 developers, including artists, animators, programmers, and designers, and we shipped our past games as a group effort of teamwork and communication. A co-op structure lets us put that philosophy into reality, and gives us all an equal role in shaping our future as a company alongside the games we make.”

Future Club CEO and producer Francesca Esquenazi echoed Gertwagen’s sentiments. In addition to taking advantage of game design’s collaborative nature, Esquenazi noted that the co-op model reinforces the studio’s belief that teams are more than the sum of their parts.

“We wanted to start fresh with a company structure that was worker-owned and gave everyone a say in the future of our organization,” said Esquenazi. “Future Club is an employee-owned cooperative game development studio, established with the belief that strong teams are greater than the sum of their parts. We value open, honest communication with peers, partners, and players, and take pride in our strength as a team.”

Future Club has not announced that a project is in development yet.

Now Playing: Top New Games Releasing On Switch, PS4, Xbox One, And PC This Week — September 20-26, 2020

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Animal Crossing’s Last Bug Off For Northern Hemisphere Players Is This Weekend

Another Bug Off is just around the corner in Animal Crossing: New Horizons. The bug-catching event returns for Northern Hemisphere players this Saturday, September 26, and it’s notable because it marks the final Bug Off of the year for Northern Hemisphere islands.

As before, the Bug Off will run from 9 AM to 6 PM. The event is hosted by Flick, who will be stationed in your town’s plaza throughout the day. As you catch bugs, you’ll earn points that can be exchanged for exclusive bug-themed items and furniture, and you’ll receive bug trophies when you hit certain point milestones. You can learn more about the event in our Animal Crossing Bug Off guide.

The Bug Off is a summer activity in Animal Crossing, so the next time it will return in Northern Hemisphere islands is in June 2021. However, Southern Hemisphere players will soon have a chance to participate in the event; the first Bug Off for Southern Hemisphere islands will be held on November 21, and it will return every third Saturday in December, January, and February.

While the Bug Off may be coming to an end this year for Northern Hemisphere players, autumn is just getting underway. Right now, two new seasonal crafting materials–pine cones and acorns–are appearing in trees, and they can be used to craft autumnal DIY recipes. There’s also still a little time left to grab September’s seasonal items, the grape-harvest backpack and moon rug.

The fall update for Animal Crossing is also on the horizon. Nintendo hasn’t yet announced when exactly that will arrive, but the company previously teased that it will introduce Jack, the pumpkin-headed czar of Halloween. And although we don’t yet know when the fall update will roll out, that hasn’t stopped some players from getting ready for Halloween.

Now Playing: Every Item From Pascal’s Mermaid Set In Animal Crossing: New Horizons

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Starfield, Elder Scrolls 6 To Bring Bethesda’s “Largest Engine Overhaul Since Oblivion”

Microsoft announced a big acquisition of Bethesda, the company behind franchises like Elder Scrolls, Fallout, and Doom. That means Bethesda’s library of games, including upcoming Bethesda Game Studios projects like Starfield, will be available on Xbox Game Pass. And Bethesda’s Todd Howard promises that BGS’ upcoming projects will be getting a big upgrade with a revamped engine.

In Howard’s statement on the acquisition, he walks through how working hand-in-hand with Microsoft has led the company to make technical leaps for its new games.

“With each new console cycle, we evolved together. From bringing mods to consoles with Fallout 4, now over a billion downloads, to the latest technologies fueling Xbox Series X/S,” Howard said. “These new systems are optimized for the vast worlds we love to create, with generational leaps not just in graphics, but CPU and data streaming as well. It’s led to our largest engine overhaul since Oblivion, with all new technologies powering our first new IP in 25 years, Starfield, as well as The Elder Scrolls VI.”

Oblivion released in 2006 and represented a huge shift from previous games in the series. Since then, though, Bethesda has often been criticized for its engine showing its age, especially with regard to strange bugs in its open worlds. Howard didn’t mention the focus of these overhauls, but his comment suggests we’ll be able to tell the difference when Starfield and Elder Scrolls 6 debut.

Given the comments from Howard, the engine overhaul would appear to be aimed at those two games that he’s producing. The Bethesda acquisition actually encompasses a lot more games besides those, including several that don’t use the Elder Scrolls and Fallout engine at all.

The acquisition also comes as Bethesda has plans to release some PS5 exclusives, Deathloop and Ghostwire: Tokyo. Xbox head Phil Spencer told Bloomberg that those games will still see their arrangements honored.

The acquistion was announced just one day before preorders go live for Xbox Series X and Series S. For more details, check out our Xbox Series X and Series S preorder guide.

Now Playing: Microsoft Acquires Bethesda – GS News Update

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Lovecraft Country Episode 6: Easter Eggs And References In “Meet Me In Daegu”

Lovecraft Country Episode 6: Easter Eggs And References In “Meet Me In Daegu” – GameSpot

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Disclosure: ViacomCBS is GameSpot’s parent company


Minecraft’s Free PSVR Support Is Coming Out Tomorrow

Starting September 22, you will be able to play Minecraft in virtual reality on PlayStation 4 using the PSVR headset. Mojang Studios announced Minecraft’s PSVR support earlier this month, but did not give a date for when it would be available until now. PlayStation’s Twitter also initially posted that the update was out today, September 21; however, that tweet was deleted. A new announcement with September 22 as the release date was shared, and we can assume that’s the actual delivery date.

Minecraft’s PSVR support will come in a free update. In a PlayStation Blog post, Mojang made sure to emphasize that Minecraft in virtual reality will have the game’s full range of functionality and content.

It’s a given that you will need a PSVR headset, but you’ll also need a DualShock 4 controller to play the game in VR mode. There will also be two ways to play Minecraft in VR: Immersive and Living Room mode. In Immersive mode, players will move around as if they’re in the Minecraft world. In Living Room mode, players can project the game on a virtual screen and play it that way.

Speaking about the PSVR Minecraft experience, Mojang stated, “It’s Minecraft, but in stellar VR. It is 100% the same Minecraft game that you can play every day, every week, every month, every year…on PlayStation 4. Nothing removed. 100% wholesome & pure full-fat Minecraft.”

PSVR is not Minecraft’s first brush up against virtual reality. The game is available to play with Oculus Rift, Windows Mixed Reality headsets, and the Gear VR. Minecraft is also hosting its own online event, Minecraft Live, on October 3, and we could see announcements related to any of the three Minecraft titles: Minecraft (the original), Minecraft Earth (the AR version), and Minecraft Dungeons (the dungeon-crawling RPG).

Now Playing: Minecraft Is Breathtaking With RTX Turned On

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New Xbox App Lets You Download Games You Haven’t Bought Yet

A new Xbox app is out now in beta for Android smartphones and tablets, bringing with it a new feature that will let you pre-download games even if you haven’t purchased them yet.

One of the most frustrating realities of modern gaming is having to wait to download patches on launch day, especially if you’re still inclined to purchase games physically. With this new Xbox app, you’ll be able to schedule and initiate pre-downloads for any game before it releases, letting you immediately get into it once you pop in the disc.

Although not explicitly mentioned in the post, users of the new app have already found the ability to pre-download any game (via Wario64 on Twitter). It shows how a prompt will warn you that you do not own the game you’re about to download, requiring a purchase before it can be launched.

This addition goes hand in hand with Console Streaming, which Microsoft is unlocking for everyone on the new version of this Xbox app. This will let you stream Xbox games to your phone or tablet, like remote play functionality on the PS4. This feature has been in testing for some time and is separate to Cloud Gaming (formerly xCloud), which Microsoft also launch in a few regions for Android recently.

Other updates include a move towards the unified platform that Microsoft has talked about in the past, letting the new app act as an extension of the functionality on your Xbox. This means you’ll be able to answer party requests, join party chat, share screenshots, and more with the new app.

Microsoft made no suggestion as to when the iOS Xbox app will receive this update, similar to how the company isn’t sure yet when it will be able to support Cloud Gaming on Apple devices thanks to the company’s more stringent terms of service. Apple recently made a change to them allowing streaming if Microsoft listed each supported game on Apple’s App Store, which Microsoft rejected.

Now Playing: Microsoft Acquires Bethesda – GS News Update

So, What Happens Now With Elder Scrolls 6, Fallout, And Bethesda’s PS5 Exclusives?

The week is off to a busy start with the massive news that Microsoft has purchased ZeniMax Media and, by extension, Bethesda Softworks and its many game studios. That puts franchises like Elder Scrolls, Fallout, Doom, and others under the Xbox Game Studios umbrella, calling into question what exclusivity might look like for these big-name franchises as we enter the new generation. In the more immediate future, it also raises the issue of what happens with a pair of Bethesda-published games that were previously set to debut exclusively on PC and PS5: Deathloop and Ghostwire: Tokyo.

The official statements from Xbox, Microsoft, and Bethesda unfortunately don’t offer many answers at this point. One aspect of the $7.5 billion deal that has been confirmed is that future games from Bethesda will launch on Xbox Game Pass on the day of their release, whether that’s on Xbox or PC. Starfield is one such game explicitly confirmed to be hitting Game Pass on day one, and it seems safe to assume the same will be true for other, unannounced projects, like the inevitable Fallout 5.

But those games are still far away. More pressing is what happens to Deathloop and Ghostwire: Tokyo, two games set for 2021 releases (following Deathloop’s recent delay) on PS5, but not Xbox Series X and Series S. According to Bloomberg, the exclusivity arrangement for these two games will be honored. Future games will release on Xbox, PC, and “other consoles on a case by case basis.”

We’ve reached out to both Microsoft and Bethesda for further details and will report back with anything we learn. But the fact that no news was shared about them as part of the announcement suggests that either nothing has changed or that nothing is going to be shared about the current exclusivity arrangement just yet, because the acquisition hasn’t yet closed. (The Elder Scrolls Online is one game that will continue to be supported on current platforms, including PS4.)

It’s All About Game Pass

It’s not inconceivable that future Bethesda games will continue to release on PlayStation or Nintendo consoles. While not a perfect point of comparison, Microsoft still supports Minecraft on third-party platforms despite having bought Mojang (and Minecraft Dungeons released on Switch). Maybe Bethesda games will release first on Xbox systems before later releasing on PS5–we saw this with The Elder Scrolls IV: Oblivion, even when Bethesda was privately owned. Upcoming games coming to PS4 or PS5 will surely still do so: Psychonauts 2 was announced for PS4 before Microsoft bought Double Fine, and it’s still coming there. Alternatively, it’s possible that Microsoft will release future, unannounced games as they normally would be but emphasize that subscribing to Xbox Game Pass gets you access for free, so why spend more money to get it on PS5?

Xbox Game Pass is, without a doubt, a huge component for why this deal happened. Whatever exclusivity there may or may not be for Bethesda’s games, bolstering the Game Pass library with everything in Bethesda’s publishing library makes what was already an incredible service even stronger. And with next-gen games increasingly looking as if a $70 price tag could become the norm, being able to get a new Elder Scrolls or Fallout or Dishonored or whatever else as part of a subscription fee looks a lot better. That’s especially true knowing this is not some limited-time arrangement, where you’d only have access to these games for X number of months after their release. They’re coming to Game Pass, and they’re staying there, just like Halo, Gears, Forza, and so on.

It’s incredible to think that Microsoft and Bethesda were able to pull off such an enormous deal without it leaking. Aside from allowing them to shock everyone on a Monday morning, it’s also allowed Microsoft to maximize the impact of it: The news is being announced one day before Xbox Series X and S preorders go on sale. That’s not a coincidence.

Whether it’s true or not, there are people who are now going to assume Starfield, Elder Scrolls VI, and so on will be Xbox console exclusives. I’m personally skeptical of this; these are expensive games to build, and Microsoft might see enough long-term value in bolstering Game Pass and possibly making these games timed exclusives on Xbox. But leading into the next-gen console launches, it might push some people to choose an Xbox Series X or S over a PS5 and help to build some momentum.

We’ve seen momentum prove to be huge in the last two generations: The strong starts for Xbox 360 and PlayStation 4 helped to power those consoles and create a snowball effect during their respective generations. If your friend buys a particular console, that might push you to buy that console too. And buying an Xbox makes you that much more likely to subscribe to Game Pass, which is what Microsoft cares about most. Even if you don’t buy an Xbox, there’s still a new market of potential Game Pass subscribers on PC and mobile. Whatever the ultimate reality of the arrangement proves to be, it helps Xbox on all fronts.

Now Playing: PS5 And Series X Launch Lineup Wishlists | Generation Next

What’s New To Netflix This Week? Stranger Things Star Leads New Sherlock Holmes Movie

As it turns out, and probably should not come as a surprise to anyone, sleuthing runs in the Holmes family. The new Enola Holmes headlines this week’s upcoming Netflix releases, and stars Millie Bobby Brown in the title role–the younger sister of the famous Sherlock and Mycroft Holmes. Brown, perhaps best known for Netflix’s Stranger Things, takes on the role of the teenaged Enola, opposite the already-famous Sherlock (Henry Cavill) and Mycroft (Sam Claflin). In this film adaptation of the Nancy Springer book series with the same name, Enola vies to be taken seriously as a lady, a detective, and also embarks on a quest to find her missing mother. Enola Holmes comes to Netflix on September 23.

On either side of that date, meanwhile, are some great opportunities to stave off early onset seasonal affective disorder with some laughter. On September 22, Season 4 of British comedian Jack Whitehall’s travelogue series Travels with My Father sets sail for Australia. Seeing how past seasons have seen the mismatched pair of perky comedian and party-pooper curmudgeonly father stumble into a Magic Mike show in Las Vegas, wander through the site of the Chernobyl disaster, and attempt parkour in Thailand–it shouldn’t be hard for them to get up to some shenanigans in Australia.

Fast-forward to September 26, and the fourth and final season of NBC’s afterworld sitcom The Good Place will be coming to Netflix. For those who haven’t yet seen how it all wraps it up, it’s probably best to side-step potential spoilers and recount the show’s premise: Kristen Bell stars as Eleanor Shellstrop, a woman who has died and gets welcomed to the titular “good place” by a secret ethereal architect, Michael, played by Ted Danson. If you happen to not be current on the show, it would be inadvisable to skip to the final season first–there are lots of twists along the way that we won’t spoil for you here.

Below, you’ll find everything coming to Netflix this week. For more info about the streaming service, take a look into the future to see what’s coming for the rest of September.

New to Netflix this week:

September 22

  • Mighty Express – Netflix Kids
  • The Playbook – Netflix Docs
  • Jack Whitehall: Travels with My Father: Season 4 – Netflix Series

September 23

  • Waiting…
  • Enola Holmes – Netflix Movies

September 24

  • Real Steel
  • The Chef Show: Season 2 – Netflix Docs

September 25

  • A Perfect Crime – Netflix Docs
  • Sneakerheads – Netflix Series
  • Country-ish – Netflix Series

September 26

  • The Good Place: Season 4