Now that true plot of Disney Plus’ The Mandalorian is out in the wild, fans have become enamored with Baby Yoda. Yet that nickname has irked some fans because The Child is technically not a baby version of Yoda given that the Jedi Master passed away and became one with the Force five years before the events of The Mandalorian. Rather, the creature in question is simply a baby of the same species as Yoda.
Nitpicky? Sure. But it does raise the question of what we should be calling this little bundle of green joy. George Lucas has long kept Yoda’s species a mystery and has never even given it a name, so what are we to do?
J.J. Abrams said that there’s definitely a reason why Rey is so strong with the Force in the new batch of Star Wars movies.
In an interview with Rolling Stone published on Thursday, the interviewer pointed out that Rey is picking up on the Force at a fast pace. Rey knew nothing at the beginning of The Last Jedi and was lifting boulders by the end of the movie. Abrams agreed with that statement and hinted at some clarity for Rey’s abilities in The Rise of Skywalker.
“Yeah, spooky, right?
It’s a fair point,” Abrams said. “It’s not an accident.”
The holidays will be here before you know it, and these new OMEN products are sure to be hit gifts with the gamers in your life — or perfect ways to reward yourself and prepare for all the gaming you’ll be doing on your vacation.
Star Wars: The Rise of Skywalker director J.J. Abrams has frequently discussed how he’s using leftover scenes from The Force Awakens in order to bring back the late Carrie Fisher’s General Leia one last time. Thanks to a new Rolling Stone interview, we have a better idea of what those deleted Leia scenes were about and why they weren’t included the first time around.
Abrams tells Rolling Stone The Force Awakens originally had more buildup to the scene where Starkiller Base destroys the Hosnian system and wipes out billions of lives. The movie featured an entirely new character who ultimately perished on Hosnian Prime. However, Abrams eventually decided that the subplot didn’t fit the framework of the movie.
Rocket League‘s big update that will remove loot crates is right around the corner. A new post on the official Rocket League website has confirmed that the Blueprint update is coming on December 4 at 10AM PST, alongside Rocket Pass 5. Blueprints will replace loot crates and add transparency to the game’s loot system–you know what a Blueprint is for, and it’s up to you whether you want to spend the credits to build it, or whether you want to either hold onto it or trade it.
Once this update happens, players will be able to accrue Blueprints from their online matches, and all Crates in your collection will be converted into Blueprints as well. Your Keys will be converted into Credits, since there will no longer be anything to open with keys. Crates will actually stop dropping 25 hours before the update, though, from 9AM PST on December 3. You won’t be able to purchase DLC packs or trade between players during this time either, until the update is live.
Simutaneously, some vehicles and items that were previously locked to paid DLC will be made available to everyone. The Supersonic Fury, Revenge of the Battle-Cars, and Chaos Run DLC content will be made free for all, and immediately placed in your inventory. The Item Shop will open after this update, which will replace the Showroom. This is where you will be able to buy premium DLC vehicles and other items in the future.
Rocket Pass 5, the game’s take on a battle pass, will arrive on the same day. The full reveal of this pass won’t arrive until next week, so we’re not sure exactly what it will offer, or how it will differ from Rocket Pass 4, just yet. Competitive Season 13 will start at the same time, giving all players new rewards to work for–this means that you have limited time left to earn your Season 12 rewards.
Rocket League’s Blueprint update, along with Rocket Pass 5 and Competitive Season 13, will arrive simultaneously on PC, PlayStation 4, Nintendo Switch, and Xbox One.
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This year’s Neo Cab is one of the more intriguing indies in a year chock-full of fascinating games designed by smaller studios. The developer behind the game, Chance Agency, took influence from other sources of media when designing the adventure RPG–including Bloodborne.
One of Neo Cab’s cooler features is the Feelgrid, which allows you to get a vague approximation of main character Lina’s feelings and mental state through colors. You can try to gauge how Lina is feeling based on her Feelgrid and then use different dialogue options to encourage her emotional and mental state to change–unlocking certain conversation options and locking others. Depending on how you play, Lina can approach certain aspects of Neo Cab’s in-game world very differently, and just because she’s happy does not necessarily mean you’ll have better choices. This system is loosely based on the same risk vs. reward nature of Insight in Bloodborne.
“I loved that [Bloodborne had] this in-game currency called Insight, which was a number that went up, and so people would tend to hoard it,” Chance Agency creative director Patrick Ewing said, according to USG. “Narratively, it represents your awareness of the cosmic horror of the universe. So if you don’t spend it–if you let it keep growing–the world gets corrupted around you … My inspiration from Bloodborne was the idea that sometimes, character attributes can be good in some contexts and really bad in others.”
“Early on, we had two separate attributes that could be positive or negative,” Ewing continued. He explained that, originally, Lina had “Faith,” which represented her overall faith in humanity, and “Energy,” which informed you about her physical well-being.
“Essentially, we just adapted that system we had before–which was Energy and Faith–into this cohesive 2D map,” Ewing said. “It really felt like, as soon as we got that, it was like ‘Oh, it all makes sense, we can write dialogue for this full spectrum of emotions and let the player’s imagination fill in specific gaps.’ The game is telling you Lina is this red, she’s this far away from the edge, but you as the player get to decide, like, is she angry? Is she scared? Is she anxious? The red spectrum can catch all of those things.”
In GameSpot’s Neo Cab review, James O’Connor writes, “Neo Cab might suffer from inconsistencies and presentation issues in some places, but as a depiction of a near-future society corrupted by tech fetishization, and an exploration of how humans are adapting to automation and the rise of the gig economy, it’s got plenty to say about how important it is that we all look out for one another. This is a forward-thinking game, but the issues it explores are extremely relevant in 2019, which makes for an engaging, stimulating narrative experience, even if the central mystery of your friend’s disappearance is not particularly interesting.”
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The Half-Life: Alyx Steam page reads: “A set of Source 2 tools for building new environments will ship with the game, enabling any player to build and contribute new environments for the community to enjoy. Hammer, Valve’s level authoring tool, has been updated with all of the game’s virtual reality gameplay tools and components.”
The Steam page also reveals that pre-ordering Half-Life: Alyx prior to the end of 2019 will unlock special rewards, such as alternative skins to customize the look of Alyx’s arsenal. Purchasing the game early will also unlock special in-game Half-Life: Alyx-themed content for both Counter-Strike: Global Offensive and Dota 2. You get a discount for pre-ordering too, knocking Half-Life: Alyx’s $60 USD launch price tag down to $54 USD. A copy of the game comes for free with a Valve Index VR headset.
Prior to deciding on Half-Life, Valve considered basing their new VR game on other franchises instead, such as Portal. “Portal is so much about flinging yourself through space and through portals that we thought, ‘Well, we’re just going to make people sick with this game,'” Valve software developer David Speyrer said. “A full-on Portal game seemed challenging.” When the team decided to put their new VR game into the world of Half-Life instead, Valve refrained from titling the project “Half-Life 3” in order to avoid the “terrifyingly daunting prospect” of the name.
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When asked by Rolling Stone what he thought of Snoke getting killed off, Abrams said, “When I read his first draft, it made me laugh, because I saw that was
take and his voice. I got to watch cuts of the movie as he was working on it, as an audience member. And I appreciated the choices he made as a filmmaker that would probably be very different from the choices that I would have made. Just as he would have made different choices if he had made Episode VII.”