The WWE Royal Rumble match is defined by its winner–the man or woman who goes on to main event WrestleMania and compete for the WWE Championship. But due to the Rumble’s structure, the person who works the hardest and the person who wins it are not always one and the same.
This gallery is for the standout WWE Superstars in Royal Rumble history: who lasted longest, eliminated the most competitors, or did both. Lasting long is a distinction that carries cachet; traditionally, the role is assigned to a veteran, who can direct traffic and call audibles from inside the ring. There’s a lot of moving parts to a Royal Rumble. For it to go down the way it was scripted backstage requires a ton of communication and coordination.
Make sure to tune in on Sunday, January 26, to watch the 2020 WWE Royal Rumble live on pay-per-view and the WWE Network. And if you liked this gallery, be sure to check out our gallery on the most shocking eliminations in Royal Rumble history.
In October of 2016 the world lost one of the greatest platforms for short-form comedy of all time. The app that gave us masterpiece skits such as ‘Chris, Is That A Weed?,’ ‘And They Were Roommates,’ ‘Um, I Never Went To Oovoo Javer,’ and ‘Fre Sh A Vacado’ was cruelly taken away from us. In its wake, the world mourned and, if we’re honest, we never got over that loss. To this day, Vine lovers spend hours reliving the glory years. Like a person sadly scrolling back through their ex’s Instagram thinking about what went wrong and how it could have been different, we latch onto compilations like Vines That Keep Me From Ending it All, Vines That Butter My Croissant, Vines That Give My Depression A Suppression, and Vines That Are Cleaner Than Your Grandma’s Kitchen on YouTube to recapture some of the glory.
Fans were given hope when Vine co-creator Dom Hofmann announced he was creating a successor called Byte and, despite some doubt as to whether it would be realized, the app has launched on iOS and Android. Designed for the modern age of social media, Byte allows users to shoot six-second videos and upload them, which others can share (ReByte).
In a Twitter post announcing its launch, Hofmann described Byte as “both familiar and new” and said the team behind it hopes it will “resonate with people who feel something’s been missing.” If you’re wondering whether that’s you, take a look at the image below and if you know who that lad is going to see, it is.
The next step for Byte, and what distinguishes it from many other social video platforms, is its partner program, which will be implemented to pay creators. “Byte celebrates creativity and community, and compensating creators is one important way we can support both,” reads a tweet from the Byte Twitter account. As of yet, details on the partner program have not been provided.
While getting a Vine successor from one of the original creators is certainly a big deal, whether it succeeds remains to be seen. Byte joins a competitive landscape–one that is very much built on the successes of Vine. Facebook, Snapchat, and Instagram all offer users a way to deliver bite-sized videos to their followers and have additional social networking hooks. TikTok is perhaps the most direct competitor to Byte and its where much of the same kind of content is now being produced. (Read: TikTok has big Vine energy). Stars are being created on TikTok daily, and major celebrities have a presence there. Global corporations are also recognizing its marketing capabilities and potential to reach a massive audience. TikTok is very much having its moment right now, and it may be difficult for Byte to draw attention away from it.
Nevertheless, a new video platform that evokes the heyday of Vine is certainly exciting. Plans to compensate its creators give it an edge in theory, and if it can execute could be just enough to make Byte competitive.
Mat: Everything is pointing to Lesnar winning the match, which leads me to believe there will be a unification of both Raw and Smackdown’s main event championships. There is nothing I want less than Lesnar to win, but with the build up to the match, that’s where it seems to be headed.
However, this would be a great time for WWE to pull of something really cool like giving Drew McIntyre a big push. At the end of the Rumble, it could come down to McIntyre and Lesnar, and McIntyre could eliminate the beast, becoming this year’s Rumble winner. Ultimately, he would then challenge Lesnar for the title at Wrestlemania, already setting up a nice story between the two.
Chris: I just… I don’t know, man. Brock being in this does absolutely nothing for me. I’m sure it’ll set up a rematch with Cain Velasquez at Wrestlemania, which also does nothing for me. I don’t think either man will win. The winner is going to be Roman Reigns, who will go on to challenge The Fiend at Wrestlemania. I’d love to be wrong and have something exciting and fresh happen–like Mat’s suggestion of Drew McIntyre winning. Let’s be honest, though. Roman is winning.
Chris Pereira: I’ve fallen out of watching wrestling in recent years, but I did spend a Sunday night last January watching what I thought was the 2019 Royal Rumble. The new PPV was, in fact, happening the following Sunday, and I was watching a replay of 2015’s main event. Based on what I gleaned from this experience, I think Sin Cara has a real shot this year.
Editor’s note: No one tell Chris P. that Sin Cara isn’t with WWE anymore. We don’t want to break his heart.
Frictional Games, the developer behind terrifying games like Soma and Amnesia: The Dark Descent, is teasing its next game. And now the studio kicked off an ARG to begin creeping players out before an official game reveal.
An ARG, or Alternate Reality Game, can be considered a treasure hunt of sorts where internet detectives can follow clues that might lead to some kind of bigger reveal or secret. Fans have already discovered two mysterious YouTube videos that may reveal some things about Frictional Games’ next project.
As previously reported, Frictional Games recently updated its website to host an animated image of some kind of pulsating white circle. But also on the website is a mysterious eyeball icon under Frictional’s “Follow us” panel which includes links to the company’s social media accounts.
The eyeball icon doesn’t lead anywhere, but hovering over it reveals a partial URL that can be copy and pasted to YouTube. The result is this mysterious video titled “Box 52, Tape 16.”
The video only shows some rocks recorded on an old video recorder. But the video has a close up on one rock with a mysterious eye symbol drawn on it. The video description says the footage is from a video cassette “marked Shetpe, KSSR.” The KSSR is short for the Kazakh Soviet Socialist Republic, the former name of the country of Kazakhstan when it was part of the Soviet Union. Shetpe is the name of a city in that region.
Frictional fans are on the company’s Discord server trying to figure out if there are any other clues. A second video was uncovered after investigating the Frictional website’s CSS which hid another YouTube video link.
This video, titled “Box 7 Reel 2, Partial Success” doesn’t have any footage. Instead, it’s an audio-only video where you can hear some pretty nasty noises including what sounds like the screams of a monster.
The description for the second video says the audio is from a video marked “Triple Crown.” On a Google Doc compiling the ARG clues, there’s speculation that the Triple Crown is a reference to the Egyptian Hemhem Crown worn by Pharos. Hemhem also apparently means “scream” and there are three screams heard in the video.
Frictional Games previously hosted an ARG to tease its last horror game, Soma. So this is par for the course for the developers. The last time Frictional’s ARG was solved, it revealed a gameplay trailer, so perhaps there’s a big reveal hidden under all these clues.
Yet another classic animated Disney movie is getting a modernized, photorealistic remake, as the studio sets its sights on Bambi.
According to The Hollywood Reporter, the 1942 animated film is being revisited. THR’s sources indicate the Bambi remake will be similar to 2019’s The Lion King in that it will use CG animation to create a photorealistic style, even if it’s not technically a “live-action” movie. Disney’s hired Geneva Robertson-Dworet (Captain Marvel) and Lindsey Beer (Chaos Walking) to pen the screenplay. Production company Depth of Field (The Farewell) is also attached to the project. No director or cast have been revealed yet.
We’ll be interested to see how a photorealistic Bambi movie handles *that* infamous death scene. We’re guessing it won’t be anything like Saturday Night Live’s hilarious live-action Bambi spoof, which features Dwayne Johnson as a musclebound Bambi and Taran Killam impersonating Vin Diesel as Thumper.
Ewan McGregor has confirmed to IGN that, despite the Disney+ Obi-Wan Kenobi series being put on hold, its not-currently-public release date has not been changed.
McGregor spoke to IGN at a Birds of Prey media event, saying that these delays and holds happen all the time on projects, but it shouldn’t impact when fans around the galaxy will see the Obi-Wan Kenobi series debut on Disney+.
“It’s just slid to next year, that’s all. The scripts were really good. Now that Episode IX came out and everyone at Lucasfilm has got more time to spend on the writing, they felt they wanted more time to write the episodes.” McGregor said. “I’ve read about eighty, ninety percent of what they’ve written so far, and it’s really, really good. Instead of shooting this August, they just want to start shooting in January, that’s all. Nothing more dramatic then that. It often happens in projects, they just wanted to push it to next year. It will have the same release date, I don’t think it will affect the release date. They are still shooting towards having the film release when it was going to be originally.”
Full spoilers follow for Star Trek: Picard Episode 1.
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Now that Star Trek: Picard is out in the world, Trekkies (c’est moi) are scrambling to discuss the new wrinkles in the Star Trek universe that the show has now introduced, and are eager to dissect how said wrinkles may or may not connect to the fabric of the franchise’s history at large. And, boy howdy, has there been a lot to discuss.
There are new questions about Data’s android lineage (!), the state of the Borg, the operational ethos of Starfleet, and where AI technology might be 18 years after we last saw the Next Generation crew in action. Let’s dig into the biggest spoiler topics from the Picard premiere episode (read our review!) and how they’ve changed the world of Star Trek already.
Brent Spiner, reprising his role as Data, appears in Star Trek: Picard in dream sequences. In the first episode, Picard (Patrick Stewart) imagines himself to be playing poker with the android, discussing art, and having conversations like the ones they used to have decades previous. In those dreams, Data appears to be giving Picard clues as to the mysterious tenacity of his positronic brain, even after death, and the true nature of Dahj (Isa Briones), a mysterious young woman who may or may not be a synthetic life form herself.
While Data died in Star Trek: Nemesis (2002), it was implied in that film that his legacy was to live on in the form of B-4 (also Spiner), a rudimentary prototype made by Data’s creator. B-4 also appears in the Picard premiere, seen as body parts in a drawer. A clever android scientist (Alison Pill) explains that, while Data’s memories and brain functions were uploaded into B-4’s brain (as explained in Nemesis), the information didn’t really take, and B-4 did not succeed Data. And, because of a mysterious attack on Mars by rogue androids (called Synths in Picard), all synthetic life forms have been banned by Starfleet. This may be a difficult ban to enforce in the world of Star Trek, seeing as Data and Geordi once created a sentient hologram of Moriarity from Sherlock Holmes entirely by accident.
But the ban is in place, meaning there are no artificial beings in the time of Star Trek: Picard in quite the same way as we’ve seen in the past. The fate of Voyager’s EMH has yet to be discussed, but we do know that holograms like him are now programmed to behave more like machines, as is demonstrated in the scene wherein Picard visits his archive; the Index hologram is cold and robotic and talks about how “humor” is a relatively recent addition to its programming.
Data, however, will continue to loom large over Star Trek: Picard, as Dahj is something like Data’s daughter. This is, no doubt, a direct allusion to Lal, the android daughter Data attempted to build in the Next Generation episode “The Offspring.” We don’t know yet who created Dahj or why, but we do know, as of this episode, that only a tiny piece of Data’s positronic brain needed to survive in order to replicate the technology that, essentially, made him alive. Evidently, android technology is such that only a single android “cell” is needed in order to “clone” an android. And Dahj has memories of Picard, too… somehow. So while Data may not play a direct role in Star Trek: Picard, he now may finally have the daughter he always wanted.
The Borg
This goes to a larger theme of the show when it comes to the relationship the human body and the life sciences have to artificial intelligence. It’s revealed at the very end of Star Trek: Picard’s premiere that a mysterious cadre of Romulans has salvaged a Borg ship, and has been enacting a mysterious plot from deep within it. One supposes it wasn’t going to be long before Star Trek: Picard was to address the Borg, and the show’s creators went for broke in the very first episode. Picard, as we all likely know, was once assimilated by those cybernetic villains, and had their parasite-like technology working its way into his body and his brain. Picard, then, was once technically partly machine.
Data was a machine that longed to be human and Picard was a human that was forced to be a machine. Dahj is as close to human as a machine has yet become in Star Trek (from what we know; we don’t spend a lot of time with Dahj before her assassination), so, from a thematic viewpoint, it makes perfect sense that Picard and Data — both somewhere between humanity and the mechanical — should be the ones to explore who she is.
The last time we saw the Borg proper in the Trek series timeline (that is; not Seven of Nine, who will also appear in Star Trek: Picard) was in “Endgame,” the final episode of Star Trek: Voyager. In that episode a future version of Captain Janeway infected the Borg with a pathogen that essentially wiped out the entire species (and, yes, technically Janeway commits genocide). The remnants and debris of the Borg was not addressed, so it’s entirely possible that defunct Borg ships are adrift everywhere in the Delta quadrant, ready to be picked up and repurposed by anyone enterprising enough to find and repair them. And, if Borg drones can be revived in a shadowy plot to cause an android uprising, you can bet that Star Trek: Picard will go there.
The Romulans, the Supernova, and Picard’s Retirement
And what about those Romulans? In the opening scenes of Star Trek: Picard, we see that Picard has been living with a pair of Romulan citizens (Orla Brady and Jamie McShane). These Romulans are without a home, as Star Trek: Picard is following an event seen in Star Trek 2009 (which, technically overlaps the Kelvin timeline of the reboot movies and the original Trek canon): the destruction of the Romulan homeworld by a supernova. It’s explained in a news interview that Picard participates in that he was the one to aid in the rescue and relocation of some 900 million Romulans, having left command of the Enterprise in order to do so. Soon thereafter, however — and partly because of the Synth attack on Mars which destroyed the ships that would’ve been used in the Dunkirk-like rescue operation — the Federation changed their minds and ordered Picard to abandon the effort, as the Romulans were the organization’s oldest enemy. Picard, objecting to the Federation’s cold rejection of humanitarianism (Romulanitarianism?), bitterly retired.
There’s not enough space here to explore the full history of the Romulan Empire. Needless to say, the last time we saw them, the Empire was not in the best shape, having crumbled after Shinzon’s uprising in Nemesis, and then their sun going supernova. This means that all the Romulans we’ll see on Star Trek: Picard are struggling refugees which Picard himself aims to protect. No points for recognizing the modern-day parallels to many 2020 governments’ treatment of refugees. This is classic Trek, using sci-fi to explore sticky modern politics, and it will play directly into who Picard is as a character.
It also points to a dark downturn for the Federation, though. The Federation has traditionally lived by an ethos of inclusion and diplomacy. Even when faced with singular rogue enemies, Starfleet captains have always erred on the side of protecting and caring for them. Alliances and cultural exchange has always been more valuable to Starfleet than combat and power and domination. In turning their back on Romulan refugees, the Federation seems to have become more self-protecting. More selfish. Perhaps less diplomatic. You can be sure these themes will be explored in later episodes of Star Trek: Picard.
As a declaration of intent, the premiere of Star Trek: Picard seems focused and cohesive. Fans have only had one episode to get used to the new ideas above, but the show is well-anchored by Stewart’s dignified performance and shows promise. Some are eager to see where this will go.
What do you think of all of these revelations? Let’s discuss in the comments!
Earlier this year, attorney Ryan Morrison was enjoying a few rounds of the ludicrously-popular battle royale game Fortnite with some friends when a minor crisis erupted. One of his buddies decided to plonk down 12 bucks on one of the game’s newest skins, “The Brat,” a slightly disturbing hot dog-man with a glob of mustard zig-zagged across his chest. Once Morrison’s friend had completed the transaction, however, he immediately regretted his decision.
“He was clearly upset, so I just asked him, you know, ‘what’s wrong?'” Morrison recalled. “And he said, ‘Man, I thought it was an Epic or Legendary skin, but it’s just blue [Rare]. I don’t want this shit.’ That just absolutely threw me for a loop … it wasn’t anything about the skin that had changed. It was his idea of its worth, that little color, that changed his mind. I just didn’t understand it at all.”
“The Brat” in Fortnite will run you 1,200 V-Bucks, or about $12–but you should know it’s not designated “Epic” or “Legendary,” just “Rare.”
While you could argue that this constitutes an extreme example, over the past few years, the idea of determining an in-game item’s worth or value by its color-coded “rarity” has quietly conquered much of the gaming world. Whether they’re sold on storefronts that offer wares for brutally-short intervals (such as in the above case), or doled out at random through lootboxes that have set odds for awarding rarer gear, it’s no exaggeration to say that these virtual goods have entirely reconfigured the economics of the games industry, especially at the very top. But this new model has a subtle side effect: it has transformed the meaning of color-coded loot entirely, from a measure of in-game value to real-world desirability. And no one quite knows what that means yet.
“To me, the fun part was going in the dungeon, killing stuff, and getting loot.”
It was Blizzard’s highly-influential action-RPG Diablo that first popularized the idea of defining rarity or value with distinct colors. David Brevik, a senior designer on that game, told GameSpot he first started developing the concept that would eventually become Diablo as a voracious fan of role-playing games in the early-to-mid-’80s, borrowing the name from a mountain in his hometown. “I didn’t know any Spanish then or anything. I just thought it was a cool name,” he said, laughing.
By the time Brevik and his colleagues started polishing the pitch for the game in the early 1990s, however, the tide had turned. Stakeholders in the industry no longer viewed the slow, narrative-heavy style of computer RPGs as commercially-viable compared to the kinetic thrills offered by action games like Doom, and several of the biggest publishers in gaming declined to take the game on. Stung by this rejection, Brevik and his fellow designers decided to go back to what they viewed as the roots of the genre by making a more modern, accessible version of the early randomly-generated Rogue-flavored games that Brevik had grown up playing. These included the Tolkien-flavored Moria and its spiritual successor Angband, and it was this latter title that first gave Brevik the idea for using specific colors to easily communicate an item’s value to the player.
“I grew up playing a lot of [the pen-and-paper RPG] Dungeons and Dragons,” Brevik said. “I never really got into the whole role-playing aspect, you know, pretending to be an elf or whatever. To me, the fun part was going in the dungeon, killing stuff, and getting loot. At the time, we thought that was the most marketable part of the whole RPG genre, so we decided to focus on that as the core of the game. I think the color-coding part of [Angband] was probably just to show off the VGA color graphics at the time, which were very impressive, but it was something that really stuck with me as a very good idea, and that’s why we included it.”
Diablo and Diablo II first popularized the idea of a color-coded, rarity-based loot system in games–something that has become ubiquitous in RPGs, MMOs, and even action games and first-person shooters.
From the very beginning of Diablo’s development, Brevik and his teammates at Blizzard North recognized that the game could easily captivate players with the lure of ever-more-powerful gear, and they endeavored to maximize that appeal. By replacing the unwieldy combat mechanics of its contemporaries with an endless buffet table of loot, they succeeded in making this new “action-RPG” genre far more accessible–and addicting–to a broad audience.
“At the time, we would make fun of the games that were more clunky in their combat,” Brevik said of RPGs whose combat was slower than Diablo. “Maybe in a way that was mean, like ‘Oh, I see a horrible monster, I press a certain key to draw my sword, then I move around to get a better hit, then I have to do a certain swing’ … we wanted to distill down to the essence and replace all that with, basically, a slot machine. We didn’t even realize it was one at first–it’s not like we had somebody from Vegas telling us how to make this thing work better to really hook [players]–but over time, we learned that adjusting the odds and balancing the game so that your character level and build mattered about the same as your loot made people really, really want to play the game. And that’s what we focused on.”
Though Diablo and its beloved 2000 sequel made a big impact on the PC gaming climate of their day, it took quite a few years for randomized loot to spread to other genres. (Brevik himself formed part of that vanguard with Hellgate: London, a prototype of the “looter shooter” formula that 2009’s Borderlands would later catapult into the mainstream.) In recent years, however, the idea of color-coded loot has become ubiquitous all across the world of gaming, from story-heavy single-player fare like God of War to the ongoing pop culture craze that is Fortnite. But as the concept has become firmly embedded in the vocabulary of games, some developers have attempted to refine it further, with mixed success.
Even the hues themselves can prove divisive. Grinding Gear Games’ highly-successful action-RPG Path of Exile began life as a free-to-play rival to Diablo 2, and still uses the colors of its highly-influential progenitor. (Most games tend to use the grading-scale made famous by World of Warcraft as a base, with some variation.) According to managing director Chris Wilson, each time a new designer joins the Path of Exile team, they pitch their own unique idea for a new loot tier, but he personally believes it’s more about how players view the colors rather than the grades themselves. For example, in their game, orange “unique” items might be tougher to find, but they’re never as powerful as yellow “rare” items; instead, they feature strange quirks that are very useful in certain situations, or for rounding out specific builds.
The Path of Exile games utilize the same color-coding system for loot as Diablo, furthering the spread of that game’s influence.
“I personally have very strong opinions about loot colors in games,” Wilson said. “Often, the developers basically train the player to think, ‘Oh, okay, if this piece of gear is a better color than another piece of gear, then it’s automatically better.’ I really dislike that. I think it’s much more interesting for the player to occasionally find a piece of blue [“Magic”] gear that’s actually better than the yellow [“Rare”]. That way, they’re actually incentivized to look at everything they pick up, which adds to the strategy of the game … That’s the way it was in Diablo 2, and we just thought it was basically the perfect implementation, where occasionally [blue] gear would end up being a lot more useful than [yellow]. Coming out of that ecosystem, we just felt that it was basically perfect, so we decided to use those colors to make Path of Exile accessible to ARPG fans. Now, when someone on the team says, ‘Why don’t we add a new color,’ we have to be very cautious that we have a good reason to put that in. So far, we’ve stuck with [the Diablo colors.]”
“There’s an inherent danger to a lot of these mechanics, because if you can pay money to get a random outcome, then sell it on Steam or whatever, that’s really close to a gambling system.”
While Wilson feels that the widespread adoption of color-coded loot helps players understand their cluttered inventories at a glance, he said that many of these games promote a sort of unconscious indolence that he personally dislikes. Since Path of Exile targets what Wilson deems a “more hardcore crowd” than other loot-driven games, the team takes great pains to vary the relative value of what the player picks up, so that it pays to examine the actual statistics of your haul, rather than just strapping on the rarest gear and calling it a day. “Magic and rare items are generally going to have the best stats, and uniques are designed to be weird, to fill in holes in a player’s build, or make them try something really exotic,” Wilson said.
Some developers have tried to utilize these loot-tiers as creative solutions to long-standing problems that have haunted their output for years. Fatshark, the developers behind Warhammer: Vermintide 2, a four-player co-op shooter that adds swords, sorcery, and copious hoards of loot to the formula first struck by Left 4 Dead, decided to try to leverage loot colors as an unconventional mechanism for tutorials. As game designer Kasper Holmberg explained, since rarer items have more traits than their more mundane cousins, it allowed the designers to ramp up gameplay complexity in a smooth, controlled way.
“In [Vermintide 1], the rarest weapon was the best,” he said. “Once you have that, there’s no real point in continuing to play the game, once you have the sliciest sword, the shootiest gun, etc. Our objective was to detach power from rarity. At first, the only weapons you get, the white ones, have no stats except ‘power.’ If you find a green sword, it has a property, which introduces that as a concept… Eventually, you scale up to ‘exotics,’ which have more advanced modifiers. Your early play experience should be focused on learning to swing the sword, rather than, ‘Is this sword better than this sword?’ I think it worked well for us.”
While Warhammer: Vermintide 2 utilizes lootboxes to help players get a variety of loot, it doesn’t charge for them.
As the proliferation of virtual goods has bridged the gap between in-game and real-world value, these developers have had to make tough decisions on how to use these loot tiers in a way that doesn’t confuse or mislead their players. Though the game primarily doles out drops through random lootboxes, according to Vermintide game producer Mårten Stormdal, Fatshark has never even considered including paid lootboxes in its game, referring to the practice as “the dark path of monetization.” At the time of the game’s release, some players interpreted Fatshark’s inclusion of lootboxes as cynical overtures in the direction of paid virtual goods, but Holmberg clarified the system it was intended to solve one of the first game’s most-pressing issues. “In the first game, when you played as the elf, you got something like 90% elf-loot,” he said. “That meant that a lot of people never played with another hero. So, we thought lootboxes were a good way of dealing with that problem, because you can open them with your preferred hero.”
“Our primary goal of making these games is to continue making these games, not to enrich ourselves and drive Ferraris,” Stormdal said. “People might say we’re leaving money on the table, but I’d rather do that than take too much.”
Although Path of Exile features blind-boxes that players pay real money to buy, Wilson noted that the cosmetic items housed within are not marked by any particular grade of rarity, which he describes as a deliberate decision to keep the game’s microtransactions siloed away from the core gameplay. “There’s an inherent danger to a lot of these mechanics, because if you can pay money to get a random outcome, then sell it on Steam or whatever, that’s really close to a gambling system,” Wilson said. “We see microtransactions as a way to support the studio, basically crowdfunding. We like to draw a very clear line: part of our company makes the microtransactions, part of our company makes the game, and they really need to talk to each other, we just want to make it look cool.”
For Ryan Morrison, founding partner at Morrison Rothman LLP, a firm that provides legal counsel to many notable video game publishers, the erosion of the bulwark between the compelling loops of top multiplayer games and the perhaps-predatory business practices that power them is a source of concern. Though he describes himself as neither for nor against the concept of lootboxes, he said that their current implementation borders on unethical in many cases. He especially decries the concept of “dynamic odds,” a practice where a game algorithmically lowers a player’s chance of getting a desirable item if the player has purchased high volumes of virtual goods in the past.
Blizzard’s Overwatch uses lootboxes to dish out cosmetic items, which are color-coded by their rarity. The cooler the character skin, the lower the odds of getting it from a lootbox.
“When I see that rare purple skin in a game like Overwatch, I’ll buy more lootboxes,” Morrison said. “When I see that purple or golden flash when I open the lootbox, that makes me feel good. I’m a 33-year-old man, I can’t imagine how that affects a 13-year-old’s brain. I think what people fail to realize–and I have no firsthand knowledge myself–but many game studios have a consumer profile on you, they know how many lootboxes you buy, they know how often you refill your account, how much you refill it by, how much you spend relative to the amount in your account… If you don’t buy lootboxes, they might even give you a high chance of getting that purple or gold-colored item, because you become a walking billboard for how cool that skin is. It’s a market, and like any other market, they know how to work you.”
“There are a million corrupt, evil ways to run the gaming industry right now, and we’re trying all of them.”
Morrison noted that some permutations of the lootbox formula might meet the legal standard for gambling in some jurisdictions, especially as lawmakers in the US and elsewhere consider cracking down on the current paradigm with targeted legislation. While he said that some games might be closer than others–for example, players can sell the randomly awarded skins and other in-game items for Counter-Strike: Global Offensive or Dota 2 on the Steam marketplace–previous efforts to regulate this sort of activity were stymied by the fact that it’s difficult to “cash out” of the store entirely, making the line between earning in-game items and converting them to cash less clear. (You can always sell your account on a third-party site like Ebay, but such activities would violate the Steam Terms of Service.) “Let’s not forget, legally-speaking, you don’t own any of these games, you own a license to play them,” Morrison said. “You can’t give your Steam library to your child, it’s not yours to give, it’s a non-transferable license… Until there’s a proven good-guy economic model, I don’t see any of these companies spending any of their time figuring that out, unless the government makes them. There are a million corrupt, evil ways to run the gaming industry right now, and we’re trying all of them.”
Still, while developers and observers alike can wax philosophical about the ethical tangles that these so-called “surprise mechanics” create, others in the industry aren’t so concerned. According to Michael Pachter, managing director at Wedbush Securities and a long-time analyst of the gaming market, this color-grading of virtual goods is just another step in refining the concept of microtransactions down to a perfect money-making algorithm. “It’s all just slot machine mechanics, but slot machines make a lot of money,” he said. “Gambling works. If you buy baseball cards or Crackerjacks, that’s almost gambling, too. Color-coding is just a fancy way to say, ‘You have a 2.5% chance to get that jackpot.’ For some of us, that’s worth it.”
Pachter isn’t merely bullish on the concept of lootboxes or so-called “pay-to-win” mechanics in terms of their effect on the market; he personally enjoys them immensely. He’s particularly a fan of the mobile game Empires and Puzzles, a hybrid match-3 RPG. He estimates that he’s spent $2,000 to $3,000 in the past year in virtual goods, and he considers that money well-spent. At one point, he was briefly ranked No. 7 on the world leaderboard, before a series of quick losses shunted him down around the No. 5000 mark. Though he admits that the game is manipulating him to get him to spend money, he doesn’t mind; in his mind, it’s playing into his desire to “kick people’s asses.”
Whether you agree or disagree with Pachter’s preferences, one thing appears to be clear: like battle passes and blind-boxes alike, loot tiers are going to continue to colonize the world of gaming, and your favorite genre might be next. Still, though some designers and publishers will continue to use these familiar colors as a way to augment their existing revenue–as long as the laws continue to allow it, that is–regardless, the mechanic has become a vital part of the visual design of the RPG genre, and if consumers want change, they’ll have to vote with their dollars accordingly.Like a lot of mobile RPGs, Empires and Puzzles has its own grading system for its “heroes”–a one-to-five star scale. Back at E3, Pachter managed to convince a major executive in the industry to try the game. After playing for a few weeks, the executive complained to Pachter that he still hadn’t received an elusive five-star hero from the lootboxes he was buying. “He said, ‘I keep getting three-star heroes, and it’s pissing me off,'” Pachter recalled. “I said, ‘Dude, you’re opening them one at a time. You have to buy and open a hundred at a time to get two, like me.’ He’s trying to understand how these mechanics work so he can put them in [his game.]…They play to our egos by letting us pay to win, but paying to win doesn’t get you anything but the smile on your face. But is that worth $2,000 or $3,000? Absolutely.”
The first season of Fortnite Chapter 2 had been expected to already come to a close, but Epic opted to extend Season 1 into February. We know when the new season will start, as Epic has confirmed the release date for Fortnite Chapter 2 Season 2 is coming on Thursday, February 20.
Epic shared the news in a post on Fortnite’s website, offering a very vague, redacted teaser. It states, “Season 2 will feature [redacted] with multiple [redacted]. We can’t brief you on all of next Season’s secrets just yet…”
The studio also announced that it will introduce new Overtime challenges in the meantime, as well as a two-week event to keep players occupied in the waning days of Season 1. No details were shared yet, but those will be coming soon.
Beyond when to expect Season 2 and the new Season 1 content, Epic also shared that the 11.50 update is set to be released in early February. A major component of this patch will involve a move to the Unreal Engine’s Chaos physics engine, although it seems this will be tested in a limited fashion initially.
“At launch, the goal is to ensure that Fortnite still feels like Fortnite,” Epic explained. “Along the way there will be some bumps, so we’re starting tests with a small group of players. We’ll also closely monitor feedback and make improvements over time.”
Disney’s 2019 hit Frozen 2 will be coming to 4K UHD, Blu-ray, DVD, and digital storefronts very soon, but it will be a few months before it heads to Disney+, which will be this summer. And in addition to the feature film, the home release will be jam-packed with special features as well, including sing-alongs, deleted scenes, and more, which you can check out below.
On February 11, Frozen 2 will arrive to digital storefronts like iTunes, Vudu, Movies Anywhere, Google Play, and more. Then, on February 25, you can pick up physical copies on 4K UHD, Blu-ray, and DVD through various retailers.
In the latest Disney adventure, Frozen 2 explores why Elsa has magical powers, and she joins Anna, Kristoff, Olaf, and Sven on an adventure for answers. Frozen 2 stars Kristen Bell (The Good Place) as Anna, Idina Menzel (Uncut Gems) as Elsa, Josh Gad (Little Monsters) as Olaf, Jonathan Groff (Mindhunter) as Kristoff, and Evan Rachel Wood (Westworld) as Queen Iduna. The movie is directed by Chris Buck and Jennifer Lee.
The Frozen sequel was a box office success, making $467 domestically, according to Box Office Mojo. Internationally, the film almost pulled in $1 billion, and globally, Frozen 2 made a grand total of $1.4 billion. Critically, Frozen 2 didn’t do as well, critically, compared to the first film. Frozen 2 scored a 64 on Metacritic (GameSpot’s sister site), while Frozen scored a 74. In his review on Variety, Peter Debruge said, “In a world where old-timers accuse the youth of being oversensitive snowflakes, Frozen II shows what it means to have one’s heart in the right place.”
Below, you’ll find all the special features for the home release of Frozen. Keep in mind, a few of these special features are for the digital release only. Plus, read on for all your pre-order options for Frozen 2.
Pre-order Frozen 2 on digital, DVD, and Blu-ray
Frozen 2 releases on DVD and Blu-ray on February 25.
As usual, there’s a wide range of options available for pre-order Frozen 2. If you prefer to own it digitally, you can pre-order your copy in HD for $20 and in 4K Ultra HD for $25 at Prime Video, Vudu, and other sites. For physical copies, you can get it on Blu-ray for $25 and 4K Ultra HD for $30. There’s even an exclusive two-movie Blu-ray bundle available at Target that includes both Frozen and Frozen 2. Several retailers are also offering exclusive bonuses with their version of Frozen 2, including an exclusive steelbook edition at Best Buy and a limited edition at Target that comes with a filmmaker gallery book.
You can check out your options for pre-ordering Frozen 2 on DVD, Blu-ray, and digital below.
Digital HD — $20
Digital 4K Ultra HD — $25
Blu-ray + DVD + Digital — $25
4K Ultra HD + Blu-ray + Digital — $30
Two-movie bundles (Frozen + Frozen 2)
Retailer-exclusive editions of Frozen 2
Frozen 2 Ultimate Collector’s Edition – Only at Walmart
Limited Edition with filmmaker gallery book (4K UHD + Blu-ray + Digital) — $35
Frozen 2 home release special features
Blu-ray & Digital:
Sing-Along Version of the Movie – Sing along with your favorite songs as you watch the movie.
Song Selection – Jump to your favorite musical moments, with on-screen lyrics. Songs include Oscar-nominated “Into The Unknown,” “All Is Found,” “Some Things Never Change,” “When I Am Older,” “Lost in the Woods,” “Show Yourself,” and “The Next Right Thing.”
Outtakes – Laugh along with the cast of Frozen 2 as they record their lines, sing their songs and have fun in the recording booth.
Deleted Scenes – Check out a few scenes that never made the final cut.
Intro – Directors Jennifer Lee and Chris Buck offer a glimpse into their filmmaking process with scenes that didn’t make the final cut.
Prologue – A battle rages between Arendelle and the Northuldra while a mysterious figure challenges King Agnarr.
Secret Room – A secret room reveals even more of Anna and Elsa’s past, including a shocking revelation about their mother.
Elsa’s Dream – Anna’s playful glimpse into Elsa’s dream takes a dark turn.
Hard Nokks – Kristoff reveals his true feelings about life in Arendelle when the Nokk won’t take no for an answer.
A Place of Our Own – Elsa uses her magic to relieve Anna’s lingering doubts about their parents’ faith in her.
Deleted Songs – When it comes to Frozen 2, there can never be too much music. Hear some of the songs that got cut from the final film.
Intro – Directors Jennifer Lee and Chris Buck revel in the chance to share a few songs that didn’t make it into the final film.
“Home” – Anna savors every moment as she wanders through this kingdom she calls home.
“I Wanna Get This Right” – Kristoff wants everything to be perfect before he proposes, leaving Anna to wonder, “Will it ever be just right?”
The Spirits of Frozen 2 – Cast and crew explore the Scandinavian and Nordic mythology that inspired the spirits inhabiting the enchanted forest of Frozen 2.
Did You Know??? – Olaf asks us the question “Did You Know” as we discover Frozen 2 fun facts, Easter eggs and tidbits about the making of the film.
Scoring a Sequel – Composer Christophe Beck combines a 91-piece orchestra with 30 choral voices to create the compelling score for Frozen 2.
Gale Tests – They say you can’t see the wind. Only its effects. Filmmakers give it a shot while creating the playful wind spirit, Gale.
Gale Test – A young girl and boy play tag in this fully animated effort to “give personality to something that’s invisible.”
Hand-Drawn Gale Test – A hand-drawn test to bring the precocious wind spirit to life.
Multi-Language Reel
“Into the Unknown” in 29 Languages – Hear Elsa’s soaring call to adventure in 29 different languages
Music Videos – Weezer and Panic! at the Disco lend their voices to a few of the soaring melodies from Frozen 2.
“Into the Unkown” (Panic! at the Disco version) – Panic! at the Disco frontman Brendon Urie stars in their version of “Into The Unknown” from Frozen 2.
“Lost in the Woods” (Weezer version) – Weezer puts their spin on Kristoff’s epic ballad, “Lost In the Woods.”
Digital Exclusives:
Meet the Lopezes – Meet the award-winning husband-and-wife team behind the incredible songs from Frozen and Frozen 2.
Deleted Song “Unmeltable Me” – An animatic version of Olaf’s celebratory song about his newfound freedom.
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