WWE Fastlane 2018: Live Updated Results

We are a month away from the biggest show of the year, Wrestlemania. After what turned out to be quite a fantastic PPV with Elimination Chamber a few weeks back, WWE is delivering Fastlane, the Smackdown brand-exclusive event, before Wrestlemania.

The main event for the next PPV features Baron Corbin, Kevin Owens, John Cena, Sami Zayn, Dolph Ziggler, and champion AJ Styles all battling for the WWE Championship in a six-pack challenge. In total, there are six matches on the card, and every Smackdown title is on the line. Fastlane is coming to the WWE Network on Sunday, March 11. The event takes place at the Nationwide Arena in Columbus, Ohio, and you can check out an in-depth look at the match card and our predictions here.

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Here’s the card lineup for the event:

  • Tye Dillinger and Breezango vs. Chad Gable, Shelton Benjamin, and Mojo Rawley (KICKOFF SHOW)
  • Becky Lynch & Naomi vs. Natalya & Carmella
  • Shinsuke Nakamura vs. Rusev
  • Bobby Roode (c) vs. Randy Orton (For the United States Championship)
  • Charlotte Flair (c) vs. Ruby Riott (For the Smackdown Women’s Championship)
  • The Usos (c) vs. The New Day (For the Smackdown Tag Team Championship)
  • Baron Corbin vs. Kevin Owens vs. AJ Styles (c) vs. John Cena vs. Sami Zayn vs. Dolph Ziggler (For the WWE Championship)

The Kickoff Show starts on the WWE Network at 7PM ET/4PM PT. The actual Fastlane event begins at 8PM ET/5PM PT on the WWE Network and on PPV. Below, you’ll find the winners of each match as it happens.

In case you’re not caught up, don’t worry; we put the final results in spoiler blocks.

Kickoff Show

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Top New Games Out This Week On Switch, PS4, Xbox One, And PC — March 11-17

This episode of New Releases has sequels, remasters, and some new stuff. Leading off, the pink puffball’s newest adventure Kirby Star Allies is headed to Nintendo Switch. Puzzle fans can solve their way through Q.U.B.E. 2, and sim fans can build a city on the red planet with Surviving Mars. For those looking to play the definitive versions of past games, you can slash and shoot through the Devil May Cry HD Collection or speed around Burnout Paradise City Remastered.

Kirby Star Allies — March 16

Available on: Nintendo Switch

Nintendo’s pink mascot has a new game, and it’s all about working together, even if you’re playing alone. That means four-player co-op is included, but you can also use the new heart mechanic to bring enemies over to your side if you don’t have a full party. Of course, the real treat here is seeing an insanely buff King Dedede.

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Devil May Cry HD Collection — March 13

Available on: PS4, Xbox One, PC

This week’s first re-release contains the original Devil May Cry trilogy, so if you haven’t played through them on an older console, this is the best possible way to catch up. Thanks to 60 FPS support, Dante never looked so good slaying the beasts of Hell.

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Q.U.B.E. 2 — March 13

Available on: PS4, Xbox One, PC

For those that prefer a more methodical pace, there’s Q.U.B.E. 2. This game sees archeologist Amanda Cross stranded on a strange alien island, and the only way to escape is to solve puzzles. The titular cubes will help you find your way through mazes, flip switches, and move objects to reach safety.

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Surviving Mars — March 15

Available on: PC

Speaking of alien planets, Surviving Mars is all about colonizing one. This city-builder comes from the studio behind Cities: Skylines and Hearts of Iron, so you’ll definitely have to strategize and spread your resources if you hope to survive so far from home.

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Burnout Paradise Remastered — March 16

Available on: PS4, Xbox One

Back on earth, this week’s second re-release is Burnout Paradise Remastered. You’ll be able to race through the best-looking version of the city yet, with 4K support for drivers on PS4 Pro and Xbox One X. This remaster also includes every previously released DLC pack, laying even more challenges along the road.

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Mass Effect Writer, Who Left In 2012 And Then Came Back, Has Left Again

BioWare writer Drew Karpyshyn, who worked on Star Wars: Knights of the Old Republic, Mass Effect 1, and Mass Effect 2, hast the developer for a second time. Karpyshyn originally left the esteemed RPG studio in 2012 to work on novels and other non-game projects. He returned to BioWare in 2015 and was reportedly working on the company’s new IP, Anthem, until he left last week for the second time.

Writing on his blog, Karpyshyn said he’s quitting BioWare this time to work on more original novels, including a sci-fi graphic novel, as well as freelance gaming work.

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Karpyshyn said he will not discuss why he left BioWare, though he expects people to speculate as to why. “There is no dirty laundry I’m just waiting to air,” he said. “And please don’t ask about any BioWare projects I’ve been working on–just because I’ve left BioWare doesn’t mean I’m going to start blabbing all their secrets.”

Karpyshyn’s first post-BioWare video game work will be something with FoxNextGames and developer Fogbank Entertainment. This will be an episodic narrative game that is based on an “acclaimed Fox IP,” but we don’t know which one.

BioWare’s new IP Anthem is currently in development for PS4, Xbox One, and PC. In his statement, Karpyshyn said working at BioWare can be “exhausting.”

“Everyone who works at BioWare pours their heart and soul into the games they are making. It’s creatively demanding and–at times–exhausting,” he said.

Originally set to launch in 2018, Anthem is now slated for release in 2019. The delay was reportedly due in part to development issues, though EA indicated it moved the game instead to release it during a less-crowded time.

Blockers Review

If you’ve ever wanted to see John Cena butt-chug a forty through a funnel, Blockers is the movie for you! (If that’s your main reason for seeing the movie, we might need a longer talk.)

Questionable drinking games aside, Blockers is a raunchy teen comedy that also gives equal screen time to the adults, resulting in a film that — while occasionally feeling overstuffed — is still an original and overdue addition to the genre.

Movies like Porky’s and American Pie have been plumbing the depths of what horny high school dudes will do to lose their virginity for decades, but strangely, no film has ever explored that desire from the female perspective, at least not with the honesty and hilarity of Blockers. Pitch Perfect writer Kay Cannon makes her directorial debut here, confidently juggling her cast’s comedic instincts with a frenetic but engaging story, as three overprotective parents set out to try and prevent their daughters from losing their virginity over the course of one chaotic night.

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We Went to Westworld in Real Life, and It Was Bonkers

For SXSW this weekend, HBO built an entire town modeled after Westworld. While it wasn’t an exact recreation of Westworld’s hub town, Sweetwater, it did include reproduced versions of locations from the series, like the Mariposa Saloon and the luxury hotel The Coronado. Production on the park started in November, it took a 40-person crew a full five weeks to build, there were 60 actors with a 444-page final script, and it was one of the coolest things I’ve ever been to.

Before we get into the specifics, here’s a gallery of locations and actors to give you an idea of what we’ll be talking about. Click right to see them all:

At around 1pm yesterday, we headed to the EastSide Tavern in Downtown Austin. HBO didn’t want anyone to know where their recreation of Sweetwater actually was, even though they had been advertising the event on local television, all over SXSW, and it was probably the single most talked about event this weekend. Signs around downtown Austin read “travel to Westworld”, so the line of fans outside the EastSide Tavern had to be hours long. We managed to get through, and for reasons I didn’t understand at the time, the attendants took photos of each of us. We checked in and headed to the top of the tavern to get our hats, which were either white or black depending on some kind of personality test.

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Microtransactions, Explained

The topic of microtransactions dominated the headlines of video game news in the second half of 2017. EA’s Star Wars Battlefront II was a shining example of things going wrong, with a developer pushing too far and ultimately needing to apologise and reverse course. Battlefront II reignited the conversation around microtransactions, including loot boxes and other systems. But what are microtransactions, how do they work, and where are they going? To help make sense of the matter, we’ve put together a primer of sorts to help you understand the basic definitions, context, realities of why microtransactions exist, and more.

What Are Microtransactions?

There is no one catch-all definition for microtransactions that perfectly encapsulates and represents the term. But generally speaking, a microtransaction is anything you pay extra for in a video game outside of the initial purchase. For example, Activision’s Call of Duty series offers microtransactions in the form of in-game currency called Call of Duty Points for extra items like weapon camos. Overwatch sells Credits that you can use to purchase cosmetic items. The FIFA franchise sells FIFA Points for Ultimate Team.

The name derives from the fact that, oftentimes, a microtransaction purchase is small in price and function, typically no more than $10. Lower-priced microtransactions in the range of 99 cents to $10 may make up the bulk of sales, but it’s not the only option. Many games, on console, PC, and mobile, offer “micro” transactions that cost up to $100 or in some cases even more.

Microtransactions are extremely commonplace in video games today. In fact, it is often more newsworthy when a game does not have microtransactions. But not every game handles them the same way.

Why So Controversial?

The word “microtransaction” oftentimes conjures up memories of the worst, most player-unfriendly applications of the business practice. Just recently, EA found itself in hot water because Star Wars Battlefront II was set to allow you to purchase loot boxes with real money. These loot boxes can include items and abilities that actually affect gameplay, so some gamers saw this as a move towards a pay-to-win scenario.

The idea is that if you paid enough money, you could eventually acquire weapons and upgrades that would give you an advantage on the playing field. This was obviously met with a huge amount of criticism, and EA decided to pull the plug hours before launch. Microtransactions are coming back to Battlefront II, but it remains to be seen in what form.

Blizzard’s popular hero shooter Overwatch allows players to purchase loot boxes with real money as well. But the big difference is that those loot boxes only contain cosmetic items–that is, items that do not affect gameplay in any manner. Another element at play is the difference between microtransactions in full-priced games versus free-to-play titles. For free-to-play games, the business model is entirely dependent on people spending money on microtransactions, so microtransactions are expected. That’s typically the only way they make money.

Epic’s new Battle Royale game Fortnite: Battle Royale is a free download, but you can spend money on all manner of cosmetic items such as emotes and skins to customise your character. None of these items affect gameplay. Some developers will make the argument that free-to-play, as a business model, is the most democratic because if the developer doesn’t create content that’s compelling enough, people won’t spend money and the game will fail.

Some say it is icky for big-budget, AAA games to ask for more money beyond the initial sale price, which can be $60 or more depending on where you live and what you’re after. Developers like Ubisoft and Activision will point out that microtransactions in games like Assassin’s Creed Origins and Call of Duty: WWII are completely optional, and because they do not impact gameplay–or, if they do, are limited to single-player–they don’t affect balance or the general integrity of the game. If you want armour for your horse, buy it. Want a weed camo skin for your gun? You can buy it. Being able to craft a character that is uniquely you is part of the appeal of many games today. The issue for some is that games now offer the ability to buy content that, in the past, might have been included right away. Publishers might counter that the price of games has not gone up, despite inflation and rising development costs.

Legislative Action

In the wake of the controversy around Star Wars Battlefront II, lawmakers and regulatory bodies from around the world are taking a closer look at loot boxes to decide if action should be taken. The principle directive among these people and groups is to determine if loot boxes–which offer up a random reward–constitute a form of gambling. And if they are deemed to be a form of gambling, that could mean they are subject to the same or similar restrictions as casinos and the lottery. The idea is that you would have to be a certain age to buy a game with loot box mechanics.

A state representative from Hawaii has already submitted multiple bills into his local legislature in which he voiced his concerns about loot boxes and proposed that a law be enacted that bans the sale of video games with “gambling-like mechanisms” to people under the age of 21. This could be a landmark piece of legislation. While if it became law it would only apply to games sold in Hawaii, it could set a precedent for other states and countries to follow. Indeed, lawmakers in Indiana and Washington have put forth bills with similar language, while US Senator Maggie Hassan (D-NH) has called on the ESRB to review its practices and policies surrounding games with loot boxes.

In response to this request, the ESRB just recently announced that it will introduce a new label on some games with microtransaction systems. The overall goal is to inform consumers–and in particular, parents–about which games offer a way to spend additional real-world money from right within the game itself, but whether it will be effective is unclear. The ESRB’s new label, which will read “In-Game Purchases,” will be located near the rating category (E for Everyone, M for Mature, etc.) but will not be housed inside the same box as content descriptors (Sexual Content, Comic Mischief, etc.). The ESRB expects games to begin arriving in stores with the new label in the “near future.” This will coincide with the launch of a new website intended to inform parents about the ESRB’s ratings system, how in-game purchases work, and how to use parental tools to control what and how children play games. The new label will offer no specifics about the type of in-game purchases available so as to avoid overwhelming parents with too much information, the ESRB says.

The Entertainment Software Association, which lobbies on behalf of the video game industry, has a different idea. It would rather see self-regulation by video game groups like the ESRB than the kind of government-mandated changes that the lawmakers are proposing. This reaction is understandable, as a law that would, even in some small way, limit the sale of video games is not something that the ESA would so easily or willingly get behind. It is important to note that while legislation motions are in action, it is in the very early stages, and statistics show that the overwhelming majority of bills never become law on a state and federal level. Still, there is a discussion to be had on the topic, and it is a healthy one. In China, regulators have mandated that games with loot boxes clearly and transparently disclose odds–and games like Overwatch are compliant.

What Analysts Are Saying

Microtransactions are a relatively new addition to the video game business model. Video game analysts, who analyse trends and report back to clients to help them make investment decisions, generally agree that microtransactions are here to stay. Daniel Ahmad, who works for Niko Partners, said as much earlier this month when commenting on Activision Blizzard’s $4 billion in microtransaction revenue in 2017. “It further goes to show that add on content such as DLC, Season Passes, Microtransactions, and other post-launch monetisation content is becoming increasingly accepted and desired across console and PC, just like it has been on mobile for some time,” he explained at the time.

Why Do Developers Use Microtransactions?

The first and most obvious reason is that microtransactions have proven to be hugely and consistently lucrative. Almost every major video game publisher now reports microtransaction revenue; Activision Blizzard reported $4 billion in revenue from microtransactions in 2017 alone. Ubisoft said in a recent earnings report that digital add-on content is highly attractive because it can be produced quickly and cheaply. Not only that, but any form of digital sale is highly attractive to publishers because the margin ratios–that is, the difference between what the item costs and how much it costs to produce relative to revenue and profit–are excellent. There is no physical box to sell for a microtransaction.

Even with platform holders like Sony and Microsoft taking their usual 30 percent cut, microtransactions make a lot of money for publishers. Almost every major publisher that discloses microtransaction revenue has reported year-over-year increases, so you can expect publishers to continue this effort going forward. Take-Two, whose labels include Rockstar and 2K Games, has said it wants to have some form of “recurrent consumer spending” in every game that it makes. And that would include this year’s highly anticipated western, Red Dead Redemption 2.

Microtransactions are also attractive to publishers because, as video games become more expensive to produce, revenue from microtransactions can help offset the development cost of the main game. The price of a full-priced game went up from $50 to $60 during the Xbox to Xbox 360 and PS2 to PS3 transition, but no such price hike happened in the next generation. Developers like Ubisoft are now releasing fewer games but supporting those titles for a longer period of time with new content, some of which is paid. As an example, Ubisoft shipped Rainbow Six Siege in 2015, and instead of making a sequel, the developer plans to use the games-as-a-service model to support the game. The developers of Rocket League and PUBG are following a similar trajectory, and you can expect other games and franchises to follow suit in the future.

What’s The Future For Microtransactions?

Every major publisher in video games is already investing in microtransaction systems, and as mentioned, they bring in lots of money and at a high margin. You can therefore expect microtransaction systems to continue to exist and grow in ubiquity. Some publishers are saying the right things, like EA, whose CEO Andrew Wilson is promising that microtransactions need to feel “right” and player-friendly. Ubisoft said the same thing recently when questioned about loot boxes and microtransactions in Rainbow Six Siege. The game’s brand director made the case that Ubisoft’s golden rule about loot boxes is that the items they contain should never impact gameplay in any way whatsoever. What happens in practice at EA, Ubisoft, and other publishers remains to be seen. But what is clear is that microtransactions are here to stay.

Tomb Raider 1-3 Remasters Coming to PC

Remasters of the first three Tomb Raider games are coming to PC via Steam.

The news was revealed by Realtech VR on Twitter. Realtech VR recently ported both Tomb Raider 1 and 2 to mobile platforms and will base the Steam remasters on these versions of the games.

The updated remasters will be free for those who already own the original DOS games on Steam. Additionally, the games will feature a new 3D engine and support OpenVR.

This past December, Square Enix teased that a new AAA Tomb Raider game will be revealed at a major event this year, and rumor has it the new game will reportedly be called Shadow of the Tomb Raider.

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Xbox Spring Update to Add FreeSync Support, More

A host of new features are coming to Xbox One users this spring, including support for AMD Radeon FreeSync displays.

As revealed during the first episode of Microsoft’s new monthly streaming show Inside Xbox (and outlined on Xbox Wire), support for variable refresh rate on FreeSync displays is coming to Xbox One S and Xbox One X. If you have a display that supports this feature, it will synchronize the display’s refresh rate with your Xbox One. This will provide a smoother viewing experience that removes screen tearing and stuttering.

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