Mario Kart Tracks Are Being Built in Fortnite’s Playground Mode

It was only a matter of time before Mario Kart inspired tracks started appearing in Fortnite’s nearly limitless Playground mode.

YouTube user Noahh was one of the first to build a racing track and use the recently brought back Shopping Carts to race with friends. The track was built over the edge of the map and in true Rainbow Road fashion, falling off the ledge would send you to your death.

Reddit user JoshB_C constructed “Tilted Track,” a winding track that goes in and out of the buildings of Tilted Towers. Long ramps and boost pads were used to race and Mario Kart sound effects and music were added to the video.

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Fortnite Season 4 Week 10 Challenges and Checking Out Rifts

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Rocket League 2 Is Unlikely, As Dev Focusing On Games-As-A-Service Instead

Rocket League has been one of gaming’s biggest success stories of the past few years. Launched in July 2015, the game has 45 million registered players by developer Psyonix’s latest count, with between 6 million and 7 million people playing every month. Given the game’s huge success, you might be wondering if a sequel is coming. It’s not, at least not anytime soon, according to game director Scott Rudi.

Rudi, who joined Psyonix earlier this year, told GameSpot in an interview that the studio is focused on treating Rocket League like a platform. The studio is pouring resources into supporting the game with new content instead of making a full-on sequel.

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“That’s preferable to do; games-as-a-service,” Rudi said. “The most valuable thing in our game is our fans. A lot of the stuff we do is focused on keeping them with us. Keeping them interested and all hyped up about our game. We want to provide a really good experience [for players] to have fun with for years to come.”

He added: “We want to keep this going. I don’t know what I’d do with Rocket League 2. I’d rather do more to expand the exisiting Rocket League. It’s doing great, there is a lot ahead of it. So yeah, we have no plans for Rocket League 2.”

Rudi’s comments match up with what Psyonix executive Jeremy Dunham said in March 2017. At the time, he said, “Why would we want to take this huge community that we’ve already built, that’s still growing, and say, ‘What you’re playing now is going to be irrelevant in 12 months, but we want you to stop what you’re doing, giving us money all over again, and move over to this other game.” Dunham said that way of thinking in games is coming to an end.

As it relates to ongoing support for Rocket League, Psyonix is kicking off a third anniversary event on July 9. This will introduce a new 3v3 Anniversary playlist and a Happy Birthday topper to collect, among other things. Additionally, Psyonix recently announced a Rocket Pass offering that you can buy to unlock new content over time. It is part of Psyonix’s ongoing effort to keep people in the game and having a fun time.

Another part of what keeps players coming back to Rocket League is the new licensed cars that you can buy. Just recently, Psyonix released the Jurassic World Jeep, while previously launched licensed content has included vehicles like the Batmobile and the DeLorean time machine from Back to the Future. Rudi told GameSpot that you can expect even more licensed cars for Rocket League in the future.

As with games like Fortnite and others, the extra content you can buy with real money in Rocket League is cosmetic only in nature and does not impact gameplay. This is important because it keeps the playing field level, Rudi said.

“Monetising or adding systems that would imbalance that is not right for us,” he said. “I’m sure for other games it makes sense, but for us, it’s not just what we’re about,” Rudi said. “We want to keep it pure, keep it clean, and let player skill and teamwork rule the day.”

Rocket League originally launched in July 2015 for PS4 and PC, before coming to Xbox One in 2016, and then to Nintendo Switch in 2017.

The Crew 2 Review – On The Road Again

After 30 hours, The Crew 2 has left me with a lot of wonderful memories. They aren’t filled with the kind of emergent stories you get from exploring an open world and its systems, nor are they moments that involve goofing around with strangers–The Crew 2 is lacking in both those aspects. Instead, my memories are filled with the game’s variety of vehicular activities and the wonderfully curated tracks: the unrealistic, the impossible, and the delightful.

It’s surprising to see just how much The Crew 2 differs from the original game. There’s been a noticeable shift in Ubisoft’s last few open-world titles, one that’s moving toward a focus on player-driven progression–large selections of optional activities, non-linear structures, rewards for doing just about anything–and The Crew 2 benefits significantly from this direction. The gritty crime angle from the original game is gone, and instead, The Crew 2 takes reams of pages from the book of Forza Horizon. The game centers on a nationwide festival of motorsports where you, a rookie, are poised to become the next big star. While the setup is conventional, and the focus on social media fame is obnoxious, what it brings to the game is a colorful and upbeat vibe, an impressive variety of different disciplines, and positively ridiculous arcade driving on land, water, and through the air.

Despite the game’s focus on real-world branding and mimicry of televised motorsports, The Crew 2’s greatest asset is its willingness to be ridiculous. Races in The Crew 2 might involve jumping your street-racing car off skyscrapers, or your powerboat off the Hoover Dam. They might include making high-speed touring cars go head to head through the tight, windy Hollywood Hills, and motocross bikes take jumps across shipping freighters and freeways right before you transform into a prop plane like some kind of extreme-sports mecha. This is a game that will cover Los Angeles in three feet of snow for no logical reason other than icy roads make for more thrilling street races. Abundant nitro boosts, uncomplicated drifting, and generous rubber-banding also help keep the act of driving exciting when things are relatively tame.

As a game with an open world, races and challenges can naturally be found and initiated when you stumble across them at particular points on the map. However, playing The Crew 2 with open-world exploration as your primary means of moving from activity to activity reveals the game’s major downfall: it’s too big, and all the activities and interesting locations are too spread out. The game hides a number of boxes with vehicle components across the map, which you can hunt for using a proximity tracker, but even these feel too few and far between.

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But with that in mind, The Crew 2 thankfully makes it easy to cut your commute down via player-friendly shortcuts. The game has an option to view all 120+ primary activities and countless more skill challenges (featuring things like escapes, slaloms, and a rewarding photo mode) in a categorized, list-style view, with the option to not just set a waypoint to them, but instantly start them no matter where you are in the world, at no cost. The loading times in The Crew 2 are impressively brief all around, so if you want to, you can churn through races and challenges back-to-back to very quickly and efficiently rack up progression points, earn cash, and set leaderboard positions from the moment you start.

It’s an option that’s both convenient and gives the impression that the game is conscious of your time. Likewise, any activity can be restarted or aborted in seconds if you’re having a bad run, and there’s a quick back-on-track feature that can be used any time. When you’re not in an event you can switch to any vehicle you own immediately, without penalty, and without having to go anywhere. That’s on top of being able to assign a favorite ground vehicle, boat, and plane to your right analog stick to allow for instantaneous switching during free-roam exploration, which provides its own kind of fun, for example, flying into the stratosphere with your plane before switching to a boat and careening back to Earth. Any vehicle that’s available for sale is also graciously available for you to test drive on a moment’s notice.

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The variety of different vehicular disciplines in The Crew 2 is downright impressive–each of the 14 styles is tangibly unique from one another. Every time I started to get fatigued with one method of competition, I could quickly jump to another that had a completely different feel. Each is housed within one of four “Families” which you’re free to move between to perpetuate your overall progress: Street (street racing, drifting, drag racing, long-distance hypercar racing), Offroad (cross-country rally raid, motocross, loose-surface rallycross), Freestyle (plane aerobatics, jet sprint boating, monster trucking), and Pro (power boating, air racing, touring cars, and grand prix).

While the execution of The Crew 2’s disciplines might not wholly satisfy purists of any one given style, it does a great job of making each feel accessible, fun, and unique. I’m usually too intimidated by grand prix racing to give it a shot in other games, and I would never have even considered the idea of playing a power boating game. But, the Crew 2 encourages you to try a little bit of everything, and it’s easy thanks to the game’s approachable arcade-style mechanics, as well as the prospects of seeing more beautiful and ludicrous tracks.

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Those tracks are certainly another highlight of the game, because there’s an inherent novelty to the virtual tourism of The Crew 2. You’ll likely recognize iconic structures, but there are also enough abstracted details that contribute to the city’s atmosphere and character. And, like the original game, The Crew 2 does a great job at building a seamless and recognizable version of America to drive through, whether it’s a designated top-to-bottom endurance race or a self-assigned recreation of a road trip you did a few years back. The journey across the country feels grounded, as you drive through cities that morph into industrial areas and farmland, into plains, deserts, forests and rural areas, occasionally flying by a small town now and then.

And whether you’re driving, boating, or flying across The Crew 2’s America, it’s a mostly beautiful journey. The game’s natural environments, particularly bodies of water and the sky, look fantastic, as do weather effects like snow and rain. All are enhanced to breathtaking heights by the superb lighting, though the continuous day/night and weather cycle can be an occasional inconvenience during some events–whether it be afternoon sun in your eyes, snow obscuring track obstacles, or having to fly through a tight canyon in complete darkness. Where the visuals visibly falter are in dense urban areas. You likely won’t notice buildings when you’re zooming past them at 200km/h, but any slower and you can’t help but notice how plain they are, especially in broad daylight with clear skies. Character models, on the other hand, always look incredibly basic, no matter the situation.

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The game’s RPG-style vehicle upgrade system returns from the original game, though it still doesn’t feel particularly meaningful. You’ll receive loot after every race in various stages of rarity (common, uncommon, rare, epic), and each corresponds to a particular vehicle part and has its own power number, which contributes to your vehicle’s overall power number. There is some small benefit to this system–all vehicles of a particular class, despite having different power levels in their stock configuration, will max out at the same number, meaning you can stick with your favorite car all the way up to and through the endgame.

But while some parts come with unique gameplay perks, and more professional tuning options eventually become available, I found the upgrade system pretty easy to ignore–simply equipping the one with the biggest number was all I had to do to stay competitive. However, if you own multiple vehicles in a certain class and decide to switch between them at some point, stripping one vehicle of all its powerful parts and re-installing them on another is a tedious annoyance. The gear system as a whole feels like it’s there to act as an additional roadblock to make sure your progress to higher tiers of races stays gradual; there were a few times where I found it necessary to replay a number of previously-won races in order to earn higher-grade parts to give myself a reasonable chance in later events. Another obstacle is the cost of the vehicles you’re required to purchase to be able to participate in certain disciplines: Buying a vehicle in order to gain access to an advanced discipline like air racing or grand prix is expensive, and will typically empty out your in-game wallet completely. I didn’t need to dip into the game’s real-world currency equivalent to progress during my playthrough, but those who like to keep a garage filled with lots of different cars will likely have a tougher time with in-game credits.

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The Crew 2 allows you to form a party with three other players to explore and participate in events together, but, at the time of writing the game doesn’t offer any meaningful ways to interact with players outside your party, despite their visible presence in the always-online world. Aside from manually inviting them into your party via the roster menu, there is no way to formally challenge them to race in any capacity. Ubisoft has stated that player-versus-player lobbies are planned as a free content update in December, on top of new vehicle disciplines and other updates, but they do not exist in The Crew 2 as of July 2018.

The Crew 2’s large open-world feels too sparse to be engaging enough for anything more than some light virtual tourism, and it’s easy to disparage it because of that. But it also provides the landscape for the game’s most memorable experiences, and these can come hard and fast, if you want them to. There’s always a ridiculously indulgent twist or spectacular moment, whether it be drifting off cliffs in a snow-covered Grand Canyon before transforming into a boat to jet down the Colorado River, or hurtling down a mountain during a spectacular sunset in a rally raid.

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I’m annoyed by the game’s lack of public interaction and meaningless gear system, but I’ll fondly recall both the tension of flinging sprint boats back and forth through the narrow, artificial canals of The Venetian in Las Vegas, and the easygoing satisfaction of an hour-long hypercar race from New York to San Francisco, where I listened to a podcast and enjoyed the rolling scenery. Despite its shortcomings, The Crew 2 still displays admirable strengths, which lie in its player-friendly features, freedom of movement, and its willingness to bend the rules in order to make things exciting and varied for an accessible, American-themed thrillride.

Hey Look, It’s Another Free Battle Royale Game On Xbox One

The battle royale craze pushes ahead, as Scavengers Studio’s battle royale game, Darwin Project, re-launched this week on Xbox One as a free-to-play game. The game originally launched on Xbox One in the Game Preview program as a paid title before this week’s business model switch to entirely free to play. The changes were announced on Xbox Wire.

Those who already paid money are getting compensated, thankfully. The next time you log in you should see Founder’s Pack content in your inventory, including a lot of cosmetic items. This includes two “legendary” sets of items that contain a shirt, pants, armor, helmet, boots, three axes, three bows, and a “full jumpsuit collection.” You also get 10 “fan gifts,” which include other items you can use to customise your look and weapons.

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With the switch to free-to-play, the studio also added a in-game store where you can spend currency, Ramen, on cosmetic items. Scavengers Studio stressed that the items it sells are cosmetic only; like Fortnite, the items you can buy do not impact gameplay.

“With our switch to free-to-play, we want to take care to specify that cosmetics in the item shop grant no competitive advantage, and Darwin Project will never become pay-to-win,” the studio explained. “These items are for looking good; only skill helps you win!”

The developer also addressed the business model switch in general, acknowledging that it is a “big change,” while also stressing that it does not impact its longer-term vision for the game.

“Dropping the price tag is a big change, but we remain committed to the same vision that has guided the development for over three years, and that means providing the best experience we can for all Darwin Projectinmates,” the studio said. “We hope that by switching to a free-to-play model, both early adopters and newcomers will be able to get the most out of Darwin Project.”

A third-person, arcade-style shooter, Darwin Project’s spin on the battle royale genre is that there are only 10 players in a match. And one person gets to be the Show Director, who sees the map from above and can help or inhibit players by revealing their location or creating a gravity storm. The game remains in an unfinished state, so you may come across some bugs and other oddities, if that matters to you.

Darwin Project is also on PC for free, but there is no word yet on if it’s coming to PS4 or other systems further down the track. It’s just the latest free-to-play battle royale game on Xbox One, following juggernauts like Fortnite and PUBG. Looking ahead, both Battlefield V and Call of Duty: Black Ops 4 will have battle royale modes when they release later this year.

PUBG Hits 8 Million Players On Xbox One, New Console Bundle Announced

While much of the discussion in the battle royale space is on Fortnite these days, PUBG is still growing. The game has now crossed 8 million players on Xbox One, Microsoft announced. The game launched on Xbox One’s Game Preview program back in December, and Microsoft’s Major Nelson said in a blog post that it’s been “one of the most popular games” across Xbox One since then, though he did not share any specifics about that claim.

PUBG is still in an unfinished state on Xbox One, whereas the PC edition launched its 1.0 version back in December. The game is only available on console on Xbox One thanks to a timed exclusivity deal between Microsoft and PUBG Corp. Versions of the game for other popular platforms like PlayStation 4 and Nintendo Switch could come later.

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PUBG has not necessarily sold 8 million copies on Xbox One, however, as Microsoft has offered free play periods for the game over the past few months. Whatever the case, it’s clear the game is supremely popular, so it’s no surprise that Microsoft also announced a new Xbox One X bundle for the game.

Available now at retailers is a PUBG Xbox One X bundle that comes with the 1 TB system and a copy of the game, which is among the titles enhanced for the console. You also get a 1-month Xbox Game Pass trial and a 1-month Xbox Live Gold trial. Everything else you need to get set up, including a wireless controller, is also included in the package. The bundle retails for $500 at retailers, which is the same price as the standard package.

Microsoft also announced a new $300 Xbox One S Minecraft bundle that comes with a code for the game and the Explorer’s Pack that includes various extras. You also get access to Minecraft: Story Mode – The Complete Adventure, along with a 1-month Xbox Game Pass trial and a 14-day Xbox Live Gold trial. In the US, the system is only available at the Microsoft Store and Walmart.

Are you interested in either bundle? Let us know in the comments below!

How Man of Steel Sets Up Superman’s Comic Book Future

Man of Steel #6 hit stores today, ending writer Brian Michael Bendis’ first major Superman storyline. But while the first battle between Superman and Rogol Zaar is over, Bendis’ plans for the franchise have just begin. Man of Steel #6 paves the way for Bendis to take over DC’s monthly Superman and Action Comics titles and the return of Supergirl’s solo series.

Scroll down for a recap of the big developments in Man of Steel and how Bendis is setting the stage for a new era for the Superman comics.

Rogol Zaar – Krypton’s Destroyer?

Bendis’ most significant addition to the Superman mythos so far is Rogol Zaar, a powerful new villain who claims to be responsible for Krypton’s destruction. Whether Zaar is telling the truth remains to be seen, but he’s already proven himself more than a match for both Superman and Supergirl on multiple occasions.

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