Valve Defends 30% Steam Cut In Antitrust Suit

Valve has responded to a legal challenge alleging antitrust violations, requesting that the suit be dismissed and defending the 30% sales cut taken by its Steam digital store. The suit, filed in April by Wolfire Games, alleges that Valve’s dominant position allows it to charge “an extraordinarily high cut” from developer sales.

Wolfire claimed in its suit that Valve bars developers from selling Steam keys for lower prices on other stores, which it argues is anti-consumer because sellers need to keep prices high to afford Valve’s high cut.

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In a response (via PC Gamer), filed this week in Washington district court, Valve argues it “has no duty under antitrust law to allow developers to use free Steam Keys to undersell prices for the games they sell on Steam—or to provide Steam Keys at all.” It also argues that Wolfire failed to provide evidence of Valve allegedly disallowing pricing requirements, saying it was based on a single anecdote. That doesn’t suggest a larger policy at play. It also defended the 30% sales cut, citing the industry standard. The response seeks to dismiss the suit or to take the claim to arbitration.

Interestingly, Valve cites competition from other stores, including Epic Games, as evidence that 30% becoming the industry standard has not harmed competition. But of course, Epic Games has been very vocal in criticizing that 30% cut while boasting of its own 12% cut. Microsoft recently reduced its own to match at 12% as well, so while 30% has been the industry standard, that may be changing.

Epic Games has also been in court recently, alleging similar anti-competitive practices against Apple through its first-party App Store and devices. The outcome of that trial is still pending, but many court-watchers expect it to be appealed no matter who comes out on top.

How To Install The Halo Infinite Beta

The Halo Infinite beta (or technical test) has kicked off and is running this weekend, giving you the chance to try out the game’s new weapons and systems in competitive multiplayer. However, the process for playing doesn’t end with getting an invitation. You also have to install the Halo Infinite beta client, and that varies depending on where you’re playing the game. Here’s how to do it and get playing. Were it so easy? Well, yes, if you listen to us.

Xbox One and Xbox Series X|S

Head to the Xbox Store from your console and search for the Xbox Insider Hub app, which you’ll need to access beta apps. From here, go to Previews, choose Halo Infinite – Insider, and then register for the build.

From here, you should see a “Manage” prompt, after which you’ll need to go through some terms and conditions before you can install the beta build. Once it’s installed, you’ll be able to access and run it just like you would any other game via the My Games & Apps section of the Xbox UI.

PC

For PC, you’ll be going through Steam. Using a key sent to you via Halo Waypoint (where you registered for the beta), sign into your Steam account and choose “Activate a Product on Steam” like you would with any other Steam code. Once you’ve entered the code you were given, you’ll see Halo Infinite – Insider as a title within your game library.

Start the game and when prompted, make sure you use the same Xbox Live account you used when you registered for the beta. Once that’s done, you’re ready to play.

Halo Infinite will release this holiday season for Xbox One, Xbox Series X|S, and PC. It features new accessibility settings that should make it easier to play for those with colorblindness.

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GTA Online’s Fake Car Culture Is the Real Thing

“The nods of recognition, the pointing, the fanboys passing out in ecstasy. Witnessing the big power ZR350 revving up to tear a hole through an underground parking lot never gets old. And when you burn these tires out, they’ll fight to see who gets to breathe in your polycyclic aromatic hydrocarbons – because this much clout is seriously intoxicating.”

So goes the sales pitch for the Annis ZR350, a 30-year-old, two-door sports car that has never existed and never will – because it’s not a real car. It may have all the design hallmarks and specs of a Japanese cult classic born and bred to slice through the streets of Shibuya but it’s not. It’s actually a sleek Scottish clone, first brought to life inside the early-nineties time capsule of 2004’s GTA San Andreas and more recently resurrected for the latest salvo of GTA Online content, Los Santos Tuners.

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In the two decades since the GTA series arrived in 3D with 2001’s landmark Grand Theft Auto III, Rockstar has fashioned a fake car industry like no other – one that continues to grow and grow within GTA Online. All modern open-world action games that don’t rely on licensed vehicles need to fill their towns and cities with fantasy fleets of automobiles but I don’t think I could name you a single car from any of GTA’s sandbox peers.

Few – if any – can match the garage that GTA Online offers today. A full spectrum of bogus global brands, each one a nudge and a wink at a real-world manufacturer. Hundreds of vehicles, from classic GTAIII Banshees to surprise off-brand Batmobiles, and everything in between. A deep well of customisation options to make any car truly yours. It’s clear GTA Online’s approach to its own internal car culture is as uncompromising as every other element of what’s estimated to be the most profitable entertainment product of all time.

It's the car, right? Chicks love the car.

“I guess part of it is legacy,” says design director Scott Butchard on the enduring and fascinating world of GTA’s homegrown vehicles, particularly the ones that have been carried through the series over the last 20 years. “A lot of us have grown up with them; we remember the Banshee, the Comet – they’re cars that’ve been there all our lives.”

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“But then at the same time, for me, it’s the world-building as well. Other games do cars and they’re cool cars, but the branding on [GTA V] – the UI team and the guys that come up with the badges, the in-world placement, the marketing and advertising for the cars – all makes it feel more fleshed out and more substantial.”

“We’ve got an incredibly passionate team when it comes to vehicles, as you can imagine,” adds GTA Online director of design Tarek Hamad. “But I think another important factor is how [they’re] woven and integrated into iconic moments in the content as well.”

“There’s a real sense of ownership to the vehicle. You form a relationship with it, and then it’s woven into your personal story, both in single-player story modes and in GTA Online as well. So I think that that really helps crystallise the sense of this being an iconic, memorable, or instantly recognisable vehicle across the entire series.”

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While all GTA Online updates tend to feature new vehicles (and certainly updates like 2015’s Lowriders and 2016’s Cunning Stunts and Import/Export previously focused on cars as a core feature), the newest expansion to GTA Online – Los Santos Tuners – is arguably Rockstar’s most overt love letter to car culture to date. Featuring a salvo of brand new cars, an addictive batch of new, more authentic street races, and a terrific griefer-proof space to meet and show off the rides you’ve been collecting since 2013, Los Santos Tuners is catnip for car nerds and an excellent update to the always-growing GTA Online.

It’s proven plenty popular, too, with Rockstar revealing that more players joined GTA Online for the launch of Los Santos Tuners than any update so far.

According to Butchard the team has wanted to return to this side of GTA for some time.

“Import/Export was 2016, and that was a great pack and well received by the community, and we always wanted to go back,” says Butchard. “It was just the when; we were just planning on when and how we were going to frame it.”

“With Tuners, after Cayo Perico [and] this big, bombastic heist in this new place, we wanted something to bring us back to GTA and to the mainland. Something that made sense. I think we just wanted to go back to what GTA is; the classics, you know? It’s about cars, and being a getaway driver, and your driving skill, and that whole modding scene.”

“Yeah, and embedding it as deeply as possible in the culture,” adds Hamad. “And crucially giving all players – but especially that mix of players that are absolutely obsessed with cars, car meets, car culture – a safe space to breathe, without the fear of being disrupted or blown up. Where they can show off these rides – both the new rides that are introduced in Tuners, but also everything that they’ve been building up over the last eight years.”

The LS Car Meet is a great new space in GTA Online.

Of course, while cars are a key focus for the Los Santos Tuners update, there’s actually a lot more under the hood of this latest expansion to the world of GTA Online. Hamad explains the LS Car Meet ultimately serves as a gateway to “open the doors into that other side of the quintessential GTA experience, which is this element of crime and being a wheelman.”

Visiting the LS Car Meet gives players the opportunity to buy their own auto shop, and owning an auto shop unlocks a regular stream of mini-heists that can be played solo or with groups of up to four. It also comes with a regularly refreshed blackboard filled with cars to steal and deliver to a crane at the docks (a nice throwback to a very similar side-hustle available in GTA III, Vice City, and San Andreas). Combined with the new races, Los Santos Tuners is a very layered update, something Hamad confirms was no accident.

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“It’s very large, it’s very layered, and it was built exactly to be like that,” he says. “So that you first get introduced to the car scene and culture in the LS Car Meet, but then it opens the door to all of this layered content.”

“We’ve just got such a fantastic and varied community that we felt it was really important that we layered stuff in for them to discover that caters for so many different player types that want to engage with different types of content. There will absolutely be players and community members who just want to focus on the races when they discover just how deep you can go and the rep that this gives you for the Car Meet and the kind of unlocks you can get as a result, including the prize ride. And then of course there’s a great swathe of players who are so invested in the bombastic content, the robberies, the mini heists; there’s a whole contingent of players who just absolutely love that kind of content. So it was really important for us to build it in that layered, discoverable way.”

The prize ride is a way for skilled players to earn free cars.

GTA Online’s car enthusiast communities are amongst some of the most dedicated players in the game and have carved out a strong reputation for their enthusiasm for hosting car meets in the game’s regularly dangerous open-world, their skilled photography, and even their ingenuity in finding a peculiar but effective in-game method to lower their cars beyond the limits of what GTA Online’s customisation options allowed. Catering to this devoted community was a “huge priority” for Rockstar with Los Santos Tuners.

“I mean, we stay connected and follow the community at large – that almost goes without saying,” says Hamad. “But when it comes to the more specialised focus communities you’re touching on, such as the car meet community, [it’s] a huge priority.”

“If we took that example of how they stanced their cars by shooting their wheels, we now officially support that as an option. So they no longer have to shoot their wheels, and that’s something that we’ve been looking at for a long time.

“We had to make sure – and we wanted to make sure – that we supported it in this update because it is just such an important factor and feature of the car meet community. So they no longer have to find their own workaround for that. It was very exciting to be able to follow that and then get this included as part of the update.”

Warning! Danger to manifold!

With a larger collection of cars than I currently have time to drive in GTA Online, it’s likely my own ZR350 will spend most of its time in storage, parked between my Dom’s Charger knock-off and my Penumbra clad in its lime-green ‘Almost Had You’ livery. I currently have a garage dedicated entirely to cars plucked from whatever GTA’s fantasy equivalent to The Fast and the Furious would be (plus a horde of other films) so the RX-7-inspired ZR350 is a welcome inclusion.

Of course, I also have a garage full of wild supercars, and another packed with lowriders, and another with a growing batch of rally cars in it. More cars have been added to GTA Online than there were in the game to start with, and every one is the product of a team that truly appears as passionate about cars as I am.

“I would describe it as a genuine love,” confirms Hamad.

“An utter obsession.”

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Luke is Games Editor at IGN’s Sydney office. You can find him on Twitter every few days @MrLukeReilly.

Fantasian Part 2 Will Be Double the Size of the First Game

Fantasian Part 2 is almost done and it will be double the size of the first game according to game director Hironobu Sakaguchi.

In a statement to Famitsu (as translated by VGC) Hironobu Sakaguchi updated fans on Fantasian Part 2. He said, “The second part of Fantasian is almost finished… This part is twice as large as the first part, which exceeded our expectations.” The first part of Fantasian was released exclusively to iPhone users on Apple Arcade in April 2021.

Fantasian Part 2 will naturally expand upon the first game’s story, but Sakaguchi explained that in doing so Fantasian Part 2 will not only develop the game in size but also bring with it bring new “unique and challenging” boss monsters.

Elsewhere in the statement, Sakaguchi said that he thinks Fantasian Part 2 is a “great game” putting this down to the efforts of the development team as well as a range of other staff. Composer Nobuo Uematsu, who has worked alongside Sakaguchi on a number of occasions – including Fantasian as well as multiple Final Fantasy titles – gained special thanks for his contribution to the game’s sound design. Uematsu spoke fondly about his passion for music and Fantasian in a video we released back in March.

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Developed by Mistwalker, Fantasian is a classic role-playing game that features over 150 hand-crafted 3D dioramas which serve as the game’s locations. If you want to learn more about the game’s creation then why not check out this interview with Hironobu Sakaguchi who talks about why he feels a game “with a diorama [development] pipeline probably shouldn’t exist.”

Alternatively, you could watch this video where Nobuo Uematsu gives us a peek behind the curtain on the theme for Kira, one of the game’s beloved characters.

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Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

AMD Announces $379 Radeon RX 6600 XT GPU, Available in August

AMD has announced the latest entry in its Radeon RX 6000 line of graphics cards today. The RX 6600 XT is the first GPU in the RX 6000 series designed for 1080p high-refresh-rate gaming and aims to compete with Nvidia’s RTX 3060.

The RX 6600 XT includes 8GB of GDDR6 memory with a memory speed of 16Gbps, 32 compute units, a 2359MHz game clock, and a 165 thermal design power, meaning you can use a 500W power supply if you decide to build a PC around the RX 6600 XT.

Like other GPUs in the RX 6000 line, the RX 6600 XT is based on AMD’s latest RDNA 2 technology, the same graphical architecture that is also available in the PlayStation 5, Xbox Series X/S, and Valve’s Steam Deck. Meaning this card supports hardware-accelerated ray-tracing. Like other RX 6000 cards, the RX 6600 XT will support FidelityFX Super Resolution, AMD’s open-source supersampling tech that was released last month.

While it seems odd for AMD to release a 1080p card, AMD says that 2/3 of displays shipped in 2020 were 1080p.

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Although the performance charts for the RX 6600 XT aren’t necessarily a representative sample of its gaming performance, does this sort of performance appears to aim to be a better choice for 1080p gaming, according to AMD.

The RX 6600 XT will not have a reference model, and all the RX 6600 XT cards are designed by AMD’s partners, such as ASUS and MSI. Nine RX 6600 XT desktop GPUs will be available for purchase at launch. AMD also confirmed that several gaming laptops such as the HP Omen 16 and ASUS ROG Strix G15 will offer RX 6600 XT as a GPU configuration option. At the same time, some desktops prebuilt from computer companies such as Alienware and Acer will have the GPU as a configuration option.

AMD’s Radeon RX 6600 XT card will release on August 11 starting at USD $379 — $50 more than the starting price of the RTX 3060.

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Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster.

A Potential Paramount+ And Peacock Partnership Has Been Put On Hold

A potential partnership between ViacomCBS and Comcast, meant to bolster the two companies’ flagging streaming services, has been put on hold due to antitrust concerns. A report by Forbes quotes a company insider, who says the companies will now be waiting to see how regulators react to a proposed WarnerMedia-Discovery merger before proceeding.

Forbes sources claim at least one high-level talk has been held between ViacomCBS and Comcast in June, discussing a potential merger between their Paramount+ and Peacock streaming services. Both services are struggling in a market already dominated by giants like Netflix, Amazon, and Disney.

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Any plans made have now been put on hold, however, after President Biden signed an executive order on July 9 vowing to enforce the USA’s anti-trust laws more aggressively “to combat the excessive concentration of industry.”

Executives at ViacomCBS and Comcast will now wait to see whether regulators will challenge an upcoming merger between Warner Bros and Discovery, before deciding whether to make their own move. The companies still seem poised to explore other kinds of partnerships between the two streaming services, however, even if it just involves bundling the two subscriptions.

Beloved Velocity Series Is Getting A Spiritual Successor

FuturLab, the studio behind the critically acclaimed Velocity series and oddly satisfying PowerWash Simulator, is making a new Velocity-style game. The studio has announced a new collaboration with Thunderful Publishing, which will be helping FuturLab bring a Velocity spiritual successor to life.

FuturLab is most known for its sci-fi arcade speedrunning series Velocity, which consists of Velocity, Velocity Ultra, and Velocity 2X. The studio branched out more recently with the popular PowerWash Simulator, but now is returning to its sci-fi action roots with a brand new game.

Now Playing: Velocity 2X On Nintendo Switch – Official Launch Trailer

The studio says the new game is “a stylish, high-intensity third-person combat game,” that’s being described as a Velocity spiritual successor rather than a direct sequel. FuturLab founder James Marsden describes the upcoming game as “ambitious” in a recent press release. “It sees our studio returning to sci-fi action, possessing the same DNA as Velocity, but with far more ambition, style, and contemporary relevance,” Marsden said. “It is nothing short of a dream game, and we cannot wait to share it with the world.”

Neither studio nor publisher has shared a name, release window, or release platforms for the new game, but Thunderful’s head of publishing described the game’s early prototype as “a refreshingly new take on the action genre, presented with stunning visual style and super-tight gameplay mechanics.”

FuturLab is also hiring a number of new positions to help it bring this new game to life.

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Pokemon Unite Review — A Micro-Aggressive MOBA

For the Pokemon brand’s first foray into a new genre, Pokemon Unite gets a lot of things right. The game certainly feels like a MOBA a la League of Legends or Dota 2, just in a much easier to understand presentation for those who’ve never played one before. Matches are short, snappy affairs with plenty of action and strategy. Learning each of the five classes is fun and rewarding. Each skirmish within a match ups the ante, increasing tension and excitement until it boils over in the final stretch. It’s just a shame that the confusing in-game economy composed of multiple currencies and a loot box-style lottery system can sometimes get in the way of the game’s fun.

For those unaware, Pokemon Unite is a “multiplayer online battle arena game” or “MOBA.” Two teams of up to five players choose a Pokemon, then enter an arena where they defeat wild Pokemon in the environment to gather energy and experience. Experience levels up a Pokemon, increasing its stats and powering up its moves, while energy is used to score points and win the game. This is where Pokemon Unite separates itself from traditional MOBAs. Pokemon must take their stored energy to an opposing team’s goal and “dunk” it through the hoop to score points equal to how much energy the Pokemon held. The dunking sequence itself is wonderful, with the Pokemon slamming the energy down through the hoop with force and excitement that will put a smile on your face. Dunks aren’t the only scoring method though, as special wild Pokemon sometimes appear that give temporary buffs or extra points, but they are rare and sometimes one-time occurrences during a match. When time runs out–10 minutes in a standard match–whoever has the most points wins.

Now Playing: Pokémon Unite Video Review

This goal-scoring approach is different from established MOBA games–League of Legends, for example, requires that a team enter the enemy’s base and destroy the Nexus–but it’s a fantastic choice in action. Most of the wild Pokemon lining the arena aren’t difficult to defeat, so even novice players will be able to gather energy easily. Some goals can only have so many points scored on them before they break, meaning disabled goals force you to progress further into the opponent’s side of the arena to find a new one. It’s a fun spin on the core objective of a MOBA match, taking something like defeating towers in LoL in order to progress and making it unique. Also, since the goals don’t fight back like LoL towers do, new MOBA players won’t need to worry about extra threats when trying to score.

Pokemon Unite serves as a tremendous entry point into what may be a new genre for many players

Pokemon Unite does a great job of making each match feel exciting. As this is a team game, you’ll feel a quick bond with teammates who stick to their roles and support as needed, and you’ll feel embarrassed for the one player doing their own thing and getting crushed for it. Every mid-match skirmish where you and your teammates are meeting a group of opponents is tense and exciting, and emerging victorious is thrilling. That 10 minute timer feels like it breezes by due to how much fun each match can be.

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The 20 Pokemon on the Pokemon Unite roster fall into one of five categories: Attacker, All-Rounder, Speedster, Defender, and Supporter. These categories describe how each one should be controlled, leaning into the genre’s strategic elements. Attackers are better suited for the frontlines, taking out enemies and scoring loads of points, while Defenders keep the team’s goals safe from attack, for example. It’s simple, it’s straightforward, and it’s exactly what a MOBA for genre newcomers should be. You’ll know exactly what style of match to play depending on the Pokemon you choose, which for a brand-new MOBA player is a huge comfort. That’s not to say things don’t change mid-match, but taking that uncertainty out of the character-select screen lowers the barrier of entry, which is better for everyone.

Team balance is a big factor in a MOBA player’s success, and the game does a good job of allowing players to balance their teams how they wish. Small hints on the character select screen will let the team know which roles are not yet filled, while chosen Pokemon are faded out to clearly show who’s still available. Experimentation is encouraged in Pokemon Unite matches, allowing you to tinker with team composition until finding what works for your group. This freedom makes the game even more fun, delivering a unique experience in every match.

Despite having different classes, all Pokemon are controlled with the same simple button scheme. As you gain experience, the Pokemon’s special attacks will power up, first changing to a new move and then adding an enhanced version. While that sounds like a lot, the game does a great job of making everything clear in real time. Pikachu, for example, starts with Thundershock as a special attack, but at a certain level it will change to either Electro Ball or Thunder with a single press of a button. You don’t have to sort through menus or take minutes to power up–one simple press and you have a new move. It’s yet another lowering of the entry barrier for new MOBA players, and it’s well appreciated.

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That touches on the best part about Pokemon Unite; it serves as a tremendous entry point into what may be a new genre for many players. It’s easy to pick up and play, giving everyone a chance to learn what MOBAs are all about. That said, genre veterans may find the game a little too simplistic, lacking the deep gameplay and strategic elements of LoL or Dota 2. There are no minions running around to farm for experience, and every player must head into the wild area–or “jungle” in MOBA speak–in order to level up. Pokemon Unite feels more of a stepping stone to other MOBA games and not the other way around, meaning longtime MOBA fans might feel underwhelmed with what they find.

The speed of the matches coupled with the approachable mechanics makes grinding for higher levels easy without feeling repetitive. Grinding has its benefits, too, with Trainer Levels that give you access to new modes and rewards and an optional Battle Pass that gives even more reward drops. There are ways around grinding as well if you want to speed things up, but unfortunately that means you have to deal with microtransactions, the Achilles’ heel of Pokemon Unite. The game’s easy, streamlined processes in gameplay goes out the window when the game’s economy enters the discussion.

There are five different in-game currencies, four of which are earned by playing. Aeos Coins are the most prominent currency and are earned after every match (as well as given as rewards for daily events, Trainer Level up rewards, and more). Aeos Tickets purchase items and enhancers and are earned from events as well. There’s also Fashion and Holowear Tickets–used to obtain Trainer skins and Pokemon skins respectively–that only come from the loot box-esque random draw called the Energy Reward system. The lone premium currency are Aeos Gems, which are only available via real money and can be used to purchase some of the things the other free currencies can buy, like Unite Licenses to access playable Pokemon or boosts to Battle Points to gain levels faster.

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Having five currencies is an unnecessarily confusing system. Granted, four of them are earned by playing the game, meaning that everything available can technically be earned by grinding out matches, but the rates at which some currencies are earned are unreasonably low. Take the Holowear Tickets for example, which are earned one of two ways: complete the 90-level Battle Pass and earn a Battle Pass Prize Box, or get a lucky break in the Energy Reward lottery system. A chance in the Energy Reward system is given every five matches, but even then the chance of pulling the Holowear Tickets is very low. Then again, should you be lucky enough to pull the Holowear Tickets, you’ll only get 10, and currently the cheapest Pokemon skin available via Holowear Tickets costs 18 tickets. The quickest way to increase your chances is to buy extra Energy Reward lottery chances in the Shops–and those are only available for premium Aeos Gems.

This paid currency would not be inherently bad if it were only used for cosmetic items such as those skins. As long as the game lets you earn the important things–Pokemon, battle items, etc.–by playing the game with no financial influence, the premium Aeos Gems would be a harmless addition to be ignored. Unfortunately, that’s simply not the case, as Gems can also be used to purchase Unite Licenses to unlock Pokemon and temporary boosts for Aeos Coins and Battle Pass Points, allowing you to more quickly unlock items that can be used in battle.

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While buying a Unite License for a Pokemon just gives a player access to that Pokemon early–which isn’t a big deal outside of being able to use a Pokemon in battle sooner–it’s the items that are a key example of why this economy can feel unbalanced. In the Shops are two types of items: Held Items, which give your Pokemon permanent boosts in a match; and Battle Items, which are activated with a button press and give a quick temporary perk like healed damage or increased attack power. Pokemon can have up to three Held Items and one Battle Item assigned at a time. These items must be purchased in the stores before they can be equipped onto a Pokemon.

What’s not enjoyable is the game’s economy, a confusing mess of multiple currencies and systems

By pumping money into the game via the premium currency, either to boost Coin gain or using the Gems to purchase the items directly, a player can purchase and use these items faster than someone who’s not buying Gems. Items are also included in the Battle Pass, so buying Battle Pass Point boosts with real money will unlock those items faster as well. What’s more, these items can also be leveled up with Item Enhancers, yet another currency earned in-game that can be boosted with premium currency, increasing the disparity gap even further. All of this leads to a scenario where players who don’t want to spend money may find themselves itemless against a team of fully decked out opponents, putting the player that hasn’t purchased currency at an immediate disadvantage.

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Don’t get me wrong: Pokemon Unite is an enjoyable game. The MOBA genre fits the Pokemon franchise very well, and as more Pokemon are introduced, the metagame will likely continue to evolve and may introduce more fun opportunities to strategize. Dropping into battle with new builds and trying new things is fun, as is taking a newly earned Pokemon into a battle and seeing what they can do. What’s not enjoyable is the game’s economy, a confusing mess of multiple currencies and systems designed to make paying for premium currency look like the easiest option to succeed. If microtransactions weren’t so incentivized we’d be looking at the next major Pokemon success story. Knowing that they are, however, player–and considering this is Pokemon, parent of player–beware.

Original Suicide Squad Director Calls Out Studio Over Original Cut, Endorses The Suicide Squad

Suicide Squad director David Ayer hopped on Twitter this week to air his grievances with critics and the studio that released the 2016 film. In the three-page letter, Ayer distances himself from the theatrical cut of Suicide Squad yet again and wishes and wishes director James Gunn well.

“I don’t know what quit is. I am not who you think I am,” Ayer says in the letter. The director describes his difficult upbringing and youth before joining the Navy and working odd jobs prior to becoming a screenwriter.

“I put my life into Suicide Squad,” Ayer wrote of the 2016 film. “I made something amazing–my cut is [an] intricate and emotional journey with some “bad people” who are s*** on and discarded (a theme that resonates in my soul). The studio cut is not my movie. Read that again.”

Ayer’s Suicide Squad was notoriously tinkered with by Warner Bros. In a tweet last year, the director attributed the interference to executives shocked by negative reviews of Batman v Superman: Dawn of Justice and the success of Deadpool, and said in another that “it’s exhausting getting your ass kicked for a film that got the Edward Scissorhands treatment.” Alongside the release of Zack Snyder’s Justice League earlier this year, fan interest in the original cut of Ayers’ movie has spiked, and Ayer said this spring that he still wants his cut to see the light of day, but Warner Bros. brass says it’s not happening.

“And my cut is not the 10 week director’s cut,” Ayer continued. “It’s a fully mature edit by Lee Smith standing on the incredibly [sic] work by John Gilroy. It’s all Steven Price’s brilliant score, with not a single radio song in the whole thing. It has traditional character arcs, amazing performances, a solid 3rd act resolution. A handful of people have seen it. If someone says they have seen it, they haven’t.”

Ayer doesn’t directly address Warner Bros. in relation to the Suicide Squad movie he directed, though, stating that “I’ve never told my side of the story and I never will. Why? Same reason no one will know what happened on my submarine. I keep my covenents [sic]. I’m old school like that. So I kept my mouth shut and took the tsunami of sometimes shockingly personal criticism. Why? That’s what I’ve done my whole life. Real talk I’d rather get shot at.”

Ayer is more bullish on the upcoming not-a-sequel from James Gunn, which is set to release next week.

“I’m so proud of James and excited for the success that’s coming,” Ayer wrote. “I support WB and am thrilled the franchise is getting the legs it needs. I’m rooting for everyone, the cast, the crew. Every movie is a miracle. And Jame’s [sic] brilliant work will be the miracles of miracles. I appreciate your patience.”

“I will no longer speak publicly on this matter,” Ayer said, seemingly in an attempt to put further talk of an “Ayer cut” of Suicide Squad to bed.

The Suicide Squad, directed by James Gunn, releases on Friday, August 6 to both theaters and HBO Max. Ahead of the release, you can check out our review and see what other critics are saying, and learn why The Suicide Squad isn’t the movie you might think it is, straight from James Gunn himself.

Halo Infinite Technical Test Is Not A Game Launch So Expect Hiccups Says 343 Industries

343 Industries wants fans to remember that the Halo Infinite technical test is, as the name implies, a technical test. This is not the same as a game launch, so there will be hiccups.

“As we are all eager and increasingly impatient, just a friendly PSA this is a technical test at a scale unlike anything we’ve done to date,” Halo community director Brian Jarrard wrote in a Twitter thread. “Driven by production. Not a game launch. Things are proceeding but there are many steps to navigate.”

Now Playing: Halo Infinite Multiplayer In-Depth Look | Xbox Games Showcase 2021

“Also a great scale test for our systems as we’ve seen Waypoint load dramatically increasing. Team has already been able to work out additional deployments but it’ll likely get bumpy when everyone slams the site for their messages, please bear with us.”

Jarrard also wrote that this technical test has been designed around US business hours, so folks who live outside of the US shouldn’t expect the same level of 24-hour monitoring associated with a game launch. 343 will primarily be working on the technical test within its business hours.

If you didn’t make it into the Halo Infinite technical test, don’t worry. 343 Industries released gameplay of a full Halo Infinite match running on Xbox One. Despite running on last generation hardware, the gameplay looks remarkably crisp.

Halo Infinite will launch for Xbox Series X|S, Xbox One, and PC this holiday season.

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