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This Backend Developer Bootcamp Is On Sale Today For Less Than $30 

Partner content by StackCommerce

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Tom & Jerry Review

Tom & Jerry premieres on HBO Max, and in select theaters, on February 26.

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Tom and Jerry, the perpetually feuding feline and rodent who’ve been warring for our amusement in over 160 animated Hanna-Barbera shorts (plus numerous TV shows and movies) since 1940 — not to mention serving as the inspiration for The Simpsons’ Itchy and Scratchy — are now starring in their own big city-set, hybrid live-action/animated adventure. And it doesn’t quite hit the mark.

Filled with frequent flashes of fun, Tom & Jerry ultimately gets bogged down with an overload of, well, let’s just call it humanity. In an effort to bring together the world of cartoons and real life, the headlining duo often feels sidelined, and supplemental to the story of Chloë Grace Moretz’s Kayla and her schemes and scams to keep a job that she conned her way into at a luxurious Manhattan hotel. The cat and mouse vanish for long stretches of the film while Kayla’s constant crucibles too often feel like they should exist elsewhere, in a different movie.

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The cast, which includes Moretz, Michael Peña, Rob Delaney, and Colin Jost, is a lively and fun batch of game performers, ready to dive wholeheartedly into the silliness involved with interacting with animation, pumping up their performances a bit to fit into a world that’s just a little zanier than our own. Dynamic gesturing, big expressions, and a touch of heightened sitcom-iness are crucial when it comes to playing off of scene partners that only exist in your imagination.

Everyone here, top to bottom, knows what the movie is and how it’s supposed to feel, but the stakes often feel strange (are we supposed to root for the ultra-wealthy? Or a mouse who, let’s be honest, is kind of the worst?) and the story feels a bit too weighted on one side, with too much focus given to the real people. As family entertainment, Tom & Jerry is a perfectly adequate offering, though, depending on expectations, some viewers may be bummed to find less Tom and Jerry present than the title suggests.

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To be fair, Tom and Jerry are both non-speaking characters and it’s challenging to craft a full story around that. There aren’t too many hard and fast rules to this specific world, except that all animals are cartoons and, randomly, some can speak (understood by other animals and maybe some humans). It’s a loose enough setting that Tom and Jerry can carry on with their chaos, with some moments nicely lifted from old routines from the shorts. There are segments of mirth that land really well but the story’s a bit too choppy to maintain momentum.

As both Tom and Jerry arrive in New York and begin squabbling in Central Park (from a situation that Jerry is 100% to blame for), hustler Kayla lies her way into a temp gig at The Royal Gate, a landmark hotel that’s hosting a huge celebrity wedding. Kayla’s frank homespun ways endear her to many, except Peña’s rigid hospitality nerd, Terrence. Through Kayla’s drive to keep a job she’s unqualified for, and Terrence’s need to expose her as a fraud, Tom and Jerry, and their penchant for punching each other, get used as pawns in larger human plots.

Which is the main reason they both feel underutilized. So much of what they do isn’t in service of their own story. Of course, neither one’s given an abundance of internal wants or needs. Jerry desires a nice, warm home and Tom dreams of – er – playing keyboard as an opening act for John Legend? Regardless, they’re the thinnest part of the movie. Director Tim Story‘s got some interesting elements here, filling the film with tunes from old school hip hop legends like A Tribe Called Quest and De La Soul, and the solid choice to make Jerry a super troll, but the end result is a mixed bag of good intentions, sporadically spirited moments, and an imperfect utilization of the title characters.

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Monster Hunter Rise Fine-Tunes Many Of The Series’ Familiar Elements

For all of the innovative features it introduces to the series, Monster Hunter Rise is still very much a traditional Monster Hunter game at its core. Your overarching goal is to embark on quests, then use the various materials you’ve gathered from those missions to forge better pieces of equipment for your hunter. It’s a familiar and compelling gameplay loop, but Rise also fine-tunes the experience in some helpful ways, which Capcom recently demonstrated to us in a video presentation.

Our look at the game took us on a guided tour of Kamura Village, Monster Hunter Rise’s primary hub area. Like many other aspects of the game, Kamura has a distinctly Japanese flair. The village is lined with cherry blossom trees, merchant stalls, and thatched buildings, while cat-like Felynes scurry about carrying oversized bundles on their backs.

You’ll spend much of your downtime between hunts in Kamura, making use of the village’s various vendors and other amenities to prepare for quests, purchase supplies, craft new gear, manage your items, and advance the story. Monster Hunter veterans will be immediately familiar with this routine, but Rise makes things a bit more manageable by introducing some welcome refinements.

For one, navigating the hub is much smoother than in earlier games. As in Monster Hunter World, you can fast-travel to specific points of interest around Kamura simply by selecting them from the map. You can also use Rise’s game-changing new features, the Wirebug and the Palamute, while in the village, allowing you to travel around the area much more quickly than you could on foot.

Kamura serves not only as the hub for solo missions, but for multiplayer sessions as well. By speaking to Senri, the Felyne courier, you can switch the village to “online” and have other players join you for cooperative hunts. Much like Generations Ultimate, Rise allows up to four players to team up either locally or online, with each hunter bringing along one companion. Senri also distributes add-on content, so you’ll need to speak to the mailcat to receive any DLC items.

The quality-of-life tweaks extend out in the field as well. Items that you find for side jobs like special deliveries will be delivered automatically, completing those side quests for you while you’re in the middle of a hunt. Rise also allows you to join another player’s quest even if it’s already in progress, and you can enter the tent in the base camp after you’ve embarked on a mission to do some last-minute preparations, including swapping out your current buddy.

As in previous games, one of the most important stops before setting off on a quest is the canteen. Tying into Rise’s Japanese aesthetic, Kamura’s canteen takes the form of a tea shop, and it serves up a new type of dish: dango. These come in various flavors, each of which has a chance of activating a particular skill that grants a buff for your next quest, such as increased health or stamina. You can order up to three different varieties of dango on one skewer to potentially combine their effects, with even more flavors unlocking as you progress through the game. Rise helpfully also gives you the option to save your favorite dango combination, making it easier to order that same set again before you embark on future hunts.

Another vital resource you’ll find in Kamura is the Buddy Plaza. Here, you’ll be able to recruit new Palamutes and Palicoes, as well as manage your companions’ equipment, appearances, and behavior settings. You’ll also be able to leave companions at the Buddy Dojo for training or send any buddies you have on standby off on missions to gather materials, putting them to work in the background while you take on your own quests.

Like Monster Hunter World’s hub, Astera, Kamura Village features a training area as well where you can test new weapons and equipment, and this likewise boasts some notable refinements. At the heart of the area is a mechanical training dummy known as the Toadversary. You can adjust its settings and attack patterns as you see fit to better simulate battling an actual monster, making this a helpful resource for experimenting with new weapons and practicing Silkbind attacks.

With these numerous refinements complementing its big new features, Monster Hunter Rise is shaping up to be an exciting addition to the franchise. Rise launches for Nintendo Switch on March 26. Releasing alongside the game are three new Amiibo figures as well as a limited-edition Monster Hunter-themed Nintendo Switch bundle and Pro Controller. The Amiibo figures unlock special layered armor sets for your hunter, Palamute, and Palico based on Rise’s flagship monster, the Magnamalo. You can learn more in our Monster Hunter Rise preorder guide.

Rise is the first of two new Monster Hunter games coming to Switch this year, with Monster Hunter Stories 2: Wings of Ruin set to follow later this summer. Little has been revealed about the game thus far, other than it’s a follow-up to 3DS’s Monster Hunter spin-off and will have some connectivity with Rise, but we’ll get another look at both titles when Capcom hosts its trio of Monster Hunter streams in early March.

Monster Hunter Rise Is Coming to PC in 2022

Nintendo Switch title Monster Hunter Rise will eventually come to PC, according to producer Ryozo Tsujimoto. While the latest title in the Monster Hunter series will launch on Switch on March 26, Tsujimoto told IGN Japan in an interview that PC players can expect to get their hands on the game sometime in early 2022.

“We received a lot of requests for a PC version of Monster Hunter Rise, particularly from overseas players, and so we have decided to develop a version for PC, which we aim to release in early 2022,” said Tsujimoto. “This is still under development, so I’d like to share more detailed information when the time is right.”

No other details of the PC version were available.

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While Monster Hunter has long been a killer franchise in Japan, 2018’s Monster Hunter: World and its Iceborne expansion brought the series to global success, with World selling over 16.8 million units worldwide, and a further 7.2 million sales for Iceborne. It’s encouraging to hear that Capcom is listening to series fans around the world when it considers platforms for new entries such as Rise.

Monster Hunter Rise has been specifically designed with the Switch’s capabilities in mind – for example, Tsujimoto said in the interview that during development “we considered the characteristics of the Nintendo Switch, which can be used as a handheld, and with that in mind we focused on hunting at a higher tempo than before.”

It is not clear how such aspects will translate to a PC version. But Rise’s emphasis on action results in tightened core mechanics that should be fun to play regardless of platform, and the game has been made even more welcoming to new players than the already accessible Monster Hunter World.

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For example, in addition to the feline Palico buddies from previous games, Rise introduces Palamutes, canine creatures that assist the player in battle and that can even be ridden like a horse, making exploration much faster and more dynamic. “We especially wanted to have the fun of traveling around on the Palamute available in multiplayer,” said Tsujimoto. “Getting the necessary performance out of the [Switch] hardware required some adjustments, but we were able to achieve it eventually through continued development.”

While the Switch hardware does come with technical limitations, Rise is a beautiful game with stunning art direction and a complex ecosystem that allows monsters to interact organically with one another. It is notably the first Monster Hunter on a handheld system to feature seamless maps with no loading between areas, a challenge that the development team worked hard to pull off. So there should be no reason to worry that a PC version would be held back by the game’s Switch origins.

Capcom has had success with previous ports to more powerful hardware, such as when 2011’s Monster Hunter 3 Ultimate received a gorgeous HD update for Wii U in 2012. So perhaps a PC version of Rise could receive a similar makeover.

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For more on Monster Hunter Rise, take a tour of Kamura Village in the video above, with brand new surprising details about its facilities, like the Gathering Hub, Canteen, and Training Area!  Also, check out our Monster Hunter Rise preview of the game overall.

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Ryuichi Kataoka is a freelance writer for IGN Japan. Daniel Robson is Chief Editor at IGN Japan.

 

Overwatch 2: Jeff Kaplan On Expanding Story, Refining Gameplay, And Beards

Despite being released in 2016, Overwatch remains an incredibly popular multiplayer experience, with a healthy community of players returning day after day for online skirmishes. Naturally, longtime players are eager to play the next entry in the franchise, which was originally announced in 2019. Many fans expected 2021 would be the year a new chapter in the Overwatch saga would unfold, but that is not the case.

The community became crestfallen in the immediate aftermath of this news. However, at BlizzCon 2021, the Overwatch 2 team showed off more of the game than we’d ever seen, and the scope of the effort became more apparent. As well as making drastic changes to the player-versus-player experience, Blizzard is creating a large-scale player-versus-environment suite complete with story missions and over a hundred repeatable missions that can be played with friends, and will allow characters to be developed in an RPG-like fashion. It looks to be much bigger than most imagined.

Following the reveal, we spoke to game director Jeff Kaplan about what the team showed at BlizzCon, balancing their vision with the demands of the community, the challenge of keeping the first Overwatch fresh, and its narrative ambitions for Overwatch 2.

Jeff, when I first interviewed you in 2017 it was revealed that you had not seen a Fast and Furious movie. Have you seen a Fast and Furious movie in the time since then?

Jeff: [Laughs] I still have not. I think that makes me a terrible human being. Yeah. I still have not seen any Fast and Furious movies.

Steven, have you seen one?

Steven Khoo: Yes. I’ve seen all of them. And they’re great.

Okay, thank you Steven. Because [last time] not only had Jeff not seen it, but the UK PR person hadn’t seen it either, which was just devastating. Anyway, Overwatch 2. You finally showed off a huge chunk of it. What’s the response been? Because the first showing, you said you came away feeling like people didn’t really understand what you were going for.

Yeah. It’s really interesting. You hit the nail on the head. After the first BlizzCon, you watch the reactions and you go, “Oh, they’re not understanding what we’re making here.” You’re reading comments, and you can only show what you’re showing on the show floor. It’s not like during the BlizzCon you can run back to the studio and quickly generate a build and show people other things. So, you’re kind of at the mercy of what you came prepared with for the show.

So, we were a lot more knowledgeable about how to communicate Overwatch 2 the second time around, because we had all of these reactions that we could react to at that point and go, “Okay. They think this, but we know that’s not true. They think that, and we know that’s not true. Let’s really show them what we’re doing, and let’s not be shy. Let’s not hold back a bunch of stuff that we can tease out later or trickle out later.”

Because we know we’re going to make new, cool stuff that we can tease out later and trickle out later. There’s things I don’t even know what they are yet today. But I have confidence in my team, over the next year we’re going to come up with something cool. So, this one was much different. I think the team reaction after this BlizzCon was, “Oh, we did it. They understand. They finally really see the vision for Overwatch 2 that we’ve seen all along.” That was a big success. And then I think we struggle with the same thing that the community struggles with, which is “Boy, we wish there was more content coming for Overwatch.”

And on that front, it’s a little bit tricky for us because how the community talks about it is not actually fair. They hate it when I say that, by the way, and they’ll criticize me for saying that. But they tend to talk in a little bit of dramatic hyperbole, which I like because I too talk in dramatic hyperbole. So, I feel like we’re talking the same language. But they’ll say, “Oh, that means we’re not getting any new content for Overwatch 1.” But I don’t think that’s a fair representation. I think we’ve actually done quite a lot of work for Overwatch, even since the BlizzCon 2019 announcement. The rate at which we’ve increased balanced patching, I hear the fans will say all the time, “Oh, I can’t believe they didn’t add any new maps,” when we just added Kanezaka, which I think is an amazing map. I think it’s one of our best playing and one of our best looking maps.

We’ve done tons of what we call these mini events, where we did one for Symmetra when we released her short story, Stone by Stone. We’ve added new modes to things like Lunar New Year where we did the Bounty Hunter mode. So, I feel like what the community is saying when they’re saying, “Oh, my gosh, you’re not releasing any new content,” I feel like what they’re saying is, “We really wish there was a new hero that you were releasing between now and then.” And it literally comes down to: we can release a new hero but then [have to] delay Overwatch 2. And I don’t think that’s the right decision right now.

Cards on the table, I have definitely had that feeling. Obviously, Overwatch 2 is not coming out this year, so I think once that news hit and us as Overwatch players got our mind around how long that time is, we were like, “Oh, no. How do I keep Overwatch fresh?” But I guess, like you said, people have these expectations, so that’s a reality now. Do you feel the need to try and address it and ramp up production? You can’t do a new hero and maps are also very difficult, but are you thinking about ways of trying to keep them engaged, even if it is to placate the audience a bit?

Yeah. I don’t think of it as placating at all. In fact, I think it’s necessary and it’s something that we not only want to do, but we love doing. We love adding content to the game. We really enjoy it. So, it’s definitely not something that we do just because we feel like people are complaining. This is our baby, and we think it’s good and healthy for the game to do updates. With that said, like I mentioned, I think the experimental card, adding it to the game and the agility that it’s given us in updating the game has been actually really amazing. If you were to track balance patches in the first two years versus what it looks like after the experimental card, I think it’s been a dramatic improvement to the game. It keeps the meta moving. It keeps things fresh.

We’ve also been able to do some really big features. Priority Pass was a huge undertaking. Priority Pass, actually–the work on that started before Role Queue was even live. Our engineers were already thinking about a system like that and working on a system like that. So, it was a massive time investment. And I think it was a really good and healthy feature, and we have the statistics to show that it really helped with queue times and it’s done a lot of good for the game.

Without over-promising or announcing anything, those aren’t the only ideas on the list for the future. It’s not like our plan is we’re not going to do anything between now and the release of Overwatch 2, but simple balance experiments on the experiment card. That’s not our plan. We do have content planned. And while it might not be content like a new hero, which is… We know that’s what players want. There’s a lot of cool things that I think will keep the game fresh. And some things people might expect, some things people don’t even know are on the radar, so I think it’ll be a good year.

It’s bizarre. Game industry executives and players are a cohort. I don’t know if anybody realizes this, because I have to explain to both groups. I’m like, “I guarantee you, nobody wants Overwatch 2 to ship sooner than the Overwatch team, even more than you, whether you are a game industry executive or a player of the game. I guarantee you, we want to ship the game more than you want us to ship the game.” So we’re not deliberately dragging our heels. We’re working super hard as fast as we possibly can reasonably to get the game made.

What’s the impact on you and the team to see expectations build up around a release date, and then see the response to it being far away. We had the Activision call where it was made clear that it’s not going to be 2021, and then the Overwatch community went into this kind of communal lamenting. What’s it like for you to see that happen? Because I imagine it must make you feel sad, but also kind of amazed that there’s this many people so desperate for it.

As a human being, it’s impossible not to hear criticism and feel bad when you hear that criticism. It’s just natural. It’s just a natural human instinct when that happens. When you can be objective, if you can be objective, you can have that moment where you realize only people who are truly passionate about what we do would have the reaction that they’re having. If they didn’t care, if they weren’t into Overwatch, either they were apathetic or they actively didn’t like Overwatch, they wouldn’t even be focused on this. They wouldn’t even comment. It’s not even worth their time. Why would they be trolling in YouTube comments or a Reddit thread if they don’t like Overwatch? There are so many other places for them to spend their time and energy. And just realizing you’ve got these incredible players who are fans and supporters, and passionate, and they don’t always know how to express their passion in a way that is helpful.

There’s an analogy that I like to use sometimes, I actually use this analogy to my team. The morning after BlizzCon we had a team meeting and I said, “You have to remember that sometimes, our fans are like… If you think about back when you were in junior high school or something like that, maybe you’re 12 years old. And there’s that boy and girl, and one of them has a crush on the other one, and they don’t know how to express it, so they walk up to them and punch them in the arm. Well, I just wanted you to know that I liked you and I wanted some attention from you, and that was the best way I knew how to get it.” And I’m like… That feels like the video games relationship at that point.

It sounds like what you’re saying is the Overwatch community is Helga from Hey Arnold, which is a fantastic analogy.

Yeah. I think there’s a lot of people who get it and understand, and want us to take our time and make something great. And then there’s a lot of people who don’t get it, but they’re just really excited and they need to let that passion out in some way, and we’re okay with it. We understand, and all I can say is we’re working as hard and as fast as we possibly can. And at this point, the date is less important to us than getting it right and making it great.

Yeah. I mean, as someone who loves that franchise, I think that rings true with me as well. I’d rather you get it right than release it early.

I worked on Burning Crusade, which obviously we just had the big announcement that Burning Crusade Classic is coming out. And I don’t know if people remember this, but Burning Crusade came out in January. It didn’t ship in November, and 100 percent we were trying to ship that game in November, and we missed the year. We missed the holiday season. No one remembers that, but everybody remembers that Burning Crusade was a great WoW expansion. And that’s sort of what we need to stick with, is the date’s going to be whatever the date is, but you can’t recover from a bad launch and a bad game at launch. And we want the game to be great at launch.

Yeah. I think we’ve learned that lesson quite a lot recently. What is your expectation for how Overwatch 2 will launch? Because I think back to the Overwatch launch and that game was just a completely different wacky game at launch. You could pick a team of Torbs and Mercy could rez an entire team. Do you feel like you’ll have to make big pivots when Overwatch 2 comes out? Are we going to be in a position where you’re like, “All right, we need to shift this game in a big way,” or do you expect that your experience thus far means that it will launch in a more solid state?

Well, I’m hoping that it launches in a solid state in terms of stability, both from a technical standpoint… We were very proud of the Overwatch launch, that it was a very stable launch. We didn’t have servers crashing. So we want a stable technical launch, but also a generally healthy state of the game at the time of launch. The thing about the design and balance of the game is that the player base is always evolving. So even if we didn’t touch the game ever… If we had some perfect balance state that everybody agreed on, the game was perfect and it was balanced and we never touched it again, the players are going to unbalance the game eventually through player creativity and innovation. And a lot of that is what was going on with Overwatch at launch.

There were all of these things that we always suspected. We suspected that we’d have to put a hero limit on the game someday. We suspected we would have to put a role limit on the game someday, but it wasn’t necessary because the player base at large had not evolved to the point where that was meta behavior. So I think we’ll have something very similar. We want to do significant alpha and beta testing with Overwatch 2. We want to get it to as stable of a place as possible, but I have no doubts that how Overwatch 2 looks at launch versus versus in year two will be dramatically different in ways that we don’t know yet. Because if it was in ways that we know yet, then we’re really bad at our jobs for not just doing that.

The roster for Overwatch 2, I assume, is going to be everyone in Overwatch and then new characters on top. Is that fair to say?

Yes. Correct. We’ll be adding, and we will not be removing anybody from the roster.

You mentioned there that you have to factor in limits on characters. That’s got to be happening soon, right? At some point, I imagine like Overwatch turning into Smash Bros., where there’s 40 characters on screen, which in a first-person shooter, it just seems like an impossibility. Is that something you’re bracing for?

Yeah. I think there are thresholds that you cross, and I don’t have magic numbers for these, on both maps and Heroes that require different game design decisions. I’ll give you an example on the map front. Once we hit some sweet spot of, I’ll just say it with air quotes, ‘too many maps,’ and I don’t know what that number is… It doesn’t feel like we’re there yet, but once we hit the point at which players don’t feel like they get to play on the maps that they really love, or they feel like they don’t get to learn maps because there’s too many maps in the pool, that’s an example where we would need to add some sort of system that doesn’t need to exist in the current state of the game, but will need to exist as we evolve in the future.

Examples there, without committing to anything specifically, but, do you add map pools? Do you add a map voting system? There’s lots of different ways to skin the cat there, but the problem being, at some point, you hit a tipping point where you have too many maps. The same thing is going to happen with Heroes at some point, where we will hit a point where we feel like, “Okay. There might be too many Heroes for people to really grok what’s going on. Do we need to add systems around limiting the mind space of, “How many Heroes do you have to know when you jump into a match?” and you look at the other team, and you say, “They’ve got an X, Y, or Z. What do they do again? I don’t even know what they do.”

Speaking of cats, in our 2017 interview you discussed a cat hero that became a big talking point on the internet. Have you been experimenting with any more animal-based Heroes for Overwatch 2?

We put a hamster [into the first Overwatch], which was a pretty big deal. I’m trying to think-

Will we get an actual cat hero?

We released Brigitte; we know that Brigitte is squarely a cat person. There’s a lot of Brigitte in Overwatch 2, and so there’re a lot of cats in Overwatch 2.

You’re saying it’s time for a dog to balance it out?

Well, a dog would be cool too. Actually, Orisa has a dog.

True. True.

There is a big dog moment coming up. I’m not going to spoil it now, but there is a dog that people will fall in love with coming up.

It’s a new dog, not an existing dog?

A new dog.

Dang.

You got a cat exclusive in 2017, and now you have a dog exclusive, but I’m not going to give you any details.

Okay. I appreciate that.

It’s coming up, and there is a beloved dog that belongs to one of our Heroes that you’re going to learn more about.

Fantastic. I appreciate that.

The main Hero Missions are a more direct way to tell the story. Overwatch’s story, the broader beats of it, was static. You explored facets of it from different angles, but it never progressed in a major way. Are there any goals or a plan to have a more fluid story in this game, something that develops in real-time the way something like Destiny would? Will there be like, “Then this happened, and then this happened, and then this happened”?

I think the plan right now is that the story missions will be a cohesive linear campaign that pushes the plot forward and sets the context for the world state. The Hero missions will take place within a static point within that world state. For example, when we reach the end of the campaign and we hit a certain world state through the story missions pushing that forward, the Hero missions will then [take place]. All of the Hero missions are very light on the story because that’s [not] the focus of the Hero missions, but the Hero missions will take place within the context of that. Now, our hope would be that we get to make more story missions in the future.

Now that we have a game that’s built around adding that kind of content, our hope would be that we could add story missions to the Overwatch 2 framework that then pushes the plot forward in a way that we really couldn’t do with Overwatch 1. At best, we had Archives, which was very deliberately structured to not push the world forward. In fact, Archives was always exploring the past, and then Junkenstein’s is kind of an alternate universe. It’s kind of like, “Whoa, what happens when Reinhardt tells a spooky story at the Halloween party?” Overwatch 2 is set up very differently, that we can push the world state forward.

That’s awesome. I guess my dream was a new Hero, let’s say Sojourn is available, to actually get that Hero, you need to team up with four friends and go and rescue Sojourn or something like that. Then a new Hero is introduced later, and there are world events and that kind of stuff. It sounds like that’s kind of in the plans. Is that fair to say?

That’s not necessarily the plan, but it definitely is the plan to reveal, “What is the future of Overwatch?” and spend less time focusing on, “What is the past of Overwatch?” We kind of get that people at this point understand what the backstory is and that there’s a hunger to move it forward, and, “Well, what’s coming? What’s new? Surprise me with stuff I haven’t heard before.”

We can just confirm that we’re going to remove 2CP from competitive play in Overwatch 2 … [that’s] something we’ve committed to.”

One of the things that you mentioned in the presentation was you were re-evaluating the future of certain modes, and 2CP was one that you kind of highlighted. I guess you made it clear that it was just something that you were figuring out right now. It wasn’t definitive. Who ultimately has the say in that? Because the community will shout, “Get rid of 2CP,” but is it a case where you’re like, “Actually, we see there’s value in 2CP, so we’re going to leave it”? How do you balance pleasing yourself and pleasing the audience?

On the 2CP journey–and by the way, it wasn’t intentionally ambiguous in the BlizzCon movie. We can just confirm that we’re going to remove 2CP from competitive play in Overwatch 2. It’s sort of beyond a consideration at this point and something that we’ve committed to. So it’s safe to confirm that.

With that said again, the community tends to talk in hyperbole and there’s also a bit of echo chamber that goes on in certain communities where everybody hates 2CP, which is not true. Lots of people love the mode. Lots of people love the maps. We are very much in agreement that there are some fundamental flaws with the mode as a competitive mode. And you saw us try. The amount of reworks we’ve done to 2CP maps has been kind of crazy.

We took Horizon Lunar Colony in and we completely rebuilt the map. And then we try all sorts … changes we’ve tried to make 2CP maps play better, just the internal iterations on that has been significant. We’ve just hit a point where we sort of said to ourselves, “It’s more worth our time, just developing a new mode at this point. And grandfathering, for lack of a better term, those old maps.” We’re not going to delete them or make them go away. There’s too many Overwatch fans who love Hanamura and love Temple of Anubis. And we know that it would just be mean of us to remove those maps and not let people play on them anymore. So whether it’s through custom game or something in the arcade, we’ll make sure that that gameplay is still available to the people who love it.

And it’s even in consideration, like, “Well, do we just leave those maps in Quick Play?” I don’t know, generally we like Quick Play to be a reflection of what’s in Competitive. So maybe we remove them from quick play, but we make sure it’s in Custom Game and in Arcade. But ultimately that decision has to be one that we own as the development team. I think it’s impossible to ever say that there is such a thing as the one community who agrees on anything. I don’t think that’s any way to run the game. I think it’s important to listen to all of the communities. And at the point at which you’re agreeing with them where our most competitive communities are very critical of that mode. I think we have to just go, “Yeah, we agree. There’s some really fundamental flaws.” It doesn’t mean that everybody hates that mode and therefore we should nuke it from existence on the earth. It just means we should probably think about removing it from Competitive and put our development efforts towards new modes that we think they’ll like.

I just want to end on some good news. In 2017 I showed you a picture of what shows up when you Google Jeff Kaplan.

I remember.

That really orange picture where your eyes are half closed. And we talked about what we could do to get rid of that. I don’t know if you’ve checked recently, but if you Google Jeff Kaplan, that picture is gone.

Is it really? What shows up now?

Now it’s that amazing picture of you with the really full beard with the black going into gray. That orange picture is now about seven or eight rows deep. So you’re free. You’re done.

You talked to me, you said, “Didn’t, you know that you can change the picture?” And I had that weird feeling where it’s almost like the internet is a religion. And you have to let it do what it’s going to do. And it’s not my job.

The only way to change it was to bury it with more popular pictures. And you put out a picture of yourself with a full beard, and that is what did the trick. So that’s it, man. Whenever you want to get rid of anything on the internet, just grow a beard.

Okay. Well Tamoor, what I’ll do for you, because I always have to give you exclusives, I’m going to give you the ultimate beard glam shot.

Yes!

Complete with Instagram filters. Do with it what you like.

I appreciate it.

Papa Jeff becomes Daddy Jeff
Papa Jeff becomes Daddy Jeff

FF7 Remake: Intergrade Preorders Are Live Now

Final Fantasy VII Remake: Intergrade comes to PS5 on June 10, and if you want to snag the game ahead of launch, so you’re ready to jump in as soon as it releases, there are a number of ways to do so. The PS4 version comes with a free next-gen upgrade, though you won’t get the bonus episode that stars the ninja, Yuffie–that will cost extra for those that upgrade.

If you don’t already own Final Fantasy VII Remake on PS4, then you can snag it right now for $30 at Amazon or Walmart. That’ll get you the 60fps PS5 version that features improved textures and a higher resolution when it releases in June. However, if you want to hold off and wait for the PS5 version, there are two different editions to choose from.

Right now, you can preorder Final Fantasy VII Remake: Intergrade digitally on the PlayStation Store or physically at the Square Enix Store. It’s not yet available at retailers.

In addition to improved textures, higher frame rate, and increased resolution, Final Fantasy VII Remake: Intergrade will boast faster loading times, a new photo mode, DualSense haptic feedback integration, and a new “Classic” difficulty setting.

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Blackfire’s Titans Season 3 Costume Revealed By HBO Max

We still don’t know exactly when Titans will return for Season 3 on HBO Max. However, the TV series adaptation of the DC Comics title of the same name has a lot on tap for its characters–and a slew of new superhero and supervillain costumes to put to use.

Previously, we’ve gotten new costumes for both Kory Anders/Starfire (Anna Diop) and Jason Todd’s (Curran Walters) new alter ego, Red Hood. Now, HBO Max has revealed the first look at Blackfire in her super suit. The character, played by Damaris Lewis, was first introduced at the end of Season 2 as Kory’s sister. She came to Earth to hunt down her sister and return her to their homeworld of Tamaran.

The new costume was created by costume designer Laura Jean Shannon, and Lewis is the first person to portray the Blackfire character in a live-action TV show or movie.

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While we don’t know too much about Season 3, some information has been revealed. The next set of episodes will be set largely in Gotham City, with iconic Batman characters Barbara Gordon and Dr. Jonathan Crane/Scarecrow appearing. It’s worth noting that on Titans, Barbara has succeeded her father in becoming commissioner of Gotham City’s police department. Crane, meanwhile, is an inmate at Arkham Asylum and is used by police as a consultant and profiler.

Of course, the new season will also see the returns of regular cast members Brenton Thwaites (Nightwing), Teagan Croft (Raven), Ryan Potter (Beast Boy), Conor Leslie (Wonder Girl), Minka Kelly (Dove), and Alan Ritchson (Hawk).

When Titans Season 3 premieres, it will be exclusive to HBO Max.

Two New Final Fantasy 7 Games Revealed: Ever Crisis And The First Soldier

Two new Final Fantasy 7-related games have been revealed: Ever Crisis and The First Soldier, both of which are mobile games. Final Fantasy 7 Remake Intergrade took the spotlight during the recent State of Play, showing off new story content starring Yuffie and flexing the free PS5 upgrade features, but these new mobile games seem to be some wild twists to the FF7 universe in their own right.

Ever Crisis is a…remake of the original Final Fantasy 7 along with reimaginings of Crisis Core, Before Crisis, Dirge of Cerberus, and Advent Children. It follows the same timeline in a chapter structure, but with an all-new graphical style and visual stylings that bridge the game between the original game and FF7 Remake’s flair–a demake of a remake, if you will. It’s coming to iOS and Android platforms sometime in 2022.

The other game coming to the Final Fantasy 7 universe is called The First Soldier. It’s a multiplayer battle royale game that fuses third-person shooter elements with some of the action-based combat and RPG elements of FF7 Remake. It’s also coming to iOS and Android later this year.

For more on what’s going on with the mainline game, catch up on all the details we gathered from Final Fantasy 7 Remake Intergrade to see what’s in store come June 10 this year. To catch up on all the announcements and gameplay reveals, check out our State of Play recap.

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