Ubisoft’s Long-Dormant Pirate Game Skull & Bones Is Getting Rebooted – Report

Many of us have forgotten that Ubisoft was developing the pirate game Skull & Bones–owing to the fact that we haven’t seen anything about it since 2018–but the developer is still forging onward with the project. However, according to a report from VGC, Ubisoft is moving Skull & Bones away from the premium model offered by its other series, such as Assassin’s Creed, and towards a “live” model similar to free-to-play megahit Fortnite.

In the report, sources say that Fortnite’s approach to events and an ever-changing game world is the new direction for the pirate adventure, with quests changing based on the actions of the player community. The project had a significant shift in leadership, with its former creative director stepping aside in favor of Elisabeth Pellen, a longtime Ubisoft employee best-known for their work on XIII. Ubisoft declined to comment on the report.

Over the past month, Ubisoft has been engulfed in one of the largest scandals in industry history, with several of the publishers’ top staffers accused of fostering a toxic work culture that allowed rampant sexual harassment. This led to three executives stepping down late last week. The publisher’s Ubisoft Forward event on July 12 did not address these ongoing issues.

Now Playing: Skull and Bones Pirate Hunting Gameplay – E3 2018

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The Pokemon Trading Card Game Is Getting Its Own Raid Battles

Raid Battles are a staple of Pokemon Go and Pokemon Sword and Shield, and now the Pokemon Trading Card Game is getting its own take on them. The Pokemon Company has shared a video detailing Pokemon TCG Raid Battles and what you need to set them up.

Just as in the Pokemon video games, TCG’s Raid Battles are cooperative matches in which up to four people team up to battle one overpowered Dynamaxed or Gigantamaxed Pokemon. These boss monsters have a ton of HP and can unleash multiple attacks in a single turn, so all four players will need to work together to bring them down.

Each player brings only two Pokemon cards to the battle (no Energy or Trainer cards) and takes turns attacking the Boss Pokemon. After all players have moved, the host player will draw cards from the Boss Attack pile to determine what moves the Boss Pokemon uses and who it attacks. You can watch an overview of how Pokemon TCG Raid Battles work below.

To help you set up Raid Battles, The Pokemon Company has released a Digital Raid Assistant, which will track important information for you while you play. The Pokemon Company has also shared a detailed rules sheet and some printable materials–including Boss Pokemon cards, playmats, and more–to use; you can find them all on the official Pokemon website.

As for Pokemon Sword and Shield, the Switch games are in the midst of their own Max Raid event. Until July 31, Rock- and Steel-type Pokemon are appearing more frequently in Max Raids, including the Gigantamax forms of Coalossal and Copperajah. Meanwhile, the Legendary Kyurem is currently appearing in Raid Battles in Pokemon Go.

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Rocket Arena Season 1 Adds New Character And More Soon After Launch

Rocket Arena, a 3v3 arena-shooter published by EA, launches tomorrow, July 14, with its first season starting on July 28. Season 1 will feature a new hero, limited time events, ranked season, and a battle pass.

Season 1 will see the introduction of a new hero, Flux, and the first Blast Pass, Rocket Arena’s version of a battle pass. All new heroes will be free and the Blast Pass features 100 tiers with both free and premium rewards. Players who complete the premium Blast Pass will receive enough paid in-game currency to purchase the next Pass.

Each Rocket Arena season will last roughly three months and feature a new hero, Blast Pass, ranked season, and more. Season 2 is planned for Fall 2020 and Season 3 early 2021.

Rocket Arena releases on Xbox One, PS4, and PC–Origin and Steam–on July 14 for $30 USD. The game features cross-play across all platforms.

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Incredible Friday The 13th Blu-Ray Set Collects Every Single Movie And New Special Features

It’s finally happening. All 12 Friday the 13th movies are being gathered in a single set and it looks amazing. Given the franchise is spread between two separate film studios–Paramount Studios and New Line Cinema–having all 12 movies released together seemed impossible. Thankfully, Shout! Factory is making it happen and including a bunch of new special features.

The 16-disc Blu-ray set includes all 12 theatrically released films, practically all of the previously released special features, and a host of new goodies for fans of the iconic slasher franchise. There’s new audio commentaries and interviews for many of the films, plus new 4K scans of select titles. Additionally, vintage TV and radio spots for the movies have been unearthed and are being offered in the set for the first time.

You’ll get the following movies in this collection:

  • Friday the 13th
  • Friday the 13th Part 2
  • Friday the 13th Part 3
  • Friday the 13th: The Final Chapter
  • Friday The 13th Part V: The New Beginning
  • Friday the 13th Part VI: Jason Lives
  • Friday the 13th Part VII: The New Blood
  • Friday the 13th Part VIII: Jason Takes Manhattan
  • Jason Goes to Hell: The Final Friday
  • Jason X
  • Freddy vs. Jason
  • Friday the 13th (2009)

You’ll also be able to watch new interviews with cast and crew members from the various films. A New Beginning, Jason Lives, Jason Goes to Hell, and Jason X all have new audio commentaries.

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In addition to the movies, there’s also plenty of new artwork in the set. It includes a new limited edition lithograph from artist Devon Whitehead, as well as a new poster created by Joel Robinson. Both the lithograph and poster will ship separately in a rolled poster tube and are only available to the first 1,313 people who order the set.

This ultimate Friday the 13th Blu-ray collection will cost you $160 and can be pre-ordered from Shout! Factory, which also has a full rundown of the massive list of special features.

Here’s How Loot Box Addiction Destroys Lives

Ruth, a 39-year old in London, cut off her credit lines. She told her bank to throw out her overdraft protection, and she’s wiped her phone clean of anything that might tempt her back.

When you’re a recovering gacha addict, she explains, you do what you can to insulate yourself from the anime chibis, shimmering doodads, and interminable stat grinds that prey on unsuspecting citizens browsing the app store. As far as Ruth is concerned, once a gacha game has its hooks in a player, they can quickly find themselves broke, depressed, and locked in a degenerative cycle. She was just the latest in a long line of victims; spinning that eternal wheel, without fully realizing what it was doing to her bank account – and her brain chemistry – before it was too late.

“It was becoming furtive,” she says. “It’s really easy in these games to lose track of what you’ve spent. There were times that I felt completely out of control. I’d be in the compulsive spiral, where I’d tell myself that if I just keep pushing, I’ll get what I want…The first time I told my husband about it, I had run up a sizable credit card bill.”

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For the uninitiated, the term “gacha” refers to the millions of plastic capsule machines that dot the many shopping centers of Japan. Plunk in about 300 yen (currently ~$2.75 USD), twist the knob, and a tiny plastic figure — one of potentially thousands of unique statues in a line — will fall down the chute. Those statues are usually themed off of characters from anime, manga, or video games, so unsurprisingly, gacha has taken on its own devout fandom across the Pacific. Hobbyists will often attempt to collect every figure in a specific machine, something that can only be achieved with a lot of money.

Perhaps it was inevitable that some game studios would attempt to export the pack-rat obsessiveness innate in physical gacha machines to digital territory. In a typical gacha digital game like Fate/Grand Order and Dragon Ball Z Dokkan Battle, players leverage in-game currency to chase the same high. This time, they’re cranking an algorithmic dial rather than a physical handle, in search of randomly distributed weapons, armor, and artifacts to outfit your humble warband as they trudge through the wilds or battlefields.

The vast majority of gacha games come from Japanese developers – Nintendo famously deployed the mechanic in Fire Emblem: Heroes – but recently, Western publishers have waded in the same waters. EA’s Star Wars: Galaxy of Heroes introduced a gacha mechanic upon release in 2015, where players crack open holodecks in hopes of finding ewoks, snowtroopers, and blockade runners to thwart the Empire. Likewise, the games industry’s current fixation on blind loot boxes — which can be found in everything from Overwatch to FIFA — are a remarkably consistent ancillary to the gacha tradition. A pack of Ultimate Team players scratches the same itch that capsule machines started exploiting in the 60s.

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This was the root of Ruth’s sickness. When she came clean to her husband, she had already dumped a significant amount of money (she doesn’t get specific, but tells me it was more than four figures) into a variety of different gacha games. Despite that, Ruth says that she had a hard time comprehending her hobby as a toxic dependency. Gacha never felt like gambling. After all, these were just video games, right? The idea that she could become addicted to them came as an unfortunate surprise. Casinos are cached in all sorts of public policy and cultural baggage, but there were no warnings attached to Fate/Grand Order. All it took was a few taps, and her life hasn’t been the same since.

“The goalposts [in these games] constantly move, they’re constantly releasing new things,” Ruth says. “You get massive FOMO. If you’re just playing for pictures and other collectibles, you can rationalize it as something you can stop.” Ruth says things become more complicated when players have to deal with RPGs or strategy games. “The harder ones to deal with have an element of gameplay. As a result, you can enjoy the game on that level without touching the gacha, but of course everything is setting up to get you to play.”

Ruth eventually found the solidarity she needed on the internet. Browse subreddits like r/StopGaming and r/ProblemGambling and you’ll find countless stories from people just like her: normal gamers who’ve found themselves with a pathologic drain on their income, thanks to the apps on their phone.

These posts radiate with helplessness, largely due to a lack of available social support. There’s plenty of outreach and resources for people stricken with substance abuse, sex dependence, or a nasty sports-betting habit, but gambling addiction in the world of video games — especially in the loot box era — has gone almost entirely unstudied. In the absence of meaningful data that can help guide formal treatment programs, however, people like Ruth have created a loose support network; a way for others to know they’re not alone. [poilib element=”quoteBox” parameters=”excerpt=Gambling%20addiction%20in%20the%20world%20of%20video%20games%20–%20especially%20in%20the%20lootbox%20era%20–%20has%20gone%20almost%20entirely%20unstudied.”]

“So much of the stuff about addiction online is for more traditional forms of it. When they talk about ‘gaming addiction’ in the media, it’s usually focused on kids spending money on games,” Ruth says. ” Just because I’m not going to a casino doesn’t mean I’m not dealing with addiction. I think I’m the tip of a huge iceberg. I think there’s loads of people out there just like me, who haven’t put it into words.”

Ryan*, a 29-year old from Canada, is one of those people Ruth is talking about. He played a lot of Seven Knights, a well-established gacha game published by Netmarble, and says he began to feel the walls close in once his social life started to atrophy away. “I would spend at least eight to 10 hours a day just playing on my phone,” says Ryan. “My ex breaking up with me was when I realized I had a problem.”

When Ryan finally evaluated the damage, he found that he ultimately put about $15,000 into gacha games. He was horrified by the revelation, and resolved to seek treatment – but gacha games are a convoluted beast. Explaining their many nuances to a lifelong gamer is already difficult. Bringing that context to an addiction specialist completely disconnected from the culture is nearly impossible. In fact, out of the many doctors he consulted, Ryan said he only found one therapist who was able to frame his gacha dependency within addiction science. Because of those hangups, he resolved to speak about his recovery on the subreddits, as a way of creating some sort of foundation for anyone suffering the same affliction.

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“That post helped me to realize that I am not the only one going through this, and that others have gone down the same path I did,” says Ryan. “Some comments even said that after reading my post, they themselves realized they have a problem as well. This was extremely moving to me as I felt I made a difference in someone’s life. I am so fortunate to break the addiction before it affected my life in a permanent manner.”

Joseph, a 31-year old in Florida, generated his own treatment process, also cobbled together from the posts he read on gaming addiction subreddits. In total, he sunk about $1,300 into Fire Emblem Heroes and Dragalia Lost. Like many others interviewed for this story, those numbers repulsed him, and Joseph tried to retune his brain. Gacha games are structured around forward progress, but he forced himself to reconsider every spin he made as a step backwards. [poilib element=”quoteBox” parameters=”excerpt=Gacha%20games%20are%20structured%20around%20forward%20progress%2C%20but%20he%20forced%20himself%20to%20reconsider%20every%20spin%20he%20made%20as%20a%20step%20backwards.”]

“When the money spent resulted in positive developments, like pulling the unit I wanted, it was a sensation of satisfaction. In my mind, that money did not go to waste,” he says. “I didn’t realize I was spending $42 to pull just a single copy of this character. I kept telling myself it was worth it because I wanted it. Every single time was like that. I spent until I got the character. I think the shame didn’t hit me until I deleted the save data and the app.”

Some of what Joseph talks about is echoed in the few studies that have been focused on loot boxes. Luke Clark, the head of the University of British Columbia’s Gaming Research arm, tells me that there is plenty of evidence in behavioral neuroscience that leads researchers to believe that dopamine responses tend to react strongly to “uncertain reward” — which is the dynamic that the blind-box gambit preys upon.

“Dopamine cells fire on both the reward, but also the ‘cues’ that predict the reward – in this case, the loot box,” he says, noting that while there’s always more research needed, “I would expect these effects to generalize to gaming behavior.”

That dopamine response is potentially accentuated by the scarcity inherent in gacha mechanics, or any other randomized rewards with a few ultra-rare items amid the common, gray-item chaff. It’s not just about getting a legendary item after a few hundred spins, explains Clark, but also which of those legendary items a player might win.

“It seems likely that gamers might engage in a lot of ‘what if’ thinking, similar to how lottery players might spend time fantasizing about what they would do if they were to win,” Clark says. “This can also create another source of ‘near misses’: a gamer might actually win a decent item in a loot box, but they could still be disappointed if they missed the specific prize they were hoping for, and this could fuel further purchases.”

All of this complicates the science of recovery for anyone who finds themselves with an unscratchable microtransaction itch. It isn’t easy to identify the particular quirks of a gacha fixation — they cannot be lumped into a more generalized understanding of addiction scholarship — and if we are going to devise an ethically sound therapeutic for people like Ruth, that will require a genuine investment from the medical industry. Clark notes that last year, the World Health Organization officially recognized “gaming disorder” within their International Classification of Diseases. But he also notes that there remains so many states and countries that don’t even officially acknowledge the very real issue of  problem gambling — much less a dependency to a Star Wars capsule game.

For now, those living with a gacha addiction rely on each other. They’ll keep talking. Until more funding is dedicated to researching potential treatments, that’s often the only chance they have to rehabilitate themselves.

Most just laugh at gacha game addiction. “I believe we need more than just the ‘contains in-app purchases; symbol on the App Store. There needs to be more of a distinction that sets these predatory elements and games apart from others,” finishes Joseph. “There’s so much that could and should be done.”

*Not his real first name 

If you feel you may need assistance with gambling in any form, you can find resources at the National Council on Problem Gambling, which also operates a 24-hour confidential national helpline in the United States on 800-522-4700.

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Luke Winkie is a writer and former pizza maker in Brooklyn. Follow him on Twitter.

Ubisoft Removes Early Access Perk From Watch Dogs: Legion

If you happened to have pre-ordered a premium edition for Watch Dogs: Legion and were looking forward to its promise of early access, you’re unfortunately out of luck. Ubisoft has decided not to include that perk after all.

The developer is removing the three-day early access perk for Watch Dogs: Legion from all its special editions, allowing the game to launch simultaneously for everyone on October 29. This breaks a trend Ubisoft has had in place for many of its large games over the past few years, where paying extra allowed you to gain access to the game before most players. It’s a strategy Microsoft has been using with its exclusives for some time too.

In addition to removing the early access, Ubisoft is also promising more story-based content in its original season pass plans for Legion, as well as bolstering digital content included in each of the game’s premium editions. Ubisoft doesn’t mention whether this will be the case for its other games, including Assassin’s Creed Valhalla and Far Cry 6, but it is likely. The London-based sequel features a variety of different editions to purchase, all of which you can find in our pre-order guide for Watch Dogs: Legion here.

Legion was featured during Ubisoft Forward, the publisher’s stream that replaced its annual E3 show. It offered new looks at the game with an extensive gameplay demo and tone-setting short film. GameSpot also got a chance to play the game recently for three hours and came away impressed with its “play as anyone” mechanic. You can read our hands-on impressions of Watch Dogs: Legion here.

Ubisoft Forward also featured a large gameplay demo for Assassin’s Creed Valhalla, as well as the first look at Far Cry 6 with a cinematic trailer featuring Breaking Bad’s Giancarlo Esposito. Ubisoft also announced that it plans to host another Ubisoft Forward stream soon.

Now Playing: Watch Dogs: Legion Hands-On Impressions: Character Swapping & Revolution

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Remember When PS3 Almost Lost the Console War?

The PlayStation 3 stumbled out of the gate back in 2006, nearly costing Sony the console war. But through hard lessons learned, paved the way for the PS4’s overwhelming success. So where did Sony go wrong with the PS3, and how exactly did it right its course?

Join Kurt Indovina for this episode of Remember When as he looks back on the PS3’s rocky launch, its infamous cell technology, and how Sony managed to climb its way back up the food chain. Kurt also invites CNET editor Jeff Bakalar to give some extra insight, and fill some gaps on the PS3’s troublesome launch.

Remember When PS3 Almost Lost The Console Race

Sony has dominated the current console generation with PlayStation 4, which has welcomed third-party developers with a comfortable development environment and a gaming first focus. But the climb to success wasn’t an easy one for the Japanese company, and in fact, the console it followed plunged the PlayStation brand into uncertainty.

In the previous episode of Remember When we looked at Microsoft’s efforts to turnaround the fortunes of the Xbox One, and how it began paving the way for the Xbox Series X. In this episode we’re casting our minds back a little further to look at a similar story for Sony, which dropped the ball with the PS3, but learned some hard lessons that ultimately made the PS4 shine.

As always, writer and host Kurt Indovina has provided his insight into the process of making this episode, which you can check out below. If you haven’t already, make sure to check out the previous episodes of Remember When on YouTube.

Kurt: I’ll never forget when I first saw the price reveal of the PlayStation 3. I was 15 years old, and I remember thinking to myself, “I will never be able to have this.”

Back in 2001, when I was 11, I begged my father for a PS2 for Christmas. I was obnoxious about it: I would leave him notes around the house, send him emails while he was at work saying only ‘PS2,’ and I’d remind him every day once he walked in the door after a long day of work–I must have been the most annoying child in the world. Come Christmas morning, I got a PS2. Thinking back, it felt like a hardship for my father. We were the kind of family that was always a generation behind with video game consoles, so asking for a PS2 only a year after its launch felt like a lot of strain on the family wallet.

So when the PS3 launched with that $599 price tag, $400 more than its predecessor, the prospects of ever affording it felt downright impossible. Instead, my family and I got the Nintendo Wii. And when I’d go over to my friend’s houses, we’d play the Xbox 360. As I think back on those times, I remember that I didn’t have a single friend who owned a PS3. To me, it was as though that console had fallen off the face of the earth. That was, until 2009.

I have the most vivid memory of going over to my friend’s house and seeing the PlayStation 3 Slim for the first time. He had just gotten it, and was playing Uncharted 2. The game’s detailed graphics, cinematic storytelling, and acting was unlike anything I had ever seen before. Suddenly, excitement rushed through me; the same sort of excitement you get when a new and shiny console is released–but this wasn’t new, it was the PS3 and it had been on the market for three years already. But still, something just felt different. Most specifically, its price tag.

Finally in 2010, with my own money, I bought a PS3. I played through games like Uncharted 2, God of War 3, Heavy Rain, Little Big Planet, and Journey. As time passed, more and more I grew this borderline irrational affinity to the PS3. The console I had once written off as a 15-year-old kid suddenly became the ‘end-all’ for me and games.

Now, 14 years since the PS3’s launch, I view my own journey with that system in a different light. The PS3 had a rough launch–what it was and who it was for got buried under Sony’s muffled pitch of its powerful cell technology and HD compatibility, all of which was bookended with that $599 price tag. It was hard to justify to the average consumer, let alone young gamers like myself who had to turn to parental finances to get one. I can’t help but ask now, “why did Sony even do that?”

Making this episode of Remember When put all that into perspective. It gave me the time to understand and dissect Sony’s place in the video game industry at the time, and see it in the simplest term: hubris. The PS1 and PS2 were some of the most successful video game consoles ever made. It’s no wonder Sony was convinced they could sell its audience anything at the time. But, I’ll allow the episode to delve into that story.

Madden NFL 21 Starts Naming 99 Club Members, Starting With Former Cover Star

Madden NFL 21 has started naming inductees into its “99 Club” as it continues the rollout of this year’s player rankings. The first inductee is Chiefs quarterback Patrick Mahomes–last year’s cover athlete and Super Bowl MVP.

The 99 Club is named after the highest overall rating possible in a Madden game. From the already small pool of players with a sky-high rating, EA selects a few elite players as members of the 99 Club. Mahomes was an obvious choice as an inductee, as he was the winning Super Bowl QB and MVP last year. In doing so he even defied the so-called Madden curse.

EA is rolling out its player ratings for the entire league in advance of the release of Madden NFL 21. It began with the rookie quarterback ratings last week, and those maxed out at 76. That made Joe Burrow of the Cincinnati Bengals the top-rated rookie QB, but still a far cry from the elite 99 Club.

This year’s Madden NFL cover athlete is Baltimore Ravens QB Lamar Jackson. He was the unanimous NFL MVP last year, only the second player to receive that honor after Tom Brady. That makes him another likely pick for a 99 Club inductee, but we won’t know until EA reveals more player ratings.

Madden NFL 21 is coming on August 28 for PC, PS4, and Xbox One. It will also be coming to the next-gen PS5 and Xbox Series X, with free upgrades for current-gen owners through EA’s Dual Entitlement program. For more details check out our Madden NFL 21 pre-order guide.

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