Rocket League: I Think I Like the New Spike Rush Mode More Than the Main Game

I’ve been trying to decide whether I think Spike Rush is better than Rocket League’s base mode. When I’m shown it at E3, the Psyonix devs in attendance casually introduce it as a component part of their ongoing Radical Summer event. It comes alongside a neon swathe of ’80s nostalgia-inducing cosmetics (from Ultimate Warrior decals to ET-themed wheels to a drivable KITT from Knight Rider), and another mode, Beach Ball. None of that is as good as Spike Rush.

The (very good) pitch I’m given is that if regular Rocket League is soccer with cars, Spike Rush is rugby with cars. Arriving for free on July 1, the mode’s fairly simple. There are still three cars on each side, and each is trying to get a big ball into the opponents’ goal, earning a point every time they do.

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Destroy All Humans! Remake: New Tweaks to an Old Formula

The only assets Black Forest Games has taken from 2005’s Destroy All Humans! are the original voice lines and music. Every other aspect has been rebuilt to bring alien anti-hero Cryptosporidium 137 aka Crypto back to our screens. The developers describe this new outing as “not a remake, but a remake of what people remember it being”. In my short time seeing the game I knew exactly what they meant, for better or worse.

At its core, Destroy All Humans! is still about exactly that: destroying all humans. Their towns, army bases and general peace of mind. It’s a third-person shooter but also incorporates stealth elements, and vehicle combat when commanding Crypto’s Saucer. You’re encouraged to cause as much destruction as possible, raining death from above, then strolling through the ruins finding new and interesting ways to interfere with the survivors.

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Daily Deals: E3 2019 Playstation Days of Play Sale Ends Today

Follow all of IGN’s E3 coverage all week long at IGN.com/E3. Note that if you click on one of these links to buy the product, IGN may get a share of the sale. Read our Terms of Use.

PlayStation’s Days of Plays 2019 has had an excellent run but all good things must come to an end. Today is the last day you’ll find the best discounts all Playstation hardware, games, peripherals, and subscriptions. The Limited Edition Days of Play themed PlayStation 4 Slim console will be discontinued after today. Check out all the deals below.

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The Division 2 Devs’ Response To Crunch And Player Feedback Is A Game-Changer

The demands of supporting live service games are far-reaching and complicated–and this is true for Massive’s The Division 2. Just recently at E3, the game’s new Expeditions feature was detailed at E3, and that’s part of the game’s extensive first year of free content updates.

In a new video feature, GameSpot’s Jess McDonell looks at Massive’s The Division 2 specifically and how the studio has gone about supporting the ongoing game and interacting with its community. Jess speaks with Massive community developers Petter Mårtensson and Christoph Gansler about how they engage with and incorporate player feedback with the live service game.

You can watch the full video above, while the entire Q&A is available below featuring joint responses from Gansler and Mårtensson. In it, the developers talked about the value of transparency in The Division 2’s development, how to manage player feedback, and how to maintain a constantly evolving online game.

Gansler and Mårtensson also discuss the hot-button issue of crunch, which is an industry term for the practice of developers working overly long hours to finish milestones.

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GameSpot: How important is player feedback to what ends up in the game?

Gansler and Mårtensson: Player feedback is very important to us at Massive Entertainment. We’re always monitoring social channels and forums such as Reddit and YouTube to see what the players are saying about the game. We want our community to know that we see the development of The Division 2 as an ongoing relationship. That said, we and the players don’t always agree on everything. We need to constantly have a holistic view of what goes in and what goes out of the game. But we discuss the feedback we get on a daily basis.

When it comes to developing The Division 2 and incorporating player feedback, how strongly do you agree or disagree with the alleged Henry Ford quote: “If I had asked people what they wanted, they would have said faster horses.”

“We learned a lot from the first game that we took with us into The Division 2.”

As developers, we must have a 360-degree view of the game. Our designers and production teams know the game intimately. They know what’s feasible and what’s not feasible, and they know how certain changes that are being requested would or wouldn’t work practically. Sometimes feedback can be laser-focused on a specific aspect of the game that, if changed, could have much bigger implications that you don’t directly see. At the same time, many of our players also know the game very well, so nothing is discarded.

In addition, we have a lot of data from the game. We have a great data analytics team that works together with our user researchers and the community team. Together, they see how our players play the game and sometimes the loudest complaints are not reflected in reality.

Has your perspective of how to respond to or implement player feedback changed from The Division 1 to The Division 2?

We learned a lot from the first game that we took with us into The Division 2. Updates 1.4 and 1.8 for The Division were largely based on player feedback and we even brought community members to our studios for workshops on the game’s development (big shout out to all our Elite Task Force members!). That mindset is something that we took with us to the second game.

How often are highly requested features implemented?

For every title update we’ve released for The Division 2, we try to implement various features or tweaks that have been requested by the community. Some requests take longer to implement of course, but we have some cool stuff coming up that community members have discussed and requested that I won’t spoil now.

There are thousands of suggestions across your official forums and the Division 2 subreddit. Where is the line between seeing highly requested features and what can practically be implemented, whether that be for volume or technical reasons?

That line can be difficult to draw. As mentioned earlier, we look at all the feedback we get, see if it’s something that we believe would make the game better, if it’s technically possible to implement, and then decide based on those factors.

“We can’t always answer every question or respond to every criticism, which of course can be frustrating for some, but we try to talk to our players as much as we possibly can”

Even when your community doesn’t agree with certain mechanics or changes, they seem to have an incredible amount of respect for how consistently they are heard and communicated with. Was this always the plan? How do you practically maintain that open line of communication?

We are fortunate to have a passionate community team that has a frequent dialogue with our players. Our Twitch channel is our main tool, where we do our weekly State of the Game livestreams. We also do gameplay streams since that’s a great avenue for us to just sit down, play the game and talk directly to our community.

We can’t always answer every question or respond to every criticism, which of course can be frustrating for some, but we try to talk to our players as much as we possibly can. The community team also has a close relationship with the developers themselves and information flows both ways as a result. Myself and Chris, the community developers for the game, sit smack down in the middle of the Live Team and are in constant communication with them to make sure we know everything that is going on.

And yes, this was always a part of the plan. State of the Game has been running for a long time, from before the first game even launched, and we have no plans to stop doing it. The community interaction has been incredibly important for all of us working on the game. Many of our developers show up on our streams or interact with fans on Twitter and other social channels.

Can you offer some examples of things that have changed in the game as a result of player feedback?

For the first game, Update 1.4 was eye-opening for us. For The Division 2, the drawbacks on weapon mods were very controversial within the community and we ended up removing them from the game.

Can you offer some examples of things that have not changed, despite player suggestions to alter them, and the thinking behind this?

We had planned to increase the Gear Score in the game from 500 to 515, with the latter only available in the Dark Zones. In the end, we decided to not go through with that change, which frustrated some players that were looking forward to it. We understand them, but with a series of PvE and PvP changes in our latest title update (Title Update 3), we want to improve the Dark Zone experience and make it more fun and rewarding. That said, we felt that keeping the gear score at 500 was for the best, from a game experience standpoint, as it is too early to introduce higher gear score items at this time.

How do you manage when your audience is divided in what they want out of the game (for example lowering versus maintaining the current mission difficulty)? With whom does the final decision sit on whether something should or shouldn’t be implemented?

The final decision sits with the directors, designers and the production teams. As mentioned earlier, we need to always figure out if a change is positive and realistic. The community can absolutely be split when it comes to certain topics, but in the end, we must make decisions based on those factors. The sad reality is that there will always be people who are disappointed with any changes to the game, something that comes with every live game. You can’t please everyone, but we hope people know that everything we do, we do for the overall betterment of the game.

To what degree is this communication or transparency a virtue (or a problem) for the development team?

Sometimes things go wrong, and we don’t believe in hiding from our mistakes. We’re human and mistakes happen. Transparency is very important for us; it’s part of the DNA of the project. Of course, we can’t talk about everything, even if we’d want to. That’s just the reality of game’s design and the business. Again, referring to Update 1.4 for the first game – that’s when we truly learned how important transparency can be, how important it is for our relationship with our players. That informed us moving forward.

It’s a virtue because the whole team is behind it. The problems arise when we have things we can’t talk about for whatever reasons. That can cause frustrations since players want answers to their questions. It’s a fine line to walk. You don’t want to over promise and under deliver, for example.

Does having a constantly evolving online game change the way you view the developer/player relationship?

Yes and no. This relationship is natural to us now. Of course, it changes over time, especially with new tools becoming available and new social platforms and groups popping up. Recently, we set up our own official Discord server and, all-of-a-sudden, we have a new tool to gather feedback, get a sense of the community mood and directly talk to our players in ways we couldn’t before. Having a live game means staying dynamic – when it comes to developing the game, as well as for how we communicate. Over time, I hope we can become even closer to our players in new and creative ways.

“We’re human and mistakes happen. Transparency is very important for us; it’s part of the DNA of the project.”

What are the unique challenges and advantages to having a constantly evolving game?

The challenges and advantages lie in that dynamic setting. There are things happening all the time, but not everything is visible to the players. Small changes can inadvertently become huge changes, and vice versa. We need to be at the top of our game constantly, monitor what is happening in the game and in the community and react accordingly. It can be hard, but extremely rewarding too. It’s a team effort and our live and production teams are taking on that challenge on a daily basis.

How do you manage the swings between positivity and negativity that come from the community?

We do our very best to communicate, listen and be as transparent as possible. We talk to our players as much as we can, even if it’s not always possible. We gather all the feedback, using both qualitative and quantitative methods. Those swings are a natural part of communities, but overall The Division community has been a supporting and welcoming place for a long time now. We also know that feedback always comes from the love of the game, so even if it’s something negative, players just want the game to be better. We appreciate that.

How much do you try and implement with each update and how do you manage constant rebalancing and bug fixing?

We try to implement the updates as much as we can, within the limits we have. For Title Update 3 that we just released, for example, we made a series of balance changes while also fixing hundreds of bugs – some visible to the players, some not. We’re not slowing down, and our different teams are 100 percent dedicated to making The Division 2 even bigger and better. It’s an ongoing process, but with the knowledge we have from releasing and operating the first game, we’re in a good position to take this game to new heights.

In regards to reports that online, evolving games require constant ongoing development, do your development teams undergo periods of crunch and what are your thoughts on the practice?

When it comes to developing online, evolving games or game-as-a-service, there is less ramp up and ramp down time than during traditional game production. The team working on The Division 2 has managed to respect a healthy work-life balance throughout the project. We’re actively working to prevent teams working overtime, and when it does happen we have very clear rules and communication about the practice. For example, overtime is always paid in accordance with Swedish work regulations. And HR follows up with every team member individually to assess workload and find solutions to strike the right balance.

At Massive, we are intent on providing a healthy and enriching work environment with the goal of keeping our team members with us for 10 years or more. Work-life balance is essential if we want to attract and retain the best talent to continue developing games on the same scale and quality as The Division 2. We were rated as one of Sweden’s most attractive employers amongst young professionals in 2018, so we’re pleased with how our efforts are paying off so far.

Toy Story 4 Review Roundup: Here’s What The Critics Think About Pixar’s Latest

Pixar’s latest movie, Toy Story 4, opens in theatres this weekend. Ahead of that, reviews for the animated film have started to appear online, and they’re largely very positive.

To help you get an idea about if the movie is worth your time and money, we’re collecting excerpts from reviews from a variety of outlets across the internet. Scroll down to see a sampling of these, and maybe it’ll help you decide if you want to see the film or not.

You can also check out this silly video in which Tom Hanks, who voices Woody, speaks to Jimmy Kimmel about all the things he’s supposed to say–and not say–when giving interviews about Toy Story 4.

You can see a rundown of Toy Story 4 reviews below, while more information on the film’s critical reception can be found on GameSpot sister site Metacritic.

Toy Story 4

  • Directed By: Josh Cooley
  • Written By: John Lasseter, Andrew Stanton, Josh Cooley, Valerie LaPointe, Rashida Jones, Will McCormack, Martin Hynes, Stephany Folsom
  • Starring (the voices of): Tom Hanks, Tim Allen, Keanu Reeves, Joan Cusack, Christina Hendricks, Patricia Arquette, Jordan Peele, Annie Potts, Timothy Dalton, Betty White, Wallace Shawn, Keegan-Michael Key, Jeff Garlin, Don Rickles, Mel Brooks, Bonnie Hunt, Carl Weathers
  • Release Date: June 21 (United States)

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The Guardian

“It may only be a repeat of earlier ideas and plotlines, but compare it to the fourth films in other franchises and Pixar’s latest is an amusing and charming gem.” — Peter Bradshaw [Full review]

Chicago Sun-Times

“If this movie doesn’t touch your heart, you’d have to be as lifeless as the toys pretend to be when humans are in the vicinity.” — Richard Roeper [Full review]

New York Post

“Unfortunately, knowing the characters as well as we do now, and with a finite amount of mischief that miniature toys can get up to, Toy Story 4 at times feels more like a high-budget episode of television than a sweeping film.” — Johnny Oleksinski [Full review]

The Hollywood Reporter

“With some Pixar franchises having worn out their welcome and lent the impression of a capitulation to Disney’s desire for more sequels at the price of less preparation and care, this one conveys the confident feel of a creation that, as a big man used to say, has not been served before its time.” — Todd McCarthy [Full review]

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The Los Angeles Times

“Toy Story 4 will blow you away in ways you won’t be expecting. It’s something new from a computer-animated series so antediluvian that director Josh Cooley was in high school when the Pixar original came out back in 1995.” — Kenneth Turan [Full review]

The Wrap

“After the unalloyed triumph that was Toy Story 3, did we need another sequel to the popular Pixar series? Not really. Now that Toy Story 4 exists, does it tarnish the reputation of a franchise that is the gold standard in contemporary American animation? Not in the slightest.” — Alonso Duralde [Full review]

Joker Movie Is Rated R, Director Confirms; New Image Also Released

This year’s new Joker movie starring Joaquin Phoenix will be rated R, director Todd Phillips has confirmed. Not only that, but the director shared a new image from the set that shows Phoenix looking into a mirror applying his Joker makeup.

Regarding the rating, Phillips said in reply to a fan on his Instagram post, “It will be rated R. I’ve been asked about this a lot. Just assumed people knew.”

The way he said it, Phillips seems certain the new Joker film will be rated R. However, the MPAA–which decides ratings in America–has yet to issue an official rating.

The R stands for Restricted. According to the MPAA, an R-rated movie “contains some adult material.” People under the age of 17 cannot see an R-rated movie without a parent or adult guardian accompanying them.

As for the new image, it shows Phoenix and multiple mirrors. The makeup was done by Nicki Ledermann. It’s a lovely image, and you might get to see more behind-the-scenes shots. In the comments of his Instagram post, Phillips said the team would “love” to release some sort of photo book of stills. The image was shot by Niko Tavernise, who Phillips says is “truly one of the best still photographers working in movies; we were so lucky to have him on set.”

Joker opens in theatres on October 4. It’s something of a change for director Todd Phillips, who previously made the the Hangover and Old School comedies. He also wrote for Borat, which earned him his Oscar nomination.

Joker also stars Robert De Niro, Zazie Beetz, Marc Maron, and Frances Conroy.

Lena Headey On How She Feels About Cersei’s Fate On Game Of Thrones

Game of Thrones actress Lena Headey has come forward to respond to how the hit HBO fantasy show wrapped up the fate of her character, Cersei. You can see her full quotes down below the image; beware, these are significant spoilers.

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Cersei and her brother-lover Jaime died in Game of Thrones Season 8, Episode 5 when they were crushed under rubble during Daenerys’ assault on King’s Landing. Many fans remarked that her death scene left much to be desired, and it turns out that Headey also wanted something different.

She told The Guardian that she hopes to catch up with Game of Thrones showrunners D.B. Weiss and David Benioff over a few drinks, at which time she’ll tell them she wanted Cersei to die another way.

“I invested as a viewer and I have my favourite characters. And I’ve got a few of my own gripes. But I haven’t sat down drunkly with David [Benioff] and Dan [Weiss] yet.” She said she’ll tell Weiss and Benioff, “I wanted a better death.”

Over the years, Game of Thrones has aired some gut-wrenching and climatic death scenes, but Cersei’s lacked the same kind of emotional punch in the eyes of some viewers. Headey admits that no death scene will please everyone, but she still wished for something more.

“Obviously you dream of your death,” she said. “You could go in any way on that show. So I was kind of gutted. But I just think they couldn’t have pleased everyone. No matter what they did, I think there was going to be some big comedown from the climb.”

Overall, though, Headey said she enjoyed the years she spent working on Game of Thrones. “It was amazing,” she said. “And things end and you move on.”

Top New Game Releases For Switch, PS4, Xbox One, And PC – E3 2019

In this special episode of New Releases, we’ve gathered 28 upcoming games with release dates you can actually mark on your calendar. Enjoy the video above, and take a look below for the full game list.

  • Borderlands 2 – Commander Lilith & The Fight for Sanctuary | PS4, Xbox One, PC | Out Now

  • Forza Horizon 4 – Lego Speed Champions | Xbox One, PC | Out Now

  • The Last Remnant Remastered | Switch | Out Now

  • The Sims 4 – Island Living | PC | June 21

  • Apex Legends Season 2 | PS4, Xbox One, PC | July 2

  • Oninaki | PS4, PC, Switch| August 22

  • Ancestors: The Humankind Odyssey | PS4, Xbox One, PC | August 27

  • Astral Chain | Switch | August 30

  • Blair Witch | Xbox One, PC | August 30

  • Gears 5 | Xbox One, PC | September 10

  • Daemon x Machina | Switch | September 13

  • The Legend of Zelda: Link’s Awakening | Switch | September 20

  • Ni No Kuni: Wrath of the White Witch Remastered | PS4, PC, Switch | September 20

  • Contra Rogue Corps | PS4, Xbox One, PC, Switch | September 24

  • The Legend of Heroes: Trails of Cold Steel III | PS4 | September 24

  • Dragon Quest XI: Echoes of an Elusive Age – Definitive Edition | Switch | September 27

  • FIFA 20 | PS4, Xbox One, Switch | September 27

  • The Outer Worlds | PS4, Xbox One, PC | October 25

  • Just Dance 2020 | PS4, Xbox One, PC, Switch, Wii, Stadia | November 5

  • Death Stranding | PS4 | November 8

  • Doom Eternal | PS4, Xbox One, PC, Switch, Stadia | November 22

  • Ori and the Will of the Wisps | Xbox One, PC | February 22, 2020

  • Gods & Monsters | PS4, Xbox One, PC, Switch | February 25, 2020

  • Final Fantasy 7 Remake | PS4 | March 3, 2020

  • Watch Dogs: Legion | PS4, Xbox One, PC, Stadia | March 6, 2020

  • Animal Crossing: New Horizons | Switch | March 20, 2020

  • Cyberpunk 2077 | PS4, Xbox One, PC | April 26, 2020

  • Marvel’s Avengers | PS4, Xbox One, PC, Stadia | May 15, 2020

  • Next week, New Releases returns with a regular episode looking at the final week of June, which is home to games like Judgment and Super Mario Maker 2.

    Bee Simulator is More Educational Than You’d Expect

    With a name like Bee Simulator, you might expect to see a tiny, airborne version of something like Goat Simulator – a wacky, physics-based comedy game that, while entertaining, does very little to actually simulate the day-to-day reality of Bovidae Capra. However, you would be very much mistaken.

    Bee Simulator, from development team Varsav Games, focuses on what the real lives and struggles of the American wild bee. Or, at least, as close as they can get while still making an entertaining game – and one that’s far more educational than you might expect.

    “Goats are, like, doing nothing interesting. They eat grass,” laughs Lukasz Rosiński, Varsav’s founder and CEO. “And bees are doing many, many interesting things. There’s a whole part

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    Men In Black: International Opens To Disappointing Box Office Number

    The latest box office report is in, and the weekend’s biggest new release, Men in Black: International, won the weekend but it was overall a commercial disappointment.

    The spinoff starring Chris Hemsworth and Tessa Thompson was never expected to perform as well as the earlier films. It made an estimated $28.5 million in the United States and Canada for its opening weekend, according to box office numbers from Entertainment Weekly.

    That’s below the $52.1 million that the last movie, Men in Black II, made when it opened in 2002. The original Men in Black from 1997 made $51 million over its opening weekend. Those movies starred Will Smith and Tommy Lee Jones in the lead roles.

    Men in Black International was generally a miss with critics, and the CinemaScore rating of people who saw it in theatres was only a B. In GameSpot’s Men in Black International review, Chris Hayner wrote that the film is “mediocre and unimaginative.”

    June 14-16 Us/Canada Box Office

    1. Men in Black: International — $28.5 million
    2. The Secret Life of Pets 2 — $23.8 million
    3. Aladdin — $16.7 million
    4. Dark Phoenix — $9 million
    5. Rocketman — $8.8 million
    6. Shaft — $8.3 million
    7. Godzilla: King of the Monsters — $8.1 million
    8. John Wick: Chapter 3 – Parabellum — $6.1 million
    9. Late Night — $5.1 million
    10. Ma — $3.6 million