ReportWire

Tag: Game design

  • Why early STEAM education unlocks the future for all learners

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    Key points:

    When we imagine the future of America’s workforce, we often picture engineers, coders, scientists, and innovators tackling the challenges of tomorrow. However, the truth is that a student’s future does not begin in a college classroom, or even in high school–it starts in the earliest years of a child’s education.

    Early exposure to science, technology, engineering, arts, and mathematics (STEAM) builds the foundation for critical thinking, collaboration, and creativity. Research indicates that children introduced to STEAM concepts before the age of eight are significantly more likely to pursue STEM-related fields later in life. Yet for too many children, especially neurodivergent learners and those in underserved communities, STEAM education comes too late or not at all. That gap represents a missed opportunity not only for those children, but also for the industries and communities that will rely on their talents in the future.

    The missed opportunity in early education

    In most school systems, STEAM instruction ramps up in middle school or high school, long after the formative years when children are naturally most curious and open to exploring. By waiting until later grades, we miss the chance to harness early curiosity, which is the spark that drives innovation.

    This late introduction disproportionately affects children with disabilities or learning differences. These learners often benefit from structured, hands-on exploration and thrive when provided with tools to connect abstract concepts to real-world applications. Without early access, they may struggle to build confidence or see themselves as capable contributors to fields like aerospace, technology, or engineering. If STEAM employers fail to cultivate neurodivergent learners, they miss out on theirunique problem-solving skills, specialized strengths, and diverse thinking that drives true innovation. Beyond shrinking the talent pipeline, this oversight risks stalling progress in fields like aerospace, energy, and technology while weakening their competitive edge.

    The result is a long-term underrepresentation of neurodivergent individuals in high-demand, high-paying fields. Without access to an early STEAM curriculum, both neurodivergent students and employers will miss opportunities for advancement.

    Why neurodivergent learners benefit most

    Neurodivergent learners, such as children with autism, ADHD, or dyslexia, often excel when lessons are tactile, visual, and inquiry-based. Early STEAM education naturally aligns with these learning styles. For example, building a simple bridge with blocks is more than play; it’s an exercise in engineering, problem-solving, and teamwork. Programming a toy robot introduces logic, sequencing, and cause-and-effect.

    These types of early STEAM experiences also support executive functioning, improve social-emotional development, and build persistence. These are crucial skills in STEM careers, where theories often fail, and continued experimentation is necessary. Additionally, building these skills helps children see themselves as creators and innovators rather than passive participants in their education.

    When neurodivergent children are given access to STEAM at an early age, they are not only better equipped academically but also more confident in their ability to belong in spaces that have traditionally excluded them.

    Houston as a case study

    Here in Houston, we recognize the importance of early STEAM education in shaping our collective future. As the world’s Energy Capital and a hub for aerospace innovation, Houston’s economy will continue to rely on the next generation of thinkers, builders and problem-solvers. That pipeline begins not in a university laboratory, but in preschool classrooms and afterschool programs.

    At Collaborative for Children, we’ve seen this firsthand through our Collab-Lab, a mobile classroom that brings hands-on STEAM experiences to underserved neighborhoods. In these spaces, children experiment with coding, explore engineering principles, and engage in collaborative problem-solving long before they reach middle school. For neurodivergent learners in particular, the Collab-Lab provides an environment where curiosity is encouraged, mistakes are celebrated as part of the learning process, and every child has the chance to succeed. Additionally, we are equipping the teachers in our 125 Centers of Excellence throughout the city in practical teaching modalities for neurodivergent learners. We are committed to creating equal opportunity for all students.

    Our approach demonstrates what is possible when early childhood education is viewed not just as childcare, but as workforce development. If we can prioritize early STEAM access in Houston, other cities across the country can also expand access for all students.

    A national priority

    To prepare America’s workforce for the challenges ahead, we must treat early STEAM education as a national priority. This requires policymakers, educators and industry leaders to collaborate in new and meaningful ways.

    Here are three critical steps we must take:

    1. Expand funding and resources for early STEAM curriculum. Every preschool and early elementary program should have access to inquiry-based materials that spark curiosity in young learners.
    2. Ensure inclusion of neurodivergent learners in program design. Curricula and classrooms must reflect diverse learning needs so that all children, regardless of ability, have the opportunity to engage fully.
    3. Forge stronger partnerships between early education and industry. Employers in aerospace, energy, and technology should see investment in early childhood STEAM as part of their long-term workforce strategy.

    The stakes are high. If we delay STEAM learning until later grades, we risk leaving behind countless children and narrowing the talent pipeline that will fuel our nation’s most critical industries. But if we act early, we unlock not just potential careers, but potential lives filled with confidence, creativity and contribution.

    Closing thoughts

    The innovators of tomorrow are sitting in preschool classrooms today. They are building with blocks, asking “why,” and imagining worlds we cannot yet see. Among them are children who are neurodivergent–who, with the proper support, may go on to design spacecrafts, engineer renewable energy solutions, or code the next groundbreaking technology.

    If we want a future that is diverse, inclusive, and innovative, the path is clear: We must start with STEAM education in the earliest years, for every child.

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    Dr. Melanie Johnson, Collaborative for Children

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  • Is gamification they key to achieving true inclusion in special education?

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    Key points:

    For students with special needs, learning can often resemble a trek through dense woods along a narrow, rigid path–one that leaves little to no room for individual exploration. But the educational landscape is evolving. Picture classrooms as adventurous hunts, where every learner charts their own journey, overcomes unique challenges, and progresses at a pace that matches their strengths. This vision is becoming reality through gamification, a powerful force that is reshaping how students learn and how teachers teach in K–12 special education.

    Personalized learning paths: Tailoring the adventure

    Traditional classrooms often require students to adapt one method of instruction, which can be limiting–especially for neurodiverse learners. Gamified learning platforms provide an alternative by offering adaptive, personalized learning experiences that honor each student’s profile and pace.

    Many of these platforms use real-time data and algorithms to adjust content based on performance. A student with reading difficulties might receive simplified text with audio support, while a math-savvy learner can engage in increasingly complex logic puzzles. This flexibility allows students to move forward without fear of being left behind, or without being bored waiting for others to catch up.

    Accessibility features such as customizable avatars, voice commands, and adjustable visual settings also create space for students with ADHD, autism, or sensory sensitivities to learn comfortably. A student sensitive to bright colors can use a softer palette; another who struggles with reading can use text-to-speech features. And when students can replay challenges without stigma, repetition becomes practice, not punishment.

    In these environments, progress is measured individually. The ability to choose which goals to tackle and how to approach them gives learners both agency and confidence–two things often missing in traditional special education settings.

    Building social and emotional skills: The power of play

    Play is a break from traditional learning and a powerful way to build essential social and emotional skills. For students with special needs who may face challenges with communication, emotional regulation, or peer interaction, gamified environments provide a structured yet flexible space to develop these abilities.

    In cooperative hunts and team challenges, students practice empathy, communication, and collaboration in ways that feel engaging and low-stakes. A group mission might involve solving a puzzle together, requiring students to share ideas, encourage one another, and work toward a common goal.

    Gamified platforms also provide real-time, constructive feedback, transforming setbacks into teachable moments. Instead of pointing out what a student did wrong, a game might offer a helpful hint: “Try checking the clues again!” This kind of support teaches resilience and persistence in a way that lectures or punitive grading rarely do.

    As students earn badges or level up, they experience tangible success. These moments highlight the connection between effort and achievement. Over time, these small wins raise a greater willingness to engage with the material and with peers and the classroom community.

    Fostering independence and motivation

    Students with learning differences often carry the weight of repeated academic failure, which can chip away at their motivation. Gamification helps reverse this by reframing challenges as opportunities and effort as progress.

    Badges, points, and levels make achievements visible and meaningful. A student might earn a “Problem Solver” badge after tackling a tricky math puzzle or receive “Teamwork Tokens” for helping a classmate. These systems expand the definition of success and highlight personal strengths.

    The focus shifts from comparison to self-improvement. Some platforms even allow for private progress tracking, letting students set and meet personal goals without the anxiety of public rankings. Instead of competing, students build a personal narrative of growth.

    Gamification also encourages self-directed learning. As student complete tasks, they develop skills like planning, time management, and self-assessment, skills that extend beyond academics and into real life. The result is a deeper sense of ownership and independence.

    Teachers as learning guides

    Gamification doesn’t replace teachers, but it can help teach more effectively. With access to real-time analytics, educators can see exactly where a student is excelling or struggling and adjust instruction accordingly.

    Dashboards might reveal that a group of students is thriving in reading comprehension but needs help with number sense, prompting immediate, targeted intervention. This data-driven insight allows for proactive, personalized support.

    Teachers in gamified classrooms also take on a new role, both of a mentor and facilitator. They curate learning experiences, encourage exploration, and create opportunities for creativity and curiosity to thrive. Instead of managing behavior or delivering lectures, they support students on individualized learning journeys.

    Inclusion reimagined

    Gamification is not a gimmick; it’s a framework for true inclusion. It aligns with the principles of Universal Design for Learning (UDL), offering multiple ways for students to engage, process information, and show what they know. It recognizes that every learner is different, and builds that into the design.

    Of course, not every gamified tool is created equal. Thoughtful implementation, equity in access, and alignment with student goals are essential. But when used intentionally, gamification can turn classrooms into places where students with diverse needs feel seen, supported, and excited to learn.

    Are we ready to level up?

    Gamification is a step toward classrooms that work for everyone. For students with special needs, it means learning at their own pace, discovering their strengths, and building confidence through meaningful challenges.

    For teachers, it’s a shift from directing traffic to guiding adventurers.

    If we want education to be truly inclusive, we must go beyond accommodations and build systems where diversity is accepted and celebrated. And maybe, just maybe, that journey begins with a game.

    Latest posts by eSchool Media Contributors (see all)

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    Aditya Prakash, SKIDOS

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  • 4 ways to transform your classroom through playful gamification 

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    Key points:

    Every educator hopes to instill a lifelong love of learning within their students. We strive to make each lesson engaging, while igniting a sense of curiosity, wonder, and discovery in every child.

    Unfortunately, we don’t always succeed, and recent reports suggest that today’s students are struggling to connect with the material they’re taught in school–particularly when it comes to STEM. While there are many potential culprits behind these numbers (shortened attention spans, the presence of phones, dependency on AI, etc.), educators should still take a moment to reflect and strategize when preparing a new lesson for their class. If we truly want to foster a growth mindset within our students, we need to provide lessons that invite them to embrace the learning process itself.

    One way to accomplish this is through gamification. Gamification brings the motivational elements of games into your everyday lessons. It increases student engagement, builds perseverance, and promotes a growth mindset. When used strategically, it helps learners take ownership of their progress and encourages creativity and collaboration without sacrificing academic rigor.

    Here are just 4 ways that educators can transform their classroom through playful gamification:

    1. Introduce points and badges: Modern video games like Pokémon and Minecraft frequently use achievements to guide new players through the gaming process. Teachers can do the same by assigning points to different activities that students can acquire throughout the week. These experience points can also double as currency that students can exchange for small rewards, such as extra free time or an end-of-year pizza party.
    2. Create choice boards: Choice boards provide students with a range of task options, each with a point value or challenge level. You can assign themes or badges for completing tasks in a certain sequence (e.g., “complete a column” or “complete one of each difficulty level”). This allows students to take ownership of their learning path and pace, while still hitting key learning targets.
    3. Host a digital breakout: Virtual escape rooms and digital breakouts are great for fostering engagement and getting students to think outside the box. By challenging students to solve content-based puzzles to unlock “locks” or progress through scenarios, they’re encouraged to think creatively while also collaborating with their peers. They’re the ideal activity for reviewing classwork and reinforcing key concepts across subjects.
    4. Boss battle assessments: This gamified review activity has students “battle” a fictional character by answering questions or completing tasks. Each correct response helps them defeat the boss, which can be tracked with points, health bars, or progress meters. This engaging format turns practice into a collaborative challenge, building excitement and reinforcing content mastery.

    When implemented correctly, gamification can be incredibly fun and rewarding for our students. With the fall semester drawing closer, there has never been a better time to prepare lessons that will spark student curiosity, creativity, and critical thinking.

    We can show our students that STEM learning is not a chore, but a gateway to discovery and excitement. So, get your pencils ready, and let the games begin.

    Latest posts by eSchool Media Contributors (see all)

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    Cory Kavanagh, Van Andel Institute for Education

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  • Overwatch 2’s Story Missions Cost $15

    Overwatch 2’s Story Missions Cost $15

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    Despite canning a PvE mode, Overwatch 2 is still going ahead with some story-based missions, and after showing them off earlier this week we now have some details on how they’re going to work and, more importantly I guess, how much they’re going to cost.

    And they’re going to cost a minimum of $15 (or $40 for a bigger download). Look, I know video game development is expensive, and this is a free-to-play game so money has to be made somewhere, but hrmm. Overwatch fans, drawn in large part to the series for its story, lore and characters, have put up with many missteps over Overwatch 2, but charging $15 for three story missions is certainly asking a lot, and the backlash—taking place mostly over social media, since Reddit is a busthas been swift.

    Like, look at the terms of this announcement, presented in Blizzard’s own words so you can see how it’s messaged:

    In Overwatch 2: Invasion, you and your friends can take on three action-packed missions that take place in Rio de Janeiro, Toronto, and Gothenburg—massive maps with complex objectives, and an in-depth storyline that will guide you along the way. You’ll fight against the intensified forces of Null Sector, who will continue to attack until you’ve completely dismantled them. Stay alert for challenging enemies that haven’t been encountered before, such as the powerful Artillery and the deadly Stalkers.

    You can get started on your mission to save the world with the Overwatch 2: Invasion Bundle for $15 USD. This bundle includes:

    – Permanent access to the Overwatch 2: Invasion Story Missions

    – 1,000 Overwatch Coins (equal to the Premium Battle Pass, $10 USD value)

    – A brand-new Sojourn Legendary skin ($19 USD value)

    – Permanent access to Sojourn as a playable hero for new players: unlocked upon completing Story Mission challenges.

    The Overwatch 2: Invasion bundle is intended to give new and veteran players alike the opportunity to explore this brand-new story arc while giving them additional coins to unlock the Premium Battle Pass or to buy cosmetic content for their favorite Hero.

     You can also upgrade to the Overwatch 2: Ultimate Invasion Bundle for $40 USD, you will have access to all the above, as well as:

    – The Null Sector Premium Battle Pass with 20 Battle Pass skips ($30 USD value)

    – An additional 1,000 Overwatch Coins, for a total of 2,000 Overwatch Coins ($20 USD value)

    – Two additional Legendary skins for Cassidy and Kiriko ($38 USD value).

    I’m sure someone at Blizzard and Activision can and will defend this, pointing to earnings and metrics and forecasts and business strategies, but what are we even doing here when a video game has to be packaged and spelled out like this?

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    Luke Plunkett

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  • Square Enix’s Splatoon Clone Isn’t A Complete Fraud

    Square Enix’s Splatoon Clone Isn’t A Complete Fraud

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    When Foamstars, Square Enix’s Splatoon-esque party game where two teams of four face off in a giant foam-spewing battle, was announced at the PlayStation games showcase, it wasn’t clear what to expect. Was this just Splatoon in PlayStation-exclusive form? What was the gameplay like? Would it be any fun?

    Foamstars is four-vs-four splooge-fest where you shoot pink and teal foam and one another until your character is completely trapped and then bounced off the stage. In Star mode, the only one we were able to try, each team gets seven lives. Once they are used up, one player becomes the “star” based on who has the best overall performance that match. They get enhanced health and attack, as well as slightly faster cooldowns for their abilities. But once the star player is killed, the game is over and the other team wins.

    FOAMSTARS | Announce Trailer

    The game is being developed internally at Square Enix with a team composed of developers from Dragon Quest, Nier, and other franchises. It definitely feels like Splatoon, but with a Persona-style presentation and the balancing of Overwatch. Each “VIP,” aka hero, has two normal abilities and a special that can be deployed throughout the match in-between cooldowns. There are DPS characters and tank characters, with variations in gun speed and spread. The fundamentals aren’t bad, even if they’re mostly cribbed from other established competitive multiplayer games, but it’s not clear it has the magic to standout in a crowded field of already successful live service shooters.

    When we sat down at Summer Game Fest for a hands-on demo, gratis beers in hand, we didn’t know what we were getting into.

    Alyssa Mercante: First off I’d like to say that I’m very upset you were better than me at this game.

    Ethan Gach: Get rekt. I like it. At least for the five matches we played. I don’t know that a successful live service game that makes, but the concept isn’t as dumb in practice as the PlayStation showcase reveal made it seem.

    Alyssa: It actually is pretty fun. I do sort of feel like I was struggling to get the aiming down even after five matches, but I am also admittedly not a Splatoon player. Is the assumption that this will just sort of mimic that, content-wise? Maybe new characters and new weapons coming out every so often? They wouldn’t tell you any details right?

    Ethan: “We want to focus on the foam right now” is not an exact quote but pretty close to what the Square Enix rep said when I peppered him with questions about microtransactions, unlocks, custom builds, alternative maps, and the other stuff that usually keeps players coming back.

    The shooting felt no worse than third person Fortnite to me, other than the fact that you’re aiming cum bubbles instead of bullets.

    Alyssa: Okay, it wasn’t as cummy as I thought it would be, it’s much more of a mousse. It’s very reminiscent of the shit I put in my hair in high school. I like that the foam can be used to change up the environment though, like build up walls and shit, which is definitely a nice differentiator from Splatoon.

    Ethan: There are shades of a build mechanic, but I wish it was more directed. You can layer foam by shooting the same areas but it takes a while to really change the topography or build up anything resembling a protective barrier.

    Alyssa: Yeah I wonder if different maps will be better for that kind of mechanic, as this one was pretty flat/open. Would be interesting to see it in play on a map that’s got two really distinct levels and you could use the foam as a means of cheesing certain height differences or something.

    Ethan: The map itself was a pretty small and bland arena, though I appreciate the city pop metropolis backgrounds and general Persona-like stylings. What did you think of the different characters’ abilities. Who did you like playing as the best?

    Alyssa: I liked Tonix, the burst-fire one. Her ultimate is a foam-shooting mech which is rad. I also, naturally, only picked the characters I thought looked really cool/want to dress like.

    Ethan: Jizz D.va you mean?

    Alyssa: Stop that’s definitely a Pornhub search.

    Ethan: The cooldown abilities and specials were neat enough, though I couldn’t quite figure out the the best way for it all to come together. A game like Overwatch has maps that funnel you into choke points that play nicely off of different heroes’ abilities. Here it felt a little more haphazard, though maybe with more time and practice those synergies would come into focus.

    Alyssa: Yeah maybe you need to really get in the weeds for it to feel like who you’re choosing matters in terms of team composition, because that sort of felt like we were just picking randomly. And that shotgun guy was OP.

    Ethan: While Splatoon is clearly the closest analogue mechanically and shoot-feel-wise, the overall package reminds me of Fall Guys in terms of its presentation, accessibility, and my skepticism of its longevity and what would keep me or someone else coming back in order to make it a sustainable online hangout.

    Square declined to answer any questions about what the meta-progression, microtransactions, or additional modes will be like, although they did promise a ranked-mode, which seems very premature.

    Alyssa: Ranked mode? I was already toxic during our hands-on, I can’t go anywhere near that. It’s definitely an interesting thing to have as a PS-exclusive, as well, so I’m veryyyy curious to see if it has legs. Can definitely see it being a fun, silly party game the same way Fall Guys was, but does anyone even play Fall Guys anymore? Is there longevity in this? More importantly, can I change the colors of the foam?

    Ethan: I’m very curious about the origins of the game. Was this a mandate handed to the devs and this is what they came up with, or did they arrive at the prototype on their own and then Square saw the potential to bring it to a full release? PlayStation doesn’t do Early Access but maybe it should.

    Alyssa: Also, what the hell is the single-player bit they wouldn’t give details on? Much to think about here.

    Ethan: I just hope there’s a hub world where I can leave spunk messages on billboards for other players to discover.


    Kotaku is covering everything Summer Game Fest, from the main show on Thursday to other events happening throughout the next week. Whether you’re into larger-than-life triple-A games or intimate, offbeat indies, you can keep up with all things SGF here.

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    Alyssa Mercante

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  • GTA Online’s Next Big Update Will Finally Add A Long-Requested Feature

    GTA Online’s Next Big Update Will Finally Add A Long-Requested Feature

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    Grand Theft Auto Online might be close to a decade old, but it’s still popular and getting big updates from developer Rockstar. In fact, its next big, free expansion is out later this month with a focus on aerial warfare and smuggling. But it’s also adding some nice quality-of-life changes that’ll make it easier to run around Los Santos.

    Since its initial launch in October 2013, GTA Online has continued to be updated, expanded, and ported as millions of players keep returning to the game’s large open world to commit more crimes alongside (or against) other players and NPCs. At this point, GTA Online has been around so long it has had to leap across three different console generations to keep up with players and the ever-changing video game industry. It also keeps receiving updates every year, like the just announced June 13 update: San Andreas Mercenaries.

    On Friday, Rockstar shared the first details about GTA Online’s next big expansion on the company’s official website. This time around players will be teaming up with vets and military pilots to take on Merryweather Security, a large PMC that has been in the game for years, but is now apparently expanding its operations and interfering with criminal operations. To combat the evil private security force, players will join a new mercs group known only as the Los Santos Angels and take on new jobs, including stealing data from server farms, launching raids against the PMC, and dropping bombs on valuable targets spread across the state.

    According to Rockstar, this new update will expand the functionality of the aircraft hangar added in the Smuggler’s update back in 2017. That’s nice, as that piece of the game had long felt abandoned and old. The publisher is also promising changes to improve the already-existing Avenger, a large aircraft added in a previous update.

    GTA Online’s next free update adds more quality-of-life changes

    As has become the norm in recent updates, Rockstar isn’t just adding big new missions and business opportunities to GTA Online with June 13’s update. It’s also once again adding some long-requested features in its continued effort to make the game less of a hassle to play.

    One big one is that players will finally be able to choose a new option for sprinting. Currently, players have to continually mash the X or A button to sprint in GTA Online. The faster you mash, the faster your character runs. It’s a neat idea but has long been considered annoying and possibly a barrier for some players who don’t have the dexterity to repeatedly and quickly mash buttons. Now, Rockstar is adding a “hold to sprint” option to the game, which is greatly appreciated.

    Another nice quality-of-life change is that, after June 13, players will be able to replace all their destroyed vehicles via Mors Mutual Insurance at once. Another nice change that makes me wonder “Why wasn’t it like this to begin with?” Rockstar is also expanding the content creation tools by adding more props and snow options.

    All told, it’s a solid update that isn’t the most exciting in the game’s history, but one that will be appreciated by folks who have spent the past decade tapping X for hundreds of hours just to run faster. Finally, we are free.

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    Zack Zwiezen

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  • War Thunder ‘Revises’ Economy, Fans Review-Bomb Game To Hell

    War Thunder ‘Revises’ Economy, Fans Review-Bomb Game To Hell

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    Online vehicular shooter War Thunder made some changes to the way its economy works recently, and players of the game are so upset that not only have they review-bombed the game to hell and back, but the developers have been forced to take extremely apologetic actions in response.

    Basically, a game that has over the years become increasingly pay-to-win—as well as becoming a dumping ground for state secrets—recently implemented economy changes that made it even harder to get anything out of the game—especially progression—unless you were regularly spending actual money.

    Players, fed up with the exploitation, did one of the few things available to them: they took to Steam to leave negative feedback, posting thousands of messages protesting the changes and attacking developers Gaijin. At time of publishing the game’s Steam review section looked like this:

    The most popular negative review sums up the situation nicely:

    I didn’t want to leave a negative review, but Gaijin’s blatant contempt for their own players has forced my hand.

    War Thunder is a game like no other, with a comprehensive damage system, combined arms, and variety of beautifully modeled tanks, aircraft and ships.

    Unfortunately, this “uniqueness” has left Gaijin with little real competition over the years. What started off as a “free to play” title has over time become less and less free. Gaijin keeps adding nations and vehicles, while at the same time increasing repair costs and lowering RP/SL gain. A premium account isn’t enough to comfortably progress anymore, now you also have to buy premium vehicles in every nation.

    For the new players reading this, Gaijin has recently admitted that they balance free vehicles around a negative SL income for average players. That means they WANT you to lose money by playing, so you’ll be forced to buy a top tier premium vehicle.

    In response, Gaijin have cancelled the most recent and punitive economic changes—though this will do little to reverse the gradual trend that had already alienated so many long-time players—and posted one of the sorriest apology statements I have ever seen:

    Dear players,

    Firstly, we would like to extend our sincerest apologies to each and every one of you. We deeply regret the fact that our actions have let you down, and that we have failed to adequately address the concerns you have voiced over time. We share your passion for the game, and it pains us that our decisions have not lived up to your expectations.

    Over the past week, we’ve been diligently analyzing the feedback you’ve provided. We acknowledge and agree with your concerns regarding the balance of the economy (Silver Lions and Research Points), as well as modification research. We have therefore prioritized addressing these issues as our immediate concern.

    We are in the process of creating a plan to tackle these problems. While we have made some initial progress in understanding the scope of these issues and potential solutions, we anticipate providing a more detailed roadmap by the 14th of June.

    We understand the urgency you feel for changes to be implemented, and we assure you, we share your eagerness. However, given the scale and complexity of a project like War Thunder, some time is required to ensure that any changes we make are both effective and beneficial to the player experience.

    We are also continually reviewing the vast array of other feedback and suggestions we receive. Rest assured, these are important to us and will be addressed, but at this moment, our first priority remains the game’s economics and progression.

    We are truly sorry for the disappointment and frustration that we have caused. We commit to you that we are doing everything we can to improve the game, and regain your trust.

    Thank you for your understanding and patience during this time. We value your continued support and your dedication to the game we all love.

    I would argue that listening now is listening too late. Clearly this player base has had enough of this bullshit and has been angry for a very long time, and walking back one set of changes will do little to address fundamental flaws in the game’s underlying design, which are really what people are so pissed off about.

    Changing the severity and timing of the squeeze won’t do anything when it’s the squeeze itself players are so upset about.

    As a further measure players are now planning a boycott on May 26, though other plans for a “seal-clubbing day” on May 25, in an attempt to get “new players to quit”, might not be as great an idea or look.

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    Luke Plunkett

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  • 10 Critical Things To Know Before Playing Dead Island 2

    10 Critical Things To Know Before Playing Dead Island 2

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    The long-awaited, blood-soaked Dead Island 2 released today, and after almost a decade of waiting, I’m sure you have some questions. The game shares a peacefully embarrassing sense of humor with the first game, 2011’s Dead Island, repeatedly referring to your threatening surroundings as “Hell-A” while being gory enough to actually justify the zombified dad joke, but it’s also changed in important ways. Skill cards make their first appearance, and playing on modern consoles comes with its own idiosyncrasies.

    The unknown is scary. But I’ll guide you through it, and tell you everything I wish someone told me before I started playing Dead Island 2.


    How to unlock co-op

    Dead Island 2, like the original, employs co-op, so that players can wield an array of unique playable characters—six, in this case—against a neverending onslaught of zombies with dislocated jaws.

    To activate co-op in a new game, play through the first three missions of the main story. Co-op unlocks in the fourth, appropriately named “Call the Cavalry,” and you’ll be able to add, at most, two players to your game by choosing either “online options” or “social” when prompted.

    Once co-op is enabled, as long as they’re at the same point in the game or earlier, you can accept a friend’s request to join their game, or you can select “Join” from the main menu for a random multiplayer pairing. Quest progress saves in co-op, so you’ll be able to play the entire game while alternating between single and multiplayer at your leisure.

    Note that there’s no crossplay, though.

    Even the apocalypse is better with friends.
    Image: Deep Silver Dambuster Studios

    I know it’s annoying, but you should spam the “pick up” button

    Like Amazon continues to turn our planet into a desolate Funko Pop landfill, Dead Island 2 environments are stuffed with stuff. You’ll find upgrade materials like adhesives, aerosols, and blades on top of tables, inside shut drawers, and raining down from felled like you burst a grisly piñata.

    Forget your hand-wringing about storage management—in the zombie apocalypse, everyone’s a scavenger. Pick the stuff up. All of it. As long as you’re regularly upgrading weapons using the materials you’ve found, you’ll find that your Dead Island 2 inventory is impressively bottomless.

    Keeping upgrade materials on hand saves you time when you’re at sporadic upgrade workbenches. Though these benches allow you to “track” materials you’re missing, they’re most helpful when you have your materials ready to go, and can repair broken weapons or make them even stronger immediately before your next fight.

    To make space, scrap worthless weapons like wooden planks and sell real weapons to traders for lots of money. Upgrade materials let you create weapon mods, upgrades, and repairs, but money is necessary to actually buy them.

    You’ll need to make trade offs between special mods and attack power

    You’ll unlock and find motley weapon blueprints (often placed, conveniently, right on top of an undiscovered workbench) as you progress further into the game, allowing for wild mods that turn your weapon into two-punch electro-cutioners and cremators, as well as upgrades that bolster your weapon’s damage output.

    While the constant influx of shiny toys is understandably tempting, you should be aware that extreme weapon modifications and upgrades aren’t always compatible. While some upgrades’ descriptions plainly indicate that they need certain mods to be equipped, general upgrades like Damaging, which increases a weapon’s damage dealt, will lose their overall potency when paired with a mod. Try to have a plan for the type of weapon you want to ultimately end up with before you irrevocably alter it at a workbench.

    “Slaughter” is a perfect weapon upgrade

    The game’s huge range of weapon customization options leaves a lot to consider, but I think you should especially prioritize the Slaughter upgrade.

    It lets you hack limbs off with more efficiency, making it most compatible with gliding bladed weapons like katanas and hunting knives, but also lifts weapon durability.

    Dead Island 2 weapons can break obnoxiously quickly, leaving you suddenly barefisted in the middle of an encounter.

    Though you can keep track of weapon breakage by looking at the depleting meter in the bottom right corner of the screen, it’s best to avoid it by adding Slaughter. Don’t forget to repair your favorite weapons whenever you’re near a workbench, too.

    You can’t bulldoze through combat—learn to dodge

    Despite Dead Island 2’s quickly forming reputation as a brainless, mass bloodletting event, trying to aimlessly plow your way through fields of snarling zombies will get you killed quickly, and destroy your weapon stash even faster.

    To protect both yourself and your arsenal, practice dodging, or tapping L1 in the split seconds before a zombie attacks—and I really do mean split seconds.

    It took me a while to master the timing. I’d recommend you practice by singling out rogue zombies you come across while exploring environments, and not necessarily in the middle of a stressful main mission. When you nail a dodge (or, alternatively, block an incoming attack), you stun a zombie, opening them up for a health-melting counter attack.

    An explosion sets off in Dead Island 2.

    Here come the fireworks.
    Image: Deep Silver Dambuster Studios

    When a zombie mob is descending, use their own powers against them

    Just as each playable slayer has their own innate advantages, every zombie you encounter will have its own violent quirk.

    Most of them are thematic and obvious. Like, a frizzy zombie surrounded by blue sparks will eventually release a giant explosion of electricity, or a crispy zombie completely immersed in flames will, if it touches you, set you on fire.

    Notice these quirks and use them to your advantage when you’re confronted by swarms of zombies that, at first glance, seem unmanageable. Throw a fuel can at a fire zombie to trigger a remote AoE eruption that will murder nearby zombies. Using an electric modded weapon to burst a hole into the water canisters some zombies carry on their backs, and turn the resulting puddle into a livewire trap.

    And, once it becomes accessible to you in the game, don’t forget to use Fury Mode, which builds up as you slay zombies and imbues you with their destructive powers, for a brief period of time.

    Make sure to level up, but it’s not necessarily as crucial as you might think

    Once you hit a main story boss battle or reach a wild enemy with a skull over its head, meaning it’s higher level than you, you’ll feel the power disparity immediately.

    To avoid getting overwhelmed by too-strong enemies, take a look at main story and side quests’ recommended levels and make sure your natural leveling up matches them before attempting them.

    Though, you don’t have to be at a chapter or enemy’s recommended level to try it. Most of the time, especially in the rogue combat you’ll spend most of your time engaging with, leveling up makes a barely discernible difference in terms of damage output or defense. Most standard wild enemies also conform to your level, too, reflected by the number that appears next to the name over their heads.

    If you get stuck on the main story, pivot to a side quest you can benefit from

    In the case that you are not at the appropriate level to finish a main level chapter (without great difficulty, at least), don’t worry; you have 33 side quests to choose from.

    You’ll unlock these without really trying—by exploring new environments, answering radio calls, or chatting with friendly NPCs.

    But before you commit to a side quest, open up the Quests tab, glance at the rewards listed, and consider what your main story goals are. Do you want to level up ASAP? Pick a side quest with abundant XP gains. Do your weapons all suck, and you need something more excruciating? Take the side quest that gifts you a special weapon. Have fun while being practical. Slay responsibly.

    A NPC in Dead Island 2 reaches his hand into a headless zombie's stomach.

    Some NPCs are friendly. Others sort of look like Josh Groban.
    Image: Deep Silver Dambuster Studios

    Don’t shy away from customizing your low-stakes skill deck

    As you blaze through levels, the main story, and side quests, slots on your skill card deck will unlock. You acquire skill cards without truly trying, either grabbing them after you’ve spammed your “pick up” button, or by killing for them.

    You can rearrange or cull your deck at any time, so try any skill card that intrigues you. Most skill benefits are nebulous enough—specializing the type of kick you do, or how you regenerate health—that choosing them never feels make-or-break. It’s more like deciding whether or not you want pickles on your burger.

    Did you know there’s voice control?

    Dead Island 2 has a unique voice-control system, which beguiled me at first as someone who knows how to use the computer, but just barely.

    It lets you speak scripted commands to swap weapons, taunt zombies, and engage extra-powerful Fury Mode, among other things, by using a microphone and your Amazon account.

    To activate it, plug your Amazon account information into the “Alexa Game Control” section of the Options menu, make sure Voice Commands is set to “enabled,” and select your preferred input audio device. Read through the available commands in the Voice Controls, found in the Tutorials section, and wonder, like me, if Jeff Bezos can hear you scream.


    What are your best Dead Island 2 tips so far?

     

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    Ashley Bardhan

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  • The Red Cross Challenged Gamers To Not Commit War Crimes

    The Red Cross Challenged Gamers To Not Commit War Crimes

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    Image: Epic Games

    The International Committee of the Red Cross has partnered up with a bunch of Twitch streamers to encourage gamers to not commit war crimes in popular shooters like Call of Duty. The ICRC hopes that its event, “Play by the Rules,” will educate players on the statutes of actual war. The organization has even created its own Fortnite mode to help communicate what those rules are.

    Read More: War Crimes in Video Games Draw Red Cross Scrutiny

    “Every day, people play games set in conflict zones right from their couch. But right now, armed conflicts are more prevalent than ever,” the ICRC website said. “And to the people suffering from their effects, this conflict is not a game. It destroys lives and leaves communities devastated. Therefore, we’re challenging you to play FPS by the real Rules of War, to show everyone that even wars have rules—rules which protect humanity on battlefields IRL.”

    As part of the event, on the ICRC’s official Twitch channel streamers have played a number of games while adhering (or attempting to adhere) to the Laws of Conflict, including PUBG Battlegrounds, Fortnite, Call of Duty: Warzone, Rainbow 6 Siege, and Escape From Tarkov. In addition to the Play by the Rules event, the ICRC created its own Fortnite mode that’s designed to convey the rules of war in the context of competitive play.

    For those curious, the official rules of war for the ICRC’s Play by the Rules event (which have been streamlined to account for video game mechanics) are:

    1. No thirsting (don’t shoot downed/unresponsive enemies)
    2. No targeting non-violent NPCs
    3. No targeting civilian buildings
    4. Use med kits on everyone

    ICRC

    This isn’t the first time the ICRC has urged players to critically think about the rules of war. Back in 2017, the ICRC hosted a similar event in an Arma III DLC called Law of War. In Law of War, gamers put down their weapons and took on the role of humanitarian workers as they respond to people in crisis, deactivate mines, and speak with an investigative journalist. According to a blog post from Arma III developer Bohemia Interactive, the DLC raised a total of $176,667, which it donated to the ICRC.

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    Isaiah Colbert

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  • MMO Introduces New Loot Boxes, Pulls Them Immediately After Fans Revolt

    MMO Introduces New Loot Boxes, Pulls Them Immediately After Fans Revolt

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    Image: Everquest II

    Late last month the developers of venerable MMO Everquest II introduced a new kind of loot box to the game that was, basically, a pay-to-win situation. It did not go down well with the long-running community!

    As MMOBomb explain, the loot boxes, called Libant Evernight Heritage Crates, “bypassed lockouts and provided the chance to buy more opportunities at raid gear through the cash shop”. Fans quickly called them “pay-to-raid” items, and took to the game’s forums—which look as old as the game itself—to complain.

    Their pleas were loud and numerous enough for developers Daybreak to almost instantly backtrack on the decision, posting late last week:

    After listening to your feedback and having lots of discussions, we have decided to pull the Libant Evernight Heritage Crate from the in-game Marketplace store. The crate and most of its current contents will no longer be for sale.

    We heard you and understand that there were particular elements of the Libant Heritage Crate that run counter to our shared values. We will no longer be making any of these types of items available.

    As a result of the uproar, Daybreak have decided that “in the spirit of community feedback” they’ll now be opening a dedicated forum where players can weigh in on stuff like balance changes before they go live, not after:

    I’d also like to announce that in the spirit of community feedback, we will be opening new Class Balance Forums for Everquest 2, look for these to arrive in the very near future. We want you, the community, the people who play these classes to help us decide what balance changes and bug fixes to prioritize with major updates. These forums will improve our communication with you and allow you to help us scope what changes happen. These forums will have a section for each class, and you will be able to propose changes, communicate with us, and vote on the fixes and balance changes you feel are necessary for your class. The goal here is to communicate with you the time and effort that these proposed changes will require, and openly discuss feasibility. We will make changes open for discussion as long as they remain within reason.

    Sucks to be posting about it under these circumstances, but man, an EverQuest II story! In 2023!

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    Luke Plunkett

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  • FYI: Get Away From The Overwatch 2 Push Bot If You’re Winning

    FYI: Get Away From The Overwatch 2 Push Bot If You’re Winning

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    When Overwatch 2 launched in October of last year, it was only natural that players stumbled into its new Push mode like ignorant babies in the dark. But y’all, we’ve had five months of pushing barricades across Toronto and Rome, and I need the rest of the Overwatch community to get off the goddamn robot when we’re winning and in overtime.

    Read More: Overwatch 2 Fixes Cow Balloon, Game Is Good Again

    For the uninitiated or those who need a reminder of how the Push mode works in Overwatch 2, this is the Treadweather TS-1 Large Utility Robot [pic below], but his friends call him TS-1. Or, if you’re playing as a character less friendly to the series’ Omnic race, they probably just call him “the robot.” This fine gentleman is the centerpiece of the Push mode, as two competing teams escort him across a map as he pushes one of two barricades across it.

    TS-1 moves in accordance with the players who are in his proximity, and if competing players are close to him and fighting, he’ll remain stationary and ask that players “resolve [their] issues” before he proceeds. The first to get their team’s barricade from the center of the map to the other end in front of the enemy team’s spawn wins. If time runs out, the team whose barricade is further into enemy territory is deemed the victor.

    Image: Blizzard Entertainment

    Like most Overwatch modes, it sounds pretty simple on paper. The nuance of the game is in the heroes players choose and how they interact with their teammates and counter their enemies. But Push isn’t quite like other modes, where you need to move the payload or control an objective point. Where TS-1 is on the map at any given moment can factor into your team’s strategy if you’re coordinated. For example, say your team is in the lead. TS-1 has pushed your barricade well into enemy territory, but your opponents gained the upper hand and won a team fight. They’ve got TS-1 closer to your spawn than their own, and if you win the next fight and regain control of the bot, you have a strategic advantage. The enemy team will have to get back to TS-1 to reengage and try to gain the lead.

    So while it might seem the reasonable thing to do to guide TS-1 back to the other side of the map to start pushing your barricade again, if you’re already ahead and there’s not a ton of time left in the match, it can sometimes be better to hold your position and let the opposing team come to you.

    Read More: In Overwatch, Healing Is The Real Gay Agenda

    Of course, this comes with risks. If you lose that battle, TS-1 is much closer to the enemy’s barricade. That’s why it’s important to coordinate with your team, have a unified plan, and make the judgment call depending on factors like ultimate charge, how many people in your team are alive versus in spawn, and whether or not you think the team is sitting on a few ultimates of their own. While pushing a payload is pretty straightforward, the decision between pushing and holding your position in Push is a situational game sense that you learn the more you play the mode. However, there is a universal instance where you need to leave TS-1 alone and let him stand in place: when you’re winning and the game goes into overtime.

    Get off the Overwatch robot, Shinji

    Just like any Overwatch 2 mode, a Push game doesn’t just end when the clock runs out, it ends when no one is contesting the objective. This means that as long as a member of both teams is next to TS-1, the match will continue into overtime. This underlying design is one of Overwatch’s greatest strengths because it means that a match is truly never over until it’s over, and there’s no reason to give up if there’s any chance you can contest an objective to the very last second. With an Escort or Control point map, this means it’s paramount to stay on an objective until the announcer declares a victor, or at least make sure your opponent can’t get near it. With Push, putting some distance between yourself and TS-1 has a strategic advantage in Overtime.

    The trouble is, most randos I play with don’t get this and will escort the big robot right into enemy hands. In fairness to everyone involved, this is learned behavior from every other Overwatch mode. To win an Escort match, you have to be on the payload, and despite the setup having some notable differences, escorting a payload and escorting TS-1 are identical in terms of how you interact with them. But after five months of walking the robot into enemy lines when you would have won the match otherwise, when will we all learn to get off the bot?

    If I’m playing with strangers I will spam the “Fall Back” voice command to no avail as my teammates guide TS-1 on a blissful stroll right into our opponent’s filthy clutches. Kotaku Senior Editor Alyssa Mercante described it as similar to “ yelling at your dog when they pick up something bad,” and I know you, like the dog, want to hold onto things that aren’t good for you and hide them under the couch. But I’m telling you to leave it, Overwatch community. Yes, we made jokes about staying on the payload for years, and now I’m asking you to get off the robot so this match can end and I can play any other mode.

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    Kenneth Shepard

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  • Dead Island 2 Devs Think ‘Development Hell’ Wasn’t So Bad Actually

    Dead Island 2 Devs Think ‘Development Hell’ Wasn’t So Bad Actually

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    Image: Dambuster Studios

    Dead Island 2, the open-world zombie RPG that passed through so many hands someone done forgot it in the development oven for over a decade, is finally coming out on April 21. This is a week earlier than originally anticipated, which we love to see. What’s funny, though, is that developer Dambuster Studios is out here saying the game’s development hell gave the studio “quite a lot of goodwill in the end.”

    In case you forgot, Dead Island 2 was announced at E3 2014, with work reportedly starting sometime in 2012. Dying Light studio Techland was originally set to spearhead the project, but pivoted to Dying Light 2 instead. This led publisher Deep Silver to shop around for a developer to helm Dead Island 2 until Spec Ops: The Line creators Yager Development stepped up to the plate. Yager toiled away on Dead Island 2 for a few years, with the game making a couple appearances at conventions after being announced in 2014. Unfortunately, Yager didn’t stick. Deep Silver dropped the studio in July 2015, leaving Dead Island 2 lifeless until Hood: Outlaws & Legends studio Sumo Digital took over development in March 2016. Again, like Yager, Sumo didn’t stay long. Deep Silver shifted development hands one more time, this time putting the game in the lap of Homefront: The Revolution creator Dambuster Studios. If you lost track, this means Dead Island 2 has been worked on by at least four different studios throughout its over a decade of development.

    Read More: Dead Island 2, Due In 2015, Now ‘Coming Out A Week Early’

    Development hell resulted in some goodwill

    Now, Dambuster Studios is asserting a VGC interview that after all this reshuffling and restarting, Dead Island 2‘s development hell actually wasn’t all that bad.

    “It definitely concerned us at the start,” technical director Dan Evans-Lawes said. “I remember when we took the project on, I was thinking ‘Is this a poisoned chalice,’ you know what I mean? I think, though, that once we announced the game, people were interested because they knew it had been in ‘development hell’ for however long, and I think people were expecting it to be terrible, and so we were pleasantly surprised when it wasn’t. And I kind of feel like it’s actually given us quite a lot of goodwill in the end. But that’s obviously reliant on people liking the game. But as long as they do, which I think they will, then I don’t think it’s a bad thing at all.”

    Dead Island 2 was a total restart for Dambuster

    With going through so many hands, you’d be correct to assume that Dead Island 2 was restarted once Dambuster Studios got a hold of it. It was, though not everything was scrapped. Some stuff, such as the Los Angeles location, stayed intact. Most of everything else, however, was rebuilt from the ground up.

    “It was basically a complete restart,” Evans-Lawes said. “Obviously there were some things that had been communicated out already, the [Los Angeles] setting and things like that, and when we looked at it the setting was something that we definitely did want to keep. We felt that it as an opportunity to have a really crazy, diverse cast of characters, and also it’s a very iconic location, so obviously we wanted to keep that. Other than that, it was totally from scratch.”

    Read More: Sorry Y’all, Dead Island 2 Weapon Breaking Isn’t Going Anywhere

    Kotaku reached out to Deep Silver for comment.

    In a way, Dead Island 2 could be considered a normally developed game under typical circumstances. I mean, Dambuster Studios apparently started working on the game in August 2019, not long before the global pandemic impacted development on a plethora of games. Despite the challenges that come with development, especially under the effects of a widespread health crisis, Dead Island 2, under Dambuster Studios, has only been in the oven for almost four years. That’s not a bad timeline. It’s just wild for Dambuster Studios to insinuate that development hell has, in a roundabout sort of way, helped them. You know, if the game ends up being any good.

     

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    Levi Winslow

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  • The Best And Worst Part Of Every Grand Theft Auto

    The Best And Worst Part Of Every Grand Theft Auto

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    Screenshot: Rockstar Games

    Best: New Toys: It’s hard to choose one thing that I’d call the best part of Vice City, the GTA game that brought the series to Florida and the 80s, but if I have to (Editor’s note: You do.) then I’d pick the introduction of more vehicles to the sandbox. In Vice City, you could fly in planes and helicopters, drive scooters, golf carts, dirt bikes, various boats, and even pilot remote-controlled helicopters, too. All of this made Vice City a more fun playground to tinker with between missions.

    Worst: Crappy Combat: The annoying, crappy combat. While it’s mostly unchanged from GTA III, it stands out in Vice City more because everything else—like the improved visuals, larger map and better cutscenes—is so much better this time around. And Vice City has a ton of combat in it, making it even harder to ignore just how clunky and bad it is.

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    Zack Zwiezen

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  • We Did It, Joe: Overwatch 2 Will Make Ranked Suck Less

    We Did It, Joe: Overwatch 2 Will Make Ranked Suck Less

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    Roadhog approves this message.
    Image: Blizzard

    Overwatch 2 will make adjustments to both its matchmaking process and its ranked system in the coming weeks, according to the latest developer blog posted today. This is good news for anyone who has spent the months since launch confused or frustrated by the sequel’s ranking system, or those who feel like their matches are almost always lopsided (myself included, as evidenced by my most recent take on Overwatch 2‘s competitive mode).

    The lengthy blog post ensures us that Blizzard “has seen [our] feedback on matches with wide skill variation,” and has plans to address our concerns. After explaining away a few of the reasons why I either roll an enemy squad or am rolled by them, the post details what steps Overwatch 2 will take to fix its matchmaking and ranked problems.

    Season 3, which will start sometime next month (there’s no set date yet) will “try to place pairs of players with similar MMR [matchmaking ranking] on each role on either team,” which means you’re less likely to get tanks with a wide gap in skill between them on opposing squads. With only one tank in traditional matches, that gap can feel like a chasm, so the goal of the update is to “make the average MMR between each role more evenly matched to each other instead of looking more broadly across the entire team to balance things out.” Yes, Overwatch 2‘s current matchmaking system does not ensure that each role is matched with an evenly ranked opponent.

    The next season will also change how often your rank is adjusted in Competitive mode, as the team has heard us loud and clear that playing up to 26 matches just for your role to stay the same is infuriating. “Starting with Season 3, you’ll now get a competitive update with every 5 wins and 15 losses. In the mid-season patch for Season 3, we’re also updating the UI, so information about your progress toward a competitive update will always be viewable.” Praise be.

    Oh, and seasonal rank decay and rank resets are getting thrown out the window starting with Season 4—but don’t expect a full rank reset ever, you absolute animal. “A full rating reset wouldn’t create a great experience since it would mean throwing out all the knowledge we have about players. This would cause new players to be matched against OWL pros, which is fun for about 30 seconds (we’ve experienced this ourselves in internal playtests).”

    While I can understand why players may want a full rank reset to get the nasty taste of this current ranking system out of our mouths, it’s clear that it would cause even more chaos. Let’s just be happy that we’ll get more frequent rank adjustments, a clearer picture of where the fuck our rank is going, and better matches going forward. Maybe I’ll enjoy playing again.

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    Alyssa Mercante

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  • GTA 6’s Leak Showed Us The Future, Now It’s Hard To Care About GTA Online

    GTA 6’s Leak Showed Us The Future, Now It’s Hard To Care About GTA Online

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    Grand Theft Auto: Vice City – 2002
    Screenshot: Rockstar Games

    Last year, footage of the next Grand Theft Auto—assumed to be GTA 6—leaked online. While Rockstar quickly tried to erase the videos from the internet and plug the holes in the ship, it was impossible to completely contain such a massive, unprecedented leak. So fans around the world got a very good look at the future of Grand Theft Auto. And now myself and others find it hard to go back to the aging GTA Online.

    Late on September 19, 2022, 90 short videos of early gameplay of what would later be confirmed by Rockstar as the next GTA entry leaked online via a hacker. The footage revealed a lot about the next game in the massively popular open-world franchise, including that the series would be returning to Vice City, Florida, a fan-favorite location last seen in GTA: Vice City Stories, the prequel to the beloved PS2 classic, GTA: Vice City. It also gave us a good look at the new protagonists of this next criminal adventure and some of the missions we might experience when GTA 6 is eventually released. Fans even began mapping out the game’s virtual world using the leaks.

    Rockstar undoubtedly hates the leak and likely wishes it could rewind time and prevent it from ever happening at all, but it did end up revitalizing the playerbase. For the first time in a long time, there was excitement and energy in the GTA community, which after years of GTA Online updates and poorly received remasters was in a pretty bad place prior to the leak. Even an early, unfinished or unpolished leak of GTA 6 was better than radio silence and glitchy remasters. People were pumped and hyped about the future of Grand Theft Auto in a way I hadn’t seen in years.

    But then, once the leaks were scrubbed from the web and it became clear Rockstar wasn’t going to release any official teaser or trailer to capitalize on the moment, all I and other GTA fans could do was go back to GTA Online. And that’s harder to do now that I’ve seen the future.

    Rockstar Games

    The latest big and free expansion to GTA Online, Los Santos Drug Wars, was released late last year at a really bad time for me to play and cover it for the site. So I just…didn’t play it. For the first time ever in the history of GTA Online, I skipped a new update completely. I’ve still not played it. At first, I blamed my skipping of the latest update on bad timing and a busy schedule due to holidays and end-of-the-year content. But now, weeks removed from all that, with more free time to play stuff, I’ve still not fired up the new update. And I think it’s time to admit to myself that my growing burnout around GTA Online was increased greatly by that small taste of what’s to come. That look at the future of GTA in Florida ruined me.

    I could go back and drive around the same highways and streets of Los Santos I’ve been cruising around since 2013. I could fire up the game and check out the newest business and missions connected to it. I could, sure. The thing is, I don’t know if I want to. I mean, eventually, I will play more GTA Online. I sort of have to as it’s part of my job here at Kotaku. Yet, if it wasn’t part of my career there’s a real chance that I might just never play GTA Online again.

    To be clear: It’s not because GTA Online is worse today than it was a decade ago—it’s actually much better to play in 2023 than in 2013—but because getting a glimpse of a fresh new world has killed my desire to boot up the same old Los Santos after a decade of GTA Online and GTA V. I mean, just having new songs on the radio will be amazing. I love Queen’s “Radio Ga-Ga” but you can only hear it so many times in 10 years before you’re ready for new tunes, too.

    At this point, I’m hoping the wait for Grand Theft Auto 6 and its sunny beaches, palm trees, and new characters isn’t too much longer, because I’m ready to leave Los Santos behind for a tropical vacation to Vice City.

     

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    Zack Zwiezen

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  • Halo Infinite Devs Use Fan’s Pokémon Map To Help With Game’s Aiming Issues

    Halo Infinite Devs Use Fan’s Pokémon Map To Help With Game’s Aiming Issues

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    Image: The Pokemon Company / 343 Industries / Kotaku

    Halo has a long tradition of community-made maps and game modes that range everywhere from serious to silly. Recently, one map and mode combo that’s more on the playful and fun side of things caught the attention of 343 Industries as an opportunity to fix long-standing shooting issues. Named after a certain Pokémon notorious for digging and jumping out of holes, this community creation is now being used to pinpoint and fix aiming and shot registration woes, as they’ve plagued Halo Infinite since it launched just over a year ago.

    Halo Infinite, the latest entry in the long-running and often critically acclaimed first person shooter series, only recently received an update that included a beta version of its in-game map creator: Forge. First premiering in Halo 3, Forge has been a staple of the series ever since 2007, allowing anyone to create a map of their own design with the tools necessary to create custom games for it, be those party and minigames or more traditional takes on the franchise’s well-known modes, like Slayer or Capture the Flag. One such community-created game, that takes its name from the Diglett Pokémon, seems to have caught 343’s eye as an opportunity to test drive fixes to the game’s core mechanics.

    Read More: Someone Recreated The Entire Halo 1 Warthog Finale In Halo Infinite

    With community Forge maps popping up on a regular basis these days, 343 Industries’ senior community manager John Junyszek put out a tweet asking for the community’s favorite Forge minigames so far. When competitive Halo player Linz shouted out Digletts, a game where players pop out of holes to take sniper shots at one another, Junyszek followed up with an interesting bit of behind-the-scenes trivia:

    Kotaku has reached out to 343 Industries for more information.

    As many Halo fans have known, while Infinite’s core mechanics are solid and work well, there have been issues around aiming, with many players suspecting that the game seems particularly off when trying to line up precision shots with a sniper rifle, either descoped or while aiming down sights. Whether this is due to the game’s auto-aim function that eases controller aim (and exists on most modern shooters that take controller inputs), bullet magnetism, or the notorious desync issues many players have had with Infinite isn’t totally certain. Since Diglet is a game that only features aiming and shooting, it’s a pretty perfect test environment for studying aiming behavior. Junyszek said that the “minigame has recently helped our team further test and investigate various shot registration situations, especially in regards to latency and networking. Since it’s a curated environment without many variables, it’s helped us investigate specific scenarios.”

    Check out the the Diglett game mode in action here:

    343 Industries / iSpiteful

    Who knew RPing as a Diglet armed with a legendary anti-materiel rifle could be so productive?

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    Claire Jackson

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  • Alyssa Mercante’s Top 10 Games Of 2022

    Alyssa Mercante’s Top 10 Games Of 2022

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    This is my cat. Imagine the game is called Cult of the Cat.

    This is my cat. Imagine the game is called Cult of the Cat.
    Image: Massive Monster / Devolver Digital / Kotaku

    2022 wasn’t just the year that I started here at Kotaku, or the year that I accidentally went viral for daring to ask rich guys to dress nice at awards shows—it was also the year that I forced myself to stretch outside of my comfort zone.

    I am a video game jock, always searching for the high of a win earned in buzzer-beater plays through solid communication amongst teammates. I spend most of my spare time playing competitive shooters in an attempt to mimic the feeling I get when I PR at the gym, or beat our rival co-ed footy team after an especially physical match. Much like how I am as an athlete or just a regular ol’ civilian, I’m not a fan of trying new things that I could potentially be bad at. It’s why I quit guitar lessons after a month, why I doggedly refuse to go bowling, why I can only do karaoke if I am absolutely pickled drunk.

    But this year, I tried some new stuff—and not all of it was technically new. I took competitive breaks from Overwatch 2 with round after round of Marvel Snap. I sunk hours into Elden Ring after swearing off Soulslikes. I gave Cyberpunk 2077 an actual effort, rather than just ragging on it to anyone who would listen. I wouldn’t say this is the most well-rounded GOTY list you’ll find here at Kotaku, but it’s indicative of my growth as a gamer.

    I can try new things, and I can like them. Just don’t fucking take me bowling.


    Overwatch 2

    A D.Va emote in Overwatch 2

    Screenshot: Blizzard / Kotaku

    Its battle pass isn’t great, its cosmetics are too expensive (people want loot boxes back, for fuck’s sake), and as a healer main I’m still tired of getting my ass beat in 5v5 combat, but Overwatch 2 has consumed me ever since its launch. It’s the only game I play consistently with people I also hang out with in real life; we send each other daily texts as the workday nears its close that just read “ow?” Then, we spend the night ignoring our respective partners and screaming bizarre Overwatch slang into our headsets.

    With Overwatch 1 dead and gone, Overwatch 2 is the only way to scratch my hero shooter itch. And even though there are aspects of it that bring me great pain (the move towards a more generic, shooter-y shooter being the main issue), I still get so much satisfaction from a hard-fought comp win. I’m an Overwatch-er for life, sadly. I wish I knew how to quit you.


    Cult of the Lamb

    Cult of the Lamb

    Image: Massive Monster / Devolver Digital

    Not long into my Cult of the Lamb playthrough, one of my cultists (a cow my partner named Cunty), tells me that he wants to eat shit. Literally. He has always wanted to try and eat poop. So, I go and collect some shit produced by a fellow cultist of his, cook it up into a meal, and serve it to him. He’s happy. He’s more of a believer. I’m assuming this is what Scientology is like.

    Cult of the Lamb is pretty much this all the way through: dumb fun that looks really good. I find I enjoy the village cultivation more than I enjoy the roguelike elements, but the latter is so simple and solid that it’s easy to zone out and spend a few hours hacking away at enemies. Then, when you return to your village, there’s always something stupid waiting for you, whether it’s a dissenter talking shit or a loyal follower eating it.


    Marvel Snap

    My deck in Marvel Snap

    Screenshot: Second Dinner / Kotaku

    When I first joined Kotaku, everyone was deep in the throes of Marvel Snap. I felt a little left out and wanted to make myself likable as quickly as possible, so I downloaded the mobile card battler on my first day in office. The rest, my little goblin friends, is history—Snap consumed my every waking moment whether I was on the subway, walking to the subway, waiting for the subway, in-between rounds of Overwatch 2 comp, or on the toilet (the latter of which I’m sure my gastroenterologist will be very upset with me about).

    For a while, I stuck with a build that another Kotaku staffer had helped me out with, but then, as my Snap senses improved, I started building decks to purposefully fuck with other players. Now, I am the Snap devil. I’ve only been here a few weeks and I am insufferable. I’ve been told by loved ones that the horrific, evil giggle that escapes me when I hit an enemy player with Elektra one turn, then Killmonger the next, then Shang-Chi after that is concerning, and I would have to agree.


    Destiny 2: The Witch Queen

    My Guardian in Destiny 2

    Screenshot: Bungie / Kotaku

    Bungie’s best bit is coming around once a year to remind you that it still makes some of the best campaigns of all time. The Destiny 2 conversation so often gets bogged down in sunsetting content, skill-based matchmaking drama, and the value (or lack thereof) of the grind, but when an expansion like The Witch Queen drops it’s all anyone can talk about—and for good reason.

    The story of Savathûn managed to fill gaps in Destiny lore, establish her as the best villain the game has ever seen, and lay out a path for the ideological struggles that will continue into the franchise’s future. It was a legible hunk of narrative meat (a rarity for Destiny, which needs video explainers to explain its video explainers) that cashed in on plot threads Bungie has been spinning for years. Plus the Witch Queen gave us a sick raid and new Void abilities for players to go gaga over. Destiny good.


    Stray

    A cat at an NYC cat cafe where you could play Stray

    Photo: Alyssa Mercante / Annapurna Interactive

    I am NYC certified in Trap-Neuter-Return and cat colony management and I have three rescue cats (one of which I caught and socialized myself), so of course I love the cat game. It’s a game where you play as a cat and do cat things. There are cat sounds. My cats like the cat sounds and sometimes they watch me play—this is all very wholesome shit.

    Stray isn’t going to break any boundaries but it is going to let you scratch up a couch like a cat would, and it does feature some of the prettiest level design of the year. I’m also a huge fan of how the robot NPCs react to your little cat: I will never forget when I jumped up on a surface and interrupted two of them playing a tabletop game, just to trot past them a few minutes later and see them still struggling to pick up all the pieces.


    Neon White

    Neon White

    Image: Annapurna Interactive

    Neon White is crazy, sexy, cool. This game has it all: pop-art visuals, speedrunning mechanics, a soundtrack from Machine Girl, and a collection of attractive demons called Neons competing to purge heaven of their demonic ilk. It’s hard to define Neon White, as it feels almost like the anti-game-genre game—there are FPS elements, sure, but there’s also dating sim stuff, and a lot of platforming. There’s cards, but it’s not a deck builder. It’s got puzzles. You’ll speed through some of its levels in under 20 seconds, while larger, boss-y levels may take you a few minutes—but nothing in Neon White will eat up your time unless you let it. Trust me, you’ll let it.


    Apex Legends

    Catalyst in Apex Legends

    Image: Respawn

    Apex Legends is always there for me when I need it. It’ll lay dormant in my gaming pile for months, but whenever I return, it consistently gives me the tight, focused shooter gameplay I crave after some wonky Warzone 2.0 matches or a frustrating Overwatch loss. Apex Legends is one of the best live-service games out there right now thanks to a near-perfect mix of new content, necessary patches, and smart, measured updates. Respawn is always shaking up the maps and weapon pool just enough to keep the game fresh, but not too much that it upends its impressively precarious balance.

    Catalyst, the game’s latest playable character, dropped just in time to obliterate an annoying meta that had been building up for months, and brought with her yet another reminder that Respawn is one of the few popular games unafraid to center trans and non-binary folk. That’s probably why I find members of the alphabet army in so many of my Apex Legends lobbies—and I live for it. Apex Legends is my safety net. It will always be on any GOTY list of mine.


    Cyberpunk 2077

    My V in Cyberpunk 2077

    Screenshot: CD Projekt Red / Kotaku

    Like many who participated in the two-year wait for Cyberpunk 2077 to become playable, I finally decided to try out CD Projekt Red’s latest RPG this year. From the moment I saw the character creator, I knew that it was going to be the kind of time-suck game that would threaten my relationships, gym sessions, and personal hygiene. I pored over every inch of my V, from her buzzed head to the smattering of freckles across her cheeks. I agonized over her body mods and tattoos. When I finally left the character creator and started playing the game, I’d pause and take screenshots anytime her shiny chrome nails were in view.

    When I give myself the time to get lost in Night City, I get lost lost, and emerge blinking into the sunlight of the real world half a day later, crunchy thumpy techno music still ringing in my ears.


    Weird West

    Weird West

    Image: WolfEye Studios

    I previewed this top-down, twin-stick RPG from Raphael Colantonio last year and it was absolutely brutal. It’s still just as brutal today, but getting some proper time with it helps drive home that this is a rock-solid immersive sim set in a supremely cool world. Undead miners and sirens lurk everywhere in this alternate-universe Wild West, but along with an arsenal of weapons you’ve got ample opportunity to use the environment to keep yourself alive.

    And the world of Weird West remembers. At one point, I hired a bodyguard to accompany me across the plains because I was sick of getting my ass kicked. Together, we successfully made it through a tough section, but as we emerged into the next area and got jumped by some zombies, I accidentally lit him on fire. I didn’t think much of it as he died in front of my eyes, but I did pause to rifle through his pockets for spare change. Hours later, when I returned to the town where we first met, an NPC sitting near the saloon was mourning their lost family member. “Oops,” I mumbled under my breath. Weird West doesn’t want you to think of its characters as disposable, asshole.


    Elden Ring

    My Tarnished in Elden Ring

    Screenshot: FromSoftware / Kotaku

    Until Elden Ring, I was a proud Soulslike hater. The games were the epitome of everything I despise: frustratingly difficult, punishingly cruel, and full of gamers with superiority complexes. I had tried and failed to play both Dark Souls Remastered and Bloodborne and wanted no part of Elden Ring—until it was revealed that you’d be able to freely roam through its world, avoiding annoying early-game bosses and honing your abilities so that you’d be strong enough to take that boss down with one flourish of your staff.

    From the moment I rose as a Tarnished in the Lands Between, I knew that this was the kind of title that would be considered a benchmark in gaming history. For it to live up to and exceed the hype that surrounded it for years is something special, but what’s remarkable is how Elden Ring ushered in an entirely new player base thanks to its open-world opportunities. The flexibility of Elden Ring and its beautiful, bizarre world made me FromSoft-pilled, and now I’m ready to go through the studio’s entire portfolio.

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    Alyssa Mercante

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  • Game Removes Loot Boxes, Players Revolt Instead Of Celebrate

    Game Removes Loot Boxes, Players Revolt Instead Of Celebrate

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    A man with a cake hat sits near a logo for removed loot boxes.

    Popular free-to-play mobile game Brawl Stars is doing something a bit different. In an era where it seems every game is trying to nickel and dime you with more and more stuff to buy, instead it’s removing loot boxes and all random rewards entirely from the game. It’s yet another sign that loot boxes are likely to become a relic of the past as lawmakers and players push back on the random rewards. But that doesn’t mean Brawl Stars players are universally happy about their removal.

    Released in 2019 for phones and tablets, Brawl Stars mixed cute characters with MOBA-like gameplay and some battle royale elements. The end result was a fun top-down competitive action game that I played for weeks and weeks. But since I stopped playing, millions have continued to enjoy it: Brawl Stars has made over a billion dollars in profit for Supercell and still has an active player base and community. Now, Supercell has removed all loot boxes from the game, and reaction to the change is oddly mixed.

    Announced in a Brawl Talk video posted last week, Supercell’s latest update to Brawl Stars has removed all random rewards from the game. These boxes were mainly used to unlock new characters in the game. Since its release three years ago, Brawl Stars has heavily featured loot boxes as part of its rewards. But with yesterday’s update, that’s no longer the case.

    Supercell / Brawl Stars

    “No more probabilities, no more random rewards, and no more playing the guessing game when you unlock Brawlers,” said the game’s lead designer Frank Keienburg in Supercell’s Brawl Talk video.

    Yesterday, as part of this update, all unclaimed boxes were automatically opened and all the rewards were given to players accordingly. Moving forward, Keienburg and Supercell say that all rewards—including its battle passes—will be replaced with “different, deterministic rewards, some of which are new to the game.” Now, players have a new battle pass-like feature, The Starr Road, which lets them unlock all characters for free via grinding. Players can now just buy any brawler they want with gems, instead of randomly buying dozens of loot boxes to maybe get a specific hero.

    “We’re making this change for a few reasons,” continued Keienburg. “Mainly, moving away from probabilities and chance, which will make things more fair and predictable for you. It also gives you clear and exciting goals every time you play the game.”

    Of course, there’s also the possibility that Supercell and other devs are removing loot boxes as various governments around the world begin cracking down on them with proposed new laws and regulations.

    While I think removing loot boxes is a good thing and something worth celebrating—especially as mobile games continue to be some of the worst offenders with even good games like Marvel Snap including predatory purchases of over $100 or more—the community reaction is far less positive. While some players seem happy about the removal of random reward crates, others expressed disappointment. The comments on the Brawl Talk video has players rallying against the devs and demanding boxes return to Brawl Stars.

    Why? For some it seems that the excitement of a loot box outweighed the frustration that often accompanies them. Others suggested they now have little interest in playing the game since random rewards are being removed. (I think some of these people need to stop and think if they really like Brawl Stars or just like pulling a virtual lever on a slot machine…) We saw something similar to this happen with Overwatch 2’s release, where some players were angry at the removal of loot boxes and demanded they be returned to the game. And while I agree that progression in Overwatch 2 sucks at the moment, I’d rather Blizzard figure out a way to fix that doesn’t involve bringing back loot boxes, even if it did give you a lot of free ones before.

    The reality is that as games continue to become more and more popular, more countries will begin investigating the industry and how it makes money. And loot boxes are likely never to return in vogue as long as so many governments are leading crusades to regulate or outlaw them.

     

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    Zack Zwiezen

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  • Loot Boxes Would Be For Adults Only, If Australian Bill Passes

    Loot Boxes Would Be For Adults Only, If Australian Bill Passes

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    Image for article titled Loot Boxes Would Be For Adults Only, If Australian Bill Passes

    Image: Blizzard

    Following the example set by governments in countries like Belgium and the Netherlands, an Australian politician has put forward a bill that would, if passed into law, massively restrict the use of loot boxes in video games aimed at children.

    Federal politician Andrew Wilkie, an independent, introduced the bill into parliament yesterday. He proposes that loot box mechanics—where players use actual money to buy random in-game items—prey upon the same impulses that gambling does, and that they can serve as a pathway to get kids hooked. He suggests that any game with loot boxes (or similar systems) should not only be restricted to those over the age of 18 (the legal gambling age in Australia), but should also carry warning labels specifying the reason for the rating as well.

    While Australia has a reputation for being incredibly heavy-handed with its classification of video games—mostly down to a broken old system from decades past that has since been overhauled (but which still has some drug-related kinks in the pipe)—I think this is a no-brainer?

    I’ve got a nine-year-old son who plays a lot of games, and the extent to which this stuff is rampant inside platforms like Roblox is terrifying. Then consider the popularity of sports games like FIFA and NBA2K, both of which feature extensive focus on what’s basically gambling, and you can see how this is a regulatory (and psychological!) timebomb that just keeps ticking away.

    Here’s the full outline of the bill, which in some cases wouldn’t just restrict the sale of these games, but in some situations just straight up ban them (“RC” means Refused Classification, and games without classification can’t legally be sold here):

    Loot boxes are features of interactive games containing undisclosed items that can be purchased with real currency. They can take the form of a virtual box, crate, prize wheel or similar mechanism and contain a prize or item which may or may not benefit the player. For example, a loot box might contain a particular character, additional play time or access to levels and game maps. As the rewards contained within these loot boxes can offer competitive advantages within the game, they carry significant value for players and may hold resale value.

    By tempting players with the potential to win game-changing items, encouraging risk-taking for possible reward, delivering random prizes on an intermittent basis, and encouraging players to keep spending money, loot boxes give rise to many of the same emotions and experiences associated with poker machines and traditional gambling activities. This is especially concerning as many games which contain these features are popular with adolescents and young adults. Despite this, loot boxes are not currently required to be considered in classification decisions nor are games required to advertise when they contain this feature.

    This bill remedies this by requiring the Classification Board to consider loot boxes when classifying a game. Further, the Board must set a minimum classification of R18+ or RC for games containing this feature, which will restrict children from purchasing and playing these games.

    The amendments also require a warning to be displayed when games contain loot boxes or similar features, so that they can be easily identified by parents and guardians.

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    Luke Plunkett

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  • Steam Game Bails On Loot Boxes To Win Back Players

    Steam Game Bails On Loot Boxes To Win Back Players

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    A character figurine sits on the playfield in Moonbreaker.

    Screenshot: Unknown Worlds Entertainment

    These days it’s rare to see an online game without built-in live-service monetization, let alone one that’s getting rid of that stuff. But that’s exactly what the Subnautica devs behind Moonbreaker are doing. Recently launched in Early Access on Steam, the tabletop RPG is throwing out both its premium paid currency and its loot boxes, and refunding players who have already bought in. Whether the game will remain monetization-free after its full release is a different question.

    “Early Access is a time for us to experiment and improve the game, and the monetization in its current form was affecting that goal,” Unknown Worlds Entertainment, the studio behind Moonbreaker, posted on its blog yesterday (via RPS). “So we’re removing it to focus on making the best game that we can, before we leave Early Access.”

    Revealed during Gamescom 2022, director Charlie Cleveland described Moonbreaker as a “digital miniatures game” inspired by Guardians of the Galaxy and Firefly. Fantasy author Brandon Sanderson (best known for the Mistborn series) was brought on to write, and the D&D-inspired strategy combat looked like an intriguing mashup of Hearthstone and XCOM. Lofty comparisons aside, players have largely been receptive to the game’s mechanics and lore while slamming the microtransactions.

    Moonbreaker is priced at $30, with a “founder’s pack” that raises it to $50. While this includes enough booster boxes for players to unlock most of the game’s units, PvE matches were previously locked behind premium currency, meaning players have to pay or grind to play solo. And as a miniatures game, much of the fantasy revolves around cosmetically customizing units, which also costs money. Most of the negative reviews on the Steam page all cited the free-to-play monetization of a paid game as their biggest issue.

    Pulsars, the game’s paid currency, will now disappear, as well as the paid booster boxes. Players’ purchases will be refunded, and all units will automatically unlock at the start of each new season. “In celebration of this business model change, I’m gonna be purchasing the base game for some friends tomorrow,” one player wrote on Discord following the announcement. “Thanks so much for listening to community feedback and being willing to make big (potentially scary) changes so early on in development.”

    That’s exactly what Early Access is for, and it’s good to see Moonbreaker not only backing off the free-to-play monetization, but also refunding players. That might change in the future, with some players suspecting Unknown Worlds might make the game free-to-play by launch and bring back some form of live-service microtransactions. In the meantime at least, players can enjoy the evolving TTRPG without all the other bullshit. It might even help Moonbreaker win back some of the players who bailed shortly after Early Access began.

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    Ethan Gach

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