The Crew 2 was updated today to include Hybrid Mode, adding an offline mode to the driving game. Online and offline modes are separate saves, so if you snag a sweet ride while playing offline, it won’t be available the next time you join an online session. Players will have the option to re-export their online save to the offline one, but it will overwrite and erase all offline-only progress. Multiplayer content, user-generated content, LIVE Summits and Crew Credits purchases will not be available in the offline mode.
It’s a bare-bones option, but the addition of offline mode is a welcome move from Ubisoft. The company’s decision to delete The Crew from players’ libraries after servers for the online game shut down sparked some big debates about ownership and preservation. One of the notable voices emerging from that conversation was the Stop Killing Games movement, which is pushing for EU legislation to ensure access to games even after their devs stop supporting a project.
Having a way to continue accessing The Crew 2 even if (or more likely when) the game loses online support was something the developer had promised, so it’s nice to have Ubisoft follow through. “Whether you’re looking to preserve your progression for the future or simply enjoy the freedom of playing without a connection, Hybrid Mode ensures The Crew 2 remains accessible for years to come,” the company said in the blog post.
Check out one of the most unusual and thrilling multi-player games on the web: The Fishing Legend shooting game! Players pick their experience level in this arcade style set up where they fight mythical creatures while trying to uncover the treasures of the ocean! This Spadegaming title comes with medium volatility, different types of shooting cannons, multiple rewards, and a pick ’em bonus that awards multipliers!
Fishing Legend from Spadegaming blends arcade-style shooting with casino-style rewards, delivering a high-energy alternative to traditional slot games. Instead of spinning reels and paylines, players enter a colorful underwater world filled with exotic and mythical sea creatures, firing cannons to hit targets for multiplier-based payouts.
The game begins with a choice of three modes: Junior, Expert, and Godlike. Each mode has its own bet range, from very low stakes to high-limit play. Players can choose single or double-shot cannons or the powerful Railgun, which triples the bullet cost but improves accuracy and damage. Autoplay, aim assist, and tutorials are available for a smoother experience.
Targets range from small fish to golden sharks, each offering multipliers from x2 to x100. Special features add variety: the Wealth Packet grants up to x200, Dragon Treasure builds chained multipliers up to x1,440, Phoenix Flare awards 30–100 free bullets, God of Wealth drops treasure boxes up to x300, and Bomb Fish explodes to capture multiple targets worth up to x100.
Boss encounters bring even higher rewards. The Thunder God strikes lightning up to eight times for payouts up to x488. The Frost Dragon freezes the screen and can deliver up to x688. The Mythical Phoenix covers the battlefield with fiery damage, with potential wins up to x888.
The game runs at about 96.5% RTP with medium volatility, offering balanced chances of frequent small wins and occasional big hits. A built-in safety feature ensures that if a round is interrupted, winnings are preserved at a minimum safe value. With high-quality graphics, smooth animations, and an epic soundtrack, Fishing Legend turns a simple fishing concept into an intense, mythic hunt for treasure.
It’s designed for both casual players and high-rollers looking for fast-paced action with the potential for huge payouts, like many other Spadegaming titles. You can see more video reviews for games from this provider right here on this website, like the Lucky Snake Wheel or the Mahjong Riches online slot!
We’ve got a video review for the new Space Crasher online game! Players make bets ranging from 0.1 to 100 credits in this thrilling crash game, where precise timing or a lucky guess can make all the difference. They watch the countdown, then see the astronaut launch as the multiplier soars, with the chance to win up to 5,000 times their bet! Whether you play for small stakes or you’re a high roller, this Spadegaming title offers an exhilarating experience!
With the Space Crasher online game, players will see stars and planets streak across your screen as the astronaut blasts off and the multiplier grows. This is a crash game that will definitely test your nerves , but if you time it right there are some impressive wins up for grabs!
How far will you let the astronaut go before cashing out? Will you beat the crash and secure a big win? Or will you wait too long and lose your bet? This game offers excitement on multiple levels, with a range of betting options for players.
Feeling lucky? See what you can achieve with the Space Crasher online game! And if you enjoy this review then check out other titles from Spadegaming, like the Fury Max Lucky Road game, or the Moji Mania online slot, with reviews right here on this website!
DENVER, December 5, 2023 (Newswire.com)
– Geeks Who Drink, the company renowned for hosting trivia nights in 700 bars across the nation, is excited to introduce a brand-new digital trivia game, Thrice, hosted by its emerging news platform, Questionist.
As a convenient, daily trivia game, Thrice brings America’s best pub quiz directly to people’s pockets.
“The proliferation of daily casual games has shown that people have a big appetite for little time-wasters,” says Geeks Who Drink CEO Christopher Short. “Some of them make us feel clever, but none of them make us feel smart. That’s what Geeks Who Drink is for, that’s what Questionist is for, and now that’s what Thrice is for, in a big, big way. It’s trivia night, every day.”
Thrice represents the latest addition to the Geeks Who Drink family, continuing the mission of making daily clever content accessible to a wide audience. New questions are delivered daily. There are five trivia questions spanning five categories, each question has three clues that point to the answer in a different way. The varied approach ensures that everyone will know something going in and learn something coming out. The highest possible score is 15, and at the end of each game, you can see all the clues to each answer and share your scores to challenge friends.
“We eagerly anticipate the ability of our trivia to bring people together through our relevant, curated questions, our easy scoring functionality, and our score tracker,” Short said. “For years, we’ve played along with Jeopardy!. We’ve made appointments to play HQ. We’ve swapped Wordle scores with our spouses. But we’ve never seen a game that puts all those elements together. That’s another reason why we named it Thrice!”
Thrice is now live at ThriceGame.com on any mobile digital device or laptop.
About Geeks Who Drink
Founded in 2006, Geeks Who Drink is the industry leader in bar trivia, producing clever and accessible quizzes at pubs, restaurants, and private events nationwide. Through its Quiz for a Cause initiative, GWD also facilitates no-cost fundraisers for charitable causes. With more than 300 new quizzes each year, GWD crafts the equivalent of a Trivial Pursuit set per month – or nearly twice as many questions as Jeopardy! – all to foster fun social connections and to spread the message that knowing things is fun. For more information, visit geekswhodrink.com.
In the words of Paula Abdul and MC Skat Kat, opposites attract. Perhaps that kernel of wisdom can explain the recent announcement that Final Fantasy XIV—an epic, fantasy MMORPG—is crossing over with Fall Guys—a colorful, small-scale battle royale—in a future update.
HD-2D, The Unique Retro-Inspired Art Style, Took Off In 2022
Final Fantasy XIV was a giant disaster when it first launched in 2010. However, following a complete shutdown of the original version in 2012, FFXIV was reworked into a better game known as Realm Reborn in August 2013, which was received much better by fans and critics. Since then, the game has received numerous updates and expansions, becoming one of the most popular MMOs in the world. And in the near future, the world ofFFXIV will includeFall Guys content, for some odd reason.
The odd news was announced in Las Vegas by FFXIV producer and director Naoki Yoshida—known online as Yoshi P—during the first day of Square Enix’s Final Fantasy XIV Fan Fest 2023 on July 28. While the team didn’t release any videos or trailers of the Fall Guys content coming to the game, some screenshots were shared that show obstacle courses familiar to anyone who has played Epic’s popular game show-like battle royale.
Screenshot: Square Enix / Kotaku
“These warriors of light are having a bit of a different time than usual,” joked Yoshida on stage during the keynote.
According to the producer and director, the new content will support up to 24 players at once and is currently in development. This new Fall Guys-inspired content won’t be added randomly to missions or in the open world, but will instead be added to the preexisting Golden Saucer, an in-game amusement park that contains mini-games for players to enjoy.
Yoshida further added that since it was given this opportunity the developer really tried its best to make the most of it. That’s evident in the screenshots, which contain obstacles and platforms that look very accurate to what you would see in Fall Guys. Even HUD elements from the battle royale seem to be included in FFXIV’s version.
Screenshot: Square Enix / Kotaku
As for when you’ll be able to play this, Yoshida promised the new mini-games would be included as part of the 6.5 updates sometime in September.
But if you really can’t wait for that and you need some Fall Guys X Final Fantasy content in your life sooner than later, I’ve got some good news for your weirdly specific desire. On August 23, a Final Fantasy-themed battle pass will launch in Fall Guys and will run for six weeks. The update will include costumes based on iconic Final Fantasy characters and creatures, like Chocobos.
I started regularly playing competitive online games in 2007, with the launch of Halo 3. Back then, participating in in-game voice chat was harrowing for a 17-year-old girl whose voice betrayed her gender and her youth. I was subjected to such frequent and horrific hostility (rape threats, misogynistic remarks, sexually inappropriate comments, you name it) that I eventually started screaming back, a behavior my parents still bring up today. And yet, voice chat is essential in competitive online games, especially modern ones like Call of Duty: Warzone, Apex Legends, Fortnite, Valorant, and Overwatch.
All of these popular games require extensive amounts of teamwork to succeed, which is bolstered by being able to chat with your teammates. But in-game voice chat remains a scary, toxic place—especially for women.
Unfortunately, despite efforts from developers to crack down on toxicity in voice and text chat, it still feels, at times, like I’m stuck in the same world as that 17-year-old girl just trying to compete in peace. And I’m not alone in that feeling. I spoke to several women about their voice chat experiences, as well as reps from some of today’s biggest online games, to get a better understanding of the current landscape.
A 17-year-old me playing Halo 3 circa 2007.Photo: Alyssa Mercante / Kotaku
Voice-chatting as a woman
Competitive online games are intense, but doubly so if you’re identifiable as outside the industry’s so-called core playerbase for the last 35 years: white, straight, and male. “Marginalized users, especially women, non-binary people, and trans folks, are more likely to experience harassment in voice and video chats,” game researcher PS Berge told Kotaku’s Ashley Bardhan last year.
The moment a woman or woman-presenting person speaks in voice chat, they run the risk of being identified as an “other” and thus deserving of ridicule, ire, or sexual harassment. For many, that fear of being othered and how it could (and often does) lead to harassment directly affects their willingness to speak in competitive game settings.
“I usually wait for someone else to speak first so I know what the vibe will be,” video game level designer Nat Clayton, who regularly plays Apex Legends, told Kotaku via email. “Though I feel more comfortable chatting in Apex than I do going back to older PC games like Team Fortress 2 or Counter-Strike—games where the expectation of bigotry seems absolutely set in stone, where you feel like you cannot turn on voice chat without immediately experiencing a flood of slurs.” Both Team Fortress 2 and Counter-Strike came out in the early 2000s and still attract an older, male-leaning playerbase, many of whom can be hostile to women.
This problem has been long-standing, but companies are doing more to dissuade people from being toxic or abusive in in-game voice and text chat now than they were 10 years ago—though it often doesn’t feel like it.
Microsoft recently announced a new voice reporting feature that will let players save and submit a clip of someone violating the Xbox Community Standards, which a team will then review to determine the next course of action. “Reactive voice reporting on Xbox is designed to be quick and easy to use with minimal impact to gameplay,” reads the press release announcing the new feature. This means that Xbox players can report toxic voice chat no matter what game they’re playing, which adds another layer of protection on top of the ones set up by individual developers.
Those protections include ones laid out In the uber-popular battle royale game Fortnite. If a player is found in violation of Epic’s community rules (which have guidelines against hate speech, inappropriate content, harassment, and discrimination), they could lose access to in-game voice chat—a newer approach to punishment that the company introduced in 2022—or have their account permanently banned. Epic wouldn’t share specific numbers on bans, but did tell Kotaku that its team is “planning to introduce a new feature for voice chat soon.”
But Fortnite “[relies] on player reports to address violations of our voice and text chats,” which places the onus squarely on those who are on the receiving end of such violations. And for games that don’t record or store voice and text chat, reports can feel especially useless. When asked if she has reported people in Apex Legends, Clatyon replied, “Many, and often, but unfortunately the current Apex reporting system doesn’t monitor/record voice interactions and so doesn’t take action based on voice chat.”
Image: Microsoft
New ways games are combatting toxicity
Companies don’t always rely on players, though. Activision, Blizzard, and Riot Games all use a mix of automation and human moderation for multiplayer modes in Call of Duty, Overwatch 2,and Valorant.
As detailed in an official Call of Duty blog post from last year, an automated filtering system flags inappropriate gamertags, while human moderation of text chat helps identify bad actors. The aforementioned post (which is from September 13, 2022) boasts 500,000 accounts banned and 300,000 renamed thanks to enforcement and anti-toxicity teams. We don’t have more recent data from the Call of Duty publisher.
After the launch of Overwatch 2, Blizzard announced its Defense Matrix Initiative which includes a “machine-learning algorithms to transcribe and identify disruptive voice chat in-game.” Though Blizzard did say what it considers “disruptive voice chat” or what the algorithms entail, the company did say the team is “happy with the results of this new tech” and has plans to deploy it to more regions and in more languages.
But women still often find themselves deploying strategies to deal with the toxicity that isn’t caught by these systems. Anna, a UI/UX researcher who regularly plays competitive games like Overwatch 2 and CS:GO, told Kotaku over email that she also waits to see what the vibe of the chat is before diving in. She’s “more inclined to speak up if I hear another woman too because there’s potentially more safety in numbers then,” she explained. Others, myself included, play solely with friends or offer to group up with women they meet in matches to avoid encountering agitated players.
Toxicity persists, which is likely why companies continue to try new methods and approaches. When Kotaku reached out to Riot Games for details on its efforts combating disruptive behavior and toxicity in Valorant, executive producer Anna Donlon said via email that:
In addition to the player reporting tools, automatic detection system, and our Muted Words List, we’re currently beta testing our voice moderation system in North America, enabling Riot to record and evaluate in-game voice comms. Riot’s fully-dedicated Central Player Dynamics team is leveraging brand new moderation technology, training multi-language models to collect and record evidence-based violations of our behavioral policies.
While companies struggle to find a solution to an admittedly complicated problem, some women have been discouraged from trying altogether. Felicia, a PhD candidate at the University of Montana and full-time content creator, told Kotaku that she used to say hello at the start of every game (she mainly plays Fortnite and Apex Legends) but that willingness eventually “turned into waiting to speak, then not speaking at all.” The shift came as a direct result of her experience using Overwatch’s in-game voice chat function. “It got so bad I’d only talk in Xbox parties,” she said of the feature which allows you to group up and voice chat with friends.
Jessica Wells, group editor at Network N Media, speaks up in her CS:GO matches despite the threat of toxicity. “I say hello, give information, and see how it goes. If my team is toxic to me, I’ll either mute individuals or mute all using the command,” she said via email. “I used to fight it—and I mean really fight the toxicity online—but I find toxicity breeds more toxicity and the game goes to shit as a result.”
Image: Blizzard
Toxicity persists and worsens in highly competitive games
If you’ve played ranked matches in games like Overwatch or Valorant, you’ve experienced this direct correlation: Verbal harassment increases when competition levels increase. And no one experiences this phenomenon more acutely than women.
Alice, a former Grandmaster Overwatch1 player, told Kotaku over email that her experience with the original game “changed how [she] interacted with online multiplayer.” She was ranked higher than her friends, so would have to queue for competitive matches alone, and said she’d get “the usual ‘go make me a sandwich’” remarks or requests to “let your boyfriend back on” in more than half of her games.
Overwatch is a curious case when it comes to harassment and toxicity. Despite a cartoonish visual design that suggests a more approachable game and a diverse cast of characters, competition is at the heart of the team shooter’s identity. Over time, patches and updates have focused on balancing competitive play, and its popular esports league encourages highly competitive gameplay. Overwatch players who regularly watch Overwatch League may be more prone to “backseating” (telling other players what to do) or be more judgmental of the way people play certain characters. And the more extreme ire is often directed towards women—especially those who play support or the few playing Overwatch at a professional level.
“Sometimes someone else on the team would stick up for me, but most of the time the other players would stay silent or join in.” Alice’s experience may not be surprising when you consider the one study that tracked over 20,000 players and found that men played more aggressively when their opponents or their characters were women. “Through our research, we found that women did perform better when they actively concealed their gender identities in online video games,” the study said.
Me, likely playing Call of Duty: Black Ops or Modern Warfare III circa 2011.Photo: Alyssa Mercante / Kotaku
Because of her consistently negative experiences in Overwatch voice chat, Alice plays Valorant now—just not ranked. She chooses not to play at a higher level because competitive Valorant (which also has its own, uber popular esports league) is a cesspool of toxic masculinity.
Anna, who regularly plays Riot Games’ 5v5 hero shooter, told Kotaku over email that she’s “encountered increasing amounts of toxicity in Valorant…which can include anything from sexual assault threats, threats of general violence or death threats, to social media stalking.” Male players have told her to “get on [her] knees and beg for gun drops, and proceed to use their character to teabag or simulate a blowjob.”
Anna says she changed her Riot ID to a “common household object” to try and prevent harassment from male players.
Stacy, a full-time streamer, told Kotaku via email that the harassment has bled into the real world, too. “Threats of DDOS, stalking, assault, murder and other crimes – a lot of which ended up on my live stream…I’ve had people ask me for my personal connections and accounts like Snapchat…as well as my phone number, and have even had people use my PSN account name to find me on social media like Instagram for non-gaming related reasons. [They even found] my email address to try to either harass me, send me unsolicited photos or attempt to bully and berate me beyond the console.”
The future of competitive games for women
It’s clear that even with automated moderation systems, extensive reporting options, and loud declarations against toxicity from publishers and developers, women who play competitive online shooters still regularly experience harassment.
“I have reported people in the past and it was an easy report button but with all the toxicity I encountered it made it feel like reporting them wouldn’t make a difference,” Felicia said. “I stopped reporting for the most part unless they come into my stream or in my comment section being toxic.”
Overwatch has a feature that will show you a pop-up upon login if the team has taken action against someone you’ve reported, but many players rarely (if ever) see that login. I’ve only ever seen it once.
Jessica finds that reporting players in CS:GO is virtually useless. “I can’t think of a single case where it felt like Valve directly took action,” she said.
Image: Alpha Intel / Respawn
The same can be said for Valorant, which has a similar reporting feature as Overwatch. “I think I’ve only seen [the report was actioned on] screen three or four times since it was implemented,” Anna said.
And though the process of reporting is simple, it requires women to retread traumatic territory. “With the particularly nasty people, it always feels gross having to recount the words someone used to explain how they’d like to assault me, or typing (partly censored) slurs that I’d never dream of using myself, but it feels like if my report is not water-tight, it won’t get dealt with,” said Anna.
Unfortunately, eliminating toxic game chat, like so many other problematic things in the gaming industry, requires changing the perspectives of people perpetuating the problem. We need a holistic approach, not one that’s centered solely on automated monitoring or the reports of victims.
“I think more than anything it is a cultural problem,” said Alice. “FPS games are ‘for boys’ and until we change that perception, I think people will continue to be rude in them, especially when there are minimal consequences.”
Game studios can and should center more women and marginalized creators, players, and developers in marketing materials, streams, and esports events—and they should make it explicitly clear that a toxic culture has no place in their games. Instead of shying away from providing details on banned or otherwise penalized players as a result of toxic behavior, studios should wear them like a badge of honor, presenting them proudly as a way of saying “you have no place here.”
FPS games like Splatoon 3 are a great example of how competitive games can be less toxic. Nintendo’s ink-based shooter has minimal communication tools and a diverse character creator that allows for some more gender fluidity, allowing it to feel less like a “boys game.” The perceived casual nature of a Switch player stands in stark contrast to the console warriors and PC try-hards, which begs the question: Can competitive games exist without toxicity?
Nat Clayton has some suggestions: “You need to visibly and publicly create a culture where this kind of behavior isn’t tolerated, to make your community aware that being a hateful wee shit to other players has consequences.”
Update 07/24/23 at 12:00 p.m. EST: The original story included a Jessica Wells quote about Overwatch, but Wells was referring to CS:GO’s reporting system, which is calledOverwatch. The quote has been adjusted to reflect that.
So many online games have shut down so far in 2023 that we’ve already had to do a roundup, and it’s only February. Which means loads more are going to meet similar fates over the next 10 months, and the next two to meet their demise are Natural Selection 2 and Spellbreak.
The developers of Natural Selection 2, which has been running for 10 years, announced earlier today they would be ceasing “active development” on the game, but not fully shutting down. Instead, while they move onto other projects they’ll be leaving the lights on (emphasis mine):
10 years since its official release and over 117 updates later, active development of Natural Selection 2 has ended.
Our team and this community have provided many years of passion and support for this game. Over the years we had the opportunity to meet and collaborate with so many of you whether at an expo, live tournament, Discord or playing on a server. We thank you for your support and commitment to NS2 and know that this game would not have been the same without you. Now it’s time to look to the future and continue on to other projects within the company.
While we won’t be actively working on NS2, we will still continue to host matched play servers so that community members will be able to play games on-demand with other players or bots.
Although this isn’t goodbye, we still would like to say a very heartfelt thank you to you, our community and to all of those that worked with us on Natural Selection 2 over the years.
Much love and appreciation,
The UWE NS2 Team
While it’s always sad for fans when a game winds up like this, a lot of them just want to be able to still play the thing, so it’s nice to see developers Unknown Worlds leaving some servers up for people to enjoy.
That’s great! That’s even better than leaving some servers up, because as John Carmack said last week, it’s the absolute best case scenario for when official support for an online game winds up. By releasing the game into the winds, and freeing it from the constraints of shopfronts and online platforms, fans can keep playing it for as long as there are fans, and even when there aren’t anymore, the game can still be preserved for future generations.
A group of seven lawmakers are sending a letter to the world’s biggest video game companies tomorrow, asking each of them what steps they’re taking to combat “harassment and extremism” in online video games.
As Axios reports, the seven Democratic representatives—including Lori Trahan (Massachusetts), Katie Porter (California) and Senator Ron Wyden of Oregon—have all co-signed a letter, which is looking to “better understand the processes you have in place to handle player reports of harassment and extremism encounters in your online games, and ask for consideration of safety measures pertaining to anti-harassment and anti-extremism”.
Unsurprisingly, the list includes companies like Activision Blizzard (Call of Duty, Overwatch), Microsoft (Xbox), Sony (PlayStation), Roblox, Take-Two Interactive (Grand Theft Auto, NBA 2K), Riot Games (League of Legends, Valorant), Epic (Fortnite) and Electronic Arts (Battlefield, FIFA & Madden).
Those are all massive international companies, most of them with thousands of employees spread out all over the world, and responsible for some of the planet’s most popular and enduring online games. To want to grill them, when so many of them are based in the US—or at least most popular in the US—is a pretty obvious move!
Hilariously, though, whoever put the list together of which companies to target has clearly just gone down a list of “most popular games”, not “biggest companies”, because among those titans of industry are Innersloth, the developers of Among Us.
Among Us may be a huge hit, but Innersloth are also a tiny team. How tiny? This tiny:
Among Us Wins Best Mobile Game at The Game Awards 2020
Innsersloth’s webiste says the studio currently has 20 employees. I don’t know how much they’re going to be able to explain when their game has you playing as a cute little astronaut, doesn’t have voice chat and only lets players communicate via a menu of pre-written lines.
But then nobody has to legally reply to the letter at all, it’s just a letter, so maybe they can just reply “sorry, think this is meant for Xbox!” and get on with their day.
I’m sorry, player, I’m afraid I can’t let you play this game.Image: Blizzard / Kotaku
Right now there’s a Halloween event running for Overwatch 2, but a fair amount of players are facing a different kind of terror: A previously known server error with the code “LC-208” appears to be disproportiantely hitting players after the most recent update.
While server and connection errors often happen for online games, “Overwatch 2 Console Error LC-208” is currently plaguing a large number of players on console, preventing them from connecting to servers and playing the game. Blizzard has its own steps for working around this issue, as it’s been around since the launch of the game, though not in such numbers. Until Blizzard issues a broader statement or additional fix, players have been discovering quirky, unexplainable ways to fix it, involving signing in on PC first or loading into the game’s firing range and quitting before hitting matchmaking, though these aren’t necessarily bullet-proof prescriptions.
Kotaku has reached out to Blizzard for comment but didn’t hear back prior to publication.
Since yesterday’s Halloween update, search results on Twitter, Reddit, and even Overwatch 2’s own forums have started turning up countless reports of players not being able to enter the game. The problem, given the error code’s info, seems to hit console players only. Anecdotally it seems to be hitting PS4 and PS5 players the most, though many Xbox players are reportedly facing the error as well.
A main thread for the LC-208 issue in Blizzard’s official forums, with nearly 300 replies and over 2,500 views, starts with “LC-208’d after the Halloween event update. Never had an issue with this before. Can’t get into the game.” “I tried everything to fix the Login Error LC-208” Twitter user Phish (no, not the band) says. “I have signed out of my battle net account, restarted my [router], restarted my game, used a different wireless connection, tried using ethernet, and redownloaded the game and I am still getting LC-208.”
G/O Media may get a commission
They’re not alone, as countless tweets and Reddit threads read similarly. Some have found non-optimal workarounds. Twitter user hatsune niiku reports bypassing the LC-208 error on console by entering the game’s firing range on PC, closing the game, and then logging in on console. “Worked for me just now,” they say.
Sadly, not everyone has a gaming PC at the ready to try this out, nor is it an actual fix for the problem. Blizzard recommends the following steps for solving LC-208 error. Hopefully it will work out for you:
If your console account is linked with your Battle.net account, you need to have a BattleTag. If you have a BattleTag but your accounts are not linked, follow the connection steps linked below to resolve the error.
Note: If your Battle.net account is connected to your console account, disconnecting it and reconnecting can resolve the error.
1. Check your network configuration to find any issues with your firewall, router, or port settings.
2. Reset your network devices to make sure your router hasn’t become flooded with data.
3. If you’re using a wireless connection, optimize your internet connection to rule out a connection issue.
4. Run your console’s built-in connection test (Playstation 4) (Xbox One) (Nintendo Switch).
5. Use your console’s internet browser to run a Looking Glass test. This will help determine if the problem is between your console and our servers.
World’s first “Citizen Science” award will be presented to students by the Human Computation Institute at a middle school assembly tomorrow
Press Release –
updated: Dec 20, 2017
BOISE, Idaho, December 20, 2017 (Newswire.com)
– Middle school students are being awarded the world’s first “Citizen Science” trophy by the Human Computation Institute (HCI) at Lake Hazel Middle School (Boise, ID) on Thursday, 21st December. 250 students formed the winning “Middle School STEM” team in HCI’s science game – Stall Catchers, which speeds up Alzheimer’s research. The custom-built award will be presented by HCI’s director, Dr. Pietro Michelucci, during an all-hands assembly.
This award highlights a shift in attitudes toward “science” in education and public engagement contexts, and puts STEM activities on par with sports and other extracurricular activities in schools. As demonstrated by the middle school students, who triumphed over other teams in the “#CrushALZ” contest earlier this year, citizen science can effectively engage students in scientific activities, which are not only competitive but advance real science.
We hope this award fosters a trend of better integration between science and community. By making this connection early, we are not just grooming scientists for the future, but preparing future citizens to engage with science regardless of their vocation.
Pietro Michelucci, Dr.
According to the students’ technologies teacher, Ms. Erin Davis, games such as Stall Catchers teach students important concepts in biomedical science, show how research is done, and empower them to exercise civic responsibility through digital citizenship.
“I am always looking for ways to motivate my students to explore areas of STEM.” – says Ms. Davis, who created the team. “STEM careers are growing, and in dire need of talented individuals. My students are highly competitive, so this seemed like a great opportunity to get involved, and further the technology conversations with a real-life example.”
According to Ms. Davis, the students were “obsessed” with the Stall Catchers competition, and that prompted them to establish their own “Citizen Science Club” at the school, which takes science out of the “science fair” setting and makes it a participatory activity.
Dr. Michelucci and his team hope this Citizen Science trophy will seed a culture of rewarding volunteer science at schools everywhere.
“We hope this award fosters a trend of better integration between science and community. By making this connection early, we are not just grooming scientists for the future, but preparing future citizens to engage with science regardless of their vocation,” says Dr. Michelucci.
Together with other competitors, Lake Hazel students helped achieve up to eight months of lab work in four short weeks of competitive gameplay, advancing Alzheimer’s disease research at Cornell University.