E3 2019: Marvel’s Avengers Game Coming To Google Stadia, Square Enix Confirms

Marvel’s Avengers is one of the most anticipated games of E3 2019, and while it’s yet to be fully revealed, we’ve now learned one further detail about the game: it’s coming to Google Stadia, in addition to PS4, Xbox One, and PC.

The news was revealed by the game’s official Twitter account. It tweeted an image of a large poster advertising the game at the LA Convention Center–the venue for E3–and on that poster, the four platforms can be seen. A notable omission, however, is Nintendo Switch, so it seems as if the Avengers game will not be coming to Nintendo’s hybrid console.

Marvel’s Avengers is the first chapter in a multi-game partnership between the comic book titan and Square Enix. The initial trailer confirmed that the world it is set in hasn’t been too kind to superheroes–perhaps they’ve even been demonized. “They say the time of heroes is over,” a narrator says in the original teaser trailer. “That if you’re different, you’re dangerous. But I know the truth. The world will always need heroes. We just need to reassemble.”

Square Enix has said Avengers “is being designed for gamers worldwide and will be packed with all the characters, environments, and iconic moments that have thrilled longtime fans of the franchise.” The game is being developed by Crystal Dynamics, the studio behind the 2013 Tomb Raider reboot and its sequel Rise of the Tomb Raider.

For more on the upcoming superhero game, check out everything we know about Marvel’s Avengers (the game). We’ll hopefully learn more very soon during Square Enix’s E3 2019 press conference.

from GameSpot – Game News https://www.gamespot.com/articles/e3-2019-marvels-avengers-game-coming-to-google-sta/1100-6467515/

E3 2019: FIFA 20 For Nintendo Switch Lacks “Any Of The Big New Features”

FIFA 20’s announcement and the subsequent reveal of the FIFA Street-style Volta mode has got fans excited for the PS4, Xbox One, and PC game, but EA has dampened the buzz for the Nintendo Switch version of the game by saying it lacks “any of the big new features.”

In an interview with Eurogamer, EA confirmed the Switch port of FIFA 20 will be a legacy edition. Explaining what this means, executive producer Aaron McHardy said, “You’re gonna get a fresh new look in Switch, with kits and player lists and all of that.” However, he went on to say “you’re not going to be getting Volta or any of the big new features.”

Not all of FIFA 20’s new features have been detailed thus far, but EA has explained a number of the gameplay changes it’s making–particularly with regards to passing, shooting, and set pieces–in addition to revealing Volta.

That mode “takes football back to the streets with the authentic culture, creativity, and style of the small-sided game,” EA says. It appears to be an exclusively small-sided match mode, meaning you’ll play with teams of between three and five, as opposed to the regulation 11.

It contains a number of sub-modes, each of which is playable with male or female avatars. Volta World allows you to “build up your squad,” for example, while Volta Story will see you take on the role of one player through a scripted narrative, similar to The Journey from previous editions of FIFA. Additionally, you can “take your favorite professional teams to the streets in Volta Kick-Off” or “play through Promotion and Relegation in the online Volta League.” Match variants include 3v3 Rush, 4v4, 4v4 Rush, 5v5, and Professional Futsal, where “rush” indicates a game mode that excludes goalkeepers.

The Switch port of FIFA has always been a little pared back compared to the PS4, Xbox One, and PC versions, but this is the first time EA has described the Nintendo version as a Legacy edition. The publisher has attached “Legacy edition” to the PS3 and Xbox 360 versions for a number of years now to indicate the game is largely unchanged, save for cosmetic tweaks such as the new season’s kits.

Our FIFA 19 Nintendo Switch review awarded the port a 5/10. We called it “a playable, competent game of football encased in a package of outdated modes and lacking the controls and features you really want.”

from GameSpot – Game News https://www.gamespot.com/articles/e3-2019-fifa-20-for-nintendo-switch-lacks-any-of-t/1100-6467514/

E3 2019: Battlefield 5 Added To EA Access Free Game Vault

EA Access subscribers now have another big game to play for no extra cost, EA has announced. Battlefield V, DICE’s hit shooter that only launched in November, is now part of the EA Access Vault on Xbox One.

In addition, the game will be free on EA Access for PS4 when that launches in July. The news comes shortly after Battlefield V was added to the Origin Access game collection. Origin Access is a very similar service to EA Access, except exclusive to PC.

EA Access costs $30 / £20 / AU $40 for year or $5 / £4 / AU $40 per month. A subscription grants you access to a vault of free EA titles, such as Titanfall 2, Star Wars: Battlefront II, and FIFA 18. Subscribers also get a 10% discount on all digital EA games, as well as their respective expansions and in-game purchases. Members can also take advantage of EA Access’ Play First Trials, which typically give you 10 hours of early access to new EA titles prior to their official release.

EA Play, the publisher’s pre-E3 conference, also brought news of new Battlefield V maps. The first map shown is called Marita, based on the village where the Battle of Greece began. It features a sloping mountain ridge and tight streets, with lots of hills and multi-story buildings for verticality. Allies are in control of the town, while the Axis tries to break their stronghold. Marita launches in July.

The second new map shown, Al Sundan, is the next one to arrive: It launches on June 27. It takes place in an African desert and is a large, wide map leaving plenty of room for air battles, and the Axis has established an air base. When you play in Conquest Mode it will have six flags, and campaign players will recognize the map from the mission Under No Flag. It’s coming as part of Tides of War Chapter 4, which will also see two new close-quarters maps added.

Finally, the third map is Operation Underground, an underground battlefield similar to Metro from previous Battlefield games but entirely reimagined. That one is coming in October, between Chapters 4 and 5.

Beyond this, EA also further confirmed that Battlefield V is adding the Pacific Theater. This will include the Iwo Jima map and M1 Garand weapon, among other things still to be confirmed.

from GameSpot – Game News https://www.gamespot.com/articles/e3-2019-battlefield-5-added-to-ea-access-free-game/1100-6467513/

E3 2019: Jedi Fallen Order Wasn’t Originally A Star Wars Game

Star Wars: Jedi Fallen Order is an unexpected project from Respawn Entertainment. The studio is most known for its first-person shooters, including the Titanfall series and, more recently, Apex Legends. Jedi Fallen Order marks the studio’s first foray into the third-person action adventure genre, which makes it all the more impressive that it’s doing so with the Star Wars license. However, during E3 2019, director Stig Asmussen revealed that the project was not originally a Star Wars title.

Speaking as part of an interview conducted at EA Play, Asmussen said that the unnamed original project caught the attention of various people at EA, the parent company of Respawn Entertainment. And since the gameplay pillars the developers established for its first project worked conceptually with Star Wars, it was able to adapt.

“Before working on Star Wars we were working on a different game and it had basically the same pillars that we have in this game, which is thoughtful combat, agile exploration–you know, beyond human–and Metroidvania level design,” he said.

“And that’s something that when we were working on this other game and we demoed it, people [at] EA saw it and said, there’s something in there that you could see easily see it turning into a Star Wars game. My background is melee action, so when they came to us and were like, ‘We really like the game you’re working out and we want to do at some point, but how would you guys feel about doing Star Wars?’ we were like, great.

“And [a lot] of the core functionality that we were building for the other game, a lot of the fundamentals, were able to transition over. So we always start with, ‘What is the game? How does it feel? How does it play? What are the mechanics?’ before really figuring out the story. It just so happened this thing that we were working on translated really well.”

Jedi Fallen Order’s first gameplay video was shown at the start of EA Play and revealed that lightsaber battles are going to be considered and tactical, instead of a flurry of swings. Because of that, it is being likened to From Software’s Dark Souls and Bloodborne titles, and this is something explored in our full interview with Star Wars: Jedi Fallen Order director Stig Asmussen. The gameplay demo also confirmed that a major character from Rogue One will be in Jedi Fallen Order.

Star Wars: Jedi Fallen Order is coming to Xbox One, PS4, and PC on November 15.

from GameSpot – Game News https://www.gamespot.com/articles/e3-2019-jedi-fallen-order-wasnt-originally-a-star-/1100-6467511/

E3 2019: Jedi Fallen Order Director On Bringing A Bit Of Bloodborne To Star Wars

Respawn Entertainment opened EA Play with a 15-minute gameplay demo of Star Wars: Jedi Fallen Order. Viewers got to watch as protagonist Cal Kestis, a survivor of Order 66, which empowered the Empire to massacre Jedis and their padawans, embarked on a mission to free Wookiees that were fighting for the resistance. On the face of it, what unfolded seemed like pretty standard fare for a Star Wars action game. Cal climbed and parkoured around environments, deflected blaster shots with his lightsaber, and used Force abilities to manhandle Stormtroopers.

However, there was much more going on beneath the surface and, it turns out, the demo without an accompanying breakdown didn’t do the game much justice. Star Wars: Jedi Fallen Order is surprisingly cut from the same cloth as From Software’s Bloodborne and Dark Souls, though it’s perhaps less coarse and rough and irritating. Director Stig Asmussen has used the phrase “thoughtful combat” often when describing how Jedi Fallen Order plays and, thus far, it’s not been apparent what that means.

No Caption Provided

Having seen an extended version of the gameplay demo shown during EA Play, we sat down with Asmussen to discuss the game, its influences, and the particulars of the experience. We also talk about the origins of the project, the pressure of working on a property as beloved as Star Wars, and more.

GameSpot: How did you arrive to this format for the game? Star Wars could be anything and, often, it’s an RPG. What was it about like the action genre that made it right for Fallen Order?

Stig Asmussen: It’s a good question. Actually, before working on Star Wars we were working on a different game and it had basically the same pillars that we have in this game, which is thoughtful combat, agile exploration–you know, beyond human–and Metroidvania level design. And that’s something that when we were working on this other game and we demoed it, people [at] EA saw it and said, there’s something in there that you could see easily see it turning into a Star Wars game. My background is melee action, so when they came to us and were like, “We really like the game you’re working out and we want to do at some point, but how would you guys feel about doing Star Wars?” we were like, great. And [a lot] of the core functionality that we were building for the other game, a lot of the fundamentals, were able to transition over. So we always start with, “What is the game? How does it feel? How does it play? What are the mechanics?” before really figuring out the story. It just so happened this thing that we were working on translated really well.

That’s a really interesting origin for the project. On the one hand, as a creator, you’re working on something brand new and you can make it whatever you want. But then you’re also presented with Star Wars–one of the most beloved properties of all time. How did you weigh up doing something new or doing something that people know and love, which comes with a lot of pressure?

Well I’ve always wanted to work on Star Wars. When I first came to Respawn, Vince [Zampella] and I talked about it because it’s something that he always wanted to do [too]. We had a close relationship with EA at the time so we pitched an idea. They were interested and we were interested but not everything aligned at the time. So when it came time to make the decision and what we are going to move forward with, we brought it to the team: “Hey, we can work on this thing that we’ve got or we can try this other opportunity with Star Wars.” The entire team at that point, which is about 12 people, was like thumbs up, let’s do Star Wars. I mean Force powers and lightsabers are like milk and cookies for us.

Many games lead with story when they’re teasing. They bring out the recognizable things to hook people, and while Jedi Fallen Order has a little of that, it feels like this it’s also leading with gameplay mechanics and systems.

Absolutely. But we’ve been working really closely with Lucasfilm and they’ve been great. They’re like, “We love the game you’re making, let’s try to figure out how to solve the things [that] are Star Wars.” So that’s always a conversation that we’re having, but our designers design very freely when they’re laying out levels. I mean, they have a rough idea of what we’re trying to do with the story, but really what we try to encourage them to do is come up with something that’s fun and within the metrics of what our game is. In a lot of cases, our metrics of our game kind of break what Star Wars is, so then we have to sit down with Lucasfilm and have that conversation, have that brainstorming session where we figure out how to make it work for Star Wars.

So one of the things that you’ve mentioned repeatedly is “thoughtful combat.” What does that mean to you and what should it mean to someone thinking about playing the game?

You’re not just going in and mindlessly hacking down enemies. Every enemy has a weakness, maybe several weaknesses. Every enemy has a way to exploit the hero as well. And there’s synergies between the different enemy types, so they act in different ways depending on how you combine them. So every time you walk into a battle, you really have to weigh how you’re going to go in and take the guys out. We obviously want to have a power fantasy in the game, so as you’re getting stronger, your abilities are getting greater. Enemies you found early on aren’t going to be as much of a challenge, but we’ll be introducing new enemies that will challenge you. And once you take those and you combine that with the fact that now you have several different types of entities together, and then you have your new Force abilities that you’re picking up along the way, new skills that you’re learning, the lightsaber–we’re encouraging the player to do more than just press a button.

No Caption Provided

What was the seed for that kind of combat? You came from God of War, which has depth and nuance but is mostly played as a button masher.

Well, God of War is great because yeah, you can mash in the game, but there also wasn’t a steep curve for skilled players because you can unlock an insane amount of moves in that game and you can change the combos in different ways. When we started this new combat system, we were looking at Wind Waker. We wanted to have kind of a Metroidvania style, which Wind Waker has a little bit of in there as your abilities unlock gates across the whole map.

And we were also looking at Bloodborne and Dark Souls, and immediately I was like, “I want the game to have Z-targeting.” You can turn it on and off, and it plays really well in the free mode as well. But it was really kind of like, we don’t want to be as whimsical and quite as accessible as Wind Waker but Zelda does have like enemies that you kind of unlock in different ways. So we wanted to have that. That’s where we started thinking about “thoughtful.” You have to learn how to use the different abilities, you know?

We knew it couldn’t be as punishing as Dark Souls, especially since it’s Star Wars. We needed to find something that was more accessible. So, yeah, those were our touchstone.

In Metroidvanias the growth of power and fulfillment of the power fantasy is a lot slower. And people coming into Star Wars may want to feel like a badass Jedi straight away, right? It doesn’t seem like that slow progression would play nicely with the Jedi fantasy.

Right. Well, it can because of the way our character is built in the story. He’s unfinished and he’s unpolished. But, at the end of the day, he’s got a lightsaber and that’s a pretty devastating weapon. And that’s another thing that kind of goes with “thoughtful combat.” When you swing a lightsaber, for it to feel right, a lot of enemies need to go down with one hit, so you have to figure out how to open up an enemy. And once the player does that, then the power fantasy starts to take hold.

Games like Dark Souls and Bloodborne have this process of an uphill struggle and then you’re rewarded for overcoming the challenges. That’s a key part of feedback and satisfaction in the games. How are you treating death in Jedi Fallen Order?

That’s an interesting question. We certainly can’t be as punishing as Bloodborne because I think that we have to be fair to the fans and respect the fans of Star Wars. Those games are awesome, but we have a much wider audience. We love those parts of those games, so we have to figure out a way. We’re in the process of playtesting right now and thinking about how difficult the system [is]. I can’t really answer that question because it’s still something that like we’re trying. We have something that works and it works for a certain group, but we need to find a final solution.

There’s a moment when Cal sits down and seems to meditate. Is that the equivalent of a bonfire or lantern?

Yeah, that’s a save point. We have those scattered throughout the game. He goes in and he meditates. And in there you can also access your skill tree.

And the blue and white bar on screen. Are those Force powers and guarding/resistance?

Right. So the blue bar is your Force power. Every time you use a Force ability it gets spent. You build it back up by swinging at enemies, so you have to be offensive.

That’s the Bloodborne inspiration then.

But the white bar is your block and enemies have the same thing as well. They’ve got health and they’ve got a block bar. So if you go in and start wailing on an enemy and they’re just blocking all the time, you can break their guard.

And there were moments that had a parry-style look, like Sekiro.

Yeah, it’s actually funny when I first played Sekiro, I was like, “It’s almost the same control scheme that we have.” It’s very similar. Like I jumped in and said this feels like our game but it’s hard as f**k. Yeah, the parry has a window that is somewhat tight, but I think a lot of people will get it. That’s also how you deflect shots, like blaster shots. If you just hold [the button down] Cal will bounce them in different directions, but you can reflect back to your enemy by hitting [parry].

So returning a blaster shot is the skill-based part of a reflect ability that is otherwise quite accessible to pull off.

Yep. And any time an enemy is swinging there’s a window where if you hit it, you’ll be able to topple them.

How did it feel to play Sekiro and see ideas that were so similar? That seems to happen a lot, with people coming up with similar ideas despite being completely secluded from each other.

I came into and work and said, “People are going to say we stole Sekiro’s stuff and put it in this game.” But we didn’t! I think the other similarity is you can jump in that game so that makes it a much more agile and faster than the other [From Software games]. Our game has a lot of speed to it.

How much platforming and puzzle-solving do you want in the game? That’s the kind of thing that engages video game fans, but may be a snag for just random Star Wars fans.

No Caption Provided

They won’t be arbitrary. We use puzzles as kind of a pace breaker. We had some pretty tricky ones in the God of War games, but for this game we’re not doing things that are tricky, but they’re still clever. The three main pillars are exploration, level design, which includes problem solving, and combat. And I would say the lion’s share of it is probably combat. Even within combat, it can feel like a puzzle.

You have a lot of weight on you. You’re handling Star Wars, so there’s that. You’ve got God of War 3 to your name, so there’s an expectation of quality. And then it’s a game from Respawn, a studio that always hits a high bar.

Don’t wanna screw that up!

How do you deal with that pressure and expectation?

Yeah. A lot of it is just leaning on my team and the incredible support we give each other. We all know we have the weight of the world on our shoulders, so to speak, and I kind of feed off of that. You kind of have to. The other thing too is you just can’t worry about it all the time. You know, if I make a mistake, if we make a mistake on this, then we learn from it and we’re going to the next thing. But we can’t be afraid to fail. So we’ve taken some risks; I think calculated [ones]. Hopefully it works out.

Do you see a future beyond this for the story of Cal? Is this the first chapter of a series?

I don’t know that we’ve really decided what’s next, but he certainly is a character that we can take to different places.

Did you play much Force Unleashed before making this?

It was kind of interesting because Steam had a big sale on Star Wars games right when the deal was official. It was a pretty small team then and everybody downloaded [them] and played these different Star Wars games. Of course we played them growing up, but over the years what you remember about them might not have been exactly the way it was. In spirit, a lot of that stuff ended up informing us on things that we’re doing in the game.

What do you want people’s biggest takeaway from what they’ve seen so far to be? There’s so many people coming at this for different reasons and latching onto different things. What do you want them to be thinking about when they’re looking at Jedi Fallen Order?

That’s a good question. I mean, the thing that I don’t want to be misrepresented here is that this is a linear game. You just saw a large chunk of linear gameplay that we would call a Star Wars spectacle, a wow moment. [Editor’s note: Asmussen is referring to an extended gameplay video featuring an AT-AT that was shown behind closed doors.] That is one of a handful of things like that that you’ll find in the game that are very scripted and linear. But most of the game is through player choice and agency for where they want to go based on the abilities that they have. I would want to make sure that everybody has a good impression of what the moment core game experience is.

Final question: Have you played the new God of War and if so what do you think of it?

It’s fantastic. It’s fantastic.

Did Cory Barlog show it to you before left?

Well, before I left Sony, I knew what the idea was. I thought that Kratos being a dad was going to be a tough sell. But Cory was very earnest about it and you could see that he had a passion and he knew what he wanted to do with it. And it totally worked. It’s awesome.

from GameSpot – Game News https://www.gamespot.com/articles/e3-2019-jedi-fallen-order-director-on-bringing-a-b/1100-6467508/

E3 2019: How To Get Madden NFL 20 Beta Codes For Next Weekend

Just before football season kicks off, you can count on a new Madden game to roll through. This year, we’re getting Madden NFL 20 along with a number of new features and gameplay tweaks, and you can get your hands on the game a bit early through its upcoming closed beta test. It’ll run from June 14 12 PM ET to June 16 at midnight ET, which covers the weekend after E3 2019, but only for a select few folks.

EA has outlined how to get into the closed beta. Those who attend EA Play have a chance to get a beta code at the Madden booth on-site. Between June 10 and June 14, EA will give out codes via stream/social media and you’ll have to follow the official Madden Twitch or Twitter account (@EAMaddenNFL). Developers will also participate in giving codes away via MUTHEAD (Madden Ultimate Team) and Reddit. EA says to check your email associated with your EA account for additional chances to get beta codes, especially those who competed in the Madden Championship Series.

The closed beta is for PlayStation 4 and Xbox One users, and codes are redeemable through each platforms normal process. The closed beta will not include the new Face of the Franchise or MUT modes, but will let you play normal games as either the Chiefs, Rams, Patriots, or Saints.

Be sure to check out all the other news and announcements that came out of EA Play for E3 2019, including an extended look at Star Wars: Jedi Fallen Order gameplay and the new character coming to Apex Legends named Wattson.

from GameSpot – Game News https://www.gamespot.com/articles/e3-2019-how-to-get-madden-nfl-20-beta-codes-for-ne/1100-6467510/

E3 2019: New Xbox “Scarlet” Console Reveal Teased By Microsoft

Microsoft is no stranger to dropping a cheeky message or hint at a big console announcement, and it seems like there’s another one for E3 2019. Ahead of an impending reveal, Microsoft appears to be teasing the reveal of a next-gen Xbox.

Within its daily countdown videos for the Xbox 2019 press conference are RGB color codes for the specific color scarlet–and if you’re not aware, rumors point to the codename “Scarlet(t)” for one of the next-gen Xbox consoles. There are rumors of other Xbox consoles under the codenames “Anaconda” and “Lockhart” as well.

In the “3 Days To E3” video, the background had the text “R 255,” and the next day had “G 36,” and today showed “B 0”–this turns out to be 255, 36, 0. You can see screen caps of this in the tweet below.

In the past, there were hidden messages in pre-E3 videos that teased Project Scorpio, which turned out to be the Xbox One X. And in the lead up to Microsoft’s press conference this year, we expected news of new console hardware at the show given that head of Xbox Phil Spencer made mention of it last year.

If Microsoft is indeed announcing a next-gen Xbox at E3, it will be doing so during its press conference on Sunday, June 9. It begins at 1 PM PT / 4 PM ET / 9 PM BST (6 AM AET on June 10). You can watch the event live here on GameSpot or follow our Xbox liveblog.

For all things E3 2019, check out all our coverage of the latest announcements and news; catch up on all the Xbox One games we’ll see at the show, the details on Star Wars Jedi: Fallen Order gameplay, and everything that happened at EA Play.

from GameSpot – Game News https://www.gamespot.com/articles/e3-2019-new-xbox-scarlet-console-reveal-teased-by-/1100-6467507/

E3 2019: Next Smash Bros. Ultimate DLC Fighter Will Be Revealed Tuesday

Nintendo has been fairly tight-lipped about what it plans to showcase during its E3 2019 Direct presentation next week, but now we know at least one announcement we can expect from the broadcast. Following the finals of the Super Smash Bros. Ultimate World Championship, Nintendo confirmed it will reveal the game’s next DLC character during its E3 Direct on Tuesday, June 11.

In a video message, Super Smash Bros. Ultimate director Masahiro Sakurai congratulated the winning team and provided an update on the game’s DLC. “As for me, I’ll be continuing my work on the next DLC fighter, and more information regarding that will be shared in the Nintendo Direct for E3 2019, so I hope you’re looking forward to it,” Sakurai said.

Nintendo of America president Doug Bowser also teased that fans wouldn’t want to miss Tuesday’s Direct. “I think many of you are gonna want to tune in next week to see what, or who, [Sakurai] may be talking about,” he said. Bowser also announced a Super Smash Bros. Ultimate Online Open tournament, which will kick off this month. The four winners of that will compete in Super Smash Bros. Ultimate at the Evo 2019 championships this August.

Nintendo has already released two DLC characters for Super Smash Bros. Ultimate. Piranha Plant, who was offered for free to early adopters, arrived in February, while Persona 5’s Joker launched in April. There are still four DLC characters coming to the game, although Nintendo hasn’t revealed their identities yet. Joker and the remaining four fighters are included in the $25 Fighters Pass.

Nintendo’s E3 Direct presentation airs at 9 AM PT / 12 PM ET / 5 PM BST on June 11. In addition to revealing the next Smash DLC fighter, we know the broadcast will focus on Switch games coming in 2019, including Luigi’s Mansion 3, Marvel Ultimate Alliance 3: The Black Order, and The Legend of Zelda: Link’s Awakening. You can find out when and how to watch Nintendo’s E3 Direct here.

That wasn’t the only announcement to come out of Nintendo’s pre-E3 tournaments. Following the Splatoon 2 World Championship, Nintendo announced the date and theme of the game’s final Splatfest event, which will take place from July 18-21. Following the Splatfest, Nintendo will release the game’s 5.0 update. You can find more news and announcements from E3 on GameSpot’s E3 2019 hub.

from GameSpot – Game News https://www.gamespot.com/articles/e3-2019-next-smash-bros-ultimate-dlc-fighter-will-/1100-6467506/

The Sims 4 Adding LGBTQ+ Pride Items In Partnership With It Gets Better Project

June is Pride Month, and there are many LGBTQ+ celebrations that take place around the world. During the EA Play event ahead of E3 2019, the company announced that The Sims 4 will be getting a suite of new pride-themed items to celebrate the LGBTQ+ community. The new items come as a partnership with the It Gets Better project, a nonprofit that works on uplifting LGBTQ+ people; additions include clothing as well as a gender-neutral bathroom door, which is currently unavailable in the game.

PC players will get access to the new pride items beginning June 18th, while console players will get them in July. The content is also coming to The Sims Freeplay and The Sims Mobile in June. The announcement did not specify, however, whether the items will be available for purchase or simply free additions.

The Sims series has a long history of being inclusive of different sexualities. Beginning in the original game, Sims could form romantic relationships with anyone regardless of gender or their dating history. In The Sims 4, there are now options for transgender Sims, and while binary, it is much more than most character creators currently offer. The upcoming gender-neutral bathroom door seems like a step in a more nonbinary-inclusive direction for the game.

In other Sims news, The Sims 4’s seventh expansion, Island Living, was announced. The expansion adds a new world called Sulani, which is largely based in Polynesian culture, and includes new features like mermaids. Island Living launches on PC on June 21 and then on consoles on July 16.

from GameSpot – Game News https://www.gamespot.com/articles/the-sims-4-adding-lgbtq-pride-items-in-partnership/1100-6467503/