Oculus Link Makes The Quest A PC-Based Rift, Adding More Value To The VR Headset

Oculus Connect 6 is underway and during the keynote speech, Facebook CEO Mark Zuckerberg announced a new feature for its virtual reality ecosystem called Oculus Link. In short, Oculus Link allows your standalone Quest headset to run Rift games via a USB-C connection. Some content is currently exclusive to the Rift since it’s more powerful by virtue of being a PC-based VR platform, but such won’t be the case later this year.

Oculus Link will launch as a software update in November 2019, which means it comes at no extra cost for Quest owners. All you’ll need is a VR-capable PC and the proper USB-C cable when the update rolls out. Zuckerberg said, “This is going to work with most USB-C cables out there,” but Oculus will offer its own dedicated cable that’ll “maximize the throughput” and charge the headset simultaneously. He also said that their new cable will be longer and more flexible, which is intended to help make room-scale experiences possible.

Another big update coming to Quest is full hand tracking, which is coming as a free update in early 2020. It will not require any additional hardware either. You can check out the trailer below.

With Oculus Link, it appears that the Quest is only increasing its value proposition. The standalone Oculus Quest headset has been a transformative VR platform as it brings full gaming experiences without any tethers, and its built-in sensors and tracking system has worked well for its games. You can read more about it in my Oculus Quest review from when the headset first launched.

Another major announcement during Oculus Connect 6 was the return of the FPS series Medal Of Honor. It’s coming out of developer Respawn Entertainment (Titanfall, Apex Legends) and publisher EA, and it’s called Medal Of Honor: Above And Beyond. The game will incorporate mini-documentaries into its projected 10-12 hour campaign.

from GameSpot – Game News https://www.gamespot.com/articles/oculus-link-makes-the-quest-a-pc-based-rift-adding/1100-6470096/

Mario Kart Tour Multiplayer: Can You Play With Friends? It’s Surprisingly Confusing

Mario Kart Tour is available now, bringing the classic Nintendo franchise to mobile devices. But its multiplayer options can be a bit confusing. Can you add friends? Can you play with your friends? Why aren’t those the same thing? Aren’t you already playing multiplayer anyway?

For starters, you are able to add friends. That option can be found in the Friends section of the main menu, and it will pull suggestions from your Nintendo, Facebook, or Twitter accounts if you link them to the game. However, this feature is limited to comparing your rankings against friends. You can’t play against them, and a “Multiplayer” feature is grayed out in the main menu with a promise that it is “Inbound!”

Compounding the confusion is the fact that the game is online-only, and you appear to be playing multiplayer against strangers all the time. But Nintendo has confirmed to GameSpot that it only has single-player features at launch, so your opponents are actually bots with player-like usernames. Regardless, you cannot pause races, and the game performs a network check upon starting a race as if it’s seeking online opponents. Nintendo declined to comment on when multiplayer is coming.

There is one way to compete with your friends, albeit indirectly. Once you open up Ranked Cups–the first of which is the Koopa Troopa Cup, the fourth available Cup–you’ll be racing to achieve a ranked score against random opponents. That score entitles you to extra rewards like bonus rubies or coins after the week-long scoring period. The ranked score menu has a Friends tab, where you can compare your score to your friends. That appears to be the only way to compete with friends for the time being.

Mario Kart Tour’s first event is live now, offering Pauline from her revival in Super Mario Odyssey and Musician Mario as bonus characters. It’s free-to-play, but the monetization hooks are surprisingly aggressive, implementing both gacha mechanics and a Battle Pass-like subscription.

from GameSpot – Game News https://www.gamespot.com/articles/mario-kart-tour-multiplayer-can-you-play-with-frie/1100-6470097/

Respawn Revives Medal Of Honor With Above And Beyond

To coincide with the opening day of the Oculus Connect 6 convention, Respawn and Oculus have announced the development of Medal of Honor: Above And Beyond, a new first-person shooter for Oculus Rift.

The game will be set during World War II, and you’ll control an OSS agent who’s charged with subverting and fighting back against Nazis, at times in cooperation with French resistance forces. According to Oculus, Above and Beyond will be a AAA experience that will offer both multiplayer and single-player modes, with the campaign projected to last roughly 10-12 hours.

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Above and Beyond will also incorporate mini documentaries produced in cooperation with World War II veterans, which, according to Oculus, let you “sit with WWII veterans and survivors to hear their stories while witnessing first-hand the events and locations that have shaped our history.” Respawn’s Peter Hirschmann, who was the writer of the original Medal of Honor and is now directing of Above and Beyond, said “Interviewing veterans of WWII was an immense privilege and allowed us to ensure its respect and faithfulness to those who served. They’re helping us drive home the full emotional and historical weight of this subject matter with players in a way that really resonates.”

The Rift exclusive (a potential Oculus Quest port was shot down by Hirschmann in a recent meeting with GameSpot) Medal of Honor: Above And Beyond is currently scheduled to release sometime in 2020.

from GameSpot – Game News https://www.gamespot.com/articles/respawn-revives-medal-of-honor-with-above-and-beyo/1100-6470070/

The Last Of Us 2’s Collector’s Edition Has A Heartfelt Note From Its Director, Here’s What It Says

After solidifying a February 2020 release date for The Last of Us Part II during PlayStation’s State of Play livestream, Sony detailed the game’s various editions on the PlayStation blog. The Last of Us Part II Collector’s Edition includes a note from co-director Neil Druckmann, and we’ve parsed what is says.

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In the printed note, Druckmann expresses his thanks and explains the themes TLOU2 is trying to hit. “What would you do if someone you loved was the victim of a cruel and violent act?” he opens the note. “How easily could one’s mind tip toward violent retribution? How far would you go to bring the people responsible to justice? If you were successful, how would it change you? Would you ever be the same?”

Druckmann says, with TLOU2, that he and the team at Naughty Dog are posing “difficult questions” and digging into the “darkest sides of human nature” to see what the limits of people are. “With The Last of Us Part 2, we set out to create an experience that explores these difficult questions, the darkest sides of human nature, and the vicious cycles of violence that we witness in the world around us on a daily basis,” he writes. “The result is a game crafted by hundreds of developers that pushed themselves to create something more than mere entertainment–a game that we’re incredibly proud of and that we hope will enthrall you and challenge your own views of justice and empathy. On behalf of everyone at Naughty Dog, we want to thank you for embarking on this journey with us.”

The game’s Collector’s Edition, which retails for $170 USD, also comes with an assortment of other items. Among these are physical collectibles like a 12-inch statue of Ellie strumming her guitar, digital items like a PS4 dynamic theme, and more.

We’ve learned plenty of details about TLOU2 during this week’s State of Play, including that it’ll be split between two discs, it’s Naughty Dog’s longest game to date, and the pressures the studio has felt to craft a worthy-enough sequel. Druckmann announced that more information will be shared tomorrow, September 26, in celebration of Outbreak Day. Additionally, The Last of Us Remastered is featured in October’s PS Plus lineup, so you can catch up on the story before the sequel drops on February 21, 2020 for PlayStation 4.

from GameSpot – Game News https://www.gamespot.com/articles/the-last-of-us-2s-collectors-edition-has-a-heartfe/1100-6470093/

New Pokemon Go Event Announced, And It Finally Adds Mime Jr.

A new Pokemon Go event is set to begin very soon. Developer Niantic has announced it has partnered with the United Nations World Tourism Organisation for a special event in the hit Pokemon mobile game, which will give you a chance to catch a couple of new Shinies and hatch region-exclusive Pokemon, including the long-awaited Mime Jr.

Beginning September 26, you’ll be able to grab a United Nations World Tourism Organization t-shirt for your avatar from the item shop. On top of that, you’ll be able to hatch region-exclusive Pokemon from 5 km eggs. These Pokemon, however, will still only be available in their respective regions–so players in, say, the US will not be able to hatch a Pansear unless they received a 5 km egg from Europe.

Speaking of Europe, players in the region will have their first chance to obtain Mime Jr., the baby form of Mr. Mime. Mime Jr. is one of the few Gen 4 Pokemon to have yet appear in Pokemon Go, and it is among the region-exclusive monsters that can hatch from 5k eggs during the event. You can see the full list of Pokemon you’ll be able to hatch–along with the regions each one can be found in–below:

  • Farfetch’d (Asia)
  • Kangaskhan (Australia)
  • Tauros (North America)
  • Heracross (North America)
  • Corsola (South America, Middle East, Africa, Asia, Australia)
  • Volbeat (Asia, Australia, New Zealand, Europe)
  • Illumise (North America, South America)
  • Torkoal (Asia)
  • Zangoose (Eastern Hemisphere)
  • Seviper (Western Hemisphere)
  • Lunatone (Eastern Hemisphere)
  • Solrock (Western Hemisphere)
  • Tropius (Africa, Mediterranean)
  • Relicanth (New Zealand)
  • Pachirisu (Alaska, Canada, Russia)
  • Mime Jr. (Europe)
  • Chatot (Southern Hemisphere)
  • Pansage (Asia-Pacific)
  • Pansear (Europe, Middle East, Africa, India)
  • Panpour (Americas)
  • Heatmor (Western Hemisphere)
  • Durant (Eastern Hemisphere)

On top of that, you’ll have your first chance to catch Shiny forms of Seviper and Zangoose in their respective regions. Trading Pokemon will also cost a quarter less Stardust than normal, and you’ll earn twice as much XP when you spin the Photo Disc at PokeStops. Finally, there will be special Field Research tasks to complete.

The special Pokemon Go event will run until 1 PM PT / 4 PM ET on October 1. You can read more details on the official Pokemon Go website. Of course, that isn’t the only in-game event on the horizon. October’s Community Day is also set for October 12, and it will feature Trapinch, the first form of Flygon. The Legendary Giratina has also returned to Raid Battles for a limited time, while some Gen 5 Pokemon are still appearing in the wild.

from GameSpot – Game News https://www.gamespot.com/articles/new-pokemon-go-event-announced-and-it-finally-adds/1100-6470089/

Nintendo Switch Lite Review – The Prettier Portable

The recent arrival of Switch Lite marks a turning point in the Nintendo Switch story. Nintendo, a company known for revamping and restyling portable systems, went beyond a simple redesign for the Switch Lite, stripping it of key features in order to keep costs and size down. Many of us love the standard Switch because it’s a convertible console, which, with a simple drop-in-or-out, can be either a portable handheld or a TV-connected device. With the Switch Lite on shelves at $200, Nintendo is both undercutting the standard Switch’s $300 price and the ability to connect to a TV. It is, in effect, a direct challenge to the platform’s identity.

Despite lacking the iconic Switch feature, Switch Lite still makes a very strong case for itself. The improved portability alone is enticing, and having now used the Lite exclusively for the better part of a week, my initial misgivings are admittedly subsiding. Where at first I found the lack of convertibility to be a dealbreaker, I now find myself wondering if I should add a Switch Lite to my shopping list. It may not be the Switch we’ve grown to love, but it’s still a very good portable gaming device.

Before unloading a flood of opinions, it’s worth glancing over this handy comparison chart that runs through the various measurements and specs of Switch Lite, the revamped standard Switch, and the original launch model.

Nintendo Switch vs. Nintendo Switch Lite

SpecificationOriginal Switch (old)Original Switch (new)Switch Lite
Screen Size6.2 inches6.2 inches5.5 inches
Resolution720p (undocked)720p (undocked)*720p
Dimensions (H x W x D)4″ x 9.4″ x 0.55″4″ x 9.4″ x 0.55″3.6″ x 8.2″ x 0.55″
Weight0.88 lbs / 399 g”0.88 lbs / 399 g*0.61 lbs / 277 g
Battery Life Range2.5 – 6.5 hours4.5 – 9 hours3 – 7 hours
Graphics ProcessorCustom Nvidia Tegra GPUCustom Nvidia Tegra GPUCustom Nvidia Tegra GPU
Internal Memory32 GB32 GB32 GB
Detachable Joy-ConYesYesNo
TV Mode / DockingYesYesNo
HD RumbleYesYesNo
KickstandYesYesNo
Amiibo SupportYesYesYes
Price$300$300$200

It’s clear that there are a significant number of changes present in the Switch Lite. But what does it all add up to? That answer is complicated, and it will largely depend on–you guessed it–your dedication to portable gaming.

Fit And Finish

Individual results will vary, but for my medium-sized mitts, the Switch Lite feels better than the original model. The reduced weight makes it slightly easier to keep the device raised towards my face, which is admittedly more necessary than usual when dealing with the Lite’s smaller screen. And now that the Joy-Cons are gone and the controls are fused to the body, I’ve enjoyed not having to coddle the controls when getting into a game that requires a bit of intensity. Switch Lite is a svelte and lightweight portable system that feels more durable than it looks, and the unibody design is a big part of that.

We reviewed the Switch Lite using a turquoise review sample provided by Nintendo, which is better looking than photos let on. It also shows fewer fingerprints than the original gray model, which is a very welcome change. Cosmetics are likely the last thing on someone’s list when it comes time to shop for a gaming system, but the Switch Lite gets some credit for being easy on the eyes.

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Gameplay Experience

So much of what makes the Switch a joy to own is the library of games, of which there are many excellent options to choose from. I’ve put many of them to the test on Switch Lite, including The Legend of Zelda: Breath of the Wild, Rocket League, Mario Kart 8 Deluxe, Street Fighter 30th Anniversary Collection, and Celeste, among others.

The experience at first blush, as an established Switch owner, was that the Switch Lite’s smaller form factor made the controls feel slightly cramped. They are not, in fact: If you hold the right or left side of the Lite next to the standard system, the controls are of the same size and have the same vertical spacing. That cramped feeling comes from the Switch Light having a shorter vertical profile–0.4 inches less than the standard Switch, measured from the bottom. This impacts where your palms rest, and thus how you’re able to flex while gripping the system and adjusting between button input and analog stick duties.

After a couple days of using the Switch Lite on and off, my hands grew accustomed to the new dimensions, and I was finally able to fully appreciate one of the smallest but most exciting changes introduced for Switch Lite: the dedicated d-pad. The standard Switch’s d-pad stand-in is just a collection of four distinct buttons in a diamond-shaped arrangement, and this is a viable solution, but not a preferable one. It makes sense why the original design is different, with the ability to remove Joy-Cons to be used as standalone controllers, but the Switch Lite’s proper d-pad is a fair trade-off when you consider that the Switch Lite is designed to be a single-player device. The improved control while playing fighting games and platformers is immediately apparent, but generally speaking the d-pad just feels better than the previous design, giving the Switch Lite an immediate advantage in this small-but-meaningful way. It’s good to see that Nintendo went back to basics for the Lite. Never underestimate the importance of a reliable d-pad.

Local multiplayer gaming will require you to make an additional investment that practically kills the point of going Lite in the first place, and you’d be confined to playing on the small screen.

Looking towards the 5.5-inch screen, there are other trade-offs to consider. The Lite’s display is noticeably smaller than the standard Switch’s 6.2-inch screen, which gives it a higher pixel density: 267 PPI vs 236 PPI. This also means that you can expect games with jagged polygon edges (from a lack of antialiasing) to look a little less rough when played on the Switch Lite.

The primary disadvantage to shrinking the screen down is that games with notoriously small text are even more difficult to play than before–Fire Emblem: Three Houses being the most recent example. The ability for most Switch games to work either handheld or docked to a larger screen is likely the root cause of the seemingly ill-conceived font sizes, but given the Lite’s portable-only design, it’s a bit disappointing that there isn’t a software-based solution for games with small text.

Perhaps less critical, but worth noting, is that Nintendo has completely removed feedback, HD Rumble or otherwise, from Switch Lite. Rumble is rarely the star of the show, but it does play a helpful role in many Switch games. For something like 1-2 Switch, you can’t even play without Joy-Cons and HD Rumble. The answer to this problem is to use external Joy-Cons, but once you purchase them (and a charge grip accessory to keep them charged up over time) you’ve effectively raised the price of your overall investment to around $300–the same cost as the beefier, feature-full Switch.

Before committing to a Switch Lite, consider that you might eventually need to purchase a set of Joy-Cons.

It’s a scenario like this where the Switch Lite’s limitations start to stick out like a sore thumb. It’s affordably priced, but you really have to think about what you’re missing out on to get that $100 savings. You won’t be able to use the system on your TV. Local multiplayer gaming will require you to make an additional investment that practically kills the point of going Lite in the first place, and you’d be confined to playing on the small screen. You can’t use many existing accessories, such as the Flip Grip, which is designed to hold the Switch vertically while playing supported arcade ports. You can’t easily prop the Switch Lite up at an angle because the kickstand has been removed–frustrating when you consider it’s a passive feature which greatly enhances usability. You also can’t make use of Nintendo’s Labo kits due to the redesign–we tried with the VR kit, and even after chopping up some cardboard to make things “fit,” it wasn’t viable.

With a vast selection of games to choose from, perhaps situations like these aren’t going to be disqualifiers, but they are important to be aware of. Check out our Nintendo Switch Lite Compatibility Guide for a comprehensive list of problematic and incompatible games.

Power Efficiency and Battery Life

As noted in the table above, and in our own tests, Switch Lite is a fairly energy efficient device. With the reduced size comes reduced power capacity, but it still manages to outperform the original Switch. Rather than draining its battery at a noticeable rate, I was surprised by how well the Lite held up on standby, with sporadic bouts of downloading and playing games from the Eshop–for roughly three days, which was very encouraging. When it came time to push the battery all at once, I managed to play just over four hours of Rocket League before the Lite crapped out. Most impressive of all, 45 minutes of that came after the low battery warning.

Rocket League is a pretty demanding Switch game, and this was evident by the fact that the back of the Switch Lite was heating up after just a few matches. This caused the fan to kick into high gear as well. Neither the heat nor the fan noise was intolerable, feeling similar to the original Switch at its hottest. This excited state, however, occurs far less often with the Switch Lite than I was accustomed to, indicating improved energy efficiency under the hood.

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Final Thoughts

My time with the Switch Lite is over, for now. It’s a device that’s grown on me after a somewhat rocky start, and I genuinely will miss having it as my go-to Switch in the days ahead. Does that mean I would ever replace my full-sized Switch for the lighter model? No way! I may like what Nintendo’s done with the Lite, but it doesn’t supersede my love for the Switch’s convertible design. Much like the 2DS was a smart alternative for potential 3DS buyers, the Switch Lite gives people options. It’s a bit worrying to think about how the split feature set among Switch models will impact how developers make use of things like HD Rumble down the road, but right now, there’s no reason to be alarmed by what the Lite might mean for Switch at large.

If anything, I hope the Switch Lite is an indication of where Nintendo might go with its theoretical upgraded Switch model in the future. I don’t remember the last time I detached my Joy-Cons, and I constantly gripe over the fake d-pad whenever I have to use it. And after playing with the Switch Lite for an extended period of time, I now look at my standard Switch as being more fragile than ever. The Switch Lite has almost everything I’m looking for in a Switch–I just wished it lived up to its name.

from GameSpot – Game News https://www.gamespot.com/articles/nintendo-switch-lite-review-the-prettier-portable/1100-6470016/

The Last Of Us Art Book Is On Sale For $20 At Amazon Right Now

It’s an exciting time for fans of The Last of Us, as Part 2 finally got a release date in Sony’s recent State of Play broadcast: February 21, 2020. While we’re still five months away from getting our hands on the sequel, you can whet your appetite for more Last of Us content with this collectible art book, a collaboration between game developer Naughty Dog and comics publisher Dark Horse. The Art of The Last of Us offers a behind-the-scenes look at the making of the critically acclaimed game, and you can get it for 50% off on Amazon right now. Normally selling for $40, it’s now on sale for $19.95.

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The Art of The Last of Us | $19.95 ($40)

See at Amazon

This hardcover art book was released in 2013 as the official compendium to The Last of Us, and it offers a closer look at the game’s art and design. In its 184 pages, you’ll find detailed character designs for Joel and Ellie, including early designs for Ellie that eventually changed; full-color concept art for the environments and characters they encounter along their journey; an entire section on the different types of Infected; and more. There’s also an introduction from creative director Neil Druckmann and game director Bruce Straley. With 4.8 out of 5 stars on Amazon and over 160 reviews, fans have voiced their approval for this detailed compendium, so now’s a great time to pick it up for half off its usual price.

Sony’s State of Play on September 24 was brief, but it packed in quite a few exciting PS4 announcements. Not only did we get a new trailer and release date, but pre-orders are now available for The Last of Us Part 2, including several special editions and pre-order bonuses. Fans will also be able to snag The Last of Us Remastered and MLB The Show 19 for free with PS Plus in October. The State of Play broadcast also debuted a new story trailer for Call of Duty: Modern Warfare, announced a limited-edition Death Stranding PS4 Pro bundle, and more–catch up on all the biggest announcements if you missed the stream.

from GameSpot – Game News https://www.gamespot.com/articles/the-last-of-us-art-book-is-on-sale-for-20-at-amazo/1100-6470090/

Ghost Recon Breakpoint Post-Launch DLC Includes Franchise’s First Raid And More

As Tom Clancy’s Ghost Recon: Breakpoint prepares for its October 4 launch on PC, PlayStation 4, and Xbox One, developer and publisher Ubisoft has outlined the game’s post-launch DLC plans, which include new classes, live events, missions and raids, and more.

Ubisoft detailed the series of episodes Ghost Recon: Breakpoint will receive as part of its Year One roadmap. Each episode features one unlockable class, PvP multiplayer updates, additional narrative missions, events with new customization options as rewards, and more.

Episode One: Operation Greenstone kicks off on launch day and runs through January 2020. The headlining feature is the Project Titan raid, the franchise’s first raid where you can team up with three other players to challenge lethal opponents on a volcanic island. Ubisoft claims this raid, and presumably all other raids, are “entirely free to play for all players with exclusive rewards to obtain.” Episode One will also get a live event with the T-800 Endoskeleton from The Terminator, as well as the Engineer class, two narrative faction missions every three weeks, and “consistent multiplayer updates to Ghost War.”

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Episode Two is expected to kick off sometime in February 2020 and lasts till May 2020, with a new adventure called Deep State that expands Ghost Recon: Breakpoint’s original story with more than five additional hours of gameplay. Episode One’s raid, Project Titan, will also get some form of updates, while the rest of this second episode will come with a new event, an unlockable class, more faction missions, and further Ghost War updates.

Episode Three starts in June 2020 and runs through September 2020. Another event will be made available, along with a new unlockable class, more faction missions, and further Ghost War updates.

Information about the spiecifics of Episode Two and Three, especially centered around the unlockable class and the available raid, are unknown, with Ubisoft simply say it will “share more details” as it gets closer to launch.

Later in the post, Ubisoft outlined the purchasable content in Ghost Recon: Breakpoint. These include two forms of in-game currency–Skell Credits, earnable in game to craft or unlock items, and Ghost Coins, purchasable with real-world money to unlock cosmetics–item packs, time savers like crafting materials and Battle Rewards boosters, and more.

Ubisoft is also introducing a Fortnite Battle Pass-style unlock system called Battle Rewards, where you can earn points by completing Ghost War matches or faction missions to unlock certain items. The Battle Points required to unlock items in each Act has a daily cap, meaning you can earn only so many Battle Points per day in Ghost Recon: Breakpoint. Battle Rewards boosters, purchasable with the premium Ghost Coins currency two weeks after launch, will allow you to unlock items faster.

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Ghost Recon: Breakpoint’s Year One pass is included in all Gold and Ultimate editions of the game. Grabbing the Year One Pass nets you the follow items:

  • Access to the two Year 1 adventures and their rewards (non-owners can be invited to play the entire mission)
  • One-week early access to the three new classes and instant unlock
  • Siren’s Call Mission coming day one
  • Special Operation Forces pack, which includes:
    • Scorpio Scout | Quiet Blueprint
    • 1400 Skell Credits to craft the blueprint once at Maria’s shop or a bivouac
    • Covered ACH
    • Crye G3 Combat Pants
    • Cross Draw Vest

Ghost Recon: Breakpoint is currently discounted at a few different retailers, including Amazon and Walmart, ahead of its October 4 launch. An open beta is scheduled to kick off Thursday, September 26, with pre-loads being available now.

from GameSpot – Game News https://www.gamespot.com/articles/ghost-recon-breakpoint-post-launch-dlc-includes-fr/1100-6470092/

Mario Kart Tour’s Monetization Model Is A Bit Aggressive, Even For A F2P Game

Mario Kart Tour is out now, bringing the beloved kart racing franchise to mobile devices. But its monetization hooks are an odd and aggressive mixture of bad free-to-play habits, which may sour some players on the game.

As we’ve known from previous announcements, the game features “gacha” style mechanics similar to most of Nintendo’s other mobile F2P titles. That means a certain type of currency–in this case, Rubies–can be exchanged for a randomized item. Those can be racers, karts, or parachutes. When equipped, each can provide you with an advantage in a race if you happen to own it, which encourages you to spin the wheel and get as many different items as you can. And naturally, special events like the currently running Pauline Spotlight increase the odds of unlocking particular racers.

None of this is unusual. Games ranging from Fire Emblem Heroes to the recently released Pokemon Masters use a similar model. And like those games, you can earn the currency slowly or purchase it in bulk for real money. In the case of Mario Kart Tour, ruby bundles come in several tiers ranging from 3 ($2) to 135 ($70). It also offers a rotating package that guarantees a character, currently Mario, for $20.

The strangest inclusion, though, is the Mario Kart Tour “Gold Pass.” This purchase for $5 per month works something like a Fortnite Battle Pass, giving you special loot to unlock with Gold Challenges and an exclusive 200cc race mode. The game offers a two-week free trial of the Gold Pass, but once that period is up, you’ll be charged five bucks in perpetuity every month.

The idea of a Battle Pass-like system in Mario Kart isn’t necessarily a bad one, if the price were right. But whereas Fortnite is a wildly popular and established shooter across multiple platforms, Mario Kart Tour is an unproven mobile spin-off of a console game. At $5 per month it actually costs slightly more than a Battle Pass, which lasts 10 weeks for $10. It’s also more expensive than a Switch Online subscription ($20 per year) and matches the price of a subscription to Apple Arcade ($5 per month for access to roughly 100 games).

If the price were right, the Gold Pass could work, but at its current cost the value proposition just isn’t there. And paired with elements like gacha mechanics, it makes for a bad mixture of aggressive free-to-play hooks. Maybe the strength of the game will shine through and players can vote with their wallets on the Gold Pass. But its inclusion speaks to a philosophy that could turn off even the most devoted kart enthusiast. That may kill the engine before it even gets out of the starting gate.

from GameSpot – Game News https://www.gamespot.com/articles/mario-kart-tours-monetization-model-is-a-bit-aggre/1100-6470091/

Fortnite Patch Notes For Today’s Update 10.40: Starry Suburbs, Double XP Weekend, And More

Like clockwork, Epic has rolled out a new patch for Fortnite: Battle Royale. Today’s v10.40 update is now live on all platforms, and it introduces another new Rift Zone to the game, kicks off a new limited-time mode called Zone Wars, and makes a handful of weapon and item adjustments. Here’s a look at the patch notes.

First, a Rift Zone has transformed the dilapidated neighborhood near Pleasant Park into Starry Suburbs. Not only has the area received a makeover, shooting stars now also frequently land there. According to Epic, you can destroy these stars to get “powerful items,” including a “never-before-seen weapon.”

A new solo LTM called Zone Wars is also now underway. Epic describes it as “a simulation of the end-game scenario in Battle Royale–but with a condensed moving zone.” There’s also a new playlist called The Combine, which challenges you with reaching the end as quickly as you can while destroying targets.

Rounding out this week’s patch is an assortment of weapon tweaks. The Explosive Batarang from the Batman crossover event now has an audio visualizer icon for proximity beeping, and Shield Bubbles now bounce off other players when they’re thrown at them. The Bouncer trap has been unvaulted as well; you can find either in supply drops, Vending Machines, llamas, or as floor loot.

The patch also implements Epic’s previously announced matchmaking changes, so the game should now do a better job of matching you up with players of a similar skill level. As part of these matchmaking changes, Epic will be introducing bots to the game starting next season.

Finally, with Season 10 nearing its end, Epic is holding a double XP weekend in the game. From September 27-30, you’ll earn twice as much XP as normal for each match you play, helping you power through the last few tiers of the Battle Pass. If you need help mopping up any remaining challenges as well, be sure to check out our full Season 10 challenges guide.

You can see the patch notes for Fortnite’s Battle Royale mode below. Creative and Save the World modes have each also received some new content with this week’s update. You can read the full 10.40 patch notes on Epic’s website.

Fortnite: Battle Royale 10.40 Patch Notes

Limited-Time Modes

Zone Wars

Team Type: Solo | Respawning: Off

A simulation of the end-game scenario in Battle Royale — but with a condensed moving zone! Eliminate the competition as you avoid the Storm closing in. Randomized spawns and inventory items make each round unique.

You can queue with up to 15 friends.

  • Zone Wars: Colosseum
    • Created by Jesgran.
    • Become the ultimate gladiator in a Colosseum-like island. This open-style island demands quick building.
  • Zone Wars: Desert
    • Created by JotaPeGame.
    • Make your way through a small desert town to the final circle. A diverse set of weapons and mobility allow for unique gameplay and lots of replayability.
  • Zone Wars: Downhill River
    • Created by Enigma.
    • Stay out of the storm as you move downhill through a river in this original-style Zone Wars island. Community launch pads and a consistent Storm path allow for familiarity after a few rounds.
  • Zone Wars: Vortex
    • Created by Zeroyahero.
    • This island puts a unique twist on Zone Wars with its mountainous terrain to traverse. The elevation change from zone to zone can be quite drastic!

Weapons & Items

  • Explosive Batarang
    • Added an audio visualizer icon for proximity beeping.
  • Shield Bubble
    • Shield Bubbles will bounce off other players when thrown at them.
  • Unvaulted
    • Bouncer
      • Rare trap.
      • Drops in stacks of 3.
      • Found from Supply Drops, Vending Machines, Llamas, and Floor Loot.
      • Can be placed on floors, walls, or ramps/stairs.
      • Provides a jump boost in a direction perpendicular to its placement.
  • Enabled the Batman Grapnel Gun and Explosive Batarang in Arena and Tournament playlists.

Bug Fixes

  • Resolved an issue in which the Health bars of vehicles would not display.
  • When a Junk Rift object hits a player wearing a Bush, it will no longer damage the player instead of the Bush.
  • Using a Grapnel Gun to enter a Rift Zone will no longer prevent players from moving around while skydiving.
  • Resolved an issue in which players could deploy a Glider while in prop form.
  • Being in prop form no longer prevents players from being affected by the Explosive Batarang’s homing.
  • Explosive Batarangs will no longer float in the air after the object they are on is destroyed.
  • Resolved an issue in which the Zapper Trap would not deploy at the location of the placement preview.
  • Shield Bubbles attached to a Supply Drop will no longer disappear after the Supply Drop is destroyed.
  • Shield Bubbles can no longer prevent fall damage.
  • Shield Bubbles can no longer become stuck in the air.
  • Resolved an issue in which Shield Bubbles would not attach to a vehicle when thrown by a player riding the vehicle.

Gameplay

  • Double XP Weekend!
    • Make this weekend double the fun. From Friday, September 27 at 9 AM ET to Monday, September 30 at 9 AM ET, you’ll earn double the XP for the matches you play.
  • Matchmaking
    • We’ve introduced improved matchmaking logic to core modes.
      • Players are now more likely to match with those of similar skill.
      • As players get better, so should their opponents.
      • We will slowly roll this out to core modes in all regions as we test and monitor how it performs.
      • Please see our blog post for more details.
  • New Sensitivity and Aim Assist settings on controllers.
    • For the details of these, please refer to our blog post.
    • Note: When using the new Aim Assist settings, crosshairs turn red while pointed at a target that is within effective range, which is anytime before damage drop-off is applied.
  • The Combine
    • This new playlist is a great way to get familiar with the controller setting improvements mentioned above!
      • Though The Combine is useful for this purpose, it can also be played using “Legacy” controls, mouse + keyboard, or touch.
    • The goal in this playlist is to reach the end as fast as possible while eliminating all targets along the way.
      • There are leaderboards that allow you to compete for the fastest time with friends or other players.
        • Each leaderboard provides options to sort times by your preferred input device.
  • Starry Suburbs
    • A Rift Zone has brought back the ruined neighborhood near Pleasant Park. However, the Rift Zone has given it a homeowners’ association — it’s a nice place to live now!
      • The neighborhood is actually so nice that shooting stars make it their destination. Crush the stars to access powerful items, including a never-before-seen weapon!
  • Moisty Palms
    • Players can now use the crouch input to exit prop form.
  • Hitmarkers no longer display on teammates.
  • Removed the Reset Camera control bind.

Bug Fixes

  • Fixed an issue where players could use infinite sprays while in a Rift Zone.
  • The building piece choice no longer resets to the wall option when players using a controller have the Reset Building option turned off.

Audio

Bug Fixes

  • Resolved an issue in which the sound of a Chest would continue after a player opened the Chest.
  • The “Where is Matt” Emote music no longer restarts after every loop.

UI

  • The Controls Help option, a menu option meant only for mobile platforms, is no longer present on other platforms.
  • The Building Edit option is now located in the Building section of the Input settings rather than the Misc section.

Bug Fixes

  • Match stats no longer clip off-screen during a Victory Royale celebration.

Replay

Bug Fixes

  • The “You are in the Storm” warning no longer displays multiple times when switching spectated players.
  • The Shield Bubble’s sound effects no longer behave improperly when players scrub a replay.

Mobile

  • Added a 2x multiplier for the Edit/Building sensitivity settings.
  • Clarified Look Acceleration Strength tool tip.
  • Toggle Targeting is set to on by default.

Bug Fixes

  • Fixed a crash when exiting the Battle Bus on lower-end iOS devices.
  • Fixed a crash when switching to Presets with Custom Fire selected in the Fire Mode selection screen.
  • The Fire Mode button in the Settings menu will reflect the currently selected Fire Mode.
  • Scoped Assault Rifle crosshair now loads on first ADS.
  • Players will be able to edit or destroy a floor piece when placed in a 1×1 pre-structured building.
  • Players won’t be shot through player-built stairs when crouched beneath them.
  • Friend Requests menu won’t display duplicate confirmations.
  • Players will now be able to lock in place as a prop in Moisty Palms without HUD Layout alteration.
  • Vending Machines will grant the currently displayed item using the dedicated button.
  • The Edit with Touch function will now reset when pressing Reset in the settings.
  • Push-to-Talk button won’t display a white square when pushed.
  • Blueprint will be visible when deploying a Prefab or Gallery with the Retro filter active.
  • Selecting Block and Report won’t result in a duplicate blocked user in the Blocked list.
  • We’ve made graphical improvements to the following:
    • Bunnymoon Outfit
    • Axiom Outfit
    • Neo Versa Outfit
    • Infinity Outfit cape
    • Outfits with Jonesy as base model
    • Standard Issue Back Bling
    • Full Tilt Emote
    • Barrels in Dusty Divot
    • Floating Island

Recap

  • From server on September 19
    • Improved Storm logic to better avoid Final Storm Circles occurring at the POIs specified in the v10.31 Patch Notes.
  • From hotfix on September 19
    • Reduced the dance duration of Taco Time by half.
  • From server on September 20
    • Resolved an issue involving the “Deal combined damage with your squad or duo” Team Spirit objective not tracking progress in Team Rumble.

from GameSpot – Game News https://www.gamespot.com/articles/fortnite-patch-notes-for-todays-update-1040-starry/1100-6470087/