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Gaming

Physical ‘copies’ of the new Call of Duty are just empty discs • ZebethMedia

Cartridges and discs used to be how you got the latest games, but that’s been changing as downloads have become more convenient and reliable. But some people prefer the sure thing: a physical copy, so they can play offline or with a bad connection. To them, Activision says “qq”: the Call of Duty: Modern Warfare II disc is basically just a link to a 150-gigabyte download. Now, to be fair, games that size don’t fit neatly on even high capacity Blu-ray discs, which for distribution purposes max out at around 50 gigs. Not that we haven’t seen multi-disc games before (I never finished Final Fantasy VIII because the final disc was scratched… someday, Edea), but clearly Activision decided it wasn’t worth the bother in this case. That’s something of a shame, because there are people all over the world who, for one reason or another, would prefer a physical copy of the game. There’s the ever-present fear that one’s digital access might disappear for whatever reason, or perhaps one has a spotty connection — a common issue in the military, I understand. Even those with decent internet might find themselves uncomfortably close to transfer caps if they start their month with a 150-gig spree (even more once Warzone gets added). It’s been getting tougher for people making that choice — still a perfectly valid one for TV and movies, if you’re willing to wait a bit, by the way — but generally they have been able to get a working, if not fully updated and optimized version of the game that just works when you put the disc in. That’s not the case with CoD:MWII, as discovered by players who pre-ordered the game and received the disc slightly early. Far from having the full game on it, the disc is almost completely empty. This 72-megabyte app is basically just an authenticator and shell that initiates the enormous download process. I’d be willing to bet that most of those 72 megabytes are 4K video files of logos. There’s even a pre-order steelbook bonus (that’s a metal case for the disc and anything else it comes with). Players may be disappointed to find that this fancy reinforced packaging protects nothing of value. Obviously there is great waste entailed in the production of perhaps millions of discs (though the numbers are likely much lower than they used to) for no reason. But waste is endemic in consumerism. The bait and switch of it is the galling thing — that Activision is taking the worst of both worlds. There’s literally no point in even providing a physical version of the software if none of the reasons for doing so are fulfilled by it. It’s the equivalent of the next season of Stranger Things coming on a disc that just loads up Netflix and starts streaming. Why bother? It’s worth asking whether Activision could have built a version of the game that fit on a disc at all. Considering how proudly they’ve been advertising the realism of the graphics, probably not. A single 4K texture unit, say for a building front or character model, may be scores of megabytes, and any AAA game will have countless such textures. Meanwhile the audio and video assets also have to fit on there, and they can only be compressed so far before they degrade. Chances are the team thought that while a functional disc version would be theoretically possible, it would not be an adequate representation of the game they’d worked so hard on. One sympathizes: imagine spending all that time doing high-resolution photogrammetry of an Amsterdam street only to have it look like a level from Quake. Would the outcry if they announced no physical edition at all be worse than them shipping a fake one? Hard to say. At least the former takes “courage,” as Apple would no doubt put it, while the latter is just misleading and wasteful. We may be entering an era where digital delivery is the standard, but there are good and bad ways of doing it. This was a bad way.

VR gaming startup ForeVR Games raises $10M to grow its library of Wii Sports-like titles • ZebethMedia

While Meta tries to convince users to attend virtual work meetings in its metaverse, ForeVR Games, a VR gaming startup with casual games like bowling, darts and cornhole, is a reminder that virtual reality is supposed to be fun. ForeVR announced today a $10 million Series A funding round, which is being put towards building its gaming portfolio and cementing itself as the “Wii Sports of VR.” Lobby Capital led the Series A funding round with participation from Bessemer Venture Partners and Galaxy Interactive. The new capital brings the company’s total raised to $18.5 million. Angel investors include Mark Pincus, founder of Zynga, and founders of Twitch, Emmett Shear and Justin Kan. Much like Wii Sports, ForeVR games are designed to be easy to play. Since launching in 2020, ForeVR has released three games – ForeVR Bowl ($20), ForeVR Darts ($10), and the newest addition, ForeVR Cornhole ($15). ForeVR games can be played single-player or multiplayer on the Meta Quest or Meta Quest 2. Players can unlock skins for their cornhole bean bags/boards, darts and bowling balls, listen to music through YouTube-powered jukeboxes, as well as explore different “halls” and bowling lanes, such as bowling in Atlantis or playing darts at a British pub. Plus, the games are all connected, so if a player owns multiple ForeVR games, they can meet up with friends through in-game portals, allowing them to “bowl on the moon and then head directly to a ForeVR pool hall in Texas through the portals,” CEO and co-founder, Marcus Segal, told ZebethMedia. Thanks to the company’s latest funding, the “ForeVRse,” as Segal likes to call it, will continue expanding. The company is set to launch its fourth title, ForeVR Pool, a virtual reality 8-ball pool game for all ages, on November 17. It will be available in the Meta Quest Store for $20.   Earlier this month, Meta boasted that of the over 400 apps in the Quest Store, over one-third are making millions in revenue. Although Segal wouldn’t reveal exactly how much revenue ForeVR has earned, he told ZebethMedia that it surpassed the $1 million mark. Segal also said that since legs are coming to Meta’s avatars, ForeVR plans to “leverage that technology” when the time comes. Image Credits: ForeVR Games

5 tips for launching in a crowded web3 gaming market • ZebethMedia

The first wave of the play-to-earn (P2E) gaming boom seems to be coming to an end. There are still plenty of blockchain studios staging successful multimillion-dollar raises around the globe, but competition for funds has tightened to the point where only standout projects are winning backers. With great strategy more important than ever, here are a few tried-and-true steps you can take that will help set you apart when you’re seeking capital and preparing for liftoff. Leverage experience in the traditional gaming studio sphere The blockchain gaming market is full of builders who are experienced in crypto but haven’t built traditional games. I’m a prime example. Pegaxy was the first game I worked on and the first I launched. Like many other web3 games of its time, its mechanics and graphics were fairly basic at the start. But while simplicity was fine with the web3 gaming crowd, it has become increasingly clear that P2E will need to attract traditional Web 2.0 gamers if it is to scale, and these gamers demand much more. To please this demographic, builders will need games that have it all: superb graphics, strong mechanics and rich lore. You can have the best team and the best game, but without a solid monetization strategy, those mean little. That’s why a founding team that pairs an understanding of web3 fundamentals with experience in building and monetizing Web 2.0 games for mobile, desktop and console platforms will set you apart in this market. It’s also why, after Pegaxy was launched, we founded Mirai Labs. We wanted to assemble an expert team to build games that appeal to the traditional gaming community. Develop a clear, straightforward monetization strategy Most traditional P2E games have fairly simple revenue models that rely on users buying and holding the token that serves as the in-game currency. This means that when large groups join and play a game at once, token prices and revenues rise in tandem. But when market conditions change — or when players just lose interest in a game — there can be a mass exodus of users. This is bad for revenue and can be catastrophic for token prices. Therefore, building a game that succeeds in the long term means developing monetization strategies that can weather market ebbs and flows, those that couple the best of web3 tech with proven Web 2.0 revenue models.

At last! Blaseball is coming back for Fall Ball • ZebethMedia

Friends, Romans, countrymen, lend me your ears: the best thing on the internet (sort of hyperbole, but not really) is soon to return to a web browser and/or mobile app near you! An absurdist Baseball simulator with an explosively creative fan base, Blaseball has been on hiatus for over a year. The team behind Blaseball, The Game Band, told ZebethMedia last month that they have been completely overhauling the game, which they initially launched as a bare bones pandemic project in summer 2020. Now, we finally have some concrete news: Blaseball will return for what it’s calling “Fall Ball” this Friday, October 28th at 3 PM ET. “Moments Ago… the universe ended. A god is dead. A Black Hole swallowed the League. Play was Stopped,” the website landing page reads. “Now… a New Beginning. Officials gather. Challengers orbit. Will you help Them? Can our heroes escape the gravity of their situation?” This is all probably confusing if you have not played Blaseball before. After its initial moment of virality, Blaseball’s developers have been hard at work thinking about how to make the game more accessible, since the concept of “absurdist horror baseball web simulator” is not exactly the most intuitive. Now, it’s the perfect time to get way too emotionally invested in the fate of chaotic baseball-esque gameplay. “We were like five or six people when we first started making Blaseball,” said Sam Rosenthal, founder and creative director of The Game Band. “Talk about unsustainable. We made this as a quick and dirty prototype that blew up.” Now, with $3 million in seed funding and an expanded team of 25 people, the team behind Blaseball is well refreshed a long seventh-inning stretch. “We felt like if we don’t take a step back and and make this a lot better, Blaseball is going to continue on its current trajectory, which can be really exciting for its existing fan base but it will never get outside of that, and we don’t want that to be the case,” Rosenthal. “We’ve redone everything essentially, from the core simulation that powers the game to the entire user interface of Blaseball. It is built in a way that allows us to be as fast as we were previously, but now on three different platforms, since the mobile app is coming out on iOS and Android.” If you’re a fan of Dungeons & Dragons, weird internet fandoms, or — yes — baseball, then why not give Blaseball a whirl? But first, check out our deep dive into the team behind Blaseball, and how they’re turning a viral hit into a sustainable game.

Nothing’s third device is a pair of pared down earbuds • ZebethMedia

Seems like there’s little room for surprises left in the industry, these days – and not just because of all the leaks. Like Google with its Pixel line, Nothing has moved away from the standard model of revealing a products in one fell swoop. Instead, it’s taken to shaping its own news cycle through slow, official teasers. With its third – and latest – device, the company gave us practically everything but date and price. This morning, founder Carl Pei officially unveiled the product. Like, officially, officially. The arrival of the Nothing Ear (stick) finds the company returning to the groundwork laid last summer by its first product, the Nothing Ear (1). The two immediately clear distinctions here are the new “lipstick-style” case that gives the product its parenthetical and move to a “half in-ear” design, versus its predecessors’ silicone tips. Image Credits: Nothing The (stick) isn’t replacing the (1), mind you. The pitch is instead focused on people who prefer the more traditional design, a la the AirPods vs. AirPods Pro. I’m not among them, but don’t blame you if you are. Everybody’s body’s different. The company says the design was “tested on over 100 people.” Otherwise, the buds (the stems, really) look more or less like the other product. Certainly no complains there. The Ear (1) promised 24/34 hours of battery life, all told, depending on active noise canceling and other usage. The (stick) is rated at 29 hours with the case and the big caveat that active noise canceling isn’t an option here (also like the standard Airpods). Still, if they can duplicate the sound of the (1) with their 12.6mm driver, you can justify the $99 ($149 CAD) price tag pretty easily. Image Credits: Nothing On that note, Pei took to Twitter last week to note that the price of the (1) had coincidentally increased from $99 to $149, owing to “an increase in costs.” Certainly the cost of producing devices at scale has jumped recently, thanks to supply chain shortest and inflation. The founder added that the company has sold “almost” 600,000 pairs of its first product. Sales for the (stick) open November 4 in 40-odd countries, including the U.S., U.K. and Canada. They will also be available at Nothing’s first store in London, naturally.

Can you teach an old game new tricks? • ZebethMedia

Blizzard has a lot going on. The company’s leadership is a toxic trash heap nightmare (hi Bobby Kotick!) and it’s only partially cleaned house. Its failure to deliver on the lofty promises of the Overwatch League makes the game’s scene, both competitive and casual, even less of a sure thing. And Microsoft is currently in the process of trying to buy parent company Activision Blizzard, an outcome that would further consolidate the gaming industry but might ultimately help save Blizzard from itself. In the midst of all of this, Blizzard released Overwatch 2, making a risky bet that lightly modernizing the aging multiplayer hit would be enough to keep it relevant in a new era of ubiquitous online gaming. Overwatch 2 is technically a “sequel” to the cartoon hero-based team shooter, but you’d be forgiven for thinking you were playing the same game that launched back in 2016. Some things are new. The core gameplay is now 5v5 instead of 6v6. There are three new heroes at launch (Kiriko, Junker Queen and Sojourn) with more on the way in later seasons. You can take these new heroes out for a spin on a handful of new maps — Toronto, New York City and Monte Carlo among them — and in a new reverse tug-of-war game mode where you fight it out to move a large jogging robot the furthest. There are also graphical improvements that will probably stand out more to people playing Overwatch 2 on PC and not to folks like me, playing casually on last-gen consoles (I know) or to anyone so overwhelmed by Blizzard’s telltale particle effects that they can’t even tell what’s happening half the time (also me). The big question: Is it enough? From lootboxes to a battle pass Arguably the biggest change here, and the reason why, controversially, you can’t play on old Overwatch servers, is Overwatch 2’s shift to free-to-play. When the original Overwatch launched, Fortnite’s Battle Royale mode — and slightly later, Epic’s Battle Pass — hadn’t taken the world by storm yet. In the original Overwatch you’d play and level up, earning randomized loot boxes along the way or buying them if you really felt like it. Overwatch 2 adopts the seasonal battle pass model that competitors like Fortnite, Valorant and Apex Legends use, selling players a subscription for unlockable perks like skins and voice lines. Controversially, I actually like the battle pass model in theory. Going free-to-play is great for casual players that dip in and out for a few months here and there or for anyone trying to convince friends to check out yet another new game. And the seasonal progression gives people who play casually a sense of progress, though arguable the loot boxes did this just as well. So far in Overwatch 2, the battle pass doesn’t offer a ton to look forward to. One problem is that unlike a game like Fortnite where everyone can use every skin, there are 35 playable characters in Overwatch. With each stage of the battle pass only offering one skin and many players specializing in a single hero or a small rotation of them, the odds aren’t great that there’s even something juicy in there for everyone. The non-skin unlockables aren’t very exciting either and it’s weird that in the course of launching a brand new game (supposedly!) Blizzard didn’t think of cooler ways for players to visually customize their characters beyond souvenirs, which after playing for hours I still haven’t even noticed. Maybe some players are excited about the battle pass — and that’s great — but it’s clear Blizzard is just trying to drive everyone to buy skins in the shop. So far the broader player base doesn’t seem very happy about it, actively campaigning to persuade people to save their money so the company learns a lesson. Overwatch 2’s shop offers a rotating selection of skins, but many of these once came for free through loot boxes, which were, all around, a much more fun experience. I only played Overwatch regularly for a handful of months years ago and I was surprised just how many skins I collected back then that now regularly retail for $20, which feels like way too much. Especially for stuff that you used to be able to earn by playing the game. The first Overwatch 2 Halloween event even has a special skin you can earn by watching streamers on Twitch, but the skin is… the same Winston werewolf Halloween skin that was in the game in late 2016. There’s obviously a lot of chaos at Activision Blizzard these days, but a lot of this comes across as phoned in, considering that the game is brand new. That said, the skin is very cute (werewolves!) and although I am truly awful at Winston I’ll be streaming Overwatch 2 because I don’t have it. Image Credits: Blizzard Three new heroes offer new ways to play Overwatch’s characters have always been the heart of the game and the new game is no exception, introducing three new heroes: Sojourn, Junker Queen, and Kiriko. The three female heroes — one tank, one DPS and one support — round out the cast in a nice way. It feels like a lot of thought went into Kiriko in particular, and she plays like a mix of Moira and Genji (or arguably Zenyatta), bringing some nice mobility options to the support position with the ability to fly across the map on cooldown to follow other players. The skill ceiling is obviously high here (she can heal and throw little daggers at the same time!) so there’s a lot of depth to what will be possible with Kiriko. Sojourn and Junker Queen also have fun kits and seem promising, with the former offering a very mobile power slide and Soldier 76-ish DPS and the latter introducing a damage-over-time tank with a cool Mortal Kombat-esque knife throw that pulls enemies right to you. Necessary aside: As a longtime WoW player,

Get a load o’ this guy! (There’s a new ghost dog Pokémon called Greavard) • ZebethMedia

I cannot feasibly write a new post on ZebethMedia dot com every time a new Pokémon is announced. I did skip over Bellibolt, the electric frog Pokémon that generates power from its big belly. But you know what’s even better than the partner Pokémon of a VTuber gym leader? Greavard. So here we are, writing a post to tell you about this haunting, good boy. I promise, any editor who is reading this, I did not spend more than twenty minutes on this important update in technology news. Coming to “Pokémon Scarlet and Violet,” Greavard is like a cross between a Litwick (the candle Pokémon that debuted in “Pokémon Black and White”) and a bearded collie, as one Twitter user delightfully illustrated for us here: In other words, Greavard is a ghost dog. In other other words, according to the Pokémon Company, Greavard is a “lovable subsurface lurker.” That’s either a really great or really terrible Tinder bio, and I can’t decide which, so don’t blame me if you scare off your future wife. Why “subsurface”? According to the video, it looks like Greavard appears in the wild like a little candle on the ground, submerging its body beneath the surface — maybe the name “Greavard” is supposed to combine “graveyard” and “grief,” and this ghost dog is trying to reunite with a new owner to shower with love? Let’s not dwell on that for too long. But when you approach the shining candle, Greavard will jump out of the ground while “letting out a spooky cry that would startle most unsuspecting people — though it doesn’t appear to do this with ill intent,” the Pokémon Company says. “Greavard has such a friendly and affectionate personality that paying it even the slightest bit of attention will make it so overjoyed that it will follow Trainers wherever they go. Of all the Pokémon residing in the Paldea region, it is known to be especially easy to befriend,” the press release reads. But of course, because Pokédex entries are haunting and horrifying, this ghost dog has some pretty dark undertones. “Greavard will slowly and inadvertently absorb the life-force of those around it, so it’s best not to play with it too much. What’s more, it also has powerful jaws that can shatter bones. A single bite from Greavard can be grievous—so Trainers are advised to approach it with caution,” it says. I don’t know what to make of that, but I’m definitely catching a Greavard who will become best friends with my Lechonk. I think he’s just a good boy who needs a belly rub in the afterlife. He cannot hurt me. “Pokémon Scarlet & Violet” will be released for the Nintendo Switch on November 18. We played a sneak preview of the game and wrote about it here.

The Logitech G Cloud and Shadow are a match made in cloud gaming heaven • ZebethMedia

It’s time to accept that cloud gaming is the future of gaming. At least for some people and even though Stadia failed. But that group of people is becoming larger every year. For the past few weeks, I have been playing video games on a brand new device — the Logitech G Cloud. But my games weren’t actually running on Logitech’s gaming handheld. Instead, I relied on cloud computing service Shadow to run those games. And I have to say that this experience has completely changed how I feel about cloud gaming. Playing on the Logitech G Cloud with Shadow has been mostly a smooth experience. More importantly, I’ve had a ton of fun in the process. Image Credits: Romain Dillet / ZebethMedia An Android console designed for cloud gaming But first, what is the Logitech G Cloud? While you may be familiar with the Nintendo Switch and the Steam Deck, you may have never heard of the Logitech G Cloud. As you can see in the photos, Logitech’s device looks familiar if you own a Nintendo Switch a Steam Deck. It is essentially a 7-inch display surrounded by gamepad-like controls on each side of the display. But the comparison stops here as the Logitech G Cloud isn’t designed to run games natively. It runs Android apps and has mid-range specifications at best. Instead, the device has been created as a thin client to access cloud gaming services. That’s why it’s interesting to see that many gamers are just missing the point. For instance, this YouTube video titled “The G Stands For Garbage” mostly mentions emulation performance and Android games. Logitech is a peripheral manufacturer. And the Logitech G Cloud should be considered as such. A peripheral for cloud gaming services. A controller with a display. A physical extension of a server in a data center near you. Image Credits: Romain Dillet / ZebethMedia Now that we have defined the expectations more clearly, I can safely say that Logitech delivers nicely on its original premise. The device feels great in your hand thanks to textured, rounded grips. It feels sturdy but it’s not too heavy. In my experience playing Marvel’s Spider-Man Remastered, Rocket League, Hitman 3 or Celeste, the buttons work well. Logitech has chosen the Xbox gamepad layout with A/B/X/Y buttons, two analog joysticks, two analog triggers, two bumper buttons and haptic feedback. There are a handful of extra buttons to get back home or launch the Xbox overlay menu when you’re playing a game on Xbox Cloud Gaming. The Logitech G Cloud weighs 463g — that’s roughly 30% lighter than the Steam Deck and a bit heavier than a Nintendo Switch with Joy-Con controllers attached. I’ve had long gaming sessions without feeling any issues in my hands or forearms. Under the hood, the Logitech G Cloud sports a Qualcomm Snapdragon 720G system on a chip with 4GB of RAM. It has 64GB of storage that you can expand with a microSD card. It supports WiFi 5 and Bluetooth 5.1. There are also a 3.5mm headphone jack, stereo speakers and stereo microphones. On paper, you get just the right amount of computing power to run cloud gaming services, but nothing extra. But it’s a shame that Logitech didn’t choose WiFi 6 over WiFi 5 given how crucial latency and internet bandwidth are for cloud gaming. The USB-C port also doesn’t support video output, which means that you won’t be able to plug the device to a TV. The built-in display has a 1080p resolution, which is nice, but it doesn’t have a great viewing angle. So you have to be right in front of the device. All of this is fine and you tend to forget those details when you start playing. But my biggest complaint about the Logitech G Cloud is that it isn’t cheap — it costs $350. There are two ways to think about the pricing issue. Logitech products tend to be on the expensive side and it doesn’t seem too expensive when you compare the device to midrange smartphones. But the Nintendo Switch is cheaper and the Steam Deck is just slightly more expensive. The Logitech G Cloud runs Android 11 with a custom launcher that has been co-developed with Tencent. If you only need to go through your list of most recent apps or favorite apps, it works fine. But it’s still rough around the edges, especially in the settings and the notification menus. I hope Logitech will ship software updates to improve the launcher. If you accidentally bought the Logitech G Cloud to use it as an Android tablet, you can also disable the custom launcher entirely and get the default Android experience. Image Credits: Romain Dillet / ZebethMedia Running Shadow The Logitech G Cloud comes with a few pre-installed gaming apps, such as Xbox Cloud Gaming and Nvidia GeForce Now on the cloud gaming front, Steam Link and the Xbox app for remote play in case you own a gaming PC or an Xbox console already. You can also install any app you want from Google Play. For instance, I installed Shadow’s app to access their cloud computing service. If you are not familiar with Shadow, the French company has been working on a cloud computing service for gamers. People can pay a monthly subscription fee to access a full-fledged computer in a data center near them. It is a Windows instance, which means you can install whatever you want. Shadow starts at $29.99 per month for a machine with the equivalent of an Nvidia GeForce GTX 1080, 12GB of RAM and 256GB of storage. On October 26, Shadow is releasing a high-end configuration. For another $14.99 per month (so $44.98 per month in total), subscribers get an AMD EPYC 7543P CPU with 4 cores and 8 threads, 16GB of RAM and a recent GPU, such as an Nvidia GeForce RTX 3070 or the equivalent GPU in Nvidia’s professional GPU lineup, or a professional AMD Radeon GPU based on the RDNA

I played a sneak peak of ‘Pokémon Scarlet,’ the franchise’s first open world game • ZebethMedia

The ninth installment in the iconic franchise’s main series games, “Pokémon Scarlet & Violet” melds the best parts of “Pokémon Legends: Arceus” and “Pokémon Sword & Shield” to debut Pokémon’s first open world game, out November 18. I know what you’re thinking. “Legends: Arceus,” which came out earlier this year, was often described as an open world game despite not quite resembling hits like “Legend of Zelda: Breath of the Wild.” But from the hour-and-change that I got to play “Pokémon Scarlet,” the open world claims seem legit. That is, you can run around and you don’t hit any invisible barriers — but then again, Nintendo designated a very specific corner of the map for these early playthroughs, and I was too busy trying to sniff out brand new Pokémon to put my Koraidon into high-gear and sprint toward the deepest depths of Paldea. Speaking of which: Koraidon and Miraidon, the legendaries that appear on the covers of “Pokémon Scarlet & Violet,” function differently than past legendaries. Usually, the Pokémon that grace the artwork of new games are over-powered beasts like Kyogre, Dialga or Zacian, which you finally capture after several hours of gameplay. But from very early in the game, you join forces with your game’s chosen legendary, who you can use for transportation. In “Legends: Arceus,” players could ride Pokémon like Braviary, Basculegion and Sneasler to fly, swim, climb or just move faster. Koraidon and Miraidon function the same way, except you don’t have to annoyingly toggle between Pokémon. I guess these legendaries are simply more skilled than poor old Ursaluna. So, what’s new in “Pokémon Scarlet & Violet”? To be honest, the demo I played seemed to be specifically designed to not give much more away than what’s already been shown in trailers. But I can reveal one very key piece of information. As previously announced, you can make sandwiches with your Pokémon, similar to camping and making curry in “Sword & Shield.” And unfortunately, yes — you can, indeed, feed Lechonk a ham sandwich. I’m so sorry. Image Credits: Nintendo Three different story routes Paldea is inspired by the Iberian peninsula (Portugal and Spain) — a bit more exciting than the time when Pokémon based “Black & White” off of New York City and gave us Trubbish, a literal trash bag Pokémon. Instead, we get cuties like the little piggy Lechonk, a play on lechon, the Spanish word for cooked pork (that’s why it was so awful that I fed Lechonk a ham sandwich, he is literally a pig, ham comes from pigs, I already apologized, I don’t know what you want from me.) Because it’s an open world game, players can choose what order in which to explore “Pokémon Scarlet & Violet.” There are three story routes, which can be explored in any order: Victory Road, Path of Legends and Starfall Street. Victory Road is your standard Pokémon storyline — you battle gyms, get badges and challenge the Elite Four. Simple enough. But you also have to complete some side quests in order to get the gym leader to challenge you. The grass-themed gym in Artazon, an art-themed town, requires the player to play hide and seek with a horde of Sunflora. This is where the non-linear storyline might get tricky — if you’ve already explored other storylines, will you simply just eviscerate Brassius’ Sudowoodo? Then again, we’re adults playing a game for children. If you want a real challenge from the gym battles, just play a Nuzlocke run. Image Credits: Nintendo The Path of Legends route resembles the boss battles in “Legends: Arceus,” only less frustrating. In “Legends: Arceus,” you had to throw balls of the Pokémon’s favorite food (?) at it while avoiding its ferocious attacks. In the new games, you just battle a particularly strong Pokémon. But the large Klawf that I faced scampered off before I fully drained its health, and I was told not to run after it in my demo, so hey. Maybe we’ll still have to throw food at Pokémon after all. I’m not looking forward to it. Then, there’s Starfall Street, which occupies the “defeat the bad guys!” part of your standard Pokémon story. We first encounter Team Star at a base that’s not too far from Artazon. You have to ring the doorbell to go inside — I accidentially flew over it on my Koraidon, and Team Star did not take kindly to that. Then, you complete another pre-battle challenge: you have ten minutes to defeat thirty Pokémon, like Vulpix, Torkoal and Houndoom. In past games, KO-ing thirty Pokémon that quickly would be difficult. But “Scarlet & Violet” lets you “auto battle” wild creatures, which makes the process of grinding to level up a bit less strenuous. Is this a quality of life improvement, or does it take away the rite of passage of raising your Pokémon? Eh, we already moved past that once the Exp. Share became so overpowered. One inarguably helpful quality of life improvement is “auto heal,” which applies items from your bag to heal a Pokémon back to full health. Gone are the days of feeding your Hoppip three different potions to recover 60 HP. Like other recent games, you can also change your party Pokémon on the go. Image Credits: Nintendo When you defeat those thirty Pokémon, Team Star’s Mela challenges you to a battle against her surprisingly bulky Torkoal, which sits atop the Starmobile, a giant car that wouldn’t be out of place at a pride parade. Even Game Freak is attuned to the disco ball trend! But here’s where it gets trippy. Once you defeat the Torkoal, you can fight the Starmobile. I’ll leave it at that, for legal reasons. Key new features in ‘Pokémon Scarlet & Violet’ I’ll admit: I do not care about Mega Pokémon, or Dynamax Pokémon, or whatever else we’ve been led to believe is the next frontier of battling our silly little guys (shiny mega Gengar is badass, though). But surprisingly enough, Terastal Pokémon

Activision Blizzard’s Johanna Faries highlights the company’s emerging ‘anti-tox’ strategy • ZebethMedia

At ZebethMedia Disrupt today, Activision Blizzard General Manager Johanna Faries elaborated on the company’s plans to clean up some of the worst behavior in the franchise’s community, even as new lawsuits and allegations about its own culture continue to emerge. Last month, Activision Blizzard released a formal code of conduct for the Call of Duty community, which encompasses its broad consumer player base and the competitive scene. While the policy is pretty basic — no harassment, hate or cheating — it’s something the company can point to when it enforces the rules. “I’m happy to say, especially since you know the time that I’ve been in the chair, we’ve really raised the bar in terms of paying attention to ‘what does an anti-tox strategy need to look like? What does creating fair play environments, safe play environments look like?’” Faries said. “We just released for example — and it started in the beta — a first-ever franchise-wide code of conduct, which I know may sound like table stakes, and in many ways it probably is — but it’s here now. Faries noted that Activision Blizzard has teams “focused 24/7” on anti-toxicity, weaving together automated machine learning solutions with human moderation. The goal is to make it easier for players to quickly report bad behavior but also to incentivize the kind of good behavior that should serve as a model for the community. The crackdown on toxic behavior — which often disproportionately impacts marginalized players who still struggle for representation in streaming and gaming — goes hand in hand with weeding out players who cheat, according to Faries. “So there’s more to come on this, but I was really proud to see in addition to Ricochet [anti-cheating tech] and a lot of our anti-cheat anti-hacking initiatives that we’ve rolled out as well… our anti-toxicity focus is one that is a masthead going into this upcoming launch and for years to come,” Faries said. “We’re putting the best systems in place to make sure that players have the tools, but also have again the incentives, to continue to raise the bar of what it means to play fair to play with respect for everyone to play with integrity.” Over the weekend, Activision seemed to put its money where its mouth was, allegedly banning top competitor Doug “Censor” Martin from competing in the Fortune’s Keep tournament, citing his interactions with Call of Duty streamer Nadia Amine. Martin previously filmed a joke marriage proposal to the female player, who has faced a firestorm of sexism and baseless accusations that she’s somehow cheating at the game. In a tweet, Martin said that Activision “blocked him from competing” in the tournament over harassing Amine, though Activision Blizzard hasn’t yet confirmed the claim. If the company did indeed dole out an event ban over directing unwanted attention at a fellow player, it would track with its new emphasis on cleaning up behavior in the notoriously toxic Call of Duty scene.

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