Tag Archives: ea

Plants Vs. Zombies: Battle For Neighborville Has So Many Great Ways To Play

There’s always something to do in Neighborville, the suburban wonderland that serves as the setting for the latest game in Popcap’s Plants Vs. Zombies third-person shooter spinoff. No matter which side of the conflict I choose, or what sort of competitive, co-op, or solo battle I dive into, the game never fails to put a smile on my face.

Plants Vs. Zombies: Battle for Neighborville is out now for PC, PlayStation 4, and Xbox One following a four-week preview period for purchasers of the “founder’s pack.” It’s the third family-friendly third-person shooter from EA and developer Popcap Games. Neighborville abandons the punny “Garden Warfare” name of its two predecessors, which is good, as this is no Call of Duty parody. It’s a cartoony shooter with a focus on community and good-natured fun. The social hub, where plant and zombie players can fight and fool around between battles, is a literal carnival, with rides and everything. At the moment it’s Halloween themed. Who decorated it? I try not to think about it.

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The competitive and cooperative multiplayer modes are standard shooter fare with lush, vibrant Plants Vs. Zombies flair. I can fight for my life against other players. I can capture points and escort the payload. I can join a team of plants or zombies and fight against waves of computer-controlled enemies. It’s stuff I can do in other shooters, only instead of dark and gritty, it’s bright and fluffy. The silly setting and colorful combatants transform traditional third-person battles into ridiculous spectacles. Googly-eyed undead are pelted by corn kernels, peas, and seeds. Vibrant plant soldiers are mowed down by crackling electricity, hastily cobbled-together turrets, and other weapons of weird science.

There’s a solid third-person shooter under these layers of absurdity. Firing weapons is tactile and satisfying. Each of the ten characters on either side of the conflict has their own unique playstyle based on their special abilities and classification—attack, defend, or support. When the Sunflower is healing, the tank-like Citron is defending, and a couple of Peashooters are laying down heavy fire during a major multiplayer confrontation, it’s a beautiful, ridiculous thing. Plus it’s hard to get angry when your foes are so goofy.

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The colorful cartoon maps are the ultimate 3D realization of the PVZ style established back in 2009 with the original 2D tower defense game. Each stage oozes goofy character, hand-waving (or frond-waving) that distracts from the grim idea that the plants and zombies are fighting on battlefields abandoned by humans following some sort of undead apocalypse.

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I love this wacky animated fantasy world, which is why my favorite modes in Battle for Neighborville are the ones that let me relax and explore at my own pace. The social region, Giddy Park, is a place where players can meet up, spend in-game coins on cosmetic rewards, promote their characters when they reach new levels, or jump into the park proper for informal skirmishes with the enemy team. It would be the perfect place to advertise microtransactions, what with the giant “Mr. Reward-O-Tron 9000” gachapon machine front-and-center, but Battle for Neighborville doesn’t have any microtransactions. It’s not that kind of game. Rewards are bought with in-game currency, which can only be earned in-game. Sorry, big spenders.

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It is the kind of online shooter that also makes sure solo players have plenty to do. Both factions have two adventure zones, where solo players can play through a quest-based storyline or explore freely. Enemy encounters randomly occur as players explore, keeping the tension mildly high, but as every character in Neighborville enjoys unlimited sprinting, escape is always only a button away.

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These adventure zones are where I go to chill. More importantly, they are where I send my children when they get the urge to play. My eight-year-old son Archer can wander about the Western-themed Mount Steep for hours, dying and respawning, jumping off cliffs and giggling. Basically all the things he does when he logs into my Overwatch account on the Xbox One, only without doing horrible things like ruining my profile by goofing around or playing as Hanzo.

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Even better, should we ever have two Xbox One controllers not under the couch at the same time, the entire game can be played in local or online splitscreen on PlayStation 4 and Xbox One. What the world needs now is sweet, sweet couch co-op.

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Plants Vs. Zombies: Welcome to Neighborville is literally fun for my entire family. I love to play. My kids love to play. My wife loves to … well, watch us play because she gets motion sickness from third and first-person shooters. She at least thinks the plants and zombies are super-cute, as do I. It’s the sort of game that makes me happy every time I boot it up.

Source: Kotaku.com

In Apex Legends’ New Halloween Mode, Being Dead Totally Owns

Usually, it’s bad to die in Apex Legends, as it is in most games. Not so in Shadowfall, the new limited time mode running until November 5.

In the new mode, players drop onto the Kings Canyon map solo at night. The map has a spooky new makeover, by the way. Players fight as usual, but when they die, they become a Shadow—a super-fast zombie with very little health and a deadly touch. Hit another Legend as a Shadow, and they drop onto the map as a Shadow too.

Shadows can respawn indefinitely, which means no one’s out of the match ’til it’s over. The match ends when there’s ten Legends left. Then their locations are marked for everyone to see, and they have to make it back to an evacuation zone.

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It rules, even though it can be a little frustrating. Once there’s more than one Shadow near you, not getting hit once is hard. In the stream above, you can watch my Kotaku colleague Paul Tamayo playing the new mode while talking with me about horror movies, spooky music, Korean cinema, and Hispanic Heritage Month, which wraps up today.

Source: Kotaku.com

EA Website Leaks Personal Details Of FIFA Players

\When players—including many of the world’s best—went to sign up for the FIFA 20 Global Series earlier today and started entering their personal information, they noticed something weird. There was already information on the screen. Someone else’s information.

At the point where players registering were asked to confirm their details, they were shown a screen displaying the personal details, including email address and date of birth, of a different player.

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EA were quickly informed of the error, and took down the registration page while they fixed things.

At time of posting EA hasn’t shared further updates aside from linking their “product security vulnerability program” website.

Source: Kotaku.com

BioWare’s Anthem Added To EA’s Subscription Services

Anthem’s ignominious fall from “BioWare’s next big thing” to “oh dear” hasn’t hit rock bottom just yet, as today it was announced that the game is being added to EA’s subscription catalogues.

Both EA Access and Origin Access subscribers will be able to download and play the base game for free as of today across PS4, Xbox One and PC, with Origin Premier customers (who already had access to the base game) getting upgraded to the fancier Legion of Dawn edition instead.

Anthem, a new IP from Mass Effect and Dragon Age creators BioWare, was only released in February of this year. Its development was a nightmare, its review scores were middling, and after delays its major updates haven’t been worth the wait.

Still, to see it hit EA Access today alongside other games like Yooka-Laylee and *checks notes* Ultimate Chicken Horse is wild.

It’d be easy to write this off as just another rung the game is hitting on its way down the ladder to oblivion, but who knows, in this day and age there’s no telling what can happen to a game after launch. Fortnite, Warframe and Rainbow Six: Siege all survived so-so releases to end up thriving, and by landing on EA and Origin Access and getting access to a playerbase that didn’t have to pay full retail price to get their hands on it, Anthem might get the boost it needs to turn things around.

Or…it might not.

Source: Kotaku.com

The Sims 4 Gets Goddamn Wizards

Screenshot: The Sims 4

Meet Lucretia Sand, witch. She’s the Sim I made for The Sims 4’s latest magic-centric expansion. Puns aside, she’s the perfect character to explore the latest game pack, Realm of Magic.

Realm of Magic, which comes out tomorrow, is the latest game pack for The Sims 4. It adds a new area, new clothes, and the ability for your Sim to practice magic. Witches—or spellcasters, in the nomenclature of the game—work a lot like vampires. As you use magic and learn spells and potion recipes, you accrue points to level up your magic skill. Making potions, which requires hunting for specific ingredients, interested me from the start, so I grabbed some upgrades for my Sim that makes it easier for her to forage.

Learning spells is done through the Magic Realm, an area that’s accessible through a magic portal in the pack’s new world, Glimmerbrook. Hanging out in the Magic Realm is the real gem of this pack. It’s simply gorgeous. It’s a series of three floating islands in an expansive night sky, with waterfalls and foliage galore.

Screenshot: The Sims 4

Because The Sims 4 doesn’t operate with a true open world like The Sims 3, sometimes large open areas like Glimmerbrook can feel a little bit like a ghost town. I’m not sure what wizardry they worked for this game pack, but not only is the Magic Realm beautiful, it’s a busy place. There’s a small area to buy magical materials through one portal, and a dueling ground through another, but the magic school is where pretty much all the action is. It’s where you can read magical books and practice potions and spells. You can duel other students. As soon as Lucretia reached the second level of being a spellcaster, she was getting calls for friendly duels all the time. She even won a few.

Screenshot: The Sims 4

For the past few expansions and game packs for The Sims 4, I’ve been impressed at how well the past few expansions and game packs have been integrated into the rest of The Sims 4. In the past, some game packs have felt entirely segregated; vacation worlds are nice, and I’ve spent my fair share of time in Selvadorada, but that content is pretty much locked away unless I choose to access it. Magic, on the other hand, it clearly built to work within the confines of everyday life.

The kinds of magic you can do as a Sim reflect on fundamental aspects of the game. Early on, Lucretia learned Repairo, a spell for fixing broken objects. The next day, she set the stove on fire while making breakfast. Guess which spell saved us some simoleons? And that’s just the school of Practical Magic—there’s also Mischief Magic and Untamed Magic, as well as potions. Mischief Magic changes characters moods, and Untamed Magic causes changes to the environment by calling down lightning bolts or setting things on fire. All of these are things you can do without magic, but with the pack installed, magic becomes a tempting shortcut to getting what you want.

I haven’t played a mermaid since I got Island Living, though I think the expansion is well designed, and I get so irritated every time Vlad shows up to suck my Sims’ blood. As I think about what it will be like to play non-magical characters in a world where magic exists, however, I get excited. The kinds of stories you can tell in a world where magic exists aren’t just limited to people who learn and use magic. What if a Sim unknowingly marries into a spellcaster family, who has access to a secret magical world? What if I create a spellcaster who tries to keep up the masquerade in the non-magic world? There’s a load of narrative value beyond just the new magical mechanics in Realm of Magic. I’m just dying to get back to making Lucretia Sand (witch) slave over her potions.

Source: Kotaku.com

EA Received A Guinness World Record For Most Downvoted Comment In Reddit History

Back in 2017, EA was dealing with the mess that was Star Wars Battlefront II and its hated loot boxes. During that time an unknown community manager used the official EA Community Team Reddit account to respond to a complaint about unlocking characters. Over 600k downvotes and two years later, EA’s infamous comment has officially earned a Guinness World Record.

The record was spotted by Reddit user -amasha- who posted a photo from the Guinness World Record book for 2020 showcasing the record on the Star Wars subreddit. The post has racked up over 80k upvotes.

The comment was posted on November 12, 2017, to the Star Wars Battlefront subreddit. The comment is posted in full below.

The intent is to provide players with a sense of pride and accomplishment for unlocking different heroes.

As for cost, we selected initial values based upon data from the Open Beta and other adjustments made to milestone rewards before launch. Among other things, we’re looking at average per-player credit earn rates on a daily basis, and we’ll be making constant adjustments to ensure that players have challenges that are compelling, rewarding, and of course attainable via gameplay.

We appreciate the candid feedback, and the passion the community has put forth around the current topics here on Reddit, our forums and across numerous social media outlets.

Our team will continue to make changes and monitor community feedback and update everyone as soon and as often as we can.

Since being posted it has accumulated 683,000 downvotes. This comment is hated on a scale that no other comment in Reddit history has reached. The second most downvoted comment in comparison only has 88,906 downvotes.

If you create a free account you can look up every record on the Guinness World Records website and find the EA record, listed under “Most downvoted comment on Reddit.”

So, I guess, congratulations EA?! I highly doubt they will be celebrating this record anytime soon.

Source: Kotaku.com

Anthem: Six Months Later

It’s already been six months since the online shooter Anthem came out. A lot has happened during that time, though not as much as players had hoped. The game launched with many bugs and flaws, and both players and the developers have acknowledged that it needs a lot of work.

While developer BioWare has addressed many of Anthem’s smaller issues, deeper problems persist, compounded by new updates getting delayed and being few and far between. But there has been the occasional bright spot, and the players who have stuck with it seem as committed as ever, at least for now. Here’s a rundown of everything that’s happened so far.


  • Anthem opens to its first wave of players on February 15, going live for everyone on February 22. The staggered release schedule rewards players who purchase the game’s special edition or subscribe to one of EA’s services with early access to the game.
  • That weekend, the game gets a hotfix to make the game’s Tomb Challenges, which occur just a few hours into the main campaign, less grindy.
  • Around February 18, players realize the game’s rarest loot is dropping from treasure chests that randomly spawn in the game’s free-play area on harder difficulties. Maps are drawn up showing players how to farm them, but BioWare patches out the loot bug before the end of the day.
  • The game’s load times are so bad that BioWare releases its day-one patch two days early. The patch also addresses other bugs, like loot not spawning for players while they’re waiting to be revived, while creating some new ones, leading to the temporary removal of some things, like the game’s Stronghold quickplay mode.
  • The game’s lead producer, Ben Irving, says that increased loot drop rates some players experienced over the game’s first post-release weekend were an unintended bug, which BioWare promptly patches out. (To this day, players speak fondly of that time when they were drowning in loot.)
  • Reviews come out over the next few days and are mixed at best. Many reviews, including ours, praise the basic feel of combat and flying around in an exosuit Javelins, but are much more critical of the game’s numerous bugs, repetitive missions, and lack of any real end game.
  • Among all the annoying bugs, players also discover a fun glitch that allows them to mix and match parts from different Javelins. Players make creative hybrid builds like Colossi that can also perform Interceptor dash attacks, but BioWare eventually patches the bug out.
  • Anthem’s inscriptions get overhauled in a February 28 patch. BioWare decides to make the randomized stat rolls on rare loot better on average rather than increase their drop rate overall. A bug that drops guns with ill-fitting perks, like a shotgun getting 20 percent bonus machine gun damage, also gets patched out.
  • Some players discover that Anthem shutting down their PS4s on March 3. While some players originally believe the game had bricked their consoles, they’re able to get them working again by restarting their PS4s in safe mode. BioWare announces it’s working with Sony to investigate the issue, and reports on March 6 that while console shut offs are a problem, no consoles were actually bricked.
  • YouTuber Gladd makes a video about being temporarily banned from the game for using one of the known damage exploits to beat bosses more easily. The exploit involves pressing shoot and dodge at just the right moment during an ultimate attack to deal up to one million points of extra damage. The ban is surprising, since Anthem is an entirely cooperative experience, so no other players are actually hurt by the supposed cheating. In a statement, EA tells IGN the ban will ultimately be limited to two weeks.
  • An image comparing features shown in Anthem’s pre-release trailers and what’s actually in the game starts making the rounds on March 5. Irving responds to an image going around Reddit comparing Anthem’s pre-release trailers to the finished game and calls it the “cost of transparency.” He says it’s normal for a game to change during development. Deeper comparisons show Anthem changed a lot.
  • Players find a new bug on March 6 that makes the game’s starting gun one of the strongest in the game. BioWare says it will fix the bug in the next update.
  • Anthem gets a big patch on March 9 to stop the game from shutting off people’s PS4s, fix how the game calculates damage, and make the game’s hardest missions a little more forgiving.
  • The following weekend, Anthem’s loot once again becomes bugged, dropping more often than it normally does, and BioWare once again commits to patching it out as soon as possible. Some players call on the community to enact a weeklong boycott of the game over its stingy loot.
  • Anthem’s community director, Jesse Anderson, tells players in a post on the game’s subreddit that the community’s growing hostility has discouraged some of the game’s developers from talking more openly about the game and its continued post-launch development.
  • For the first time since the game came out, BioWare makes the game’s loot more generous on purpose in a March 15 update that increases rare drops for the game’s hardest activities.
  • Casey Hudson, the studio’s general manager, calls Anthem’s launch “rougher than expected” in a March 19 blog post. He tells players to the next stage of the game’s content is when “things really get exciting.”
  • Some players turn avoiding loot into a little mini-game of its own. Anthem still drops common-tiered loot for high level players, even though it’s mostly useless, so rather than pick it up and have to navigate the game’s cumbersome menus to break it down, players try to dodge it all together.
  • Anthem gets its next big patch on March 26, adding special Elysian caches that drop new types of cosmetics. The update also breaks some stuff, including guaranteed masterworks no longer spawning after some boss fights.
  • Kotaku’s Jason Schreier publishes a massive report detailing Anthem’s troubled development on April 2. In addition to explaining how the process had been plagued by indecision and mismanagement, the report also exposes a culture of high stress and lengthy periods of crunch at BioWare that led to large amounts of burnout.
  • Rather than respond to requests for comment on the story directly, EA and BioWare publish a blog post. “We chose not to comment or participate in this story because we felt there was an unfair focus on specific team members and leaders, who did their absolute best to bring this totally new idea to fans,” it says in part. “We didn’t want to be part of something that was attempting to bring them down as individuals.”
  • While BioWare remains silent publicly beyond the original blog post, general manager Casey Hudson sends an email to staff on April 3 addressing the report directly that Kotaku obtains and publishes. “The article mentions many of the problems in the development of Anthem and some of our previous projects,” it says in part. “And it draws a link between those issues and the quality of our workplace and the well-being of our staff. These problems are real and it’s our top priority to continue working to solve them.”
  • As players wait for new content to get added to the game, some start playing dress up, customizing their Javelins to look like famous characters from outside the game, including Pokémon and various comic book heroes.
  • Anthem goes a month without one of its developer livestreams airing on Twitch, and on April 17, community manager Jesse Anderson announces that the studio’s next one has been delayed by a week due to someone cutting the fiber optic cables outside the BioWare office.
  • The game gets its biggest update since launch on April 23. It adds Anthem’s first bit of new content, a stronghold mission called The Sunken Cell that has some cool moments but nothing game changing. It also delivers a few quality of life improvements including the ability to continuously launch new missions without going back to the game’s hub area as well as swap out equipment on the fly while in the field.
  • Later that same day, BioWare announces that major new features that had previously been scheduled to arrive in the game in its first few months have been delayed. Guilds, weekly stronghold challenges, and the game’s big Cataclysm seasonal event will not becoming to the game during the original time frame advertised, with no new dates given so that the team can instead focus on addressing issues with the base game.
  • At the start of May, the month Cataclysm had originally been set to arrive in, BioWare announces that Elysian caches, one of the game’s few pieces of new content since it was released, will be leaving in an upcoming update. While Anderson says that had always been the plan, it takes players by surprise given the lack of other things to do in the game.
  • After weeks of silence, BioWare releases a new update for the game at the end of May that lets players fast-travel between Strider locations in free-play mode, a feature originally hinted at during the game’s pre-release trailers earlier in its development.
  • Players finally get some information about how Cataclysm will work in a developer livestream on May 30. BioWare reveals that it will be a score-driven, time-trial style mission where players will earn a new type of currency they can exchange for loot chests at a new vendor.
  • Ahead of E3, BioWare invites players on PC to join Anthem’s public test server to beta test Cataclysm on June 4.
  • Anthem is conspicuously absent from the schedule for EA Play at E3 and is only discussed briefly offstage in a short conversation between lead producer Ben Irving and the event’s host, Greg Miller. “We believe Anthem can be a very amazing game,” Irving tells Miller. “We know we have some work to do.”
  • By mid-July, a full month after testing for Cataclysm took place on the game’s PTS, players finally discover the first signs of something changing in Anthem: a strange storm that appears off on the horizon.
  • Pre-Cataclysm challenges go live in the game on July 22. Random crystal structures start popping up in the game’s free-play mode. Players can destroy the crystals to earn extra Coin, the in-game currency for buying cosmetics, as well as new Javelin decals.
  • Cataclysm finally goes live on August 6. Alongside the new activity, the update adds a guild system, which players can only access through their smartphones, and a host of new equipment and cosmetics to collect. The activity itself is a welcome breath of fresh air by the standards previously set by Anthem, but is otherwise underwhelming. It gives players who still like the game a great excuse to come back, but doesn’t do anything to overhaul the game’s loot system or make the story any more comprehensible.

And that’s where we are now. Cataclysm is still ongoing for the time being, with new items rotating through a Cataclysm-specific vendor every week. It’s still unclear if the end of the event will be a prelude to the next phase of Anthem, or simply the beginning of another long wait for new content, much less the larger rework the game desperately needs.

Source: Kotaku.com

The Sims 4’s New Fashion Photography Pack Is Shockingly Good

I would never ordinarily recommend one of The Sims 4’s stuff packs. There usually isn’t much to them. But you know what? The Sims 4‘s Moschino stuff pack is good.

There are three tiers of Sims 4 downloadable content. Expansion packs radically alter the game, adding multiple new mechanics and items. Game packs make smaller changes to the game—usually just one new mechanic and fewer items. Stuff packs are the smallest of the three. They contain a handful of new objects and, if you’re lucky, a new interactive object.

Stuff packs don’t always go over well with the fandom. The My First Pet stuff pack, which came out soon after the Pets expansion pack, drew ire in particular for having furniture that was extremely similar to what you could find in the expansion, and the whole fandom got into it over laundry. Stuff packs are limited by design, which make them less exciting to me. I can’t think of a single one off the top of my head that I would actively recommend.

Until Moschino Stuff, which came out last week. I can hardly believe it. I am not only enthused about a stuff pack, it’s a branded stuff pack that lowkey feels like an ad for the IRL clothing collection designed by the fashion house Moschino. What makes this pack stand out is that it added a new career, freelance photography, and tweaked how photography works along with it.

When you play as a freelance photographer, your assignments from clients involve you taking pictures of people in various different outfits. Some of those clients will want to see Sims in their everyday outfits, others will want to see athletic wear, and so on. I even got a request for a sleepwear shoot. You take pictures and submit them to your client until they approve them, at which point you get paid.

Prior to Moschino Stuff, photography in The Sims 4 was kind of flat. You could select a camera and then use the in-game tools to properly frame your subject and add a filter, but that was pretty much it. This new stuff pack adds poses for Sims, which you can select while taking a picture of them by clicking on a panel that shows different emoticons.

Some models are more expressive than others. While tooling around with this new feature last night, I found that different Sims have different poses for each mood. While one Sim might be overly dramatic…

…Another might be a budding natural model.

Finding my photographic muses and then taking nonstop pictures of them has suddenly become my favorite thing to do in The Sims 4. Seeing all of the available poses adds just one more facet to each Sim’s personality, making the world all that more complex. Who knew the most exciting thing about the Moschino Stuff pack had nothing to do with Moschino? Sorry, Jeremy Scott.

Source: Kotaku.com

Star Wars Battlefront II Is Bringing The Series’ ‘Instant Action’ Solo Mode Back

It’s been relatively quiet on the Star Wars: Battlefront II…. battlefront. The controversial, mostly multiplayer game has rebounded from a microtransaction-filled 2017 launch with a stream of continuous updatesthat included some amazing Clone Wars battles. The latest roadmap, revealed today, shows some fresh love for single player fans and adds dangerous Clone Commandos.

Battlefront II started threadbare. Its story mode was disjointed and couldn’t be fixed with a DLC epilogue, and unlocking hero character took way too much grinding. It’s taken a lot of time and quiet effort to build the game up, with silly game modes like Ewok Hunting or massive forays into iconic battles like Attack of the Clones’ Battle of Geonosis. Most of these updates have been focused on the game’s multiplayer. If you’re someone who likes to play solo, you were limited to some bare-bones arcade modes. Implementation of a solo starfighter mode softened the blow, but there weren’t many options for huge battles. That’s going to change.

The roadmap outlining the rest of the year outlines two new modes. There’s online co-op and Instant Action, a mode that had been in earlier Battlefront games. Co-op allows a squad of up to four players to complete missions on Clone War era maps. It’s a small scale mode that’s meant for groups of friends. Instant Action, a mode allowing one player to participate in massive, control-point laden battles is coming as well. Instant Action drops players into matches entirely populated by AI companions and enemies including computer-controlled hero characters, granting access to the huge battles the series is known for without needing to go online. Both modes launch in September.

In addition to these modes, Battlefront II will receive a handful of additional updates. The freaky botanical world of Felucia will be added in September and there will be a crossover event with the upcoming Star Wars: The Rise of Skywalker, in December. There will also be a brand new special unit coming to the game: Clone Commandos. Fans have been asking for them for a while. Popularized in LucasArts’ 2005 first-person shooter Star Wars: Republic Commando and later on in the Clone Wars television series, clone commandos are badass troops known for taking difficult missions. In Battlefront II, you’ll unlock them in matches by spending hero points earned through gameplay. Their big gimmick is a transforming blaster rifle with multiple firing modes including a grenade launcher.

The roadmap also outlines a few tiny changes like customizable appearances for battle droids and a “contextual spawning” feature that will allow players the ability to spawn on control points a la Battlefield. Battlefront II continues to grow with quality of life fixes and new modes that reward long-time fans.

Cool clone commandos and improved single player are another example of how the game is shifting to meet player demands, and might offer

Source: Kotaku.com

The Sims 4 Is Getting Magic

The Sims 4 Realms of Magic expansion is bringing witchcraft and wizardry to The Sims 4.

The Sims has had magic-related expansions in the past, like The Sims’s Makin’ Magic expansion, so it seemed like it would be only a matter of time before The Sims 4 got one. Realm of Magic comes with a new neighborhood called Glimmerbrook, and also a portal to a new world where you can learn spells and potions. It’s coming to PC on September 10th, and console on October 15th.

In the new trailer for Realm of Magic, you can also see some of the new clothing and hairstyles that will be available in the expansion. How cute is that yellow pinafore dress? As excited as I am for flying on a broomstick, I also can’t wait to design some atmospheric altars for my upcoming dabblers in the occult.

Source: Kotaku.com