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Rocket League 2 Won’t Happen; Dev Will Keep Expanding Existing Game

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Rocket League 2

Rocket League has been on the market for several years now, which has many wondering if a sequel will ever be released. It doesn’t look like that will be the case, as developer Psyonix has said that they are foregoing Rocket League 2 to instead continue to expand the existing game.

Psyonix’s Scott Rudi spoke with Gamespot about the matter, where he said the following:

“That’s preferable to do; games-as-a-service. The most valuable thing in our game is our fans. A lot of the stuff we do is focused on keeping them with us. Keeping them interested and all hyped up about our game. We want to provide a really good experience [for players] to have fun with for years to come.

We want to keep this going. I don’t know what I’d do with Rocket League 2. I’d rather do more to expand the existing Rocket League. It’s doing great, there is a lot ahead of it. So yeah, we have no plans for Rocket League 2.”

You can’t really fault Psyonix for taking this stance with the game’s development, as it has been working extremely well for them. The game is incredibly simple at its core, and people are still playing it regularly to this day. As long as the developer can keep the fanbase happy and coming back for more, then there’s really no need for a sequel.

As part of the editorial team here at Geekreply, John spends a lot of his time making sure each article is up to snuff. That said, he also occasionally pens articles on the latest in Geek culture. From Gaming to Science, expect the latest news fast from John and team.

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Baldur’s Gate 3 had a more manageable development process compared to Larian Studios’ previous RPGs

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According to Swen Vincke, the founder and CEO of Larian Studios, the level of crunch on Baldur’s Gate 3 was lower compared to their previous games like Divinity: Original Sin 2. Crunch, also known as “crunch culture”, refers to the overtime that many developers are often expected to work when production deadlines are approaching.

According to GamesRadar+, Vincke was questioned about the challenges that emerged during the game’s extensive development and whether the studio had to work under intense pressure. Vincke mentioned that they are investing less in BG3 compared to their previous projects. We definitely did. We encountered unforeseen events.

Vincke highlights Larian’s global studio setup as a method through which the developer alleviated the pressure. This structure was established to guarantee round-the-clock coverage, specifically designed to prevent individuals from having to put in additional effort to resolve late-night issues. The Belgian developer has expanded its reach by opening a seventh office in Poland.

According to Vincke, employees who had to work long hours were compensated with overtime pay. He also mentioned that after 8pm, the offices would be nearly empty, and weekend work was a rare occurrence at the studio. Expanding on the topic, he clarifies: “We didn’t excessively push ourselves, but we did have to put in some extra effort.” And I believe, honestly, there will always be a sense of anticipation when you’re working towards completing a project, particularly when there are numerous intricate elements that need to be integrated.

Did you know that the development of Baldur’s Gate 3, with its immense size and scope, involved developers working tirelessly to meet the deadline? Please share your thoughts in the comments section below.

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Mad Max developer responds to comments made by Furioso director George Miller about Kojima

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Last Friday, we shared with you the news that George Miller, the director of the Mad Max franchise, mentioned Hideo Kojima as his top choice to develop another video game adaptation during the premiere of his latest film, Furiosa: A Mad Max Saga. By doing so, it appears that he also criticized the previous game with the same name. The founder of Avalanche Software and creator of the Just Cause series, Christofer Sundberg, the developer behind the last Mad Max game, has responded with strong determination.

On Twitter (thanks, Eurogamer), Sundberg expressed his disagreement with Miller’s comments about Avalanche’s Mad Max game not meeting his expectations. The director stated: “I prefer to only engage in activities if they can be executed at the utmost level of excellence.” Sundberg strongly disagreed with Miller’s statements, describing them as baseless and arrogant. He then proceeded to provide insights into the game’s development, revealing some interesting details.

Sundberg believes that Hideo Kojima has the potential to create an incredible Mad Max game, but emphasizes that it would offer a unique and distinct experience. He adds: “The publisher made extensive efforts to transform this game into a strictly linear experience, despite partnering with a developer known for their open world games.” In a subsequent Tweet, Sundberg elaborated on the situation, revealing that after the initial year of development, the higher-ups came to the realization that they had inadvertently steered them towards creating a linear experience instead of the open world game they had originally proposed. He stated: “We wasted an entire year of effort and were informed that ‘players desire independence in the current era’.” Well, obviously…”

Larian Studios’ director of publishing, Michael Douse, expressed his opinion, stating that Avalanche faced challenges in capturing the spirit of the 2015 film due to limited access and legal restrictions on intellectual property. He suggests that there may be a subtle detail that Miller is unaware of.

Mad Max, developed by Avalanche and published by Warner Bros Games, was released in the same year as Miller’s previous Mad Max film, Fury Road. Drawn from the series, it presented a backstory for Max, where players were assigned the mission of collecting components for his legendary Magnum Opus.

What are your thoughts? Were Miller’s comments inappropriate? What are your thoughts on Avalanche’s Mad Max game? Additionally, would you be curious to see how a Kojima-led adaptation would bring a unique perspective to the game? Please share your thoughts in the comments section below.

 

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Forges of Corruption DLC adds an explosive twist to the action-packed shooter Warhammer 40000: Boltgun

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Warhammer 40000: Boltgun proved to be an impressively well-crafted shooter, immersing players in the bleak and foreboding world of Game Workshop’s captivating universe. Now, fans can look forward to an extensive expansion with the Forges of Corruption DLC. Get ready to unleash the Emperor’s justice starting on June 18th on both PS5 and PS4.

Auroch Digital’s latest first-person shooter takes players on an exciting new campaign across five distinct environments. Undoubtedly, these pits will be teeming with heretics, including the treacherous Black Legion, who have recently received reinforcements in the form of Terminators armed with Lightning Claws and imposing Helbrutes. The Multi-Melta and Missile Launcher are now available for requisition, providing an effective means of eliminating enemy forces.

In addition, all players can enjoy the new Horde Mode, which offers four levels of difficulty and a unique set of in-game achievements to pursue. An upcoming navigation guide will provide players with a more forgiving experience when navigating through the game’s levels.

Have you acquired Warhammer 40000: Boltgun? Are you interested in experiencing additional content with the Forges of Corruption DLC? Engage in fierce battles against the adversaries of the Imperium in the comments section below.

 

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