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  News - Super Mario Maker 2 Currently Lets You Upload Just 32 Courses
Posted by: xSicKxBot - 06-29-2019, 07:41 PM - Forum: Nintendo Discussion - No Replies

Super Mario Maker 2 Currently Lets You Upload Just 32 Courses

Smm2

Today finally sees the launch of Super Mario Maker 2, allowing us all to play a practically infinite number of levels and design our very own courses.

It’s pretty safe to say that we’re immensely happy with how the game has turned out, but one little aspect has already started to create a bit of drama online. Folks on Reddit have been passionately discussing the fact that, at present, you can only upload 32 of your custom made levels for others to play – we’ve checked it out for ourselves, and that is indeed the case.

Now, for some, 32 might seem like plenty, but for others who spend hours and hours with the game, 32 might not sound like all that many. There are a couple of things to think about here, though.

Firstly, the original Super Mario Maker on Wii U initially only allowed for ten courses to be uploaded, so 32 gives players much more freedom. The reason players are upset at the news is thanks to the Wii U game’s star rating system, however; in the original, your ten-course limit could be increased if your uploaded levels earned enough stars from others players who enjoyed your creation. Eventually, the best designers found themselves able to share 100 courses, but this doesn’t seem to be the case with Mario Maker 2.

So that leaves the 32 number somewhere in between – better for those who can’t make masterpieces and who would have been stuck with just 10 uploads, but worse for those who can. The second thing to consider, though, is that Nintendo could well introduce a similar system here later on, or increase the limit in a future update. If you’re still yet to pick up the game and the 32-course limit bothers you then, by all means, hold off for now, but it’s probably not quite time to get out the pitchforks just yet. It’s only been out for a matter of hours!


What do you think? Does this level limit impact your decision to buy the game? Would you consider 32 to be more than enough anyway? Share your thoughts with us below.

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  News - Tetris 99 Will Soon Have A Tetris Battle Royale Rival
Posted by: xSicKxBot - 06-29-2019, 07:41 PM - Forum: Nintendo Discussion - No Replies

Tetris 99 Will Soon Have A Tetris Battle Royale Rival

Tetris Royale

Nintendo Switch Online’s killer app, Tetris 99, is about to come up against a brand new rival. We never would have expected there to ever be a battle royale version of Tetris on the market, never mind two!

The newcomer is simply called Tetris Royale, a mobile game that has been born thanks to a partnership between The Tetris Company and mobile developer N3twork. No footage or screenshots of the game have been released, but it seems to be a very similar concept to the game on Switch – albeit with 100 players instead of 99.

We’re also yet to hear about pricing or full availability, but we do wonder if this will have any impact on the success of Nintendo’s Online services. At present, Tetris 99 remains one of the best things to come from the service, and it likely persuaded plenty of fans to sign up when it first released. Would a reasonably priced smartphone game ruin Tetris 99’s pull? We can’t imagine it causing too much of a bother, but it’ll be interesting to see how the two games compare nonetheless.

Tetris Royale will launch on iPhone and Android devices, as well as iPad, with a beta set to take place later this year. It is said to be the first game which will appear as part of the new partnership, with more expected to follow as the multiyear deal progresses.

Do you still regularly play Tetris 99? Let us know with a comment.

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  News - The Game Outcomes Project isn’t returning for its 2018-19 edition
Posted by: xSicKxBot - 06-29-2019, 01:38 PM - Forum: Lounge - No Replies

The Game Outcomes Project isn’t returning for its 2018-19 edition

The Game Outcomes project was due to be revived this year with the goal of once again examining how different factors play into a team’s success or failure, but with improvements on its 2014-15 predecessor.

Those behind this year’s iteration, however, have called off the project. The reason for doing so is detailed in a Twitter thread postmortem. In short, its creators say that as the visibility of the project has grown “so too has the need to discuss it, defend the results, and explain what interpretations of the study can be supported by the data and which ones cannot.”

This time around, issues gathering enough responses, lack of significant correlations between new questions, and a desire for more quantitative data played a part in the decision to call it off.

But, while the 2018-19 Game Outcomes Project won’t see the light of day, the team behind it has released a number of new, interactive charts on the findings of the 2014-15 study. Devs can check out those new charts here, which include findings relating to things like the impact of voluntary overtime, team participation in major changes, studio turnover, and more on a team’s success.

The Game Outcomes Project twitter account has shared some useful insight into those new data displays as well. Meanwhile, the findings from the 2014-15 study still have useful insight to offer developers on how leadership, team structure, production methodologies, and other aspects of game dev culture contribute to a project’s outcome.

“We do not rule out the idea of revisiting the survey again in the future, but we want to ensure that the next iteration takes all of the above into account, and not only builds on the 2014-15 study, but exceeds it by a wide margin.”

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  News - Don’t Miss: The Game Outcomes Project: Learning how teams succeed and fail
Posted by: xSicKxBot - 06-29-2019, 01:38 PM - Forum: Lounge - No Replies

Don’t Miss: The Game Outcomes Project: Learning how teams succeed and fail

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


This article is the first in a 5-part series.

The Game Outcomes Project team includes Paul Tozour, David Wegbreit, Lucien Parsons, Zhenghua “Z” Yang, NDark Teng, Eric Byron, Julianna Pillemer, Ben Weber, and Karen Buro.

The Game Outcomes Project, Part 1: The Best and the Rest

What makes the best teams so effective?

Veteran developers who have worked on many different teams often remark that they see vast cultural differences between them.  Some teams seem to run like clockwork, and are able to craft world-class games while apparently staying happy and well-rested.  Other teams struggle mightily and work themselves to the bone in nightmarish overtime and crunch of 80-90 hour weeks for years at a time, or in the worst case, burn themselves out in a chaotic mess.  Some teams are friendly, collaborative, focused, and supportive; others are unfocused and antagonistic.  A few even seem to be hostile working environments or political minefields with enough sniping and backstabbing to put a game of Team Fortress 2 to shame.

What causes the differences between those teams?  What factors separate the best from the rest?

As an industry, are we even trying to figure that out?

Are we even asking the right questions?

These are the kinds of questions that led to the development of the Game Outcomes Project.  In October and November of 2014, our team conducted a large-scale survey of hundreds of game developers.  The survey included roughly 120 questions on teamwork, culture, production, and project management.  We suspected that we could learn more from a side-by-side comparison of many game projects than from any single project by itself, and we were convinced that finding out what great teams do that lesser teams don’t do – and vice versa – could help everyone raise their game.

Our survey was inspired by several of the classic works on team effectiveness.  We began with the 5-factor team effectiveness model described in the book Leading Teams: Setting the Stage for Great Performances.  We also incorporated the 5-factor team effectiveness model from the famous management book The Five Dysfunctions of a Team: A Leadership Fable and the 12-factor model from 12: The Elements of Great Managing, which is derived from aggregate Gallup data from 10 million employee and manager interviews.  We felt certain that at least one of these three models would surely turn out to be relevant to game development in some way.

We also added several categories with questions specific to the game industry that we felt were likely to show interesting differences.

On the second page of the survey, we added a number of more generic background questions.  These asked about team size, project duration, job role, game genre, target platform, financial incentives offered to the team, and the team’s production methodology.

We then faced the broader problem of how to quantitatively measure a game project’s outcome.

Ask any five game developers what constitutes “success,” and you’ll likely get five different answers.  Some developers care only about the bottom line; others care far more about their game’s critical reception.  Small indie developers may regard “success” as simply shipping their first game as designed regardless of revenues or critical reception, while developers working under government contract, free from any market pressures, might define “success” simply as getting it done on time (and we did receive a few such responses in our survey).

Lacking any objective way to define “success,” we decided to quantify the outcome through the lenses of four different kinds of outcomes.  We asked the following four outcome questions, each with a 6-point or 7-point scale:

  • “To the best of your knowledge, what was the game’s financial return on investment (ROI)? In other words, what kind of profit or loss did the company developing the game take as a result of publication?”
  • “For the game’s primary target platform, was the project ever delayed from its original release date, or was it cancelled?”
  • “What level of critical success did the game achieve?”
  • “Finally, did the game meet its internal goals? In other words, to what extent did the team feel it achieved something at least as good as it was trying to create?”

We hoped that we could correlate the answers to these four outcome questions against all the other questions in the survey to see which input factors had the most actual influence over these four outcomes.  We were somewhat concerned that all of the “noise” in project outcomes (fickle consumer tastes, the moods of game reviewers, the often unpredictable challenges inherent in creating high-quality games, and various acts of God) would make it difficult to find meaningful correlations.  But with enough responses, perhaps the correlations would shine through the inevitable noise.

We then created an aggregate “outcome” value that combined the results of all four of the outcome questions as a broader representation of a game project’s level of success.  This turned out to work nicely, as it correlated very strongly with the results of each of the individual outcome questions.  Our Methodology blog page has a detailed description of how we calculated this aggregate score.

We worked carefully to refine the survey through many iterations, and we solicited responses through forum posts, Gamasutra posts, Twitter, and IGDA mailers.  We received 771 responses, of which 302 were completed, and 273 were related to completed projects that were not cancelled or abandoned in development.

The Results

So what did we find?

In short, a gold mine.  The results were staggering.

More than 85% of our 120 questions showed a statistically significant correlation with our aggregate outcome score, with a p-value under 0.05 (the p-value gives the probability of  observing such data as in our sample if the variables were be truly independent; therefore, a small p-value can be interpreted as evidence against the assumption that the data is independent).  This correlation was moderate or strong in most cases (absolute value > 0.2), and most of the p-values were in fact well below 0.001.  We were even able to develop a linear regression model that showed an astonishing 0.82 correlation with the combined outcome score (shown in Figure 1 below).

Figure 1.  Our linear regression model (horizontal axis) plotted against the composite game outcome score (vertical axis).  The black diagonal line is a best-fit trend line.  273 data points are shown.

To varying extents, all three of the team effectiveness models (Hackman’s “Leading Teams” model, Lencioni’s “Five Dysfunctions” model, and the Gallup “12” model) proved to correlate strongly with game project outcomes.

We can’t say for certain how many relevant questions we didn’t ask.  There may well be many more questions waiting to be asked that would have shined an even stronger light on the differences between the best teams and the rest.

But the correlations and statistical significance we discovered are strong enough that it’s very clear that we have, at the very least, discovered an excellent partial answer to the question of what makes the best game development teams so successful.

The Game Outcomes Project Series

Due to space constraints, we’ll be releasing our analysis as a series of several articles, with the remaining 3 articles released at 1-week intervals beginning in January 2015.  We’ll leave off detailed discussion of our three team effectiveness models until the second article in our series to allow these topics the thorough analysis they deserve.

This article will focus solely on introducing the survey and combing through the background questions asked on the second survey page.  And although we found relatively few correlations in this part of the survey, the areas where we didn’t find a correlation are just as interesting as the areas where we did.

Project Genre and Platform Target(s)

First, we asked respondents to tell us what genre of game their team had worked on.  Here, the results are all across the board.

Figure 2. Game genre (vertical axis) vs. composite game outcome score (horizontal axis).  Higher data points (green dots) represent more successful projects, as determined by our composite game outcome score.

We see remarkably little correlation between game genre and outcome.  In the few cases where a game genre appears to skew in one direction or another, the sample size is far too small to draw any conclusions, with all but a handful of genres having fewer than 30 responses.

(Note that Figure 2 uses a box-and-whisker plot, as described here).

We also asked a similar question regarding the product’s target platform(s), including responses for desktop (PC or Mac), console (Xbox/PlayStation), mobile, handheld, and/or web/Facebook.  We found no statistically significant results for any of these platforms, nor for the total number of platforms a game targeted.

Project Duration and Team Size

We asked about the total months and years in development; based on this, we were able to calculate each project’s total development time in months:

Figure 3.  Total months in development (horizontal axis) vs game outcome score (vertical).  The black diagonal line is a trend line.

As you can see, there’s a small negative correlation (-0.229, using the Spearman correlation coefficient), and the p-value is 0.003.  This negative correlation is not too surprising, as troubled projects are more likely to be delayed than projects that are going smoothly.

We also asked about the size of the team, both in terms of the average team size and the final team size.  Average team size was between 1 and 500 with an average of 48.6; final team size was between 1 and 600 with an average of 67.9.  Both showed a slight positive correlation with project outcomes, as shown below, but in both cases the p-value is well over 0.1, indicating there’s not enough statistical significance to make this correlation useful or noteworthy.

Note that in both figures below, the horizontal axis is shown on a logarithmic scale, which makes the linear trend line appear curved.

Figure 4.  Average team size correlated against game project outcome (vertical axis).

Figure 5.  Final team size correlated against game project outcome (vertical axis).

We also analyzed the ratio of average to final team size, but we found no meaningful correlations here.

Game Engines

We asked about the technology solution used: whether it was a new engine built from scratch; core technology from a previous version of a similar game or another game in the same series; an in-house / proprietary engine (such as EA Frostbite); or an externally-developed engine (such as Unity, Unreal, or CryEngine).

The results are as follows:

Figure 6. Game engine / core technology used (horizontal axis) vs game project outcome (vertical axis), using a box-and-whisker plot.

Average composite score

Standard Deviation

Number of responses

New engine/tech

53.3

18.3

41

Engine from previous version of same or similar game

64.8

15.8

58

Internal/proprietary engine / tech (such as EA Frostbite)

60.7

19.4

46

Licensed game engine (Unreal, Unity, etc.)

55.6

17.5

113

Other

55.5

19.5

15

The results here are less striking the more you look at them.  The highest score was for projects that used an engine from a previous version of the same game or a similar one – but that’s exactly what one would expect to be the case, given that teams in this category clearly already had a head start in production, much of the technical risk had already been stamped out, and there was probably already a veteran team in place that knew how to make that type of game!

We analyzed these results using a Kruskal-Wallis one-way analysis of variance, and we found that this question was only statistically significant on account of that very option (engine from a previous version of the same game or similar), with a p-value of 0.006.  Removing the data points related to this answer category caused the p-value for the remaining categories to shoot up above 0.3.

Our interpretation of the data is that the best option for the game engine depends entirely on the game being made and what options are available for it, and that any one of these options can be the “best” choice given the right set of circumstances.  In other words, the most reasonable conclusion is there is no universally “correct” answer separate from the actual game being made, the team making it, and the circumstances surrounding the game’s development.  That’s not to say the choice of engine isn’t terrifically important, but the data clearly shows that there plenty of successes and failures in all categories with only minimal differences in outcomes between them, clearly indicating that each of these four options is entirely viable in some situations.

We also did not ask which specific technology solution a respondent’s dev team was using.  Future versions of the study may include questions on the specific game engine being used (Unity, Unreal, CryEngine, etc.)

Team Experience

We also asked a question on this page regarding the team’s average experience level, along a scale from 1 to 5 (with a ‘1’ indicating less than 2 years of average development experience, and a ‘5’ indicating a team of grizzled game industry veterans with an average of 8 or more years of experience).

Figure 7. Team experience level ranking (horizontal axis, by category listed above) mapped against game outcome score (vertical axis)

Here, we see a correlation of 0.19 (and p-value under 0.001).  Note in particular the complete absence of dots in the upper-left corner (which would indicate wildly successful teams with no experience) and the lower-right corner (which would indicate very experienced teams that failed catastrophically).

So our study clearly confirms the common knowledge in the industry that experienced teams are significantly more likely to succeed.  This is not at all surprising, but it’s reassuring that the data makes the point so clearly.  And as much we may all enjoy stories of random individuals with minimal game development experience becoming wildly successful with games developed in just a few days (as with Flappy Bird), our study shows clearly that such cases are extreme outliers.

Surprise #1: Incentives

This first page of our survey also revealed two major surprises.

The first surprise was financial incentives.  The survey included a question: “Was the team offered any financial incentives tied to the performance of the game, the team, or your performance as individuals?  Select all that apply.”  We offered multiple check boxes to say “yes” or “no” to any combination of financial incentives that were offered to the team.

The correlations are as follows:

Figure 8. Incentives (horizontal axis) plotted against game outcome score (vertical axis) for the five different types of financial incentives, using a box-and-whisker plot.  From left to right: incentives based on individual performance, team performance, royalties, incentives based on game reviews/MetaCritic scores, and miscellaneous other incentives.  For each category, we split all 273 data points into those excluding the incentive (left side of each box) and those including the incentive (right side of each box).

Of these five forms of incentives, only individual incentives showed statistical significance.  Game projects offering individually-tailored compensation (64 out of the 273 responses) had an average score of 63.2 (standard deviation 18.6), while those that did not offer individual compensation had a mean game outcome score of 56.5 (standard deviation 17.7).  A Wilcoxon rank-sum test for individual incentives gave a p-value of 0.017 for this comparison.

All the other forms of incentives – those based on team performance, based on royalties, based on reviews and/or MetaCritic ratings, and any miscellaneous “other” incentives – show p-values that indicate that there was no meaningful correlation with project outcomes (p-values 0.33, 0.77, 0.98, and 0.90, respectively, again using a Wilcoxon rank-sum test).

This is a very surprising finding.  Incentives are usually offered under the assumption that they are a huge motivator for a team.  However, our results indicate that only individual incentives seem to have the desired effect, and even then, to a much smaller degree than expected.

One possible explanation is that perhaps the psychological phenomenon popularized by Dan Pink may be playing itself out in the game industry – that financial rewards are (according to a great deal of recent research) usually a completely ineffective motivational tool, and actually backfire in many cases.

We also speculate that in the case of royalties and MetaCritic reviews in particular, the sense of helplessness that game developers can feel when dealing with factors beyond their control – such as design decisions they disagree with, or other team members falling down on the job – potentially compensates for any motivating effect that incentives may have had.  With individual incentives, on the other hand, individuals may feel that their individual efforts are more likely to be noticed and rewarded appropriately.  However, without more data, this all remains pure speculation on our part.

Whatever the reason, our results seem to indicate that individually tailored incentives, such as Pay For Performance (PFP) plans, seem to achieve meaningful results where royalties, team incentives, and other forms of financial incentives do not.

Surprise #2: Production Methodologies

Our second big surprise was in the area of production methodologies, a topic of frequent discussion in the game industry.

We asked what production methodology the team used – 0 (don’t know), 1 (waterfall), 2 (agile), 3 (agile using “Scrum”), and 4 (other/ad-hoc).  We also provided a detailed description with each answer so that respondents could pick the closest match according to the description even if they didn’t know the exact name of the production methodology.  The results were shocking.

Figure 9.  Production methodology vs game outcome score.

Here’s a more detailed breakdown showing the mean and standard deviation for each category, along with the number of responses in each:

Average composite score

Standard Deviation

Number of responses

Unknown

50.6

17.4

7

Waterfall

55.4

17.9

53

Agile

59.1

19.4

94

Agile using Scrum

59.7

16.9

75

Other / Ad-hoc

57.6

17.6

44

What’s remarkable is just how tiny these differences are.  They almost don’t even exist.

Furthermore, a Kruskal-Wallis H test indicates a very high p-value of 0.46 for this category, meaning that we truly can’t infer any relationship between production methodology and game outcome.  Further testing of the production methodology against each of the four game project outcome factors individually gives identical results.

Given that production methodologies seem to be a game development holy grail for some, one would expect to see major differences, and that Scrum in particular would be far out in the lead.  But these differences are tiny, with a huge amount of variation in each category, and the correlations between the production methodology and the score have a p-value too high for us to deny the assumption that the data is independent.  Scrum, agile, and “other” in particular are essentially indistinguishable from one another.  “Unknown” is far higher than one would expect, while “Other/ad-hoc” is also remarkably high, indicating that there are effective production methodologies available that aren’t on our list (interestingly, we asked those in the “other” category for more detail, and the Cerny method was listed as the production methodology for the top-scoring game project in that category).

Also, unlike our question regarding game engines, we can’t simply write this off as some methodologies being more appropriate for certain kinds of teams.  Production methodologies are generally intended to be universally useful, and our results show no meaningful correlations between the methodology and the game genre, team size, experience level, or any other factors.

This begs the question: where’s the payoff?

We’ve seen several significant correlations in this article, and we will describe many more throughout our study.  Articles 2 and 3 in particular will illustrate many remarkable correlations between many different cultural factors and game outcomes, with more than 85% of our questions showing a statistically significant correlation.

So it’s very clear that where there were significant drivers of project outcomes, they stood out very clearly.  Our results were not shy.  And if the specific production methodology a team uses is really vitally important, we would expect that it absolutely should have shown up in the outcome correlations as well.

But it’s simply not there.

It seems that in spite of all the attention paid to the subject, the particular type of production methodology a team uses is not terribly important, and it is not a significant driver of outcomes.  Even the much-maligned “Waterfall” approach can apparently be made to work well.

Our third article will detail a number of additional questions we asked around production that give some hints as to what aspects of production actually impact project outcomes regardless of the specific methodology the team uses — although these correlations are still significantly weaker on average than any of our other categories concerning culture.

Conclusions

We are beginning to crack open the differences that separate the best teams from the rest.

We have seen that four factors – total project duration, team experience level, financial incentives based on individual performance, and re-use of an existing game engine from a similar game – have clear correlations with game project outcomes.

Our study found several surprises, including a complete lack of any correlations between factors that one would assume should have a large impact, such as team size, game genre, target platforms, the production methodology the team used, or any additional financial incentives the team was offered beyond individual performance compensation.

In the second article in the series, we discuss the three team effectiveness models that inspired our study in detail and illustrate their correlations with the aggregate outcome score and each of the individual outcome questions.  We see far stronger correlations than anything presented in this article.

Following that, the third article explores additional findings around many other factors specific to game development, including technology risk management, design risk management, crunch / overtime, team stability, project planning, communication, outsourcing, respect, collaboration / helpfulness, team focus, and organizational perceptions of failure.  We also provide a self-reflection tool that teams can use for postmortems and self-analysis.

Finally, our fourth article brings our data to bear on the controversial issue of crunch and draws unambiguous conclusions, and our fifth article summarizes our results.

The Game Outcomes Project team would like to thank the hundreds of current and former game developers who made this study possible through their participation in the survey.  We would also like to thank IGDA Production SIG members Clinton Keith and Chuck Hoover for their assistance with question design; Kate Edwards, Tristin Hightower, and the IGDA for assistance with promotion; and Christian Nutt and the Gamasutra editorial team for their assistance in promoting the survey.

For announcements regarding our project, follow us on Twitter at @GameOutcomes

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  Xbox Wire - A New Master for Minion Masters with an Inside Look at Morellia
Posted by: xSicKxBot - 06-29-2019, 01:38 PM - Forum: Xbox Discussion - No Replies

A New Master for Minion Masters with an Inside Look at Morellia

It was a wild couple of months of preparations to release Minion Masters and bring it to Xbox One. That means we can sit back and relax, right? Nope, that’s not the BetaDwarf way. We have too much stuff we want to show you.

We wanted to add something very special to the game after it’s full release, and what is more special than a brand new Master? Nothing, that’s what.

The twisted sister of the Crystal Elf Milloween, Morellia goes by many names – Ruler of the Cursed Lands, Queen of Souls, Dragon Binder – but her personal favourite is Lich Queen.

For Morellia, we had two main goals: To create a master that felt completely different from any existing Master, and one that was also steeped in flavor. Right from the start, we wanted to put emphasis on her talents as a powerful spellcaster with a roster of varied spells to choose from.

Minion Masters - Lich Queen

Minion Masters - Lich Queen

Presenting choices was difficult, as Minion Masters is a fast-paced game where you are already make a lot of decisions and where the game changes constantly throughout the course of a match. Also, having a Master with variable perks is something we had never done before.

We went through a lot of trial and error in the following weeks. We tried adding spells to her deck in response to which cards you played, or depending on which minion was in play. But it didn’t quite feel like Morellia was in charge. We wanted her to feel like she was commanding the situation like the queen she is, and not just reacting to the situation.

Finally, we decided to try something crazy: replacing your entire hand with a new set of options, giving the player full control of Morellia’s abilities, allowing for an impressive amount of adaptability. Morellia finally felt like she was in charge.

We used her Book of the Dead as a way to present these choices. Having Morellia open her book to select a spell felt intuitive and plays well into her fantasy.

Did we mention the book is sentient? The trapped soul within provides running commentary to annoy the oh so serious Lich Queen at every turn.

I hope you enjoyed this little look into Morellia’s design. We are extremely excited to show off Morellia, and we hope you think she is as awesome as we do!

Finally, we would like to formally welcome all Xbox One players who have joined the Minion Masters family over the past month. We have much more in store for you going forward, so we hope you stick around! Our engineers are working tirelessly to improve your play experience and getting rid of bugs, so keep that feedback coming!

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  Steam - Dota 2 Update – June 28th 2019
Posted by: xSicKxBot - 06-29-2019, 01:38 PM - Forum: PC Discussion - No Replies

Dota 2 Update – June 28th 2019

Earlier today we disabled a loophole that allowed players to purchase two of the Weekend Bundle rather than just one. Enough people exploited this loophole that we have decided that, for the next 24 hours only, we will give a chance for players who did not exploit it to also buy up to two bundles total within the client directly.

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  News - Apex Legends Kings Canyon Map Is Already Changing Ahead Of Season 2
Posted by: xSicKxBot - 06-29-2019, 12:41 PM - Forum: Lounge - No Replies

Apex Legends Kings Canyon Map Is Already Changing Ahead Of Season 2

Ahead of Season 2's launch on July 2, Apex Legends is already beginning to undergo changes. After the recent arrival of the dragon-like Flyers, even more of the map has changed in advance of what's teased in the newly released Season 2 trailers. Next time you drop in Kings Canyon, head on over to Repulsor Station and you'll notice the once dormant facility has reawakened.

First noticed by Reddit user RozenFroh, the IMC Repulsor Tower at Repulsor Station has begun to spin. Titanfall and Titanfall 2 fans may remember the huge towers from Respawn's popular shooter franchise. When the towers spin, they emit a painfully loud sound at a frequency that's inaudible to humans. However, it's excruciating to animals, and so the IMC (the antagonists of the Titanfall franchise) use the towers to keep the alien Flyers and Leviathans away from important structures.

Since Apex Legends' launch, the Repulsor Tower has remained inactive. The tower is most likely being turned on now in response to the growing Flyer population, which have begun invading Kings Canyon. However, as we know from Apex Legends Season 2's launch trailer (embedded above), a mysterious hacker--most likely the rumored character Crypto--is about to destroy that tower. With its destruction, there's nothing keeping the Flyers and much larger Leviathans at bay, and their invasion of Kings Canyon will make huge changes to the battle royale game's map.

The start of Season 2 is right around the corner, and it introduces a bunch of new content and features in Apex Legends. The most notable change is the aforementioned transformation of Kings Canyon, which sees the destruction of several landmarks and the creation of a few new ones. Titanfall 2's L-Star is also being added as a Legendary Gold energy-based weapon, randomly dropping in Supply Drops like the Kraber and Mastiff. The Season 2 battle pass offers more Legend cosmetics and weapon skins to unlock, as well as brand-new Skydive Emotes. You'll also gain access to a ranked playlist with the launch of Season 2, giving you the chance to climb the six-tiered ladder between Bronze and Apex Predator. Finally, just like Season 1, Season 2 introduces a brand-new Legend for you to play: Wattson, the daughter of the man who built the Kings Canyon arena.

In GameSpot's Apex Legends review, Phil Hornshaw wrote, "Apex Legends is a mix of smart shooter ideas that makes for a competitive, team-based game that gets at all the best parts of battle royale while addressing a lot of the weaknesses. Respawn's intense focus on team play makes Apex more than just a worthy addition to the genre; it's an indicator of where battle royale should go in the future."

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  News - A Sonic GameCube Controller For Nintendo Switch Is On The Way This Summer
Posted by: xSicKxBot - 06-29-2019, 12:41 PM - Forum: Nintendo Discussion - No Replies

A Sonic GameCube Controller For Nintendo Switch Is On The Way This Summer

Soniccontroller

A retailer listing has revealed that the next GameCube-inspired Switch controller from gaming accessory maker PDP will feature a design based on none other than Sonic the Hedgehog.

The controller looks set to join PDP’s Wired Fight Pad Pro Controller collection, which already has designs featuring Mario, Zelda, and Pokémon, and Luigi and Peach. Just like the previous designs, this Sonic controller comes with a 10-foot USB cable and a detachable C-stick, which can be swapped out for a more traditional style stick (which you can see in the images below) if you prefer.


The product has appeared on Australian retailer EB Games’ website, which says that the controller will be launching on 17th July for AUS $49.95. Details on a release for other regions have not been shared.

If you happen to main Sonic in Super Smash Bros. Ultimate and love to play with the classic GameCube controller, this must be your lucky day!

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  News - Guide: Where To Find Your Course ID In Super Mario Maker 2
Posted by: xSicKxBot - 06-29-2019, 12:41 PM - Forum: Nintendo Discussion - No Replies

Guide: Where To Find Your Course ID In Super Mario Maker 2

FindYourCourseID

So, you’ve stayed up far too long constructing a masterpiece in the freshly released Super Mario Maker 2 and you’re desperate to share your course. You’ve uploaded your level and you saw the Course ID flash up onscreen – lovely! But now you need to find it again to text your friends or tweet your followers… and it’s nowhere to be found!

Fear not, we had exactly the same problem and after a few minutes we stumbled upon the screen we needed. Follow the steps below and you’ll quickly have that code to hand…

Where is my Course ID?


1. Starting on the Coursebot screen after you’ve named, tagged and uploaded your course, you’ll find that selecting it doesn’t show the Course ID. Hmm. Instead, tap on that yellow icon in the top right corner…


2. Click/tap on Course World to be taken to the Course World splash menu and hit ‘Y’ or tap the Maker Profile icon in the top left corner…


3. Assuming you’ve set up a Maker ID, you’ll see your profile and Mii here (although perhaps not with quite as much sass as ours). Tap or click on Uploaded Courses…

5arrow

4. Here you’ll see a list of the creations you’ve uploaded to Nintendo’s servers – tapping on them will reveal the blessed Course ID ready to share with you nearest and dearest (and, indeed, farthest).



Job done! Simple when you know where to look. Oddly, there’s no Super Mario Maker 2 bookmark site like that of the original game at present, so right now it seems that we’re stuck exchanging codes in good ol’ fashioned Nintendo tradition.

Let us know if this had you foxed or if you found it quicker than we did. Also, feel free to ask any questions and we’ll do our best to find the answers. Have fun!

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  Mobile - The Best Mobile Games of 2019 (So Far)
Posted by: xSicKxBot - 06-29-2019, 12:41 PM - Forum: New Game Releases - No Replies

The Best Mobile Games of 2019 (So Far)

Halfway through the year and there have already been plenty of top-notch games to savour. From classic board games to cunning real-time strategy, not forgetting insanity-inducing card games, a wheeler-dealer RPG and a groovy roguelike. No matter what your tastes, everyone should find something to tickle his or her fancy.

Admittedly, there hasn’t been much in the way of truly original content; with most of the best games being tabletop adaptations or PC conversions. However, when the games are this good it seems churlish to criticise, especially since they prove that in spite of the doomsayers the premier mobile game market is still alive and kicking.

Star Traders: Frontiers (Review)


Star Traders Frontiers Carriers

The ever-reliable Trese brothers turn their creative hands to the open world sci-fi RPG genre with terrific results. Although essentially a game of intergalactic commerce, Star Traders’ diversity allows for a range of differing approaches. Not happy with a methodical law-abiding approach? Then why not indulge in a  spot of smuggling or piracy? Perhaps you will decide to ditch trading altogether and take a military-focused approach or stick to the carefree life of a wandering adventurer. Initially intimidating, you will soon discover that the dynamic world of Star Traders is one that is well worth your investment.

Legends of Andor (Review)


Legends of Andor 2

All three of the board games on this list are at least five years old in terms of the physical version, proving that developers are prepared to look beyond the latest shiny new releases. This is definitely a good thing as there are plenty of classics just waiting to be discovered by a wider audience.

At first glance, Legends of Andor appears to be a hack and slash game, which simply involves rolling a fist full of dice and laying waste to hoards of monsters. Start playing, however, and you will soon realise that the game is actually much more puzzle-based than that. The most precious commodity is time, forcing you to carefully coordinate the actions of your band of heroes. The tight time limit means that each scenario more often than not climaxes in a tense showdown. There is a generous amount of content and it plays brilliantly solo. This may be a conversion of an older board game but its re-emergence on touchscreen makes perfect sense.

Evolution Board Game (Review)


Evolution Gameplay2

Evolution is a card game of survival in a constantly changing ecosystem where food is often scarce and predators are on the hunt for a tasty snack. Players develop different species in a struggle to be the most successful. The real fun starts when you begin to add extra traits to a species, maybe transforming a peace-loving herbivore into a slavering ball of fangs and teeth.  Charming presentation and a terrific single-player campaign ensure that Evolution simulates the struggle for existence in a fun and rewarding way without getting bogged down with too much detail.

Castles of Burgundy (Review)


castles of burgundy 2 Board Layout

The board game version of this settlement building game is a stone cold classic. Thankfully, the app does a superb job of recreating the experience, making it one of the best board-to-digital conversions available. The excellent interface means that players familiar with the board game will be able to jump in and play straight away. Although new players will have to invest a considerable amount of time going through the comprehensive tutorials, it is well worth the effort. Despite a reliance on rolling dice, the range of options means you never feel restricted by bad luck. Keep your plans fluid and make the most of your current rolls and before you know it you will be raising a glass to celebrate the most impressive estate in Burgundy.

Necrodancer: Amplified (Review)


Crypt1

A roguelike game in which Nocturna and her adversaries strut their stuff like John Travolta. Keep time with the catchy beats whilst committing murder on the dance floor to build up some impressive combos. This is the definitive version and includes all of the content from the original pocket edition alongside the additional Amplified expansion. Necrodancer is a brilliant mash-up, transforming the typical sedate pace of dungeon crawling into a mad frenzy as you shake it like a Polaroid picture.

Cultist Simulator (Review)


cultist simulator tips 2

Time to enter a world of despicable cults, unspeakable horrors and gibbering insanity. No, it’s not Christmas Day at your parents but the Lovecraftian setting for Cultist Simulator. You may be thrown into the thick of the action with little clue as to what is going on, but atmospheric narration creates a web of rich and involved stories. You will soon be establishing your very own cult, recruiting gullible followers and indulging in sanity-warping rituals. The clever card play mechanics are perfectly suited to touchscreen, making this one cult well worth signing up to.

Dungeon Warfare 2 (Review)


Dungeon Warfare 2 Review

If Cultist Simulator hasn’t sated your taste for the dark sidethen Dungeon Warfare 2 should be your next port of call. There is no doubt that there is something deeply satisfying about turning the tables on parties of greedy adventurers by laying traps to send them plummeting into bottomless pits or crushing them between moving walls. As the Dungeon Lord, you get to do all of this and much, much more. The theme works brilliantly and the sense of progression is extremely satisfying. The puzzle-like gameplay and robust physics engine ensure that Dungeon Warfare 2 adds some much-needed pep to the tower defence genre.

Shards of Infinity (Review)


Shards 3

Coming from the same stable as Pocket Tactics’ favourite Ascension, Shards of Infinity was always going to be worth a look. The design is tight and there is a lot more outright confrontation than in most other deck building games. This is because instead of competing for points, the aim is to reduce your opponent’s health to zero.

The big innovation is that through a mechanic known as mastery you can increase the power of your cards. Hell, build up enough mastery and you can summon the infinity shard for an instant win. With the potential for countless card combos, this is a game that can handle up to four players but really excels in a two-player face off.

What have been your favourite games of 2019 so far?

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