Onrush Review: Push It To The Limit

Calling Onrush a racing game is a tad reductive and maybe even a little disingenuous. Sure, there are two- and four-wheeled vehicles careening around a track with reckless abandon. But with no finishing lines in sight, achieving victory in Onrush is about much more than simply seeing who can reach a chequered flag first. This bold idea for an arcade racing game comes from a new studio formed out of the remnants of Evolution Studios. It’s a curious transmogrification of various genres and styles, taking elements from the high-octane takedowns of Burnout, the multi-vehicle chaos of Evolution’s MotorStorm, and the class-based competitive action of a hero shooter like Overwatch. These influences might be unmistakable, but developer Codemasters has crafted a wholly original and innovative racing game that’s quite unlike anything you’ve ever played before.

Describing how this off-kilter mixture functions is best achieved by explaining Onrush’s Overdrive mode, which dilutes the anomalous experience down to its purest form. Here, two teams of six go head-to-head in up to eight diverse vehicle classes, with victory achieved by chaining together boost multipliers in order to rack up points. Earning boost is done by hitting jumps, wrecking opponents and weak fodder vehicles, performing bike tricks, and other actions that are tied to specific vehicle classes. Once you’ve depleted enough boost you can unleash the cathartic Rush Ultimate, which propels you forward at lightning speed and provides a bonus ability that is, once again, tied to your vehicle class. Overdrive is relatively simple and doesn’t have the same depth as some of Onrush’s other modes, but as an introduction to this brazen new style of game, it’s a clear signal of intent: this is not a traditional racer by any stretch of the imagination.

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Part of Onrush’s ingenuity comes from its rubber banding, which sounds absurd until you see it in motion. Both teams are congregated together with the AI fodder vehicles in a pack known as The Stampede. Fall too far behind and you’ll be teleported straight back into the maelstrom of crunching metal for a sustained period of high adrenaline driving. Not only does this keep everyone in the thick of the action at all times, but it tears down the divide between newcomers and veterans alike. You don’t have to be amazing at racing games, or even have previous experience in the genre to feel like you’re contributing to each match because you’re always in amongst the histrionics. And this attention to inclusion is reflected in Onrush’s other game modes, vehicle classes, and its driving model, too.

The bar to entry is quite low with the kind of straightforward driving mechanics you would expect from a thrills-and-spills arcade racer like this, so it’s relatively easy to get to grips with the basic framework. But the skill ceiling is high enough for those looking to improve their play and delve into the intricacies of how to successfully line up pulverising takedowns and maneuver out of harm’s way. There’s a discernible sense of weight to each vehicle, too, that translates into a tangible heft that dismisses any thoughts of floaty handling. You’re also afforded a degree of aerial control that allows you to exert downforce and crush any opponents unfortunate enough to find themselves beneath your tyres, representing the most satisfying of all of Onrush’s myriad takedowns. Despite this subtle depth, however, Onrush’s primary challenge still derives from your vehicle choice, and how you manipulate it to cater to the current game mode and your team’s makeup.

During Overdrive, for example, you might want to play more of a support role, using Dynamo’s special ability to drop boost pick-ups for your team to collect, and utilising its Rush Ultimate to supply any nearby teammates with a dollop of sustained boost that will extend their multipliers. Or perhaps you’re in a game of Countdown, the mode that most closely resembles a traditional racing game, as both teams battle it out to drive through checkpoints to add incremental time to an ever-depleting clock. The speed and agility of the Blade motorcycle might come in handy here, especially with the whole Stampede moving in the same direction, as Blade’s Rush Ultimate leaves a destructive trail of fire behind its two-wheeled fury. On top of this there are other classes that grant you improved magnetism on in-air attacks, ones that drain your opponent’s boost, and others that deploy shields for teammates. The latter comes in particularly useful during Lockdown, which is essentially King of the Hill on wheels, as both teams fight for space in order to capture a moving zone.

You don’t have to be amazing at racing games, or even have previous experience in the genre to feel like you’re contributing to each match because you’re always in amongst the histrionics

There’s a robust single player mode that does an excellent job of teaching you the ins-and-outs of each vehicle class and game mode, with challenges that encourage you to focus on particular areas–whether it’s using the hulking 4×4 Enforcer to blind opponents, or taking down vehicles in the Lockdown zone, and so on. It’s a good primer for what’s to come, as Onrush really comes alive once you hop online and start tearing it up with other players.

If you have like-minded friends, there are tactical opportunities to work together to wreck opposition vehicles with coordinated attacks, and use your class abilities in tandem to get the most out of each one. If you’re only playing alone, however, the experience isn’t impaired in any way. With every driver in close vicinity and a plethora of useful visual cues, it’s relatively easy to aid your teammates despite having no direct communication. The only negative arises in Lockdown, where a recurring glitch captures the zone when nobody’s in it. Wrecks can also be a bit finicky at times; on some occasions you’ll total your car after scraping a wall, while at other times a head-on crash will have no effect.

There are also loot boxes, although they’re not the heinous kind likely to incite an angry furore. By completing matches you’ll earn XP that goes towards an overall level. Each successive level unlocks a loot box containing three random items of varying rarity. These can be things like new bodies and paint jobs for your vehicles, tombstone emojis that are left behind after you wreck, and different clothes for the largely inconsequential avatars. You can also buy any of these items using in-game money that’s also earned simply by completing events. There are no microtransactions in sight, this is just a way to gradually dole out cosmetic items that give your whole style a sense of ownership.

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Visually, Onrush is a beautiful showcase for electrifying particle effects, dynamic lighting, and increment weather, with each of its 12 tracks catching the eye due to their diversity and multi-faceted aesthetics. The sun-kissed Whitewater Canyon, for instance, uses a vibrant, almost otherworldly, colour palette to illuminates its red rocks, while Glory Dam propels you through a winding forest before spitting you out into a dam that’s adorned in vivid street art, and Big Dune Beach offers a glimpse of the Northern Lights in its night sky. Each crash and exertion of boost is also complemented by a curated concoction of popular, licensed music, usually remixed to be more up-tempo and chaotic, in case trading paint wasn’t hectic enough.

When it comes to crumpling metal and high speed thrills, not all of Onrush’s game modes are on equal footing in terms of consistent excitement. Yet its foundations are so strong, and so unique, that it’s easy to lose hours upon hours barreling around these disparate tracks. The question of longevity will, of course, depend on post-release support, with new classes, game modes, and tracks potentially on the horizon. Considering you need 12 players to fill a full room, it would be a shame if Onrush doesn’t find the kind of audience that will give it the lifespan it deserves. Part of this will depend on how Codemasters iterates on the game from here on out, but they’ve shown a proficiency in knowing how arcade racing games click, and Onrush is such a bold, refreshing twist on the genre that there should be little hesitation in putting your faith in them to succeed.

Star Wars Actress Kelly Marie Tran Leaves Instagram And Celebrities Come To Her Defense

Days after Star Wars: The Last Jedi star Kelly Marie Tran removed all of the posts on her Instagram account, numerous celebrities–those associated with Star Wars and those who simply know and admire her–are coming to the actress’s defense. Though an official reason for her exit from the social media platform has not been given, it’s believed that racist and sexist comments from users is behind it.

The Last Jedi director Rian Johnson, who has also found himself on the receiving end of negative comments following the release of the Star Wars film, quickly spoke out about the issue, emphasizing that the angry side of the fandom is not the majority. “On social media a few unhealthy people can cast a big shadow on the wall, but over the past 4 years I’ve met lots of real fellow [Star Wars] fans,” he wrote on Twitter. “We like & dislike stuff but we do it with humor, love & respect. We’re the VAST majority, we’re having fun & doing just fine.”

When a user claimed he was lumping in everyone critical of his film with online harassers, Johnson replied, “You know the difference between not liking a movie and hatefully harassing a woman so bad she has to get off social media. And you know which of those two we’re talking about here.”

Others that spoke out include Baby Driver director Edgar Wright and Frozen star Josh Gad, among many more. Olivia Munn, who appears in the upcoming The Predator, not only gives Tran kudos for having such a major role in the Star Wars franchise, but for taking a stand by leaving social media. “As an Asian American actress myself, I am SO PROUD of [Kelly Marie Tran] for forging a path in Hollywood, which is extremely hard because it’s not a path that already exists for us. Not only did she find a way, but she found it all the way to [Star Wars],” she wrote. “…I’m proud of Kelly for taking a stand and saying enough to the bullshit. But I hope that if she ever wants to come back to social media, she does, because she deserves to be here and we need more people like her putting good energy out in the world.”

As an Asian American actress myself, I am SO PROUD of @kellymarietran for forging a path in Hollywood, which is extremely hard because it’s not a path that already exists for us. Not only did she find a way, but she found it all the way to STAR WARS !!! She is ridiculously talented, brave and gorgeous. I think it’s interesting how her character Rose Tico in #TheLastJedi allowed us to see how widespread the First Order’s venom has become, reaching out to the farthest points of the galaxy. And now today, Kelly is showing us how poisonous people can corrode so many things right here on Earth. I’m proud of Kelly for taking a stand and saying enough to the bullshit. But I hope that if she ever wants to come back to social media, she does, because she deserves to be here and we need more people like her putting good energy out in the world. Just remember girl, DON’T TRIP OVER THE HATERS, WALK OVER THEM. 🙌💛💫👊✨

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While Tran has yet to publicly comment on the situation, there’s clearly no shortage of support coming from her peers–as well as Star Wars fans. Besides, there’s one force in this franchise’s crazy universe that has given her a stamp of approval that shows just how important she is to Star Wars. Take it away, Mark Hamill…

It remains to be seen whether Tran will reprise her role as Rose Tico in Star Wars: Episode IX. Given her status as of the end of The Last Jedi, though, there’s plenty of room for her return.

13 Things We Want In John Wick 3

John Wick Chapter 3 is coming for you.

John Wick has become one of the preeminent action series of this generation. Keanu Reeves can’t be stopped, and stunt guy-turned-director Chad Stahelski is right there with him, helming 2014’s John Wick and last year’s John Wick Chapter 2 to acclaim from critics and fans alike. With John Wick 3’s release date approaching next year–and news trickling out with production well underway–Wick has been on our minds lately.

The second entry in the John Wick trilogy saw the Boogeyman becoming hopelessly entangled with the surprisingly well-organized criminal underworld he’d once hoped to leave behind. With the stakes higher than ever for John and his canine pal, John Wick 3 is going to have to hit a high bar to please fans.

So what do we want from the third John Wick movie’s action, story, and world? Let us give you an idea, then tell us your thoughts in the comments below.

1. Don’t kill that f***ing dog.

The first John Wick began with Theon from Game of Thrones killing John Wick’s dog. It concluded with Wick getting a new dog, after killing the s*** out of Theon and his daddy. That second dog stayed safe through John Wick 2, even after Wick’s house got blown up. If the dog dies in John Wick 3, we’re done.

2. Bring it back to reality.

John Wick 2 greatly expanded on the movies’ criminal underworld, showing that it spans the globe and has tendrils that reach far and wide, into every level of society. By the end, it seemed that every single damn person in New York was somehow an assassin, which was awesome–but also insanely over the top. It would be great if John Wick 3 could bring the series back to reality a bit.

3. Link it to the TV show.

In case you didn’t know, there’s a John Wick TV show in the works over at Starz. Keanu Reeves is set to executive produce, and word is he’ll even appear on the show at some point (it seems it will actually be centered on the Continental hotels rather than Wick himself).

If they want the show to be successful, they’d be wise to introduce a new character in John Wick Chapter 3 who can then carry over to the small screen. They could even introduce the show’s protagonist in the upcoming movie. However they do it, the TV show and movie should be linked.

4. More Charon, please.

Lance Reddick’s character Charon, the Continental’s desk clerk, has become a fan favorite character, not to mention an excellent dog sitter. We’d like a lot more of him in John Wick 3.

5. Don’t belabor the mythology comparisons.

This is tied to keeping the series grounded in reality, but it bears mentioning separately: We get that John Wick’s mythos has always been tied to classical mythology, but we don’t want these movies to get too far up their own ass about it.

Take the previously mentioned fan favorite character Charon. Yes, he’s named after the figure in Greek mythology who ferries souls of the recently deceased across the River Styx. But we swear, if he actually shows up in a rowboat and literally ferries John Wick across a river at any point, we’ve had it.

6. Expand the world of assassins even more.

We saw a lot more of John Wick’s criminal underworld in Chapter 2, but there’s still plenty of room to expand on it in logical ways while keeping John Wick 3 grounded in reality.

For example, there are probably even more uses for the underworld’s currency than we’ve seen so far. How about some secretive armament vending machines that only take those distinctive gold coins? If you don’t have enough for a gun, you can just settle for stale Doritos instead.

7. Let John Wick stick to his values.

John Wick has a strict moral code, but it started to slip as the world devolved into chaos around him in John Wick Chapter 2. He was fighting for his life against Common’s character Cassian, but still, it was shocking to see Wick firing blindly into a fountain in a crowded plaza and taking potshots at his foe in a subway station full of innocent bystanders. Hopefully John Wick can get back to living his values in number 3.

8. Give John more formidable adversaries.

John Wick is really, really good at mowing down entire gangs of goons with headshot after headshot. What’s better, though: Seeing him effortlessly churn through cannon fodder baddies, or go toe to toe with adversaries who can actually hold a candle to his skills? The fights with Common in John Wick 2 may have crossed a line in terms of Wick’s morals, but they were some of the best in the series so far. Hopefully there are more like him out there gunning for Wick next time around.

9. Just bring back Common.

On that note, just bring back Common’s character, Cassian, for another round. John left that knife lodged in his opponent’s heart, so technically he could live. Maybe. Hey, it’s a movie–anything could happen.

10. Bring back Lawrence Fishburne too.

Fishburne’s Bowery King was one of the weirdest and most unique additions to the world of John Wick in Chapter 2. He rules an army of fake hobos, which stretched plausibility a bit, but it was a heck of a lot of fun.

Now that the contract on Wick’s life has gone wide, here’s hoping the Bowery King returns–either to collect on that bounty, or for an epic team-up on Wick’s side. The dude can’t fight every battle alone, can he?

11. More dogs, please.

What’s better than one dog? Two dogs– and so on. That’s all we have to say about that.

12. A bad guy-killing dog instead of the other way around?

We know this kind of already happened, but it could be so much more than a joke.

13. A happy ending.

We know this is basically impossible, given the way the last movie ended. But it would be nice for John to get an actual happy ending that isn’t about to be interrupted by some criminal douche nozzle showing up to yet again wrench John violently from his desired retirement.

Or, you know, at least just let him live.

What do you want in John Wick Chapter 3? Let us know in the comments below.

E3 2018: Microsoft Press Conference Liveblog

Microsoft’s E3 2018 press conference takes place on Sunday, June 11, and if you can’t watch the livestream or prefer news via text, we’ll have a liveblog for you to follow along with. Come back to this page on Sunday to see a blow-by-blow breakdown of all the big news and reveals.

The Microsoft E3 2018 briefing begins at 1 PM PT / 4 PM ET. We don’t know how long it’ll run for, but it’s likely to be between 1-2 hours. Microsoft is trailing Sony when it comes to hardware sales and mindshare, so it will be interesting to see what surprises the company may have up its sleeve.

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Microsoft has said it has a lot in store for E3 2018, but we don’t know what to expect from the event itself. The Forza series rotates between Forza Motorsport and Forza Horizon, so 2018 would be a Horizon year if that schedule continues. There are also rumours of a Xbox game-streaming service, while Halo fans are hoping to hear about what’s next for Master Chief’s journey. It wouldn’t be an E3 press conference if there weren’t surprises, too.

After the Xbox briefing wraps up, fans can visit the Microsoft Theatre in Los Angeles to play upcoming Xbox games. Microsoft will also have a presence at the Los Angeles Convention Center itself, but this will be primarily focused on Mixer.

GameSpot will be seeing and playing the upcoming Xbox games, and we’ll report back with written and video news updates and previews as the show goes on.

Microsoft’s press conferences follows EA’s on Saturday. Later on Sunday, Bethesda will host its own show starting at 6:30 PM PT / 9:30 PM ET. Ubisoft and Sony follow on Monday, and then Nintendo on Tuesday. Here is the full E3 2018 press conference schedule.

The E3 show floor is open June 12-14. Keep checking back in the days ahead for lots more on E3 2018.

How A Pokemon Card Is Made

Creatures, Inc. is an often-overlooked arm of the Pokemon machine. The developer has worked on spin-off Pokemon games for years, starting with Pokemon Stadium in 1998 and most recently Detective Pikachu–as well as 3D Pokemon models for various games, including Super Smash Bros. But the company is also responsible for much of the Pokemon Trading Card Game, which consistently sees new series and expansions after over 20 years.

We recently had a chance to tour Creatures Inc.’s Tokyo, Japan office to learn about the process of creating Pokemon cards. During our tour, we spoke to Atsushi Nagashima, game director for the TCG, and Mitsuhiro Arita, a longtime freelance illustrator responsible for over 500 Pokemon cards–including the infamous holographic Charizard card–about how cards are conceived and then illustrated. We also talked to Satoru Inoue, the test room lead at Creatures, about how cards are playtested and how balance problems and broken cards are addressed by the team.

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There are three main parts to making a new Pokemon card: coming up with the idea for the card, commissioning art, and testing the card with the current TCG rules. This involves a team of game designers, over 70 artists, and 19 playtesters working full time to create and execute new card series and expansions.

Step One: Pick A Pokemon

According to Nagashima, the most important thing when coming up with a new set of cards is variety. There needs to be a mix of art styles and types of cards; some need to have strong competitive potential, while others need to be appealing to collectors. But the first step to creating a new set is deciding which Pokemon to use.

“Near the beginning of a new series [based on the latest video games], we really try to take care to stay true to the video games that we’re basing the card series on–for example, the Pokemon that were featured heavily in that video game or had a big role in the story, we’ll make sure they’re kind of at the center of the set we’re making,” Nagashima said. “But once we’re kind of mid-way through the series, we start focusing more on play environment overall…and decide which Pokemon to put in based on that.”

A lot of those choices come down to what the game needs to feel more balanced and what Pokemon suit those needs, Nagashima said. But the team also considers which Pokemon don’t get a lot of love in the games or anime, the ones kids might find cool, or even Pokemon they themselves like.

“One of my favorites is Darkrai, and I think you’ll notice that there’s a lot of strong Darkrai cards,” he said, laughing.

Nagashima at the Creatures office.
Nagashima at the Creatures office.

There are also background stories and themes for each expansion, though that’s not really communicated to players. “In the [XY Breakthrough expansion], the theme we had for that was two parallel worlds. They both featured Mewtwo, so there was a Mewtwo that was in this advanced world…and there was a Mewtwo that was more old-fashioned,” Nagashima explained. “These two parallel worlds collide and then the world goes into chaos and is destroyed as a result of that.”

According to Nagashima, one of the team’s biggest challenges is maintaining the spirit of certain characters and Pokemon while putting their own spin on things. Because the card game is closely tied to the video game, it can also be tricky to translate certain game mechanics into ones that work in the TCG–like Mega Evolution, for example.

“In the trading card game, you have your basic [Pokemon]. You evolve it to Stage 1 and [then Stage 2], so there are two steps to get to your final evolution in general. If we added another step on top of that, you just wouldn’t have enough room in your 60-card deck to really make that feasible,” Nagashima said. “So we took the approach of only having Mega Evolutions for cards that were already really strong–so there was already an EX card and then that would evolve to the Mega-EX. We tried to reduce the number of steps in that way.”

Ultimately, Nagashima says, the TCG team is always trying to keep things fresh and varied while still paying attention to the competitive meta, and it’s a complex balancing act even from the beginning.

Step Two: Illustrations

Once the team has decided on the kind of card they need and who (or what) will be on it, it’s time to get the art process started. Creatures currently works with 73 different illustrators and artists to ensure sets are varied. One of the most prolific of them is Mitsuhiro Arita, who’s been working on the TCG since the beginning and has illustrated 537 cards to date.

Above: Arita at the Creatures office. Slideshow: Mewtwo-GX, Giovanni's Scheme, and the Lurantis card, all mentioned below.
Above: Arita at the Creatures office. Slideshow: Mewtwo-GX, Giovanni’s Scheme, and the Lurantis card, all mentioned below.
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Arita showed us his workspace at the Creatures office, part of a pod of desks set up for freelance artists to work on confidential designs. Each desk is configured based on the artists’ home offices, usually with tablets for digital art and coloring. He walked us through his illustration process for a recent Lurantis card, paying special attention to dynamic shading and bright background colors to capture the spirit of the Pokemon.

Creatures sends the artists details about the card: what the Pokemon is, the kinds of moves it will have, and any important background information, especially when the Pokemon in question is in a game that hasn’t come out yet. This also applies to Trainer cards, and even the vaguest instructions influence the art; for example, Arita received instructions for a Giovanni card with an “imposing” feel, so he gave it a more classical painting style rather than a cartoony one. For holographic cards, Arita will usually specify which parts of his art should shimmer, though the final holo design is a collaboration with Creatures staff.

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In the Red and Green days, Arita and the other artists only had the in-game sprites and limited official artwork to work off of when creating cards. Still, he’s responsible for some of the most iconic cards from the original series, including holographic Charizard and the original fat Pikachu. In a binder filled with all his designs so far, the first few pages could have been any Pokemon-obsessed kid’s collection in the late ’90s.

“Specifically this Charizard and that Pikachu are some of the most memorable cards for I think a lot of people who played the game originally, and I always thought that I’d probably never be able to draw cards that people would like better than those two,” Arita said. But a Mewtwo-GX card he recently designed is his new favorite, and he says he’s been getting good feedback on it.

Unexpectedly, the same artist is unlikely to work on every Pokemon in an evolutionary line. In the original card series, Arita illustrated Bulbasaur and Venusaur but not Ivysaur (which was done by Pokemon artist Ken Sugimori). While there are some cases where a consistent style is called for across an evolutionary line–like these adorable Tepig family cards–they’re usually usually split up between artists, presumably for variety or time efficiency.

Efficiency especially is key, since many of the cards go into the testing phase even before the art is finished.

Step Three: Full-Time Playtesting

At Creatures, there’s a special room dedicated to testing the card game. It’s in the back of the small office, and it’s filled only with tables, chairs, and drawers upon drawers filled with years of Pokemon cards. Seven hours a day, five days a week, 19 playtesters play the TCG to see how new cards fare. (The odd number doesn’t seem to be a problem, apparently.)

Because they’re mostly testing cards that haven’t been released yet, the playtesters have to work with what they have. Work-in-progress cards are actually stickers put on old cards so they can still be played in normal decks; if the illustrations aren’t finalized, these stickers will use generic art of the Pokemon (or whatever the card subject is) with the complete moves, name of the card, and suggested effects, HP, and damage.

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According to test room lead Satoru Inoue, those smaller adjustments happen “extremely often,” while they’ll usually see at most two or three drastic revisions before cards are finalized. Nagashima noted that competitive players will sometimes use released cards in completely unexpected ways, in which case the card has to be banned–he specifically called out Lysandre’s Trump Card, which was banned in 2015 for making games severely imbalanced.

Even with all the playtesting, competitive players regularly surprise the team. Nagashima cited Shintaro Ito’s Mega Audino deck, which won him the 2016 Pokemon World Championships in the Masters Division, as a recent example–he didn’t expect the card to be nearly as viable as it was.

Inoue, Nagashima, and Arita in the Creatures lobby.
Inoue, Nagashima, and Arita in the Creatures lobby.

Nagashima’s favorite strategy, though, is one he himself was heavily involved in designing: the infamous Night March deck, which dominated much of the competitive scene in 2016 and won the US Nationals that year.

“I was only making it with the assumption that it would maybe make it to the finals, but not take the entire thing!”

Walking back through the office at the end of the tour, nearly every desk is filled with Pokemon toys and merch. It’s very clear: From the design and art to the test room, the most important thing for Creatures’ TCG team is loving Pokemon.

E3 2018: Watch Microsoft’s Press Conference Right Here On Sunday

What’s next for Xbox? We’ll know a lot more very soon, as the Xbox E3 2018 press conference takes place this Sunday, June 11. It kicks off at 1 PM PT / 4 PM ET, and you’ll be able to watch the entire event here on GameSpot. We’ll also have a pre-show to help get you psyched for the show and a post-show where GameSpot editors will discuss all the big reveals and what they mean.

Microsoft has said it has a lot in store for E3 2018, but we don’t know what to expect from the event itself. Given that the Forza series rotates between Forza Motorsport and Forza Horizon, 2018 would be a Horizon year, so an announcement of a new entry could happen. There are also rumours of a Xbox game-streaming service, while Halo fans are hoping to hear about what’s next for Master Chief’s journey. As usual, there will likely be big surprises, too.

After the Xbox briefing wraps up, fans can visit the Microsoft Theatre in Los Angeles to play upcoming Xbox games. Microsoft will also have a presence at the Los Angeles Convention Center itself, but this will be primarily focused on Mixer.

Microsoft’s press conferences follows EA’s on Saturday. Later on Sunday, Bethesda will host its own show starting at 6:30 PM PT / 9:30 PM ET. Ubisoft and Sony follow on Monday, and then Nintendo on Tuesday. Here is the full E3 2018 press conference schedule.

The E3 show floor is open June 12-14. Keep checking back in the days ahead for lots more on E3 2018.

A Cut Fallout 4 Quest Used Skyrim’s Magic System

The magic system used in The Elder Scrolls V: Skyrim was originally going to play a major part in one of Fallout 4’s side quests, Bethesda Game Studios has revealed.

In a new documentary from Noclip exploring Bethesda’s history, Design Director Emil Pagliarulo explained that the Fallout 4 team wanted to write a side quest about a fight between the towns of Salem and Danvers, Massachusetts.

“So, what’s the theme of Salem? It’s witches,” Pagliarulo said. “So, what if we have people with mutations that have weird powers? They’re kind of X-Men-ish but they’re caused by radiation, and they’re viewed as witches by the people of Danvers.”

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The Walking Dead Comic Slows to a Crawl

“New World Order” has been light on action and heavy on dialogue for most of its run, and that doesn’t change in the sixth and final chapter. The Walking Dead #180 provides some necessary character development as the leaders of Alexandria and the Commonwealth meet for the first time, but the talky approach doesn’t exactly help this arc end on the most thrilling note.

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To say issue #180 serves as much of a conclusion at all would be misleading. The series’ narrative seems to be shifting to a more free-form state lately, with individual storylines bleeding into the next. That’s all fine and well, but there’s still a frustrating sense of anticlimax to this issue. With as much potential as there is in the notion of Rick’s gang coming up against a bigger and more prosperous settlement, the series is clearly in no rush to get to the meat of this conflict.

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