Descenders Switch Review — Rogue-Bike Action On The Go

Descenders

Before playing it on the Switch for this review, I've put a ton of hours into Descenders on PC where it shines. It's a thrilling title, one that brings back my fond memories of Dave Mirra's Freestyle BMX on the original PlayStation and fuses it with the adrenaline of fast-paced downhill mountain biking. And it does all of that within the context of what is essentially a roguelike game. It's a game like no other I've played in quite a while, and it benefits from that newness.

But those are my impressions of the game on PC, and we're talking about the game's Switch port, so there are obviously some differences. Yes, Descenders is the same game on Switch–it's the same exciting, downhill stunting thrill–but the final experience has inevitably been held back by the hardware it's running on. I didn't go into Descenders' Switch version expecting a one-to-one conversion – some things were always going to get mucked up in the transition. But rather than a clean landing, it feels like the game's arrival on this console ended up being a wipeout.

First and foremost, Descenders is a roguelike game, but a very different one compared to what we usually think of the genre. Instead of facing monsters in dungeons or demons in Hell (read, Hades), players will face steep, treacherous slopes and ramps begging to be jumped off. Although those aren't the real enemies in Descenders, a game where you ride a bike downhill, nor is gravity.

Most of the time the one "enemy" that players will curse the most will be themselves, or at least that was my experience. "Why did I try for that second flip" and "why didn't I pump the breaks there" ended up being the catchphrases of my time with the game. Instead of having some baddie send you back to the beginning of a run, it's always yourself, and while I can't tell if that's more brutal, it certainly demonstrates that Descenders is a game that's easy to play but very difficult to master.

Every run in Descenders starts with selecting a stage. The first area among these is the Highlands, an area characterized by rolling green hills, castles to stunt off of and a rideable Stonehenge. It's a basic, simple introduction to the mechanics of the game; it gives players the easiest opportunities to try out stunts, isn't cluttered with hazards, and doesn't punish players for veering off the path.

But the game's difficulty curve isn't exactly smooth; it's more like a craggy mountain. Every level that makes up a stage is procedurally generated, so players can go from a simple ride down to a finish line to a radical, 65 KM/H blast down a mountain path filled with twists and turns. At some points, this translates to the game being incredibly unforgiving – there are generated areas I played through that simply felt unfair, and that persisted throughout every part of the game. Stages cap off with boss levels, a usual track that features a larger-than-usual jump with a fair bit of spectacle. They can range from leaps over watchtowers and moving trains to trips to the tops of pyramids. These grand finales aren't usually as challenging as the tracks leading up to them and offer some of the best spectacles in the game. It's genuinely hard to have a bad time doing a no-handed backflip through a ring of fire over a moving train.

Therein lies the second focus of Descenders, the stunts: the things that made me look and feel cool while also ending most of my runs. Pulling off tricks is simple enough, and comes pretty naturally if you've ever played a biking game before – and they look stylish as hell to boot. There's nothing quite like pulling off a Superman backflip and landing cleanly, and the game rewards players for pulling off these risky moves. Doing tricks, or really doing anything dangerous, nets players Rep, points that can be earned over the course of a run. Functionally, Rep is just a way for players to measure how runs are going – more points obviously being better. It can't be spent on anything, and most of the time can be ignored. That being said, players will want to at least reach 100,000 rep to unlock a second group of stages that are much more interesting than the first. That's not to say the first batch is bad, just that they get tiresome after repeated attempts.

Descenders

During runs, Rep does have another function though. Earning enough Rep nets players crew members, each of which offers different passive boosts to your rider or changes stages coming up. Using these wisely is key to making it further in a run or just hitting a high score. Crew members that can bump up the power of bunny hops or speed up the speed of aerial flips and turns make stunting across tracks easy, while others focus on making levels easier to navigate with wider paths or fewer hazards.

In all, Descenders is a fun, distracting title. I've always enjoyed booting it up to kill some time, and now being able to bring it anywhere has been a blessing. It's incredibly easy to get started, complete a couple of levels, and then put it down to pick back up later. That being said, you're not going to want to play this game with the Switch's Joy-Cons all the time. I had a ton of problems accurately moving my bike or timing bunny hops with the mini controller's tiny joysticks, something I never faced when playing it with my Xbox 360 controller on PC. If you've got the option, using a more traditional controller is absolutely the way to go.

The issues unique to the game's Switch version don't end there. It feels as though Descenders was held back by the hardware on the portable console – nothing looks or feels as good as it should. The game, which I've experienced running well over 60fps, instead runs at 30, and its visuals are heavily downgraded. You don't have to play the game on other platforms to know that either – look at the comparison below of the game's loading screen for Forest levels and how they actually appear.

But the worst change the game has gone through on its way to the Switch is its load times. Descenders is a game about speed and accessibility. I said earlier how much of a joy it is to pick up the game and start right away, but didn't mention that I would be waiting at least 30 seconds to load up a level that takes me 45 seconds to finish. Way, way too much time is spent on loading screens in this version of the game; it completely breaks up the fast-paced action and momentum I would carry into the next level.

Again, Descenders is a great game, and if you're looking for a fun, easy way to kill time, it can do all that and more. But this certainly isn't the best way to experience it. It's the same game, but diluted, held back by the platform it's running on. I could do as many cool flips and have as many crazy runs as I wanted, but I always ended up wanting to play the game on PC instead for an all-around better experience. I can heartily recommend Descenders to just about anyone, but will point in every other direction before the game's Switch version.

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Insomniac Reveals Two New Costumes For Spider-Man Remastered

Spider Man Remastered

There may be a lot of news about Marvel's Spider-Man: Miles Morales today, but that hasn't stopped developer Insomniac from releasing more information on the remastered version of 2018's Marvel's Spider-Man. When the game drops on PlayStation 5, players will be able to suit up Peter Parker in two new costumes, and they're big breaks from the web-slinger's usual attire.

Revealed in a post on Insomniac's official Twitter page, the two new costumes are the Arachnid Rider and the Armored Advanced Suit. The first of these two put the usually lithe Spider-Man in a hyper-stylized suit of gothic armor. Somehow, he has to manage to swing around with pointed gauntlets, greaves and a spiny face-plate. The second is another variation of the armored spider-suits, this time with frosty white as its primary color. It's also not nearly as beefy as some of the other armored suits, retaining that slim look Spider-Man is known for.

While these suits are great to look at, it's not totally clear what abilities they'll come packed with, players will just have to wait until they can actually try them out. These new costumes will be available immediately on the PS5's version of Marvel's Spider-Man, but they will also arrive on the game's current-gen version, although Insomniac has not yet determined when that will be.

Marvel's Spider-Man Remastered will boast a suite of enhanced features when it launches. Besides faster loading, thanks to the PS5's SSD and higher resolutions and framerates, the game will make use of the DualSense controller's new features as well. Adaptive triggers and haptic feedback will give players a feel for all of Spider-Man's various gadgets and gizmos, as well as a sense of tension when thwipping out a web.

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Fuser Review — Not Quite Ready to Headline

Guitar Hero and Rock Band will, without a doubt, go down as two of the most beloved video game franchises of all time. There was something incredibly special about grabbing that chunky, plasticky guitar and rocking out with friends. I speak from experience when I say these games defined plenty of people's teenage years. In my case, many a late night were spent in my friend's summer house, rocking out to Red Hot Chili Peppers and Tenacious D.

These two games were released at such an opportune time; a time when peripherals weren't seen as a hindrance, and it was a complete novelty to use a fake guitar or drum kit as a controller. A time when couch co-op was still very much a thing, and a time when "microtransaction" wasn't a dirty word. Sadly, despite trying to reinvent the wheel (see DJ Hero and Guitar Hero: On Tour), a flooding of the market caused the games to die out. And with them, the mainstream love of the rhythm genre.

There have been some recent efforts to revive the genre, with both Guitar Hero and Rock Band coming back for brief stints on the PS4 and Xbox One; but sadly, for the most part, both failed to gain traction. Not one to give up though, developer Harmonix created Fuser, a game in which you'll take the stage as an up-and-coming DJ by mixing tracks and pleasing crowds.

Although rhythm games aren't typically known for their story, Fuser doesn't try anything new or different to change that. You start as a small fry DJ at a festival and work your way from stage-to-stage, starting as the opening act and moving up to the headliner. The story is formulaic and uninspiring; however, it is absolutely essential to play through. There are a total of six different stages, each with a different promoter who will teach you everything you need to know about the game. There are so many different skills and techniques that had I not played through the campaign, I would have been completely lost.

While essentially the campaign is one big tutorial, there's still plenty to get your teeth into in Fuser. Each of the promoters has a different taste in music, so they'll challenge you to mix various genres, helping to create combinations you wouldn't have dreamt of. There are so many different stages and challenges that you'll be able to hone your craft and get plenty of time with the game. However, the problem with the promoters is that while they're there to help you and walk you through the game, they are incredibly annoying.

Clearly, Fuser is going for perceived realism here. Promoters are seen as loud, brash, and in your face — the ones in the game are certainly that. The problem is, they are too loud and too brash and far too in your face. The dialogue is extremely cringy, and often it just made the cutscenes too hard to stomach. They'll also shout words of encouragement at you during your set, with the same lines cropping up over and over again.

Fuser

The core of Fuser's gameplay is mixing songs and fulfilling requests from both the promoter and the audience. However, that massively oversimplifies things. There are a lot (and I mean a lot) of tools to master. Not only will you be dropping in and mixing four different songs at the same time, but you'll also be changing the key, the volume, and the tempo. You'll be fading songs in and out, queuing different tracks, and adding effects to different pieces of music. You'll be worrying about timings. You'll have to play your own instruments, create loops, incorporate those into your mix, and more. This is all while fulfilling the audience's requests and worrying about their happiness.

There is a lot to take on, and more often than not it just made the game feel too stressful. Fuser is generally fair with the pace; it throws these different techniques at you, but there's so many of them that each set just felt way too hectic. At times, with so much to juggle, Fuser felt more like a demanding management sim with a thumping soundtrack than it did a rhythm game.

Again, this is probably Fuser aiming for too much realism. For those ingrained in the musical world and used to creating mixes, this is probably a walk in the park. For those (like myself) who wouldn't even know how to hold most instruments, it can feel like way too much.

Fuser

I also found the scoring and leveling within the game to be quite obtuse. Part of this is almost certainly down to my inability to master all of the techniques, but not once across the whole campaign did I score more than three stars, even when I barely put a foot wrong. Sure, I flirted with four stars a few times, but the skill ceiling to get there just felt too high, which in turn intrinsically hampered my ability to level up.

The experience you earn after each set is tied to your star ranking. Therefore, by making it hard to score points, you make it hard to level up. By the end of the campaign and a few playthroughs on the free play mode, I was barely at level 9. This would be fine if leveling up didn't mean anything; however, certain tracks and items within the game can't be unlocked until you reach at least rank 45, which just felt obscene. That means an awful lot of playtime is required just to access all of the songs within the Fuser.

Arguably, the most fun I had with Fuser was in the Freestyle mode. Freestyle is exactly what you'd expect; there's no rabid crowd throwing requests your way or loudmouthed promoters trying to hype you up. Instead, it's free from the constraints and pressures of the more competitive modes. It allowed me to relax, mix some songs, and use the tools I actually wanted to use, rather than the ones I was forced to within the campaign.

I found genuine joy mixing songs that had no right to work with each other without the burden of turning the audience off and failing my set. Some personal highlights include my "Bodak Yellow"/"Never Gonna Give You Up" mix and my combination of "Trap Queen," "X Gon' Give It to Ya," and Carley Rae Jepson's "Call Me Maybe."

While it's definitely fun to kick back in Freestyle mode, Fuser lacks any free play, high score-chasing mode like its guitar-based counterparts. Sure, you can go back and replay the campaign and beat your scores there, but then you face the same restrictions over and over. The game needs a mode that's somewhere between the two; a mode where you pick your roster of songs, instruments, and effects and chase your high scores within a set time period.

Fuser

The roster of music in Fuser is impressive. The game boasts an array of more than 100 songs that span a huge range of years, genres, and artists that allow you to get creative. After a while, I did find my favorite songs and tended to stick with those throughout every set I played.

Fuser is definitely designed with creating and sharing mixes with the world in mind. In the Freestyle mode, mixes can be strung together, recorded, and shared with a click of a button. If that's your cup of tea and you're looking to create content or produce music to share with the world, then the game more than makes it easy for you.

Fuser definitely deserves some plaudits for trying something new and different. Sadly, more often than not, it does too much. Although it's not necessarily trying to, it's certainly no replacement for Rock Band for those hoping it would be. The gameplay is convoluted and oftentimes stressful, the story is shallow, and there's just too much going on.

While there's definitely fun to be had with Fuser, the not-particularly-musically-gifted people (like myself) may struggle. The budding Calvin Harris and Tiesto's of the world, on the other hand, will surely find enjoyment in the game.

The post Fuser Review — Not Quite Ready to Headline by Sam Woods appeared first on DualShockers.


Xbox Pope and 2K Join Forces to Create a Custom Borderlands 3 Claptrap Xbox Series X

It was announced earlier last month that Borderlands 3 would be making its way to the PS5 and Xbox Series X/Series S at the systems' launch with a free next-gen upgrade. Gearbox Software said that players will be able to continue their journey from current-gen platforms to next-gen and enjoy local splitscreen co-op and support for 4K/60fps for single-player and online co-op. The upgrade will be available for free for players that have either the PS4 or Xbox One versions of the title and own a next-gen console within the same console family. As we head into the final few days until the Xbox Series X/S launch, Xbox Pope and 2K Games have announced a partnership that brings a custom made Borderlands 3 Xbox Series X into reality.

By this stage, you have probably already heard of Pope who has gained notoriety for his incredible custom designs on current-gen and next-gen consoles. In case this is your first time hearing of Xbox Pope, check out his many creative endeavors that include a Fable design on the Xbox Series X that emits a more subtle and charming concept rather than his more outlandish and bold pieces and his Ghost of Tsushima design on the PlayStation 4 where we saw a beautiful black dragon art piece with the same design on the controller to match. This time, however, instead of Pope's designs merely saying put on screens for people to look at in awe, 2K has partnered with the designer to bring his talents to the real world in an amazing custom Borderlands 3 Claptrap Xbox Series X that also happens to be the only one in the world.

Pope broke the news on his Twitter by releasing a short video showcasing his vibrant and exciting concept art brought finally to life and making his long-running dreams come true. The special edition Borderlands 3 Claptrap Xbox Series X is up for grabs in a competition that kicks off next week and although Pope or 2K haven't gone into details on how you can win the console, they are asking fans to "get creative" for a chance to win the one-of-a-kind Xbox. The contest starts on Monday, November 9, and Xbox Pope will be the guest judge so keep your eyes peeled for more news on that by following Xbox Pope on his Twitter and also keeping a lookout on 2K's page, too. To check out all of Pope's fantastic concept console designs, head over to his Instagram to view a boatload of creative illustrations.

In other Xbox news, it has been recently reported by a Reddit user that the Xbox Series S available storage on the console is 364 GB which is equal to 71% of the total storage. Although this hasn't been confirmed yet, 364 GB isn't a lot of space especially so with the volume of games growing dramatically since the start of the current generation of consoles. If you're on the look out for a new 4K TV to go along with your next-gen consoles, check out this article by our features editor Ryan that'll give you an idea of where to start. For an in-depth review on the Xbox Series X, look no further than our managing editor Logan's article in which he states  "The Xbox Series X isn't cutting corners; it's incredibly impressive."

The Xbox Series X and Series S will launch on November 10, 2020. We hope you manage to grab yourself one and enjoy all that the next-gen has to offer.

The post Xbox Pope and 2K Join Forces to Create a Custom Borderlands 3 Claptrap Xbox Series X by Rachael Fiddis appeared first on DualShockers.


Celeste Protagonist Confirmed as Trans: "Well, Yeah, of Course She Is,"

Celeste, Matt Makes Games, PC, PS4, Switch, Xbox One

Celeste is a 2D platformer of which in 2018 reported over 500,000 copies being sold. The game also saw a free DLC introduced to the base game in 2019 titled, 'Farewell' and featured over 100 new levels. In a new blog post, creator Maddy Thorson confirms that the protagonist, Madeline, is canonically trans after speculation surrounding the end of said DLC.

As PC Gamer states, the Farewell DLC that launched last year saw Gay and Trans Pride flags on her desk, a show of support to the LGBTQ+ fans, but the protagonist was never presented as transgender. This did cause some concerns around representation and the game's silence about it. In the opening line of the post it reads, "Well, yeah, of course she is." says Maddy, "This feels painfully obvious to a lot of (mostly trans) people, and likewise it feels painfully obvious to me too, in retrospect."

"It has also become painfully obvious to me that I, myself, am trans. But these are things that I was not aware of during the development of Celeste," Maddy explains. they note that it was only during the development of the Farewell DLC that they "had a hunch" but post-development they "now know that we both are."

Maddy notes that "The Celeste community has wanted clarification on Madeline's identity for a long time now, and I don't blame anyone for wanting that, but the messy realities of my gender identity and coming out have meant that I needed time before I could talk openly about it."

Part of the post also details, "Trans people shouldn't be forced to publicly identify as trans in a world that is often hostile to them, and they shouldn't be reduced to their transness. They should be allowed to live their lives how they want, and everyone should be free to explore their gender identity without feeling pressure to place themselves into simplistic categories for the benefit of others."

The blog post goes into more details such as representation and stages of development as well as referencing some key moments in the DLC and apologizes for the silence surrounding the topic, "We understand that some fans felt hurt by our silence on this after Farewell's release, and I'm sorry for that. It's wrapped up in my personal gender identity and it's messy! I simply didn't know the words until now."

When touching on if Celeste had been created now, "If I could start over from the beginning of Celeste's development, knowing everything about myself and Madeline that I know now, would I write her differently? Yeah, probably." They add, " I didn't go into this game intending to make a trans story and I would understand my own gender a lot better than I did, that's for sure. But then again, I'm a very different person and Celeste wouldn't be the same game. For my part, Celeste is about who I was, which includes that struggle for understanding."

Celeste is a wonderful game, and was even incredibly accessible with its assist modes and saw the game used on Game accessibility guidelines with how the features were implemented.  The blog post —which is worth a good read— has seen an outpouring of support from fans, as it should. Maddy also mentions in the post, "If you got something out of Celeste, and now you're thinking that Madeline being trans ruins that for you, I would take that as a sign that you have some transphobic beliefs to work through."

Celeste is available on PC, PS4, Xbox One, and Nintendo Switch.

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Tony Hawk's Pro Skater 1+2 Adds Crash Bandicoot Gear and More in New Update

Tony Hawk's Pro Skater

The remaster of Tony Hawk's Pro Skater 1+2 has been one of 2020's more pleasant surprises. The original games were fan favourites back in the late 90s and early 2000s before more recent entries fell well short of the mark. The game was only revealed in May, before releasing to critical acclaim this September and selling one million copies faster than any other title in the franchise's history.

While the game already scored highly with critics, developers Vicarious Visions isn't stopping there. In a blog post, the company has revealed details of the next update, which includes some welcome changes to certain modes and gear from a gaming's most famous marsupial. The update will be available today, November 6 at 8am PST.

Tony Hawk's Pro Skater 1+2 is celebrating the recent launch of Crash Bandicoot 4: It's About Time, which is also published by Activision, by adding special clothing items into the Create-A-Skater mode. These items include hats, t-shirts and boards focused on Crash, Coco and the new Quantum Masks.

In terms of changes to modes, it will now be possible to play through both Tony Hawk's Pro Skater 1 and 2 Tours with individual skaters. This will allow players to collect more stat points for each of the skaters within the game.

On top of that, Vicarious Visions will be adding 100 new challenges across 10 new challenge sets. These objectives will be found "around the new Solo Tour mode, Multiplayer, Classic Park Challenges that involve hitting new high scores, Create-a-Park Combo Challenges, and Combo Practice Challenges, a set of challenges designed for skaters to practice combos and critical skating skills needed to shred in Tours or Multiplayer." They say that the new challenges will be loaded with both cash and XP.

Tony Hawk's Pro Skater 1+2 is out now on PC, PS4 and Xbox One. If you've not played it yet, why not check out our review, where we scored the game a 9/10.

The post Tony Hawk's Pro Skater 1+2 Adds Crash Bandicoot Gear and More in New Update by Sam Woods appeared first on DualShockers.


Control Ultimate Edition For PS5 and Xbox Series X / S Delayed to 2021

Control Ultimate Edition

Those who were expecting to get their hands on Remedy Entertainment's next-generation version of Control Ultimate Edition will now have to wait after the studio issued a statement today that it will now be launching in early 2021.

Remedy Entertainment said in a tweet, "We want the final quality of the game to be awesome, and so we need a bit more time to work on it." it also thanks fans for their understanding and patience. The result of this delay means that the next-generation version of the game will not be available until early next year.

Control launched back in 2019, and a year later released the Ultimate Edition, a complete version that includes the base game and all of the post-launch content that has launched since 2019. It was then revealed that only owners of the freshly released Ultimate Edition would be eligible for a free next-generation upgrade that should take advantage of the PS5 and Xbox Series X / S hardware. Those who own anything other than the Ultimate Edition are not eligible. This caused a stir, with publisher 505 Games explaining the reasoning.

If you already own Control Ultimate Edition then you should be set for the free upgrade to the next-generation version when it goes live sometime early next year. For the time being, you'll be able to play Control on the PS5 and Xbox Series X / S through backward compatibility. If you're not jumping into the next-gen, then the game is available on PC, PS4, Xbox One, and Nintendo Switch.

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EA Details How Some EA Games Will Run on PS5 and Xbox Series X / S 

EA

With the PS5 and Xbox Series X / S finally arriving next week, players are expecting to get a load of gaming time in, and for some, this could be trying out some of EA's titles that are getting the next-generation treatment. And to inform you, EA published a blog post detailing exactly what enhancements players can expect to see when they boot up the following games.

Star Wars Squadrons is one but comes with different enhancements for each console. For those strapping into the pilot's seat on an Xbox Series X / S, players will be able to choose from two modes. One mode improves the visual quality of the overall game, delivering better lighting. The developer, Motive has also added Variable Refresh Rate for those with a TV that is able to support the feature.

Star Wars Squadrons on Xbox Series X

Visual Quality Improvements Mode

Better lighting model.
Runs up to 2160p
60fps.

Performance Mode

Runs up to 2160p
120fps

Star Wars Squadrons on Xbox Series S

Visual Quality Improvements Mode

Better lighting model
Runs up to 1440
60fps

Performance Mode

Runs up to 1440p
120fps

For those playing Star Wars Squadrons on a PS5, it will feature improved lighting, but at the same resolution and framerate as the PS4 Pro. It's also reminded that the game supports cross-platform play.

Apex Legends is another title that will be getting the next-generation treatment. With season 7 landing yesterday, players can expect to jump into a whole new map with a brand-new Legend to unlock while also being able to jump into cross-platform play. Those jumping on with a PS5 or Xbox Series X / S can expect to see improved performance up to 1440p with more improvements slated to launch for the consoles next year.

The Sims 4 has had a range of new content this year and improvements to the base game, and while all of these updates will be available on the upcoming consoles, players can expect to see faster loading times and smoother frame rates. It's also detailed that a new expansion pack will be available for all available platforms on November 13, 2020.

UFC 4, NHL 21, Madden NFL 21, and FIFA 21 are all heading to the Xbox Series X / S and PS5 and will see smoother frame rates and improved loading times. EA says that Madden NFL 21 and FIFA 21 will be getting free next-generation upgrades in December for those who already own those titles, and they are the only games listed here that are getting an actual upgrade rather than just improvements.

Need for Speed Hot Pursuit Remastered doesn't seem to feature much except performance improvements with EA saying that running the game on a Series X will run as if it was on an Xbox One X. Running it on a Series S will be like running it on an Xbox One S, and running it on a PS5 will be like running it on a PS4 Pro.

EA Play was recently revealed to be heading to Xbox Game Pass in time for next-generation, and players have been able to start pre-loading those titles.

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Grand Theft Auto V Has Sold Over 135 Million Units Since Launch

Grand Theft Auto V

We are currently at a time of the year that big companies tend to share their second-quarter financial results with shareholders. The same goes for Take-Two Interactive, the mother company of Rockstar Games, 2K Games, and Private Division, which revealed some interesting numbers in its latest financial report, including the total number of sales for Grand Theft Auto V that hits 135 million units.

According to the report, the overall revenue of the company has hit $841 million, which is $16 million less than last year's revenue in the same period. That being said, the company's digital revenue increased by 15%, and the recurrent consumer spending, which is a term for revenue coming from in-game purchases and post-launch expansions, is up by 22%. With all the money-grubbing microtransactions that the company puts in cash cows like NBA 2K21 and GTA Online, it's not a surprising result at all.

Red Dead Redemption 2, the latest hit from Rockstar Games has sold over 34 million units since its launch in 2018. Rockstar Games has already confirmed Grand Theft Auto V for next-gen platforms which will help them to increase the number of sales even more, however, it's yet to be seen whether the same policy will be applied to Red Dead Redemption 2.

Other than Rockstar titles, the report also provided the sale numbers for The Outer Worlds and Mafia Trilogy. The former managed to reach three million unit sales over a year after its release date, while the latter hit two million unit sales less than a month after its launch.

Currently, Rockstar Games is said to be working on the next installment of the Grand Theft Auto series, which is apparently in the early stages of development. On the other hand, 2K has the new entry of the BioShock series in development. The company also founded a new studio, 31st Union, several months ago, and its project is yet to be announced. Hanger 13, the Mafia 3 developer, also seems to be working on a brand new IP.

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Battlefield 6 Will Be Launched in Holiday 2021, EA Confirmed

Battlefield 6 to be released in Holiday 2021

Andrew Wilson, CEO of Electronic Arts, confirmed in the latest financial report of the company that Battlefield 6 will be available in Holiday 2021.

Usually, Electronic Arts tend to launch a new entry from the Battlefield series once every two years, however, this time around with the new generation of consoles arriving, the publisher has provided one more year for the development team at DICE to deliver the next mainline entry of the franchise later in 2021.

In the latest online meeting of EA's earnings call session, Andrew Wilson, CEO of the company, revealed that they have eight separate titles to launch in the fiscal year 2021, including the new iterations of Battlefield and Need For Speed franchises. He confirmed that Battlefield 6 is set to be launched in Holiday 2021 and will have a "never-before-seen scale."

As you may know, the next Need For Speed game will be developed by Criterion Games, the former developer of the series that brought Need For Speed Most Wanted 2012 and Need For Speed Hot Pursuit to life. Wilson went on teasing the game a little bit by mentioning that the new NFS is set to bring some "astounding visual leaps."

It's yet to be seen whether these two upcoming games will be next-gen only titles, but Wilson praised the power of the next-gen consoles and how their teams will be able to deliver a true next-gen vision, thanks to the new hardware sets.

Battlefield V is currently the latest iteration of the series that couldn't repeat the successful performance of Battlefield 1 neither in sales nor fan-reception. The game is now available for Xbox One, PS4, and PC. It will be added to the Xbox Game Pass Ultimate library through EA Play as of November 10th and will be available for Xbox Series X and Xbox Series S players as well.

The post Battlefield 6 Will Be Launched in Holiday 2021, EA Confirmed by Mehrdad Khayyat appeared first on DualShockers.