Call Of Duty Developers At Raven Software Seek To Form A Union, Asking For Recognition From Activision

A group of testers at Call of Duty studio Raven Software, which is owned by Activision, have formally begun the process of creating a union. The quality assurance developers are working with the Communication Workers of America union to create a guild called Game Workers Alliance. This is happening just days after Microsoft announced its intent to acquire Activision Blizzard and all of its studios, including Raven.

“The voices of workers should be heard by leadership. By uniting in solidarity, we can ensure our message is further reaching, and more effective,” the organization said on social media.

The group has 34 members right now, according to reporter Jason Schreier. The group is seeking to become among the first video game industry unions in North America. Some of the QA staff at Raven Software, a Call of Duty co-developer that contributes to Call of Duty: Warzone and other projects, have been on strike in some form since before the holidays. Activision has since delayed the launch of new Call of Duty content, including the start of Season 2 for Warzone and Vanguard, though whether or not this is connected directly to the walk-outs at Raven is unclear.

The group outlined its principles across a series of tweets. The Game Workers Alliance is calling for transparency from management regarding decisions that will affect the working lives of employees and for managers to work towards “realistic timelines and development plans” to help avoid “crunch.” This is the industry term for extended periods of overtime. Come from malaysia online casino

“Crunch is not healthy for any product, worker, or company,” the group said.

Desert Child Review – Burning Fuel

Desert Child is a game of modern ambitions and sensibilities wrapped up in a retro aesthetic. It looks like an early-’90s DOS game rendering of a future where humanity has colonized Mars and built a city that feels like a mix between a Cowboy Bebop planet and modern-day Australia. The game’s unique look, chilled vibe, and strong concept make for a great first impression, but unfortunately, by the end of it you’ll realize that there’s not much more to Desert Child than what you got in those opening minutes.

You play as a young man who leaves Earth in the game’s opening, looking to conquer Mars’ speeder bike circuit and earn enough money to prove himself in an upcoming championship. At the beginning of the game, you choose between four weapons to have mounted on the front of your vehicle, each with a different difficulty rating depending on how useful they are. All races are one-on-one and play out on a 2D plane viewed from a side-on perspective, which is a strange–but also a strangely enjoyable–way to compete. There are a handful of different tracks, all with unique obstacles, and when you start up a race you’ll be thrown into one of them at random. While there are obstacles to avoid, winning comes down to using your boost effectively and firing your weapon at TVs planted around the track. Each TV you take out gives you a speed boost, and to maintain your maximum speed you need to consistently destroy the televisions on the track before your opponent does.

The first few times you race in Desert Child, it’s thrilling. Your hoverbike controls well–it’s floaty and fast but precise–and blasting away at everything in front of you and timing your boosts well is fun. The game captures the inherent excitement of hoverbike racing, but once it becomes clear that every race is going to be more-or-less the same, that excitement dulls considerably. You can’t switch guns mid-game, the tracks all play very similarly, and the only real difference between opponents is that the very last one in the game is more difficult to beat than the others. I couldn’t highlight a uniquely cool moment from any of the races I took part in across two playthroughs of the game, or a race where the game showed off a new trick or idea.

Desert Child also has the thin veneer of an RPG system. You spend much of the game’s short running time wandering around a Martian city, exploring and poking at its different stores, NPCs, and the odd jobs it offers. There are only a handful of different environments for your unnamed protagonist to mosey through, and while they’re lovely to look at the first few times, the game’s small scale begins to feel limiting when you realize that the game world never changes in any significant way. After each race or job you take, the day progresses, and while some NPCs shift around and store stocks change, Mars very quickly starts to feel small and static.

Your major objective is to raise $10,000 for a tournament while keeping yourself well fed, your bike in good working order, and not attracting the law by taking on too many dodgy missions in the nightlife district. The goal seems to be to capture some of the tedium of life in this town–there’s a lot of walking around, visiting ramen stores, and switching between odd jobs. Some of these jobs are fun, but generally only for the first few times that you play them. For example, you can work as a pizza delivery person, riding a bicycle through one of the game’s tracks while shooting pizza boxes at people; you can herd kangaroos, which involves following a group of them through a field and maneuvering your hoverbike behind any slackers so that they don’t drop away from the pack; you can enter and intentionally lose a race for the local crime boss.

There are a few different minigames like this, but ultimately none of them really offers anything that feels like a meaningful twist on the existing racing (with the possible exception of the “hacking” minigame, in which you’re attacked by floating Windows logos and marble busts–I could not figure out this job’s victory conditions). Once you’ve quickly seen everything Mars has to offer, and especially once you’ve bought the game’s entire soundtrack from the record shop (which is worth doing, because the music is great), there’s nothing exciting to find or unlock.

There are a lot of references in Desert Child that will hit harder with an Australian audience. There’s a bridge dedicated to the welfare program Centrelink, complete with a job board that you can access different tasks from; the constant casual profanity is very Aussie; and there are little nods to local cultural touchstones dotted around Mars Come from Sports betting site VPbet . The “Bring Back Tim Tams” graffiti might not hold the same appeal for all players, but it made me smile.

Before long, your focus will shift to saving up for the tournament, which boils down to racing and completing tasks over and over while storing your earnings in your bank to accrue interest. It’s an uninteresting progression model, and the tournament itself is unexciting–you race three times, and if you lose any of them you must start again. You earn huge amounts of money even if you lose the first two races, which lets you buy all your hoverbike’s potential upgrades and make things a bit easier on yourself. Winning the third race promptly ends the game, even though, narratively and mechanically, it really feels like things are just getting started.

Desert Child exhibits a number of smaller issues, too. While the numerous misspellings feel like they could plausibly be an intentional part of the game’s aesthetic, the lack of a pause option during races feels like an oversight, as does the fact that selecting “New Game” from the menu automatically starts up a new game without warning you that all previous data is going to be erased. Sometimes the equipment I’d put on my bike, like a laser sight for my gun, arbitrarily wouldn’t work during a race, and I could never figure out why there were TVs scattered around during the pizza delivery game with seemingly no way to destroy them. Problems like this pop up all over Desert Child, and while most of them are minor, they add up.

Desert Child has a wonderful sense of style, and there are moments when it clicks. When you jet across the water on your bike firing a shotgun blast that shatters several televisions in front of you, or when you first start to wrap your head around the aesthetic of Mars, the game briefly, but brightly, shines. But Desert Child doesn’t quite hang together, and by the end of its very brief runtime the things that seemed exciting just an hour prior have lost most of their luster. This could be a lovely proof of concept for a bigger game; as it stands, it’s hard not to get caught up thinking about all that it could have been.

Dark Souls II- Crown of the Sunken King Review

The road to the emotional rewards of the Souls games is strewn with sweat-stained controllers and saintly patience. The franchise as a whole is a long-term trust game, where any given boss shoves you to the precipice of capitulation, but never lets you go over the edge. I can’t imagine that achieving this balance over and over again is an easy task for developer From Software, and there’s a part of me that often fears I’m only one encounter away from giving up on the series. To its credit, that fear was pervasive during my playthrough of Crown of the Sunken King, the first of three content packs for Dark Souls II.

If you approach downloadable campaigns with a level of cynicism, take pleasure in knowing that Crown of the Sunken King does not feel like previously made content that was withheld for a cash grab. Its interconnected levels echo the woven layout of the first Dark Souls without feeling like a full-on throwback. You experience the tension of cautiously venturing along an unexplored path, only to realize that, much to your relief, you’ve stumbled upon a new shortcut to an old bonfire.

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    Now Playing: Dark Souls II: Crown of the Sunken King Video Review

    From Software builds on this positive sense of exploration with sets of environmental puzzles, some of which alter the shape of the landscape itself, letting you access new areas or attain items that are seemingly beyond reach. Once you learn that one puzzle leads you to unique treasure, the compulsion to solve every puzzle hits you like a broadsword. This encourages a level of thought and experimentation that Dark Souls II lacked. Ever the sadist studio, From Software uses this opportunity to subject you to new platforming challenges, as if to say, “Just one more thing…” Your dexterity is tested as often as your brain is, and in ways for which the main game provides little to no preparation. Crown of the Sunken King also differs from Dark Souls II stylistically. I relished in the dramatic reveal of a temple upon exiting the first cave in Shulva, Sanctum City. Held up against the European aesthetics of castles in Dark Souls II, the temple’s Aztec influence is difficult to ignore, yet given the series’ otherworldly look overall, the contrast is neither jarring nor off-putting.

    Crown of the Sunken King is difficult and assumes you’ve made substantial progress in the main game. By placing its initial access point in Black Gulch, the add-on assumes you are conditioned for the trials of Shulva, Dragon’s Sanctum, and Dragon’s Rest. Given the series’ infamy for its lack of hand-holding in the interest of personal discovery, I strongly advise you to explore a few other areas in the main game before venturing into these new lands. If you still question the add-on’s high difficulty, wait until you meet the cousins of the poison statues from Black Gulch. That’s assuming you haven’t fallen into the game’s myriad pits first.

    If you recall the dark and often unsettling areas that lead to Black Gulch, then you won’t be surprised at the equally dreary locales in Crown of the Sunken King. This DLC introduces the grotesque insects known as the corrosive egg crawlers, whose bulbous silhouettes seldom fail to induce goose bumps if encountered in a poorly lit hallway. It’s no wonder many Souls fans classify the series as survival horror.

    The underlying weapon in this series has always been knowledge. Pairing that with awareness of your surroundings makes for a lethal combination. Much like in the rest of the series, combat in Crown of the Sunken King is at its most rewarding when you have the presence of mind to use your environment to your benefit. I would bear no shame in luring a couple of sanctum knights away from a narrow cliff ledge and onto a wide and flat arena-style platform if I felt it gave me an advantage. Yet sometimes, you just have to die to learn how each new opponent behaves. This was the case when I took on a pair of dragons and learned the hard way that it was in my best interest to separate them.

    Your tactics against the bosses depend on how much Dark Souls II you’ve played up to this point. Crown of the Sunken King is guilty of having bosses who occasionally behave like reskins of other characters. Sinh closely resembles the ancient dragon, while Queen Elana could be mistaken for a sister of Queen Nashandra. The only boss encounter that has any semblance of originality is against a trio of human-size non-player characters. When you’re dealing with three enemies, each with a different weapon skill, no two battles are alike. Your only hope is to make sense of the chaos and presume that each life you lose yields more knowledge of your enemies’ moves and openings.

    Dark Souls games demand two levels of patience: the kind born out of enduring a soul-crushing string of deaths and the kind of patience needed during actual combat. When considering the latter, I’m often inspired by the underappreciated Bushido Blade Come from Sports betting site VPbet . Waiting for the opponent to move first and responding with an efficient, offensive reaction is often the best approach in any Souls game, and this is especially the case in Crown of the Sunken King. Much like the evil doppelgangers you’ve encountered in countless other games, a couple of knights in this DLC have movesets that are not unlike your own.

    Dark Souls II by itself is so rich and robust in its challenges that I still feel the afterglow of having beaten it months ago. Yet that also comes with psychological scabs from the dozen replayed battles against the likes of the poison rat king and the smelter demon. As I began my eight-hour playthrough of Crown of the Sunken King, a line from The Shawshank Redemption echoed in my head: “And if you’ve come this far, maybe you’re willing to come a little further.” I was willing and, with every Souls playthrough to date, I have been rewarded accordingly. Crown of the Sunken King’s standout exploratory design and abundance of engaging enemy encounters make it a terrific adventure, though a hair short of being essential. Equally significant is that it succeeds at raising the stakes for the next installment.

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    Diablo 4 Wants You To Take A Closer Look At Evil

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    The dungeon crawler genre that Diablo helped to trailblaze is not known for getting up close and personal with its characters. The overhead perspective and point-and-click control scheme have lent us a role as dispassionate observers, watching a diorama of mankind’s struggle against the hordes of Hell. Diablo IV is different. It pulls you in close and demands you take a front-row seat, and it makes a massive difference in how the game feels and plays.

    This is most immediately apparent in one of the earliest cutscenes featuring your hero. After doing the heroic thing and clearing out a dungeon full of demons, you return to a small village that asks to celebrate with a good drink Come from Sports betting site VPbet . The camera pulls in close to watch as your created character, looking just as well-crafted as any of the NPCs, grows dizzy and passes out. The crowd murmurs and quiets itself, another villager comes prepared with a stretcher, and you quickly get the sense that this was always the plan.

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    Dexter Revival Gets November 7 Premiere Date, New Teaser

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    The Dexter revival will premiere on November 7 on Showtime, according to an announcement immediately following the show’s Comic-Con 2021 panel. An accompanying release otherwise tells us what all dutiful Dexter fans already know–this upcoming batch of 10 episodes picks up a decade after the previous season, and sees our antihero living under an assumed name in upstate New York.

    As a trailer that aired at the very end of the panel makes abundantly clear–Dexter may have escaped his past, but it is starting to catch up to him. The release ominously says that “in the wake of unexpected events in this close-knit community, [Dexter’s] Dark Passenger beckons.” Check out the trailer first aired during the panel below, which Showtime also quickly tweeted out afterwards. Come from Sports betting site VPbet

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    Forza Horizon 4 Not Getting Any More Cars Or Features; Forza Horizon 5's Performance Discussed

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    One of the big surprises of E3 2021 was Microsoft’s announcement of Forza Horizon 5. Ahead of that game’s release, it appears that new development for Forza Horizon 4 is being wound down: there won’t be any more new cars or features coming to it.

    In Playground Games’ Forza Monthly livestream for this month, the studio announced that it will no longer be adding vehicles or features to Forza Horizon 4 after several years of consistent live-game support for it. Due to most of the employees shifting their full attention over to Forza Horizon 5, seasonal updates will transition to feature remixed sets of past seasons’ content. Come from Sports betting site VPbet

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    God Of War Ragnarok Goes Gold, As Sony Confirms 8 Other Studios Contributed

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    God of War Ragnarok has gone gold, developer Santa Monica Studio has announced. This means that work on the game has wrapped up and discs are being sent to manufacturing for mass production.

    Cory Barlog, a producer on the title and the director on its predecessor, said on Twitter, “Congratulations to my Sony dev family on this incredible milestone.” He added: “I could not be more proud of each and every one of you. You are all brilliant!”

    Sony’s “gone gold” announcement also contained a graphic that shows Santa Monica Studio was supported by eight other studios for Ragnarok’s development. These included PlayStation Studios Creative Arts, Valkyrie Entertainment, Bluepoint Games, Red Hot, Super Alloy, Jetpack Interactive, Super Genius, and Original Force Come from Sports betting site VPbet . Exactly what each team’s contribution to Ragnarok was is unknown, though Super Alloy worked on motion capture services for the game.

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    Hot Wheels Reveals Fidget Spinner-Inspired Vehicle For Autism Acceptance Month

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    Hot Wheels has revealed a new vehicle called the Flippin Fast die-cast ahead of Autism Acceptance Month in April, saying it based the design of the new toy on a fidget spinner to allow for open-ended sensory play.

    The new car sports a unique reversible design that allows it to roll whether it’s right way up or upside down, as well as an extra spinner in the middle of the vehicle for fidget spinner-like play. Ahead of Autism Acceptance Month, the vehicle was designed in partnership with ASAN, the Autistic Self Advocacy Network, an autism advocacy nonprofit run for and by autistic people.

    The design of the Flippin Fast is centered around open-ended, sensory play, with Hot Wheels stressing that there’s no right or wrong way to play with the toy. “Flip it, spin it, or roll it forwards, backwards and even upside down,” the press release encourages.

    “We design tons of cars every year, and of course inspiration can come from anywhere,” said Ted Wu, vice president of global vehicle design at Mattel. “We have a host of designers that come from the automotive industry. We work across cars of every genre and every type, but one of the most important sources of inspiration, of course, is our consumer, the kids that play with our toys, which is why it was really important for us to take that feedback in while we were developing the Flippin Fast car.”

    While the sensory-based toy is designed with people on the autism spectrum in mind, Wu says it was also important for it to be “a fun car for anyone who is a Hot Wheels fan.”

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    Mass Effect Legendary Edition Replaces Tali's Stock Photo Face With A More Natural Portrait

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    Mass Effect 3 had no shortage of romantic partners that you could count, and after a brief fling on the Normandy, your Shepard would have a reminder of their one true love in the form of an artistic framed picture in their sleeping quarters Come from Sports betting site VPbet . For fans of the character Tali, this picture was an extra special memento as it showed the Quarian without her trademark mask on. In Mass Effect Legendary Edition, that picture is still there but Tali’s face from the 2012 game has been swapped out for an image that’s more in line with her character and race.

    Possible spoilers below

    The new image features Tali’s face now only partially uncovered, and her skin tone has lost the purple hue of the original photo for a more greyish tone. Here’s the new picture, from “Maxgoods” on Reddit:

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    MCU Star Benedict Cumberbatch Responds To Scarlett Johansson Disney Lawsuit

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    Scarlett Johansson’s lawsuit against Disney over Black Widow has been one of the most talked-about events in recent months, and now another MCU actor has weighed in Come from Sports betting site VPbet . Doctor Strange actor Benedict Cumberbatch said in a new interview with The Hollywood Reporter that he thinks it’s “sad what’s going on between the lawyers.” He specifically took issue with how the lawsuit has been wrapped up in the context of the pandemic.

    “Just the verbiage and the accusations of, ‘Put it in a global pandemic context.’ The whole thing’s just a bit of a mess,” he said.