Halo Infinite Demo Was a Work-in-Progress Build, But Running on a PC as Powerful as Series X
Sonic The Hedgehog 2 Gets a Release Date
Sonic The Hedgehog 2 Gets a Release Date
FIFA 21 Is Finally Making Career Mode Changes

- Interactive Match Sim (Screenshot above) - The biggest change mentioned so far, this looks to be a stripped back management experience in the vein of Football Manager. You'll be able to jump in and out of matches - to take penalties or free kicks, for example - while using the management view to make tactical changes as the game progresses.
- Revamped Growth System - On a more micro level, this will let you take a more active view of your players' development in training, and allow you to train players in new positions, for instance pushing a right back into a right winger.
- Match Sharpness - This is an entirely new attribute that controls how well your players will perform in "crucial moments" - presumably, alongside fitness levels, this could result in a higher need for squad rotation.
- Active Training - Tied into Match Sharpness, you'll be able to organise group training sessions that improve players' sharpness, including finishing or tackling training.
- Activity Management - Another Football Manager-like addition, this allows you to manage how much training and how much rest your team will get between matches, balancing Match Sharpness with morale and fitness.
- Enhanced Opposition AI - EA Sports says your computer-controller opponents will now act more intelligently when attacking and defending, and make more "informed" decisions, in order to keep the game fresh.
- New Ways to Sign Players - Career will now offer Loan-to-Buy deals with optional or mandatory future transfer fees, as well as player swap proposals.
- Set-up Options - Before starting your Career, you'll be able to set elements that make the experience more or less realistic, including 'Authentic Transfers' (no specifics on that as yet), or getting a cash injection through a Financial Takeover.
FIFA 21 Is Finally Making Career Mode Changes

- Interactive Match Sim (Screenshot above) - The biggest change mentioned so far, this looks to be a stripped back management experience in the vein of Football Manager. You'll be able to jump in and out of matches - to take penalties or free kicks, for example - while using the management view to make tactical changes as the game progresses.
- Revamped Growth System - On a more micro level, this will let you take a more active view of your players' development in training, and allow you to train players in new positions, for instance pushing a right back into a right winger.
- Match Sharpness - This is an entirely new attribute that controls how well your players will perform in "crucial moments" - presumably, alongside fitness levels, this could result in a higher need for squad rotation.
- Active Training - Tied into Match Sharpness, you'll be able to organise group training sessions that improve players' sharpness, including finishing or tackling training.
- Activity Management - Another Football Manager-like addition, this allows you to manage how much training and how much rest your team will get between matches, balancing Match Sharpness with morale and fitness.
- Enhanced Opposition AI - EA Sports says your computer-controller opponents will now act more intelligently when attacking and defending, and make more "informed" decisions, in order to keep the game fresh.
- New Ways to Sign Players - Career will now offer Loan-to-Buy deals with optional or mandatory future transfer fees, as well as player swap proposals.
- Set-up Options - Before starting your Career, you'll be able to set elements that make the experience more or less realistic, including 'Authentic Transfers' (no specifics on that as yet), or getting a cash injection through a Financial Takeover.
Rock Of Ages 3: Make & Break Review
Rock of Ages 3: Make & Break is a carefree hop, skip, and jump through world history, art, and absurdist meme culture. One moment it's 800 BC and the set is dressed in the myths of ancient Greece, the next it's 1500 AD and the sun god gazes down on Tenochtitlan, then a bit later it's the very beginning of time and everything is spaghetti and meatballs. It never dwells, never stops to make sense of it all. Historical figures pop their cartoonish heads into view for a brief visual gag before disappearing, bit players tossed aside in a bygone round of whack-a-mole.
Fittingly, Rock of Ages 3 is best enjoyed with the same restless approach in mind. Structured as a series of discrete challenges, each hectic bout of arcade action lasting no more than a couple of frantic minutes, it feels designed to be experienced in short, sharp bursts. Don't linger. Dip in and, when you feel the frustration levels rising, dip out, move on to a new challenge, or simply come back later.
The core conceit revolves around the idea that all war, throughout all history, is essentially fought by lobbing rocks at each other. The Rock of Ages series has so far focused on one very specific interpretation of this idea: You have to roll a rock through a trap-laden obstacle course to attack the enemy castle at the end. Controlling the roll takes some adjustment. The initial temptation is to embrace the top speed of your chosen boulder and should be resisted. Move too fast and you won't have the handling to steer through the crowded tracks, let alone slow down in time to make the next corner. Rocks don't have brakes as such, and it took me some time to get used to easing off the accelerator when required and knowing when my built-up momentum was optimal to negotiate what lay ahead.
Continue Reading at GameSpotRock Of Ages 3: Make Or Break Review
Rock of Ages 3: Make or Break is a carefree hop, skip, and jump through world history, art, and absurdist meme culture. One moment it's 800 BC and the set is dressed in the myths of ancient Greece, the next it's 1500 AD and the sun god gazes down on Tenochtitlan, then a bit later it's the very beginning of time and everything is spaghetti and meatballs. It never dwells, never stops to make sense of it all. Historical figures pop their cartoonish heads into view for a brief visual gag before disappearing, bit players tossed aside in a bygone round of whack-a-mole.
Fittingly, Rock of Ages 3 is best enjoyed with the same restless approach in mind. Structured as a series of discrete challenges, each hectic bout of arcade action lasting no more than a couple of frantic minutes, it feels designed to be experienced in short, sharp bursts. Don't linger. Dip in and, when you feel the frustration levels rising, dip out, move on to a new challenge, or simply come back later.
The core conceit revolves around the idea that all war, throughout all history, is essentially fought by lobbing rocks at each other. The Rock of Ages series has so far focused on one very specific interpretation of this idea: You have to roll a rock through a trap-laden obstacle course to attack the enemy castle at the end. Controlling the roll takes some adjustment. The initial temptation is to embrace the top speed of your chosen boulder and should be resisted. Move too fast and you won't have the handling to steer through the crowded tracks, let alone slow down in time to make the next corner. Rocks don't have brakes as such, and it took me some time to get used to easing off the accelerator when required and knowing when my built-up momentum was optimal to negotiate what lay ahead.
Continue Reading at GameSpotA Quiet Place Part 2 Has Been Delayed to September 2021
A Quiet Place Part 2 Has Been Delayed to September 2021
MST3K Creator Discusses Show’s Post-Netflix Future



Shorts!
Here are some additional tidbits Joel Hodgson provided in our interview. Enjoy! On early robot prototypes: "The funny thing was is a lot of people don't know this, but I've made about 60 or 80 robots out of found objects before I did the Mystery Science Theater robots. I used to sell them in a store in Calhoun Square called Props. I used to just make them. I made them for friends, it just was my gig. I collaged robot sculptures. And sold them. And so that was the one part of the show that I knew I could do. It didn't take a lot of thinking. Like the other parts of the show, which is just figuring out the concept." On the all-nighter Hodgson pulled to create the first MST3K set: "Long story short, the last thing I left on my list was to make the robots. And I think I pulled an all nighter to make [them]. I remember I had that moment where I saw Crow on the workbench, and it was like Pinocchio. I go, "Oh, that's a good one. That's definitely going to work." Then I made Gypsy, and I made another robot that we called Beeper, or I called Beeper, which was a baby robot. And after we did the proof of concept, it's like nobody really sparked to it. And so I brought it home and popped its head off and put a gumball machine on and that became Servo. So Servo wasn't on that first proof of concept -- but the next show we did, he was there." [caption id="attachment_238386" align="aligncenter" width="720"]