For a limited time, GTA Online is offering extra opportunities to earn in-game cash. From now until June 12, the online component of Grand Theft Auto V is offering double GTA$ and RP rewards in certain missions.
Until June 12, you can earn double GTA$ and RP from completing Contact missions, the Doomsday Scenario Finale, Occupy, Hardest Target, or Juggernaut. Logging into GTA Online this week (April 18-24) will unlock a free Skulls Livery for the Mammoth Avenger and TM-02 Khanjali. If you’re a biker clubhouse owner, then April 25 through May 1, you’ll receive GTA$250K for free. In prep for this second bonus, the Great Chaparral Clubhouse is being temporarily lowered to GTA$50K–a 75 percent discount.
“If you’ve got GTA$20K and the poise to take on seven other racers for the shot at a podium finish payday, you can join Premium Races either through the Quick Job App on your in-game phone or via the yellow corona at Legion Square,” Rockstar wrote in a press release. “First place takes a grand prize of GTA$100K, while second and third place finishers will receive GTA$30K and GTA$20K respectively.”
In our Grand Theft Auto V review, Mark Walton gave the game a 9/10, writing, “Aside from a few mild frame rate issues that sometimes take the edge off its more dramatic moments, this is…the bar by which all other open-world games, or indeed any game that aims for a cinematic feel, should be judged. [Grand Theft Auto 5] is beautiful, and thought-provoking, and thrilling throughout.”
Fortnite‘s Season 8, Week 8 challenges are now live on PS4, Xbox One, PC, Nintendo Switch, and mobile, giving players across all platforms another opportunity to level their Battle Pass up and unlock this season’s cosmetic rewards. While many of this week’s objectives are fairly straightforward, a few of them may throw you for a loop if you aren’t familiar with Fortnite’s map, like the one that asks you to dial the Durrr Burger number on the big telephone west of Fatal Fields. That’s why we’re here to help.
The big telephone challenge is one of two multi-step missions available this week (the other ask you to search treasure map signposts). Fortunately, this task is a lot simpler than it may initially sound. To complete the first step, you’ll need to head to the oversized telephone mentioned in the challenge name; it can be found atop a snowy mountain directly west of Fatal Fields. Once you get there, you’ll see the Durrr Burger number already displayed on the phone’s dial, so all you need to do is shoot the numbers in the correct sequence to move on to stage two.
Once you’ve dialed the first phone, you’ll be asked to dial the Pizza Pit number on the big telephone east of The Block; you can see its exact location on the map below. As before, the number is already displayed on the phone, so all you need to do is shoot them in the right order to complete the challenge and earn your Battle Stars. If you need another look at where to go, you can watch us walk you through the whole challenge in the video above.
There are only a few weeks remaining in Fortnite Season 8, so you still have a little time to complete any outstanding challenges and unlock this season’s Battle Pass rewards. If you need some assistance, you can find tips for this season’s trickier tasks in our complete Fortnite Season 8 challenge guide, which we’ve been updating as new challenges are rolled out. You can also see all the skins and other cosmetics up for grabs in our Fortnite Season 8 rewards gallery.
Week 8’s challenges arrive hot on the heels of Fortnite’s 8.40 update, which kicked off a new limited-time mode called Air Royale. This LTM revolves around dogfighting and features its own set of challenges to complete, which will net you special Wraps. The patch also brought back the Food Fight LTM, but this time around it’s called Deep Fried and features elevated restaurant bases, requiring you and your teammates to build up to them to protect your mascot.
The stylish shooter XIII is coming back as a remake slated for release on PlayStation 4 this year. The original 2003 game on PS2 was known for its mind-bending story, and the remake is said to be borne out of a desire to introduce the story-driven game to a new generation who may have missed it more than a decade ago.
The reveal on the PlayStation Blog includes a few pieces of concept art for both the environments and one character, showing off the new visual style. Among other things XIII was known for its cel-shaded aesthetic, which has been maintained here but updated with a lot more detail.
In XIII, you play as an amnesiac soldier named Thirteen. You’ve been accused of killing the President of the United States, and the story revolves around your efforts to uncover the truth with only a few clues to go on.
“XIII has a unique and potentially interesting premise, and some will certainly want to drag their way through the single-player campaign just to watch the story unfold, but the game doesn’t really differentiate itself from the wide array of other first-person shooters on the market,” said critic Jeff Gerstmann in GameSpot’s 2003 review. “The cel-shaded graphical style works in the context of trying to re-create a comic book, but the models and other graphical elements fall short. Given the extreme amount of competition in this genre, fans of first-person shooting are advised to spend their time elsewhere.”
The remake of XIII is coming November 13, 2019 on PlayStation 4.
Coming to Amazon Prime Video on July 26 is the latest comic book adaptation, The Boys. Amazon recently revealed the first trailer for the upcoming show, and it is most certainly not safe for work. Seriously, watch this on your own time.
Based on the Dynamite comic of the same name, the series follows a world where superheroes have become celebrities, and a group titled The Boys are tasked with covering up said heroes’ screw-ups when they abuse their powers. Check out the first trailer for the series below.
The Boys are made up of Hughie (Jack Quaid), Billy Butcher (Karl Urban), Mother’s Milk (Laz Alonso), Frenchie (Tomer Capon), and The Female (Karen Fukuhara). Additionally, Simon Pegg guest stars as Hughie’s father. There are also the featured superheroes on this series, The Supes of the Seven, which consists of Homelander (Antony Starr), Starlight (Erin Moriarty), Queen Maeve (Dominique McElligott), A-Train (Jessie T. Usher), The Deep (Chace Crawford), and Black Noir (Nathan Mitchell).
The original comic series, which also was for a more adult audience, debuted in 2006 under the Wildstorm banner–before moving to Dynamite six months later. It was created by writer Garth Ennis and artist Darick Robertson, and the series was known for its over-the-top moments.
GameSpot spoke with Simon Pegg back at New York Comic-Con about his role and the adaptation as a whole. “They showed me the stuff that they’d already shot that was surprising and shocking, but for all the right reasons,” he said. “I think Garth almost and Darick together, obviously because Darick Robertson was drawing it, together they were trying to almost dare somebody to adapt it. It was almost the unadaptable comic book, even more so than Preacher I think.”
Fortnite Season 8 is now in its eighth week, which means there are new challenges to be completed. You can see a full list of the Season 8, Week 8 challenges here, and you’ll no doubt notice that there are a few tricky ones among them. One of those asks players to “search the treasure map signpost found in Paradise Palms.”
This is a multi-stage challenge and has two parts. Naturally, treasure hunts can lead to a lot of head-scratching and aimless wandering, but we’re here to make sure that doesn’t happen. To save you time and effort, we’ve completed the challenge and put together a guide that shows you exactly where you need to go and what you need to do.
To complete this challenge, you’ll need to first head to Paradise Palms–obviously. More specifically, you’ll need to head to the center of the area and find the little alley there. Stick to the rooftops and you’ll spot the map signpost on a wall below you. For part two of the challenge, you’ll need to follow the map to find the Battle Star. It actually leads you to Frosty Flights, specifically at the end of the runway. Once you’ve made it there, the challenge should complete.
Take a look at the map below for more details on where you can find the Battle Star.
Fortnite Signpost Treasure Map Locations
Signpost Treasure Map: This is located at the center of Paradise Palms in an alley behind the building there.
Treasure Map Battle Star Location: Frosty Flights at the end of the runway.
If you still need a hand completing challenges, make sure to check out our complete Fortnite Season 8 challenge guide. We’ve been keeping that up to date with guides on the difficult challenges on a week-by-week basis. Season 8 is going to start to wind down soon, so if you want to unlock all the cosmetics, that companion piece will be very useful.
In other Fortnite news, a new LTM oriented around dogfighting has been added to the game. Patch 8.40 introduced Air Royale, which lets players “pilot the X-4 Stormwing in this Limited-Time Mode as you fight to become the last plane flying! Complete free Challenges to unlock brand-new Wraps as you rule the skies.”
Epic has also thrown the Food Fight LTM back into the mix, but this time it’s in the form of a variant called Deep Fried. There are a number of other tweaks and changes to the game, and you can see it all in the Fortnite update 8.40 patch notes.
Two weeks have passed since The Witness was made free to download for Epic Games Store members, which means the latest PC game giveaway is now here. Next up is Transistor, the acclaimed science-fiction action RPG from Supergiant Games, who also made Bastion and Pyre. From now through May 2, you can download Transistor for free from the Epic Games Store, and it’ll be yours to keep. If you don’t already have an Epic Games account, it’s free to create one, and it’s well worth your time, as these free PC game giveaways are happening every two weeks this year to celebrate the Epic Store’s first 12 months in business.
Transistor tells the story of a famous singer named Red who is attacked by a robotic force known as The Process. After escaping, Red stumbles across a glowing sword called the Transistor, and wielding its power, she resolves to hunt down the sinister group controlling The Process and save the city of Cloudbank from invasion. The battles involve turn-based strategy, and like most RPGs, Red earns experience points that allow her to unlock new powers. In GameSpot’s Transistor review, critic Carolyn Petit praised the game for its unique, compelling narrative, empowering combat, and overall superb visuals and musical score.
“Transistor asks you to trust in it, to come along on the journey even though you have no idea where you’re going,” wrote Petit. “And it rewards your trust, weaving a beautiful and unconventional sci-fi tale with a human heart, and empowering you with a wonderfully flexible combat system that fuses real-time and turn-based action to create something that feels unique.”
On May 2, Transistor will be replaced by Epic’s next free PC game, World of Goo, a puzzle game that involves building with globs of goo.
Following its surprise announcement earlier this week, Super Smash Bros. Ultimate‘s big 3.0 update is now live. The patch adds a wealth of new content and features to the acclaimed Switch fighting game, including a new playable character and Stage Builder mode, plus a long list of balance tweaks for various fighters.
Headlining the update is Persona 5’s Joker, who is now available as a DLC character. Joker comes alongside a brand-new stage, Mementos, as well as nearly a dozen music tracks lifted from the Persona series and a handful of Persona Spirits. Additionally, an assortment of Persona- and Sonic-inspired Mii Fighter costumes are available for purchase. The costumes run for $0.75 each, while the Joker Fighter Pack costs $6. Joker is also included as part of Smash Ultimate’s $25 Fighters Pass.
The aforementioned Stage Builder, meanwhile, is available free for everyone, and it allows player to create and share their own Smash Ultimate levels. Nintendo has also added a video editor. This feature gives players the ability to combine their saved video clips and adds subtitles, sound effects, and more. The videos can likewise be shared with other players through the new Smash World hub in the Nintendo Switch Online smartphone app.
Rounding out the update is a litany of gameplay adjustments. Among other things, several of Diddy Kong’s attacks have been buffed, and now all characters will be penalized more for continuous dodging. You can see the full list of character tweaks on Nintendo’s support website, while the general patch notes for the 3.0 update can be found here.
Nintendo still has four more unannounced DLC characters on the way for Super Smash Bros. Ultimate, as well as a few more Amiibo figures. Three of them–Pichu, Pokemon Trainer, and Isabelle–will hit retailers starting July 26. Figures of Squirtle, Ivysaur, Snake, and Simon Belmont are also on the way this year, although no release date has been announced yet.
A shipwreck on a mountain top, a flying tentacle beast, and psychotic hallucinations of skin melting off people’s faces. With an opening as eerie as this, it wasn’t difficult to get swept up in the bizarre intrigue of The Sinking City, the latest from Frogwares–a studio that’s known for its work on the cult favorite Sherlock Holmes adventure games. But any lover of H.P Lovecraft’s Cthulhu mythos should find these motifs familiar. It’s the sort of stuff that makes these tales of eldritch abominations and the unfortunate souls who discover them so captivating. Attempting to unravel these mysteries kept me thoroughly invested in my demo of The Sinking City, but it was the unsettling world and its potent realities that gripped me the most.
Set in the fictional half-submerged city of Oakmont, Massachusetts during the 1920s, you play as Charles Reed, a troubled WW1 veteran and private investigator traveling in search of a cure for his persistent hallucinations. But the moment The Sinking City begins, this task becomes far more complicated. Mysterious creatures known as wylebeasts infest Oakmont’s streets, and worse yet, the city is embroiled in a tense race war between two grotesque human-animal hybrids. Even the normal humans who occupy Oakmont have their own personal prejudices against outsiders and the hybrid races.
The first hybrid I met was a wealthy man named Robert Throgmorton, whose ape-faced appearance threw me off-guard. Aside from Charles’ initial hallucinations, everything I’d seen up to that point felt grounded in a semblance of reality. But talking to Throgmorton changed all that–at least until he was revealed to be a pompous and repulsive being whose xenophobic and eugenics-fueled rhetoric disgusted me. Suddenly, my disbelief came barreling down to an ugly reality that was all too true to life.
My first case had me trying to find Robert Throgmorton’s missing son in exchange for information about Reed’s mysterious visions. The search took me all around the Oakmont Pier where I mostly interviewed suspects, searched crime scenes, and gathered evidence. Exploration and investigation in The Sinking City are incredibly open-ended, challenging you to chase up your own leads across the game’s large world as opposed to being told where to go. At times, my investigation was disturbed by otherworldly forces, as portals into a spectral realm opened up in and around crime scenes. I even began to hear voices speaking in tongues to me. All the while, more hallucinations spawned on screen–a phenomenon determined by your exposure to disturbing imagery found in the world.
This is what The Sinking City seems most effective at, shocking you and forcing you to suspend your disbelief only to reveal a darker, more grim reality underlying its haunting surrealist visuals.
Oddities like this occurred often, but the stories I discovered in their midst remained the same: violence and murder as the result of an ugly cycle of intolerance and greed, whether intentional or not. This is what The Sinking City seems most effective at, shocking you and forcing you to suspend your disbelief only to reveal a darker, more grim reality underlying its haunting surrealist visuals.
As I explored Oakmont’s flooded streets and pieced together clues, I couldn’t stop thinking about the unnerving racial conflict discussed in my conversation with Robert Throgmorton. His family despises another hybrid race known as the Innsmouthers, who are migrants that are fish-like in appearance. However, that hatred is shared on both sides, as the Innsmouthers aren’t above equally hateful beliefs and behaviors. And each one I met wasn’t shy to let that fact be known.
The end of my first case inevitably forced me to make a choice: incriminate an Innsmouther in the murder of Robert Throgmorton’s son or let them walk free. Without spoiling it, the facts set before me made that choice incredibly complicated. I ended up choosing the latter, but I still find myself second guessing that decision, even now. But with one mystery solved, there opened up numerous others that all seemed to dive deeper into all of society’s worst tendencies and the grander, mysterious phenomenon that potentially play a part in fueling them. This is still a Lovecraftian mystery, after all.
The Sinking City’s bleak world and characters suck you into its bizarre, yet grimy tales of otherworldly urban crime. The surprisingly convincing racial conflict the game sets up colors the storytelling in a way that’s both haunting and engrossing. While this isn’t the first time we’ve had a backdrop like this in games, The Sinking City’s surreal depiction of 1920’s-era racial prejudice and violence was undoubtedly its most standout quality for me; clumsy shooting mechanics and somewhat glitchy animations notwithstanding. Whether or not the game makes good on the social commentary it introduces, The Sinking City has at least piqued my interest–even if playing it may mean enduring an ugly cycle of violence that calls to mind the worst of what can still be seen today.
The Sinking City is set to release on PS4, Xbox One, and PC on June 27.
It’s been an exciting week so far, with PS5 details and an Avengers: Endgame leak. If you’re a Fortnite fan, the week is about to get even better with a new wave of challenges to complete. Naturally, spending the time and effort to finish these mini-quests will score you Battle Stars that level up your Battle Pass and unlock cosmetics.
As always, there are two sets of challenges. The first is a free set that’s available to anyone playing the game, while the second is exclusively for those that have spent V-Bucks on a premium Battle Pass. In the former’s category, players will need to find a treasure map, use vending machines, and dish out damage to enemies while also using a balloon.
Meanwhile, if you’ve got a premium Battle Pass, you’ll need to search Jigsaw Puzzle Pieces, dial the Durrr Burger number on a specific phone, take out enemies in Dusty Divot or Lucky Landing, and then kill two enemies from at least 50m away.
Fortnite Season 8, Week 8 Challenges
Stage 1: Search the treasure map signpost in Paradise Palms (1) — 2 Battle Star
Use Vending Machines in different matches (3) — 5 Battle Stars
Deal damage to opponents while using at least one balloon (100) — 10 Battle Stars
Search Jigsaw Puzzle Pieces under bridges and in caves (7) — 5 Battle Stars
Stage 1: Dial the Durrr Burger number on the big telephone west of Fatal Fields (1) — 2 Battle Stars
Eliminate opponents at Dusty Divot or Lucky Landing (7) — 10 Battle Stars
Eliminate opponents from at least 50m away (2) — 10 Battle Stars
The latest Fortnite update added a new LTM oriented around dogfighting. Patch 8.40 introduced Air Royale, which lets players “pilot the X-4 Stormwing in this Limited-Time Mode as you fight to become the last plane flying! Complete free Challenges to unlock brand-new Wraps as you rule the skies.”
Alongside it, Epic also brought back the Food Fight LTM, but as a variant called Deep Fried. It features higher restaurant bases, which means teams must build up to them to protect their mascots. There are a number of other tweaks and changes to the game, and you can see it all in the Fortnite update 8.40 patch notes.
Ever since its reveal last year, developer id Software has been very clear about Rage 2 being the game that the original should have been. Co-developed with Avalanche Studios, the sequel has been toted as a true open-world game compared to its predecessor’s attempt at one, leaning heavily on hectic gameplay within a vast and dynamic environment. Though Rage 2 is all about blending together the fast, punchy corridor-shooter action that id software is known for with Avalanche’s sense of scale and breadth of content from their world-exploring games, our last few impressions didn’t give us the opportunity to see those aspects really come together.
However, we recently got to play two hours of the final game ahead of its May 14 release. While exploring the setting at our leisure, we got more of a clearer picture of how Rage 2 injects id Software’s old-school design within the framework of a modern open-world game. We also spoke with id studio director with id Software studio director Tim Willits about the making of the sequel to the 2011 post-apocalyptic open-world shooter, and how it’s introduced them to some new rethink their familiar design philosophies.
Editor’s Note: This interview has been edited for clarity and readability.
When you think back to the original game after playing this one, they’re pretty night and day by comparison. Rage 2 feels like it’s entirely its own thing.
Yes, it is. Firstly, I like to say that Rage 2 delivers on all that Rage 1 promised. I’ve joked that the biggest lesson I’ve learned from Rage is don’t make an open world game without an open world technology, which is what we did with our id Tech 5 engine for the original. But you’re right, it’s kinda like we’re launching a new franchise. It’s very exciting. We often get people asking, “Well, do I need to have played the first one?” And I’m like, “No. Don’t worry about it. We got you covered.” You can just jump in and play. Don’t be nervous by the 2.
After playing about two hours of this game, I do have to say that it felt more comfortable with being an id-shooter in an open world. Whereas the original felt like it was trying brute force its way into that mold.
I’m glad you noticed that. It was the number one thing we set out to do with this game. When we were started pitching the game internally, I made this presentation and one slide had said “Rage 2.” People were like, “okay, Rage 2, that’s cool,” and then the next slide was the Id logo and the Avalanche logo, and when people saw that they were like, yeah, that’s cool! And then everything from there just made sense.
It seems like Avalanche coming on was very instrumental in helping id Software transition its particular gameplay into the open world.
Well, the great thing about working with the Avalanche team is they not only bring the Apex Engine technology, which is awesome, but they also bring that experience. They’ve been making open-world action games for a long time, so they just think about things differently. How we tell the story, how we write the dialogue, and how we approach the missions, those things really leveraged on a lot of their expertise. We have some amazing technology, but just for this style of game, we found that it was better to work with a company that had the experience with their own [open-world] tech and gameplay. Working with Avalanche on this game was kind of a match made in heaven.
Truth be told, I played Rage 2 previously at other conventions, and it was difficult getting a sense of the world and scale of the game. The previous demos tended to focus more on enclosed encounters–which seemed more in-line with traditional id shooters, rather than an open world game.
Yeah, it’s not the same experience getting to dive into this game at your own pace versus playing a 20-minute chunk at a show. At E3 last year, we had the Eden’s Gate complex, which is very classic id Software style-level. It was fun, it was cool, but you are right–We stuck you in a box, and obviously, this game is not a box. We wanted people to believe that we had that id-style combat in this world, so we really focused on proving that first, which is one of our biggest milestones in the project. We really had to figure out how it felt to play, what the endgame content was like, and what the weapons were like. Are they loud enough, powerful enough, fast enough? So it was definitely a hurdle we needed to jump over early.
But I’m glad you were able to play a big part in the game just now. You know, it’s funny, now, when you play the game, you’ll get that Eden’s Gate mission, and you’ll be like, “this is so small compared to everything else I saw”. When you play through it normally, you’ll just blast through it. It’s such a different feeling when you actually get to see it the world.
This game will also see some interesting updates after launch which will affect the state of the world. In a recent trailer, there were some references to in-world event that has you fight mutants for a TV program.
Yes! So, we’ll have events and we can churn in activities on the occasion. But you do not need to always be online for this game. So was a little bit of confusion recently, but if you are connected to the internet, you can participate in these live events. If you’re not, then just play the base game and have fun. We can make these cool events happen that will kinda keep people engaged as we can deliver them more content in the future.
So Rage 2 six to seven month from now will potentially be a different game than the one we’ve got at launch?
Yes, that’s the plan! Hopefully, people will stay with it. I do think we have a good plan. We have some cool beats that we’ll talk about after the game launches, and what the framework looks like moving forward. When you play the full game, you can see that there’s room for things to expand, and we will continually layer things in to keep people engaged.
It seems like the idea of the evolving game or a games-as-a-service title is becoming more commonplace now. Is Rage 2 in that similar school of thought?
No, it will just be a supported game. I don’t know, it’s so hard to–like someone needs to come up with a perfect definition of what a “games-as-a-service” game actually is. Many people have different ideas of that, and I may have confused people originally when I started talking about this. What we’re planning on doing is creating some updates and content for this game after we launch. So, we monitor the game, we monitor the players, we act in the community, we’re gonna support it, we’re gonna update it. It’s not like a subscription or a free-to-play game. But it will be supported.
Though previous id Software shooters have seen updates after launch, this game seems more about expanding the world itself and the content therein. This seems to be new territory for you all.
That’s true, but it’s honestly the direction that the industry is moving toward. Fans spend so much time with our games, and people want to know that the thing that they enjoy is being supported and that the developers stand behind it, and that they will continue to improve the experience. If you’re gonna dedicate so much of your time, when there are so many other things to do, you want that commitment from the other side. So that’s what we are gonna try to do, which is something that’s new for us, so hopefully, it’ll work.
Though the game itself is very modern in its focus, it still feels very old-school in its design. And we see that in its focus on offering cheat codes, which seems to be a rarity in today’s age.
We don’t take ourselves too seriously all the time, and those cheat codes should be pretty fun. The game shines when players just sit down and do what they want to do. I really believe, the more time you spend with the game, the more enjoyable it is. If you rush through it, you’re not gonna have as much fun as the person that spends twice as long. So, I would encourage people to take their time, experiment with the powers and upgrades, because there’s a lot. It’s definitely rewarding for people who spend the time.
There’s one cheat in particular called “Git Gud”, which kills all enemies in one hit once activated. It seems to be a reference to online game challenge culture. Do you have a particular stance on how you want your games to be designed in terms of difficulty and the barrier for entry?
So I’m a bit more old-school, I like to get thrown into a new mission and told to find the red key somewhere in the level. But in a game that’s this big and open, we do need to help players when they feel like they need some help and we do need to kinda direct them [with the GPS]. As for difficulty, we have several different difficulty settings, of course. If you want that extra challenge then you can play the Nightmare difficulty. You really have to strategize and play smart, it’s so tough. But yeah, if you’re a pretty hardcore player, I’d encourage you to play it on hard, not normal.
The openness that we have is the nature of this game, nothing is really off-limits. We may point you in the right direction, but we don’t really scale the difficulty of the enemies. So if you find an area that’s too tough, you can just come back to it when you have more upgrades and more abilities, and you can just tear through it. We give you that opportunity. With the open world nature of the game, I do believe that it allows for more accessibility than some of our other games. We tend to make intense games at id, and sometimes people accuse us of being a little too hardcore. But even though this game’s fast and can be tough, because it can change based on what you do and how you play it, I actually think it’s more accessible than any of our others games.
I think what’s especially noticeable about this game compared to the original is that it has a lot more personality.
Yeah, the first one sold well and people enjoyed it, but I definitely feel that we are firing on all the cylinders with the sequel. We have the right personality, we have the right developers, we have the right tech, we have the right style. It’s a good time, also, for this type of game. Because it is a little bit more unique than a lot of the other, kind of, post-apocalyptic games. And yes, you are absolutely correct. We really tried to make the game fun. So, if people play it, and their friend says, “Well, what do you think of Rage 2?” If they say, “That was fun!”, then I’m happy.