Rocket League
Rocket League | |
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Release | July 7, 2015
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multiplayer |
Rocket League is a vehicular
Described as "
Rocket League is a sequel to Psyonix's
Rocket League was praised for its gameplay improvements over Supersonic Acrobatic Rocket Powered Battle-Cars, as well as its graphics and overall presentation, although some criticism was directed towards the game's
Gameplay
Rocket League's gameplay is largely the same as that of its predecessor, Supersonic Acrobatic Rocket-Powered Battle-Cars. Players control a rocket-powered car and use it to hit a ball that is much larger than the cars towards the other team's goal area to score goals, in a way that resembles indoor soccer, with elements reminiscent of a demolition derby.[1][2] Players' cars have the ability to jump to hit the ball while in mid-air. The players can also pick up a speed boost by passing their cars over marked spaces on the field, enabling them to quickly cross the field, use the added momentum to hit the ball, or ram into another player's car to destroy it; in the latter case, the destroyed car respawns moments later on their team's side of the field. A player may also use a boost when in the air to propel themselves forward in flight, allowing players to hit the ball in the air. Players can alter their car's orientation while midair, which combined with midair boosting allows for controlled flight. Players can also perform quick dodges, causing their car to do a short jump and spin in a given direction, which can be used to nudge the ball or gain positioning advantage over the other team.[3]
Matches are usually five minutes long, with a sudden death overtime if the game is tied at that point.[4] Matches can be played from between one-on-one up to four-on-four players, as well as in casual and ranked playlists.[5] The latter serves as Rocket League's competitive online mode, where players compete in various tiered ranks within game seasons, with victories or losses raising or lowering a player's rank, respectively.[6] The game includes a single-player Season mode, with the player competing with computer-controlled players. An update in December 2016 introduced Custom Training sequences that can be created by players and shared with others on the same platform; players are able to specify the ball's path and the presence and skill of opponents on the field as to practice specific shots-on-goal over and over.[7]
A few months after it was released, Psyonix released an update that added game modes known as mutators, modifying some aspects of gameplay, such as increased or decreased gravity, ball size, ball speed and bounciness.
A new game mode, Dropshot, was added in a March 2017 update. It takes place in an arena without any goals and a field made of hexagonal tiles, and uses a ball that becomes increasingly electrified after successful strikes or passes. The more the ball is struck by players without touching the ground the more electrified it becomes, and the more tiles it damages once it finally does hit the ground. The goal of the mode is to damage the opponent's floor enough to break a hole into it, allowing the ball to drop through and score. When a team scores, the floor on the opponent's side of the field resets to normal, while the floor on the scoring team's side retains any existing damage.[20][21]
As part of a means to monetize the game beyond downloadable content, Psyonix has tried a few different approaches. In September 2016, it introduced a loot box system known as Crates, where players could purchase them with a random selection of in-game customization items, opened through the purchase of Keys using real-world funds.[16] Due to increasing governmental concern over loot boxes, Psyonix replaced the Crates system with Blueprints in December 2019, which offer a known specific item with potential modifiers as potential end-of-match drops.[22] These Blueprints can then be crafted using the game's new premium currency (Credits),[23] or purchased with real-world funds, if the player so chooses.[24][25] A new rotating Item Shop was introduced in December 2019 as well, with Featured items available on a 48-hour timer and Daily items on a 24-hour timer. The Item Shop includes all types of in-game items, such as Painted Cars, Exotic Wheels, Goal Explosions, and many more. Each item has a listed Credit value that will show the item's cost, allowing players to purchase the exact item they want, instead of relying on RNG to attain a specific item previously available through loot boxes.[26] Separately, Psyonix added a battle pass feature to the game in September 2018, known as the Rocket Pass. Each pass, which lasts a few months, has challenges and other opportunities through playing Rocket League that allow players to increase the tier of the Pass, from which new unique customization options tied to that pass can be unlocked. While the Rocket Pass is free to all players, a flat-cost premium option that accelerates the level up rate and unlocks additional items at certain tier levels can be purchased.[27][28]
Its mobile game version, Rocket League Sideswipe, plays almost the same, except the game is now in 2D instead of 3D.[29]
Development
Psyonix had previously developed
As Psyonix finished development of Battle-Cars, the studio had tried to gain access to a publisher by selling their game as "soccer, but with rocket-powered cars"; none of the publishers seemed interested.
Full development of Rocket League started around 2013 and took around two years and under $2 million to develop, though they had tested various prototypes of a Battle-Cars sequel in the years prior, including an unsuccessful attempt at pitching the game's idea to
Psyonix's team were aware of past difficulties that they had with Battle-Cars and other racing games with online play and client-side prediction, and the issues that would arise from that with Rocket League's fast-paced play style. To solve this, the physics in the game are based on using the Bullet physics engine within the Unreal Engine 3's PhysX engine, which tracks the movement of all the cars and actors, allowing them to periodically re-synchronize the game state across players based on the stored physics states, which enabled players to have quick reactions from their client.[39] At the time of Battle-Cars, Psyonix could not afford a dedicated server network and were forced to rely on individual hosts, which could lead to poor performance with slow Internet connections. With Rocket League, Psyonix was able to put a dedicated server network in place, writing their own service protocols to interface with Sony's and Valve's online services so as to enable cross-platform play, as well as improving matchmaking capabilities.[31][37] Psyonix's previous experience in contract work for AAA games had exposed them to the larger developers' approach to release and quality control, and they were able to apply those principles and aim for the same level of quality requirements in the final release of Rocket League.[38]
Psyonix had at one point considered having Rocket League as a free-to-play game with microtransactions, inspired by Team Fortress 2 and Dota 2's models.[35] Though they had put in efforts to establish a free-to-play model, Psyonix decided instead to switch to a traditional sale method, and offer only cosmetic elements as downloadable content, assuring that no players would have any additional advantage beyond their own skill.[37] The name Rocket League was selected in part to reduce the size of the game's title in order to appear fully in digital storefronts, and also served to be an easier to remember name as well as a more mature-sounding title than Battle-Cars, according to Hagewood;[30] speaking on Rocket League's development in March 2016, Davis opined that Supersonic Acrobatic Rocket-Powered Battle-Cars was "the worst game name of all time".[37]
In April 2021, company announced that they would release Rocket League Sideswipe for iOS and Android.[40]
On December 2, 2023, Psyonix teased Rocket Racing during the Fortnite Big Bang event as a spin-off title and was released as a game mode in Fortnite on December 8. It supports cross-game inventory for use in the Battle Royale modes with cosmetics related to cars.
Cross-platform play
Rocket League has been one of the leading games in supporting cross-platform play between personal computers and consoles. Jeremy Dunham, Psyonix's vice president of publishing, says cross-platform play helps establish a stable player base and avoid the snowball effect that can cause isolated player bases on individual platforms to wane, particularly in the transition from one console generation to the next.[41][42] Though the Xbox One version lacked this feature at launch,[43] Microsoft in March 2016 announced that Rocket League would be the first game in a new initiative they were taking to enable cross-play between Windows and Xbox One players who have Xbox Live accounts;[44] this cross-platform play feature was added in an update in May 2016.[44][45] Microsoft has stated that they offer other networks, such as Sony's PlayStation Network, the ability to integrate with Xbox Live to allow full cross-platform compatibility for games like Rocket League. Dunham noted that this cross-platform idea had been something they asked Microsoft about when Rocket League was set for an Xbox One release, but he stated that Microsoft did not seem to be on board with it. Only after they had neared the release date would Microsoft take the initiative to offer it as one for their new cross-play efforts and started working towards this possibility in the game.[46]
Psyonix determined the required technical steps needed to enable cross-platform play and have tested it in closed environments, and were only waiting for the legalities of cross-connecting players between different networks before proceeding.[47][42] this work also includes how they would be able to distribute updated content patches in a unified and more frequent manner to enable them to continue to expand the game for at least another 9 months.[41] In a July 2016 interview with IGN, Dunham stated they had done all the technical work and could enable cross-platform play between the Xbox One and PlayStation 4 versions "within a few hours" of Sony's approval.[48] As of March 2017, the company is ready to enable this feature, but was still waiting for the console manufacturers to come to the required agreements to allow it.[49]
With the announcement of the Switch version, Psyonix affirmed that it would support cross-platform play with PC and Xbox users. Sony still opted not to participate in this; PlayStation global marketing head Jim Ryan said that while they are "open to conversations with any developer or publisher who wants to talk about it", their decision was "a commercial discussion between ourselves and other stakeholders".[50] Dunham says that in contrast to Microsoft or Nintendo, who agreed to allow cross-platform play within a month and with the day of Psyonix' request, respectively, Sony has been asked on a nearly daily basis about this support and have yet to receive any definitive answer.[42] The cross-platform party feature is planned for an update in early 2019.[51] This will allow players to create in-game friend lists across platforms and play in matches with them. This is limited by the current cross-platform limitations: while Windows players can add friends from other Windows users and Xbox One, PlayStation 4, and Switch users, PlayStation 4 users are limited to Windows and PlayStation 4 users.[27]
In September 2018, Sony had altered its position on cross-platform play following the release of Fortnite Battle Royale for the Nintendo Switch, where the lack of cross-platform play had been a point of significant criticism. Sony allowed Fortnite to be cross-platform play compatible with all platforms and stated they would review other games on a case-by-case basis.[52] By January 2019, Psyonix announced that Sony had granted the same for Rocket League, allowing cross-platform play between the PlayStation 4, Xbox One, Switch, and PC versions in February 2019.[53][54]
Downloadable content
Psyonix planned to continue to support Rocket League with downloadable content (DLC), intending to keep all gameplay updates free and only charging for cosmetic items.[55] In November 2015, a free update added the ability to Mutate a match, allowing for a number of different custom presets and match settings, including a low gravity mode and a cubed ball, among other improvements and additions.[8] Through this, Psyonix is able to offer custom game playlists to test out new modes or for holiday-themed events. For example, during the latter part of December 2015, Psyonix introduced an ice hockey-based mutation alongside a special event featuring holiday-themed decorative items, replacing the normal ball with a hockey puck, and changing the floor to ice.[8][9][56] This mode proved very popular and was permanently added to the standard playlists on February 24, 2016.[57] In February 2016, a new game playlist called Rocket Labs was added to offer new experimental maps to players as a means to gauge feedback and interest in a map before adding it to the game's standard map playlist.[58] In April 2016, the developers added the basketball-based playlist to the standard playlists.[14] A new Rumble mode, which adds unique power-ups on various maps, was released in September 2016.[38][59]
The game's first DLC pack, titled Supersonic Fury, was released in August 2015, along with new arena Utopia Coliseum.
In June 2016, a new arena, Neo Tokyo, based on the Rocket Labs layout Underpass, was added to the game via an update. The update also introduced cosmetic items awarded at the end of matches with various rarity grades, and gave players the ability to trade multiple items of the same type and rarity grade to obtain an item of a better rarity grade. Also included in the patch are a number of painted and certified items, the latter of which are cosmetic items with statistics-recording tags, and eight new achievements.[67][68] Psyonix added the ability for players to trade items with other players within the "Rumble" update, including item and crate drop systems comparable to Team Fortress 2 and Counter-Strike: Global Offensive, in which players have the chance to gain locked crates from playing in competitive matches. Players are able to purchase keys to open these crates through microtransactions, revealing special decorative items for their cars.[59] Players can opt-out of this feature to disable crate drops. Though items received in crates are tradable within the game, these items cannot be sold on the platform's respective marketplaces so as to prevent issues in the same vein as the Counter-Strike skin gambling controversy.[59][69] The funds from microtransactions would be used to support the esports tournaments organized by Psyonix.[59] In October 2016, a major update titled "Aquadome" launched, featuring a new arena placed under the sea, along with two new premium water-themed cars, and a new crate containing new items and seven new achievements.[70]
Psyonix was able to make licensing agreements to include vehicles and decorative items from other franchises within the game. On launch, the PlayStation 4 version included
In September 2015, Psyonix held a cross-promotion with
For the 2019 Radical Summer event, Psyonix released two new car packs; the
Music
The original soundtrack for Rocket League was released both physically and digitally on July 1, 2015.
Rocket League Sideswipe
Rocket League Sideswipe is a free mobile game spin-off by Psyonix released on Android and iOS in late 2021. The game was announced in March 2021 and replicates the gameplay of the original game, but in a two-dimensional space. Players compete in short 1-on-1 or 2-on-2 matches that are played online. They can also play a volleyball or basketball version or 3-on-3 matches.[99]
Rocket Racing
Rocket Racing is a racing spin-off title by Psyonix which released in Fortnite on December 8, 2023. It was teased as one of the three new game modes as part of the "Big Bang" event on December 2, 2023.
Release
Rocket League was officially announced as the sequel to Battle-Cars in February 2014.[100] Building on the effects from the lack of marketing with Battle-Cars, Psyonix developed a different marketing approach to Rocket League. This included engaging with YouTube and Twitch video game streamers with early release copies to help spread the word, recognizing that clips from the game would be readily shared through social media.[33][37] They also opened the game to early alpha and beta testing for several months following the game's announcement.[101][102] Davis noted that they otherwise did not spend any money on traditional marketing approaches.[37]
They had originally planned to release the game around November 2014, but had missed this deadline to implement better matchmaking and servers, high frame rates, and removing the free-to-play elements.
At
The PlayStation 4 version was patched in February 2017 to offer
After reviewing the feasibility of doing so, Psyonix announced that Rocket League would also be released for the
In May 2019,
Psyonix announced in January 2020 that as part of a major upgrade to the base game systems, they would be dropping support for macOS and Linux from the game by March 2020.[128] After March 2020, these versions will no longer be able to connect and use the online parts of the game, but can still be played in single player or local multiplayer.[129] Psyonix said in a followup message that macOS and Linux players represented less than 0.3% of the total player base and could not justify keeping these as supported platforms as they advanced the other platforms to newer technology, such as moving the Windows version from DirectX 9 to 11. The developer offered full refunds to the game for macOS and Linux owners regardless of how long they had the game.[130]
Cross-promotions
Psyonix teamed with
Psyonix partnered with Zag Toys to produce a series of
Free-to-play transition
Psyonix transitioned Rocket League to a
As part of this transition, the Windows version of the game was moved off Steam onto the Epic Games Store. Players that had already owned the Steam version prior to the change were still able to download, update the game and play it with cross-play with other platforms, and would continue to receive updates.[141]
End of player trading
In December 2023, Psyonix removed player-to-player trading. This change was made to align Rocket League's cosmetic and item shop policies with Epic's standards, and to enable the possibility of cross-game ownership of Rocket League vehicles in other Epic Games titles.[145]
Esports
Psyonix had observed the popularity of Rocket League matches on Twitch and other live streaming platforms, and in February 2016, were looking to use the game more in esports.[146] In March 2016, Psyonix announced the first Rocket League Championship Series; the finals took place in August 2016 with a $55,000 prize pool.[147][148] More than $1 million in revenues from the sale of in-game crates and cosmetic items were used to fund additional competitive events throughout the year, including smaller competitions at major gaming conventions and support for community-run competitive events.[149]
Soon after release, Rocket League became an officially sponsored esport, joining
Reception
Aggregator | Score |
---|---|
Metacritic | (XONE) 87/100[160] (PS4) 85/100[161] (PC) 86/100[162] (NS) 86/100[163] |
Publication | Score |
---|---|
GameSpot | 9/10[164] |
IGN | 9.3/10[165] |
PC Gamer (US) | 87/100[166] |
Polygon | 9/10[167] |
VideoGamer.com | 7/10[168] |
Shacknews | 8/10[2] |
Rocket League has received "generally favorable" reviews on all platforms, according to review aggregator Metacritic.[160][161][162][163] Positive feedback was aimed towards the game's multiplayer gameplay,[169] and its graphics and visuals,[2] especially in comparison to Battle-Cars;[167] later reviews praised the player experience in the game.[170] Criticism was mostly aimed at the game's physics engine,[168][171] though a consensus on the topic has been mostly unclear, with some defending the engine.[166]
In a review of Rocket League's beta preview, Ozzie Mejia of Shacknews praised Psyonix's approach to updating Battle-Cars using the PlayStation 4's hardware, describing the graphics as "brilliantly detailed" and "crisp", and citing its consistent frame rates throughout.[2] Robert Summa of Destructoid shared Mejia's view that the game was "fun option for anyone looking to mix their racing and sports games together", himself describing that the game was "addictive and fun as hell."[2][169] Reviewers from Polygon, PlayStation Universe, and Videogamer.com shared positive views towards multiplayer gameplay in Rocket League.[167][168][171] Ben Kuchera of Polygon wrote that the game "introduces a well-known concept and then adds a complication." Kuchera disagreed with Pinkerton and asserted that the game's physics were "internally consistent", and summarized his experience with the game as "joyful" and rewarding in its progression.[167] The game's physics engine continued to be a point of contention in later reviews, including Steven Burns' review for Videogamer.com, in which he shared his opinion that the speed of the ball should have been increased in certain modes to compensate for the "floaty" physics.[168] Neil Bolt of PlayStation Universe shared a similar view, writing that the physics "causes frustration in 4v4 bouts where everyone ends up huddling under the slow-descending ball for long periods."[171]
"... the physics, floaty as they are, not really suited to seeing the ball constantly being punted about: it can often feel like chasing a balloon around a children's party, but the children are in high-powered rocket cars and are taking no shit. ... you feel Psyonix would be better off making the ball move just a tad faster: often you'll crash into it at speed only to see your car move quicker than it after collision."[168]
— Steven Burns
In a review for PC Gamer, Matt Elliott defended the physics engine, citing the "[nice] contrast" between the fast player-controlled cars and the slower-moving ball, colorfully describing that the ball "gormlessly invites impact like a punchable cousin."[166] Elliott also wrote positively of the multiplayer gameplay, comparing the "destruction" mechanic to the Burnout series, and praising the overall player experience.[166] In complimenting the game's points system, Elliott recounted, "the most valuable players I encountered were workmanlike wingers who selflessly chugged along the flanks, crossing the ball for greedy goalhunters like me. It stops players from clustering in the same spots and reinforces the concept that Rocket League is a team game."[166] In a retrospective review written two years after its release, Alec Meer of Rock Paper Shotgun shared similar feelings about the player experience in Rocket League. Meer stated that the game remained "very open, friendly, and accessible to new players across all ages, in contrast to other games with online longevity that tend to be dominated by expert players and difficult to breach by new ones."[170]
Following the Blueprint update in December 2019, players expressed concern that the costs of completing blueprints was more expensive than the cost to open loot boxes, that players got more items for opening a loot box, and that in general, the loot box system felt more rewarding.[172][173] Within a week of the update, Psyonix reduced the prices of blueprint by half and refunding credits for those that had spent them already.[174]
Sales
On July 11, 2015, Psyonix announced that there were around 120,000 concurrent players across both PlayStation 4 and Windows.[175][176] By the end of July, the game had been downloaded over 5 million times,[177] and had 179,000 concurrent players.[178][179] Psyonix stated that Rocket League's quick paced success far exceeded their expectations.[180]
Psyonix announced that over one million copies of the game had been sold on
By March 2017, Psyonix reported that Rocket League had sold more than 10.5 million copies across all platforms, and had 29 million registered players, with about a fourth of that having played during February 2017.[124] Dunham estimated that 70% of the game's players had purchased some of the DLC offered for the game by March 2017.[49] In April 2017, Psyonix reported that in addition to 9.5 million digital sales, the game had also sold over a million physical copies at retail.[192]
Awards
After the E3 2015 event, Rocket League received multiple nominations and won several awards, including PlayStation Universe's "Best Sports Game of E3",[193] as well as Gaming Trend's "Best Multiplayer Game of E3".[194] At The Game Awards 2015 in December, Rocket League won the award for Best Independent Game and Best Sports/Racing Game, and was nominated for Best Multiplayer.[195]
At the
In 2018, the game was nominated for "eSports Game of the Year" at the Golden Joystick Awards.[206][207] The game won the award for "Fan Favorite Sports/Racing Game" at the Gamers' Choice Awards,[208] whereas its other nomination was for "Fan Favorite eSports Game".[209] It was also nominated for "eSports Title of the Year" at the Australian Games Awards.[210] In 2019, the game was nominated for the "Still Playing" award at the Golden Joystick Awards.[211]
Footnotes
Notes
- ^ Additional work for Nintendo Switch and Xbox One by Panic Button
- ^ Additional compositions by Hollywood Principle, Christian De La Torre, and Abandoned Carnival
- ^ a b The macOS and Linux versions stopped supporting online features in March 2020.
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