Rocket League
Rocket League | |
---|---|
Developer(s) | Psyonix |
Publisher(s) | Psyonix |
Distributor(s) | 505 Games (console) |
Director(s) | Thomas Silloway |
Producer(s) | Sarah Hebbler |
Designer(s) | Corey Davis |
Programmer(s) | Jared Cone |
Composer(s) |
|
Engine | Unreal Engine 3 |
Platform(s) | Microsoft Windows, OS X, Linux, PlayStation 4, Xbox One |
Release date(s) |
Microsoft Windows, PlayStation 4
Xbox One
OS X, Linux
|
Genre(s) | Sports |
Mode(s) | Single-player, multiplayer |
Rocket League is a physics-based vehicle soccer video game developed and published by Psyonix, released digitally for Microsoft Windows and PlayStation 4 platforms on July 7, 2015. A version for Xbox One followed on February 17, 2016, while ports for OS X and Linux are set to be released in 2016. A retail version for PlayStation 4 and Xbox One will be distributed by 505 Games in June 2016.
Described as "soccer, but with rocket-powered cars",[1] Rocket League has up to eight players assigned to one of two teams, using rocket-engine equipped vehicles to push a ball into their opponent's goal and score points over the course of a timed match. The game includes single-player and multiplayer modes which can be played both locally and online, including cross-platform play between the PlayStation 4 and Microsoft Windows versions, and later to support cross-play between Xbox One and Windows computers with the potential for other networks to be included in the future. Later updates for the game enabled the ability to modify core rules and enabling new modes, such as gametypes based on ice hockey and basketball.
Rocket League is a sequel to Psyonix's Supersonic Acrobatic Rocket-Powered Battle-Cars, released in 2008 for the PlayStation 3, itself an idea based on the Onslaught game mode introduced in Unreal Tournament 2004. Battle-Cars received average reviews and was not a major success, though Psyonix continued to support themselves through contract development work for other studios. With sufficient funds, Psyonix began development of Rocket League around 2013, refining the gameplay from Battle-Cars to address criticism and fan input. Psyonix also recognized their lack of marketing from Battle-Cars, and engaged in both social media and promotions, including offering the title as a free download for PlayStation Plus members on release, to market the game.
Rocket League has been critically praised, earning a number of industry awards, and saw more than four million sales and at least 12 million unique players by early 2016. Rocket League has also been adopted as an eSport, with professional players participating through the Electronic Sports League and Major League Gaming. In March 2016, Psyonix announced the Rocket League Championship Series (RLCS), which is an officially sponsored tournament league.[2]
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 points, in a way that resembles a soccer game, with elements reminiscent of a demolition derby.[3][4] 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. A player may also utilize boost when in the air to propel themselves forward in flight, allowing players to hit the ball in the air. 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.
Players are awarded points for certain actions in the game, such as scoring a goal, assisting in a goal, centering the ball, shooting the ball close to goal, saving a ball from going into a goal, or winning the game. These points contribute towards a meta-game experience system, unlocking decorative rewards for players to personalize their cars which include, Rocket trails, Toppers, Antennas, Decals, Car Bodies, and Wheels. Matches can be played from between one-on-one up to four-on-four players as well as casual and ranked.[5] A single player Season mode allows a player to work with computer-controlled teammates and opponents offline, while online games can be played with other online players, with computer-controlled opponents filling in for empty slots or players that drop out of matches. There are ranks in Rocket League so each player will be matched with players of the same skill level.
A few months after release, Psyonix released an update that adds "mutators" game modes, modifying some aspects of gameplay, such as increased or decreased gravity, ball size, ball speed and bounciness.[6] For the 2015 holiday season, another update replaced mutator matches with an ice hockey-inspired mode, played on an ice rink and the ball replaced with a hockey puck with different physics.[7] Positive reception to the ice hockey mode led to it being extended for a few weeks after the holiday season. The ice hockey mode was permanently added to the mutator settings for private matches and exhibition games on February 10, 2016.[8][9] "Hoops", a game mode based on basketball, was added on on April 26, 2016.[10][11][12][13]
Development
Psyonix had previously developed Supersonic Acrobatic Rocket-Powered Battle-Cars in 2008 for the PlayStation 3. That title itself bore out from previous modifications that Psyonix' founder, Dave Hagewood, had done for Unreal Tournament 2003 by expanding out vehicle-based gameplay that Epic Games had already set in place in the engine into a new game mode called Onslaught.[14] For this, Hagewood was hired as a contractor by Epic for Unreal Tournament 2004 specifically for incorporating the Onslaught mode as an official part of the game.[1] Hagewood used his experience at Epic to found Psyonix, where among other contract projects they worked to try to find a way to make racing the Unreal vehicles in a physics-based engine enjoyable. They had toyed with several options such as race modes or mazes, but found that when they added a ball to the arena to be pushed by the vehicles, they had hit upon the right formula, which would become Battle-Cars.[1] Further to the success was the addition of the rocket-powered cars; this originally was to be a simple speed boost, but with the physics engine, they were able to have the vehicles fly off and around the arena, furthering the possibilities for gameplay.[1][15]
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", but found none of the publishers seemed interested.[1] Ultimately they opted to self-publish the title on the PlayStation Network with almost no marketing.[16] Though the title was downloaded more than 2 million times, it was not considered very successful even after the studio cut the price.[14][16] The studio continued on to other projects, though kept the idea of building on Battle-Cars as an option, recognizing the game had a small but dedicated fan-base that provided them with ideas for expansion.[14][1] These other projects, which including contract work for AAA titles, including Mass Effect 3 and Gears of War, helped to fund the development of Rocket League.[17]
Development of Rocket League started around 2013 and took about two years and under $2 million to develop, though they had tested various prototypes of a Battle-Cars sequel in the years prior.[16][18] Psyonix used some of the feedback from Battle-Cars to fine-tune the gameplay in Rocket League. A key requirement for Psyonix was to increase the game's frame rate from 30 to 60 frames-per-second, a known criticism from Battle-Cars and essential for newer hardware, according to Corey Davis, the design director at Psyonix.[19] Hagewood recognized that Battle-Cars was considered "too hardcore", and eased up on some aspects to make it more approachable, such as by slowing the pace of the game.[1] Though they tried to add elements like power-ups, they found these to be too distracting to gameplay.[14] They also explored other changes such as making the game more gritty, akin to Monday Night Combat, developing several mini-games related to handling of the car, working on making the graphics give a sense of scale to the players to give the impression they were controlling full-sized vehicles rather than radio-controlled cars, and creating an open world structure where the player would drive between stadium and stadium to participate in matches.[18][19][20] Instead, the team opted to strip the game to its core, focusing on more visual elements to enhance the title.[14] From Battle-Cars, Psyonix recognized very few players actually went online, and developed Rocket League's single-player Season mode to encourage players to try online matches once they completed it.[20]
Psyonix' team recognized past difficulty 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 and allows them to periodically re-synchronize the game state across players based on the stored physics states, enabling players to have quick reactions from their client.[20] 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 as to enable cross-platform play, as well as improving matchmaking capabilities.[1][19] They had at one point considered having Rocket League as a free-to-play with potential microtransactions, following along with how games like Team Fortress 2 and Defense of the Ancients had achieved success.[18] Though they had put in efforts for this free-to-play model, they opted to switch to sell the game once and offer only cosmetic elements as downloadable content, assuring that no players would have any additional advantage beyond their own skill.[19] The name Rocket League was selected in part to reduce the size of the game's title as 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;[14] in speaking on Rocket League's development in 2016, Davis opined that Supersonic Acrobatic Rocket-Powered Battle-Cars was "the worst game name of all time".[19]
Promotion and release
Rocket League was officially announced as the sequel to Battle-Cars in February 2014.[21] 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.tv video game streamers with early release copies to help spread the word, recognizing that clips from the game would be very "GIF-able" and readily shared through viral social media, according to Davis.[19][16] They also opened the game to early alpha and beta testing for several months following the game's announcement.[22][23] Davis noted that they otherwise did not spend any money on traditional marketing approaches.[19]
They had originally planned to release the game around November 2014, but had missed this deadline as to implement better matchmaking and servers, high framerates, and removing the free-to-play elements.[18] The game was released publicly on July 7, 2015 for the PlayStation 4 and Microsoft Windows.[24] Davis considered this serendipitous, as this moved the game out from a busy period of many major releases during the holiday season to the relatively quiet mid-year period, reducing the amount of competition from other titles.[19] Further, the game on release was made part of Instant Game Collection on the PlayStation 4 and free to PlayStation Plus subscribers; within the week, Psyonix had seen more than 183,000 unique players, exceeding their server capacity and requiring them to improve on their network code to handle the influx of players.[14][25] Davis estimated there were 6 million downloads of the game from this promotion, and considered this the "best decision we ever made".[19]
At The Game Awards 2015 on December 3, it was announced that the game would be released on Xbox One in February 2016,[26] and it was released on February 17, including all previous DLC packs for free, with the exception of the Back to the Future DLC pack, which is available for purchase separately, and the PlayStation 4-exclusive items.[27] The Xbox One version at launch, however, did not support cross-platform play due to Microsoft policies.[28] In March 2016, Microsoft announced that Rocket League will be the first game in a new initiative they are taking to enable cross-play between Xbox One and Microsoft Windows players who have Xbox Live accounts, with the potential to add other networks, such as the PlayStation 4, in the future; this feature is expected to be released in the second quarter of 2016.[29] Psyonix has stated they have determined the required technical steps needed to enable cross-platform play, and are only waiting for the legalities of cross-connecting players between different networks before proceeding;[30] this work also includes how they will 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.[31] According to Psyonix' vice president Jeremy Dunham, he sees the ability to expand to include cross-platform play between these three systems will help establish a stable player base and avoid the snowball effect that can cause isolated player bases to wane.[31]
Ports for OS X and Linux are in development.[32] A retail version of Rocket League for both computer and console versions was announced in February 2016, with anticipated release in Europe in June 2016, and in North America the next month.[33] This version will be published and distributed by 505 Games, and will include the first three downloadable content packs for free, as well as additional cars yet to be released.[34][33]
Soundtrack
The original soundtrack for Rocket League was released both physically and digitally on July 1, 2015.[35] It contains original compositions by Psyonix sound designer Mike Ault,[lower-alpha 1] as well as two contributions by electronic music artist Hollywood Principle.[36] New songs were added to the game with post-release updates, including "Chaos Reigns Theme" by Kevin Riepl and a remix of Hollywood Principle's "Breathing Underwater" by Ether.
Downloadable content
Rocket League has included a number of free updates to add in new gameplay. On November 9, 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.[6] 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.[6][7][37] This mode was very popular and brought back as part of the standard playlists in February 2016.[38] The developers have also started working on a basketball-based playlist.[39] In February 2016, a new game playlist called "Rocket Labs" will be used 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.[40]
The game's first DLC pack, titled Supersonic Fury, was released on August 13, 2015.[41] It contains exclusive cosmetics, including two new cars, rocket boosts, wheels, five paint options, and six decals. On August 27, 2015, it was announced that Rocket League would be ported to OS X and Linux later that year, in order to run natively with SteamOS hardware; Rocket League and Portal 2 were part of incentives for those that pre-ordered a Steam Link, a Steam Controller, or a Steam Machine.[32][42]
The game's second DLC pack, titled Revenge of the Battle-Cars, was released on October 13, 2015.[43] The DLC adds two more cars from Supersonic Acrobatic Rocket-Powered Battle-Cars, along with exclusive cosmetics for both. In another event, players had a chance to collect six Halloween-themed items from October 18 to November 2.[44]
The game's third DLC pack, titled Chaos Run, was released on December 1, 2015. The DLC added two more cars, along with more cosmetics. A new map, called "Wasteland", was released for free alongside the DLC. The map is notable for being the first non-standard map to be released, having a different size and shape than the others and inspired by the Mad Max films, the first of which Psyonix plans to release over time.[45][46]
Psyonix has been able to make licensing agreements to include vehicles and decorative items from other franchises within the game. On launch, the PlayStation 4 version included Sweet Tooth's car from the Twisted Metal series.[47] The "Chaos Run" DLC offered free cosmetics and accessories from the Portal series by Valve Corporation.[46][48] The Xbox One release included platform-exclusive Gears of War and Halo-themed vehicles.[26] As a separate DLC, the DeLorean time machine from the Back to the Future film franchise, was released on October 21, 2015, corresponding with Back to the Future Day.[49] The Batmobile, as seen in the 2016 film Batman v Superman: Dawn of Justice, was offered as a playable vehicle in March 2016,[50] and Psyonix is also negotiating to include KITT from Knight Rider.[51] Themed content based on Goat Simulator and Euro Truck Simulator will be added to the game in mid-2016 as part of cross-promotional deals with those games.[52] Other themed promotional content includes decorative items based on The Witcher and Worms WMD.[53] With the release of the basketball game mode, Psyonix partnered with the National Basketball Association (NBA), providing flags with all 30 NBA team logos for car customization.[12]
Professional competition
Soon after release, Rocket League became an officially sponsored eSport, joining the Electronic Sports League (ESL).[54] In September 2015, Major League Gaming (MLG) announced the first season of the Pro Rocket League, which was held in September through early October.[55]
Psyonix had observed the popularity of Rocket League matches on Twitch.tv and other video stream sites, and in February 2016, discussed looking to use the game more in eSports.[56] In March 2016, Psyonix announced their first Championship Series, to take place between March and May 2016, where organized teams of three will compete for a grand prize of $75,000.[57]
Reception
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Reception towards the beta versions of the game was very positive, with critics praising both the fact that it is "addictive and fun", as well as the visuals, which "are brilliantly detailed" and "crisp".[4][69] After the E3 2015 event, Rocket League received multiple nominations and won several awards, including PlayStation Universe's "Best Sports Game of E3"[66] and Gaming Trend's "Best Multiplayer Game of E3".[67]
Rocket League has received generally positive reviews, with a large majority of reviewers praising the multiplayer component, calling it fun, simple and highly addictive, as well as one of the top competitive games in recent years.[64][65][70] Some have pointed out that the simple core concepts belie the game's true depth, which stems from a developed understanding of the "floaty" physics and control mechanics.[61][63]
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.[68] At the 19th Annual D.I.C.E. Awards in February 2016, Rocket League also won the award for Sports Game of the Year, Outstanding Achievement for Online Gameplay and the D.I.C.E. Sprite Award.[71] Rocket League was awarded the Best Design at the 2016 Game Developers Choice Awards.[72] At the 2016 SXSW Gaming Awards, Rocket League was awarded the "Excellence in Multiplayer" prize.[73] Rocket League won three BAFTA Games Awards for Multiplayer, Sports, and Family,[74] and was nominated for two others, Best Game and Game Design.[75]
Psyonix teamed with Internal Drive to provide Rocket League as part of the latter's iD Tech summer educational camps for children, using the game for both recreation and for teaching elements of game design.[76]
Sales
On July 11, 2015, Psyonix announced that there were 120,000 to 124,000 concurrent players across both Microsoft Windows and PlayStation 4.[77][78] By July 14, the game had been downloaded over 2 million times.[79] By the end of July, the game had been downloaded over 5 million times,[80] and had 179,000 concurrent players.[81][82] Psyonix stated that Rocket League's quick paced success far exceeded their expectations.[83]
Psyonix announced that over one million copies of the game had been sold on Steam by August 2015.[84] By the end of 2015, the game had been downloaded over eight million times, and grossed over $50 million.[85][86] In February 2016, Psyonix stated Rocket League has earned $70 million in revenues with at least 4 million units sold, not including downloads on the PlayStation system;[87] they have tracked at least 12 million unique players of the game, including both purchases and during free play offers such as its availability on the PlayStation Plus membership program.[51] Within three weeks of its release for the Xbox One, Psyonix observed at least one million unique players for that system.[88] By April 2016, the total number of unique players of Rocket League across all three systems exceeded 14 million.[52]
References
Notes
- ↑ Featuring vocals by Avianna Acid, Morgan Perry, Crysta and Nikki Wilkins as well as additional compositions by Christian De La Torre and Abandoned Carnival.
Footnotes
- 1 2 3 4 5 6 7 8 Wawro, Alex (July 21, 2015). "Why some old designs are worth revisiting: A Rocket League story". Gamasutra. Retrieved March 15, 2016.
- ↑ Lemmon, Kyle. "Introducing the Rocket League Championship Series". rocketleaguegame.com. Retrieved April 4, 2016.
- ↑ O'Connor, Alice (December 3, 2014). "Car-To-Ball: Rocket League". Rock, Paper, Shotgun. Positive Internet. Retrieved June 1, 2015.
- 1 2 3 Mejia, Ozzie (May 18, 2015). "Rocket League preview: gas-powered goals". Shacknews. CraveOnline. Retrieved June 1, 2015.
- ↑ Makuch, Eddie (February 14, 2016). "Rocket League Max Player Count Increase Under Consideration". GameSpot. Retrieved February 14, 2016.
- 1 2 3 Dunham, Jeremy (October 28, 2015). "Mix, Match, and Mutate in Rocket League This November". PlayStation Blog. Sony Computer Entertainment America. Retrieved October 28, 2015.
- 1 2 Pereira, Chris (December 14, 2015). "Rocket League's Hockey Mode, Winter Event Now Available". GameSpot. CBS Interactive. Retrieved December 15, 2015.
- ↑ Craft, Scott (January 7, 2016). "‘Rocket League’ News: Snow Day Mutator Gets Extension As Community Surpasses 10 Million Players". iDigitalTimes. IBT Media. Retrieved January 11, 2016.
- ↑ "Steam Community :: Group Announcements :: Rocket League". steamcommunity.com. Retrieved February 12, 2016.
- ↑ Saed, Sherif (March 11, 2016). "Rocket League dev teasing basketball-themed mode". VG247. Retrieved March 11, 2016.
- ↑ Paget, Mat (March 29, 2016). "Rocket League Basketball Is Coming Soon". GameSpot. Retrieved March 29, 2016.
- 1 2 Makuch, Eddie (April 20, 2016). "See Rocket League's New Basketball Mode in Action, Coming Next Week". GameSpot. Retrieved April 20, 2016.
- ↑ Pagat, Mat (April 25, 2016). "Rocket League Basketball Update Is Rolling Out Now". GameSpot. Retrieved April 25, 2016.
- 1 2 3 4 5 6 7 Parkin, Simon (November 1, 2015). "Rocket League: The long road to overnight success". Eurogamer. Retrieved March 15, 2016.
- ↑ Hagewood, Dave (August 19, 2015). "Game Design Deep Dive: Rocket jumping in Rocket League". Gamasutra. Retrieved March 15, 2016.
- 1 2 3 4 H. Needleman, Sarah (December 17, 2015). "How ‘Rocket League’ Became 2015′s Surprise Videogame Hit". Wall Street Journal. Retrieved December 18, 2015.
- ↑ Chalk, Andy (December 17, 2015). "Rocket League has raked in a cool $50 million dollars". PC Gamer. Future US. Retrieved December 19, 2015.
- 1 2 3 4 Bratt, Chris (March 30, 2016). "Why Rocket League blew up (and its predecessor didn't)". Eurogamer. Retrieved March 30, 2016.
- 1 2 3 4 5 6 7 8 9 Baker, Chris (March 25, 2016). "Smart calls, timing, luck, & poverty: How Rocket League succeeded". Gamasutra. Retrieved March 25, 2016.
- 1 2 3 Morrison, Angus (September 2, 2015). "The Making Of Rocket League". Rock Paper Shotgun. Retrieved March 26, 2016.
- ↑ Martin, Michael (October 23, 2014). "Psyonix Announces Rocket League Coming Spring 2015". IGN. IGN Entertainment. Retrieved June 1, 2015.
- ↑ Dunham, Jeremy (April 24, 2015). "Rocket League closed beta starts today – sign up now". PlayStation Blog Europe. Sony Computer Entertainment Europe. Retrieved June 1, 2015.
- ↑ Bennette, Matthew (May 13, 2015). "Rocket League second beta test begins today on PS4". EGMNOW. EGM Media. Retrieved June 1, 2015.
- ↑ Dunham, Jeremy (June 3, 2015). "Rocket League launches on 7th July, Sweet Tooth joins roster". PlayStation Blog Europe. Sony Computer Entertainment Europe. Retrieved November 12, 2015.
- ↑ Klepek, Patrick (July 17, 2015). "Rocket League Is So Good, Nobody Minds That The Servers Suck". Kotaku. Retrieved March 15, 2016.
- 1 2 Zorine, Te (December 3, 2015). "Rocket League coming to Xbox One". GameSpot. CBS Interactive. Retrieved December 4, 2015.
- ↑ Reilly, Luke. "Rocket League Xbox One Release Date Revealed". IGN. Retrieved February 10, 2016.
- ↑ Pereira, Chris (December 4, 2015). "Rocket League on Xbox One Lacks Cross-Platform Play With PC, PS4". GameSpot. CBS Interactive. Retrieved December 4, 2015.
- ↑ Good, Owen (March 14, 2016). "Cross-platform play coming to Rocket League as Xbox Live opens up to other consoles". Polygon. Retrieved March 14, 2016.
- ↑ Saed, Sharif (March 21, 2016). "Rocket League devs already know how to add cross-network multiplayer". VG247. Retrieved March 21, 2016.
- 1 2 Mahardy, Mike (March 22, 2016). "Xbox One/PS4 Cross-Play and Winning Awards--Rocket League Dev Interview". GameSpot. Retrieved March 22, 2016.
- 1 2 Makuch, Eddie (August 27, 2015). "Free Rocket League and Portal 2 If You Preorder Any Steam Hardware". GameSpot. CBS Interactive. Retrieved August 27, 2015.
- 1 2 Makuch, Eddie. "Rocket League PS4/Xbox One/PC Physical Edition Comes With Four New Cars". GameSpot. Retrieved April 8, 2016.
- ↑ Makuch, Eddie (February 29, 2016). "Rocket League PS4/Xbox One Physical Retail Edition Includes Exclusive Items". Gamespot. Retrieved March 25, 2016.
- ↑ "Rocket League (Official Game Soundtrack)". iTunes. Apple Inc. Retrieved July 19, 2015.
- ↑ Cyliena (April 9, 2015). "Rocket League: Interview With Thomas Silloway". ZAM.com. ZAM Network. Archived from the original on October 23, 2015. Retrieved July 7, 2015.
- ↑ Senior, Tom (November 26, 2015). "Rocket League hockey-themed Snow Day mode dated". PC Gamer. Future US. Retrieved November 28, 2015.
- ↑ Saed, Sharif (February 19, 2016). "Rocket League – Snow Day hockey playlist comes back next week". VG247. Retrieved March 15, 2016.
- ↑ Saed, Sharif (March 11, 2016). "Rocket League dev teasing basketball-themed mode". VG247. Retrieved March 15, 2016.
- ↑ Hillier, Brenna (February 3, 2016). "Rocket League to introduce experimental maps playlist". VG247. Gamer Network. Retrieved February 25, 2016.
- ↑ Skipper, Ben (August 13, 2015). "Rocket League's Supersonic Fury DLC now available on PS4 and PC". International Business Times. IBTimes. Retrieved August 13, 2015.
- ↑ Dingman, Hayden (August 27, 2015). "Valve bundles free copy of Rocket League with Steam Machine preorders". PCWorld. IDG Consumer & SMB. Retrieved August 27, 2015.
- ↑ Fonbuena, Jason (October 9, 2015). "‘Rocket League: Revenge Of The Battle-Cars’ DLC Release Oct 13; Halloween Unlockables To Follow". Franchise Herald. Retrieved October 22, 2015.
- ↑ Craft, Scott (May 10, 2015). "Rocket League Halloween DLC Announced; Coming After Revenge Of The Battle-Cars, Says Psyonix". iDigitalTimes. IBT Media. Retrieved October 22, 2015.
- ↑ Makuch, Eddie (November 18, 2015). "Rocket League Goes Mad Max With Post-Apocalyptic DLC". GameSpot. CBS Interactive. Retrieved November 19, 2015.
- 1 2 Dunham, Jeremy (November 18, 2015). "Rocket League: Chaos Run DLC coming this December". PlayStation Blog Europe. Sony Computer Entertainment Europe. Retrieved November 19, 2015.
- ↑ Mahardy, Mike (June 3, 2015). "Twisted Metal's Sweet Tooth Joins Rocket League". IGN. IGN Entertainment. Retrieved June 4, 2015.
- ↑ Seeto, Damian (November 27, 2015). "Rocket League To Be Updated Next Week With Free Portal Accessories". Attack of the Fanboy. Modern Media Group. Retrieved November 28, 2015.
- ↑ Skipper, Ben (October 21, 2015). "Rocket League's Back To The Future Day DLC launches on PC and PS4". International Business Times. IBTimes. Retrieved October 22, 2015.
- ↑ Makuch, Eddie (March 8, 2016). "You Can Now Use the Batmobile in Rocket League". GameSpot. Retrieved March 2016.
- 1 2 Makuch, Eddit (February 26, 2016). "Rocket League Reaches 12 Million Players, As Dev Explains Sales Breakdown". GameSpot. Retrieved February 26, 2016.
- 1 2 Makuch, Eddie (April 20, 2016). "Rocket League Passes 14 Million Users, Next Crossover Promo Detailed". GameSpot. Retrieved April 20, 2016.
- ↑ Makuch, Eddie (April 25, 2016). "Rocket League's Basketball Update Just Got Even Bigger, See New Content Here". GameSpot. Retrieved April 25, 2016.
- ↑ Labbe, Mark (July 10, 2015). "Rocket League Now an Official eSport, Kickoff Cups Begin Sunday". PlayStation LifeStyle. CraveOnline. Retrieved August 2, 2015.
- ↑ pitmonkey (September 3, 2015). "MLG Announces Season 1 of the MLG Pro Rocket League". Major League Gaming. Retrieved September 3, 2015.
- ↑ Hussain, Tamoor (February 15, 2016). "Rocket League Dev Explains New Esports Drive". GameSpot. Retrieved March 2, 2016.
- ↑ Makuch, Eddie (March 2, 2016). "Rocket League Pro League Announced, Offers $75,000 in Prizes". Retrieved March 2, 2016.
- ↑ "Rocket League Critic Reviews for Xbox One". Metacritic. CBS Interactive. Retrieved April 29, 2016.
- ↑ "Rocket League Critic Reviews for PlayStation 4". Metacritic. CBS Interactive. Retrieved April 29, 2016.
- ↑ "Rocket League Critic Reviews for PC". Metacritic. CBS Interactive. Retrieved April 29, 2016.
- 1 2 Tyrrel, Brandin (July 14, 2015). "Rocket League reivew: Sports Cars". IGN. Retrieved July 18, 2015.
- ↑ Elliot, Matt (July 13, 2015). "ROCKET LEAGUE". PC Gamer. Future US. Retrieved July 18, 2015.
- 1 2 Kuchera, Ben (July 27, 2015). "Rocket League review: Fever Pitch". Polygon. Vox Media. Retrieved July 28, 2015.
- 1 2 Burns, Steven (July 9, 2015). "Rocket League Review". VideoGamer.com. Candy Banana. Retrieved July 25, 2015.
- 1 2 Mr. Pinkerton (July 7, 2015). "Rocket League review – the beautiful car game". Metro. DMG Media. Retrieved July 7, 2015.
- 1 2 Sayers, Simon (June 19, 2015). "E3 2015 Awards: Best Sports Game". PSU.com. Canada Inc. Retrieved June 21, 2015.
- 1 2 Shepard, Kenneth (June 22, 2015). "Gaming Trend’s Best of E3 2015 Awards". Gaming Trend. Retrieved June 22, 2015.
- 1 2 Sarkar, Samit (November 13, 2015). "Here are the nominees for The Game Awards 2015". Polygon. Vox Media. Retrieved November 14, 2015.
- ↑ Summa, Robert (April 30, 2015). "Rocket League on PS4: You should be playing this". Destructoid. ModernMethod. Retrieved June 1, 2015.
- ↑ Bolt, Neil (July 10, 2015). "Rocket League Review: one of the best multiplayer experiences of this generation". PSU.com. Canada Inc. Retrieved July 25, 2015.
- ↑ Crecente, Brian (February 19, 2016). "Fallout 4 named game of the year during DICE Awards". Polygon. Vox Media. Retrieved March 10, 2016.
- ↑ McWheator, Michael (March 16, 2016). "Game Developers Choice Award winners led by Her Story, The Witcher 3". Polygon. Retrieved March 16, 2016.
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- ↑ Stuart, Keith (April 7, 2016). "Bafta game awards 2016 – Fallout 4 wins best game, but independent titles dominate". The Guardian. Retrieved April 7, 2016.
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- ↑ Psyonix (July 11, 2015). "Rocket League on Twitter: "WOW! We have shattered our all-time concurrent players high -- 120,000!!! Also, we're adding more servers because,... damn, 120K!"". Twitter. Retrieved January 12, 2016.
- ↑ Psyonix (July 11, 2015). "Rocket League on Twitter: "New all-time concurrent! 124,000 players. We LOVE YOU GUYS!"". Twitter. Retrieved January 12, 2016.
- ↑ Seeto, Damian (July 14, 2015). "Rocket League Now Has Over 2 Million Downloads; Update Patch Coming Soon". Attack of the Fanboy. Modern Media Group. Retrieved July 30, 2015.
- ↑ Crecente, Brian (July 29, 2015). "Rocket League hits 5M downloads, more than double that of predecessor". Polygon. Vox Media. Retrieved July 30, 2015.
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- ↑ Klepek, Patrick (July 17, 2015). "Rocket League Is So Good, Nobody Minds That The Servers Suck". Kotaku. Gawker Media. Retrieved July 18, 2015.
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- ↑ Phillips, Tom (December 18, 2015). "Rocket League has made $50m". Eurogamer. Gamer Network. Retrieved December 18, 2015.
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- ↑ Saed, Sharif (March 7, 2016). "Rocket League tops 1 million players on Xbox One". VG247. Retrieved March 7, 2016.