Crash Team Rumble Season 2 is now live following the game's launch earlier this summer, and a new four-player party mode is the headlining feature for the game's second season.
'Party Mode' lets players "take a breather from competitive matches" with its five distinct mini-game rounds that have more of a co-operative flair. You'll need to work as a team here to blast through all of the objectives, and the mode launches with five different variations; Speed Run, What's Cookin?, Get Lit, Dig It, and Balloon Bounce - the latter launches later during Season 2.
There's more to this new season of content as well. Two new maps are included in Season 2 — Waste Deep and Jazz Junction — and a certain Spyro baddy is arriving too! Yep, 'Ripto' is landing as a brand-new Crash Team Rumble hero this season.
The fun and games have already begun in Crash Team Rumble, although some Season 2 content will rollout later in the season. For the full details, check out the team's seasonal roadmap down below:
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Are you playing Crash Team Rumble? If not, are you tempted by Season 2? Tell us in the comments!
[source blog.activision.com]
Comments 1
And I’m the third commenter on this article. And that’s over 15 hours after the last comment.
But also referencing the first comment, by @Maddie47, this seems to be a potential problem in the lifecycles of modern games:
People don’t want to pay for a game that isn’t going to last, and so there aren’t many people playing the game. And yet, as soon as a game decides to switch business models and become a “free” experience, those same people tend to get upset about excessive monitization, and so they stop playing the game. From then on, the developers see the declining player counts, and decide to stop trying to make a great game, as it’s supposedly not worth the effort. At that point, they now have alienated the customers who don’t want to pay yet expect great content, as well as the customers who are more than willing to pay for a complete experience. And eventually, whether due to the developer seeing a lack of revenue from the title, or players not being satisfied with the dearth of content in the title, the game is shut down. And because the game is shut down, the players are angry with the developers, yet the developers say they shut it down because of low engagement and/or lack of revenue. And the cycle begins again with the next announcement of a F2P/Live Service game.
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