EA

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Salty game dev comments, easier mods are inside Command & Conquer’s source code

Inside the source code are some wonderful reminders of what Windows game development from 1995 to 2003 was really like. One experienced modder posted some gems on Bluesky, like a “HACK ALERT!” text string added just to prevent the Watcom IDE from crashing because of a “magic text heap length” crash: “Who knows why, but it works,” wrote that poor soul.

This writer’s personal favorite is this little bit in the RampOptions.cpp file in Generals, credited to John K. McDonald Jr., which expresses concerns about “TheRampOptions” existing with a set value:

if (TheRampOptions)

// oh shit.

return;

In addition to helping out modders and entertaining experienced coders, the GPL-licensed source code releases do a lot to help preserve these games, such that they can be reworked to run on future platforms. Projects like OpenRA and OpenSAGE already offer open source reimplementations of those games’ code, but having the original source can only help. C&C community stalwart Luke “CCHyper” Feenan worked with EA leaders to get the code back into a build-ready state and said in a press release that the updated code should make the classic games easier to patch in the future.

As part of the source code release, the Command & Conquer team dropped off 35 minutes of footage, newly found in the archives, of alpha and archive footage from the later Sage-engine based Generals and Renegade games.

Archival footage from alpha versions of Command & Conquer: Generals and Renegade, released by EA as part of their source code release.

It’s heartening to see that with the right combination of people and purpose, classic games can find renewed interest and longevity inside a big publisher.

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The Sims re-release shows what’s wrong with big publishers and single-player games


Opinion: EA might be done with single-player games—but we’re not.

The Sims Steam re-release has all of the charm of the original, if you can get it working. Credit: Samuel Axon

It’s the year 2000 all over again, because I’ve just spent the past week playing The Sims, a game that could have had a resurgent zeitgeist moment if only EA, the infamous game publisher, had put enough effort in.

A few days ago, EA re-released two of its most legendary games: The Sims and The Sims 2. Dubbed the “The Legacy Collection,” these could not even be called remasters. EA just put the original games on Steam with some minor patches to make them a little more likely to work on some modern machines.

The emphasis of that sentence should be on the word “some.” Forums and Reddit threads were flooded with players saying the game either wouldn’t launch at all, crashed shortly after launch, or had debilitating graphical issues. (Patches have been happening, but there’s work to be done yet.)

Further, the releases lack basic features that are standard for virtually all Steam releases now, like achievements or Steam Cloud support.

It took me a bit of time to get it working myself, but I got there, and my time with the game has reminded me of two things. First, The Sims is a unique experience that is worthy of its lofty legacy. Second, The Sims deserved better than this lackluster re-release.

EA didn’t meet its own standard

Look, it’s fine to re-release a game without remastering it. I’m actually glad to see the game’s original assets as they always were—it’s deeply nostalgic, and there’s always a tinge of sadness when a remaster overwrites the work of the original artists. That’s not a concern here.

But if you’re going to re-release a game on Steam in 2025, there are minimum expectations—especially from a company with the resources of EA, and even more so for a game that is this important and beloved.

The game needs to reliably run on modern machines, and it needs to support basic platform features like cloud saves or achievements. It’s not much to ask, and it’s not what we got.

The Steam forums for the game are filled with people saying it’s lazy that EA didn’t include Steam Cloud support because implementing that is ostensibly as simple as picking a folder and checking a box.

I spoke with two different professional game developers this week who have previously published games on Steam, and I brought up the issue of Steam Cloud and achievement support. As they tell it, it turns out it’s not nearly as simple as those players in the forums believe—but it still should have been within EA’s capabilities, even with a crunched schedule.

Yes, it’s sometimes possible to get it working at a basic level within a couple of hours, provided you’re already using the Steamworks API. But even in that circumstance, the way a game’s saves work might require additional work to protect against lost data or frequent problems with conflicts.

Given that the game doesn’t support achievements or really anything else you’d expect, it’s possible EA didn’t use the Steamworks API at all. (Doing that would have been hours of additional work.)

A pop-up in The Sims says the sim has accidentally been transferred $500 because of a computer bug

Sadly, this is not the sort of computer bug players are encountering. Credit: Samuel Axon

I’m not giving EA a pass, though. Four years ago, EA put out the Command & Conquer Remastered Collection, a 4K upscale remaster of the original C&C games. The release featured a unified binary for the classic games, sprites and textures that were upscaled to higher resolutions, quality of life improvements, and yes, many of the Steam bells and whistles that include achievements. I’m not saying that the remaster was flawless, but it exhibited significantly more care and effort than The Sims re-release.

I love Command & Conquer. I played a lot of it when I was younger. But even a longtime C&C fan like myself can easily acknowledge that its importance in gaming history (as well as its popularity and revenue potential) pale in comparison to The Sims.

If EA could do all that for C&C, it’s all the more perplexing that it didn’t bother with a 25th-anniversary re-release of The Sims.

Single-player games, meet publicly traded companies

While we don’t have much insight into all the inner workings of EA, there are hints as to why this sort of thing is happening. For one thing, anyone who has worked for a giant corporation like this knows it’s all too easy for the objective to be passed down from above at the last minute, leaving no time or resources to see it through adequately.

But it might run deeper than that. To put it simply, publicly traded publishers like EA can’t seem to satisfy investors with single-purchase, single-player games. The emphasis on single-player releases has been decreasing for a long time, and it’s markedly less just five years after the release of the C&C remaster.

Take the recent comments from EA CEO Andrew Wilson’s post-earnings call, for example. Wilson noted that the big-budget, single-player RPG Dragon Age: The Veilguard failed to meet sales expectations—even though it was apparently one of EA’s most successful single-player Steam releases ever.

“In order to break out beyond the core audience, games need to directly connect to the evolving demands of players who increasingly seek shared-world features and deeper engagement alongside high-quality narratives in this beloved category,” he explained, suggesting that games need to be multiplayer games-as-a-service to be successful in this market.

Ironically, though, the single-player RPG Kingdom Come Deliverance 2 launched around the same time he made those comments, and that game’s developer said it made its money back in a single day of sales. It’s currently one of the top-trending games on Twitch, too.

It’s possible that Baldur’s Gate 3 director Swen Vincke hit the nail on the head when he suggested at the Game Developers Conference last year that a particular approach to pursuing quarterly profits runs counter to the practice of making good games.

“I’ve been fighting publishers my entire life, and I keep on seeing the same, same, same mistakes over and over and over,” he said. “It’s always the quarterly profits. The only thing that matters are the numbers.”

Later on X, he clarified who he was pointing a finger at: “This message was for those who try to double their revenue year after year. You don’t have to do that. Build more slowly and make your aim improving the state of the art, not squeezing out the last drop.”

In light of Wilson’s comments, it’s a fair guess that EA might not have put in much effort on The Sims re-releases simply because of a belief that single-player games that aren’t “shared world experiences” just aren’t worth the resources anymore, given the company’s need to satisfy shareholders with perpetual revenue growth.

Despite all this, The Sims is worth a look

It’s telling that in a market with too many options, I still put the effort in to get the game working, and I spent multiple evenings this week immersed in the lives of my sims.

Even after 25 years, this game is unique. It has the emergent wackiness of something like RimWorld or Dwarf Fortress, but it has a fast-acting, addictive hook and is easy to learn. There have been other games besides The Sims that are highly productive engines for original player stories, but few have achieved these heights while remaining accessible to virtually everyone.

Like so many of the best games, it’s hard to stop playing once you start. There’s always one more task you want to complete—or you’re about to walk away when something hilariously unexpected happens.

The problems I had getting The Sims to run aren’t that much worse than what I surely experienced on my PC back in 2002—it’s just that the standards are a lot higher now.

I’ve gotten $20 out of value out of the purchase, despite my gripes. But it’s not just about my experience. More broadly, The Sims deserved better. It could have had a moment back in the cultural zeitgeist, with tens of thousands of Twitch viewers.

Missed opportunities

The moment seems perfect: The world is stressful, so people want nostalgia. Cozy games are ascendant. Sandbox designs are making a comeback. The Sims slots smoothly into all of that.

But go to those Twitch streams, and you’ll see a lot of complaining about how the game didn’t really get everything it deserved and a sentiment that whatever moment EA was hoping for was undermined by this lack of commitment.

Instead, the cozy game du jour on Twitch is the Animal Crossing-like Hello Kitty Island Adventure, a former Apple Arcade exclusive that made its way to Steam recently. To be clear, I’m not knocking Hello Kitty Island Adventure; it’s a great game for fans of the modern cozy genre, and I’m delighted to see an indie studio seeing so much success.

A screenshot of the Twitch page for Hello Kitty

The cozy game of the week is Hello Kitty Island Adventures, not The Sims. Credit: Samuel Axon

The takeaway is that we can’t look to big publishers like EA to follow through on delivering quality single-player experiences anymore. It’s the indies that’ll carry that forward.

It’s just a bummer for fans that The Sims couldn’t have the revival moment it should have gotten.

Photo of Samuel Axon

Samuel Axon is a senior editor at Ars Technica. He covers Apple, software development, gaming, AI, entertainment, and mixed reality. He has been writing about gaming and technology for nearly two decades at Engadget, PC World, Mashable, Vice, Polygon, Wired, and others. He previously ran a marketing and PR agency in the gaming industry, led editorial for the TV network CBS, and worked on social media marketing strategy for Samsung Mobile at the creative agency SPCSHP. He also is an independent software and game developer for iOS, Windows, and other platforms, and he is a graduate of DePaul University, where he studied interactive media and software development.

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Football Manager 25 canceled in a refreshing show of concern for quality

The developer’s statement notes that preorder customers are getting refunds. Answering a question that has always been obvious to fans but never publishers, the company notes that, no, Football Manager 2024 will not get an update with the new season’s players and data. The company says it is looking to extend the 2024 version’s presence on subscription platforms, like Xbox’s Game Pass, and will “provide an update on this in due course.”

Releasing the game might have been worse

Credit: Sports Interactive

Fans eager to build out their dynasty team and end up with Bukayo Saka may be disappointed to miss out this year. But a developer with big ambitions to meaningfully improve and rethink a long-running franchise deserves some consideration amid the consternation.

Licensed sports games with annual releases do not typically offer much that’s new or improved for their fans. The demands of a 12-month release cycle mean that very few big ideas make it into code. Luke Plunkett, writing at Aftermath about the major (American) football, basketball, and soccer franchises, notes that, aside from an alarming number of microtransactions and gambling-adjacent “card” mechanics, “not much has changed across all four games” in a decade’s time.

Even year-on-year fans are taking notice, in measurable ways. Electronic Arts’ stock price took a 15 percent dip in late January, largely due to soft FC 25 sales. Players “bemoaned the lack of new features and innovation, including in-game physics and goal-scoring mechanisms,” analysts said at the time, according to Reuters. Pick any given year, and you can find reactions to annual sports releases that range from “It is technically better but not by much” to “The major new things are virtual currency purchases and Jake from State Farm.”

So it is that eFootball 2022, one of the most broken games to ever be released by a brand-name publisher, might be considered more tragedy than farce. The series, originally an alternative to EA’s dominant FIFA brand under the name Pro Evolution Soccer (or PES), has since evened out somewhat. Amid the many chances to laugh at warped faces and PS1 crowds, there was a sense of a missed opportunity for real competition in a rigid market.

Football Manager is seemingly competing with its own legacy and making the tough decision to ask its fans to wait out a year rather than rush out an obligatory, flawed title. It’s one of the more hopeful game cancellations to come around in some time.

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RIP EA’s Origin launcher: We knew ye all too well, unfortunately

After 14 years, EA will retire its controversial Origin game distribution app for Windows, the company announced. Origin will stop working on April 17, 2025. Folks still using it will be directed to install the newer EA app, which launched in 2022.

The launch of Origin in 2011 was a flashpoint of controversy among gamers, as EA—already not a beloved company by this point—began pulling titles like Crysis 2 from the popular Steam platform to drive players to its own launcher.

Frankly, it all made sense from EA’s point of view. For a publisher that size, Valve had relatively little to offer in terms of services or tools, yet it was taking a big chunk of games’ revenue. Why wouldn’t EA want to get that money back?

The transition was a rough one, though, because it didn’t make as much sense from the consumer’s point of view. Players distrusted EA and had a lot of goodwill for Valve and Steam. Origin lacked features players liked on Steam, and old habits and social connections die hard. Plus, EA’s use of Origin—a long-dead brand name tied to classic RPGs and other games of the ’80s and ’90s—for something like this felt to some like a slap in the face.

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Dragon Age: The Veilguard and the choices you make while saving the world


“Events are weaving together quickly. The fate of the world shall be decided.”

Dragon Age: The Veilguard is as much about the world, story, and characters as the gameplay. Credit: EA

BioWare’s reputation as a AAA game development studio is built on three pillars: world-building, storytelling, and character development. In-game codices offer textual support for fan theories, replays are kept fresh by systems that encourage experimenting with alternative quest resolutions, and players get so attached to their characters that an entire fan-built ecosystem of player-generated fiction and artwork has sprung up over the years.

After two very publicly disappointing releases with Mass Effect: Andromeda and Anthem, BioWare pivoted back to the formula that brought it success, but I’m wrapping up the first third of The Veilguard, and it feels like there’s an ingredient missing from the special sauce. Where are the quests that really let me agonize over the potential repercussions of my choices?

I love Thedas, and I love the ragtag group of friends my hero has to assemble anew in each game, but what really gets me going as a roleplayer are the morally ambiguous questions that make me squirm: the dreadful and delicious BioWare decisions.

Should I listen to the tormented templar and assume every mage I meet is so dangerous that I need to adopt a “strike first, ask questions later” policy, or can I assume at least some magic users are probably not going to murder me on sight? When I find out my best friend’s kleptomania is the reason my city has been under armed occupation for the past 10 years, do I turn her in, or do I swear to defend her to the end?

Questions like these keep me coming back to replay BioWare games over and over. I’ve been eagerly awaiting the release of the fourth game in the Dragon Age franchise so I can find out what fresh dilemmas I’ll have to wrangle, but at about 70 hours in, they seem to be in short supply.

The allure of interactive media, and the limitations

Before we get into some actual BioWare choices, I think it’s important to acknowledge the realities of the medium. These games are brilliant interactive stories. They reach me like my favorite novels do, but they offer a flexibility not available in printed media (well, outside of the old Choose Your Own Adventure novels, anyway). I’m not just reading about the main character’s decisions; I’m making the main character’s decisions, and that can be some heady stuff.

There’s a limit to how much of the plot can be put into a player’s hands, though. A roleplaying game developer wants to give as much player agency as possible, but that has to happen through the illusion of choice. You must arrive at one specific location for the sake of the plot, but the game can accommodate letting you choose from several open pathways to get there. It’s a railroad—hopefully a well-hidden railroad—but at the end of the day, no matter how great the storytelling is, these are still video games. There’s only so much they can do.

So if you have to maintain an illusion of choice but also want to to invite your players to thoughtfully engage with your decision nodes, what do you do? You reward them for playing along and suspending their disbelief by giving their choices meaningful weight inside your shared fantasy world.

If the win condition of a basic quest is a simple “perform action X at location Y,” you have to spice that up with some complexity or the game gets very old very quickly. That complexity can be programmatic, or it can be narrative. With your game development tools, you can give the player more than one route to navigate to location Y through good map design, or you can make action X easier or harder to accomplish by setting preconditions like puzzles to solve or other nodes that need interaction. With the narrative, you’re not limited to what can be accomplished in your game engine. The question becomes, “How much can I give the player to emotionally react to?”

In a field packed with quality roleplaying game developers, this is where BioWare has historically shined: making me have big feelings about my companions and the world they live in. This is what I crave.

Who is (my) Rook, anyway?

The Veilguard sets up your protagonist, Rook, with a lightly sketched backstory tied to your chosen faction. You pick a first name, you are assigned a last name, and you read a brief summary of an important event in Rook’s recent history. The rest is on you, and you reveal Rook’s essential nature through the dialog wheel and the major plot choices you make. Those plot choices are necessarily mechanically limited in scope and in rewards/consequences, but narratively, there’s a lot of ground you can cover.

One version of the protagonist in Dragon Age The Veilguard, with a dialogue wheel showing options

For the record, I picked “Oof.” That’s just how my Rook rolls. Credit: Marisol Cuervo

During the game’s tutorial, you’re given information about a town that has mysteriously fallen out of communication with the group you’re assisting. You and your companions set out to discover what happened. You investigate the town, find the person responsible, and decide what happens to him next. Mechanically, it’s pretty straightforward.

The real action is happening inside your head. As Rook, I’ve just walked through a real horror show in this small village, put together some really disturbing clues about what’s happening, and I’m now staring down the person responsible while he’s trapped inside an uncomfortably slimy-looking cyst of material the game calls the Blight. Here is the choice: What does my Rook decide to do with him, and what does that choice say about her character? I can’t answer that question without looking through the lens of my personal morality, even if I intend for Rook to act counter to my own nature.

My first emotional, knee-jerk reaction is to say screw this guy. Leave him to the consequences of his own making. He’s given me an offensively venal justification for how he got here, so let him sit there and stare at his material reward for all the good it will do him while he’s being swallowed by the Blight.

The alternative is saving him. You get to give him a scathing lecture, but he goes free, and it’s because you made that choice. You walked through the center of what used to be a vibrant settlement and saw this guy, you know he’s the one who allowed this mess to happen, and you stayed true to your moral center anyway. Don’t you feel good? Look at you, big hero! All those other people will die from the Blight, but you held the line and said, “Well, not this one.”

A dialogue wheel gives the player a decisive choice

Being vindictive might feel good, but I feel leaving him is a profoundly evil choice. Credit: Marisol Cuervo

There’s no objectively right answer about what to do with the mayor, and I’m here for it. Leaving him or saving him: Neither option is without ethical hazards. I can use this medium to dig deep into who I am and how I see myself before building up my idea of who my Rook is going to be.

Make your decision, and Rook lives with the consequences. Some are significant, and some… not so much.

Your choices are world-changing—but also can’t be

Longtime BioWare fans have historically been given the luxury of having their choices—large and small—acknowledged by the next game in the franchise. In past games, this happened largely through small dialog mentions or NPC reappearances, but as satisfying as this is for me as a player, it creates a big problem for BioWare.

Here’s an example: depending on the actions of the player, ginger-haired bard and possible romantic companion Leliana can be missed entirely as a recruitable companion in Dragon Age: Origins, the first game in the franchise. If she is recruited, she can potentially die in a later quest. It’s not guaranteed that she survives the first game. That’s a bit of a problem in Dragon Age II, where Leliana shows up in one of the downloadable content packs. It’s a bigger problem in the third game, where Leliana is the official spymaster for the titular Inquisition. BioWare calls these NPCs who can exist in a superposition of states “quantum characters.”

A tweet that says BioWare's default stance is to avoid using quantum characters, but an exception was made for Liliana

One of the game’s creative leaders talking about “quantum characters.” Credit: Marisol Cuervo

If you follow this thought to its logical end, you can understand where BioWare is coming from: After a critical mass of quantum characters is reached, the effects are impossible to manage. BioWare sidesteps the Leliana problem entirely in The Veilguard by just not talking about her.

BioWare has staunchly maintained that, as a studio, it does not have a set canon for the history of its games; there’s only the personal canon each player develops as a result of their gameplay. As I’ve been playing, I can tell there’s been a lot of thought put into ensuring none of The Veilguard’s in-game references to areas covered in the previous three games would invalidate a player’s personal canon, and I appreciate that. That’s not an easy needle to thread. I can also see that the same care was put into ensuring that this game’s decisions would not create future quantum characters, and that means the choices we’re given are very carefully constrained to this story and only this story.

But it still feels like we’re missing an opportunity to make these moral decisions on a smaller scale. Dragon Age: Inquisition introduced a collectible and cleverly hidden item for players to track down while they worked on saving the world. Collect enough trinkets and you eventually open up an entirely optional area to explore. Because this is BioWare, though, there was a catch: To find the trinkets, you had to stare through the crystal eyes of a skull sourced from the body of a mage who has been forcibly cut off from the source of all magic in the world. Is your Inquisitor on board with that, even if it comes with a payoff? Personally, I don’t like the idea. My Inquisitor? She thoroughly looted the joint. It’s a small choice, and it doesn’t really impact the long-term state of the world, but I still really enjoyed working through it.

Later in the first act of The Veilguard, Rook finally gets an opportunity to make one of the big, ethically difficult decisions. I’ll avoid spoilers, but I don’t mind sharing that it was a satisfyingly difficult choice to make, and I wasn’t sure I felt good about my decision. I spent a lot of time staring at the screen before clicking on my answer. Yeah, that’s the good stuff right there.

In keeping with the studio’s effort to avoid creating quantum worldstates, The Veilguard treads lightly with the mechanical consequences of this specific choice and the player is asked to take up the narrative repercussions. How hard the consequences hit, or if they miss, comes down to your individual approach to roleplaying games. Are you a player who inhabits the character and lives in the world? Or is it more like you’re riding along, only watching a story unfold? Your answer will greatly influence how connected you feel to the choices BioWare asks you to make.

Is this better or worse?

Much online discussion around The Veilguard has centered on Bioware’s decision to incorporate only three choices from the previous game in the series, Inquisition, rather than using the existing Dragon Age Keep to import an entire worldstate. I’m a little disappointed by this, but I’m also not sure anything in Thedas is significantly changed because my Hero of Ferelden was a softie who convinced the guard in the Ostagar camp to give his lunch to the prisoner who was in the cage for attempted desertion.

At the same time, as I wrap up the first act, I’m missing the mild tension I should be feeling when the dialog wheel comes up, and not just because many of the dialog choices seem to be three flavors of “yes, and…” One of my companions was deeply unhappy with me for a period of time after I made the big first-act decision and sharply rebuffed my attempts at justification, snapping at me that I should go. Previous games allowed companions to leave your party forever if they disagreed enough with your main character; this doesn’t seem to be a mechanic you need to worry about in The Veilguard.

Rook’s friends might be divided on how they view her choice of verbal persuasion versus percussive diplomacy, but none of them had anything to say about it while she was very earnestly attempting to convince a significant NPC they were making a pretty big mistake. One of Rook’s companions later asked about her intentions during that interaction but otherwise had no reaction.

Another dialogue choice in Veilguard

BioWare, are you OK? Why do you keep punching people who don’t agree with you? Credit: Marisol Cuervo

Seventy hours into the game, I’m looking for places where I have to navigate my own ethical landscape before I can choose to have Rook conform to, or flaunt, the social mores of northern Thedas. I’m still helping people, being the hero, and having a lot of fun doing so, but the problems I’m solving aren’t sticky, and they lack the nuance I enjoyed in previous games. I want to really wrestle with the potential consequences before I decide to do something. Maybe this is something I’ll see more of in the second act.

If the banal, puppy-kicking kind of evil has been minimized in favor of larger stakes—something I applaud—it has left a sort of vacuum on the roleplaying spectrum. BioWare has big opinions about how heroes should act and how they should handle interpersonal conflict. I wish I felt more like I was having that struggle rather than being told that’s how Rook is feeling.

I’m hopeful my Rook isn’t just going to just save the world, but that in the next act of the game, I’ll see more opportunities from BioWare to let her do it her way.

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EA’s ‘F1 23’ Racer Coming to PC VR Headsets Next Month, PSVR 2 Still Uncertain

Codemasters, the EA-owned developer behind the F1 racing franchise, announced F1 23 is coming to consoles and PC next month, again bringing its high-profile racing game to VR.

F1 23 is coming to PlayStation 4|5, Xbox Series X|S, Xbox One and PC on June 16th, which is confirmed to include VR support on PC.

Codemasters hasn’t said whether it’s also coming to PSVR 2 on PS5, so we’ll just have to wait and see. As it is now, F1 22 only supports PC VR headsets, and not PSVR.

Here’s how the studio describes the upcoming installment:

A new chapter in the thrilling “Braking Point” story mode delivers high-speed drama and heated rivalries. Race wheel-to-wheel at new Las Vegas and Qatar circuits, and earn rewards and upgrades in F1 World. New Red Flags add an authentic strategic element, and the 35% Race Distance feature delivers more action and excitement. Drive updated 2023 cars with the official F1 lineup of your favorite 20 drivers and 10 teams. Create your dream team and race to win in My Team Career Mode, compete in split-screen or in the expanded cross-platform multiplayer, and be more social with new Racenet Leagues.

Preorders are now available, priced at $70 across Steam, Epic Games, and EA Play.

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