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Nicholas Hill
Nicholas Hill

Rocket League Sideswipe: A New Way to Experience Soccer with Cars



Want to take a look at some Rocket League Sideswipe gameplay footage before you commit to a download? If so, take a look at the Rocket League Sideswipe trailer below and see whether you fancy getting involved.


You can also Play Rocket League Sideswipe in your browser on your PC or mobile without downloading. Click and Play instantly! Get to play the PC version of Android games. Download the Best PC Games for Free.




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While Sideswipe is based on the same kind of zany rocket-powered vehicular soccer gameplay that made the original game so great, this standalone spinoff takes place from a two-dimensional POV instead, with matches reduced to just two minutes to make it easy to pick up, quickly dominate your opponent(s), and put it away again, wherever you are.


The new content update is added to the Rocket league Sideswipe, which has announced that season 4 is now completely live. There are new seasons where you will introduce the mutator madness game mode. It is more of a rocket league crossover event where a new arena and new rocket pass are included in the game. The madness is the casual mode of the game that changes the rules of the match. It is through the random mutators. When each game is completed, the players will vote on it as if they have enjoyed the mutator they received. These are selected based on the votes, which are possible to set for the mutators, which will eventually remove it until the winning of the combined selected on a Friday. The mutator setting wins the playable throughout the weekend with a double XP boost.


New updates on the rocket league cross over the event until July 19th 2022. The players will complete the event and earn the calculator goal explosion for both the rocket league and the rocket sideswipe. The calculated avatar for the Sideswipe also ensures that you unlock the goal explosions. These will make sure that the rocket league and the league sideswipe are chiefly attached to the same type of epic account.


The crossover event is also in the new area where the Eggscalibur took place. The season 3 rewards are more in avatars and titles. These are also given out in season 4 for most players who have significantly achieved the highest rank during the season. There will be daily new challenges which will be introduced alongside the return of the ranked 2v2 hoop and the new rocket pass as well. The rocket league sideswipe is free to play on the mobile, and you can download it on the google play store and Apple app store as well. Stay tuned for more exciting updates.


Described as "soccer, but with rocket-powered cars", Rocket League has up to eight players assigned to each of the two teams, using rocket-powered vehicles to hit a ball into their opponent's goal and score points over the course of a match. The game includes single-player and multiplayer modes that can be played both locally and online, including cross-platform play between all versions. Later updates for the game enabled the ability to modify core rules and added new game modes, including ones based on ice hockey and basketball.


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]


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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]


Psyonix had previously developed Supersonic Acrobatic Rocket-Powered Battle-Cars in 2008 for the PlayStation 3. That game 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.[30] 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.[31] Hagewood used his experience at Epic to found Psyonix. Among other contract projects, Psyonix 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.[31] 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.[31][32]


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.[31] Ultimately, they opted to self-publish the game on the PlayStation Network with almost no marketing.[33] Though it was downloaded more than two million times, it was not considered very successful even after the studio cut the price.[30][33] 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.[30][31] These other projects, which including contract work for AAA games, including Mass Effect 3 and Gears of War, helped to fund the development of Rocket League.[34]


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] 2b4c41e320


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