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ENGAGE IN A MASSIVE FORTRESS SIEGE ACROSS ALL SERVERS IN LINEAGE II: REVOLUTION’S AUGUST UPDATE

ENGAGE IN A MASSIVE FORTRESS SIEGE ACROSS ALL SERVERS IN LINEAGE II: REVOLUTION‘S AUGUST UPDATE

Prepare for Sieges by Extending Max Equipment Classes from UR to LR in Today’s Update

LOS ANGELES – Aug. 13, 2020 – The fight for global dominance in Netmarble Corp’s popular mobile multiplayer massively online role-playing game (MMORPG) Lineage 2: Revolution rages on in today’s brand new update. The all-new, in-game activity Aden Castle Clan War is now available for players across all servers to participate

The Aden Castle Clan War content introduces a massive fortress siege between powerful clans of all Lineage 2: Revolution servers. By joining in the fight, a variety of highly valued prizes such as special titles, costumes, and Mount Pets are available for players to collect depending on their performance in the siege. Other items can also be obtained in the Festival of ‘Aden Castle Clan War’ without directly participating in the activity.

To help prepare for this new content, today’s update also extends the max grade of equipment. Starting today, players with UR class equipment can now upgrade their equipment to LR class, allowing them further increases in their statistics and overall combat power.

Lineage 2: Revolution is a groundbreaking MMORPG bringing top-quality visuals, a massive open world and large-scale PvP to mobile devices. Powered by the Unreal Engine, the game features stunning visuals and large-scale open-world combat where up to 200 players can battle in real-time on a single screen – all in a gorgeous, fully featured, persistent world MMORPG that can be enjoyed alongside millions around the world and all within the palm of your hands.

For more information regarding Lineage 2: Revolution, visit the game information website (http://l2.netmarble.com/en) and the official Facebook page (https://www.facebook.com/OfficialL2Revolution/).

About Netmarble Corporation

Established in Korea in 2000, Netmarble Corporation is a top developer and publisher pushing the boundaries of the mobile gaming experience with highly innovative games including Lineage 2: Revolution, The Seven Deadly Sins: Grand Cross, Blade&Soul Revolution and MARVEL Future Fight. As a parent company of Kabam, and a major shareholder of Jam City and Big Hit Entertainment, Netmarble strives to entertain audiences around the world with a variety of mobile games based on its powerful franchises and collaborations with IP holders worldwide. More information can be found at http://company.netmarble.com

PUBG MOBILE ADDRESSES AND ELIMINATES UNFAIR HACKS WITH NEW ANTI-PLUG-IN MEASURES

PUBG MOBILE ADDRESSES AND ELIMINATES UNFAIR HACKS WITH NEW ANTI-PLUG-IN MEASURES

LOS ANGELES – Aug. 14, 2020 – The team behind global hit tactical tournament game PUBG MOBILE is introducing another anti-cheating measure today in response to a recently-identified hack. A new anti–plug-in measure revealed today furthers efforts to create a safe and fair competitive environment, actively remedying a newly-identified exploit.

Below is an official statement from the PUBG MOBILE team regarding the fix:

PUBG MOBILE’s official team is dedicated to bringing you a fair gaming environment by punishing players who disturb this environment.

On June 27, we received reports of a new kind of hack that could cause a player to disconnect during a match and cause other players to be killed after dropping. This hack seriously disrupted the game. The PUBG MOBILE Team immediately looked into the matter, punished the corresponding accounts, and are currently taking steps to put an end to this hack once and for all. We will investigate the developers of this hack as far as the law permits, and we will punish players who used it with a 10-year ban.

The PUBG MOBILE team will do its utmost to preserve the gaming experience for all players, and as such, we have zero tolerance for hacks and other exploitations from unfairness. We hope everyone will follow the rules and maintain a fair gaming environment.”

The anti-cheat announcement arrives after the implementation of PUBG MOBILE’s recent revealed anti-cheat measures. Earlier in July, the revamped Spectate Mode was introduced to better identify and remove players exhibiting suspicious behavior. The new Spectate Mode was followed by an Observation Period, which also enforced a fair gameplay environment. We see the team is taking great efforts to protect the fair gameplay with the result of identifying and punishing more hackers.

PUBG MOBILE is available to download for free on the App Store and Google Play

ABOUT PUBG MOBILE

PUBG MOBILE is based on PLAYERUNKNOWN’S BATTLEGROUNDS, the phenomenon that took the world of interactive entertainment by storm in 2017. Up to 100 players parachute onto a remote island to battle in a winner-takes-all showdown. Players must locate and scavenge their own weapons, vehicles and supplies, and defeat every player in a visually and tactically rich battleground that forces players into a shrinking play zone.

For more information, please visit the official PUBG MOBILEaccounts on Facebook, Twitter and YouTube.

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ATLAS ADDS WAREHOUSE STRUCTURES TO AUTO-RESOURCE GATHERING SYSTEM

Grapeshot Games released today its latest patch for ATLAS players on both PC and Xbox One that provides a new structure – Warehouses! Used in tandem with the recently released Farmhouses, these large buildings were created to provide even greater storage capabilities. ATLAS pirates can now construct a Warehouse, which will automatically collect resources from Farmhouses within range. This advanced gathering system makes it even easier for Pathfinders to build resource banks for later use while they are away sailing the high seas!

ATLAS is now in the Xbox Ultimate Game Sale for gold and ultimate members for the promotional price of $9.89 – that’s 67% off ($29.99 S.R.P) from today through August 24. ATLAS has full cross-platform support, allowing Xbox and Steam PC players to battle together in the same gigantic world.

For more details the full ATLAS release patch notes can be found HERE, which features:

New Skill: Advanced Automation

  • Added Advanced Automation to the Construction Tree
  • Requires Esotery of Building
  • Cost is 12 skill points
  • New Warehouse and Stone Farmhouse added to this skill

New Feature: Warehouses

  • New structure type, Warehouse, may be built at the smithy
  • Warehouse is a structure that automatically collects Resources from Farmhouses in range
  • Will not gather Wood/Thatch, which is fuel for Farmhouses
  • Gathers from Farmhouses within 500m
  • Gather Rate is 5% of the Farmhouse inventory every 10 minutes
  • Warehouses may not be placed closer than 2km to another Warehouse
  • Warehouses must be placed within 30m of the shore
  • Warehouse takes thatch or wood as fuel
  • More than one Warehouse can hit the same farm
  • Warehouses have 40 storage slots
  • Warehouse stacksize is 10,000 units
  • Max Inventory Weight is 50,000
  • Warehouse health is 40,000
  • Warehouses are not taxed

ATLAS pirates will stake their claim in this vast open world while endeavoring to construct custom ships, search for buried treasure, siege and conquer fortresses, plunder traveling merchants, then recruit a crew to join their powerful Armada and engage in the ultimate quest for fortune and glory!

For the latest dispatch on #playATLAS, keep yer one good eye trained on this here information:

  • Hoist ye sails to our Homepage: www.playatlas.com/
  • Natter n’ chatter on Discord: discord.gg/playatlas
  • Hear ye, hear ye on Twitter: twitter.com/sailtheatlas
  • Navigate ye olde Subreddit: www.reddit.com/r/playatlas
  • Watch us scallywags on Twitch: twitch.tv/sailtheatlas
  • Plus ye can band with us Pirates on Facebook: www.facebook.com/playatlasgame

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One purchase, three generations of system compatibility – Zombie Driver: Immortal Edition comes to PlayStation 4 today

All fans of old-school, adrenaline-infused arcade gameplay are now able to enjoy some zombie slashing, smashing and crushing on either PlayStation 3 or PlayStation 4 – and will be able to continue the fun on PlayStation 5 once the console launches, thanks to its backwards compatibility with PlayStation 4 titles.

All PlayStation 3 owners that have bought any edition of Zombie Driver HD on the platform or if they added the game to their account through PlayStation Plus will get Zombie Driver: Immortal Edition for PlayStation 4 free of charge. Moreover, all current PlayStation 4 owners that decide to purchase the PlayStation 5 will be able to play the game on the new platform thanks to its backwards compatibility with its predecessor. And all that through one purchase only, done either now or in the past.

Zombie Driver: Immortal Edition is now available on the European (https://store.playstation.com/en-pl/product/EP4380-CUSA17453_00-5570182311842746) and American (https://store.playstation.com/en-us/product/UP4380-CUSA19206_00-9035241793505542) PlayStation 4 store for $14,99.

The PlayStation 4 version of Zombie Driver: Immortal Edition is a fine-crafted remastering of the classic title, featuring all the DLCs that the developers have released thus far, and improved to deliver 60 frames per second gameplay with no compromises. Gamers will be able to enjoy 30 missions on the Story Mode, dozens of high-octane Blood Race events, and several arenas on the endless Slaughter Mode. With other words, players will get the chance to now relive the memories of playing the game, or experience it for the first time in the best possible quality.

ZOMBIE DRIVER IMMORTAL EDITION – MAIN FEATURES:

  • Horrifyingly entertaining modes:
  1. Story:

– Epic boss fights with enormous mutated zombies.
– Defending key targets against huge waves of zombies.
– Racing against time to rescue survivors.
– Transporting dangerous cargo.
– Spraying zombie repellent around town.
– 13 different vehicles to drive including a fire truck, a bulldozer, and even a tank.

  1. Blood Race:

– Race – classic racing spiced up with guns and loads of zombies.
– Eliminator – take out as many vehicles as you can before the time runs out.
– Endurance – there’s a bomb on your car and it’s ticking. Race through checkpoints to extend your time.

  1. Slaughter:

– Fight through endless waves of zombies.
– Upgrade your car on the fly.
– Kill thousands of zombies.

  • Nine different upgrades that can transform even an innocent taxi into a Chariot of Death.
  • Miniguns, flamethrowers, rocket launchers, and dual rail guns.
  • Vicious zombie types – even zombie dogs.
  • Advanced, dynamic combo system with tricks – and hordes of zombies to try it on.
  • All previously released DLC extensions have been incorporated into the Immortal Edition. The Apocalypse Pack, Tropical Race Rage, Burning Garden of Slaughter, and Brutal Car Skins have been included in the game as rewards for completing gameplay objectives.

Zombie Driver: Immortal Edition is available now on the European and American PlayStation 4 store.

More information about the game can be found on the developer’s official website, Facebook, and Twitter.

About Exor Studios
EXOR Studios is an independent video game studio located in Szczecin, Poland. A team of passionate veterans, EXOR Studios are focused on delivering high-quality titles to the core gaming platforms – PCs and consoles. EXOR Studios was officially founded in 2007; however, the company’s roots as a modding group can be traced back to as early as 2003. The studio’s first major project was D.I.P.R.I.P., a total conversion Mod for Valve Software’s Source Engine. The experience and know-how gained thanks to this project allowed the team to produce the games they love and really want to make. The first standalone game from EXOR was Zombie Driver, which has sold over 800,000 copies across many gaming platforms. The studio’s latest game, X-Morph: Defense, was released on PC, Xbox One, PlayStation 4, and Nintendo Switch to the acclaim of both game critics and the players themselves. https://www.exorstudios.com

Satisfactory Preview

Satisfactory

Developer: Coffee Stain Studios
Publisher: Coffee Stain Publishing
Platform: Windows
Release Date: 19 March 2020
Price:  $29.99 USD/$44.95 AUD – Available Here

Video Preview

Satisfactory is a first-person factory and base builder. The game is in the same vein as Factorio, where players are on an endless quest for the most efficient factory layout as they climb up the tech tree. The game is in early access with no official target date for leaving early access. Coffee Stain Studios is taking a “we’ll release it when we feel it’s done” policy with Satisfactory.

Resource gathering is one of the pillars of Satisfactory’s gameplay. Raw materials will need to be torn out of the ground, harvested from creatures, or gathered from plants. The availability of resources is based on the map, and the game currently offers four maps for a range of player skill level and experience. The amount of resources needed for base and factory building rises quickly, so players are pushed towards automating resource gathering right away. Factory building is made easier as ore veins have unlimited resources. Instead, the only limitation is the number of miners that can be built on top of the vein.

Building bases and factories is the main focus in Satisfactory. Processing raw material into finished parts requires players to press and hold a button, so automation is an absolute must once again. The game offers plenty of parts with cosmetic and practical purpose, ensuring players can get an efficient and good-looking factory at the same time. Factory efficiency is always a challenge as production buildings are sized differently. I found myself constantly reorganizing machines and conveyor belts to increase efficiency, adjust my production flow in response to new items or, more honestly, when I could no longer tolerate my tangle of conveyor belts that snaked through my factory floor. Luckily for me, disassembling machines provides a full refund in materials, so players are free to rebuild their factory as many times as they want if they are willing to spend the time doing so. My only issue with the base building tools is the machine hitboxes. Since the entire model must fit in the box, building conveyor belt lines above certain machines can be incredibly frustrating as the belts will often nick an invisible corner and can’t be built. I would prefer clearer markers showing what exactly is interfering with construction.

Once the factory is up and running, players can leave it alone without having to worry. This encourages players to explore the surroundings for new resources to feed their factories. There is a decent number of points of interests and ore veins to incentivize exploring, though seeing more added in future updates would please me. While Satisfactory is not a survival game, exploration will put players in danger as some of the local wildlife is hostile to the player’s existence. Since combat isn’t the main focus, there aren’t many weapons in the game; however, there is a tech tree progression that will allow players to tackle the tougher monsters with greater ease.

Satisfactory has an incredibly beefy tech tree already. Currently, the estimates to complete the entire tree come in around a hundred or so hours. The tree itself has a well-balanced mix of cosmetic, construction, player, and factory items spread across a couple of different buildings. There are several resource sinks to burn off excess items, which inevitably pile up given the unlimited nature of materials. My only complaint so far is the lack of central area for all research, upgrades, and crafting. Currently, most crafting and upgrades are done through the HUB, but there are a couple of other buildings that need to be visited to craft player equipment, purchase items, and do research. I would prefer to see these buildings unlock these menus at the HUB terminal instead, as it would save players the need to run around.

The controls are solid for the most part. The developers use a lightly modified first person survival game layout. The tools for building and deconstructing the world is straight forward and well thought out. It is just as easy to build freeform as it is to snap buildings together and create a factory LEGO-style. The only issue so far is the hot bar for abilities and held items in the hand are separate. I am not really satisfied with how held items are managed, as it feels like an unnecessary layer. While I would prefer to see Coffee Stain Studios merge the hot bar and the held items into a unified hot bar, providing a clearer explanation in game combined with some sort of improved UI for managing held items would work too.

The audio/visual presentation is excellent. The audio is already very polished with high quality sound effects, music, and voice acting. The visual style sports an excellent contrast between the industrial nature of the factories and the vibrant alien landscape.

Satisfactory is already an excellent game even though it is still in early access. I can easily see the game taking a Minecraft-type route where tons of players buy in and pour in hundreds of hours as if it were a full release long before an actual 1.0 release. While there is some quality of life issues that need to be ironed out, Satisfactory has an incredibly addictive gameplay loop and the first-person perspectives works very well for the genre. Considering there is still more content in the making, Satisfactory is already a great purchase for fans of the automation and base building genres.

CAPTAIN TSUBASA: RISE OF NEW CHAMPIONS INTRODUCES PLAYERS TO THE PITCH WITH NEW GAMEPLAY FOOTAGE

CAPTAIN TSUBASA: RISE OF NEW CHAMPIONS INTRODUCES PLAYERS TO THE PITCH WITH NEW GAMEPLAY FOOTAGE

Are you ready to take to the soccer field in pursuit of your first championship? If so, we’re going to help you get ready through new gameplay footage for Captain Tsubasa: Rise of New Champions. Today, we’re showcasing basic movement and mechanics that players need to know before they hit the field when Captain Tsubasa: Rise of New Champions launches on August 28, 2020. 

The worlds of soccer and anime converge in Captain Tsubasa: Rise of New Champions, based on the renowned Captain Tsubasa manga/anime series. The game chronicles the athletic exploits of Tsubasa Ozora as he plays out his love for the game and advances through the ranks of multiple soccer leagues. Captain Tsubasa: Rise of New Champions immerses players in an action packed arcade-style soccer game that features an exhilarating storyline, over-the-top signature shots, and exciting gameplay.

Captain Tsubasa: Rise of New Champions is making its way down the field onto PlayStation®4, Nintendo Switch, and PC via STEAM® in the Americas on August 28, 2020!

Everything is Gameplay: All New Gameplay Features Coming to NBA 2K21 for Current-Gen; Demo Available August 24

Everything is Gameplay: All New Gameplay Features Coming to NBA 2K21 for Current-Gen; Demo Available August 24

NBA 2K Gameplay Director Mike Wang shares details behind the innovation and inspiration used to bring this year’s gameplay to a new level. You can see full gameplay details below.

Some of the biggest changes this year include:

  • Major changes to the Pro Stick to allow for new dribbling mechanics
  • Shot meter changes from a timing bar to a targeting system
  • New shot types, new signature defensive motion styles, stronger presence from bigs in the paint and more
  • Thanks to current-gen cover athlete Damian Lillard, players will now be able to make oversized point guards (6’8)

We also announced the NBA 2K21 current-gen demo will be released on August 24 for PlayStation 4, Xbox One and Nintendo Switch.

Ahead of launch, we’ll be sharing more details on MyTEAM, MyCAREER and more for NBA 2K21 on current-gen.

Current-Gen – New Gameplay Features

It has been a rollercoaster year on many fronts, and we know it hasn’t been easy for everyone being cooped up at home with most everything in your life going virtual. Hopefully this short blog will give you something to look forward to in the virtual world as you get ready for a new year of 2K hoops with NBA 2K21! It has been a busy year for us at Visual Concepts as we’ve been working hard to bring you the best hoops experience on both the current and next gen consoles. I can’t tell you how excited the team is to reveal all the new tech and amazing advances we’re bringing to 2K basketball with the power of the next gen systems; but for today, let’s take a look at some of the gameplay improvements coming your way for the current-gen version of NBA 2K21 launching on September 4 for PS4, Xbox One, Switch, Stadia, and PC. Best of all, you’ll have the opportunity to check out how the game plays for yourself when we release the NBA 2K21 demo on August 24 for PlayStation 4, Xbox One and Nintendo Switch!

Dame Time

I had the opportunity to jump on a Zoom call with cover athlete, Damian Lillard, a few months back. He is a huge 2K gamer and had a ton of great feedback and ideas for 2K21. But his biggest request? Being able to make an oversized PG in MyCAREER. So, for all you Penny Hardaway wannabes, you have Dame to thank for that as we have upped the max height for PG to 6’8”. Dame continued to share his likes and dislikes of gameplay, which we then added to the running wishlist that we already had from the community. After compiling all the feedback, we came away with a great list of items that we knew the community wanted to see improved (e.g. long passes downcourt sailing out of bounds) and came up with skill-based solutions that would be more fun and fair for everyone.

We’ve always prided ourselves as being the most authentic basketball simulation on the market, and that will never change. But one of the challenges that we face is striking the right balance between simulating real life and making a game that’s fun and enjoyable for a wide range of fans. That’s where the debate on Skill Gap vs. Accessibility comes into play. The target we shoot for is to create a game that’s easy to pick up and play for new users while also providing enough of a skill gap for veteran users to really showcase their talent. One way we set out to accomplish this was through building out a robust set of sliders and carefully mapping the appropriate settings to all the various modes in our game. So whether it’s your first time playing against the CPU in Quick Play, messing around with your buddies in the Park, or battling in a high stakes Ante Up or competitive Pro-Am match, there’s a wide range of gameplay experiences and definitely something for everyone in NBA 2K21.

So to sum up this section, I don’t really have a fancy back of the box marketing name for the work that went into gameplay balance and “fun-ifying” the on-court experience, but I’m pretty confident that longtime fans of 2K basketball will notice the improvements and appreciate what the team was able to accomplish.


The Pro Stick

The Pro Stick has been a staple of 2K basketball for years now, and for the most part, has largely gone unchanged since its inception. For NBA 2K21, we saw this as a big opportunity to freshen up the game on the offensive end. In past games, you could hold the Pro Stick in any direction to take a jump shot. That was limiting us from utilizing the right stick as a fully featured dribble stick. So this year, we’re making a pretty significant change to how the Pro Stick works. In a nutshell:

  • Hold RS down = jump shot
  • Hold RS left or right = escape dribble moves
  • Hold RS up = signature size-ups
  • Tap the RS = quick 1-to-1 dribble moves
  • Tap the RS with Sprint held = quick momentum dribble moves

With this change, we’ve been able to greatly expand the dribble move arsenal and give you access to more moves in a more intuitive control scheme. After a game or two, it will feel second nature and will have you breaking ankles in no time! Along with the remap, the moves themselves have been overhauled to be much more responsive and chain-able. Street moves have been moved to a tap of the left trigger as well, so you won’t be firing them off by accident when you’re breaking down defenders in the Park. And for the NBA size-ups, we’ve added several new signatures like Harden’s around the leg dribble, a new version of Kobe’s dance, and Durant’s patented hesi cross. Another NBA legend, Nate Robinson, came in for motion capture this year and gave us some really unique moves that I’ll leave for you to find as well. You can also perform size-up dribbles on the move by holding the Pro Stick Up and using the left stick to move your player in any direction. Altogether, you can choose from a list of 14 Park and 36 unique NBA Size-ups. And when you factor in all the 1-to-1 size-up packages and new customizable escape dribbles, there’s really no limit to the types of combos you can pull off in NBA 2K21.


Shooting

Dribble moves weren’t the only thing that benefited from the Pro Stick upgrade. Jump shooting and finishing at the rim were points of emphasis as well. We really wanted to make scoring the basketball a skill both from the perimeter and at the rim, so we brainstormed and prototyped a number of various shooting mechanics for this year’s game. What we settled on was an idea conceptually similar to something we tried in NBA 2K17… Shot Stick Aiming. Aiming didn’t really work that well in NBA 2K17 because it was a bit buried, didn’t have much skill built into it, and didn’t give the user any feedback. We took those learnings and used them to create a better solution this time around. For NBA 2K21, when you shoot with the Pro Stick, the shot meter changes from a timing bar to a targeting system. So instead of trying to stop the shot meter when you reach the perfect release window, you adjust the Pro Stick in real time to hit the ideal center aim point. The target window resizes dynamically based on player ability, shooting range, and how well the shot is contested and can also shift to the left or right based on the shot’s degree of difficulty. If you miss the target too far to the left or right, your shot will miss in that direction. And as I mentioned above with the new slider sets, even the slightest degree might be the difference between a make and an airball on Hall of Fame, while it’s quite a bit more forgiving on the easier difficulties. You also won’t be penalized for using the entire shooting motion to find the sweet spot. In other words, you don’t have to time your release when you’re shooting with the Pro Stick. But if you want to take it to the next level and know your release, you can lock in your timing and aim by either centering the Pro Stick or by tapping one of the triggers when you reach the apex of the shot. The lock in will be indicated by a brief flash on the shot meter. If you can time AND aim well, you will give yourself the best chances at making the shot.


The aiming concept also applies to finishing layups, replicating the idea of having “good touch” around the rim. As you’re driving you can still hold the Pro Stick in any direction to start a layup, but this year, you’ll want to quickly swing the stick to move the aiming tick to the center of the target. Aiming layups well can help overcome shot contests and help you finish through contact. Personally, it has been hard for me to go back to the Shot Button after getting used to Pro Stick shooting. And because shooting with the stick offers a bit more complexity than just holding and releasing a button, it also carries a greater risk/reward. If you can master shooting with the Pro Stick, you’ll have a higher ceiling for getting greens and making tough shots, so I’m pretty sure it’s going to be the shot method of choice for many competitive 2K players. But since I know some will ask… yes, there is an option to disable Shot Aiming if you really want to go back to last year’s controls.


On the shooting animation side, you can expect a plethora of new shot types, including Harden’s unique 1-foot running fadeaway. And a quick note for all the Park players… we’ve added over 40 new Park Jump Shot Landings for you to show off with when you hit from outside.

On the defensive end, you can expect a much stronger presence from bigs in the paint. Block targeting has been improved so it will be easier to send weak shots back and we’ve loaded up more coverage for contact in the paint to slow down overpowered moves like last year’s hop step layup.


Motion Styles

Last year we introduced signature dribble styles, which gave Magic Johnson his unique upcourt waddle, Steve Nash’s finger licks, and much more. This upgrade has now made its way onto the defensive end with signature defensive motion styles. Here’s the list of players you can model your player’s movement after: Russell Westbrook, Giannis Antetokounmpo, LeBron James, Kawhi Leonard, Pat Beverley, Andre Iguodala, and Draymond Green. In addition to this, movement has undergone several refinements, both with the ball and without, to provide a more consistent and responsive feel on the sticks.


Badges

Seemed like everybody was a big fan of how we redesigned the badge system last year with the ability to swap badges in and out as you upgrade. That’s returning for NBA 2K21. Throughout the life of NBA 2K20, we collected telemetry data that gave us a detailed breakdown of what badges people were equipping for certain build types, and which ones weren’t being used as much. This was very useful in helping us redesign and tune the badges for NBA 2K21. I think you’ll find that more badges will have merit and fight for a spot in your badge loadout, giving you more effective tools to take over games in a more varied fashion. And here’s some good news that I know the community will appreciate. We removed Quick Draw and put release speed back into the Jump Shot Creator. So that’s one thing you won’t have to waste your precious badge points on.


Closing Thoughts

As always, I want to give a huge shout out to all the gameplay engineers and producers, as well as the talented team at VC South, who worked (and are still working) tirelessly to deliver the best basketball game to date. The current gen versions of NBA 2K21 are a great step forward for virtual hoops, and stay tuned in the coming months for all the goodies we have in store for you on the next gen platforms. The future is very bright for 2K fans, and you won’t want to miss what we’re cooking up for you! But until then, thanks so much to all of you for your ongoing support and feedback year in and year out. NBA 2K has always been a collaboration between the most passionate fans and dedicated developers in the industry, and we couldn’t do what we do without you! Stay safe and healthy, and we’ll see you in the virtual streets!

Mike Wang (@Beluba), NBA 2K Gameplay Director

Projection: First Light Shines on PC, Consoles 29 Sept. 2020

Projection: First Light Shines on PC, Consoles 29 Sept. 2020 

SYDNEY – 13 Aug. 2020 Projection: First Light, the illumination manipulation puzzle-platformer from publisher Blowfish Studios and developers Shadowplay Studios and Sweaty Chair Studio, brings the art of shadow puppetry to Nintendo Switch, PlayStation 4, Xbox One, and Steam on 29 Sept. 2020.

Guide Greta on her journey to self-enlightenment as she explores breathtaking locations, including China, Victorian England, Turkey, Indonesia, and more. Harness Greta’s light-manipulating ability to travel through this world while learning about each culture’s powerful connection to this ancient artform.

Illuminate the path forward to see the world in a new light. Build platforms from shadows so Greta can overcome obstacles and navigate through ornate environments. Bend light and shadows to discover creative solutions to puzzles and uncover alternate pathways.

Absorb the dazzling details of the places Greta visits, each meticulously designed to recreate the distinct shadow puppetry of the region and era. Encounter legendary heroes from the various cultures and lean on their powerful auras to face off against mythological creatures and learn more about Greta’s newfound light-bending powers.

Developer Shadowplay Studios consulted with famed Australian shadow puppeteer and historian Richard Bradshaw to ensure every aspect of Projection: First Light is presented accurately with the utmost respect to the nations featured within the game. Accompanied by ethereal music performed by period-authentic instruments, the word of Projection: First Light stands as an interactive showcase of shadow puppetry throughout the ages.

Projection: First Light brings the art of shadow puppetry to life,” said Michael Chu, founder, Shadowplay Studios. “We can’t wait to share Greta’s coming-of-age journey with everyone when the game arrives on PC and consoles this September.”

Projection: First Light comes to Nintendo Switch, PlayStation 4, Xbox One, and Steam for PC on 29 Sept. 2020 for $17.99 USD / $£15.99 / $24.99 AUD. It features English, French, Italian, German, Spanish, Portuguese, Dutch, Russian, Japanese, Korean, Chinese (Simplified and Traditional), Arabic, and Turkish language support. The game is available via the Apple Arcade subscription service and is also currently playable via free demos on both Steam and Xbox One.

To learn more, please visit the official site and join the community on Twitter and Facebook.

About Blowfish Studios

Blowfish Studios is an award-winning independent game developer and publisher based in Sydney, Australia. We strive to release original multi-platform games, while also collaborating with developers from around the world. As developers first, we bring a wealth of knowledge and expertise to any partnership. Our team provides development services to get the game release ready, porting to all major platforms, platform approval, marketing and promotion to the world.

To learn more about Blowfish Studios, please visit the team’s website.

About Shadowplay Studios

Shadowplay Studios is a small indie games team based in Australia. Their aim is to create games with innovative mechanics and unique experiences. To learn more about Shadowplay Studios, please visit their Twitter page.

About Sweaty Chair Studio

Sweaty Chair Studio was founded in 2013 by a group of passionate and creative people. With the aim to create innovative, unique, and fun mobile games. We came from various specialized fields such as digital arts, game design, and web development. We are also on the lookout for fresh graduates and interns who majors in game development and digital media to join our growing family. To learn more about Sweaty Chair Studio, please visit their official website.

Six-Player Food Fighting Party Game Boomerang Fu Available Now on Switch, Xbox, PC

Six-Player Food Fighting Party Game Boomerang Fu Available Now on Switch, Xbox, PC

SYDNEY — 13 August 2020 — Boomerang Fu, the frantic boomerang brawler starring adorable yet lethal food creatures from Cranky Watermelon, throws down on Nintendo Switch™, Xbox One and PC today.

Fight as tasty food wielding deadly boomerangs. Choose from 12 selectable superfoods like the delectable Donut and silly Sushi. Slice and dice as menacing morsels in hilarious one-hit one-kill combat where each round means a new level, keeping the party going. Learn the surprisingly simple controls in seconds, then master the art of the boomerang with advanced tricks and precision throws.

Snack attack across 30+ reactive arenas including cloudy temples, mountaintops dotted with portals, and storm-lit fields where the flash of lightning exposes foes. Dash out of danger and take advantage of the environment: sneak up on opponents by hiding under tall grass, smash them with lever-operated traps, and even chuck boomerangs through portals. Add power-ups to the mix and matches start to get really crazy.

Power-ups persist between rounds, so stack up to three of them to really stomp foes into puree. Scour the field for ridiculous power-ups such as multi-boomerangs, ice boomerangs, disguises and much more. Go on the offensive by combining the Exploding and Multi power-ups for sweeping, destructive explosions, or mix Dash Through Walls with Teleport Boomerang to have complete mastery of the map.

Launch introduces three game modes: Team Deathmatch, Free for All, and Golden Boomerang. Make friends out of food in Team Deathmatch, haphazardly hurl boomerangs in all directions in Free for All, or try to hold onto the Golden Boomerang for as long as possible while every other player tries to pry it from your cold, delicious hands.

Boomerang Fu’s light-hearted battles have room for up to six players locally on Nintendo Switch, Xbox One and PC. PC players can take advantage of Steam Remote Play for epic food fights against friends across the world. Practice against devious CPU opponents, or use them to help fill out teams. Their adjustable difficulty levels make it easy to set up nail-biting matches or casual skirmishes.

“Part food fight, part Hong Kong action cinema, Boomerang Fu takes a cute concept and makes it fun for endless hours,” said Paul Kopetko, founder of Cranky Watermelon. “Your parents probably told you not to play with your food, but now I’m very much encouraging you to do so.”

Boomerang Fu is available now on Nintendo Switch, Xbox One and PC via Steam in English, Simplified Chinese, Japanese, Korean, German, French, Spanish and Italian for $14.99 USD. Play locally with up to six players, or use Steam Remote Play Together on PC to play online (experience may vary based on connection and network quality). For more information, please visit the official website and follow Cranky Watermelon on Twitter.

About Cranky Watermelon

Helmed by Paul Kopetko, Cranky Watermelon is a tiny indie studio with credits on Rodeo Stampede, Crash of Cars and Skiing Yeti Mountain, with art direction by Julian Wilton from The Adventure Pals. Joined by his friends in the Australian indie community, Paul hopes Boomerang Fu can help people connect in a time where we’re apart. 

For more information on Cranky Watermelon, please visit their official website.

Fight for the Interns in 3 out of 10’s Second Episode, Out Now for Free on Epic Games Store

Fight for the Interns in 3 out of 10’s Second Episode, Out Now for Free on Epic Games Store

Free Episodes of Playable Sitcom Releasing Every Week

BOSTON, MA — 13 August 2020 — 3 out of 10, the episodic playable sitcom about life at the world’s worst game development studio, goes back to school today with Episode 2 – “Foundation 101” exclusively on the Epic Games Store for PC. Debuting every Thursday through 3 September, all of Season One’s five episodes will be free.

The ragtag crew at Shovelworks Studios just wants to finally earn a score higher than 3 out of 10, but conspiratorial plots, exploding animators, and definitely not-ex-military sentry robots always seem to stand in their way. This week, the studio receives a fresh “shipment” of interns (in pet crates) from the local game dev college, and Midge decides she’s had enough! Join the crew as they attempt to return the interns to *deep breath* the Center of the Institute to the Academy of the Higher University of Games (CIAHUG), where a nefarious plot unfurls.

Will the team solve the mystery awaiting them at CIAHUG? (Maybe!) By returning to school, will they learn new ways to better themselves? (Definitely not!)

3 out of 10’s loving satire of the industry continues with brand new mini-games. Race through the streets en route to campus, dodging obstacles while trying not to get Wasted. Quickly swap between group formations to dodge the missiles of robot security officers recruiting agents. As a hapless intern, prepare for your game dev career by combining two mechanics just made for each other: uncontrollable bounce physics and stealth!

Through the power of writing at 3 AM and the voice talents of willing participants like Felecia Angelle (My Hero Academia, Borderlands 3), Heather Masters (The World Next Door, MOTHERGUNSHIP), Andy Mack (Dying Light 2, Smite), and EP 2 guest star D.B. Cooper (World of Warcraft, BioShock 2), 3 out of 10 brings a lovable cast of misfits to life and pays homage to the ridiculous business of making games.

“Nobody was really asking for a half-game, half-show experiment released weekly for free, but what if I told you this whole thing was ACTUALLY a cake?” said Joe Mirabello, creative director for Terrible Posture Games. “Well, it isn’t. (¬‿¬) But play it anyway.”

For more on the characters and irreverent world of 3 out of 10, hang out with Terrible Posture Games on Twitter, Facebook, Discord, and the official website.

About Terrible Posture Games

Terrible Posture Games is an independent studio founded by veterans of game development on the idea that great talent is global, so studios should be completely remote. Responsible for the creation of Tower of Guns and co-development of MOTHERGUNSHIP, the studio aims to be a compassionate place for developers to grow and make fun things.