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Deliver Us The Moon Review

Deliver Us The Moon

Developer: KeokeN Interactive
Publisher: Wired Productions
Platforms: Xbox One (Reviewed), PC, PlayStation 4, Switch (Coming Soon)
Release Date: Available Now
Price: $24.99 – Available Here

Overview

Stepping foot on the moon back in 1969 was seen as perhaps one of the biggest steps for mankind and all these years later we may know more about space than before but have never once returned to the moon. Though what if the moon ended up being the only way for humanity to possibly survive? That is the question poised by developer KeokeN Interactive and one that rings rather close to home despite advances made in recent years. So with Deliver Us The Moon now arriving on consoles, is this exploration game worth your time?

Story

Set in the not too distant future the world has come together to deal with a climate crisis unlike anything the world has seen before on top of dwindling resources to keep those who are surviving alive. With dust storms sweeping the planet and over a third of the surface already transformed into a desert, the World Space Agency managed to use what few resources were left to colonize the moon in 2032 and locate a powerful energy source, the Helium-3 isotope. Through the use of a newly invented Microwave Power Transmission system the energy could be beamed back down to Earth for humanity to once again thrive.

For some time this seemed like a fine solution until the MPT suddenly went dark in 2054 leaving Earth with no hope left for the future as no communication could be made with those that operated the facility. While most of humanity gave up hope, a small group of scientists managed to scavenge enough resources over the course of five years to make one last desperate chance for the moon with a single person vessel in an attempt to not only find out what happened but once again, deliver the moon’s power to the people. 

Deliver Us The Moon quickly drives home how desperate the situation is on Earth and how humanity is basically doomed should the player fail to accomplish their mission. Most of the story is presented through audio logs, hologram recordings, and notes located on terminals that players will need to find in the environment, allowing for some fascinating storytelling where only small pieces of the story are actually told in real time and most of what is discovered are bits and pieces of the past that unveil the fate of the station and those who resided onboard. There are certain collectibles that are unmissable to make sure that players are able to keep up with the story beats but exploration is key to really enjoy most of what the game has to offer as the extra collectibles provide extra context and depth to most events. 

That being said, while Deliver Us The Moon starts out rather strongly it does end up losing steam as the game progresses through its fairly short length, running only a bit over four hours even when tracking down collectibles. This is primarily due to the fact that the main story does end up becoming a little predictable after the halfway point and also ends rather abruptly, though at least the tension of exploring a nearly destroyed station and carrying the fate of humanity remains true all the way through to the ending.

Gameplay

In many ways Deliver Us The Moon keeps players on their toes a bit when it comes to how the game will be played as the title regularly switches things up on players by having them play in third person, first person, in zero gravity, or even exploring the surface of the moon depending on the situation. Exploration is pretty much the key focus since, as mentioned before, most of the game’s storyline and extra content comes in the form of clues in the environment and collectibles scattered around. Navigating through zero gravity does make for some of the best moments of the game, since normal walking can be a bit floaty at times, and not due to low gravity.

There are a fair number of puzzles that players will need to solve to advance past various roadblocks and while a few of them are as simple as tracking down a code on a piece of paper, there are some more involved puzzles with some fun solutions though none of them are too challenging so those looking for some difficult puzzles will be a bit disappointed here. It is also worth noting that there are more than a few action sequences here and there that make use of both quick time events and placing players on a timer or face a game over so the developers have made sure to provide a great mix here that really drives home the unpredictability of space, especially since the space station itself is nearly falling apart.

Another plus happens to be the slow deliverance of additional gameplay elements in the form of new tools. These range from a cutting laser to a robotic companion that can be sent through vents or used to examine things the player cannot reach. That being said, although exploration can reveal more about the history of what happened on the station, there really is no variety here for players to enjoy. Instead the game features a very linear path paired with a short run time which can be a bit disappointing especially since it is clear that there is more to the story. 

It is also worth noting that the game does from some rather rough performance drops regularly throughout most chapters. This is especially true when it comes to dealing with various particle effects that can slow the game down to a crawl and while Deliver Us The Moon does feature a fairly generous checkpoint system in case of death that take a while to load, most autosaves bring the game to a temporary halt which is more than a little distracting.

Visuals & Audio

There are a lot of ways to tackle the vacuum of space and the wonders that can be seen beyond the atmosphere and the developers have done a great job depicting not only the vastness of space while staring out into the sky or while outside of the safety of a station but also the functionally sterile but worn down aspect of the stations. One must also applaud how well objects react when bumped into or used in zero gravity.

The voice work present through radio transmissions as well as collectibles is handled quite well and can do a great job of piercing through the eerie quietness and atmospheric sounds that exist on moon and the station itself.  

Overall

Deliver Us The Moon Manages to deliver an enticing adventure involving a mystery in space with the human race’s fate hanging in the balance. With a solid variety of puzzles and some impressive visuals to witness while exploring, Deliver Us The Moon keeps players active with something new every chapter in what ends up becoming a worthwhile adventure that is a bit rough around the edges and unfortunately is rather short in length.

Capsule Computers review guidelines can be found here.

MicroProse is Back!

MicroProse is Back!

Hunter Valley, Australia, 5th May 2020: MicroProse is back.

This would probably be enough to send shivers down the spine of every strategy and simulation gamer out there. MicroProse has always been about the games, and this announcement is intended to show everybody how we intend to take the market by the storm with original and high-quality games in the strategy and simulation genres.

We are proud to announce three new games that are in development right now and on Steam.

This is only the beginning, though. Other announcements will follow soon as our line-up is constantly growing, together with our ambitious plans. Enough with bragging, let’s get to the games!

Sea Power – Developer: Triassic Games

Brought to you by the lead designer of Cold Waters, Sea Power lets you control NATO and Warsaw Pact forces in a modern naval conflict.

Whether it’s gunning it out with Boghammars in a surface duel, fighting off aerial attackers armed with long-range missiles, or hunting for enemy submarines with aircraft and surface ships, advanced weaponry and sensors are at your disposal.

Can you successfully hide your forces while detecting and tracking theirs? It is up to you to play an advanced game of cat and mouse on the high seas, to seize the initiative and attack with the advantage of surprise on your side. And at all times, you have to observe rules of engagement and take care not to cause an unnecessary incident that could lead to escalation. After all, you cannot really be sure just who that radar contact at 30.000 feet is, can you?

Second Front – Developer: Hexdraw

Second Front is the tactical WWII game that genre enthusiasts always wanted and never really got. Sporting a full-fledged 3D engine and an easy to use user interface, the game is easy to play but hard to master.

Playing a tactical game that is deeper than your average X-Com clone, with a competent AI and a powerful editor to create scenarios and campaigns has been the dream of tactical players for long.

Second Front comes with multiple campaigns covering different fronts of World War II and sporting German, American and Russian units. Scenarios are fought in a 60 turns battle cycle, from morning to night. Fight and rest or push your troops to the limit and press the attack. These are not set-pieces scripted battles but continuous emergent skirmishes with persistent loss, fatigue, and experience.

Task Force Admiral – Developer: Drydock Dreams Games

Task Force Admiral Vol.1: American Carrier Battles is a single-player experience centred on the command of an early Pacific War US Navy carrier task force.

As the overall commander, you are in charge of seeking the destruction of the enemy naval forces and preventing your opponent, the Japanese Navy, from accomplishing its objectives. To achieve your aims, you have at your disposal the most fearsome sea projection weapon known to Man in 1942: your carrier air groups and the task forces that support them.

Forget about the limitations of the past and let the best of wargaming and simulation blend and blossom together in this new take on command at sea! Re-live the great battles of the first year of the Pacific War as if you were there yourself. In here there is no dice roll, no artificial skill-tree, no arbitrary stats, selective fog of war or supernatural crystal-clear communications. It is real-time crisis management for you, realism and historicity without concession, as little abstraction as can be, and loads of action, suspense and refreshing gameplay packed in the same single computer software.

About MicroProse

Founded in 1982,  is a world-famous simulation software company, known for developing groundbreaking, classics and cult titles like, the Falcon, F15 Strike Eagle, Silent Service, Gunship, Grand Prix, Civilization, B-17 The Mighty Eighth and X-COM series and many more simulation products, that sold millions of copies each at retail. Today, MicroProse is not only remaking select classics from its past but also paving the road to next-generation, state of the art games that will create the memories and experiences of the demanding new generations of gamers.

Star Wars Jedi: Fallen Order Adds Mediation Training, New Journey+ and more

Star Wars Jedi: Fallen Order Adds Mediation Training, New Journey+ and more

EA and Respawn Entertainment have released a free content update for Star Wars Jedi: Fallen Order, giving players the opportunity to take on new challenges in a brand-new game mode, the ability to replay the story with all previously acquired collectibles, collect new cosmetics for Cal and BD-1, and more!

The largest part of this update is a brand-new gameplay hub known as Meditation Training. A new game mode hub that can be accessed from the Meditation points found throughout the game, it allows players to enter Combat Challenges that pit Cal against waves of enemies and bosses.

Meditation Training also introduces the Battle Grid—a sandbox for players to create their own encounters. In it, players will be able to select a location, the size of the encounter they want to face, tinker with various difficulty modifiers, and will even feature some especially unique enemies.

The aforementioned Meditation Training modes are unlocked when players complete their first Jedi journey through the story and begin again with a new mode titled New Journey +, which allows players to restart the story with all previously unlocked cosmetic collectibles. Diving into New Journey+ will also unlock some unique cosmetics, including the Inquisitor uniform and matching red lightsaber crystals. Players will also find some new cosmetic parts to trick out their lightsaber, as well as skins for BD-1 that can be earned by completing Combat Challenges found in Meditation Training.

Respawn has also included a host of highly requested accessibility changes including text size scaling options, skippable quick-time events, and toggles to simplify interacting with objects and traversing the world.

Be sure to check out the full blog post detailing the update here.

Please let us know if there are any questions, and if there is anything we can do to assist in your coverage of the new content.

May the Force be with you!

Conquer Extraordinary Worlds in Souls-like Moonray on Steam Early Access in July

Conquer Extraordinary Worlds in Souls-like Moonray on Steam Early Access in July

Olympia, Washington — May 4, 2020 — Moonray, the Souls-like hack-and-slash set on surreal planets from developer Everything is Full of Gods, begins its journey on Steam Early Access starting Thursday, July 2, 2020. The intergalactic adventure arrives on next-generation hardware at a later date.

Awaken as a golem created by a godlike being and destroy the deadly cult seeking her demise. Slay the dangerous denizens of the Salvador Dali-inspired world of It-Ao, brought to life with gorgeous AAA-quality shaders and techniques pushing the limits of PC hardware. The abstract wasteland pulses, synchronizing with the rhythm of a cinematic electronic soundtrack and creating a menacing, hypnotic atmosphere. 

Moonray’s combat quickly shifts from simple beginnings to tense showdowns. Weave light and heavy melee attacks with Hyperblaster shots while dodging and parrying blows to wear down and triumph over the opposition. Slay enemies to earn materials spent at resting points known as Beams of Light to upgrade health, stamina, and healing abilities. 

Early Access features several hours of gameplay among desert vistas, with forest worlds set to appear in the 10-15 hour campaign debuting in version 1.0. Updates in the near future will include powerful weapons to find and upgrade, new offensive and defensive abilities to turn the tide, and massive new biomes full of mysteries to uncover. 

Moonray’s debut on Early Access gives us the chance to both iterate on existing systems and shape an unconventional universe,” said Rodrigo Etcheto, founder, Everything is Full of Gods. “While we have a clear vision for a one-of-a-kind sci-fi action game, the fresh perspectives and feedback gained from Early Access will shape the future of Moonray and provide the best possible experience when the console communities join at 1.0.”

Moonray releases on Steam Early Access for $9.99, with further price increases planned as development continues until a planned release of Summer 2021. The game debuts with support for English language text and voice acting, with future support for Spanish, French, Dutch and German.

For more information, visit the official Moonray website, like the game on Facebook, and follow Moonray on Twitter and Instagram.

About Everything is Full of Gods

Founded by Rodrigo Etcheto, a student of philosophy, mathematics, and photography, Everything is Full of Gods represents the artistic output of Etcheto and a team of international collaborators trying to create games with a singular sense of beauty. Named after a quote attributed to Thales by the philosopher Aristotle, the studio believes that everything is alive, and creates art to represent that vision, combining the power that comes from an artist’s singular vision with the benefits of the many ideas that a team can bring to the table.

Alfa Romeo Racing ORLEN esports stars competing on all fronts

Alfa Romeo Racing ORLEN esports stars competing on all fronts

Hinwil, 4 May 2020 – Alfa Romeo Racing ORLEN unleashed an unprecedented amount of star power on the weekend’s esports competitions, with top drivers competing in the Formula One Virtual Grand Prix, the Esports Pro Exhibition race and the Veloce Not the GP Series.

Formula One racer Antonio Giovinazzi, F2 podium finisher Juan Manuel Correa, Real Madrid goalkeeper Thibaut Courtois and esports specialists Daniel Bereznay and Bardia Boroumand flew the team’s colours with pride, bringing home a best result of P4 (Bereznay, Pro Exhibition race) on a weekend that should have rewarded the team’s efforts with more.

Antonio saw another set of good results vanish due to technical problems, with the network connection failing him on the grid of the first Not the GP series and when fighting for the lead in the second; his luck was not better on Sunday, in the F1 Virtual Grand Prix, when he was forced to leave the race while in the top positions, with a possible podium finish on the cards. It was a disappointing end to a strong weekend for the Italian, who is gaining confidence and pace in his esports efforts, and who would have deserved more.

His team-mates in the two events, Thibaut and Juan Manuel, were left to uphold the team’s honour and did so in professional fashion. The Belgian shot-stopper showed his hands are equally at ease on a steering wheel as they are in his gloves, claiming two top-ten finishes on Saturday; while Correa battled his way to P14 on Sunday, after a race-long battle with rally and rallycross legend, Petter Solberg.

In the Pro Exhibition race, poleman Bereznay, clearly the fastest man on track in the dry, had his race compromised by a technical glitch at the start but was able to recover to finish in fourth, ahead of debutant Bardia Boroumand, a creditable P8 in his first appearance for the team.

The team will return to action next weekend for the Virtual Spanish Grand Prix, the Pro Exhibition race and the Not the GP series.
 
Antonio Giovinazzi (DNS/DNF, Not the GP; DNF, Virtual GP): “It’s extremely disappointing to have another weekend ruined by technical issues. Both on Saturday and on Sunday, I felt I was on for some really positive results, but in the end we had them taken away from us. It’s a shame, as a team we practiced so much but it was all in vain.”
 
Juan Manuel Correa (P14, Virtual GP): “It was a really fun race, with battles from the beginning to the end. I had a really good start and made up some places at the start: I was running as high as P9. After the stops, I just tried to maintain my pace but I had some really interesting battles, in particular with Petter Solberg. We kept finding each other on track and in the end it got a bit heated, but it was a cool fight. I feel I am getting more and more comfortable with this platform the more I practice on it, but the guys at the front are incredibly quick so I need to keep working hard.”
 
Thibaut Courtois (P6/P10, Not the GP): “I really enjoyed my races this weekend. I had a very good first race with P6, after spending most of the event in fourth. The second race was harder because of the reversed grid, and being hit and getting wing damage on the first corner didn’t help. I still managed to go from P17 to P10 and I was just behind two more cars. It was a really nice experience and I was proud to be racing for Alfa Romeo Racing ORLEN.”
 
Daniel Bereznay (P4, Pro Exhibition race): “I was really happy with my raw pace, which I was able to show in qualifying. I got pole by more than a tenth, which is a huge gap in such a field, on a short track and in the dry. I had a few issues at the start which cost me two places, and in the rain it was really hard to make up lost ground. My pit stop was a bit slow, so in the end I finished in P4. It is frustrating, given how quick we were, but I know I couldn’t have done anything better today”.
 
Bardia Boroumand (P8, Pro Exhibition race): “Racing at this level was insane, it was a great experience and I am grateful for this opportunity the team gave me. I feel I could have been higher up in qualifying, but I was blocked in my fastest lap and that cost me a tenth. In such a competitive field, that makes a big difference. The race was quite good, although it was very hard to overtake in the rain. I chose a good strategy and pitted at the right time. I made up places until I was P6, but I sustained some damage passing a car that was still on wet tyres and in the end that cost me two places. I am not really happy with my end result, but that’s all experience that will make me stronger for the next races.”

About Sauber Group of Companies:
The Sauber Group of Companies is composed of three operational entities: Sauber Motorsport AG, which operates and manages the Alfa Romeo Racing ORLEN Formula One team; Sauber Engineering AG, which focuses on prototype development and additive manufacturing; and Sauber Aerodynamik AG, which conducts full and model-scale testing in the factory’s state-of-the-art wind tunnel and creates ground-breaking innovations in the field of aerodynamics. The companies collaborate closely and share know-how to apply the expertise of more than 500 dedicated individuals at the headquarter in Hinwil, Switzerland, to all internal and external projects. Since its founding in 1970, the passion for racing has been at the heart of Sauber.

For over 45 years, the innovative Swiss company has been setting standards in the design, development and construction of race cars for various championship series, such as Formula One, DTM, and WEC. Following its own Formula One debut in 1993, Sauber Motorsport AG has established one of the few traditional and privately held teams in the sport. After 25 years of competition in Formula One, the company launched a long-term partnership with Alfa Romeo in 2018 and enters the 2020 championship under the new team name Alfa Romeo Racing ORLEN.

New Update for Baron: Fur is Gonna Fly Takes Off on All Platforms Today

New Update for Baron: Fur is Gonna Fly Takes Off on All Platforms Today

Four Additional Game Modes, New Price and Soundtrack Now Available

PERTH, AUSTRALIA – May 4, 2020 – Baron: Fur is Gonna Fly, the aerial party showdown from Dogmelon Games, takes to the skies with four additional game modes available now on Xbox One and Steam for PC, with the update soaring onto Nintendo Switch May 14. Rookie pilots can join the squadron at a permanently reduced price.

Go snout to snout with up to eight friends in the brand new Paint, King, Capture the Cow and Souvenir modes. Baron’s anthropomorphic dog fighting battles now come with a new difficulty level for bots and a number of quality of life fixes, all at a reduced price of 14.99 USD / 14.99 EUR. 

Create a chaotic aerial masterpiece in Paint mode, with teams going head to head covering the arena in their colors. Longevity is the key to victory as pilots create more paint the longer they stay afloat. 

In King mode, pilots work together to take down the monarch as they rack up points. The animal who shoots down the sultan becomes the next monarch of the skies, ensuing chaos as the King gets access to special weapons which randomize with each use.

Bovine will fly in Capture the Cow, as pilots race to claim a cow randomly appearing around the map. The longer a plane carries the cow, the more points the flyer gets, but without the ability to shoot or dodge, cow carrying pilots must unleash all the aerial tricks at their disposal to win.

Souvenir mode has planes drop coins whenever they meet an untimely demise, meaning flyers don’t need to be sharp shooters to win. Anyone can swoop in, pick up coins, and claim victory if they keep their eyes peeled.

“After last month’s take off of Baron, our fans told us they loved the game but wanted more ridiculous ways to rule the skies,” said Anthony Wiese, Co-Developer of Dogmelon Games. “We now have eight different ways to engage in aerial hijinks, from extra strategy for those who want a challenge, and more more ways to be a top pilot with added accessibility in new modes.”

Soar back to the early 20th century with Baron’s whimsical original soundtrack, now available for $10 via iTunes. The soundtrack will also be available for free to anyone who has previously purchased a copy of Baron on any platform, veteran pilots can visit the Baron website to secure their copy. With a song for each of the eight anthropomorphic characters, victors can let their favorite theme ring out anytime.

Baron: Fur is Gonna Fly supports English, Chinese and Japanese for Steam, with more to be added.

For more information follow Dogmelon you can visit the official website and follow them on Facebook and Twitter.

About Dogmelon

Perth-based indie studio Dogmelon consists of two veteran game developers with more than 20 years of experience. Fun has been at the centre of everything they create, alongside making family-friendly games that are accessible for all players. Baron is their first foray into an action packed multiplayer title, and a step on their journey to make games that connect people.

To learn more about Dogmelon visit their official website.

Close to the Sun launches tomorrow on Steam and GOG

Close to the Sun launches tomorrow on Steam and GOG

Wired Productions and Storm in a Teacup’s critically acclaimed high-seas horror adventure steams ahead on the world’s largest PC digital distribution platforms

Watford, UK – May 4th, 2020 –– Award-winning global publisher, Wired Productions and leading Italian game studio, Storm in a Teacup, today announced that first-person horror adventure, Close to the Sun, will be available to purchase and play on two of the world’s most popular PC digital distribution platforms, May 5th 2020.

Close to the Sun will be available on the Steam store from £11.99 / €14.90 / $14.90, with 25% savings for the first week of sale. Post launch, the price will be £15.99 / €19.99 / $19.99.  Players can also get hold of the game at the GOG store for the same discounted price, as well being able to pick up a copy of the game from all good Etailers. Check out the launch trailer here

For those looking for little more bang for the buck, a new Digital Deluxe version, which launches alongside the standard digital edition, and comes with $10-worth of additional content (soundtrack and digital art book), can be purchased for £19.99 / €24.99 and $24.99 respectively.

“We’re excited to finally bring Storm in a Teacup’s shocking first-person adventure to Steam and GOG,” said Leo Zullo, Managing Director at Wired Productions. “Close to the Sun contains all the ingredients that aficionados of horror games crave: an original setting with beautifully-rendered environments, atmosphere by the bucket-load, a strong narrative and moments that will make you jump out of your skin.”

Carlo Ivo Alimo Bianchi, CEO & Founder, Storm in a Teacup, added: “Close to the Sun is a special game for Storm in a Teacup; the Helios and its secrets have already captivated the interest of many players around the world, yet so many were waiting for it to get on Steam and GOG. Well, here it is! Everybody get on board, help Rose to find her sister, unveil the truth and survive the horrors that are hidden in the belly of the gigantic ship built by Nikola Tesla. We truly hope you’re going to like the trip!”

Grounded in an alternative 19th Century where famed inventor and futurist Nikola Tesla was able to fulfil his shocking potential, Close to the Sun – which uses the raw power of the Unreal® Engine 4 – sees players step onto the Helios – a colossal vessel built for scientific research, steeped in horror and mystery. As the heroine, Rose, players find themselves walking the massive area looking for their lost sister on the majestic, yet mysterious ship created by Tesla. Where is Ada and what happened? Grand halls stand empty. The stench of rotting flesh lingers in the air. Silence. A single word is painted across the entrance… QUARANTINE!

Published by Wired Productions and developed by Storm in a Teacup, the game is also available on PC via Epic Games Store, in addition to PS4, Xbox One and Nintendo Switch. Close to the Sun is rated “T for Teen” by the ESRB.

To purchase the Collector’s Edition, visit http://wiredproductions.com/close-to-the-sun-collectors. For more information, visit http://www.closetothesungame.com/ or follow the game now to receive future updates on Facebook https://www.facebook.com/closetothesungame.

*Regional pricing may vary.

ABOUT WIRED PRODUCTIONS
Wired Productions is an award-winning video games publisher based in Watford, UK. Founded in 2008 and shortlisted by MCV for Indie Publisher of the Year in both 2018 and 2019, Wired has produced and published award-winning titles across all major platforms. Bringing games to market in both physical and digital media, the company has made notable launches to date including Deliver Us The Moon, Close to the Sun, GRIP: Combat Racing, Victor Vran: Overkill Edition, Max: The Curse of Brotherhood, Shaq Fu: A Legend Reborn and The Town of Light. #GETWired reflects the active and ever-growing number of fans and consumers who support us.

For more information, or to join the Wired community, please visit:
wired.gg | facebook.com/WiredPro | twitter.com/Wiredp | youtube.com/wiredproductionsltd | discord.gg/wiredp | instagram.com/wired_productions_games

ABOUT STORM IN A TEACUP
Storm in a Teacup was created by industry veteran Carlo Ivo Alimo Bianchi in 2013, to develop only the finest experiences in video game industry. With a unique art style and a skilled international team, STC has published three titles in two years, available on Xbox One/PS4, PC Steam and also experimented in VR. Its mission is to tell you stories. To create experiences; to make videogames that propagates the best of “Made in Italy” across the world.

Follow us on Facebook https://www.facebook.com/stcware/ Twitter https://twitter.com/stcware

Close to the Sun uses the Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere. and “Unreal® Engine, Copyright 1998 – 2019, Epic Games, Inc. All rights reserved.

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ACTIVISION BLIZZARD SUPPORTS VETERANS DURING NATIONAL MILITARY APPRECIATION MONTH WITH DONATION AND #CODEFEARLESSCHALLENGE

ACTIVISION BLIZZARD SUPPORTS VETERANS DURING NATIONAL MILITARY APPRECIATION MONTH WITH DONATION AND #CODEFEARLESSCHALLENGE

Activision Blizzard Donates $2 Million to the Call of Duty Endowment, Helping Place Thousands of Veterans into High-Quality Jobs During These Trying Times

New “Fearless” In-Game Content Pack for Call of Duty®: Modern Warfare® and Call of Duty: Warzone Launches This Month With 100% of Proceeds Going to the Call of Duty Endowment

SANTA MONICA, Calif. — May 1, 2020 — Activision Blizzard today announced that it has donated $2 million to the Call of Duty Endowment to help fund emerging veteran employment needs. The donation helps kick off the company’s celebration of National Military Appreciation Month through the #CODEFearlessChallenge, a social media campaign that calls for followers to post a photo or name of a veteran or current member of the military to honor their service and sacrifice.

“Military veterans need our support more than ever,” said Bobby Kotick, Co-Chairman of the Call of Duty Endowment. “With unemployment rates at all-time highs, we know from past experience that veterans will be far more affected than ordinary citizens. With this donation to the Call of Duty Endowment, we hope to find jobs for at least 4,000 veterans.”

The #CODEFearlessChallenge coincides with a series of events in May supporting the Call of Duty Endowment. Later this month, a brand-new downloadable content pack will launch for Call of Duty: Modern Warfare and Call of Duty: Warzone called the Call of Duty Endowment (C.O.D.E.) Fearless Pack, with one hundred percent of Activision’s proceeds from the pack going to the Endowment’s efforts to place veterans into high-quality jobs.

In the last month alone, the Endowment has seen an unprecedented increase in requests from veterans seeking employment assistance from its grantee charities—a more than 50% increase over the same period last year. Activision Blizzard’s $2 million donation, as well as other funds raised through #CODEFearlessChallenge, will go directly to the Endowment’s grantee charities to meet this heightened demand. Additionally, Humble Bundle is running a two-week promotion with the Call of Duty Endowment as the charity of choice. Titled: Humble Sierra the 3rd Bundle, this promotion will run starting on May 5 to May 19.

“We’ve seen a huge increase in veterans asking our partners for assistance since the start of the COVID-19 pandemic,” said Dan Goldenberg, executive director of the Call of Duty Endowment. “We’ve been committed to helping veterans find meaningful employment for over 10 years, but we’ve never seen anything like this. Veterans will need our help more than ever, and through Activision Blizzard’s donation and support from the gaming community, we’re well positioned to provide that help.”

The Call of Duty Endowment has funded the placement of more than 69,000 vets in meaningful employment since its inception and aims to place 100,000 veterans in meaningful jobs by 2024. The Endowment’s 2019 cost to place a veteran was $499 – providing meaningful employment at 1/6 the cost of US Department of Labor efforts. Nationally, American veterans make an average salary of $49,945, while those placed through the Endowment’s grantees, with their focus on high-quality placements, made an average of $60,750, or 21% more.

To help get veterans back to work, please visit: www.callofdutyendowment.org/help.

About the Call of Duty Endowment

The Call of Duty Endowment is a non-profit organization co-founded by Bobby Kotick, CEO of Activision Blizzard. The Endowment seeks to help veterans find high-quality careers by supporting groups that prepare them for the job market and by raising awareness of the value vets bring to the workplace. For more information about the Call of Duty Endowment, please visit www.callofdutyendowment.org.

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Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Activision Publishing’s expectations, plans, intentions or strategies regarding the future, including statements about the expected availability, and features of the Call of Duty Endowment Fearless Pack, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Activision Publishing’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Activision Publishing and Activision Blizzard as of the date of this release, and neither Activision Publishing nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Activision Publishing or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

ACTIVISION, CALL OF DUTY and MODERN WARFARE are trademarks of Activision Publishing, Inc. All other trademarks and trade names are the properties of their respective owners.

Treachery in Beatdown City Review

Treachery in Beatdown City

Developer: Nuchallenger, HurakanWorks
Publisher: Nuchallenger
Platform: Switch, Windows (Reviewed)
Release Date: 31 March 2020
Price: $19.99 USD/$28.95 AUD – Available Here

Video Review

Overview

The Kickstarter-funded game Treachery in Beatdown City puts an RPG twist on the classic side-scrolling beat ‘em up genre. In an alternate reality, President Blake Orama has been kidnapped by ninja terrorists. Lisa, Brad, and Bruce have been tasked with taking the law into their own hands and rescuing the president.

Story

The story and dialogue are ridiculous. The situations and characters are quirky and at times over the top. The sense of humour and the absurdity of the story will not be for everyone. It mixes some of the ridiculousness of early imported games from Japan with a splash of more modern commentary. While I found the style to be abrasive in the beginning, I did find myself slowly warming up to the silliness as I continued playing the game.

Gameplay

Treachery in Beatdown City takes the standard side-scrolling beat ‘em up and adds an RPG style combo system. Players travel across a mostly linear overworld path to fight enemies and find items in dumpsters.

There are two fighting styles, grappling and striking. There are three characters to cycle between, a tough grappling specialist, a striking glass cannon, and a well-rounded character. The balance between striking and grappling could use a little work. Strikes will be the bread and butter for most of the game as grappling’s success is based on how much health an enemy has. Grapples do have the potential to do an incredible amount of damage, but it often feels like an afterthought than a main focus.

The RPG mechanics are reminiscent of action points based JRPG systems. The player character has two resources needed for action. Fight points are generated over time and through chaining special attacks together. Each special attack is assigned a certain FP cost based on its power. Action points are generated over time. One point is used for each special attack, counter, quick attack, and item use. I enjoyed the gameplay’s more thoughtful pace that outright discourages button mashing.

Treachery in Beatdown City offers a decently large cast of enemies to fight. Each one falls under an archetype like support or sneaky. Each archetype has its own weakness, abilities, and attack patterns. Most of the enemies are interesting, but the runner archetype seems completely pointless. While the cyclist at least drops some health as a reward, the runner seems to do nothing but run around the screen aimlessly. The different enemy types combined with the three player characters offer much needed variation in the gameplay overall, but the game does a poor job conveying each enemy’s archetype beyond the initial tutorial. I would prefer to see a clear icon by the enemy’s name instead of memorizing each type through practice.  

The user experience is a bit of a mixed bag. The developers are extremely dedicated to the old school experience to the game’s detriment. Each character quickly develops a large repertoire of attacks that overwhelm the combo menus that are designed to have the traditional three rows per screen. Scrolling around became unwieldly, and I often found the lazy part of me favouring certain attacks simply because they were one of the first six rows. Positioning characters to avoid critical attacks to the back could be difficult when enemies were right on top of my character. It took a bit of experimentation to figure out the exact moment when I needed to turn around as the enemy passed through the player character. Instead of the pixel perfect positioning, I would have preferred to see a slightly more forgiving set up.

The game supports both controllers and mouse and keyboard set ups. To my endless annoyance, there is no way to change keyboard binding. While the game is enjoyable with either input method, I did prefer using a thumb stick in combat and the D-pad while moving around in the open world.

Visuals

Treachery in Beatdown City’s art style is inspired by old 8-bit titles. The artists do an excellent job making the graphics feel right at home among old school arcade games, down to the small details like the PSAs used for the loading screens. The character design is much like the game’s story, over the top and often ridiculous.

Audio

The audio experience is enjoyable. The sound effects are period appropriate. The soundtrack is packed with excellent chiptunes. The game does need a few more tracks as the same couple of combat songs did get a little stale over time.

Overall

Treachery in Beatdown City struggles with a few quality of life issues and a story that will be a hit or miss. On the other hand, the game offers an interesting take on the classic side-scrolling beat ‘em up genre that encourages a more thoughtful approach to bashing in faces. Fans of retro inspired games and new twists on old genres will find a lot to like here.

Capsule Computers review guidelines can be found here.

Brigandine: The Legend of Runersia Demo Now Available

Those who want to try Brigandine: The Legend of Runersia ahead of its full release on the Nintendo Switch on June 25th now have the chance to do so as Happinet has made the demo for the game available through the Nintendo eShop worldwide. The demo allows players a chance to experience various elements of the game as well as try out the training mode to get the hang of troop movement, combat, and base invasion as well as an Easy version of a trial that will be in the full game though it is worth noting that no save data will carry over when the game releases.

In Brigandine: The Legend of Runersia, six countries in the Continent of Runersia have waged a war to conquer and unify the land under one nation. Players decide how their legend will unfold by selecting a country and creating their army of Rune Knights, exploring over 40 base locations and encountering over 100 unique knights and 50 types of monsters as they progress across Runersia.