GET A WORKOUT AT HOME OR ON THE GO WHEN FITNESS BOXING COMES TO NINTENDO SWITCH ON 4th JANUARY 2019
You can learn boxing moves as you participate in boxing-based workouts while bopping along to instrumental versions of some popular music hits.
10th October, 2018 – It’s time to get off the couch and get moving! In the Fitness Boxing game, a Nintendo Switch exclusive launching at retail and Nintendo eShop on 4th January 2019, you can learn boxing moves as you participate in boxing-based workouts while bopping along to instrumental versions of some popular music hits.
While gripping the Nintendo Switch Joy-Con controllers, you will be punching, weaving and squatting using the built-in motion controls to get your whole body moving – no need for additional gym equipment!
Daily training in Fitness Boxing ranges from 10-40 minutes and offers both low- and high-intensity options. After selecting from a diverse group of trainers, you can customize their looks with unlockable trainer outfits. The game can estimate your calories burnt based on the approximate body mass index (BMI). As you continue on your fitness journey, you can earn more songs and will also have the opportunity to engage with more challenging training circuits.
Plus, with two-player mode, you can team up with a friend or family member to play in tandem or face off in a virtual boxing ring using one Joy-Con each.
Because of the portable power of the Nintendo Switch system, Fitness Boxing can be played at home in TV Mode or on the go using Tabletop mode.
It’s time to get off the couch and get moving in the Fitness Boxing game, a Nintendo Switch exclusive launching at retail and Nintendo eShop on 4th January 2019.
Photo Credit: Zelkjko Nedic and Amelia Arsenic; Shivr Wax Wings Will Burn
Aron Dosiak has studied at the Adelaide Central School of Art and the National Institute of Dramatic Art for sculpture and design. He’s worked freelance in the arts and entertainment industry building mechanical puppets, sets, props, prosthetics and make-up both for local and international productions. In the lead up to the In the Housedouble screening of The Thingand The Blob next week, we caught up with Aron to talk about why Carpenter’s 1982 cult cinema classic The Thing is considered such a landmark in special effects history.
So in regards to special effects, what’s your opinion on Carpenter’s The Thing?
So here’s a guy, you know, the make‑up artist himself came out of nowhere. He had worked with the director previously on other films but he was only 22 when he made this film. His name was Rob Bottin and he had, sort of, built up a bit of a rapport with the director and the director said “look, I trust you that you can do this.” And he even pitched the idea that the creature would take on aspects of previous encounters with other creatures. So there’d be a lot of insects, there’d be rats; there were – perhaps even they were aliens… and it almost killed guy.
On the last day of shooting or close to the last day of shooting, the director came in looking for Rob and found him laying under a table and he’d actually been sleeping and he didn’t take a day off in the while they were shooting. He was actually pale and gaunt and the director said to him: “what are you doing? Take this guy to hospital; this guy’s dying”. And Rob Bottin laughs about it now and he says “I didn’t do that again; I’ve learnt the line.” But his efforts really show on the screen; really do. For the large part, they’re practical; for the large part they’re there. I mean it’s pretty amazing, you know?
It wasn’t that long before that that there was even an award for what’s now known as special effects make‑up because before that it was either make-up or special effects. There were certain pioneers like Dick Smith and Stan Winston and, of course, American Werewolf in London won that award for the first time. And the idea of taking visual effects – practical effects that you would use in front of the camera and applying it to make-up – so it wasn’t that long ago that it was sort of really crafted and really came into its element. And this film is some of the best of that; it holds up beautifully.
So that leads to the next question actually: so there was the 2011 remake which famously was panned by critics specifically also in regards to its special effects. So what is it about the effects in this film, which is now decades old, that many people consider to be seminal and still hold up compared to more contemporary work which has the benefit of things like CGI?
Well, the make-up effects – the special effects in the latest effects were actually practical initially. Tom Woodruff and Alec Gillis, Amalgamated Dynamics, from their angle, they built everything practical and they shot it practically. There was always the intent of putting a bit of CGI in there; a leg here, subtracting some structural work; some puppeteering rods but it was all done in camera. And then it’s hard to say how much it was the director and how much it was the producers but basically they decided that the film looked too 80s. Which is ironic because it’s meant to be, you know, in the 80s. So some of the best in-camera creature effects done to date were then covered CGI to the point where it all looks fake in my mind. Even the real stuff has a sort of CGI sheen or extra fire or extra tentacles and it completely masks the beauty of what was in-camera.
And the studio are very – chose their words very carefully at the time and I think they have to – you know being in the professional scene – but they weren’t happy. They went on to do another film where they used completely practical effects; unfortunately it didn’t have nearly the budget and it’s not quite as good. But as soon as you overlay something with CGI, I feel like an audience picks it. And I feel like where it’s easier to excuse something that’s practical, that’s physically; even if it’s not done amazingly. It’s easy to excuse that and take it for a degree of nostalgia than it is to try and excuse CGI that’s never there. And I’m not sure how much of that is me and an older audience being nostalgic in the way that maybe another audience are nostalgic for stop-motion but for all the people that I seem to talk to about it; they all tend to agree. But it doesn’t seem to stop directors; it doesn’t seem to stop producers wanting to throw in CGI at the last minute.
Well, it’s apparently the movie world’s saving grace; so something wasn’t done properly or they want something a bit extra: we’ll just slap on some CGI. Get some animators to fix it in post.
Right. And I don’t want to be a luddite about it; I do believe CGI has its place and I feel like it will keep advancing and it’ll get to an interesting area but I feel like there’s a degree in which film is now becoming more nostalgic. I feel like CGI is better placed in the gaming world;in the augmented reality world; in the virtual reality world and I feel like it feels a bit out of place in live action cinema; I feel like it might always feel a bit out of place. So because I feel like because it is so nostalgic; I feel like it needs to keep within its own language a little bit but that’s just my personal take.
So here’s the last question: there’s a hypothetical new remake of The Thing that’s starting tomorrow, you’ve slated to work on it as head special effects, what would your contribution be to the production? Do you think that there is anything new that you can bring?
It’s really hard, isn’t it? Because it’s that old thing of as soon as you make a sequel, again directors; producers; even writers often make the mistake of “more is more”. They value quantity over quality so I feel like there’s a danger that you might want to expand on the creature in some way or reposition the creature; put it in the middle of a city. And I feel like it would destroy all the essence of what the story actually is and the story really is about claustrophobia. Both the original original, the Carpenter original, and also the remake – prequel – they’re about isolation and distrust.
So I feel like as much as I want to go crazy, I feel like making the reveals as intense as possible but also surprising. I would try to be restrained; I’d tried to be as clever as I could with the special effects and as visceral and as interesting and as dynamic and I would try to obviously, really enforce the in-camera; because I feel like that story really needs it, particularly. I’d really want to push that aspect but I feel like pulling your punches is really what that story needs.
To get to the tickets to the In the House sci-fi horror double screening , click here. We hope to see you there!
With all of the commotion of ports and retro revivals, Capcom have yet again taken notice, producing yet another classic collection of titles for hungry fans to sink their teeth into. Capcom have released the appropriately titled Capcom Beat ‘Em Up Bundle for consoles, attempting to bring past arcade favorites back into the hands of those craving some nostalgia. So how does the addition of online and general fluidity to these old favorites fare today? Let’s find out.
Story
Most gamers know a good portion of the tales here, as they feature long-time mainstays for Capcom such as Cody, Guy, and Haggar – who have all appeared several times in titles such as Street Fighter and Marvel vs Capcom. Outside of Final Fight, there honestly is not a whole lot of lore that is known about something like Armored Warriors or Battle Circuit, but honestly – each have about the same objective. Big bad A is kidnapping random B and a set of characters must set out through a selection of stages to save the day. I hate to just group all seven titles in this collection together like that, but its true. Capcom beat-em-ups all feature very similar plots, so players will mainly be focused on surviving with credits in tow, rather than seeing any kind of epic cutscene in-between stages. Its serviceable storytelling at its finest, simply acting as a minor way to keep the game progressing, acting as a way to make sense of changing environments.
Gameplay
I think a lot you also know the general gist of a beat-em-up. Players move right on a side-scrolling screen and mash buttons to perform attacks, with enemies dropping health and power-ups that keep the adventure progressing. In general, not one title in this collection deviates from that formula, but all definitely offer their own take on the experience. Final Fight is absolutely the most traditional, and in my opinion is closer to something such as Streets of Rage than a lot of other titles within the same collection. Though much more unique, The King Of Dragons and Knights of the Round capture the same feel, but offer an RPG progression system where players can level up and upgrade stats as they push through.
Armored Warriors‘ main features revolve around the mechs within, allowing players a ton of options when it comes to customizing their arsenal. Captain Commando is basically Final Fight with more refinement, and then there is Battle Circuit. I saved Battle Circuit for last as it is the only title in this collection that was actually one I had never tried, so playing something so over-the-top and colorful was definitely exciting. For this romp, techniques are expanded upon and leveled as progression occurs, as this title basically borrows a bit of gimmickry from all of the other fare involved and adds its own insane flare to create an unforgettable experience. The controls are tight, the gameplay is fun, and the story is lovely.
The big feature for this collection is the ability to go online and have up to four players drop in and out of combat and complete a game together. Thankfully, the servers seem to be decent enough to pull this off on the Playstation 4. I played each game for a bit online, and I didn’t have a lot of issues aside from players quitting constantly, but thankfully- that does little to harm you unless you don’t like waiting for others to join up. Players can also tailor their experience through the options within, with the ability to fast-forward and rewind the game with a press of a button, with added save states also provided to modernize that classic feel with mechanics that have become the norm with these types of ports. Do I think there could have been some goofy special features or perhaps even a little more love overall for this collection? Sure, but with seven games, anyone should be able to find a preference and run with it as this genre specific pack has a slice of something for everyone.
Visuals and Audio
Visually, these games look great in HD. Their bright colors and animations come off as fluid, and despite some loss of frames online (mainly when someone is joining), this collection may be the best way to see these old favorites if you have the itch to go back. Of course some titles come off as a bit muddy and dark due to their setting, but with those titles usually come a lot of brightly colored magic and flashy animations to compensate, breaking up from the boring models and environments that one may tire of easily. Most will find the visuals a preference issue, as each of these titles came out in a different year and some are nearly thirty years old, so do not expect perfection – but do expect for art styles that lack polish but still have the charms of yesterday. Play Final Fight again in its raw form, and you will see what I mean.
The sound is awesome. Each title has a highly varied soundtrack that Capcom fans will love and fall right into. Sure, some are less memorable than others, but there is no doubt experiencing this title with the volume up is the way to get the most of that arcade atmosphere. From the sound effects to the rips that expel out as magic is executed, the sound absolutely sounds great, and not one title misses a beat in that area.
Overvall
Capcom Beat ‘Em Up Bundle is a lovely collection that offers seven favorites for a discounted price-tag. Could there be more? Of course. I would love to see a bit more fan service and love go into this collection, with more special features and stories from developers. However, what we get here is a nice walk through an arcade with some awesome games that will introduce players to why no kid in the 90’s had lunch money. Genre collections can be hit or miss at times, but this bundle’s variety and quality within will give everyone looking for a nostalgic punch to the heart that they are sure to go back to again and again. No quarters required.
No one could have predicted the situation that Telltale Games has now found itself in, especially since it seemed like when The Walking Dead: The Final Season kicked off in August everything had already been laid out. Now with nearly every Telltale Games employee fired and with the future of the series in question, we have what may be the last episode to be released by this developer. With the final season of the game now no longer available for purchase and future episodes to be potentially developed by another, the story still continues in Suffer the Children, even if it may be some time, if at all, we see it move past this point.
Story
Regardless of the future fate of The Walking Dead: The Final Season, it is worth noting that continuing to read past this point will include spoilers for the previous episode. This means if you have not played the first episode you should either do so, if possible, or risk spoiling some of the bigger events.
When we last saw Clementine and AJ in Done Running we had just found out a major secret that Marlon, the leader of the children’s group, had been keeping from everyone. That happened to be that he had sacrificed two of their number to raiders in return for safety. Unfortunately thanks to this revelation not only did an innocent girl die but Marlon himself ended up being shot in the back of the head by AJ leaving Clementine to be the one to bear the brunt of everyone’s anger.
Considering even before these studio issues arose this final season was only slated for four episodes, Suffer the Children doesn’t try to drag out the drama in any major way other than having players attempt to explain themselves with little actual chance to alter the outcome of what the children’s group decides to do with them. This moves things along at a brisk pace but unfortunately the actual character interactions suffer for it as we once again find Clementine barely being able to talk to more than two or three of the children in the school for more than a few sentences. Despite this being the second episode a large portion of the school’s children feel more like simple cannon fodder than actual characters, making the game’s small attempts to try and develop them feel incredibly useless and their potential deaths falling flat.
If nothing else, this brisk pace does allow things to move at a decent rate as Clementine and AJ soon learn more about who these bandits actually are and what plans they have for the school. This includes the return of a long missing face but, once again, the nature of the episode’s pacing and the now hostile nature of this character limits however much of a reunion this might have been. We see just how far Clementine and the children will go to protect their home and there are some rather nice interactions still available in regards to a handful of the characters. In fact, there is even a bit of a sample taken from the comics regarding a new character that makes a short appearance this episode which is a nice touch.
Gameplay
Similar to the first episode Suffer the Children makes use of new combat mecahnics to try and deal with the Walker situation. There are a handful of encounters that still require the use of melee weapons but a new bow and arrow allows for Clementine to take shots at zombies from afar with a smidge of physics added into it to keep things interesting.
Outside of the actual combat there are still some elements of exploration here and there but this is kept at a minimum this time around, in fact the collectibles that do return again this episode are kept to a bare minimum of three and happen to all appear within five minutes of one another. That being said, be prepared for a potential achievement glitch as a couple of non-story based ones seem to have issues unlocking sometimes.
Visuals & Audio
Suffer the Children continues to benefit from the new engine that Telltale Games managed to create before their closure as the graphical elements of the game remain rather impressive compared to previous episodes. A number of new areas are explored this time around, though most of them tend to involve being in the forest, and players get to see how things change around the school once everyone begins preparing. It is interesting to note that, similar to the first episode, there are a handful of scenes and events that can be only seen depending on certain choices, giving players more variety both during action sequences as well as interacting with other characters.
The soundtrack remains similar to the past episode and has just enough to it to keep the world feeling eerie and threatening when Walkers are near and tense during action sequences. The voice work is stellar once again with the returning character also seeing the same voice actor returning to reprise the role.
Overall
With how things have unfolded at Telltale Games and the future of the final season now unscheduled despite the announced revival by Skybound Games we find ourselves left with a rather cliffhanging temporary conclusion to Clementine’s journey. Suffer the Children’s fast pace leaves most characters by the wayside but still takes time to give Clementine to bond with a choice few while moving the plot forward by introducing new threats that have put her new friends in danger. It will be interesting to see just how things may eventually turn out should this journey happen to continue in the future.
Capsule Computers review guidelines can be found here.
The Farm 51 announced their modern multiplayer FPSWorld War 3will enter Steam Early Access on October 19th. The game has been in private technical testing in the past few weeks, and The Farm 51 believes the game is finally in position for paid early access testing. The devs expect to spend the next 12-15 in early access as they add content, balance the game, and stomp out bugs. Currently, World War 3 is feature complete with three maps.
The Farm 51 will be using a soft-price model, with World War 3 initially costing $28 USD. Once the game leaves Steam Early Access, the price will rise. Those who buy the game while it is in early access will get all future DLC releases for free.
Pre-orders for World War 3’s early access will not be offered, but the game’s Steam page is live.
Microsoft pulled back the curtains on their game streaming technology Project xCloud. The service is built on top of Microsoft’s existing Azure data centres using custom server blades, each consisting of multiple Xbox One internals. Project xCloud aims to deliver reliable game streaming of PC and Xbox One games to all sorts of devices, from smartphones on 4G networks to high powered PC with broadband connections.
Currently, Project xCloud is in private testing at Microsoft. The system is being tested on mobile devices via touch input and with a Xbox Wireless Controller connected via Bluetooth. Microsoft is in the process of developing game-specific profiles that will allow mobile devices to input complex controls found on consoles and PC with touch commands only.
Microsoft plans on starting public testing of Project xCloud sometime in 2019.
WATCH OUT GREEN PIGS! ROVIO AND RESOLUTION GAMES LAUNCH ANGRY BIRDS FPS: FIRST PERSON SLINGSHOT ON MAGIC LEAP ONE
The new mixed reality game is available for free today and delivers the most immersive Angry Birds experience yet with precision controls and incredible spatial gameplay
STOCKHOLM, Sweden, and ESPOO, Finland – Oct. 9, 2018 – Angry Birds fans can now slingshot with unrivaled accuracy in Angry Birds FPS: First Person Slingshot, the new mixed reality (MR) game released today for Magic Leap One Creator Edition at the L.E.A.P Conference by Rovio Entertainment (ROVIO) and Resolution Games.
Angry Birds FPS is the first gaming experience developed entirely by an independent developer for Magic Leap’s spatial computing platform. A first-person slingshot lets players see incredibly realistic animated characters and objects overlaid onto their actual environment, bringing Angry Birds to life like never before – right in users’ homes. Magic Leap One Creator Edition is a lightweight, wearable computer that enriches your experience in the real world with digital content. A trailer of the game is available here.
Kati Levoranta, CEO at Rovio Entertainment, commented, “It’s great to offer Angry Birds fans a completely new and unforeseen way to play the beloved Angry Birds. Resolution Games has done an excellent job at developing the Angry Birds to Magic Leap One. We’re always looking for opportunities to expand to new technologies and platforms, and Angry Birds FPS is an exciting step forward into the future of gaming.”
For the very first time, Angry Birds fans can explore and navigate their environments to select which object to hit and angle their shot precisely for maximum impact. Players can then assess the damage by simply walking up to and around the structure. As players take aim, either directly or by bouncing off actual objects in the room, they can try to inflict maximum damage to the Green Pigs with the least hits or from farthest away to earn more points and stars in each level.
“Rovio has established an incredibly successful and beloved entertainment franchise with Angry Birds. By taking Angry Birds to Magic Leap’s spatial computing platform, we’re giving fans one of the most engaging, interactive and immersive experiences possible,” said Tommy Palm, CEO of Resolution Games. “It really is quite remarkable that in 2018 we’re able to use full spatial gameplay and light field technology to enjoy these classic game mechanics and characters in our own environments. Angry Birds FPS: First Person Slingshot demonstrates the true impact mixed reality technologies can have on the games industry.”
“We are thrilled to bring the iconic Angry Birds franchise to Magic Leap’s spatial computing platform,” said Rio Caraeff, Chief Content Officer at Magic Leap. “Having recently launched Magic Leap One Creator Edition, we’re at an exciting moment in time when we get to see and experience what developers create for the platform. Working with Resolution Games, Rovio Entertainment has made a version of their iconic classic for Magic Leap One that showcases the potential of immersive, content-driven experiences and is also loads of fun.”
Resolution Games is a games studio focused on visual computing. In their first three years, they have produced one of the most popular virtual reality (VR) titles of all time (Bait!), and their games are among the highest-rated on their respective platforms.
Rovio Entertainment is best known for its global Angry Birds brand, born from the world-famous Angry Birds Classic game. Today, Rovio has a wide portfolio of Angry Birds games which, although primarily designed and marketed for adult players, are always appropriate for all audiences. Collectively to date, Rovio’s Angry Birds games have garnered a staggering four billion game downloads since 2009 alongside one of the strongest mobile game brand licensing programs in the world, making Angry Birds one of the most successful mobile gaming IPs in history.
Angry Birds FPS: First Person Slingshot is available for free on Magic Leap One Creator Edition through www.magicleap.com. For more information, follow Rovio on Facebook and Twitter and Resolution Games on Facebook and Twitter.
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About Rovio Entertainment:
Rovio Entertainment Corporation is a global entertainment company that creates, develops and publishes mobile games which have been downloaded over 4 billion times. The Company is best known for the global Angry Birds brand, which started as a popular mobile game in 2009, and has since evolved from games to various entertainment and consumer products in brand licensing. Today, the Company offers multiple mobile games, animations and has produced The Angry Birds Movie, which opened number one in theatres in 50 countries, the sequel of which is in production. Rovio is headquartered in Finland, and the Company’s shares are listed on the main list of the NASDAQ Helsinki stock exchange with the trading code ROVIO. (www.rovio.com)
About Resolution Games:
Resolution Games is a VR and AR games studio and publisher aimed at creating immersive experiences for all – from gamers to non-gamers alike. The studio continues to push the limits of the emerging visual computing space with titles ranking among the highest rated and most downloaded across every major VR and AR platform. Their games include Angry Birds FPS: First Person Slingshot, Bait!, Bait! Arctic Open, Wonderglade, Narrows and Solitaire Jester, with several more on the horizon. The studio is composed of game industry veterans, serial entrepreneurs and thought leaders with a proven track record of widely acclaimed success spanning across mass market and AAA games, free-to-play games, hardware and more. Resolution Games is privately held and based in Stockholm, Sweden.
DEVOLVER DIGITAL AND NO CODE ANNOUNCE SCI-FI THRILLER ‘OBSERVATION’
– A Riveting Story Told Through the Lens of Artificial Intelligence –
The Edges of Space – Independent developer No Code and sentient game label Devolver Digital have announced Observation – a new and captivating sci-fi thriller for PlayStation 4 and PC. The third project from award-winning Stories Untold developer No Code is set to launch Spring 2019 [observationgame.com].
Observation takes players on a suspenseful journey to the outer reaches of space to uncover what exactly happened to astronaut Dr. Emma Fisher and the crew of the space station Observation. The captivating narrative unfolds through the lens of the station’s artificial intelligence S.A.M. Players assume the role of S.A.M. by operating the station’s control systems, cameras, and tools to assist Emma in discovering what is happening to the station and the vanished crew.
Developed by veterans from studios Rockstar North, Rocksteady, Creative Assembly, CCP and IO Interactive, Observation has been crafted with precision to bring fans a groundbreaking narrative with stunning visual fidelity.
“Let’s get real, we’re five to ten years away from the machines taking over,” said Devolver Digital CFO Fork Parker. “Observation is just going to give a taste of what it will be like to converge their minds with that of a CPU before it all happens suddenly for real.”
Observation is set to release on PlayStation 4 and PC next spring but ambitious young AIs can follow development at observationgame.com and @_NoCode on Twitter.
Crytek to Reveal New Hunt: Showdown Map at TwitchCon
Players can try out the new Lawson Delta map at the Hunt: Showdown TwitchCon booth at the end of the month
FRANKFURT, Germany – Oct. 9, 2018 – Hunt: Showdown, the dark multiplayer bounty hunting game from Crytek, has been focused on community-driven development since its release on Steam Early Access in February, and soon the community will see one of its loudest requests fulfilled: Hunt: Showdown is getting a second map. Details about the new map, called Lawson Delta and set in post-Civil War Louisiana, will be revealed at TwitchCon, happening from Oct. 26-28 in San Jose, California. Players will be able to get their hands on Lawson Delta exclusively at Hunt: Showdown’s TwitchCon booth, number 1431, before it goes live shortly after the event. Until then, players can get a glimpse of what is to come in the Lawson Delta teaser video.
Hunt: Showdown is a competitive, first-person, multiplayer bounty hunting game. Set in the darkest corners of the world, Hunt: Showdown packs the thrill of survival games into a match-based format, and with its competitive, match-based gameplay, the game mixes PvP and PvE elements to create a uniquely tense experience. Each match pits up to ten players—playing solo or in teams of two—against each other as they fight for bounties by taking out gruesome monsters in the swamps of Louisiana. Once they’ve found and defeated one of these, they will receive a bounty—and instantly become a target for every other Hunter left on the map. The higher the risk, the higher the reward–but a single mistake could cost everything.
Crytek is an independent videogame developer, publisher, and technology provider dedicated to pushing the boundaries of gaming with its cutting-edge 3D game development solution CRYENGINE. With headquarters in Frankfurt am Main (Germany) and studios in Kiev (Ukraine) and Istanbul (Turkey), Crytek has created multiple award-winning titles, including the original Far Cry, the Crysis series, Ryse: Son of Rome, Warface, The Climb, Robinson: The Journey and Hunt: Showdown. Crytek delivers fun and innovative gaming experiences for PC, consoles, and VR and continues to grow its reach in the games-as-a-service market. Every Crytek game is created with CRYENGINE, which can be used by anyone to create games.
CABELA’S® THE HUNT AND BASS PRO SHOPS® THE STRIKE CHAMPIONSHIP EDITIONS AND PARTY ARCADE AVAILABLE TO PREORDER ON NINTENDO SWITCH™
Experience New Competitive Hunting, Fishing and Party Game Adventures on Oct. 23
NORTH AMERICA – Oct. 9, 2018 – Planet Entertainment has announced that several of its new arcade-action video games, each coming to Nintendo Switch™ on Oct. 23, 2018, are now available to pre-order at GameStop, Walmart, Target, and EB Games, as well as digitally via the Nintendo eShop. Party Arcade, a new collection of some of the most popular party games, can be pre-ordered for $29.99. Both Cabela’s® The Hunt: Championship Edition and Bass Pro Shops® The Strike: Championship Edition are available to pre-order on their own for $39.99 each, or as part of a bundle featuring the full game plus a special peripheral controller* for $49.99 each.
Cabela’s® The Hunt: Championship Edition brings the #1 hunting adventure series back with 10 of North America’s most famous hunting regions. Use realistic techniques like scent, stalking, calls, decoy and GPS mapping to track and take down trophy prey through a series of dangerous animal encounters and a variety of arcade-style mini-games.
Perfect for veteran anglers and newcomers alike, Bass Pro Shops® The Strike: Championship Edition takes you to 10 unique lakes to compete in special bass boat challenges, casting contests and an assortment of fun mini-games. Use over 100 authentic Bass Pro Shops lures to land 11 different species of fish, as well as legendary fish in each region.
Both Cabela’s® The Hunt: Championship Edition and Bass Pro Shops® The Strike: Championship Edition will feature special tournaments for real prizes beginning in January 2019.
The sequel to the hit Game Party franchise, Party Arcade is an electrifying collection of classic arcade games, including air hockey, billiards, darts, cornhole, cup pong, ping pong, puck bowling and hoop shoot, designed for players of all ages. Developed by FarSight Studios, it features four-player online and local multiplayer, as well as quick and easy Joy-Con™ controls. For more information, check out http://partyarcadegame.com.
Bass Pro Shops® The Strike: Championship Edition and Party Arcade are rated E for Everyone by the ESRB. Cabela’s® The Hunt: Championship Edition is rated T for Teen by the ESRB.
*The Cabela’s® The Hunt: Championship Edition bundle features the Bullseye Pro controller, while the Bass Pro Shops® The Strike: Championship Edition bundle includes the Power Cast Rod & Reel controller. Special peripherals are optional and not required to play either game.
About Planet Entertainment
Planet Entertainment is a leading publisher of entertainment software with a high-quality portfolio of multi-platform games for the Nintendo Switch, Xbox One, PlayStation®4, PC and mobile. Planet Entertainment has publishing operations across North America, Europe (France, Italy, Germany, Spain, UK) and Australia.
About Bass Pro Shops
Bass Pro Shops is North America’s premier outdoor and conservation company. Founded in 1972 when avid young angler Johnny Morris began selling tackle out of his father’s liquor store in Springfield, Missouri, today the company provides customers with unmatched offerings spanning premier destination retail, outdoor equipment manufacturing, world-class resort destinations and more. In 2017 Bass Pro Shops acquired Cabela’s to create a “best-of-the-best” experience with superior products, dynamic locations and outstanding customer service. Bass Pro Shops also operates White River Marine Group, offering an unsurpassed collection of industry-leading boat brands, and Big Cedar Lodge, America’s Premier Wilderness Resort. Under the visionary conservation leadership of Johnny Morris, Bass Pro Shops is a national leader in protecting habitat and introducing families to the outdoors and has been named by Forbes as “one of America’s Best Employers.”
About FarSight Studios
Based in Big Bear Lake, California, FarSight Studios has been developing videogames since 1989. Among their titles are multi-million unit selling NFL football games, casual mass-market games, kid-friendly sports games, and plug-and-play toys. They have made games for every major console from the original NES to the PlayStation 4, Xbox One, Nintendo Switch, and virtual reality devices. FarSight’s games have been honored as Mobile Game of the Year, Greatest Hits, Toy of the Year nominee, and Editor’s Choice on multiple platforms.