Timezone brings world-first gaming experience to Australia Halo: Fireteam Raven launches at Timezone Macquarie Shopping Centre
Thursday, 26 July, 2018 (Sydney, Macquarie Shopping Centre) – Timezone Australia was excited today to introduce the first arcade edition of the Xbox cult favourite videogame Halo to Australia. Halo: Fireteam Raven blew arcade gamer’s minds when Timezone Macquarie Centre became the first Australian venue to boast this state-of-the-art multiplayer gaming experience. Timezone stores in Melbourne, the Gold Coast and Perth will follow hot on Macquarie’s heels, with the game debuting there next month in August.
Timezone also offered fans the chance to participate in an online social media challenge Halo as part of this Australian first gaming launch. The winner, Trent John Webb (age 23) from NSW’s Central Coast, won a years worth of Timezone Power Play credit for his online entry.
“I am so happy about this incredible experience. I have been a big fan of Halo since i was young and to see if brought to the arcade has been really exciting. My girlfriend and I are ecstatic to come back to Timezone each week to play this game!” – Trent says.
The largest Australian Halo cosplay community 405th Australian Regiment joined in on the celebrations, showcasing unique and realistic costume designs spanning from different chapters in the Halo multiverse.
“Bringing the arcade game version of Halo to Timezone Macquarie Centre gives the game’s dedicated fan base a chance to play like never before. Timezone is thrilled to introduce this first-in-Australia experience to fans as part of Timezone’s 40th birthday celebrations,” says Kane Fong, General Manager of Timezone Australia.
Halo’s console-based playing experience is now brought to life in an immersive multiplayer platform, which enables four players to either play cooperatively, or compete against each other. It’s Halo, but more: this latest instalment’s physical structure boasts a colossal 130-inch widescreen, 4K gameplay and 5.1 surround sound. It adds a tangible element to the much-loved franchise, allowing individuals the opportunity to play right alongside Master Chief in the battle to ward off the enemy forces of the Covenant and the Flood infestation.
Halo: Fireteam Raven was created and fine-tuned by 343 Industries over several years and is set in the timeframe of 2001’s Halo: Combat Evolved game. Players will take on the roles of the Fireteam Raven – an elite group of Orbital Drop Shock Troopers.
You’ll not only able to battle it out with your friends, competing against them for the highest score – you can scan a QRC code with your phone to upload your stats and progress to your Halo Waypoint account. Exactly what you’d expect from a true 2018 arcade game experience!
Style, Profile and Celebrate WWE Hall of Famer Ric Flair with the WWE® 2K19 Wooooo! Edition
“The Nature Boy” honored through limited global offering, including a commemorative plaque with iconic robe sample, vinyl figurine, replica WWE Hall of Fame ring, digital content and more
Sydney, Australia – July 26, 2018 – 2K has announced plans for the Wooooo! Edition of WWE® 2K19, the forthcoming release in the flagship WWE video game franchise. Honouring 16-time WWE World Champion, global pop culture icon and WWE Hall of Famer Ric Flair – a man whose attitude and accomplishments represent “Never Say Never” to the fullest – the WWE 2K19 Wooooo! Edition will be limited to 30,000 copies worldwide and offer an impressive collection of exclusive and collectible memorabilia, as well as robust digital content. The WWE 2K19 Wooooo! Edition will be available exclusively in Australia for the PlayStation®4 computer entertainment system and Xbox One family of devices including the Xbox One X at EB Games for a suggested retail price of $179.95.
The WWE 2K19 Wooooo! Edition will include:
Copy of WWE 2K19 Deluxe Edition, which includes the following items:
Access to WWE 2K19 Season Pass digital content (details announced this summer);
Exclusive playable WWE Hall of Famers (’80s-inspired): “Rowdy” Roddy Piper, Dusty Rhodes and Ricky “The Dragon” Steamboat;
Exclusive playable characters: “Macho Man” Randy Savage (WrestleMania® VIII) and Undertaker (2002);
Exclusive playable arena: Starrcade 1983;
Exclusive in-game attire: Ric Flair (WrestleMania 24 robe) and Charlotte Flair (WrestleMania 32 robe);
Access to WWE 2K19 pre-order bonus digital content (playable Rey Mysterio “Royal Rumble 2018” character and playable Ronda Rousey “WrestleMania 34/‘Rowdy’ Roddy Piper-inspired” character);
WWE® SuperCard limited edition cards featuring WWE 2K19 cover Superstar AJ Styles, as well as an AJ-themed WWE 2K19 cardback.
Exclusive premium packaging;
Exclusive and individually numbered WWE Hall of Fame replica ring;
Fanatics limited edition commemorative plaque featuring a fabric piece from Ric’s iconic pink or purple robe;
WWE SuperCard limited edition cards featuring Ric and Charlotte Flair, as well as a Ric-themed WWE 2K19 cardback.
“For all of my fans around the world, it’s exciting and humbling to see my career immortalized through the power of video games,” said Ric Flair. “This is going to be one stylin,’ profilin,’ limousine riding, jet flying, kiss-stealing, wheelin’ ‘n’ dealin’ son of a collector’s edition, and you don’t want to miss out. Wooooo!”
“Few in life have celebrated the mantra of ‘Never Say Never’ quite like Ric Flair, so it’s an honor to celebrate his legacy through the WWE 2K19 Wooooo! Edition,” said Chris Snyder, Vice President of Marketing at 2K. “This jam-packed collector’s offering of exclusive physical and digital items is the perfect way for fans to showcase their enthusiasm for ‘The Nature Boy’ and his incredible accomplishments.”
Players who purchase the WWE 2K19 Wooooo! Edition at EB Games Australia will receive Early Access to their game copies and in-game bonuses beginning four days early on Friday, October 5, 2018 for the PS4™ system and Xbox One. In addition, players who purchase the WWE 2K19 Deluxe Edition, available in both physical and digital varieties at participating retailers, will also receive Early Access to their game copies and in-game bonuses – including all Wooooo! Edition digital content – beginning four days early on Friday, October 5, 2018 for the PS4™ system, Xbox One and Windows PC.
Developed collaboratively by Yuke’s and Visual Concepts, a 2K studio, WWE 2K19 is not yet rated by the Australian Classification Board. WWE 2K19is currently scheduled for worldwide release on October 9, 2018 for the PS4™ system, Xbox One and Windows PC. For more information on WWE 2K19 and 2K, visit wwe.2k.com, become a fan on Facebook, follow the game on Twitter and Instagram using the hashtags #WWE2K19 and #NeverSayNever or subscribe on YouTube. For more information on the WWE 2K19 Million Dollar Challenge, please visit wwe.2k.com/milliondollarchallenge/rules.
2K is a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO).
All trademarks and copyrights contained herein are the property of their respective holders.
About WWE
WWE, a publicly traded company (NYSE: WWE), is an integrated media organization and recognized leader in global entertainment. The company consists of a portfolio of businesses that create and deliver original content 52 weeks a year to a global audience. WWE is committed to family friendly entertainment on its television programming, pay-per-view, digital media and publishing platforms. WWE’s TV-PG, family-friendly can be seen in more than 800 million homes worldwide in 25 languages. WWE Network, the first-ever 24/7 over-the-top premium network that includes all live pay-per-views, scheduled programming and a massive video-on-demand library, is currently available in more than 180 countries. The company is headquartered in Stamford, Conn., with offices in New York, Los Angeles, London, Mexico City, Mumbai, Shanghai, Singapore, Dubai, Munich and Tokyo.
Trademarks: All WWE programming, talent names, images, likenesses, slogans, wrestling moves, trademarks, logos and copyrights are the exclusive property of WWE and its subsidiaries. All other trademarks, logos and copyrights are the property of their respective owners.
Forward-Looking Statements: This press release contains forward-looking statements pursuant to the safe harbor provisions of the Securities Litigation Reform Act of 1995, which are subject to various risks and uncertainties. These risks and uncertainties include, without limitation, risks relating to: WWE Network; major distribution agreements; our need to continue to develop creative and entertaining programs and events; a decline in the popularity of our brand of sports entertainment; the continued importance of key performers and the services of Vincent K. McMahon; possible adverse changes in the regulatory atmosphere and related private sector initiatives; the highly competitive, rapidly changing and increasingly fragmented nature of the markets in which we operate and greater financial resources or marketplace presence of many of our competitors; uncertainties associated with international markets; our difficulty or inability to promote and conduct our live events and/or other businesses if we do not comply with applicable regulations; our dependence on our intellectual property rights, our need to protect those rights, and the risks of our infringement of others’ intellectual property rights; the complexity of our rights agreements across distribution mechanisms and geographical areas; potential substantial liability in the event of accidents or injuries occurring during our physically demanding events including, without limitation, claims relating to CTE; large public events as well as travel to and from such events; our feature film business; our expansion into new or complementary businesses and/or strategic investments; our computer systems and online operations; a possible decline in general economic conditions and disruption in financial markets; our accounts receivable; our revolving credit facility; litigation; our potential failure to meet market expectations for our financial performance, which could adversely affect our stock; Vincent K. McMahon exercising control over our affairs, and his interests may conflict with the holders of our Class A common stock; a substantial number of shares which are eligible for sale by the McMahons and the sale, or the perception of possible sales, of those shares could lower our stock price; and the relatively small public “float” of our Class A common stock. In addition, our dividend is dependent on a number of factors, including, among other things, our liquidity and cash flow, strategic plan (including alternative uses of capital), our financial results and condition, contractual and legal restrictions on the payment of dividends (including under our revolving credit facility), general economic and competitive conditions and such other factors as our Board of Directors may consider relevant. Forward-looking statements made by the Company speak only as of the date made, are subject to change without any obligation on the part of the Company to update or revise them, and undue reliance should not be placed on these statements.
About Take-Two Interactive Software Headquartered in New York City, Take-Two Interactive Software, Inc. is a leading developer, publisher and marketer of interactive entertainment for consumers around the globe. The Company develops and publishes products principally through its wholly-owned labels Rockstar Games and 2K, as well as its new Private Division label and Social Point, a leading developer of mobile games. Our products are designed for console systems and personal computers, including smartphones and tablets, and are delivered through physical retail, digital download, online platforms and cloud streaming services. The Company’s common stock is publicly traded on NASDAQ under the symbol TTWO. For more corporate and product information please visit our website at http://www.take2games.com.
About 2K Founded in 2005, 2K develops and publishes interactive entertainment globally for console systems, handheld gaming systems and personal computers, including smartphones and tablets, which are delivered through physical retail, digital download, online platforms and cloud streaming services. 2K publishes titles in today’s most popular gaming genres, including shooters, action, role-playing, strategy, sports, casual, and family entertainment. The 2K label has some of the most talented development studios in the world today, including Firaxis Games, Visual Concepts, Hangar 13, Cat Daddy Games and 2K China. 2K’s stable of high quality titles includes the critically acclaimed BioShock®, Borderlands™, Mafia, and XCOM® franchises, the beloved Sid Meier’s Civilization series, Evolve™, Battleborn®, the popular WWE 2K franchise and NBA 2K, the highest rated* annual sports title of this console generation.
Cautionary Note Regarding Forward-Looking Statements The statements contained herein which are not historical facts are considered forward-looking statements under federal securities laws and may be identified by words such as “anticipates,” “believes,” “estimates,” “expects,” “intends,” “plans,” “potential,” “predicts,” “projects,” “seeks,” “should,” “will,” or words of similar meaning and include, but are not limited to, statements regarding the outlook for the Company’s future business and financial performance. Such forward-looking statements are based on the current beliefs of our management as well as assumptions made by and information currently available to them, which are subject to inherent uncertainties, risks and changes in circumstances that are difficult to predict. Actual outcomes and results may vary materially from these forward-looking statements based on a variety of risks and uncertainties including: our dependence on key management and product development personnel, our dependence on our Grand Theft Auto products and our ability to develop other hit titles, the timely release and significant market acceptance of our games, the ability to maintain acceptable pricing levels on our games, and risks associated with international operations. Other important factors and information are contained in the Company’s most recent Annual Report on Form 10-K, including the risks summarized in the section entitled “Risk Factors,” the Company’s most recent Quarterly Report on Form 10-Q, and the Company’s other periodic filings with the SEC, which can be accessed at http://www.take2games.com/. All forward-looking statements are qualified by these cautionary statements and apply only as of the date they are made. The Company undertakes no obligation to update any forward-looking statement, whether as a result of new information, future events or otherwise.
Warner Bros. Interactive Entertainment announced the HITMAN™: Sniper Assassin Competition, an all-new challenge for fans to put their marksman skills to the ultimate test, with top scoring Agents across PlayStation 4, Xbox One and Steam each eligible to win the grand prize of getting their name and likeness added to the game in future HITMAN™ 2 content. Starting today, players can participate by pre-ordering HITMAN™ 2 and downloading the new standalone Sniper Assassin mode, which is a free early access bonus that is available to play now. Participants can then officially enter the contest by registering for an IOI account and playing Sniper Assassin in “solo” mode as Agent 47. Throughout the competition period, entrants can scope out high scores via in-game leader boards to track personal improvement or to see where they stand amongst other agents. Three top scorers, one for each respective gaming platform, will then be determined once the competition concludes on November 6, 2018
The Official HITMAN™: Sniper Assassin Competition Trailer can be viewed below:
Please note: Participating countries for this competition only include the United States, Canada (excluding Quebec), Mexico, the United Kingdom, Germany, France, Russia, Spain, Sweden, Denmark, Austria, Netherlands (excluding the Dutch Caribbean), Belgium, Australia and New Zealand.
Developed by IO Interactive, HITMAN™ 2 introduces new ways to play with Sniper Assassin – a standalone mode that brings all the depth one would expect from a Hitman™ game, through a scope, with incredible replay ability, numerous challenges to complete, weapon upgrades, interesting targets, creative opportunities, intelligent A.I. and a beautiful location in the form of a lush chateau with surrounding gardens in Himmelstein, Austria.
HITMAN™ 2 is the follow-up to the acclaimed international video game, HITMAN™. Featuring entirely new hyper-detailed sandbox locations full of living, breathing environments to explore, HITMAN™ 2 offers players the freedom to plan the ultimate assassination utilising an assortment of tools, weapons, disguises and a variety of stealth techniques to creatively trigger their own unique chain of events. HITMAN™ 2 will be available for PlayStation® 4, PlayStation® 4 Pro, the Xbox One family of devices including the Xbox One X and PC beginning November 13, 2018.
All HITMAN™ 2 assets can be found on the WBIE Press Site. To access, please visit the following link and click the “Register Now” button: http://www.wbie-press.com/
***PURCHASE NECESSARY. YOU MUST PRE-ORDER THE HITMAN 2 VIDEO GAME PRIOR TO 7:00 AM UNIVERSAL TIME COORDINATED (UTC) ON NOVEMBER 6, 2018 TO PARTICIPATE IN THE CONTEST. Open only to legal residents of the United States of America, Canada (excluding Quebec), Mexico, United Kingdom, Germany, France, Russia, Spain, Sweden, Denmark, Austria, Netherlands (excluding Dutch Caribbean), Belgium, Australia and New Zealand who are at least 18 years of age and who prior to July 24, 2018 have Internet access, a valid e-mail address, an IOI Account, and either PlayStation® Network, Microsoft PC or Xbox One™ equipment and account. Contest begins on or about 7am UTC on 2018/24/07 and ends 7am UTC on November 6, 2018. Visit https://hitman.com/competition for complete official rules for full details. Void where prohibited or restricted by law. Sponsor: Warner Bros. Interactive Entertainment Inc., 4000 Warner Blvd., Bldg. 160, Burbank, CA 91522 USA.
Xbox Adaptive Controller accessible packaging unveil
In May, we announced the Xbox Adaptive Controller – a first-of-its-kind controller for gamers with limited mobility, and we appreciate the overwhelmingly positive fan feedback received to date. On our journey of inclusive design at Microsoft, we are looking at extending this methodology and its principles—enabling and drawing on the full range of human diversity—to the complete consumer experience, including where that very journey starts – with product packaging.
Our packaging is a series of moments that create a unique customer experience. These moments can manifest themselves in many ways. Physical touchpoints, visual or material cues and structural elements are designed to lead the customer through a logical and seamless unboxing. With the Xbox Adaptive Controller, we knew we had to make the packaging accessible for gamers with limited mobility. That required us to re-think some things about how we package our products, including what type of moments would be most meaningful. It was critically important that we incorporate accessibility into the packaging design and unboxing experience. The out-of-box experience is the first thing customers encounter when they purchase our products and it’s important that we get that right.
With the Xbox Adaptive Controller, we aimed to do something new and different in the packaging space and push the boundaries beyond what has been done before at Microsoft. We had to ask ourselves, “What does this packaging need to do?” That’s where we began re-approaching our assumptions on what accessible packaging needed to be. There’s lots that can be done in the ‘accessibility’ packaging space, but for this job, we were focused on making the packaging more accessible in the area of mobility, specifically.
This challenged everything we knew at Microsoft about packaging requirements, and how we needed to gauge success. In fact, beta testers were a significant part of the early review process and much of the final design elements can be contributed to their feedback. It was important for us to understand what was useful on a package, and what should be avoided. Insights gleaned from beta testers and UX respondents was invaluable during our creative explorations.
For example, the team developed a ‘no teeth’ principle, reflecting the common behaviour practiced by individuals with limited mobility when opening packages. Often when engaging with packages not designed for maximum accessibility, customers resort to improvised means of accessing the product –including using their teeth. With the Xbox Adaptive Controller packaging, we wanted to ensure that no such extreme measures would be required! We also heard how painful twist ties, zip cords and paper that can cause cuts can be—things commonly overlooked by many, but which become so much more difficult for people with limited mobility to navigate.
With tester feedback, we built many different iterations for the packaging – ensuring every detail was right. We wanted to ensure the packaging fit within the Xbox packaging ecosystem – a true member of the controller family – and didn’t want to create separation or ‘otherness’ from the Xbox brand. We wanted gamers to say, “Wow, this is truly an Xbox product.”
Here’s a few other, key accessible features of the Xbox Adaptive Controller packaging:
Both the single-shipper and retail package have been designed to “unfold” to reveal what’s inside with minimal friction. The shipper reveals the retail package, and the retail package reveals the Xbox Adaptive Controller.
Discreet air cells integrated into the shipper packaging for protection for the product while maintaining a small footprint and clean design.
Every major step of the unboxing incorporates loops, a feature that we heard resounding positive feedback on from beta testers. Loops are a highly proven lever to assist in accessibility. The leveraging of loops begins with the tear-strip on the single shipper, kicking off the out-of-box experience seamlessly. On the retail box, a specially designed ‘break-the-seal’ label (which keeps the box lid secured to the base) employs two loops, for multi-directional removal. A soft, grey loop initiates the opening experience, then there are integrated loops on both the paper Quick Start Guide (QSG) and cable folio. There are five loops on the XAC packaging from beginning to end.
An open cavity area under the controller, enabling multiple ways to remove the controller from the box, including pulling via the loop or sliding it out directly.
The box has a low centre of gravity, grounding the unboxing experience and creating a sense of stability for the end-user. Additionally, the hinged lid provides a low-effort, single-pivot access into the package.
It was through continued engagement with the disability community and research groups that we grew our understanding of what accessible packaging could include. Every time we approach packaging in a new way, we strive to learn as much as we can and leverage those insights across all our work. The Xbox Adaptive Controller required us to think in depth about accessibility in packaging, and we believe it is a powerful milestone on our accessibility journey.
Satirical Point-and-Click Adventure Irony Curtain to Lift the Veil on Satire, Totalitarianism in 2019
KATOWICE, POLAND — 25 July 2018 — Irony Curtain, the hilarious satirical point and click adventure set in a totalitarian communist country, tears down walls and arrives on Nintendo Switch, PlayStation 4, Xbox One and PC when Artifex Mundi releases their forthcoming title in 2019.
“Our glorious country of Matryoshka wishes to extend an invitation to the West, and allow them to witness the glory of communism first-hand. Visitors shall be the first outsiders to bask in the light of The Leader, who is the embodiment of all that is good and not the “demon, blood-drunk butcher, or godless dictator” non-believers would have you fear.
We welcome them to explore our beautiful country and political realm by solving puzzles and minigames to understand the depth of corruption surrounding the magnanimity of our fearless leader. This sponsored visit includes a meeting with our Minister of Propaganda Communication, Vlad. The Minister’s job is completely unnecessary, but our country has zero tolerance for unemployment because it shows the West that we are stronger than them.
While our guests aren’t busy submitting themselves to unnecessary strip-searches, they will try to finagle their way through tricky scenarios using creative combinations of items. Our gorgeous, colorful hand-drawn country ensures that foreign eyes will always bask in the glory of our people and natural splendor. It is our hope that these beautiful images draw their eyes away from our impoverished wealthy citizens so they do not try to steal our secrets.”
– Department of Propaganda Communication
Irony Curtain will be available on Nintendo Switch, PlayStation 4, Xbox One, and PC 2019.
About Artifex Mundi Artifex Mundi made a name for itself with hidden object games like Enigmatis and Nightmares from the Deep series. Now, over 150 creators strong, the team wants to show the gaming community their strength in creating worlds. Divided into smaller crews, each team is working on passion projects of their choosing.
To learn more about Artifex Mundi please visit the studio’s official website.
Dark Hand-Drawn 2D Action RPG Salt and Sanctuary Haunts Nintendo Switch™ August 2
SEATTLE, Wash. – 26 JULY, 2018 – Salt and Sanctuary, Ska Studios’ brutal hand-drawn 2D Soulslike platformer with over 800,000 downloads, comes to Nintendo Switch August 2 with the help of porting specialist BlitWorks.
While sailing across a stormy sea to transport a princess and strike a truce between rival kingdoms, a calamitous encounter with a sinister abomination wrecks the player’s ship. Upon drifting onto the shore, the journey to broker peace dissolves into a struggle for survival on a treacherous island rife with undead.
Whether braving this alone or with a friend via local co-op, the customizable hero, known as the Saltborn, can only persevere by navigating this grim, forgotten bastion. Pressing on and cleaving through anyone or anything that rears its malformed head is the only way forward. Hidden platforming abilities including air-dashing and wall-jumping help the Saltborn find and eradicate more than twenty horrifying bosses all drawn in Ska Studios’ stylized signature art style.
Discovering the truth behind this cursed land necessitates both a keen eye and a bloodlust, but all manner of implements of death await adventurers. All character builds are worthy: a whip-wielding, crossbow-brandishing bandit and sorcerer wreathed in Fire and Sky magic have equal chances of survival. Sixteen weapon types and more than fifty sets of armor that both strengthen the Saltborn and visibly change their appearance can be upgraded with the right equipment. A massive skill tree provides further options for progression.
Battles play out in a tough-but-fair fashion. Every swing of the sword drains stamina, so calculated attacks often win out over desperate flails. Magic wielders have their own tribulations: all of the games’ spells align with either Fire or Sky elements and casting too much of one causes an imbalance that damages the Saltborn. Holy Prayers don’t have an element but offer defensive boosts. Each harrowing skirmish rewards patience.
Multiple endings and New Game+ provide ample reasons to play again. While playing as a different character build alone changes the gameplay entirely, optional challenge runs offer distinct new trials for players still hungering for battle after finishing the story. Modes like permadeath, no blocking, and no rolling alter playstyles and keep Salt and Sanctuary fresh long after the credits roll.
“The two of us wanted to create a Soulslike game that we wanted to play, and finding that so many others who wanted it too warmed our dark little hearts,” said Michelle and James Silva, co-creators at Ska Studios. “Bringing Salt and Sanctuary to the Nintendo Switch means more people who like dismal, satisfying games can play our very dismal, satisfying game.”
Salt and Sanctuary will be available digitally for $17.99 USD for Nintendo Switch on the Nintendo eShop in English, French, Italian, German, Spanish, Traditional and Simplified Chinese, Japanese, and Korean. Ska Studios is also excited to announce that Salt and Sanctuary: Drowned Tome Edition for Nintendo Switch will be coming to a retail store near you this holiday. More details will be announced soon.
About Ska Studios Ska Studios is a wife-and-husband team ran by Michelle and James Silva (and their cats, Neko and Gato, who deserve just as much credit). The two of them enjoy making games as a hobby but it also happens to be their career. They wish to always focus on the game first, and if they make money on the side, it’s a welcome bonus.
After selling 800,000 copies on PC, PlayStation 4, and PS Vita, Salt and Sanctuaryis coming to Switch on August 2nd. Salt and Sanctuary will be released via Nintendo eShop for $17.99 USD. A retail edition is in the works for a holiday 2018 release.
Blitworks is handling the Salt and Sanctuary port. The team has a long resume of PC indie titles ported to consoles and mobile phones, such as Don’t Starve, Spelunky, and Starbound.
Salt and Sanctuary is a hand drawn 2D action game offering a Dark Souls style challenge. The combat is chess in motion, requiring players to attack at just the right moments to make the hit count. Players will either need to manage stamina for physical attacks or the balance between Fire and Sky elements for magical abilities. Players will be able to discover over 600 pieces of equipment, items, and spells to augment a variety of character builds. For the truly masochistic, the game offers New Game+ with devious modifiers like permadeath and no blocking.
Yuelong announced the first beta build of Arena of Cube will launch on Steam on July 26. The free to play game mixes a voxel-based sandbox with PVP action. The game will launch with three modes, with new variants coming out each month.
SkyWars is set on a map full of small islands. Players will duke it out battle royale style with no respawns and must rely on randomly generated items spread across the map. To get the best gear, players will have to risk combat and make their way to the resource rich main island.
BedWars is another free for all mode that allows respawning as long as the player’s bed is safe. To win, players will need to be the last one standing as they simultaneously assault other player bases while defending their own.
SnowWars is a twist on the classic King of the Hill rule set. Players earn points by nailing others with snowballs. The greatest tactical advantage is awarded to the player who can hold the hill, as they will have access to unlimited snowballs. The winner is the player with the most points at the end of the match.
Arena of Cube will be available for Windows only via Steam. Follow Arena of Cube on Facebook and Twitterfor the latest updates.
Latest Developer Diary Focuses on Research & Development Enhancements
Larkspur, Calif. – July 25, 2018 – Codemasters® has today released the second part in a series of developer diaries for F1® 2018, the official videogame of the 2018 FIA FORMULA ONE WORLD CHAMPIONSHIP™, detailing how even greater depth has been added to the Career mode by expanding the player’s research and development options. The changes and additions to the system will now see each F1 team have its own unique technology tree with differing strengths and weaknesses.
The second of the four part series, which is available to watch now at www.youtube.com/formula1game, reveals that F1 2018’s Career will feature significant rule changes between seasons during the Career for the first time. Just like in the real sport, these rule changes can have a great effect on which teams compete for the championship so it is important to react to them as soon as possible.
“We already had an extensive R&D system in last year’s game but wanted to expand this for F1 2018 based both on feedback from our community and where we want to take the Career experience too,” commented Lee Mather, game director, F1 2018. “We have made significant changes to the in-game pricing structure, added ERS upgrades, given each of the Formula 1 Teams their own unique R&D tree, and added a fog of war around the development.
“Probably the most significant addition is the introduction of rule changes, meaning that each season you don’t know where the other teams are going to be performance wise. It makes every year unique and drives you to want to do season after season.” Lee continued. “The player will be notified by their engineer that a rule change could be taking place at the end of the year and they can choose to use R&D points to preserve upgraded items to protect areas that have already been developed. Doing so could see the player starting the following season in a stronger position. However, the other teams will also have to contend with the rules changes, meaning you take to the grid in Melbourne not knowing which teams are the fastest.”
F1 2018 features all the official teams, the drivers and all 21 circuits of the thrilling 2018 season, including Circuit Paul Ricard and the Hockenheimring. As well as the current season’s offerings the game includes 20 iconic cars from the history of the sport allowing you to drive the likes of James Hunt’s legendary 1976 championship winning McLaren M23D and Niki Lauda’s Ferrari 312 T2, both of which featured in the hit movie ‘Rush’ (2013). F1 2018 will release onto PlayStation®4 computer entertainment system, the Xbox One family of devices including the Xbox One X and Windows PC on August 24.
About Codemasters Codemasters (AIM:CDM) is an award winning British video game developer and publisher with over 30 years of heritage. The company specializes in high quality racing games including DiRT, GRID and the BAFTA award-winning official FORMULA 1 series of videogames.
For more information on Codemasters’ product portfolio, please visit www.codemasters.com. Join in the conversation with @codemasters on Twitter or Like us on Facebook at www.facebook.com/codemasters.
All other copyrights or trade marks are the property of their respective owners and are being used under license. Developed and published by Codemasters.
About Deep Silver Deep Silver develops and distributes interactive games for all platforms. The Deep Silver label means to captivate all gamers who have a passion for thrilling gameplay in exciting game worlds. Deep Silver works with its partners to achieve a maximum of success while maintaining the highest possible quality, always focusing on what the customer desires.
Deep Silver has published more than 200 games since 2003, including its own brands like the open world extravaganza Saints Row, the zombie action franchise Dead Island, and the grim post-apocalyptic future of the Metro series. Deep Silver also owns the development studios Deep Silver Dambuster Studios in Nottingham, UK; Deep Silver Fishlabs in Hamburg, Germany, and Deep Silver Volition based in Champaign, IL, USA. For more information please visit www.deepsilver.com.
COCONUT ISLAND GAMES AND LIZARD KING OFFICIALLY RELEASE THE ROGUELIKE ACTION SHOOTER ENLIGHTENMENT ON WINDOWS PC
Survive the depths of the underworld in this post-apocalyptic top-down dungeon crawler
SHANGHAI – July 25, 2018 – Independent video game company Coconut Island Games and developer Lizard King have officially launched the roguelike action shooter Enlightenment. The game is out now on Windows PC via Steam for $8.99, after a 25% off discount available for one week starting today.
A grisly top-down dungeon crawler, Enlightenment is set in a post-apocalyptic world devastated by the fall of an asteroid whose energies hold incredible powers. Venture deep into the Ark, a mysterious underground complex home to twisted inhabitants and deadly surprises around every corner.
Charge, roll, hack and shoot through a sprawling web of procedurally generated dungeons, surviving against a multitude of enemies in fast, challenging combat that demands quick reflexes and careful thinking. Arm yourself with a variety of new guns and items to help you stay alive and uncover the secrets that lay within the Ark’s darkest reaches.
About Coconut Island Games Coconut Island is an independent game studio based in Shanghai, China. Founded in 2009, we’re committed to creating innovative games of all kinds that we love to play ourselves. Most of our members have worked for years at famous companies in the game industry like Konami and Autodesk. We released Naughty Kitties on Xbox One and One Tap Hero on PlayStation®Vita in China as one of the first Chinese developers making console games.
Our games have won many awards and nominations at events like IGF China and the Unity Awards. We also help organize China’s biggest indie games community conference, IndieACE, with our experience as one of the earliest Chinese indies.
About Lizard King Founded in 2015, Lizard King is a seven-person studio based in a small, riverside town in China making indie games out of love. Our members are experienced across multiple art forms. Enlightenment is our first game.