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Razer Game Store Shutting Down on February 28

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Razer has announced they will be shutting down the Razer Game Store on February 28th at 1 AM PST. The store was one of the many underdogs looking to loosen Steam’s monopoly on the PC gaming market, but never really took off. Razer has decided to shut down the store as part of corporate restructuring.

Razer has promised to fulfill any pre-orders purchased through the store. However, buyers who have not retrieved Steam or Uplay keys yet must do so before February 28 or they will lose access to their game. Games that have already been redeemed on Steam and Uplay will continue working.

While the store will be shut down, Razer will continue offering customer support on purchases in the foreseeable future.

The closely related Razer Gold payment program has survived the cuts. It will be business as usual with the promise of more game redemption opporitunities in the coming months.

Crackdown 3 Review

Crackdown 3

Developer: Sumo Digital
Publisher: Microsoft
Platforms: PC, Xbox One (Reviewed)
Release Date: Available Now
Price: $59.99 USD – Available Here $99.95 AUD – Available Here

Overview

The Crackdown series has had more than a few ups and downs over the years with the initial game delivering an exciting chaos-filled open-world that few games could offer back in 2007 to a somewhat similar but not quite as pleasing sequel in 2010. Perhaps the biggest issue for the series happened to be the developmental hell that Crackdown 3 seemed to find itself in since not only was it announced back in 2014 for release on an earlier console generation, multiple delays have seen other types of games deliver chaotic open worlds move into the spotlight. So now with Crackdown 3 not taking place in a simulation or hell, do the boots of an incredibly powerful Agency soldier still work at creating a fun stomping ground?

Story

Set nearly a decade after the events of Crackdown 2 the Agency and the world have mostly fallen into peaceful times, at least they did until a massive terrorist attack killed power systems all across the world. With most of the planet sent back to the dark ages it quickly became clear that the metropolis of New Providence that still flourished with power and run by the shady organization Terra Nova was likely the cause. With the Agency seeking a way to put down Terra Nova and restore the world to what it once was, the Agents are assembled and quickly disposed of

Despite this horrific setback, one Agent (the player) is resurrected through the help of Echo, a militia scientist, and put the Agency back on the map with Terra Nova’s hold on the island being their primary target. Unfortunately for the Agent, being brought back to life has placed them back to being nearly as weak as a normal human so it may take a bit of time before they can take down the numerous organization members that run the various parts of the island and the sick secrets that lie beneath the “welcoming” facade.

Similar to past entries in the series, those expecting an engrossing storyline or much of a story structure will be disappointed as Crackdown 3 opts for a complete open world that allows players to travel all throughout the city once they clear the introduction sequence. This means that it is entirely possible to travel through areas and take on enemies that would easily kill the Agent but the option is always there. As such players will find that even with the game introducing enemy types and then giving players a bit of a story for each of the enemy commanders, there really isn’t a whole lot of build-up for any of the characters you will eventually face off against.

The only in-depth feeling examination of the characters comes in the form of audio logs scattered throughout the city and even then this only provides a few extra lines of dialogue. As a result players aren’t really encouraged to advance the story at any quick pace, especially since actually advancing the story simply boils down to side-mission style objectives that we will go over in a bit. It is also worth noting that while Terry Crews has been heavily featured in the promotional material and is in the game players shouldn’t expect too much from him outside of the introduction sequence, a number of lines he broadcasts from hacked broadcasting towers, and his likeness as a character as there is no real dialogue for any of the Agents.

Gameplay

Those who are familiar with either Crackdown game won’t be too surprised when they play Crackdown 3 as the game is very much the same as before. Players and their Agent of choice will be dropped into the city of New Providence and pretty much have free reign over how much chaos they want to raise, where they want to do it, and how exactly they want to cause it. As before the game rewards players with individual experience orbs by doing as the game likes to say, getting skills for kills. Players can earn strength points by beating down enemies with melee attacks or throwing objects at them, firearm points by shooting them with ballistic weaponry, explosion points for any deaths caused by things that go boom, and even driving points for running enemies over. The latter is also given points for driving skillfully but generally the hardest to build happens to be agility and for good reason.

Similar to past games, agility orbs as well as hidden orbs that provide a random number of experience points for each category, are scattered throughout the entire map and it is up to the player’s skill at navigating high-places and their keen eyes/hearing to locate them. As you level up these different abilities the Agent will gain strength to throw heavier items, deal more melee/explosive/bullet damage, jump higher and further, and of course be able to take more damage as every level buffs your Agent’s total health.

Using firearms is the same feeling as before as players can lock on and, within short order, unlock the ability to target specific body parts with non-explosive weapons to deal more damage or target weak points and when the player’s strength ability is high enough it is entirely possible to just grab enemy vehicles and throw them into one another causing chain-reaction explosions. Navigating with agility may take some time to build but players will eventually be able to use high jumps and boosts to really move around the world well. Unfortunately driving is an incredibly sluggish feeling affair as even the fanciest vehicles handle incredibly poorly while the special Agency vehicles feel useless outside of the Spider modification that can jump and, if you’re lucky to get it to work, climb up the side of buildings.

Outside of gathering orbs around the city and taking part in foot races or the awful driving races, the primary focus for the Agent will be to take down the numerous Terra Nova facilities. These range from being monorail stations monitored by robots, toxic waste-like material refining, mining, and delivery services, guard stations imprisoning civilians or protecting vehicle stashes, and more. These various locations are vital to destroying the foothold of each Terra Nova leader and making them available for elimination but unfortunately none of these feel really special in any way. All of these activities boil down to the same exact thing with a handful of them literally being all right next to each other making for an experience that can grow rather dull real quickly. The actual boss battles do spice things up a bit as most of their encounters feature special little mechanics that you will need to focus on to eliminate them but the tedious nature of eliminating all of their specific stronghold style locations is a drag, especially since so few of these targets feel innovative or unique in any way.

The chaos of taking on numerous enemies with your wide array of abilities and firearms is truly something exhilarating in Crackdown 3 but also something that eventually ends up feeling trivialized after you begin to simply shrug off waves of enemies and even lockdowns that occur after you’ve gained enough wrath from any of the three Terra Nova factions. There are numerous weapons in the game and you will find most of them simply by picking up from defeated enemies or from special locations on the map before they are permanently added to your available loadout. Despite the amount of weapons available the balancing is incredibly off so it is highly likely that once you find a set of weapons you like, you’ll end up carrying those three without mixing it up too much unless you find a new weapon which generally the player will want to try out at least a little as there are some truly crazy guns available in this game, including ones that tear open holes in time and suck enemies into them.

Players will be able to play the main game in co-op if they choose but the other multiplayer option comes in the form of Wrecking Zone. This separate download pits players against one another in fully destructible environments but don’t expect too much from this mode at the moment. There currently are only two game modes in the form of Agent Hunt where teams kill one another and gather emblems from corpses and with Territories where teams gain points from holding specific parts of the map. The fast and unpredictable nature of the multiplayer modes can be a bit fun but this quickly wears down due to the incredibly simplistic combat and incredibly disappointing destruction system that is far from what one would expect.

Visuals & Audio

One thing that you have to give Crackdown 3 some credit for is designing an interesting looking and extremely colorful looking cityscape to explore. The city of New Providence has numerous little areas that are unique in design and there is a real divide between certain areas that you can explore. Sure the game’s overall appearance may not feel like one would have expected from a game released in 2019 as the character models can be rather ugly at times and the textures of most of the buildings and vehicles are rough but the entire game is incredibly colorful. Traveling through the city as the sun sets and allows the neon multi-colored world come to life is a real treat and no matter how many explosions or action packed the game’s combat ended up being (which can get really crazy when fighting against max security response teams) the game never experiences slowdown.

As mentioned before Terry Crews is little more than a small addition in the game as the character dialogue is nearly non-existent as the primary voice work comes from either your Agency handler, Echo, or from the villains themselves as they make threats or squabble with one another. The music is handled decently well though don’t expect too much new in this regard as the game chooses to make great use of the familiar tunes and sound effects fans of the series are familiar with rather than introduce too many new background tracks.

Overall

In many ways Crackdown 3 feels like the same old Crackdown from back in 2007 but in many ways it does little to grow beyond that despite being made in 2019. The chaotic firefights and growth of the player’s Agent make for the most enjoyable parts of the game but unfortunately the barebones story, incredibly repetitive objectives, and a world that, while filled with fun little area designs, has little to offer but agility orbs in the form of collectibles and ends up feeling a bit empty as a result. Crackdown 3 is at its best when chaos reigns and jumping and traveling through the city while raining havoc upon Terra Nova’s goons is great in short bursts but the lack of real ambition to grow the game beyond what it was over a decade ago holds it back.

Capsule Computers review guidelines can be found here.

TEAM NINJA ANNOUNCES DEAD OR ALIVE 6 DELUXE DEMO, WORLD CHAMPIONSHIP, AND SNK COLLABORATION

TEAM NINJA ANNOUNCES DEAD OR ALIVE 6 DELUXE DEMO, WORLD CHAMPIONSHIP, AND SNK COLLABORATION

New Online Beta to Launch with 24 Playable Characters Across the PlayStation®4 and Xbox One

Hertfordshire, 15th February 2019 – Team NINJA took the EVO Japan stage by storm today, making a flurry of announcements including the pre-launch DEAD OR ALIVE 6 Deluxe Demo, a new eSports venture – the DEAD OR ALIVE World Championship — and the first news on the upcoming DOA6 Season Pass 1, including the addition of two characters from SNK’s THE KING OF FIGHTERS XIV.

The Deluxe Demo will be exclusive to PlayStation PLUS subscribers through the PlayStation Store and Xbox Live Gold members through the Microsoft Store, and will be playable on the 22nd February until the 24th February 2019 (JST). The upcoming demo will consist of online Ranked and Lobby matches, as well as Free Training, Tutorial, Command Training, Combo Challenge, and an introduction to Story mode. The Demo will feature all 24 characters available at launch and all hairstyles and glasses will be available for each of the playable characters.

Team NINJA also revealed the first information on the upcoming DEAD OR ALIVE World Championship. Qualifiers will be held in North America, Europe, and Asia, with each region’s top players competing at the Grand Finals in Japan. Qualifiers and Grand Finals total prize money will be equivalent to 10 Million Yen (JPY).

In addition, a collaboration with SNK’s THE KING OF FIGHTERS XIV was confirmed. Mai Shiranui joins the battle this June as a guest character alongside another KING OF FIGHTERS combatant who has yet to be announced. The fighters will be sold separately, but will also be included in Season Pass 1. DOA’s initial Season Pass will be available for purchase on the 1st March and will also include 62 new costumes: DOA6 Happy Wedding Costumes Vol. 1 and 2, DOA6 New Costumes set Vol. 1 and 2, and additional character costumes for the two SNK fighters. Season Pass bonuses will also feature new NiCO and Nyotengu costumes. All Season Pass 1 content will be made available between March and June 2019.

DEAD OR ALIVE 6 is currently in development for the PlayStation®4 Computer Entertainment System, the Xbox One family of devices including the Xbox One X, the all-in-one games and entertainment system from Microsoft, and digitally on Windows PC via Steam®, and will be released worldwide on the 1st March 2019.

Pre-orders across all systems are now underway; those who pre-order DEAD OR ALIVE 6 physically at GAME, or select retailers through Centresoft, are able to get their hands on a Day One Steelbook Edition of the game, another playable character for their roster, Nyotengu, and an alternative costume for Kasumi while stocks last!

For all the latest information, please visit our official website at https://www.teamninja-studio.com/doa6/. Also, be sure to Like us on Facebook at www.facebook.com/DeadorAliveGame; and Follow us on Twitter @DOATEC_OFFICIAL.

ABOUT KOEI TECMO EUROPE LTD.

KOEI TECMO EUROPE LTD. is a publisher of interactive entertainment software for current generation consoles, handhelds and digital download content based in Letchworth, Hertfordshire, UK. The company is a wholly owned subsidiary of KOEI TECMO HOLDINGS CO., LTD., headquartered in Yokohama, Japan. KOEI TECMO’s best known for their signature ‘one versus thousands’ Warriors series, the fan-favourite Ninja Gaiden and fighting entertainment title Dead or Alive. Through collaboration with strong existing franchises, such as A.O.T. Wings of Freedom (Attack on Titan), has brought fan-favourite shows to life in video game form. The company’s desire for innovation and diversity has seen the creation of the critically acclaimed dark-samurai action title Nioh, which takes on new and unique gameplay styles. The company’s acquisition of GUST, developer of a variety of heart-warming titles, has seen their flagship Atelier series span generations of consoles and fans alike. More information about KOEI TECMO EUROPE LTD and its products can be found at www.koeitecmoeurope.com

DEAD OR ALIVE 6 ©KOEI TECMO GAMES CO., LTD. All rights reserved. DEAD OR ALIVE logo is a trademark or registered trademark of KOEI TECMO GAMES CO., LTD. The KT logo is a registered trademark of KOEI TECMO HOLDINGS CO., LTD.

GOOD SHEPHERD ENTERTAINMENT AND ROLL7 RELEASE AWARD-WINNING SKATING GAME OLLIOLLI: SWITCH STANCE FOR NINTENDO SWITCH™

GOOD SHEPHERD ENTERTAINMENT AND ROLL7 RELEASE AWARD-WINNING SKATING GAME OLLIOLLI: SWITCH STANCE FOR NINTENDO SWITCH™

AMSTERDAM and LONDON – Feb. 14, 2019 – Good Shepherd Entertainment and independent developer Roll7 have released OlliOlli: Switch Stance. The genre-defining skate-’em-up series is available today for $14.99 on Nintendo Switch™ through the Nintendo eShop. OlliOlli’s fast gameplay and simple controls make the game a perfect fit for the Switch.

Nintendo Switch owners can enjoy two games, OlliOlli and OlliOlli2: Welcome to Olliwood, with a total of 100 levels, 500 challenges and a seemingly endless amount of tricks. Players can lose themselves in the flow of the Daily Grind, Combo Rush and RAD Mode. Whether you’re an experienced skater or new to the game, jump on that board and skate into the world of OlliOlli. Make perfect use of the Joy-Con and land those tricks!

OlliOlli: Switch Stance is available for Valentine’s Day for $14.99 through the Nintendo eShop and makes the perfect gift for your partner, who always wanted to learn how to skate but never got around to do it.

OlliOlli: Switch Stance is rated T (Teen) by the ESRB. For instructions on how to land the perfect ollie, hit up @Roll_7 on Twitter. For ankle bandage stockists in your area, try @GoodShepherdEnt.

About Good Shepherd Entertainment

Good Shepherd Entertainment publishes video games from independent artists worldwide and operates a proprietary investment platform for a growing global network of qualified investors seeking ​risk-mitigated participation in the $130B video game industry. Originally established in the Netherlands in 2011 as an equity crowdfunding platform under the name Gambitious BV, the Company became a publisher in 2014 with the release of Train Fever, which was the first game ever successfully published with equity crowdfunding. The Company has since funded and released over a dozen original games across eight digital platforms. The founders of Devolver Digital and Croteam, two very successful companies in independent game development and publishing, invested in the Company and joined its management in 2012. The Company rebranded in 2017 as Good Shepherd Entertainment following an investment by Advance/Newhouse, having established a track record of success with both independent developers and investors. www.GoodShepherd.games

Massive Update for Dead Cells Now Available For PlayStation 4, Xbox One and Switch

Massive Update for Dead Cells Now Available For PlayStation 4, Xbox One and Switch

Custom game mode released that allows players to customize their runs the way they want plus a metric ton of enhancements and fixes

The Promenade of the Condemned — February 14, 2019 — Motion Twin released a massive patch today for console players of the smash-hit action platformer Dead Cells, including the release of an all-new custom game mode that allows players greater control over how they want to play the game. Dead Cells’ most recent update includes an astounding number of player suggestions which have very clearly influenced the game – full patch notes can be found here: https://dead-cells.com/patchnotes

The new custom game mode gives you the ability to unlock or re-lock items, enable special gameplay adjustments and changes up the rules of play for enhanced flexibility (and more fun.) Additionally, today’s update removes the “mob auto-scaling” mechanic completely: all levels now have a fixed difficulty which affects the gameplay differently depending on what mode you are on.

Dead Cells latest console patch also re-balances the way a player’s HP scales for Brutality and Tactic, so players at higher levels will have vastly more HP, preventing them from being offed via a one-shot. Tactics HP levels have been raised to 30, and Brutality’s HP cap has been raised from level 14 to level 45.

Switch users can look out for the long awaited “60 FPS everywhere or death!” update which, took much longer than expected due to technical hurdles, but now runs as smooth as a hot knife through butter.

Fans of the PC version have already patched these updates into their builds with the PC release late last year.

Motion Twin plans to release additional content for Dead Cells soon. To keep up to date with Motion Twin and Dead Cells, follow @motiontwin on Twitter or hit them up at https://dead-cells.com.

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Final Fantasy IX Now Available for Xbox One and Switch, Final Fantasy VII Arriving in March

Some more of the classic Final Fantasy games are heading to a number of different consoles. Square Enix has announced that they have launched Final Fantasy IX for the Xbox One and Nintendo Switch where it is priced at the rather odd cost of $20.99 and immediately available on both platforms. Alongside this news the company has also revealed plans to release Final Fantasy VII on March 26th for both consoles as well though no price point has been announced for that version of the game.

Final Fantasy IX will include high-definition movies and character models, auto-save abilities, and more unlisted enhancements while Final Fantasy VII features higher-definition graphics from the original release as well as enemy encounter options, auto-saves, and more unlisted features.

God Eater 3 Review

God Eater 3

Developer: Marvelous
Publisher: Bandai Namco
Platforms: PlayStation 4 (Reviewed), PC
Release Date: Available Now
Price: $59.99 USD – Available Here $99.95 AUD – Available Here

Overview

The God Eater franchise has been around for a little under a decade yet in this time there have been more than a handful of entries released in the series in the form of numbered entries, spin-offs, enhanced entries, and even an anime adaptation. Now Bandai Namco has looked to change things up a bit with its release of God Eater 3 as not only does it feature an almost entirely new different setting from past entries, the previous developer Shift has been swapped for Marvelous with the focus being, for the first time in a numbered entry in the series, on a console version instead of portable. So now that God Eater 3 has made its way West, is this entry worth your time?

Story

Many years into the future Earth has fallen into ruin thanks to the appearance of Aragami, terrifying creatures capable of destroying entire cities on their own thanks to their inability to be stopped by conventional weapons. Special soldiers known as God Eaters who are capable of wielding God Arcs are the only ones that can help turn the tide of battle against these beings but the rise of a new devastating disaster called the Ash has left most of the world inhospitable for even the toughest fighters let alone the rest of humanity.

Players take on the role of a customizable protagonist who happens to be known as an Adaptive God Eater (AGE), a new type of God Eater capable of surviving within these Ashlands. Unfortunately for you and your friends, society fears the power that AGEs are capable of wielding and treats them as little more than slaves despite their power. It isn’t long however before players find themselves fighting for more than survival as they obtain a sort of freedom. There are more than a few little twists in the storyline as well as some rather surprising events that will await the player as the story progresses and while we won’t spoil them here, it does create a far more enjoyable setting than one would have expected.

This is partially due to how great the cast of characters happens to be. The player is a generally silent protagonist with only minimal dialogue choices offering no real change while the rest of the cast is given plenty of room to grow and this is especially true in to your fellow God Eaters who are given plenty of time to shine outside of combat. That being said, be prepared for a bit of confusion at times especially if you aren’t familiar with the series’ lore and for some rather cliche moments appearing from time to time.

Gameplay

Outside of spending time managing your equipment by crafting items, visual armor, and new God Arcs from items you obtain in the field, players will spend most of their time in God Eater 3 out in the field slaying Aragami. To do so players will be able to choose from a variety of different weapons, of which there are now two additional melee types, called the aforementioned God Arcs. These weapons can change into long-distance firearms, with one new type in this category, and even deploy a shield to block incoming attacks at will. God Eater‘s signature fast paced combat style remains truer than ever in this latest entry as not only are players able to easily deliver stylish combo attacks but there are now additional movement abilities such as being able to dash long distances. This dash mechanic actually works wonders given how quickly some Aragami can move and the knockback/wide-range on some of their attacks, giving players far more mobility to slide in and out of combat or chase down a fleeing enemy.

The relatively newer but still returning feature of being able to enter Burst mode after using their God Arc to consume the flesh of living Aragami. These vicious bite attacks provide players with a variety of different boosts depending on the gear equipped and the various abilities that the player has chosen to apply to each weapon but for the most part new attacks, buffs to basic stats, and other effects take place while in Burst mode. In fact players can even fire off special burst rounds that can allow your allies to enter burst mode easier and helping them dish out additional damage.

That being said, there are enemies that will eventually be able to use these same abilities so be prepared for that. For the most part however the learning curve and difficulty of the missions you encounter tend to be rather forgiving. This is partially due to the massive amount of customization options available for each weapon such as having weapons inflict certain ailments, etc. but also due to how effective the AI can be as a partner. While it is possible to play with other human players the ally AI is more than capable of holding their own in a fight and players can even customize their allies to a certain degree to help balance your playstyle even more. This creates a style of hunting that allows for players to truly experiment a bit with every weapon until they find what they like and not punish them should they not choose a “top-tier” weapon loadout.

That being said, the move to a console with more control options hasn’t made some elements of God Eater 3 handle any better. Using items requires the use of the touchpad and then cycling through your equipped items before using them which can occasionally put you in a tough spot while looting field items is also tied to the dodge button, making players jump around the field if they aren’t quite close enough. This same problem arises a bit in combat as the “quick devour” attack and the usage of burst attacks also makes use of the same button that swaps your God Arc from melee to firearm mode so if you happen to press it too quickly you’ll find yourself shooting point blank rather than continuing a combo.

Visuals & Audio

The designs of the Aragami range from being mythological looking to being creatures that split the line between machine and animal. While there aren’t an extremely huge variety of creatures to defeat the various looks of them as well as the designs of some of the bigger creatures and boss enemies players battle against make for some extremely intense feeling fights against powerful looking entities. Unfortunately the designs of some of the fields you fight on are a bit on the blander side as they mostly boil down to corridors and arena areas with fancy backgrounds. The various God Arcs are nicely detailed with some rather interesting designs with the Heavy Moon being a personal favorite while the characters themselves feature your standard fair of designs and the player character given a decent choice of customization.

The soundtrack features a number of great sounding tunes that work well as background music while the voice work is also handled quite well. Players do have the option of using either the newly recorded English dub or the original Japanese voice track should they choose though the English dub does fit the game surprisingly well.

Overall

God Eater 3 may have seemed like it could have brought about a big change with its new developer but fans of the series shouldn’t be too worried in that regard as this is still the same fast-paced monster slaying game as before. With a fresher take on the story that is still a bit cliche and rough to get into for newcomers and being designed for console first this does feel like a great entry in the series but be prepared for some nagging issues with some finicky control systems.

Capsule Computers review guidelines can be found here.

Rune Factory 4 Special Revealed for Switch

Fans hoping to see the Rune Factory series continue will be happy to hear that the latest Nintendo Direct has confirmed that the Switch will be seeing at least two games of that series. The first happens to be a remastered version of Rune Factory 4 called Rune Factory 4 Special and the second happens to at least be a confirmation that Rune Factory 5 is in the works for release sometime in 2020.

Rune Factory 4 Special, which will be released sometime in 2019, will feature all of the original content found in the original 3DS game with an HD graphic enhancement, a new difficulty setting, some new cutscenes, and even a new “Newlywed Mode.”

The Legend of Zelda: Link’s Awakening Switch Version Announced

Originally released back for the Game Boy over twenty five years ago Nintendo is looking to take another shot at The Legend of Zelda: Link’s Awakening. During their Nintendo Direct the company announced that they are going to be releasing an enhanced The Legend of Zelda: Link’s Awakening for the Nintendo Switch sometime this year.

From the look of the game in the screenshots and trailer, both of which you can find below, a rather unique looking art style has been chosen for this game where players once again return to the mysterious island of Koholint to guide Link on a perilous adventure.

UBISOFT PARTNERS WITH MOZILLA TO DEVELOP CLEVER-COMMIT

UBISOFT PARTNERS WITH MOZILLA TO DEVELOP CLEVER-COMMIT

AN A.I. CODING ASSISTANT

Sydney, Australia – February 14, 2019 – Ubisoft will work with Mozilla to develop and apply the Clever-Commit coding assistant. Clever-Commit is an A.I. technology developed by the Ubisoft Technology Group to help programmers evaluate if a code-change will introduce a new bug by learning from past bugs and fixes. At D.I.C.E. Summit 2019 in Las Vegas, Yves Jacquier, Head of Ubisoft La Forge, unveiled the partnership to attendees from the international tech-creative community.

Clever-Commit was first introduced to the world as a prototype named Commit-Assistant last year by Ubisoft Montreal’s research lab, Ubisoft La Forge, in collaboration with Concordia University. First tested with data accumulated during the development of video games, the prototype was then transferred to the Ubisoft Technology Group with the missions to develop, adapt and deploy it to our productions worldwide. The A.I. technology will quickly identify and fix bugs, and will help the team release more better quality features faster for millions of Ubisoft game players.

“We are very excited to work with Ubisoft and to contribute to the development of Clever-Commit. Fixing bugs is a time-consuming and resource-intensive process. Even more so for large and complex bodies of code like browsers and AAA games. By incorporating Clever-Commit into our developer workflow, we will improve Firefox’s code-writing process by spotting bug patterns and flagging past patches earlier, at a stage when fixing a bug is a lot cheaper than upon release. This in turn will allow us to ship even more stable versions of Firefox and provide even better browsing experiences to Firefox users,” explains Sylvestre Ledru, Lead of Firefox release and quality management.

“Working with Mozilla on Clever-Commit allows us to support other programming languages and increase the overall performances of the technology.  Using this tech in our games and Firefox will allow developers to be more productive as they can spend more time creating the next feature rather than fixing bugs. Ultimately, this will allow us to create even better experiences for our gamers and increase the frequency of our game updates,” adds Mathieu Nayrolles, technical architect, data scientist and member of the Technological Group at Ubisoft Montreal.

Clever-Commit already contributes to the development of major Ubisoft AAA titles and Ubisoft is currently working on integrating it into other brands.

Mozilla will integrate Clever-Commit into the Firefox developer workflow. Mozilla will initially use the tool during the code review phase, and if conclusive, at other stages of the code-writing process, in particular during automation.

About Ubisoft

Ubisoft is a leading creator, publisher and distributor of interactive entertainment and services, with a rich portfolio of world-renowned brands, including Assassin’s Creed, Just Dance, Tom Clancy’s video game series, Rayman, Far Cry and Watch Dogs. The teams throughout Ubisoft’s worldwide network of studios and business offices are committed to delivering original and memorable gaming experiences across all popular platforms, including consoles, mobile phones, tablets and PCs. For the 2017-18 fiscal year Ubisoft generated Net Bookings of €1,732 million. To learn more, please visit www.ubisoft.com.

About Mozilla

Mozilla is the not-for-profit behind the popular web browser, Firefox. We believe the Internet is a global public resource, open and accessible to all. We work to ensure it stays open by building products, technologies and programs that put people in control of their online lives, and contribute to a healthier Internet. www.mozilla.org