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NEW BATTLEGROUND, DUNGEON AND MORE IN LATEST CONTENT UPDATE FOR MAPLESTORY BLITZ

NEW BATTLEGROUND, DUNGEON AND MORE IN LATEST CONTENT UPDATE FOR MAPLESTORY BLITZ

Popular Mobile Trading Card Game Continues to Deliver New and Challenging Content for iPhone and Android

Seoul – May 25, 2018 – The battle-card universe of MapleStory Blitz expands today with the all-new Temple of Time update, including a unique battleground, new abilities, cards and more for players to learn and master. MapleStory Blitz is a competitive trading card game (TCG) set within the beloved world of MapleStory from NEXON Korea Corporation, subsidiary of NEXON Co., Ltd. (“Nexon”) (3659.TO), a worldwide leader in free-to-play online and mobile games. The Temple of Time update goes live today and is available for download on iPhone and Android.

MapleStory Blitz combines tactical challenges and strategic gameplay that pits players against each other in real-time battle sequences with “cardified” Maple World monsters and skills. The Temple of Time content update further intensifies the thrilling PvP combat by providing novice and veteran players alike with more in-depth features to master, including:

  • Fierce Temple of Time Battleground – The all-new Temple of Time battleground features a randomly-appearing “Rock of Time” that can be damaged to fill its lane’s gauge in the enemy’s direction;
  • Powerful Temple Guardians – The player who controls the Rock of Time may summon one of three exclusive guardians to fight by the summoner’s side, including “Lyka,” who stuns enemies, “Dodo,” who eliminates one enemy monster, and “Lilynouch,” whose individual power is unrivaled;
  • Challenging Dungeon – Dungeon Mode allows players to enter the new Temple of Time dungeon with Mesos or NCoins to battle the perilous Pink Bean;
  • Exclusive Cards – 44 brand-new monster cards are available for players to use, including the legendary “Pink Bean” card, which turns all ally monsters into Pink Beans;
  • Other Updates – The new Copy Deck function allows players to copy and replay previously-used decks, and some existing cards have had their stats adjusted for balance.

Players also are invited to participate in the MapleStory Blitz Temple of Time Celebration Event from today’s launch through Thursday, June 7. Prizes include Dodo and Lilynouch portraits and NCoins for completing quests.

MapleStory Blitz is free-to-play and rated E for Everyone (ESRB). Additional information for members of the press:

About NEXON Co. Ltd.
NEXON Co., Ltd. (“Nexon”) (3659.TO) is a worldwide leader in free-to-play online and mobile games. Founded in Korea in 1994, Nexon developed one of the world’s first graphics-based massively multiplayer online games. Nexon also pioneered the concept of microtransactions and the free-to-play business model, setting a new standard in which play is free, and users have the option to purchase in-game items to enhance their experience. Nexon currently services nearly 100 titles in more than 190 countries. The Company is headquartered in Tokyo, Japan and its shares are listed on the Tokyo Stock Exchange.

EVERYDAY AUSTRALIANS REACT TO THE INTRODUCTION OF ANDROID HELPERS IN DAILY LIFE

EVERYDAY AUSTRALIANS REACT TO THE INTRODUCTION OF ANDROID HELPERS IN DAILY LIFE

PlayStation Australia runs social experiment to mark the launch of PlayStation®4 exclusive, Detroit: Become Human

SYDNEY, May 25, 2018 – In celebration of the highly anticipated launch of Detroit: Become Human™, only on PS4™, PlayStation Australia has conducted a social experiment that shows everyday Aussies are distinctly wary when it comes to potential introduction of android helpers in daily life.

The relationship between humans and artificial intelligence is already becoming increasingly complex, and it’s only going to get more complicated as it evolves beyond making haircut appointments.

For the experiment, a realistic-looking Android was created modelled on the in-game CyberLife Android protagonists designed by the game’s creators, Quantic Dream. The appearance and character of the CyberLife Android were brought to life using a trained actor and prosthetics by an internationally renowned and award-winning Australian special makeup effects studio.

Genuine reactions from the public and their pooches were captured on video in response to the Cyberlife Android completing simple tasks in two scenarios – walking a dog and ordering a coffee for its owner.

The test showed an overwhelming response of mistrust and concern around the prospect of Android helpers in everyday life. People’s powerful, and often hilarious, reactions reinforced the principle of ‘Uncanny Valley’; when robots look close to, but not quite, human, people develop a sense of unease and discomfort.

As the first phase of the experiment, PlayStation Australia created a callout on AirTasker for someone to help test a CyberLife Android. In contrast to in-person reactions, the callout received over 250 applications and with a majority of positive responses.

Detroit: Become Human, is an interactive neo-noir thriller, set in the near-future metropolis of Detroit during the year 2038. The city has been revjuvenated by the invention and introduction of androids into everyday life, but when androids start behaving as if they are alive, events begin to spin out of control. As the PS4 player steps into the shoes of three distinct playable android characters, their decisions will dramatically alter how the game’s intense, branching narrative plays out.

Exclusive to PlayStation 4, Detroit: Become Human is available now on PlayStation Store and via select Australian retailers with a recommended retail price of $99.95 AUD.

Find imagery and downloadable footage here and head to the press site for additional assets – www.siee-press.com.

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About Sony Interactive Entertainment Australia Pty Ltd 

Sony Interactive Entertainment Australia (SIEAU) is a wholly owned subsidiary of Sony Interactive Entertainment Europe (SIEE). SIEE, headquartered in London, UK, is responsible for the PlayStation® brand and family of products and services within the 109 territories serviced by SIEE as a regional headquarters for Sony Interactive Entertainment (SIE). PlayStation has delivered innovation to the market since the launch of the original PlayStation in Japan in 1994. The PlayStation family of products and services include PlayStation®4, PlayStation®VR, PlayStation®Vita, PlayStation®3, PlayStation®Store, PlayStation®Plus, PlayStationTMVideo, PlayStationTMMusic, PlayStationTMNow and acclaimed PlayStation software titles from SIE Worldwide Studios.

Gal*Gun 2 Review

Gal*Gun 2

Developer: Inti Creates
Publisher: PQube
Platforms: Switch (Reviewed), PlayStation 4
Release Date: Available Now
Price: $59.99 – Available Here

Overview

Whenever a fan-service heavy game is released in Japan there is always a question on whether or not we will see the game released in English. For some time the answer was no, then for a bit it would lean towards maybe, only for that progress to falter in recent years. Thankfully there are still publishers willing to bring these types of titles to the West and with a game like Gal*Gun 2 that has already seen other titles released in English it seemed like a sure thing. Now with this rail-shooting title available on the portable Switch, is it worth picking up?

Story

Players take on the role of a relatively normal boy attending school where he spends most of his time with his friend Nanako and taking care of his nextdoor neighbor turned shut-in named Chiru. One day a strange app appears on his smart-phone that refuses to be deleted. After opening the app an angel calling herself Risu appears and says that she needs your help to eliminate a demonic threat that has invaded the school.

You will do this through the use of Pheromone Goggles and a Pheromone gun that has been installed with a Demon Sweeper upgrade. This allows the user to suck up any mini-demons that appear attached to girls though they can simply be shot with the gun. Because of these goggles any female around the character will immediately become infatuated with the wearer, meaning that to hunt these demons the player must also avoid the numerous confessions and occasionally sadistic tendencies of the girls of the school.

The story doesn’t really go too far into detail regarding the situation that players are placed in, with it hoping that players are at least familiar with the premise of the series at this point. In fact, returning players will notice quite a few bonuses as a familiar set of twins appear and the main antagonist happens to be a familiar problematic demon girl. There are a variety of endings to be unlocked and each of the main girls; Risu, Chiru, and Nanako, have different storylines to be revealed but it is worth noting that if you happen to unlock an ending opportunity, it will close you out of other possible endings until you start over in a New Game +. This is a bit annoying but given the fact that players are given the opportunity to jump to the final day if they so choose, it shouldn’t be too much of an issue.

Gameplay

The majority of your time in Gal*Gun 2 will be taking part in rail-shooter style missions that involve the player surviving waves of girls while traveling through various parts of the school such as the courtyard, gymnasium, pool, and more. As you make your way through these levels you’ll need to shoot these girls a handful of times, or once if you hit their “ecstasy” point, to make them collapse in pleasure and leave the area.

Occasionally girls with mini demons attached to them will appear and not only are these girls impervious to normal shots until the demons are shot off of them they are far more aggressive than their counterparts. These demons can then be either shot and destroyed or sucked up using the Demon Sweeper for extra points. As you progress through the game it is possible to gain various upgrade parts for your main equipment, allowing the Demon Sweeper to even tear the clothing off of the girls, also eliminating them from the stage.

Outside of this standard mission type players can also be given missions where they will need to track down various items hidden around a room while eliminating girls and demons in the area or simply defending a girl or group of girls from swarms of demons hoping to drain them of their energy. Players are given a chance to select two of these missions a day with a special “rendezvous” option available at night (though this is also available during the day). It is interesting to note that there are a handful of boss fights in the game though these battles tend to follow a similar pattern no matter what boss you happen to be fighting.

In fact, outside of the relatively difficult item finding missions, this game tends to be a rather easy one to complete. Rarely will players feel like they are about to lose a level as not only is it easy to stun girls by temporarily using the Demon Sweeper or by using the sweeper to suck up long range confession attacks, but the amount of damage done by their confessions and affection is rather minimal in the long run as advancing through a stage or absorbing a “Mr. Happy” plush will restore some of your health.

As mentioned before players will have the opportunity to “Rendevous” with characters by using their smartphone. All of the girls in the game can give the player their phone number when completing side-missions where they ask for help and when you meet with them you can learn various bits of their backstory and their personalities. It also happens to be where you can raise their affection by giving them plenty of candy with the hopes of having them like you enough to take part in a “Doki-Doki” mini-game fantasy that is taken from the core characters of the game or see what they say when you get a little too close to them.

This candy is obtained through simply completing missions and is also the best way to raise affection with both Nanako and Chiru to unlock more of their story paths. All of these paths will feature the aforementioned Doki-Doki mode and other fan-service heavy scenes that involve finding demons hidden within their body and purifying them, often by stripping the girls down to their underwear in the process.

Perhaps one of the elements that does make Gal*Gun 2 a bit of an easier game is the fact that the Switch version will provide players better aiming if they happen to play it as a handheld. Players can choose to aim however they wish with the analog sticks but if you want to be extra accurate, especially when it comes to picking apart far away mini-demons, then you can also zoom in and take precise aim using the motion controls of the system. This control system is adjustable if you don’t like to use this function but it does make the game a bit easier.

Visuals & Audio

With Gal*Gun 2 being released on the Switch players should expect a relatively solid looking game that doesn’t do a whole lot to impress but does run at a nice speed throughout most of the environments in the game. Your room can occasionally get a bit rough depending on how many decorations you happen to have placed around but for the most part this title runs smoothly. The character designs are nicely handled and unique enough for each girl, especially in the cases where some characters happen to be related to one another, and there is more than enough titillating details to please fans looking for heavy fan-service.

It is interesting to note that there is only the original Japanese voice track to work with in this game but that isn’t too much of a problem as nearly every element of the game is given solid subtitle work, even with the main enemy’s verbal tic given a unique twist in the dialogue.

Overall

Gal*Gun 2 makes for a very solid, albeit very easy, on-rail shooter that knows exactly who its target audience happens to be and does its best to please them. With a number of different endings with a decent storyline provided with most of them and more than enough fan-service to please anyone knowing what they are looking for, this game ends up being more than satisfying.

Capsule Computers review guidelines can be found here.

Death Road to Canada Review

Death Road to Canada

Developer: Rocketcat Games
Publisher: Ukiyo Publishing
Platforms: PC, Xbox One (Reviewed), Switch, PlayStation 4
Release Date: Available Now
Price: $14.99 – Available Here

Overview

Survival games have been quite popular in recent years, especially ones that happen to involve surviving against hordes of undead. What helps set some of these games apart are little quirks that give players something new and fresh and with Death Road to Canada, we have a fun little game that you can sink hours into all while feeling like you’re beating your head against a wall.

Gameplay

There is little set-up to Death Road to Canada outside of a tutorial mode. A zombie apocalypse has ravaged the land and what few survivors still roam the United States have set their sights on Canada, a land said to be free of the undead. With players choosing to either set out on their own or with an AI partner (local co-op controllable) they must survive for fifteen days on a road fraught with danger as the undead are ever-persistent.

With the roads are rough on any vehicle still capable of running, bandits preying on anyone not prepared to defend themselves, supplies runs always leaving you at the risk of death, and numerous other disasters awaiting you, Death Road to Canada can be a punishing game and one that you will definitely need some practice and a healthy dose of luck to get through alive.

Some of this can be mitigated a bit with the healthy options available through the character editor. Players can create up to eighty different custom characters that can be designed any way you want with a decent amount of options for both male and female characters and each character can be assigned one perk and one trait that can either help or hinder the party as a whole. These traits can help with melee combat, make them better at repairing or healing, and more and can allow you to at least plan ahead a bit if you choose to take these custom characters out on the road rather than run with randoms.

The actual game modes are all the same more or less, one is a standard mode, another focuses heavily on using characters you’ve created as survivors you’ll come across, and another focuses more on giving players special rare characters that are references to other games or pop culture icons with advancing difficulties being unlocked once you manage to complete a route.

Once you manage to set out on the road to Canada you’ll find that the game is basically split into two parts, one that is a text based road trip that features multiple choices as your vehicle drives down the road automatically while the other half is scavenging for supplies in the various buildings you come across, fighting swarms of zombies that stall your progress for a period of time, or running through a sewer/factory to escape an undead pursuit.

The road trip part of the journey is where you’ll find all sorts of randomized events occurring as you travel to Canada. Your group will have short, often humorous, conversations while driving and can encounter all kinds of events on the road that can impact their morale. There is a massive amount of events that can happen and often choices that you can make that will affect your crew in various ways. Sleeping in a seemingly safe area may provide everyone rest but can leave you open to danger, attempting to escape bandits can cause members to get hurt or get away scot-free depending on your party’s stats and who you choose to handle certain situations.

Since players don’t automatically know the stats of their group at the beginning of a journey it will often come down to chance and discovering their abilities through trial and error, often error in the case of the game’s systems though. This especially comes into play with how your resources are handled. Vehicles require fuel and maintenance to stay running, medical supplies are necessary to heal wounds, and some characters eat far more than others. Running low on fuel or having a car break down means your group will be hoofing it, often running into extreme danger on the way, while low food will reduce morale, and even being tired can make combat a bigger trial.

That is why players will “always be looting” as the game says when you can select from a variety of locations to search in the game’s other half. This places players in a variety of locations where they will leave the relative safety of the car and brave the undead to search through abandoned stores, houses, and other buildings to try and see what they can scavenge.

Combat in Death Road to Canada is a straightforward affair with melee weapons having a certain strength and durability level. Most melee weapons will break after a decent number of swings while dealing decent damage to zombies but there are also heavier weapons that deal extra damage at the cost of taking more energy to swing. Long winded fights can wear down a character’s endurance making them sweat and swing their weapon slower. There is a wide variety of weapons to find including some rare gear and while some characters can only carry one or two at a time, most can carry three and store others in the trunk of their vehicle. Firearms are also more than capable of taking care of the undead but they require the use of specific ammo, an occasionally scarce resource.

Like any good survival game, your characters can only take a few hits before dying and while it is possible to heal up between scavenging sessions with medical supplies, it is highly likely that if you get swarmed you will end up losing someone. In fact, as you get further along it is entirely possible that an inescapable timed swarm battle may see your group of four survivors dwindle down to a solo survivor. The interesting thing is, as long as you have at least one human (as dogs and even pigs can be recruited as survivors) survivor you can continue your journey to Canada. Even if it means having no one left from the original group in your survivor pool.

As you play the game you will occasionally obtain “Zombo Points” that are obtained after swarms and occasionally found as floating skulls in random locations. These points can be used to unlock permanent upgrades to some character traits and perks, unlock new points, and other upgrades to events you may encounter in your journey.

It is unfortunate that with so much emphasis being placed on playing through the game as many times as possible, hoping to do a little better each time, that there is a real lack of variety when it comes to locations to explore. While every encounter is randomly generated and there are a massive number of events to run into, the majority of the areas you end up exploring are as generic as they come and often quite repetitive in nature and even layout. What makes things worse sometimes is that the game’s randomly generated events can occasionally wipe out an entire group’s supplies or health with little actual player input, making what should be seen as a challenge more like an unfair loss.

Also it is worth noting that while co-op is available in the game, it is not available for use online. While this is nice for drop-in and drop-out couch co-op it is disappointing that the option for online play isn’t available in some form. Your co-op partner is also limited when it comes to interacting with NPCs found during your journey, making them little more than a helping hand when it comes to taking on the zombies.

Visuals & Audio

With Death Road to Canada being designed with a pixel art style there is a decent amount of charm to be found here. This is mostly thanks to the wide array of guest characters the company has been able to implement into the game.

Unfortunately the actual variety of the locations quickly becomes monotonous while the zombies themselves all begin to blend together with similar appearances becoming problematic. The soundtrack is fairly standard for a retro pixel style game such as this and doesn’t really lend itself to being memorable in any way.

Overall

Death Road to Canada feels does offer a unique blend of text based adventure and zombie survival wrapped up into a permadeath game that you can easily sink hours into trying to get a little farther each time. The problem is that the game often feels like luck plays a major role in actually surviving in the game and while there is a nice bit of humor mixed in with fun guest characters, the focus on trying numerous times while exploring repetitive feeling environments and facing same-faced zombie hoards can begin to drag after some time.

FAR CRY 5: HOURS OF DARKNESS LAUNCHES ON JUNE 5

FAR CRY 5: HOURS OF DARKNESS LAUNCHES ON JUNE 5

Travel from Hope County to Vietnam in Far Cry’s First DLC Adventure

Sydney, Australia May 25, 2018 — Today, Ubisoft announced Far Cry 5: Hours of Darkness, the first post-launch adventure, will release on June 5 across all platforms. The first DLC will transport players back in time as they play Hope County’s Wendell “Red” Redler, who must find and rescue his fellow squad members from hostile forces during the Vietnam War.

Far Cry 5: Hours of Darkness transports players into a war-torn Vietnam as they relive the harrowing experience of Wendell Redler from the main campaign of Far Cry 5. Playable in solo or online co-op, Hours of Darkness transports players from rural Montana to a dangerous jungle where they must rescue imprisoned squad mates, wreak havoc on the Viet Cong and North Vietnamese Army, and fight to get back home by any means necessary. This first DLC adventure will feature new gear and abilities as well as two different playable modes that will be unlocked after completing Hours of Darkness: Survivor Mode, giving players a limited loadout for a more challenging playthrough, and Action Movie Mode, where a generous loadout delivers over-the-top action.

In addition to the DLC, all Far Cry 5 players will have access to new Vietnam-themed assets in Far Cry Arcade available on May 24 with the release of the Vietnam title update. Map Builders will be able to integrate these assets into their existing maps or create new maps focused on the Hours of Darkness theme. All future DLCs will also include thematic assets that will be added to Far Cry Arcade for free.

Alongside today’s title update, Ubisoft released the soundtrack for Far Cry 5: Hours of Darkness. Composed by Wade MacNeil (Alexisonfire, Gallows, Black Lungs) and Andrew Gordon Macpherson. Driven by fear, confusion and violence, the music takes us on a journey into the madness of war. With the participation of renowned multi-instrumentalist Kim Uyen Le, Wade and Andrew have created a sound palette that blends traditional Vietnamese instruments with hypnotic, late 60’s psychedelic soundscapes, gritty vintage electronic textures, and pounding rhythmic patterns.

Far Cry 5 post-launch will continue with two new DLC adventures – Lost on Mars and Dead Living Zombies – which will be released in July and August of this year. Two additional asset drops will give map builders more tools to create unique Far Cry Arcade experiences. The DLC adventures are available in the Season Pass, or as standalone DLC purchases, while new asset releases for Far Cry Arcade will be available for free to all players.

Set in America, a first for the franchise, Far Cry 5 offers players total freedom to navigate a serene-looking yet deeply twisted world as the new junior deputy of fictional Hope County, Montana. Players will find that their arrival accelerates a years-long silent coup by a fanatical doomsday cult, the Project at Eden’s Gate, igniting a violent takeover of the county. Under siege and cut off from the rest of the world, players will join forces with residents of Hope County and form the Resistance. Far Cry 5 will continue to receive premium DLC adventures available in the Season Pass as well as free content including new Far Cry Arcade assets and in-game live events following the launch.

For more information about Far Cry 5, please visit farcry.com and follow us on Facebook at facebook.com/farcryanz and on Twitter at twitter.com/farcrygame or hashtag #FarCry5.

For the latest on Far Cry 5 and other Ubisoft games, please visit news.ubisoft.com.

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 2016–17 fiscal year Ubisoft generated sales of €1,460 million. To learn more, please visit www.ubisoftgroup.com.

© 2018 Ubisoft Entertainment. All Rights Reserved. Far Cry, Ubisoft and the Ubisoft logo are registered or unregistered trademarks of Ubisoft Entertainment in the US and/or other countries. Based on Crytek’s original Far Cry directed by Cevat Yerli.

MEET YOUNG HAN SOLO IN STAR WARS: FORCE ARENA TODAY

MEET YOUNG HAN SOLO IN STAR WARS: FORCE ARENA TODAY

Major Update Featuring Brand-New Content from Solo: A Star Wars Story Film Exceeds 200,000 Players Pre-registered

LOS ANGELES, California May 25, 2018 Netmarble Corp., the fastest-growing mobile game company worldwide, and Lucasfilm today launched a major update to their hit mobile MOBA, Star Wars: Force Arena. Along the release of the highly-anticipated movie, “Solo: A Star Wars Story”, the game has added six new characters from the film including Young Han Solo and everyone’s favorite Wookie, Chewbacca.

Pre-registrations for the major update, which began on May 4, have surpassed 200,000 players, unlocking special rewards for all players who will receive a Legendary Wild Card, 300 crystals, and 10,000 credits as in-game gifts after the update is implemented today.

The update will introduce major changes including the addition of a Datacard System, a Leader Training System and a New Development System, all of which give players even more ways to earn valuable materials.

Datacard Quest features different types of battle, Against All Odds(1 vs 2 battle quest) and Protect the AT-AT, which differ from the regular PvP content. This is a brand new system that players can acquire various Datacard rewards from each quest, and upgrade their deck.

More details on each new system can be found below:

  • Datacard Quest – Players can now unlock challenge-specific dungeons for Datacards
  • Leader Training System – Players will now be able to develop abilities for their leaders by converting existing cards into perk point
  • New Development System – Players can now develop era set effects or additional stat enhancements by equipping datacards obtained from the new quest.

Star Wars: Force Arena now features a Character gallery. Upon completing the collection of images in gallery, players can receive Wild Card as rewards.

Star Wars™: Force Arena boasts more than 120 playable in-game cards, including new faces from the recent movie release, Solo : A Star Wars™ Story. Star Wars™: Force Arena is available on the iTunes App Store and Google Play. For more information on the game, visit the official website at www.StarWarsForceArena.com.

Download Star Wars: Force Arena for your iOS device here.

Check out Star Wars: Force Arena on Android here.

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About Netmarble Corporation

Netmarble Corporation strives to entertain audiences of all ages around the world by providing great mobile gaming experiences. Established in Korea in 2000, Netmarble is the fastest-growing mobile game company and consistently ranks as a top mobile developer and publisher worldwide. With more than 4,500 employees, Netmarble has been producing and servicing some of the most successful mobile games including Lineage 2: Revolution, MARVEL Future Fight, Everybody’s Marble, and Seven Knights. As a parent company to Kabam, a top mobile game developer in massively multiplayer free-to-play games, and the largest shareholder to Jam City, a leading casual social game developer, Netmarble has a strategic partnership with CJ E&M Corporation, Asia’s largest entertainment company, Tencent Holdings, Asia’s largest internet company, and NCsoft, a prominent MMORPG company. More information can be found at http://company.netmarble.com

BANDAI NAMCO ENTERTAINMENT AMERICA INC. PARTNERS WITH GAMERS OUTREACH TO HELP CHILDREN IN HOSPITALS LEVEL-UP

BANDAI NAMCO ENTERTAINMENT AMERICA INC. PARTNERS WITH GAMERS OUTREACH TO HELP CHILDREN IN HOSPITALS LEVEL-UP

Over $20,000 Donated to Provide Equipment, Technology, and Software to Help Young Patients Cope and Recover from Illness 

SANTA CLARA, Calif., (May 24, 2018) – Leading anime video game developer and publisher BANDAI NAMCO Entertainment America Inc. announced today it has raised and is donating over $20,000 to Gamers Outreach in support of the foundation’s mission to provide recreation and entertainment to children recovering from the treatment of long term illnesses in hospitals through the power of video games. The donated funds will go directly to the creation of additional “GO Karts” or Gamers Outreach Karts – portable, medical-grade gaming kiosks which healthcare staff can use to transport gaming consoles and games to children who are not able to leave their rooms during their recovery. GO Karts have already been stationed at nearly 50 hospitals around the United States and support over 450,000 children annually during their recoveries.

“As a video game company, BANDAI NAMCO Entertainment America is excited to see the power of video games brighten the day of a child recovering from illness. Video games can transport children to distant lands for grand adventures, empower them with super powers, and most importantly, deliver a simple smile and some comfort.” said Denny Chiu, Director, Communications and Corporate Social Responsibility at BANDAI NAMCO Entertainment America Inc. “By lifting their spirits, we hope to help these brave young patients through their healing process and provide a semblance of fun and normalcy to their day. We also want to thank our generous fans who donated funds during our livestream, our combined donations will surely add a boost to help Gamers Outreach in its mission of bringing joy, creating smiles, and making the day special for countless kids.”

“We’re incredibly grateful to the team from BANDAI NAMCO Entertainment America for this generous gift of more than $20,000 in support of providing entertainment devices to hospitalized children,” said Zach Wigal, Founder of Gamers Outreach. “As an organization, our focus is to help normalize the hospital experience by ensuring games and recreation are available to patients, and easy for healthcare professionals to manage. GO Karts are a tool hospital staff rely on as a way to deliver content to patients who have limited accessibility during treatment. The GO Karts built by BANDAI NAMCO Entertainment America will be making a difference in the lives of children and their families for years to come!”

Funds donated by BANDAI NAMCO Entertainment America Inc. are comprised of charitable donations raised during an eight hour “Let’s Play Anime” charity livestream which raised $5,484 from viewers and fans. The livestream featured gameplay segments featuring BANDAI NAMCO Entertainment’s latest games. The livestream was hosted by BANDAI NAMCO team members and social media influencers. During the program, viewers made donations in support of the livestream to benefit Gamers Outreach. Additional funds were donated by BANDAI NAMCO Entertainment America Inc. by matching the $5,484 donated by livestream viewers and with an additional $10,000 for a grand donation total of $20,968.

For more information on BANDAI NAMCO Entertainment America Inc., please visit: https://www.bandainamcoent.com. For more information about Gamers Outreach Foundation, please visit: https://gamersoutreach.org.

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About BANDAI NAMCO Entertainment America Inc.

BANDAI NAMCO Entertainment America Inc., part of BANDAI NAMCO Holdings Inc., is a leading global publisher and developer of interactive entertainment for all major video game consoles, iOS, Android, and online platforms. The company is known for creating and publishing many of the industry’s top video game franchises including PAC-MAN®, GALAGA®, TEKKEN®, SOULCALIBUR®, and ACE COMBAT®. BANDAI NAMCO Entertainment America Inc. is the premier publisher in the Western hemisphere for anime based video games including NARUTO SHIPPUDEN™, DRAGON BALL Z®, and ONE PIECE®. More information about the company and its products can be found at http://www.bandainamcoent.com or www.facebook.com/BandaiNamcoUS

About Gamers Outreach Foundation

Gamers Outreach is a 501(c)(3) charity organization that provides recreation to children in hospitals through the power of video games and the gaming community. Hospitalization can often be a lonely, isolating, and scary experience for young people. Gamers Outreach eases those burdens by providing equipment, technology, and software that help kids cope with long-term treatment. More information can be found at www.GamersOutreach.org

New Gameplay Trailer for Horrifying Vision of Hell Agony Released

New Gameplay Trailer for Horrifying Vision of Hell Agony Released

WALNUT CREEK, CA – May 24, 2018 – Madmind Studio and Maximum Games today release a new gameplay clip for the upcoming unsettling descent into the afterlife, Agony, which will launch on May 29th for PlayStation®4, Xbox One and PC.

The new clip is a stark reminder of the terrors brimming within Agony’s surreal environments, each teeming with abominations devoid of anything but evil. Agony’s nightmarish corridors harbor dark surprises with every turn, weaving a hellscape only the bravest will endure.

Agony follows an unfortunate soul’s arrival in the depths of hell and his desperate search for the mysterious Red Goddess, a figure standing as the only chance for anyone to escape eternal damnation. Scores of bloodthirsty demons prowl the twisted pathways and grotesque locales leading to the Red Goddess, readily feeding on anyone who proves unsavvy with stealth or combat.

Escape is only possible by besting hell’s abyss of beasts, solving environmental puzzles and making clever use of the realm’s mentally broken sinners via possession to finally confront the Red Goddess and escape endless torment.

For more information on Agony, please visit http://agonygame.com.

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About Agony

Agony features a full-fledged story mode as well as an open challenge system that randomly generates levels for players to explore and survive to gain new Highscores. In addition to featuring in countless “Most anticipated Horror Games 2018” lists, the kick starter financed title is set to challenge players with its brutal and malevolent environments. Agony throws players in the midst of hell where they strive to stay alive and solve the riddle behind the mysterious Red Goddess; architect of this place of sorrow and pain, and the sole entity with knowledge of how escape… but there is more to the story than it seems. Haunted by nightmare creatures, players gain the ability to possess demons and other souls to find their way out of hell.

About Madmind Studio

Madmind Studio is a game development studio created in 2016 by Tomasz Dutkiewicz. We are the team of game developers who are working for more than ten years in the video gaming industry. Our studio comprises veteran game developers, who have worked on numerous AAA titles, such as Witcher 3, The Division, Sniper: GW2, Alien Rage, Enemy front and more. The invaluable experience we have gained with these titles allows us to use this knowledge not only to translate it into high-quality titles but also to help and train new, passionate people who are just beginning their adventure with the gaming industry. At first, our studio only had nine people. The dynamic development of the company allowed us to double the number of employees employed. We are determined to create best possible, visually stunning games with a unique atmosphere.

Robothorium, the Roguelike RPG with turn-based fights reaches early access on 7th June 2018.

Robothorium, the Roguelike RPG with turn-based fights reaches early access on 7th June 2018.

Goblinz Studio, the creators of Dungeon Rushers, are presenting their new Roguelike RPG title in a new video.

Metz, 22th May 2018. Goblinz studio has announced the release in Early Access of Robothorium for the 7th June 2018, his new Roguelike RPG that puts you in the circuits of Skynet. Gather your team of robots, choose your allies and lead your troops to the next robotic era. Robothorium will be available on PC/Mac/Linux, on Steam, for 14.99€/$. On this occasion, a launch video can be found on the official channel.

Robothorium is a futuristic turn-based, Rogue-like RPG, where all your choices will have a direct impact on your revolution against Humankind.

Features:

  • Lead your own robotic revolution: Your uprising will be unique! Each of your choices will impact random generation and the next missions! They will also change your relations with the 5 different factions present in the game.
  • Turn-based fights: Develop your strategy with 10 classes of robots, each one having its own synergies. Face plenty of enemies designed with unique mechanics and defeat the BreakTech enterprise!
  • Manage your troop of robots: Choose your allies and manage your reserve of robots. Craft and gather powerful items, upgrade your talents and give your support to demonstrations all around the world!
  • Online multiplayer: Face other players and prepare your response by customizing your AI!

Why are we doing an Early Access? 

In its current state, the concept and mechanics are definitely far enough along to give the community a good idea about what we want to do with this Robothorium. However it’s still early enough for us to catch any mistakes that we might have made, or to take on board new concepts and propositions. This is why we think now is the right time to be part of Early Access.

In this way the community can be involved the sooner. The game employs an original concept mixing RPG and Rogue-like styles.This mix will require a lot of balancing because of the procedural generation.

Fresh perspectives from what we hope will be a bunch of qualified and implicated players. That’s how we take a step back and improve our game, beyond what we could have done all alone in our studio.

TAKE A LAP OF MONACO WITH CHARLES LECLERC IN F1™ 2018

TAKE A LAP OF MONACO WITH CHARLES LECLERC IN F1™ 2018

Sauber Driver Reveals First Gameplay Footage, Visual Uplift and Manual ERS Also Confirmed

Larkspur, Calif. May 24, 2018 – Codemasters® has today released the first gameplay footage for F1 2018, the official videogame of the 2018 FIA FORMULA ONE WORLD CHAMPIONSHIP™, with Alfa Romeo Sauber F1 Team’s Charles Leclerc driving a lap of his home track, the iconic Circuit de Monaco, ahead of this weekend’s race there. F1 2018 will release onto PlayStation®4 computer entertainment system, the Xbox One family of devices including the Xbox One X and Windows PC (DVD and via Steam) worldwide on August 24, 2018.

Showcasing F1 2018’s enhanced visuals, the trailer takes racers on a lap of Monaco narrated by the 20-year-old Monégasque Sauber driver, who was filmed playing the new game in Baku, Azerbaijan recently, and who is also a keen gamer.

Speaking about F1 2018, Charles said, “I love playing the F1 game. As soon as I get out of the car, I miss racing. So, when I am back home, I play for fun. This is the closest I can get to driving a Formula 1® car outside of the track, so it is always very enjoyable to play.”

On the recreation of Monaco in F1 2018 Charles added, “First of all, I was amazed at how realistic the scenery was. Being born in Monaco, I know the circuit very well. Well done for visualizing the track so nicely in the game. My favorite part is the last sector because there is a great rhythm to the drive there.”

With regards to the visuals unveiled today in the new Monaco footage, Stuart Campbell, the new art director on F1 2018, said, “One of the biggest visual uplifts for F1 2018 are our revised lighting, sky, clouds and atmospherics systems. These systems work hand-in-hand and affect all aspects of the game rendering, making it more believable than ever before. Our new cloud tech more accurately represents the real world with improved cloud formations and response to light through the various weather scenarios that are a huge part of F1. Even on a clear day, the sky looks interesting with high level cloud detail and jet trails, while the new atmospherics system gives a true sense of depth in the scene and connects the sky and terrain in a more cohesive manner, making for some stunning vistas.”

One of several key improvements to the car physics system is also revealed briefly in the Monaco footage. Lee Mather, game director on the F1 Games, explained, “The inclusion of a player-managed Energy Recovery System (ERS) has been added to vehicle physics for F1 2018 as we always strive to give as authentic recreation of the sport as possible. Augmenting the powerful internal combustion engine, the player will have multiple deployment modes to choose from. The inclusion of the ERS will not only give the player an even more authentic Formula 1 experience, but will serve to create even more varied and exciting races”.

As well as a strong visual uplift this year and the inclusion of player-managed ERS, F1 2018 boasts a number of other new features and improvements. There are more classic cars for the player to drive and the much-heralded Career mode has been expanded to further immerse the player into the world of Formula 1. F1 2018 will feature all of the official drivers, teams and circuits from the enthralling 2018 season. This year sees the return of the French Grand Prix™ for the first time since 2008, at the Circuit Paul Ricard, and also the return of the German Grand Prix at the Hockenheimring.

More news F1 2018 news will follow soon, including the reveal of the classic cars, which have been selected based on community feedback. Follow Codemasters F1 games blog (http://blog.codemasters.com/f1/) and social channels on Twitter (https://twitter.com/Formula1game) and Facebook (https://www.facebook.com/formula1game) for future updates.

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About Codemasters

Codemasters, the award winning video game developer and publisher, has a 30 year heritage. With titles distributed globally, Codemasters is a leading developer and publisher of driving and racing entertainment games including DiRT, GRID, ONRUSH and the official BAFTA award-winning FORMULA 1™ series of videogames. The company is fully controlled by Reliance Big Entertainment Ltd. (RBEL). 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.

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. Upcoming highlights from Deep Silver include Dead Island 2 and Agents of MAYHEM. 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

F1 2018 Game – an official product of the FIA FORMULA ONE WORLD CHAMPIONSHIP. © 2018 The Codemasters Software Company Limited (“Codemasters”). All rights reserved. “Codemasters”®, “EGO”® and the Codemasters logo are registered trade marks owned by Codemasters.

The F1 FORMULA 1 logo, F1 logo, FORMULA 1, FORMULA ONE, F1, FIA FORMULA ONE WORLD CHAMPIONSHIP, GRAND PRIX and related marks are trade marks of Formula One Licensing BV, a Formula 1 company. © 2018 Cover images Formula One World Championship Limited, a Formula 1 company. Licensed by Formula One World Championship Limited. The FIA and FIA AfRS logos are trade marks of Federation Internationale de l’Automobile. All rights reserved.

All other copyrights or trade marks are the property of their respective owners and are being used under license. Developed and published by Codemasters.