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WARNER BROS. INTERACTIVE ENTERTAINMENT, TT GAMES, THE LEGO GROUP AND MARVEL ENTERTAINMENT ANNOUNCE LEGO® MARVEL SUPER HEROES 2

WARNER BROS. INTERACTIVE ENTERTAINMENT, TT GAMES, THE LEGO GROUP AND MARVEL ENTERTAINMENT ANNOUNCE LEGO® MARVEL SUPER HEROES 2

Iconic Marvel Super Heroes and Super Villains from Different Eras and Realities Come Together for an All-New, Original Adventure in the Sequel to Blockbuster Hit, LEGO® Marvel Super Heroes

Burbank, Calif. – May 15, 2017 – Warner Bros. Interactive Entertainment, TT Games, The LEGO Group and Marvel Entertainment today announced LEGO® Marvel Super Heroes 2, an all-new, original adventure and sequel to the smash hit, LEGO® Marvel Super Heroes. Bringing together iconic Marvel Super Heroes and Super Villains from different eras and realities, along with signature LEGO humor, the latest epic adventure from TT Games transports players into a cosmic battle across a myriad of Marvel locations ripped from time and space into the incredible open hub world of Chronopolis. LEGO® Marvel Super Heroes 2 will be available starting November 15, 2017 for PlayStation®4, Xbox One®, and PC. The game will be released for Nintendo Switch™ this holiday.

“With a completely original branching storyline, LEGO® Marvel Super Heroes 2  introduces amazing new gameplay features, including the ability for characters to manipulate time and a four-player competitive Super Hero battling mode,” said Tom Stone, Managing Director, TT Games. “With a huge array of brand new characters from the Marvel Universe, including old favorites in new guises, this game is sure to thrill both LEGO and Marvel fans, as well as newcomers to the series.”

“The LEGO Group is delighted to continue the stories of the legendary Marvel characters in a new LEGO adventure,” said Sean McEvoy, VP Digital Games, The LEGO Group. “Fans young and old will love playing through this all-new cosmic saga spanning the Marvel Universe as seen through the LEGO lens.”

“As we look to bring amazing games to Marvel fans of all ages, we’ve teamed up yet again with our incredible partners at LEGO, Warner Bros. Interactive Entertainment and TT Games,” said Jay Ong, SVP, Games & Innovation, Marvel Entertainment. “LEGO® Marvel Super Heroes 2 brings characters from across Marvel’s history into an original story told in a way that only LEGO games can, offering hours of epic gameplay.”

Players will go head-to-head with the time-traveling Kang the Conqueror in an epic battle across Chronopolis, from Ancient Egypt and The Old West to Sakaar and New York City in 2099. Along the way, gamers will be able to take control of a host of iconic characters, from Cowboy Captain America from the past to Spider-Man 2099 from the future along with Thor, Hulk, the Guardians of the Galaxy, Black Panther, Captain Marvel, Doctor Strange, Green Goblin, and dozens of other Marvel Super Heroes and Super Villains.

Packed with entertaining LEGO humor for fans of all ages, LEGO® Marvel Super Heroes 2 features a four player multiplayer mode, allowing friends and family to play competitively or cooperatively as a team.

Follow LEGO® Marvel Super Heroes 2 at:

Facebook: https://www.facebook.com/LEGOMarvelVideoGame

Twitter: https://twitter.com/LEGOMarvelGame

Instagram: https://www.instagram.com/LEGOMarvelGame

YouTube: https://www.youtube.com/user/LEGOMarvelVideoGame

 

About TT Games

TT Games (www.ttgames.com) is the combined publishing and development group behind the hit LEGO videogame franchises such as LEGO® Star Wars™, LEGO® Indiana Jones™, LEGO® Batman™ and LEGO® Harry Potter™, as well as popular titles LEGO®Marvel™ Super Heroes, LEGO® Marvel’s Avengers and LEGO® Jurassic World™.  Incorporating renowned UK developer Traveller’s Tales, TT Games has a distinctive focus on console, handheld, mobile and PC games of the highest quality, aimed at young gamers and their families.

About Marvel Entertainment

Marvel Entertainment, LLC, a wholly-owned subsidiary of The Walt Disney Company, is one of the world’s most prominent character-based entertainment companies, built on a proven library of over 8,000 characters featured in a variety of media over seventy years.  Marvel utilizes its character franchises in entertainment, licensing and publishing.  For more information visit marvel.com.

About Warner Bros. Interactive Entertainment

Warner Bros. Interactive Entertainment, a division of Warner Bros. Home Entertainment, Inc., is a premier worldwide publisher, developer, licensor and distributor of entertainment content for the interactive space across all platforms, including console, handheld, mobile and PC-based gaming for both internal and third party game titles.

About The LEGO Group

The LEGO Group is a privately held, family-owned company with headquarters in Billund, Denmark, and main offices in Enfield, USA, London, UK., Shanghai, China, and Singapore. Founded in 1932 by Ole Kirk Kristiansen, and based on the iconic LEGO® brick, it is one of the world’s leading manufacturers of play materials. Guided by the company spirit: “Only the best is good enough”, the company is committed to the development of children and aims to inspire and develop the builders of tomorrow through creative play and learning. LEGO products are sold worldwide and can be virtually explored at www.LEGO.com.

704Games Announces NASCAR Heat 2

704Games Announces NASCAR Heat 2

New console game with wide range of enhancements launching Sept. 12 on PlayStation®4, Xbox One and Windows PC

Social media campaign allows fans to help decide the next game cover athlete leading into this weekend’s Monster Energy All-Star Race

CHARLOTTE, N.C. May 15, 2017 – 704Games, NASCAR Team Properties’ exclusive console simulation-style video game licensee, announced today that NASCAR Heat 2, a new NASCAR racing game, will be available in North America on Sept. 12, 2017 for the PlayStation®4 computer entertainment system, Xbox One and Windows PC.

NASCAR Heat 2 builds on the core experience of its predecessor, NASCAR Heat Evolution, with advancements from returning developer Monster Games. These improvements include enhanced online multiplayer, a deeper career mode, track updates, additional drivers and other features in line with the 2017 NASCAR-sanctioned national series formats.

“We’re excited to continue our relationship with Monster Games for NASCAR Heat 2,” said Paul Brooks, CEO of 704Games. “This new game will have a very different look and an enhanced overall experience that reflects the insights of actual NASCAR drivers. Over the coming months, we’ll announce additional new features that we believe will really excite our fans.”

NASCAR Heat 2 improves on the strong racing foundation established in NASCAR Heat Evolution,” said Richard Garcia, President of Monster Games. “We added a slew of new features designed to take NASCAR games back to their roots, while delivering an authentic racing experience for fans.”

704Games is again working with Toyota, an Official NASCAR Partner, for a new cover athlete competition. From now until Friday, May 19, fans can vote at www.NASCARHeat.com/CoverRace for the two Toyota drivers they want to see go head-to-head to be the face of NASCAR Heat 2. The first of these finalists to finish Stage 2 at the Monster Energy All-Star Race™ on May 20 will become the cover athlete for NASCAR Heat 2. This is the second year 704Games and Toyota have partnered to offer additional racing content to elevate the in-game experience.

“The inaugural Monster Energy All-Star Race is going to be one of the most entertaining weekends of the year,” Brooks concluded. “Being featured on the cover of a video game is an honor for any athlete. Teaming up with a forward-thinking partner like Toyota for the NASCAR Heat 2 Toyota Cover Race is a thrilling addition to up the stakes of the weekend and increase fan involvement.”

Additional information on NASCAR Heat 2 will be available throughout the summer on the game’s official website: www.NASCARHeat.com. Fans can also follow NASCAR Heat 2 on Instagram and Facebook for the latest updates.

The official NASCAR Heat 2 logo and NASCAR Heat 2 Toyota Cover Race Sizzle Video can be found here.

About 704Games

704Games is a video game publisher and developer focused on delivering high-quality experiences on console and mobile. 704Games, a video game licensee of NASCAR, released their first console game, NASCAR Heat Evolution, in September 2016 on the PlayStation®4 computer entertainment system and Xbox One, as well as Windows PC. NASCAR Heat Mobile, the first authentic NASCAR mobile racing game, launched in April 2017 on iOS and Android. 704Games is headquartered at NASCAR Plaza in Charlotte, North Carolina. For more information, please visit www.704Games.com.

Madman Has Official ‘Love Live! Sunshine’ “Happy Party Train Tour” Goods for Pre-Order

Madman Entertainment announced on Saturday that they have official Love Live! Sunshine!! “Aqours 2nd Love Live! Happy Party Train Tour” goods available for pre-order from now until the end of May 26, 2017. This will be the only opportunity for Aqours fans in Australia and New Zealand to buy official concert goods ahead of the upcoming Happy Party Train Tour. These goods are usually only available at the concerts in Japan.

Each customer will be allowed to buy one of each item. All customers must follow this rule and reside in Australia and New Zealand. All items will be delivered before the Saitama Concert, which is scheduled to take place on September 29, 2017. Madman is not currently able to confirm any live viewing events for fans in Australia and New Zealand.

The official goods available for pre-order include:

  • A light stick
  • A Saitama version tour t-shirt – small size
  • A Saitama version tour t-shirt – any size
  • A ‘Happi’ coat – any size
  • A tote bag
  • Character charms, as seen in the “Happy Party Train” music video – Chika, Riko, Kanan, Dia, You, Yoshiko, Hanamaru, Mari and Ruby charms are available for fans to choose from
  • A hip bag
  • A lanyard with a ticket holder
  • A train coin pouch
  • An acrylic key holder – fans can choose one of nine different key holders
  • A silicone wristband

Pre-orders can be made here.

TRACKMANIA®² LAGOON COMING TO PC ON MAY 23

TRACKMANIA®² LAGOON COMING TO PC ON MAY 23

Maniaplanet Update Available Now 

 

SYDNEY, AUSTRALIA — May 15, 2017 — Ubisoft® has announced that Trackmania®² Lagoon will be available for Windows PC on Uplay, Steam and Maniaplanet on May 23. Trackmania² Lagoon will take racers to tracks between fabulous palm trees and the crystal clear bay waters of the Tropical Island of Lagoon, where they will experience arcade gameplay like never before in the series. The game will include a brand-new solo campaign, a new official team game mode, Chase, a deep multiplayer experience and a world of possibilities with user-generated content.

Ubisoft has also released a new update for Maniaplanet, including major technical improvements and engine optimization for a faster and more powerful gaming experience. Maniaplanet now brings three new features for both creators and players:

  • A mesh modeler editor to build 3D objects directly inside the game to enrich and personalize your tracks.
  • An editor to create solo campaigns, to provide other players the opportunity to enjoy your creative style in best conditions.
  • Free access to the cutting-edge multiplayer channel system, an open and very simple gateway to content and activities created by the players.

For more information about Trackmania² Lagoon, please visit trackmania.com.

For more information about Maniaplanet, please visit maniaplanet.com

About Nadeo

In 2009, Ubisoft acquired the development studio Nadeo, creator of Trackmania, the cult multiplayer car racing video game. Set up in 2000 in Paris and comprising a highly talented team of developers, the Nadeo studio has won acclaim for the quality of its multiplayer technology, which offers one of the best available online gaming experiences and has already notched up 21 million registered players. Since then the studio continues to work tirelessly to offer user-generated content instruments through the cutting-edge gaming network called Maniaplanet, offering two great series, Trackmania² and Shootmania. In 2016, Nadeo released its first title on next-gen consoles and VR, Trackmania Turbo.

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 2015–16 fiscal year Ubisoft generated sales of €1,394 million. To learn more, please visit www.ubisoftgroup.com.

© 2016–2017 Ubisoft Entertainment. All Rights Reserved. Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the US and/or other countries. Nadeo and the Trackmania logo are trademarks of Nadeo in the US and/or other countries. Nadeo is a Ubisoft Entertainment company.

A Chat with Project Wingman Developer RB-D2

Anyone who’s been gaming with me for a while will tell you that I’m a huge Ace Combat fan. I played what I could from the franchise on PSone and PS2 but ever since I switched to PC there wasn’t much to choose from. Sure, we got Ace Combat: Assault Horizon and a couple of indie titles that tried to capture the feeling of that series but that was pretty much it. Therefore you can understand my excitement when something called Project Wingman caught my eye.

Aside from looking absolutely gorgeous for a game that’s still in alpha, what’s even more impressive is that this is all work of one man.  Abi, who is better known by the alias of RB-D2 has been kind enough to chat with me over a cup of (virtual) coffee and answer some questions.

Hi RB-D2! As I said earlier, Project Wingman looks stunning at this stage. So what I’m curious about now is how long how you been working on it? What made you pick combat flight sim for your game project? Needless to say, I’m glad that you did.

Hello! Thank you for the kind words! I’ve been working on Project Wingman for almost a year and a half now. I started around November 2015 as a venture into learning Unreal Engine 4 and since then I’ve been actively developing it in my spare time. Combat flight simulation genre has always held a special place in my heart it is definitely one of my favorite genres I’ve played ever since I was little, and I’d be lying if those type of games was not the ones that made me love aviation to this day. Recently I felt like there haven’t been many games that have present-day combat flight sim as the setting for the non-sim crowd especially with the rise of Space Combat Games recently, so I’ve decided that it’ll be a great fun project to work on and I hope to share to people what made me love the genre and aviation so much!

Well, color me impressed. I figured you would say something around 2-3 years but a year and a half are just crazy considering the progress you’ve made so far. Have you given any thoughts about joining Steam’s Early Access program with Project Wingman? If anything, it is one way to give your game more exposure.

Thank you! I have given that a lot of thought, but I do want to add more content to the game before it’s ready for anything like that. Hopefully, when it’s all ready in a few months you will see our Greenlight and Kickstarter campaign to bring the game to the Steam store faster.

That’s great news. It is evident that Project Wingman takes a lot of inspiration from Ace Combat series. With that said, are there some unique features we can expect from you somewhere along the road? My Christmas wishlist would definitely have something like slight visual customization of planes and co-op campaign.

Ace Combat was certainly a huge inspiration for this project, especially after the long hiatus of their mainline series. I do have some plans to enhance the gameplay formula the AC games used to have by introducing multiple weapon slots to increase the variety of what the player can do on a mission, and with that system in place I have the ability to introduce many unique gameplay elements to the standard gameplay such as special enemy types that can engage you at a longer distance which forces you to use long-range weapons, that’s just one of them, you will definitely see more of these elements coming out as the game gets further along in development as the focus is now starting to shift towards this mechanic. Another mechanic is to introduce a module system that acts as mini upgrades to aircraft to suit certain play styles and the player will have a selection to bring Flares, Engine boost, High G Module, and much more! The focus of Project Wingman is to bring variety into the gameplay and introducing many different playstyles and allowing people to adapt to any playstyle they want.

I can’t promise anything with regards to co-op campaign at the moment as Project Wingman is currently focused on the single player experience, however visual upgrades is something that’s strongly being considered, Hopefully, I can share more news on that later if it does become a feature.

Module system alone seems like something that could give a lot of the replay value to the game. That’s always a plus in my book. One of the things that are the staple of good combat flight sim games is music. I’ve read on your itchio page that you might have found someone as a composer for the game. Can you tell us a bit more about that?

Ah yes! Jose Pavli will be composing music for Project Wingman, he has been incredible to work with and the tracks he has put out for the latest demo is amazing! The reception of his music from the community has been extremely positive and I’m looking forward to what he can produce for the soundtrack of Project Wingman. There is more news regarding an additional composer in the future, so stay tuned!

I’m definitely looking forward to seeing the game soon on Greenlight and Kickstarter. Thank you for finding some time to chat with us and hopefully we won’t have to wait too long to get our hands on Project Wingman.

To keep up with the RB-D2’s work, make sure to visit his itchio page for latest Project Wingman builds as well as his Tumblr page for the frequent updates.

John Wick: Chapter 2 Review

John Wick: Chapter 2

Studios: Lionsgate, Thunder Road Productions, 87Eleven Productions
Publisher: Summit Entertainment
Platforms: Cinema
Release Date: 18 May, 2017 – Tickets Available Here

Overview

John Wick is an interesting case to examine for how a good film can be made out of an extremely simple premise. You’ve probably heard that the first film was about an uber assassin mowing his way through a veritable army of interchangeable goons which is, granted, a fairly stock standard premise for an action film. You’ve probably also heard that our character’s motivation for brutally taking the lives of so many people is essentially in retaliation for them killing his dog. It’s the sort of film which takes a ridiculous premise and runs with it to the extreme and it works. As I enjoyed the original, I looked forward to seeing what director (Chad Stahelski) and screenwriter (Derek Kolstad) come up with in the new instalment.

Story

The film’s story takes place well after the events of the first film with the eponymous John Wick (Keanu Reeves) having completed his quest for revenge and getting his car back. His return to the violent underworld he purportedly retired from brings an old associate, Santino D’Antonio (Riccardo Scamarcio), comes out of the woodwork to call in a literal blood marker John owes him. Through the pressure of the marker (and blowing up John’s house for good measure), Santino is able to convince John to complete one final contract: D’Antonio’s sister, Gianna D’Antonio (Claudia Gerini), a powerful mob boss in her own right. Unfortunately, as has been the case for John ever since his wife died, this course of action turns out to have terrible repercussions for pretty much everyone involved.

To be honest, the story is kind of thin as John is really reacting more to what is happening around and to him rather than being an actor on the film’s stage itself. There isn’t too much depth to be found in John’s character either as his motivations are largely set around survival and retaining the vestiges of his retired life. It’s difficult to quantify just why, despite these shortcomings, that the film’s writing endears itself to me. It serves well enough as a vehicle to get John Wick from one fight sequence to the next and you can pretty much guess where are the plot beats are. Wick’s motivations might get lost part way through the film but I’m gonna go out on a limb and say that you’ll probably not care. If nothing else, the story serves its role as setup for a film which is essentially made up of fight scenes between weird Bond villain henchmen.

In this regard, the ensemble performances of these eccentric characters becomes of paramount importance. Reeves does a formidable job as the action movie lead in this symphony of violence but credit should be directed to the supporting cast also. Ian McShane gives the utmost gravitas to Winston, the owner of the Continental Hotel, which helps give more weight to the mythos the film attempts to establish. Ruby Rose does a great turn as the bodyguard of D’Antonio and plays the role with suave and cheek which would have been fun to play, I’m sure. I also may have smiled with glee to see Laurence Fishburne appear opposite Reeves once more as the Bowery King and it was a pleasure to see him pontificate once more.

Honestly, the story may not be particularly inspired but what most certainly is the worldbuilding which takes place. Seriously, this film should serve as a master class on how to effectively develop and convey cool concepts for a cinematic universe. In the first film, you get the sense of Wick as an established player within a context quite alien to ours. In this film we get to see more of that alien context and it is a joy to behold. Every aspect of this world serves its utility in setting up the next plot point, as it needs them, but the film goes out of its way to make every detail it fills in interesting. Every turn, twist and crevice of this world is populated by interesting characters, dynamics, conventions, or concepts which make me super intrigued and eager for greater depth in an expanded universe. A television series based on characters and events alluded to in these films would certainly have my interest peaked.

Visuals

This film is absolutely fucking gorgeous. Not only are the fight sequences expertly choreographed, with the cast clearly put lots of (fake) blood sweat and tears on the screen, but the camera shots are beautifully composed too. The fight sequences are edited with a fast pace and rhythm to them so you’ll feel your pulse pound as Wick fights his way through the scene. On a base level, this film will get your adrenaline going and just for that, it is a competent action film but it goes beyond just that.

The cinematography is absolutely beautiful and the film is a perfect example of a neo-noir style. The way that this film plays with light and neon colours is a breathtaking addition to the action scenes. It gives everything an almost surreal quality to the ultra violence we see on the screen. This helps provide some emotional distance between the audience and the action but there were still some sequences where I could palpably feel the audience recoil.

Audio

The film features some fairly robust soundtrack which jumps between a number of eclectic offerings. There are pieces which are more hard rock and industrial to keep pace with the frenetic editing. It’s an excellent accompaniment and is able to feature various influences to suit the changing scenes and settings of the film. It’s powerful and evocative stuff but didn’t leave too much of an impression on me after the film’s screen time was over. It did it’s job admirably in providing a baseline beat to the film’s action but was not used in such a way to make too much of an impression on me.

Overall

Overall, I heartily recommend John Wick: Chapter 2 as a fun, slick, and stylish action film set in an awesome universe. The story is a little threadbare but it makes up for it by making every ancillary character and detail of the world interesting in concept and execution. The visual direction expertly showcases the films fight choreography while also creating some very pretty eye candy for you to consume. The soundtrack is varied and very competent at scoring the film’s plot points but otherwise not particularly memorable for me. These elements come together to make a very competent and intriguing action film. I honestly wish this director and writer had been put to work on the Assassin’s Creed film considering how well they did with this film.

I look forward to whatever projects they work on in the future and I look forward to the next instalment in this action film series. Kudos!
Capsule Computers review guidelines can be found here.

The Surge Prepares for Launch with New Trailer

Focus Home Interactive and Deck13 will be releasing the action RPG The Surge next week for PlayStation 4, Xbox One, and Windows. A launch trailer is out ahead of the May 16th. The video starts with an ad for CREO. We soon find our hero Warren trapped in a series of 1 vs 1 battles for his survival against a mysterious force that has taken over the CREO facility as he narrates his journal entries.

The Surge is set in a future where the world has been crippled by climate change and overpopulation. Humans have been reduced to manual labour in Exo-suits that increase their physical capacity. CREO has promised to reverse the ills of climate change, but Warren’s first day at CREO quickly turns into a nightmare. He wakes up in a hell where industrial machines have been repurposed for violence and fellow human workers have fallen into a bloodthirsty madness. Warren’s survival will hinge on the player’s decision to risk danger for better equipment as resources dwindle.

https://youtu.be/qJKxe97B5yE

Space Exploration RPG The Long Journey Home to Launch May 30

Daedalic Entertainment (Blackguards 2) announced that their space exploration RPG The Long Journey Home will be released on Steam on May 30th. The game is set to cost $39.99 USD. The Long Journey Home will only be available for Windows.

The Long Journey Home challenges players to guide a crew of four explorers back to Earth after they are left stranded by failed light jump. The crew have been left with a crippled ship and little supplies. The game’s physics engine replicates planetary gravity, allowing crafty players to pull off maneuvers not found in most space titles. On the other hand, players will be forced to be on their guard as the next bump could be the one that destroys an already broken space ship. Players will have to navigate through political and cultural challenges as the crew meets new alien civilizations for the first time, with little idea about the aliens motivations or desires.

The Long Journey Home is a procedurally generated game that provides a consistent lore experience with new events and dialogue with each playthrough. There are ten characters to choose from and over fifteen alien civilizations to discover. Daedalic Entertainment estimates the game has about two novels worth of dialogue, with each playthrough containing about 20% of the game’s content.

DiRT® 4™ TRAILER SHOWCASES FAMED RALLY DRIVERS, CHALLENGES YOU TO BE FEARLESS

DiRT® 4™ TRAILER SHOWCASES FAMED RALLY DRIVERS, CHALLENGES YOU TO BE FEARLESS  

Famed Drivers Discuss How They Combat Fear Behind the Wheel and Come Out Ahead    
Larkspur, Calif. – May 12, 2017 – Codemasters & Deep Silver today released a new DiRT® 4™ trailer where professional rally and rallycross drivers, including Kris Meeke, double world champion Petter Solberg and the Hansen brothers, talk about how they compete against fear as they push to go faster and finish on the top step of the podium.

DiRT 4 puts you at the wheel of some of the world’s most iconic and powerful off-road vehicles as you test yourself against the road and the elements in a battle against the clock. There is also multicar racing in rallycross and landrush where you will have to be brave and fast in order to take the chequered flag.

World renowned rally driver Kris Meeke, who worked as a handling consultant on DiRT 4 commented, “You have to forget about the fear factor. It’s purely about winning or losing. That’s the real special element in rally.”

Two time FIA World Rallycross champion and DiRT 4 handling consultant Petter Solberg said, “If you believe in yourself a lot, you know you will jump in the car again and be fast… I won three races in a row after probably the biggest ever accident in rally. It’s about how much you want it.”

Featuring two different handling models, Gamer and Simulation, DiRT 4 offers both depth and accessibility for players old and new to the franchise. The game’s innovative Your Stage system allows you to produce a near infinite number of unique rally stages at the touch of a button. Your Stage allows experienced rally players to create longer, more technical routes, whilst newcomers can create simpler shorter routes as they hone their skills.

DiRT 4 is set to cross the finish line in North America on June 6 for PC and consoles. Keep up with all the news and follow updates from the studio on Facebook (facebook.com/dirtgame) and Twitter (twitter.com/dirtgame).

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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 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

Paradox Interactive and Haemimont Games Announce Surviving Mars at PDXCON 2017

Paradox Interactive and Haemimont Games Announce Surviving Mars at PDXCON 2017

Colonize and Manage the Red Planet in a New Management Strategy Game Coming in 2018

STOCKHOLM — May 12, 2017 – Paradox Interactive, a publisher of games that probe new themes every day, today revealed Surviving Mars, a new management strategy game coming to Xbox One, Playstation 4, and Windows, Mac, and Linux PCs. Surviving Mars is developed by Haemimont Games, an independent developer best known for titles such as Victor Vran and several games in the Tropico series. The new game challenges players to plan and build a functioning colony on Mars, balancing inhabitants’ basic survival needs with sanity and quality of life, all while dealing with the hostile environment of the red planet.

See what awaits in the game’s debut trailer, which is remarkably not set to the tune of “Life on Mars”:

“We feel that strategy and management games are at their best when they let the player experience the unique story being told by their decisions, and Surviving Mars is going to have that in a big way,” said Gabriel Dobrev, CEO of Haemimont Games. “Your colonists aren’t just working to improve production, they’re struggling to survive, and their conflicts and concerns are intense. Surviving Mars lets you understand what your colonists are dealing with on an individual level, and coming up with creative plans for those needs will be a new challenge for our fans.”

In Surviving Mars, players will lead a colonization effort on the surface of Mars, from the very first rovers and supply drops to the construction of suitable habitats for brave settlers from Earth. Every colonist will be vital to the mission as the colony struggles to gain a foothold where the environment is hostile and resources are scarce. With each success, however, players will gain the ability to expand further, and even establish a thriving society – and lead a new generation that has never known the Earth.

“We’ve wanted to work with Haemimont Games for years, and it looks like the stars have finally aligned,” said Fredrik Wester, CEO of Paradox Interactive. “Expanding our management-strategy catalog has been something we’ve wanted to do for some time, after the successful launch of Cities: Skylines and building the player community around that genre. Finding a developer who shares our core design tenets is always gratifying, but with Haemimont and Surviving Mars we’re going to be giving our players a new experience that’s uniquely their own, and I’m looking forward to hearing the tales of triumph and catastrophe from our community.”

To take the first small step towards landing on Mars, players can sign up now for upcoming news and community activities around Surviving Mars. Eager settlers can find details here: http://www.survivingmars.com/

Paradox Interactive is a leading global publisher of strategy games for PC.  The world-renowned strategy catalog stretches back to 1999, and the company holds a particularly strong presence in the United States and Europe.

The publisher’s steadily-growing portfolio includes firmly established PC franchises such as the critically acclaimed Europa Universalis, Cities: Skylines, Crusader Kings, Magicka and the Hearts of Iron series created by Paradox Development Studio and a network of partner studios.