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DYING: REBORN SET TO LAUNCH FEBRUARY 28 ON PLAYSTATION®VR and PLAYSTATION®4

DYING: REBORN SET TO LAUNCH FEBRUARY 28 ON PLAYSTATION®VR and PLAYSTATION®4

Oasis Games Adds to Its Diverse PS VR Lineup with Upcoming Room Escape Horror Game Set to Release Next Week

BEIJING – (February 27, 2017) – After an impressive end of 2016 that saw the release of three diverse PlayStation®VR games, Oasis Games Ltd, a leading independent Chinese publisher, today announced that its room escape horror game, DYING: Reborn, will launch on February 28 for the PlayStation®VR, PlayStation®4 computer entertainment system. The release date for the PlayStation®Vita handheld entertainment system will be announced at a later time.

DYING: Reborn is a dark, horror‐themed puzzle game that creates a unique first‐person room escape experience. Players will play as Mathew, a distraught young man on a mission to find his missing sister. After receiving a mysterious note from his sister, Mathew finds himself trapped in a strange and eerie hostel with no recollection of how he landed there. To escape the hostel and solve the mystery, Mathew must solve a variety of creative puzzles while exploring each spooky room in the building for clues. Scattered throughout the environment are items he will collect and use to piece together what happened while trying to find his sister.

Players who solve all of the mysteries in DYING: Reborn will discover a rich, overarching story—and just possibly, a shocking revelation. Can you help Mathew find his sister and escape safely? We’re DYING to find out!

The PlayStation®4 and PlayStation®Vita games consists of six chapters of riveting gameplay, while PlayStation®VR has three immersive chapters for a shorter but even more intense experience. Developed by NEKCOM Entertainment and published by Oasis Games for PlayStation®VR, PS4™ and “PS Vita” system, DYING: Reborn will be available on February 28 for the PS VR and PS4™ on the PlayStation®Store. This game has been rated “12” by PEGI.

Stay up to date on all of the PS VR titles from Oasis Games by liking us on Facebook at fb.me/OasisGamesConsole and following on Twitter at OAS_Games and Instagram at @OasisGamesOfficial. Get more information on all Oasis Games titles here: http://en.console.oasgames.com.

About Oasis Games
A leading independent Chinese game company, Oasis Games prides itself on serving as an ambassador for China’s massive gaming community to the West with its strategic business endeavors. Established in 2011, Oasis Games was one of the first publishers in China to deliver online games to overseas markets, currently reaching over 100 million players in 70 countries. The company continues its pioneering presence as the first, and currently sole, strategic publishing partner of Sony Interactive Entertainment (SIE) Shanghai for the overseas publishing market—uniquely positioning Oasis Games to bring high quality Chinese games to PlayStation® players worldwide. Its blockbuster online RPG, Legend Online has attracted over 50 million players in China and Naruto Online, the official RPG browser game of the Naruto franchise has amassed a global following. The award‐winning exploration adventure game, KOI, was Oasis Games’ PlayStation®4 console debut for the western market. DYING: Reborn is one of the four exciting PlayStation®VR games in
the company’s VR lineup, with additional titles on the horizon for 2017. For more information, visit http://company.oasgames.com/en/.

Don Winslow Talks about Writing Tom Clancy’s Ghost Recon Wildlands

Ubisoft released a new dev diary with writer Don Winslow about his work on Tom Clancy’s Ghost Recon Wildlands. In the video, Winslow shares his research method that he uses to prepare for writing a book. Starting with legal documents, he pours many hours into reading reports and history books before expanding his research to include interviews with anyone related to his topic of interest. Winslow also talks about some of the differences between writing a novel, writing a script for a film, and writing a script for a video game, commenting that video games feels like a mix of writing novels and film scripts.

Ubisoft tapped veteran writer Don Winslow (The Cartel) and famed screenwriter Shane Salerno (Armageddon) for Tom Clancy’s Ghost Recon Wildlands’ script. The game is set in Bolivia where the ruthless drug cartel Santa Blanca has assassinated a US government agent. The Ghosts have been sent in to dismantle the Santa Blanca cartel, now deemed a terrorist organization, by any means necessary. Tom Clancy’s Ghost Recon Wildlands launches on PC, PlayStation 4, and Xbox One on March 7th.

https://youtu.be/YZsRWaUsygI

GEARBOX PUBLISHING DROPS ACTION-PACKED STORY TRAILER FOR BULLETSTORM: FULL CLIP EDITION

GEARBOX PUBLISHING DROPS ACTION-PACKED STORY TRAILER FOR BULLETSTORM: FULL CLIP EDITION

Complete, Content-Loaded and Eye-Popping Edition of the Cult-Classic Shooter Storms onto PlayStation 4, Xbox One and Windows PC via Steam on April 7

Today, People Can Fly and Gearbox Publishing are thrilled to reveal a brand-new story trailer for Bulletstorm: Full Clip Edition, the upcoming remastered release and definitive experience of the action-packed, critically-acclaimed FPS. Developed by original developer People Can Fly and published worldwide by Gearbox Publishing, Bulletstorm: Full Clip Edition will release on PlayStation®4, Xbox One and Windows PC via Steam on April 7, 2017.

Experience the serious side of the over-the-top shooter through an epic new story trailer, which also provides a closer look at the remastered release’s stunning hi-res overhaul. The story trailer can be viewed via YouTube at: https://youtu.be/nMZ9O90N4U8

About Bulletstorm: Full Clip Edition
Updated with hi-res textures, increased polygon counts, sterling audio, smoother framerates, and running in up to 4K resolution on PC and PS4 Pro, this upgraded version of the critically-acclaimed shooter comes with all of the previously-released DLC along with brand-new content. In addition to six new maps for the score-based Echo Mode, players will enjoy the new Overkill Mode, which enables all weapons and Skillshots from the get-go once the initial campaign has been completed. Also for the first time, players who pre-order Bulletstorm: Full Clip Edition will get the chance to play as the one-and-only Duke Nukem. Featuring a fully rerecorded script and brand-new lines from the original voice of Duke, this feature will replace main character Grayson Hunt with The King himself and provide players with a whole new butt-kicking perspective on the cult-classic shooter.

In Bulletstorm: Full Clip Edition, players step into the boots of Grayson Hunt after a crash landing on an abandoned resort planet forces him to make a hard choice: survival or revenge. An exiled member of the elite assassin group Dead Echo, Grayson’s blind desire for vengeance finds his crew stranded on Stygia where he can finally confront the commander behind his betrayal — or get his team off the planet alive. Decimate throngs of Stygia’s mutated inhabitants, performing masterful kills throughout the single-player campaign — or one of 30 competitive score-challenge and 12 co-operative multiplayer maps — using the game’s unique “Skillshot” system, which rewards players for executing the most creative and deadly kills imaginable.

For more information on Bulletstorm: Full Clip Edition, please visit www.bulletstorm.com , Like Gearbox Software on Facebook at www.facebook.com/GearboxSoftware/ , and follow Gearbox Software on Twitter at @GearboxSoftware. This title has been rated “18” by PEGI.

Aida Rikako Suffers From Panic Attack During Love Live Sunshine!! Live Concert

Aida Rikako, voice of Riko Sakurauchi in Love Live Sunshine!!, reportedly suffered from a panic attack on the second day of Aqours first live concert “Aqours First Love Live! ~Step! Zero to One~“.

The news was broken over the weekend; however, more detailed accounts were recently posted by audience members. These accounts state that Rikako made mistakes while playing the piano live for the song “Omoi yo Hitotsu ni Nare,” causing her to stop playing entirely and break down into tears. Other cast members rushed to help her, bringing her bottles of water and towels to wipe away her tears. Inami Anju, voice of Chika Takami, was able to calm Rikako down by holding her while the audience chanted Rikakos name to cheer her on.

After calming down the song restarted and Rikako was able to play through despite still being visibly shaken from the attack.

WARNER BROS. INTERACTIVE ENTERTAINMENT ANNOUNCES MIDDLE-EARTH: SHADOW OF WAR, SEQUEL TO CRITICALLY-ACCLAIMED MIDDLE-EARTH: SHADOW OF MORDOR

WARNER BROS. INTERACTIVE ENTERTAINMENT ANNOUNCES MIDDLE-EARTH: SHADOW OF WAR, SEQUEL TO CRITICALLY-ACCLAIMED MIDDLE-EARTH: SHADOW OF MORDOR

Monolith Productions Expands on the Award-Winning Nemesis System and Offers Each Player Unique Personal Game Worlds

Sydney, Australia. – February 28, 2017Warner Bros. Interactive Entertainment today announced Middle-earth: Shadow of War, the sequel to the critically-acclaimed Middle-earth: Shadow of Mordor™, winner of more than 50 industry awards, including 2015 Game Developers Choice Awards’ Game of the Year, Outstanding Innovation in Gaming at the 2015 D.I.C.E. Awards and the BAFTA for Game Design. Developed by Monolith Productions, Middle-earth: Shadow of War features an original story with the return of Talion and Celebrimbor, who must go behind enemy lines to forge an army and turn all of Mordor against the Dark Lord, Sauron.

The official Middle-earth: Shadow of War Announcement Trailer

In Middle-earth: Shadow of War, players wield a new Ring of Power and confront the deadliest of enemies, including Sauron and his Nazgul, in a monumental battle for Middle-earth. The open-world action-adventure game is brought to life through the expansion of the award-winning Nemesis System. The robust personalization from the first game is now applied to the entire world where the environments and characters are all shaped by player actions and decisions, creating a personal world unique to every gameplay experience.

Middle-earth: Shadow of War will be available for Xbox One, Project Scorpio, Windows 10 PC (Windows Store and Steam), PlayStation®4 and PlayStation®4 Pro beginning August 23, 2017.  Middle-earth: Shadow of War will be available as an Xbox Play Anywhere title.

“Monolith Productions continues to innovate by introducing deeper, more personalized gameplay experiences, coupled with authentic storytelling,” said David Haddad, President, Warner Bros. Interactive Entertainment. “Middle-earth: Shadow of War truly drives the genre forward by taking the Nemesis System to new heights and allowing players to create their own personal journey within Middle-earth.

“Following the amazing reception to Middle-earth: Shadow of Mordor, we massively expanded every dimension of the game, including the world, the story, the RPG systems, the core gameplay and of course the personal player stories of the Nemesis System,” said Michael de Plater, Vice President, Creative, Monolith Productions. “As lifelong fans of Middle-earth, we are so grateful to have the privilege to bring to life the most incredible fantasy world ever created in a new way, for a new generation. With Middle-earth: Shadow of War, we can’t wait to see the amazing stories players are going to create and share.”

The innovative Nemesis System created unique personal stories through procedurally-generated enemies who remember every encounter and are differentiated by their personality, strengths and weaknesses. Middle-earth: Shadow of War expands this innovation with the introduction of Followers who bring about entirely new stories of loyalty, betrayal and revenge. The Nemesis System is also expanded to create a unique personal world through Nemesis Fortresses, which allows players to utilize different strategies to conquer dynamic strongholds and create personalized worlds with their unique Orc army.

Set between the events of The Hobbit and The Lord of the Rings, Middle-earth: Shadow of War continues the original narrative of Middle-earth: Shadow of Mordor. Players will be engrossed in a richer, more personal and expansive world full of epic heroes and villains, iconic locations, original enemy types, even more personalities and a new cast of characters with untold stories.

As an Xbox Play Anywhere title, players can purchase a digital version of Middle-earth: Shadow of War once and play it on both Xbox One and Windows 10 PC. Gamers can pick up where they left off on another Xbox One or Windows 10 PC, bringing all the saves, game add-ons and achievements with them at no additional cost.

 

For more information or to join the Middle-earth: Shadow of War conversation, visit www.shadowofwar.com

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Indie Gala Monday Motivation #17 Now Available

Breathe some life into your dreary work with with a brand new indie bundle. Indie Gala’s Monday Motivation #17 is packing 11 indie games together for only $2.49 USD during the first 24 hours of the sale.

For a minimum purchase price of $1.00 USD, buyers will receive:

Alpacapaca Dash – An endless runner starring adorable alpacas capable of firing giant lasers at their enemies.

Mortifero Motus – Speed past vehicles on the highway while collecting money and avoiding the police in this casual arcade racer.

My Pet Rock – A top down planet defence title that will have players defending their planet against waves of miners from the Radallium-hungry Mega Corporation Rock Co.

For a minimum purchase price of $2.49, buyers will also receive:

1979 Invasion Earth – A retro-inspired arcade game that gives the classic space shooter a modern makeover.

Greenwood the Last Ritual – You have been sent by the Vatican to cleanse the valley of an ancient, evil curse.

Sticker Craft – A casual puzzle game that has players combining stickers to create new ones.

One Man Is Not No Man – A top down hack ‘n slash that pits players against waves of attacking enemies.

Jelly Killer – After the zombie outbreak, the military created a bioweapon using the zombie genome. Now, one of the jelly-bodied bioweapons must escape the labs at Colony Number 4.

Panzer Warfare – Battle other tanks in procedurally generated mazes in this casual shooter.

The Last Hope: Trump vs Mafia – After being shot down in an airplane, President John Trump must fight his way through mafioso, terrorists, and robots to save the free world.

Drunken Fight Simulator – All the fun of drunk brawls without the dangers of getting arrested or hurt!

The special price will only run for the first 24 hours of the sale, so head on over to Indie Gala to pick up your bundle before the price goes up.

Gattaca Review

Gattaca

Studios: Jersey Films
Publisher: Columbia Pictures
Platforms: Cinema
Release Date: Out Now

Overview

I am a huge fan of writer/director Andrew Niccol. Although his body of work is not nearly as prolific as some other luminaries who grace the bill at In the House, he does have some fairly strong entries with his 2005 film Lord of War being my all-time favourite film. I’d seen Gattaca a number of times since its release but missed out on watching it in its theatrical run (to be fair, I was a spritely 5 years of age at the time). Thanks to the folks at In the House, I would be able to rectify the shortcomings of my ill-timed birth by being able to watch Niccol’s directorial debut in all its glory on the silver screen as a part of their science fiction double feature alongside The Fly.

Unfortunately, both Jason ‘Jabba’ Davis and David ‘Quinny’ Quinn were not in attendance for this screening and I missed their shenanigans. We were given a short filmed segment starring them where they spoke about some of the film’s trivia such as the fact that as a part of its marketing campaign, the production set up a fake agency which offered gene tailoring (similar to that featured in the film)… and received earnest interest from expecting couples who wished to alter their unborn child. In the House also screened an entry from the Peninsula Short Film Festival called You’re It which was a pleasant example of light film fare before digging into the meatier stuff. It’s good to see local productions being supported by cinema institutions and I’m glad that they have a place at In the House.

Story

The film begins by introducing us to Vincent Freeman (Ethan Hawke), who is a genetic undesirable living in a technologically advanced but highly discriminatory eugenic society. We are introduced to him in the guise of Eugene Morrow and learn of how he came to the situation where he assumed the identity of this individual in order to fulfil his dreams of joining the space program. A week before he is about to embark on his mission, however, a murder takes place at Gattaca and the police investigation leads them to suspect that Vincent may have been the murderer. As the week and the investigation progresses, we learn more about this society that devalues Vincent as well as the lengths to which he’ll go in order to transcend the limitations placed upon him.

What I loved about this film is the conceptual strength of its premise and the way that it permeates throughout the film. It’s not simply a sci-fi gimmick which is showcased in one or two scenes, which is often the case with conceptual fiction, but rather permeates throughout the story and the world. The reveal of Vincent’s backstory and exposition might be a bit of a clumsy way to showcase this world, but it does the job of establishing the basics of what the audience needs to know before quickly getting us back into the story. There are probably more subtle ways to establish the protagonist and the stakes we’re going for but there’s a charm to the direct symbolism of the film which I can’t help but find endearing.

Hawke does a good turn as the indefatigable Vincent and alongside Uma Thurman’s Irene, we get two strong performances for both leads. Ethan’s performance in particular was tough one whereby he plays a character who is playing another character. He does well to give Vincent this depth as a man who appears supremely confident but is in fact absolutely insecure beneath the veneer. Thurman has a similar depth to her character as her arc has her seeing Vincent as a genetic superior before learning of his true nature and having the power dynamic shift completely. I wish that we were able to learn more of her character and her own experiences of the eugenicist society as she too experiences discrimination based upon her apparent genetic shortcomings but to a lesser degree than Vincent.

Jude Law’s performance as the (real) genetic paragon Jerome is terrific. He plays the character as a tortured perfectionist who, by accordance of his near perfect helix, should be sitting on top of the world but through capricious fate is now sitting in a wheelchair. His frustration is palpable and you can feel his entitled outrage at being predestined to be perfect but still coming up short. He is a joy to behold as a witty, sarcastic, and fatalistic foil to our protagonist. His storyline is the antithesis of Vincent’s and reinforces the film’s thesis that our futures are not predetermined by anything.

The film presents a vision of the future which is a utopian dystopia. The society is technologically advanced but human society remains flawed. We can argue all day about whether advanced genetic technology will lead to a better humanity or whether it will lead to a highly conformed and rigid structure such as the one exhibited in the film. Niccol’s views on the subject are clear, however, as nearly every extra in this film dresses and behaves the same way. It creates a distinct and uncompromising view of what sort of hegemony society will be left with if eugenic technology which on paper reads gives a quite cynical view of the world. The film does leave with a more optimistic note as Vincent is able to transcend the barriers placed against him by institutions and his own genetic code to forge his own path.

Visuals & Audio

Niccol is a master of cinematic style and this comes out in the film’s highly restrained colour palette. Most of the film is shot with a grey or beige colour to it to give us a visual sense of the hegemonic utopia/dystopia which the film depicts. His visual direction and shot composition generally stick to Spartan environments and help to create a vision of a world which feels futuristic but grounded. This restraint pays off in dividends as the film creates a restrained feeling to its own world.

The film’s score features sweeping orchestral pieces to reinforce the emotional impacts of the film. The soundtrack does a good job of punctuating moments of tension and fear but truly shines when it’s audio motif finally crescendos at the climax. As the music swells and we see our protagonist’s journey finally conclude (for us at least), the sweeping strings and melancholic piano combine together to become something far more uplifting.

Overall

I immensely enjoyed this film and I wholeheartedly recommend it to anyone who is a fan of good sci-fi. The story and the characters are all interesting with a strong concept behind it that permeates throughout. Niccol’s direction creates an interesting visual style with a focus on restraint to reinforce the film’s thematic concerns. The film’s score does superb job of punctuating the film’s emotional beats while also helping to create an uplifting but sombre crescendo at the film’s climax. It was a pleasure to see it again and a great experience to see it up on the big screen. Kudos to In the House for screening Gattaca as part of their science fiction double feature!

For other films which In The House is screening, feel free to check out their schedule here.
Capsule Computers review guidelines can be found here.

The Fly Review

The Fly

Studios: Brooksfilms, SLM Production Group
Publisher: 20th Century Fox
Platforms: Cinema
Release DateOut Now

Overview

When it comes to director’s who defined the world of cinematic horror, David Cronenberg is a name that would certainly be crop up as one of the top entries. His style of body horror was so distinct and ground-breaking that it is now commonly referred to as “Cronenbergian” horror. I was pleasantly surprised to hear about In the House doing a science fiction double feature screening and even happier to hear that they’d be screening one of Cronenberg’s twisted works. I moseyed on down to George St cinemas to see whether the film as part of their science fiction double feature showing alongside Gattaca.

The MCs for the evening were Jason ‘Jabba’ Davis and David ‘Quinny’ Quinn who warmed up the audience before the screening. A highlight for me was when Quinny regaled the audience with his rendition of both Rocky Horror’s Science Fiction Double Feature and Rammstein’s Du Hast. How exactly one gets into a situation where they do both in the space of five minutes is part of the eclectic live charm of In the House and in case you’re wondering: he did alright for a guy who was quite ill at the time. After this brief musical interlude, they sat down and discussed various trivia regarding the film. An interesting aspect for me was finding out that the film was based on a short story which originally featured in an issue of Playboy.

Without much further ado, the film proper started.

Story

The story starts off at a science press event with the awkward scientist, Seth Brundle (Jeff Goldblum), attempting to seduce science journalist, Veronica Quaife (Geena Davis). He succeeds to entice her back to his laboratory where he shows her a ground-breaking invention: a working teleporter. After some enticing, Brundle agrees to let her document the final stages of testing out his teleporting system on living beings. The first tests yield gruesome results (as befits any film directed by Cronenberg), but after an epiphany Seth is able to work out the kinks in the system to finally be able to successfully teleport a living being. Due to the undesired attentions of Veronica’s ex-boyfriend, Stathis Borans (John Getz), Seth gets incredibly drunk one evening and tests teleporting himself through his machine. Unfortunately, in his inebriated state, he doesn’t notice that a fly manages to make its way into his pod along with him which leads to unexpected side effects in the teleportation process and unforeseen consequences for everyone involved…

The first act of the film is almost a complete snorefest with little to hold your attention. The characters and their relationship dynamics are introduced and established but there isn’t really too much to go here on. Seth is an awkward nerd and Veronica is an ambitious and curious science reporter. The second act is better as we finally get to see the slow physical transformation of Brundle along with the more immediate psychological change as we him change from a shy, stuttering nerd into a manic, macho and impulsive dudebro. Their personalities are pretty much paper thin with little nuance or idiosyncrasies to define beyond the broadest strokes as individuals.

The final act of the film is where we finally get to the meaty, oozing, moulting heart which beats at the centre of this film. The transformation of Brundle into the monstrous Brundlefly is truly a horror to behold as he morphs both physiologically and psychologically into something truly not human. The final act is filled with enough plot points and narrative development that it ends up giving the story a breakneck pace. The self-contained rise in tension and ultimate climax of this act ultimately makes me question why the film forced us to sit through the ponderous first two acts at all. Ostensibly this was to give us a grounding for the characters but even with this added development, they still feel incredibly one-dimensional.

My biggest gripe with the film’s narrative is with how Veronica’s character is largely defined by her sexuality. The unusual love triangle between her, Seth and Stathis is largely what defines her role in the film. We don’t really see do much other than be a lover or an object of lust for both the characters and the audience. This wouldn’t be as much of a problem if she was given something to do in the film besides having or denying sex to the male leads. I don’t consider myself prudish but I do generally prefer to have characters who are a bit more nuanced.

On the other side of this particular coin, Stathis turns out to be quite an interesting and nuanced character in the narrative. He first comes across as a sleazy and arrogant bastard towards Seth and Veronica especially. Initially, he is effectively set up as the film’s antagonist as he acts in a completely self-centred fashion in the first act of the film in opposition to both Seth and Veronica. At the film’s climax, however, he proves to be made of much nobler stuff and goes above and the beyond the call of duty for the sake of Veronica. Maybe he was thinking with his phallus the whole time but gorram, if ever there was anyone who deserved a second chance at transcending their first creeper impression, it would be this guy.

Visuals & Audio

The film’s make-up special effects deserved all the praise it gets and holds up to even today’s standards. I would go further and argue that the film’s practical effects actually do better justice to the genre of body horror than most modern entries I can think of. This is Cronenbergian body-horror at its best with plenty of oozing organic liquids, gore, and distending/vestigial body parts are all on gratuitous display. I’m not usually a fan of horror and even less so of body horror, but I immensely enjoyed my visceral reactions to the onscreen viscera.

The film’s soundtrack didn’t stand out one way or the other. It’s a fairly standard orchestral score which does a solid job of punctuating the film’s emotional beats. The first act is largely left silent without much of a soundscape to really underline it while the final act features more the film’s soundtrack more prominently. It may be that this is because the final act features far more narrative action and therefore meant there was more to punctuate…

Overall

Overall, I can say that I mostly enjoyed this film when the action finally got going. The narrative has a lot of dead weight to it which could have been trimmed to get something leaner and meatier. The special effects are what absolutely make this film a classic. The final climax of The Fly is a scene that makes this film what it is and has it stand out as a classic rather than fade away into sci-fi obscurity. I can recommend watching this film at least once the whole way through repeat viewings should be confined to the final half of the film. The final scene in particular gaining the lion’s share of the film’s praise and is a must-see for any lovers of horror and Cronenberg. It may have had its flaws but The Fly was an enjoyable start to a science double feature show.

For other films which In The House is screening, feel free to check out their schedule here.
Capsule Computers review guidelines can be found here.

Hyper Sentinel fully funded on Kickstarter with 18 days to go

Hyper Sentinel fully funded on Kickstarter with 18 days to go

Hyper Sentinel, a retro gaming inspired shoot ‘em up presented by UK games industry pioneer Andrew Hewson, has been successfully funded on Kickstarter with 18 days still to run in the campaign. Hyper Sentinel will now launch on Steam, PS4, Xbox One, Android, iOS and Amazon platforms this summer.

Developed by indie developer Jonathan Port (aka Four5Six Pixel), Hyper Sentinel is inspired by the classic shoot ‘em ups he played in his youth such as Uridium, Tornado Low Level, Cybernoid, Delta, Armalyte, Sanxion and Defender. While Hyper Sentinel is loaded with retro references, Jonathan has also designed the game to offer a distinct shoot ‘em up experience, with unique weapon upgrades and epic boss encounters. The result is a super-fast, action packed game which marries classic arcade action with contemporary gameplay.

Four5Six Pixel is partnering with Huey Games on the project. Huey, a new company founded by industry veterans Rob Hewson and John Ogden, are helping with design feedback, porting of the game to various platforms and are handling publishing duties.

“The retro gaming community who grew up playing the games we published in the 1980s have once again been wonderful – encouraging, supporting and backing Hyper Sentinel all the way. Without them the project would not have been able to continue. Now it is up to us to deliver the game they deserve.”
– Andrew Hewson, games industry pioneer and founder of Hewson Consultants

“Huey Games is a fresh name for a new generation of games, and we are delighted to be able to confirm Hyper Sentinel as one of our first titles, thanks to the belief of our backers. Now the next step of our journey begins.”
– Rob Hewson, CEO & Creative Director of Huey Games Ltd

“The response to the demo has been incredible, and getting Hyper Sentinel funded so quickly is a huge boost for us. We’ve got some great stretch goals planned, and we are excited to see how far we can take this game.”
– Jonathan Port, Founder of Four5Six Pixel

Press pack and free demo at www.hueygames.com/hyper

About Huey Games Ltd
Huey Games is an independent developer and publisher founded by industry veterans Andrew Hewson (publisher of Uridium, Paradroid, Nebulus and Pinball Fantasies), Rob Hewson (Game Director on the handheld versions of LEGO Star Wars: The Force Awakens, LEGO Batman 3 and LEGO The Lord of the Rings, and John Ogden (Technical Lead on Hydrophobia).

ACCLAIMED WRITERS DON WINSLOW (THE CARTEL) AND SHANE SALERNO (THE CARTEL, SAVAGES, AVATAR SEQUELS) PARTNER WITH UBISOFT® TO BUILD NARRATIVE FOR TOM CLANCY’S GHOST RECON® WILDLANDS

ACCLAIMED WRITERS DON WINSLOW (THE CARTEL) AND SHANE SALERNO (THE CARTEL, SAVAGES, AVATAR SEQUELS) PARTNER WITH UBISOFT® TO BUILD NARRATIVE FOR TOM CLANCY’S GHOST RECON® WILDLANDS 

SYDNEY, AUSTRALIA — February 25, 2017 — Ubisoft has announced that the writing duo of New York Times bestselling authors Don Winslow and Shane Salerno have teamed up with Ubisoft to create the cartel-themed narrative for Tom Clancy’s Ghost Recon Wildlands. Winslow is the award-winning and #1 internationally bestselling novelist of The Cartel, The Power of the Dog and Savages. Salerno is one of the most sought-after writers in the film industry. He is currently working with Oscar-winning filmmaker James Cameron on four separate sequels to Avatar, the highest grossing film of all time, and writing and producing The Cartel (an adaptation of Don Winslow’s novel) for master filmmaker Ridley Scott. He also co-wrote the film Savages with Don Winslow and three-time Oscar-winner Oliver Stone, and Armageddon for director Michael Bay.

“Tom Clancy’s Ghost Recon Wildlands presents a first for the series with our massive open world that can be explored freely. With this amount of freedom, we wanted to bring in top talent to create a believable cartel organization and story,” said Nouredine Abboud, senior producer, Ubisoft. “As fans of their work, we knew that Don Winslow and Shane Salerno would be the perfect team to help us keep the game rooted in reality while keeping the game’s core entertainment experience.”

Winslow and Salerno offered their knowledge of the international drug trade and their skills in storytelling to create an authentic drug-cartel narrative to unfold for players when Tom Clancy’s Ghost Recon Wildlands launches on March 7, 2017.

“I’ve written about drug cartels for more than twenty years and together with my writing partner Shane Salerno have brought that knowledge to the story, scenes, characters and dialogue found in Tom Clancy’s Ghost Recon Wildlands,” Winslow said.

Winslow and Salerno worked closely with the narrative team at Ubisoft Paris to help create the narrative of Ghost Recon Wildlands by expanding on the series’ “what if” scenario that sees a Mexican drug cartel take over near-future in-game Bolivia and turn it into a narco-state. Their previous research and writing experiences across two decades allowed them to help the development team establish a grounded storyline inspired by real life events, a believable criminal organization for the fictional Santa Blanca Cartel, and assist in creating the in-depth backstories for key in-game characters, including the boss, El Sueño, the heads of operation that players will interact with, and core elements of the special forces “ghosts” that will hunt them down.

“I’ve been a Tom Clancy fan ever since I first read The Hunt For Red October,” Salerno said. It was a real thrill to work on this game with the team at Ubisoft, who are incredibly passionate and committed to delivering the best gaming experience possible for fans.”

Set in the largest action-adventure open world ever created by Ubisoft, Tom Clancy’s Ghost Recon Wildlands takes place in Bolivia a few years from now, as the country has been turned by the vicious Santa Blanca drug cartel into a narco-state. Players are tasked with eliminating the cartel by any means necessary. The massive and responsive open world encourages a variety of playstyles, allowing players the freedom to choose how they execute any and all missions. Tom Clancy’s Ghost Recon Wildlands will be available on consoles and PC on March 7.

For more information about Tom Clancy’s Ghost Recon Wildlands, please visit www.ghostrecon.com.

ABOUT DON WINSLOW:

An internationally-recognized expert on the drug trade, Don Winslow has written about the topic for twenty years.  In the course of his research he has spoken with drug traffickers, hit men, police officers, drug agents, defense lawyers, prosecutors, addicts, convicts and their families.  His work has taken him to Mexican barrios, on the border, in prisons, and with police drug units operating in inner city ghettos.  Journalists in Latin America, cops in the United States, even former and current cartel members have said that ‘Winslow gets it right’. His novels about the Mexican drug cartels, The Power of the Dog and The Cartel, are used as textbooks by law enforcement agencies worldwide, and he serves as a consultant to several police departments.  His novel Savages was adapted to film by three-time Oscar-winner Oliver Stone. He has won major literary awards all over the world and is a #1 internationally bestselling novelist. Winslow has written columns and articles on the drug trade for CNN, FoxNews, The Daily Beast, Esquire and numerous newspapers, as well as appearing on many radio and television programs, including Bill O’Reilly, Charlie Rose, the Today Show and CBS This Morning. He is currently writing his third book about the cartel

ABOUT SHANE SALERNO:

New York Times bestselling author Shane Salerno is also one of the most sought after screenwriter-producers in Hollywood. He is currently working with Oscar-winning filmmaker James Cameron on four separate sequels to Avatar, the highest grossing film of all time. He has written films for the most celebrated filmmakers in the world, including James Cameron, Steven Spielberg, Ridley Scott, Michael Mann, William Friedkin, Oliver Stone, Ron Howard, and Michael Bay. His knowledge of drug cartels is extensive. He co-wrote the critically acclaimed film Savages (with Don Winslow and Oliver Stone, based on Winslow’s acclaimed novel) and serves as the writer and producer of The Cartel, the film adaptation of Don Winslow’s novel for Twentieth Century Fox, which Ridley Scott is directing this year for release in 2018.  He has spent years interviewing major drug traffickers and the undercover DEA agents that convicted them, federal prosecutors, FBI agents, local and federal police in Mexico and throughout South America, border patrol agents and police detectives and officers all over the world. Salerno’s deep dive into the world of drug trafficking began twenty years ago when he worked with four-time Oscar-nominated director Michael Mann on an unproduced drug epic called The Border. At the age of 24, he co-wrote Armageddon and later directed and produced the documentary film Salinger. He is also a New York Times bestselling author, having co-written Salinger (with David Shields). The book was also a #1 national bestseller.

About Tom Clancy’s Ghost Recon Wildlands

Launched in 2001 with critical acclaim from fans of the Tom Clancy’s world, the Ghost Recon franchise has since convinced 25 million players thanks to breakthrough releases and has become the best-selling Tom Clancy’s brand on the last generation of consoles and PC. Tom Clancy’s Ghost Recon Wildlands brings the franchise to the next level with an episode designed from the ground up for a new generation, featuring a massive and visually stunning open world, playable for the first time online in four-player co-op.

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.

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