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Immersive Career Mode stars in new F1™ 2016 trailer Multiplayer Championship announced

Immersive Career Mode stars in new F1 2016 trailer Multiplayer Championship announced 

Larkspur, Calif – August 4, 2016 – F1 2016, the official videogame of the 2016 FIA FORMULA ONE WORLD CHAMPIONSHIP™, has the most immersive Career Mode ever seen in the franchise. Today Codemasters® and Deep Silver have released a new gameplay video that highlights many of the key features in the extensive and enthralling ten-year Career. It is available to view now on the official YouTube channel: www.youtube.com/formula1game.

It was also announced today that F1 2016 will feature Multiplayer Championship, a brand new game mode that allows up to 22 players to compete against each other over the course of a season. The new mode allows players to race as team mates or to battle it out as different teams as well as offering great possibilities for league play.

In F1 2016’s Career Mode, players select their character, helmet and race number that will stay with them throughout their time in FORMULA ONE™. They then select which of the 11 official teams they wish to join to start their journey, as well as which member of the team will be their team-mate, before taking to the track for the first race of the season. The higher ranked teams will have steeper expectations for the player.

The in-race experience has never been more immersive. Players will experience the tension of the Formation Lap as they weave to warm their tires, before facing the drama of the manual race start, where they have to balance their revs and release the clutch at the right time. Get this wrong and players could jump the start and face a penalty or fail to get away from the line as the anti-stall kicks in.

Race strategy is also vital as players battle their rivals. For Pit Stops they can choose to have control of the Pit Lane entry, meaning they have to brake at the right time to avoid losing too much time but also to avoid speeding in the Pit lane. Strategy will be key, especially under Safety Car and Virtual Safety Car conditions.

The action continues off the track and into the Paddock and Hospitality areas. Over the course of the Career, players can decide how they want to upgrade their car by consulting with the Research and Development Engineer on areas for improvement, and by completing tasks during Practice sessions. They can either upgrade their team over a number of seasons to make it into a title challenger or they can negotiate with their Agent to move between teams to work their way up the grid.

Releasing August 19th for PlayStation®4 computer entertainment system, Xbox One and Windows PC, F1 2016 features all the official teams, drivers and circuits from the 2016 FIA FORMULA ONE WORLD CHAMPIONSHIP. This includes the thrilling new street circuit in Baku and the Haas F1 team. F1 2016 Limited Edition includes the ‘CAREER BOOSTER’ DLC PACK, which will give players a head start in their career as well as exclusive Career Helmet and Laptop designs.

Follow Codemasters F1 games blog and social channels on Twitter and Facebook for future updates. Further details will be released on the upcoming game soon.

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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. Since March 2010, Reliance Big Entertainment Ltd. (RBEL), a part of India’s Reliance ADA group, has been the principal shareholder (60%), alongside existing investor, Balderton Capital, the leading European venture capital firm. 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.

Pixelgrams: Pixel Puzzles, a new super-cute pixel jigsaw puzzle game with an adorable cat and more than 100 challenging levels, is out now for iOS and Android

Pixelgrams: Pixel Puzzles, a new super-cute pixel jigsaw puzzle game with an adorable cat and more than 100 challenging levels, is out now for iOS and Android

LONDON, August 4th, 2016: Pixelgrams: Pixel Puzzles is a brand new free-to-play puzzle game that plays just like a pixel jigsaw. Players fit Tetris-like pieces into pixel-art portraits, restoring Kitzel the Cat’s world, discovering new locations and learning what happened to the beautiful, broken Star Town. Pixelgrams: Pixel Puzzles is available to download for free from iTunes and the Google Play Store.

Pixelgrams: Pixel Puzzles features:

– 144 levels of puzzle-solving pixel-piece-placing fun!
– Gorgeous pixel art that makes you feel like you’re actually making something, not just wasting time!
– Feisty-but-fun soundtrack by Super Hexagon’s composer-in-chief, chiptune wonder woman Chipzel
– Adorable cat
– That’s basically it…?
– But it doesn’t need anything else — it’s a free puzzle game for everyone and it’s excellent!

Ste Curran, Pixelgrams: Pixel Puzzles’ designer said, “We wanted to make a game that’s perfect for short bursts during commutes or longer sessions, lounging poolside in the English summer rain. Now we’ve actually done that we’d like you to play it because we think it’s really good and you’ll love it. Also it has a really cute cat.”

Trailer: https://www.youtube.com/watch?v=vau7TYkcZXc

Download from iTunes
https://itunes.apple.com/us/app/pixelgrams-pixel-puzzles/id1092463062?ls=1&mt=8

Download from Google Play
https://play.google.com/store/apps/details?id=com.PixelgramsLtd.Pixelgrams

About Pixelgrams: Pixel Puzzles
Pixelgrams: Pixel Puzzles, by Pixelgrams Ltd, is the creation of Ste Curran, Tim Frost, Graham Spence and Niamh Houston (Chipzel). All four wanted to share their love for sweet, addictive videogames starring cute orange cats! Pixelgrams is the result!

Torment: Tides of Numenera Coming to PlayStation 4 and Xbox One | First Showcase at Gamescom 2016

Torment: Tides of Numenera Coming to PlayStation 4 and Xbox One | First Showcase at Gamescom 2016

August 4th, 2016 – Wroclaw, Poland/ inXile Entertainment and Techland Publishing are proud to announce that the highly-anticipated science-fantasy RPG game Torment: Tides of Numenera will also be available on PlayStation 4 and Xbox One.

Torment: Tides of Numenera, which was funded by one of the most successful video game Kickstarter campaigns, was originally only set for a PC release in early Q1 2017. However inXile and Techland have been hard at work behind the scenes to ensure the title will have a console launch simultaneous with the PC version.

“After the critical and commercial success of Wasteland 2: Director’s Cut on consoles, and with fans clamouring for it, it had been in our plans to bring Torment: Tides of Numenera to PlayStation 4 and Xbox One,” says Brian Fargo, inXile CEO. “We’re especially excited to be partnering with Techland, who as developers themselves perfectly understand how to do a release without any compromise to the quality of the title.”

The console versions will be officially showcased at this year’s Gamescom. The game will be available for the public in Hall 10.1 while selected press will have their own demonstrations at Hall 2.2 D-020 where inXile will be presenting never-before-seen gameplay.

The official Torment: Tides of Numenera Console Announcement Trailer” can be viewed here or download it from the official FTP here.

Torment: Tides of Numenera Key features:

  • A World Unlike Any Other — Journey across the Ninth World, a fantastic, original setting, with awe-inspiring visuals, offbeat and unpredictable items to use in and out of battle, and stunning feats of magic.
  • A Rich, Personal Narrative — Thoughtful and character-driven, the story is epic in feel but deeply personal in substance. The philosophical underpinnings of Torment drive the game both mechanically and narratively.
  • Reactivity, Replayability and the Tides — Your choices matter, and morality in the Ninth World is not a simple matter of “right” and “wrong”. Torment is a deeply replayable experience that arises naturally from your actions throughout the game.
  • A New Take on Combat — Plan your way through hand-crafted set-pieces which combine battles with environmental puzzles, social interaction, stealth, and more.

To keep up with the latest news from Techland Publishing, visit our Facebook and Twitter channels. For more information on Torment: Tides of Numenera, visit tormentrpg.com.

About Techland Publishing

Founded in 1991, Techland is a renowned independent game developer, distributor, and publisher. The Poland-based company is best known for the original Dead Island games, the Call of Juarez series, and Dying Light. Thanks to its proprietary game engine technology, Techland develops top-tier entertainment content for Windows PC, PlayStation 4, Xbox One, Linux, Mac OS, Android, and iOS. Comprised of four offices in Warsaw, Wrocław, Ostrów Wielkopolski, and Vancouver, Canada, the company is committed to delivering unforgettable experiences and using latest technology for innovative entertainment. For more information about the company, visit the official website at: http://techland.pl/

‘RWBY’ Seasons 1-3 Blu-ray Steelbook Release Announced by Hanabee

RWBY-Steelbook-Promo-02Hanabee Entertainment announced just a few hours ago that they will be rereleasing seasons 1-3 of Rooster Teeth’s animated series RWBY on Blu-ray in a steelbook collection in Australia. This release is scheduled for October 13, 2016 and has a suggested retail price of $59.99 AUD (Australian Dollars). It can be pre-ordered here.

On-disc extras include behind-the-scenes featurettes and audio commentaries. The discs containing seasons 2 and 3 will feature closed caption subtitles, however there are no subtitles on the season 1 disc.

Hanabee released the first season of RWBY on DVD and Blu-ray in Australia on November 6, 2013. Season 3 was released on DVD and Blu-ray in Australia earlier this year on April 14.

WGL Gold Series Season 2016–2017 Kicks Off

WGL Gold Series Season 2016–2017 Kicks Off

A revamped schedule, more events, and more ways to watch, cranks competitive tank combat into overdrive

August 04, 2016 — The Wargaming.net League has its engine raring and ready to go for the WGL Gold Series Season 2016-2017. Get behind all your favourite teams as they fight for their right to be champions, and look forward to a number of exciting developments in the League, in what is shaping up to be another Season full of shock and shrapnel.

The WGL Gold Series will see a shift from 12 teams to 8 this year. This means that, while 12 teams will be taking part in Season 1, only 8 will be able to carve a place in Season 2. This restructure helps streamline the League and ensure each team gets enough resources to build a lasting brand.

“By having eight teams in the Gold Series, we’re really able to help each one realize their full potential,” said Mohamed Fadl, Head of Global Competitive Gaming at Wargaming. “Building a professional eSports brand requires a lot of expertise, and we’re committed to helping each team, and all those in it, every step of the way, leaving them to focus on what they do best.”

The WGL Gold Series has also tweaked its schedule to provide pro-players and fans with more fantastic content and an off-season period. Season 1 runs from August—October; the hotly anticipated Rumbles takes place November—December; then there’s just enough time to catch your breath before Season 2 commences, January—May.

The two new global Rumble competitions will let pro-teams meet up to show off all their skills and knowledge, helping each region learn from one another and foster the scene. The Challenger Rumble unites the top two teams from three regions, with the exception of the region the holding World Champion represents. There are also two wild cards, making it eight teams in total. The current World Champion is automatically seeded into the Champions Rumble, with one more top team from the region they fight for. There is also the winner and the runner-up from the Challenger Rumble. So that’s four teams all in all.

The Wargaming.net League is excited to bring you all more tank action, no matter where you’re watching or playing from. We’ll see you on the battlefield!

For more information on the Wargaming.net League, visit the official portal:

 

About the Wargaming.net League

The Wargaming.net League is Wargaming’s professional eSports league established in 2013. It showcases the company’s products in an eSports capacity; runs all-year-round world-class events giving professional and aspiring gamers a platform to compete and excel, and provides its ever-growing, global audience with instant access to premier competitive gaming content.

The League promotes eSports through large-scale events and premium content fostering its popularity among gamers and spectators. Massive prize pools and world-class competitive gaming tournaments with live broadcasts to millions of viewers along with the League’s accessibility attract new teams and contribute to the growth of the audience with the ultimate goal of turning it into a professional sport.

Having grown from a player-encouraged initiative into a global organization, the League puts its community first and evolves based on needs of pro-gamers and viewers. Format and rule sets for matches are continually improved in close cooperation with professional players.

The Wargaming.net League infrastructure gives aspiring players a clear ladder of progression for them to transition to the pro-scene. Split into three divisions—Gold, Silver, and Bronze leagues—it allows for skilled players to tap into the world of pro-gaming and provides them with a clear path onward to the top echelon.

About Wargaming

Wargaming is an award-winning online game developer and publisher and one of the leaders in the free-to-play MMO market. Founded as a privately held company in 1998, Wargaming has shipped more than 15 titles. Currently, Wargaming is focused on its team-based MMO war series dedicated to the mid-20th century warfare that include the armored World of Tanks, the flight combat World of Warplanes, and the naval World of Warships. The three intertwined titles form a common gaming universe integrated within the portal www.wargaming.net.

As part of its multiplatform line-up, the company has introduced World of Tanks on Xbox and World of Tanks Blitz (iOS, Android, Windows 10, Mac OS X). Launched in 2014 and 2015, World of Tanks on Xbox introduced epic tank-on-tank battles to console gamers and offers the first cross-platform gaming experience between Xbox 360 and Xbox One. In 2016, Wargaming released World of Tanks for Sony’s PlayStation®4, continuing its console campaign.

Official website:

Ubisoft® Puts its Hottest Titles in Attendees’ Hands at Gamescom

Ubisoft® Puts its Hottest Titles in Attendees’ Hands at Gamescom 

UBISOFT, SYDNEY — August 4, 2016 — Ubisoft has revealed that For Honor™, Steep, and virtual reality titles Eagle Flight™ and Star Trek™ Bridge Crew will be playable for attendees of Gamescom, the world’s largest consumer video game event, which takes place from August 17 – 21 in Cologne, Germany. Visitors also can discover hands-off demos of South Park™: The Fractured But Whole™, Tom Clancy’s Ghost Recon® Wildlands and Watch Dogs® 2.

In addition to the games, stage activities are planned throughout the week at the Ubisoft booth (located in the Hall 6.1, booth B020), including an exclusive look at behind-the-scenes footage from the upcoming “Assassin’s Creed®” movie. The exclusive video will be shown on Thursday, August 18, at 1:30 p.m. and focus on how the movie recreates one of the most memorable gameplay elements of the Assassin’s Creed franchise. Also featured on stage will be Just Dance® performances, exclusive presentations, and news, demos and giveaways on select Ubisoft titles. Just Dance® 2017 also will be playable at the Friends & Family section of the expo located in the Hall 10.2, booth A050.

Ubisoft is inviting 15 Ubisoft Club members who have been designated as European Star Players to enjoy a VIP experience at Gamescom. The Star Players will have special access to Ubisoft during the show, including being able to meet with development team members and playing exclusive content. In the Consumer Hall, Ubisoft will host 350 of Ubisoft’s most dedicated fans from Germany in the Ubisoft Lounge, featuring hands-on demos. Via the Ubisoft Club, Ubisoft also will host masterclasses that are open to all Gamescom attendees, followed by poster signing sessions. Finally, as part of Ubisoft’s 30th anniversary celebration, the Ubisoft Club will give away one classic Ubisoft digital PC game. The game will be announced one week before the show and will be available for 30 days starting on August 17. For more information on the masterclass calendar or any Ubisoft Club activities, visit ubisoftlounge.com.

“Gamescom is a key moment for the industry and for our teams,” said Alain Corre, EMEA Executive Director. “The show gives us the opportunity to put our games into thousands of players’ hands and get their feedback to make them even better. It’s also the place where Ubisoft can showcase the innovations that are driving the industry in terms of gameplay and technology, and the variety of amazing experiences these allow us to create. With that variety in mind, we’ll be showing some of our most highly-anticipated games at Gamescom, ranging from South Park: The Fractured But Whole to Watch Dogs 2.”

For more about Ubisoft at Gamescom, visit www.ubisoft.com, www.youtube.com/ubisoft and www.blog.ubi.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, Watch_Dogs, Tom Clancy’s video game series, Rayman and Far Cry. 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

Forza Horizon 3 – Forza Garage – Week 3

Forza Horizon 3 – Forza Garage – Week 3

A trio of classics headlines this week’s edition of the Forza Horizon 3 Garage. While week one of our series focused on some of the new off-roading options coming to tame the Outback of Forza Horizon 3 and week two focused on beloved examples from Australia’s famed Holden marque, this week we’re celebrating the cars from times when driving was as much a pleasure as it was a means to an end.

Leading us off is the 1948 Ferrari 166MM Barchetta, which inspired a song by the band Rush, holding a special place in Ferrari history and among classic rock fans. Alongside the Ferrari comes the gorgeous 1953 Maserati A6GCS/53 and the 1969 Jaguar Mk II 3.8 – two examples of form and function coming together in perfect harmony to create cars that drive just as great as they look.

Elsewhere this week, more classics abound. There’s the diminutive 1957 BMW Isetta Export 300, which instantly became a fan favourite as part of the Forza Motorsport 6 Turn 10 Select Car Pack, as well as a late 1950s Plymouth Fury, a car whose cultural claim to fame is a starring role in the horror movie “Christine.” We’ve also got the punchy Ford RS200 Evolution and the truly epic McLaren F1 GT to round out another varied week of automotive fun.

Let’s take a closer look at this week’s spotlight cars:

  • 1948 Ferrari 166MM Barchetta

Not only has Ferrari’s Barchetta been the subject of a famous rock song, the 166MM is arguably one of the most significant and potent sports cars in Ferrari history. It won the Mille Miglia (hence the MM) and the 24 Hours of Le Mans. At Le Mans, Luigi Chinetti drove 23 of the 24 hours himself, and only one hour was left for Lord Selsdon to meet regulations. Barchetta, the nickname given to the car by journalist Giovanni Canestini, translates to “small boat” and you can see the lines of the Barchetta in the cars of British automaker AC and the later Shelby Cobra. As the song goes, the roar of the V12 and its visually stunning shape will make practically any historic Ferrari fan long for that better vanished time.

  • 1953 Maserati A6GCS/53 Pininfarina Berlinetta

The Berlinetta’s gorgeous form, courtesy of famed body maker Pininfarina, is only outdone by its racing pedigree. It was built for competition in road racing events like the Mille Miglia. Under its beautiful surface is a race-bred chassis built by Gilco, powered by a free-revving short-stroke inline six-cylinder that delivers around 170 hp. Definitively Italian, the A6GCS is alluring to view and astounding to hear. Get your own eyeful or earful to fully comprehend this amazing vehicle.

  • 1969 Jaguar Mk II 3.8

When you hear the term “saloon” used in reference to cars, the Jaguar Mk II is likely the car that comes to mind. As well it should; these spacious, luxurious and fast cars were iconic throughout the 1960s and are raced every year at the Goodwood Festival of Speed against the momentum racers less than half their size. While the initial impression is one of extravagance, the Mk II’s performance is palpable. With the 3.8-liter six-cylinder, it is capable of propelling its considerable heft to highway speeds very quickly and can reach speeds in excess of 120 mph. In its day, the Mk II was the getaway car of choice for would-be-criminals, as well as the choice of British police to patrol the motorways. In other words, no matter what you’re looking to get up to, the Mk II will make a fine addition to your garage.

In addition to the highlighted cars above, here is the full list of cars (and images) announced during the third week of the Forza Garage series for Forza Horizon 3. Stay tuned to Xbox Wire and ForzaMotorsport.net for more additions in the coming weeks.

Civilization VI Interview with Sarah Darney

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The Civilization series is a long lived and much loved strategy game series with its newest installment, Civilization VI, being developed by Firaxis Games and published by 2K. At a recent preview event at the 2K offices in Sydney, Tom Alderton and I were able to sit down and have a chat with associate producer on the game: Sarah Darney.


Mateja: A bunch of new features have been revealed for this new installment in the Civilization series but what, in your opinion, has been the biggest change to the game design and how have you guys balanced it with the rest of the gameplay?

I would say unstacking the cities was definitely our big new feature for Civilization 6. Just taking what used to live in the city centre and spreading it out in the districts on the map. It really makes the map way more important with the adjacency bonuses and requirements for the districts as well. Every decision really means so much and it really makes you think. In terms of balancing that we’re playing the game a lot in the studio… we’re all big Civ fans and we’ve got a great QA department. Just playing it a lot and making sure everything feels right.

Mateja: Last game, you guys unstacked units from each other which forced players to think more tactically in terms of unit positioning on the map as well as preventing players from simply piling entire armies onto one square. How has unstacking the cities this installment affected other aspects of the gameplay?

It’s very cool when you’re engaged in a battle with someone because you can see that, for example, this is a very ‘science-heavy’ city and I’m gonna destroy that. You can pillage districts and the buildings in them as well. So it’s a huge impact on how, even if you can’t necessarily take someone’s city, then you can slow them down which can be pretty useful.

In a game like Civilisation, there are so many systems which work together and there’s a lot of interconnecting tendrils. Unstacking the cities really spreads out to everything.

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Tom: In Civ 5 you’d try to make your cities as specialised as possible with each city producing as much of one resource as possible. In Civilization VI, has the city decentralisation helped to increase or decrease the need for city specialisation? Is specialisation still the goal or can cities be more generalised?

You can definitely play both ways. It’s cool as you’re exploring the map with your scouts you’ll see this great mountain range next to some woods and you’ll think “That is where my holy site is going”. You can see all the jungles and mountains and think “okay, campus” and build a science producing city.

As I’m playing, I think of the map as this other character.

Mateja: Speaking of characters, it looks like the diplomacy gameplay has undergone a huge revamp. Could you tell us a bit more about that?

Well, every leader has an agenda. You saw in your game that Cleopatra did not care for you because your army was too small. So when we were looking at the leaders that we wanted to use Civilisation 6, we were looking for these big dynamic characters that we could really use for the gameplay. In addition to that we also have the hidden agendas which really mix things up a little. So it won’t be the same every time you play but there is that familiarity with the characters.

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Mateja: So each of these personas will have a public agenda which is open from the start, which is based on the historical persona themselves.

Yes, the historic agenda.

Mateja: And then they’ll also have a second one which is hidden unless you work to figure it out. Can you tell us a bit more about the hidden agendas?

Sure, the hidden agendas really make building the relationships with the other Civs important. Like the gossip system, which lets you learn little tidbits of information, where if you become allied with someone you learn much more than through espionage.

Mateja: International politics is starting to sound scarily like high school. Could you tell us more about the gossip system?

Sure. So with trade routes, for example, you might see a pop-up saying that your trader “Bob” has learned that Cleopatra has gone to war with someone else. It creates these little tidbits of relationships where even small things like trade and delegations let you uncover things about the world through the gossip system.

Tom: I noticed during my playthrough that those pop-ups don’t seem to be so strongly tied to the use of spies as much.

You can get more information through spies, yes, but there’s more ways to learn than just espionage to learn about your neighbours.

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Tom: Have there been any other improvements to the AI in terms of its difficulty? I noticed in the harder difficulties on Civ 5 that they just get bonuses and cheat but they’re not actually better. Has that been reworked this time around?

Yeah, we’re very focused on giving players the best experience possible so giving the AI more intelligent behaviours will help with that. I think you had a moment, in your playthrough, where Teddy Roosevelt was retreating his wounded units. So things like that are good to see the computer do that because it makes it tougher but more fun. The barbarian AI is very fun too so I’m not sure how much you played with that before you were attacked by all your neighbours.

Tom: I noticed that the barbarians weren’t as aggressive with the pillaging as they used to be but were a lot more aggressive with attacking my units.

Mateja: Maybe it’s because they’ve accepted the word of our lord and saviour, Sid Meier, into their hearts?

Tom: Too busy playing Civ to pillage my districts?

Mateja: Exactly.

Tom: Speaking of which, I’ve noticed that religion makes an appearance into this installment as well, but is there also a holdover from the ‘tourism’ mechanic of last game?

Yup, so cultural victories are still a thing and tourism is still a very important element and which great people play a big part in it… but that’s all I’ll say.

Mateja: Tourists… the barbarians of the modern age.

Tom: There was one civilization that was missing in Civ 5 that got added in by modders, which was awesome, but… is Australia gonna make it in to Civ 6.

(Laughs) Unfortunately I can only talk about the civilizations we’ve revealed so far… but I can confirm that we’ll be supporting modding. Unfortunately I can’t get too much into that either.

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Mateja: That’s good to hear and we’ll look forward to hearing more about that too. Finally, is there anything in particular that you’re proud of or would like to highlight in the new installment?

This is the 25th anniversary of the Civilization series and it has so many fans and so it’s super exciting being a part of that. I love this game and I love the way the way the systems are coming together and I think the fans will too. I think we’re living up to the legacy.

Mateja: I hope you do and we look forward to seeing more of the game in the coming months.


Civilization 6 will have a full release on October 21st of this year (you can pre-order here) and you can read our thoughts on the preview build here.

Sid Meier’s Civilization VI Hands-on Preview

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Last month my colleague and I were invited to 2K Games’ offices in Sydney for a hands-on preview of their upcoming 4X strategy title, Civilization VI. They say time is a flat circle (hexagon in this case) – what has come before will come back again, and this is certainly the case with Civilization VI. Building off of the success of Civilization V, and learning from the mistakes of Beyond Earth, Civilization VI is an entry to stand the test of time.

Our game time was unfortunately limited, so I was unable to get past the Medieval Era, and there’s a bunch of stuff I can’t talk about, but the few hours and 150 turns left us with plenty to discuss, and an exciting look into the future of Civilization.

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The most immediately obvious difference from Civilization V is the new graphics. Keeping the hex based design, the new art style lends itself to even brighter colours than its predecessor, with a much more cartoonish feel. Graphics and art styles are not my favorite thing to talk about, since they’re so subjective and someone will always take issue, especially when stark changes have occurred since the incredibly popular 7-million-plus-copies-sold forerunner title, but these ones I enjoyed. The colour palette is instantly familiar – bright green grasslands, yellow-green plains and yellow deserts. The mountains and hills, rivers and seas are all still easily distinguishable on the map. The new models for forests and jungles are hard to tell apart at first glance, and marshes require a practiced eye to spot before your Spearman gets stuck in one and killed (grumble). Luxuries and strategic resources are easily visible, and have been redesigned to suit the new aesthetic.

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One of my favourite changes is to the fog of war. No longer must we be oppressed by towering walls of cloud, and darkened hexes to indicate where we’ve explored but don’t have current vision. Now the unexplored regions take on the look of blank parchment, and the explored but hidden areas look like an Inkarnate map, with stylized terrain inked onto the paper. For those familiar, it’s a graphical style very similar to that used by (the relatively ancient) Age of Wonders 3. Despite lacking the fantasy title’s zooming levels of abstraction, the effect still works and looks wonderful, lending the feel of an adventure/treasure map. So for players arriving fresh from Civilization V, the game presents no difficulties being understood. The real changes however, come in the form of the unstacked cities, which you can refresh your memory on here.

The addition of districts being used to move particular buildings outside the city presents interesting consequences mechanically but visually they’re delightful. The districts (and wonders!) are just as brightly colored as everything else, and as a city and environs grow, the sprawl of tents, buildings, paths and flags makes everything look exciting and lived in. Cities are no longer confined to a single tile, needing to push out and impose their structure on surrounding hexes, out to the workable distance (still 3 hexes away, although my cities never got large enough to thoroughly check). The resulting effect is to make your empire feel like an empire, with industry and commerce marking the world, instead of a loose collection of city states, confined within stone walls.

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The mechanical implications of this however are simply genius. Military districts are required in order to build advanced military units, and when you do build these units, they appear inside the district. Have a war with a nearby neighbor? Build your military districts on the borders, and get reinforcements to the front a turn or two faster. Can’t manage to get that perfect river/hill/mountain/coast placement for a city? Not to worry! As long as your science districts are adjacent to a mountain, you can build observatories. Useless tundra tile you don’t know what to do with? Put an entertainment district on it to keep the unwashed masses happy. This increased flexibility in decision making does cut both ways: moving the city outside of the city makes it more vulnerable to raiding, since now your opponents don’t need to invest in a lengthy siege to cripple you: a couple of units of cavalry, striking at an undefended spot can cripple a city’s production capacity until you can secure and repair the districts.

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Districts can also benefit from adjacency bonuses, at least if you’re Japan – chaining districts together makes them more powerful. Since they are a part of the city, districts are built using the city’s production menu, meaning they can be rushed with reckless deforestation of the surrounds. The possibility for different builds and strategies is a long way beyond what I had the time to look at and cover, but the new districts definitely feel powerful enough to make up for their vulnerability.

My favorite changes however, come in the form of the AI. I know Civilization has never been known for the efficacy of its artificial intelligence, but for once it managed to impress. In battle the computer actually (tried) to cycle units out of the front lines to heal up. Their ranged units tried to skirmish, withdrawing after each shot if pressed. Barbarians were incredibly aggressive when it came to attacking my units, pursuing when they had the upper hand, and fleeing when they did not. Unfortunately sieges were the same as they always have been, making it easy to exploit the AI’s unwillingness to bring many melee units and their fervor when it came to throwing them into my storm of arrows. The exception to this was that now cities need walls to be constructed before they can return fire – a fact that took me by surprise, and allowed barbarians to have free reign for a worryingly long time. As a fortunate counter to this, it seemed the barbarians were more unwilling than usual to raid and pillage tile improvements.

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However the improvements are not solely restricted to the battlefield. When it came to diplomacy the AI wasn’t as brutally opportunistic as it can be in other recent grand strategy titles, but it was a hell of a lot more consistent than in Civilization V. This is helped along by the new leaders and the intrigue system. The agenda system for each leader is the driving force behind their behaviour, with one public historical agenda and another that must be puzzled out through intrigue. Leaders also possess personalities that lead them to respect or denounce you based on your actions. For example the end result of these changes was that Egypt denounced me (Japan) for not having a large enough army (Cleopatra respects strong civilisations). This was shortly followed by a declaration of war from Roosevelt who complained my army was too large, and I was in danger of spoiling the continent through war. After fending him off I finally completed the Hanging Gardens of Babylon – prompting China to take advantage of my war-wearied military to declare war on me for having too many wonders (one, precisely). The war was short and bloody, but China sued for peace earlier than I expected: once the odds became about even my opponent began to retreat and defend. I followed up and unexpectedly managed to capture China’s third city, a move which rendered my army ineffective – so China counterattacked, a move I barely held off. To cut a long story short, I managed to eventually capture China’s capital, a feat of production that left my science lagging. This led to a denouncement from the Aztecs, unimpressed by my resource diversity or technical advances. A forward settle on Egypt meant that by game’s end I was at war with two civilisations, denounced by two more, with Brazil hanging in the wings to growl at me menacingly and only England putting up with my behaviour: a move that had more to do with my overly large army hanging out by her front door.

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There are dozens more changes, both small and large. Movement around the map is more restricted, with units only able to enter terrain if they have enough movement to pay the complete movement cost – no more moving into a hill with 1/8th of a movement point left. Military units are able to create formations with civilian units or support units such as battering rams or siege towers. Ranged units have no zone of control. Foot units now counter spear units which still counter cavalry which still counters foot – and ranged units still counter everyone. Social policies now come in a form of tech tree similar to the actual tech tree, broadening your options, and adding a ton of flexibility into how your culture evolves and organises. Culture income now ‘researches’ the social policy tree, unlocking more social cards for your deck. Your government type then determines what spaces you have in your tableau to place cards from this deck. Happiness has been reworked to be less punishing of a mechanic, hobbling your cities similar to Beyond Earth instead of the mass rioting and rebellion brought on by the destruction of a single vineyard. City states can no longer be bought en-masse, instead requiring a constant consistent diplomatic effort through research and social policies. Ranged units have less of an early dominance now that they have no zone of command, and now that the starting slingers are only range adjacent. Strategic resources are now no longer ‘consumed’ by building a unit that needs them, instead if you have improved iron you can build as many swordsmen as you like.

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My hands-on time was short, but Civilization VI is shaping up to be another excellent time sink. The changes I saw have helped create a tighter, more tactical experience on the battlefield, with a (slightly) more solid diplomacy system – I found myself flipping off the computer more than once (the leaders can be so damned smug). The art style is a positive change, and the UI is a huge improvement over Civilization V’s. The changes to social policies and happiness give more depth and flexibility in long term decision making when building your empire, and I found the whole experience to have just as much, if not more, depth and complexity than Civilization V. I enjoyed the game: it does a lot of things better than Civilization V, a lot of things the same, but so far, nothing worse.

Watch What It Takes to Master the Tech in Motorsport Manager

Watch What It Takes to Master the Tech in Motorsport Manager

Playsports Games has released a second video in their “Master the Tech” series featuring Mike Fryatt, Community Manager for their upcoming sports management sim, Motorsport Manager.

Just like in a top-tier race team, your car is in a constant state of evolution – you can’t coast though a season with the same car setup, nor can you ignore moving resources into the development of next year’s car. In our second video in the series, we show you that it’s down to you to master the technology, to give your team the best possible chance to win.

To check out the new feature video for Motorsport Manager, please visit: https://www.youtube.com/watch?v=_t6souFR8Eo

If you would like to download the video, it is available here.

For more information about Motorsport Manager™, log on to http://www.motorsportmanager.com.

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