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‘SURVIVAL MODE’ FOR BANNER SAGA 2 THROWS DOWN NEW CHALLENGE FOR GAMERS

‘SURVIVAL MODE’ FOR BANNER SAGA 2 THROWS DOWN NEW CHALLENGE FOR GAMERS


NEW COMBAT FOCUSED GAME MODE NOW AVAILABLE FOR FREE

BALTIMORE, MD – Thursday, June 23rd, 2016 – Stoic, an independent game development company, and Versus Evil, one of the leading independent video game publishers, today announced the release of an exciting new game mode for Banner Saga 2 owners – ‘Survival Mode’.  Throwing down the ultimate challenge in turn based, combat battle tactics, Survival Mode pushes players to the limit as they try to survive 40 back to back combat levels.

“Survival Mode is something we’ve been working on behind the scenes for a while now,” commented John Watson, Technical Director at Stoic.  “This is an entirely new experience within Banner Saga 2.  Our goal was to create a fun, tactical game mode where fans can play from a different perspective which focuses on strategy and the hard cost of death in combat.  We modified how the combat worked from the core game based on feedback from our community and put it through a closed beta to make sure that it was fun.  Thanks again to our dedicated fans for their continued support.” he added.

In survival mode players have to assemble a ‘combat’ team from a wide range of existing Banner Saga heroes. Once their team is complete, combat begins, but beware, perma-death in battle is real and once lost, a hero can not be brought back.  Each victory grants ‘Renown’ (one of the major currencies in the Banner Saga), which can be used to unlock more Heroes to replace ones that have fallen.  Items now drop in combat, or can be purchased with Renown,  so that you can constantly improve your combat team.  A 30-second timer keeps the action moving and leaderboards track how each player ranks against others.  All three difficulty levels are included in survival mode, so the hard core challenge is available to those who think they can make it all the way through.

“Although Stoic is a tiny indie studio and their time is precious, they have shown an unrelenting commitment to fans of the Banner Saga by producing more content for them to enjoy. ” said Steve Escalante, General Manager of Versus Evil. ”The Banner Saga 2 just became a much bigger game with the core experience already lauded as one of 2016’s best games and now this new, free game mode included. We hope to get this update in the console launch later this Summer as well as make it a part of our mobile experience.” he concluded.

The FREE Survival Mode is available now for Banner Saga 2 owners (on PC and Mac).  Banner Saga 2 is also currently available to buy on Steam, GOG, Humble Store, GreenMan Gaming, EA’s Origin and other digital PC and Mac stores.

The Banner Saga and Banner Saga 2 which launched to much critical acclaim has received several awards and nominations, including winner of the 2014 Geekie Awards for “Best Video Game”, winner of 2014 Game Developers Choice: “Best Debut” award, finalist placement for “Excellence in Visual Arts” category at the Independent Game Festival, 3 BAFTA Award Nominations, and winner of Pocket Gamer’s 2015 Best Adventure/RPG Game and Best Android Game of the Year. Banner Saga 2 is out now on PC/Mac and will be coming to consoles on July 26th 2016 and mobile devices later this summer.

To find Banner Saga 2 on Steam: http://store.steampowered.com/app/281640/
To learn more about The Banner Saga and Banner Saga 2 visit: http://bannersaga.com
To learn more about Versus Evil visit: http://www.versusevil.com

SIGTRAP Games sign up with Merge Games to bring Sublevel Zero Redux to console.

SIGTRAP Games sign up with Merge Games to bring Sublevel Zero Redux to console.


Thursday, June 23, 2016, Manchester, UK. – Merge Games Ltd., a privately owned video game publisher and distributor, is pleased to announce it has signed a publishing deal with SIGTRAP Games to bring the first-person, roguelike, six-degree-of-freedom, shooter – Sublevel Zero Redux to console later this year.

SIGTRAP Games co-founder, Gary Lloyd, commented “We’re incredibly excited to announce that we’re working with Merge Games to bring Sublevel Zero Redux to Playstation 4 and Xbox One via digital download and retail. It’s an amazing opportunity for us to work with a local publisher and revisit the game for consoles. We’re working on some great additions, including new content and features!”

SIGTRAP Games and Sublevel Zero Redux are great additions to the Merge Games family. The deal sees Merge Games handling the console conversions of Sublevel Zero Redux then both parties sharing the revenue, it’s a winning formula for everyone.

Co-owner and Managing Director, Luke Keighran added, “I’m super excited to be working with SIGTRAP Games, another top quality team right on our door step. Already a great game on PC, the addition of great new features and extra content will make Sublevel Zero Redux a must-buy title for console owners.

Sublevel Zero Redux sees you taking control of a lone gunship on a mission to loot and craft ancient technology. Descend into a vast underground facility, fighting through procedurally generated zero gravity environments to recover the technology you and your clan need to survive. Battle enemy fighters and surface emplacements that strive to halt your progress. The emphasis is on survival and ammunition is scarce so every shot and every decision counts. Sublevel Zero Redux will be available for PlayStation4 and Xbox One in Q4 2016.

AMAZON APPSTORE JOINS AS PLATINUM SPONSOR OF VAINGLORY SUMMER SEASON BEGINNING TODAY

AMAZON APPSTORE JOINS AS PLATINUM SPONSOR OF VAINGLORY SUMMER SEASON BEGINNING TODAY

Vainglory, the World’s Leading Touchscreen Esport, Reveals New Esports Structure


San Mateo, Calif. — June 23, 2016 Vainglory, the world’s leading touchscreen esport, announced a premier sponsorship with the Amazon Appstore to support their Summer 2016 esports season in both North America and Europe. The Vainglory Summer season begins today and runs through September 11. The top eight teams per region will compete at the Summer Live Championships in North America (September 2-5) and Europe (September 9-11) in front of a live audience. As part of the program, Amazon will host the championships, which are expected to set record viewing and participation numbers for Vainglory’s esports events. In addition, the Amazon Appstore will be rewarding players throughout the season with discounts and bonus Amazon Coins, the digital currency that lets customers save up to 25 percent off in-app purchases. The season’s competitive structure and events are managed by Super Evil Megacorp and Twitch as part of their multi-year deal to enhance and grow Vainglory esports events.

“We’ve been working closely with Amazon since our inaugural Autumn Season Championship, and their passion for and dedication to Vainglory is going to make our Summer season the biggest and best yet,” said Kristian Segerstrale, COO and executive director at Super Evil Megacorp. “Amazon’s support, along with the continued work from our friends at Twitch, will allow us to put on a top-notch season for Vainglory’s community of millions. We’re excited to kick off the Summer Season today in cooperation with the Amazon Appstore.”

The Amazon Vainglory Summer Season begins today with an all-new esports structure. Twitch and Super Evil Megacorp are announcing “The Evil Eight,” a new tier of elite competition in North America and Europe featuring only the region’s Top 8 teams at any given time. These teams will battle each weekend on twitch.tv/vainglory in eight-team tournaments, earning points in championship standings. Alongside will be a community-run “Challenger” tier of competition, with weekly Evil Eight challenger battles. This two-tiered competitive structure creates many more opportunities to broadcast clashes of elite teams such as Team Solomid, G2 eSports, Team Secret, mousesports and SK Gaming, while giving up-and-coming teams a path to their own tournament victories and ultimately the seasonal championship. More details to be announced soon.

“The Twitch community has shown a lot of love for Vainglory, making it the fastest-growing mobile game on our platform,” said Nick Allen, director of esports operations at Twitch. “Touchscreen esports has a lot of potential right now given the ratio of mobile devices to PCs, with Vainglory on track to really blow the doors wide open on this movement. Adding more momentum is the new Evil Eight competitive structure, which will make broadcasts of Vainglory even more engaging for viewers.”

Summer season is poised to have 3-5 million viewers tune in to the action, doubling the number of viewers from the Winter 2015 event. The Season will culminate in the Vainglory Summer Season Championships taking place September 2-4 in North America and September 9-11 in Europe. In addition to hosting the live events, Amazon and Vainglory will be offering special Amazon Coins offers on ICE purchases and more.

Vainglory update 1.19 kicks off the Summer Season with a ton of new in-game content. Players can now play with a new hero, Lyra, who uses healing and protective magic to turn enemy positions into powerful zones for her allies, plus she introduces teleportation into combat. In addition, Summer Party Krul, Sylvan Kestrel Tier 1, Fury Rona Tier 2 and North Wind Reim Tier 1 skins will become available weekly throughout update 1.19. The summer season also marks the introduction of an all new Summer skin for the map, and an entirely new progression system in which players can earn Sunlight tokens from matches to earn bigger and better seasonal awards. The update also includes Summer Chests full of daily loots and exclusive Summer Party events.

Vainglory can be downloaded for free from the Amazon Appstore, The App Store and Google Play.


About Super Evil Megacorp

Super Evil Megacorp is a team of masters-at-their-craft game developers. The company’s first title Vainglory, quickly rose to become the world’s largest mobile esport after its global launch in early 2015. In less than a year, Vainglory has held live competitive gaming events in Asia, North America and Europe, and awarded more than $350,000 in prize money. In addition to its success in the esports realm, Vainglory has received top game development honors including Apple’s “Best Apps” in 2014 and 2015, the Apple Design Award at WWDC, The IMGA’s Best Technical Achievement and People’s Choice Awards, and the Tabby Award for Best iPad game in the RPG, Simulation and Strategy category. Super Evil Megacorp is based in San Mateo, CA. The team is currently 45 people strong and is hiring. Super Evil has raised $41M in funding from backers including General Catalyst, Index Ventures, Signia Venture Partners, Korea Investment Partners, CrossCut Ventures, Initial Capital, The Raine Group, ZhenFund, Yuri Milner, and Jim Breyer of Breyer Capital. For more information, visit http://www.superevilmegacorp.com/ and http://www.vainglorygame.com/.

KOEI TECMO EUROPE REVEALS ALTERNATIVE STRATEGY OPTIONS WITHIN ROMANCE OF THE THREE KINGDOMS XIII

KOEI TECMO EUROPE REVEALS ALTERNATIVE STRATEGY OPTIONS WITHIN ROMANCE OF THE THREE KINGDOMS XIII

Civic Development and Bond Systems Unveiled Alongside Detailed Features Trailer and New Gameplay Videos Illustrating Diplomatic, Economic and Relationship Gameplay Elements


Hertfordshire, 23rd June 2016 – KOEI TECMO Europe today released a new batch of assets and information focusing on the alternative strategic elements that players can look forward to in the upcoming entry in the renowned strategy series, Romance of the Three Kingdoms XIII. Two new gameplay videos detail the game’s Civic Development and Bond systems, as well as a new promotional trailer that highlights the many strategy options that players have at their disposal. Romance of the Three Kingdoms XIII is slated to release on the PlayStation®4 computer entertainment system and digitally on Windows PC via Steam® on the 8th July 2016.

Battles are not only won by force, but by careful preparation and strategy. Romance of the Three Kingdoms XIII offers various preparatory and diplomatic gameplay elements that take place ahead of combat, known as the Civic Development system. Offering players the chance to improve different aspects of their domain, this system allows the development of Commerce, Farming and Culture, which give various boosts to the army in both strength and loyalty. Economic and development decisions made are then presented to the Officers, prompting them to share their views, and point out the merits and faults of a given strategy before the player makes a final decision.

Attaining allies and influencing individuals via the Bond system is another key element of the game’s overarching strategy. A Relationship Chart rates the intensity of the player’s relations with historic figures, indicating whether the relationship is positive or negative. Maintaining a strong network is fundamental to receiving aid in tight situations, particularly when summoned by the higher lords. During these moments these connections are also able to fight for the player’s cause and help turn the tide of battle in their favour. Furthermore, a player’s relationship with a given lord can lend credibility during Debates to convince lords to act in certain ways. Winning a Debate can lead to forming alliances with other leaders, with the length of it depending on strength of a given Bond.

To keep updated on ROMANCE OF THE THREE KINGDOMS XIII news please visit www.facebook.com/koeigames or www.koeitecmoeurope.co.uk/rtkxiii and follow us on twitter @koeitecmoeurope 


About Romance of the Three Kingdoms XIII

Celebrating the series’ 30th anniversary and marking its return to the west after an eight-year hiatus, Romance of the Three Kingdoms XIII tells the tale of a collapsing dynasty and the emergence of power-hungry factions, setting the scene for a complex chessboard on which players can follow and influence the fateful events leading to the unification of 2nd century China. Blending deeply strategic gameplay with historically-accurate warfare, players can climb the proverbial leadership ladder as one of 700 historical characters during a turbulent era of political instability, large-scale conflict, and human drama.

ABOUT KOEI TECMO EUROPE LTD.

KOEI TECMO EUROPE LTD. is a publisher of interactive entertainment software for current generation consoles, handhelds and digital download content based in Letchworth, Hertfordshire, UK. The company is a wholly owned subsidiary of KOEI TECMO HOLDINGS CO., LTD., headquartered in Yokohama, Japan. TECMO is best known for the Dead or Alive® and Ninja Gaiden®series. KOEI is best known for its Dynasty Warriors® and Samurai Warriors® franchises. On April 1, 2009, KOEI TECMO HOLDINGS CO., LTD was established as a result of the TECMO, LTD. and KOEI Co., Ltd. merger. More information about KOEI TECMO EUROPE LTD and its products can be found at www.koeitecmoeurope.com

“PlayStation” is a registered trademark of Sony Computer Entertainment Inc.

Berserk Gameplay Shown off in First Trailer, New Details Released

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Yesterday a small batch of screenshots for Koei Tecmo‘s Omega Force developed Berserk game were released but now early this morning the company has released not only the first official trailer showing off some gameplay footage, a bunch of new screenshots including a few from cinematics, and new details about what to expect from the title.

By wielding a sword bigger than yourself, the developers are focusing on “kill and crush” action that overflows with power and the game will run from the beginning of the “Golden Age Arc” and go all the way through to the end of the “Millennium Falcon Arc” where Guts, on his journey for revenge, gathers many invaluable comrades.

Many scenes reproduced through the anime OVAs and 3D models will be included in the release as well as a number of new interactions that weren’t previously shown off. On top of this, the characters will all retain the same voice actors that handled their voice work in the OVAs as well as the upcoming Berserk anime.

Tales of Berseria’s Fourth Trailer Focuses on Combat Systems and Mini-Games

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Today Bandai Namco released a new Japanese trailer for Tales of Berseria with this one focusing on showing off a handful of parts in the game such as field exploration, battles, and a few of the mini-games that can be found in the RPG. As you’ll see int he video below, this includes showing off the full Linear Motion Battle System that the game will be using for combat with numerous characters in the party.

Tales of Berseria is currently slated to be released in Japan on August 18th and Bandai Namco has already confirmed that they plan on releasing the title in the West in early 2017 for the PlayStation 4 and PC.

The Wrong in Wrestling: The Fans

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Not too long ago, I went into detail – speaking about how one of the greatest issues in pro wrestling is the media. While that is definitely true, the media isn’t the only thing that is holding the sport back from reaching its true potential. When you consume any kind of entertainment or product of any sort for that matter, the provider usually lets you know that it is in fact you that keeps their brand running. This mentality is embedded in our brains since childhood. Companies have lived off that classic “The customer is always right!” motto for years, and dammit is it ever wrong within the world of the squared circle. That being said, there are some fans who are right – and that is exactly what we are going to explore within this piece today as we look for The Wrong in Wrestling, and see just how the Universe of fans are actually hurting their own passions.

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I think you can only begin speaking about wrestling fans by starting with the obvious. Pro wrestling is a scripted product. The bumps are real, the athleticism is real, and the passion the performers have for their audience is real, but the results are fixed – just like any reality show or product of television. Most of us know that, and the ones who don’t will finally accept it one day and begin to enjoy the product from an entertainment standpoint – rather than a competitive one. Anyway, I feel like I needed to start there because a lot of fans who understand the business and follow every beat within the industry usually are the most problem. You know that guy who sits in the front row, gets drunk, and screams at Seth Rollins with death threats as the six people around him cringe in embarrassment? That is what we call a mark, and that is Vince McMahon’s best friend. This guy is also a friend to every guy in the locker room, as his reactions are responsible for their paychecks. If marks didn’t react, we would have never had a Hulk Hogan. We would have never seen The Rock shoot to fame, and Triple H would have been one of the most ineffective heels in history. These fans just don’t care about how they look as they are so into it, they allow themselves to suspend reality to get every cent out of each ticket. Sure, they are ignorant and they should know – but they are believing in Santa for their own entertainment and I think it is our duty as more in tune fans to just let them react and continue to keep the product alive through cheers and jeers.

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A Smark is the next unique branding to speak about. This is more than likely anyone reading this article on the internet. You have a passion for the product, you buy a ton of merchandise at the live events, and for the most part, you are directly responsible for the product today. Don’t feel bad on that last statement, as I am right there with you guys, being the guy who feels embarrassed for the crazy fan who is just a little too into it. I am a Smark – and for the most part, I am rather pleased to admit that. It is not the worst thing ever to understand or be educated on something you love, and I feel that when pro wrestlers criticize this grouping of fans, it is usually because they are a bit out of touch with the current mindset of the pro wrestling audience. We have always had Smarks, dating back to the ring rats who would attend every single local event in the territories, to the Attitude Era fans who would feverishly wait for their dial-up to load so they could jump into their Yahoo Messenger chat and go at it for a night of debates and fierce conversations. Smarks are what keep this world of wrestling interesting because they have always never settled for anything other than what they feel is the best. They sigh when we see a repeat match within the same month, and come across as most critical when the guy who they wanted to win does not advance to that next level.

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The third grouping is simply the “fans”. You know, the ones who make up 50% of the audience? These are the people who casually watch for a while, have their favorites who are usually the most attractive members of the roster, and keep up through Facebook, ESPN and TV Guide (maybe I am a little behind on that last one, is that even a thing still?). Not a lot to detail on this grouping aside from the fact that the casual market is the most targeted because they are the most responsible for ratings, merchandise sales, and so on.

Go back fifteen years now and watch a nice episode of Raw. Heck, make it eleven. The other day I was re-watching an episode from May of 2005 and to compare that crowd to the crowd of today is like comparing night to day. The fans back the reveled in the product they received. These were better times. The fans were eating up mid card feuds as if they were main event level disputes and cheering for almost every face that walked through the curtain. Sure, there were chants during this era, but most went along with the product, with “You Suck” chants being chanted at Kurt Angle, and just raw cheers and screams greeting the likes of London and Kendrick, Chris Benoit, and Rob Van Dam – who were just a few of the most over talent of that era. WWE knew if there was no response, a star needed to be repackaged. There were still Smarks, believe me – as I spent my time in forums during and after every show during this era and saw the praises for Jericho and the resentment of Triple H for “burying the roster” with his twenty minute opening monologue that grated on the nerves of the audience. That said, it was a different time, as Smarks were not ignorant. They knew what was in their control and what was not. They supported the way WWE wrote it for the most part, and did not get too involved outside of little debates of talent that have always buzzed through the internet.

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Fast forward to today. We can not even make it through a show without seeing the fans attempt to hijack it. A man debuts who the fans think is supposed to be good and they chant “this is awesome!” until they are blue in the face before he even gets in the ring. Heck, we hear that chant during any match that clocks in over ten minutes these days. Speaking of chants, that pretty much is the show now. Fans from each end are so desperate to participate in the show that they have completely forgot how to do that very thing. Instead of applauding and cheering for what they like, they bellow out the most extreme feeling they have for each spot, with one fan’s chant turning into ten thousand quickly. To those fans, it is not o.k. to chant “HOLY SHIT!” to a weak announcer’s table spot. Because of that we see one end almost every go-home episode of Raw. Also, chanting “WHAT!?” to the Undertaker, Kevin Owens, or anyone else other that Stone Cold makes zero sense, and that goes double for the “YES!” chant that follows any news that Shane provides about an upcoming bout in the future. The fans of today are so desperate to be the show that they are willing to kill the flow of a match or moment to get in or create a chant, despite how much relevance it may not have.

Chants are the selfies of a wrestling crowd for 2016. It is our way of showing we were there, and while it is fun to chant something bizarre, it is also confusing and cringe worthy to those watching at home because those in the audience are turning it up to eleven for the most mild of moments. When you applaud a child for getting a C on a test every single time, he will only bring you that grade as he knows that he doesn’t have to strive for greatness to gain your gratitude. It works that way with the writers in the back as well. Why strive for excellence with compelling television when the fans are going to give more love to No Way Jose for dancing than to Dean Ambrose who is throwing his body through a table?

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This is where the criticism of the Smark comes in. For years, there have always been fans who want Guy A and Guy B to get a push, only to see other talent get a higher place on the card, with the online complaints soon to follow. Sometimes, that is legitimate. Daniel Bryan’s entire title run was fan-funded, and it was interesting to see how far he made it up the ladder due to the feedback of an audience. Since then however, the audience now think they can do that with just about anyone and will destroy a wrestler personally if they have to in order to get what they want. I am a Smark, but I sit outside a good majority of today’s fans because I feel like a lot of the grievances are total bullshit. Take Eva Marie for example. She is the Diva who was in Total Divas before she got in the ring. Because of this, fans just don’t boo her, but attack her personally on a regular basis because she was not trained rigorously for years. In retrospect, early on and throughout most 2015, she legitimately had serious issues with her work. It was rough as she didn’t know how to carry a match or tell a story – and seemed to be working like a blind bull in the ring. Watch something recent however and you will see a completely different Eva Marie who has learned to feed off the crowd’s criticism and make it work to get her over as a heel. She has improved greatly in the ring, and even though her skillset is still average, has now found her niche by simply playing off the crowd. Even with her improvements, the fans continue to chant “You can’t wrestle” and “Boring!” during her matches. These chants would make a little bit of sense a year ago, but to hear them now sounds like a bully who is attacking a smart kid with “YER STUPID” insults for being educated.

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Look at Candice Michelle, Ashley Massaro, and even Trish Stratus. They didn’t have a gram of talent in the ring when they came in, but they worked hard and eventually became great workers in their own unique way. Sure, it was a different era, but these ladies went from bra and panties to legitimate feuds that could capture an audience over time because those crowds gave them a chance. We have also lot of great workers that were completely ignored due to the fans simply being so caught up in one movement. David Ortunga, Justin Gabriel, Drew McIntrye – all great workers who never got over because no one gave them the time of day because they were distracted. Instead of enjoying a low-card feud which is a developmental level on its own (AS THIS GETS THE TALENT OVER TO START WITH), Smarks chant “Boring” or start singing random theme songs to entertain themselves instead of watching what is actually occurring. How insulting do you think it is to go out there and come home sore from working hard with the chants of another man’s theme song still ringing in your ears, when they were not even in the match?! Some may say that they should work harder, but WWE control their talent. This is a scripted product and men receive fines in this industry for getting out of line with what the powers that be want.

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That brings me to Roman Reigns. WWE wanted Reigns to be their next “it” guy. There were two big problems with this however, as number one – it was 2014 and every fan was aboard the YES! Express. The crowd was so obsessed with Daniel Bryan that they didn’t want to see another “face of the company” like Cena, so they rejected him entirely. John Cena was the posterboy for the PG era, as he not only preached good values to kids, but also defeated nearly every man who he stepped in the ring with – creating a rather stale and predictable main event scene for years. While your friend of a friend knows and loves him, he is the equivalent to what Nickelback is now to rock fans. We as wrestling fans do not want to be represented by someone who we didn’t create. Moving on to the second issue, we can speak of actual talent. Before I go too far, I want to reiterate that this is pro wrestling and it is scripted. One guy may be amazing in the ring, but is told not to do anything special because the powers that be simply do not want to change the image of their character or put him (or her) at risk. I totally get that and feel a lot of current fans do not understand that very thing – but with Reigns, talent isn’t really subjective at this point in his career. It has been two years and Reigns is still bad on the mic, only performs with the same punches and spears with the occasional powerbomb in the ring, and does not really make the match look believable with his poor selling and bizarre taunts and crazy gestures. WWE still are rather adamant about his push, but the fans have voiced so loud that we are now being muted. When even the casual fans and kids are booing Roman as a face, maybe there is an issue. Then again, maybe we are still so blind that we don’t want to see any improvement, which is something that I am personally debating as I watch Roman with the same disdain while others become more accepting.

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What I am saying overall is that sometimes the fans do matter. I didn’t write this to shit on the audience that was reading it, I just think that Smarks sometimes look like jackasses and are only making matters worse for the product they so badly want to improve. If you want something to change, you have to raise your voice. BUT! And this is a big but – like it or not, we are in the world of entertainment, where everyone has a different preference and we do not have control. The WWE Universe is not a democracy, it is a name to give the fans so they feel like they are a part of the experience. Our cheers shape the lives of humans, and assist in creating moments will live on for generations. We should start being more responsible both in a crowd and online as we are shaping the current product. It is perfectly fine to sing along with a theme song, or yawn at an unappealing match. It isn’t fine blow your load over nothing or attack a Superstar personally because don’t care for their shtick. For the first time ever and due to the now broad accessibility of the internet, we have Smarks sharing their voice on a platform and the casual fans and marks alike absorbing that content which will in turn change their perspective as they become “educated”. Are we giving them the right information, or are the ones who think they know everything beginning to be the main reason why the product are more stagnant? These are serious topics that fans should debate. With the best roster of talent in years, we now have very little room to complain, and perhaps it is time to finally sit down and enjoy the show and eat out of those large hands that feed us.

Frontwing’s “Labyrinth of Grisaia” and Puzzle/Visual Novel “Purino Party” launch on Steam!

Frontwing’s “Labyrinth of Grisaia” and Puzzle/Visual Novel “Purino Party” launch on Steam!

Tokyo, Japan – June 23, 2016

“Purino Party,” visual developer Frontwing’s newest game, is launching on Steam today. The game will be 20% off at launch, of its retail price of $11.99.

Steam achievements and trading cards will be available upon release.

Steam page description:

“Purino Party takes one part puzzle game, and one part visual novel – romancing cute girls included – and combines them for a laid-back yet addictive experience!”

Store page: http://store.steampowered.com/app/483960/

An adult patch is available for free on the download page of the game’s official website: http://en.frontwing.jp/games/purino-party/

Scenario writer Kazuya, of “The Fruit of Grisaia” and “Hatsuru Koto Naki Mirai Yori” (Hatsumira, or From the Future Undying) fame makes his debut as a producer this time round. The game features an all-new stories, written by the same team as “Pure Girl” and “Innocent Girl,” and translated by the Frontwing in-house translation team behind “The Leisure of Grisaia.” The bonus episode was released on Steam earlier this year.

The original voice cast are reprising their roles from “Pure Girl” and “Innocent Girl,” from which the characters are drawn. These games have not yet seen an international release.

“The Labyrinth of Grisaia” is also available on Steam from June 23 at 20% off the retail price ($31.99). It is the second installment of the Grisaia trilogy. The first in the series, “The Fruit of Grisaia,” was released on May 30, 2015.

Store page: http://store.steampowered.com/app/345620/


About Frontwing
A developer of visual novels since April 1999. Starting with the release of our (Frontwing’s) first title, ‘Canary’ (Canaria: Kono Omoi o Uta ni Nosete), in August 2000, we have published a number of titles in the visual novel genre.
From high school romances to hardcore adult material, as well as titles which utilize 3D computer graphics, our games cater to a diverse range of interests.
Our products and the characters they feature have come to represent the world of bishojo games.
Our most well-known game series is the Grisaia trilogy, which received an anime adaptation in 2014. Its first installment, “The Fruit of Grisaia,” is widely acclaimed and available on Steam, and the other two games in the series are still undergoing localization into English, with “The Labyrinth of Grisaia” being scheduled to release next week.

We are also planning a joint crowdfunding project with AKABEi SOFT2 to localize “Sharin no Kuni, Himawari no Shojo” (“Wheel Country, Sunflower Girl), and are currently running an Indiegogo campaign for one of our other new games, “Corona Blossom.”

GEAR UP FOR THE RELEASE OF STAR OCEAN: INTEGRITY AND FAITHLESSNESS WITH OFFICIAL LAUNCH TRAILER

GEAR UP FOR THE RELEASE OF STAR OCEAN: INTEGRITY AND FAITHLESSNESS WITH OFFICIAL LAUNCH TRAILER


SYDNEY, 23RD June 2016 – Ahead of its release across Australia & New Zealand next week,  Square Enix Ltd. today released the official launch trailer for its epic sci-fi adventure – STAR OCEAN®: Integrity And Faithlessness™.

The latest instalment in the STAR OCEAN series, STAR OCEAN: Integrity and Faithlessness, is an epic adventure that introduces seamless transitions between gameplay and dynamic cut scenes. The popular real-time action battle system from previous titles in the series has been overhauled – with improved game mechanics and action sequences for a truly uninterrupted and immersive in-game narrative.

Watch the STAR OCEAN®: Integrity And Faithlessness™ launch trailer at: https://youtu.be/vLeW63HxPf8

A Limited Edition version of the game is available (while stock last), and will include the game and Steelbook™ plus five in-game DLC and two battle BGM from VALKYRIE PROFILE Series, priced at AUD$99.95 / NZD$109.99.

STAR OCEAN: Integrity and Faithlessness will be released across Australia & New Zealand on 1st July 2016 exclusively for the PlayStation®4 computer entertainment system.

For more information on STAR OCEAN: Integrity and Faithlessness and its story and characters, please visit: http://staroceangame.com


Related Links

Official Homepage: http://staroceangame.com

Official Facebook®: https://www.facebook.com/starocean/

Official Twitter®: https://twitter.com/starocean

Yomawari: Night Alone’s Systems Detailed in Latest Video

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Today NIS America has released a new trailer for Yomawari: Night Alone focusing on introducing the various systems that will come into play while trying to navigate through the dark in search of your missing older sister and dog. You can check out the video below as well as the official website that has been freshly updated with a “How to Play” section that provides additional details about these systems.

You can check out the system trailer below and as for the game itself, Yomawari: Night Alone is scheduled to be released for the PS Vita and PC in North America on October 25th and in Europe on October 28th.