WAR DRAGONS Launches Novel, All Things Burn, on Appreciate a Dragon Day SAN FRANCISCO – Jan. 16, 2016 – Pocket Gems, the creators of WAR DRAGONS are announcing that the game’s literary adaptation, WAR DRAGONS: All Things Burn, is launching today for Appreciate a Dragon Day. The novel, which is available for download now on Amazon and Apple’s iBooks, is a prequel to the game.
The WAR DRAGONS universe is defined by chaos and flame. Everyday, ominous shadows overhead precede the destruction of carefully architectured bases and kingdoms. But it was not always this way. In days past, the benevolent guildleaders from the island of Atlaua ruled the land through the ability to speak with dragons. All that changed when an orphan child washed up on Atlaua’s shores. He would grow into a mighty soldier, a ruthless general, and eventually an immortal warlord. A man who would show the world that just as all things grow, all things burn. They call him Gustav, leader of the Blackbloods.
WAR DRAGONS: All Things Burn documents Gustav’s rise to power through his own eyes, as well as through the viewpoint of Ash, a commander in Gustav’s Blackblood Army who, after years of doing Gustav’s bidding, is orchestrating a revolution to take back her homeland. The novel was written by award-winning author Brian Oliu (SO YOU KNOW IT’S ME, LEAVE LUCK TO HEAVEN, I/O) and edited by Michael Rudin (CALL OF DUTY: DEVIL’S BREATH, CALL OF DUTY: RIGHTFUL KING).
“Let me proclaim this from the beginning, then. If there can be no peace for me, then there will be no peace for anyone,” said Gustav, the evil leader of the Blackbloods (in the story).
The book features six teams from WAR DRAGONS who won the game’s Great Contest last December. The winning teams were written into the fiction of the book as the powerful guilds which played a pivotal role in Gustav’s bloody journey to becoming a despot.
Originally launched in April 2015, WAR DRAGONS is a PvP team battle game (on iOS and coming to Android soon) with 3D graphics and real-time multiplayer built on Pocket Gems’ own Mantis Engine. After spending much of the year on the iOS charts, the game received it’s largest update in history last fall, Kingdom of Ice. Early 2016 marks a new chapter for WAR DRAGONS with not only the companion novel but also the imminent Android launch for the game.
WAR DRAGONS: All Things Burn is available for download on iBooks for free and on Amazon for 99 cents.
About Pocket Gems:
Pocket Gems is a top developer of original mobile games and interactive entertainment that was founded in 2009. Since pioneering mobile games, Pocket Gems’ titles have been downloaded more than 200 million times across iOS and Android. Pocket Gems team has grown to 200 people based in San Francisco. To learn more about War Dragons, visit www.wardragons.com
Nintendo has announced that they plan on releasing Pokken Tournament in North America and Europe on March 18th as a Wii U exclusive. This news accompanies the reveal of the previously teased Pokemon which has turned out to be the rather odd choice of Chandelure, as well as the confirmation of three other Pokemon at the same time.
The new additions to the roster now include the aforementioned Chandelure as well as Garchomp, the original Mewtwo, and Braixen making for four new fighters being added to the growing roster. You can check out screenshots of these fighters in action below and those who pick up a first run copy of Pokken Tournament will also obtain a special Shadow Mewtwo Amiibo card to unlock Shadow Mewtwo as a playable character.
It looks like Nippon Ichi Software is preparing to continue on with the style of gameplay that was found in htoL#NiQ: The Firefly Diary as both a teaser websiteand the latest issue of Dengeki PlayStationhave confirmed that the company is planning on releasing a game titled Rose and the Old Castle of Twilight for the PS Vita in Japan on April 28th.
In this title players will find themselves guiding a young girl named Rose as well as a mysterious creature through an old castle covered in thorns as they try to escape using methods similar to the original game.
In a move that is guaranteed to confuse their consumer base, Square Enix and Io Interactive have announced that their new Hitman game will now be a “fully episodic AAA game” rather than the piece-meal release they were going to do before. Instead the game will now be released in seperate pieces, all priced at different levels.
On March 11th the prologue mission and the Paris France location will be released, April will see the release of the Sapienza, Italy location, May will feature Marrakesh, Morocco, and following that there will be monthly content updates with three new locations, Thailand, Japan, and the US, set for later in 2016.
The intro pack for the first level is simply going to cost $15 with each new location costing $10 a piece. Those who wish to buy the entire game can do so at once for $60 or opt for an upgrade from the intro pack to the full game using the $50 upgrade download, though this route does cost the most as the total game price will be $65 if chosen.
Square Enix is also planning on releasing a $139.99 collector’s edition of the game that completely lacks a game disc as it instead offers a digital game download, a collectible box, tie and clip set, art book, and a “Chessmaster” statue.
Homefront: The Revolution may have been kept on the down low for quite some time but that doesn’t mean that it isn’t on the way. Deep Silver, the publisher for the game, recently announced that they plan on releasing Homefront: The Revolution in North America on May 17th and in Europe on May 20th for the PlayStation 4, Xbox One, and PC.
The company also revealed that a closed beta will be held exclusively for the Xbox One starting in February and that those who wish to try their luck for the beta can sign up here. To go along with this news Deep Silver also released a new trailer showing off the game and you can check that out below.
Those who were hoping to relax at the end of February by taking in the sights and sounds ofDead or Alive Xtreme 3 will have to put those plans on hold for an extra month. It has been announced by Koei Tecmo that, to increase the quality of the game, that both the PlayStation 4 and PS Vita versions of Dead or Alive Xtreme 3 have been delayed from February 25th in Japan to March 24th.
This delay also affects those who have pre-ordered the English subtitled Asian release that is available for import from Play-Asia, though it is worth noting that the import price for the title has been dropped to the price of a standard game.
The XCOM series is one that is close to my shriveled up heart with the original series being one which kicked off my love of gaming. Firaxis and 2K’s reboot of the series, XCOM: Enemy Unknown, helped bring the series back to life as well as reinvigorating the turn-based strategy genre for a new generation. As well as getting a chance to play a preview build of the game, I also had the opportunity to speak with Greg Foertsch, the Art Director of XCOM 2, and ask a number of questions about the game.
So in terms of the new alien designs, what can players expect and where did you get the inspiration for the changes to old alien units?
So there are a lot of new aliens and some that have been revisited. A lot of is actually just trying to incorporate some human DNA into them, so for example the sectoid and muton now have a few more human features to them. With that it’s just trying to find a middle ground between what they were and the new human side. So for the existing characters, they’ve undergone that process while for some of the new characters we looked at a lot of different inspirations.
For some we looked at a lot of pop culture or UFO lore. The ‘Faceless’ is good example; for that character we were kinda looking at the creature from the black lagoon and we also took a bit from Pan’s Labyrinth. So we drew a lot of inspiration from everywhere… even when we look at something like its skin, we got a bit of that from the dude getting melted in Robocop– the original version.
So from there we start to cross pollinate ideas with each other. Another example is that the ‘Andromedon’ suit actually has its colour scheme based upon one of the very first NASA space suits and so he’s got this bright blue with orange piping. Even with his arms, like we wanted to see if we could make a cool looking character with the Lost in Space looking robot arms with the coil arms and elbows. So he’s one of my favourites and we looked at a lot of stuff like that.
XCOM is about a menagerie of (alien) characters so we tried to look across the spectrum. The ‘Archon’ had touches of the ‘Engineer’ from Prometheus mixed with the classical depiction of Greek and Egyptian gods. So we look at all those things and we start combining them together trying to find some little familiar bits and things that work to make the smooth out more outlandish additions.
So these human alterations are largely to keep up with the thematic changes that you’re bringing to the narrative in this installment?
Yeah, all along in the XCOM story we see constantly how the aliens have been playing around with DNA and mixing genetics. So now, the sectoids have evolved and the mutons as well, so we kinda looked at them to see what would happen over the course of twenty years with incubating new changes. We really wanted the sectoid to feel physically more imposing than in Enemy Unknown but still be distinctively sectoid… so he’s kinda ‘half-baked’. So his skin isn’t completely formed yet and he’s still got some of that glistening moist skin that the sectoids had so it almost looks like what it would be to have someone without the top layer of their skin.
Ouch
So he hasn’t completely evolved and we really wanted to have him retain a little bit of his sectoid-ness. Especially in the eyes and when he runs; he’ll sometimes ‘glitch-out’ and run on all fours. His run-cycle will sometimes loop and you’ll get to see this part of him where kind of, like, scampers and his old genetic memory- his muscle memory reverts… and then he stands back up. So yeah, those are some of the changes we’ve added.
Cool. So another thing which appears to have some new additions are the maps. From what we’ve seen, you still have a lot of rural areas to work through but you also have some interesting new sci-fi cityscapes. Can you tell us a bit more about that?
Yeah, so the city centres we’re trying to make these gleaming white, pristine, very clean… almost clinically clean places. Like we want to almost make them soulless. It’s funny that the first environment we showed was a city centre at E3 and I remember reading a comment that said: “The grass looks fake”… because it’s supposed to be. It’s supposed to be but nobody had a context to put that in.
Ha!
So again, we’re trying to create a contrast… whether it’s between characters or abilities. We try to shove all these things apart so you can get a real range. So with the environment it’s the same thing. So you’ve got this soulless, very pristine city centre and then on the other side of the spectrum is wilderness which is super lush, vibrant, colourful, and just more tactile. It’s also like you’re thinking “I know that gas station. I’ve seen that before… that broken down gas station”. Then you contrast that with stuff that maybe you’ve never seen in the city centre… but even then some them will be like restaurants and proganda centres which look almost like churches- they were inspired sort of by cathedrals. Then you look at the gene clinics which look like hospitals.
And so there are places which, when you enter, have things that you can connect with so we’re basically taking something familiar and giving it a twist of something fantastical.
Like trying evoke a sense of the uncanny with the aliens?
Yeah. So whether it’s creating abilities from the design side or creating aesthetics. We are generally trying to create this real spectrum of experiences. So now we’ve got things like small towns where you’re fighting in houses and backyards. Shooting around playgrounds and other weird experiences where people can look at it and say “Wow. That feels like a neighbourhood”. It’s just a very different feeling fighting through the residential areas and is just a really different twist and I think is something that a lot of people can kinda connect to.
Familiar but different, sounds cool. So in regards to character customisation, what inspirations have you drawn upon? Will I be able to compose a team made up entirely of 80s action movie heroes?
Yeah yeah. You’ll be able to make models which look like famous characters. We’ve got a Crocodile Dundee looking hat so you can make them look like him or maybe Jesse Ventura from Predator. So we’ve got all these options for customisation and we’ve got all these kinds of cool looks that you can kinda combine together. We’ve got bandanas and different hairstyles, as we’re really trying to make it as robust and broad as we could make it so people could create a real range of characters to play with. We did this so that players could get attached and connected to their characters to make it more personal. The connection that players got with their characters was magical and I thought it was really cool to see that. So we’ve tried to amp that up with this installment.
So as well as adding in tattoos and scars and other cool stuff like being able to change their nationality which is actually a huge feature this time around. You can also change the voice as well as the hair colour and eye colour… you can even put in nose rings. The range of stuff you can do is really cool and I hope people enjoy it as much as we have.
That makes sense. This time around, XCOM is less a paramilitary organisation and more a ragtag group of resistance fighters.
Yup. Alongside this, you can actually put characters into the character pool as soldiers or VIPs that come up in your future. So you can make your partner or family members as VIPs because you don’t want them to die- or well… not as easily die. So you can designate where you want these characters to go from the pool. So you can spend a while making all these characters to then see them pop up in your game… which I think is pretty fun.
That’s pretty a big and awesome feature. You mentioned before about being able to change the nationalities of characters, and in Enemy Within (The Expansion to Enemy Unknown) you gave players the option to change the language which soldiers would speak in. Will this feature be carried over in this installment?
Yup. You’ll be able to choose the language that your soldier speaks and you’ll have the option of a number of different regional dialects and voice actors to choose from. There will also be an option in the menu to have all the soldiers speak their national language by default. So yeah, it’s little things like that which help you to play.
Awesome, glad to hear it. So my final question for you is a bit more personal; out of all the new and awesome you’ve added in to the game, what is something that you’re particularly proud of? What is something that you’d like to bring attention to in the final game?
So a broad answer to this is the procedural generation, with all its depth and fidelity, holds up really well… I’m super excited about that. I like that even though these maps are procedural they still feel almost like they are as handcrafted as the ones in Enemy Unknown. To me, they don’t have a procedural look to them and I feel like we found a way to implement the feature without any sort of compromise.
I guess one particular asset I like as well is the Skyranger. As an artist comes and says something like “Make it a dropship that nobody’s seen before”. So I think to myself “how am I gonna do that?”. I feel like the new Skyranger feels fresh even after working for months on it. Like when you spend ages working on something, you start to get tired of it… but I’ve never tired of this design. It’s a fun little thing I quite like which I don’t think has been seen before.
Cool. That’s pretty awesome and I look forward to seeing the fruits of your labour more closely. Thank you for your time.
XCOM 2 will have a full release on February 5th (you can pre-order here) and you can read my thoughts on the preview build here.
Over a month ago NetherRealm Studios and Warner Bros. announced that they would be releasing a new set of DLC characters for Mortal Kombat X under the ‘Kombat Pack 2’ name. This includes the Xenomorph from the Alien series, Leatherface from Texas Chainsaw Massacre, and some more familiar characters in the form of Triborg and Bo’ Rai Cho.
Now Warner Bros. has released a new gameplay trailer for the game showing off the DLC characters and they have also announced that Mortal Kombat X‘s Kombat Pack 2 will also offer players Goro if they haven’t already unlocked him and a number of character skins.
Marvelous has announced that they are working on another new Story of Seasons game for the Nintendo 3DS and that it is currently planned for release in Japan in early 2016. The second game in the Story of Seasons series, better known as the original Harvest Moon series, is called Story of Seasons: Treasured Friend of Three Villages.
Few details about the game are currently known but it has been revealed that, alongside the standard gameplay mechanics that fans of the series have grown accustomed to, there will be three villages in the game, with each village having a unique culture, characters, marriage candidates, and more.
ARK: SURVIVAL EVOLVED DELIVERS FIRST MASSIVE XBOX ONE CONTENT UPDATE
SEATTLE, WA – Friday, January 15 – Studio Wildcard has delivered its first major update for the Xbox One version of ARK: Survival Evolved today starring the first playable denizen of ARK in 2016, a giant rideable prehistoric kangaroo, plus a slew of optimizations and upgrades. The gigantic hopping Procoptodon can cover great distances by easily leaping over obstacles with two players, one controlling the massive beast while the pouch-bound passenger can make effective use of all weaponry while riding.
In less than a week following its December 2015 launch, ARK was downloaded more than 1 million times and Survivors had experienced more than 200,000 real-life days in their struggle to survive against dozens of Dinosaurs, other Survivors, and the elements.
The world of ARK is constantly evolving and thousands of players are already providing feedback, suggestions and bug reports to the development team. Players are invited to join the ARK discussion now by visiting the Xbox One forums on survivetheark.com/forums/.
Additional ARK updates delivered today open up 100+ more official servers and bring content parity with the PC version through v231.9, including:
Dino rebalancing
The addition of a primitive cage and stone fireplace items
Fixed Cave Loading crash/fall-thru
Improved performance: better framerate, less stalls
Fixed crosshair not appearing
Fixed potential loss of character save data in local mode
Fixed fur armor colorization
Improved speed of server listing
Fixed Taming Dinos losing Inventories/messed-up-Inventories upon reloading single player save game
Fixed a memory leak that was typically causing crashes around the Volcano area
ARK: Survival Evolved is available now for download on Xbox Game Preview for $34.99 and includes all the content/fixes/functionality of its PC counterpart through version v231.9. Xbox One players will receive exclusive content including a bionic “Tek” T-Rex, Safari Hat, and Survivor’s Trophy, free access to Xbox-specific ARK official servers (up to 70 can play on a server simultaneously), and a steady delivery of exclusive Xbox One content prior to full game launch.
ARK: Survival Evolved will launch in summer 2016 on Xbox One via the ID@Xbox program, PlayStation®4 with Project Morpheus support, and full release on Steam PC. The game is currently playable in Microsoft’s Game Preview on Xbox One and Steam’s Early Access program, which includes Oculus Rift VR support and an integration of Steam community features such as Steam Economy and Steam Workshop for custom maps and mods. Players can host private/LAN servers and have access to a custom-built version of the Unreal Engine 4 Editor for creating mods. The world of ARK is designed to be modder-friendly and ever-expanding!
To join our growing band of survivors, journey to Steam or Microsoft’s Game Preview on Xbox One to download the game. For the latest updates follow us on Twitter, like us on Facebook, subscribe to us on YouTube, visit the Website at www.PlayArk.com and watch us tame and train leviathan dinosaurs on Twitch.TV.