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UBISOFT® PRESENTS CAVEBNB: A STONE AGE HOTEL EXPERIENCE

UBISOFT® PRESENTS CAVEBNB: A STONE AGE HOTEL EXPERIENCE

CAVEBNB TRAILER: YOUTUBE LINK

London, UK – January 18, 2016 – Today, Ubisoft announced the launch of CaveBnB, an online contest developed for Far Cry® Primal, the latest installment of its best-selling franchise.

Far Cry, the award-winning franchise that has stormed the tropics and climbed the Himalayas, now brings its innovative open world sandbox gameplay to a time when humans were not at the top of the food chain but were fighting to climb it, bringing together massive beasts, breathtaking environments and unpredictable savage encounters.

CaveBnB will give players the opportunity to experience the wild and untamed world of Far Cry Primal, while travelling back in time to the Stone Age to discover the extreme conditions in which our ancestors lived. The winner, accompanied by a person of their choice, will travel to an undisclosed location in France and participate in expert survival training, pushing them to their limits. By day, they will develop new skills, and by night, they will have to use them to survive.

Participants will have to show their primal instinct and prove in one tweet that they have what it takes to win the two day survival experience. The Twitter competition will start at 10:00 UK time on January 18th and end at 23:59 UK time on January 21st. To take part in the CaveBnB contest, users will have to add the hashtag #cavebnb and mention @farcrygame in their tweet.

Far Cry Primal will be available on PlayStation 4 and Xbox One on February 23rd. The game will be released on March 1st for windows PC.

For more information about the competition please visit http://www.farcrygame.com/cavebnb.

For the latest news on Ubisoft collectible merchandise, please visit and like the page www.facebook.com/ubicollectibles.

Assassin’s Creed Chronicles: India Review

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Assassin’s Creed Chronicles: India
Developer
: Climax Studios, Ubisoft Montreal
Publisher: Ubisoft
Platform: PlayStation 4, Xbox One, Windows (Reviewed)
Release Date: 4 January 2016
Price: $9.99 USD – Available Here 

Video Review

Overview

Assassin’s Creed Chronicles: India traces the journey of Ezio Auditore’s box. It is the second game of the trilogy, which takes players to 19th Centaury India where the Sikh Empire and the British backed East India Company is in the midst of an intense war. Master Assassin Arbaaz Mir is on a quest to rescue the Koh-i-noor diamond and Ezio’s box from the Templars in this 2.5D stealth platformer.

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Story

The game picks up years after the events of Assassin’s Creed Chronicles: China, where Chinese Assassin Shao Jun traced her bloody path of vengeance. While she successfully avenged her fallen comrades, Jun was unable to regain control of Ezio Auditore’s box. Years later, the box resurfaces along with a growing interest in the Koh-i-noor diamond by the Templars. Due to the short length, characters and the plot have little time for development. Unlike Assassin’s Creed Chronicles: China which had the benefit of some background in Assassin’s Creed: Embers, players are walking into the new setting cold. The story is pretty bland and predictable. Playing through the game, it was hard for me to shake off the feeling that the plot was the same as the previous title, with some minor adjustments here or there. It is a real shame, because I think the Indian setting has a lot of potential for a full Assassin’s Creed title.

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Gameplay

Assassin’s Creed Chronicles: India has spent many months in development since the launch of the first game. At the core, both games are exactly alike. The movement system is very smooth to use, and should be mostly familiar to veterans of the Assassin’s Creed franchise. The controls are solid for the most part. I find transitioning between areas in stealth can be a little finicky at times, which resulted in many unexpected jumps out of stealth.

The stealth mechanics are mostly the same, with guards having vision cones and set patrol patterns. Things have been improved a bit in Assassin’s Creed Chronicles: India with the inclusion of the new cloaking ability, which allows Mir to burn off his Helix bar in return for guards being unaware of his presence while standing still. On the other hand, the number ammo resupply points are barely non-existent, forcing players to pick pocket guards to keep their numbers up. Considering how little time players often have to maneuver around, spending the extra three seconds to empty a guards pockets is a real pain. Players do have the option of simply killing or knocking out the guard for their ammo, but that will punish players by lowering their style score.

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The level design is a bit of a mixed bag. There is one major improvement over Assassin’s Creed Chronicles: China. The number of parkour based, stealth based, and puzzle based levels are spread out much better. On the flip side, the dodge and escape segments are incredibly frustrating and there are way too many of them in the game. The segments are essentially dragged out quick time events as the overall room for error is often about one to three seconds, requiring players to often put out a near perfect performance to get through. Instead, I wish Climax Studios put more focus on time based performance for the whole level or puzzle solving over the multitude of escape segments.

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The leveling system in Assassin’s Creed Chronicles: India has been untouched, which means it is still pretty poor. To gain points to level, players are encouraged to remain undetected and leave guards unmolested. Getting spotted or getting into fights will lower the score, holding the player back from the two upgrades awarded for completing the level well, making the later game more difficult. I think a better way of handling the leveling system would have been to put points in an overall pool which awarded upgrades at specific points and then having each level provide a maximum number of points. This way allows less skilled players a chance at earning some upgrades without having to replay levels until they perfect it.

There is a bit more content this time around. In addition to the New Game and New Game Plus modes that let players replay the game with all their previous skills intact, the Challenge Room has been added to Assassin’s Creed Chronicles: India. Each challenge is focused on a particular skill and has three extra objectives to complete.

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Visuals

Assassin’s Creed Chronicles: India is a much more colourful game with nods to Indian art and culture throughout the game. The animations are smooth, and the game did not suffer from any technical issues in my testing. Assassin’s Creed Chronicles: India continues to handle transitions between each flat zone well, giving the game a really good 2.5D feel. The UI remains in line with other Assassin’s Creed titles.

Audio

The sound effects, music, and voice acting are all top notch, worthy of a AAA title. My only gripe is that there could be more voice acting in the game. Several conversations between guards and a couple of Mir’s lines are repeated throughout the game a few too many times.

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Overall

Assassin’s Creed Chronicles: India is a step forward and a big step back. It is clear that Climax Studios has taken some of the criticisms from Assassin’s Creed Chronicles: China in account with their latest game, but their solutions are not really well executed. Unless you are wildly in love with Assassin’s Creed Chronicles: China and absolutely must have more, I can’t really recommend the new game. The story is pretty boring. Worst of all, the level design leads to a lot of mind numbing and frustrating parts that is quite unpleasant to play.

Capsule Computers review guidelines can be found here.

WAR DRAGONS Launches Novel, All Things Burn, on Appreciate a Dragon Day

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

Pokken Tournament Western Release Date Set, Four New Pokemon Added

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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.

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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.

Rose and the Old Castle of Twilight Revealed by Nippon Ichi Software

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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 website and the latest issue of Dengeki PlayStation have 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.

Hitman to now be a “Fully Episodic AAA Game,” First Piece Drops March 11

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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.

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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 Arrives on May 17th

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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.

Dead or Alive Xtreme 3 Delayed to March 24th in Japan

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Those who were hoping to relax at the end of February by taking in the sights and sounds of Dead 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.

XCOM 2 Interview With Greg Foertsch

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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.

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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.

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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.

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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.

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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.

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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.

Mortal Kombat X Kombat Pack 2 DLC Character Trailer Released

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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.