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SOULCALIBUR: Lost Swords Will Include Popular Characters From Past Series

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Recently, NAMCO BANDAI Games EU announced that some of the fan-favorite characters from the earlier installations of the Soul series will be available to play in the upcoming title, SOULCALIBUR: Lost Swords.

This next chapter in the Soul series will be a free-to-play single player game. It’ll feature a good selection of past characters in the older SOULCALIBUR games, such as Siegfried, Mitsurugi, and Sophitia. Nightmare, Pyrrha, and Astaroth will also be playable characters in SOULCALIBUR: Lost Swords.

Nightmare is the main antagonist of the Soul series. He embodies the power and strength of Soul Edge, the cursed sword that hungers for souls in order to sate its thirst. Pyrrha is a young nomadic girl whose parents were kidnapped by minions of Soul Edge. Although a pacifist by nature, Pyrrha’s natural ability to fight makes her a tough opponent out on the field. Astaroth is a golem warrior created for the sole purpose of finding and acquiring Soul Edge. He was made to destroy and to massacre, utilizing his broad axe and massive strength to overcome enemies.

SOULCALIBUR: Lost Swords will be arriving to Europe in 2014 on the PlayStation 3. This title will be exclusive to the PlayStation Network. Click here for screenshots and a trailer presented for the Tokyo Game Show 2013. Make sure you keep an eye on this upcoming title.

Mecha-Naruto Blows Away Opponents in This Trailer

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Following the reveal that a robotic Naruto will be making an appearance in Naruto Shippuden: Ultimate Ninja Storm Revolution, we’ve yet to see him in action. Thankfully, Namco Bandai has released a trailer showing off Mecha-Naruto in all his rocket-powered glory.

Designed by manga creator Masashi Kishimoto, the robot form is almost a throwback to the classic super robot anime of old, able to throw rocket punches, transform into a mechanical Kyubi Mode and finally unleash the devastating Mecha-Kurama. See it below for yourselves.

Due sometime in 2014, Naruto Shippuden: Ultimate Ninja Storm Revolution will feature new gameplay mechanics such as Combination Ultimate Jutsu attacks as well as a roster of over 100 characters spanning all arcs.

Update Released for Team Fortress 2

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Even with the latest Steam project involving Linux, Valve still is able to provide us with an impressive new update for Team Fortress 2. The update should be automatically installed when you start up Team Fortress 2. The major changes include:

Happy Smissmas 2013!

  • All Players who play TF2 during the event will receive a Gift-Stuffed Stocking! Stockings contain goodies for good little Mercenaries.
  • Added community-contributed winter event items.
  • Added the Giftapult, which can be used to launch gift items to randomly-chosen online players.
  • Added Naughty and Nice winter keys to the Mann Co. Store.
  • Premium Players will receive a Secret Saxton to give to another player.
  • Item grants from previous events (including the Spirit of Giving and the Winter Holiday noise maker) have been re-enabled for all players, including those who deleted their earlier grants.

Weapons

  • Battalion’s Backup: Added +20 max HP passive for the wearer.
  • Concheror: Added +2 health per second passive for the wearer.
  • Crit-a-Cola: Reduced consumption penalty from +25% extra damage to +10%.
  • Diamondback: Now also gains a critical attack on successful backstab kills.
  • Flying Guillotine: Alt-Attack now also throws the Guillotine when active.
  • Short Circuit: Improve visual effects, greater attack speeds and lower ammunition and players are only targeted if in range and in front of attacking player.
  • Soda Popper: Hype no longer grants mini-crits, added Hypemode which grants up to 5 extra air jumps when active, hypemode is triggered by Alt-Attack when hype is full.
  • The Beggar’s Bazooka has been updated to use the same taunt as The Direct Hit.
  • Professional Killstreak Mantreads, Splendid Screen and The Chargin’ Targe now generate proper effects when on a killstreak. These effects do not stack if another killstreak effect weapon is active.

Cosmetics

  • “Head” and “Misc” slots for player loadouts have been converted to Cosmetic slots. All items that were previously Head- or Misc-slot-specific can now be equipped in any Cosmetic slot.
  • Unusual effect positioning can now be adjusted for all Cosmetic-slot items.
  • Unusual Circling Effects have been given a new origin.
  • Unusual effects for all Cosmetic-slot items are now visible in the loadout panel and character HUD.
  • Fixed the Wiki Cap clipping with the Demoman’s head.

Mann vs. Machine

  • Fixed being able to inspect Blue-team bots.
  • Fixed the mission victory screen not always showing the correct information for each player.
  • Fixed some clipping issues with the stats in the scoreboard.

General

  • Fixed an exploit where players could move around while using a taunt to attack enemies.
  • Fixed an exploit related to the Rocket Jumper and the Soldier’s grenade taunt.
  • Fixed killstreaks attained via healing not being considered for round-end win panel.
  • Fixed the killstreak hud indicator position in minmode.
  • Fixed Taunt Kills strange scores not incrementing properly for the Strange Scorch Shot.
  • Fixed strange scores on cosmetic items sometimes failing to increment.
  • Fixed gift-wrapped items not showing their interior item to the wrapping player in some conditions.
  • Fixed Steam Sale items granted from Snow Globe crafting not being listable on the Steam Community Market.
  • Improved bot navigation in cp_gorge.
  • Improved bot navigation in pl_upward.
  • Updated several materials to fix issues caused by mat_picmip.
  • Updated the backpack to filter to automatically filter for valid items when using a tool.

Will Next-Gen gaming suffer from Sequelitis?

In recent weeks, I’ve found myself being asked the same question a lot of people lately. “Are you getting an Xbox One or PS4?” When you work with video games as a profession it’s a pretty difficult question to avoid. It is with some disdain that I honestly answer “Neither” each time I’m asked. This has nothing to do with console favouritism, or a misconstrued PC superiority complex. My choice to not partake in “Next Generation” console gaming comes down to a few conflicting factors, many of which I would imagine could be similarly felt by the wider gaming community.

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The question itself implies that you have to be in one camp or another or else: ‘YOU AREN’T A REAL GAMER!’ Even after playing games for over 20 years, I’ve felt like less of a gamer when I say that I would be getting neither the XBO nor PS4 in the immediate future. I sometimes use the high price point to help justify this choice (even though I bought a Wii U a few months back), but in all honesty I just don’t feel like I would enjoy what either console has to offer. I realize that it’s still early days for both systems, as they haven’t even seen their first Christmases yet. However there was something I noticed about the launch lineups for both systems that retailers and paid advertisers describe as “impressive”. For the most part, many of the “Awesome next-gen launch titles” were simply graphically updated ports of games that had already been released on the previous generation consoles. It doesn’t say much for the launch and potential if the best things that the consoles are advertising themselves on are Fifa 14, COD: Ghosts and Assassin’s Creed IV. Sure there’s a few original IP’s in there, but for the most part, these launch lineups really seem to be lacking what new console generations should be inspirited to create: NEW original games and properties.

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Wouldn’t be an issue if this wasn’t ALL of the original content on offer…

I’ve done a bit of research and a count of the week one retail launch lineups of both consoles. Of the 18 Xbox One titles and the 15 Playstation 4 titles, only TWO XBO titles and ONE PS4 title were NOT sequels or ports of games that had already been released on previous systems. Ryse, Powerstar Golf and Knack are the only original properties to have graced the systems thus far. Pretty eyebrow raising stuff, no? Where’s the originality disappeared to? All indicators point to the industry’s obsession with churning out sequels as the cause. Why do developers and publishers keep making new installments and slapping an extra number or subtitle to the name? It’s a pretty simple answer actually: Because they sell. Everything is in the brand name. A Fifa game will always sell to football fans, The Sims expansions will sell to simulation fans and Assassin’s Creed will sell to sandbox fans. From a business standpoint this makes pretty clear sense. Taking on lower risk ventures with predictably high profit results is Business 101. Creating new IP’s involves some pretty substantial risk of not selling, and demands a lot more groundwork establishment than the tried and true franchises. Sequels, with their pre-established characters, settings, and gameplay mechanics are also more time-efficient to produce. “No need to worry about introducing and explaining the story of the hero and villain, they’ve been at it five times already!”

This complicated graph explains everything!

I use the term ‘Sequelitis’ to describe this condition of the industry at present. Besides being the name of a hilariously insightful Egoraptor webseries, the term refers to the idea that within creative media, a constant cycle of sequel releases creates creative stagnation. This is true of all forms of creative media, including films, music, television shows, and yes, video games. Ask yourself, when was the last time you enjoyed a genuinely great ORIGINAL game, let alone as a full retail release? The last one I can recall was Dishonored, and before that it would have been the first Dragon Age game. That’s at least two years in between releases. In the time between, almost all of the games that frequent most gamer’s collections seem to be a sequel, prequel or spinoff in an already established franchise.

Some standout examples of original titles of the last generation (Dishonoured, Dragon Age, Xenoblade Chronicles, Mass Effect and Left 4 Dead)

Not often enough do we seem to stop and look at what this mentality of ‘rinse and repeat’ is doing to the creative drive of the industry. By placing a business (rather than creative) emphasis on the production of video games, fewer and fewer developers and publishers will be inclined to take that new IP risk. Of course game production ultimately has to be run as a business to generate revenue, and a few sequels will always be in demand, but 16 out of 18 launch titles is taking the piss. I do not write this article to disparage and nay-say what gaming sequels bring to the industry. They generate billions of dollars in the industry every year and many have been revolutionary names with powerful fan followings. Heck, many of my favorite game releases have been sequels: Mass Effect 2, Elder Scrolls III-V, the Halo series, Legend of Zelda and Pokémon of all generations. Many of these are some of the best ever made. Like movies and television shows, sequels in games can be an extraordinary mixed bag of quality. Some are poorer shadows of their original title, others are extremely well developed expansions on the game’s universe, and others attempt to emulate expansion while really adding very little. It’s that third result that concerns us.  The issue I want to draw out is the difference between expanding on the game universe and what’s essentially milking a cash cow.

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The yearly released sports titles and ‘modern’ shooters are the most guilty of perpetuating this trend. Now, by no means am I saying these are bad games. To sell so well all of the time, they have to be doing something really well in the design and marketing side of things. It is not the games themselves I wish to challenge, but the mentality of their production. These are the series and franchises that treat the smallest of additions to the game formula as the most groundbreaking gameplay mechanic ever. Case in point example: The dog in Call of Duty Ghosts, who appeared heavily in the marketing of the game but only showed up for action in two campaign stages. A lot of hype over very little delivery.  If I were to ask you, “What was the difference between Fifa 11 and Fifa 12, or Modern Warfare 2 and 3?” I’d wager that many would have difficulty transcribing these thoughts into words. Most responses one might expect would be: “Different story? Updated rosters? Better Graphics?”

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This will probably exist too…

It still astounds me how much hype gets made over the detailed level of graphics in modern video games. In earlier days, when games were extraordinarily more limited by the graphics technology of the time, successful games had to make themselves appealing on the basis of story or gameplay instead of how pretty it looked. Some of my fondest gaming memories involve nothing more than 16 bit pixel characters in Megaman X, Chrono Trigger and Sonic the Hedgehog. However, as time has progressed and as the business demand for everything to look pretty rather than play well has taken over the development process. Now we move into a console generation that promises to be the most “powerful” ever in terms of processing power. However, I guarantee that of all the new releases to come, at least 80% of a game’s processing power will be devoted to the graphics. And what sorts of games market themselves most on graphic improvement? That’s right. Sequels. That, and any Playstation game staring Ellen Page. You only have to look at the launch lineup to observe it. next-gen-sequelitis-06

What’s wrong with this picture?

This is the part where I lavishly praise the independent video game development scene for their work. Many of the best original IP’s I’ve played in the last five odd years have been independent development projects released on Steam, Xboxlive and PSN. I’ve been quite pleasantly surprised at how much I’ve marketplace games like Castle Crashers, Super Meat Boy, Limbo and Dust: An Elysian Tale. These are the titles that tend to more commonly forgo multi-dimensional graphics in favour of superior gameplay. I’ve found that Steam, XBLA, PSN and the Nintendo Store have become havens for the original, and I encourage all Indie developers to continue their often groundbreaking work. I asked the question: “Will Next-Gen gaming suffer from Sequelitis?” Unfortunately, all of the evidence points towards “Yes”. The launch lineups and announcements of new titles are not encouraging for the future of console gaming. And considering that some of the biggest exclusive hype has been generated for new Halo and Infamous games, I don’t think we’re going to be seeing any more revolutionary genre defying IP’s any time soon. I sincerely hope that some of the upcoming release titles like Watchdogs and Destiny will start to break out of this trend, but toppling the “successful” rinse and repeat formula is going to take a lot of gamers to stand up and say “Seriously. No. More.”

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Some of the best games you’ll ever play are those not bought in a store. (Limbo, Dust: An Elysian Tale, Castle Crashers, Bastion, Binding of Isaac)

Of course, there are always those occasional entrants into the industry that really do defy these genre trends. Despite the relative sameness of most modern shooters, Spec Ops: The Line was an excellent example storytelling told through gameplay decisions. And it was an original title. Similarly, Xenoblade Chronicles on the Wii was an exemplary RPG title, again, an original IP. We know that it is possible to innovate in the modern market. They just need the backing of developers and fans to make it a reality. On that note, I’m not just writing this to rant about my own personal misgivings about the upcoming console generation. In fact, I offer a few realistic suggestions on how we might breathe a little bit more of that creative spark back into the mainstream industry. First and foremost, I should point out that we should not stop making sequels. Like I said before, some of the best games ever made were sequels. But what many of us notice about the most successful and enjoyable of them are that the best sequels are those that leave some time between releases. Extra time gives developers more creative freedom, because they are not under significant time pressure to get their project done. Remember when I said the yearly releasers are the most guilty? It’s because they are under pressure to meet that yearly release deadline. Not only does this stifle creative freedom, in the minds of the players it also makes the experience seem all the more bland.

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Every. Freaking. Year.

Remember, game development takes time and care. Make the demand for franchise releases less frequent, and you grant the developers more time to come up with some truly great ideas. While the onus is on publishers to not pressure the development teams in this regard, this can be helped along if we consumers learn a little patience and stop sending in letters and emails asking “OMG WHEN IS THE NEXT ONE COMMIN’ OUT LOL!?” Having appropriate time to finish games properly can really make the difference between your Skyrim epics and your Mass Effect 3 rushed ending. Personally I love the sequel series like Elder Scrolls and Smash Brothers. But these franchises are so appealing because their development takes time, with around 4 or 5 years between releases. I guarantee many of you would become significantly less interested in them if they were to be released every year. This is advice I aim towards games like Assassin’s Creed and Call of Duty. I challenge these developers to just take an extra year in making your next entry, and see where it takes you.next-gen-sequelitis-09

E3: Supporting or Killing Originality?

Secondly, we really need to address the overhype that exists around these yearly released sequels. It’s very surprising how so few players have played, or even heard of outstanding titles like Shadow of the Colossus, Grim Fandango or Psychonauts. It’s because the yearly re-releasers tend to get all the huge marketing hype and attention. I suggest that we aim, not to cut off, but at least reduce the overhype from its source. And you don’t get much more gaming overhype than at E3. E3 in the many years gone past was the premiere gaming expo that aimed to show off the latest in gaming innovations, both for hardware and software. Recently however, the expo has developed a bit of an “over-rated” reputation in the gaming community. It’s become something of a springboard for developers to showcase new installments as opposed to new franchises. I’m sure many would agree that E3 would be a richer experience if there were more originality to be shown. My suggestion in this regard is to make E3 all about new IP’s and new ideas. In other words, ban sequels from E3. Now, this is not to say developers should stop making new games in their pre-existing franchises. Heck, I support it. But if developer entry into E3 came with the proviso “No Sequels”, we would see a huge wealth of innovation. Imagine if every title on the showroom floor was an original IP. This would generate some much needed attention for these creations, and drag it away from the yearly re-releasers. EA wants to announce a new Battlefield game? Ubisoft, a new Assassin’s Creed? Great, but announce it any other time of the year, with your own marketing on your own website. Let’s start celebrating and supporting the prospective new franchises, and not just the same old same old.

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Not so much sequels as spin-offs.

A third suggestion I would make would be to mix up the formula of the annual re-releases a bit. You may have noticed that not once yet have I berated the Mario franchise for its bout of Sequelitis. The difference I see in the Mario franchise however, in comparison to say Assassin’s Creed, is that each successive Mario title’s gameplay formula is mixed up just enough to keep it appealing, and not feel immediately repetitive. If asked to describe Assassin’s Creed I-IV, they’re all very samey in terms of formula and gameplay mechanics, just different settings. Super Mario World 3D is quite different from the New Super Mario Bros, which are quite different from Paper Mario, which again is different from Mario Kart/Party/Tennis, which are different STILL from Luigi’s mansion; and so on and so forth. Each successive Mario game is visually and gameplay-wise distinctive from previous installments.  Of course, Peach always gets kidnapped by Bowser, and the next week they’re all kart racing, but each time Nintendo changes up the formula, so rather than seem like a string of the same game over and over again, instead they all feel like distinct standalone titles. The same can be said for franchises like Zelda and Sonic. I would love to see Call of Duty perhaps break into a third person tactical shooter like Gears of War, or Assassin’s Creed get an RPG tie-in game. Changing the formula is a great way to inspire innovation.

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Console and PC exclusives that really put in the effort

The last suggestion I would like to offer is this, specifically aimed at the big three console companies: Microsoft, Sony and Nintendo. Start licensing more exclusives. This is another gripe I have with the XBO and PS4 launches, in that about 14 of the release titles were available on both systems. There’s so little distinguishing the performance of one from the other, and now the software availability is basically the same too. Credit where it’s due to Nintendo, and hence why I’ve felt their console was worth the buy. The Wii U has quite a few really good exclusives both already out, and slated for later release. (I’m particularly looking forward to the release of ‘X’). Increasing exclusivity licensing will encourage developers on all sides of the console wars to only release quality titles that can compete with the expanding market of their rivals. This in turn will encourage independent developers to really innovate creatively so they might be picked up as a Nintendo or Sony exclusive franchise. Now is the time to snatch up those Indie developers while you can, because a pretty big shadow is peaking over the horizon in 2014. As we all know, Indie developers tend to favor online as opposed to physical disc distribution for their games. With the Steam Machines slated for release next year, the direct download market is going to get increasingly competitive, and as such the number of multi-platform releases is going to increase significantly. And where multi-platform releases increase, exclusives tend to decrease. I am eagerly awaiting the arrival of the Steam Machines to see how it might shake up the modern console market. Nintendo already seems pretty well set in terms of their exclusive titles, but if Microsoft and Sony want to break out of this bout of Sequelitis, they’re going to have to start investing in new IP’s, and the traditionally Steam dominated Indie dev scene would be an ideal place to start looking. After all Microsoft, wasn’t it a good idea to pick up Minecraft when you could? Yeah, thought so. Imagine what sort of success the company would get if Sony had picked up a series like Angry Birds exclusively. next-gen-sequelitis-11

The future is watching you…

Now, you could speculate that any of this might help, or it might just keep things the same as they are now. Ultimately this is an industry that many of us love for its creativity, storytelling and ability to bring a little bit of joy and fun into our lives. Regardless of whether you get that joy from completing a complex puzzle, defeating a difficult boss fight, winning a simulated world cup or blowing the heads off your online rivals, you can’t deny that it gets a little boring doing the same thing over and over. Variety is the spice of life after all, and we don’t want this industry to fall into creative stagnation. It will be our voices and choices that will drive the future direction, not publisher say-so. Is the new generation of gaming suffering from Sequelitis? Undoubtedly, yes. But does it have to stay this way? Not by a long shot.

New MangaGamer Announcements

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MangaGamer the leading visual novel game publisher have just made some substantial announcements. The first announcement is that they will have just released Ef – The Latter Tale which is now available for download.

Ef – The Latter Tale is the second part and conclusion to Ef – The Fairy Tale of the Two. You can check out some screenshots for Ef – The Latter Tale below to get a glimpse at the game.

Ef – The Latter Tale is developed by Minori and will retail for a price of $34.95 exclusively for PC. While that is one big announcement for MangaGamer it wasn’t the only one. They also had another big one to reveal.

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The second announcement was that pre-orders are now available for Valkyrie Svia. You can pre-order your copy from the MangaGamer website here.

Valkyire Svia is an erotic visual novel that challenges you to make Svia the most depraved maiden in all the land. Using tentacles and whatever other means appear to you, you must defile the maiden and make her feel the depravity.
The game is set for release on January 24th, 2014 exclusive to PC. Be sure to let us know what you think of these two very interesting visual novel titles in the comments section below.

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TCG Elemental Kingdoms Released for Android, Holiday Promotion Announced

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Perfect World Entertainment are celebrating the release of their strategic battle trading-card game Elemental Kingdoms for Android today. They are also in festive spirits, announcing a special ‘Holiday Promotion’, the details of which can be found below.

  • Milk-&-Cookies-card-01Players who sign up to play Elemental Kingdoms during the promotion will receive a gift bundle of 300 gems and a Milk & Cookies Feast card (see image to the right), over a $10 value!
  • Collect exclusive Christmas themed attack cards from the Santa Warrior Card pack.
  • Explore and play in Christmas themed events
  • 12 days of Christmas Campaign, each day the user logs in they will receive “gold”; if they log in each day, on December 25th they will get a free gift!
  • Promotion runs until December 29th. Rewards will be delivered on December 23rd and December 30th.
  • The invitation code is “the invitation code is “19FJ38”

Check out the trailer for the game below. You can download Elemental Kingdoms here for iOS, and here for Android.

Dragon’s Crown Receives Major Content Patch

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Atlus‘ dungeon crawling RPG Dragon’s Crown has received a major content patch. The patch brings a new “Ultimate” difficulty level, adds the Tower of Mirages Dungeon in “Ultimate” difficulty, raises the level cap from 99 to 255, adds separate item shortcuts, tweaks character visibility, changes how damage totals are displayed, and allows for quicker progression after the first completed playthrough. Additionally, Atlus has put in several tweaks to better balance the game.

Dragon’s Crown is an action RPG available for PlayStation 3 and PS Vita for up to four players. Players can link up locally or over PlayStation Network to crawl through dungeons as one of six classes. Dragon’s Crown is priced at $49.99 USD for PlayStation 3 and $39.99 USD for PS Vita.

JoJo’s Bizarre Adventure: All-Star Battle, Part 5 Features Detailed

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Namco Bandai Games have just revealed details on some of the features for their upcoming fighting game adaptation of the legendary manga series JoJo’s Bizarre Adventure. The game is none other than JoJo’s Bizarre Adventure: All-Star Battle which was recently confirmed for localization.

The latest details revealed focus on Part 5 of the JoJo series. In particular they have detailed some of the moves system for Part 5 characters such as Giorno and Bruno. The game will feature a Heart Heat Attack (HHA) and Great Heart Heat Attack (GHA) ability system which will recapture the moves of JoJo’s Bizarre Adventure: Part 5 to perfection.

Part 5 of JoJo’s Bizarre Adventure takes place in Italy and follows Giorno, the son of Dio Brando and Jonathan Joestar as he gets involved in some mafia business and what not. Stay tuned for more information on the localization of JoJo’s Bizarre Adventure: All-Star Battle as it comes to light.

STARPOINT GEMINI 2 ‘ALPHA’ GETS MAJOR STEAM EARLY ACCCESS UPDATE

STARPOINT GEMINI 2 ‘ALPHA’ GETS MAJOR STEAM EARLY ACCCESS UPDATE

Two Brand New Trailers Highlight Community-Driven Combat Features

Haarlem, The Netherlands – December 20, 2013 – Space sim-RPG Starpoint Gemini 2 (PC), presently in the Alpha phase of development on Steam’s Early Access program, has received the final update of the year, accompanied by two new gameplay trailers. Developer Little Green Men Games’ first video is a new gameplay trailer depicting the battle-oriented updates and the second trailer showcases the newly implemented community-driven features including the hugely popular ‘Starship Garage.’

Watch the trailers now on Iceberg’s YouTube channel HERE www.youtube.com/watch?v=oxsKtOSmXKY and HERE, www.youtube.com/watch?v=QKDG0tmToh4.

Highlighted additions and changes from today’s update include:

  • New Commands: Fire-at-will command in its basic form uses a smart algorithm to switch between targets. This feature is a work in progress and feedback is most welcome
  • Licenses: Licenses are now available for purchase on stations (planets will receive them in the next update). Licenses can only be acquired when you’re allied to a faction
  • New Station: Check out the new station model
  • Bolstered Defenses: Structures can now be guarded. Damaging them can trigger security forces to arrive in its defense
  • Bonuses: Several new bonus modifiers are now functional (Heavy weapon reload, Weapon battery recharge…)

The full change list v0.6005 can be found in the Steam Community Hub HERE: steamcommunity.com/app/236150.

“We’re already seeing strong sales for Starpoint Gemini 2 during the Steam Early Access program, and there is definitely a very positive and involved atmosphere on the community hub,” said Iceberg Interactive CEO Erik Schreuder. “The guys at Little Green Man Games have to be commended for managing to constantly staying tuned to the community vibe while simultaneously improving Starpoint Gemini 2, using the tremendous community feedback as well as executing their own development roadmap. Thanks to the Steam Early Access Program, the game is really expanding well beyond what was originally planned and is looking more and more like a polished, immersive and high quality space sim, as the weeks go by. And there is much more to come!”

To keep track of all latest news about Starpoint Gemini 2, please visit the official Steam page store.steampowered.com/app/236150 or www.starpointgemini.com.

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ABOUT LITTLE GREEN MEN GAMES

LGM Games is a team of highly motivated and talented programmers, writers, 3D and 2D artists, and animators sharing the same passion for video games. LGM Games made its first appearance in the gaming industry in 2011 with its debut title Starpoint Gemini, a space-flavored RPG sim.

ABOUT ICEBERG INTERACTIVE

Iceberg Interactive is an independent video game publisher founded in 2009 by an international group of games industry veterans and is located in Haarlem, The Netherlands. While keeping its roots in the European retail games market, Iceberg has rapidly increased its focus towards the global digital games market, by building strong direct relationships with dozens of Game Portals. Staffed with avid gamers, Iceberg works closely with an international assembly of game developers, both midsize and indie. With a distinct focus on the strategy, action, simulation and adventure game genres, the company has garnered attention with acclaimed releases including Killing Floor, Wings of Prey, APB Reloaded and Endless Space among its 70+ game arsenal — with more promising games in the pipeline.

BANDFUSE: ROCK LEGENDS DEMO KIOSKS AVAILABLE FOR ROCKING OUT AT GUITAR CENTER

BANDFUSE: ROCK LEGENDS DEMO KIOSKS AVAILABLE FOR ROCKING OUT AT GUITAR CENTER

Major Music Retailer Offers Exclusive Video Game and Guitar Bundle

BandFuse: Rock Legends, the music video game where legendary rockers transform players into real-world guitarists, bassists and vocalists, is now available to rock at demo stations in select Guitar Center locations nationwide. The demo kiosks feature a playable copy of the game where aspiring musicians can jump in and get a taste of the songs, the real world animated tablature and the in-game rock legends that are a part of the learning experience in BandFuse: Rock Legends.

A list of participating Guitar Center locations can be found HERE: bandfuse.com/news/32223

Only Guitar Center offers the ‘BandFuse: Rock Legends Guitar Bundle’ (MSRP $179.99), the exclusive, specially-priced starter pack for players that includes a Fender Squier Bullet guitar, the BandFuse: Rock Legends video game (Xbox 360 or PlayStation 3), and a BandFuse guitar cable.

Reigniting the music video game genre with the only scored four-player guitar, bass and vocal experience on console, BandFuse: Rock Legends’ stellar lineup of acclaimed talent, authentic animated tablature and lag-free audio, unleashes a full band experience for players of all skill levels.

Seamlessly connecting real guitars, basses and microphones to game consoles, BandFuse: Rock Legends empowers players to jam to a fully unlocked library of hit songs from rock to metal and punk to funk, featuring 55 massive genre-jumping songs. BandFuse: Rock Legends features six string and bass guitar instruction by a platinum cast of musicians including master guitar instructor Slash, joined by Zakk Wylde (Black Label Society), Mike Ness (Social Distortion), Bootsy Collins (Parliament/Funkadelic, Rubber Band), George Lynch (Dokken, Lynch Mob), Zoltán Báthory and Jason Hook (Five Finger Death Punch), and Alexi Laiho (Children of Bodom).

BandFuse: Rock Legends is rated T for Teen by the ESRB and is available now in North America and in Japan for Xbox 360 and PlayStation 3 systems. A European release date will be announced soon. To learn more about BandFuse: Rock Legends, please visit www.bandfuse.com, ‘Like’ it on Facebook, watch it on Twitch and follow @BandFuse on Twitter.