LONDON & Montpellier, France (Feb. 17, 2025) – Independent video game developer Sandfall Interactive and games publisher Kepler Interactive today revealed a brand-new featurette documenting the creation of the original soundtrack for Clair Obscur: Expedition 33, the upcoming highly-anticipated Reactive Turn-Based RPG launching on April 24, 2025, on PlayStation 5, Xbox Series X|S (available day one with Xbox Game Pass), and PC via Steam.
Within the new video, the game’s composer Lorien Testard details his love of video game soundtracks from a young age and how he channeled his talent and vision into the fantasy world of Expedition 33 with his emotional and evocative score. The featurette also includes an interview with Alice Duport-Percier, the game’s singer and vocal composer, sharing additional insight into her creative process and the journey taken to bring the music of Expedition 33 to life.
Watch the ‘Alicia (Official Music Video)’ video below:
“I am moved to share with you today the Main Theme of Clair Obscur: Expedition 33,” says Testard. “We recorded and filmed this orchestral version of Alicia during three unforgettable days. Thank you from the bottom of my heart for your listening and your support; it’s an immense joy to feel that our music resonates with you.”
Listen to a sample of the complete Clair Obscur: Expedition 33 official soundtrack here.
Clair Obscur: Expedition 33 is available to pre-order now and will be available on April 24 for PlayStation 5, Xbox Series X|S (available day one with Xbox Game Pass), and PC (via Steam and the Epic Games Store).
About Sandfall Interactive:
Founded in 2020 in France, Sandfall Interactive is an independent video game studio developing high-quality games for PC and consoles. With a focus on powerful narrative experiences, Sandfall Interactive aspires to deliver incredible stories with intriguing characters in gorgeous fantasy worlds inspired by French culture. The team also thrives in pushing technical boundaries by working with the latest and greatest technologies such as Unreal Engine 5.
Their debut title, Clair Obscur: Expedition 33, is currently in development for PlayStation 5, Xbox Series X|S, and PC.
About Kepler Interactive:
Kepler Interactive is a video game company and creative studio headquartered in London. With games like Pacific Drive, Sifu, Rematch and Clair Obscur: Expedition 33, Kepler curates its partnerships with developers worldwide to showcase some of the newest and most brilliant ideas in gaming that combine experimental game design with unique art direction. Alongside its game portfolio, Kepler’s creative studio seeks to bring games to life in areas such as art, fashion, music, architecture and design through development of lifestyle products and collaborations with artists like fashion designer Robyn Lynch. Kepler explores the creative spaces that inspire games and the people who make them – challenging perspectives and elevating the medium to a new level.
A new era of Rainbow Six Siege will be revealed on March 13 at the Siege X Showcase. A teaser shown during the championship weekend of the Six Invitational offered glimpses of the biggest transformation in the game’s history, including graphical and audio upgrades, deepened tactical gameplay, and new ways to play the game. The showcase will be streamed live on March 14 at 4AM AEDT on the Rainbow Six Siege Twitch channel, and more information about how you can attend the event in-person in Atlanta, GA can be found at https://rainbow-six-showcase-event.eventfarm.com/
Year 10 of Rainbow Six Siege will also kick off soon with the launch of the first season: Operation Prep Phase. A new Operator named Rauora will join the Attackers and use her D.O.M. Launcher to deploy bulletproof panels in doorways, helping her team reshape the battlefield and dictate the flow of combat. Rauora will be available at the start of the season with the Operation Prep Phase Battle Pass, and unlockable two weeks later with Renown or R6 Credits.
Alongside a thriving professional esports scene and a community of over 80 million registered players, Tom Clancy’s Rainbow Six Siege puts players in the middle of a fast-paced, ever-evolving multiplayer experience grounded in the selection of unique Operators. Using the right mix of tactics and destruction, Rainbow Six teams engage their enemies in sieges, where both sides have exclusive skills and gadgets at their disposal. Defenders prepare by transforming the environments around them into modern strongholds, while attackers use recon drones to gain intel for carefully planning their assault. With access to dozens of Operators inspired by real world counter-intelligence agents from around the globe, players can choose exactly how they want to approach each challenge they encounter. Through the constant addition of new Operators and maps that add to the depth of both strategy and combat, the unpredictability of each round of Rainbow Six Siege sets a new bar for intensity and competition in gaming.
About Ubisoft
Ubisoft is a creator of worlds, committed to enriching players’ lives with original and memorable entertainment experiences. Ubisoft’s global teams create and develop a deep and diverse portfolio of games, featuring brands such as Assassin’s Creed®, Brawlhalla®, For Honor®, Far Cry®, Tom Clancy’s Ghost Recon®, Just Dance®, Rabbids®, Tom Clancy’s Rainbow Six®, The Crew® and Tom Clancy’s The Division®. Through Ubisoft Connect, players can enjoy an ecosystem of services to enhance their gaming experience, get rewards and connect with friends across platforms. With Ubisoft+, the subscription service, they can access a growing catalog of more than 100 Ubisoft games and DLC. For the 2023-24 fiscal year, Ubisoft generated net bookings of €2.32 billion. To learn more, please visit: www.ubisoftgroup.com.
Sometimes there is a gem right in front of you, but you’re just not looking. That’s how I originally felt about Kingdom Come: Deliverance when I discovered it several years after launch. The game, while far from perfect, managed to tell a very engaging story and provide a detailed RPG experience with several rarely utilized mechanics that truly made it stand out. Henry and Hans have returned in Kingdom Come: Deliverance II, which is ready to refine and deliver more of what made the first title so endearing and engrossing. How does it measure it as a whole? Let’s find out.
Kingdom Come: Deliverance II Gameplay
Story
I have to be careful here, because there is a lot of narrative in Kingdom Come: Deliverance II – and revealing too much could easily spoil some important plot points. That said, this is one hell of an upgrade when it comes to the story. This sequel puts us right back into the role of Henry as he partners up with his old pal Hans to deliver a message to a kingdom. After an ambush and an insane start, the player has to recover and basically start all over to regain their reputation, but this time – Hans is part of that experience. To say the story is massive is putting it lightly, as I think I just the starting side-quests and tasks had me so delayed that I literally dropped twenty hours before even going back to the main questline involving a wedding.
Yeah, there is a lot to do here, and the world is so rich with character and genuinely interesting stories to discover that it’s hard not to want to explore. For example, one of the early side-quests has you hunt down your dog who has become lost. That in and of itself is just a side quest, but it feels important enough. While doing that task, I ended up in a murder mystery, hunting for clues over a shady death. I also found myself carrying a drunk man home on my back, only to have to save his horse from a team of bandits in the middle of the night. These are just extra side quests but feel so important because KCD2 somehow is able to make every little story feel elevated.
Sure, the main story of these two lads trekking the countryside is fantastic, but it is not just that that makes the game work. It’s the sense of adventure and growth, and the way this world reacts to you simply existing within it that makes it become so immersive. Without a doubt, this may be the most thought-out and intriguing plot in a modern RPG to come along in a very long time, as everything is just so well connected and “living”, where you actually have a meaning to prod and poke as you tackle the main questlines.
Gameplay
If you played the first title, then you know what to expect for the most part within Kingdom Come: Deliverance II. It’s close to the same, yet far more refined. Players control Henry in first person- and must start from (almost) scratch all over again in order to progress forward. This means that no matter how much an expert you were on the prior playthrough, expect to feel somewhat of a learning curve as you get re-established here. For those new, well – this may not affect you too much.
Combat is also done in first person, and Henry is a bit clunky with a sword on purpose, as he slowly gains skills and speed to perform with higher finesse as he gains experience. This theme continues from the first title and still can take some time to get used to, but thankfully the game feels a bit more polished in terms of combat, with more opportunities to learn to be found as you trot through the early portions of the game. In a way, just mashing the shoulder button could lead to a quick, slashing victory. That said, understanding the parry mechanic goes a long way, as players must balance positioning and timing to truly gain an edge in battle. The more you level, the easier this gets. It’s a satisfying system that really takes on the sword-fighting simulation gimmickry, with players able to roll in and out of combat due to a well-optimized UI.
I’ll admit it, I get that there is clunk in the combat system. There is a bit of guise over this with the whole “Henry is new” thing, but the clunk is there, and sometimes that does show a little more than it should. That said, for every bug or glitch (which is most of the time harmless), I never felt really restrained or that the game was broken in any way. In fact, this may be one of the more polished open-world titles, besides its somewhat silly clunk that may give you a chuckle or a frown, depending on the scenario.
There is something to really appreciate about the way KCD2 really operates as a whole. If you get dirty, villagers treat you as if you’re poor. If you are bloody, you may cause fear to specific people. Wear armour and they recognize you as a soldier. It’s a fascinating system that really works and is kind of what this series is known for. The amount of detail in these systems is staggering. If you commit crimes, you get whipped, which causes villagers to not trust you. You can even be branded for all to see on a permanent basis. Paying off crimes greatly helps, but guards will only take so much before they break and punish you even further for your misdeeds. It feels outstanding to watch how this plays out, as it seems like every move you make is monitored and important, where the little decisions you make matter. Want to rob those bandits? Well, if you wear their armour, other bandits may decide to make your life a little harder from then on out.
Despite the small shortcomings, there is just a weird sense of wonder with the way Kingdom Come: Deliverance 2 plays out. There is so much quirk and personality in this world, and the player can tackle anything on their own schedule, which really allows the world to be fleshed out by the player if they so choose. I honestly cannot think of another game in history that has the level of detail and intelligence found here, which makes it really stand out in a market otherwise eclipsed by The Elder Scrolls franchise.
Audio
The soundtrack here is fantastic. There are so many stunning and emotional pieces that truly bring out emotional moments, as well as some that complement the game’s camp. I know I have said it before, but the story here is on point and that is mostly due to how much Henry has to say. I rarely got the same line uttered back to me, as the unique dialogue is never-ending and it feels like someone, somewhere always has something new to say. On top of that the performances are also pretty good, easy to really get behind as characters go for humour or depth. There is something really relaxing about walking through a rainstorm here, hearing the thunderclap as you hear the rain hit the leaves. I know that is an odd callout, but it really goes to show the great attention to detail this team made here.
Visuals
Personally, I think this game looks stellar. The detail in the grass, the environments, and so on is heavy – where you can see every leaf, every thin blade, and so on. That said, there sometimes are moments where the scope is too large and it seems the draw distance has to catch up a tad, but this is never too jarring. Weather animations and patterns are also abundant, with clouds growing thick and dark until the sky pours down from above. The character models are brilliant as well, and while they may not be as modern as some would like, they are well-animated and detailed enough to really read facial expressions that add greater context and emotion to cutscenes and general dialogue.
Overall
We get a lot of Western RPGs, but they are usually trying to chase The Elder Scrolls or simply fall into some weird crafting or survival simulator after so long. Kingdom Come: Deliverance 2 is special because it was able to develop its clear identity with its follow-up, proving itself unique in a world of clones and copies. The amount of detail put into the mechanics and world here is crazy, and the story is by far one of the most memorable experiences I have had in years – as Henry and Hans really feel like they are on a grand adventure here, and the player is part of the journey along the way. Of course, there are little imperfections with a game of this scope, but this is one title that will reward those who take the time to master it with all of its graces and may be one of the greatest RPGs to release this generation. Excellent stuff, Henry.
Capsule Computers review guidelines can be found here.
When someone thinks of a mecha anime franchise, their first thought will likely be Mobile Suit Gundam as it was practically the series that started it all and has been given consistent new anime throughout the years, keeping the franchise fresh in the minds of mecha fans. Another franchise that may come to mind is Robotech, an experiment in attempting to adapt Japanese animation to American audiences by creating an odd amalgamation of three separate series to try and create one story and creating an absolute nightmare for anyone wanting to license and watch one certain franchise that was used to create Robotech. Harmony Gold, the created company that Robotech, used the original Macross anime as part of its creation and blocked any attempts for the series to arrive in the West in any form, including the numerous anime sequels, movies, and limited games that were released as part of the Macross franchise.
While we could talk all day about the nightmare that Harmony Gold created, this situation finally resolved, partially at least, with Harmony Gold allowing everything except the original anime to be released in the West, paving the way for Macross to head West and now we have the first game to arrive from the franchise in the West in the form of MACROSS -Shooting Insight-. Attempting to celebrate nearly every major anime entry with a dimension blending shooter, has this shoot-em up managed to succeed for fans?
Story
Set sometime after the events of Macross Delta, an unknown woman is researching the power that songs have on the battlefield. Ever since the Minmay Attack (ironically the only mention of the first Macross series throughout the game), songs have been pivotal to space warfare and have even been able to create folds in space thanks to the power of Windernermerians and protoculture relics. In an attempt to try and learn more about the true power of songs and weaponize them, this new evil force has managed to create numerous dimensional folds that has managed to not only abduct songstresses across five separate eras, but pilots, their support staff, and enemies as well with everyone gathering at the legendary Macross 7 and using it as their base of operations.
Depending on what pilot players choose to play as, they will witness separate small scenes dedicated to that series’ characters and how they are dealing with being thrown into this mass crossover of pilots, including legendary fighters, generals, and even a certain neglected female pilot’s grandfather now young again, witnessing a pilot having to actually fight in space for the first time and use the transforming Valkyrie since they weren’t around in his time, or even seeing a respected commander gushing about his favorite rockstar being alive and performing in the middle of a battle. Seeing these little interactions is interesting and a great little bonus for fans of the franchise and characters mostly still act in a similar fashion as they would from the series they are based off of. That being said, it is rather odd what “side-characters” were brought into this crossover alongside the main pilots since more than a few are actually dead by the time the series ended, but no mention of this is ever made. It is also a little disheartening for some larger casts of characters in certain series to barely get any time, for example Macross Delta’s Walküre ironically only sees Freyja and Mikumo worth kidnapping, leaving the other three members alone with the rest of the cast as rare appearances despite their own ability to control fold waves with songs.
It is also interesting to note that in-battle interactions between the pilot and their bridge-assistant on the Macross 7, also varied depending on series, is unique depending on the chosen pilot but attempting to read these interactions is quite a challenge thanks to the way subtitles are displayed in the corner as the game’s stage plays out. Now, outside of the aforementioned reference to Minmay, nothing from the original Macross anime is included in this release and even in Japan was relegated as bonus DLC, making it something completely separate from the base game and likely never to see release in the West thanks to Harmony Gold.
The main storyline itself is straight nonsense and that is coming from someone that’s seen everything Macross has to offer. The overarching story is paper-thin and what little amount is explained isn’t satisfactory, using the main villain’s primary goal simply a reason for this crossover to happen in the first place. Even interactions with other enemies such as the small snippets featuring named foes from the past anime is kept to a minimum. This means that this storyline is purely for the fans and that is it, especially since there are five different versions of the story to be experienced as each character progresses through different stages and will interact differently throughout main scenes as well, though even then some fans may be disappointed that some of their favorites may not have made the limited character cut.
Gameplay
MACROSS -Shooting Insight- surprisingly locks all other gameplay modes until players finish the story mode at least once. The story mode itself is ten stages and, as mentioned before, vary in order depending on the selected pilot. Once players complete the story mode they will then unlock the other game modes including a standard arcade mode, an “Ace Battle” duel style mode where players will fight against a rival pilot in a challenging duel that includes those not fought in story mode, a boss rush mode, and finally the option to simply play through any stage at will. Now at its core the game is a shoot’em up through and through, though unlike many others that see players only needing to shoot at enemies either on a vertical or horizontal scrolling screen, this one likes to constantly flip the script and even throw in a few extra shoot’em up options as well, since Valkyrie’s are transforming mecha after all.
This means that while some stages may start with players fighting on a vertically scrolling screen with enemies zooming in from the top or sides of the stage, it can transition to a horizontal scroll with the player’s Valkyrie transforming to match. There are even plenty of stages that see the shoot’em up transform into something similar to a bullet-hell style game where players will be able to freely navigate the screen on their own to destroy objectives or deal with a boss’s numerous parts before transitioning to the next spot of the boss. These constant swaps between shoot’em up styles keeps things feeling fresh throughout every stage and lives up to the Macross theming, but there is one mode that is thankfully used very little and that is a “z-axis” style third person mode that is not only incredibly difficult to aim in but also dodge enemy fire, meaning players will definitely eat some damage in these sequences even if they try their hardest or modify the thankfully many difficulty options, but more on that in a moment.
All five pilots control the same but their primary fire varies in type, some pilots have rapid fire guns, others have lasers, some even have split fire rapid shots. Their secondary weapon, a missile lock-on, will also vary in amount depending on the selected fighter. Unfortunately while the missiles are powerful and can be freely aimed anywhere, aiming the missile lock-on completely halts primary fire, leaving players open and having to often choose between the two in some cases. Each pilot also has a dodge-roll of sorts too, providing a temporary immunity to dodge an incoming laser, missile, or incoming fighter. There is also a “support fire” meter that will fill over time and can be used to trigger a barrage of missiles from the Macross 7 to eliminate most foes, clear the screen of projectiles, and deal plenty of damage to a boss.
It is also worth noting that enemy attack patterns will also vary depending on what enemy they actually are as some stages will feature pilots fighting against Zentradi or Vajra while another may pit them against incredibly annoying unmanned fighters or Windernermerian fighters. There is also some plot irony in some of these cases as, for many of the pilots, Zentradi and even the Vajra are long allies by their time but have been brought forth as enemies once more. That being said, there are some wildly inconsistent difficulties in levels and their designs. Players may find themselves easily clearing a stage only to find themselves needing to retry multiple times, even at full health, to clear another, only to make it flawlessly through the next stage no problem. While this keeps players on their toes, a little bit more consistency would be nice, especially with some boss battles that are just incredibly lazy.
Thanks to the various differences in pilot weaponry and missile lock-on capability, there are just straight up certain pilots and characters that are better than others, making some feel completely useless in comparison to others which is troublesome, especially since there is no actual customization or even ways to improve their unit beyond upgrading their primary weapon’s attack capabilities by grabbing shards dropped by defeated enemies. Similarly players can obtain little collectables by destroying cargo boxes that appear from time to time and speed up the appearance of the Songstress’ singing buffs by destroying jammers that appear in the often cluttered battlefield screens. True to Macross fashion, and themed to each stage, whenever a songstress starts singing along with the player’s combat they will receive various buffs. This can range from decreased enemy health or projectiles to increased player defense and higher damage from their primary fire. It is a bit unfortunate that, while the timing is fitting, the only time most of these songs start playing is right before the boss battle, often meaning that players will be on their own for a lot of a stage.
Now as mentioned before, MACROSS -Shooting Insight- has a lot of difficulty adjustments that players can make and for good reason. Even as a shoot’em up, this is a very challenging game and sure, players can use the default settings to try and clear stages and place their names on the leaderboards but given the look of the leaderboards, at the time of this writing, this is an incredibly rare occurrence. Players can adjust things such as their total overall health as well as how big the support meter for the Macross 7 is across all modes and in story mode it is also possible to turn on an automatic healing mode that comes in two flavors. A slight healing mode to make sure players still have to play risky, and a “boosted” healing mode that will regenerate health at a solid pace even if enemy attacks still deal tons of damage when they land. It is worth noting that adjusting these option disables the leaderboards, and there are difficulty options such as Very Easy and Easy all the way to Very Hard for masochists or incredibly die-hard shoot’em up fans, so there are plenty of options here even for those who want more challenge than the game already dishes out.
Unfortunately, outside of completing the game’s story mode there really isn’t a whole lot of rewards to actually unlock. As mentioned, players can obtain little collectables while fighting and these are all little items that are call-backs to the five anime series and CGs are automatically unlocked upon seeing them in game. The only really challenging unlock are “memories” obtained by winning Ace Battles. Unfortunately these memories aren’t even subtitled scenes from the anime, they are literally screenshots from specific moments and nothing more, making them very disappointing rewards for a challenging fight, meaning that once players finish the story a few times, there is sadly nothing too satisfying to enjoy beyond this.
Audio & Visuals
MACROSS -Shooting Insight- has gotten the character portraits for its visual novel segments perfect. All characters, regardless of when they were summoned from, have been adapted with modern day anime aesthetics and they look excellent when talking during these scenes. The battlefields themselves are constantly changing thanks to the Valkyrie’s transformations but can be a bit too busy at times, making it difficult to actually tell what is a dangerous attack coming at the player or just some random thing in the background that won’t hurt them. This can get worse during a Songstress’ performance as the edges of the screen will glow as their song buffs the player, making it difficult to see enemies on the fringe.
Now the Western release of MACROSS -Shooting Insight- obviously only features the Japanese voice track and all of the characters have reprised their roles here but sadly actual spoken dialogue is rare. Most conversations in story mode simply involve character barks or the first word of a sentence with only a very few important scenes being fully voiced. Ironically, all in-battle dialogue is completely voiced but as mentioned the subtitles are incredibly difficult to focus on in the middle of battle. Now onto the best part of the game potentially for Macross fans, the songs themselves. The soundtrack features some of the best tracks from each of the respective series though it is clear that some anime were given a bit more love than others. For example, Macross Zero and Macross Plus are only given a single song while Macross 7 and Macross Delta are given two a piece and finally Macross Frontier is given the most with three total songs. Thankfully, nearly every song chosen to be included in the release happens to be some of the best each anime has to offer, so fans will be delighted to hear these tracks start playing over each boss battle and hoping they lasted a bit longer.
Overall
MACROSS -Shooting Insight- is a game made for fans only and even then this might be a bit of a rough ask even for longtime fans of the franchise thanks to its asking price being even higher than the company’s other niche anime adapted game, Miss Kobayashi’s Dragon Maid. While the title plays smoothly, features some gorgeous looking character portraits, and of course some of the wonderful songs that fans expect from the Macross series, the lack of meaningful content outside of the story mode and even the story itself being a bit disappointing outside of moments of pure fan delight thanks to seeing certain characters interacting with one another and a rather daunting difficulty that while surpassable, may be off putting for some, makes MACROSS -Shooting Insight- a rough new start to the franchise in the West.
Capsule Computers review guidelines can be found here.
On-site events detailed for March 8th Kichijoji event
TOKYO — Feb 14, 2025 — TOKYO INDIE GAMES SUMMITorganizers Phoenixx Inc. today announces the inclusion of multiple indie titles available for preview during this year’s in-person event taking place Saturday, March 8th, and Sunday, March 9th, 2025 at Musashino Kokaido in Kichijoji, Tokyo.
Visit the intersection of art and gaming in Kichijoji, Japan as TOKYO INDIE GAMES SUMMIT brings together both local and global indie developers and publishers for a two-day celebration of gaming for consumers and industry members alike. Check out this year’s exhibitors here.
Go hands-on with this year’s titles, including:
Deperson, the surreal branching narrative visual novel from developer Error Thing, now in development for PC via Steam
One Turn Kill, the single-turn PVE deckbuilder developed by DenDen and published by Waku Waku Games, coming to PC via Steam in 2025
Wanderdawn, the atmospheric hack-and-slash action game developed by Horousamatolune coming to PC via Steam in 2026
IZON., the creation-meets-destruction action game developed by CREEK & RIVER Co., Ltd., now in development for PC via Steam
Byte Survivor, the resource-collecting action game developed by minmuu, coming to PC via Steam in Q2 2025
…and many more!
Attendees can enjoy events for the whole family, including musical performances and free refreshments. For parents with young children, nurture the next great game designer at Kids Programming Academy’s free workshop for elementary school students. Visit Kirarina Keio Kichijoji where families can try out games designed for parents and children to play simultaneously.
TOKYO INDIE GAMES SUMMIT started in 2023 in Kichijoji, Musashino City, with the aim of becoming “a place where various talents of indie game creators can gather together and be inspired to pursue their goals”, It is a new indie game event.
For creators, it is “an opportunity to present their works and interact with users and creators”.
For users, it is “an opportunity to discover and experience new games and creators”.
About Phoenixx
Established in 2019 by industry veterans, Phoenixx aims to support innovative and creative developers from Japan and around the world. Its mission is to inspire and nurture the human spirit – one creator, one game, and one community at a time.
Expanded Combat Mechanics, Exploration Areas, and Narrative Details Revealed in New Video From Hottest Title Announced During Sony’s State Of Play
Hot off their debut from Sony’s State of Play, Eclipse Glow Games has released a new gameplay video for their highly-anticipated, action-adventure title Tides of Annihilation. The 11-minute gameplay walkthrough video showcases the combat system where spectral knights can be summoned to perform devastating combo attacks. Watch Gwendolyn traverse an environment constantly shifting from powerful magical forces where modern London and mythical Avalon collide. And learn more of Gwendolyn’s story in Tides of Annihilation as she faces off against the alluring Mordred in an epic boss confrontation.
Tides of Annihilation is a single-player, narrative-driven title set in a twisted version of modern London cataclysmically altered by an otherworldly invasion. Taking on the role of Gwendolyn, humanity’s lone survivor, players embark on a legendary quest through London’s iconic environs to unravel a mystery that will determine the fate of reality itself. Battling alongside summonable spectral knights, players will encounter hordes of enemies, unforgettable bosses, and vertical levels in the form of gigantic knights roaming the landscape.
Tides of Annihilation is currently being developed for PC via Steam and console. Visit http://www.playtoa.com for more information.
LOS ANGELES – FEBRUARY 14, 2025 –Netmarble Corp, renowned mobile game developer and publisher, reported $475.92 million in revenue and $53.86 million in EBITDA globally for the fourth quarter of 2024. The company recorded $25.83 million operating profit this quarter.
In 2024, Netmarble cumulatively earned $1.95 billion in revenue and $271.33 million in EBITDA, with an operating profit of $158.12 million and net profit of $4.64 million.
“Though performances were still short of market expectations, Netmarble successfully turned the tables around in 2024 following two consecutive years of operating margins being in the red,” said Young-sig Kwon, CEO of Netmarble. “With new title releases, including Game of Thrones: Kingsroad, The Seven Deadly Sins: Origin, and more coming, 2025 will be a year where Netmarble lays the groundwork for a ‘next leap’ forward,” he added.
New game launches scheduled during the first half of 2025 include RF ONLINE NEXT (in Korea), Seven Knights Re:BIRTH, Game of Thrones: Kingsroad, and The King of Fighters AFK. In addition, Netmarble plans to release The Seven Deadly Sins: Origin, MONGIL: STAR DIVE, The RED (TBD; in Korea), Project SOL, and Solo Leveling: ARISE (on Steam) throughout 2025.
Netmarble’s Q4 and financial results include:
North America led revenues (46%) with diversification across other key territories as follows: Korea (17%), Europe (15%), Southeast Asia (9%), and Japan (6%), and other regions (7%).
Netmarble’s portfolio showed diversification across various genres, including Casual Games (40%), RPG (39%), MMORPG (13%), and other genres (8%).
Top performing titles for the fourth quarter included: Marvel Contest of Champions (13%), Jackpot World (8%), Lotsa Slots (8%), Cash Frenzy (7%), Solo Leveling: ARISE (6%), Raven2(5%), The Seven Deadly Sins: Grand Cross (5%), and Marvel Future Fight (3%).
Q4 revenue saw a slight increase compared to the previous quarter, benefitting from a major update to The Seven Deadly Sins: Grand Cross and seasonal updates for games serviced by Netmarble’s subsidiaries, such as Marvel Contest of Champions and Jackpot World. However, due to rising expenses, such as marketing costs, EBITDA declined and a net loss was recorded due to impairment of intangible assets.
A breakdown of the total financial earnings is below:
10/1/24 – 12/31/24 actuals
YoY Changes
QoQ Changes
Total Sales
$475.92 million
-2.5%
0.3%
EBITDA
$53.86 million
19.3%
-28.6%
Operating Profit
$25.83 million
–
–
Net Loss
$122.22 million
–
–
For details on Netmarble’s quarterly performance and to listen to the earnings call, please visit the company’sInvestor Relations page.
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About Netmarble Corporation
Established in Korea in 2000, Netmarble Corporation is a leading developer and publisher of top-grossing mobile games worldwide. Through powerful franchises and collaborations with acclaimed IP holders, Netmarble strives to elevate the gaming experience and entertain audiences globally. As a parent company of Kabam and SpinX Games, and a major shareholder of Jam City and HYBE (formerly Big Hit Entertainment), Netmarble’s diverse portfolio includes Solo Leveling: ARISE, Seven Knights Idle Adventure, Tower of God: New World, Lineage 2: Revolution, MARVEL Future Fight, Ni no Kuni: Cross Worlds and The Seven Deadly Sins: Grand Cross. More information can be found at http://company.netmarble.com.
Additionally, grab “Tomb Raider I-VI Remastered,” featuring the newest trio of remastered adventures plus the acclaimed original Tomb Raider I-III Remastered Starring Lara Croft!
AUSTIN, Texas – Feb. 14, 2025 – Aspyr and Crystal Dynamics are excited to release Tomb Raider IV-VI Remastered, available today on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, Nintendo Switch, and PC via Steam, the Epic Games Store and GOG for $29.99. Developed and published by Aspyr, this new three-game collection features Tomb Raider: The Last Revelation, Tomb Raider: Chronicles, and Tomb Raider: The Angel of Darkness, each remastered with improved visuals, modern control options, Photo Mode, classic cheat codes, trophies and achievements, and much more.
Aspyr has also released a new bundle, “Tomb Raider I-VI Remastered,” featuring all three titles from the acclaimed Tomb Raider I-III Remastered Starring Lara Croft (Tomb Raider I + The “Unfinished Business” Expansion, Tomb Raider II + The “Gold Mask” Expansion, and Tomb Raider III + The “Lost Artifact” Expansion) plus everything included in Tomb Raider IV-VI Remastered. Grab this six-game bundle deal today on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, Nintendo Switch, and PC via Steam and GOG for $54.99.
Tomb Raider IV-VI Remastered brings the next trio of beloved, globe-trotting Tomb Raider adventures, originally developed by Core Design, to modern platforms with a variety of improvements for players to relive or experience for the very first time. Building on the success of last year’s Tomb Raider I-III Remastered Starring Lara Croft, Aspyr has raised the bar even further this time around, introducing several fresh tools to improve the experience, including the new Flyby Camera Maker, an on-screen ammo counter, a cutscene skipper, and multiple new animations.
Key Features
Enhanced Visuals: Discover remastered visuals that bring new life to environments, characters, and artifacts, with the option to toggle between classic and modern graphics on the fly!
New Modern Control Scheme: Choose between new modern controls inspired by later entries in the series for smoother movement and camera capability, or opt for the original tank-style controls.
The Return of Photo Mode: Photo Mode is back with all poses from Tomb Raider I-III Remastered Starring Lara Croft included, along with brand-new ones to commemorate the adventure!
Flyby Camera Maker: This new tool empowers players to create their own dynamic, cinematic shots. Map out moving camera paths through any scene, opening up a world of creative possibilities. See it in motion with this special video preview.
And So Much More! Enjoy a variety of quality-of-life updates like boss health bars, an ammo counter, cutscene skipper, new animations including ledge hangs and 180-degree turns, and new trophies and achievements* nodding to iconic moments from the series.
Tomb Raider IV-VI Remastered includes:
Tomb Raider: The Last Revelation (1999)
Lara Croft uncovers the lost tomb of the Egyptian God Set, unwittingly unleashing him and fulfilling an ancient prophecy—one that plunges mankind into darkness. Pursued at every turn by her archrival, the unscrupulous archaeologist Werner Von Croy, Lara embarks on a journey of discovery across Egypt, where she must overcome the most ingenious puzzles and infernal traps ever devised while facing terrifying evil from beyond the grave.
Tomb Raider: Chronicles (2000)
Following the events of The Last Revelation, Lara Croft is buried in an Egyptian tomb and presumed dead. At her memorial, those closest to her reminisce about secrets from her past. Travel back and experience Lara’s untold adventures, introducing new gameplay mechanics like stealth and tightrope balancing!
Tomb Raider: The Angel of Darkness (2003)
Accused of murder, Lara becomes a fugitive on the run, uncovering a sinister conspiracy involving alchemical experiments and the search for ancient artifacts. It’s up to Lara to stop this unholy alliance from unleashing its incredible powers on the world.
Tomb Raider IV-VI Remastered is available today on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, Nintendo Switch, and PC via Steam, the Epic Games Store, and GOG for $29.99.
*Trophies and achievements available on supported platforms.
About Aspyr
Aspyr is a leading video game publishing and development partner focused on maximizing the potential of games across all platforms for all players. Most recently, the organization launched Legacy of Kain™: Soul Reaver 1 & 2 Remastered and STAR WARS: Episode 1: Jedi Power Battles, available now on Steam, Xbox, PlayStation, and Nintendo Switch. Today, the company supports a growing network of partners that includes many of the industry’s leading entertainment IP holders, publishers, developers, and technology providers. Aspyr is an Embracer Group company. Aspyr is based in Austin, Texas.
About Crystal Dynamics
Crystal Dynamics is an award-winning, best-in-class game development studio headquartered just south of San Francisco in sunny San Mateo, Calif. Founded in 1992, Crystal Dynamics has grown into a world-class studio by developing iconic franchises and keeping at the forefront of the very latest in technology and graphics. Having created beloved properties such as Gex and the Legacy of Kain series, as well as driving the award-winning, massively successful Tomb Raider franchise at over 100M franchise units sold to date, Crystal Dynamics is now laying the groundwork for the next generation of innovative and technologically stunning projects.
About TOMB RAIDER
The TOMB RAIDER video game franchise includes more than 20 video games, is loved by more than 160 million people around the world according to a May 2022 survey, and has sold over 100 million copies since the first entry was released in 1996. The franchise’s popularity has exploded into a series of blockbuster films based on the original Tomb Raider game and 2013 reboot. Its protagonist Lara Croft has been a contemporary global icon for over two decades and was listed as one of TIME Magazine’s 15 Most Influential Video Game Characters of All Time. The most recent “Survivor Trilogy,” comprised of Tomb Raider (2013), Rise of the Tomb Raider (2015), and Shadow of the Tomb Raider (2018), garnered more than 200 “Best of” awards and nominations, and chronicles Lara Croft’s remarkable origin story. All of this continues to make TOMB RAIDER a destination brand for adventure entertainment.
Step into the role of Headmaster, build your academy, manage your school, craft your wizard crew and expand your influence in this new strategic colony sim, coming out very soon!
As the Headmaster of Wizdom Academy, build and customize a legendary school of magic, train gifted students(or not so gifted ones), and guide them to greatness. Be among the firsts to experience a brand-new demo. New features include a deeper student progression and acquisition system, a new playground with different ground-levels to build onto, a new world-map with hidden dungeons and alliances to uncover, hordes and much more..
Over 10K gamers played & loved it in 2024. With 40k wishlists, we’re confident that more people will enjoy building their own wizards school in 2025!
Why should you play the new demo?
Build your academy from the ground up – Design classrooms, dorms, mana storages, exploration halls and much more…
Train the next generation of wizards – Guide students from apprentices to legendary sorcerers. Every action and event impacts their traits. Shape the most talented ones into your next generation of Elite wizards!!
A living, breathing wizarding world – Forge alliances, explore dungeons, fight hordes, and expand your academy’s influence.
Decisions that matter – Make sure to keep balance between your residents needs and the School Council’s wills : or face dire consequences !
Now accessible to more players than ever – The demo is available in 12 languages and features a fully revamped onboarding system, making it easier than ever for new Headmasters to dive into the magic.
Be among the first to experience it!
Public release: Let everyone know that the updated demo will be available to everyone during Steam Next Fest from February 24 to March 3.
40,000+ wishlists and a thriving community – We are building a community-driven game !
New trailer dropping on February 21! We will announce the release date.
About Kipwak Studio
Kipwak Studio is a small, passionate team based in the picturesque region of Valais, Switzerland. Founded in 2023, the studio is driven by a love for game development and a desire to create games that utilize the latest technology. Their latest title, “Wizdom Academy,” showcases their commitment to engaging and richly detailed gameplay experiences. Supported by SwissGames and PRISM, Kipwak continues to gain recognition in the gaming industry. “Wizdom Academy” will announce its early access launch date the 21st February 2025.
Experience the treacherous Badlands in the new demo available now on Steam
LONDON, 14th February 2025 – Curve Games and Runner Duck are thrilled to announce the release of the highly anticipated demo for Badlands Crew, the third instalment in the beloved Crew games franchise. Available now and appearing in Steam Next Fest, players can get an exclusive first look at this reimagined roguelite sim, set in a post-apocalyptic United States.
Redeveloped from the ground up to be broader, more expansive, and more ambitious than ever, Badlands Crew introduces a host of brand-new features and innovations to the series. For the first time, players will command a customisable land vehicle, navigating the dangerous and desolate Badlands while managing their crew and engaging in intense tactical battles.
Demo Features:
3 Exciting Missions: Get a glimpse of the unforgiving Badlands with a selection of missions from the dynamic and evolving campaign
Battle Wagon Customisation: Design your ultimate fuel-guzzling Battle Wagon, armed to the teeth using an extensive vehicle builder.
Intense Combat Encounters: Defend yourself against savage militia groups ruling the Badlands in fierce, tactical battles.
Crewmate Recruitment & Customisation: Bolster your ranks with fierce crewmates. Level them up and customise their outfits and weapons to suit your strategy.
Badlands Crew is set to launch in 2025 on Steam. Join the action and blaze your way through the Badlands by downloading the demo now and throughout Steam Next Fest.
Curve Games (part of Catalis Group) is an award-winning independent label working with developers across the world to deliver the best interactive entertainment. With a uniquely diverse games catalogue that includes renowned indie hits such as For the King, Bomber Crew, The Ascent, Lawn Mowing Simulator, and the multi-million-selling smash hit, Human Fall Flat, Curve Games has taken its place as one of the leading games publishers worldwide. More information on Curve Games can be found at www.curvegames.com