World of Warcraft: Shadowlands Pre-Launch Interview – Creating Something For Players New And Old With Morgan Day and John Hight

It’s no secret that World Of Warcraft: Shadowlands is gunning for one of the most ambitious WoW expansions yet. The game introduces a whole new map, four distinct Covenants to align your character with, as well as a plot in the arc of one of the most morally out-there characters, Sylvanas Windrunner.

Ahead of the expansion’s launch next week, we spoke with John Hight, Executive Producer on World of Warcraft and Morgan Day, Lead Game Designer about some of what makes Shadowlands one of the big features to look out for.

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Keeping The Fantasy Alive
After 15 years of the iconic MMO, the team says they’ve never lost sight of the game’s Fantasy roots. Even now, the game is drawing a lot of its design choices from a sense of fantasy and wonder.
“Often the theme and fantasy and story we’re trying to tell really inspires everything we do, from a lot of our systems design to what are we doing at max level what’s the cool new content there and what’s the new raid content,” says Morgan.
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According to Morgan, they wanted to make sure Dungeons were a big part of the game’s story, and clearing the Dungeon would be a big part of capping off big storylines. He also says that it was important to think about just what kind of creatures would live in that dungeon. He gave us an example with the Mist of Tirna Scithe, a dungeon found in the new Ardenweald zone:

“There are these faerie like creatures that are kind of tricky and playful and when we were developing the dungeon, we were talking about the theme of that creature, you know ‘well they’re kind of like tricksters’.  So something that was really fun to explore was almost like a puzzle-like element in the dungeon” he explains.
“So in the Mist of Tirna Scithe one of the first sections in the dungeon that you engage with is this huge like foggy mazelike section where you’re pursuing the faerie into their portion of the dungeon, and you’re solving these little puzzles as you go through that experience. And then when you do engage the boss itself you kinda learn or use that information and use what you learned while solving those puzzles against the boss or to defeat one of the specific boss mechanics. It’s all very informed by the story of each expansion so because of that progression through the World of Warcraft story there’s always something there to chase”.

L4G
Speaking of dungeons, Morgan says that they didn’t want players to miss out on Dungeon content just because they couldn’t get a group, or because they had reservations about playing with strangers. To Morgan, the idea of dungeons was an integral part of the WoW experience, and he’d come up with a way to make even the most shy adventurers be able to enjoy this content.
“It wouldn’t to me feel like a World of Warcraft Experience if at the end of that story that we’re telling  there wasn’t the Big Bad up in the scary castle on the hill,” he explains. “So we created a dungeon that we can actually, we introduced the looking for dungeon tool to the player, and you can queue into the dungeon with other players”,
However, making dungeons a mandatory experience runs into other problems, particularly to do with progression being tied to the availability of other players. Morgan says the team came up with a good way to strike the balance between flavorful for lore and accessible for players without parties.
“So we actually created NPC characters that will progress through the dungeon with you, and will even fill some roles for you. Is your player a tank? Healer? So what are they doing, what do they wanna do in terms of objectives in the dungeon. We tried to make sure no matter who you were you’d complete the dungeon with other players, but you could also do it by yourself if there weren’t people around”.

Getting New Players On Board
This is just one of the new features aimed at bringing in more new players to WoW. Admittedly, MMOs have a bit of a stigma for being massive timesinks. With Shadowlands, John and Morgan say they want to make sure players are feeling rewarded every step of the way through the game.
“We did put a lot of effort into creating a whole new experience for players. We have a new method for leveling, we did the leveling squish, which made it easier for people to get to max level. But we also want to make sure that when you first come into the game, you learn the basics on how to play WoW”, John says.
“It’s the best opportunity to try WoW if you haven’t given it a shot before”, says Morgan. “Between the leveling flow and the level and experience be a lot quicker, so it doesn’t have that time investment to reach max level where all your friends are waiting for you”.
Those worried about needing to start from Wrath of The Lich King to get the whole story can rest easy though, as Morgan says the new Exile’s Reach will be sure to get players started at the necessary point to understand the context of Shadowlands.
“We also took it as an option to take players from Exile’s Reach, which is a brand new starting experience that has a lot more robust tutorials on how WoW works with all the combat and systems. But as a player, that leads you directly into Battle for Azeroth, which is still extremely hype and full of questing content, and is the story that leads us directly into Shadowlands. So we feel that is something that really helps the new players understand what is going on in the next expansion with all the context that they need.”

As Shadowlands takes place in Azeroth’s after life, naturally there’s a lot of questions to be answered. According to the team the Shadowlands has no real pre-existing lore, so the team had to work from scratch in figuring out how the land of the dead would work in an MMO.
“The most challenging thing was that there’s nothing for us to really look to from the past to tell us what Shadowlands really was”, John says.  “It was both fun and intimidating in a way to have to create these whole new Covenants, the way the Shadowlands works and functions, describing the afterlife itself. And it’s funny, we would get into conversations about you know, ‘well, what happens if you die in the Shadowlands? You’re already dead’. So,  there’s all these logical problems. Let’s not overcomplicate thing. Players are used to this, if they get killed in the Shadowlands, their soul still kind of pops up and still needs to go find its being.
“And after all, you are a Maw Walker,so you’re kind of a special thing in the first place. And you’ve already broken some of the rules by getting in there, and move freely from going the maw onto some of the other zones. We certainly had a lot of interesting logic conversations before we settled on what the ‘rules’ are behind the Shadowlands and how it works”.

Working Beyond Factions
While Battle For Azeroth had its branching story depending on whether players were Horde or Alliance. As World of Warcraft: Shadowlands revolves more around its Covenants, John explains that the branched story just wasn’t necessary.
“For Battle of Azeroth we really wanted to have two storylines, one unique to the Alliance and one unique to the Horde that would have these different points where from different points of view you’d be seeing some of the same events”, says John. “We even took that all the way into the raid with Battle For Dazar’Olor where you’d start from different sides of the raid”.
“In the case of Shadowlands we’re introducing you to a place that we’ve heard very little about in any world of Warcraft lore. There’s a map and a little mention of it in our Chronicles book but there’s very little else is known so we wanted to make sure we introduced you to the pantheon of the Shadowlands and take you through each of the covenants”, he continues.
“Because a very important part of the game is after you’ve met all the covenant leaders, you’re going to have to make a decision about which covenant do you wanna join. And we wanna make sure that you understood and appreciated the culture and values of each of the covenants and decided which one was really the best fit for you. So that’s why we chose to take a linear story through it”.

Azeroth’s Most Wanted
One of the benefits of this linear story is that all players would get to witness the latest chapter in Warcraft’s most contentious character, Sylvanas Windrunner. The Banshee-turned-Warchief has had a prolific run in the past few expansions, leading both Horde and Alliance players uneasy about the character.
However John insists the team isn’t making this up as they go, and that these stories are planned out much further in advance than fans would think.
“We are usually planning our story arcs a few expansions in advance. So in planning out the story arc for Sylvanas, this has been going on now for a couple expansions, in Shadowlands we’re finally going to offer an explanation for a lot of her actions in both Legion and Battle for Azeroth”, John says.
” In Battle for Azeroth she did some things that really had folks upset, and that was by design”. he explains. “We wanted to have some controversy, and we wanted people to misunderstand her, because she has deeper motivations.
“And now that we enter into the Shadowlands, we get to discover what that’s all about. Her connection to the Jailer and the machinery of the Shadowlands being broken are all tied together, and she’s essentially created a pathway for us” he continues.
“We’ve now got to go in and be part of fixing the Shadowlands, and along the way will finally understand why she did what she did. And I’ll leave it to you to be the judges, on whether you believe her, her motivations to be good or evil, or in the best interests of Azeroth” he ends.

PVP
Story aside, the team had made a lot of work in handling the PvP side of World of Warcraft: Shadowlands, too. According to Morgan, the team had to sit down and address a lot of fan feedback, adding and removing features based on community response.
“So PvP in particular, we’re doing a lot of cool stuff in the Shadowlands, not the least of which is something that’s really driven by Player sentiment and community feedback was the reintroduction in the Shadowlands of PvP Vendors”, Morgan says.
“So there’s going to be an Honor Vendor as well as a Conquest Vendor again in the Shadowlands where you can earn these currencies as you participate in PvP activities and eventually purchase and upgrade your gear and specific gear you really want using that currency”.

“Additionally there is a new feature that we’re really excited about called The Great Vault which is something that is an evolution of something we introduced in Battle For Azeroth,”. In Battle for Azeroth, participating in PvP activities would get you access to a free chest every week, with items for players.
“Something that we heard from our community was that it was pretty common to get an item out of that chest that you didn’t need or was a duplicate or something you weren’t that excited about. And we wanted that moment that ‘you worked really hard, you got your conquest’, we wanted that to feel rewarding.
“So with the Great Vault we’ve added the ability to actually select an item out of there out of a potential choice of items where you can choose one. The more that you engage with certain activities, like PVP for instance, Mythic Quests or raids will actually increase the choices you have in the Great Vault and you still get to choose one. So that’s something we heard a lot of feedback about and made changes based on that”.

Unpopular Updates
Of course, sometimes the features you want just don’t pan out with the community. One of the features the team tried to introduce in World of Warcraft: Shadowlands was PvP scaling, which made it so that level difference wasn’t as big a deal in PvP.
“One of the changes we’d do was just to make sure that we were preventing really degenerate gameplay, like someone who was way higher level could just come along and just one shot you. So we were just trying to avoid situations like that”, Morgan says.
While a noble cause on paper, the community ended up taking things the wrong way. Ultimately, PvP Scaling has been turned off, because the feedback was that better gear just wasn’t feeling better anymore. Rather than despair over the loss of the feature, Morgan says the team are being quite optimistic about it.
“One of the feedback we got was players were feeling that their gear just wasn’t as impactful as they wanted it to be, so we’ve made major changes to that in Shadowlands as well”, he says.
“You know, that’s one of the joys of working in World of Warcraft as it’s a constantly evolving, developing game . We have a wonderful community that will always give us fantastic feedback and let us know how they’re feeling. It’s up to us to let them know we’re making the best changes we can based off of that”.

Working With The Community
Some developers may take offense to fan pushback on a feature, especially when it was made to help them. It’s easy for a developer to say ‘no, this is helping someone’ and keep an unpopular feature in. Morgan says the WoW team was a lot more collaborative, and interested in working with the community to make the game the best it can be.
“We always try to communicate what our goals are with the community so that we can make sure that we’re aligned with the community on a new feature  that we’re making, and they can agree like “yeah we totally agree with you”.
“Then we can continue to iterate on the feature or the changes until we hit the mark with the players and community are happy with where we’ve landed,” he continues.
Rather than stick to outdated concepts believing he’s upholding WoW’s ‘Legacy’, Morgan believes making changes is good for games like World of Warcraft.
“WoW has been around for a long time. We’ve learned a lot over the years,” Morgan says. “One of the amazing things is being able to make changes with updates to address feedback or maybe even potentially add all new systems to help resolve some of the feedback with some of the problems our playerbase may have identified”.

As one of the longest running MMOs, it’s great to see the team on World of Warcraft still looking for new ways to welcome players into an incredibly niche genre of gaming.
While this content may move the Horde-Alliance conflict into the backseat, fans on both sides of the aisle will have plenty to talk about when World of Warcraft: Shadowlands drops on November 24th, 2020.
Thanks again to John and Morgan for sitting down and taking the time to talk to us, and Blizzard for setting up the interview.
Don’t forget to check out the rest of our World of Warcraft coverage, including deep dives into the zones of the Shadowlands.

World of Warcraft: ShadowlandsPublisher: Blizzard EntertainmentDeveloper: Blizzard EntertainmentRelease Date: 2020-10-27Microsoft Windows
What lies beyond the world you know? The Shadowlands, resting place for every mortal soul—virtuous or vile—that has ever lived. Pre-purchase the next World of Warcraft expansion now and be ready to discover what awaits in this world between worlds.

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Tags: BlizzardWorld of Warcraft: Shadowlands


Apple’s App Store Awards Winners Talk PTSD, Good Mobile Controls And Just Being Horrifying

Apple announced the winners of their App Store Awards for their games, last week, with titles Inscryption, Moncage and Apex Legends Mobile being the face of excellence on Apple’s multiple platforms.

It’s a really interesting conversation to be having with these developers, since Apple awards games based on the platform they’re available on. Rather than just lump everything into a Mac or Mobile category, the games are allowed to shine based on how well they make use of their target platform.

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How Moncage Simulates The PTSD Experience
A great example of this is Moncage, who won Best iPad game. We spoke to developers Dong Zhou and Yijia Chen about their charming puzzle game built on playing with perspective to tell a story about PTSD.
“We got a lot of inspirations from some movies about war and about veteran life. Like, 1917 and the Pianist This were our inspiration”, Dong says. “Another thing is that our game is that we try to use this story to fit our gameplay . Our gameplay is an endless loop and you are trying to break through the endless nightmare”.
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“It fits the story of a veteran since a veteran suffers in their mind and they need to break out, to break free from the nightmare to get calmer. I think this is the main reason”, he says.

Yijia added on to this, commenting on the endless nature of the game. Rather than be a story about heroically overcoming, she says taht the game was more about portraying the experience of PTSD itself, something that can be told through Moncage’s gameplay loop.
“So, the gameplay has no definite end. It continuously goes on forever. It is a loop”, she says. “It simulates the endless suffering of PTSD so we kinda like doing this type of experimental gameplay. So, we wish to raise awareness of PTSD to our players. It is a new type of gameplay that represents the PTSD”.
Being More Than Just A Mobile Version Of Apex Legends
Of course, while Moncage was making the most of the huge real estate on the iPad to tell their stories, a different type of game development was happening for the iPhone. This was the case for Respawn Entertainment’s Apex Legends Mobile, the spinoff of the popular PC and console game.
According to Myke Hoff, Senior Director of Product at Respawn , a lot of care was made to not just making the game look like its PC counterpart- rather making an experience that feels good to play on your phone.
“I think when we look at the mobile experience and you’re going from a control pad where you got a bunch of bumpers, dualsticks and a myriad of button to push and really just pulling it down to a flat screen”, he says.
Apex Legends Mobile’s UI allows for customization, making a game that plays the way you’d want it to
“The improvements Kevin and the team made about usability to make picking up ammo faster or the slide jumps like the combinations of buttons, being really intelligent about geometry and how the player can interact in an intuitive way but also in a way generally to us, is a good quality of life”, he continues. “I do think there’s a lot there with visual indicators, gunshots and footsteps that just make the game easier to pick up but still allow a depth of mastery later on as you try to figure out how do you work around it”.
Another thing he was proud of was keeping the file size down for the game to run on mobile. After all, it wouldn’t do to have games eating multiple scores worth of disk space on phones.
“So, there’s a lot there because, again, when you are playing on the PC or on a console, this is like a 30GB game that we got down to 4GB that is gorgeous and it works on iPhone 6s and iPhone 14s”, Myke says. “And while we haven’t quite maxed out the fidelity at the top end, it is the place where we are looking to always improving the experiences on both those older generation phones as well as those newer generation phones”, he says.
Kevin Childress, Creative Director at Respawn also chimed in, showing how the game was out to offer a good mobile experience rather than just ride the coattails of its PC version.
“There is one thing that I think we are particularly proud of which is the third person view. This is something unique to mobile and this is not something that the PC and consoles version have”, he says. “I feel like we made a pretty good experience to offer that segment of players that want to see their skins in action and the characters animation in the battlefield. So, that one turns out pretty good as a very specific mobile first update”.

That’s not the only mobile-only thing in the game, either. Apex Legends Mobile also features Mobile-only Legends, creating characters built for the gameplay on mobile. Kevin explains that a lot of the planning for Apex Legends Mobile involves choosing between focusing on the new mobile-only Legends or also bringing back fan favorites.
“A lot goes into what legend we pick. We plan out months and seasons ahead so it’s my job to kinda look at all pieces we kinda want to get into a season. Maps, modes, new contents, legends, what is the CG, the story, the narrative, what are themes that we are gonna put on our cosmetics to you know, make a seasonal experience, which I personally really like”, Kevin says.
“So that’s kinda Step 1. We always look at “is it a mobile first Legend?” We know that’s gonna have a lot of interesting appeal for the mobile cause you know it’s not on the PC version of the game. So, the players are interested in the universe and the IP. We are offering them kinda of like an expansion that they might not get just of the PC side. So, there’s a lot of curiosity”, he continues. “So, this tends to have a lot of priority. So, we want to build stories, a new mobile first background surrounding these Legends”.
“You know Rhapsody came out. She also came out with a new [Team Deathmatch] map about where she grew up, Pythas Block Zero. So. we are trying to build these new stories we can start to tell specifically on the mobile first platform”.
Of course, Kevin isn’t just performing divination to plan the next batch of content for the shooter. Instead, he says he lets data help inform these decisions, too.
“Everything else does come through some data. Like pickrates, popular Legends. We try to look at you know, maybe a legend isn’t performing that great on PC but if we bring it to mobile, there’s an opportunity there to improve it for the mobile playerbase and actually kick it up a notch its desirability”, he says.
“Do they fit the story? Is there a design hole that we need to try and fill? So maybe we’ll pick a character that we feel is missing or would be interesting to port over to mobile. All those consideration gets wrapped up in these seasonal packages and then start coming season over season”, he notes.
The fact they’re operating independently from the PC version doesn’t mean there’s no work being shared between them, though. Kevin and Myke both said there’s no ruling out seeing your favorite Mobile characters suddenly waltzing over to PC.
“Anything is possible. Obviously, there is a lot a risk in us to release a brand-new Legend outside of our parent PC and console environment and universe. When releasing Fade and Rhapsody, we were pleasantly surprised. The community reacted incredibly positively”, Kevin says.

“There’s all kinds of people on both sides saying that I’m gonna get this on PC and mobile and these characters are awesome. We’re happy that “that” is the response. It was a tough challenge to kinda spring up as a mobile studio and then commit all these resources and effort into creating these awesome mobile first Legends but so far, the news has been really good”, he adds. “Whether they’ll end up on PC, we don’t know. Anything is possible. We’re continuing to port over all the awesome Legends that the PC game continues to make some new and some historical. Mixing in some mobile first Legends”.
Myke also said that despite liking the same brand, Apex Legends and Apex Mobile players were drastically different from each other.
“To add on just a little bit there, Kevin and I work very closely with the console and PC team. We have realised that our playerbases are very different, our group tends to be a bit younger playing, they are playing multiple sessions a day but for a shorter period of time”, Myke says.
“We are seeing that the overlap we had at launch was of players that came over because it was an Apex game. That when they separate and players are picking up their own platforms”, he continues. “With that being said, when we are sharing information, we really are working with that team and sharing with them what is working and what is not working, making sure they understand the decisions that we have made and then they can decide if they want to bring someone over. Very similar to how Kevin decides in which characters he wants to bring over”.
One thing SEA players might have noticed is the game’s love of localized events, such as with the Ramadhan event to celebrate the fasting month. Myke had a lot to say about making sure their team could localize events as they see fit:
 So, we have built a pretty robust team across Southeast Asia. We got people on our team that are directly focusing on making the game as culturized as possible with people in Malaysia, Indonesia, Thailand, Phillipines, Vietnams and many more.
We got teams that are like trying to figure out how to make the best experience for the players on those regions as well as sharing with us the direct feedback that they are getting from the community.
We understand there is always like a myriad or a lot of different problems that we need to solve across the world. When it comes to events and what is important to the players, we are trying to give the team a lot flexibility so that they create events for Ramadhan, Deepavali or any of the local holidays that are there.
We want to give them the tools to create those events so it feels more authentic as well partnering them with the appropriate partners when it comes to hosting organized tournaments or anything like that. There is a lot of work that the team has in placed and they have added into their roadmap on the things that we are going to be working on the future to continue to optimize the game for players in the region.
There is a lot out there that I cannot commit to any or all of it but there is definitely a lot that we are hearing from the playerbase on what they would like to see and will make those improvements on a continuous basis.
Both in adjusting pricing or offering when it comes to items at the appropriate price point as well as data partnerships for mobile phones and how to make sure they could get more download power if possible.
Making Sure As Many People Can Experience Deadly Card Games With Inscryption
Arguably the most unique-looking game among the winners, Inscryption is a horror title masquerading as a card game. Mark Hickey, VP of Mobile Publishing at Devolver Digital talked to us about how Devolver was hands-off in letting Daniel Mullins flex his famously dark sensibilities into the Mac Game of the Year winner.
“Daniel is not only a creative genius but also a twisted one if you look at the depth, the mystery and the depth of the game”, Mark says. “Also, setting aside the scary parts of it, you could argue that Inscryption is five to six different games at the same time and mixes together a bunch of different mechanics”.
“So, it’s not just about the card games, there’s puzzle solving, there’s adventure and there’s narrative. It’s just incredible, the mix of components that come together to make such a unique experience”, he says.

He says another thing he’s really proud of with the release of Inscryption is its cohesiveness across platforms- being able to run on laptops that aren’t the latest and top-of-the-line in Apple’s stable.
“The experience of Inscryption is consistent across the platform it is available on. What’s kinda amazing considering 3D components is running flawlessly on my 5 years old Macbook Air so that underlines the power of Apple’s hardware”, he says.
Of course, while Daniel Mullins was focused on making sure Inscryption was a game worth playing, it’s traditionally on the publisher to make sure the game can get on as many platforms as possible. Mark says making sure the game runs on Mac was important for the release of Inscryption.
“It’s part of our production process. One of the many things we would like think we offer as part of a suite of services for our developers is to get it on as many platforms as possible. Of course, the Mac is a part of that. It is an important part of that”, Mark says.
He did however, also let it be known that there are no current plans to bring Inscryption to mobile:
I’m sensing that there is a possibility you’re going to ask about if Inscryption is coming to iPhone and right now it’s not in the plan. But that is not to say it is not going to happen, but Inscryption was three years to develop for Daniel plus getting it to all platforms and talking about it has been a pretty significant effort for him and then DLC so now is the time for like to stretch his legs and relax for a while and then decide on what the next move is.

There’s a veritable treasure trove of wealth when it comes to gaming on the Apple ecosystem, and the App Store Awards are a great way to celebrate fish for excelling in their own pond, so to speak. Our thanks to the developers for speaking to us about their award-winning titles,
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Apex Legends MobilePublisher: EADeveloper: Respawn EntertainmentRelease Date: 2022-03-07Android, iOS
Live like a hero, play like a Legend! Apex Legends™ Mobile is here.

Multiplayer squads, first-person and third-person shooter gameplay and innovative combat are waiting for you on the battlefield! Jump into intense combat where survival is the only thing that matters. Prove that you have what it takes to make it out alive.

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Tags: Apex legends mobileAppleDevolver DigitalInscryptionMoncage


SD Gundam Battle Alliance Review – It’s Kinda Like Sekiro, Maybe

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Following the demo for SD Gundam Battle Alliance, the tiny robots are now fully playable for Gundam fans to sink their little Joy-Cons into. You can check out our demo impressions here, as we dive right in to the full review.

GUNDAM ISEKAI
The excuse story places you in the commander seat to be transported into a simulation known as the “G-Universe”, with the responsibility of “fixing history” on your shoulders. Here, you’ll be able to come across the entries from the staggeringly large franchise, which should appeal to the True fans. There’s some dialog options that serve to not make you a complete blank slate.

Levels, known as “Directories”, are made up of several missions. Those that are related to Gundam history are then split into “break” and “true” versions. “Break” missions are of an incorrect timeline that needs to be fixed, while “true” versions will have battles that are of the correct timeline. “Break” missions don’t have a large divergence from the “true” versions, but fortunately, should you have completed all the relevant “break” missions, you’re allowed to go right into the true ones to avoid too much repetition.
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Battle is certainly the primary attraction in this action game to let you play around with the variety of Mobile Suits across the franchise here. You will have some to start, while the rest are “developed” by yourself. This development comes in the form of blueprints to be found in levels, so check to see which ones drop a particular type.
GO GO GUNDAM RANGER
Mobile Suits come in three flavours: “Infighter”, “Sharpshooter”, and “All-Rounder”, each naturally having their own roles or skills. Activating skills require consuming skill bars that will fill up in battle. Infighters are immune to stuns, Sharpshooters reloads all sub weapons, while All-Rounders decrease the time for all your actions. It makes me feel like All-Rounders would be the best, but hey, that’s just me. All MS have the ability to do melee attacks, with the actual damage numbers reliant on their type. There’s added complexity in that each MS has their own sub weapon which takes time to reload so as to not spam them. Certain MS definitely have their specialties: even if melee seems to be king, ranged ones will have their uses. You can’t 100% count on the sub weapons as they’re not guaranteed to be ranged.

ALL movement consumes stamina, which doesn’t appeal to me. Refilling it requires you to plod along or standing still which isn’t something you would like when you’re executing some combo and whoops, you don’t have any more stamina because your MS is a noodle apparently. I suppose blocks will help in avoiding damage but you’re encouraged to do a perfect block so as you don’t cut into your block resource. It doesn’t refill your stamina even if you’re just standing still either. The block isn’t always necessary, of course. I’m just bad.
Speaking of kickass combos, you can do air combos which also deals more damage! And consumes more stamina! So much for being cool. With the stamina consumption in mind, the try-hard combos are best left for bosses, which can’t be punted into the air until they break. It’s about applying steady pressure, which makes it sound like Sekiro. Unlike Sekiro, they’re far more liberal with the visual effects, so high skill executions aside, I can’t even see anything…

GUNPLA PARTY
Now that you’ve gotten some Mobile Suits, it’s time for some upgrades! Parameters to improve are HP, Boost, Melee and Ranged, which can be further worked on once you collect parts to unlock another column. MS level can’t exceed your character level. You might want to spread out your upgrades so that you can have a decent variety – or at least one melee and one ranged – to tackle levels. Even though the repetition has been reduced in the actual levels, you will need to go back and replay them to collect points for upgrades.

You can “take back” upgrades you’ve done on a particular MS, which converts them into Tune points. There is a slight caveat in that Tune points can only be used on the same MS. Further buffs can be obtained from equippable items and skills, which you can find as drops from levels. Skills are equippable from character level 15, and are tied to your character and not the MS, so some room to experiment to suit your own playstyle. You’re also able to compare Mobile Suits with one another, if you need to check something or other.
I like being able to bring on two AI partners, and they’re not locked out from using the same MS as yourself. They’re also helpful in providing buffs, and they level up as you use them more. That said, the AI aren’t great for boss battles. While you can revive them, this process cannot be interrupted and must be restarted if you’re forced to move to dodge. In this way, the AI feels more like a crutch, and not the most reliable one. Can’t really exploit the environment either since they’re primarily set pieces that can’t be interacted with.
CLOSING THOUGHTS
Unfortunately, the novelty of the battles can wear off quickly. Once again, despite them off-setting the degree of repetition, it can still feel samey after a while. The most fun comes from finding blueprints to add some spice to the fights.

I can acknowledge it’s partially a skill issue when it comes to balancing the stamina use to move and, you know, actually fight. It feels clunky and makes the action grind to a halt when you run out at a crucial moment. I can see this as some kind of immersion since I imagine Mobile Suits aren’t actually that mobile, but still. The game can also benefit from a training room to actually test out these combos since battles can get far too hectic to properly benchmark. I think it’ll be a good opportunity to properly admire the sheer amount of details they’ve put in for these MS too.
As it is, it’s not too bad a game, which could use with some tweaks.

                                        PROS

                                        CONS

                                        Many playstyle options afforded from variety of weapons and Mobile Suits

                                        Repetition still a problem despite off-sets

                                        Should appeal greatly to Gundam fans

                                        Environments could become more interactive

                                        Fan favourite voice actors reprising their roles

                                        Hard to test combos

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Tags: ArtdinkBandai Namco EntertainmentGundamSD Gundam Battle Alliance


ASUS TUF Gaming F17 Review – A Solid Build with solid specs

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The ASUS TUF Gaming F17 is one of the many laptops that were announced during the CES 2022 event, here is our review on the laptop to see how it fairs with other gaming laptops that are in the market right now.

Specifications

                                        Model

                                        TUF Gaming F17

                                        Processor

                                        12th Gen Intel Core i5-12500H

                                        Graphics Card

                                        NVIDIA GeForce RTX 3050 4GB GDDR6

                                        Display

                                        17.3-inch, FHD (1920 x 1080) 16:9, anti-glare display, sRGB:62.50%, Adobe:47.34%, Refresh Rate:144Hz, IPS-level, Adaptive-Sync, MUX Switch + Optimus

                                        Memory

                                        8GB DDR5-4800 SO-DIMM, Max Capacity:32GB, Support dual channel memory

                                        Storage

                                        512GB PCIe® 3.0 NVMe™ M.2 SSD

                                        I/O Ports

                                        1x 3.5mm Combo Audio Jack, 1x HDMI 2.0b, 2x USB 3.2 Gen 1 Type-A, 1x USB 3.2 Gen 2 Type-C support DisplayPort™ / G-SYNC, 1x RJ45 LAN port, 1x Thunderbolt™ 4 support DisplayPort™

                                        Audio

                                        Dolby Atmos, AI noise-canceling technology, Hi-Res certification, Built-in array microphone, 2-speaker system

                                        Weight

                                        2.60 Kg (5.73 lbs)

                                        Dimensions (W x D x H)

                                        39.5 x 26.4 x 2.29 ~ 2.54 cm (15.55" x 10.39" x 0.90" ~ 1.00")

                                        Product Price

                                        RM 4,999

Design
The build for the ASUS TUF Gaming F17 is more on the hefty side with it having the measurements of 39.5 cm wide, 26.4 cm deep along with the thickness of 2.54 cm. Needless to say, the hefty build adds in to the overall weight of 2.6 kg, meaning to say that the TUF Gaming F17 is on the heavier side which can be troublesome for users who like to carry around their laptops to different places.

But on that note, the one thing I like about the laptop is its industrial feeling that the design has going with it. The four corners at the top of the laptop have this screw-like design which the overall aesthetic is pleasing to look at for me.
Every surface on the each side of the laptop besides the keycap and trackpad has a matte finish to them, but it’s the coarse-feel which I honestly dig. It also means that your palm and fingerprint marks will less likely be left on the material. On top of the keyboard, there are four LEDs that are arranged in a way that is shaped out like an “X” and the LEDs also shows the status of the laptop like when it’s charging or in airplane mode.
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The TUF Gaming F17 offers a lot of ventilation ports, there are two exhaust points at where the hinges are attached to, one ventilation point at the top of the keyboard and one last exhaust point at the right side of the laptop, there’s also a bunch of intake holes located at the bottom of the laptop.
The shape of the lid of the laptop is not a perfect rectangle and the web camera part on the laptop is protruding outwards. Regardless of how it looks, it doesn’t quite matter to me because it helps me with opening up the lid so I’m cool with that. Although it does need you to hold down the laptop chassis to open up the lid, meaning that it requires both of your hands.
Keyboard and Trackpad
The keyboard on the TUF Gaming F17 offers a lot of neat features to it, the 1.7 mm key travel distance is pretty nice for the general users, and typing on the keyboard is pretty quiet too, along with the feedback for it is good.
But the drawback for the keyboard for me is that I found myself needing to punch in the keys in order to input, meaning that I had to press down the keys harder than usual, which leads to having tons of typos with all the missing inputs that I thought had been inputted. I find myself having to slow down and put in more force to each push of the keys down which can be very exhausting for people who don’t particularly like tactile switch keyboards, which this keyboard somehow feels like it.
In terms of the design for the keyboard, the WASD keys are semi-transparent, which is also a feature that was present in previous TUF gaming laptops. It’s also an RGB keyboard but there’s only a handful of colour options for the RGB effects. It’s also a single zone RGB which means that you won’t be able to make a rainbow effect of RGB colours flash through the keyboard.
The trackpad of the keyboard is also pretty huge, and it also has the TUF gaming logo on the top right corner of the trackpad. The trackpad is also off center so that when you’re typing, you won’t have to rest your palm on top of the trackpad. It’s also really smooth and pretty responsive which is an added plus.
Display
The TUF Gaming F17 has a 17.3″ FHD IPS panel that has an aspect ratio of 16:9, which means that it’s a 1080p display. The refresh rate is at a 144Hz which is decently high, and it also has a MUX switch and supports AdaptiveSync which is pretty cool.
Although, the sRGB is only at a 62.50% which can be a deal break for most people, but I personally don’t really put much emphasis on it. While the colours are less vibrant than what you’d normally see, but it’s not too bad. But unfortunately, the difference between the lowest, mid and highest can be pretty noticeable, which is something worth noting.
Audio
The audio performances for the TUF Gaming F17 is pretty good. The audio really heightens the experiences when watching a show or a movie and while the audio is loud, it doesn’t diminish the overall sound quality. While I still would use headphones when using the laptop, the stereo audio for the F17 is still pretty serviceable.
Battery
There’s two types of battery specs for the TUF Gaming F17, the one that we received is the 56Whr while there’s also a 90Whr version. The battery life for the 56Whr is relatively decent if you only use it for light usage. During my time of 1 hour and 40 minutes, the laptop’s battery went from 100% down to 24%, which can be seen as really fast but I had the brightness up to max and had the laptop on Balanced mode instead of the Battery saving mode which needless to say can affect battery life.
Armoury Crate
The armoury crate is the central hub for everything gaming and laptop settings related. You’re able to monitor the performances of your laptop here, as well as changing the operating mode in the home page. You’re also able to change some of the RGB effects for the keyboard through the hub too.
You can also manually overclock your GPU here as well as changing the MUX Switch settings. I recommend switching it to discrete GPU as it’ll help out your usage of the TUF Gaming F17 by a lot.
Benchmark
 The TUF Gaming F17 has an i5-12500H which is a very decent 12 cores CPU, it has an RTX 3050 and 8GB of DDR5 in it. On 3DMark, the laptop scores a 5,562 while on PCMark 10, it scores a 6,863 which is pretty good.
Gaming Experience
Ghostwire: Tokyo

The game actually runs pretty smoothly, on the highest setting without DLSS, I was getting above 50FPS. While with DLSS on, the laptop pushes through the 70 FPS but it does fluctuate between 70-90 FPS, while the FPS is good, it’s not stable.
Stray

While playing through Stray with the highest graphics, it averages out above 100FPS while having some occasional dip to below 100FPS.
Apex Legends

At the highest setting, the framerate fluctuates between 70-90FPS, similar to when playing Ghostwire:Tokyo but there’s no sudden frame drop which is pretty good.
Verdict
The TUF Gaming F17 does a reasonable job as a gaming laptop. While the CPU that this laptop has is an extremely good mid-range CPU, it’s shadowed by the fact that it only comes with 8GB of RAM. While it does run the games fine, it can be a lot better if it has a 16GB RAM configuration instead. If you’re planning on getting this laptop, you should consider getting an extra stick of 8GB RAM to upgrade it.

For those who are interesting in finding out more details about the laptop or wish to buy, do check out the official product page here.

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Tags: ASUSASUS TUF Gaming F17Gaming LaptopReview


Secretlab unveils Magnus Metal Desk

Not content with mere chairs, Secretlab has announced the Magnus Metal Desk. Its brief introduction is given as follows:

Introducing the Secretlab MAGNUS Metal Desk — the quintessential modern computer desk for gaming.

Experience cable management perfection alongside a proprietary ecosystem of modular, magnetic accessories, including a full-coverage magnetic leatherette desk mat. Engineered from the ground up in our design lab, the Secretlab MAGNUS provides seamless, versatile organization for all your tech needs.
It’s not currently available for Malaysia yet, but you can still check out the Secretlab website for details about the Magnus Metal Desk here, and also register your interest to get the desk. You can also watch a clip of its features in video form:

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Boasting a magnetic leatherette desk mat, perfected cable management, a modular ecosystem of magnetic accessories, ultra durable metal construction and super slim profile, the desk is designed to be the quintessential modern computer desk for gaming. The design is capped off with a diffused RGB LED strip, which can be customizable. Besides looking real slick, it’s also built to last, with the Magnus desk put through a series of tests from internationally recognized authorities such as A*STAR, BIFMA, ISO, BSI and more.
The desk itself starts at $449, and it will be available in the US, EU, and Singapore at launch. The magnetic accessories will cost extra.

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Tags: Magnus Metal DeskSecretLab


Hideki Kamiya: Million-Dollar Retro Game Auctions “Holding Game Culture Back”

Hideki Kamiya, Creative Director at Platinum Games and creator of the Devil May Cry, Bayonetta and Viewtiful Joe series, opened up about his thoughts on retro game auctions.

In an interview with Videogames Chronicle, Kamiya was explaining his next project, Sol Cresta, and his love for retro gaming when he was asked about the recent expose into retro gaming auctions, where games were being sold at inflated price.

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“As a collector myself, I understand the lure of wanting to have that game in the sealed package”, he says. “People want the value of that package and not necessarily of the game itself. But as a fan, it’s a problem if somebody wants to play a game but they can’t get it because it’s being traded in these ridiculous marketplaces”.
That being said, he never outright blames the collectors for making some retro games so hard to find. Instead he echoed a common sentiment in the game community- that IP holders needed to better preserve their most classic titles.
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“…The responsibility for keeping those games available belongs to the company that owns the IP. If people want to play a classic game and they can’t, because it’s not available on new platforms and can’t be found in its original form either, that’s like a threat… it’s holding game culture back.”, Kamiya clarifies. “The people who own the rights to these games should be actively making moves to preserve game culture and making games available to everyone who wants to play them”.
This isn’t an uncommon sentiment- part of the reason backwards compatibility was such a huge feature on the PS5 and Xbox Series X is that many people don’t like the idea of their old games becoming unplayable once a new generation starts. The sentiment shows in full force whenever a re-release of a WiiU game in particular is announced, with the phrase “no longer trapped on the WiiU” being commonly used to describe titles like Bayonetta 2 and Fatal Frame: Maiden of Blackwater.

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Tags: Hideki KamiyaPlatinum Games


Borderlands 3 finally heading to Steam 13 March

Steam users will finally be getting the chaotic looter shooter Borderlands 3 on 13 March 2020! Players can add the game to their Steam Wishlist as they prepare their wallets to embark on the grand shootout across the galaxy.

Borderlands 3 will be launching globally, officially, finally, on Steam at 2200 GMT +8 / 2300 JST/KST 13 March 2020. Preorders and preload will also be open to players on the morning of 11 March. On completing Steam Preload, you can launch the game as soon as it opens on 2200 GMT +8 / 2300 JST/KST 13 March.

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Across the galaxy, soon.
With PC Crossplay support thanks to SHiFT matchmaking, you can play with other PC players without regard to them buying the game on Steam or Epic Games Store. A FAQ has also been provided that you may check out for yourselves here. To note, in-game mail will only be between the same storefront for now (e.g. Steam users only to Steam) and will be patched in later, and console crossplay is currently not in the works as yet. Transferring save files is also possible, but it will need to be done manually. Details will be provided closer to launch.
You can check out our review of the base game here. The first of the four planned paid expansions for the game, Moxxi’s Heist of the Handsome Jackpot has also launched, which you can check out here.
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Borderlands 3Publisher: 2K GamesDeveloper: Gearbox SoftwareRelease Date: 2019-09-13Microsoft Windows, PlayStation 4, Xbox One
It's time to go shooty shooty again with your zany Vault Hunters! The next installment of the Borderlands series will have more guns, more loot and more Claptrap* than ever before!

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Tags: 2K GamesBorderlandsBorderlands 3Gearbox Software


Burger King PlayStation Collaboration Teased

Burger King Malaysia has teased a Burger King PlayStation Collaboration, leaving many to speculate about what’s to come for the fast food brand.

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Via a Facebook post, Burger King posted an image of the Burger King and PlayStation logos next to each other, against a background in the now-signature PlayStation blue. Rather than sport any PlayStation themed logos though, the background consists of fast food imagery such as burgers and crowns.
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The Burger King Malaysia Facebook account teased the 22nd of January for more information, only describing the collaboration with the phrase “Wishes Do Come True”.
This is far from the first time fast food has dipped its toes in gaming. Dominos Pizza has been branching out to gaming and anime communities in the past, via various memes on their social media channels.
KFC has also made a name for itself in the gaming circles, especially after the release of their KFC dating sim. They would later carry that forward with the announcement of the “KFC Console”.
Still, with the PS5 still very much in demand right now, it’s important for fans to temper their expectations. Not every collaboration with PlayStation has to be a PS5 giveaway, and any who are expecting nothing less from the Burger King PlayStation Collaboration should be geared up for non-zero chance at disappointment.

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Tags: Burger KingBurger King MalaysiaPlaystation


Road Warriors to zoom into smartphones on 3 August 2017

Previously announced in February 2017, game publisher Lucky Kat will be finally launching its mobile racing game Road Warriors next week.

Developed by TurtleBlaze, Road Warriors was initially scheduled for a release on Steam before the project was put on hold for some unknown reason. Everything is fair game in this side-scrolling combat racer, as you will be using just about everything in your arsenal, be it machine guns or rockets, to win races. The game appears to have been inspired by movies such as Redline and Mad Max.

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Aspects of its gameplay elements seem to have been lifted off games such as Crash Team Racing, where landing a jump or flip just right gains you a speed boost. When playing dirty just isn’t enough, you are going to have to rely on your racing skills to come up at top Road Warriors will arrive for iOS and Android on 3 August 2017.

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Tags: AndroidiOSRacingRoad WarriorsTurtleBlaze


Chrono Ma:gia to be released

Ahead of the release of its new TCG Chrono Ma:gia, game developer GungHo published a new video detailing the game mechanics. A number of cards which will be making its way to the final game is currently available for preview on the main site. Chrono Ma:gia will be released in both Japanese and English sometime in April 2018 for the Android and iOS platforms.

Chrono Ma:Gia is being produced and supervised by  Yamamoto Daike, the brains behind the hit game Puzzle & Dragons, so you know this is in good hands. In any case,  the video shows players having three fields for placing the creatures and cards they wish to deploy. Units comprising knights and dragons are at your disposal, as are spell cards that perform a variety of tasks such as buffs.

Cards aside, players will be able to recruit The Gifted, who are playable characters that have their own unique abilities that can alter the flow of the game. This adds a layer of depth as you will need to consider both deck composition and augmented abilities introduced by The Gifted.
For more information, be sure to drop by the official site.
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Tags: AndroidChrono Ma:giaGungHoiOSTCG


Final Fantasy XIV x Citizen collaboration watch available in Light and Darkness

Watch company Citizen has teamed up Square Enix’s MMORPG Final Fantasy XIV to release Light and Darkness collaboration watches. The Darkness model is priced at $384.99 while the Light model is priced at $339.99. Both watches are available right now.

Created under the careful supervision of the FFXIV development and operations teams.
The symbols of the Twelve, the benevolent deities found within FFXIV, appear between the indexes.
The LIGHT model is inspired by the Crystal of Light, featuring a translucent blue color on the mother-of-pearl dial and hands, which are shaped like crystals
FFXIV logo engraved on the watch back.
Watch crown features an engraving of the symbol of Azem.
Luminous hands glow in the dark.
Presented in a specially designed box.
Features light-powered Eco-Drive technology, eliminating the need for regular battery changes.

Created under the careful supervision of the FFXIV development and operations teams.
The symbols of the Twelve, the benevolent deities found within FFXIV, appear above the indexes.
The DARKNESS model is inspired by the Warriors of Darkness with an all-black case, dial, and band. The hands and indicies are accented with purple.
FFXIV logo engraved on the watch back.
The watch’s crown features an engraving of the symbol of Azem.
Luminous hands glow in the dark.
Presented in a specially designed box.
Features light-powered Eco-Drive technology, eliminating the need for regular battery changes.

You can purchase the watches yourself over on the Square Enix online store. Click here for the Final Fantasy XIV Light watch, and here for the Darkness watch. With the release of the Endwalker expansion for Final Fantasy XIV, the MMORPG was so successful, it had trouble keeping up with the growing number of players.

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Final Fantasy XIVPublisher: Square EnixDeveloper: Square EnixRelease Date: 2013-08-27mac os, Microsoft Windows, PlayStation 3, PlayStation 4, PlayStation 5, Steam
Take part in an epic and ever-changing FINAL FANTASY as you adventure and explore with friends from around the world.

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Tags: CitizenFinal FantasyFinal Fantasy 14Final Fantasy XIVSquare Enix


HoloEarth Gameplay Lets You Be A-Chan As You Punch Boars To Death For Materials

Last night, COVER Corporation dropped our first look at gameplay for HoloEarth , the upcoming Hololive MMO.

In a special pre-recorded video, Vtubers Shirakami Fubuki, Ookami Mio and producer “A-Chan” did a 1-hour preview for the game, letting fans understand more of what HoloEarth is supposed to be.

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Most surprisingly, it turns out from the gameplay that HoloEarth is actually a survival game a la Ark: Survival Evolved, where players will need to gather materials from the world by punching trees, animals and rocks.
You’ll also have a thirst and hunger meter, on top of your health which you’ll need to maintain if you don’t want to lose all your items on death.
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You’ll also be able to build structures with a fairly open system, where you can place walls and the like so you can make your structures with some degree of freedom.

The game also features a fairly simple combat system, against enemies like local wildlife as well as an enemy race that drops crafting materials when killed.
Characters
They didn’t show any kind of character creation menu, since all the models used were the official ones for Fubuki, Mio and even A-Chan. They’ve previously mentioned that they intend to have a more open avatar creation system, so in the final build of the game you won’t have to worry about 200 default Fubuki running around.
One thing they did show however was the emote menu, which features animated dancing emotes as well as static poses to be used with the game’s photo mode.
More To Come
The producer for the program (dubbed Producer U) stressed that this was an extremely early build of the game, and was just meant to show the basics of the game.
“The prototype you saw today contained only the bare minimum functionality required to be playable”, the note reads. They went on to say that the purpose of showing the game this early was to collect more feedback both from the talents of Hololive as well as the fans reacting to the gameplay video.

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Tags: HoloearthHololive


Guilty Gear Strive Second Beta Announced

Arc System Works has announced a second Beta for the highly anticipated Guilty Gear Strive, following the recent location test.

On their website, they confirmed the game would be available for the public from May 13th to May 16th. You’ll be able to start pre-downloading the client from May 7th, 10am  on your regional PS store.

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Sadly, just like previous betas, this one will be PlayStation-exclusive, so those waiting to try the game before buying it on PC will either need to have a Playstation or just wait for the game’s PC release.
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The announcement also gave plans plenty to look forward to, as Arc System Works showed off the newly reworked online lobby. The game is now using a lobby system more similar to games like Guilty Gear Xrd Revelator Rev 2, with Duel Stations set around the map for players to wait at, more akin to old arcades.
That being said, the Guilty Gear Strive Second Beta will include the recently announced Anji Mito and I-No, letting fans try out the full launch roster of the game ahead of its June launch.
Guilty Gear Strive’s first Open Beta went extremely well, with Arc System Works having gathered a lot of data regarding the positive feedback towards the game’s rollback netcode implementation, as well as the negative feedback to the game’s online lobby.

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Tags: ARC SYSTEM WORKSGuilty GearGuilty Gear -Strive-


Shining Force mobile game showcases first trailer

The recently announced Shining Force mobile game has showcased its first trailer, which you can check out below:

The mobile game is tentatively known as Shining Force: Heroes of Light and Darkness, with the trailer having both gameplay and story beats. Besides looking to have new characters, you’ll also find classic members Max, Bowie, Mae, and Sarah. Presumably, more will be joining in eventually, even if the story for the game is supposedly set 1000 years after the first games.

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At present, nothing has been confirmed about an English release, but RPG Site mentions that Hive has acquired the licensing rights to distribute the game in North America and Europe. Hive is South Korean developer Vespa’s Japanese subsidiary. 4gamer’s coverage appears to say that Hive’s distribution rights extends globally and the Asia region.
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The game is currently slated for release in the first half of 2022, with a beta test apparently also planned. For now, we can probably assume the test will be limited to the regions the game will release in. Planned to be a free to play title, it follows similarly in the vein of Bravely Default: Brilliant Lights and Echoes of Mana, console games getting new mobile spin-offs, hopefully further revitalizing the series.

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Tags: HiveSEGAShining ForceShining Force: Heroes of Light and DarknessVespa


PlayStation Studios Malaysia Worked On The Callisto Protocol

The credits to the recently released horror game The Callisto Protocol have revealed that individuals from Playstation Studios Malaysia worked on the game.

The comes from Resetera forum user brokenswiftie who found the names of around 150 employees from PlayStation Studios Visual Arts and PlayStation Malaysia in the credits of The Callisto Protocol.

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This is particularly interesting considering The Callisto Project is a multiplatform third-party game. According to PushSquare, PlayStation regularly loans out their studios for use in developing third-party games to assist in things like audio and visual development.
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Here are more details about the upcoming horror game:
“In this narrative-driven, third-person survival horror game set 300 years in the future, the player will take on the role of Jacob Lee – a victim of fate thrown into Black Iron Prison, a maximum-security penitentiary located on Jupiter’s moon, Callisto. When inmates begin to transform into monstrous creatures, the prison is thrown into chaos. To survive, Jacob must battle his way to safety to escape Black Iron Prison, while uncovering the dark and disturbing secrets buried beneath the surface of Callisto. Using a unique blend of shooting and close-quarters combat, Jacob will need to adapt his tactics to combat the rapidly evolving creatures while scavenging to unlock new weapons, gear, and abilities to outrun the growing threat and escape the horrors of Jupiter’s Dead Moon.”
Go to top
The Callisto Protocol comes out today (December 2nd, 2022) for the PS4, PS5, Xbox One, Xbox Series X|S, and PC via Steam.

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Tags: Krafton IncPlayStation Studios MalaysiaStriking Distance StudiosThe Callisto Protocol


WWE 2K20 soundtrack announced!

Details for the WWE 2K20 soundtrack have been announced! The curated list is sure to appeal to all tastes in the WWE universe. The 12 track list includes hip-hop, hard rock, punk, metal, electropop and alternative/indie rock.

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The full track list is as below:

Banks – “Gimme”
Barns Courtney – “99”
Bring Me The Horizon ft. Dani Filth – “Wonderful Life”
Grandson – “Stigmata”
Lil Uzi Vert – “XOTour Llif3”
Motley Crue ft. Machine Gun Kelly – “The Dirt”
Muse – “The Dark Side”
Poppy – “METAL”
Saweetie – “Icy Girl”
The Black Keys – “LO / HI”
The Misfits – “Hybrid Moments”
Watt ft. Post Malone – “Burning Man”

You can listen to them all on Apple Music!
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WWE 2K20Publisher: 2K GamesDeveloper: Visual ConceptsRelease Date: 2019-10-22Microsoft Windows, PlayStation 4, Xbox One
It's time to get back in the ring! Be the champion you know you can be!

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Tags: 2K GamesBanksBarns CourtneyBring Me The Horizon ft. Dani FilthGrandsonLil Uzi VertMotley Crue ft. Machine Gun KellyMusePoppySaweetieThe Black KeysThe MisfitsWatt ft. Post MaloneWWEWWE 2K20


Fate/EXTELLA LINK confirmed for early 2019 in Europe and Australia

Marvelous Europe has announced that Fate/EXTELLA LINK will be released in Q1 of 2019 in Europe and Australia. The game will be available on the PS4, PS Vita, Nintendo Switch and Windows PC via Steam.

In addition, Marvelous Europe announced two special limited edition versions for the PS4 and Nintendo Switch. They are titled Emperor of Paladins Edition and Joyeuse Edition. Both contain a plethora of collector items for fans.

Alongside the game, the Joyeuse Edition comes with a soundtrack CD, a pack of 10 collectible cards depicting each new Servant, a 43.1cm by 60.9cm cloth poster and a 7.6cm by 11.4cm acrylic diorama. On the other hand, the Emperor of Paladins Edition includes the same content and a beautiful set of “Holy Tile of the Moon” Mahjong tiles featuring characters from the Fate/EXTELLA franchise.

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Fate/EXTELLA LINK continues directly after the previous installment, Fate/Extella The Umbral Star. The sequel adds 10 new servants, increasing the roster to 26. In this game, players will battle through armies of enemies throughout the virtual world of SE.RA.PH. Furthermore, players on the PS4 and Nintendo Switch can participate in a four-on-four battle online. Additionally, players have a base camp where they can freely explore and bond with their servants.
A digital and physical version of the game will be available for the PS4 and Nintendo Switch. On the other hand, the PS Vita will only receive a digital version. Publishing partner XSEED Games will release the worldwide digital version for PC via Steam. The Joyeuse Edition

At the moment, the limited editions are not available for pre-order yet. However, fans can keep an eye out for the availability at the their official site. For more info on their other products, check out their official site, official Facebook page and official Twitter page.

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Tags: Fate/EXTELLA LINKMarvelous EuropeNintendo SwitchPCPS4Steam


GamerBraves Newsletter vol. 68 – Starters, Birds and Bugs: The Many Archetypes of Pokemon

25 years later and there’s I still believe there are few video game characters as well designed as the Pokemon. With Pokemon Scarlet and Violet about to launch, we’ll have a whole new roster of Pocket Monsters, each beloved in their appearance and bound to be someone’s favorite.

While each generation of Pokemon is creative in its own way, you can see certain design archetypes that reappear in every new generation. That isn’t to say Pokemon is being lazy either. These designs not only look unique from one another but actually play an important role in the design of the games, particularly in the earlier titles.

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For example, there’s the starter pokemon. The very first Pokemon you receive in the game, the starter Pokemon are some of the most iconic critters in the franchise. They come in three varieties: Grass, Fire, and Water starting with Bulbasaur, Charmander, and Squirtle all the way back in Gen 1. Other than giving you your first Pokemon, the starters are important because they teach new players the most important aspects of Pokemon: type advantages. To find out more, consider subscribing to our newsletter. You can read the full article for free just by putting your email address in the box below:
Give it a read and let us know what you think! There will be new newsletter feature articles regarding various topics surrounding video games, entertainment, and more every week
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Tags: GamerBraves NewsletterPokemonPokemon Scarlet and Violet


Genshin Impact repository GenshinData gets DMCA takedown “despite not hosting leak content”

GenshinData, a repository of Genshin Impact resources, has been issued a DMCA takedown apparently by Hoyoverse, according to host Dimbreath. The notice can be read through this pastebin, with private information redacted out.

As Dimbreath puts it, the DMCA takedown of GenshinData will be affecting a fairly extensive list of other websites and projects which have been utilizing the data compiled within the repository’s GitHub either directly or indirectly. You can read Dimbreath’s full letter below:

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A lot of Genshin tool and website developers use GenshinData, a free library of extracted in-game information that I maintain. This project has been the foundation for hundreds of community-driven projects throughout the last 2 years.
GenshinData’s GitHub repository has recently received a DMCA takedown notice requesting its removal, allegedly from miHoYo / Hoyoverse. The goal of this post is to inform people, whether they’re directly or indirectly affected, creators and users alike.
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GenshinData is a project that I maintained which provided the game data of the latest live version of Genshin (meaning no beta or unreleased content), transformed into a format that people could use for their own projects. It has served as a resource of reliable data for guide creators, youtubers, wiki contributors and developers that build their own websites, Discord bots, or APIs with the data. I’ve been managing it since the release of the game in 2020 for every single patch until the current version.
Mihoyo is well aware of GitHub projects, including GenshinData. They have taken down other projects that I’ve started after this one (such as a similar repository with the data for their other game, Honkai Impact). It is understandable for Mihoyo to patrol GitHub for various repositories – projects such as those involve creating cheats should not be allowed to exist. But GenshinData is not one such project. It is simply a collection of data from the live game.
I am not sure of the reasons why they’ve decided to suddenly take this action after two years. I personally think this is one of the most harmful things they could’ve done to content creation and the community that uses said content.
I will proceed to comply with their request after publishing this letter and after that I will decide the next steps forward on whether it’s worth seeking advice and how.
On this same thread I will link a few projects that I reached out to that use or used the content from this project and share my sentiments. All of them were asked for permission with the exception of Fandom / Wikia, as it’s a public community resource. If your project is not listed here and uses or used this repository, or any project that adapts the data of this repository, feel free to comment on my replies and I’ll try to add them.
Dimbreath would like to stress that the repository has never hosted leaks, but the repository will be down regardless in order to comply.
There are fans rallying against this takedown, claiming things such as:

Developers being actively hostile towards players and not improving the game experience
Developers being “petty” due to being unable to prevent leaks
Developers implementing their in-house systems and “don’t want competition”

As mentioned, there are other sites that use the data from the GenshinData repository, but it’s unclear when, if ever, the rest of them will also be issued DMCA takedown notices, or where they would get their own data for their iteration of the resources.
The takedown is certainly within Hoyoverse’s right since it is still their intellectual property, but it doesn’t mean the legality of it would make fans any more content with the situation. Don’t be surprised if external sites do get taken offline if Hoyoverse really decides to crack down.

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Tags: Genshin ImpactHoyoversemiHoYo


Park Beyond Reveals New Gameplay Trailer Ahead of Closed Beta Test

Park Beyond will be having a closed beta test on the 9th of May and publisher Bandai Namco is further promoting the game with a new trailer of the game’s management system.

Here is the full PR that was sent from Bandai Namco with more details about the game:

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SINGAPORE – 19 April 2023 – With the Closed Beta Test approaching and the release of the game on 16 June, it’s time for players to get to know more about the intricate mechanics involved in creating and managing a park in Park Beyond.
After discovering the campaign of the game, its colorful cast, and the mind-boggling concept of impossification, this new trailer will dive into all the possibilities and resources at the hands of the players to make their business a success. How do shops and their inventory work? What are the visitor’s needs? How about the staff? All in-depth management functions are accessible in specific tabs to keep an eye on, for a safe, fun, and profitable park!
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Creativity is also in the spotlight using your imagination and the thousands of assets provided in Park Beyond. Players looking to make their inspiration come to life, can access the Sandbox mode, create a custom game and get to work with building and decorating. Each creation can be saved and reused in future parks and contributes to the atmosphere with customized colors, light, and even music! The layout of the land is also under the players’ control with terraforming and tunneling giving an extra dimension to the parks and even rides.
Management magnates, creative visions, or a bit of both, all playstyles can thrive in Park Beyond.
Start planning your dream park by watching the trailer here:

Digital pre-orders are open on Bandai Namco Entertainment Asia’s e-store!
Park Beyond will release on 16 June 2023, for PlayStation 5, Xbox Series X|S, and PC via STEAM.
Register now for the Closed Beta Test starting on the 9th of May.

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Tags: Bandai Namco EntertainmentPark Beyond


[GameStart 2018] Disney Epic Quest – the first Disney mobile game for Southeast Asia announced

We got some good news for the fans of Disney and Pixar from GameStart 2018! goGame and The Walt Disney Company Southeast Asia has officially announced Disney Epic Quest, an action-packed original mobile title that brings Disney and Pixar characters together!

As the first Disney mobile game to debut in Southeast Asia, it is an action RPG where players will assemble a squad of 3 Disney and Pixar characters to defeat a virus that infected the Digital Kingdoms. Plenty of popular characters from Big Hero 6, Pirates of the Caribbean, The Incredibles, Wreck-It-Ralph, Mickey Mouse and more will be available at launch.

The character line-up for the game!
The gameplay is simple yet hard to master, casual players can enjoy the simple hack-and-slash combat, while hardcore fans can learn to master the skills and strengths of every character. Players will be able to recruit and upgrade their squad of characters. Players can also customize them with gear and skins, where there will be original costumes for Mickey, Donald and Goofy created exclusively for the game.

There will be 4 modes for the game as well – Story, Showdown, Multiplayer Co-op and PvP. The Showdown mode allows players to face off against infected Disney and Pixar villains, while the Multiplayer Co-op supports up to 3 players playing together in real-time battles.

Disney Epic Quest will launch in 2019 in Southeast Asia for both Android and iOS. Even though it is launching for Southeast Asia first, you (global fans) can still pre-register the game at their official website to be notified when the game is available in your region!

 Pre-register now!

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Tags: AndroidDisneyDisney Epic QuestGameStart 2018goGameiOSMobilePixarThe Walt Disney Company


Fourth War of the Visions: Final Fantasy Brave Exvius trailer goes live

A new three minute-long trailer for War of the Visions: Final Fantasy Brave Exvius has just gone live, and we learn more about Square Enix’s upcoming release for the Android and iOS platforms.

We learn about the inclusion of the guild system, which is rather self-explanatory. You will be able to team up with your fellow guildies to go on the various multiplayer modes.

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Moving on we have the duel mode which is essentially the PVP in War of the Visions: Final Fantasy Brave Exvius. Nothing too detailed here other than the fact that you will be engaging against head-on battles with other players in either the arena or multi-battle modes.
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Lastly you have chocobos that you can field to gather items, so if you ever find yourself short on ingredients, you can count on your feathered friends to acquire them.

The trailer does not show much else, so we do expect a couple more to drop as we head towards it release. Until then hang on tight and stay tuned.
Remember to check out our previous coverage on the game and their official website!
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War of the Visions: Final Fantasy Brave ExviusPublisher: Square EnixDeveloper: Square EnixRelease Date: 2019-11-14Android, iOS
In the latest work of the FINAL FANTASY BRAVE EXVIUS series, experience a battle that has remained unknown in the world of FFBE...until now.

Characters from past FINAL FANTASY titles will be included!

Twin princes and the beautiful steel maiden—
The War of the Visions begins!

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Tags: AndroidiOSRPGSquare EnixWar of the Visions: Final Fantasy Brave Exvius


Samsung Galaxy Note 9 Review – Top tier specs comes in a top-tier price

The Samsung Galaxy Note series has been one of the best high-end smartphone series, famous with its premium design and powerful features (especially the signature S Pen). Now Samsung has brought their latest entry to the series – Samsung Galaxy Note 9 to Malaysia, and we are lucky to be able to get our hands on it. Check out our Samsung Galaxy Note 9 review below to know how we feel about the new beast!

Design and Display
Undoubtedly, the Note 9 is beautiful in its refined design. It features the 6.4-inch Quad HD+ Super AMOLED Infinity Display – a near bezel-less, edge-to-edge screen on the front, while the rear camera seamlessly blends into the back on top of the fingerprint sensor. The design is all good, however, the fingerprint sensor is having a small target area, yet it is located too close to the camera (a bigger target area would be a better design).

Other than the usual volume button and power button, there is also a Bixby button located at its left side. While on the bottom, it has a headphone jack, a USB port and of course, the S Pen. There are 4 colour options for Samsung Galaxy Note 9 – Midnight Black, Metallic Copper, Lavender Purple (not available in Malaysia) and Ocean Blue. They come with a matching S Pen except for the Ocean Blue version, which it comes with a bold yellow S Pen.
The Note 9 is taller and heavier than its predecessor (Note 8), it is 161.9mm tall and weights at 201 g. It might be a little dangerous to hold it with one hand or bring it around in your pocket, so handle it with care!
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Samsung Galaxy Note 9 Main Specifications

Size:

Galaxy Note 9: 161.9 x 76.4 x 8.8 mm
S Pen: 106.37 x 5.7 x 4.35 mm

Weight: 201 g (3.1 g for S Pen)
Color: Midnight Black, Metallic Copper, Lavender Purple, Ocean Blue
Display: 6.4″ Quad HD+ Super AMOLED
Resolution:  2960 x 1440 pixels
AP:  Samsung Exynos 9810 10㎚ 64-bit Octa-Core Processor
OS: Android 8.1 (Oreo)
Memory:  6GB / 8GB RAM + 128GB / 512GB ROM + MicroSD slot up to 512GB
Camera:

8 MP Front Camera
12 MP + 12 MP Dual Rear Camera with Dual OIS

Battery: 4000 mAh with fast charging compatible on wired and wireless

Camera
Builds on Samsung’s industry-leading camera technologies, the Note 9‘s camera doesn’t disappoint. It is having a 12MP Dual Aperture lens + a 12MP telephoto lens on its rear with advanced noise reduction technology that allows you to take crystal-clear shots no matter the lighting conditions.
The camera is smart, it uses AI-technology to identify the scene or object and instantly optimize them for lifelike images. It also features flaw detection that detects any flaws such as blinks or smudged lenses then notifies the users to reshoot with a popup message. Plenty of camera modes including the Super Slow-Mo (up to 960 FPS) and Hyperlapse are featured in the Note 9 too.

It has an 8MP selfie camera, which it comes with an autofocus. There is an AR emoji mode where you can create an avatar using your face and personalize it with different outfits or accessories. You can take a selfie or video using your avatar or send a range of animated stickers to your friends! Well if you don’t want to use your avatar, there is a ton of different stickers and animated characters (including Frozen and Mickey Mouse) for you to play around as well.
Performance and Battery
We are having the Samsung Exynos 9810 processor along with 6GB RAM on our Samsung Galaxy Note 9, and it is capable to deliver high performance on both multitasking and gaming. We tried a few games in their best graphics and framerate settings including Fortnite, PUBG Mobile and Asphalt 9: Legends, fortunately, there is no lags or long loading times yet.
Fortnite
Although 128GB ROM + microSD up to 512GB on the Note 9 we get is already more than enough for a ton of apps or entertainment stuff, you can choose the 512GB ROM version for up to 1TB storage in total. Its stereo speakers come with the Dolby Atmos feature too, which offers you a theatre-like and immersive 3D experience in entertainment or gaming.
Asphalt 9: Legends
In addition, it packs a massive 4000mAh battery, allowing you to enjoy gaming for plenty of hours or all-day of normal usage. Even though your battery is running out, you can charge it back up quickly thanks to the fast charging technology (both wired and wireless).
Samsung DeX, Bixby and S Pen
The Note 9 delivers a PC-like experience with Samsung DeX too. Connect your Note 9 to a monitor, and you will be able to work on presentations, edit photos or watch your favourite show all on a big screen. It can even serve as a second screen or trackpad when connected to a monitor.

Of course, Note 9 comes with the personalized intelligent assistant Bixby. You can call Bixby by voice, or press the Bixby button on the left side of the device. While the signature S Pen is now featuring the Bluetooth Low-Energy (BLE) support, which you can take selfies and group pictures, change slides, pause videos and more just by simply pressing a button.
Conclusion
With the top-tier specs such as the Infinity Display, industry-leading cameras, powerful processor and a massive battery, you can expect its price to be on top tier too. Arriving in Malaysia from 24 August, it costs RM 3699 (128GB) and RM 4599 (512GB).

In my opinion, it is not as overpriced as some of the others said, but considering our tight budget to spend on smartphones, it might be something that most of us couldn’t afford. However, if your budget is enough, Samsung Galaxy Note 9 is worth the money. For more information, you can visit the official site.

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Tags: AndroidMalaysiaMobileReviewSamsungSamsung Galaxy Note 9Samsung Galaxy Note9


New Story information for Tales of Crestoria

Tales of Crestoria don’t have an exact release date yet, but it is confirmed that it will come to both iOS and Android in 2019.

In the recent official developer blog, Tagawa the producer of Tales of Crestoria answers some questions related to the story of game.

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Why not work on a story with ONLY new characters?
This is the first “Tales of” game coming to smartphone. And it will be picked up cassually by all the “Tales of” series fans, as well as new players who are not familiar with the IP. We created the story to make it enjoyable for both fans and newcomers.
We created the story in a way that new players that are not familiar with the IP can still pick up the game easily. We also take the chance and let new players to learn about series characters.
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Crestria’s scenario can be roughly classified into two.
Main story
The main character “Kanata” meets his friends, and the relationship and story between them will grow from scratch.

Gaiden story
A new story drawn by “friends” who help the adventures of Kanata on the way, outside the main story.
“Main Story” is the typical “Tales of” story setting. The main protagonist Kanata will be the center of the story.

Our new and interesting attempt on the Gaiden Story will let players explore the story setting outside of the main storyline. There will be a ot of compelling story and dramas that our main character do not know.
Tales of Crestoria will have a global version, and will have a lot of Tales Series feature in the game.
 Download

Tales of CrestoriaPublisher: Bandai Namco EntertainmentDeveloper: Bandai Namco EntertainmentRelease Date: 2020-07-17Android, iOS
Live. Even if it's a sin.

TALES OF CRESTORIA is a brand-new Tales adventure for mobile! Step into this epic anime RPG game set in an original Tales series world, featuring a dramatic storyline and brand new characters! Experience this anime/manga adventure as Kanata and his allies fight to survive through the fantasy world of Crestoria while bearing the weight of their past sins.

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Tags: AndroidBandai Namco EntertainmentiOSJRPGTales of Crestoria


Another battle-royale mobile game – Hopeless Land starts Android beta

There’s already so many battle-royale mobile games released in the stores now but seems like the trend never stops. HERO Game has recently launched an Android open beta for their battle-royale mobile shooting game – Hopeless Land too, you can now find the game on Google Play Store!

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Hopeless Land is having a massive 8km x 8km map that allows more than 120 players from different countries and regions to fight in one survival game together. Different from the other battle-royale mobile games, it features various special Asian architectures in the battleground. Besides, you can even drive helicopters and experience air-to-land battles.

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Don’t worry if you don’t own a smartphone with good specifications, as Hopeless Land only requires a low device requirement. The controls are easy too so everyone can get started and improve themselves quickly. The game (beta version) is now available for Android, you can also visit their official Facebook for more information.

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Tags: AndroidHero GameHopeless LandiOSMobile


Unique puzzle game CookieRoute available on iOS and Android

digitagames’ puzzle game hybrid CookieRoute is now available on iOS and Android. Connect the panels with cookies, while also fulfilling the various missions on a stage by stage basis. There will be hurdles too, so watch out! Once you’re done connecting the cookies, you can use them as ingredients to bake cookies that you can then sell!

CookieRoute lists the following features:

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Fascinating and unique gameplay with huge selection of stages having more being added on for the future updates, multiple difficulty levels ranging from easy to hard are designed throughout the stages to keep the gameplay as intense and enticing as possible for the wide range of public.
Numerous stunts and hurdles from ghost tricks to oscillating fans and hovering clouds etc, keeping you miles away from the concept of boredom and taking the gameplay experience to a whole another level.
Top rankings and rewards can be achieved by completing the stages, clearing all the given missions will help skyrocket your score and will also help you earn ingredients to bake cookies which will trigger your sales ranking to get higher on the list.
Countless bounties are waiting anxiously at the verge of the gameplay to become part of your success from login bonuses to present boxes, fortune roulette and whatnot, that pop up from time to time. variety of free items can be won through random game challenges which can help ease the gameplay to some extent. also unlocking certain levels will get you valuable freebies.
Cookie Route encourages logical thinking and creativity throughout the gameplay, inspiring players to compete with their friends and challengers to get on top of the ranking list.
Shop has some interesting and valuable deals to get you all sorted out in case you get stuck somewhere down the road and need desperate help. game can be synced through devices quite easily.

0x0ss-P30x0ss-P3-30x0ss-P3-20x0ss-P3-1
Give CookieRoute a try on your preferred platform, be it Android or iOS!
 Download

CookieRouteDeveloper: digitagamesRelease Date: 2020-03-25Android, iOS
This stunning puzzle adventure will leave you craving for more and more as you go through the stages, the addiction and intensity to clear the stages while completing the missions is so overwhelming.

Connect the falling down cookies in a correct order to make a perfect route to get that mesmerizing stage clear feelings. connect the cookies wisely to keep up with the falling pace and direction of cookies which differs for every individual stage or cookie respectively, there are number of hurdles and stunts throughout the stages to keep you surprised and focused, be ready to get bestowed with valuable diamonds, rankings and many other useful goodies.

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Tags: Cookie RouteCookieRoutedigitagames


Ace Racing Turbo soft-launched in selected countries

Another racing mobile game with extreme mind-blowing visuals, Ace Racing Turbo is now soft-launched! Mobile users from Australia, Germany, and the Philippines will be able to get it now on their mobile stores. The game entered beta stage last April, you can find couples of gameplay videos online.

The game combines impressive visuals and sound with breathtaking gameplay. You will get to pick and tune your car to perfection from more than 25 cars coming in 6 unique car classes. The game is featuring some unique world settings too, with 20 race tracks available. You can also take part in a selection of hardcore challenges, or race for the World Cup! Here is one of the gameplay video I found:

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https://www.youtube.com/watch?v=BtRHTjAULfk
The game sounds like an interesting racing game combo with its simulation and arcade-style racing. Give it a try if you like racing games!
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Source: toucharcade

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Tags: Ace Racing TurboAH GamesAndroidiOSMobile


Bondee Has Plans For NFT Integration After You’ve All Downloaded It

Overnight trending fashion app Bondee has plans for NFT integration, according to its own privacy policy.

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While the Singapore-based app has seen popularity for its ability to customize avatars and show them off to friends, the usual red flags of an NFT game are all there- particularly on its acting like it’s the first app to let you virtually communicate with your friends.
One skeptical user, Burhan, dug through the app’s Privacy Policy and found what anyone following NFT games had suspected all along- the app’s plans to retrofit NFTs at an unspecified date.
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The document makes repeated mention of trading your NFTs with your friends, like this one with regards to Data Collection:
You can create a blockchain-based wallet on the public blockchain within the Platform, purchase B-Beans by using fiat currency; and then use such B-Beans to purchase NFT products publicly available on the Platform for yourself or your friend. Your NFT products will be stored in your blockchain-based wallet by using the blockchain technology. We will collect data generated during the aforementioned purchases, including wallet balance, B-Beans order information, and NFT order information. Please note that your wallet mnemonics phrase, private key, wallet password and other private data will only be stored on your local device, and we are not able to access such data.
Considering any customization-based app is just a giant list of settings, it’s easy to see where the NFTs will fit in- certain “unique” items will likely only be available as NFTs, and the fiat-driven B-Beans will likely be used to buy cryptocurrency, just like in Ni No Kuni.
Similarly, the game’s feature of letting you send your avatar sailing will probably include some mechanism for generating the cryptocurrency stand-in, just like games like MIR4.
We’ve reached out to Bondee for comment on the NFT implementation, and will update accordingly if they respond.
It should be noted that Bondee isn’t the first app to try this strategy- Netmarble infamously retrofitted NFTs into Ni No Kuni Cross Worlds, with mixed success.
NFTs have been a contentious subject in the gaming industry, as multiple companies keep trying to insert them into games- often being met with indifference at best and pushback at worst.
The fact that so many of them go to lengths to hide their usual buzzwords is where the ethical line gets drawn- you wouldn’t hide a feature in your product unless you knew people didn’t want it.

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Tags: BondeeNFTs


Rampage: AR Unleashed – an AR app that let you summon Rampage monsters to our world

Our world is getting dangerous now! We have just got Ghostbusters World and The Walking Dead: Our World which will “bring” ghosts and zombies to our world and now, Warner Bros. has announced Rampage: AR Unleashed to promote the upcoming Rampage movie too!

The gameplay is really simple, you only need to scan your surroundings and click on your preferable monsters (George the gorilla, Ralph the wolf or Lizzie the alligator) to summon them. You can also adjust their size and record a short video of all the beastly action.

Check out the new Rampage promotion poster incorporating the AR game:

Rampage will be playing in cinemas starting from 13 April so make sure you mark down the date and check out these animals in action!
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Tags: AndroidARiOSMobileRampageRampage: AR UnleashedWarner Bros.


Valiant Force to be updated with new job, new race

Singapore-based game developer XII Braves has posted updates for their mobile strategy RPG title Valiant Force. With the game already live in our neck of the woods, a new hero type in the form of a summoner, and a new elf new race will soon be added into it. Furthermore, big updates for guilds have also been confirmed.

The Guild Raid (PVE) and Guild Conquest (PVEVP) will certainly spice up gameplay, while facilitating a pseudo co-op environment. For the uninformed, Valiant Force plays like a turn-based strategy game, where you move your heroes like chess pieces on the playing field. Attacks aside, heroes have a variety of skills at your disposal.

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The summoner job class
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I’m angry! ANGRY ABOUT ELVES!
The game is still fairly at its infancy, but if the developers update it consistently, Valiant Force is going places.

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Tags: AndroidiOSStrategyValiant Force