Gaming

Home Gaming Page 261

Open World Dress Up Game ‘Infinity Nikki’ Gets New Trailer With Closed Beta Sign Ups Now Live, Pre-Registrations Also Available – TouchArcade

0
Open World Dress Up Game ‘Infinity Nikki’ Gets New Trailer With Closed Beta Sign Ups Now Live, Pre-Registrations Also Available – TouchArcade


Another mobile reveal from Gamescom Opening Night Live 2024 was the latest trailer for the open world dress up game Infinity Nikki (Free) from developer Papergames. This was announced for mobile and PC a little while ago, and was also confirmed for PS5 which seems like the home for free to play games these days on the console side. The newest reveal for Infinity Nikki includes a trailer and also pre-registrations going live. The full game for Infinity Nikki will also have English voice over and the German localization is available for those to try out at the Gamescom showfloor. Sign-ups for the global Closed Beta Test are also now live. Watch the newest trailer for Infinity Nikki below:

Infinity Nikki will launch with text support for English, Chinese (Simplified), Chinese (Traditional), Japanese, Korean, German, French, Thai, Spanish (Latin America), Portuguese (Brazil), Italian, and Indonesian. Audio support will be available for English, Chinese (Simplified), and Japanese. If you’d like to sign up for the closed beta, you can do so here. A release date has not been announced so treat the date listed on the App Store page as a placeholder for now. You can pre-order Infinity Nikki on the App Store for iOS here and on Google Play for Android here. Pre-registration for console is not live yet. As a different premise than usual for an open world game, I’m curious to try this one on iOS and PS5. What do you think of Infinity Nikki so far?



Source link

Zenless Zone Zero, Honkai Star Rail, and Genshin Impact See New Announcements and Trailers – TouchArcade

0
Zenless Zone Zero, Honkai Star Rail, and Genshin Impact See New Announcements and Trailers – TouchArcade


During Gamescom Opening Night Live 2024, HoYoverse had reveals and new information for each of its main games. Genshin Impact (Free) will see its major 5.0 update release next week bringing in the brand new region and much more. For Genshin Impact, HoYoverse’s big reveal was that it is coming to Xbox Series X on November 20th. Alongside this news, a new look at Natlan was also revealed in the Gamescom 2024 trailer for Genshin Impact. Watch it below:

Zenless Zone Zero (Free) just had its major 1.1 update launch, the first big one for the game since launch, and Gamescom 2024’s trailer had a tease of the new region coming in version 1.2. This will be the base for the next chapter of the Zenless Zone Zero story. The trailer also highlighted some of the Zenless Zone Zero 1.1 characters. Watch it below:

Honkai Star Rail (Free) had a trailer showcasing Feixiao, who is joining the game in the near future. Feixiao is a female warrior from the Xianzhou Yaoqing who will be added to Honkai Star Rail in version 2.5. The trailer also had new information about the upcoming Honkai Star Rail Fate/stay night [Unlimited Blade Works] collaboration. Watch it below:

You can grab Genshin Impact on the App Store for iOS here and on Google Play for Android here. The PC version is available on the official website here and the Epic Games Store. It is coming to Xbox Series X on November 20th. Grab Honkai Star Rail yet for iOS here, on Google Play for Android here, and here on the Epic Games Store in addition to its regular PC version. Check it out here on PS5. You can download Zenless Zone Zero on the App Store for iOS here and on Google Play for Android here. Check out the links to the PS5 and PC versions here. What do you think of HoYoverse’s reveals?



Source link

Top 5 Best Rush Royale Ivy Deck, Tips & Stats

0
Top 5 Best Rush Royale Ivy Deck, Tips & Stats


Hi guys, I will show you the complete guide to using the new Ivy card. In this article, we will share Ivy Deck, attack speed, ability, and more. In the Rush Royale version 7.1 update, developers have introduced Ivy along with Gargoyle cards & other exciting features.

so without further ado let’s get started and Learn How to play Ivy in Rush Royale.

Rush Royale Ivy Deck

lvy
Thunderer
Crystalmencer
Vampire
Frost

This Ivy deck is a very good choice for low-level players and they easily win with this Ivy Deck. This deck has only 1 Legendary card. Ivy Throws seeds that periodically deal damage. This damage increases with each noxious flower on a monster.

When an enemy dies, its flower explodes, poisoning adjacent monsters and dealing damage based on the max number of noxious flowers on the monster.

For bosses, we have Thunders and Crystalmancer, and the Frost card will help by slowing down the enemy monster. Phone Cat, a YouTuber, also used this Rush Royale ivy deck.

Rush Royale Ivy Guide

Unit Type: Debuff
Faction: Forest Alliance
Target: Max health

Ivy uses seeds to infect your adversaries, focusing on the enemy with the most health. The seeds deal periodic harm to the adversary, which increases with each subsequent strike from Ivy.

Ivy moves on to a new target once the maximum quantity of seeds has been achieved. When an infected enemy dies, it bursts, poisoning neighboring monsters and inflicting damage proportional to the level of infection.

It is advantageous to have multiple Ivys on the table at the same time, as this will demolish opponents and weaken mini-bosses. After that, the poisoned adversary will be easily dealt with by your main DPS pawn.

Ivy attack the target with the highest health. Ivy changes if the target has already been infected with 40 seeds. targets.
Ivy infects the target with her toxic seeds. the Toxin impact, which causes damage on a regular basis. Each seed on a monster increases the amount of damage it does. The maximum total number of seeds is 40.
The toxin impact isn’t present. It will eventually expire, but it can be neutralized. Ivy, in addition to infecting monsters with her venom, makes them explode when they die. The blast damage grows with the number of seeds on a monster.

Rush Royale Ivy Deck

Archer
Lvy
Ice Mage
Vampire
Plague Doctor

Boreas Shaman Ivy Deck

Ivy
Shaman ( The Monster )
Mime
Boreas
Harlequin

That is all we have for the Rush Royale Ivy cards, We will update this page with more Rush Royale Ivy Decks.



Source link

SwitchArcade Round-Up: Reviews Featuring ‘Sam & Max: The Devil’s Playhouse’, Plus the Latest Releases and Sales

0
SwitchArcade Round-Up: Reviews Featuring ‘Sam & Max: The Devil’s Playhouse’, Plus the Latest Releases and Sales


Hello gentle readers, and welcome to the SwitchArcade Round-Up for August 20th, 2024. In today’s article, I’ve got a couple more reviews for you. I’ve got my take on the lovely remaster of Sam & Max: The Devil’s Playhouse, plus my thoughts on the rather messy Elrentaros Wanderings. Then there’s one new release to check out, plus the usual lists of new and expiring sales. Not a very busy day today, but that works out well for my schedule. Let’s go!

Reviews & Mini-Views

Sam & Max: The Devil’s Playhouse Remastered ($19.99)

Ten years ago, you would never have expected things to end up the way they did for Telltale Games. Having just wrapped up The Wolf Among Us and The Walking Dead: Season Two, the adventure game publisher seemed like it was nigh unstoppable. Just a few years later, everything fell apart. And here we are in 2024, happy to see any of those pieces picked up and made available again. For all of Telltale’s problems, there was really something to the games it released. Adventure games were finally part of the popular conversation again, and it was in no small part thanks to Telltale’s work.

That’s why I’m happy to see what I feel is the heart and soul of Telltale Games fully available on Switch via this release. To a great extent, Sam & Max Save the World brought Telltale into the eyes of many players. The follow-up, Sam & Max: Beyond Time and Space kept the ball rolling. The last of the trilogy, Sam & Max: The Devil’s Playhouse feels in some ways like the end of a particular era. Scant months later, Back to the Future: The Game would launch its first episode, and it laid down the track that Telltale would drive on for the next several years. Big licenses, a focus on character relationships, and less of a focus on traditional puzzle-solving. Nothing wrong with that, of course. I just happen to like what Telltale was up to before that.

So, Sam & Max: The Devil’s Playhouse. The first two Sam & Max seasons from Telltale came off like the developer was trying to find its feet. Good, to be sure. But sometimes lacking in confidence, and the games seemed to be put together on a shoestring budget. The Devil’s Playhouse was different. The writers were clearly comfortable with these characters enough to take them places. Telltale had sharpened its skills significantly and had more money to put into projects. It shows. The story here is excellent. Irreverent, funny, and smart the way you would hope a Sam & Max game would be, but with a slightly darker tone that adds a bit of spice. The puzzle design is refined without being toothless. The locations you visit are well-realized. The last episode (remember episodic games?) doesn’t quite stick the landing, but it’s hard to be too upset about it given the quality of the rest.

This Remastered version follows in the footsteps of the last two. In cooperation with members of the original team, the visuals have been enhanced in a number of ways. The lighting is more interesting, the lip-flap is better, and there have even been some adjustments to the cinematography. It’s not too strong by any means, maintaining the feel of the original release. It’s Sam & Max: The Devil’s Playhouse as you perhaps remember it, not how it actually was. I’ve been quite pleased with how these remasters have been handled thus far, and I didn’t expect the team to drop the ball here. A fine job all-around, one the whole team can be proud of.

Out of all the things that could be salvaged from the defunct original form of Telltale Games, the Sam & Max trilogy was just about the highest on my list. Now, with this excellent remaster of The Devil’s Playhouse, that job is complete. If you’ve never played a Sam & Max game before, feel free to slide on in with Sam & Max Save the World and see it through to the end of The Devil’s Playhouse. It’s quite the wild ride. If you have played these games before, the enhanced presentation might just convince you to go for a replay. They quite literally don’t make them like this anymore.

SwitchArcade Score: 4.5/5

Elrentaros Wanderings ($39.99)

Sometimes it feels like a game is just a few smart tweaks away from greatness. And then there are games like Elrentaros Wanderings. The basic premise is solid enough, and one that gets the engine running when you find out this game is from Rune Factory’s creator. You’re an amnesiac wanderer who comes across the town of Elrentaros. The people there are friendly, if a little one-note, and they have all kinds of work for an adventurer like yourself. Dungeon work, mainly. As time progresses you can get closer with the townspeople and deepen your bonds with them. So far, not so unusual. But then you beat a boss, and suddenly you’re in a school setting in modern Japan. All the townspeople of Elrentaros are there, but they’re acting differently and don’t seem to know you. What is going on?

That’s a good hook. Good enough to keep me happily playing despite how tired I was getting of running the uninteresting dungeons again and again, trying to complete objectives and get my gear in shape. Bored of seeing the same enemies, just in a new color palette. If I beat that next boss, I can move towards resolving this mystery. If I keep talking to these uninteresting townspeople, maybe I can see where this all goes. I wish I could say it was worth it in the end, but it wasn’t. A decent story, but not one worth the slog of playing through this game.

Anyway, the basic loop here follows a fairly standard looter dungeon crawler template. Dive into the dungeon, battle enemies, get some new gear, dive in again, and so on. There are multiple dungeons to tackle here that each culminate in a boss battle. What’s different here is that powering up your character is more a matter of completing particular tasks in each dungeon and reaping the rewards. You won’t know what those tasks are on your first run, and you really do need to check off those lists to keep your character strong enough to push forward. At a bare minimum, you’ll be doing each dungeon twice. Beyond gear and more direct power-ups, you’ll also get your hands on gifts that you can offer up to the townspeople to win their favor. That pursuit has its own rewards, so you don’t want to neglect it either.

The problem is that just about none of this is very interesting. The townspeople aren’t very deep or well-written. The dungeon layouts are bland and certainly aren’t better on subsequent runs. The enemies are cool the first time you see them, but you’ll be seeing them again and again in slightly different colors. The battle system offers little to sink your teeth into, and the loot fails to hit the spot the way it ought to in a game like this. The story is spread far too thin across the gameplay, a meager oasis in a vast, exhausting desert of repetition. I was enjoying this game early on, patient to see how things unfolded as it went on, but the reward never came.

I think if you are okay with a pure grind, Elrentaros Wanderings might not turn you off the way it did me. But if you have even the slightest allergy to excessive banality, then this game is likely to have you heading for the hills. Its few good ideas are squandered by watering down the broth too much, stretching far too little content far too far. Not without any merit, but thoroughly disappointing.

SwitchArcade Score: 2.5/5

Select New Releases

Stumble Guys (Free)

Here’s a Switch version of Stumble Guys, the game that seems to have wrested the ball away from Fall Guys and ran with it. Up to thirty-two players compete online in a variety of events and modes. The game is free to start, just like on other platforms. But there are a wide range of ways to spend your real cash, so don’t you worry about that. Anyway, it’s free, it’s here, try it if you want or walk on past if you don’t.

Sales

(North American eShop, US Prices)

Not a whole lot to get excited about today, beyond Dadish and company being on sale. All good games, from Dadish on down. Buy and enjoy. Over in the outbox, the main thing of note is Kairosoft’s latest sale wrapping up. It won’t take but a minute to check those lists, so you might as well do just that.

Select New Sales

Rack and Slay ($5.09 from $5.99 until 8/25)
Sagres ($13.99 from $19.99 until 8/26)
Gravity Oddity ($1.99 from $14.99 until 8/26)
Warhammer 40k Dakka Squadron ($1.99 from $19.99 until 8/26)
Guilt Battle Arena ($1.99 from $9.99 until 8/26)
Chippy & Noppo ($13.99 from $19.99 until 8/27)
Soundfall ($4.49 from $29.99 until 8/27)
Last Encounter ($1.99 from $14.99 until 9/2)
Ultra Foodmess ($1.99 from $3.99 until 9/2)
Dadish ($1.99 from $9.99 until 9/10)
Dadish 2 ($1.99 from $9.99 until 9/10)
Dadish 3 ($1.99 from $9.99 until 9/10)
Dadish 3D ($2.99 from $14.99 until 9/10)
Daily Dadish ($1.99 from $9.99 until 9/10)
Super Fowlst ($1.99 from $9.99 until 9/10)
Super Fowlst 2 ($2.00 from $10.00 until 9/10)
Molecano ($1.99 from $8.00 until 9/10)

Sales Ending Tomorrow, August 21st

50 Pinch Barrage ($4.29 from $4.99 until 8/21)
8-Colors Star Guardians + ($2.49 from $4.99 until 8/21)
Attack of the Karens ($2.49 from $4.99 until 8/21)
Cafe Master Story ($6.00 from $12.00 until 8/21)
Children of Morta Complete ($7.99 from $26.99 until 8/21)
Claire: Extended Cut ($2.99 from $14.99 until 8/21)
Goliath Depot ($3.49 from $6.99 until 8/21)
High Seas Saga DX ($6.00 from $12.00 until 8/21)
Oh!Edo Towns ($4.62 from $14.00 until 8/21)
Pocket Stables ($3.96 from $12.00 until 8/21)
Whitestone ($3.99 from $19.99 until 8/21)

That’s all for today, friends. We’ll be back tomorrow with more new games, more sales, perhaps some news, and maybe even a review? I wouldn’t bet too much money on that last one, but who knows? I have a family thing tonight, and so I’m cutting out a little early today. Don’t tell the boss! I hope you all have a terrific Tuesday, and as always, thanks for reading!



Source link

Exclusive: Dinosaur Polo Club Interview – CEO Amie Wolken on Mini Metro, Mini Motorways, the Team, Free DLC, Working With Apple, Ports, and More

0
Exclusive: Dinosaur Polo Club Interview – CEO Amie Wolken on Mini Metro, Mini Motorways, the Team, Free DLC, Working With Apple, Ports, and More


When thinking about the classics or games I’d recommend people play on mobile, Mini Metro is one of the best by far. Sure, it is on other platforms, but having played it just about everywhere, the iOS version is my favorite. When Dinosaur Polo Club announced and released Mini Motorways, I was curious if it would manage to deliver something amazing again. The team did. Since then, we’ve seen both games get multiple updates including a collaboration between them.

A few weeks ago, I had a chance to talk to Dinosaur Polo Club’s new CEO Amie Wolken about the studio, the Mini series, canceled projects, coffee, expanding the studio, working with Apple, Nintendo, the future, and more for an exclusive interview. This was conducted on a video call. It was then transcribed and edited for brevity in the case of some portions.

TouchArcade (TA): Before getting to the things you’ve been doing recently, can you tell me a little bit about what you’re doing right now at Dinosaur Polo Club.

Amie Wolken (AW): I’ve come on board as the new CEO and it means working with the team to set strategy and vision for the next few years, and to really get them humming on the next project that they’re working on.

TA: You previously were the Studio Director at Weta Workshop’s games studio and you worked on Tales of the Shire as Lead Game Programmer. How was it working at the game studio and also how was it working on Tales of the Shire which is supposed to finally be coming out later this year?

AW: It was amazing. I was the Lead Game programmer on Tales of the Shire and before that, I had been working closely with the Magic Leap and Weta Workshop collaboration working in the augmented reality space. I’d been focused on the technical side of things and after Weta Workshop went on its own journey of game development after the Magic Leap collaboration, we decided to pursue Tales of the Shire as our first game as an independent game studio and it was amazing to be there from the ground up working on the Prototype.

TA: Since you joined earlier this year, I think it was April, how involved have you been with the two current live game projects: Mini Metro and Mini Motorways. I ask because both of them still get updates despite Mini Metro being really old now. It is getting a lot of great support.

AW: I try to stay involved over only in the periphery. The game teams know best what their games need, and so my role is more to support them to make sure that they have what they need to make the games great, and to work closely with them on long-term strategies for those games. What does the studio need out of those games and then really enable the teams to just do their good work on the games itself.

TA: How did you end up getting in touch with Dinosaur Polo Club to basically take over as CEO? When I was looking at when you took over, everyone was very positive from the start looking at reactions from developers around.

AW: So I saw the role advertised, and I’ve also known quite a few people who worked at dinosaur Polo Club over the years. So a couple of people let me know that they were looking for a new CEO and so I applied. So I just went through their application process. Yeah.

TA: Did you play a lot of Mini Metro and Motorways before taking over?

AW: I did not. In fact, I think I played Mini Metro when I applied for the job. I thought I better play the games. *laughs*

TA: What does the day in your life look like right now as CEO of Dinosaur Polo Club?

AW: That’s a good question and honestly it changes all the time. Recently and after a few months of being in the job, I thought that the studio could benefit from sort of a few weeks of tools down and coming together as a team, and working on sort of high level studio goals. So actually a lot of my time over the past couple of months has been working on that.

We called it a studio pause, and we put tools down on the games, and we really focused on coming together as a team and trying to envision the future that we wanted as a studio. So a lot of work was done around that and then there’s a lot of work around budgeting and finance, making sure that we’re compliant, and making sure that we have good practices and processes in the team. So policies, making sure that leadership development is well supported and it really kind of depends on what the team needs at the moment. Working with the teams on pitching upcoming products and projects.

TA: So when you joined Dinosaur Polo Club, I saw “Foster great culture and games” mentioned a few times. Obviously the studio pause seems like one of the major steps to having great culture to get everyone together and stuff. But I was curious what other things are planned for this year on that front to help grow the team?

AW: I mean, we always take growing the team and onboarding quite seriously. So having good recruitment processes and practices to make sure that you’re finding people who want to come on the same journey as the studio is on, and part of that means having a clear idea of where you’re kind of going as a studio, and exactly like you said, the pause was really designed to make sure that everyone in the studio, because we’re a small studio at 30 people, so everyone is on the same page with the way we’re going, which means that everybody can be ambassadors for who we are, and what we’re creating together, and it also helps to speed up decision making processes because everybody is on the same page about where we are going and we’re going there together.

Now we’ve actually got a lot of really great information and the pause as well. So we generated a lot of really good ideas for what we could do going forward, and part of what I’ll be doing is looking at that and carrying forward some of the ideas that came out of that around how we sort of live our values and what it means to be part of Dinosaur Polo Club, and what it means for us to create an impact in the world in the way that we want to do it sustainably and looking after our people while we make games. The future and for the rest of this year I suppose, a significant portion of that will be taking what we’ve learned in the pause and applying that in practice going forward.

TA: So you’ve been there since April till right now. That’s less than six months. How have you grown with the team? How does it feel for you and have you accomplished what you wanted to in a few months? I know it is a very short time for this kind of question, but given the positive sentiment around the studio and announcements, I was curious how it has been for you over the course of this period.

AW: It has been great. I do feel like I have grown with the team over the last few months. A lot of my time, especially in the first couple of months, was just listening to the team trying to figure out where everyone was at, trying to figure out where the pain points were.

Everything that you put out you try to look at the positives. Every team has things that they can work on and Dinosaur Polo Club is no different. The first few months were listening to the team, figuring out where I could have the biggest impact, and then the pause was sort of what came out of that.

TA: Before asking specific questions about the games, since you’ve been the CEO for a few months, have you been involved with any of the teams working with Apple and other platform holders? Dinosaur Polo Club has Mini Motorways which is one of the best Apple Arcade games right now even though it is also on other platforms. Have you been working with Apple in any way or is that another team at the studio?

AW: I have been involved in conversations with Apple on a regular basis.

TA: I first played Mini Metro on iOS many years ago. Since then the game has been ported to a lot of platforms. Mini Motorways launched directly as an Apple Arcade exclusive and that made its way to Nintendo Switch and Steam. I still feel like the games are best on a nice big touch screen like an iPad because you get the gorgeous visuals and you have direct interaction with them. I wanted to know if you could comment on how the games have been doing outside mobile because it feels like these are very much designed for touch screens? I know some folks play them with a controller or a mouse as well on Switch or Steam.

AW: It’s not something I’m really super close to. I don’t think it’s any surprise that the games do play really well on the touchscreens, but there is a wide audience that are enjoying the games, and we try and make sure that we’re designing the games to support those audiences too, and all of the controls that we support. But I agree, I think that there is some nice synergy there with the touch screen in there and iPads and iPhones.

TA: A few weeks ago, Dinosaur Polo Club announced that it was working on a game which has now been canceled called Magic School. This announcement was interesting for a few reasons. Obviously having a game canceled is never a good thing, but the phrasing of the announcement and the response has been very positive with how you all are trying to take the best from the situation and move forward. How was it working towards that announcement for you and the team?

AW: I wasn’t actually involved in making the decision to cancel. I was there for the tail end of it, but that decision had already been made as I was onboarding. So I don’t want to speak closely to it. I think there are other team members who are much closer to that decision and that project then been, but I have been there to talk to the team as they sort of process the impact of canceling a project that had been worked on for years, and that is significant.

It was a piece of work that many people care deeply about and had poured their creative hearts and souls into, so we’re always very conscious of that, and I think that’s a big part of why you want to share as well the efforts that have gone into a project that doesn’t necessarily make it to launch, but had a huge potential, a huge amount of talent, and effort that went into it, so it is a pleasure to be able to share those when you can. I’m really glad that we were able to do that for the team who worked on it and for the studio as a whole as well.

TA: Getting back to Apple Arcade. Can you comment on whether anything has changed in the last few months for how your work with Apple or things still going smoothly and is everyone happy with the arrangement you have with them? Mini Motorways still gets updates so it is still ongoing. I also wanted to know if there are any plans to do any more projects with Apple?

AW: Yeah, that’s probably not something that I can comment on right now, but I can say that we’ve got an incredible relationship with Apple and we really enjoy working with them.

TA: You said you played Mini Metro when you were working on getting this role and stuff, but since joining, have you started playing them and giving any feedback to the team directly?

AW: No. Even though I have been a game developer, and because I’ve not been a game developer of this style of games, or involved in developing the Mini games, I’m super tentative to have creative opinions unless they are looking for creative opinions from lay people who are under NDA. That is where I really try to power the team who are the creative masterminds behind the Mini series, and sometimes the weight that your opinion can carry as a CEO, certainly in my situation would far outweigh any actual practical relevance of my opinion.

TA: You mentioned since taking over that Dinosaur Polo Club is a small studio. Is there any need to grow the studio?

AW: We’re pretty good. We do have a small plan for bringing on new people as we start developing more products as well. We have an ambition to remain a small studio. So, in terms of studio size, we would love to not grow Beyond say 40 to 45 people. That is kind where we want to go in terms of the kinds of games that we make. We want to make sure that we stay small. We want to make sure that we can still know everybody’s names. We know everybody that we work with and focus on making games within that capacity and excelling at that rather than expanding and expanding.

TA: Mini Metro is on iOS, Android, Apple Arcade, PC, Switch and PS4. Mini Motorways is on Apple Arcade, Switch, and Steam. Are there any plans to bring them to Xbox and also to bring Mini Motorways to PlayStation and have you noticed any demand to bring your games to more platforms?

AW: It hasn’t featured highly in the conversations that I’ve had in the studio. That’s not to say that there isn’t demand or there hasn’t been conversations, but it’s just that they haven’t been conversations that have been a high enough priority in the last few months for it to be raised with me.

TA: You said that you were happy with how the team has been handling Mini Metro and Mini Motorways. Has anything changed since you took over where the team now feels like it can do more with the games? Both games are pretty great as it is.

AW: I think everybody can expect that Mini Motorways will continue to have some exciting updates. The team is working on an update plan and the strategy is fully behind supporting Motorways to continue to be supported and content updates. So I think people can expect to see cool things coming out of Motorways.

TA: That leads into my next question well. Both games are successful critically and they’ve gotten a ton of post-launch support through free content updates. Has there been any consideration to doing a paid expansion for any of them?

AW: No, we’re pretty set on the free content update strategy.

TA: So basically have a premium game and support it for years and build your audience who wants to keep supporting you as a publisher?

AW: That’s right.

TA: How do you like your coffee?

AW: I drink oat flat white.

I’d like to thank Amie Wolken from Dinosaur Polo Club and also Noah Vaca and Yunah Smirnov from Stride PR for their time and help here.

You can keep up with all our interviews here including our recent ones with FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.



Source link

‘Alien: Isolation’ for Android Is Now a Free To Start Release Just Like iOS Letting Everyone Try Two Missions for Free

0
‘Alien: Isolation’ for Android Is Now a Free To Start Release Just Like iOS Letting Everyone Try Two Missions for Free


Earlier this year, Feral Interactive’s superb iOS version of Alien: Isolation (Free) was updated to change the game’s business model to be free to try with a single in app purchase for the full game unlock. Today, Alien: Isolation on Android has been updated to be a free to try game just like the iOS version. With this, Android players can sample the first two missions. After that, a single in app purchase will be required to unlock the full game for $13.49. Those who own the game already should see no change. For new customers, the saves from the first two free missions will carry over to the full game once the full game unlock purchase is complete. Watch the new trailer for Alien: Isolation on iOS and Android below:

I featured Alien: Isolation as one of the best games to play with keyboard and mouse on iPad, and I assume it plays well on Android tablets as well. If you’ve not gotten it yet on iOS, read my glowing review of the game here covering the game at launch. We featured it as our Game of the Week as well when it launched. The full version of Alien: Isolation on mobile includes all seven DLC packs in its unlock price of $14.99. You can grab Alien: Isolation for free on the App Store here and on Google Play here. Check out our forum thread here. Have you played Alien: Isolation on mobile yet or will you be trying it today for free?



Source link

‘OPUS: Prism Peak’, the Newest Entry in the Amazing ‘OPUS’ Series, Gets New Gameplay Screenshots

0
‘OPUS: Prism Peak’, the Newest Entry in the Amazing ‘OPUS’ Series, Gets New Gameplay Screenshots


I’ve been a big fan of SIGONO’s OPUS series of narrative adventure games for a long time. If you’ve not checked it out yet, OPUS: The Day We Found Earth (Free) is a great place to start but OPUS: Echo of Starsong, the newest release, is brilliant as well if you want to try a newer game. Read my review of the mobile version of that release here. Following its reveal back in January last year, SIGONO’s latest project, OPUS: Prism Peak, is shaping up to be another excellent narrative adventure game. With Gamescom 2024 beginning today, SIGONO has shared new screenshots for OPUS: Prism Peak in addition to a gameplay trailer that I missed from a few weeks ago. Watch the newest OPUS: Prism Peak gameplay trailer below:

Check out a new screenshot from OPUS: Prism Peak below:

OPUS: Prism Peak will feature multiple endings and it has you playing as a photographer using your camera to find your way back home from an ethereal realm. The music in OPUS: Prism Peak will be from Triodust and Audio Textural with a story from Brian Lee who wrote OPUS: Echo of Starsong. While OPUS: Prism Peak hasn’t been announced for mobile yet, my interview with Scott Chen, co-founder of SIGONO and executive producer of the OPUS series, mentioning Echo of Starsong on iOS being like returning home gives me hope to see this one on mobile as well at some point. You can wishlist OPUS: Prism Peak here as of now. It hasn’t been officially announced for more platforms yet. Have you played the OPUS games and what do you think of OPUS: Prism Peak so far?



Source link

Could Cross Platform Development Be a Game-Changer for Game Devs?

0
Could Cross Platform Development Be a Game-Changer for Game Devs?


The games industry is constantly evolving, and staying ahead means embracing the future of gaming: cross platform development. In today’s landscape, it’s not just an option – it’s essential. Reaching players on every device and platform is crucial for success. To guide you through the intricacies of cross platform game development, we’ve compiled a powerful list of tactics to elevate your game to new heights. 

Why Consider Cross-Platform Game Development? 

 

In the current busy market, many game developers are considering cross platform development for a variety of reasons. The first could be that it broadens the reach of their games by enabling access across multiple platforms, including mobile devices, consoles, and PCs, by tapping into diverse player bases. This increased accessibility enhances visibility and potential revenue streams in an increasingly competitive market. 

Secondly, cross platform development streamlines the development process by allowing the creation of a single codebase that can be deployed across various platforms. However, this does not necessarily reduce the amount of work required. Even if the codebase is the same, features need to be developed and performance optimised for each platform.

Lastly, cross platform development fosters community and social interactions among players across different platforms, enriching the gaming experience and driving player engagement and retention. 

Whatever the reason may be, here at Kwalee we are here to help. We’ve written a few ideas to consider if you are interested in cross platform game development, or looking for tips to enhance your game. 

 

Cross Platform Game Development Tips 

 

Platform-Specific Optimisation 

Platform-specific optimisation is paramount for delivering unparalleled gaming experiences. While a unified codebase promises efficiency, tailoring graphics, controls, and performance to each platform’s unique capabilities ensures an optimal gameplay experience. Leveraging platform-specific APIs and tools, developers can fine-tune their games for maximum performance and visual appeal. Whether adjusting rendering techniques for various hardware or refining control schemes to suit different input methods, optimising for each platform is essential.

 

Responsive Design for Different Screens 

Responsive design for different screens is vital for delivering an immersive and engaging game experience. With a huge amount of screen sizes and resolutions across devices, using various designs ensures that the game interface and assets adapt seamlessly to varying screen dimensions.  This is especially crucial for mobile devices, but for PC and console games, it’s primarily about ensuring that different resolutions are taken into account. This issue is largely solved for these platforms, requiring only some work to ensure all elements function properly.

 

Cross-Platform Save Data and Progression 

The integration of cross platform save data and progression holds a huge importance, particularly for server-based online games. By facilitating seamless transitions between devices, players can effortlessly pick up where they left off without fearing losing progress. Leveraging cloud-based solutions such as Google Play Games Services or Apple’s iCloud enables synchronisation of game data across platforms, ensuring continuity and convenience for players. For single-player experiences, it’s often easier to manage and save data per platform.

 

 

Performance Monitoring and Optimisation

Ensuring a smooth gaming experience demands continuous vigilance and refinement. Leveraging profiling tools (like Unity Profiler or NVIDIA Nsight) and analytics enables developers to pinpoint performance bottlenecks and optimise resource allocation effectively. More importantly, understanding the limitations of the lowest-performing platform is crucial. For instance, if a game is intended for release on the Nintendo Switch, it likely shouldn’t aim for cutting-edge rendering technologies unless it’s designed to be streamed to the Switch.

We shouldn’t also forget that regular testing across diverse devices is paramount to guaranteeing consistent performance across platforms, allowing developers to address any discrepancies promptly. By prioritising performance monitoring and optimisation, developers not only enhance the overall gaming experience but will also boost player satisfaction and retention.

 

Localised Content and Internationalisation 

Developers can tailor their games to resonate with players from various regions and cultures by translating in-game text, audio, and visual elements. Furthermore, considering cultural preferences and sensitivities during the localisation process ensures inclusivity and accessibility, fostering a welcoming environment for players worldwide. This commitment to localisation and internationalisation broadens the game’s appeal and strengthens player engagement and loyalty.

When combined with cross platform game development, the benefits of localised content and internationalisation are magnified. Cross platform games are designed to run seamlessly on multiple devices, such as PCs, consoles, and mobile devices, though mobile ports can be particularly challenging. However, this widespread accessibility ensures that players from different regions can enjoy the game on their preferred platforms. Integrating localisation into this strategy ensures a consistent and culturally relevant experience across all devices, making it easier for players to connect with the game regardless of their platform choice.

Moreover, localised content helps address the unique monetisation opportunities and regulatory requirements of different regions. For example, certain in-game features, payment methods, or advertising standards might need to be adjusted to comply with local laws or align with player expectations in specific markets. A well-localised game that runs smoothly on various platforms can quickly adapt to these regional demands, ensuring compliance and optimising revenue streams globally.

 

Basically, when the game’s core is designed with internationalisation in mind, it becomes easier to roll out updates, patches, or new content across all platforms without needing extensive rework for each region. This efficiency not only saves time and resources but also ensures that all players receive the latest features and improvements simultaneously, enhancing their overall gaming experience.

Localisation also helps attract new players, although it is not directly related to the challenges of releasing a game on multiple platforms, as almost all texts can be reused between platforms. Furthermore, a cross platform game with strong localisation can create a unified community of players from diverse backgrounds. Players can interact, compete, and collaborate with others globally, fostering a sense of inclusivity and shared experience. This vibrant and diverse player base can drive word-of-mouth marketing, as satisfied players recommend the game to friends and family, further expanding its reach and success.

 

Successful Cross-Platform Games

 

Numerous games have successfully leveraged cross platform availability to enhance their reach and create unified gaming communities. Notable examples include Fortnite, which spans PC, consoles, and mobile devices, allowing players to engage seamlessly across all platforms. Minecraft also stands out with its wide accessibility, creative possibilities, and robust modding community, which are available on almost every gaming device. Genshin Impact has captivated players globally with its stunning visuals and deep gameplay, supporting cross platform progression across PC, consoles, and mobile devices. Other successful titles like Rocket League, Call of Duty: Warzone, Apex Legends, and Among Us have built strong, diverse communities by enabling cross platform play and interaction. 

These games demonstrate the potential of cross platform development in reaching wider audiences, enhancing player engagement, and ensuring a cohesive gaming experience across different devices.

 

Could Cross-Platform Development Be a Game-Changer for Game Devs?

 

Mastering cross platform game development requires technical expertise, strategic planning, and a player-centric approach. Consider using these tactics, and you could reach a wider audience and establish a lasting presence in the competitive gaming industry. As the developer’s champion, we are always here to support game developers. Whether transforming your game today or bringing your vision to PC and console, we have the tools and expertise to help you succeed. Let’s take your game to new heights across all platforms today. 



Source link

Popular Posts

My Favorites

Quantum Sensors Market to Reach US$2,507.99 Million by 2032 | CAGR...

0
Quantum Sensors Market Overview:The global quantum sensors market reached US$672.54 million in 2023 and increased to US$770.30 million in 2024. It is expected...