Furi gameplay trailer showcases boss battle ~ PS4 & PC
Furi on PS4: A Gauntlet of Brutal Boss Battles
There is a feeling that I remember from when I was a kid playing video games: the huge, intense satisfaction when I finally beat a level or a boss I had been struggling with for a while. The feeling of learning how to overcome a challenge, with my brain and my thumbs. The combination of understanding and execution felt like a reward in itself.
I remember it from games like Super Punch Out, bosses from Metal Gear Solid, combat in God Hand. There are many games that gave me that feeling, but recently I’ve felt that games try too hard to be “user friendly.” Adaptive difficulty, dynamic checkpoints, in-game tips… Everything is explained and balanced to make sure nobody drops out.
With Furi, we want to give the player an extreme satisfaction when he or she beats a boss. That means he or she will have to sweat a little for it.
Furi is heavily inspired by the Japanese way of making games. It’s not trying to be realistic in its style or animations. It’s fast-paced and requires a lot of timing, reflex, and judgment. When you press a button, the character reacts immediately. It’s part of what makes it “fair.” Too often in modern games, we press a button and then, in order to make the game look realistic, the character will start an animation that “looks good” but “feels heavy,” and is unresponsive, even laggy. Responsive controls feel good and are a must-have in a combat game.
The gameplay in Furi is the essence of the catchphrase “easy to learn, hard to master.” There are very few buttons to press or abilities to remember. You can slash with your sword, shoot with your gun, dodge, and parry. That’s about it.
You can charge the slash attack, the gunshot, and the dodge. It’ll result in a more powerful slash that stuns the opponent, a more powerful gunshot that knocks him or her down, and a longer dodge. But once you’ve got that, you can play Furi. It’s like a guitar: it has six strings, but you need practice to play it correctly. And there’s no limit to how much you can improve. It’s simple and deep.
The challenges are mostly based on a simple formula: be warned, react, punish.
Dodge a laser. Parry a sword attack. Wait for the weakness in your opponent’s posture, and bam, punish. The real depth in the gameplay comes from the differences between the bosses. It’s not about learning tons of combos to beat the next boss, it’s about how you play a few moves differently to beat a different opponent.
Some bosses, or “guardians,” will focus more on shooting. Others will challenge mostly your sword fighting. Some opponents are deadly and will knock you down in two or three hits. Some fights will require a lot of focus over a long time. A fight can last 10 minutes or 90 minutes depending on how you play. And of course, each guardian in the game has one or two special tricks, weapons, or abilities that make him or her unique.
In our latest trailer we’re showing one of the fiercest guardians. She is a tactician, a hunter, a playful mercenary who doesn’t leave anything to chance. She has planned her fight and has weapons to help her win: drones, a laser sniper rifle, great camouflage, and she can even control every bit of the arena she fights in, raising cover and blocking paths.
At first, she’ll hunt you, hidden in her maze, shooting at you while you are distracted by her cyber-bees. You will have to find her, and attack her before she relocates. You’ll get to face her for a while if you can do that, but that’s still playing into her hand.
In order to take her out of her comfort zone, you’ll have to follow her into her nest, in the center of the maze, and knock her out once or twice. Once this is done, she’ll get pissed off and she’ll keep sniping at you while you have to dodge waves of bullets coming fast. Eventually, the final challenge is to fight her hand to hand… while she is invisible! This requires sharp reflexes and focus.
I recommend taking a break after beating her. Because I know the guardian that comes after!
Nordic Games Partners up with Airship Syndicate for Battle Chasers: Nightwar
Nordic Games Partners up with Airship Syndicate for Battle Chasers: Nightwar
After the Kickstarter campaign campaign, Nordic Games and Airship Syndicate join forces to increase the development budget of Battle Chasers: Nightwar even further. With the help of Nordic Games all stretch goals including more content, more cut scenes and full voice acting that were initially out of reach can be achieved and the best possible Battle Chasers: Nightware experience can be delivered to fans around the globe.
From Comic to Game
The best-selling comic book Battle Chasers was first released in the late 90s and quickly generated a passionate cult following. Now Joe Madureira, the creator of the comics, and his founding partner Ryan Stefanelli are crafting a new adventure for the iconic heroes as a video game for PC and consoles. Madureira says that, "The game is being designed for both fans of the series and those who are new to it. The story will be enjoyable for everyone, with a few special moments for those who know the characters already.”
Airship + Nordic Games
Fans all around the world are already eagerly anticipating Battle Chasers: Nightwar. To make the game even bigger and better, Airship Syndicate decided to team up with Nordic Games. “I had gotten to know the guys at Nordic shortly after they acquired the Darksiders license,” said Ryan Stefanelli. “After the Kickstarter campaign closed, we started to talk with them about acting as a co-funder and publisher to help us reach some of the stretch goals we’d narrowly missed out on. Doing so is going to be great for our fans and backers, and also allows us as a studio to focus on game development more than publishing.”
Battle Chasers: Nightwar will be released on PlayStation 4, Xbox One, PC and Mac at the end of 2016.
Hey all– we just sent out a newsletter (which you can sign up for at tacoma-game.com) which included the announcement that Tacoma’s schedule has been extended to Spring 2017. We’ve made some decisions about where the game was at and how much time and attention we believe it deserves, and have decided to give it the extra time it needs. As you can tell from this decision being made a full year before we plan to launch, this isn’t a last minute “we just need a little more time!” thing, but more of a “we need to be responsible about giving the game more space to live up to its potential” kind of thing. Please see the text from the newsletter below– and look forward to new info on (and gameplay from!) Tacoma in the coming months!
As you may have noticed, we haven’t released a lot of new info about the game in the last few months– and that’s because, after we did our big unveiling last summer we sent out a playtest build to a bunch of fellow developers we trust, took a long hard look at their feedback and our own feelings on where we were at, and decided to reexamine and rework a number of the core assumptions we’d held about the game. How would gravity really work on a deep-space facility like Tacoma? What are we trying to say about the function and implications of Augmented Reality– and how does the player interact meaningfully with the story content in the game, in a fundamentally different way than anything we’ve worked on before?
We dove in and took this job seriously, redefining a number of elements that really needed it. It’s been an important process (and we’ve recently sent out another playtest, the response to which has made our months of deep-structure soul-searching feel very worth it) but it’s also taken time… time that would’ve otherwise been devoted to getting the game further on toward being finished and shipped.
So, long story short, we’ve had to push out our original schedule. We’d originally planned mid-to-late 2016, so we’re giving ourselves an additional 6+ months, to land in Spring 2017. We’re currently polishing up a sample of our newly-minted alterations to the core game into something showable that we’ll be showing the world this coming summer.
Thank you again for all your support & commitment to what we do… we can’t wait to show you more of the new face of Tacoma. We’ve got some very exciting stuff in store…
King’s Quest Chapter 3: Once Upon a Climb Launching April 26
Sierra Plans April 26 for the Worldwide Launch of King’s Quest Chapter 3: Once Upon a Climb
Sierra has revealed that King’s Quest – Chapter 3: Once Upon a Climb, the next installment in the new King’s Quest, is expected to release worldwide on April 26 on the PlayStation 4 and PlayStation 3 computer entertainment systems, Xbox One, Xbox 360 and Windows PC via Steam.
King’s Quest – Chapter 3: Once Upon a Climb is a romantic comedy adventure featuring a beloved character from the series’ classic beginnings: King Graham’s wife and Gwendolyn’s grandmother, Queen Valanice. Longtime fans may think they know the legend of how Graham rescued his future bride from the wicked witch Hagatha’s tower. But the truth behind the fairytale is much more complicated!
Developed by The Odd Gentlemen, the new King’s Quest returns to the classic spirit of wit and wonder that first launched this timeless adventure gaming franchise over 30 years ago. As an old King Graham looks back on a life of deeds and daring with his curious grandchild Gwendolyn, players will experience firsthand the most incredible untold stories of his long reign over five endearing chapters.
King’s Quest: The Complete Collection (a bundle* including all five chapters and a bonus playable story epilogue) and the King’s Quest Season Pass (a bundle* containing Chapters 2-5) are now available through the PlayStation Store, Xbox Games Store and Steam. The previous tales – King’s Quest – Chapter 1: A Knight to Remember and King’s Quest – Chapter 2: Rubble Without a Cause – are also available to purchase individually.
For more information, please visit sierra.com, and follow Sierra on Facebook and Twitter.
*Subsequent chapters and epilogue may be downloaded in-game upon individual release.
本作的第二章标题为“Give No Shelter”,在第二章中米琼恩、皮特和萨姆等人将逃离殖民地Monroe。不过不幸的是,Monroe的领导者不会原谅也不会忘记他们的这种行为。
本作的终章“我们应得的(What We Deserve)”预计于2016年4月上线。日前官方还放出了本作第一章的回顾短片,让大家一起来看看第一章中玩家可以进行的那些选择,下面就请玩家们一起来欣赏一下。
Conflict Heats Up in 'The Walking Dead: Michonne' Episode 2 - 'Give No Shelter' on March 29th
Fellow Survivors,
Today we can share the release date for 'Give No Shelter,' the second of three episodes in The Walking Dead: Michonne - A Telltale Miniseries.
Episode 2: 'Give No Shelter' will be available starting Tuesday, March 29th on PC/Mac via the Telltale Online Store, Steam, and other digital distribution services, the PlayStation Network for PlayStation 4 and PlayStation 3, the Xbox Games Store for Xbox One and Xbox 360 video game and entertainment system from Microsoft, for compatible iOS devices via the App Store, and for Android-based devices via Google Play and the Amazon Appstore. The miniseries will conclude with the third episode, 'What We Deserve,' in April.
The Walking Dead: Michonne - A Telltale Miniseries confronts players with tough choices. Today we can also share this new video above, which highlights some of the difficult decisions players were faced with in the premiere episode.
The miniseries stars the iconic, blade-wielding character from Robert Kirkman's best-selling comic books, portrayed in-game by award-winning actress Samira Wiley (Orange is the New Black). Haunted by her past and coping with unimaginable loss and regret, the story explores Michonne across a three episode miniseries event. Players will dive into the mind of Michonne to discover what took her away from Rick, Carl, and the rest of her trusted group... and what brought her back.
In Episode 2, 'Give No Shelter,' a daring escape from the floating colony of Monroe sees Michonne, Pete, and Sam running for their lives. An all too brief reprieve is soon shattered; the leaders of Monroe don't forgive and don't forget. With memories of her daughters bleeding ever further into Michonne's blurred reality, her world is becoming increasingly fractured... just at the point when she'll need all of her skills to survive.
For more information on the game, visit the official website, Facebook, and follow Telltale Games on Twitter.
ARK: Survival of the Fittest Breaks From the Dino Pack as Free Multiplayer Online Surival Arena (M.O.S.A.) eSport
Studio Wildcard, the dev team that created the smash hit ARK: Survival Evolved (PC, Xbox One, PS4), is taking dinosaur survival mayhem into the new era of eSports. Available now on Steam Early Access and in-development for consoles, ARK: Survival of the Fittest is a free, standalone, multiplayer online survival arena (M.O.S.A.) game that pits as many as 72 combatants against one another in spontaneous Hunger Games-style competitions within a closed battlefield.
“Following the success of the tournaments we hosted last fall, we saw valuable community feedback about other competitive features they wanted to see implemented,” said Jesse Rapczak, co-founder, co-creative director, Studio Wildcard. “Now with shorter matches, four new game modes, rapid dino taming and more, we felt it was time to let people come in to test it for themselves. Not only can you play for free, but we’re offering cash prizes for the top players in each Survivor League, so ARK survivors can potentially start playing their favorite game professionally!”
Built for the burgeoning wild west of eSports competition, ARK: SotF challenges gamers to fight each other and the Jurassic environment that players loved in ARK: Survival Evolved. However, rather than a huge open world to survive in, this newly refactored game is an epic dinosaur survival arena with a continually shrinking “ring of death.” In the end, survivors are eventually pushed into an epic final showdown where only one “Tribe” will make it out alive.
Survivors can form one- to six-person Tribes with the options to choose Unofficial and Official (Ranked) servers, and a variety of game-lengths and sizes in which to play. Players will start in the base forest environment introduced in the original ARK: Survival Evolved, with new environments and creatures introduced regularly as the game evolves. Dedicated eSport ranking, matchmaking, reward, and tournament features make ARK: SotF readily accessible to all players.
As part of the ongoing Survival of the Fittest eSport competitive initiative, each month the Top-10 Ranked players in each game mode’s "Survivor League" will be awarded cash prize winnings corresponding to their Ranked placement. The ongoing Rankings for these elite titles will be visible in real-time on SurviveTheArk.com at launch.
Balanced for intense competition, Survival of the Fittest contestants begin in a neutral staging area where they can communicate pre-game, strategize, or talk trash. After a count-down, they dramatically descend from the sky onto the ARK in a circular formation via beams of light. There is a cache of valuable items in the center – do survivors dash for the goods and fight it out, do they run into the forest and hide, search for dinosaurs to rapidly build their army, or do they freeze up from the sheer terror of death? The continually shrinking arena boundaries force contestants ever closer together over time. The hunt is on!
To join in the battle, journey over to the Steam page for detailed feature list and weekly reveals of new dinosaur dossiers, follow us on Twitter, like us on Facebook, subscribe to us on YouTube visit the website at playark.com and watch us tame and train leviathan dinosaurs on Twitch.TV.
Skylar & Plux: Adventure on Clover Island Unveiled for PC, PS4 & Xbox One
Retro Action-Platformer 'Skylar & Plux: Adventure on Clover Island' to Jump on PS4, Xbox One and PC in 2016
Grip Digital, the team behind the sci-fi exploration game The Solus Project, and developer Right Nice Games, have unveiled today '
Skylar & Plux: Adventure on Clover Island', a single-player action-platformer game. Headed to the PlayStation 4 system and Xbox One, the all-in-one games and entertainment system from Microsoft via the ID@Xbox self-publishing program, and PC later in 2016, Skylar & Plux: Adventure on Clover Island embraces a colorful, vibrant world of 3D platforming seemingly forgotten in today’s cluttered world of MOBAs and Survival games.
Following the best traditions of the third-person platformer/action genre, Skylar & Plux: Adventure on Clover Island sets two unlikely heroes on an adventure to prevent the villainous CRT from conquering their home and turning it into a wasteland. Skylar was designed by CRT and turned into his most potent weapon – wielding a powerful mechanical arm augmentation - but now, she must become a heroine-against-her-will to defy her makers and forge a new destiny. And Plux is the eloquent sidekick that every good action platformer needs to have.
Together, they will explore lush beaches, burning volcanoes, freezing mountains and merciless desert, fight an army of CRT’s henchmen, collect powerful upgrades like the Magnetic Glove, or Jetpack and challenging CRT’s plans – and their destinies – before it is too late.
“Skylar & Plux: Adventure on Clover Island is a passionate homage to the 3D platformers of our youth. Go on an action packed adventure, collecting gadgets helping you explore a beautiful paradise and save it from evil”, says Eric Valentine, Level Designer and Narrative Director, Right Nice Games .
“Anyone who enjoys the classic 3D platformers like Crash Bandicoot or the Jak and Daxter series will instantly fall in love with Skylar & Plux. There’s a lot of personality and humor, colorful characters and hours of great gameplay for the fans of the genre, as well as newcomers to the 3D platformer games,” added Jakub Mikyska, CEO of GRIP Digital.
Skylar & Plux: Adventure on Clover Island will be released on PlayStation 4, Xbox One, and PC Steam later in 2016.