Archive - 2015

Elite Dangerous Coming to Xbox One

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Cambridge, UK. 4 March, 2015. Frontier Developments plc (AIM: FDEV) today announced plans to bring the definitive massively multiplayer space epic Elite: Dangerous to Xbox One, the all-in-one games and entertainment system from Microsoft, in this calendar year.

Elite: Dangerous is the critically acclaimed third sequel to the genre-defining Elite, created in 1984 by David Braben and Ian Bell. Elite: Dangerous brings gaming’s original open world adventure into the modern generation with a connected galaxy, evolving narrative and the entirety of the Milky Way re-created at its full galactic proportions.

Starting with only a small starship and a few credits, players do whatever it takes to earn the skill, knowledge, wealth and power to survive in a futuristic cutthroat galaxy and to stand among the ranks of the iconic Elite. In an age of galactic superpowers and interstellar war, every player’s story influences the unique connected gaming experience and handcrafted evolving narrative. Governments fall, battles are lost and won, and humanity’s frontier is reshaped, all by players’ actions.

Elite: Dangerous for Xbox One will include all content added to the PC version by February’s Community Goals content update and March’s Wings content update. Available for free next week on PC, Wings unites players to cooperate and collaborate across the galaxy and share in the rewards together. Wings will empower players to help protect friends on a risky trade run, spread out to map systems or hunt prey, and work together to reshape the galaxy.

Elite: Dangerous for Xbox One is planned to launch in 2015. For further information and to subscribe to the Elite: Dangerous for Xbox One mailing list, visithttp://www.elitedangerous.com/xboxone

Star Hammer Now in Beta Testing

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Epsom, UK – March 04, 2015 — 22nd Century – Exiled on Novus – a distant exoplanet – as Earth was not able to shelter humanity anymore, a few courageous settlers struggle to survive in one of the most dangerous places in the universe. Their First Contact War with the nautilid species is still fresh in everyone’s mind. Communicating with such aggressive aliens has never been an option. And the new furtive offensive they are preparing is another step towards bloody war!

Today we are excited to announce the development of a new 3D tactical space battles game called Star Hammer : The Vanguard Prophecy. Developer Black Lab Games is focused on designing a fascinating sci-fi game in which players will not only step into the shoes of a fleet commander – carefully selecting their spaceships and crew members – but also be at the spearhead of their squadron, maneuvering their capital ships like a hard-boiled captain!

The nautilid threat is as varied as it is innumerable and the game offers plenty of tactical situations in which players will have to take painful decisions. To succeed, players will need to be quick-learners to identify the weaknesses of the enemy and adopt an offensive behavior only when a clear breach appears. We have lost count of all the daredevil commanders who have already sacrificed all in the service of Humanity

This approachable tactical game is now ready to enter the beta phase on PC! And we invite players to help us test it! By signing up for the beta, players will have a chance to be selected to be one of the lucky few who will be able experience Star Hammer: The Vanguard Prophecy before release and help us with the final touches, ensuring a smooth release in a few months.

Players can sign up for the beta by clicking here.

Get more information on Star Hammer : The Vanguard Prophecy from its official product page.

Warhammer: End Times Vermintide Gameplay Trailer

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March 4, 2015 — Independent developer, Fatshark, released a new gameplay trailer today, showcasing some of the co-operative action and first person shooter/melee combat in Warhammer: End Times Vermintide.

The footage shows one of the earlier missions in the game, where the heroes weave their way through the streets of Ubersreik in an attempt to reach the city garrison to warn them of the Skaven invasion.

Vermintide is scheduled for release in the second half of 2015, for Windows PC, the Xbox One, and PS4.

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Wolfenstein: The Old Blood – Official Gameplay Trailer

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March 4, 2015 (Rockville, MD) – Bethesda Softworks, a ZeniMax Media company, today announced Wolfenstein®: The Old Blood™, the standalone prequel to the critically-acclaimed first-person action-adventure shooter, Wolfenstein®: The New Order™. In development at MachineGames, Wolfenstein: The Old Blood will be available digitally for $19.99 on May 5, 2015 for Xbox One®, the all-in-one games and entertainment system from Microsoft, PlayStation®4 system, and PC.

The year is 1946 and the Nazis are on the brink of winning World War II. In an effort to turn the tide in the Allies’ favor, B.J. Blazkowicz must embark on an epic, two-part mission deep within Bavaria. Part one ofWolfenstein: The Old BloodRudi Jäger and the Den of Wolves – pits BJ Blazkowicz against a maniacal prison warden as he breaks into Castle Wolfenstein in an attempt to steal the coordinates to General Deathshead’s compound. In part two – The Dark Secrets of Helga Von Schabbs – our hero’s search for the coordinates leads him to the city of Wulfburg where an obsessed Nazi archaeologist is exhuming mysterious artifacts that threaten to unleash a dark and ancient power.

“Diving back into the world of Wolfenstein has really been fun for us,” said Jerk Gustafsson, executive producer at MachineGames. “We’ve enjoyed exploring the events leading up to The New Order. We think fans will really enjoy the story, all the action and, of course, jumping back into the combat with new weapons.”

Wolfenstein: The New Order, released in May 2014, enjoyed worldwide critical and commercial success with over 75 Game of the Year awards, and was hailed by The New York Times as “one of the very best releases of the year.”

Wolfenstein: The Old Blood is rated M for mature by the ESRB. For more information on Wolfenstein: The Old Blood visit: www.wolfenstein.com.

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Metal Gear Solid V: The Phantom Pain Release Date

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March 4, 2015 – El Segundo, Calif. – Konami Digital Entertainment, Inc. announced today that the highly anticipated conclusion to the METAL GEAR SOLID V Experience, METAL GEAR SOLID V: THE PHANTOM PAIN, will be released worldwide starting September 1, 2015.

METAL GEAR SOLID V: THE PHANTOM PAIN is the series’ largest and most ambitious edition to date, expanding upon themes and content seen in the METAL GEAR SOLID V Experience prologue:METAL GEAR SOLID V: GROUND ZEROES. Set within huge open-world environments, METAL GEAR SOLID V: THE PHANTOM PAIN is brought to vivid life with realistic weather patterns and day/night cycles. Thus, players can adapt their tactics to match the changing environment, creating an intuitive and non-linear gameplay experience. Similarly, a host of acclaimed METAL GEAR SOLID troops return in hugely advanced forms, including expanded CQC (Close-Quarter Combat) skills, vastly improved enemy AI, online elements that complement the single player campaign, and an all-new version of METAL GEAR ONLINE, a competitive multiplayer mode, included within the main game.

Hideo Kojima’s groundbreaking title sets a new standard in stealth-action, with the series’ famed sneaking elements greatly expanded within the sprawling play area. A host of new characters – both allies and enemies – tell a story driven by revenge, as franchise protagonist Big Boss enters a series of battlefields following the deaths of his colleagues. Central to the game is a hideously disfigured adversary known as Skull Face, while the ongoing conflict also introduces the new, iconic characters, such as the mysterious Quiet – a mute female warrior with incredible abilities.

Tactical elements are also added to the game via METAL GEAR SOLID V: THE PHANTOM PAIN’snew Mother Base system. Players begin with a small-scale off-shore rig, which can be customized and expanded using liberated items and personnel. Players use an enhanced version of the innovative Fulton system pioneered in METAL GEAR SOLID: PEACE WALKER to airlift guards, vehicles, weapons, raw materials and kit to their base, where the staff will use these resources to develop the base to the user’s specifications. An accompanying iDROID app will allow players to manage their Mother Base and its development, using staff to develop new weapons, carry out missions and implement defense systems. The latter becomes vital as the Mother Base is central to the multiplayer online elements of the game’s campaign, where players can raid other players’ Mother Bases to wreak havoc and steal essential items.

Additionally, METAL GEAR ONLINE – the game’s dedicated competitive multiplayer mode – will go live at the launch of METAL GEAR SOLID V: THE PHANTOM PAIN. The online element represents the third iteration of the popular multiplayer game, newly redesigned with the familiar gameplay and aesthetic styling of its companion single-player campaign. METAL GEAR ONLINE features a “class system” that more uniquely defines the strengths and abilities of player characters on the battlefield. Key characters from the series including Venom Snake and Ocelot will also make appearances in the anticipated multiplayer feature.

The September window will see a number of product options available to passionate fans of the series, with METAL GEAR SOLID V: THE PHANTOM PAIN releasing both a special “Day 1 Edition” and a limited “Collector’s Edition”.

“Day 1 Edition” Content (Physical Version*)

  • MAP

DLC items

  • Adam-ska Special Handgun
  • Personal Ballistic Shield (Silver)
  • Cardboard Box (Wetland)
  • Fatigues (Blue Urban Snake Costume)
  • METAL GEAR ONLINE XP BOOST

*Digital Version contents to be announced at a future time

**Steam version will include the above DLC content at launch

Collector’s Edition Content (Physical Version Only):

  • Half Scale Replica of Snake’s Bionic Arm
  • Collectible SteelBook
  • Behind the Scenes Documentary & Trailers Blu-ray Disc
  • MAP
  • Exclusive Packaging

DLC items

WEAPON & SHIELD PACK

  • Windurger S333 Combat Special Revolver
  • Adam-ska Special Handgun
  • Maschinen Taktische Pistole 5 Weiss Special Handgun
  • Rasp Short-Barreled Shotgun Gold
  • Personal Ballistic Shield (Olive Drab)
  • Personal Ballistic Shield (Silver)
  • Personal Ballistic Shield (White)
  • Personal Ballistic Shield (Gold)

CARDBOARD BOXES

  • Cardboard Box (Rocky Terrain)
  • Cardboard Box (All-Purpose Dryland)
  • Cardboard Box (Wetland)

SNAKE COSTUMES

  • Fatigues (Black Ocelot)
  • Fatigues (Gray Urban)
  • Fatigues (Blue Urban)
  • Fatigues (All-Purpose Dryland)

Other

  • “VENOM SNAKE” Emblem

MGO BOOST

  • METAL GEAR ONLINE XP BOOST

MGO Items

  • Metal Gear Rex Helmet
  • AM MRS-4 GOLD Assault Rifle
  • WU S. PISTOL GOLD

METAL GEAR SOLID V: THE PHANTOM PAIN including METAL GEAR ONLINE, will retail with an SRP of $59.99 for the PlayStation®4 computer entertainment system; the Xbox One, the all-in-one games and entertainment system from Microsoft; and Steam, and $49.99 for the PlayStation®3 computer entertainment system, and Xbox 360. “Collector’s Edition” SRP will be $99.99 for the PlayStation®4 and the Xbox One. The Steam version of METAL GEAR SOLID V: THE PHANTOM PAIN will be released on September 15, 2015.

To pre-order METAL GEAR SOLID V: THE PHANTOM PAIN, please visit: https://www.konami.com/mgs5/

Razer to Give Out Smartbands at GDC 2015

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SAN FRANCISCO (GDC 2015) – Razer™, a world leader in connected devices and software for gamers, today announced it will give Razer Nabu X smartbands at no-charge (MSRP: $49.99) to developers who visit its GDC booth during expo hours from March 4 to March 6.

Interested developers will need to provide proof of an app they have developed or are developing on the iOS or Android platform to be eligible to receive a Nabu X. Alternately, interested parties, and those not attending GDC, may apply for entry in the Nabu Developer Program to be considered for a Nabu X unit.*

“Since its launch last year, the Nabu Developer Program has grown significantly,” says Jun Shen Chia, Razer product marketing manager. “We have an evolved SDK, comprehensive guidelines to help programmers get started quickly, and an open communication channel to our Development Relations team at Razer. We’re looking forward to meeting developers in-person at the (GDC) show and get them rolling on connecting great apps with our award-winning hardware.”

Watch the Nabu Developer Program video here:

*Free Nabu X units subject to availability and at Razer’s sole discretion. Supply is limited. If stock runs out at GDC, qualified developers will have their units shipped to them after the event.

About the Nabu Developer Program:

The Nabu Developer Program offers mobile app developers an opportunity to connect their apps to an open wearables platform with a simple-to-use SDK. To-date, 13 third-party apps have been connected to the Nabu wearables platform, and more are expected.

Countless developers have signed up to the program, coming from a wide-range of industries including gaming, military, healthcare, enterprise, telecommunications, and more.

For more information on the Nabu Developer Program, please visit http://developer.razerzone.com/nabu/

About the Razer Nabu X:

The Razer Nabu X joins the Razer Nabu in the company’s wearables category, both as separate solutions being sold side-by-side. The company’s first wearable features a private message OLED screen. The Razer Nabu is an award-winning wearable that was first introduced at the Consumer Electronic Show (CES) in 2014 where it won a “Best of CES” award as “People’s Choice,” besting a field of more than 40 finalists by earning 50 percent of the popular vote during the show.

The award-winning Razer Nabu X was introduced at CES 2015 and is available now atwww.razerzone.com/nabu-x.

Price: U.S. $49.99 / EU €49.99

Availability: Razerzone.com – Now available

Product features:

  • Compatible with: iOS devices – iPhone 5, 5S, 5C, 6; and Android 4.3-and-up devices
  • Lithium-polymer battery with 5 – 7 days of battery life, 30 days standby
  • IP67 water resistant, up to 30 min. in 1 m depth

Display and sensors:

  • 3 LED indicators
  • Accelerometer
  • Cylindrical vibration motor

Software:

  • Pairing via Bluetooth Low Energy
  • Nabu X Utility app for band customization, notifications, data, app discovery, and other settings
  • Nabu Fitness app for activity logging and monitoring
  • A growing collection of Nabu-and-Nabu-X connected third-party apps

For more information about the Razer Nabu X, please visit www.razerzone.com/nabu-x.

Mad Max Pre-Orders Get The Ripper Bonus Car

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Warner Bros. Interactive Entertainment has unveiled an awesome pre-order bonus for their upcoming Mad Max. All those who pre-order Mad Max will receive an additional Magnum Opus car body called “The Ripper”.

**Click the image of The Ripper above to enlarge it.

About The Ripper
“The Ripper packs a powerful V8 engine, upgraded exhaust with custom off-road tires, a ramming grill and a tuned suspension so it can take on a variety of Wasteland surfaces.”

Valve Reveals SteamVR and More at GDC 2015

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March 3, 2015 – Valve announces a number of product and technologies at this week’s Game Developers Conference (GDC) in San Francisco.

“We continue to see very strong growth in PC Gaming, with Steam growing 50% in the last 12 months,” said Gabe Newell, Valve’s president. “With these announcements we hope that we are helping build on that momentum.”

Steam Machines, Windows PCs, Macs, and Linux PCs will be able to take advantage of a new product announced at GDC called Steam Link. Designed to extend your Steam experience to any room in the house, Steam Link allows you to stream all your Steam content from any PC or Steam Machine on the same home network. Supporting 1080p at 60Hz with low latency, Steam Link will be available this November for $49.99, and available with a Steam Controller for an additional $49.99 in the US (worldwide pricing to be released closer to launch).

Steam Machines from partners Alienware and Falcon Northwest are being shown, with Machines from a dozen other partners slated to release this November. Steam Machines will start at the same price point as game consoles, with higher performance. Customers interested in the best possible gaming experience can choose whichever components meet their needs. Epic will give a demonstration of the newly announced Unreal Tournament running on a 4K monitor driven by the Falcon Northwest Steam Machine. “We love this platform,” said Tim Sweeney, founder of Epic Games. “Whether you’re running incredibly detailed scenes at 4K or running 1080p at 120 FPS for an intense shooter experience, this brings world-class gaming and graphics to televisions with an open platform true to Valve’s PC gaming roots.”

Valve will show a virtual reality (VR) headset. Developer versions of the headset will be available this spring, and partner HTC will ship their Vive headset to consumers by the end of the year.

Two new technologies are part of the VR release – a room scale tracking system codenamed Lighthouse, and a VR input system. “In order to have a high quality VR experience, you need high resolution, high speed tracking,” said Valve’s Alan Yates. “Lighthouse gives us the ability to do this for an arbitrary number of targets at a low enough BOM cost that it can be incorporated into TVs, monitors, headsets, input devices, or mobile devices.” Valve intends to make Lighthouse freely available to any hardware manufacturers interested in the technology.

“Now that we have Lighthouse, we have an important piece of the puzzle for tackling VR input devices,” said Valve’s Joe Ludwig. “The work on the Steam Controller gave us the base to build upon, so now we have touch and motion as integrated parts of the PC gaming experience.”

“We’ve been working in VR for years and it was only until we used SteamVR’s controllers and experienced the magic of absolute tracking that we were able to make the VR game we always wanted to make,” said Alex Schwartz of Owlchemylabs.

VR demos being shown at GDC include work from Bossa Studios, Cloudhead Games, Dovetail Games, Fireproof Studios, Google, Owlchemylabs, Skillman & Hackett, Steel Wool Games, Vertigo Games, and Wevr.

Valve announced the Source 2 engine, the successor to the Source engine used in Valve’s games since the launch of Counter-Strike: Source and Half-Life 2. “The value of a platform like the PC is how much it increases the productivity of those who use the platform. With Source 2, our focus is increasing creator productivity. Given how important user generated content is becoming, Source 2 is designed not for just the professional developer, but enabling gamers themselves to participate in the creation and development of their favorite games,” said Valve’s Jay Stelly. “We will be making Source 2 available for free to content developers. This combined with recent announcements by Epic and Unity will help continue the PCs dominance as the premiere content authoring platform.”

Also as part of supporting PC gaming, Valve announced that it will be releasing a Vulkan-compatible version of the Source 2 engine. Vulkan is a cross-platform, cross-vendor 3D graphics API that allows game developers to get the most out of the latest graphics hardware, and ensures hardware developers that there is a consistent, low overhead method of taking advantage of products. Vulkan, previously called Next Generation OpenGL, is administered by the Khronos Group, along with other standards such as OpenCL, OpenGL, and WebGL.

GDC 2015 will mark the 13th anniversary of Valve’s first public announcement of Steam, which has since become the leading platform for PC, Mac, and Linux games and software. In the last year, Steam realized the addition of many new services and features – including In-Home Streaming, Broadcasting, Music, and user-created stores – as it grew to over 125 million active accounts worldwide.

For more information, please visit www.steampowered.com/universe

AMD Unveils LiquidVR Initiative at GDC 2015

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San Francisco, Calif. – 3/3/2015Today, at the Game Developer Conference in San Francisco, AMD (NASDAQ: AMD) announced an initiative to deliver the best possible VR experience for developers and users through new AMD technologies and partnerships. The first output of AMD’s initiative is LiquidVR™, a set of innovative technologies focused on enabling exceptional VR content development for AMD hardware, improved comfort in VR applications by facilitating performance, and plug-and-play compatibility with VR headsets. The upcoming LiquidVR SDK makes a number of technologies available which help address obstacles in content, comfort and compatibility that together take the industry a major step closer to true, life-like presence across all VR games, applications, and experiences.

In virtual reality, the concept of ‘presence’ is described as the perception of being physically present in a simulated, nonphysical world in a way that fully immerses the user. A key obstacle to achieving presence is addressing motion-to-photon latency, the time between when a user moves their head and when his or her eye sees an updated image reflecting that new position. Minimizing motion-to-photon latency is critical to achieving both presence and comfort, two key elements of great VR.

Reducing latency involves the entire processing pipeline, from the GPU, to the application, to the display technology in the headset. AMD GPU software and hardware subsystems are a major part of improving that latency equation, and with LiquidVR™, AMD is helping to solve the challenge by bringing smooth, liquid-like motion and responsiveness to developers and content creators for life-like presence in VR environments powered by AMD hardware.

“Achieving presence in a virtual world continues to be one of the most important elements to delivering amazing VR,” said Brendan Iribe, CEO of Oculus. “We’re excited to have AMD working with us on their part of the latency equation, introducing support for new features like asynchronous timewarp and late latching, and compatibility improvements that ensure that Oculus’ users have a great experience on AMD hardware.”

“Content, comfort, and compatibility are the cornerstones of our focus on VR at AMD and we’re taking a big step in all three areas with the introduction of LiquidVR™ today. With LiquidVR we’re collaborating with the ecosystem to unlock solutions to some of the toughest challenges in VR and giving the keys to developers of VR content so that they can bring exceptional new experiences to life,” said Raja Koduri, corporate vice president, Visual Computing, AMD. “AMD will continue to collaborate closely with the VR ecosystem to deliver new LiquidVR technologies that aim to make the virtual world every bit as accurate as the real world.”

Significant features of version 1.0 of the LiquidVR SDK include:

  • Async Shaders for smooth head-tracking enabling Hardware-Accelerated Time Warp, a technology that uses updated information on a user’s head position after a frame has been rendered and then warps the image to reflect the new viewpoint just before sending it to a VR headset, effectively minimizing latency between when a user turns their head and what appears on screen.
  • Affinity Multi-GPU for scalable rendering, a technology that allows multiple GPUs to work together to improve frame rates in VR applications by allowing them to assign work to run on specific GPUs. Each GPU renders the viewpoint from one eye, and then composites the outputs into a single stereo 3D image. With this technology, multi-GPU configurations become ideal for high performance VR rendering, delivering high frame rates for a smoother experience.
  • Latest data latch for smooth head-tracking, a programming mechanism that helps get head tracking data from the head-mounted display to the GPU as quickly as possible by binding data as close to real-time as possible, practically eliminating any API overhead and removing latency.
  • Direct-to-display for intuitively attaching VR headsets, to deliver a seamless plug-and-play virtual reality experience from an AMD Radeon™ graphics card to a connected VR headset, while enabling features such as booting directly to the display or using extended display features within Windows.

AMD released the alpha version of LiquidVR SDK 1.0 to registered developers today.

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