Author - Jerry Paxton

Mordheim: City of the Damned Console Gameplay Trailer

October 11, 2016 – After seducing a large number of players on PC with its brutal and tactical gameplay, Mordheim: City of the Damned is coming for download on PlayStation 4 and Xbox One on the 18th of October. Mordheim: City of the Damned, the video game adaptation of Games Workshop’s cult classic, is a turn-based tactical game in which you lead your Warband into bloody and lethal skirmishes. As you can see in today’s Consoles Gameplay Trailer, the game blends RPG elements, fast-paced tactical combat and intricate unit customization in a time wrought by chaos and rivalry where only the strongest survive.

Mordheim: City of the Damned takes place during a grim conflict where factions, empires, and mercenaries fight for gems, called Wyrdstone, created by a comet impact that destroyed the depraved city of Mordheim. It will be your responsibility, amidst this chaos, to take command of your Warband and storm the ruins to battle other parties, avoid abominable monsters, and gather Wyrdstone. Each nail-biting decision has its consequences: permanent death or crippling injury that could leave your recruits without a limb or an eye.

Take to the desolate war-torn streets of Mordheim to battle for fame and fortune with ranged weapons, swords, daggers, spells, and more! Witness the game’s various gameplay features, such as a unique story driven campaign for each of the four Warbands and lethal skirmishes both offline against the AI and online versus other players.

Align yourself with one of four factions: The Sisters of Sigmar, the Human Mercenaries, the Cult of the Possessed, or the Skaven of Clan Eshin. Each comes with unique warriors that can be hired, trained, and customized with a plethora of skills and gear, creating squad synergy suitable for any strategy. You’ll even be able to take your Warband from the single player campaign to pillage the city online against other players!

Overpower enemies with a group of heavily armed soldiers, master trickery and deceit with assassins, or use magic to blow away any opposition – the choice is yours. Ambush your foes, provide covering fire for allies, scale walls, and jump between crevasses. Anything it takes to survive and conquer. Mordheim is yours to discover: will you survive long enough to master the cursed city and gather it’s limitless treasures?

Battle for honor and glory in Mordheim: The City of the Damned, coming to PlayStation 4 and Xbox One on the 18th of October 2016! Already available on PC.

Escape from Tarkov Interview

Recently, we got the chance to ask the COO of Battlestate Games, Nikita Buyanov, some questions regarding their upcoming game, Escape From Tarkov. We’d like to thank both Nikita Buyanov and PR guru Ted Brockwood for making this possible.

Q) Hello and thanks for talking with us! Can you tell us a bit about yourself – your favorite games, etc?

A) My name is Nikita Buyanov, I’m the COO and Lead Designer at Battlestate Games. I’ve been making games for eight years now; before that, I worked in advertising, but have always been an active member of modding community, and making games has been my aspiration as long as I can remember. Naturally, the range of my interests in games is very wide – from space simulators to FPS and much more- but, obviously, as far as genres go, FPS is my favorite. Considering this, it may sound unusual, but my personal top-of-the-list is Soma, followed by the Metal Gear series and the first two Modern Warfare games.

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Q) What were some of the challenges in creating Escape from Tarkov?

A) The biggest challenge is pretty common – planning, keeping within the schedule, avoiding issues that could stretch the development stages – basically, properly managing time. Of course, from time to time we also have technical difficulties related to the engine specifics, but nothing unmanageable.

Q) How would you say that Russian gamer culture is different or similar when compared to the United States?

A) Lately the two cultures have been drawing closer, but the difference is still obvious. US gaming seems to be dominated by the console games and the concept of playing for fun and less realism. In Russia (and, in some other countries as well), players tend to draw their fun from achieving and overcoming, leaning towards PC and more realistic and complex games. It’s in our blood, so to say. Hence our undertaking to create a game universe that would closely imitate reality, and, rest assured, if our players get some “fun”, it will be hard-earned and well-deserved.

Q) Is Escape from Tarkov a sandbox game, campaign driven game, or something else entirely?

A) It’s both a sandbox and story-driven game, all mixed together with various mechanics that make the game closer to what we call a “hazardous environment combat simulator”, which includes elements of survival, exploration, and RPG-style skill upgrades.

Q) One of the things that a lot of gamers are talking about is your extensive and realistic weapon customization system. Are you guys using real world manufactures and equipment in the game or mods inspired by real world stuff?

A) We only include existing weapons and modifications in our game, there’s no “made up” gear or guns whatsoever. We purchase or rent lots of training weapon replicas, and have many friends who are happy to provide us with specimens for research, as well as ongoing contacts with manufacturers. So, well, this is our concept for weapons – lifelike realism.

Q) Speaking of weapons, how much research did the team do to get their realistic handling replicated so well?

A) For that purpose, we regularly visit shooting ranges. Although here in Russia we can’t simply take a machinegun and fire away like in some of the US states, we still give the key weapons specialists an opportunity to try them out live in all kinds of situations, and record reference videos in ultra-slow motion for research, and then replicate this experience.

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Q) Can you tell us a little about how the civilian savage scavenger (“SCAV”) system works in the game with regards to the player playing as one of them? Is that separate from the main experience?

A) Scav is basically a separate game mode. Our main character is a PMC operator, who progresses through the game story, levels up, upgrades skills, loses equipment if dead, etc. Scavs, however, can spawn on random location even if it’s locked, or in the middle of the raid, and most importantly, on spawning they have random predefined sets of weapons and equipment, hence, there’s no need to fear losing them. If you survive as Scav, you can hand the loot over to the main character’s inventory. Basically, playing as Scav is an option for having some easy fun in game, but very limited. You can’t just play as Scav. They don’t level up or make progress, they are just raiders making everybody’s life harder – or teaming up with other Scav players. Also, you’ll have to be aware of the AI-controlled Scavs as well.

Q) Are there any features, etc that you guys wanted to have in Escape from Tarkov but just didn’t have time or budget to add?

A) We haven’t dismissed any features completely for time or budget reasons. There were some that have been postponed till after release, but sooner or later we’ll implement everything we wanted to. However, we had to dismiss some things for the reasons of pure playability – it’s hard to make a great game by adding more minor features at the expense of unwieldy controls or over complicated interfaces.

Q) Will Escape from Tarkov support head turning in VR headsets?

A) That’s one of the features that have been postponed. We have prototyped the support of VR controls, but getting them to work properly is whole another story, and it can wait until we have completed the essentials.

Q) Is there anything else you’d like to tell our readers about Escape from Tarkov?

A) Escape from Tarkov is a game that appeals most to the fans of hardcore, or even simulator games. The most important thing to understand is that this game is not about casual “fun”, but rather hard work and toil and learning. The closest feeling to fun will be relief after surviving a raid and maybe even getting some confirmed kills while at it. The gameplay will be completely different from other shooters, so the best way to go is to play cautiously and thoughtfully

Epic Roll: Eclipse Reaches Kickstarter Half Way Point

October 10, 2016 – With over two weeks still to go in its Kickstarter campaign (Back Us Here), Epic Roll: Eclipse has passed 50% funding, and the owners are optimistic about the future of their first crowdfunding project. Jon and Matt Nord from Summon Entertainment talked about the project thus far, and their plans going forward.

Matt: “So far we’re seeing a lot of support from Epic Roll owners, and players we’ve met at game conventions over the past year – Gen Con for sure, but also KublaCon and Strategicon. It’s pretty cool when backers tell you they played a round or saw a demo of Eclipse months ago, and they’ve been waiting for the Kickstarter to pop up. The campaign is putting Eclipse and Epic Roll in front of new audiences as well. We’re seeing a strong number of Canadian and European backers that we otherwise would have had a hard time reaching.”

To date there have been three stretch goals announced – one social stretch goal giving backers a bag in which to carry the game or draw tokens from, and two more lurking beyond the project’s funding goal. The first of these provides backers with “Magic Item” cards they are able to choose for their characters at the beginning of each game. The second stretch goal unlocks two additional characters – a zombie called “William the Undying” and “Bundi”, a hammer-wielding Dwarf. Both characters include their own die and ability cards, along with unique magic item cards.

Jon: “Eclipse got great reactions from attendees at Gen Con. Players were most excited about the ways it expands the original game, with a higher player count and more direct effects against opponents. That’s the plan with Eclipse and our future Epic Roll expansions – providing fun new content, as well as more ways to play with your existing collection. The initial stretch goals we chose allow players to customize games with additional strategy and complexity, and challenge players with unusual characters existing outside the dynamic of the core champions. The result is more replay value for veteran board gamers.”

We’ll keep an eye on this project as it develops. By the time we’re watching horror movie marathons and handing out candy, Epic Roll: Eclipse may give gamers one more reason to celebrate.

For more information on the Epic Roll series, artwork, and product photos, visit the http://www.epicroll.com/

Stellaris: Leviathans Launch Date

Stockholm – October 10th, 2016 Paradox Interactive today announced the release date and retail price for Leviathans, the upcoming Story Pack for their critically acclaimed strategy game Stellaris (PEGI 7).  Featuring a host of new content such as Guardians, Enclaves, and the fearsome “War in Heaven”, Leviathans is the first Story Pack to be released for one of 2016’s biggest strategy hits.  Leviathans will be available on Windows, Mac and Linux PCs on October 20th 2016, priced at $9.99 or local equivalent.

As a small taster of what to expect when Leviathans arrives on October 20th, see the below previously unreleased screenshot:

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Coupled with the release of Leviathans will be the traditional free update, dubbed “Heinlein”.  Containing upgrades and improvements for all players, just some of the highlights include:

  • A convenient Auto-Explore feature.
  • Rally points for your freshly-assembled Navy.
  • The Expansion Planner Interface.
  • An overhaul of Strategic Resources.
  • Clearer specialization/role for ship types.
  • More options for customizing new galaxies.
  • New smarter Sector Governors.

For more information on either Leviathans or the Heinlein patch Paradox Development Studio releases regular developer diaries on their forums.

Armored Warfare – Global Operations Preview Trailer

Amsterdam, The Netherlands – October 7, 2016 Developer Obsidian Entertainment and global publisher My.com are proud to announce that Global Operations, the revolutionary PvP and PvE hybrid game mode in Armored Warfare, is now open for testing on a Public Test Server.

The recently announced Armored Warfare: Global Operations is a truly unique game mode for tank genre games. Being a mix of PvP and PvE, and having a set of gameplay innovations, the new mode makes PvP more spectacular and action focused – exactly what the true modern battlefield should be in the game.

To test Armored Warfare: Global Operations on PTS, players should download a special Public Test Server Client and follow instructions HERE: aw.my.com/us/news/general/introducing-global-operations-pts

Please note that the Public Test Server will only become accessible on October 6 at 8 AM PDT.

The first of the new maps to be introduced in Armored Warfare: Global Operations is the open desert map called “Desert Crossing.” This map is bigger than any other map so far in Armored Warfare and features many interactive elements. Bombers flying overhead, AI-control turrets shooting at teams, and surveillance drones will change the face of warfare in the game for good. Two mercenary forces and their local allies are clashing over a massive dry dock with an aircraft carrier in “Desert Crossing.” The battles in Global Operations are time limited and feature up to 15 vs 15 player teams. Each team starts with a pool of points. Destroying Enemy or AI controlled vehicles and capturing control zones will reduce the enemies’ point count. If the team manages reduce this point score to zero, they secure victory!

Players can also capture special “Wildcard” objectives that give them the ability to call in military asset from their HQ, which will tip the balance of the battle in their favor. The first map contains the following “wildcards:”

  • Pillboxes: static AI-controlled object firing Anti-Tank guided missiles at enemy forces
  • Surveillance drone: an unmanned aerial asset that can fly above a zone and spot the enemy teams movements with ease.
  • Air Raid:  A powerful B2 bombing run attack that flies in from off the map to wreak havoc amongst enemy lines!
  • Supply Zone: to allow resupply of ammo without needing to respawn.

These represent just what will be available during the first release. The system is flexible enough that many new “wildcards” could be created and will make the battlefields truly feel like theatres of modern war.

Armored Warfare is a free-to-play massively multiplayer online tactical military game that puts the player into the world of modern warfare. In Armored Warfare, players get a chance to try the most powerful tools of destruction invented by mankind – from modern main battle tanks to scouts and wheeled vehicles. Using modern defense systems like anti-missile protection and smoke grenades, along with various types of armor and ammunition, players can jump into fast paced battles both in PvP mode and a vast amount of PvE missions.

Download Armored Warfare for free today, visit: aw.my.com. To learn more about Armored Warfare, please visit aw.my.com, ‘Like’ it on Facebook, and follow its development on Twitter @ArmoredWar for all the latest developer updates and news.

Dark and Light Screenshot Gallery

Snail Games, a leading developer and publisher of interactive entertainment, today released a fresh pack of screenshots and info for their upcoming dark fantasy multiplayer survival game, Dark and Light. The new images and information focus on special camps and towns that provide homes and training grounds for players to visit throughout their adventures. Along with the new screenshots, Snail Games is presenting an overview of NPC behavior and interactions, detailing how NPC’s will be more than just bystanders in Dark and Light. Players will interact with these characters to complete quests and glean information about the world.

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The GamingShogun ‘Halloween’ Dream Crate by LootCrate

The good people at the monthly subscription crate service Loot Crate have been looking to find out what people would put together for their own “Dream Crate” – if we could choose from any theme and any product. So, we put out heads together and decided to do a Dream Crate for the Halloween season!

The GamingShogun Halloween Dream Crate

Our Halloween Dream Crate would contain a number of horror-related items, so let’s jump right in and un-box it. Here are our Dream Crate contents, in no particular order:

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Mondo Halloween Art Print by Ken Taylor ($1,000 and up)

  • This art print was given out at an anniversary screening of John Carpenter’s Halloween at The New Beverly cinema in Hollywood. This poster is super-rare and super-awesome. What else do you expect from Ken Taylor and Mondo?

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Turtle Beach Headset Halloween Pumpkin Plates ($9.95)

  • These Halloween themed plates go on the ear cups of your favorite Turtle Beach headsets. While not super pricey items, they provide a bit of Halloween spirit in every gaming session and make for good conversation.

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Odd City Entertainment Limited Trick ‘r Treat Poster ($500 and up)

  • This limited edition poster was handed out for free at a 2013 screening of Michael Dougherty’s Trick ‘r Treat at the Egyptian Theatre in Los Angeles. While not quite as rare as the Mondo Halloween print, this poster is incredible in its own way.

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Krampus Halloween Mask by Trick or Treat Studios ($79.99)

  • This special edition mask was made using the original WETA molds for Michael Dougherty’s film, Krampus. It was then finished by Trick or Treat studios for consumer purchase. It is an outstanding Halloween mask, with some incredible details that would be great for an actual Krampusnacht costume or simply Halloween frights.

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The Halloween Complete Blu-ray Collection ($33.99)

  • An awesome Blu-ray collection containing John Carpenter’s Halloween, Halloween II, Halloween III: Season of the Witch, Halloween 4: The Return of Michael Myers Halloween 5: The Revenge of Michael Myers, Halloween: The Curse of Michael Myers, Halloween H20, Halloween: Resurrection, Rob Zombie’s Halloween and Halloween II. With ten movies to enjoy, this basically breaks down to $3.39 a flick!

If you would like to subscribe to Loot Crate, head over to their official website!

Endless Space 2 Now on Steam Early Access

Paris, France – October 6, 2016 – Award-winning developer Amplitude Studios announced today that Endless Space 2 is available now on Steam, for $37.49, a 25% discount off the $49.99 retail price for the Digital Deluxe Edition, and $29.99, a 25% discount off the $39.99 retail price for the Standard Edition. Set in the same universe as critically-acclaimed Endless Space and Endless Legend, Endless Space 2 is a turn-based, 4X space-strategy game that expands the Endless universe even further.

In addition to the Standard Edition, Endless Space 2 is available in a Digital Deluxe Edition (only available during Early Access), which contains the digital Soundtrack from FlybyNo and cosmetic in-game bonuses inspired by the Pathfinders of the Academy.

“Endless Space 2 has been such a fun development process, building upon Endless Space and Endless Legend, and creating the game brick by brick,” said Romain de Waubert de Genlis, Creative Director at Amplitude Studios. “Our games are deep, and we need lots of different people collaborating and contributing their thoughts and suggestions during Early Access, to help us formulate the perfect game.”

The Early Access version of Endless Space 2 features four of the eight factions planned for the full release of the game. Discover each faction’s story, from the AI gone berserk to the origins of the lethal Endless creation called the Cravers. Feel like an emperor and see your population react to all your decisions, as they will be the source but also the key to all your conflicts. Explore the Endless universe, discover its secrets, its new life forms and find your own path to galactic dominion.

Endless Space 2 Early Access Features:

  • Asymmetric Factions: Discover the unique gameplay and storyline of each faction.
  • Check Your Surroundings: Every person reacts differently to their surroundings, your actions and game events — your population fuels your power, but they can be hard to control.
  • Amplified Reality: Scan the map to get more detailed information with a simple keyboard touch. Keep the game as simple as possible while still allowing more detailed information for those who want it.
  • Immersive Battles: Prepare your ships, organize your fleets, choose your strategies, and study the results in real time.
  • Rich, Endless Universe: Quests and events linked to population, heroes, exploration, thriving factions – Endless Space 2 has everything you need to create your own story!
  • Four Factions: Pick a race and build your colony from the first four factions available: Sophons, Voydani, Cravers, and Lumeris. A total of eight factions, including one that is entirely created by the community, is planned for the Gold release.
  • Two Victory Types: Play for 100 turns and either Score or be Eliminated. More victory types will be added later.

Known for its deep, engaging, and gorgeous 4X strategy games including 2014’s celebrated Endless Legend and Dungeon of the Endless, Amplitude Studios won the venerable 2013 Golden Cube and Community Choice Unity Awards for Endless Space and the 2015 Best 3D Visual Experience for Endless Legend. For more information onEndless Space 2, visit Amplitude Studios on its Website (www.amplitude-studios.com), like it on Facebook, and follow it on Twitter.

Interview with Osiris: New Dawn’s Brian McRae

Recently, we got to ask Brian McRae, CEO/founder and lead developer for Fenix Fire Entertainment, about his upcoming sci-fi space survival game, Osiris: New Dawn. We wanted to thank Brian as well as Ted Brockwood for making this interview possible!

Q) Hello there! Can you tell us a bit about yourself and your gaming background. Favorite games, inspirations, etc?

A) Hey there, my name is Brian McRae, CEO and founder of indie development team Fenix Fire Entertainment, the makers of Osiris: New Dawn. I’ve been working in the industry for over 16 years at companies that include Midway, High Voltage Software and Blizzard; I’ve also done some extensive VR tech demo work for Oculus among many other projects for Fortune 500 companies. I absolutely love sci fi novels and movies and completely geek out on all things space… NASA, SpaceX, astronomy and anything space travel. I grew up playing Atari and NES and Super Nintendo and am a big Nintendo fan.

Q) How did you guys come up with the idea for Osiris: New Dawn?

A) I started with the idea of “what if you really DID crash land on a distant planet?” Then followed up with more questions: “how can mankind become a multi-planetary species?” and “what would early days of colonization really look like?” I knew setting the world in the near future would help achieve a feeling of vulnerability and loneliness, which is important in attempting a horror element and feeling of danger.

Q) Osiris: New Dawn. The buzz around this game seems to be growing by the day. How is your team managing growing community expectations (the “hype train” as they call it)?

A) Honestly we don’t focus on hype, we focus on the game. That said we very much appreciate any attention the gaming community has given Osiris: New Dawn. We’re leaving this attention to our publisher, Reverb Triple XP, who has been doing a fantastic job handling any buzz that Osiris has been getting since our reveal at PAX West.

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Q) The survival genre has been widely explored as of late, with sub genres placing players in space, in jungles, etc. What does Osiris: New Dawn, bring to the genre that breaks it away from the pack?

A) It’s interesting you ask that because if I’m totally honest, we didn’t initially set out to make a survival game. We had the idea of a space exploration experience where you crash land on an alien planet, and learn how to survive and further colonize the planet. Then we just put the blinders on and focused on the setting and feeling of truly being on another planet. We hope that through this innocence and lack of experience we arrive at something fresh. Atmosphere and immersion is also something that we really dedicated a huge amount of attention too, specifically the weather system and 3rd person character animations using IK (inverse kinematics) technology. There’s actual real foot-planting, even when climbing up rocks that I don’t think has been done in the survival genre before.

Q) Will Osiris: New Dawn have centralized, persistent servers or player-ran servers – or both?

A) Both! We’re trying to accommodate all types of online playing styles. You can have a private universe and invite only your Steam friends or jump into the public universes. Plus you can always just play single player as well. It’s up to you.

Q) What are your thoughts on the survival genre as it stands now, pre-Osiris: New Dawn?

A) It’s interesting because the survival genre seems to be what RPG was in the 70s and 80s. I played a lot of D&D growing up because the games of those days were so limited in detail, both visually and in player actions, and loved the endless rich detail you can put into a D&D campaign as a Dungeon Master. D&D is actually a survival game when you think about it and because it’s truly conceptual and game design, the thought process of existing in another world lends itself perfectly to designing a modern game of this magnitude. I’m amazed at how much we can do now and feel like we’re still just scratching the surface. There’s a lot of stuff that’s in but hasn’t been exposed yet.

Gaming genres seem to go in cycles now, which is interesting because the game industry is so young compared to film and music. Now that we’re hitting the graphics wall there’s been an explosion on the design side, where historically the industry can be described as a series of disruptive technologies used to create new experiences. It seems AAA publishers are afraid of survival because of how daunting the feature set is and because they have these massive teams to steer with very established IPs and user expectations. But if anyone can do it, it’ll be Nintendo with the new Zelda.

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Q) Can you tell us what challenges the team has faced when developing Osiris: New Dawn?

A) Developing this game as a two man team was probably the most challenging experience of my life. We worked 16 hour days without weekends for years and spent our last dollar making Osiris: New Dawn. There were days when I thought it was never going to be fun and that we’d have to sell our home and face utter failure. There are so many deep feature sets that constantly needed to be reworked to function with newly developed systems that we were constantly adding. We kept going around and around with the player system, building system, vehicles, AI, robots, planet art, performance, multiplayer, persistence, weapons, 1st person and 3rd person views, to all over again from player systems in an endlessly looping progression. We must have completed this loop around 20 times, which is like making the game 20 times. Finally, one day, it all clicked, as what usually happens in game development when you toil hard enough. We finally broke through and realized that we have something we can be proud of and something that will work as a solid foundation to build upon.

Q) Were there anything that you guys wanted to add into Osiris: New Dawn, but didn’t have the time or budget to do it?

A) Actually, a lot! Since we developed Osiris as a two man team we constantly had to set priorities on what was most important to add to the game each day over the course of 5 years. One of the aspects of Early Access that I’m most looking forward to is working with the Steam community on tuning the game, adding features that are highly demanded, and finalizing as much content on our personal wishlist for a full launch in 2017. And we do plan to continually offer updates past launch to add more content as we go.

Q) Will Osiris: New Dawn support VR headsets?

A) I created the Tuscany World Demo for Oculus which was the first virtual environment that shipped with their SDK back in 2013 and have since helped create many VR demos. We have a lot of pioneering VR experience that we want to bring to Osiris. That said we know that adding true VR support is not something to take lightly and will be a major undertaking to get right, so for now we need to focus on PC standard displays. If you have a VR headset and want to experience Osiris in VR please reach out to us in the Steam Forums.

Q) Is there anything you guys would like to tell our readers about Osiris: New Dawn?

A) We are fully aware that some players are upset about other recent sci fi games in regards to empty promises or lack of features. I would sincerely urge you not to project that disappointment onto us: we are a completely different team with different goals and way of doing business and development. I want to make Osiris: New Dawn the most amazing experience it can be and so does everyone here at Fenix Fire and Reverb Triple XP. This is only the beginning, we have big plans for Osiris: New Dawn and cordially invite you to join us in this epic journey. I also want to personally thank everyone who has supported us by picking up the game and giving us invaluable constructive feedback on how to improve Osiris: New Dawn.

 

Arktika.1 Announced for Oculus Touch

October 6, 2016 – From 4A Games, the creators of Metro 2033, Metro: Last Light, and Metro Redux, comes a new vision of the apocalypse. Announced today during the Oculus Connect 3 keynote in San Jose, ARKTIKA.1 is a highly immersive, action-packed, first-person shooter designed exclusively for Oculus Touch. Using the newest version of the 4A Engine and set for release in Q2 2017, ARKTIKA.1 delivers the most impressive visuals ever seen in VR, along with the immersion and world building that 4A Games is known for, in a full AAA package. Experience a post-apocalyptic vision of the future like never before; in full VR.

Nearly a century in the future, the world has fallen into a new ice age in the aftermath of a silent apocalypse. Only the equatorial regions are still habitable, yet pockets of humanity survive in small numbers all over the planet, hanging onto existence in the resource-rich territories to the north and south– resources that everyone wants to control… Protect the colony in the wastelands of old Russia from raiders, marauders, and strange creatures. Be the savior. Give humanity a second chance.

“At 4A Games, we pride ourselves on our ability to make immersive experiences, so creating ARKTIKA.1, a big, atmospheric VR shooter made a lot of sense,” said Andriy Prokhorov, co-founder and creative director at 4A Games. “ARKTIKA.1 is a full-blown ААА title, and we’re employing all of our accumulated experience making high-quality shooters, and also using a lot of new opportunities provided only by VR. Oculus has allowed us to take the immersion to a whole new level, and it would have been a shame to miss such an opportunity.”

“ARKTIKA.1 is everything you’d expect from the team of FPS experts at 4A Games, with a dark and gritty style that only they could achieve,” said Jason Rubin, head of content at Oculus.

For more information on ARKTIKA.1, visit http://www.4a-games.com.mt.