Author - Jerry Paxton

TRANSFORMERS ONE: NEW ADVENTURES Stop-Motion Series Announced

Hasbro Inc., a leading toy and game company, announced the new toy stop-motion 14-episode series, TRANSFORMERS ONE: NEW ADVENTURES, will premiere on the official TRANSFORMERS YouTube Channel beginning January 17 at 7am ET. This bi-weekly stop-motion series will capture the trendiness of gaming and POV-style content, infused with bursts of action-based comedy and high-stakes drama inspired by TRANSFORMERS ONE. In partnership with TheSoul Publishing to produce and distribute the series, new episodes will be released every Friday and Saturday that transports fans directly into key locations from the TRANSFORMERS ONE film. This series takes place beyond the existing canon and offers fans a unique perspective on their favorite characters’ points of view.

“We are delighted to give fans a new opportunity to revisit the world of Cybertron depicted in the TRANSFORMERS ONE animated feature film,” said Alyse D’Antuono, Vice President, Global Brand Strategy and Management, Action Brands at Hasbro. “This collaborative effort with TheSoul Publishing continues to push the boundaries of the TRANSFORMERS brand and reach new fans around the world. We invite you to explore this fresh perspective inspired by the movie and join us for the premiere on January 17.”

“Working with the Hasbro team on TRANSFORMERS ONE and using our expertise in social media and stop motion animations to bring these incredible stories to an expanded global audience is an amazing opportunity for TheSoul Publishing.” said Patrik Wilkens, Vice President of Business Development at TheSoul Publishing.

Featuring Hasbro’s TRANSFORMERS ONE toy line as the leading stars in this YouTube shorts series, which includes Robot Battlers, Studio Series characters, and Prime Changers (view/download product images HERE).

TRANSFORMERS ONE: NEW ADVENTURES will be available in the following languages: English, Spanish, Portuguese, German, French, and Italian.

TRANSFORMERS ONE: NEW ADVENTURES episode titles and dates below:

  • E01 Energon Mine January 17
  • E02 Runaway Train January 18
  • E03 Battle Royale January 24
  • E04 Race Orion Pax vs. D-16 January 25
  • E05 Exploring the Tomb January 31
  • E06 Life-Form Scanner February 1
  • E07 Steve Cam February 7
  • E08 Archive Chat Bot February 8
  • E09 Show Jumping February 14
  • E10 Energon Pool February 15
  • E11 Arcade Platformer Run February 21
  • E12 Energon Run February 22
  • E13 Energon Delivery Service February 28
  • E14 Cybertronian Ninja Warrior Aerial Course March 1

Paradox Interactive Releases Stellaris 4.0 Phoenix Dev Diary

Paradox Interactive today announced that Stellaris 4.0 ‘Phoenix,’ the next major free update for the hit sci-fi strategy game, will launch in May 2025 alongside the next expansion. The 4.0 update will introduce sweeping enhancements to improve performance, pacing, and player engagement.
Stellaris 4.0 ‘Phoenix’ refines core systems and adds more features to enhance both new and veteran players’ experiences. Highlights include:
  • Performance Improvements: Major overhauls in how populations and trades are calculated to ensure smoother gameplay in even the most expansive galaxies.
  • New Player Guidance and Game Pacing: Streamlined notifications and event systems to make early game decisions more impactful and less overwhelming.
  • Quality of Life Improvements: From fleet management to empire customization, every aspect has been enhanced to maximize player enjoyment and efficiency.
More information on the Stellaris 4.0 ‘Phoenix’ update can be found in the latest Stellaris dev dairy.

Netflix’s Surviving Black Hawk Down Gets an Official Trailer

Today, in partnership with RSA, Netflix announced the trailer and premiere date for Surviving Black Hawk Down, a three-part 360-degree telling of the 1993 Battle of Mogadishu, whose events served as inspiration for Ridley Scott’s Academy Award® winning film Black Hawk Down.

Logline: Surviving Black Hawk Down tells the gripping real story of the horror and heroism behind the events that inspired Ridley Scott’s blockbuster movie Black Hawk Down, blending raw, immersive storytelling with first-person interviews from both sides of The Battle of Mogadishu.
Premiere Date: February 10, 2025
Production Company: RSA
Producers: Jamal Osman, Emma Supple
Executive Producers: Dominic Crossley-Holland, Tom Pearson
Director: Jack MacInnes
Format: Three episodes

“RSA are thrilled to bring this compelling story to a new audience with Netflix, almost 25 years after Ridley’s iconic movie. It’s a gripping tale, and powerful and moving to hear from both US forces and Somalis for the first time.” – Dominic Crossley Holland, Global Head of Unscripted, RSA.

Insta360 Introduces the Insta360 Flow 2 Pro Smartphone Stabilizer

Insta360 is excited to unveil the latest evolution in smartphone stabilizers: Insta360 Flow 2 Pro. Designed for creators, solo adventurers, and professionals alike, this next-generation AI-powered gimbal combines groundbreaking technology with an all-in-one design to transform your smartphone into the ultimate content creation tool.

With extended Apple DockKit integration, all-new Deep Track 4.0 AI tracking, and professional-grade features like Active Zoom Tracking and Multi-Person Tracking, Flow 2 Pro pushes Insta360’s innovations in the mobile content creation space to new heights. Upgrades to its built-in tripod, power bank, and selfie stick, and Flow 2 Pro sets a new benchmark for smartphone filmmaking.

“The idea of Flow 2 Pro is simple: Bridge the gap between professional-quality tools and everyday accessibility,” shares JK Liu, founder of Insta360. “We’re bringing our cutting-edge AI tracking to the table, with even more enhancements, as well as seamless iPhone and Android integration.”

Unprecedented Tracking Capabilities

Insta360 Flow 2 Pro elevates mobile videography by integrating Apple DockKit, an industry-first innovation that bridges the gap between professional-grade tracking and user-friendly convenience.

Designed exclusively for iPhones, Flow 2 Pro uses Apple DockKit to unlock seamless native subject tracking for iPhone’s built-in Camera app, as well as Blackmagic (including SmartWheel use) and over 200+ third-party iOS apps. From Photo and Cinematic modes to Slow Motion, Flow 2 Pro eliminates the need for additional software, offering a user experience that combines simplicity with performance.

DockKit transforms your device into a powerful production tool—perfect for content creation, virtual meetings, video calls, live streaming, and more.

Meet Deep Track 4.0

Flow 2 Pro introduces Deep Track 4.0, the ultimate evolution in AI-powered tracking technology. Available in the Insta360 app, the latest rendition is built for creators who demand the best, bringing a host of cutting-edge capabilities that ensure your shots are always perfectly framed and effortlessly smooth.

New Active Zoom Tracking

Zooming in up to 15x while tracking a moving subject is now possible thanks to Active Zoom Tracking. Perfect for capturing dynamic sports or distant scenes, this feature is a game-changer for creators looking to hone in on the action. Unlike competing products that cap zoom capabilities and are unable to track effectively at range, Flow 2 Pro ensures your shot is crystal clear and perfectly framed, no matter how the distance.

Multi-Person Tracking

Capture every moment—Flow 2 Pro tracks multiple people in real time, keeping your whole group perfectly framed. From family photos to group dancing videos, AI automatically adapts to your environment and keep up with every movement so your whole group is centered and in shot.

Pro Framing Grid

Storytelling is made richer with the built-in Pro Framing Grid, an AI-assisted feature designed to incorporate the Golden Ratio into every shot. By guiding your framing and composition, Flow 2 Pro helps even novice creators achieve professional, cinematic results.

When shooting in the Insta360 app, simply tap one of the nine grids, and the gimbal will automatically analyze subject position and composition to get a better result. Perfect for cinematic moments.

An All-in-One Content Creation Tool

Whether you’re filming on the go, setting up a professional shoot, or exploring new creative angles, Flow 2 Pro has you covered. Its upgraded features ensure every creator can bring their vision to life, easier.

Sturdier Build, 360° Tracking and Free Tilt Mode

Flow 2 Pro’s sturdier build offers enhanced durability with a stronger tripod, while the Free Tilt Mode unlocks creative potential for filmmakers and vloggers. With this feature, creators can achieve breathtaking shots like:

  • Crane Shots: Sweeping vertical and horizontal movements for cinematic storytelling.

  • Tilt Shots: Elevate perspectives with smooth, controlled angles.

  • Crane + Tilt Combinations: Combine movements for even richer narratives.

Flow 2 Pro also supports complete 360° Infinite Pan Tracking, which allows it to rotate endlessly for uninterrupted tracking. Whether you’re following fast-paced sports, capturing live events, or experimenting with creative transitions, this innovation ensures you never miss a moment.

Advanced HDR and Codecs

Flow 2 Pro supports Dolby Vision and Apple ProRes for cinematic clarity, color depth, and dynamic range. Highlights include:

  • Dolby Vision: Boost brightness and color contrast for a vibrant, lifelike look.

  • Apple ProRes: Capture in HDR, SDR, or Log for detailed, professional-grade editing flexibility.

The result? Every shot, whether spontaneous or planned, shines with incredible visual fidelity.

New Selfie Mirror

The gimbal now sports a mirror right on its body, ensuring creators can frame without a screen, perfect for selfies or vlogging when using the rear camera of your phone for better image quality. The mirror’s adjustable angle ensures you look your best in every shot.

Teleprompter

For live streamers or content creation, forget memorizing lines or awkward pauses. With Flow 2 Pro’s Teleprompter Mode, creators can integrate scripts directly into their filming or livestream workflow.

Remote Control via Apple Watch or Second Smartphone

Control Flow 2 Pro remotely using either an Apple Watch or a second smartphone. This allows creators to adjust angles, start/stop recording, or manage tracking—all without interrupting the shot. Perfect for dynamic filming setups or solo creators who need flexibility.

New Accessories and Essentials

Expand your creative possibilities with Flow 2 Pro’s lineup of dedicated accessories, including:

  • Magnetic Phone Mount: Snap on for an easy setup. Doubles as a desktop stand.

  • Magnetic Cooling Mount: Optimized for iPhones with two sizes to fit different models.

  • Backpack Mount: Hands-free filming on the move.

Available Now

Insta360 Flow 2 Pro will be available globally starting January 16th 2025 in two colors: Stone Grey and Summit White. The Standard Bundle is priced at USD $159.99, and the Creator Bundle at USD $189.99. For more details and to purchase, visit Insta360.comAmazonB&H, or authorized retailers.

Assetto Corsa EVO Out Now on Steam Early Access

Global Publisher 505 Games and developer KUNOS Simulazioni are pleased to announce that Assetto Corsa EVO, the latest evolution of the popular Assetto Corsa series, debuts today on Steam in Early Access for €39.99 | $39.99 | £32.99 with an additional launch discount of 20% off for a limited time.

Assetto Corsa EVO is the long-awaited sequel of Assetto Corsa, one of the most popular driving simulations of the last decade. As with its predecessor, Assetto Corsa EVO includes cars from different classes spanning years of motoring history. From road cars, classics, hypercars, and race cars, each vehicle is reproduced through the technology developed by KUNOS that simulates mechanical, electronic, and aerodynamic performance, evolving even more driving realism compared with Assetto Corsa.

“In these wonderful eleven years, first with Assetto Corsa and later with Assetto Corsa Competizione, we have always tried our best to offer our community the most rewarding simulation and competitive driving experience possible. Finally, after four years of development, we have reached the launch of the Early Access version of Assetto Corsa EVO, certainly our most ambitious project ever,” commented Marco Massarutto, co-founder and Executive Manager of KUNOS Simulazioni.

“However, this important milestone represents even more a new starting point, thanks to your support, to make Assetto Corsa EVO the racing simulation that our great community has been eagerly awaiting. During the Early Access period, we will work to provide constant updates of content and modes, refining the experience based on the valuable feedback received from the community to give our title its best possible shape when it will be released in its full version this autumn.”

Assetto Corsa EVO represents a major leap forward in the Assetto Corsa universe, offering a significantly enriched sim-racing experience. This latest installment introduces a wealth of features and gameplay modes, made possible only by KUNOS’ new proprietary engine, designed specifically for the racing and automotive genre. Supporting a full 24-hour race cycle, cutting-edge lighting, dynamic weather and track conditions, photo-realistic visuals and full support of VR and triple-screen, Assetto Corsa EVO introduces a new generation of driving sims.

Assetto Corsa EVO is finally available in Early Access, with an anticipated 1.0 launch date of Fall 2025.​ The 1.0 version will include 100 cars, 15 officially licensed circuits with 5 more tracks which will follow after launch as free updates.

​Between the launch of Early Access and the release of 1.0, new features, vehicles, cars, tracks, and game modes will be added regularly including Multiplayer mode and the long-awaited Open World map which faithfully recreates the iconic Eifel region in Germany that surrounds the legendary motorsports complex, the Nürburgring.

The first Early Access build now available includes 20 cars from several classes and 5 circuits across 4 Continents: Laguna Seca (America), Brands Hatch and Imola (Europe), Mount Panorama (Australia) and Suzuka (Japan).

The game modes in this first Early Access build focus on the single player, featuring Practice sessions, Quick Races, and the Driving Academy, along with special events: Hotstint and Test Drive. The Driving Academy is a new entry in the Assetto Corsa world and allows players to progressively learn sections of each track, driving a wide range of different cars in iconic challenges.

Sniper Elite: Resistance Features Trailer

Rebellion, one of the world’s most successful independent video game developers and publishers, has today released a new trailer Sniper Elite: Resistance showcasing a number of the game’s key features and modes. With a new protagonist, enthralling campaign storyline and the all-new Propaganda Mode, this promises to be another thrilling entry in the Sniper Elite franchise.

You can watch the new Sniper Elite: Resistance trailer here:

The events of Sniper Elite: Resistance sit alongside the storyline of Sniper Elite 5. For the first time in the series, Harry Hawker takes the role as the lead protagonist. Like his comrade Karl Fairburne (star of the Sniper Elite franchise), Harry is an agent of the Special Operations Executive and an expert marksman. He has been sent deep under cover in occupied France where he fights alongside the Resistance and discovers an insidious new Wunderwaffe that would turn the tide of the war.

The game’s campaign is fully playable in both single player and online co-op. Invasion Mode, a fan favorite introduced in Sniper Elite 5, returns allowing players to drop into each other’s game as an enemy sniper to create a high stakes game of cat and mouse. There are also a host of adversarial multiplayer options.

Brand-new to the series is Propaganda Mode. Unlocked by discovering Propaganda posters hidden within the main Campaign, this new game mode lets you play as a Resistance fighter in thrilling quick fire challenges against the clock.

As always with Sniper Elite, the game offers unparalleled sniping mechanics, stealth and tactical combat as well as a wealth of weapon customization options, unlocked when you find workbenches hidden throughout the Campaign maps. Players can also expect huge agency on how to complete your mission, with optional Kill List targets, multiple infiltration and extraction points and side missions.

Releasing on Jan. 30, Sniper Elite: Resistance will be available on Game Pass on launch day and will be available both digitally and physically (with the boxed edition published by Fireshine Games) on Xbox Series X|S, Xbox One, PlayStation 5, PlayStation 4 and PC via Steam and Epic Games Store. Rebellion has also announced the Sniper Elite: Resistance Deluxe Edition, which will include additional Season Pass content when that launches later in the year.

Snipers who pre-order Sniper Elite: Resistance will receive a bonus new Target Führer campaign mission, an additional weapon skin and the powerful Karabiner 98 Rifle. In addition to the bonuses included with the Standard Edition, pre-ordering the Deluxe Edition will also offer fans the classic M1911 Pistol and two days early access to the game.

For the latest news and updates, please visit sniper.com and be sure to follow Sniper Elite on our social channels: Twitter, Facebook, Instagram and YouTube. We are excited to continue delivering thrilling experiences to our dedicated community and look forward to your ongoing support.

Sniper Elite: Resistance features:

  • Full length, standalone campaign available in both singleplayer and co-op
  • Authentic arsenal of World War II weaponry, featuring fan favorites as well as new additions
  • Customize and upgrade weapons to overcome challenges and fit your playstyle
  • The trademark X-ray kill cam returns, showing you the true destructive power of each shot
  • Engage in cat and mouse multiplayer in the fan favorite Invasion mode
  • Once you’ve set your scope, take things online with adversarial multiplayer

Cubic Odyssey – Announcement Trailer

Gaijin Entertainment and Atypical Games are happy to announce Cubic Odyssey, an open-world adventure where a player explores vibrant planets, crafts tools, builds vehicles, takes on diverse quests, and fights the Red Darkness as the epic story of saving the galaxy unfolds before them. The game will be available for purchase on Steam, PlayStation 5, and Xbox Series X|S in 2025. Gaijin Entertainment is the exclusive publisher of Cubic Odyssey on all platforms.

“We’re happy to support the creativity of indie game developers and were thrilled by the scope and ambition of Cubic Odyssey”, – comments Anton Yudintsev, founder of Gaijin Entertainment.

Cubic Odyssey starts right after a crash landing on the surface of a distant planet. A player mines resources, refines materials and builds everything from tools and outposts to vehicles and starships that give access to free exploration of the galaxy. Every star seen in the sky or space is the light of a star system. Each star is orbited by planets filled with life, with shifting day-night cycles, bustling NPC cities, pirate outposts, and dangerous ruins waiting to be discovered. The ultimate goal is to stop the Red Darkness, a galactic infection that mutates wildlife, consumes planets, and threatens all living beings.

“We intend to build a boundless open world where every planet, every system, and every moment is yours to shape,” – says Andrei Lopata, CEO of Bucharest-based Atypical Games.

The game features seamless ground, air, and space traversal, with a brief slice of this experience shown in an announcement trailer. Experience warp jumps between star systems, cruise at a blazing fast speed between planets, use the planetary speeders to travel on planets, and explore the underground caves on foot. Players can join forces with others in an optional co-op mode to take down massive enemies, initiate orbital laser strikes, or build cooperative megastructures.

More information on the Cubic Odyssey will be published on the official website, Steam page, and social media, so stay tuned for the news.

Age of Darkness: Final Stand 1.0 Out Now

The time has come to unite against the darkness! Age of Darkness: Final Stand has officially launched into 1.0, concluding several years of development in Early Access, and seeing the introduction of its highly anticipated Multiplayer mode. Developed by PlaySide Studios, the full release now brings the intense, dark fantasy RTS to new heights with an unforgettable single-player campaign, and the ability to team up in cooperative Multiplayer for the very first time.

To close out Early Access, and for a limited time only, players can pick up Age of Darkness: Final Stand at a 65% discount – marking the game’s largest discount ever. There is no better time for new players to jump in and experience everything the full game has to offer, including Survival Mode; the fully-voiced Campaign Mode spanning 10 chapters of the captivating story; new Heroes, Factions, Units, Hardships, Blessings, and Malices; a plethora of quality of life improvements; and, of course, the long-awaited cooperative survival Multiplayer Mode.

In Multiplayer, players can join forces with a friend to face off against the onslaught of never-ending evil. The stakes are higher than ever thanks to faster pacing, more intense action, and all-new challenges. Players can look forward to sharing Blessings, trading resources, defending against Elite Nightmares, and enduring brutal Death Nights together. PlaySide has remained committed to delivering on its vision for introducing Cooperative Multiplayer to the world of Erodar, and it’s a feature the team has lovingly crafted hand-in-hand with the AOD community.

Prepare for the ultimate survival experience as you battle through waves of nightmares, carve a path through the darkness, and become humanity’s last hope for survival alone, or with your closest ally. Download Age of Darkness: Final Stand on Steam today! Stay up to date by visiting the official website and joining the community on Discord.

Vampire: The Masquerade Bloodlines 2 Legend of the Nomad Dev Diary Released

Paradox Interactive and The Chinese Room have released a new dev diary for their upcoming Vampire: The Masquerade Bloodlines 2 entitled “Legend of the Nomad”. The developer diary explores the history and lore behind the player character, Phyre, as well as how players can customize them in the game. Check out the full dev diary here or the pasted section below!


Happy New Year, and welcome to a fresh and tasty Dev Diary from the team at The Chinese Room. We are starting the year by talking about the player character, Phyre, and how you can shape their legend and add to it as you play. As you’ll see below your story will start wearing rags, but will it end in riches?  Seattle’s fate is in your hands.

Project Creative Director Alex Skidmore

1. Masculine and feminine side-by-side renders in the robes you start the game wearing.

An Elder of your choosing

As our game starts, an Elder that some call the Nomad wakes up in an abandoned building in Seattle. They don’t know where they are or how they got there, but they are quick to adapt – the Nomad is old, and they have survived for a long time.

It is clear that they have experienced the deathlike sleep of torpor. The last they remember was a smile and a piercing pain in the chest, delivered in their Haven in Tunis at the start of the 20th century.

Now they are awake. What happened to them in their long slumber, and who woke them? Why does their Blood lack the strength and power they are used to? And why is their body carved with arcane sigils?

The Nomad is a legend amongst Kindred. Their name has been whispered for four hundred years – of their presence in revolutions, on battlefields, at slaughters, and at the fall of Princes. Are they escaping these situations, causing them, or taking joy in red wrath and ruin? Whatever the truth, they are a catalyst – when they appear, the world of the Kindred will be irrevocably changed.

2. In-game screenshot of Safia recognising the Nomad.

Description: In-game screenshot of Safia recognising the Nomad.

The concept of the Nomad came when we were expanding early ideas of Phyre to make the most of an Elder’s history in the world. There is a reason a vampire survives – and in the game our vampire is always on the front foot, leaving an indelible mark on Kindred society. That must have been true for the rest of Phyre’s existence. So what might people in Seattle have heard?

In our story, different characters have different beliefs about the Nomad and their history. While these events may not have an immediate effect on the game world, they will affect how our protagonist is treated. We have deliberately left it up to the player to decide how Phyre treats these stories and their legend, and how much they tell other characters about their past – and indeed, which stories they tell.

How would a Prince behave if asked for a favor by the legendary and powerful Nomad, who is not yet caught up in local politics?

– Ian Thomas, Narrative Director

3. In-game screenshot of Phyre’s mark glowing.

Description: In-game screenshot of Phyre’s mark glowing.

The themes behind the Nomad

In Bloodlines 2, the matter of history takes a front seat. Our protagonist is centuries old, and while they may change things up to survive, adapt and keep pace with the march of time, they’ve nonetheless garnered something of a reputation. If a time-immune forensic detective were to inspect and compare the various crime scenes that are human history, they would no doubt find one set of fingerprints consistent. May you live in interesting times, etcetera etcetera. Playing an Elder was a bold choice; to move forward without leaning into the unique opportunities that provides for roleplay would be a missed opportunity.

In Narrative Design, we often find ourselves pulled between two ideals: providing agency and choice for players to make the story their own vs keeping the story feeling intentional, strong and tightly wound. The solution, then, is to establish what is immutable and, within that, carve out a more flexible play space. Ultimately, a good story is driven by characters being true to their psychology and either following that thread down towards tragedy, making the same mistakes over and over, or seizing upon the chance to challenge and change themselves.

That’s what makes a happy ending triumphant: a character’s ability to sacrifice what they have desired and strained towards for so long, to defy the never-ending hunger of old, painful wounds for a chance at long-lasting healing. It’s what makes a tragic ending tug at our hearts: we see clearly what the character needs, and we see them turn away from it one too many times, too consumed by their pain to do the hard thing, give up their coping mechanisms and save themselves. What I’m getting at is that history, for us, is not merely superficial or textural. Sure, the Nomad’s been around a while, and sure we want to give you folks the chance to say what they did with that time. But as far as storytelling tools go, that doesn’t give us much and, as Narrative Designers, we need tools that will allow us to chisel out those big, emotional moments. So more important than the ‘what’ is the ‘why’. The play space.

4. In-game screenshot of Lou meeting the Nomad for the first time.

Description: In-game screenshot of Lou meeting the Nomad for the first time.

In this case, we know the Nomad has moved around. We know they are notorious. But the questions that fuel and texture those facts are still up for grabs: You say this Nomad has moved around, so what drove their movement? Were they fleeing something, chasing something, or merely making the most of a long eternity? Where did they go, what did they do there? And what can we surmise about the Nomad’s psyche as a result of these decisions? Are they paranoid, curious, ambitious? What kind of arc does that suggest which might allow us to play with the framing of what they will encounter, to give the impression of those personal trials?

You will have the option to tailor the Nomad’s legacy at various points peppered throughout the game. Importantly, we have chosen not to do this up-front in the style of Bloodlines 1, because this history is a choice as much as any other in the game, and a choice is most effective once you know the stakes. It should make you umm and ahh, maybe even agonise a little: What will happen to X if I choose Y? As such, it was important to us to have these choices occur once play has already begun, once you have started to feel your way around Seattle and its various dangers. These will come in waves — some ‘golden path’, others optional (for instance, if you choose to spend more time with and open up to certain characters) — each tackling a different aspect of your legacy which, tapestried together, suggest a more bespoke story.

The first thing we establish is the theme. Who does the Nomad say they are? A legendary warrior? A curious traveler? Or a desperate survivor, fleeing disaster to disaster to avoid their foes? Once this is chosen, we branch out into further options — each unique to that choice — which both refine roleplay and drill further into that initial theme with your motivation. These sub-choices layer in more texture, allowing your mind to play it all out like a movie and start filling in the details. Later, you’ll have other opportunities to further fill out this narrative, even (if you wish) touching on details that preceded or even caused your embrace. As a personal note, the research that went into fleshing out these options and bedding them into interesting (but no less real) history was a veritable warren of rabbit holes —  too many, even. Many, many darlings suffered their final death in the making of this game (may they rest in peace). Even so, nerding out with this stuff was a complete joy.

5. In-game screenshot of Phyre and Fabian discussing the Legend of the Nomad.

Description: In-game screenshot of Phyre and Fabian discussing the Legend of the Nomad.

These choices, once made, are not lost to forgotten metadata. Many will have direct nods or follow-ups, sometimes much further down the line. For instance, here’s a line from Lou that directly references a choice made during an earlier conversation with Fabien, showing how talk of the Nomad’s deeds have spread:

LOU: You’ll have to tell me some time how you escaped Madame Guillotine and her… cutting tongue.

Others feed more subtly into the narrative, affecting the framing of why you might choose something to make it fall in line with your chosen psychology and resulting arc…

PHYRE: Katsumi is being pushed into a corner and must fight merely to exist. I know the feeling well.

VS

PHYRE: Merely holding where you stand is not enough. You need to gain ground.

VS

PHYRE: Were I in her shoes, I would leave this place. The world has more to offer than a dingy bar in a city that hates you.

…or else affecting how others perceive your motives based on what they can surmise from your legacy, branching their reactions to your choices:

MYSTERY CHARACTER: The Black Hand locked you behind iron doors under Paris, and you only escaped the blade by crawling through sewage. You are no mere survivor. You are the plague rat, the harbinger of wretched misery.

Others still will crop up more concretely in the game world. But now I run the risk of getting ahead of myself, so I’ll wrap things up here. After all, it’s always better to leave a few things unsaid, a little to the imagination…

– Senior Narrative Designer and Writer Sarah Longthorne

6. In-game screenshot of Safia discussing the Legend of the Nomad.

Description: In-game screenshot of Safia discussing the Legend of the Nomad.

Process and style of the ending cinematics

7. Test storyboard for the art style by Senior Concept Artist, Jordan Grimmer

Description: Test storyboard for the art style by Senior Concept Artist, Jordan Grimmer

Because they begin and end your experience, our intro and ending sequences needed a unique and recognizable look. The True Detective opening titles were a big inspiration and so we blended atmospheric images of Seattle with unique and recognisable shapes from the game.

Our narrative team led by Ian Thomas ideated all the possible Bloodlines 2 endings. There are almost 40 images for all the different ending options in the game. To help, they made a map of all the endings so we could see how they connected, and the concept team used it to create a series of storyboards and select the right images for each ending shot. We had to pick where the endings overlapped in location, event or character to make the parts efficiently.

Some of our shots needed to be flexible enough so we could, for example, swap characters but keep the same environment if different endings were happening in the same place. The cutscenes you’ll see are built from combinations of a few images from those created.

8. Concept Art of the transitional scenes by Senior Concept Artist, Jordan Grimmer

Description: Concept Art of the transitional scenes by Senior Concept Artist, Jordan Grimmer

To visualize how to transition between two images and how a static image could be animated, we made some tests and used them as a proof of concept to scope the work that needed to be done for the ending cinematics.

Ben Matthews, Associate Art Director, directed our concept team to create transitions that were like blood undulating and curling through water. All the images are wreathed in soft lighting, so they melt together beautifully with these animations.

Art Direction

As we’ve mentioned, the art direction set its roots in Neo-Noir and the intro and outros are also designed with this light and dark contrast in mind. To give Bloodlines 2 a unique look, we wanted to use red and black combined with blood animations overlaid to add secondary movement and drench the city in blood. Each individual image should be evocative, and this is why our shots aren’t too literal.

We wanted to leave something to the player’s imagination and together with the voiceover it results in an ending cinematic personal to each player, based on their choices in game.

Assets Creation

Creating the ending shots towards the end of production gave us the chance to have access to a vast library of assets from the game. We took advantage of this assembling the ending scenes using the character models and props.

Once the shot was approved our concept artists had to separate each layer in a way that the animators could easily create a parallax effect to bring the shot to life. For example, in the images with a main character plus an environment, the scene happens inside the main character shape, like illustrated in the scheme below.

9. Cinematics making methods

Description Cinematics making methods

To draw your attention to the focal points we leant on balancing lights and darks which was important to make the message of each image stand out. Then to give it more life we added secondary motion with snow, blinking lights, or smoke.

Final animation

Motion graphic animation has been done by our studio partner Atomhawk Design Ltd. who worked closely with our Art Department. The concept team provided them with layered images and Atomhawk have animated and timed each shot in sync with voice-over.

In game video from the intro scene

To avoid any spoilers, we are not showing too much from the ending cinematics but safe to say you’ll see the faces and places you’ll come to know well. Now it’s up to you to complete Bloodlines 2 and unlock them!

– Michele Nucera, Lead Concept Artist

Customising the Nomad

As we know that you are all hungry for more information regarding the customisation options that will be available in the game, we want to leave you with a confirmation of what will be available to you. You will be able to change Phyre’s gender, hair style, hair colour and outfit. We’ll share more in-depth information about this when we are ready, but to tide you over until then here is a sneak peek!

Aloft Early Access Launch Trailer

Publisher Funcom® and developer Astrolabe® Interactive Inc. are thrilled to announce that Aloft ® has entered Early Access. The feel-good sandbox survival game, priced at 24.99€, lets you restore the ecosystems of a shattered world, solo or in groups of up to 8, by harnessing the wind and exploring the skies in your personal skyships, built from entire floating islands.

The world of Aloft is one of floating islands shaped by the wind. Soar between them on your customizable glider, gathering resources and discovering ancient technology as you go. Transform any island into your home above the clouds, and harness the wind with crafted sails, rudder, and helm. Farm, cook, care for animals, and restore the balance of nature by combating the spreading corruption.

Aloft has already attracted praise, attention, and community feedback through various successful demos, which included the first biome in the game, with some demo players even reaching over a hundred hours building and decorating their ideal home in the sky. With today’s Early Access Launch, the game has grown into three full biomes, which is set to expand further throughout the Early Access period.

Creativity and community lie at the heart of Aloft. Player-built skyships can be shared directly on the Steam Workshop for others to enjoy, and you can even bring along your entire skyship when joining a friend’s game, making it possible to create a whole moving village of eight skyships in co-op.

The Early Access Roadmap highlights the main features planned for future updates. Initial updates will focus on quickly addressing any potential bugs that appear with launch, after which the team will move on to expanding the game with quality-of-life improvements and new features. This flexible roadmap allows for adjustment of priorities based in large part on community feedback.

Aloft is available right now for 24.99€, on Steam Early Access: https://store.steampowered.com/app/1660080/Aloft/