Author - Jerry Paxton

DOOM Eternal and TESO Coming to Next Gen Consoles

The Elder Scrolls Online and DOOM Eternal are coming to Xbox Series X and PlayStation 5! Players who own or purchase either title on Xbox One or PlayStation 4 will be able to upgrade for free to the Xbox Series X and PlayStation 5 versions, respectively, when those versions are available. Additionally, our teams are working hard to ensure both titles will support backwards compatibility when the new consoles launch.

We’ll have more information to share in the coming weeks and months about The Elder Scrolls Online and DOOM Eternal on Xbox Series X and PlayStation 5 including expected release windows and a list of enhancements. And while we don’t have any news to share just yet on our remaining catalogue of titles, we can confirm we are committed to offer free upgrades for current generation console owners of existing Bethesda titles we bring forward into the next generation of consoles.

Finally, be sure to tune into twitch.tv/Bethesda for QuakeCon At Home Aug 7 – 9 for information about all the latest Bethesda titles.

Serious Sam 4 Release Date Trailer

Croteam and Devolver Digital previously announced that the high-powered prequel Serious Sam 4 will unleash both barrels of chaos on Steam and Google Stadia in August 2020, but it turns out we totally meant to say Sept. 24. Serious Sam fans can circle-strafe over to serioussam.com and pre-order now.

Humanity is under siege as the full force of Mental’s horde spreads across the world, ravaging what remains of a broken and beaten civilization. The last remaining resistance to the invasion is the Earth Defense Force led by Sam “Serious” Stone and his heavily-armed squad of misfit commandos.

Look out for more serious marketing initiatives between now and the 100 percent not-gonna-change release of Serious Sam 4 by following @Croteam and @DevolverDigital on Twitter, or visiting serioussam.com.

DC Fandome Teaser Trailer

Warner Bros. and DC Comics have released a new trailer for their upcoming DC Fandome. Imagine all the Super Heroes and Super-Villains you’ve ever loved finally coming together in one place to celebrate DC’s past, present and future. Accessible for 24 hours at DCFanDome.com, the global event will immerse fans into the DC Multiverse, with new announcements from WB Games, Film and TV, and comics, as well as an unprecedented opportunity to hear from the casts and creators behind your favorite feature films and TV series, including: Aquaman, The Batman, Batwoman, Black Adam, Black Lightning, DC Super Hero Girls, DC’s Legends of Tomorrow, DC’s Stargirl, Doom Patrol, The Flash, Harley Quinn, the SnyderCut of Justice League, Lucifer, Pennyworth, SHAZAM!, The Suicide Squad, Supergirl, Superman & Lois, Teen Titans GO!, Titans, Watchmen, Young Justice: Outsiders and, coming this fall to theaters worldwide, Wonder Woman 1984.

The DC FanDome is the place to hear highly anticipated announcements and the latest news, see exclusive footage, and venture into themed worlds designed to entertain everyone from movie and TV superfans to gamers and readers, to families and kids. With special presentations to engage fans in every time zone across the globe, you’ll have the opportunity to have an experience that’s all your own. Inside this virtual world, fans will also get access to localized events, featuring the faces and voices from countries around the world in their local language. No matter where you live, your age or your level of fandom, there is something for you.

World of Tanks Interview with Max Chuvalov

August marks the 10th anniversary of World of Tanks and it is being celebrated with the release of Update 1.10. This update will introduce 6 new Polish medium tanks, the return of the fan favorite map Pearl River, and a dynamic new system for tank equipment that will change many players strategies on the battlefield.

To help in celebrating the tank warfare game, which I personally love, we got the chance to interview the Publishing Director of World of Tanks, Max Chuvalov. We’d like to thank both Wargaming and Max for providing the time and access to make this interview possible.


GS: Happy ten years! What do you attribute to the success and longevity of World of Tanks?

Wargaming’s Max Chuvalov

MC: Thank you! It’s a crazy milestone to reach as not a lot of games make it to 10 years, let alone continue to expand. The success behind World of Tanks stems from a combination of a few factors. When we launched in 2010, F2P wasn’t particularly common, maybe because the premise was seen quite negatively. However, our home market (the CIS) was now ready to have a F2P online game thrive: broadband was widely available with affordable unlimited plans and online payment systems were beginning to appear (yes, we might have been playing catch up). We entered this promising market with a quality title with a free-to-win ethos at its very core. Additionally, tanks and WWII heroics are an intrinsic part of the CIS culture. 

Many of the people who became heavily invested in the game made their way to Wargaming and now spearhead the future of the game, helping us to expand from the CIS to a worldwide hit. Also, we hit demographics which had been almost untouched by video games previously because we had short gaming sessions. You could sit down have a game and know that it was only going to take a maximum of 15 minutes, whereas most MMORPGs at the time required you to play for hours on end to make the slightest bit of progress.

As for the game’s longevity, it’s down to the collaboration between us and our players. It’s their feedback, passion and love for the game which has gotten us to where we are today. If you compare the state of the game now to a decade ago, you’ll find 11 nations instead of 2, more game modes and incomparable graphics. As far as I know, few games (especially MMOs) have managed to introduce a completely new graphics engine like we did in 2018. 

And we’re still pushing on today with new content drops every month or two. We continue to do everything we can to make the game and the experience better. It’s why community feedback is so important to us when we introduce new features, tanks, modes, etc. Our work is never done, we will always strive for better.

GS: Going back to the game’s inception, did you all ever anticipate the game being such a hit and lasting this long? If so, what moment or event made that a possibility in your minds?

MC: If someone had told us in 2010 that the game would be what it is now—160m registered users, 4 Golden Joysticks, a couple of Guinness World Records, and more—we’d probably say they were barking mad.

We expected it to be a success, but never in our wildest dreams did we imagine what it would evolve to be. In the early days, we were expecting 100k+ concurrent players would be the best-case scenario. Some of the people in the team were a bit more realistic and believed that this would be nigh on impossible. Probably in 99 cases out of 100, they’d have been right, but not this time. It was pretty soon after we launched that we really realized how big a hit this could be, but that’s not to say we expected it to be as big as it is today. Several months after launch, we knew we had to increase the server capacity; new players were coming in like a tidal wave. It was a special feeling, at that point we believed we could take on the world and the possibilities were endless.

GS: What are the biggest changes you would have to say the game has gone through?

MC: The biggest changes were part of Updates 8.0 and 1.0. The first brought realistic physics to the game. When that update hit, you could suddenly ram enemies, push them off cliffs, and launch yourself off a high area and land your trusty Maus right on top of them, flattening them like a pancake. Also, while not as big, what Update 9.0 brought us is probably fondly remembered by tankers: ammo rack explosions!

Well, Update 1.0. It was the mother of all World of Tanks updates. Switching to the new Core engine allowed us to eliminate the “graphics gap” between us and contemporary AAA action titles. It allowed for more advanced rendering, new lighting and more modern effects. All this was done without making the new graphics taxing performance-wise either, meaning everyone could enjoy the then-latest update.

All the game locales were rebuilt from scratch too; new objects were added and sometimes an entire map’s concept was rethought. An example of this is Cliff. This was a vaguely Southern European map before 1.0, and now it’s Hellenistic, complete with an acropolis and a bunch of destructible marble statues. 

Additionally, the new orchestral score: not only was it now more in tune with the folklore for each of the map regions, but it was adaptive: the theme changes depending on how well your side is doing. Altogether, it was one hell of a feat for us. We managed to launch 1.0 overnight, even with its scale and complexity. 

GS: What can fans expect going into the game’s tenth anniversary as far as events and celebrations are concerned?

MC: The celebrations have been in full swing since April, with each month since having had its own special mode as the keystone. We’ve had honking tanks, a Sturmtiger-only mode, the return of 7v7 and more. But you shouldn’t be afraid of turning up fashionably late: the real party will be starting on August 12, the game’s birthday!

GS: Have there ever been any vehicles that you really wanted to put in the game but would be too OP for one side? If so, which ones and why?

MC: In most cases we manage to balance the supposedly “OP” vehicles by assigning them to the right tier. For example, the T-34 and the Tiger were contemporaries, but in World of Tanks different versions of the T-34 are mostly Tiers V and VI, and various Tiger models are found at Tiers VII and VIII. They may still meet in Random Battles, but they don’t have the same weight for the matchmaker.

The aforementioned Sturmtiger was one of the very few occasions where you can’t really find a place for a vehicle in our collection. Mostly because it doesn’t have any counterparts in its historical period, being a well-armored self-propelled mortar shooting bunker-busting rockets, and its 380mm caliber is 140mm more than anything we have in the game. However, as the vehicle had been requested for many years by players, we found a way to implement it: a special mode where it was Sturmtiger on Sturmtiger. 

GS: Wargaming has always been involved in preserving military cultural heritage. Can you talk about why this is important and perhaps if there are any new preservation projects coming down the pipe?

MC: Our game is dedicated to the golden age of tank building: the mid-20th century. In fact, World of Tanks is the largest virtual tank museum with 600+ vehicles all recreated in stunning detail. The preservation of history is extremely important and working together with museums is a way we can keep history alive.

Since launch, we’ve worked with museums and archives in 9 different countries. Their help in keeping the in-game vehicles true to life (or blueprints, in certain cases) has proven invaluable. They allow us access to documentation and their exhibits so we can photoscan the vehicles in hi-res, and their historians and engineers share their expertise with us. So, as we share a passion for military vehicles and making sure history isn’t forgotten, it makes sense we’ve engaged in numerous restoration projects together. 

Last year, Wargaming participated in the restoration of one of the few surviving Panthers, which is part of a collection in the Musée des Blindés. This vehicle has a very unique personal history: it was captured by the Allies in Normandy and later was used by the French Resistance. We also took it to Tankfest, hosted by The Tank Museum, Bovington. It rolled out to the public on June 29, 2019. For those who would like to take a look at this unique vehicle in closer detail, you can find it as the Bretagne Panther in World of Tanks. Even better, you can take it for a spin!

As for new projects in this vein, right now it’s hard to predict when we’ll be able to get started. The current global situation adds a lot of barriers, but as soon as we can and, most importantly, it’s safe to do so we’ll be hard at work on some cool projects!

GS: How has the COVID-19 impacted game development at Wargaming?

MC: Currently almost all of the company’s employees (4,500+ people) are working remotely. We had a contingency plan in place, so we were able to redeploy rapidly, decreasing the risk to our team members and their families. Of course, we’ve had to deal with things like increased server load, but our tech team has done a stellar job in this regard. Laptops, chairs, face masks: whatever our guys needed was delivered right to their doorstep.

Currently the main challenge we are facing is the development for next year. We’ve already started working on the 2021 roadmap, but of course, this is much more difficult to do remotely. Usually, the development of such large-scale plans take place with those involved in the same room; it makes brainstorming and the like much easier. But it’s not a critical blocker: the process might take a little bit longer, but we’ll get it done. 

GS: Many fans have always wondered if a World of Warplanes and World of Tanks crossover/joint game mode could be possible. Has there been any research into this possibility and what was the outcome?

MC: It’s a question that comes up a lot, but no, we aren’t considering anything like that. The key reason is that balancing the gameplay would be a nightmare: there’s just too big a disparity between the gameplay of the two games.

GS: Where do you see World of Tanks going in the future? Are there any big updates, expansions, ideas that you can share with us?

MC: We expect that the game will be in its “active phase” for at least another decade. That means we’ll still be supporting World of Tanks with large content updated and introducing new mechanics, modes and events. We still have a lot of ideas and our community never runs out of suggestions. Additionally, as the years go by, more industry trends will appear, and other ideas might be a flash of brilliance. 

We would love to have things like fully destructible environments in the game within 10 years’ time, but we also have to make sure we keep to the roadmap. As for 2021, players should expect new tank branches, beautiful maps, interesting mechanics, game modes and special events, on top of the return of some maps removed before 2018. And that’s not to talk about the collaborations we have in the pipeline.

The roadmap for 2021 is quite packed, but we’ll do our best to implement it all, whether it’s from our homes or from our offices.

GS: Finally, is there anything you’d like to say directly to the fans that we haven’t covered so far?

MC: You are the guys who got us to where we are today, so a huge thank you from myself and the entire World of Tanks team. We wouldn’t be celebrating a decade of fierce tank battles if it wasn’t for your passion, dedication and feedback. 10 years, here’s to many more!


World of Tanks is available now for free via the game’s official website. Thanks again to Wargaming for making this interview possible!

Mortal Shell Release Date Trailer

Following the outstanding response to the Mortal Shell Beta, which was downloaded by more than 350,000 players in one week and surpassed more than 6 million views across Twitch and YouTube, developer Cold Symmetry and publisher Playstack are thrilled to announce that the dark action-RPG will be available in digital stores worldwide on August 18, 2020 for PlayStation 4, Xbox One, and Windows PC.

The game’s release date was revealed in an enthralling new trailer, which for the first time showcased Mortal Shell’s ranged weapon, the Ballistazooka. Capable of launching heavy iron bolts at devastating speed, the Ballistazooka is powerful enough to impale enemies and pin them onto nearby structures. The trailer also provides a new glimpse at more of the game’s fearsome adversaries, its stunning landscapes, and the mysterious fourth Shell, Solomon.

Mortal Shell, created by a small and passionate team of development veterans, will launch at $29.99 (€29.99 / £24.99) on the Epic Games Store, the PlayStation Store, and Xbox Games Store. The PC version comes to the Epic Games Store as a timed-exclusive. A Steam version will release later in 2021.

“Launching Mortal Shell worldwide is a dream come true,” said Cold Symmetry’s four co-founders – Andrew McLennan-Murray, Anton Gonzalez, Dmitry Parkin, and Vitaly Bulgarov – in a joint statement. “Our commitment to our fans is to create a soulslike game that is authentic, uncompromising and unrelenting. We were humbled by the popularity of the beta and we closely studied the feedback we received to create something that we are incredibly proud of.”

Playstack chief executive Harvey Elliott added: “Mortal Shell is already achieving the kind of pre-release metrics that would turn heads at any publisher, be it indie or triple-A. I am delighted that Playstack has delivered a publishing and marketing campaign that ensures the game gains the exposure and response it truly deserves. More than anything I can’t wait for fans around the world to finally play it from August 18th.”

Join the 80,000+ members on Mortal Shell’s Discord here. You can also follow the game on Twitter, Instagram, Facebook, and the official website.

Knott’s Scary Farm 2020 Canceled

Knott’s Berry Farm has been canceled for 2020. This, according to an offical park blog update by Jon Storbeck, Knott’s Vice President & General Manager.

Regrettably, due to continued operating restrictions related to the pandemic, we have had to make the very difficult decision to cancel our highly anticipated 2020 Knott’s Scary Farm event. The unique features of Scary Farm will not allow us to operate within the constraints recommended by the CDC and public health experts. We know that this news is disappointing, but we look forward with great enthusiasm to making 2021 Knott’s Scary Farm our best year ever.

Combat Mission Shock Force 2 Coming to Steam

Slitherine is proud to announce that they’ve partnered with Battlefront to bring Combat Mission Shock Force 2 to third-party digital stores. The game, along with all its DLCs, will be available from August 25th on Matrix Games, Steam and other digital stores.

“We are genuinely proud and excited to bring Combat Mission Shock Force 2 to a brand-new audience,” says Marco A. Minoli, Marketing Director at Slitherine. “Battlefront’s unrivalled modern era 3D wargame will now be available to a much broader player base. Our community at Matrix Games forms the backbone of online wargaming. Marketing and distributing a modern classic like Combat Mission is a sign of how relevant our presence in the market has become.”

What is Combat Mission Shock Force 2? Shock Force 2 allows players to take command of a NATO force in a hypothetical modern-day Syrian conflict. The game’s 3D graphics engine takes advantage of Battlefront’s vast experience in 3D wargames, giving an unprecedented level of realism and detail – so much that the game is used in several professional military environments for training and analysis purposes. Players can assign orders to their units, either in real time or with the innovative turn-based WeGo system. Shock Force 2 focuses on tactical platoon-level action, and features both a single-player campaign and multiplayer (Hotseat or PBEM).

“For 20 years Battlefront has created the most accurate and engaging 3D wargames available to the public. For the last few years we’ve been working with Slitherine on bringing that professionalism to military customers. The time spent together allowed us to discover how much we complement each other and how in-synch we are philosophically. Broadening our partnership was a no-brainer and we very much look forward to our journey ahead.” – Stephen Grammont, Co-Founder of Battlefront and Combat Mission.

All Combat Mission Shock Force 2 DLCs will also be available on August 25th: Marines, British Forces and NATO (including German, Canadian and Dutch forces).

GDC Summer Begins Today

Informa Tech, the organizers of the Game Developers Conference (GDC), the world’s largest and longest-running event for professionals dedicated to the art and science of making games, have kicked off GDC Summer, the first completely virtual GDC, consisting of three days of multidisciplinary educational and inspirational talks, running today through Thursday, August 6.

GDC Summer was built from the ground up as a virtual conference and capitalizes on the unique benefits of going fully online with a tailored platform to present all-new types of sessions and community activities alongside the top-notch content on which GDC has built its industry-leading reputation.

The virtual conference brings the top-quality content of a GDC conference, with sessions hosted by top video game professional across the tracks of Design, Programming, Business & Marketing, Production & Team Management, Visual Arts, Audio, Career & Studio Development, Advocacy, as well as a Student Program and sponsored content from top tech companies. Sessions will cover current and notable issues in the games industry, including talks addressing the effects of COVID-19 on the industry, diversity in the industry, accessibility, funding, the topic of unionization and much more. The event’s program will also include popular GDC sessions including the Experimental Gameplay Workshop for its 18th annual edition. This showcase of upcoming games is known as the platform where games that went on to become legendary debuted, including games like Katamari Damacy, flOw, Braid, Portal and Storyteller.

Unique to GDC Summer will be a series of Ask Me Anything (AMA) sessions with industry veterans, an Interactive Skill Building Series designed to give hands-on instruction on how to use tools and techniques, plus several virtual community events, including live music, yoga instruction and an online art gallery.

“Our goal with GDC Summer is to bring the same expert content, networking opportunities, and chance to come together as a community that attendees have come to expect from a GDC event,” said GDC General Manager Katie Stern. “We’re very pleased to be able to capitalize on the virtual nature of the conference with new ways to connect with each other and unique sessions such as AMAs and skill building sessions, but at the end of the day, we’re most happy to be able to offer an authentic GDC experience.”

Those that are interested in experiencing GDC Summer can still register to attend now from home, throughout the end of the conference at the official GDC website.

For more details on the GDC Summer, please visit the GDC’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS. Official photos are available via the Official GDC Flickr account: www.flickr.com/photos/officialgdc/.

The Great Dalmuti: Dungeons & Dragons Card Game Announced

You can fall from the top of the heap to ruthless beholder-spawn in an instant – and that’s part of the fun in The Great Dalmuti: Dungeons & Dragons! To commemorate the 25th anniversary of The Great Dalmuti, Wizards of the Coast is releasing a new Dungeons & Dragons-inspired version of the classic card game. Baronesses with their highfalutin hats were turned to stone by snarky medusas, goofy jesters were chased into the castle moat by giggling gnolls, and the super snooty archbishops have all undergone the long process of ceremorphosis to become evil mind flayers. Building on the success of the award-winning card game designed by Richard Garfield, The Great Dalmuti: Dungeons & Dragons will test players’ fates and status in a fun, easy-to-learn, and fast-paced card game. The deck includes 13 cards, including the iconic Great Dalmuti, and new D&D-flavored card names accompanied by beautiful and evocative illustrations by artist Harry Conway.

In the Dungeons & Dragons roleplaying game, the dice may control your fate, but in The Great Dalmuti, it’s about how cleverly you play the cards you’re dealt. One round you’re polishing your royal crown, and the next you’re whacking rats in a filthy alley. Perfect for ages 8 and up and up to 8 players – it’s a gloat-filled, winner-take-all contest.

The Great Dalmuti: Dungeons & Dragons will be available everywhere in November – just in time for the holidays – and will retail for $14.99. For more information about The Great Dalmuti: Dungeons & Dragons, visit dungeonsanddragons.com.

Leisure Suit Larry – Wet Dreams Dry Twice Announced

Publisher Assemble Entertainment and developer Crazybunch today unveiled the second installment in the acclaimed (and maybe a little infamous) Leisure Suit Larry – Wet Dreams series. Set for release on Windows PC and Mac via Steam and GoG on October 15, 2020, Leisure Suit Larry – Wet Dreams Dry Twice invites players to slip back into the leather pants of self-titled heartthrob and try-hard ladies man Larry Laffer as he sets out to find his true love, the divinely delightful Faith. Now that Larry has become acquainted with the modern age and all of its contemporary gadgets, he must use his smarts — and ignore his desires — as he sets out to settle down — once and for all.

“Bringing Larry Laffer back to his adoring fans has been a labor of love and something that we’ve not taken lightly,” said Assemble Entertainment CEO Stefan Marcinek. “Crazybunch did an excellent job repositioning Larry in the modern age while retaining the mostly-SFW humor that’s loved and expected in the series. We can’t wait to see what fans think of Larry’s new soaking wet adventure!”

Watch the Leisure Suit Larry – Wet Dreams Dry Twice teaser trailer:

Like its predecessor, Leisure Suit Larry – Wet Dreams Dry Twice features easy-to-learn point-and-click controls, making getting Larry where he needs to be smoother than ever! Players will guide Larry in his self-made boat through various islands, each featuring their own sensual surprises, ultimately leading him to his one true love – the lovely and intelligent Faith! Although Larry can sweet-talk his way through just about any situation, he’ll still run into plenty of perplexing puzzles, eccentric characters, and need to collect a number of useful items — some phallic-shaped, some not.