GAMES
Whether You’re a Long-time Fan or Venturing into the Unknown, A Plague Tale: Requiem Has You Covered
If you’re familiar with most games, chances are you’ve found yourself playing one that belongs to an established series you’re not overly acquainted with. That’s a matter of concern for the upcoming release of A Plague Tale: Requiem on October 18, which expands the series three years after its prequel, Innocence, started it all. New and existing players alike might be wondering how Requiem defines itself in relation to Innocence. Today, I’m pleased to shed some light on the subject.
Hop in!
Players can enjoy Requiem without having experienced the events of Innocence; that is something we’ve worked hard on. Requiem is in the continuity of Innocence, resuming the story existing players are familiar with. But we’ve been committed to making a game that is accessible to an audience who is completely new to the series. Requiem is yet another experience rooted in Innocence, with plenty of novelties along with its next-gen experience. It would be a real shame not to welcome new players to join in.
Welcoming a new audience
The idea was to introduce every character and give them life in the present, guiding players to meet these characters, getting to know who’s who, and how they’re related. Of course, there’s no formal introduction of Amicia, Hugo, Lucas, or Beatrice. It happens organically. We simply make sure that the opening sequences have all the elements needed to understand the existing dynamics. For instance, you’ll pick up on the fact that Lucas is Beatrice’s apprentice just from their interaction.
A complex lore to present
The most challenging part to introduce to a new audience has been the lore — it complexity unfolds in Innocence, with mystical, almost esoteric elements which are not easy to grasp. You can’t just export everything from one game to another. So, it’s been quite a challenge to find how to make sure new players would not get completely lost. In particular, the Macula (the disease which affects Hugo) and its consequences, needed to be clear.
Welcoming familiar players back
There was a risk these adjustments could impact the experience of familiar players negatively, and that’s one more of the challenges we faced. As I mentioned, we made sure not to fall into anything formal when it comes to re-introducing essential elements. This prevents a feeling of repetition for familiar players, who will enjoy the opportunity to reconnect with the characters and the world without being thrown back in at the deep end.
Same world, new dynamics
Between these two audiences, we’ve constantly looked for the right balance, with the goal to create something organic and provide a radically new experience. That’s our way of including familiar players: giving them more of the same universe without having to repeat the same thing they’ve already done.
Take the rats for instance, they’re still a central element of the game. They return in Requiem and familiar players will be anticipating them. But it must still be exciting. So, they will make their entrance at a specific time, and in specific conditions, which won’t repeat how they’re handled in Innocence and that’s something we’ve thought long and hard about! This has been a guiding principle throughout the entire production.
A fresh start
Aside from renewing existing elements, A Plague Tale: Requiem brings completely new elements. On the whole scale of the game, there is a radically different dynamic. In the first game, Amicia and Hugo’s adventure was set locally, in the region of their household, and their driving force was to run away from the Inquisition. Requiem is a journey, with the discovery of Provence, a region full of new possibilities, along with the quest for a prophesied island. It allows us to introduce new characters with new personalities and to create dynamics which didn’t exist in Innocence.
Amicia and Hugo are no longer known to the local population. They’ll have to face its hostility or accept their help. So, there’s a change of setting which affects the story in a way that both refreshes the Plague Tale experience and makes it friendly for newcomers to the second game.
Amicia and Hugo’s quest is also an inner journey, a struggle to outlive the traumatic events they faced in Innocence. That makes it a story where past and present come together to form a consistent whole, where the past echoes but doesn’t paralyse — that goes for our heroes and for our players alike!
A Plague Tale: Requiem releases October 18 on Xbox Series X|S and PC and will be available day one with Game Pass. Pre-order now on the Xbox Store to get in-game bonuses and stay tuned for more exclusive details!
A Plague Tale: Requiem (Pre-order)
Focus Entertainment
$59.99
Pre-order A Plague Tale: Requiem to get the Protector Pack DLC! Set out on the right foot in the next chapter of Amicia’s and Hugo’s journey, with an exclusive crossbow skin, extra cosmetics for Amicia, and bonus crafting materials.
Far across the sea, an island calls…
Embark on a heartrending journey into a brutal, breathtaking world twisted by supernatural forces.
After escaping their devastated homeland, Amicia and Hugo travel far south, to new regions and vibrant cities. There, they attempt to start a new life and control Hugo’s curse.
But, when Hugo’s powers reawaken, death and destruction return in a flood of devouring rats. Forced to flee once more, the siblings place their hopes in a prophesized island that may hold the key to saving Hugo.
Discover the cost of saving those you love in a desperate struggle for survival. Strike from the shadows or unleash hell, overcoming foes and challenges with a variety of weapons, tools and unearthly powers.
● Sequel to the award-winning adventure A Plague Tale: Innocence
● A spectacular grounded tale twisted by supernatural forces
● Use a variety of tools, sneak, fight, or unleash hell and rats
● Stunning visuals combine with an enthralling score
GAMES
This Week’s Deals with Gold and Spotlight Sale
GAMES
The German Empire Marches to Italy in a Free Expansion Today
We have a new expansion for our WW1 Italian Front FPS game Isonzo releasing today! It’s the first part of our Caporetto season of free expansions, and features a whole new faction with the arrival of the German Empire on the Italian Front, and brings a new map for the Offensive game mode. There will be two more releases in the Caporetto season, each one with a new map to ultimately link together into a three map Caporetto Offensive.
The German faction comes with more than ten new weapons, as well as historically accurate uniforms and equipment. This first Caporetto map sees you taking part in the early stages of the Twelfth Battle of the Isonzo, with German troops assaulting Italian positions on the road to Caporetto. Historically it was a military disaster for Italy which brought down the government – but maybe things can go differently with you on the battlefield?
The update sees new uniforms and equipment from the German Empire for Isonzo’s six classes: Rifleman, Assault, Engineer, Officer, Marksman and Mountaineer. For those who aren’t familiar with the game, each class has different weapon, gear and perk options that allow you to specialize your play style within the overall focus of the class. For instance, Marksmen are always sharpshooters, but a lot depends on your loadout. You could be a long-range sniper and observer identifying and eliminating high value targets with a scoped rifle, or you could equip body armor to take and hold a front line position with deadly accurate mid-range fire. Every class has choices to make in this regard.
In Isonzo’s signature Offensive game mode, one side must attack and break through multiple defensive lines. Thick layers of barbed wire, trenches, and whatever extra defenses the enemy engineers put together will stand in the way of a successful attack. Objectives can be taking and holding key points, or planting dynamite to sabotage enemy supply stashes or heavy artillery guns.
The new Caporetto map – the first of three in the season – is a huge battlefield based on the strategically important Monte Kolovrat. There are five defensive lines, where each line has two objectives for the attackers before they can advance further. While in the historical Battle of Caporetto both German and Austro-Hungarian forces were involved, in Isonzo we’ve chosen to focus on the German contribution, so the map recreates the stunning German advance from the town of Tolmein all the way to Kolovrat Ridge. It’s a damp, overcast day when the attack begins, and the attackers must first cut their way through lines of wire to break into a devastated town – including capturing a church defended by multiple heavy machine gun positions. Fortunately, in Isonzo there are many tactical options available to deal with such strong points: artillery barrages, smokescreens, snipers, rifle grenades, even poison gas. From there, it becomes a literal uphill battle for the German attackers as they begin to climb towards the peak of Kolovrat Ridge. They’ll need to sabotage bunkers and capture command posts while navigating rocky trenches and steep forested slopes. At the penultimate fourth defensive line there is a huge siege mortar to sabotage and a cluster of houses providing cover to the Italian defenders – then it’s one last climb to reach the final objective: Hill 1114. If the Germans can take it, the Italians will finally be the ones fighting uphill as their reinforcements stream in to try and counterattack.
Of course, things are no walk in the park for the defenders either – although it’s easier to maneuver when going downhill, and it’s much simpler for officers to deploy flares to call in support, the extensive trench lines can become a liability once the Germans get a foothold, providing cover as they advance. Some of the Italian defensive positions can be exposed against the sky, making it easy for German marksmen to pick off targets. Italian engineers should make good use of their construction abilities to put down additional sandbags and lay out extra wire to prevent German assault troops sneaking through the trees to flank trenches with their grenades or light machine guns.
As we mentioned before, historically the Battle of Caporetto was a disaster for the Italians. Appalling leadership led to poorly motivated and unprepared troops falling apart in the face of the combined Austro-Hungarian and German armies using cutting edge infiltration tactics. The Italian soldiers were not allowed to retreat until too late, and in the end hundreds of thousands would surrender. After Caporetto the top Italian general was fired and replaced by someone far more competent, who managed to turn the war around for the Italians. In Isonzo, it’s a more fair fight where both sides have an equal chance of winning, if they can use all the tactical options available better than their opponents.
The release will also bring other improvements to the game, including a prestige mode and higher level cap. Additionally, for those who want more options for visual customization of their character, the Royal Units DLC is releasing alongside the free expansion and contains uniforms from the German Kingdoms of Bavaria and Württemberg. Though part of the German Empire, these states had their own distinctive uniforms which we’ve carefully recreated with the same accuracy and attention to detail as with the other uniforms in the game.
The Battle for Caporetto Begins…
Isonzo is available right now on the Microsoft Store for Xbox, and the free Caporetto expansion is out today! Plenty of time to master the art of mountain warfare before the German Empire joins the action on the Italian Front. Follow us to get the latest development news as we add the finishing touches!
We’ll see you in the trenches!
Isonzo
BlackMill Games
$29.99
World War One expands to the mountains of the Italian Front – beautiful but deadly in equal measure. Inspired by the two year struggle for control of the Isonzo river valley and the Alps during World War One, Isonzo elevates the WW1 Games Series, figuratively and literally.
From the makers of Verdun and Tannenberg…
Take part in historical offensives from the Sixth Battle of the Isonzo to the Strafexpedition. Reflecting the course of the actual battles, as the attackers advance the fighting will shift through vastly different landscapes within a single offensive: from hillside fortresses to mountain trenches and fierce urban combat on city streets. Everything is recreated based on research and field trips, from sound effects and uniforms down to the houses, vineyards and trenches you’ll be fighting over.
The new Offensive game mode puts you right in the middle of key historical offensives on the Italian Front. Lead the charge across stunning Italian landscapes as you choose your path to victory – cut paths through barbed wire, flank your enemies by following mountain trails, or man a mortar to blast a way through. Shape a dynamic battlefield by laying sandbags and wire, placing ammo crates, deploying trench periscopes or sniper shields, and more.
Call in support with a unique historically accurate flare system: flare guns can mark targets for artillery or biplane flybys, or different colored flares can be used to guide your team. Once the big guns have softened up the enemy, finish the job at close quarters with an Arditi dagger or mountaineer’s pickaxe. Man heavy machine guns, mortars and even mountain guns for more direct fire support.
Choose from six classes based on historical combat roles and build your loadout from a selection of weapons, equipment and perks linked to that class, giving flexibility and variety while staying grounded in what real soldiers might have carried. You’ll be operating wire cutters, bandaging yourself and wounded teammates, and blowing the whistle to start an assault. One shot can kill and even lighter injuries can lead to quickly bleeding out.
Being an effective soldier in Isonzo is not just about being a good marksman. Mastering the terrain is also key – the mountain can be a friend or foe. Learn how to navigate well to maintain cover and surprise your enemies or support your allies.
Finally… watch out for the dreaded poison gas. You’ve never experienced WW1 action quite like this!
Isonzo key features include:
• MOUNTAIN WARFARE: Assaulting mountain fortifications, battling through ruined towns, and fording rivers are just a few of the challenges you’ll face as you fight your way through numerous enemy positions
• TACTICAL MULTIPLAYER FPS: Choose your role and loadout carefully to survive this high altitude combat – play a sniper to pick off the enemy engineers before they can cut your wire, use rifle grenades to clear enemy machine guns, and much more
• WORLD WAR ONE GAMEPLAY: Historical Offensive game mode based on real battles and focused on the unique challenges of Alpine warfare. Fight with 30+ WW1 weapons, poisonous gas attacks, and intense artillery barrages
• BUILD FOR VICTORY: Place your own wire, sandbags, trench periscopes, and more! Whether you’re digging in or on the attack, shaping the battlefield to your advantage will be key to victory
• FACES OF WAR: Make every class your own by picking from a variety of historically class-appropriate uniforms, accessories and headgear. As a finishing touch, you can even pick your mustache from several famous period-accurate styles!
• AUTHENTIC WW1 ATMOSPHERE: Accuracy in everything from maps and weaponry to music and the uniforms – fight for the Kingdom of Italy, the German Empire or the Austro-Hungarian Dual Monarchy
MORE GAMES IN THE AUTHENTIC WW1 GAME SERIES
Immerse yourself in more WW1 action with our other standalone titles Tannenberg and Verdun. Experience trench warfare on the Western Front in Verdun, or maneuver for control of key sectors in Tannenberg on the Eastern Front. These authentic WW1 shooters let players choose from a range of squads from across the war, as they fight for control of the ever-changing frontlines.
GAMES
Transport Fever 2: Console Edition is Bringing the Full Transport Tycoon Experience to Xbox
Today, we proudly share a sneak peek into the development of Transport Fever 2: Console Edition, and how we managed to bring the full transport tycoon experience to Xbox.
Transport Fever is a very popular and highly rated transportation tycoon franchise on PC. Its latest entry, Transport Fever 2, delivers a level of size and detail never before seen in the genre. The goal of the game is to build a successful transportation company by constructing railroads, streets, water and air lines. Starting in the 19th century, the player connects towns and industries to transport both passengers and cargo. In addition to a customizable free game mode, there is also a fully-fledged campaign mode with challenging missions set in real-world transportation history.
After the huge success of Transport Fever 2 on PC, it was only logical to bring the experience to consoles as well. Not only that, but no efforts were spared to give the console community the full experience that made the game great on PC. In order to achieve this, the engineers at Urban Games had to pull some rabbits out of their engineers’ hats.
Always providing the freshest layer of paint
One of the most cherished features of Transport Fever 2 are its highly detailed vehicles. The game comes with more than 200 lovingly hand-modeled trains, ships, and airplanes, each sporting multiple 4k textures and normal maps.
On PC, it is easily affordable to have all the models and textures in memory whenever needed, as a typical rig has 16 GB of RAM and a GPU with a dedicated extra memory. Consoles, however, are built differently. They have a unified architecture with an overall smaller amount but ultra-fast memory. The key to make it work on consoles is texture streaming, which allows to clear textures of models that are not in view anymore. Moreover, this technology is used in Transport Fever 2 to constantly load textures at the highest affordable resolution to present the stars of the show, like the classic Class A 3/5 steam locomotive, in their best coat of paint at all times.
Keeping the ground like a console pro
A trademark of Transport Fever 2 are its huge maps. During development of the game, it was always paramount to provide a real sense of scale. The engine should allow for maps where a high-speed train, such as the famous Japanese Shinkansen, can really make use of its superior speed. So, a lot of effort was put into designing a highly effective terrain rendering pipeline that can handle maps of more than 120 sq miles of size with a detail resolution of almost 1 yard. Central to this is a dynamic terrain tessellation algorithm on the CPU that, while costing a bit of extra memory, makes sure the engine can render these maps on a wide variety of PCs.
Now, enter the world of consoles with their incredibly well-designed GPUs and graphic APIs. Here, the hardware can be leveraged very well for terrain rendering by making use of the GPU tessellation feature. This feature generates the render mesh for the terrain fully on the graphics card, saving valuable processing time for the complex economy and city growth simulations. While generating more triangles, the hardware approach still costs less memory overall due to its efficiency. So vast maps can be viewed from a bird’s view high up in the sky and seamlessly zoomed in down to individual rocks on a riverbank.
Inspiring the inner architect
Finally, let’s talk about constructions, a central and defining part of the Transport Fever 2 experience. Constructions are large assemblies that consist of dozens of assets, street segments, ground decals and terrain modifications. Think of structures like airports, train stations, docks, highway crossings, and many more. Anything that is needed to build a vast transportation empire.
For a smooth construction experience, it is key that the player really feels that he has precise control over the building placement. On PC, constructions are typically built using the mouse. As the average PC user is very well adjusted to this method of input, it is sufficiently performant to calculate the entire construction each frame and place it under the cursor. However, on consoles, the best way of building constructions is to have them always kept in the center of the screen and move the camera along the map for placement. And moving the camera needs to be as smooth as silk.
So, for the console release of Transport Fever 2, the construction preview pipeline was overhauled. All dynamic calculations are now performed in the background while a static preview of the structure and its underlying ground plan are shown. Not only are constructions now completely stable in terms of FPS, but they also give feedback to the player on what environment features the construction would tear down when built.
Let’s get tycooning on console
We are very excited to bring the Transport Fever franchise to consoles for the first time ever with the release of Transport Fever 2: Console Edition on Xbox Series X|S and Xbox One in February 2023, and we hope you will enjoy it as much as we did developing it.
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