Gundam Evolution Season 4 is Dropping a New Game Mode, Character, and Map – Here Are Some Tips to Get You Started

It’s go time! Take up arms in Season 4 – Ballista, now available for Gundam Evolution! This newest season celebrates the half year anniversary of the game and includes a new mode, character, and map.


New Mobile Suit: Gundam Dynames


Mobile Suit Gundam 00 fans may recognize this notable mobile suit from Season 1 of the anime. Gundam Dynames, piloted by none other than Gundam Meister Lockon Stratos, is joining the Gundam Evolution roster! Just like in the anime, Gundam Dynames will utilize its excellent marksmanship skills using both the GN Sniper Rifle and GN Beam Pistol on the battlefield. You’ll be able to provide your team cover from a variety of ranges – perfect for a shifting battlefield!

Let’s go over the skills of the newest addition to the team:

  • Weapon Swap – Swap between your GN Sniper Rifle and GN Beam Pistol – with the weapon in reserve reloading automatically!
  • GN Missile – Fire a missile that explodes for damage and pulls nearby enemies towards the impact point – even pulling them out of cover!
  • Recovery Gun – Inject repairs directly into your allies from a distance and ensure they don’t fall!
  • G Maneuver: Trans Am – Activate your GN Drive’s hidden potential to hyper-charge your next few shots!

You’ll be able to unlock Gundam Dynames by purchasing Evo Coins or completing challenges to earn Capital in-game.

Gundam Evolution

New Game Mode: Headquarters


A new game mode just dropped with Season 4 – Ballista. Headquarters is a fully dynamic, multi-stage game mode that truly tests your team’s coordination and abilities. Teams who can do this and keep up the momentum will be rewarded with sweet, sweet victory. Check it out!


New Map: Buried City


A new area to hone and show off your skills is here! This new map will be in rotation for both Casual and Ranked matches. Buried City has a variety of corridors and pathways for you to intercept your opponent and surprise them with an attack! It also has sections for your team to take advantage of the high ground and relentlessly assault the enemy with a barrage of projectiles.

We’re excited to see how you play on this new map!

Gundum Evolution

Prepare for success!


With such a huge roster of Mobile suits you may be asking, what’s the best start? While we can’t give you the win, here are a few pointers to give you the edge on this new battlefield.

The first point has multiple routes.

To start, you can slip around or underneath the first objective to take your enemy from behind or hit them on an exposed flank. This is great for fast units who can quickly cause confusion, such as Zaku Ranged or Heavarms Custom. Maybe you’re more of a ranged player who wants to make the most of the distance. On one side of the first objective is a lift with a window that gives you the height advantage, which is perfect for preventing a capture or holding down the line. Sounds perfect for a unit like Gundam Dynames that just released as part of Season 4.

Use your full armaments.

When you eventually reach the core, take note of the multiple entry points to keep your enemy on their toes. Certain Mobile Suits like Asshimar have Active Skills with an area of effect that can also harm the core while keeping the enemy at bay. Guntank has a cannon that can be used to deal extra damage to the core. Make use of each Mobile Suits’ strengths to chip away and get yourself those extra points.

As always, support your team!

After dealing enough damage, a mobile suit will be in a broken state before it eventually destructs. The walk back to the objectives can mean the difference between getting that last percentage of damage, so do your best to provide your team with a quick pick-me-up so they can get back into the fight and win the round.

Gundum Evolution

Time to Jump In, Pilots!


Gundam Evolution is an immersive, fast-paced 6v6 team shooter where you’re able to pilot iconic Mobile Suits from the smash hit “Mobile Suit Gundam” anime series. Jump into combat as Gundam Dynames, Heavyarms, and more from this expanding roster.

Gundam Evolution now has four different game modes that allow you to show off your teamwork and tactical skills: Point Capture, Domination, Destruction, and Headquarters. Coordinate with your team and align your G-Maneuvers to come out on top!

Season 4 is out now! Can’t wait to start piloting your own Mobile Suit? Download Gundam Evolution for free on Xbox One and Xbox Series X|S now and experience these exciting Mobile Suit battles firsthand.

Xbox Live

GUNDAM EVOLUTION

Bandai Namco Entertainment America Inc.


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GUNDAM EVOLUTION is an online FPS title in which players take control of mobile suits from the hit Gundam anime and fight other online players in six-versus-six battles. Features fast-paced action and immersive controls. Switch between mobile suits with their own unique characteristics and cooperate with teammates to win matches.

*This title features random in-game items in exchange for in-game currency.

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Platformer, multiplayer and music fans: why Sackboy: A Big Adventure is a must-play

PlayStation Plus gets a dose of colorful 3D-platforming fun this month in the form of Sackboy: A Big Adventure.

Originally released in 2020 and created by Sumo Digital, the UK-based developer tapped into its previous experiences across platformer and multiplayer genres (LittleBigPlanet 3, Team Sonic Racing) to craft a captivating yarn. Levels are imaginative and reward exploration, and occasionally stray into musically-led stages backed by pop hits. Collectibles are many and worth discovering – offering secret pathways and increasingly dazzling costumes to deck out your character. Co-op (up to four players local or online) is joyful in its continuous tandem of cooperative and competitive.

To mark its launch on PlayStation Plus, we talked about the game’s origins with XDEV Producer Mark O’Connor. O’Connor shares some early concept sketches and gives his insights into how the core gameplay pillars came to be.

A highly interactive 3D world

“The concept for Sackboy: A Big Adventure started way back in 2017. The original pitch was simple (to say the least): Sackboy: A Big Adventure at its heart was to be a brand-new platforming experience set in Sackboy’s familiar home of Craftworld; complete levels, battle bosses and save the world!

“We wanted to reimagine the LittleBigPlanet franchise within a vibrant, (and for the very first time) fully 3D environment, that had that familiar feel of physicality woven into the game’s DNA. Everything is physical, from the gameplay, to the world, through to the UI and beyond.  Advanced real-time physical behaviors create a highly interactive 3D world: cloth stretches and tears, sponges squash and absorb, balloons inflate and burst, fluids ebb and flow.

Caption: These early concept sketches show how real world materials influenced the look and feel of the levels and their inhabitants. At the top, a Himalaya-like area built with carved foam and metallic paper, below, an enemy with a cardboard cylinder halo.

“We wanted to make certain that each level had a unique twist ensuring there’s something new and fresh around every corner. All whilst making sure it was responsive, had accessible controls and took advantage of what the PlayStation 5 had to offer.”

Levels tailored for both solo and multiplayer…

“The LittleBigPlanet titles were always designed as games that could be played solo or co-op and this is something that we didn’t want to change for Sackboy: A Big Adventure. It was always important to us that Sackboy’s very first 3D platforming adventure could still be played solo or with family and friends, with every player still being able to create and control their very own Sackperson.

“So, Sackboy: A Big Adventure was built from the ground up as a four-player co-op adventure with fun, physical character interactions that give players loads of ways to cooperate (and target each other). We wanted to encourage players to join forces to push, pull, slap and roll into objects (and each other).

“One great example of this is being able to stack Sackboys and Sackgirls to create a precarious “Sack Totem” and get to hard-to-reach places. These different ways to play make the game truly co-op. Players now have more meaningful interactions and are no longer just running through the same level side-by-side.

“Players of all abilities can join in the fun! Simple catch-up mechanics make sure that no one gets left behind. If one player can navigate an obstacle, then everyone can!”


Platformer, multiplayer and music fans: why Sackboy: A Big Adventure is a must-play

…and enjoyably competitive co-op

“Players of all skill levels can enjoy the adventure together, as we wanted the co-op and competitive mechanics to create a rich social experience.

“Playful interactions and scoring mechanics introduce loads of opportunities for friendly competition. Trigger a flash event and be the first to grab the shower of prize bubbles. Slap their hard-earned Collectabells currency out of your friend’s pockets. Score the highest on a level to earn bragging rights and the winner’s trophy at the end of the level.

“We decided early on that we wanted to showcase the character customisation options that allow the player to express themselves and make their Sackperson their own… So what better way than adding a photo finish at the end of the level? This way you can bask in the glory and focus on what pose you want to display.

“Besides, have you really played a Sackboy game… if you have never slapped or thrown your friends off of some high platform? We know that you all do it!”

High-level play with rewards for exploration

“We wanted a level of difficulty which is welcoming to new players and scales as you progress and gain experience.

Having desirable unlockables and rewards encourages you to keep on playing. Some are on the general gameplay path, but others you must seek out, which means there are always new areas to explore and new experiences to enjoy with Sackboy and your friends.

“These are all brought together within a rich narrative that provides a sense of purpose and gives context to the gameplay.”


Platformer, multiplayer and music fans: why Sackboy: A Big Adventure is a must-play

Music-themed levels

“The franchise has a history of using music in creative ways and we wanted to make sure that a range of music from upcoming, leftfield and world music artists soundtracked the many worlds in Sackboy: A Big Adventure.

“However, massive internationally-known pop hits had never really featured before – the challenge was what could we do with these well-known songs that would bring surprise and delight to the players. The answer was to design the levels around the songs – something the team at Sumo did brilliantly.

“There were some design considerations – the songs had to ideally run at a set tempo and have contained sections (verse, chorus, bridge etc). We would also look at where each level was set, to see if there might be some appropriate lyrical or thematic content – ‘Jungle Boogie’ in the jungle just made a whole lot of sense!

“Ultimately, the designers went to town synchronising the track to events in these levels. Every stage in Sackboy has a different approach to music design, with each track developing over the course of the level. For us, every level is a music level but these stand out as a wonderfully harmonious example.

“Check out the soundtrack and licensed playlist to put a swing in your step once you’ve played the game!”

Sackboy: A Big Adventure is available for PlayStation Plus members now. Find out more here.

Nvidia GeForce RTX 4070 review: what a difference DLSS 3 makes

It’s taken a few GPUs, but Nvidia’s RTX 40 series is finally veering away from ludicrous luxuries and heading back in the right direction: that of graphics cards you can, and maybe even should buy, even if you’re not the heir to an Emirati property conglomerate. The GeForce RTX 4070 launches with a heavier price tag than the RTX 3070, and doesn’t make the shin-splintering performance leap forward that its predecessor did, but between its high speeds, low power usage, and DLSS 3 advantage, it’s a potent upgrade regardless.

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Dungeon Of The Endless’ maybe-sequel Endless Dungeon has been delayed by five months

Fans of Amplitude Studio’s ever-evolving ENDLESS series might be sad to hear that Endless Dungeon has been delayed by five months, pushing its May release date back to October 19th. The extra time will be spent “to better incorporate community feedback,” by improving the balancing, meta-progression, and onboarding, and giving the roguelike a few more layers of polish.

Read more

Shepherd’s Crossing, Success’ Answer To Harvest Moon, Gets Western Switch Release

Sprouts this June.

Success Corporation, the developer most well-known for the Cotton series of cute ’em ups, is bringing its take on the farm sim to the west on Switch in June 2023. Shepherd’s Crossing originally launched on PS2 in 2008, before receiving a PSP port in 2010 (thanks, @gosokkyu!).

Known as Hakoniwa Bokujou Hitsuji Mura in Japan, the Switch version launched in Japan last November, but we’ll be getting it on Switch, PS4, and PC here in the west — the PC version is out on 28th April, even! A PS4 version will also be launching in Japan at the same time.

Read the full article on nintendolife.com

Summer Games Done Quick 2023 will have a 2-hour Elder Scrolls Anthology speedrun

Summer Games Done Quick is coming back for its annual speedrunning charity event. Like previous years, SGDQ will be raising money for Doctors Without Borders, an NGO that provides medical care to those affected by disease, disasters, and conflicts. An Elden Ring double bill closed last year’s event – which managed to raise more than $3 million for charity – and FromSoftware’s juggernaut is once again featured at 2023’s SGDQ.

Read more

Pokémon Scarlet & Violet ‘Great Ball Backpack’ Reward Available To Global Challenge Participants

Code will be distributed via Pokémon HOME.

Since the arrival of Pokémon Scarlet & Violet late last year, the limited-time events and promotions in the game have been non-stop. The next one coming up is the ‘Global Challenge 2023 II’ (the second phase of the Global Challenge 2023 competition).

Serebii.net notes how registration is open from 13th April until 20th April, and battles will run from 21st April until 23rd April. Participants will receive 10,000 League Points, and a ‘Great Ball Canvas Backpack’ for all players connected to Pokémon HOME that participate in three or more battles. Codes for the backpack will be distributed to HOME after the conclusion of the comp.

Read the full article on nintendolife.com

Square Enix Adds ‘SaGa’ Series Music Update To Theatrhythm Final Bar Line

Available now.

Following an update to Theatrhythm Final Bar Line last week, the game has now received some new DLC. This second pack adds music based on the long-running SaGa series.

Digital Deluxe and Season Pass 1 owners can download a total of eight “incredible tracks” from across the SaGa games. The lineup includes the following songs:

Read the full article on nintendolife.com

Rare Founder Takes to Twitter to Show Off a Host of Lost Gaming Treasures

Long gone are the days of Rare-developed Nintendo exclusives, but founder Tim Stamper still has pieces of gaming history from the studio’s early years. In a few short video clips, Stamper revealed development footage from Project Dream, along with other snippets from N64 classics.

Stamper has taken to Twitter to showcase development cartridges from the past, posting footage from unseen N64 titles – kind of. The clips include canceled projects or games that would live on through other iterations, like Dream 64 and Twelve Tales: Conker 64.

In the series of posts, Stamper shared a photo tagged as Dream 64 and Banjo-Kazooie featuring Captain Blackeye, a pirate who would later show up in the Banjo games. The image includes a SNES and N64, with the latter holding a development cartridge labeled “Latest Version of Dream 64” dated November 21, 1996.

“So it’s true,” Stamper wrote. “Dream 64 does exist after all…!”

The Rare Founder also added a 15-second peak at Dream, which he noted “was probably for the Nintendo Shoshinkai show [in] 1996”. It again includes Captain Blackeye, whose voiced lines harken back to Stamper’s earlier tweet with “so it’s true then, the Nintendo 64 treasure does exist after all.”

In 1997, Rare’s codename Dream game was officially revealed as Banjo-Kazooie at E3. Studio talent has spoken publicly about their time with Dream, and eventually Banjo-Kazooie, over the years. In 2015, the studio even documented the retooled Dream on YouTube, which featured a young boy named Edson in a more RPG-like adventure.

Stamper’s other footage includes an intro snippet of Twelve Tales: Conker 64, which debuted alongside Banjo at the same E3 in Atlanta. Twelve Tales would go down as another canceled project, and Rare’s fiery squirrel would see his first N64 release as Conker’s Bad Fur Day instead. Stamper’s clip shows off another development cartridge and a 48-second sequence of Conker and acorn-like enemies.

There’s a brief look at Battletoads character design documents, too. Another video from Stamper shows him thumbing through the “character design guide” for the beat’em series.

While the Battletoads art and descriptions are a cool little tidbit, the stuff lurking in the background seems just as neat. When Stamper’s video begins, you can see a room filled with binders, presumably all related to his gaming projects. Tim, along with his brother Chris Stamper, remained with Rare until 2007, so there’s no telling what treasures have amassed in that archive.

Andrea Shearon is a freelance contributor for IGN covering games and entertainment. She’s worn several hats over her seven-year career in the games industry, with bylines over at Fanbyte, USA Today’s FTW, TheGamer, VG247, and RPG Site. Find her on Twitter (@Maajora) or the Materia Possessions podcast chatting about FFXIV, RPGs, and any series involving giant robots.

Introducing Farworld Pioneers: an Open World, Sci-fi Sandbox

Hey there, I’m Rho Watson, the lead developer behind Farworld Pioneers. This 2D adventure galaxy sandbox is a hybrid of many genres. More than that, though, it’s the game I’ve always wanted to make. Let me tell you why!

farworld screenshot

As a teenager, I played Infiniminer and was one of the first people to try the online version of Minecraft. The online sandbox genre captured my imagination, but it never really achieved what I hoped it would. Once I finished building my grand projects, there was no real reason for them to exist. My gigantic bases sat there, dormant and unused, because there was no one besides me to use them. My friends would come, check it out momentarily, and inevitably go off to do their own thing.

farworld screenshot

After many years of playing these games and being part of developing some, I decided to bite the bullet and try to do what no one else had done: make an online sandbox game with the excitement of building and creating, but with AI residents to actually give a reason for those things to exist. I wanted to give players a reason to build besides simple curiosity and showing off to often-reluctant friends!

farworld screenshot

Farworld Pioneers represents two major parts of my life as a gamer: playing old MS-DOS (For those who don’t know, it’s how you played games before Windows!) classics as a kid and then the rise of the online sandbox genre as an adult. That’s how Farworld Pioneers was born! Like many games, this game is a cross-section of the journey my career in video games took and a tribute to the games that are responsible for it.

But Farworld Pioneers isn’t just an online sandbox game. It’s a 2D adventure sandbox with managerial elements. Imagine an RTS where you were one of the guys running around and could help out at any time. Your residents need to be kept happy, fed, and safe, which means it matters how your base is designed. Poor design will lead to your residents becoming unhappy and leaving the base, which further compromises its functioning. Accumulating wealth will make your base a target for raiders and pirates, making defenses and tactics a must when designing a colony. Confusing supply lines will disorient your residents and disrupt supply; power sources need fuel to run; residents need food, the list goes on.

farworld screenshot

The beauty of AI-controlled residents is that they provide a way to delegate tasks you don’t want to do. Instead of painstakingly building a giant house yourself, you can place the plans down and have your team of guys do it while you go adventuring. Tired of mining? You can drag out an area, and your guys will do it for you. What’s more, they’ll then haul off the materials to be processed so they’re ready for use. And at any time, you can join in and help them, and it won’t disrupt the process; the option’s there if you feel like it. Once you’ve achieved all the things you’d like to do on one planet, you can build a ship with your colonists and launch into space to explore and find new resources, biomes, and technology. There are bosses, secrets, a full tech tree to unlock, and many more features, including a huge multiplayer mode with up to 32 others that I don’t have time to explain here! I’m super excited for everyone to be able to play when it launches on Xbox and with Xbox Game Pass on May 30th!

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