Nobody Wants to Die is out now for Xbox Series X|S.
The game is an innovative experience taking place in futuristic New York City, inspired by neo-noir films.
Polish studio Critical Hit Games have pushed the boundaries of storytelling, combining photorealistic graphics and a unique narrative experience to deliver a rich, immersive story.
A picture tells a thousand words and, in our interactive noir story, Nobody Wants to Die, the stylized vision of the future is the lead character of our dystopian experience.
Nobody Wants to Die is a narrative adventure that sees you controlling two investigators as they unravel the mystery of a serial killer in a cyberpunk New York – uncovering the darkness surrounding the city’s elite in the process.
To fully submerge players in the world of New York 2329, our team at Critical Hit Games have imagined a neo-noir cyberpunk environment filled with thought-provoking touchpoints. This hyper-realized environment fully transports players into the lives of our protagonists, James and Sara, giving players a rich and engaging experience as they pursue a serial killer targeting the city’s elite.
Built in Unreal Engine 5 and optimized for Xbox Series X|S, we have pushed the boundaries of storytelling for players, combining photorealistic graphics and a unique narrative to create a one-of-a-kind story-focused gameplay experience.
We wanted Nobody Wants to Die to straddle the worlds of film and gaming and create an engaging spectacle for our players. We leaned heavily into the noir landscapes of iconic films, novels, and comics, combining the 1930s stylings with futuristic visions of New York to create Nobody Wants to Die’sworld and convey the mystery and intrigue at the heart of our game. Here are a couple of examples of the thought we put into our locations:
Green Tower
As players enter the first crime scene, they’ll be overwhelmed by the opulence of the apartment’s art deco architecture. The apartment is ornately embellished with stylized patterns, hard edges and low-relief designs – all in stark contrast to the unique investigation tools at James’ disposal.
James’ Apartment
James’ Apartment brings the dystopian narrative at the heart of Nobody Wants to Die to the center, with a dark and gritty atmosphere. His apartment building is in disrepair and disheveled, much like his life at the start of the game. His home is a blend of advanced technology that meets 1930s style, with the in-built automated decontamination shower played down by the Streamline Moderne art deco aesthetic of the bathroom. His high-tech investigation board contrasts with the apartment’s exposed bricks and smoky haze.
As a small team, we are so excited for players to dive into this world we have poured our hearts and souls into for the last four years, which you will get to do very soon. Nobody Wants to Die is now available on Xbox Series X|S.
The world within Tekken 8 continues to grow with each new addition of the Playable Character Year 1 Pass. Our newest challenger, Lidia Sobieska, is not only a world-class karate champion, but also one of the political world’s most passionate foodies. This has garnered her popularity from the people of Poland, leading her to be known as the “Warrior Prime Minister.”
Fans of the Tekken franchise will recognize her from Tekken 7, and we’re excited to bring her back starting with the early access release on July 23 and the official DLC release on July 26.
As one of the next-generation leaders of the world, she is gathering forces capable of countering the Mishima Zaibatsu and G Corporation. While upholding the motto “never yield to unjust power,” she also believes that mere ideals cannot protect people. She seeks ways to bring even those tainted by unjust power back to the right path. At times, she even reforms those who were once adversaries, hastening the planning of strategies and the strengthening of forces in preparation for the impending decisive battle.
With Lidia’s strong history in Tekken, we had a great foundation for her character development and wanted to share some behind the scenes details on how we continued building on her move sets within Tekken 8.
The Beauty of Karate Forms, Simplified Controls
In Tekken 8, Lidia aims to deliver the experience of “penetrating an opponent’s defence with powerful attacks,” a hallmark of karate. Her signature move, the ‘Seikenzuki,’ is imbued with unparalleled penetrating power. The overall action has been renewed with a focus on “more realistically recreating traditional karate” and “making various forms effective in real combat.”
Combined with the movements of Karate expert Tatsuya Naka, who served as the motion actor, the game achieves a more authentic representation of karate techniques. We previously received feedback on the controls as ‘having too many stances and complex moves that were hard to memorize,’ so we have restructured the stances to make them easier to learn and to execute.
Upgrading Lidia’s Stances
In the Tekken 7, Lidia’s stance transition techniques had to hit the opponent to maintain the stance and continue the attack, often resulting in single, standalone actions. Therefore, in Tekken 8, stance transitions can occur even if the attack is blocked, allowing for a more continuous offensive. This change enables her to execute more complex mind games against blocking opponents, particularly from the “Horse Stance,” which has been reworked from the previous “Cat Stance,” against the opponent’s standing guard to feature more aggressive techniques.
Additionally, during Heat she can utilize the extremely powerful “Heaven and Earth” stance, and some Seikenzuki attacks gain a reversal break effect. Therefore, during Heat, Lidia can aggressively use her Seikenzuki without fear of the opponent’s power crush or parry techniques, showcasing the essence of karate.
A Unique Power-up Feature
Lidia also has a unique element called the ‘Heaven and Earth level.’ This is a special characteristic that allows her to power up as she shifts to ‘Heaven and Earth level,’ a trait that other characters do not possess. This level persists across rounds, so broadly speaking, she becomes stronger as the match progresses into the later rounds. Endurance battles are her specialty, so this expresses her patience and mental strength in the face of adversity in battle.
Emphasizing A Traditional Karate Gi Style
To highlight the forms of karate, we decided from the beginning to continue with the karate gi style in this instalment. While the gi imposes certain design limitations, we focused on enhancing the “traditional” elements and keeping the attire as neat as possible to distinguish it from the previous instalment.
The evolution of cloth simulation, which handles the physics of fabric, allowed us to effectively express the gi’s loose impression and the wrinkles that accompany movements within her design in Tekken 8. This advancement in technology is also a key reason for adopting this design.
One more point related to design: we put great effort into the presentation of Lidia’s Rage Arts. In her Rage Arts, we expressed Lidia’s determination to fight for her country as the Prime Minister of Poland. The pure white space that appears during activation symbolizes Lidia’s sense of justice, while the red eagle represents Poland. This contrast of white and red is inspired by the colors of the Polish flag. The words displayed are “Ludzie,” “Pokój,” and “Uczciwość” in Polish, which mean “People,” “Peace,” and “Integrity” in sequence.
Get ready for the next battle with Lidia Sobieska when she releases on July 26, and check out for yourself the powerful karate moves implemented within Tekken 8!
Get ready for the next chapter in the legendary fighting game franchise, TEKKEN 8.
• 32 Fighters for a New Generation
Completely redesigned character visuals. Elaborate, highly-detailed models built from the ground and high-fidelity graphics break the limits of new-generation hardware by adding a new weight and atmosphere to TEKKEN’s signature battles. Vivid environments and destructible stages combine to create an overwhelming sense of immersion, creating the ultimate play experience.
• New Game, New Rivalry
Fist Meets Fate in TEKKEN 8. Holding a record for the longest-running video game storyline, the TEKKEN series begins a new chapter as TEKKEN 8 continues the tragic saga of the Mishima and Kazama bloodlines, and their world-shaking father-and-son grudge matches starting from 6 months after the closure of the last match. The story of Jin Kazama’s growth and determination marks a new chapter in the timeless saga.
• Thrilling over-the-top battles embodying Aggressiveness & Destruction
The new battle system, Heat, dials up the aggressive nature of battles, while maintaining the play feel and tactics unique to the TEKKEN series. The intensity of battles is greatly enhanced by the destructable stages. Unleashing super move-like Rage Arts is sure to enthrall both players and spectators alike. All of these hard-hitting mechanics come together to make TEKKEN 8 the most exciting installment in the series to date!
• Enjoy your Tekken life!
In the new single-player mode Arcade Quest, craft your own unique avatar and embark on your new TEKKEN life. Battle your way through a variety of rivals across multiple arcades as the story unfolds, all while mastering the basics and practical skills in TEKKEN 8. Unlock a variety of customization items for characters and avatars as you progress.
*In addition to this edition, Deluxe Edition and Ultimate Edition are also available. Please be careful not to purchase the same content twice.
Stampede: Racing Royale – How Sumo Digital Built a 60-Player Kart Racer
Summary
Stampede: Racing Royale (Game Preview) is now available for Xbox Series X|S and Windows PC.
Player feedback has helped the team understand how to make 60-player racing feel balanced and rewarding.
Xbox Game Pass Ultimate members can grab a Starter Pack via Game Pass Perks.
60 drivers. Three rounds. One champion. Math was never my strong suit at school, but I think that calculates into a whole lot of fun… On behalf of Sumo Leamington, I’m excited to let you know that Stampede: Racing Royale (Game Preview) is available now on Xbox Series X|S and Windows PC via Xbox Game Preview. Let’s pop the hood and let me show you what our free-to-play kart racing game is all about.
Our game is best described as the bright, fun, and exhilarating action of kart racing games, combined with the tension and competitive thrill of battle royales, sprinkled with some stardust, and you get the wildest racing event in existence: Stampede: Racing Royale! Completely free to play, you can take on the world in races, battles, and more as a whopping 60 drivers compete to be champion.
Unique for our game, as mentioned above, is that 60 karts will begin a Stampede event on track — at the same time. That’s far more than your usual racer, and no easy feat for our team to achieve. Behind the scenes in Stampede: Racing Royale, a plethora of networking know-how and coding wizardry is taking place to make the concept of 60-player racing even possible, let alone enjoyable. Accommodating the possibilities and requirements of every kart in a coherent way was one of the very first challenges we overcame in development, beginning almost three years ago.
With the background brilliance in place, it then falls on front-facing content designers to build a fun experience with 60 karts on track. A key consideration is not just the karts themselves, but the maps they race on. Every track and arena we create for Stampede is built with 60 drivers in mind, so aspects like track width, verticality, multiple routes, and more are implemented to ensure there’s the necessary space for exciting gameplay.
As for the behaviour of the karts, that’s been a process of improvement not just with our team, but with our ever-growing community. Feedback and data from players over the past 12 months have helped us understand how to find that balance of control and chaos, or speed and skill, and make our 60-player racing feel balanced and rewarding. After some early tests, we picked up feedback from players saying the start of a race could be overly chaotic and unpredictable, with every kart in a small space. So, we’ve since made karts intangible, just for the opening few seconds, to give you a moment to settle into the action.
We’ve had a blast developing Stampede in plain sight, and earlier this year we invited Xbox fans to take a work-in-progress version of the game for a spin in the Xbox Insider Program, where we gathered super useful insights. To show our thanks to Xbox Insiders, you’ll receive an exclusive customisation item (keep an eye on your Inbox for the reward)!
The collaboration with our community is just beginning. Launching into Xbox Game Preview is our “Season 0” for Stampede: Racing Royale and we’ll be serving up a seriously big slice of content, numerous ways to play, and lots of stuff to discover. And while we’ll be having fun right along side you in Season 0, listening and acting on your feedback to shape future updates. You can chat with our team on our official Discord server, and have your say via surveys, which we’ll roll out each Season.
Also, for Xbox Game Pass Ultimate members, you can grab a Starter Pack via Game Pass Perks! This includes an exclusive kart skin in a familiar shade of green, an avatar that throws back to previous Xbox generations, and Coins to use in-game. Head to your usual destination for Game Pass Perks and you’ll find the pack there.
So, pull on your flashiest race suit, get those cheese wheels rolling (yep, that’s a thing), and see you on the start line in Stampede: Racing Royale (Game Preview)!
This game is a work in progress. It may or may not change over time or release as a final product. Purchase only if you are comfortable with the current state of the unfinished game.
Welcome to Stampede: Racing Royale – the wildest racing event in existence. Step on the gas in thrilling kart racing and battle events, with 60 participants all competing simultaneously. Harness your skills and a huge range of power-ups to steer your way to the front of the herd across in classic circuit racing, or fight the crowd head-on to score the most points in arena-based battles.
RACING ROYALE
Stampede: Racing Royale pits 60 players against one another across three-round eliminator events, culminating in a high-stakes finale to crown the winner. Rounds include Stampede Races, which offer classic karting action on outrageously inventive circuits against up to 59 other opponents, and Stampede Battles, where competitors are locked in power-up laden arenas to fight their way to victory.
COLLECT & CUSTOMISE
Keep racing to unlock new vehicles and endless customisation options. Find your favourite kart and make it your own with custom paints and stickers. Dress your character in the finest threads to make sure you and your wheels really stand apart from the herd.
LIVE 24/7
There’s always something to be part of in the world of Stampede. Seasons, Events, Challenges, and much more mean the ways you can race are constantly changing, with new rewards always up for grabs.
RACE WITH FRIENDS
Start or join a party to experience the chaotic action of Stampede: Racing Royale with friends and family.
Flint: Treasure of Oblivionis a tactical RPG set amid a fantastical take on the Golden Age of Piracy. With real-time exploration and turn-based combat, you’ll guide Captain Flint and his crew through a tale told through comic book techniques.
With the game coming to Xbox Series X|S later this year, we’d like to take you on a tour of the characters at the center of this epic pirate adventure.
Captain Flint and His Right-hand Man
The first thing to point out is that the protagonists in Savage Level’s tactical RPG are taken from the classic novel Treasure Island. We asked Creative Director Aurélien Josse what drew the studio to R. L. Stevenson’s work:
“Firstly, Treasure Island is one of the best-known pirate novels in the world, so it speaks to many players,” explained Josse. “But some of the characters aren’t developed much in the novel, like Flint. We thought it would be interesting to explore these characters, and offer our own vision of what led them to become what they are in Treasure Island.”
The aforementioned Captain Flint is the lead character, and the game is named after him. For Savage Level, James Flint offers an opportunity to give the audience a more realistic pirate-captain archetype than the depiction often given in movies – both in his values and his actions. Another interesting aspect of this character, which Josse talked to us about, is his adaptability: “Flint comes from a well-heeled background, so he has the manners and turns of phrase needed to mingle with the elite. But he’s equally comfortable conversing with his crew in a thick pirate dialect.
We can’t talk about James Flint without mentioning Billy Bones, who is the captain’s second in command. “He likes to enjoy life,” described Josse. “He has solid values, but he’s also the first to step into a fight when needed.” Readers of Treasure Island will remember that Billy Bones is alone and hunted in R. L. Stevenson’s novel. When they play Flint: Treasure of Oblivion, they will discover how he turned from close friend to outcast…
The People in James Flint’s Orbit
Outside of the captain and his tight circle, you will find other prime protagonists. Among them is John Silver, who also plays a crucial role in Treasure Island; although, unlike the book, he has not yet lost his leg in Flint: Treasure of Oblivion. “He’s a manipulator, and there are some underlying tensions with Captain Flint over who’s in charge of the crew,” revealed Josse.
Some of the key characters are women reflecting the reality of piracy in the 18th Century, even though they were in a minority. “It was important for us to include them, and to show the audience that several of the most well-known pirates were actually women,” emphasized Josse. Players of Flint: Treasure of Oblivion will meet the famous Mary Read, who contributes her skills as a formidable fighter. There is also the iconic Anne Bonny, who plays the role of enforcer of the captain’s orders.
Lastly, Captain Flint’s adventure would not be possible without his crew: all the people who keep the ship up and running, from the kitchens to the sails and the helm. “Crews were very mixed bunches,” Josse told us. “At a time when inequality was rife, pirates welcomed people from all kinds of ethnic and religious backgrounds.” These sailors had a shared code of honor: to be masters of their destiny, and to take revenge on their former taskmasters in the merchant and military navies.
Beware though, as cracks can quickly appear in this veneer of unity… If food and gold are not supplied in sufficient quantity, the crew are liable to mutiny; and you underestimate their power at your peril. You’ll need to develop your listening and loyalty-building skills in Flint: Treasure of Oblivion, set for release in late 2024.
Experience the golden age of piracy through a strong and original narrative, real-time exploration and turn-based tactical combat in Flint – Treasure of Oblivion.
Assisted by his friend Billy Bones and his crew, Captain Flint sets sail for a mysterious treasure. If the call of the unknown galvanizes him, he doesn’t yet suspect this adventure will set him free.
Dive into the world of piracy bordering on fantasy of Flint: Treasure of Oblivion. Immerse yourself into a rich well-documented and exciting universe thanks to comic-book styled narration and tactical turn-based combat.
– Turn-based tactical combat
A good preparation is key: Choose your crew members with unique abilities, obtain new skills, improve your dices.
During the tactical phases, use cards to trigger skills and attributes, and influence the fight with dice throws.
– Comic-book narrative
Enjoy a story that, beyond the usual comic tropes (onomatopoeia, speech bubbles), offers the player original and dynamic comic book panels.
– An exploration beyond the oceans
Discover a magnificent world, from the french city of Saint-Malo to the exotic landscapes of central America. Visit diverse environments (cities, camps, jungle, caves…) using the power of the Unreal Engine 5.
– Historically-inspired piracy world
The game faithfully recreates a world of piracy, incorporating historical elements (language, costumes, weapons) making the experience even more immersive.
Welcome to Next Week on Xbox! In this weekly feature we cover all the games coming soon to Xbox Series X|S, Xbox One, Windows PC, and Game Pass! Get more details on these upcoming games below and click their profiles for further info (release dates subject to change). Let’s jump in!
Experience the ultimate test of wit, courage, and determination in the heart-pounding game, Buried Alive. Your mission: escape the suffocating grip of the coffin and find your way to freedom! Will you conquer your fears and escape the clutches of the crypt, or will you succumb to the darkness?
A survival horror game inspired by classics of the genre – set in 1916 during the Great War. Conscript will blend all the punishing mechanics of older horror games into a cohesive, tense, and unique experience. As a French soldier searching for his missing-in-action brother during the Battle of Verdun, will you be able to search twisted trenches and ensure a home goes unbroken?
Discover the dark secrets of the facility’s years of operation, up to the accident that led to the extreme consequences you are involved in. Every time you die, you will control a new volunteer sent to the place. Your starting equipment will be randomized, and each level will be generated with a new layout.
You find yourself alone in a human spaceship taken over by hostile alien soldiers. Explore and fight your way to find the last human survivors, while you uncover piece by piece the backstory of the spaceship crew, leading to this high-stakes moment at the red planet. Evolve your alien weapon and shoot, slide, stun your enemies and more, in your journey to escape out alive!
Lead your team to glory in F1 Manager 2024. A new Formula 1 season has arrived, and with it, the most comprehensive F1 management experience to date. Build a legacy with one of 10 official F1 constructors or create your own team for the very first time. Plan and direct your team’s strategy and watch as your driver’s execute your commands in thrilling F1 races, brought to life with a broadcast-quality presentation.
Embark on a journey with Ossan, Mao, Taicho, Matchan and Notchi as you harness their newfound abilities bestowed upon them by the Retro Goddess. Meet companions from the past, defend yourself from enemies, and overcome the bosses blocking your way to the Demon Overlord of Triple-A.
A story-rich puzzle adventure built around photography. Explore a beautiful hand-drawn world as you photograph some of the most precious yet fleeting moments in life. As you recreate photos from the past, you will slowly uncover the truth of a family mystery, and the love hidden within fragmented memories will eventually become clear.
Immerse yourself in the gripping world of Werewolf: The Apocalypse — Purgatory, a narrative-driven RPG thriller set in the acclaimed World of Darkness universe. Step into the shoes of Samira, a young werewolf navigating the shadows of Poland and beyond, as she battles monsters, uncovers dark conspiracies, and confronts her inner turmoil. Each decision you make shapes her destiny, revealing new secrets and leading to multiple endings.
A 2D side-scrolling platform game. It is specifically designed for kids and newcomers to gaming. The fun and intuitive gameplay will put a smile on everyone’s face. Ginger will explore various worlds filled with obstacles to overcome to find her magic teeth.
Hidden Cats in Rome is a short and pleasant hidden objects game for everyone – look around at a big, lovely illustration, relax, and spot all the furry friends hiding in every nook and cranny. Starting with a beautiful (yet monochromatic) scenery, the city fills itself with warm colors the more cats you find!
Get ready to climb your way to the top of the motor sports world! Super Woden GP II is a love letter to the sport and arcade racing games of the ’90s. Compete in a wide variety of event types, from rally to endurance racing, in classic isometric style, using an intuitive central map interface to buy and tune vehicles, explore circuits across the world, visit your garage and more.
Set in a brutally unforgiving post-apocalyptic world overrun by the undead, 7 Days to Die is an open-world game that is a unique combination of first-person shooter, survival horror, tower defense, and role-playing games.
The Atlantean civilization has angered the gods. They have sent hordes of monsters to punish Atlantis by destroying the continent. Players must cooperate and compete to save Atlantis, going through a series of challenges of increasing difficulty but they will also compete against each other for the loot and the spoils, plundering treasures and offering them to the gods to receive their favor.
An atmospheric adventure game starring Griffin, a little boy who struggles to face his fears. Thankfully, his teddy bear companion Birly is always by his side. The duo’s journey will not be easy. Traversing the expanse of light and darkness will force the pair to confront traumatic memories and make amends with the monsters of the past.
Create new hairstyles for customers. Cut, dye, and style to perfection. Enhance your skills and master the craft. Run your business and renovate your salon. Generate profit, hire employees – aim for the top! Unleash your creativity with staples of the hairdressing trade – see how much a simple haircut can change a person!
Embark on an unforgettable golfing adventure with House of Golf 2 – not just a game, but an invitation to create lasting memories with family and friends. Whether you’re a seasoned pro or a newcomer to the virtual greens, dive into a world brimming with challenges and excitement.
An exploration of the world of cult horror movies in this action puzzler through four episodes, each with their own unique themes and features. Play as four companions as they use anything they can get their hands on to survive in a horror experience unlike any other.
A survival game with many RPG elements. Fight factions that evolve over the days and bizarre monsters that will terrify you at night! Strengthen your base by rescuing survivors from around the world.
A hardcore arcade action game set in a post-apocalyptic world where you must navigate the ruins of civilization as a fearless bandit seeking survival and glory. Embark on a thrilling adventure to the Last Settlement, looting weapons and fuel canisters while evading deadly threats.
A mystical artifact known as the Spear of Destiny has been discovered, and it’s believed to have the power to change the destiny of the war. To complete her mysterious mission, Agent Walker will have to cross the grim battlegrounds of France while facing death, destruction, and hidden puzzles every step of the way.
A stealth horror survival game about two siblings trying to sneak inside the most hunted carnival of all time to recover lost items with a metal detector device, however enemies are roaming around, and they can hear your every step!
An exciting casual style game with elements of a simplified roguelike. An ominous journey through dark and gloomy locations awaits you, where every action you take has serious consequences. Survive in a world where darkness and horror lurk at every turn. Collect resources, upgrade your character and develop new skills to survive in this horror world.
All hands on deck! Pirate armada dead ahead! Take part in an uncompromising struggle repelling freebooters’ assaults. Watch out, the enemy may catch the tide for ruining your fortress. Build towers, collect crystals, upgrade spells and believe in your victory! Welcome to the unique pirate style tower defense. Now the battle rages on by land and by sea! Two worlds, more than 20 levels, unique ships, menacing bosses and powerful spells – all this will deepen you into the game.
The ordinary gaming night among four friends takes a chaotic turn when they find themselves transported to a preposterous fantasy realm teeming with thousands of wacky monsters! Equip yourself with pizza frag-grenades, enchanted fidget spinners, unleash preposterous magic spells, or even fling your very own friends into the fray to repel the relentless hordes of monsters determined to obliterate you.
An interactive game experience that is designed to ease your mind and have fun popping innocent balloons. Jump into the role of a little paper plane that is supposed to rescue the world from evil balloon demons by dashing through them.
Pedra Crystal Caves is a ‘just one more go’ puzzle platformer challenging you to rewire your brain when navigating each level searching for the key tiles that open the exit door. Inspired by retro classics Boulderdash, Spindizzy, and Bounder, twist your Pedra block around the levels to gain temporary upgrades while avoiding the Meanies who are out to destroy you.
A 2D pixelated old school racing game inspired by arcade classics from the 1980s and 1990s decades. Speed through 50 different circuits in any order across 5 different terrain zones. Win races and money to upgrade and customize your car. Choose between three difficulty settings and three levels of traction assist, making your car easier or harder to control on curves. Customize the game to be as challenging as you want.
Dungeons 4 Heads West in New DLC: The Good, the Bad, and the Evil
David Colbourne, PR and Media Relations Coordinator, Kalypso Media
Summary
Brynnhilde and her army of do-gooder Dwarves gather their forces as the last bastion against Thalya and the uprising of The Absolute Evil.
Contend with powerful new enemies wielding weapons dreamt up by the finest Dwarven blacksmiths.
Dungeons 4 – The Good, the Bad and the Evil releases on August 8, 2024. The base game is available now with Game Pass.
Tell them Thalya’s coming, and Hell’s coming with her! Dungeons 4 is catching a steam engine to the Wild West in its first DLC, The Good, the Bad and the Evil, on August 8, 2024, for Xbox Series X|S, taking you through a brand-new, western-inspired area of the overworld known as “The West.” The new frontier is bristling with opportunity for The Absolute Evil, featuring new enemies, environments, and challenges, including a 5-mission campaign that will revisit an old rivalry between the Dark-Elf Thalya and the Dwarf Queen Brynnhild, culminating in a duel at high-noon.
Brynnhilde and her army of do-gooder Dwarves gather their forces as the last bastion against Thalya and the uprising of The Absolute Evil. The feud reaches an epic climax as the minions of Evil battle against Dwarven gunslingers to determine the fate of the Overworld. But it won’t be easy; the Wild West is a dangerous place for even Thalya and her most formidable and evil Little Snots, and you will need to contend with powerful new enemies wielding weapons dreamt up by the finest Dwarven blacksmiths. Check them out below!
The Pistolero is a pistol-wielding outlaw especially adept at close range battles. They draw their guns faster than you can say “Brynnhilde” and unleash their full clip with a fury before needing to reload.
The Machine Dwarf is equipped with rotary guns powerful enough to pierce through even the most well-armoured Evil with maximum efficiency and speed, but with a slow enough reload time you might be able to take them out before they lay waste to larger areas.
The Crack Shot is capable of firing at long distances with extreme precision zoning in on one specific target.
The Brewmaster does more than just brew beer for his thirsty compatriots, but weaponizes the malted grain to damage to enemies and heal nearby allies.
And if these new daunting enemies weren’t enough of a challenge for the Absolute Evil, the mighty (irritating) Dwarves and their new gunslinging factions have turned to the tracks to capitalize on their new steam locomotives, which roar and chug through the prairie. Outfitted with more dynamite than you can shake a stick at, the Dwarves are pulling out all the stops to try and stop Thalya from conquering the Overworld.
But, luckily for Thalya, the Train-Enthusiast Evil is a long-time Railway Empire 2 fan and has been conjuring up an idea for a locomotive of its very own. Traverse the West and research the necessary science to uncover the boundless resources of the dusty plains to build your own locomotive capable of destroying the Dwarves once and for all and put it to use for the good of all that is Evil!
Dungeons 4 – The Good, the Bad and the Evil releases on August 8, 2024, with the base game available to play now on Xbox and PC Game Pass. So, there is only one question left to answer – do you feel evil, punk?
The Absolute Evil and its trusted *cough* servant, the Dark Elf Thalya, return in Dungeons 4 after the events of its fabulous predecessor to bring about their triumph over the forces of good once more.
Build a cozy and comfortable Dungeon to suit your creatures’ needs and rule over them, then send them out into the Overworld to kindly remind the good people living there that the Absolute Evil rules over their lands. Gather your Evilness in new and dynamic ways and unleash it upon the lush green forests and plains of the Overworld to turn them over to the dark side. But make sure that your Dungeon is well-secured by traps and defended by your creatures, for those pesky Overworlders won’t just twiddle their thumbs while you turn their land into the Absolute Evil’s most pleasurable holiday paradise.
But what is that noise? “Gold, gold, gold and gems, gold and gems and gold!” The ancient song echoes throughout the underworld, accompanied by the clanging steel of hammers and axes. The Dwarves have arrived to claim their share of the abundant resources and together with the Elves and Humans of the Overworld, they send out their raiding parties to find the Dungeon’s heart.
Dungeons 4 keeps the spirit of its predecessor, but everything is now bigger, better, and with even more dynamic Evilness.
Features:
• Everything is better with Dwarves: The Dwarves have arrived to build their underground strongholds and the hardy little fellows (although they don’t like being called that) compete with the Ever-Expanding Evil for space and resources.
• It makes your Dungeon great again: Dungeons are up four times larger than before and there are many more creatures who wait for the All-Commanding Evil’s orders to conquer the Overworld. Now the time has come for massive armies and truly sprawling dungeons!
• Ripe for the taking: The Overworld is bigger than ever before. Gain Evilness by beating Mini Bosses like the obsessively harmonious Unicorn and use it to transform the Overworld into stunning biomes of pure evil.
• New and shiny: An ability-based Perk system for Thalya, the Absolute Evil’s trusted *cough* and most loyal subordinate, grants her impressive new powers. The Absolute Evil can now enjoy taking over the world, governing the creatures and slapping subordinates even more with the customizable Evil Hand.
• Minions, everywhere: The Horde, the Undead and the Demons wait to do the Absolute Evil’s bidding, with more creatures than ever eagerly following the gesturing Evil’s orders, and Snots will play a much more prominent role this time.
• Many ways to tell the story: A long campaign, narrated by the beloved English Narrator from previous titles, as well as several skirmish maps all to challenge your rule as the Absolute Evil.
• Change the world: Spread your Evilness across the Overworld to bring lush and green environments over to the dark side, now shining even more vibrantly and beautifully evil as you spread your evilness across many new biomes.
• Work together, slay together: 2-player co-op multiplayer with both players managing one Dungeon together. All maps from the campaign and the skirmish mode are playable in co-op.
The Dungeons 4 – Deluxe Edition Upgrade includes the digital artbook and soundtrack, nostalgic Dungeons 3 skins for Thalya and your Evil Hand, as well as a remaster of the classic Dungeons 3 map “The Storming of Dollaran”. See the nostalgic outfits in all their splendour, and the music will surely delight the culture-loving Evil.
Kunitsu-Gami: Path of the Goddess: How Capcom Created a Prequel Story Through Traditional Japanese Puppeteering
The lush Mt. Kafuku, home of the Goddess. The source of turmoil, the defilement. The defilement corrupts the mountain, and the 12 masks containing the power of the Goddess are stolen. The Maiden Yoshiro & her guardian Soh purge the defilement and perform a ritual.
Embracing the company slogan, “From Osaka to the World,” Capcom will release Kunitsu-Gami: Path of the Goddess tomorrow, July 19. An original action-strategy hybrid that weaves its gameplay into a unique Japanese-inspired world, players take on the role of Soh, the guardian of the Maiden Yoshiro, and must protect and fight for her, making use of the two phases; day and night, to prepare for and fend off the looming threat of the Seethe respectively.
The game takes inspiration from several Japanese traditions, helping inform everything from the aesthetic to how Soh fights in a “sword-dancing” style – and the influence is far more than skin-deep. With the release of Kunitsu-Gami: Path of the Goddess coming on Friday, July 19, Capcom has partnered with practitioners of one of Japan’s oldest traditional performing arts, Ningyo Joruri Bunraku (known more simply as Bunraku) – a comprehensive art form that integrates Tayu (narration), Shamisen (a three-stringed Japanese musical instrument), and puppeteering. A special video titled “Ceremony of the Deity: The Maiden’s Destiny,” featuring living national treasure and master puppeteer Kanjuro Kiritake the Third, portraying the priestess, has been released as a prequel to invite players into the world of Kunitsugami: Path of the Goddess.
Ahead of the release of the video, the Xbox Wire Japan team participated in an interview at the National Bunraku Theatre in Osaka, where the performance was staged and filmed. The interview features Master Kanjuro Kiritake, Kunitsu-Gami director Shuichi Kawata, and Capcom’s Tairoku Nozoe, who scripted for the Bunraku performance. The team talked us through the influence of Bunraku on the game, the unique creation of a Bunraku performance for the game, and more.
First, we’d like to hear more about the background of this collaboration. We understand that the challenge to collaborate began when the Capcom team reached out with the idea, and Master Kanjuro graciously accepted to help out. Could you tell us about the process leading up to this?
Nozoe: If we were to trace things back to its origin, it might be when Kawata, who was developing the concept for Kunitsu-Gami: Path of the Goddess, shared his passion for Bunraku with me. Kawata is a fervent fan of Bunraku, and his enthusiasm led us to attend a performance together. We were both deeply moved by the performance, and it made us realize that such fascinating art form existed out there, convincingly withstanding the test of time. This inspired us to reach out to the National Bunraku Theatre. Kawata’s connection with the world of Bunraku also helped, allowing us to have various discussions and propose the idea for this collab. Kunitsu-Gami: Path of the Goddess was created with a sense of traditional arts and performances in mind, so I am incredibly moved that this collaboration has come to fruition in such a big way.
Master Kanjuro, when you first heard about the proposal to work and collaborate with a game through the arts of Bunraku, what were your initial thoughts?
Master Kanjuro: I remember feeling a bit troubled because I couldn’t immediately organize the concept in my mind, and I wasn’t sure how to make the project a reality. However, given my extended experience with various collaborations and my inherent love for collaborations through the art of Bunraku, I offered to help if I could. I believe that by the time of filming, I had managed to clear my mind and focus, resulting in the wonderful video.
Master Kanjuro, do you personally play video games? Or do any of the people close to you enjoy playing games?
Master Kanjuro: Games are fascinating because they allow you to immerse yourself in the story happening on the screen, and moreover share various narratives that are embedded in Japanese culture with the world. All of my children love games, and I also enjoyed the early, simple video games when I was younger. I remember having to guide my children to play in moderation, as they tended to play a little too much under the past standards. Now, it’s mainly my grandchildren who play games, and they often invite me to join. When I have time, I enjoy playing with them. I still get very absorbed in gaming, so I try to be a bit careful [laughs].
I heard that when discussing the project, you felt a personal connection with Capcom’s catchphrase, “From Osaka to the world”.
Master Kanjuro: Exactly. Bunraku is an art form that was born and raised in Osaka, just like how Capcom has continued to nurture this same land. I felt a strong connection with the idea of sharing and spreading our efforts further, beyond Osaka, to the rest of the world.
As the project progressed and you saw the game footage and concept art for Kunitsu-Gami: Path of the Goddess, you became very enthusiastic and offered various advice on the creation of the puppets. Could you share your impressions when you first saw the game footage, and your thoughts as the project progressed?
Master Kanjuro: First and foremost, I was captivated by the visual beauty and found the character designs very interesting. Having been away from games for a while, besides playing with my grandchildren, I was honestly amazed by the advancements made in modern games. At the same time, it increased the challenge of figuring out how to create these characters as puppets. My expertise lies in performing in “jidai-mono”, which focuses on historical events and people, and not in fiction. So I initially thought this project would involve simply making and perhaps slightly manipulating the puppets, but when I learned that a full story and script were being written, I realized the collab was transforming into a very profound, enjoyable, and expansive project.
The script was apparently written by none other than Capcom’s Nozoe-san.
Master Kanjuro: At first, I didn’t know who had worked on the script. But after a read-through, I found it to be very profound, packed with just the right ingredients, and felt it was very compelling. What I found particularly interesting about this script was that, unlike many other scripts where it is difficult to pair with a suitable musical accompaniment, I could envision what type of music would be best fit from the first read. Although the final music will always be composed by the shamisen player, I had a strong impression of how the music would feel like, and I believe it turned out to be something truly exceptional.
As a result, I ended up being busy with this project throughout June, a month when I was supposed to be on a break with no performances assigned. However, my original aspiration when I was young was to be a manga artist, and I have always loved illustrating, creating things, drawing, and designing. The feeling of anticipation, seeing the puppets gradually nearing their final forms, made June a truly fulfilling month. Incidentally, the magatama decoration [a ceremonial, comma-shaped object considered sacred] on the Maiden puppet was entirely handcrafted by myself.
Do you have any comments you would like to make, with the collaboration between Bunraku and Kunitsu-Gami: Path of the Goddess soon coming to a full circle?
Nozoe:Kunitsu-Gami: Path of the Goddess is a game that values tradition while also embracing new challenges. For this collaboration project, the focus was not so much on expressing the essence of the game through the world of Bunraku, but rather on how to align and highlight the charm of Bunraku within the world of the game. Given that, what impressed me the most when Master Kanjuro supervised the script was how skillfully he adjusted everything with a keen sense of balance. He knew exactly when to align with the expressions that Kunitsu-Gami: Path of the Goddess has, and carefully incorporated the elements we felt should retain a Bunraku-esque touch. As a result, I feel the Ningyo Joruri Bunraku that came out of this project maintained a very satisfying balance.
Master Kanjuro: I am very glad that you are happy with the outcome. Would you like to consider a sequel?
Nozoe: Yes, please!
Master Kanjuro: I don’t want to trouble everyone at the theater, but I’d like to try performing this as a full-length play. It would be interesting to turn this into a play and adjust the story to work on the stage. I’m delighted that such new attempts can be made with Ningyo Joruri Bunraku, which originated, rooted, and grew in Osaka. The “3-man manipulation” technique, now considered standard, was devised in 1734, about 290 years ago. It’s both fascinating and gratifying to see that the Ningyo Joruri, which has preserved this technique for so long, is now connected with the latest technology and content in gaming.
Nozoe: During the development of the game, we were always inspired by the direction and movements of Ningyo Joruri Bunraku. Even before discussing the collaboration, Kunitsu-Gami: Path of the Goddess was already heavily infused with elements of Bunraku. Additionally, the method used to create the environmental elements in the game was quite unique, where we first created miniatures and then digitized them. This emphasis on realism, which is very important to Kawata-san, made our efforts within the collaboration align well.
I am aware that some people may read this blogpost before watching the performance, while others might read the article after having already seen it once and then are motivated to watch again. Could you share any tips for those who are experiencing Bunraku for the first time?
Master Kanjuro: As a puppeteer, I’d like you to carefully observe the synchronized movements of the puppets performed by the three puppeteers. The omozukai (head and right hand), hidarizukai (left hand), and ashizukai (legs) are three entirely different individuals working together in synchronicity to animate a single puppet. This technique has been refined over approximately 290 years, and through this, you can experience just how well-crafted the art of Ningyo Joruri Bunraku is. While it may be challenging to grasp everything in one viewing, I believe that if you watch it multiple times, there will be moments when its beauty may resonate with you. Once that happens, you’ll likely begin to enjoy any performance you watch. Some may feel unsure about what is being said or narrated, but don’t worry. The narration is crafted in the most beautiful Japanese language, and over time, you will be able to deepen your understanding with the help of a synopsis at hand. I hope you will pay close attention to these aspects.
Nozoe: Since Kunitsugami: Path of the Goddess is the focal point for this collaborative development, it might be good to first get to know its story. In the original work, there are the main characters: the guardian, Soh and the Maiden, Yoshiro, and their story is something that has been repeated many, many times. The game itself only highlights one of the many. Given this, “Ceremony of the Deity: The Maiden’s Destiny” can be considered a prequel to the main story of Kunitsugami: Path of the Goddess. How does Soh and the Maiden featured in this prequel connect to the main story? That is a mystery you might unveil once you play the game, and then come back to watch the performance again.
Kawata: We have prepared mechanisms that will further your understanding of Kunitsugami: Path of the Goddess when you watch the play after playing the game. Additionally, if you reflect on the ending of the main story while watching the Ningyo Joruri performance, you will find yourself saying, “oh, that’s why”.
Kunitsu-Gami: Path of the Goddess will be available on July 19 for Xbox Series X|S, Xbox One and Windows PC, and Xbox Game Pass subscribers will be able to play the game from day one. In addition, this title is compatible with Xbox Play Anywhere, allowing cross-play and transfer of saved data between Xbox and Windows 10/11.
After more than four years of working on Schim we are excited to share it with the Xbox community! As two developers (Ewoud van der Werf and Nils Slijkerman) it is amazing to be able to release the game on Xbox as well. Ewoud did all the porting and has very fond memories of playing on his first Xbox (360) many years ago. With this post we want to give you some insights and invite you into the world of our first indie game Schim.
Shadow Jumping in Schim
Schim is a game in which you jump from shadow to shadow to get back to your person. We designed the colorful abstract world with influences from cities in the Netherlands. The levels in Schim invite you to play around. Schim is a very relaxing and forgiving game with optional challenges and a slight difficulty curve. A great game to destress with. We have seen players race through levels and just as many players who take their time and explore all nooks and crannies to experience the little stories that can be witnessed and influenced.
Interacting with Shadows
Shadows are the platforms in Schim but you can also interact with them. Every type of shadow has its own unique interaction that triggers the essence of the object, person or animal. Some things change their state like a traffic light while others make a sound like a car that honks its horn. The interactions influence the flow of the level and at times can create new paths in the world. We added loads of these unique interactions to reward exploring and experimenting in this magical world.
Reunite with Your Shadow
The story of Schim revolves around the Schim and their person. The person starts as a child at the beginning of the game. In the first ten minutes you get to grow up with them. You can hop out of their shadow or run around controlling the person when you are in their shadow. Numerous live events occur in rapid succession and we see them grow up. At a certain point they experience a horrible day where everything just doesn’t go their way. They get fired, their bike stolen and they stumble and fall. This is the moment where you as the Schim get disconnected from your person. You will have to find your way back to them. In most levels you will see your person try to get things in order again in the world as you chase them. It’s up to you to get back to them.
The Shadow Creatures of Schim
Every shadow in the world has its own Schim. In the game you will come across many of them. Some will need your help as they have lost their shadow just like you.
These objects can be found and placed back into the world. They also serve as the collectibles in the game. Some are hidden and give enough room to explore the world to find all of them.
Different Times of Day
Depending on the time of day the shadows are longer or shorter. There are also some levels that you will visit more than once. Multiple of these levels will be experienced both in daylight and in nighttime. During nighttime you will only be able to traverse in shadows that are cast by lights in the level. Anything that is darker but still moonlit does not count as a shadow. This makes these levels feel very different from their daylight versions.
Thank you for reading. We welcome you in the world of Schim!
SCHiM is a game about jumping from shadow to shadow, while interacting with a relaxing and lively environment.
A schim is the soul and spirit of an object, thing, or living being. Everything in the world has one. A schim should never be separated from their thing! This does happen to your schim, this schim who is attached to a human being is separated from them early on in the game.
Explore the 19th century house that inspired CLeM‘s unique;location.
Learn about the women artists whose paintings decorate the halls.
CLeM is now available on Xbox Series X|S and Xbox One.
In our previous Wire post we shared some insights on the origin of the story and the player character of our game CLeM. Now we’d like to share some ideas that influenced the design of one of the most important characters in the game: the house.
Here at Mango Protocol we pride ourselves in the ability to look at the real world and extract wonder, mystery and fun from our sometimes worn and mundane surroundings. Thus, we’ve been turning our gaze to the things around us and injecting tons of these concepts into our games since the inception of the studio.
When developing CLeM, we all agreed that we had to find the perfect environment for our game with escape room vibes to take place in. Luckily, we had access to Torre Elias, which, besides being a hauntingly beautiful 19th century traditional Catalan house, is Mariona’s ancestral home! You would not reject having total access to a protected architectural heritage building, right? Well, neither did we.
Here’s the main street facade, the one that you can see when walking around CLeM’s house garden.
The house has been inhabited since it was built. Every generation has managed to leave their mark by adapting or rebuilding parts of the house to keep it up to modern living standards. That really helped us to bring that “empty but not really abandoned” look to CLeM’s house. We wanted you to explore the different rooms and halls and have that feeling of a place that, not so long ago, was full of life and provided a nice home for a family.
Torre Elias kitchen is a nice example of furniture that looks old for today’s standards but is definitely modern in contrast to how an 1800s kitchen might have been.
In that previous picture you can see how Mariona adapted that mix of old and older furniture to the game.
Of course, when you inherit an ancient architectural jewel of a home, you may introduce some changes to make it liveable, but there’s some things that pass the test of time with flying colors and you want to keep at home at all costs. A couple examples of this are, on one side, the marvelous hydraulic tiles and wall paintings resembling wallpaper, both beautiful staples of Catalan Modernism which Mariona managed to translate perfectly into the game’s style.
And, on the other side, there’s the small items, those that bring the personal taste of each inhabitant to the house. Look at these forged iron wall lamps that ended up lighting an in-game corridor along with these pattern wall decorations and even more hydraulic tiling. Turns out these low light corridors and tones were a perfect fit for the mood we wanted for the least modernized rooms in CLeM’s house.
Speaking of small items, Mariona picked some decorative and artistic objects to fill the house with flair and personality. Some of them I managed to incorporate into puzzles, letting you connect at some level with the characters that lived in that house and coexisted with these particular items. This Bristol glass jar will surely catch your eye in the first stages of CLeM. It is one of these objects that helps bringing a cohesive environment and at the same time end up being relevant to the development of the gameplay.
Finally, I’d like to stress the importance of the works of art that you’ll be able to find around the house. Mariona made the effort of filling CLeM’s house walls with some iconic female artists’ works. These pictures also helped to inspire some of the puzzles.
Have a tour around the house and enjoy homages of paintings like Vanessa Bell’s “The Pond at Charleston”, Tamara de Lempicka’s “Plante grasse et fiole” or “Pianist” by cubist artist Maria Blanchard, which inspired part of a musical puzzle in the game.
I hope you enjoyed this walkthrough along the real-world influences that helped build our beloved house. You can explore it right now, as CLeM, our acclaimed puzzle adventure with escape room vibes and a dark story to unveil, is out now on Xbox Series X|S and Xbox One.
CLeM is a narrative-driven puzzle adventure game with a dark twist. Wake up in a world where puzzles intertwine with exploration, weaving a unique narrative rooted in alchemy. A voice awakens you. It gives you purpose. To guide you, you find a notebook with mysterious entries and a house to explore.
EXPERIENCE A DARK ADVENTURE FULL OF MYSTERY
You awaken in a cold, dimly lit room, your senses slowly adjusting to the surroundings that, oddly, feel familiar. A strange sensation lingers in you, reminding you that something is not quite right. As you find your bearings, your attention is drawn to a peculiar item on the ground. A notebook labeled “CLeM” lies before you. As you delve into its pages, covered with intricate sketches of insects accompanied by vague symbols, you find a note containing a cryptic message: “Bring me BEAUTY.” Lost in deciphering the contents, a voice interrupts your focus.
SOLVE PUZZLES AND FIND YOUR WAY
Puzzles intertwine with exploration, weaving a unique narrative experience we call “puzzlevania” with a shadowy story to unravel and countless challenges to overcome.
CRAFT ENCHANTED TOYS AND UNCOVER SECRETS
Craft magic toys to unveil hidden secrets, access unreachable spots, and reclaim items from the past as you uncover new revelations in familiar spaces.
DISCOVER A CUTE AND DARK WORLD
Investigate a seemingly desolate house accompanied only by an obscure voice and a notebook full of annotations and drawings on alchemy, insects, and other creepy crawlies.
EMBRACE YOUR DESTINY
Choose your fate in this dark story of manipulation, pride, forgiveness, and redemption.
Flintlock: The Siege of Dawn’s Unique Gaming DNA – From Souls Games to… Gambling?
There’s no doubt that Flintlock: The Siege of Dawn stands as part of a lineage of action-RPGs – developer A44 has been open about calling its new game a “Soulslite” for some time. But having spent several hours with the game, even in its early stages, it’s clear that that’s only a part of the picture.
Flintlock introduces an all-new fantasy world with, for want of a better term, a ‘gunpowder-punk’ aesthetic . You’ll guide the tortured Nor on a quest to reclaim her beleaguered world and exact revenge on vicious gods that have brought armies of the undead along with them. Accompanied in an uneasy alliance by a lesser God, Enki, Nor uses melee axe combat, old-fashioned gunplay, copious explosives and magic to make her way through the world.
And the influences are far from simply coming out of FromSoftware’s Souls series. Flintlock is a true melting pot of gaming ideas, seamlessly combining familiar concepts from some truly unexpected sources. If you think you have a handle on what kind of game this will be, you might be surprised to learn some of the tricks it’s pulling. To help you prepare, here are some of the nods I’ve noticed along the way.
Souls Games
We’ll start with the most obvious – the Souls games are a key text for Flintlock. Like those games, travelling through the world is a case of finding checkpoints (in this case, these can be Campsites or Loadstones), taking on enemies who can take you down in just a few quick hits, and banking currency (here, it’s Reputation) which will be lost upon death and needs to be reclaimed when you return.
Like FromSoftware’s games, Flintlock is exacting, and not afraid to punish you for a lack of concentration (although difficulty levels are offered here). And like those games, it lends a sense of excitement and dread to every new area, every new enemy type and, most particularly, every boss.
Modern Action Classics
Flintlock’s combat may borrow mechanical ideas from Souls games, but in practice there’s a flexibility and snappiness that may remind you more of classic action series, from Devil May Cry to God of War. Combining axe combos, gunplay (which is both a ranged attack and an attack-interrupting parry of sorts), and magic – Enki can be used both for stat debuff attacks and powerful ‘Ultimates’ – is a faster, more frenetic process than most Souls games.
There’s also an element of reward for skilful play here too – the game actively pushes you to chain together long combos and utilize different tactics, which brings me onto the next section…
Gambling
This is where it begins to get truly unexpected. One of Flintlock’s key ideas is in how you collect Reputation. Practically every action you take in combat will offer you a certain amount of Reputation, and defeating enemies offers a chunk each time. But there’s a twist: for every kill, you gain a multiplier to the amount of Reputation you’ll take home. But take a single hit, and all of that is gone. When you’re happy that you’ve done as well as you can, just hold left on the D-pad and you’ll bank all that Reputation.
It effectively adds an aspect of gambling on yourself against the game – do you trust yourself to perfectly take down another enemy after a tough fight, or do you bank and start the process again?
Open World Conquering
Flintlock’s story revolves around reclaiming the world from its invaders, and that’s reflected mechanically, too. Aside from having a slightly more explorable world than many of the games it’s drawing on, Flintlock also introduces an idea we’re more familiar with from the likes of Far Cry or Assassin’s Creed – conquerable enemy outposts.
When you enter an outpost – known as Hamlets here – you’ll be tasked with finding and dispatching the leader of the enemy faction stationed there. When you finally do, you’ll unlock that Hamlet, cleaning up damage, returning its population to the streets, and opening up checkpoints, fast travel, shops, and side quests. It lends a real feeling of progression to your journey, seeing Nor physically taking back lost locations as she goes.
Platformers
To go along with that sense of exploration, Flintlock offers Nor a wider moveset for getting around. In the earliest stages, you gain the magical ability to use gunpowder for double jumps, or longer dodges, which can be combined to help you reach ledges or cross longer gaps. But soon, Enki steps in to offer something more unusual – Rifts.
Rifts are magical warp points, unlocked by finding shrines adorned with skulls – get near a Rift, and press Y, and you’ll transport to it, subsequently offering you to option to drop down, boost out, or jump higher. Soon, you’ll be flying from one Rift to another, and the game will start offering up puzzles about how to reach certain locations by using a network of Rifts. It lends Flintlock an extra string to its bow, not to mention a sense of verticality we don’t often see from this kind of game.
It’s perhaps the clearest marker that A44 are doing things very differently here – I’d recommend you take a look for yourself when this unique action-RPG arrives on Thursday, July 18 for Xbox Series X|S and PC, coming day one with Game Pass.
The Flintlock: The Siege of Dawn Deluxe Edition includes the base game and three customization packs for Nor.
– Flintlock: The Siege of Dawn – Noble Outfit
– Flintlock: The Siege of Dawn – Champions Outfit
– Flintlock: The Siege of Dawn – Vanguard Outfit
Flintlock: The Siege of Dawn
From games studio A44, makers of Ashen, comes an explosive Souls-lite, where Gods and guns collide in a battle for the future of humanity.
The Door to the Great Below has been opened unleashing the Gods and their armies of the Dead. The lands of Kian are besieged, the city of Dawn is on the brink of destruction. It’s time for the Coalition army to fight back. Embrace vengeance, gunpowder and magic as you embark on an epic journey to defeat the Gods, close the door and retake the world.