Indie games continue to find success on the mass market. It’s a double-edged sword for indie developers. On one hand, gamers are actively seeking new indie games to try but on the other, it means a more competitive landscape. CI Games, developer and publisher, known for the Sniper Ghost Warrior and The Lords of the Fallen franchises announced a new publishing label dedicated to indie developers.
Known as United Label, it will bring on indie developers together and offer them the support they need to succeed. CI Games will kick the project off with 4 new indie games: Roki from Polygon Treehouse, Eldest Souls from Fallen Flag Studios, Tails of Iron from Odd Bug Studios, and Horae from Lunaris Iris. United Label is eager to expand and grow. They are actively seeking creative talents to offer them a “structure to success” and building meaningful long-term business relationships with their developers.
United Label Looking for Indie Developers
“We are bringing out existing publishing capabilities to talented developers. We started this process with one of our own IPs, by giving the entire project of Lords of the Fallen 2 to Defiant in New York.” says Marek Tyminski, CEO of CI Games
CI Games isn’t a Bethesda or EA, however, they’ve carved out a sizabe space for themselves in the market. In 2002, CI games made their existence known after selling over 7 million units of the Sniper Ghost Warrior franchise and 2 million units of Lords of the Fallen. Now, this developer / publisher is ready to lend a helping hand to other gamers and independent video game developers.
The massive success of Cuphead, Celeste, and countless other indie games prove there’s a hunger from the community to experience more independent titles. There are thousands of individuals with a passion for creating video games that have the chance to see their game played by millions. Climbing the mountain to the top alone is a treacherous journey. Organizations like CI Games wants to give creators the support they need to reach their goals. Sometimes, a little helping hand is all a talented person or team needs to achieve their vision.
For aspiring or long-time game developers looking for a strategic partnership with United Label, contact information can be found their website. It’s a big world of indie games out there, having the right team behind a project can mean the difference between success and a game that gets lost in the crowd.
Game: The Invisible Hours
Developer: Tequila Works Publisher: GameTrust/Tequila Works Platforms: PC, PS4, Xbox One, HTC Vive, Oculus Rift, PlayStation VR Genre: Spherical Narrative Players: Single-player
Tequila Works was absolutely successful in delivering a unique experience with The Invisible Hours. Now available for non-VR, the flat-screen version of the game is still able to remain immersive and unbelievably exciting. The second Tesla’s body was discovered, the intricate story begins to unfold in a spectacular way. This noir is truly an experience to remember.
Watch the Review Preview on YouTube!
Following this game since its release on VR, the only thing to hold me back from actually picking up The Invisible Hours was the thought of getting sucked into a game and needing to play it on PlayStation VR all the way through. This piece of tech is awesome but it can get a bit cumbersome when gaming for hours with this hunk of plastic on your head.
Now that Tequila Works was releasing their flat-screen version, I was extremely excited to get my hands on a copy. I’m not a big noir fan, and honestly, a conversation heavy game with little to no action or incredible cinematics doesn’t often catch my attention. However, there was something a bit different about The Invisible Hours.
The Cinematic Experience Begins
Following the footsteps of Nikola Tesla and getting to the bottom of his gruesome murder felt like the right combination to catch my interest. Tequila Works sent over a review copy and I couldn’t wait to get started. They marketed The Invisible Hours as a “Spherical Narrative” something that just seemed to be clever marketing language to catch gamers attention. But it actually turned out to be so much more than that.
The spherical nature became clear in the first hour of the game. It is built, unlike anything I’ve ever played before. A story unfolding and the player doesn’t have any direct impact on the events taking place. Instead, the main character isn’t really the main character. Gamers control what seems to be a “fly on the wall” kind of entity that has the ability to fast-forward, rewind, and stop time. This primary mechanic is the gem that truly makes this game shine, taking the gamer on a circular journey back and forth to get to the bottom of this mystery.
It All Starts Coming Together
Taking place on Nikola Tesla's private island, the playable character appears without much backstory. The only option is to start walking up the winding steps in front of you. With a large body of water behind you and a sheer cliff face to your right, the steps guide you up to a large gate bearing the letters, “NT”.
A crying woman that pays no attention to your presence and a gigantic mansion are the only things of immediate interest after reaching the top of the steps. Leaving the crying woman alone, feeling slightly offended she didn’t pay any attention to me, it was time to explore the mansion. This is when the body of the famous inventor is first discovered and things start to heat up.
As the drama unfolds, tensions flare and conversations start breaking out. From the moment Tesla's body is discovered, the game truly comes alive. What seemed like an empty mansion soon started filling with characters from all walks of life. Famous historical inventors, actors, along with people that history would have never mentioned all begin to appear from seemingly nowhere. Each of the characters plays a vital role in the stories development. All have a unique perspective on the situation that’s unfolding all around them as well as develop intricate back stories that only become clear as time goes on.
The Invisible Hours Stands Out
The feature that makes The Invisible Hours stand out and what created such a unique experience is the time control feature. Being able to rewind, fast-forward, and stop time along with the fact that your playable character is completely invisible allows Tequila Works to create that cinematic feel while still allowing gamers to have some kind of control.
As characters appear, you can follow them with the rewind function to see where they came from in the mansion and what they were up to. You can even rewind to the point before everyone was notified of the murder and fast forward to after the large group breaks up and see what they are doing in their room when they think they’re alone. It gets a bit creepy, but all throughout the game, it feels like a playable movie so it’s really not as weird as it sounds.
Each character had an unbelievably in-depth backstory, their complex emotions that The Invisible Hours is able to portray while they were alone with their thoughts is enthralling. Hanging on every word while also anxiously waiting for their monologues to end so I could go back and follow someone else around.
Less than 30 minutes in game time went by and I already put hours into the game. Every minute that passed in game felt like it caused a chain reaction, sending me off on a wild hunt for clues, collectibles, bits of conversation, and story. It is strangely exhilarating, especially being someone who usually finds themselves losing interest in dialog heavy games.
Overview and Wrapup
The only real complaint about the game is the fact that you had to wait for the rewind and fast-forward mechanic to wind up in order for it to go faster. It would start off slow and gradually increase in speed. This is a bit annoying since it played such an important role throughout the game. It would have been nice to have the option to have control of how fast time rewound or moved forward, instantly.
Overall the game is an interesting introduction to the Spherical Narrative genre. Tequila Works did a great job bringing this VR game to flat-screen as well. The story is fascinating and kept my attention every second I was playing. I didn’t want to miss a word and at one point I advanced to chapter 2 but didn’t want to move forward because I didn’t have a chance to follow someone back to their room and see what they were up to. It was nice that Tequila Works included a quicker way to time travel through the start menu so I was able to jump right back to the beginning of the game.
There are a lot of secrets hiding in Nikola Tesla's mysterious mansion and the journey to uncover the truth about his death is filled with mind-blowing realizations and tense interactions. Tequila Works did a fantastic job putting this story together. I’m excited to go back and see what other secrets The Invisible Hours has in store.
An update has just released for the Anti-Gravity FPS Hero Based Multiplayer experience, Lawbreakers, and it's a big one. As of now the update for Cliff Bleszinski's new game is available on PS4 and PC. The patch adds a ton of new content, most notably Boss Leagues, a new ranked mode that fans have been anticipating since the game launched.
Even though Boss Leagues is now live, it seems like the first season is a bit of a test. Season 0 is what the studio named this "beta season" and plans on gathering feedback so they can improve future seasons. Currently, there are three game modes in Season 0: Blitzball, Uplink, and Occupy, which don't allow doubling up on roles, much like the ever popular, Overwatch. The studio also made it easier to find players by extending matchmaking parameters.
The new update also includes a brand new map where players can test their skills in Blitzball. It's known as Gateway and is located above the streets of San Francisco. "Gateway, the Blitzball stadium, is a such a marvel, as it floats effortlessly in the sky thanks to Hadronium's anti-gravitational properties," Boss Key says. The studio updated the Redfalls map to contain a Blood Moon that gives the stage an overall creepier vibe, but in terms of gameplay, this new aesthetic does not do much.
Today's update will add a bunch of new content players can unlock through the loot box system. In total there are more than 120 new items to collect. Lastly, the update adds a much-needed tutorial mode which was a confusing misstep when the game first launched. The full patch notes for the game are below and Gigamax will be keeping a close eye on Lawbreakers developments, so be sure to check back for more information!
LawBreakers PS4 2.0 Patch Notes:
HEALTH REGEN (ALL ROLES) -
"We're increasing the out of combat delay so that hopping from engagement to engagement takes more strategy."
Increased the time it takes out of combat for health regen to start from 3 → 5 seconds.
"With the health adjustments in Patch 1.4, Assassins aren't as squishy and don't need as much help sustaining while in Frenzy. We've cut down on the healing per hit to address this."
Arc Blade's healing per hit, while Frenzy is active, has been decreased from 70 → 55.
Frenzy replenishes all movement charges upon activation (Patch 1.4 missing note)
BATTLE MEDIC -
"We've added more charges to Firefly so that Battle Medics can command the battlefield a bit better. Having the same amount of ammo on both weapons should help their swap timing and make them more viable in skirmish modes."
Firefly's number of charges increased from 4 → 6.
Increased time between replenishing Firefly charges from 0.2 → 0.25 seconds.
"Enforcers health has been brought down since previous patches have increased his survivability."
Base health reduced from 500 → 475.
"We've added charge multiplier logic to the Omega that increases alongside damage. This should reward high accuracy players and curtail "spam slinger" effectiveness."
*NEW* Gunslinger's Omega headshot multiplier will now scale up based upon how long your charge your shots.
Omega's min headshot multiplier is now 1.1.
Omega's max charged headshot multiplier is now 1.75.
“Harrier's kit inherently makes them extremely survivable, so we've knocked 25 points off of their Base Health. The Shoc-Croc has been adjusted to deal more damage if you can train your weapon on an enemy's head. We've also shortened the length of Convergence to make it less oppressive."
Base health reduced from 450 → 425.
Shoc-Croc's headshot multiplier increased from 1.5 → 1.75.
Laser Tag cooldown visual now changes from red to blue when able to fire.
Convergence beam duration reduced from 6 → 5 seconds.
"Juggernaut needed a bit of help when low on ammo, so Instigator has gotten a reload speed bump. We're working on some bug fixes to reload issues overall in future patches that will help them out."
Instigator's reload speed has been sped up by 10%.
Holo-Deflector can be manually destroyed by pressing the activation button again (Patch 1.4 missing note).
"Titan has gotten some quality of life improvements this patch. They can now perform more actions while in Berserk mode, and we've added our version of a much requested range indicator for Hammerhead rockets."
*NEW* Detonation indicator will now appear when a target is within a rocket's explosion radius.
Pulverize's max damage increased from 125 → 175.
Titan can now kick and jump while Berserk is active.
"Vanguard's Meteor Shells + Pulsar burst potential has been dialed in a bit and we've made the shell's self damage less punishing."
Pulsar's damage radius lowered from 200 → 175.
Pulsar's max damage lowered from 120 → 110.
Hydra's time it takes to get to full fire rate has been increased by 7.5%.
Updated Hydra's primary reticle.
Meteor Shells self-damage reduced from 100% → 50%.
"Wraith is getting outdueled and damaged at his intended effective range. We've adjusted the reload speed to help them exchange fire and increased the minimum damage from Wasp to match a default kick. Chrono Switch has also seen an adjustment so that hitting targets with it should be more reliable."
Spektor's falloff start distance increased from 600 → 750.
Spektor's reload speed has been sped up by 25%.
Wasp's minimum stab damage increased from 30 → 75.
Chrono Switch's slowing rings travel speed has been increased by 30%.
Increased the time between firing Chrono Switch's slowing rings by 10%.
*NEW* Multi-region Queue has been added to place players with acceptable latency in matches from all around the country and/or world.
*NEW* First Win of the Day XP Bonus has been added for getting your first win in any mode.
*NEW* Progression UI Widget has been added to the bottom right to show current Account / Boss Leagues progression, as well as a current creds total.
*NEW* Customizable reticle options in the Settings menu now include a Simple Dot, Simple Circle, and Simple Crosshair plus color options.
Increased the amount of XP awarded in all modes for time played. This means quicker account progression for everyone.
Added in text for score amount awarded on scoring events.
Added in major text announcements for carriers picking up the objective object in Blitzball, Overcharge, and Uplink.
Crosshairs now draw on top of all HUD elements.
Made it so that text chat does not switch sides during death cam.
General Spectator improvements to overall visuals, clarity, and bug fixes.
Added in a ton of stat tracking for different weapons, abilities, and scoring events for roles that are displayed on the statistics page of the player profile.
Improved hit registration by speeding up smoothing on replicas to make positions more accurate.
Added latency compensation logic to improve Arc Blade grapple hit detection.
Titan rocket air detonation has latency compensation (so if you detonate it when you see it near somebody, it should deal damage, even at higher pings)
Redesigned the "Play" mode selection screen.
Added bonus XP when backfilling into and completing a match that was missing players.
Don't count a match as a loss for a player that joined late and filled in a missing player's spot.
Visual improvements for full-screen effects like Distortion Field and Chrono Switch's slowing effect.
Fixed framerate drop issues in the main menu.
Fixed issues related to Blitzball carrier's status not updating for people who just joined a match in progress.
Fixed an issue where a teammate's name would sometimes appear red when you first see them.
Fixed a host of in-game scoreboard alignment issues dealing with Twitch status, icons, and text placement.
Fixed multiple issues during the end of match podium not rendering appropriately on 21:9 aspect ratio monitors.
Fixed a bug where being stabbed and killed by TAC knife would cause death cam to break.
Fixed overtime text announcement not showing in Blitzball.
Fixed multiple match history issues related to missing player names and stats for matches played.
Fixed error sound not playing issue when attempting to equip a locked account portrait.
Fixed an issue where shooting the Alpha while blindfiring Omega would interrupt Omega's animation.
Fixed issues that improve the transition from sprint super jumping into blindfire,
Fixed wall jump occasionally triggering on stairs and other unintended surfaces.
Tiebreaker overtime rules in Turf War fixed, so you have to capture 2 zones to win.
Fixed crashes occurring directly after killing an objective carrier with a kick.
Fixed an issue where players could potentially cycle to a new match and see a black screen during character select, they would not be able to play without restarting.
Fixed an issue where not all assist based scoring events were tracking for achievements.
Fixed a bug where holding left d-pad and left stick would cause settings to adjust twice as fast.
It has been a little over a week since Hellblade: Senua's Sacrifice was released and the developers are already patching a variety of bugs that have been plaguing players. While the independently developed game was praised as one of the best games to come out this year, it certainly had its issues. That's why the developer, Ninja Theory, rushed to get this patch out detailed here on their blog.
There were bugs that would break the game or stop character progression entirely and these were the first to be addressed. They also fix a variety of collision issues that would send the player out of the game world and make it impossible to proceed. PC players will also be happy to hear that an issue involving the menu not loading has been patched.
There's No Stopping Ninja Theory
Ninja Theory doesn't plan on stopping either. The blog post also detailed that they're still hard at work looking into bug reports so expect more updates in the near future. One patch, in particular, is the performance issues that PC players with AMD GPUs have experienced.
Below we have a full list of the patch notes that you can also find on Ninja Theory's blog. While releasing broken games should never be acceptable, it's hard for a small development team to take care of all the issues right at launch, sometimes it takes time for the community to find the problems and aid in pointing out where they are. Hellblade was an excellent game that should be in every gamers library especially after the patch. Gigamax managed to beat the game while only encountering one game breaking bug. If you've had issues make sure you report it to firstname.lastname@example.org.
-Fixed a crash that could happen if two Keep Guard enemies are standing close to each other and one dies.
-Russian subtitles for the Hellblade feature have been added.
-Fixed an issue where the audio would be out of sync with the Hellblade feature if it has been paused for an extended period of time.
-Fixed an issue where the Baldr Masks in the Tower Shard level are white on the inside.
-Fixed scenarios resulting in unlit geometry after reloading from checkpoint.
-Fixed a potential progression stopping bug in the Fenrir Cave by the ‘M’ rune door puzzle.
-Fixed potential progression stopping bug in Fenrir Cave due to check pointing after skipping a lit region.
-Fixed potential progression stopping bug in Fenrir Cave if player fails to collect floor rune after combat and subsequently dies.
-Fixed collision issues that could allow players to unintentionally exit the game world.
-Fixed audio cut-out issues.
-Added audio cues for hidden faces.
-Fixed audio hard cut at the end of various cut scenes.
-Fixes for audio lip sync issues.
-Audio balancing fixes.
-Various subtitle localisation fixes across a number of languages.
-Adjusted automatic difficulty enemy health scaling and Senua’s damage taken/given modifiers.
-Increased damage value of certain combo finisher attacks.
-Adjusted rate of combat focus resource build-up in Hard difficulty mode or higher.
-Fixed issue with stinger animated cameras popping if the same attack was repeated.
-Warriors now have an increased chance of evading certain heavy attacks.
-Fixed missing sound effects on certain reactions.
-Health values have been lowered.
-Will now remain vulnerable for longer after his shield guard has been broken.
Keep Guard Enemy
-Fixed a potential crash bug if Keep Guard enemies are standing close together and one of them dies.
-Tweaked rotation rate during certain attack windups.
-Fixed missing sound effects on certain attacks.
-Fixed an issue where Surtr was able to throw Senua outside of the arena.
-Fixed an issue where Valravn could not be damaged while in Focus for certain combos.
-Parried projectiles will now remove shadow state on hit.
-Health values have been adjusted.
-Fixed issue where certain attack were not dealing damage correctly to Fenrir.
-Adjusted slide properties for certain attacks.
-Adjusted cooldown for parry and evade defensive actions.
-Parried projectiles will now remove shadow state on hit.
-Fixed an issue where motion blur is applied to object incorrectly during Photo Mode.
-Removed the second slider that did nothing when cycling through the Effects tab.
PC Only fixes
-Fixed an issue where altering master volume would cause no audio to be played during the intro.
-Fixed the lack of vibration with the Steam Controller for the Blindness level
-Fixed an issue where key bindings and run toggle were not being saved between game sessions
-Fixed an issue where looking around with the mouse during the boat intro was not working.
-Fixed an issue where Focus was not able to be assigned to another key.
-Fixed an issue where tabbing out during cut scenes would cause audio to go out of sync.
-Fixed an issue where the menu would not load on start up.
SUPERHOT was one of the most popular indie games of 2016 and I’m we’re excited to say that adding VR to its formula is a perfect fit. Developed and published by the Superhot Team, the game has an interesting history that shows how video game development has changed in the past decade. Initially part of the 7 Day Video Game Challenge in 2013, where developers had 7 days to program functional prototypes for games. While the game didn’t win the challenge, it made the Steam Greenlight program and was almost immediately approved. With its insane meta narrative and intense gameplay, SUPERHOT VR is the perfect addition for any PSVR owner.
Be A Baddass
If you’ve played SUPERHOT before, not much has changed except for the addition of VR but this inclusion fundamentally changes the players’ experience. For those that haven’t played, SUPERHOT is an FPS unlike any other tasking players with taking out groups of enemies in a minimalist environment. The one big difference between this game and other shooters is that time will only move when the player moves, which gives the opportunity to dodge bullets and alter their current actions. In VR, dodging said bullets actually involves the player moving their head and manipulating their body to avoid the projectiles. A game has never made me feel more badass as I spawned into the white room, picked up a bottle to my left, smashed it against the advancing knife wielding enemies face, grabbed its knife from the air, threw it at an advancing gunman, grabbed its gun and shot a second advancing gunman, all while dodging gunfire.
Things Take A Wild Turn
The plot is as insane as the gameplay offering the player a meta narrative where the game addresses the player directly. The story starts off without much explanation, spawning in a white room the game slowly introduces the mechanics and lets the protagonist get used to the controls. Things take a wild turn when the game has you turn the gun on yourself and pull the trigger. That’s when the player realizes that they are in a simulation… Inside a simulation. Throughout the game, it seems that you are infiltrating a strange virtual base filled with red faceless enemies and guns, which leads to one of the strangest endings in any video game but I won’t spoil that here.
SUPERHOT VR is an awesome addition to a relatively lackluster list of PSVR titles that are available now. If you own this hardware I strongly recommend getting this game. One thing to note before buying is that you will need plenty of space in order to reach for various weapons and dodge all the bullets that are heading your way. Make sure you have a decent play zone or it will lead to a very frustrating time (as I initially found out before relocating). Gigamax will be streaming SUPERHOT VR on Twitch next week so be sure to come back for more details!
In an attempt to make a challenging game even more difficult, the developers behind PlayerUnknown Battlegrounds will be adding "First Person Only" servers in the next update. This news was confirmed by a tweet sent out by the creator of this indie hit, Brendan Greene, who confirmed the new servers would be available in the next monthly update.
PlayerUnknown Battlegrounds already offers both first and third person perspective in there servers, but players are able to freely switch between the two styles on the fly. Third person is useful for checking your corners upon entering rooms and for having a wider perspective when traversing outdoors. First person however, is perfect for lining up those tricky shots that can be deceiving while using third person. Most people would agree that knowing when to switch between these two camera angles is essential to mastering Player Unknown's Battlegrounds meta.
Image Source: pcgamer.com
Time To Get Hardcore
Fortunately for the hardcore gamers out there, these indie developers agree with the philosophy that third person mode in competitive play can be very cheap and unrealistic. Using this camera mode players are able to look over walls, check windows, and peak around doors that wouldn't be possible in first person. Removing the player's ability to get this tactical advantage will ultimately add to the competitiveness of this already ultra competitive game.
Image source: rockpapershotgun.com
More To Come
This isn't the end of new updates for Battlegrounds though. Right before E3, the developers announced a zombie mode would be making its way into the game along with two new locations for fans to battle it out. To impress players even further, they unveiled new vaulting and climbing mechanics and an Xbox One version of the game at E3 itself. Unfortunately the game will remain in early access a little bit longer then expected but ultimately this will only benefit the full release of the game.
Player Unknown's Battleground has been updating at a steady pace since launch and these new servers only prove the indie studio's commitment to the game. Gigamax Games will be keeping a close eye on this indie hit so be sure to keep checking back for more information!
Indie developer Uppercut Games, a team comprised of former Bioshock developers, has announced their latest adventure 'City of Brass'. This upcoming first person rouguelite adventure puts an Arabian Nights twist on the genre that's a welcomed change from the typical dungeon delves. The City of Brass is an extremely dangerous place for wary adventurers but can prove rewarding for those who take on what lies beneath the sand. Players can expect to take on a variety of dangerous spirits and be forced to avoid deadly traps on their quest to achieve wealth beyond their wildest dreams.
The player will take the role of a determined and cunning thief armed only with a trusty scimitar and a whip which can be used to disarm, trip, or stun enemies. Gameplay sounds very much like the Prince of Persia series, requiring the hero to swing across gaps, climb up objects, and destroy barricades in his journey to lay claim to the countless treasures. Traps will also be littered throughout the procedurally generated map including sharp blades to slide under, spears that must be dodged, and the stereotypical arrows coming out of holes in the wall. Players will also have to avoid crumbling ledges and poison gas traps, but all of these obstacles can be used to gain an advantage over enemies, if approached tactically.
The team behind the game sounds incredibly passionate about the project with the lead designer, Ed Orman offering more insight into the game, "Developing a game with multiple, interacting systems that players can freely combine feels like a return to our roots, drawing on our experiences working on BioShock and many of our other favorites. Players must learn how to use the traps to kill their foes, and even turn enemies against each other. You’ll perish in the City of Brass – often, and quite horribly – but as your skills improve and you discover new ways to cheat death, you’ll return to fight another day."
This adventure is expected to release this fall and we here at Gigamax can't wait to start our journey through the desert. It is always exciting to see a passionate group of indie developers take on a dream project, and that's exactly what this game sounds like it will be. This title is sure to impress so be sure to keeping check back for more information on City of Brass!
Popular dinosaur survival game, Ark: Survival Evolved just received the biggest patch the game has ever seen. Players who log back in will see a ton of new content to explore such as new gear, creatures, caves and various other changes. Interested in seeing the patch in action? Check out the trailer for it below.
The studio ,Wildcard has been hard at work fixing and tweaking one of the game's newest additions, the Tek Tree. This science fiction themed skill-tree is receiving a bunch of new items for fans to experiment with. The Tek Cloning Machine gives players the ability to clone whichever dino they want, a Tek Saddle let's players ride the dangerous Megalodon and a new Tek Turret is available to protect those hard earned bases.
The update also adds a new raid like cave into the game. This high level dungeon is set in an active volcano and gives players access to the new ascension system. If a player is able to beat every boss, complete the cave and kill the final boss, then they'll be able to ascend and gain access to a harder version of the raid like event.
Four new dinos are also making their way into the game along with an alpha version of the Megalodon. New alpha drops for all alpha level creatures have been added and new sounds for a bunch of the existing dinos. Check out the full list of patch notes below for a look into the details.
Ark: Survival Evolved - Patch Notes
-New Dino: Giant Bee
-New Dino: Daeodon
-New Dino: Liopleurodon
-New Dino: Kentrosaurus
-New Structure: Tek Cloning Chamber
-New Structure: Tek Megalodon Saddle
-New Structure: Tek Turret
-New Weapon: Tek Grenade
-TEK Cave & Volcano
-"Ascension" Game Progression
-More UI overhauls
-New Hairstyle and Facial Hair
-Approximately 20+ New Explorer Notes
-15 new music tracks, per-biome and situational
-Full Gamepad input pass (i.e. console gamepad functionality)
-Fixed issue with Cave spawns not functioning properly in single player
-The Center mega-update!
-Engram Tree REVAMP. Forced respec and Max Level set to 100 (before Ascension)! You won't lose your levels or experience, unless you were above 105 which you'll be reset to 100.
-Anglers can now gather pearls.
Additional patch notes
-New Alpha Megalodon
-New Alpha item drops for all alpha creatures: Alpha Mosasaur Tooth, Alpha Tuso Eye, Alpha Rex Tooth, -Alpha Raptor Claw, Alpha Megalodon Fin, Alpha Leeds Blubber, Alpha Carno Arm.
-New creature sounds for the: Carno, Dire Bear, Bronto, Saber, Scorpion, Giga, Dragon, Broodmother, and Megapithecus.
For a full list of Ark: Survival Evolved new content check out this forum post that details every single change coming to the game. The update is only on PC for now but the PS4 and Xbox One version are coming soon. Gigamax Games will be sure to update you the minute it's announced for console so be sure to keep checking back with GigamaxGames.com!
The creator of the popular action series, Assassin's Creed, revealed some of the reasons behind his exit from Ubisoft amid a lawsuit in 2013.
In an interview with Gameology, Patrice Desilets gave some of the reasons behind the leave from Ubisoft and why he struggled working for a large gaming company. One of the biggest reasons he detailed was the political lying that had to be done.
"My biggest struggle with being in an organization is that I was the guy at the end or in the middle also… I was the guy doing interviews like what we're doing right now and I had to come up with political lying and I would receive comments and decisions made by other people and not me because it's all about compromising when you're in a big organization somehow," he said. "And as my role, the creative director, it's tough to live by the decisions of others when being in front of the camera or Skype and I said I'm not a really good liar so I can't do it anymore. And then I also realized that when you do a really big franchise, you also make money for other people and they don't really care about you (Laugh). So I said, enough! If I do another Assassin's Creed at least it would be for me and my guys and also for Quebec and for my people in Montreal." (http://bit.ly/2oXPsSp)
Desilets explained that ultimately it was an extremely tough decision to make but him and his girlfriend agreed it was for the best. Now he heads a studio named, Panache. The small team is now at 24 employees and will ideally grow to about 30 by the time development is in full swing. Comparatively his team at Ubisoft was over 800 people strong.
The developer explained that his studio will make the mysterious game 1666: Amsterdam. The only information revealed about the game was that it deals with the bad side inside all of us and how every individual copes with that differently.
Much more was discussed in the interview, anyone interested in the gaming industry should definitely check it out here. It offers great insight into the politics behind Triple A games that many don't realize exists. It is easy to forget that the immense amount of people and work that are behind these spectacular games. The very talented Patrice Desilets is sure to be very successful at his new studio and Gigamax will be sure to have coverage of Panache's work. Be sure to keep checking back with GigamaxGames.com for all the latest in gaming news!
For trainers that missed their chance to catch a Shiny Meltan back in February, Niantic is offering up a second opportunity. The Meltan themed event is returning to the game on Wednesday, April 24th, where fans can add this elusive Shiny Mythical Beast to their collection. Meltan is Back! Meltan is unique in Pokemon Go […]
If you guys haven’t heard by now, Sekiro: Shadows Die Twice, is not only destroying the gaming scene, but it is also, I daresay, destroying gaming controllers near you. Sekiro was made by From Software, which is also responsible for the hell that is the Dark Souls franchise which we all know and love…to hate. […]