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  News - Remembrance
Posted by: xSicKxBot - 03-11-2020, 09:54 PM - Forum: Lounge - No Replies

Remembrance

Some time during the late Dark Age.


Iron Lords Efrideet, Saladin, and Felwinter sat in a Warlock meditation chamber, around a massive oak table, in a keep on Felwinter Peak. A fire crackled in the corner out of the lips of a stone-lined hearth.

A hand-written letter in messy scrawl rested atop the table.

“Warlord Shaxx accepts my challenge,” Felwinter said, summarizing its contents. “He advises us to enter from the south wall, which has been destroyed. The front door…” He picked up the paper and scrutinized it again. “Is undergoing weatherproof.”

“This is your plan?” Efrideet said, with some skepticism. “How did he get this to you?”

“His Ghost brought it.”

“Your plan is Ill-advised,” Saladin said. “And a waste of time.”

“No one’s beat Shaxx in a fight. Iron Lords or Warlords,” Efrideet continued. “Much less take territory from him.”

“Ikora has. And I believe I can,” Felwinter replied, his eyes burning inside his sleek, Exo skull.

Efrideet tapped the table with her fingers, and Saladin stared into the polished surface.

“Unless either of you has a better idea? We’re running out of time.”

Saladin shook his head. “It’s true. Radegast wants to launch a frontal assault. Entire Lord fireteams.”

Efrideet’s eyes narrowed under her helm. “He wouldn’t. There’s almost a hundred people in that castle.”

“Shaxx is holding those people hostage.”

“They stay with him willingly,” Felwinter replied.

“The Warlords might pull the trigger. But Radegast wouldn’t,” Efrideet repeated.

“Have you seen Radegast lately? He’s tired of the wars. No one’s been at it longer.”

“That’s no excuse. We came under him to end the infighting.”

Felwinter stood. “Then let me do my part for the cause.”

***

The sky was completely white and there was a stark chill to the air as the trio entered the castle from a gaping fissure in the ruined south wall. As they stepped into the exposed hallway, the Iron Lords passed a few of Shaxx’s people, who hurried away from them. One child cried in her mother’s arms. They looked tired, but they weren’t starving. And they were clothed for the oncoming inclement weather.

The Iron Lords found Shaxx as they turned a corner, and the hallway opened up into the massive entrance of the keep.

He was cautiously applying a fast-drying liquid polymer as a draft stopper underneath a set of ancient plasteel doors.

“Won’t that hold a little too well?” Felwinter asked, as he strode up with the Iron Lords.

Shaxx didn’t stand. Or look at them.

“I’ll dissolve it when the storm is through,” he said, liberally squeezing the paste with both hands from a gel tube.

“A brute force solution. I hear that’s how you fight.”

“I do what works with the tools I have,” Shaxx said, standing to inspect his weatherproofing. “We’ll freeze without this. The Ghostless would suffer.”

“That’s something you care about?” Felwinter took a step forward.

Shaxx turned to address the Exo.

“These people are under my protection. I owe them. Something the Iron Lords should ponder more often about those they protect.”

“The Iron Decree was drafted to protect the Ghostless,” Felwinter replied. “Give up your territory and join us. Let us show you how powerful your Light can become.”

“Strong words. I’ll wager you said the same thing to Citan. Before you killed him and his Ghost.”

Saladin looked to Efrideet in shock. She pretended she didn’t notice, and kept a hand near her cannon.

“Your Decree disallows final-deaths of your opponents,” Shaxx continued. “Yet you’ve killed countless Warlords. And an Iron Lord, if the rumors are true.”

Felwinter’s eyes quietly blazed. He took a step closer. “Were they friends of yours?”

“I don’t have friends. Just people I protect.”

“We could use your help,” Felwinter replied.

“You already have a Saint-14.”

“Saint serves the Speaker, not the Iron Lords. He thinks highly of you.”

“Perhaps I’m not being clear. I’m not going anywhere, and you lot aren’t coming in. As long as I hold this territory, there will be no collateral damage from turf wars inside our borders. Iron Lords and Warlords be damned.”

“Your south wall says otherwise.”

“And you’re starting to piss me off. Are you here to duel or whine?”

Felwinter guessed that Shaxx now stood a little more than three feet from him.

The Iron Lord stepped forward, dragged a Solar sword from the air, and thrust it at Shaxx. The Warlord turned his stance sideways as the burning blade sang past his helm, ducked the horizontal cut that followed, and stepped back as Felwinter drove the blade into the stone floor. The chamber erupted with ethereal fire and Solar Light—

Shaxx’s backfist took Felwinter’s head from his shoulders in a shower of sparks. The Iron Lord’s Light died with his crumpling form.

Efrideet coughed as Saladin blinked inside his helm.

Felwinter’s Ghost unfolded above his prone corpse and the Iron Lord reemerged from a pillar of cascading Light.

“You should have used your Void instead,” Shaxx said. “You could have brought the whole fort down on us. Gained a fighting a chance.”

The Iron Lord shook his head. “Your people wouldn’t have survived that.”

Shaxx’s hands engulfed Felwinter’s shoulders like descending moons. “I would have stopped you. But I like your thinking. Now get out.”

The Warlord left the chamber without looking back, towards the direction of the south wall.

“I need more time,” Felwinter said, before Saladin or Efrideet could utter a word.

Saladin shook his head. “Radegast already assigned us to strikes against the House of Devils. There’s an uprising in the Cosmodrome. This was our shot to deal with Shaxx alone and we failed.”

“One Lord makes no real difference on a strike against the Fallen. Buy me time and I’ll solve this.”

“We don’t have time. You said it yourself. The Warlords will attack this fortress en masse.”

“Not if I challenge again.”

“He literally took your head off,” Saladin replied.

Efrideet had a hand on her helmeted chin. “We can buy time. Warlords in this region respect a prolonged challenge against Shaxx.” Her eyes flickered to Felwinter beneath the helmet. “Shaxx has multiple confirmed kills. Final deaths. It’s no small thing to challenge him. Most of those cowards won’t, and they’ll gladly let you try again, ‘til Shaxx decides to go after your Ghost…”

Felwinter stared at the weatherproofed plasteel doorway of the chamber. “I have a feeling that won’t be a concern,” he replied. “Besides. These people will never repair that south wall alone. The oncoming storm will be their end. I’ll help them.”

“Change of plan, then,” Saladin said. “You’ll buy time for us.”

“What?” said the Exo.

“Keep Shaxx busy until we finish this business with the Fallen. Then we’re coming for this castle. Efrideet, if I could have a word?” Saladin asked, his cloak flowing around him as he departed in the same direction as Shaxx, leaving Felwinter alone in the chamber.

***

Efrideet snorted. “You didn’t know?” she exclaimed over the wind as she and Saladin descended the mountain on a gravelly, snow-covered road.

“That Felwinter is an oathbreaker?” Saladin shook his head. “No.”

“You’ve never wondered why Radegast hates his guts?” she said. “That takes a lot.”

“Agreed. Why has he abided this?”

“Every one of Felwinter’s confirmed kills broke the Iron Decree. He provided ample evidence. Ghost-killers, murderers, and worse. All of them. But he never asked for permission.”

“Felwinter is no Saint-14. Why does he do it?”

“He calls it operational necessity.”

Saladin scoffed. “I’ve never heard an Exo talk like that.”

“Like what?”

“They’re usually more expressive.”

“Does this change the plan?”

Saladin looked up at a trio of circling carrion birds as they walked. “There is no plan. We’ll quell this Devil uprising, then strategize a frontal assault with the full force of the Iron Lords behind it. Hopefully Felwinter keeps Shaxx busy until then.”

Efrideet shook her head. “People will die.”

“If the Warlords attack him first, it’ll be catastrophic. Shaxx forced our hand.”

***

Shaxx and Felwinter watched Efrideet and Saladin descend the snow-covered mesa from the shattered south wall.

“I thought I told you to get out,” Shaxx broke the silence.

“I mean to challenge again,” Felwinter replied.

“Not today,” Shaxx shook his head. “My Ghost believes it’ll snow before nightfall.”

 “Yes,” Felwinter said. “What did this?”

“Fallen Walker.”

“No amount of Golden Age polymer can repair this wall before that storm rolls in.”

“No,” Shaxx agreed. “My Light will be the wall.”

“A Ward of Dawn? Your people will freeze. A Well of Radiance is what you need. My Light will be the wall.”

“You think my Hammer of Sol wouldn’t burn bright enough to last the storm?”

“Of course it would. And you’d set this castle ablaze. Leave it to me.”

“I leave my people to no one. But if you’re seeking shelter, you’re free to stay.”

“You call them ‘your people.’ You rule them? Like a king?”

“I protect them.”

“Some kings don’t know the difference.”

A light dusting of snow started to fall.

“Does your mountain have a name?” The Iron Lord asked the Warlord.

“No.”

“I call mine Felwinter Peak.”

“Do I look like I care?”

***

For days, the storm had kept anyone from traversing the mountain path. Between Felwinter and Shaxx, the people of the castle were safe from the elements.

Saladin and Efrideet had sent word the Fallen campaign would last at least another few weeks.

So Felwinter challenged again. Shaxx accepted. Iron Lord met Warlord at the backfield beyond the shattered south wall.

Felwinter aimed a palmstrike at Shaxx’s center of mass. The Warlord slipped sideways, narrowly avoiding the burst of Void Light that blossomed forth, and cracked a backfist into Felwinter’s skull, sending him sprawling backwards.

Felwinter struggled to a knee, then to his feet, his long coat flowing around him. A fissure of sparks sprayed from his skull. “How many Warlords have challenged you?” he asked.

“I lost count a century ago,” Shaxx replied. He stayed in his sideways stance, waiting for the Exo to make a move.

“I will never stop. Never rest,” Felwinter said. “And the Warlords are just like me. They refuse to end each other, not because of a code, or an Iron Decree. Because they’re afraid to die. And they will plague this world forever.” Felwinter raised his arms in a striking position. “How many of us will you fight?”

“As many as I need to.” Shaxx closed the distance, slipping past the Exo’s guard and snapped the back of his fist into Felwinter’s temple, which promptly shattered.

***

The skies were clear, so Felwinter challenged again the day after.

Shaxx accepted.

They met on the backfield.

“How long will your people last out here?” Felwinter asked.

“Longer than you,” Shaxx replied.

It was true. A flying knee separated the Iron Lord from his head within seconds of a short melee.

When the Exo’s Ghost put him back together, Shaxx was already halfway back to the south wall.

“How long do you expect them to stay here?” Felwinter called after him.

The Warlord turned back. “What are you talking about?” he asked.

“How long do you expect your people to stay? They will not survive the winter.”

“I’ll find a way.”

“You have a way. If you won’t join the Iron Lords, let us help you.”

“Your wars have left my people homeless. And worse. They would never trust you.”

“If you asked them to, perhaps they would. You’re the king.”

“I’m no king.”

“Prove it.”

“I have nothing to prove to you.”

“Prove it to them.”

***

Weeks later, Efrideet and Saladin brought a silver army with them, gleaming weapons in their hands.

Nine Iron Lords dismounted their machines at the foot of Shaxx’s mountain.

Twelve Warlords armored in eclectic styles from across the region opposed them at the path that led up to the mountain peak. Particle weapons hummed to operational life on both sides. Slug rifles racked and readied.

Felwinter and Shaxx watched them from the ruined south wall.

“Your friends are here to back you up,” the Exo said. “If they need to.”

“I don’t have friends,” Shaxx replied. “And they don’t need to.”

“Tell them. Stop this before the shooting starts,” the Exo said. “Your people will not survive this.”

“Is that a threat?” the Warlord asked.

“No. They’re not like us. Everything they might become dies with them.”

Shaxx stared down at the Iron Lords. “You people involve yourselves in matters that are not your own. Especially Radegast.”

“Radegast is scattered. He thinks he has the weight of all those we protect on his shoulders. No one has that kind of strength. Not even a Lightbearer.”

“Why do you back them?”

“Because the Iron Lords are going to change the world; no one can stop them.”

“I stopped you.”

“Your people will not survive this. Tell the Warlords to stand down. They’ll listen. They fear you. You’re not bound to an Iron Decree.”

Shaxx shook his head. “They fear that everything they might become would die with them.”

***

The other Warlords had departed.

Shaxx stood with the Iron Lords on the path up the mountain.

He stared down at them.

“Who won?” Efrideet asked.

“Shaxx,” Felwinter said. He patted Shaxx on the shoulder. “Shaxx did.” The Exo pulled Efrideet aside to arrange an evacuation plan for Shaxx’s people to Vostok Observatory in the Cosmodrome.

Saladin and Shaxx stood in silence as the other Lords began their march up the path.

“Hello,” said Saladin.

“Hello,” Shaxx said.

They shook hands.

“Iron Lord Shaxx?”

“No.”

***

Felwinter, Saladin, and Efrideet sat at a massive oak table on a keep atop Felwinter’s Peak.

A holographic blueprint of Shaxx’s castle hung in the air.

“It will take some time to breach the security codes,” the Exo said, indicating an underground extension a mile under the fortification. “But this is it. One of several across the Earth. Perhaps across other worlds. Some are tied to more important systems than others. All Golden Age. Some hide weapons. Armor. Nanites.”

“What is it?” Saladin asked.

“A Seraph Bunker. Rasputin tech.”


Some time after—during the Late Dark Age.


“You seem far too obsessed with these ‘Warminds,’” Timur said to Felwinter.

They’d been walking for hours, dipping in and out of Fallen territory. Timur made no effort to avoid them, and Felwinter followed his lead. He didn’t know where they were going. Timur had been talking almost nonstop, though. Asking Felwinter what he knew about SIVA. What he thought the Warmind might have to do with it. It was lucky that Felwinter already had a reputation for keeping quiet.

He played dumb when Timur asked about Seraphs. Timur was easy to rile up that way. It was good; it made Felwinter feel like he was still in control.

As they tore through another round of shanks, Felwinter fell back and let Timur do the heavy lifting. When Timur spoke again, his voice was breathless with a passion and enthusiasm that Felwinter couldn’t feel.

“Have you ever wondered what it is that calls to you in that void of memory,” Timur breathed,

“where the edge of the past infects your present?”

Felwinter was tense with expectation. He felt the world contracting around him until nothing existed but the sidearm in his hand. He heard his Ghost in his helmet comms, whispering: “Wait.”

Timur strode recklessly ahead. He expected Felwinter to watch his back, and he did. Watched him walk. Watched his Ghost, too. There were a lot of Fallen out here. Anything could happen to either of them. It would be easy to tell this story back home.

“Don’t jump to conclusions,” his Ghost whispered as they fell behind, but Felwinter heard uncertainty in her voice. He adjusted his grip on the sidearm, lifting his hand a little…

… and dropped it again as Timur turned around. “It’s an itch you can’t scratch, isn’t it? Well, maybe you can.”

Felwinter’s expression was blank. His finger twitched on the sidearm.

“You think I am one of them?” he asked as Timur turned back around to lead the way. “That all Exo are?”

“Lord Felwinter, I know what you are,” Timur said with a laugh in his voice. Felwinter lifted the sidearm again. An familiar dread coiled in his chest. He saw his future changing. Again. He saw himself running. Again.

He was so tired of running.

The sidearm was level with the back of Timur’s head.

Timur had a smile in his voice when he spoke next. “I know what you are,” he said. “And you are no Warmind or even one of its puppets.”

Felwinter’s arm dropped and swung at his side, as if all his energy had gone out of him all at once. It was impossible, but he almost felt lightheaded. His Ghost whispered something again, but he didn’t hear it over his own relief.

“Come,” Timur said. He walked with the arrogance of a man who didn’t realize he’d brushed shoulders with Death. “You must see this.”



https://www.sickgaming.net/blog/2020/03/10/remembrance/

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  Steam - Now Available on Steam Early Access – Dreadlands, 10% off!
Posted by: xSicKxBot - 03-11-2020, 09:53 PM - Forum: PC Discussion - No Replies

Now Available on Steam Early Access – Dreadlands, 10% off!

Dreadlands is Now Available on Steam Early Access and is 10% off!*

Dreadlands is a turn based skirmish game in which you control a gang of misfits and mercenaries, battling for survival and supremacy in a lush post-apocalyptic setting. Pick your crew from one of the playable gang factions, all distinctly different playstyles, lore and visuals.

*Offer ends March 17 at 10AM Pacific Time



https://www.sickgaming.net/blog/2020/03/...ds-10-off/

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  News - Feature: Best Nintendo Switch Beat ‘Em Ups
Posted by: xSicKxBot - 03-11-2020, 09:52 PM - Forum: Nintendo Discussion - No Replies

Feature: Best Nintendo Switch Beat ‘Em Ups

Best Switch Beat Em Ups

Beat ’em ups have been a staple of gaming since the mid-1980s when Kung Fu Master birthed the genre in the arcades. It was arguably 1987’s Double Dragon which kicked off the golden age of the side-scrolling brawler, though, and some of our best gaming memories involve strutting down streets and getting into digital scraps, usually with a friend who had our back. Known as ‘belt-scrollers’ to some, there’s a beautiful simplicity and accessibility to beat ’em ups that make for perfect arcade-style fun.

Switch has a growing roster of excellent beat ’em ups, ranging from re-released classics to homages or totally new takes on the genre. Whether side-scrolling, single-plane or top-down, there’s very little ambiguity in these games; success relies exclusively in pummelling the heck out of encroaching bad guys and moving on at the first flash of ‘GO>‘. Simple! The fact that Switch is king when it comes to local multiplayer on console makes the genre a great fit for Nintendo’s system, and below we’ve assembled a ragtag bunch of brawlers – the best Switch beat ’em ups – for your enjoyment.

So, face away from the camera, tie your sweatband around your head and crack those bare knuckles as we take a look (in no particular order) at the best beat ’em ups on Nintendo Switch.

Fight'N Rage (Switch eShop)Fight'N Rage (Switch eShop)

Publisher: Blitworks / Developer: Seba Games Dev

Release Date: 26th Sep 2019 (USA) / 26th Sep 2019 (UK/EU)

We kick things off with none-too-subtle callback to the likes of Final Fight and Streets of Rage (more on them later). Fight’N Rage was a wonderful surprise; an homage to the classics of the genre that didn’t die under the weight of its retro references and reverence. Whether you rock the optional CRT and scanline filters or not, this is one of the best beat ’em ups on the system, old-school or otherwise.

Castle Crashers Remastered (Switch eShop)Castle Crashers Remastered (Switch eShop)

Publisher: The Behemoth / Developer: The Behemoth

Release Date: 17th Sep 2019 (USA) / 17th Sep 2019 (UK/EU)

If you’re after something that’s not dripping in pixel art but which does boast tight controls and co-op brawling content to rival the arcade classics, Castle Crashers Remastered is just the ticket. Updating 360-era original with cleaner visuals, improved performance and extra content, The Behemoth’s irreverent humour and sharp, colourful art style is matched with frantic four-player co-op gameplay that makes it a great option for Switch gamers. Just slide off the Joy-Con and you’re good to go.

Streets of Red - Devil's Dare Deluxe (Switch eShop)Streets of Red - Devil's Dare Deluxe (Switch eShop)

Publisher: Secret Base / Developer: Secret Base

Release Date: 12th Apr 2018 (USA) / 12th Apr 2018 (UK/EU)

Looking back to 8-bit brawlers for graphical inspiration, Streets of Red riffs on its references in a charming way without turning into a repetitive round of nudge-nudge-wink-wink. With a range of modes to keep you occupied, it’s in four-player mode where the game really comes into its own. If you can put up with things getting very hectic on screen, Streets of Red is definitely worth a punt.

Capcom Beat 'Em Up Bundle (Switch eShop)Capcom Beat 'Em Up Bundle (Switch eShop)

Publisher: Capcom / Developer: Capcom

Release Date: 18th Sep 2018 (USA) / 18th Sep 2018 (UK/EU)

Collecting together a broad range of Capcom’s finest arcade entries in the genre, from Final Fight to Battle Circuit, the Capcom Beat ‘Em Up Bundle is a classy nostalgia trip which honours some of the less well-known examples in the company’s back catalogue with local and online multiplayer, save states and a host of extras which includes the option to choose between the Japanese and English language versions. If you’re just dipping your toe into the genre, this serves as a very fine introduction indeed.

Please note that some links on this page are affiliate links, which means if you click them and make a purchase we may receive a small percentage of the sale. Please read our FTC Disclosure for more information.

Wulverblade (Switch eShop)Wulverblade (Switch eShop)

Publisher: Darkwind Media / Developer: Fully Illustrated

Release Date: 12th Oct 2017 (USA) / 12th Oct 2017 (UK/EU)

If you’re after a challenge, Wulverblade is a great modern take on a brutal beat ’em up in the Golden Axe vein. The beautiful presentation disguises a particularly unforgiving game, though, so we’d recommend even veterans of the genre making sure they have a friend handy to liberate Britannia. If you like your beat ’em ups bloody and teetering on the edge of ‘sadistic’, grab a large weapon and get acquainted with Wulverblade.

Ape Out (Switch eShop)Ape Out (Switch eShop)

Publisher: Devolver Digital / Developer: Gabe Cuzzillo

Release Date: 28th Feb 2019 (USA) / 28th Feb 2019 (UK/EU)

The only game on our list with a top-down perspective, Ape Out is a rather unique little gem and one that’ll have you frantically bludgeoning baddies to an erratic jazz beat that builds as you improvise your escape from incarceration. With a Saul Bass-inspired art style and an exceptional, utterly intrinsic soundtrack, the game borrows a layer of strategy from the likes of Hotline Miami as you choose your targets carefully and strategise to eliminate gun-toting guards patrolling in search of your escaped ape. It’s still a beat ’em up at heart, and a particularly brutal one. You feel every blow in Ape Out and the game doesn’t outstay its welcome, either. If you’re after something a bit different with a unique flavour, look no further.

Actually, please do look further – there’s lots of neat stuff below. Just remember that Ape Out is excellent and download it on your Switch.

Double Dragon & Kunio-kun Retro Brawler Bundle (Switch eShop)Double Dragon & Kunio-kun Retro Brawler Bundle (Switch eShop)

Publisher: Arc System Works / Developer: Arc System Works

Release Date: 20th Feb 2019 (USA) / 20th Feb 2019 (UK/EU)

Bringing together a collection of 18 games from both the Double Dragon and Kunio-kun series (11 of which had never previously seen release in North America) the Double Dragon & Kunio-kun Retro Brawler Bundle serves up an irresistible helping of NES and Famicom classics updated with optional performance improvements and achievements. The ‘new’ games have been given full localisations and if you’ve ever enjoyed River City Ransom or a Double Dragon game, this is a no-brainer.



https://www.sickgaming.net/blog/2020/03/...at-em-ups/

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  Xbox Wire - This Week on Xbox: February 28, 2020
Posted by: xSicKxBot - 03-11-2020, 09:52 PM - Forum: Xbox Discussion - No Replies

This Week on Xbox: February 28, 2020

We know you’re busy and might miss out on all the exciting things we’re talking about on Xbox Wire every week. If you’ve got a few minutes, we can help remedy that. We’ve pared down the past week’s news into one easy-to-digest article for all things Xbox! Or, if you’d rather watch than read, you can feast your eyes on our weekly video show above. Be sure to come back every Friday to find out what’s happening This Week on Xbox!

Free Play Days – Dragon Ball FighterZ, Tom Clancy’s The Division 2, and Just Cause 4
Go Super Saiyan and test your warrior skills in the explosive fighting game Dragon Ball FighterZ, save the world in Tom Clancy’s The Division 2, and strap into your wingsuit and buckle up for Just Cause 4 this weekend with Free Play Days… Read more

Too Much ID@Xbox Indie Goodness at PAX East 2020
Do you like independent games? Are you going to PAX East? Well great news: we have canvassed our ID@Xbox developers to find out what some of them are showing there! There’s just too much great stuff to be believed. So, make sure to print out this handy list and take it with you as… Read more

Xbox Series X Hero image

What You Can Expect From the Next Generation of Gaming
The future of gaming has never been more inspiring. Creativity in games is flourishing. New services empower you to discover more games—and bring you closer to the games and creators and streamers you love. The cloud creates a massive opportunity to stream console-quality games… Read more

The New Experiences of Ark: Genesis Part 1
Hi there, survivors! Craig from Studio Wildcard here, and I’m super excited to be talking about Ark: Genesis Part 1, our newest expansion to Ark: Survival Evolved. We’re adding a whole bunch of new gameplay elements, and giving each survivor their own personal companion: AI construct HLN-A… Read more

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It’s Showtime: Yakuza 0 is Now Available on Xbox One and with Xbox Game Pass
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New Smite Goddess: Mulan Ascends to the Battleground of the Gods
Mulan, the Ascendant Warrior, becomes immortal in the new Smite update, available now on Xbox One! Marking a first for Smite, Mulan is not a Goddess, or even a mythical figure like Arthur or Merlin – she is our first playable character based in history, inspired by a real historical figure who… Read more


Introducing Fuser, A Revolutionary New Music Game Experience
Today, we are excited to announce a brand-new game from Harmonix and NCSoft – Fuser, a revolutionary step forward for the music game genre.  Harmonix has a long history of innovation in the gaming space – establishing a reputation as the premier music gaming studio… Read more

Wasteland Remastered Survival Guide
Your first steps into the Wasteland will be the most dangerous, but we’re here to help. Read on! The year is 2087. Almost one hundred years have passed since a devastating nuclear event blanketed the Earth in radiation. All that remains now are the scattered dregs of society, trying to… Read more

Wasteland Remastered

Wasteland Remastered is Available Now with Xbox Game Pass on Xbox One and Windows 10 PC
The original Wasteland was released in 1988 to critical acclaim and stands as one of the most respected forebears of the RPG genre. Wasteland Remastered is available today with Xbox Game Pass on Xbox One, Windows 10 PC, and features cross-save support as an… Read more

Descend into the Fiery Depths in Neverwinter: Infernal Descent
A doomed family lineage. Hundreds of innocent souls engulfed in the first layer of the Nine Hells. A demonic ape-like fiend. Chickens. The latest Neverwinter module, Infernal Descent, is in need of adventurers to deal with these tragedies and terrors… Read more

Sayonara Wild Hearts

Eclectic Adventure Game Sayonara Wild Hearts Available Now on Xbox One
You may or you may not have heard about our pop album video game Sayonara Wild Hearts. If not, I can tell you that it’s an action game with pop music about a heartbroken woman who finds a diamond butterfly in her dreams, which leads her to a parallell dimension where she… Read more

February 2020 Xbox One Update Introduces New Home Interface and More
With the new year in full swing, the Xbox team has been hard at work conceptualizing and testing new features based on the valuable feedback of our worldwide community. Today, we’re excited to share with you a number of exciting new updates and improvements that begin… Read more

Games with Gold - March 2020

New Games with Gold for March 2020
Four great games are on the way for Xbox Live Gold members this month. Starting March 1 on Xbox One, combat a dangerous new threat as the Dark Knight in the adventure game Batman: The Enemy Within – The Complete Season. Then on March 16, use Shantae’s trademark… Read more

Win a Ticket to the “Ori and the Will of the Wisps” Launch Event in LA
With the global launch of Ori and the Will of the Wisps just around the corner on March 11, Moon Studios and Xbox are excited to invite you to a special launch event in Los Angeles on March 5 that brings Ori’s world to life! In celebration of Ori’s latest adventure, we are giving away 40 pairs… Read more

Kingdom Hearts III - Re Mind

Kingdom Hearts III Developers Discuss the Re Mind DLC, Available February 25 on Xbox One
February is an exciting time for Kingdom Hearts and Xbox. Not only is the Kingdom Hearts III Re Mind DLC launching tomorrow, but earlier this month Kingdom Hearts HD 1.5 + 2.5 ReMix and Kingdom Hearts HD 2.8 Final Chapter Prologue released digitally on Xbox… Read more



https://www.sickgaming.net/blog/2020/02/...y-28-2020/

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  News - How John Wick Hex establishes character through action
Posted by: xSicKxBot - 03-11-2020, 09:52 PM - Forum: Lounge - No Replies

How John Wick Hex establishes character through action

Regardless of whether it is fair or not, licensed games have received somewhat of a negative reputation over the years. So when Good Shepherd Entertainment and Lionsgate Games contacted Mike Bithell about a potential John Wick project, the idea was to go for a slightly offbeat approach to avoid falling to the same hurdles.

Rather than trying to slap a license on an existing video game or treat it as a glorified “lunchbox”, they wanted to carve a different path and give players a more bespoke experience. For Bithell and his studio Bithell Games, the idea that immediately came to mind was to make an action-strategy game.

In John Wick Hex, players can not only act like the Baba-Yaga, but think like them too. Travelling along a hexagonal grid, they are tasked with clearing a room full of targets and reaching the exit. They can fire weapons, throw their gun, strike enemies, and perform takedowns, with all of these actions chaining together in a wonderfully cinematic replay at the end of each level. The reaction this elicits is that players actually feel like they’re controlling John Wick, as opposed to just another generic action protagonist wearing a Keanu Reeves skinsuit. This was a challenge that was important to get right, especially given the lack of the lead actor’s involvement.

Much like Bithell’s earlier games, such as the indie platformer Thomas Was Alone, the actions of the character in John Wick Hex are inextricably tied to the personality of John Wick.

“I’ve always been obsessed with action movies,” Bithell tells me. “Actually, I used to do a talk years ago about Die Hard. I love how action movies define character through the actions they are doing. And I always was surprised that games didn’t or game creators didn’t talk as much about that. Because while we copy the tropes of the action movies, the idea that you should be able to define a character by what the gameplay verbs are is just something that we don’t really talk about, but it just seems really obvious to me.”

When beginning to work on the game, one of the first steps was to look for reference for the character to define their moveset. But as John Wick wasn’t necessarily intended as a franchise, it didn’t already have an existing style guide to immediately refer to. For that, Bithell recruited Bianca Ansems, a storyboard artist and director. Her job as cinematic analyst was to rewatch all the films and dissect its style to create a bible to be used on the project. This broke down everything from the editing, to the lenses used, and how action scenes were coordinated and filmed.

“She did a fantastic job,” Bithell recalls on stage earlier in the day as part of his talk at Yorkshire Games Festival. “She kind of made us a bible by reverse-engineering the film…She went through and did her own kind of analysis for us and some of that stuff helped with stuff like story and cutscenes, but the stuff that was about the actual analysis of the action scenes was phenomenal, because you can start balancing a game based on those numbers.” 

This incredibly detailed document was used as a basis for how to replicate the pace of the action from the films. It also helped nail down details such as the animations they would use for the lead character, how often John Wick would need to reload, and how many enemies could attack at the same time. 

Bithell Games were also in a privileged position when it came to the hand-to-hand combat too, in that the studio also had access to Chad Stahelski (co-director of John Wick, and sole-director on John Wick 2 and 3) as well as the stunt coordinator Jojo Eusebio. For the game’s push move, for instance, where players can grab a guard and use them as a shield, Bithell didn’t have any reference from the film because the action was never performed onscreen. Instead, he workshopped the move with Eusebio to find something that would fit the character and feel right in the context of the game.

One of the elements of John Wick: Hex that proved slightly controversial at the beginning of the project was the turn-based combat. Bithell created a rough prototype of the game out of free mannequin rigs, with blue characters being the good guys and red characters being the enemies. He showed this very rough version of the game to Lionsgate, but they had concerns over the fact that John Wick was simply standing still and waiting to get shot at. Something the character isn’t exactly known for in the films.

Acting on this feedback, he retooled the game to incorporate real-time element, with each action taking a specific unit of time, indicated by a timeline at the top of the screen. Whenever John Wick makes a move, the enemy will also perform actions, similar to in the popular VR game Superhot.

Something they opted to stay away from in the game, though, was prop work; essentially interactions such as picking up items in the environment to throw them. Instead, the team focused on line of sight and using a mixture of cover and the available attacks to provide variety.

“We realized early on, in context, [prop work] isn’t interesting,” Bithell reveals. “Like in a movie, it’s really cool to see someone grab something from their environment and use it as a tool and fight with it. In a game context, if you’re going to make that in a logical gameplay way, you basically make the thing you can pick up or attack with and throw, but then a coffee cup is functionally the same as a bottle of coke. So you get very bored of that mechanic very quickly…The fun wasn’t there in that style.”

One move that they did opt to include, however, was a gun throw, allowing players to launch their weapon at enemies to quickly stagger them and buy themselves enough time to get close to them or escape into cover. This was a move directly taken from the movies, such as in the museum fight scene from John Wick 2, where John Wick throws his weapon at an armed guard to momentarily disorientate them. It was a perfect way to showcase not only the frenetic pace of certain battles, but the fact that John Wick is great at thinking on his feet.

“Guns are interesting,” suggests Bithell. “There’s enough gameplay and interesting differences. A shotgun will feel different to a pistol. So we definitely did that. And yeah, throwing guns, I love it. It’s the John Wick franchise, you have to do it. I’ve seen people who have played through whole levels throwing the gun. You can achieve it in a couple levels, which is great and a hundred percent intentional. We wanted that to be an overpowered skill, because when you are doing this, the internal rule was, the movies are a let’s play of someone playing our game well.”

One of the most popular features in John Wick: Hex ended up being the replay feature that occurs at the end of each level. After finishing a stage, players will be able to view a replay of their actions cut together with a more cinematic overall presentation. How this works is that the developers will track where players and the enemies are and the game will interpolate the perfect shot from a number of available preset cameras. They did this to help players connect to the character in a similar way to how they do when they watch the films.

He explains, “For me, it was about putting that rhythm in, so it makes your actions look cooler because you can go ‘Oh, I behaved like he does in the movie. I strung some stuff together’ …What was surprising was [playtesters] liked it because they could use it show off. They didn’t need it to feel like they were playing as John Wick, because when you were playing the game you don’t remember the pauses.”

He compares this phenomenon to saccadic suppression or more plainly looking in the mirror and switching between looking at your left eye and your right eye. The brain tricks you into ignoring the change, to avoid distracting you or making you feel nauseous. He argues that a similar thing happens with the game, with players forgetting the pauses and only remembering the actions they took as opposed to the time taken making those decisions. 

“One thing that is interesting about John Wick as a protagonist is the audience is very much already used to watching him,” says Bithell. “He’s kind of a video game protagonist in how the movies treat him. He doesn’t talk much. Or at all. You don’t have a favorite John Wick line. You probably couldn’t name one for me. Which is weird when you think about it, because most action heroes have like things they say after punching someone. And you’re also used to him being kind of a mysterious figure, so from a gameplay point of view it’s kind of okay to be a bit further away.”

Obviously not every developer will get the opportunity to mess around with a character as iconic as John Wick, but there are some lessons still to take away from Bithell Games’s approach. Throughout the process, Bithell Games paid respect to the IP and the performance that Keanu Reeves gave, constantly studying the material in order to ensure that they were as faithful as possible. This included breaking down who the character is in great detail and instilling that into other aspects such as their movements and their performance. Something that was equally important, however, was what they did after, with the team also going to great lengths to communicate this concisely to players in between the bone-crunching action through the replay function.



https://www.sickgaming.net/blog/2020/03/...gh-action/

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  News - Reggie Fils-Aimé to join GameStop board of directors
Posted by: xSicKxBot - 03-11-2020, 09:52 PM - Forum: Lounge - No Replies

Reggie Fils-Aimé to join GameStop board of directors

Former Nintendo of America president Reggie Fils-Aimé is joining GameStop’s board of directors next month, a shift that comes as GameStop continues to work toward its turnaround and image revamp.

Fils-Aimé is set to officially join the board on April 20, while other new additions—former Walmart president and CEO Bill Simon and former PetSmart president and CEO J.K. Symancyk—are effective immediately.

Four current members have also announced that they are stepping down from the Board of Directors in June 2020, while two additional members plan to do the same in 2021. GameStop notes in a press release that this represents a larger shift for the board as, following that first departure this summer, most of the board’s 10 members will have served for less than 2 years and the median tenure will drop from 8 years to 1.

The board refresh and new initiatives that aim to rotate fresh opinions into the circle moving forward are all part of a larger revamp GameStop is undergoing in the interest of bouncing back from an increasingly difficult string of rough quarters. The last year has seen GameStop close down hundreds of stores and lay off nearly two hundred staff as sales of video games and consoles continue to slide.

GameStop itself has made it a point to attribute declining  sales to the coming end of the current console generation, but the company is meanwhile looking to find ways to increase interest and foot traffic to its physical stores through a series of potential overhauls, and bringing new voices to its board in the interest of capturing new perspectives.



https://www.sickgaming.net/blog/2020/03/...directors/

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  (Indie Deal) ??Cat on a Diet FREEbie, Monster March Bundle, NEW GalaCredit Bonuses
Posted by: xSicKxBot - 03-11-2020, 07:18 PM - Forum: Deals or Specials - No Replies

??Cat on a Diet FREEbie, Monster March Bundle, NEW GalaCredit Bonuses

Monster March Bundle | 10 Steam Games | 91% OFF
[www.indiegala.com]
Vampires, witchcraft, Frankenstein and sinister curses are contained by this grotesque bundle. Do not miss the evanescent 24h price.

Helping a cat become obese has never been more fun.
[freebies.indiegala.com]
Our newest FREEbie, Cat on a Diet, is a very positive & highly satisfying puzzler which brings a ton of creativity to the genre.

EXCHANGE YOUR MONEY FOR EVEN MORE MONEY!
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Galacredits can have a nearly universal use: bundles, store games, Galasilver for Giveaways[www.indiegala.com], Auctions[www.indiegala.com], Gameplay Giveaway[www.indiegala.com]...and even a bit of fleeting joy (the last one is not 100% guaranteed, but you are welcomed to try).

Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...2288041644

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  News - Avengers Campus Gets 2 Exclusive Funko Pops
Posted by: xSicKxBot - 03-11-2020, 07:18 PM - Forum: Lounge - No Replies

Avengers Campus Gets 2 Exclusive Funko Pops

Make no mistake about it, there continues to be no more desirable collectible than Funko's line of Pop vinyl figures. The company makes them for everything, from Pokemon to beloved Star Wars character Baby Yoda (or The Child, if you want to be technical).

Now there will be two more for your collection, but you're going to have to travel to get your hands on them. When Avengers Campus launches at Disney California Adventure this summer, the new Disneyland Resort expansion will feature a pair of new Funko Pop figures for sale--Iron Man and Spider-Man.

While, yes there are numerous Iron Man and Spider-Man Pops already, these are special. These particular figures feature the theme park exclusive costumes for both heroes. Marvel Studios and Walt Disney Imagineering have worked together to design new versions of both heroes' costumes. Those costumes will be worn by in-park characters for meet-and-greet purposes and also figure into some of the merchandise available, like these Pops.

Continue Reading at GameSpot

https://www.gamespot.com/articles/avenge...01-10abi2f

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  [Tut] 13 Best Python Email Newsletters You Don’t Want to Miss (4 Bonus Podcasts)
Posted by: xSicKxBot - 03-11-2020, 01:39 PM - Forum: Python - No Replies

13 Best Python Email Newsletters You Don’t Want to Miss (4 Bonus Podcasts)



Python is one of the most popular coding languages out there. Although it may not take long for you to learn the basics, it takes a lot of time and effort to become an expert.

The best way to get there? Practice, practice, practice!

In this article, we’ve put together 13 of the best Python newsletters out there, useful Python news and information you’ll receive to your inbox every single week or more often. We think they’re a great way to keep updated and stay serious with your continuous learning. We hope you find your next favorite Python newsletter on this list!

In my view (but I’m a bit biased), these are the three goto resources for optimal Python development

1) Computer Science Email Academy (Python)


Python Logo

Why is this the number one on this list? Because it’s the best email academy in the area of computer science (with focus Python) that allows you to choose courses in various areas such as Python basics, data science, machine learning, Python freelancing, and many more. You decide what you want to learn in this email series (by clicking links in the email course). It’s by far the most thorough (and free!) email academy in the area of computer science and coding.

2) Import Python



Import Python is a weekly Python newsletter that collects the best content out there to help you in your learning process. You’ll find articles, video tutorials, howtos, easy guides, and even tweets delivered straight to your inbox. We really like this Python newsletter because it gives you access to a good range of material that can help you get better at coding, no matter your learning style. So whether you learn best by watching a video or by reading some in-depth guide, you’re likely to find the material you need in the Import Python newsletter.

3) Python Cheat Sheets (PDFs)



The Python Email Academy is a Python Newsletter that offers something a little different from any of the others on the list. By subscribing to it, you’ll be getting hand-made Python cheat sheets, developed by a leading Python coder. Simple, well-organized, and easy to follow, these cheat sheets are a great way to take your Python coding to the next level and get a bit of a workout along the way.

4) Real Python Newsletter



Real Python is a weekly programming newsletter that offers some exclusive content to subscribers. You can use this Python newsletter to learn new skills, refresh your Python knowledge, and get some tips on improving your coding. We also like that they provide career tips for programmers, helping you see where learning Python could eventually take you!

5) Python Weekly



Python weekly, as you may be able to guess, is a weekly Python newsletter. What stands it out from all the other ones? This newsletter offers a really wide range of curated content that can help you stay up to date with the latest developments in the field. The writers select news and articles from all over the web and link to the very best of the best in their newsletter. Basically, it’s the stuff you’d find after hours of searching on the internet, but in a very simple, accessible format. Python Weekly also has job offers in its weekly newsletter, so watch out for that if you’re in search of a new programming job!

6) Python Freelancer



The Python freelancer webinar also includes an email series that teaches you how to learn to code in the most practical environment possible: as a Python freelancer. No-BS Python learning resource with a high focus on practical Python coding in the real world.

7) Pycoder’s Weekly



This Python newsletter is delivered every Friday and covers pretty much everything you can think of about Python. You’ll find out more about techniques, tips, and some guides that can help you get more confident with the coding language. We like how Pycoder’s weekly focus on simple-to-understand, up-to-date content, with a Python newsletter that’s really easy to unsubscribe from if you want to.

8) Dan’s Python Newsletter



Dan’s Python newsletter is pretty similar to others on the list, with the exception that it’s delivered to your inbox a bit more often. While other newsletters come one day of the week, you’ll be receiving Dan’s Python newsletter every 3 to 4 days when you subscribe. Filled with super useful tips and tricks, it’s a great newsletter for those who are already familiar with Python but want to keep building on top of their existing knowledge.

9) Awesome Python Newsletter



This newsletter gives you a weekly batch of news articles, guides, and how-tos that can help you improve your Python skills. They do a lot of the same things as other newsletters on the list, but one thing is certain, they do it well! This is a very news-oriented newsletter, so it can be perfect for you if you want to learn more about what’s going on in the community. Not to mention, anyone can benefit from constantly updating their knowledge of this fast-moving coding language!

10) The Advanced Python Newsletter


This Python newsletter is a great option if you want to keep on learning more about Python, but you’re no longer a beginner. Written by Aaron Maxwell, it’s a newsletter that keeps you up to date with the latest developments of Python. It also offers tips and tricks, tools, and techniques you can use to build applications with Python. If you’ve been familiar with this coding language for a while and you’re sick and tired of always seeing the same tips and tricks going around, this is the newsletter for you! And if you’re still a beginner, why not subscribe and get a glimpse into what the lives of advanced Python coders look like?

11) PYnative Newsletter



The PYnative newsletter is a weekly newsletter full of articles, tutorials, tips, tricks, and exercises to help you learn Python. Like others on this list, it’s entirely focused on Python language. But the main difference with this one is that it doesn’t take web content from other pages on the internet. Instead, it’s full of exclusive content created by the owner of the PYnative blog. One thing we really like about this newsletter is the number of interactive activities you’ll receive. For example, expect to get quizzed to test your knowledge of Python, exercises you can follow along, and even projects you could begin working on.

Just like on his blog, the PYnative is eager to interact with his audience. So if you need any clarifications or to make any suggestions, you can actually send a reply to the email newsletter. Pretty cool to think it’s a two-way street!

12) Bite Python



Bite Python is a weekly newsletter all about the Python language and surrounding community. This Python newsletter is put together and curated by Muhammad Yasoob from pythontips.com. In it, he shares the newest developments in the world of Python, tips, tutorials, articles, how-tos, and everything he finds on the web. When you subscribe to this Python newsletter, you’ll be receiving a newsletter every Sunday, which you can unsubscribe from at any time.

13) Python Puzzles



Solving puzzles is a proven method to learn and master any skill. Python is no exception: puzzle-based learning belongs to the most effective “active learning” strategies in existence. The Finxter newsletter contains many specialized courses that focus on Python puzzles and interactive modules (all free). All you have to do is to create an account at Finxter.com and participate in the regular Python puzzle challenges in your INBOX.


This concludes our top 13 of the best Python newsletters out there. We’ve selected them for the quality that they offer, and because each and every one of them has something a little different. These are all serious newsletters with valuable, trustworthy information. And because they’re all run by actual Python developers and coders, they’re not spammy, and you can unsubscribe from them easily.

The Best Python Podcasts


We also wanted to mention a couple of Python podcasts because we think they may be of interest as well. Think about it: a podcast is basically a newsletter you get in audio form! Here are some of our favorites you can find on popular apps like Spotify or Google Podcasts:

Talk Python To Me



Talk Python To Me is a weekly Python newsletter in the form of a podcast. It covers a really wide range of Python-related topics, all in a format that’s easy to follow along. On this podcast, Michael Kennedy brings in Python experts as guests and talks with them about anything from Python news to techniques, tips and tricks, and career advice.

Test & Code



Test & Code is a great weekly podcast Python newsletter all about software developments. It’s host Brian Okken is a keen Python user who wants to answer some simple questions: How do I know this program will work? What makes a program work? We like this podcast a lot because it gets very deep into topics that are essential to using Python correctly. And in every episode, Brian Okken brings in a new guest who helps open up our perspective on what it means to be a Python developer. To anyone looking for advice, knowledge, or even inspiration, it’s a great Python newsletter in an easy-to-follow audio format.

Python Bytes



Python Bytes have a great newsletter, and they also make a podcast! The Python Bytes podcast is hosted by Michael Kennedy of Talk Python To Me, and his friend Brian Okken. This one is more news-focused, bringing you the latest developments in the world of the Python coding language. It’s a great Python newsletter in the form of a podcast, perfect for those who want curated news but don’t want to read about them on a screen.

Teaching Python



The teaching Python podcast offers a little something different and will be perfect for anyone who teaches Python to others. It’s run by two teachers who currently teach Python to middle schoolers. In their episodes, they share some exclusive tips on how to make Python accessible to all, how to explain Python concepts to students, and how to make Python understandable without dumbing it down.

These four podcasts and 13 newsletters are some of the best you can find. Of course, with the developments of Python and its popularization, we can expect to see many more coming soon! But for the time being, these are the ones you’ll need to stay up to date on everything Python.

Where to Go From Here?


In my view (but I’m a bit biased), these are the three goto resources for optimal Python development



https://www.sickgaming.net/blog/2020/03/...-podcasts/

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  Unity Acquire ArtEngine Maker Artomatix
Posted by: xSicKxBot - 03-11-2020, 01:39 PM - Forum: Game Development - No Replies

Unity Acquire ArtEngine Maker Artomatix

Today Unity have announced they have acquired Artomatix, the Dublin based company behind ArtEngine, an AI powered material creation software.

Details from the Unity blog:

At Unity, we have talented developers working to solve problems using AI and machine learning. This talent, combined with the solution-oriented and production-validated approach of the ArtEngine team, means we can accelerate our ability to build an exceptional set of tools that help artists and creatives in many different ways. Content creators can expedite their process and get infinite variations of their materials in the blink of an eye. Immediate benefits apply to every industry exposed to 3D content, regardless of platform or engine.

We’re very excited to have the ArtEngine team join Unity. They have a great approach to solving the difficult challenges faced by artists, and we can’t wait to see what we can build together. Stay tuned as we combine forces to explore all the ways that AI-driven assisted artistry workflows can help artists deliver exceptional content.

The acquisition however did not just occur, as it was first reported on in December of 2019 by the Irish Times:

Artomatix, an Irish software company that has developed artificial intelligence (AI) technology, which can automate the creation of 3D content, has been acquired in a deal believed to be worth up to $60 million (€54 million).

The buyer’s name has not been disclosed but industry sources described it as a well-known Silicon Valley-based company that does not currently have a base in the Republic.

The transaction, which closed late last week, is valued at between $50 million and $60 million, leading to a significant return for Artomatix’s backers, which include Sure Valley Ventures and Enterprise Ireland.

Today we have learned that Unity was indeed the buyer.  There is good news for the Irish technology sector, as (again) the Irish Times have reported Unity intends to hire over 100 employees:

Unity Technologies, which recently acquired Irish software company Artomatix in a deal valued at up to $60 million (€52.8 million), is to create 100 jobs in Dublin over the next two years.

The move comes after Unity announced a new office in the Docklands area of the capital after recently completing the acquisition.

Artomatix chief executive Joe Blake said the company, which currently employs just over 20 people, intends to “immediately triple headcount,” with other Unity divisions also planning to take on staff locally.

You can learn more about the acquisition in the video below… including a small rant on how not to run your tech company!

[embedded content]

GameDev News


<!–

–>



https://www.sickgaming.net/blog/2020/03/...artomatix/

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