Fade to Silence is a Survival-RPG set in the cold and deadly world of a post-apocalyptic winter. You assume the role of Ash, a natural but tormented leader, exploring a post-apocalyptic frozen wasteland, gathering the resources necessary to establish a refuge for survival. With dwindling supplies, simple tasks like upgrading equipment and collecting materials require an immediate expedition to scavenge the necessary items. In the search for survival materials, players must navigate a vast territory, in which they will encounter Eldritch monsters and an even greater foe; the unrelenting winter. While freezing temperatures constantly take their toll on Ash, the deadliest event is a constant threat ? a blizzard. If caught by surprise, it takes every ounce of skill, determination and luck to survive.
Posted by: xSicKxBot - 04-30-2019, 01:38 AM - Forum: Lounge
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Starbreeze sells 10 Crowns publishing rights back to developer Mohawk Games
Starbreeze has agreed to sell the publishing rights for 10 Crowns back to the game’s developer, a move that comes a little over a year after the company signed on to publish the project.
The sale is the latest in a series of similar decisions that Starbreeze has made as it maneuvers through a difficult period brought about by the company’s recent financial struggles.
In a press release, Starbreeze notes that it “expects to be fully reimbursed for costs the company has had in connection” with the game’s development, though the exact terms of the sale were not given.
“As we work through our reorganization it also means that we will need to look at each and every opportunity presented and make some hard decisions which are the right for the situation we are in,” says acting Starbreeze CEO Mikael Nermark. “Mohawk has made good progress on the project so far and we’ll be excited to see the product realized when the time comes for its release.”
After underwhelming sales of Overkill’s The Walking Dead, Starbreeze pushed to cut costs and refocus on its core businesses of game development and publishing. Since that pivot the company has similarly sold publishing rights for System Shock 3, though it notes in the press release that it is still signed on to publish Double Fine’s Psychonauts 2.
Posted by: xSicKxBot - 04-30-2019, 01:38 AM - Forum: Lounge
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Video: How Blizzard designed and built Overwatch’s replay tech
From its inception, the replay system for Blizzard’s multiplayer shooter Overwatch needed to support a variety of customer-facing and internal needs.
In a fast-paced, team-oriented first-person shooter like Overwatch “kill cams” help you understand how your hero died, Highlights and “plays of the game” celebrate individual prowess and team excellence, and replays prove invaluable in reproducing bugs.
At GDC 2017, Blizzard’s Philip Orwig gave an illuminating talk about how these systems were built, digging into (among other things) how to develop a replay system in parallel with your network model, how to generate and transfer reels within a hard respawn deadline, and how (and why) Blizzard refactored their game client architecture to support an interruptible kill cam.
In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
We’ve just started up a new season for Rock Band 4 Rivals players, making this an opportune time to join a crew and get in on the action. As if that wasn’t enough, for this first week of the season, we’ll be featuring free access to all of the features in the Rivals upgrade, including Rivals mode, the Rockudrama campaign, and the 40+ songs that come with Rivals. So, get in there and check it out.
Rivals Mode – Where the Action is
Rivals is the team-based, competitive online mode that serves as the backbone for the Rock Band 4 Rivals experience. For a quick refresher on how Rivals works, check out this Xbox Wire article from last September.
Participants in Season 11 will feature exclusive rewards, like a collection of track skins that you can use to customize your note highway. This is a relatively new feature in Rock Band 4 and a fun bit of customization that was loudly requested by the Rock Band community.
Check it out – for Free
As mentioned above, we’re hosting a free trial of Rivals mode for the first week of Season 11. For those of you who play Rock Band 4 casually, we urge you to pop in and check it out. There’s a lot of really fun stuff in there! You can play for free with Rock Band 4 from today through to April 24.
Stay Connected
Lastly, Rivals players should check out the updated companion app. It’s a must-have for any Rivals player — it is completely free and links to your Xbox Gamertag to show account gameplay information. You can view weekly challenge data, see your activity feed, manage/moderate crews, and even engage in app-only features such as crew chat. Also, we will be in contact with app users about the ways we can improve the Rock Band 4 Rivals experience moving forward, so be sure to make your voice heard!
Review: Cytus α – A Wonderfully Tight Rhythm Game That Really Sings On Switch
It’s pretty safe to say that we’ve been feeling rather hyped to give Cytus α a try ever since it was first announced for Switch. The game comes from Rayark, a Taiwanese indie developer which has already brought both VOEZ and Deemo to Switch in the last couple of years, following their rhythm-based footsteps right to the pearly gates of Nintendo’s storefront. With two great games like that already under Rayark’s belt, we were hopeful that this latest release would be well worth our time, too. So was it?
Well, in a word: yes. Cytus started life on mobile platforms back in 2012, before eventually making its way to PlayStation Vita the following year. The edition you’ll find on Switch, with the little ‘α’ attached to the name, includes more than 200 songs from the original release and some new ones that have been made specifically for it (you’ll find a decent mix of electronic tracks, pop, trance, and more waiting for you). The game’s publisher, Flyhigh Works, has described it as the “definitive edition” and we can certainly see why.
This small avalanche of tracks is initially presented to you in a single-player story mode. You’ll make your way through chapters, scoring as many points as you can on each song to unlock the next chapter in the list. You’ll also unlock data entries as you go which slowly piece together a story; accompanied by lovely pieces of art, these little snippets share a tale of robots living with human memories and the importance of the music you’re playing, but in all honesty, we usually just wanted to get right back to the action itself.
Speaking of the action, let’s explore the actual gameplay. As you might expect, being a rhythm game, Cytus α tasks you with successfully playing along to music. A black bar bounces between the top and bottom of the screen in time with the beat and pulsating circles begin to appear to represent the notes you need to hit. As the black bar passes through a note, the circle changes in appearance slightly, indicating that now is the time to give it a tap.
It’s a very different approach to input when compared to VOEZ and Deemo, but we have to say that it’s absolutely the best of the three. The notes can appear anywhere on the screen – so nothing like games such as Guitar Hero where different colours consistently reach you at the bottom – and you’ll find yourself attempting a crazy kind of finger ballet as they pop up all around you. Notes have different input requirements – such as a single tap, a longer hold, or sometimes a dragging action which can go in any direction across the screen – and it’s incredibly fun.
These actions can all be performed either by using the touchscreen in handheld mode, or with your Joy-Con should you prefer a traditional controller setup. If you use a controller, notes can be hit by pressing any of the face or directional buttons, and slides can be triggered with the shoulder buttons. We tested both control methods across a variety of songs and, for us at least, the touchscreen option wins hands down. There’s something particularly satisfying about dancing around the screen playing a musical version of whack-a-mole, and we found swapping between standard notes and slides a little too fiddly with a controller.
We actually struggled to get to grips with either mode at first – not realising that the notes were colour coded to let you know the best time to hit them – but as time went on, we really started to get in the zone and ‘feel’ each track. The hit points for each note are also pleasingly accurate and surprisingly forgiving, allowing a decent amount of room for error should you spot a note a little late.
On the easier side of things, you’ll likely find it to be a mostly relaxing experience, and as each and every song in the game comes in both easy and hard flavours, you could choose to play through the entire thing in this way. The harder difficulty is definitely where the most fun can be had in our eyes – tapping and sliding your way around the screen at about 150mph is immensely satisfying when you pull it off – but some of the tracks really aren’t for the faint-hearted. Any songs described as being level 7 or above (the scale ranges from 1 – 9) had us frantically pressing anywhere and everywhere in a desperate attempt to score any points at all. To master the hardest songs, you’ll need to memorise not only the song itself, but the tap, hold, and slide patterns presented to you at frightening speeds.
When you couple that need to learn each song thoroughly with the highscore-chasing nature of any rhythm game, you’ll find that there’s plenty of replayability here. A quick look at your status menu shows you how many songs you’ve cleared on each difficulty, how many times you’ve hit 100% of the notes, and how many times you’ve earned the ‘Million Master’ title for a song (awarded when you hit all of the notes with perfect timing). If you’re crazy enough to attempt getting the Million Master medal for every song, you’re going to be playing this one for a long time.
There’s actually even more of a reason to stick around, too, thanks to an online matchmaking feature. You can decide whether or not you’d like to face opponents online while playing through the story, or you can simply jump into online matches from the main menu at any time. These act like mini battles, where one to three players play through a song and compete in real time. The game runs perfectly well when connected to other users, but we did struggle to find other players for matches at times (this was on the game’s launch day, it should be said).
As you can probably tell, we’re pretty chuffed with the game as a whole, but there’s one little thing holding us back from insisting that everyone and their cat should buy it immediately: the price. Don’t get us wrong, this is an incredibly tight rhythm experience with a good amount of content, but we feel that Rayark has almost shot itself in the foot with its previous releases. Cytus α costs a full $49.99, with both VOEZ and Deemo being available for just a fraction of that price. Cytus is definitely the strongest of the bunch, but when you consider all of the free updates which have arrived in the other titles, boosting their song tallies and leaving Cytus’ online mode as the only real difference, it’s hard to truly recommend this new release over the others.
In terms of gameplay, Cytus is quite possibly the best rhythm game available on Switch. In terms of value for money, the lines are a little more blurred.
Conclusion
Cytus α is a wonderful take on the rhythm genre with a note layout which is really nicely suited to Nintendo Switch. Tapping and sliding your way around the handheld’s touchscreen is an absolute delight when you’re in full flow, and should more and more players start to fill up the online lobby, this could easily be considered one of the best rhythm games on the platform. The full retail asking price is a little hard to swallow when put in direct comparison to other, similar titles, but the quality is there if you don’t mind taking a harder hit to the wallet.
Updated Razor support in Visual Studio Code, now with Blazor support
Daniel
April 18th, 2019
Today we are pleased to announce improved Razor tooling support in Visual Studio Code with the latest C# extension. This latest release includes improved Razor diagnostics and support for tag helpers and Blazor apps.
Get Started
To use this preview of Razor support in Visual Studio Code install the following:
To try out Visual Studio Code with Blazor apps, also install:
dotnet new -i Microsoft.AspNetCore.Blazor.Templates::3.0.0-preview4-19216-03
What’s new in this release?
Improved diagnostics
We’ve improved the Razor diagnostics in Visual Studio Code for a variety of scenarios, including floating @ characters:
Missing end braces:
And missing end tags in code blocks:
Tag helpers
Tag helper completions are now supported in ASP.NET Core projects:
As well as completions for tag helper attribute names and values:
Blazor
Visual Studio Code now works with Blazor apps too!
You get completions for components and component parameters:
Also data-binding, event handlers and lots of other Blazor goodies!
Limitations and known issues
This is an alpha release of the Razor tooling for Visual Studio Code, so there are a number of limitations and known issues:
Razor editing is currently only supported in ASP.NET Core and Blazor projects (no support for ASP.NET projects)
Limited support for colorization
Note that if you need to disable the Razor tooling:
Open the Visual Studio Code User Settings: File -> Preferences -> Settings
Search for “razor”
Check the “Razor: Disabled” checkbox
Feedback
Please let us know what you think about this latest update to the Razor tooling support in Visual Studio Code by reporting issues in the Razor.VSCode repo. When reporting Razor tooling related issues please use the “Report a Razor Issue” command in Visual Studio Code to capture all of the relevant longs and diagnostic information. Just run the command and then follow the instructions.
Thanks for trying out Razor in Visual Studio Code!
Xbox Hardware Sales Slips As Software, Subscriptions Make Up Gap
Microsoft has released its Q3 earnings, and it suggests the current console generation is slowing down and ready for another refresh. Xbox console sales fell by 33% year-over-year, which the company attributes to a simple decrease in sales volume. In other words, people are simply buying fewer Xbox consoles.
However, the news wasn't too grim for Microsoft. Overall game revenue actually increased by 5% year-over-year, thanks to strong third-party software sales and subscriptions. Xbox Live's monthly active users hit 63 million, up 7% from last year. Altogether the games division raised $2.36 billion in revenue for the quarter, an YOY increase of $112 million.
The Xbox One is more than six years old now, so the decrease in console sales suggests Microsoft is hitting a saturation point. That's when console manufacturers tend to eye a new generation, and Microsoft may start to explain its vision for the next Xbox at E3. In the meantime, it introduced the Xbox One S All-Digital Edition, a new SKU of the console that lacks any disc drive and only plays downloaded games.
Meanwhile, Microsoft's competition has gotten first to the gate in starting to explain its plans for the coming generation. PS4 architect Mark Cerny began to outline some details on the next generation of PlayStation, including backwards compatibility, a solid-state drive, and other tech specs. It won't be disc-less, which may set it apart from the next Xbox, but that remains to be seen. Microsoft is planning a streaming service that likely will integrate with its future console plans.
One of the highlights of last month’s Nindies Showcase was the Blaster Master Zero 2 announcement. Right after the presentation, the game was released on the Switch eShop.
If you had somehow forgotten about this follow-up to the 2017 title, now might be the time to check it out. It’s a bigger and better adventure for Jason and his buggy, featuring all-new weapons and boss battles.
The latest update (Version 1.2.2) makes the following improvements and fixes:
A sequence that makes it easier for players to understand how to use the Blast Counter and how to return to GAIA SOPHIA when outside the tank has been added to the starting area of the game.
In addition to fixing the following issues, a bunch of small fixes and stability improvements have been implemented:
An issue that caused the game to crash when the weapon select menu is opened at the exact moment the player dies has been fixed.
An issue that caused the game to crash when “EXIT GAME” is selected from the pause menu after starting the battle against Gathervira has been fixed.
An issue that allowed the player to jump during a cutscene has been fixed.
An issue that allowed the player to return to SOPHIA in side-view mode when the player dies or has a screen transition has been fixed.
An issue that was fixed in Ver.1.2.0 that was supposed to fix an issue with the control settings was insufficient, so additional adjustments have been made for this patch. We apologize for an inconveniences this may have caused.
Various other small fixes have been implemented.
Have you tried out this game yet? Did you play the previous release? Tell us down below.
The classification means a North American release shouldn’t be too far off. The game started out life on the 3DS and the deluxe edition for Switch arrived in Japan last year. Take a look at the descriptive rating below:
Last month, G4F also listed the original outing Professor Layton and the Curious Village for Nintendo Switch. The last time we heard about this classic story-driven puzzle game was when Level-5 ported it cross to Android and iOS devices.
Have you been waiting for Layton’s previous releases to arrive on the Switch? Did you play Mystery Journey on the 3DS? Tell us in the comments.
Set in the beautiful, volcanic scarred high-desert of the Pacific Northwest, Days Gone is an open-world action-adventure game in which you assume the role of Deacon St. John, a Drifter and bounty hunter who would rather risk the dangers of the broken road than live in one of the ?safe? wilderness encampments. The game takes place two years following a global pandemic which has wiped out just about everyone, but transformed millions of others into what survivors call Freakers ? mindless, feral creatures, more animal than human but very much alive and rapidly evolving. Made up of hundreds of individual Freakers, Hordes eat, move and attack together, seemingly as one. Some Hordes roam the highways at night, while others, like the one in the demo, have found a food source that keeps it in a single location. Skills learned in his prior life as an outlaw biker have given Deacon a slight edge in the seemingly never-ending fight to stay alive. But will it be enough? [Bend Studios]