GWENT: The Weather Update is now live

Heads-up card-slingers, weather forecast report for today reads: rainy with a chance of fireballs.

Which is to say a new update for GWENT: The Witcher Card Game has now been made available on PC, Xbox One and PS4 and it brings some Weather changes.

With this update, the main focus is to improve balance, solve some of the major issues that were affecting gameplay and adjust the prices for milling common and rare cards. Additionally, some cards will be subject to a limited-time refund in the form of an increase in the amount of Scraps awarded for milling them (note, however, that milling the Premium versions of these cards will not award Meteorite Powder):

•Ithlinne
•Clan Brokvar Hunter
•Vicovaro Novice
•Imperial Golem
•Commando Neophyte
•Vicovaro Medic
•Tibor Eggebracht
•Fire Elemental
•Dol Blathanna Protector
•Drought
•Mahakam Guard
•Queensguard
•Peter Saar Gwynleve
•Kayran
•Barclay Els
•Roach
•Ragh Nar Roog
•Savage Bear
•Impera Enforcers
•Ciri
•Wyvern
•Reaver Hunter
•Celaeno Harpy
•Cahir
•Rainfarn
•Villentretenmerth

Check out the full list of changes here.

The Humble Mobile Bundle: Crescent Moon 2 has just one more…

The Humble Mobile Bundle: Crescent Moon 2 has just one more week!

🎶 Fly me to the Crescent Moon 2 bundle and let me play Android games among the stars… 🎶

Dota 2 Update – June 12th, 2017

* Fixed a Brewmaster bug introduced a few weeks ago that causes the passive cooldown based component of Drunken Brawler to malfunction

Halo Wars 2: Awakening the Nightmare Infects Xbox One and Windows 10 PC This Fall

Today at E3, we announced Halo Wars 2: Awakening the Nightmare, a full DLC expansion coming to Xbox Play Anywhere title Halo Wars 2 in Fall 2017 that sets the stage for an epic conflict between the Banished and – that’s right – the Flood!

As seen in the reveal trailer, illustrated by the impeccable team at Blur, Halo Wars 2: Awakening the Nightmare promises to expand on the epic story from the main game, where players will battle through a brand-new series of campaign missions from the perspective of the Banished and experience their desperate struggle against the terrifying Flood.

Halo Wars 2: Awakening the Nightmare is more than just a story expansion though; it is jam-packed with new content that also includes new multiplayer maps (available for all Halo Wars 2 players), gorgeous Blur cinematics, exclusive new multiplayer Leaders and Terminus Firefight, a unique game mode in the expansion set on a dynamic map where players build bases and armies to defend against waves of enemy forces. In this tower-defense style firefight mode, you can build various types of walls, mini bases, and turrets to protect your Terminus from every enemy unit imaginable including new mini bosses!

Halo Wars 2: Awakening the Nightmare expands upon an already burgeoning Halo Wars 2, where new DLC leaders have been released each month including newcomers Kinsano and Colony, as well as the cigar-chomping legend himself, Sergeant Johnson. For June, we’re releasing two new Leaders that will be playable at the Xbox E3 booth, and we still have four more Leaders (six if you include the expansion) and a new two-mission experienced called “Operation Spearbreaker” coming this year!

We’ll have more to share in the future but suffice to say, Halo and RTS fans will have a lot to look forward to this year. Stop by the Xbox booth this week if you’re attending E3 to get hands-on with Terminus Firefight and be sure to stay tuned to Halo Waypoint and Xbox Wire for all the latest news with Halo Wars 2: Awakening the Nightmare.

See the rest of the story on Xbox Wire

Related:
Introducing the World’s Most Powerful Console: Xbox One X
The Xbox E3 2017 Briefing: Everything You Need to Know
E3 2017: It Feels Good to be Bad in Star Wars Battlefront II’s Story Mode
E3 2017: A Classic Returns to Windows 10 in Age of Empires: Definitive Edition
Xbox at the 2017 PC Gaming Show: Age of Empires Returns, Plus Forza Motorsport 7 and Sea of Thieves

Ubisoft Developers Debut Innovative New Games at E3 2017 Corporate Event

On the eve of its biggest press conference of 2017, Ubisoft held a smaller event for a crowd of journalists to demonstrate that, yes, it still had a few secrets up its sleeves. More than a few, in fact, and not small ones: the attendees got a first look at Mario + Rabbids Kingdom Battle, Skull & Bones, Starlink: Battle for Atlas, Transference, and Space Junkies. And whether it was a teamup with Nintendo or a new approach to customization, each of these titles represented an innovative new direction for Ubisoft.

The first presenter to take the stage was French Studios Managing Director Xavier Poix, who spoke about the long partnership between Ubisoft and Nintendo, which has produced Red Steel, Zombi U, and other games built around Nintendo’s tech – including Rayman Raving Rabbids, which birthed one of Ubisoft’s most recognizable franchises. Appropriately enough, the Rabbids are part of a new collaboration with Nintendo, teaming up with Mario and friends in Mario + Rabbids Kingdom Battle.

mrkb_sc_explo_10_ang

“It’s in the Rabbids’ DNA to invade new worlds”, said Poix. “We were lucky to meet with [Shigeru] Miyamoto in 2014 and present him with a prototype. Mr. Miyamoto was very enthusiastic about three things: our understanding of the Mario universe, a brand new take on… tactical games, and the passion of the team.”

Starting from a mocked-up, ad-inspired poster that was used to pitch the concept around Ubisoft, Mario + Rabbids Kingdom Battle is divided between adventure and exploration, and turn-based tactical battles. During the latter, you’ll take a team of three characters – picked from a pool of eight, including Mario, Peach, Yoshi, Luigi, and Rabbid doppelgangers of each – into shootouts with Rabbid versions of Mario’s enemies, who’ve invaded the world and more or less ruined everything.

mrkb_sc_combat_07_rk

Davide Soliani, the game’s creative director, described it as both a labor of love and a dream come true. Three and a half weeks after his team was told to work on the game, they had a prototype ready to present to Miyamoto.

“[Miyamoto] told us that he was impressed, so it went well,” said Soliani. “But he kept asking us how it was possible for us to have Mario and Luigi in our game, because they looked identical to the Nintendo ones. But the truth is that even [though] we had only three weeks and a half to come up with that prototype, we had started to recreate Mario and Luigi from scratch. Their animation, their models, their rig, studying all the Nintendo games we could in order to translate their essence into our game. And I do believe it was in that precise moment that we truly convinced Nintendo about our passion and our commitment.”

mrkb_sc_combat_02_dash

The team also called in Grant Kirkhope, the musician behind the soundtracks for Donkey Kong 64. Banjo-Kazooie, and GoldenEye. Soliani said Kirkhope was so passionate about the game, he repeatedly called Soliani at 3 in the morning (Milan time) about pieces of music Kirkhope had sent over.

Next up was Matt Rose, producer of Starlink: Battle for Atlas. As the team at Ubisoft Toronto wrapped up work on Splinter Cell: Blacklist, Rose said, the team started looking for a new project, and formed a team to explore new concepts and take calculated risks. Their members pitched, voted on, and created dozens of prototypes over the weeks that followed.

“There was one prototype in particular that was really special,” Rose said. “It had humble origins. It was a Wiimote with a consumer-electronics board duct-taped together with wires everywhere. And we built a game prototype to go with it, and it wasn’t much to look at, but everyone who played with it either got a big smile on their face, or started making their own sound effects.”

10-landscape

The team decided to dig a little deeper, and their efforts eventually created Starlink. Combining open-world exploration with an entirely new approach to customization, Starlink tasks you with piloting a battle-ready starship – which can seamlessly transition between traveling on the ground, in the air, and in space between planets – against a threat to the galaxy. More than that, it lets you clip a modular, physical starship to your controller, and swap out its wings, weapons, hull, and pilot to instantly adapt to any challenge, on the fly, with no pausing.

09-hunter

Following the Starlink demo, Ubisoft’s VP of Live Ops Anne Blondel-Jouin took the stage to reaffirm Ubisoft’s commitment to creating “live” games that bring players together and are supported well beyond launch. She then introduced one of Ubisoft’s next big live games, the multiplayer pirate simulator known as Skull & Bones.

“Players have been demonstrating their appetite for naval multiplayer piracy since Assassin’s Creed IV: Black Flag,” said Francois Logeais, director of product and content at Ubisoft Singapore. Skull & Bones has roots in Black Flag; not only do its majestic pirate ships evoke memories of sailing the Jackdaw, but Ubisoft Singapore took the lead on developing Black Flag’s oceanic gameplay.

3_screenshot_warcry

Putting players in command of a ship sailing the Indian Ocean in the early 18th century, Skull & Bones challenges them to collaborate with, betray, and fight against other players in a persistent open world, all in the pursuit of riches and better ship upgrades.

“After several successful collaboration projects, we wanted to lead a brand new IP,” said Logeais. “And we wanted to do so by combining our passion and expertise of naval gameplay with the one thing we learned operating Ghost Recon Phantoms live for four years: that putting the community at the center of everything we do is paramount to succeed long-term.”

6_screenshot_shallowwater

The remainder of the event was dedicated to two new virtual reality games. Ubisoft VP of Partnerships & Revenue Chris Early spoke about Ubisoft’s years of experience with motion control, citing early Wii games as well as Your Shape Fitness Evolved and Just Dance.

“Each of these are examples of how we’ve gone and taken something that probably wasn’t mainstream at the moment, but then took a look to see what they do with fun. And VR’s no different,” said Early. “We’ve been experimenting in VR, and doing research and development in VR, for several years now. And realistically, although it’s not taken off as fast as any of us would like, it’s still granted us some great learnings. And what we’re doing is taking these learnings and figuring out what makes for fun.”

The first of the games was Space Junkies, which lets players strap on a virtual jetpack and battle other players in three-dimensional space arenas, complete with grabbable weapons and full two-handed interactivity via Oculus Touch or HTC Vive controllers. Aimed at core gamers, Space Junkies moves fast, giving players full control to fly and shoot around microgravity battlegrounds – and to ensure the best experience possible, it was developed in VR.

space-junkies_screenshot_shoot_live

“We decided to create a specific engine, a technology called Brigitte,” said Adrian Lacey of Ubisoft Montpellier, creators of Space Junkies. Created for pre-production VR development, Brigitte “allows us to develop bearing in mind the constraints that VR brings, and the new openings that it gives us, and the possibilities it gives us for our game-development process,” Lacey said.

Lacey showed off the technology during a Space Junkies demo, during which the developer at the controls paused the action to manipulate objects around him, using Oculus Touch controllers and motion physics to dramatically reshape the level in real time.

space-junkies_screenshot_grab-live

“In terms of gameplay, that’s changed everything for us. It changes the way we think in terms of game design,” said Lacey. “You have to really feel the presence in that world, otherwise it’s weird.”

Finally, Caroline Martin of Fun House (a division of Ubisoft Montreal) introduced Transference, a new title produced through a collaboration with SpectreVision, a production company co-founded by Elijah Wood.

portrait_wide_6x4ft

“Transference is a psychological thriller gravitating around one idea: Being inside someone else’s mind,” said Martin. “Not embodying someone else, literally being, as ourselves, transported into the digital reconstruction of someone else’s mind. An uploaded and, hopefully, bug-free mind.”

The event was just a taste of what Ubisoft has in store for E3 2017; for more on what’s in store during this year’s show, including further details on the games mentioned above, keep your eye on UbiBlog and our continuing E3 coverage.

The post Ubisoft Developers Debut Innovative New Games at E3 2017 Corporate Event appeared first on UbiBlog – Ubisoft®.

Space Junkies Brings High-Speed Jetpack Battles to VR – E3 2017

The studio behind Rayman is leaping face-first into virtual reality with the announcement of Space Junkies, which will bring jetpack flight and fast-paced shooting to Oculus Rift + Touch and HTC Vive platforms in early 2018. Created by Ubisoft Montpelier, Space Junkies is a multiplayer shooter featuring fast-moving microgravity battles in three-dimensional arenas.

space-junkies_screenshot_shoot

Letting players battle one-on-one or in teams of two, Space Junkies uses the Vive and Oculus Touch controllers to give players a physical presence in the world, which they can use to literally grab a full arsenal of bizarre weapons. These can be customized and joined together, giving players full control over their tactics as they attack from any direction they choose.

Space Junkies will launch in early 2018 on PC for Oculus Rift + Touch and HTC Vive. For more on Space Junkies and Ubisoft’s other E3 2017 reveals, stay tuned to UbiBlog.

The post Space Junkies Brings High-Speed Jetpack Battles to VR – E3 2017 appeared first on UbiBlog – Ubisoft®.