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Inside Xbox One X Enhanced: Madden NFL 18

Many of gaming’s most compelling stories come from those who’ve helped to create our favorite Xbox One games. In our Inside Xbox One X Enhanced series, these creators will share the behind-the-scenes accounts of the work involved in enhancing these epic games for Xbox One X, how they’ve helped chart the course of the world’s most powerful console, and what that means for the future of gaming. Today, we’ll be chatting with Seth Christie from EA Sports, Technical Director on the perennial football powerhouse Madden 18.

What specifically is your development team doing to enhance Madden NFL 18 for Xbox One X?

For Madden NFL 18, we are reaching new heights on Xbox One X through visuals and gameplay. The resolution of the game can be played in 4K Ultra HD, which really comes through in the player detail.  The gameplay will run at a constant 60 FPS (Frames Per Second), which means that when you go from scoring on the field to celebrating in the end zone, you’ll experience a smooth, seamless transition from gameplay to cinematic moments.

How do these enhancements impact the gaming experience?

As mentioned above, the visuals are improved due to 4K Ultra HD support and the performance is improved due to constant 60 FPS across the gameplay experience. When you combine 4K Ultra HD, constant 60 fps with additional enhancements such as an increased level of camera detail, you’ll immediately notice and feel a difference in the immersion. This means that elements such as the player’s helmet and faces become more realistic –giving you the feeling that you are right there in the stadium.

Why did your development team choose to focus on these enhancement areas?

We wanted to give our fans the highest fidelity Madden NFL 18 visual experience, and we knew these were the key areas which would deliver the most noticeable upgrades.

Xbox One X Enhanced Madden inline

How do you expect fans of Madden NFL 18 will respond to seeing on Xbox One X with these enhancements?

There are still times when we do a double-take after casually seeing Madden NFL 18 on Xbox One X. The console has made the experience even more like the real-life broadcasts you seen on TV. We expect our fans will react similarly.

How has the process been to get the game up and running on Xbox One X?

The team at Microsoft planned their console transition well, and the we found it easy to upgrade Madden NFL 18 to take advantage of the power of the console.

What enhancement were you most excited about to explore leveraging for Madden 18 on Xbox One X?

The powerful GPU (Graphics Processing Unit) in the Xbox One X has allowed a jump in fidelity already, and we are sure there is still room to improve the experience in the coming years.

What does 4K and HDR mean for your game, games in the future and development at your studio?

We are now able to deliver vibrant, detailed visuals only previously imagined by our team. Our games will continue taking advantage of these technologies to deliver realistic experiences into our fans’ living rooms.

Thanks to Seth for taking the time to chat with us about Xbox One X Enhanced. We’ll be bringing you more interviews with more developers in the future, so stay tuned to Xbox Wire!

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Super Mario Odyssey and Nintendo Switch Continue Strong Run in Japan

It’s the middle of the week, which means it’s time for the Media Create charts out of Japan. The previous week saw Super Mario Odyssey hit around half a million sales at launch, the figure varying depending on whether you prefer Media Create or Famitsu numbers. 

Starting with the software chart this week, Mario’s adventure has been toppled from the number one spot by the PS4 version of Call of Duty: WWII, but nevertheless returned sales numbers in six figures in its second week. Style Savvy: Styling Star made its debut on 3DS in fourth place, which isn’t bad but doesn’t exactly set the charts alight. The results are below with lifetime sales in brackets.

  1. [PS4] Call of Duty: WWII (SIE, 11/03/17) – 168,234 (New)
  2. [NSW] Super Mario Odyssey (Nintendo, 10/27/17) – 116,931 (578,969)
  3. [PS4] .hack//G.U. Last Recode (Limited Edition Included) (Bandai Namco, 11/02/17) – 61,816 (New)
  4. [3DS] Style Savvy: Styling Star (Nintendo, 11/03/17) – 32,176 (New)
  5. [NSW] Splatoon 2 (Nintendo, 07/21/17) – 23,557 (1,295,008)
  6. [PS4] ARK: Survival Evolved (Spike Chunsoft, 10/26/17) – 23,370 (93,547)
  7. [PS4] Assassin’s Creed Origins (Ubisoft, 10/27/17) – 22,272 (71,692)
  8. [NSW] Mario Kart 8 Deluxe (Nintendo, 04,28,17) – 15,913 (788,445)
  9. [3DS] Shin Megami Tensei: Strange Journey Redux (Limited Edition Included) (Atlus, 10/26/17) – 9,978 (70,647)
  10. [PS4] Gran Turismo Sport (Limited Edition Included) (SIE, 10/19/17) – 9,045 (177,001)
  11. [PS4] Taiko Drum Master: Drum Session (Bundle Edition Included) (Bandai Namco, 10/26/17) – 7,679 (35,924)
  12. [NSW] The Legend of Zelda: Breath of the Wild (Limited Edition Included) (Nintendo, 03/03/17) – 6,662 (629,352)
  13. [PS4] The Evil Within 2 (Bethesda Softworks, 10/19/17) – 5,809 (61,374)
  14. [NSW] Pokken Tournament DX (Nintendo, 09/22/17) – 4,882 (111,829)
  15. [PS4] Itadaki Street: Dragon Quest & Final Fantasy 30th Anniversary (Square Enix, 10/19/17) – 4,858 (56,520)
  16. [3DS] Animal Crossing: New Leaf Amiibo+ (Nintendo, 11/23/16) – 4,008 (264,236)
  17. [PS4] City Shrouded in Shadow (Bandai Namco, 10/19/17) – 3,511 (60,563)
  18. [PS4] Middle-earth: Shadow of War (Warner Bros., 10/12/17) – 3,367 (37,462)
  19. [3DS] Mario & Luigi: Superstar Saga + Bowser’s Minions (Nintendo, 10/05/17) – 3,171 (49,746)
  20. [3DS] Idol Time PriPara: Yume All-Star Live! (Takara Tomy A.R.T.S, 10/26/17) – 3,080 (17,965)

Moving on to hardware, the major Switch bump driven by Odyssey bundles fell away, but the system is still way out from its rivals as the best seller. New 2DS LL and New 3DS LL (XL) also delivered increases in their customary third and fourth places.

  1. Switch – 64,387 (126,701)
  2. PlayStation 4 – 21,830 (18,719)
  3. New 2DS LL – 11,116 (9,203)
  4. New 3DS LL – 7,914 (6,448)
  5. PlayStation 4 Pro – 6,993 (5,934)
  6. PlayStation Vita – 3,576 (3,705)
  7. 2DS – 1,539 (1,412)
  8. New 3DS – 287 (220)
  9. Xbox One – 114 (97)
  10. PlayStation 3 – 56 (45)
  11. Wii U – 38 (41)

So there you have it, another week with some positive sales results for Nintendo in Japan.

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Now Available on Steam – Battlerite

Battlerite is Now Available on Steam!

BATTLERITE​ ​is​ ​an​ ​action-packed​ ​team​ ​arena​ ​brawler.​ ​Experience​ ​the​ ​unique​ ​combination​ ​of​ top-down​ ​shooter​ meets​ ​fast-paced​ ​fighting​ ​game and challenge ​friends​ ​and​ foes​ ​in​ ​a​ ​battle​ ​of reaction. The Arena awaits!

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Review: Sonic Forces (Switch)

Sonic Forces has found itself in a rather tricky position at launch; some of the build-up to the game’s release suggested a potential flop in the making. Early impressions from the game’s demo and previews told a story of apprehension, and the fact that most review codes were sent out so incredibly late suggested that even SEGA had concerns about its reception. As such, we went into this with modest expectations, hoping that it could somehow prove everyone wrong. Has it managed to do that, though? Let’s find out.

The game has been developed by Sonic Team – a division within SEGA that is, perhaps unsurprisingly, responsible for creating the vast majority of Sonic titles. Whilst the studio has created the occasional impressive 3D Sonic adventure in (semi) recent times, such as Sonic Colours, fans of the blue blur have been rather unimpressed by some of the modern titles in the series. The side-scrolling Sonic Mania changed things earlier this year, receiving universally positive reviews and a very happy fan-base when it released – but, of course, that title wasn’t developed by the Sonic overlords, instead being created by (essentially) incredibly talented fans. Unfortunately, it would seem that Sonic Team hasn’t fully learned – or had the opportunity to do so – the valuable lesson on offer here.

In a sentence, Sonic Forces is a mixed bag; there are times when it feels like the scope and ambition for the title must have been rather large at some point during development but, ultimately, these ambitions were never fully realised to create the game that it could have been. The game’s 30 stages are a mix of 3D levels featuring the modern Sonic design, 2D side-scrolling levels featuring the cute, podgy, classic Sonic, and slightly different levels that make use of an Avatar created by the player. The blend between these different stage types is decent for the most part, although there were aspects from each that we didn’t particularly enjoy; we never felt the desire to go back and explore them fully.

To explain this further, let us first talk about the plot. Doctor Eggman is planning to take over the planet and Sonic is called upon to save the day. Unfortunately, Sonic underestimates the power of Infinite (a mysterious newcomer to Eggman’s team) who defeats him with ease. Six months pass by, in which time Knuckles and a whole cast of Sonic’s friends team up to form the Resistance but, with no sign of Sonic, the team are disheartened. That is until you show up – yes, you. The player is tasked with creating their own Avatar (this can be the shape of a cat, wolf, dog, and bear amongst others) and this character joins the team to start fighting back against Eggman and Infinite.

The Avatar creation system and general use of the character throughout the game are clear signs that Sonic Forces is aimed at a younger audience. The options for your Avatar are pleasingly generous, with numerous items of clothing such as gloves, shoes and outfits being unlocked as you progress through the game. Seeing your character alongside Sonic and friends in the game’s numerous cutscenes will be great for kids; the way in which Sonic keeps referring to you as his ‘buddy’ is almost cringeworthy, but it’s easy to imagine youngsters getting a kick out of it.

The Avatar character plays differently to both of the Sonics, too – seeing as you can’t run quite as fast as the famous hedgehog, you have different powers that you can utilise instead. Firstly, you have a weapon that can be used by pressing ‘ZR’ which allows you to use fire or lightning to breeze through enemies and, secondly, you make use of a grappling hook-style mechanic (that actually feels like it should be in a Spider-Man game) to travel around the 3D environments. There are also times where you will need to combine modern Sonic with your Avatar in the same level, resulting in gameplay that swaps from the blistering pace of Sonic, to the slightly more intricate platforming of the Avatar.

Going back to our earlier point about having issues with each of the different play-styles – the 3D environments that house Sonic and the Avatar are usually let down by the fact that you hardly ever feel particularly in control. The majority of the time is spent holding your control stick forward or to the right, hoping that you don’t crash into anything (not that you can usually see when an obstacle is approaching) and trying not to fly off the edge. When using the grappling hook, it is usually just a case of either button mashing, or reacting to on-screen prompts to fly around the course – you’ll either make every jump without any truly satisfying feeling of accomplishment, or fall to your doom in a way that can feel completely unfair. This is a shame, because there are moments where simply bursting as Sonic can feel fun – it just doesn’t happen often enough and the Avatar levels feel a little underwhelming in comparison.

The 2D sections (which still use 3D visuals) can feel a little undercooked at times, too. You’ll feel much more in control in these stages, and there are times – just like there can be in the 3D levels – where everything is running very smoothly indeed, but the change in control method and ways in which you can attack make these sections feel rather limited. It has no doubt been designed in this way to stay true to the original concepts of both 2D and 3D Sonic games, and whilst changing things up would have no doubt caused more upset than it is worth, it sadly doesn’t quite manage to pull off the blend as successfully as it could have. The gameplay isn’t broken or poor, it just feels like there is a lack of imagination or creative flair behind it.

The game’s visuals further cement the idea of Sonic Forces as a hit and miss experience. The Switch version of the game is seemingly the inferior choice when it comes to performance (720p/30fps compared to 1080p/60fps on PS4, for example) and lack of definition in the scenery and blurry edges on the character models are rather apparent, especially when viewed on the TV rather than the smaller screen in Handheld mode. It isn’t offensive –  certain areas in the game could have looked absolutely gorgeous with a little more graphical ‘oomph’ – it just isn’t as impressive as you might have hoped. The game runs just fine, though – we didn’t notice any substantial drops in framerate or performance that affected gameplay – so it likely comes down to a preference of graphical power versus handheld capabilities if you’re wondering which version to buy.

Conclusion

To answer our initial question, Sonic Forces hasn’t managed to convince us that it is a must-play title in the series, but has at least alleviated some of our initial fears. A relatively short five-hour or so campaign, a lack of difficulty that ramps up unexpectedly on the final boss, and the non-coherent blend of 3D sequences, 2D sections and cutscenes make Sonic Forces a mixed experience, with positive moments undone by weaker areas.

It isn’t poor as many feared, and for children it could well be a thoroughly enjoyable experience. For the ‘hardcore’ (and likely slightly older) generation of Sonic fans, though, perhaps it’s best to accept that – for better or worse – Sonic isn’t what it used to be. Stick with Sonic Mania for classic Sonic fun, and let Forces attract a new, younger audience. 

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ToeJam & Earl: Back In The Groove Is Delayed Into 2018

If you were one of the backers of the successful ToeJam & Earl: Back in the Groove Kickstarter campaign, unfortunately it seems you are going to have to wait a little bit longer to get your grubby mitts on the game.

Here’s the latest statement from Humanature explaining a delay into 2018:

Greg here with a quickie update to keep you all posted. First, my apologies – I know it’s been a while since we’ve given an update to all you backers. Thank you all for your patience and understanding. I know you want to know, “when do we get the game!?”

We tried super hard to get ToeJam and Earl: Back in the Groove out in 2017. Game development is an inexact science and it’s our priority to deliver the best, most solid game we can. To get the game across the finish line we need to push into 2018, but rest assured we are working our butts off and you guys are going to get an awesome game.

Thanks for the continued support and keeping the faith! We’re working so hard over here and will have additional updates over the coming weeks and months.

As Miyamoto-san once said, “a delayed game is eventually good, a bad game is bad forever”, so hopefully this means Kickstarter backers will be rewarded for their patience. Let us know if you backed the campaign and what you think about this delay with a comment below.

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Merchoid Has Your Christmas Covered With These Festive Nintendo Jumpers

Christmas may feel like it’s a while away yet but we’re already seeing festive items appearing in shops as the giant global commercial juggernaut slowly but surely splutters into gear. Before long you’ll be panicking about buying last-minute gifts for distant relations and wondering where on earth you’re going to source your tree from with only a week before the big day. What a fun time!

Thankfully there’s one thing you can prepare for right now, and that’s the predictable office parties and family get-togethers where everyone is forced to wear a festive jumper to mark the occasion. Instead of digging out your usual woolly we’d advise you take a look at the special – and 100 percent official – Nintendo-themed range that Merchoid has on offer this year.

Just imagine how awesome you’d look turning up to the office Christmas party with a Triforce-emblazoned jumper, or how impressed all your friends and co-workers would be with your Super Mario retro woolly. If those two don’t catch your eye, then why not pick the Pokémon offering, complete with giant Pokéball motif?

All three cost £42.99 each. Go on, you’ve been really good this year.

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Get Ready To Slam Dunk With The Next Neo Geo Game For Switch, Street Hoop

We all love a bit of basketball action here at Nintendo Life, so we were delighted to hear that the Data East’s classic Neo Geo game Street Hoop is heading it’s way to the Switch tomorrow courtesy of Hamster. 

We reviewed this back in 2010 when it landed on the Wii Virtual Console it netted an impressive 8/10. Here’s what we had to say:

There’s no denying the heavy Double Dribble and NBA Jam influences that abound in Street Hoop, but given how well those arcade hoops classic played, that’s certainly not a bad thing. The game’s unique hip hop musical score and over-the-top Super Shots give it something to stand out from the crowd, but what ultimately makes the game so much fun to play will inevitably be its familiar controls that will give fans of popular arcade hoops games something new with which to play. At the very least it proves that the Neo Geo system was capable of producing quality titles that were actually not fighting games.

Let us know if you plan to pick up this classic sports game tomorrow with a comment below.

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Call of Duty: WWII Scores Over Half a Billion Dollar Opening Weekend

Three-Day Opening Weekend Over $500 Million in Worldwide Sales

Activision’s World War II Epic Sells Twice as Many Units at Launch as Last Year

Call of Duty’s Highest Total Connected Users on Current Generation Consoles and PC

Sets PlayStation 4 Day One Record for Digital Full Game Sales

SANTA MONICA, Calif.–(BUSINESS WIRE)– Activision’s Call of Duty®: WWII has surpassed more than $500 million in sell-through worldwide in its first three days of release, topping popular theatrical box office openings Thor: Ragnarok and Wonder Woman combined, according to company estimates.

On PlayStation®4, Call of Duty: WWII set a record as the best-selling digital full game by units sold on its first day of availability. Overall unit sales at launch doubled year-over-year globally.

The gripping, personal narrative, boots-on-the-ground multiplayer and terrifying Nazi Zombies mode attracted players worldwide resulting in the highest total connected users on current generation consoles and PC in Call of Duty® history.

“We challenged our players to get their squads back together and they answered the call, with the highest number of players we’ve ever seen on current gen consoles and PC,” said Eric Hirshberg, CEO of Activision. “Call of Duty: WWII returns the franchise to its roots and the results are incredible, selling twice as many units in its opening weekend as last year, and setting the day one record for full-game downloads on PlayStation 4. Our $500 million opening weekend was not only bigger than Thor: Ragnarok‘s, it was bigger than the opening weekends of both Thor and Wonder Woman combined. And we’re committed to supporting the community with continuous improvements and new content.”

Figures include Call of Duty: WWII retail and digital sell-through, and reported movie sales, each for the opening three days following initial launch, according to publicly available data, retail customer sell-through information and internal Activision estimates. Digital downloads of Call of Duty: WWII is based on unit sell-through on first day of availability.

Call of Duty: WWII is rated M for Mature (Blood and Gore, Intense Violence, Strong Language) and is now available for PlayStation®4, Xbox One X and Xbox One. For PC fans, the game is also now available on Steam. The title is published by Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard (Nasdaq: ATVI), and developed by Sledgehammer Games with additional development support from Raven Software. For the latest intel, check out: www.callofduty.com, www.youtube.com/callofduty or follow @CallofDuty and @SHGames on Twitter, Instagram and Facebook.

About Activision Publishing, Inc.

Headquartered in Santa Monica, California, Activision Publishing, Inc. is a leading global producer and publisher of interactive entertainment. Activision maintains operations throughout the world. More information about Activision and its products can be found on the company’s website, www.activision.com or by following @Activision.

© 2017 Activision Publishing, Inc. ACTIVISION, CALL OF DUTY, and CALL OF DUTY WWII are trademarks of Activision Publishing, Inc.

Activision Publishing, Inc.
Kyle Walker, 424-744-5677
PR Director
Call of Duty
kyle.walker@activision.com

Source: Activision Publishing, Inc.

News Provided by Acquire Media

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Review: Syberia (Switch)

Point-and-click adventure games have historically found their audience on PC, especially in the heyday of the early-to-mid ’90s with series such as Broken Sword and Monkey Island. While there has always been a core fanbase for this style of game on mouse-driven systems, the genre has been brought into both the console with recent remasters of classics such as Grim Fandango and Day of the Tentacle. This expansion has resulted in a handful of modern takes on the formula, ranging from episodic, story-driven titles such as Broken Age and the dialogue-focused Telltale games, to this year’s Wwitch releases Violett and Thimbleweed Park – the latter being a throwback (and spiritual successor) to Lucasrts’ fan-favourite Maniac Mansion.

Not to be left behind, the Syberia trilogy, created by Benoit Sokai, makes its way to the Switch after a fifteen year stint as not only one of the most well-received PC genre titles, but also as one which has seen release on several other systems, including a rather sub-par DS version in 2008. While the quality of these ports have varied thus far, the Switch’s ample hardware specs – combined with its portability – means that there is potential for this to be the best iteration.

Syberia at its core is initially a pretty standard point-and-click affair. During your adventure, you will explore various environments, talk to different characters and find inanimate objects in order to solve puzzles and progress through the story. Influenced by the work of early 20th century pioneering French film maker Georges Méliès, the game mixes mild fantasy and science fiction elements, but starts out as a somber tale explaining the decline of a family business. You play the role of young American attorney Kate Walker, sent to the quaint and secluded French village of Valadilène on behalf of her law firm to finalise the takeover of a mechanical toy (automaton) factory after the death of destitute owner Anna Voralberg and the disappearance of its sole heir and genius inventor, Hans. The company Kate represents has the monopoly on the toy business and tracking down Mr. Voralberg is imperative as the business can not be taken over without his approval. Kate delves deeper in to the village’s – and the factory’s – history by meeting various residents and explores the increasingly desolate and remote landscapes of the European and Russian wilderness in search of clues as to Voralberg’s whereabouts.

The unraveling of the plot and the depth of characters are highlights of Syberia. The protagonist has the difficult task of balancing her increasing intrigue for the Voralberg family with her professional obligations and personal relationships. There’s an interesting exploration of many different contrasts, including technology and the conflict between urban and rural life. As the game progresses, you’ll come across an increasingly mysterious and enchanting locations in search of Hans, as well as more abstract and mystical scenarios. Granted, the point-and-click genre might not suit everyone’s taste in terms of mechanics or pacing, but the overall experience is rich and engaging, while the puzzles – despite being a little obtuse – are more accessible than other similar titles.

From the get go, the art direction, string-based theme music and voice work are all great, but the game’s mechanics expose its age. Despite the story being in a contemporary time period (circa 2002), there’s a distinct Dickensian feel to the world. The antiquated newspaper clippings and the mechanisms of the robot toys (although don’t ever call them that) have a rusted aesthetic consisting of springs, cogs and the sounds of creaking old metal. While the art nouveau, industrial architecture and steam punk-like automatons – along with rich colour palates – give the village and other areas a sheltered and intriguing atmosphere, the game’s technical presentation does let it down in places. The backgrounds alternate from being crisp and sharp to blurry and ugly. The character models are, on the whole, pretty good but the lip syncing from the PC version is absent.

Particularly jarring examples of this uneven presentation come early on; a completely static background of a bridge over a river or a stone fountain are both accompanied by the sound of running water despite the lack of movement, for example. You’ll be moving around interior and exterior environments set to fixed camera angles, while controlling Kate with full 360 degree movement as opposed to ‘tank controls’ feels natural and reasonably responsive, including the option to run (by holding down a trigger) that adds welcome pace. However, looking around and using objects or performing actions can be cumbersome, as you are moving the character around as well as looking for the right direction. The inclusion of a touch-based option for item management (brought up with Y or the bottom right hand icon on screen) is oddly patchy. Tapping ‘R’ brings up your trusty mobile telephone, but you can only scroll through contacts with the touch screen, not input numbers.

Furthermore, the game is not optimised to fit the Switch in either TV or handheld mode. The 4:3 aspect ratio option is dealt with by having translucent extensions of the scenery or black vertical boarders, and in both configurations the resolution differences are obvious – the FMVs in particular look very blurry. The other option is full screen, where everything is stretched. It’s an unfortunate catch 22.

Conclusion

Syberia on the Nintendo Switch is a reasonable yet inconsistent port of an enchanting genre classic. This is an absorbing, intricate story filled with melancholy, eccentric characters and mystery demands and deserves attention, even if the game shows its age technically in some places and demonstrates a lack of care in the porting process in others. For fans of the genre, or those willing to dive in and forgive some inconsistencies, there’s an endearing and worthwhile adventure here.

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Get Revved Up for Rocket League With Its Switch Launch Trailer

It’s been a year with some high profile releases on the Switch eShop, and the upcoming Rocket League is among the biggest to date; it’ll eventually be available at retail in some form, too. In coming to Switch the hugely popular driving / football / action title will be playable on the go for the first time, and on top of that there are a few unique cars and designs for the Nintendo system.

With release just a week away (on 14th November), the official YouTube channel for the game has got in early with a launch trailer. Check it out below.

It’s rather effective in our opinion, and it’ll be interesting to see whether this proves to be a notable hit on the download store.

Are you planning to get into gear with this next week?