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The two-man team building Disc Jam as an eSports platform

Games designed as an ongoing service have become the new frontier of development – the proverbial “golden ticket” to drawing long-term success from a single product. The eSports model in particular has gained huge popularity among creators and players in recent years, as titles like League of Legends, Counter-Strike and many more continue to grow their player bases. One of the great things about this model is that it isn’t limited to the AAA market; Rocket League and PlayerUnknown’s Battlegrounds are both proof of that. But all of these games had to start with one crucial thing: a solidly designed foundation.

As the first title to come out of fledgling studio High Horse Entertainment, Disc Jam sets itself up with a simple but fun framework and big plans for the future. Conceived as a modern take on the competitive flying disc game in the vein of Windjammers, Disc Jam has players frantically sprinting, sliding and throwing in high-powered, score-based frisbee. But after launching to some success as a PlayStation Plus freebie, the growth of its player base slowed.

That might sound like a death knell for an eSports-focused game – but Disc Jam’s most recent update has added dedicated servers, skill-based matchmaking, crossplay between PC and PS4 and more. We talked with Tim Rapp and Jay Mattis (the two-man team at High Horse) about building a game with eSports in mind, sustaining that model with content, and how they plan to grow their audience further.

“As much as I would like to say we had a marketing strategy targeting a key demographic, it really just came down to Jay and I playing a ton of old Pong-likes and saying to each other: ‘Why aren’t there more simple, PvP-first games like these?’ “

Disc Jam takes a lot of clear inspiration from other games, and the arcade classic Windjammers was the primary influence. While Windjammers never got a sequel, it did maintain a dedicated cult following. Rapp says this was an underserved market that they wanted to appeal to with Disc Jam – despite not having an orchestrated marketing strategy.

“The word ‘underserved’ strikes a chord with me because it’s exactly how I feel as a PvP guy who loves arcade games.” he said. “As much as I would like to say we had a marketing strategy targeting a key demographic, it really just came down to Jay and I playing a ton of old Pong-likes and saying to each other: ‘Why aren’t there more simple, PvP-first games like these?’”

As experienced fans of the genre, they set out to create one of their own using Unreal Engine 4.

“The struggle, of course, is modernizing the experience so that it resonates with today’s gamers while hopefully capturing the excitement of those fast-paced coin-ops that make present-day sports games feel sluggish,” Rapp said.

“Rocket League’s success was encouraging, but not because it’s a self-published indie title. It’s because it’s an online PvP experience.”

Disc Jam was in development before Rocket League came out, but Rapp and Mattis still cite it as an example of how commercially viable a small game with an eSports model could be. “Rocket League went on to conquer the world despite very little pre-launch coverage.” Rapp said. “It was encouraging and even a little validating, but not because it’s a self-published indie title. It’s because it’s an online PvP experience first and foremost.”

This, according to Rapp and Mattis, helped give Disc Jam a better sense of identity: using core competitive gameplay to illustrate why simple teamwork and victory are fun, without the need to grind for levels or items that alter gameplay for some players but not others. “I think a lot of games today still wrestle with that identity crisis.” Rapp said.

Disc Jam may be a simple game at its core, but that doesn’t mean High Horse isn’t planning to build on its foundation. Many eSports-focused titles in recent history, like Overwatch and Street Fighter V, survive and thrive by adding refinements, balances and content over time. This is crucial for Disc Jam as well. “Being a team of two, we always knew that building games-as-a-service would be the best model for developing our IP and technology.” Mattis said. “It enables us to be flexible and shift priorities to better serve our players.”

One of the appealing things about sustainable games is looking forward to their content updates. This is how games like Disc Jam achieve longevity, but it also means that these games are never truly “finished.” Rapp says he doesn’t have a problem with that.

“Very early in my career (I think it was my first game, in fact), my lead told me ‘no game has ever shipped completely finished.’ I remember being disappointed to hear that, but over a decade later, I’ve come to embrace that simple truth.” Rapp said. “With Disc Jam, we have a pretty clear vision of what the game looks like 3, 6, and 12 months from now. We’re focused on new characters, maps, game modes, and more custom content… so that players can expect to see a steady stream of content updates while we continue rolling out new features.”

Disc Jam originally launched as one of the free monthly games available to PlayStation Plus subscribers. Rapp told us about the idea behind temporarily offering their new game for free, and the methods they’re using to gain players and concurrency.

“Player count is the lifeblood of any online game, and we knew that launching into Plus or Games With Gold would solve that problem and put the game in front of people without spending money we didn’t have on a massive marketing campaign,” he said. “Every business decision we made was guided by our main objective: build the largest player base we can. Launching into a subscription service was the best possible scenario given the project’s humble beginnings.”

Mattis also spoke about some of their plans to expand Disc Jam’s influence:

“We’re just starting to get going with some of the promotions we have lined up. We had a Steam free weekend which was amazing because Amazon sponsored the server costs and we saw our concurrency jump in a huge way,” he said. “But going forward, we have a bit of a ‘kitchen sink’ mentality. We’ve been making games for over a decade but this is our first time marketing one, so we have a lot of different strategies to try.”

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Declare Your Allegiance in the Battle for Azeroth™

All-out war between the Horde and the Alliance erupts in the seventh expansion to Blizzard Entertainment’s World of Warcraft®

Recruit and play as new Allied Races, plunder the Islands of the Great Sea in search of vital resources, lead the charge in grand-scale PvE Warfronts, and more

ANAHEIM, Calif.–(BUSINESS WIRE)– The battle against the Legion has left the world broken—but the shattered trust between the Alliance and the Horde could prove the hardest wound to mend. Blizzard Entertainment today unveiled plans for World of Warcraft®: Battle for Azeroth, a new expansion to the company’s acclaimed massively multiplayer online role-playing game that will test players’ resolve as they champion their faction’s cause in a devastating new war.

This press release features multimedia. View the full release here: http://www.businesswire.com/news/home/20171103005842/en/

World of Warcraft: Battle for Azeroth (Graphic: Business Wire)

World of Warcraft: Battle for Azeroth (Graphic: Business Wire)

In Battle for Azeroth, the fall of the Burning Legion has set off a series of disastrous incidents that reignites the furious rivalry between the noble Alliance and the mighty Horde. As a new age of warfare begins, Azeroth’s heroes must set out on a harrowing journey in search of new allies, race to claim the world’s mightiest resources to turn the tides of war, and fight on several fronts to determine which side will lead Azeroth into its uncertain future.

“Conflict is at the heart of the Warcraft® saga, and in Battle for Azeroth, tensions that have been simmering for a long time escalate into all-out war,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “World of Warcraft players are incredibly passionate about the characters and factions they identify with in the game, and this expansion will make them prouder than ever to declare their allegiance to the Horde or to the Alliance.”

World of Warcraft: Battle for Azeroth includes new features and content that will put heroes’ dedication and fortitude to the test. In this expansion, players will be called upon to:

  • Explore Two Fabled Kingdoms: As a champion of the Horde, travel to the Zandalar empire to persuade the trolls to lend their naval might. As a defender of the Alliance, venture to the seafaring kingdom of Kul Tiras, home of Jaina Proudmoore, and rally its inhabitants to fight for your cause.
  • Recruit Allied Races: Take a new form for your adventures as several new playable Allied Races, each with unique racial abilities. Earn the favor of the Highmountain tauren, Void elves, Dark Iron dwarves, and others to create a new character of that race and add their strength to your faction.
  • Plunder the Islands of the Great Sea: Scour Azeroth’s myriad uncharted Islands and conquer an ever-changing array of enemies, environments, and objectives. Battle in groups of three as you race against cunning rival intruders—or enemy players—to collect each island’s resources and fuel the war effort.
  • Charge Into the Warfronts: Fight on the battlefields of a large-scale, 20-player cooperative Warfront to claim a key strategic location. Capture resources to build your faction’s forces, lead the charge as your troops lay siege to objectives, and fight the enemy commander to claim victory in this new PvE mode inspired by classic Warcraft RTS battles.
  • Infuse Your Armor with Titanic Might: Seek out Azerite, an invaluable new resource that has emerged in the Legion’s wake. Imbue the Heart of Azeroth—a legendary neck piece entrusted to each hero by Magni Bronzebeard—with Azerite to customize your armor with new powers and traits.
  • Battle to Level 120: Trace the corruption of the Blood God to the Underrot, unearth the secrets of a lost titan vault, escape from the Drust Realm of the Dead, and more as you quest through 10 new levels—then continue to grow in power through new World Quests, raids, dungeons, and more.
  • Instantly Boost to Level 110: Enter the raging conflict between the Horde and the Alliance prepared to survive on the front lines of a vicious new war.
  • Connect Through Communities: Join up with WoW® players who share common interests in persistent cross-realm Communities. Share strategies with members of your class, fraternize with auction house magnates, talk shop with fellow tailors, and expand your social circles.

To learn more about World of Warcraft: Battle for Azeroth, visit the expansion’s official website at www.worldofwarcraft.com/battleforazeroth.

About Blizzard Entertainment, Inc.

Best known for blockbuster hits including World of Warcraft®, Hearthstone®, Overwatch®, the Warcraft®, StarCraft®, and Diablo® franchises, and the multi-franchise Heroes of the Storm®, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard (NASDAQ: ATVI), is a premier developer and publisher of entertainment software renowned for creating some of the industry’s most critically acclaimed games. Blizzard Entertainment’s track record includes twenty-one #1 games* and multiple Game of the Year awards. The company’s online gaming service, Blizzard Battle.net®, is one of the largest online-gaming services in the world, with millions of active players.

*Sales and/or downloads, based on internal company records and reports from key distribution partners.

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Blizzard Entertainment’s expectations, plans, intentions or strategies regarding the future, including statements about the gameplay, features, and functionality of World of Warcraft®: Battle for Azeroth, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Blizzard Entertainment’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Blizzard Entertainment and Activision Blizzard as of the date of this release, and neither Blizzard Entertainment nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Blizzard Entertainment or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

Blizzard Entertainment, Inc.
Andrew Reynolds
Director, Global Public Relations
949.955.1380 x14301
areynolds@blizzard.com
or
Vanessa Vanasin
Global Public Relations Manager
949.955.1380 x15380
vvanasin@blizzard.com

Source: Blizzard Entertainment, Inc.

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StarCraft® II Goes Free-to-Play Starting November 14

Blizzard Entertainment’s award-winning real-time strategy game evolves with free access to the Wings of Liberty®campaign, ranked ladder multiplayer experience, and all Co-op Commanders

ANAHEIM, Calif.–(BUSINESS WIRE)– The interstellar battle between the terran, zerg, and protoss is about to consume even more of the galaxy, as Blizzard Entertainment today announced that the ultimate real-time strategy game will soon be free to play.

This press release features multimedia. View the full release here: http://www.businesswire.com/news/home/20171103005838/en/

Beginning November 14, players around the world will get free access to the full award-winning Wings of Liberty® campaign and the elite multiplayer competition of StarCraft®II’s ranked ladder, including all the latest units and balance updates through the latest release in the series, Legacy of the Void. Players will also enjoy expanded access to StarCraft II‘s highly popular co-op mode, with all Co-op Commanders playable for free.

StarCraft II is one of the highest-rated PC games of all time, and we’re excited to give even more people around the world a chance to find out why it has inspired such a passionate global community,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “With the massive Wings of Liberty single-player campaign, endlessly replayable co-op mode, prestigious ranked ladder, comprehensive map-making tools, and more, StarCraft II now delivers the ultimate real-time strategy experience completely free.”

Those who wish to experience later chapters in the StarCraft II story can purchase the additional single-player campaigns, Heart of the Swarm®, Legacy of the Void®, and Nova Covert Ops®, individually ($14.99 USD each) or together in the Campaign Collection ($39.99) through the online Blizzard Shop. For a limited time, players who already own Wings of Liberty (as of October 31, 2017) but have not yet purchased Heart of the Swarm will be able to get the latter campaign free by logging in to the Blizzard Battle.net® desktop app and claiming their free Heart of the Swarm gift between November 8 and December 8, 2017.

As a thank-you to the dedicated StarCraft II player community, those who already own any version of StarCraft II prior to October 31, 2017 will receive a special Eidolon Ghost skin and three portraits commemorating their founder’s status in the game after StarCraft II goes free starting on November 14.

StarCraft II is available today for Windows® and Mac® PCs fully localized into English, Brazilian Portuguese, European and Latin American Spanish, French, German, Italian, Polish, Russian, Korean, and simplified and traditional Chinese. Learn more about the game at www.starcraft2.com.

Access to ranked ladder granted after earning first 10 wins of the day in Unranked mode or Versus A.I. mode, or upon purchase of any campaign, the Campaign Collection, or the War Chest. Co-op Commanders available for play free of charge through level five. Purchase required to advance a Co-op Commander beyond level five—with the exception of Raynor, Kerrigan, and Artanis, which are free to play up to and beyond level five.

About Blizzard Entertainment, Inc.

Best known for blockbuster hits including World of Warcraft®, Hearthstone®, Overwatch®, the Warcraft®, StarCraft®, and Diablo® franchises, and the multi-franchise Heroes of the Storm®, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard (NASDAQ: ATVI), is a premier developer and publisher of entertainment software renowned for creating some of the industry’s most critically acclaimed games. Blizzard Entertainment’s track record includes twenty-one #1 games* and multiple Game of the Year awards. The company’s online-gaming service is one of the largest in the world, with millions of active players.

*Sales and/or downloads, based on internal company records and reports from key distribution partners.

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Blizzard Entertainment’s expectations, plans, intentions or strategies regarding the future, including statements about the features, functionality, and release dates of free StarCraft II content and the price, availability, and release dates of Heart of the Swarm, Legacy of the Void, Nova Covert Ops, and the Campaign Collection are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Blizzard Entertainment’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Blizzard Entertainment and Activision Blizzard as of the date of this release, and neither Blizzard Entertainment nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Blizzard Entertainment or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

Blizzard Entertainment, Inc.
Rob Hilburger
VP, Global Communications
949.242.8404
rhilburger@blizzard.com
or
Andrew Reynolds
Global PR Director
949.955.1380 x14301
areynolds@blizzard.com
or
Bob Colayco
PR Manager
949.955.1380 x14198
bcolayco@blizzard.com

Source: Blizzard Entertainment, Inc.

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Gigantic developer Motiga has been shut down

Gigantic developer Motiga has been shuttered according to reports from multiple employees. 

As reported by Destructoid, the studio was apparently closed by Gigantic publisher Perfect World, which quietly acquired the company in May last year. 

Various Motiga staffers broke the news on social media, but studio CEO and co-founder Chris Chung confirmed the story with a candid statement, though he later admitted he might not have “all the facts.” 

“All of Motiga was acquired by Perfect World last year. Perfect World decided to announce the arrangement as partnership by the directions from corporate for the reason we were not privy to,” he commented.

“Yes, [the closure] was the corporate decision. It was a budgetary decision at the highest level. Perfect World as a public company has a profitability goal and they decided to cut parts of the company that were not profitable. 

“In short, Gigantic was not making enough revenue. Unfortunately, Motiga is not the only Perfect World studio being impacted by the decision.”

Although it’s not exactly clear what went on behind closed doors, it might not come as a huge surprise. Motiga has flirted with layoffs and cutbacks for the best part of two years, often making headlines for those exact reasons

It meant Gigantic had a rocky road to release, and had to be rescued by Perfect World after funds ran dry. While the game finally launched earlier this year, it’s now unclear what the future holds for the free-to-play MOBA.

Update: Gamasutra has received confirmation from Perfect World that significant layoffs have occurred at Motiga, reducing the staff to only a “core team of developers” to support Gigantic. Additionally, the publisher has revealed that it has closed Runic Games’ Seattle office. The full statement can be found below:

“Following the news that Motiga has reduced the staff of its studio, Perfect World Entertainment can confirm that as the publisher of Gigantic, the game will continue to be available on our platforms. A core team of developers remains at Motiga, who will work with us to support the game and its players, including moving full steam ahead with the upcoming November update and future content. We cannot thank everyone enough for their contributions in making Gigantic the outstanding experience it is today.
 
Perfect World Entertainment recently closed the Seattle office of Runic Games as part of the company’s continued strategy to focus on online games as a service. We’re grateful to the team for all of their hard work bringing incredible experiences like TorchlightTorchlight 2 and Hob to life. Runic Games will remain a part of Perfect World Entertainment’s portfolio of studios, and its games will continue to be available to players, as we stay committed to supporting and growing Runic Games’ beloved franchises.
 
The staff reduction at Motiga and the closure of Runic Games Seattle were unrelated. Perfect World Entertainment stands committed to delivering the best massively multiplayer online gameplay experiences to our players.”

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Long-Lost Treasures Await Hearthstone® Players in Kobolds & Catacombs™

Explore Azeroth’s deepest dungeons and collect 135 new cards in the next expansion for Blizzard Entertainment’s internationally acclaimed digital card game coming in December

Delve into the new single-player Dungeon Run mode for a relentless and endlessly replayable challenge that’s completely free to all players—no prebuilt decks required

IRVINE, Calif.–(BUSINESS WIRE)– Venture into the dark, winding dungeons deep beneath Azeroth in search of ancient, legendary treasures in Kobolds & Catacombs™, the upcoming expansion for Hearthstone®, Blizzard Entertainment’s smash-hit digital card game due out in December. Those daring enough to brave the hazards and monstrosities of this subterranean realm will have ample chance to stuff their bags with awe-inspiring treasures in the form of 135 wondrous new cards!

This press release features multimedia. View the full release here: http://www.businesswire.com/news/home/20171103005840/en/

Get ready to dive into Kobolds and Catacombs™, the upcoming expansion for Blizzard Entertainment's s ...

Get ready to dive into Kobolds and Catacombs™, the upcoming expansion for Blizzard Entertainment’s smash-hit digital card game, Hearthstone®, coming this December. (Photo: Business Wire)

Pesky Kobolds have been tunneling beneath Azeroth for thousands of years, uncovering and hoarding artifacts long forgotten by mortals and surface dwellers . . . but whispers of these mighty treasures ripe for the taking have begun to spread throughout taverns far and wide. Some of the most alluring rumors speak of powerful Spellstones among the 135 cards included in Kobolds & Catacombs: enchanted items that you hold in your hand to empower before playing. Intrepid adventurers will also be able to arm themselves with one of nine new class-specific Legendary Weapons! Players will receive one free Legendary Weapon the first time they log in to Hearthstone after Kobolds & Catacombs has launched.

The bravest and most foolhardy adventurers will need all the help they can get as they delve into Hearthstone’s free new single-player game mode: Dungeon Runs! Coming with the launch of Kobolds & Catacombs, Dungeon Runs will send Hearthstone players on challenging, high-stakes subterranean adventures inspired by the classic fantasy dungeon crawl. Players start with a novice deck from their class of choice and face a series of progressively stronger foes, randomly selected from a huge pool of unique bosses. As they progress, they’ll bolster their decks with cards looted from defeated bosses, including some immensely powerful treasures exclusive to Dungeon Runs. Heroes should plunder with caution, however, because losing a single battle will spell the end of their Dungeon Run.

Coming this December to Windows® and Mac® PCs; Windows, iOS, and Android™ tablets; and mobile phones, Kobolds & Catacombs card packs will be winnable in Hearthstone‘s Arena mode and players can purchase them with in-game gold or real money at the same prices as Hearthstone’s other card packs. Starting today and up until the expansion is released, eager treasure seekers can pre-purchase Kobolds & Catacombs card packs in a special 50-pack bundle for a one-time price of $49.99 on Blizzard Battle.net and in Blizzard’s game shop (one purchase per account) and receive the sparkling, jewel-encrusted “For the Hoard!” card back for free! Starting November 6, this pre-purchase offer will also be available in-app for iOS and Android players for 49.99 USD, and will reflect local pricing in Canada for 69.99 CAD.

Feast your eyes on the treasures that await at KoboldsandCatacombs.com.

About Blizzard Entertainment, Inc.

Best known for blockbuster hits including World of Warcraft®, Hearthstone®, Overwatch®, the Warcraft®, StarCraft®, and Diablo® franchises, and the multifranchise Heroes of the Storm®, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard (NASDAQ: ATVI), is a premier developer and publisher of entertainment software renowned for creating some of the industry’s most critically acclaimed games. Blizzard Entertainment’s track record includes twenty-one #1 games* and multiple Game of the Year awards. The company’s online-gaming service, Battle.net®, is one of the largest in the world, with millions of active players.

*Based on internal company records and reports from key distribution partners.

Cautionary Note Regarding Forward-looking Statements:

Information in this press release that involves Blizzard Entertainment’s expectations, plans, intentions or strategies regarding the future, including statements about pricing, preorder dates, release dates, features, and functionality of the Kobolds & Catacombs expansion for Hearthstone, as well as the release dates, features, and functionality of Dungeon Runs, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Blizzard Entertainment’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Blizzard Entertainment and Activision Blizzard as of the date of this release, and neither Blizzard Entertainment nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Blizzard Entertainment or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

Blizzard Entertainment, Inc.
Christine Yeo
PR Manager
+ 1-949-955-1380 x61002
cyeo@blizzard.com

Source: Blizzard Entertainment, Inc.

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Review: Chess Ultra (Switch eShop)

Chess is one of the world’s oldest and most finely crafted games. Its strategies and complexities have fascinated players for decades (centuries, even), and at a professional level commands extraordinary dedication and expertise. For the majority of us it’s an engaging game that is nevertheless quite casual, as we leave ‘Grandmaster’ strategies to the finest of minds.

Its grand old allure suits gaming systems rather well. Yes, you can play chess for free in web browsers and mobile apps, but a bit of prestige around the experience can also be rather appealing. Pure Chess (developed by VooFoo Studios but published by Ripstone) tapped into that on Wii U and 3DS, and now Ripstone has released Chess Ultra on Switch, developed by its own team and seemingly aiming to right the relatively few wrongs of its Pure predecessor.

At its core the idea is the same – matches are presented across beautifully rendered and stylish settings, four of them in this case, with variations in piece styles and material also available. From a grand manor house to trendy public spaces and the rather eerie ‘Gomorrah’ setting, you have pleasing options to add visual pizzazz to your game. You can choose between camera angles and even move it to a limited degree with the right analogue stick, while there’s a lovely soundtrack to add to the ambience. It’s an attractive and classy way to play chess either on the TV or portable screen.

It’s a familiar approach, then, so what matters – and justifies spending money on a game like this – is the feature set. Chess is a complex game, and this title makes a decent effort at embracing that while giving players the flexibility to enjoy it in their own way.

For beginners we have Tutorials, which go through the most elementary of basics – such as how each piece moves – to a few more complex openings and scenarios. It’s a decent set of lessons for those new to chess, though anyone quite familiar and experienced in the game will likely skip through most of this section. The lessons are concise and require active participation, however, so they are indeed ideal for those keen to get into chess but unsure of how to start.

Skilled players have the Challenges to consider, of which there are 80 in total. There are sets of ‘checkmate’ challenges, ranging from 1 move up to 7, in which you need to figure out how to win in each scenario. Particularly fascinating and indeed challenging are Historic alternatives; these give history lessons on legendary matches and then task you with recreating their closing moves. These are definitely there for those ready to really push themselves, as you’re essentially trying to mimic the strategies of some of the game’s greatest ever players.

What matters, of course, is the flexibility on offer for online and offline games, which is where Chess Ultra delivers well, most of the time. Playing offline offers similar opportunities to the aforementioned Pure Chess from Wii U / 3DS – you can play on the TV or with the Switch flat on the table in portable mode. Strangely, playing on the TV won’t allow one player to use a Pro Controller and another use two Joy-Con in a grip, for example – you pass a controller back and forth if you opt for a dual stick option. It’s a silly oversight, albeit not exactly a deal breaker.

The game is also fussy in terms of how you play locally in the portable mode. It makes clear that you should detach the Joy-Con and take one each, and sticks to its guns. The effect is decent, in any case – with the screen flat on a table you position yourselves as you would with a real board, and when the turn changes hands it flips the UI to face the moving player. It’s a simple effect, but a nice one.

Playing solo you can naturally use any controller you want, and if playing the computer AI you can take on one of ten difficulty levels, from ‘Novice’ to ‘Grandmaster’, another feature pretty much lifted from Pure Chess. All of the customisation options can be applied in AI games, and these matches also count towards your Elo rating. This rating is applied across your profile; when you fire up the game you log in with one of the Switch console’s users, and this is automatically your ID and account in the game. It’s a smart implementation of the system-level setup to get you straight into the action. The Elo rating you earn is most relevant, naturally, once you take the game online.

Although this title shares a flaw or two with Pure Chess, it serves up a much improved online experience. It offers cross-platform play like its spiritual successor, boosting your odds of finding opponents, but adds one key thing – real-time games. You can still have matches with no time limits or 24 hours per move, but you can also play a live match. Options include a Blitz timer (5 minutes each), the Fischer timer (30 minutes each with an extra 30 seconds for each move) or the Standard timer typically employed in real world tournaments (45 minutes each). You can choose your settings and then search for opponents, with the game trying to match players with similar ratings. There can be a bit of a wait and in one session we were consistently matched with the same high ranking player, but it’s also possible to be patient and get an even game.

The player base needs to grow, no doubt about it, but when you find a well-matched opponent you can have an enjoyable real-time game of chess. In addition you can set your rules and invite players from your friend list or those you played recently; you can see who’s online but there’s no in-app communication, nevertheless you can send the request and see if they join in. When sending speculative invites 24 hours per move is likely the best choice, but if you have online buddies that you chat with in forums / Discord etc you can easily agree a time and get into a game.

Overall you can, with a bit of patience or organisation, enjoy online chess games at whatever tempo suits you, a clear upgrade over the equivalent options on Wii U and 3DS. On top of that Chess Ultra features Tournaments; you can take part in up to three at a time. You set your preferred play style and timer choice and the game immediately tries to match you up with another 31 players (or less, if you choose) for a bracket format; you can also invite friends and recent opponents, too. Jumping into a tournament with strict time clocks isn’t ideal against random players, as initiating the game is hit or miss. As you can have Tournaments of as little as four players, however, it wouldn’t be too difficult to arrange a competition with some friends for that extra edge. When playing with random opponents in a Tournament the 72 hour moves are almost certainly the way to go for a slower but reliable contest.

All told what we have with Chess Ultra is a polished and well constructed title. It falls short of true excellence due to controller quirks in local multiplayer and a few missing conveniences in online play, such as a notification system or means by which to communicate more directly. Nevertheless it offers plenty of play options in addition to tutorials and challenges to flesh out the experience. As an extra note, too, you can work your way around and play using nothing but the touchscreen, meaning you can just about play it on the Switch as if it were a tablet. Flexibility like that adds to this one’s appeal.

Conclusion

Chess Ultra is a welcome arrival on the Nintendo Switch; it’s a visual treat, while also soothing you with pleasant music as you engage in a tough match. There are plenty of options and variety for online and offline matches, with the former being particularly enjoyable if you’re able to get into a real-time contest. With Tournament play and some well constructed Challenges on board, along with Tutorials for newcomers, it ticks most boxes. It’s another checkmate for the Switch eShop.

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Perfect World shuts down Runic Games studio

Publisher Perfect World has announced the closure of the Seattle-based development studio for Runic Games, something made public the same day it was revealed that it hit Gigantic developer Motiga with severe layoffs.

In a statement received by Gamasutra, Perfect World says that the decision came as a result of “the company’s continued strategy to focus on online games as a service.” Runic’s latest game, the single-player action adventure game Hob, released just over a month ago. Before that release, Runic made a name for itself through the 2009 action RPG Torchlight and its followup Torchlight 2.

The company says that Runic Games will continue to exist as a part of Perfect World, but it is worth noting that the Seattle office that it shut down Runic’s sole location. 

As always, if you or someone you know has been affected by layoffs or a studio closure, you can email Gamasutra to share your story confidentially.

The full statement can be found below: 

“Following the news that Motiga has reduced the staff of its studio, Perfect World Entertainment can confirm that as the publisher of Gigantic, the game will continue to be available on our platforms. A core team of developers remains at Motiga, who will work with us to support the game and its players, including moving full steam ahead with the upcoming November update and future content. We cannot thank everyone enough for their contributions in making Gigantic the outstanding experience it is today.
 
Perfect World Entertainment recently closed the Seattle office of Runic Games as part of the company’s continued strategy to focus on online games as a service. We’re grateful to the team for all of their hard work bringing incredible experiences like Torchlight, Torchlight 2 and Hob to life. Runic Games will remain a part of Perfect World Entertainment’s portfolio of studios, and its games will continue to be available to players, as we stay committed to supporting and growing Runic Games’ beloved franchises.
 
The staff reduction at Motiga and the closure of Runic Games Seattle were unrelated. Perfect World Entertainment stands committed to delivering the best massively multiplayer online gameplay experiences to our players.”

Update: Runic Games has released its own statement through its website, confirming that today marks the last day for the studio and, it seems, for its staff as well.

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Talking Point: The Case for Super Mario Odyssey as the Greatest Mario Game

Super Mario Odyssey has been out in the wild for a week, and it’s safe to say that its launch couldn’t have gone much better. Critically acclaimed, to the sort of levels seen with The Legend of Zelda: Breath of the Wild, it’s also been a notable commercial success. Switch owners have rushed to buy it, breaking sales records in the US, battling the big boys in the UK charts and smashing it out of the park in Japan, for a few examples. If Nintendo had ambitious targets before release, there’s every chance they’ve been exceeded regardless.

Many players, including some that we know wouldn’t typically lose a weekend to game like this, became utterly immersed when it arrived, and the buzz has been significant. This week we ran polls asking the Nintendo Life community to choose the ‘best Super Mario game‘ – as we write thousands have voted and Odyssey has dominated, taking over 40% of the vote. It’s crushed what was the previous undisputed champ among our readers, Super Mario World.

Now, let’s remember that buzz and hype around a shiny new game plays a part, but even with that in mind the results are eye-opening. It may interest some that in our review for the game this writer originally said the following, a line we took out because it wasn’t the right platform for the debate.

It’s unclear whether Super Mario Odyssey claims the throne as the best Mario game so far, but it’s certainly in the conversation.

That line was originally included partly due to ‘the fear’ that can strike a reviewer. Basically, when awarding a game 10/10, even when happy with the conviction of that decision, there’s always a dread that the popular consensus will be drastically different. It’s not about towing a line with what others say, but a curiosity and uncertainty over an individual’s interpretation of a game’s merits before it’s out in the world. That top mark is always reserved for the best of the best, so whenever it’s in the offing there’s debate and extra thought as a result.

The line was also wrestling with a common issue – how do you compare Mario games? We’re sure some of you had the same thought when voting in our polls. How do you weigh up 2D vs 3D? Even in 3D we have ‘sandbox’ games like 64, Sunshine and Odyssey, and then more structured linear titles like Galaxy 1 & 2. All have their own merits, and so declaring the ‘best’ out of them is tricky.

So, aside from the evidently popular opinion that seems to rate Odyssey as the finest of Mario games (and therefore surely one of the best games ever made), what arguments can be made to justify that? Well, let’s think of some.

In some ways, Super Mario Odyssey is a little like its home system, the Switch. When Nintendo unveiled the Switch fully in its January presentation it tried to pitch it as an accumulation of three decades of hardware development. That does ring true to a certain degree – it has portability to embrace what has always been Nintendo’s most lucrative market, its Joy-Con controllers offer multiplayer out of the box along with motion controls and clever features to use in gameplay, and it also offers conventional console gaming on a TV. That all-in-one approach rightly concerned some, but so far it’s paid off handsomely. The Switch has the DNA and elements of various Nintendo systems.

Odyssey is similar, though the bulk of its inspiration comes from Super Mario 64. It makes no secret of that, and there are bits of Sunshine in there too – that was inevitable with the ‘sandbox’ approach. That said, Nintendo’s teams also included numerous nods and winks to the other 3D Mario games, and of course there are ‘retro’ 2D sequences thrown in. When you add the Cappy ‘capture’ mechanics to that it actually sounds like the game could be overcrowded, full of too many ideas to be cohesive. In fact, pre-review and before experiencing the game, this scribe repeatedly expressed reservations in private about how the game would ‘flow’; would it come together as a cohesive experience, or just be a collection of playgrounds with little to tie them together?

It’s a critic’s job to be, well, a critic, but in hindsight we should have known better. Nintendo’s ‘B teams’ can occasionally put out mediocre games, but the ‘A teams’ very rarely disappoint. Nintendo evidently had its top talent producing Odyssey, and it’s a design masterclass. For veteran gamers it finds ways to surprise and twist conventions, driven not only by the capture mechanic but also the layout of the stages. The further you go, too, the more it trusts your abilities and provides optional tricky areas to tackle, many of which are hived off and essentially take the form of linear levels. As you complete a playthrough you realise that you’re gradually getting the best of both worlds – freedom to explore and experiment, along with linear sequences and challenges to test your platforming skills. There are organic and clever worlds with which to interact, and also delightful levels that have been carefully crafted.

More importantly, Super Mario Odyssey makes Mario playable for everyone. We know some purists don’t like ‘Assist Mode’, but it does no harm as it’s optional. Its clever features, however, mean that this writer knows at least one Switch owner enjoying the game that has never played a Mario title before. They also invested dozens of hours in Breath of the Wild, despite having never played a Zelda game before. Nintendo is creating experiences that are for everyone and can, conceivably, entertain any player willing to give them a try.

What that means, ultimately, is that games are evolving. While playing something like Super Mario World (without save states) there’s the fear of game over. That won’t happen in Odyssey. Without peril, without the fear that makes players focus and become immersed as a result, the design and sheer joy of playing has to stack up. That’s where Super Mario Odyssey succeeds. We’ve read comments online of players that typically enjoy more ‘mature’ games spending an hour simply running and jumping, basking in the pleasure of Mario’s movement. It’s that tight connection between Mario and the controller, placed within colourful, wacky and imaginative worlds, that’s so captivating.

That, we’d suggest, is Super Mario Odyssey’s greatest triumph. Other Mario games typically cater to specific types of gamers, due to the level of challenge, the way they control, or indeed the structure they follow. The Switch masterpiece, by contrast, can be enjoyed by anyone at their own speed. It’s the ultimate entry point for those yet to fall in love with Mario games, and the culmination of 32 years of progress for those that have played them all.

Perhaps it truly is the greatest Super Mario game – so far…

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Spellspire Should Keep Word Wizards Busy on the Switch eShop

10tons has been on a roll lately, releasing new games on an almost weekly basis on the Switch eShop. On 9th November it will be the turn of Spellspire, which will cost $9.99US.

Spellspire casts the player in the role of a nerdy wizard climbing a 100 level tower; plenty of monsters must be defeated and loot collected on the way. Combat uses a word game mechanic, where the player picks letters from a grid of ten to spell out words. These are cast out as spells, with longer words producing more powerful blasts. In between levels the player upgrades the wizard’s gear in the style of a role-playing game.

Take a look at the trailer above and let us know if you plan to pick this up next week.

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Get Ready To Party With This New Trailer For Mario Party: The Top 100

Just when you thought that Nintendo was finished with the 3DS, as units of the Nintendo Switch fly off shelves, here comes Mario Party: The Top 100 to confirm Nintendo’s ongoing commitment to its veteran handheld line.

If you’ve played a Mario Party game in the past, you will likely have a good idea of what to expect here. The clue is in the title of course, but this game will feature 100 minigames from across the IP’s history; examples include Bumper Balls, Hotel Goomba and Three Throw.

To celebrate this impending launch on 10th November, Nintendo has released a lovely new trailer that you can view above. 

Do you plan to pick up The Top 100 next week? As always, let us know your thoughts with a comment below.