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Ittle Dew 2+ Begins Its Switch Adventure Very Soon

Some of you may recall Ittle Dew by Ludosity, which saw release on the Wii U eShop and a range of platforms. It was once pitched as a Legend of Zelda game to Nintendo, but eventually forged its own identity and arrived as a rather good game.

The re-jigged version of its successor, Ittle Dew 2+, is pleasingly very close to release. As previously confirmed Nicalis is stepping in to publish this one, and it’s now got a final release date of 14th November.

Pleasingly that date is for both North America and Europe on the eShop, with the price set at $29.99 or €29,99. North America will also get the physical edition that includes “a full-color instruction booklet and a limited-edition map of the island”. If you fancy picking that up here’s the Amazon US pre-order link.

Do you like the look of Ittle Dew 2+?

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Get a job: Sucker Punch is hiring a Level Designer

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Bellevue, Washington

Sucker Punch is looking for a Level Designer who shares our passion for pushing creative limits and redefining expectations about what games can be. A successful candidate will have a passion for creating compelling layouts and working with a team of creative individuals. Team leadership experience is expected, with a proven track record of high-quality results.

Working closely with Environment Artists and Content Designers, you will shape environments and gameplay to create deep and meaningful player experiences.

Responsibilities

  • Design and build both open world and directed layouts, from concept to polish, that are grounded and unique, delivering a compelling game experience.
  • Create and iterate encounter layouts to support the navigational and combat goals for the game.
  • Work closely with Designers and Environment Artists to develop, implement, and maintain building standard metrics throughout the world.
  • Work with the Content Designers to develop encounter locations specific to narrative and gameplay needs.
  • Integrate research and concept art into playable game spaces.
  • Work closely with the Project Directors and other Leads to ensure quality across the game.
  • Continuously strive to push the quality bar higher.

Qualifications

  • Proven track record of developing engaging open world content.
  • At least 3 years’ experience in the games industry working as a Level Designer or similar content creation experience.
  • Proficient at identifying and supporting gameplay needs and constraints within an encounter layout.
  • Experience developing and shipping at least one AAA console or PC game.
  • Strong understanding and experience with 3D Modeling Software (preferably Maya).
  • Experience building large open worlds with a focus on 3rd person action encounters a plus.
  • Basic scripting ability (XML, LUA, PYTHON, etc) or competency in a programming language a plus.
  • Outstanding communication and collaboration skills.
  • An aptitude for learning new technology, level editors, scripting languages, engines, and systems; especially industry-standard content creation tools.
  • Must be a self-motivated and energetic team player with a very strong work ethic and cooperative attitude.
  • Position is currently open to those eligible to work in the States, and willing to relocate to Bellevue, WA.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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Profits and revenue on the rise for Konami’s video game branch

Konami has released its financial report detailing the first six months of its 2017-2018 fiscal year, showing a year-over-year increase in profit and revenue for both its Digital Entertainment branch and the company as a whole.  

For the period ending September 30, the company as a whole reported ¥115.4 billion (~$1 billion) in revenue, a 13.8 percent increase from the same period during the previous year. Likewise, Konami saw profit for the period reach ¥17.2 billion (~$151.2 million) for a 40.5 percent increase year over year. 

Konami’s Digital Entertainment branch brought in the lions share of total revenue for those first six months. That department, which oversees both its video game and card game operations, brought in ¥57.6 billion (~$506.5 million) in revenue, roughly a 28.7 percent increase from the ¥44.9 billion (~$395 million) reported during the previous year. 

Digital Entertainment also saw an increase in profit compared to the preceding year, with 2017’s numbers coming in at ¥19.3 billion (~$169.4 million) for a 24.5 percent increase. 

Konami attributes the performance in the past two quarters to “favorable reviews” for the mobile titles Jikkyou Pawafuru Puroyakyu and Professional Baseball Spirits A, “continued stable performance” from games in its global markets like Yu-Gi-Oh! Duel Links, the mobile Pro Evolution Soccer 2017, and PES Club Manager, along with the release of Pro Evolution Soccer 2018

Additionally, its mobile games Yu-Gi-Oh Duel Links and Pro Evolution Soccer 2017 both cleared 50 million downloads during the past quarter, with Duel Links coming in at 55 million on its own. 

Going forward, the company says it expects “to provide content that enables us to deliver pleasure to customers in various regions” through an in-development PC version of Duel Links, ongoing support for its mobile titles, and what it describes as aggressive promotions within the eSports scene.

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PUBG Coming to Xbox One on December 12, 2017

Xbox fans, we know you’ve been waiting and we’re so excited to finally be able to say it – PlayerUnknown’s Battlegrounds is coming to Xbox One as a console launch exclusive through the Xbox Game Preview program on December 12, 2017!

We shared this news at Paris Games Week today, where Brendan Greene – aka PlayerUnknown – and I opened the Xbox booth with Aaron Greenberg, General Manager of Xbox Games Marketing.

Beginning December 12, Xbox fans will be able to play PUBG while it’s still in early access through the Xbox Game Preview program. We’re approaching development on Xbox One with the same community-driven focus that we’ve taken with the game on PC. As a result, the ultimate battle royale experience that fans play on Xbox One will be slightly different than what players know today on PC.

In addition to announcing Xbox’s XGP launch date on December 12, we also shared the exciting news that we’re on track to launch 1.0 for the PC version in late December.  This has been an amazing year for us and launching both 1.0 on PC and on Xbox through Xbox Game Preview are huge milestones for the team. I’m incredibly proud of how far we’ve come in such a short time, but I’m even more excited to say that we’re just getting started.

Both versions are being developed at the same time, but they both have their own separate roadmaps. Various Xbox One features and functionality will change and come online over time just like they have on PC, with our goal being to have both versions align to each other as soon as possible. Feedback as you know has been critical to the game’s success, so beginning December 12 we want to hear from Xbox fans on what they think about PUBG and how we can make the best version of the game possible.

PUBG Xbox XGP The Warrior Pack

In celebration of PUBG’s upcoming launch on Xbox One, we’ve collaborated closely with the team at Xbox to create three special, limited-edition cosmetic packs – the PUBG Warrior Pack, the PUBG Accessory Pack and the PUBG Tracksuit Pack. These packs are exclusive to Xbox fans as standalone offers available for a limited time and as there are no plans to feature any in-game purchases in the Xbox Game Preview version, are the only items that can be purchased during the preview period. We’re super excited to be able to bring these to Xbox One fans who have been eagerly awaiting the game as a special thank you for your patience and passion for PUBG. We’ll be sharing more details on timing and pricing in the weeks ahead.

If you are attending Paris Games Week, be sure to come by the Xbox booth and check out “The Wall.” We’ve set up a massive 50-person gameplay experience where players can come battle it out in a series of live matches that will be nothing short of epic. Having everybody in a match together all in one room is really special and is going to be a lot of fun.

Thank you to the entire PUBG community for providing feedback and making our game such a success already. We’re working hard with our partners at Microsoft to bring PUBG as a console launch exclusive on Xbox One through the Xbox Game Preview program, and we can’t wait to meet you on the island on December 12!

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Review: Time Recoil (Switch eShop)

For all the different genres of games that indies are releasing on the Switch eShop in the last few months, the rogue-like (or ‘rogue-lite’, on some occasions) has become particularly popular. Randomly-generated levels, upgradeable stats and permadeath are becoming staples of modern gaming, regardless of whether you’re shooting, building or jumping.

With the upcoming release of DOOM and Morphite, along with Wolfenstein 2 next year, the Nintendo Switch is starting to establish a strong FPS library, but it has already been well represented with other types of shooters. Whatever art style they adopt, the influx of top-down, twin stick shooters are becoming as much about the controls and mechanics as they are about attempting to offer something that sets them apart from the competition.

Finnish developer 10tons has now brought its third top-down twin stick shooter – Time Recoil – to the Switch. While Neon Chrome is more of a straight up rogue-lite and JYDGE has more RPG elements, Time Recoil balances the formula by providing skill-based gameplay that doesn’t rely as heavily on weapons and ability upgrades, and instead offers a decent attempt at narrative progression.

Taking place and flip-flopping between the 1970s and 80s, the fate of Paris and the whole of Europe is in doubt due to a weapon of mass destruction. The player takes up the role of female hero Alexa – recruited by an organisation known as the Recoilers. As a former employee of the mad and increasingly maniacal scientist who created it, the main objective is to take down ‘Mr Time’ with the help of allies, traveling through wormholes and using the ability to slow down time itself. Starting off with going back to steal documents and intel, the many short and sharp missions serve as the backbone for the game’s increasingly confusing yet enjoyable (approximately 6 hour) campaign. Its ‘Hotline Miami’-style gunplay is tight, fun and challenging, and the inclusion of a narrative thread is a welcome change of pace, both literally and figuratively.

The straightforward, intermittent exposition of walking through a generic research facility and talking to different people, along with the objectives for each mission, feel like they get into a groove after a while – steal certain documents, take out or capture this enemy and so on. Thankfully, there are variations, such as light puzzle elements and destructible objects within the environments that can be hazards as well as used to your advantage. Within the confines of the game’s perspective and architecture (mentioned a bit later on), its moment to moment gameplay is competent and cohesive enough to keep players entertained, helped along by reasonable level design.

The overall presentation, however, is somewhat of a mixed bag. On the one hand the comic book-style text panel exposition and hand drawn characters in story segments add a bit of personality. However, the transition between the different years is basic and functional to put it politely, and – monochrome flashbacks notwithstanding – the game’s aesthetic doesn’t really pop or change depending on what time frame you are in. The bland architecture and a limited variety of character models fail to visually differentiate from one another, and with no props, signage or even limited popular culture references, the result leaves us a title that is visually functional and little more. There are good explosions along with an appropriately thumping retro electronic soundtrack, and brutal sounds of fallen enemies add to the atmosphere, but it often looks rather uninspired.

As for the nitty-gritty of gameplay, a typical level in Time Recoil will place you in a tight office or laboratory space, and you’ll navigate corridors and rooms with a narrow field of view. This can be annoying due to the potential for insta-kill deaths, but killing an enemy will slow down time, resulting in an easier opportunity to find and dispatch your next target. While it might be initially frustrating, establishing an efficient route and memorising the enemy positions in order to perform these kill streaks gives the player a real sense of accomplishment. The more kills in a combo, the more chance of earning strong dash abilities, allowing you to plough through walls and obliterate clusters of soldiers, reminiscent of fellow Switch title Mr. Shifty. These powers are found and utilised within levels rather than static upgrade screens, and there’s also an element of stealth that requires a sense of strategy and planning – that’s a nice touch in this genre.

Beyond the main mode there’s also a Time Attack option along with achievements to collect. The time attack mode in particular enables proficient players to show off their skills, demonstrating uninterrupted runs through a level by using a balance of defensive dodging, precision kills and devastating rush attacks. These are really impressive to both perform and witness.

Conclusion

Time Recoil feels like the most refined of 10tons’ three top-down shooter titles on Switch, and while initial frustration and slightly unspectacular visuals are drawbacks, it is the crux of the game that makes it both more enjoyable and immediately more satisfying. Having a more fleshed out story – as well as quick missions, the time manipulation mechanic and twin stick arcade thrills – sets this game up to be a more layered take on the now familiar genre. While there are some technical drawbacks still present, progressing through Time Recoil and achieving high combos of slow motion kills makes for an enjoyable experience.

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Opinion: Playing the Night Witches tabletop RPG with 16 people

“Tonight, we fly,” I thought to myself, indulging a bit of drama as I looked forward to being one of four GMs for a mammoth session of Bully Puplit’s Night Witches RPG.

Actually, that’s a total lie. There was absolutely no equanimity, no “chill” that preceded my participation in this event at Big Bad Con–an annual indie tabletop gaming convention in California. Also, it was afternoon, not night.

Not only was the game’s creator, Jason Morningstar, one of the other GMs, but there were a grand total of sixteen people to manage. Four at each table, each comprising a “section” of our whole squadron of twenty four (each GM controlled NPC pilots as well). Though I was, obviously, responsible for my section (2-A, the fightin’ A!) I also had to manage inter-sectional drama and other players coming to me for RP with my NKVD officer.

I was more than a little nervous about taking this on, and wondering why the hells I said “yes” to this.

***

Night Witches is an RPG about the eponymous Second World War-era Soviet night bomber regiment, the infamous 588th. It was the only all-women regiment of its kind in the Soviet Union, and despite being saddled with subpar equipment and no small amount of sexism, went on to terrorize the Nazis all across the Eastern Front. Jason Morningstar has converted their story into a faithful, fascinating Powered by the Apocalypse game that manages to combine the drama of story-based RP with hard charging military strategy–cleverly managing to fold the latter into the former. All the while, you’re bombing Nazis (which is strangely controversial these days).

The eerily apposite subject matter aside, though, it’s a brilliant game and some of the most fun I’ve had with tabletop in recent years. And Jason Morningstar wanted to take its simulations to another level. He pitched the idea of a 16-player mega game to Big Bad Con, a four hour one-shot that would take the 3-5 player RPG and add enough players to roleplay a full squadron.

Big Bad Con is a charming, intimate indie RPG/LARP convention that’s quickly become one of my favorite events of the year, precisely because they experiment with stuff like this (or, as they did last year, LARPing in the woods around the hotel). People bring the big name RPGs to play–you can find a D&D or Star Wars game if you want–but the real draw is the sheer number of smaller games that get lost in the crowd of bigger conventions. No small amount of playtesting goes on here, as I’ve written about in the past. But this year I was just focused on being the best gamemaster I could be for this headlined event.

If you’ll allow me a tortured aviation metaphor, we didn’t quite stick the landing, but we ended up on the ground in one piece. There were no clear rules for how to manage play with so many people, but we all fudged it on the fly (so to speak), and it was a fascinating experience. Rather like the Night Witches themselves, we broke something and hastily reassembled it in an unofficially approved way so we could do what we needed to do.

In theory, each GM would be responsible for their Section, and occasionally field RP from other Sections as needed. I controlled a Regimental Politruk, a sort of Soviet ideological enforcement officer of the NKVD; these characters are epicentres of drama, as pilots are either snitching on each other or working to thwart aggressive and dogmatic investigations. Or both. Insofar as this sort of thing was concerned, we managed pretty well. For me the trick was to leave my Section with something to chew on when someone from another table approached looking to RP something–often, I’d either give them something that they had to hash out amongst themselves, or involve another Section in. Thus, to give myself the capacity to manage inter-table RP, I had to encourage my Section to RP with another table, thus proliferating the fun/logistical problems. But it was mostly fun.

“What fascinated me the most as a critic was the way the game, even more than is usual for tabletop RPGs, exceeded the written rules. We were flying beyond spec for quite a while. Yet, despite that, everything held together in the end.”

Section C was known for being the misfit party animals and a member of my Section went over there to RP a rather steamy encounter with the Squadron Commander, both to pursue a relationship and resolve a logistical issue. This, of course, aroused NKVD suspicion when the Commander was increasingly cited for being lackadaisical in her duties and disrespectful of the People’s airplanes, while sweeping up a different member of my Section who’d started the game under a cloud of suspicion as she was the sole survivor of her last squadron. Rumors of saboteurs abounded and the Commander was clearly living on even more borrowed time than everyone else. Night Witches is a game where one tangled mess begets ten others, and at this scale it was a messy yarnball of spicy communist drama.

The game consists of day/night cycles, with daytime being very RP focused at the airbase, and night being the bombing run. We managed to get two nights in during the four hour period we were allotted, each of them a masterclass in brinksmanship. You were required to drop at least one bomb on the target, successfully, with the Regiment’s Major setting a target for total number of bombs dropped–necessitating more than one attack run, of course.

On a particularly difficult mission that required facing the enemy fire of a rival Nazi squadron before any bombing run, my first pilot rolled so spectacularly well that everyone felt compelled to drop that second bomb. And then the third. Each successive roll, of course, was worse than the last. Injuries stacked up, more and more bullet holes riddled the jalopy fighter planes, eventually an NPC died. Then, finally, one of my players died on landing–choosing to go out in a blaze of glory. And, of course, socialising the NKVD’s interest in her to the rest of her Section.

In the end, we all made it. As players, at least. As to their characters, a memorial wall was spontaneously generated as the casualties began to pile up, if that gives any idea.

What fascinated me the most as a critic was the way the game, even more than is usual for tabletop RPGs, exceeded the written rules. We were flying beyond spec for quite a while. Yet, despite that, everything held together in the end. The moves and stats were there when we needed them, but when we needed to be flexible to accommodate a number of requests, we could manage that. There were no strict rulesets for inter-table play, but we managed to make the whole Squadron work like a more-or-less decently oiled machine. We handled what we could, and when a very late addition to our gaming group became an additional NKVD officer, we colluded to share our duties and hand things off to each other as needed.

A recent article in The New Yorker, discussing the resurgence of D&D’s popularity, touches on what made this possible. “The emphasis, even these days,” writes Neima Jahromi, “is not on [statistical] forms but on moving beyond them.” The old war between “crunch and fluff” seems to have passed; we now stand amidst a fluffy renaissance. “The structures the designers made are also simpler and more subjective. If a player thinks of something clever, you don’t have to thumb through a handbook for a strictly defined bonus.”

It was, in the end, this sort of thinking that made that 16-player Night Witches game possible–and it’s endemic not just to Morningstar’s game, but to that of so many of his contemporaries (whose work I’m at pains to highlight in this column). Game mechanics, defined as elaborate codes and formulae, can be magical; but sometimes there’s no substitute for letting the player find their own way in collaboration with others. This remains something that only tabletop can do this well.

Leading my Section in a series of battles over Poland, I came to appreciate that. It was, in the end, why I was so nervous. I had the book, I had stacks of printed papers and maps, all the paraphernalia of tabletop gaming in glorious full-color. But I knew I had to go way, way beyond the printed page with my players. And, indeed, we had to. So many of our NKVD actions, aside from the “Informal Interview,” an actual move in the printed rules, were guided by our play rather than the book.

It was nerve wracking, but, in the end, we flew.

Katherine Cross is a Ph.D student in sociology who researches anti-social behavior online, and a gaming critic whose work has appeared in numerous publications.

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Video: Get Snazzy with Our Top 10 Super Mario Odyssey Costumes

Let it never be said that we don’t have a sense of style over here at Nintendo Life Towers, no matter what our mums say. To properly cement this fact in history once and for all we’ve decided to present to you the absolute, irrefutable top ten costumes in Super Mario Odyssey.

Whether sporting a snazzy suit or just slobbing out in a pair of boxers, Mario’s style is the envy of many, so make sure you check out the video above where we sort out once and for all what he looks best in.

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Feature: Ten Nintendo Switch Games That Are Perfect for Halloween

It is Halloween / All Hallows’ Eve / mild vandalism night as we publish this, a rather fun occasion in which dressing up and eating an unhealthy amount of sweets / candy is not only allowed, it’s practically mandatory. Of course, it’s all about spooky experiences, or alternatively finding something suitably themed that won’t necessarily scare you out of your wits. We all have our preferences.

In any case we recently shared a list of 3DS games that are perfect for Halloween, but now we move onto the Nintendo Switch. The system now has over 200 games available (yes, it really does!) and, actually, it wasn’t that hard to find ten that are ideal for dark, spooky nights.

Check them out below.

Yeah, this one’s in there because a lot of Switch owners will still be hunting Power Moons, and so it had to be mentioned. It’s not completely without connections to the occasion, though. Mario can acquire a whole lot of outfits to wear, so that’s one. On top of that Cappy and Mario go around possessing dozens of creatures and objects, which is quite creepy when you think about it.

This ‘rhythm violence’ game is a bit of a favourite in Nintendo Life Towers, even if the difficulty of later levels can cause impressive tantrums. Fantastic music and fast-paced gameplay drives an aesthetic that is undeniably monstrous at times, but can also be strangely attractive.

Oxenfree’s uncommonly palpable eeriness is filtered through a story of possessed teens and glitches in time, loops in reality that see a group of high-schoolers try to survive a night stranded on an island that isn’t quite as deserted as they believed. To dive into the particulars is to spoil a wealth of surprises, a raft of compelling beats that resonate with genre originality, that keep coming on a second playthrough – and even then, you might meet the credits with unanswered questions.

An experience designed to make you laugh rather than scare you witless, this revival of the golden era of LucasArts-style point-and-click gaming does have its eerie touches along with a humorous ghost in the form of a character’s father. Perfect for a silly Halloween.

Possibly one of the oddest and creepiest video games of the year. Its unique art style drives a premise in which you fight a highly evolved poo – for example – and puzzle your way out of some truly ghastly scenarios. Smart and creative in its visual and storytelling approach, it’s a downright weird experience that we certainly recommend.

A recent gem from WayForward that reminds us of the often-overlooked Aliens: Infestation on DS. A run and gun game in some respects, but also a Metroidvania that requires careful exploration and a cautious approach. Gorgeous visuals, cool music and a mechanic where death means hunting down your own zombie – yep, we think it suits the season well.

We suspect many reading this page own at least one copy of this game, with ‘Treasure Trove’ being the all-in version. It proved to be a popular early release on the Switch and is well worth consideration for anyone yet to jump in – there’s a lot of fantastic action platforming on offer across multiple campaigns, and all of the strange foes, skeletons and themes will get you in the Halloween mood.

A critically acclaimed Metroidvania title, this has fantastic visual and audio design while blending old-school mechanics with innovative ideas. It puts glitches at the heart of its concept, adding a unique spin on proceedings that ensures it lingers in the memory once the credits have rolled.

A game controversial enough to be rejected by Nintendo in a previous form, it’s now available on Switch in its latest iteration. You direct Isaac through multiple floors, fighting some horrific enemies with your own tears and more besides. Disturbing, creepy, difficult and downright addictive, this one has a legion of loyal fans for good reason.

A smart and interesting game from Drinkbox Studios, it’s played with the Switch in portable mode in order to make use of its touchscreen. Combat is all about skilfully and strategically severing the limbs and body parts of assorted creepy foes, while also levelling up your abilities and exploring various rooms and areas. Also available on Wii U and 3DS, we’re big fans of this one.


There you have it, ten highly rated Switch games that we think are well worth some playtime on the spookiest night of the year; also worth a mention are Perception, which looks like an interesting new arrival, and Mario + Rabbids Kingdom Battle‘s ‘Spooky Trails’ area (which inspired the lead image for the article).

Will you be playing any video games this All Hallows’ Eve?

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The Call of Duty™ Endowment Announces 2017 Seal of Distinction Awards, Expands Program to U.K.

Goodwill Southern California, Goodwill of the Olympics and Rainier Region, and NextOp, Inc. Recognized for Commitment to Veteran Employment in the U.S.

SANTA MONICA, Calif.–(BUSINESS WIRE)– The Call of Duty™ Endowment (“the Endowment”) is proud to announce the selection of Goodwill Southern California, Goodwill of the Olympics and Rainier Region, and NextOp, Inc. as the 2017 recipients of the Call of Duty™ Endowment Seal of Distinction, the standard of excellence in the veterans’ employment sector. Recognized as a national leader in funding veteran employment by the Philanthropy Roundtable, the grant program is in its fifth year and is key to the Endowment’s success in placing veterans at one-fifth the cost of U.S. Department of Labor efforts. Winners each receive a $30,000 unrestricted grant and the opportunity to apply for additional restricted funding, advice, and support.

Goodwill Southern California, Goodwill of the Olympics and Rainier Region, and NextOp, Inc. do a tremendous job helping veterans find high quality jobs that are a great fit for their talents and needs,” said Dan Goldenberg, Executive Director of the Call of Duty Endowment. “We’re pleased to honor these high performing organizations’ impact with the Seal of Distinction.”

Goldenberg added, “We are also excited to expand our Seal of Distinction Program to the U.K. this year. We are looking forward to soon announcing the U.K. winners and forging partnerships with these impactful organizations, as well.”

More about this year’s U.S. winners:

  • Goodwill Southern California serves veterans with vocational challenges by providing education, training, work experience, and job placement services. In 2016 they placed 752 vets throughout Los Angeles, Riverside, and San Bernardino at an average cost per placement of $1,022.
  • Goodwill of the Olympics and Rainier Region‘s Military and Veteran Services program assists transitioning military and veteran families with job training and placement services by providing individualized, holistic plans to help each participant succeed with the goal of achieving career placement, retention, and long-term financial education and stability. Last year, Goodwill of the Olympics & Rainier Region’s Military and Veteran Services program placed 208 veterans at an average cost per placement of $1,076.
  • NextOp, Inc. is a Houston, Texas-based non-profit organization that places 1.5 veterans per day into energy, construction, and manufacturing careers. Their mentors help each transitioning veteran adjust to their new roles and cultivate the necessary skills to excel, increasing satisfaction and reducing turnover. NextOp has placed almost 1,000 veterans since inception in March 2015 with an average 2016 cost per placement of $1,559.

The Seal of Distinction program would not be possible without Deloitte’s partnership and their thorough vetting of all Seal of Distinction nominees.

“Deloitte is absolutely essential to our Seal of Distinction model,” added Goldenberg. “Together we identify top performing organizations and ensure that more veterans get back to work.”

“Deloitte is honored to assist with the Call of Duty Endowment for a fifth year to help them identify organizations in the veterans non-profit sector worthy of the Seal of Distinction,” said Mark Goulart, principal, Deloitte Consulting LLP. “Once again, the rigorous vetting process, with an emphasis on metrics, transparency, and high standards, has helped the Endowment identify organizations deserving of the Endowment’s support.”

Goodwill Southern California, Goodwill of the Olympics, and Rainier Region, and NextOp join a distinguished group of non-profit organizations recognized by the Endowment for successfully serving veterans in their search for high quality employment. In the last year alone, organizations supported by the Endowment placed 11,615 veterans into jobs at an average cost-per-placement of $619—less than one fifth the cost of U.S. Department of Labor placement programs. Since the program’s launch in 2013, the Endowment and its grantees have placed more than 39,000 veterans into full-time jobs.

This year’s Seal of Distinction recipients join an elite list of non-profit organizations that are winners of the Seal of Distinction and making a major difference in the lives of our nation’s veterans:

Applicants for the Call of Duty™ Endowment Seal of Distinction must meet rigorous criteria to be considered, including opening their books to provide extensive documentation about their job placement results. The metrics assessed included number of placements made, average cost per placement, average starting salary, six-month retention rate, key employee background checks, and a variety of organizational financial health indicators. All qualified applications were initially reviewed and evaluated by the Endowment’s outside Board of Advisors. Semi-finalists were then independently assessed on a pro bono basis by Deloitte and ultimately approved by the Endowment’s Board of Directors.

The Endowment’s initial goal in the US was to identify and fund best-in-class organizations to place 25,000 veterans in jobs by the end of 2018. That goal was met two years early, and has subsequently and ambitiously been revised to placing 50,000 veterans into high-quality jobs by 2019. The Endowment launched its Seal of Distinction program in August 2013 and to-date has awarded more than $23 million in grants to previous Seal of Distinction recipients, and Activision Blizzard has donated over $27 million to the effort since inception in 2009.

About the Call of DutyEndowment:

The Call of Duty™ Endowment is a non-profit foundation co-founded by Bobby Kotick, CEO of Activision Blizzard. The Endowment helps veterans find high quality careers by supporting groups that prepare them for the job market and by raising awareness of the value vets bring to the workplace. For more information about the Call of Duty Endowment, please visit www.callofdutyendowment.org.

ACTIVISION and CALL OF DUTY are trademarks of Activision Publishing, Inc. All other trademarks and trade names are the properties of their respective owners.

Rubenstein Communications
Joy Phillips, 212-843-8096
jphillips@rubenstein.com

Source: Activision Blizzard, Inc.

News Provided by Acquire Media

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Existential Adventure Night In The Woods Could Be Coming To The Switch

Infinite Fall’s critically acclaimed adventure title Night in the Woods could be coming to the Nintendo Switch. When we say ‘could’ it’s because the studio is being quite cagey about the whole thing.

Infinite Fall recently tweeted some information relating to the Weird Autumn update – described as a “director’s cut” – and mentioned that the game is coming to “another console” (it’s already available on PS4 and Weird Autumn will see the game’s previously-confirmed debut on Xbox One).

While there’s no official confirmation that it’s coming to Switch, we can’t imagine what other console Infinite Fall is referring to. PS Vita? That’s an outside choice at best, and we’d be willing to bet – oh, at least a packet of Monster Munch – that the game is bound for Nintendo’s hybrid platform. Every other indie game worth its salt is coming to the eShop, after all.

Why should you be excited about this? Well, Night in the Woods is kind of a big deal. Our friends over at Push Square awarded it 9 out of 10, stating:

Night in the Woods is a truly magnificent adventure game. An eclectic array of different gameplay mechanics play off of a small American town vibe incredibly well. While the gameplay is fun and varied, the main attraction is the absolutely incredible writing. A college-aged life crisis story paired with some much darker and more sinister elements is used as the framework for developing some of the best-realised relationships we’ve seen in gaming. All of this set to an incredible soundtrack, while utilising a wonderful art style with exceptional use of colours that makes the experience that much sweeter.

So there.