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Super Mario Run Passes 200 Million Downloads as Nintendo Seeks Mobile Success

Nintendo’s quest for mobile success has had its ups and downs to date. It’s enjoyed a modest share of (pocket) monster profits from Pokémon GO, while it has released three main games / apps of its own. The two most recent have had varied success, but Nintendo has confirmed a notable landmark for one in particular.

It’s confirmed that Super Mario Run has passed 200 million downloads, with over 90% of those outside of Japan. It’s also highlighted an increase in players following the recent major update (and discount). Nintendo does admit, however, that monetising the game (through its one-off purchase) is still an issue, as the game has “not yet reached an acceptable profit point”.

Nintendo states that it is, however, “on track” with its profit targets for Fire Emblem Heroes, with promotions and updates also leading to an increase in active users. The company is also keen to point out that sales (through microtransactions) are gradually improving outside of Japan.

Animal Crossing: Pocket Camp seems to be off to a strong start in Australia, too, and that’s an IP with undoubted potential for success on Mobile ahead of its late November global release. Overall, driven by Super Mario Run and Fire Emblem Heroes, Nintendo reported revenue of 17.9 billion Yen (approx $158 million) from mobile in its Q2 financial report.

It’s interesting to see the steady evolution of Nintendo’s efforts on Mobile; it still has the target of releasing 2-3 titles each year.

For now we await the global release of Pocket Camp – do you think it’ll be a success?

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Video: How Naughty Dog designed The Last Of Us’ brutal melee system

Three years ago, Naughty Dog’s Anthony Newman took to the stage at GDC 2014 to deconstruct a complicated topic: the melee system at play in the studio’s 2013 game The Last Of Us.

It was interesting because Newman’s talk addressed both the deisgn of the system (discussing solutions to the challenges of creating an effective hybrid between gunplay and melee combat, and how those mechanics emphasized the tone and world) and the practical implementation of said system.

He delved into the technical details of how the Last Of Us team synced animations, handle memory management, and practiced efficient scripting practices. It was a neat talk that also touched on how the studio’s production process changed between Uncharted and The Last Of Us, as well as examining techniques the team used to achieve the game’s brutal aesthetic.

If that sounds like something you’d like to watch but you missed it in 2013, no worries — now you can watch it for free on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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Don’t Miss: Level design, player orientation, and the art of the chase in Outlast 2

Outlast 2, which was released last month on PC, Xbox One and PlayStation 4, casts players as a cameraman and woman working on a news story deep, deep in the back woods. There, they will find misshapen human beings, deadly cults, and unnatural forces, all of them stalking the player through the shadowy trees, dark paths, and pitch black caverns.

Pro tip: if they see you, you should run away.

It’s the chase that Outlast 2 excels at – when all of those dangerous foes are right behind the player, arms outstretched to grasp them. It’s a perfect situation to create terror, but having the player run through dark forests, twisting paths, and maze-like caves while panicked is also a recipe for video game disaster.

Getting lost, turned around, or not knowing which way to go can kill immersion and create frustration. At the same time, if the player knows where to go too easily or feels like they’re being led around, that can kill the fearful mood, too.

There is a very delicate balancing act going on behind the scenes, one that involved lots of playtesting, careful consideration of layouts, and use of sound, light, and visuals to create just the right amount of tension and direction as players run through the woods with cultists on their heels.

“There’s no magical recipe. Usually, when we as the developers feel it’s too obvious, it means it’s fine,” jokes Philippe Morin of Red Barrels, developers of the fast-paced survival horror title.

Morin’s work begins before the chase can even start, ensuring a variety of situations in order to heighten fear. “We actually try to steer away from any pattern, so players remain on edge. Sometimes it starts with a bang, and other times we progressively build it up. In other sections, it depends on how the player behaves. For example: the cornfields can actually be played without ever getting a chase.”

Certainty can lead players to feel complacent in a game’s world. Knowing that a chase sequence is coming ruins that initial shock that will carry them forward throughout the chase. Morin wanted players to be startled at times, rushing forward as a chase sequence descends on them by surprise, or because they blundered into a situation.

One key was in having no particular formula at all for how to begin. “We don’t have one magical recipe.” says Morin. Having a variety of things kick off each chase, from sudden attacks to areas of silence to places where the player instigates them, creates an uncertainty that helps enhance the fear they’re looking to create. A player who doesn’t know what is coming or what will trigger their next flight cannot mentally prepare for it.

The route the players would take for their chases was the next area for Morin to focus on. Players need a place to run through, and a straight line gets dull and predictable in a hurry. Again, though, going too much in the other direction creates its own problems, with maze-like environments frustrating the player rather than frightening them. Morin needed something in between, with players able to navigate with some of the smoothness of the straight line route, but with the uncertainty and chaos of the winding route.

“We tried many things in Outlast 2, including chases in more open layouts, others in linear corridors, and it always comes down to one thing… you have to lead players without them feeling they’re being led,” says Morin.

Morin used a handful of tricks to keep players on track. “The main tool is light.” he says. “People usually tend to follow the light when in doubt. Of course, it’s a lot easier to control when the game takes place inside a series of corridors, and it was quite a challenge to make it work in a forest only lit by a full moon, especially when so much of the game takes place in darkness and the level of darkness can vary a lot from one TV or monitor to another.”

Morin and the team used moonlight twinkling on a damp path, a stray lantern, or smoldering campfires in order to light up the wooded paths, facing the challenge of using light sources to lead in Outlast 2’s wide-open spaces. 

Again, though, it’s never just down to one trick. “Density of objects is also something we use. Players will naturally stay away from area filled with various objects and go toward open paths. Ultimately, having enemies placed where we don’t want the player to go does also the job.” says Morin.

By strategically placing clutter, bushes, overturned barrels, or stray logs on a path, Morin could create a natural-looking outdoor environment while still giving the player a clear route to take while panicked. It also wouldn’t entirely look like a clear route, offering players a place that looks less like a specific course and more like a frightening camp or woods to rush through. Guided only by natural light, debris, and monster placement, Morin could set up a course that would feel realistic, yet still lead the player down the right path.

The chase itself also carried elements of unpredictability, continuing that trend of keeping the player off-guard. It wasn’t enough to keep the player running from the people they saw – not enough to feel that you’d gotten that lead on them and were safe. Even while fleeing, Red Barrel wanted players to feel unsure.

“You have to create beats. Let the player feel they’re going to be okay and then throw something at them to temporarily slow them down or completely stop them, allowing the enemies to catch up. You play with this dynamic a few times in a sequence, mix it with an effective music track, and you’ve got the basis of a cool chase.” says Morin. “It’s kind of like sex. It can’t be full throttle from start to finish, but you also don’t want the phone to ring and create that pause that breaks the mood.” 

Maybe the player trips. Maybe more foes pop up down the path. Maybe an open path collapses, closing off the player’s planned escape route. Morin didn’t want any one sequence to feel predictable. There had to be something that would throw the player off of just running as fast as they could – something that added a little more to each chase.

“Of course, we have to throw in a monkey wrench once in a while, otherwise the game becomes stale. It may be the absence of chase music, the player getting injured, the introduction of a new ingredient, etc.” says Morin.

And what of those enemies that are chasing the player? If the player feels like they get a commanding lead on them, what’s to be afraid of? Morin played around with aspects of the sound design to ensure that, even if the player was far ahead, they wouldn’t feel like they were. “You have to the feel the presence of your pursuers.” says Morin. “It may mean that we have to exaggerate some sounds to hear the screaming, the footsteps, and the breathing of the enemies when we want them to be heard despite the chase music.”

Players can hear hammering footsteps, enemies snarling and shouting, and breathing that seems to be right in their ear. Yes, the player could look behind them with a push of a button to see how close the enemies are, but they can already tell with the audio.

“Our audio mechanics are set up to use tons of information given to us by the game – player speed, NPC proximity, different AI states – that allow us to emphasize how close or how far the enemies appear to the player to create the right amount of stress no matter what the situation is.” says Morin. 

This kind of tension is exhausting, though, and can wear a player down over time. This is why a final element for Morin was in keeping these chase sequences at just the right length. They had to frighten the player without taking too long. “We also try to make sure we don’t stretch chases for too long, so players don’t become desensitized, but that part is super-tricky because it varies a lot from one player to another.” says Morin.

All of these elements went through rigorous testing, as finding the right balance of all of these things was quite tricky, bouncing between being too obvious or not clear enough.

“It has to feel chaotic, yet intuitive. It’s a tricky balance and results may vary from one player to another.” says Morin. “We’ve seen playtests in which a majority of players would go through a sequence without a hitch, while a few players would get stuck in the same area. The question becomes, ‘Can you make it work for those players without negatively impacting the experience of those who had no issues?’ When you make it too obvious, then some players start to feel they’re on a track.”

After extended testing, Morin found that they had reached that balance, getting the player ready to be chased, leading the player without making them feel lead, and then giving an unpredictable chase that made them feel afraid of the snarling at their heels. This was what made Outlast 2 special, for Morin, and what he feels players come to the series for.

“I think horror games are about the fear of the unexpected. You don’t play an Outlast game to feel empowered and in control, you play it to get a rollercoaster ride of emotions as a character who must run for his life.”

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Feature: Ten 3DS Games That Are Perfect for Halloween

It’s nearly Halloween / All Hallows’ Eve / mild vandalism night, so that means everything is spooky. Well, if you want it to be, or you could hide upstairs with all the lights out until the trick or treaters are all gone – your call.

Anyway, it’s a time for scary games. Or those with grisly themes. Or cute ones with outfits, they work too. A nice thing about Halloween and gaming is that you can make of it what you please, and that’s especially the case when playing games on Nintendo hardware. And so we’re kicking off with a list of 3DS games that are ideal for playing on the year’s spookiest night; worry not, a Switch list will arrive tomorrow before the sun sets…

So, here are ten games to consider if you fancy a bit Halloween gaming on the 3DS. Our only rule was no Virtual Console, just because…

Please note that some of the links below are affiliate links. If you click them and make a purchase we may receive a small percentage of the sale which helps support the site. Please read our FTC Disclosure for more information.

A dark and undeniably creepy entry in the iconic franchise, and those are aspects of its design that contribute to it having a sizeable and loyal following of fans. In past years it’s featured in Nintendo’s marketing around Halloween, and no wonder; it’s a stone-cold classic that shines on 3DS.

Aside from arguments about naming conventions this one is easy to pick. It’s unlikely to scare you but rather charm you silly, as Luigi creeps through multiple mansions while being as comical and frightened as ever. Critically acclaimed and commercially successful, this represented a coming of age for developer Next Level Games before it was then thrown a hospital pass with Metroid Prime: Federation Force. Really, Nintendo, that was mean.

We’d argue that the 3DS version is particularly appealing, though the HD option on Wii U is also solid; it was originally designed with the handheld in mind and the 3D and tight environments suit it nicely, especially with a Circle Pad Pro or New Nintendo 3DS c-stick handy. Of course both this and its successor are coming to the Switch soon, but Capcom didn’t have them ready in time for Halloween because, well, it’s Capcom.

A perfect alternative to gaming designed to scare players. It’s cute and fun as you virtually dress up and enjoy the occasion in your town, and this title has an undeniable charm that means we give it the nod once again. That said, we’re assuming the game still does the cool seasonal stuff; this writer’s scared to go back to his long abandoned town for fear of repercussions from the animals.

A fantastic recent arrival on the 3DS, it’s a reimagining of the Game Boy classic that very much goes its own way. It serves up varying environments and monsters, of course, along with the isolation and exploration that we’ve become accustomed to in most of our adventures with Samus. It’s deliciously atmospheric and well suited for a Halloween night.

A bit of a curveball for you. Those with Virtual Console purchases or a SNES / NES Mini may be considering retro Castlevania games, but we think this MercurySteam title deserves a bit of love and credit. Made by the same studio that brought us Metroid: Samus Returns it’s not hard to spot similarities in style and approach, plus it makes fantastic use of the 3D effect.

It arrived last year and likely fell off the radar, this is an updated version of a PSP remake of the original (if that makes sense), with an extra four chapters also added. It delivers its own narrative-driven spin of mature horror on the 3DS, with pixel-based visuals combining with fantastic audio design (wear a pair of headphones for this one) and some puzzles thrown in.

This is a franchise that has been well served on the 3DS, with spin-offs, main series entries and remasters. The most recent release in the West is Shin Megami Tensei IV: Apocalypse, and depending on your region a couple of the other releases are currently on eShop discounts. These games are largely stylish RPGs full of demons and drama – perfect for Halloween.

Kotaro Uchikoshi’s Zero Escape series has deservedly earned a cult following, even if wrapping up the trilogy was more difficult than was once expected. Twisted narratives and tricky puzzles are staples of the series, but it is recommended you start from the beginning. Therefore you should kick off with DS game 999: Nine Hours, Nine Persons, Nine Doors (playable with backwards compatibility on 3DS), then Virtue’s Last Reward and finally Zero Time Dilemma.

We keep bringing this one up every year because, frankly, it’s an easily forgotten gem on the 3DS eShop. Part of a series of download-only Level-5 games in the ‘Guild’ series, our reviewer memorably described it as ‘Pacific Rim meets The Goonies’. Sweet storytelling, charming visuals and a relaxing experience may give you the alternative Halloween you crave.


So, those are ten games / series that we think should be on your radar for Halloween. Let us know of your favourite 3DS games for the spooky holiday in the comments below, and keep an eye out for our upcoming Switch list.

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Get a job: iGotcha Studios is hiring a Tools Developer

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: Stockholm, Sweeden

Who are we?

iGotcha Studios is a small and growing independent game studio consisting of experienced and passionate developers. Our main focus is to develop location-based games for mobile platforms. Our office is located just outside the central station with an abundance of restaurants, gyms and shops within walking distance. All our employees have competitive salaries and benefits.

Now that we’ve secured a solid financial founding from reputable investors we are now looking to expand our development team!

Job Description

We’re seeking a passionate programmer ready to join an exciting, growing, studio. You should be comfortable with working across disciplines but also take initiative and independently find creative solutions to complex problems. We strive for technical excellence and need you to venture outside of your comfort zone, learning and implementing new technologies.

This is an entry- to mid-level position. Fresh graduates are welcome to apply as long as you have the necessary tech skills.

ROLE AND RESPONSIBILITIES

  • Create, develop and maintain internal web-based tools

  • Pitch in if needed on game systems, including backend and game client

PERSONAL TRAITS

  • Passion for playing and making games

  • You are an independent quick learner who can pick up new skills in a short time-frame

  • You make realistic time estimates and know your limits and weaknesses

  • Quality-oriented and meticulous but you still deliver in time

  • Excellent analytical and problem-solving skills

ESSENTIAL SKILLS

  • Experience working with source control systems such as Git

  • You have a grasp of the full web stack, including but not limited to technology such as:

    • AngularJS(2) or other modern frameworks

    • Databases (NoSQL variants as well as traditional)

    • JWT or other authentication technologies

    • HTML5

    • JavaScript / TypeScript

    • Less / Sass and CSS3

  • Excellent written and verbal communication skills

  • Excellent interpersonal skills

PREFERRED SKILLS

DESIRABLES

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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Review: Violett (Switch eShop)

Point-and-click adventure games are in an interesting spot these days. There’s definitely an audience for them, but it seems that developers go out of their way to make them only cater to that specific crowd. Those who don’t have an affinity for finding hidden messages in game manuals or using an inventory item on every applicable spot on the screen can find them obtuse to the point of being frustrating and inevitably not worth playing. Violett by Forever Entertainment attempts to marry this polarizing play style with something that’s more palpable to the masses; as to whether this works or not is a complicated discussion indeed.

Violett follows a little girl as her family moves into a new home off the beaten path. As they start settling in Violett’s parents get into an argument, sending the lost girl into her room to sulk. While growling on her bed, she notices a flash in a hole in the wall that sends her into a curious and wondrous world. Unsure of her surroundings, she eventually discovers that completing an amulet is her ticket home. Scared and alone in a bizarre place, she sets off to find some missing gems; if it sounds like a modern day retelling of Alice in Wonderland, you aren’t far off the mark.

Rather than having players wander aimlessly trying to find their way, the pace of Violett is structured in a way that almost feels level-like in design. Most areas are accessed through a hub world that is akin to an M.C. Escher painting of looping staircases and warping doors. Once within a new locale, your goal is to poke around until you find the way to each gem for the amulet. There’s plenty of random clicking going on, but you’ll eventually surmise that you have to set off a chain of events in a Rube Goldberg machine-like manner to find your way to the previously unreachable area. The game does a good job of showing you a hand icon when something can be interacted with, waylaying some frustration in a genre that often stubbornly leaves you to your own devices. Even if you can’t do something at a particular point, it’s worth nothing Violett shaking her head because you’ll need to come back to it later.

While you constantly find yourself wondering what to do next, there is a neat hint mechanic that alleviates those issues if you don’t have the patience. At any point, with no penalty, you can hit the button and the game will point you in the right direction. It in no way just hands you the answer, but it is often a firm enough nudge to keep you going. There are four hints per area, but you can’t access the next one until a timer bar fills up. This forces players to think intuitively instead of spamming the hint button in the hopes that it will teach them how adventure games work. While certainly helpful, it never alleviates the feeling that there isn’t really a logic to adhere to in this game.

It is assumed that if you plan on picking up this game, you know what you’re getting into. That being said, the biggest knock against Violett is that while it offers two control schemes, neither of them feel intuitive. The game suggests you play it using the touchscreen and, as sensible as this choice is, it has a sluggish level of responsiveness. You can also opt to use the left analogue stick to move and the right one to access a pointer, but this too feels laborious because it moves too slowly. Even for a game that is based around patience and observation, this is still a detriment.

The bright spot, and a very good reason to play Violett, is the lavishly detailed lands our heroine finds herself in as she tries to make her escape. You constantly find yourself in awe as you look upon places that are based on real-world locales like bathroom sinks and train depots, but filled with novelties like a giant caterpillar with a man’s face fencing with spiders, or a mirror that lets poor Violett see upon her parents at home, wondering where she is. It’s dripping with detail, which often rewards players with little orbs strewn about for their effort. It’s part and parcel with the adventure genre, but always an endearing inclusion.

Conclusion

At its heart Violett is a classically designed point-and-click adventure, warts and all. It tells an interesting tale in a world filled with oddity and excitement, but it’s told in an unintuitive manner that only the most stalwart fan of the genre will likely stick with. It tries to cast its net wide by offering a clever hint system to help players survive its obtuse nature, but nevertheless only the most patient will try to come back out of the rabbit hole.

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Inside Xbox One X Enhanced: Titanfall 2

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 Respawn Entertainment’s Drew McCoy, Lead Producer on the action-packed shooter Titanfall 2.

What specifically is your development team doing to enhance Titanfall 2 for Xbox One X?

We have increased the rendering details and dynamic resolution cap of Titanfall 2 on X1X. This means the game will always output a 4K signal, but dynamically alter the resolution based on GPU load to ensure smooth framerates. Additionally, we have brought over from the PC version of Titanfall 2 Dynamic Superscaling for times when even full 2160p doesn’t push the X1X GPU to 100% utilization. Players will benefit from these enhancements whether they are enjoying our single player campaign or playing online. The characters you’ll meet and environments you’ll battle through will be rich with new detail and the epic mayhem of a multiplayer match will run smoothly even with dozens of grunts, Pilots, and Titans going at it in a match of Attrition.

How do these enhancements impact the gaming experience?

Titanfall 2 on X1X is a substantially clearer/sharper image presentation. Players will notice lots of little details in the world and it maintains the fluid 60 fps framerate needed for smooth gameplay more often so you won’t see any frame rate drops even with a bunch of 20 foot Titans battling it out at once.

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

Gameplay is the focus of any Titanfall game, so hitting our target framerate while maintaining the clearest image possible were the goals. Our games always need to FEEL great so with all enhancements we make sure that Titanfall feel that is unique to us stays true.

How do you expect fans of Titanfall 2 will respond to seeing/playing it on Xbox One X with these enhancements?

We think they’ll love them! Whether they are enjoying the enhanced visuals while traversing the epic single player campaign or in the middle of a chaotic battle in Attrition, they will notice new details that make it feel like they are seeing it with new eyes. And there isn’t any other game that can replicate the smooth and frenetic gameplay of Titanfall 2, and so now playing with more stable framerates at 4K turns it into a sublime experience.

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

Extremely easy! Being a part of the Xbox One family means it was a matter of hours/days to get a build up and running, as opposed to months/years for an entirely new platform.

What enhancement are you most excited about leveraging for Titanfall 2 on Xbox One X?

We’re pretty excited to be taking advantage of Dynamic Superscaling, which ensures 100% GPU utilization at all times. It is a pretty ingenious feature to allow a game that is so dynamic like Titanfall 2 to always look its best. Players can be sure that no matter what they are doing in the game, the Xbox One X is running on all cylinders to make Titanfall 2 run and look amazing.

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

Thinking about 4K/HDR really changes how you approach content creation, but it takes time to really get the most out of everything. We want players to be immersed in the worlds we create and this new layer of fidelity will allows developers to craft spaces that players will get lost in.  I think this first batch of titles is only scratching the surface of what will be possible in the future and I can’t wait to see what everyone does!

Thanks to Drew 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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Rocket League Blasts Onto the Nintendo Switch on 14th November

It’s been one of the more eagerly anticipated download releases on the Nintendo Switch and now has a final release date – Rocket League will arrive on 14th November in Europe / North America and, as expected, it’ll cost $19.99USD on the eShop (with regional equivalent prices).

On Switch it’ll have the notable bonus of the smash hit title being playable on the go, of course, and on top of that there’ll be free Nintendo-themed cars based around Mario, Luigi and Samus’ Gunship. Just a few days ago the game also featured on Nintendo Minute, with some looks at the way gameplay is shaping up on the diminutive system.

Switch players are promised the full experience, all told, with those additional add-ons of unique cars and some unlockable Customisation items.

Are you planning to rev up for the release on 14th November?

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Now Available on Steam – Lost Dimension, 40% off!

Lost Dimension is Now Available on Steam and is 40% off!*

In the near future a terrorist mastermind, known only as ‘The End’, threatens humanity with nuclear armageddon. A special task force, the S.E.A.L.E.D team, are the only ones who can stop him: a group of young combatants with incredible abilities and each with a mysterious past. Together, they must climb The End’s formidable tower one floor at a time and bring him to justice. Each of the S.E.A.L.E.D. members’ psychic powers will be put to the test against the sinister occupants of each floor as they race against the clock – and the traitors hidden within their ranks – to save the planet.

*Offer ends November 6 at 10AM Pacific Time