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Version 2.5.0 of the Fire Emblem Heroes game was released!

Version 2.5.0 of the Fire Emblem Heroes game was released!

Updates to the Arena

The following changes were made to encourage even more players to test their teams in the Arena:

  • The chain bonus will have a max of five consecutive victories instead of a max of seven.
  • You can earn rewards for consecutive victories called Chain Rewards. These rewards, which include Orbs, can be earned once per season.

The updated Arena opens on 5/9/18 at 12:00 a.m. Afterward, seasons will run for the usual period, starting on Tuesday at 12:00 a.m. and ending on Monday at 3:59 p.m.

Tutorial and Playability Improvements

Improvements are being made to help new players ease into Fire Emblem Heroes after just starting out. To celebrate the improvements to the tutorial, Thanks for Playing Gift will be given out to players who started playing from version 2.4.0 and earlier, allowing you to improve your Heroes in the same way as in the new tutorial. Visit the Home screen to pick up your presents.

The Thanks for Playing Gift includes the following:

  • 4-star Hero Takumi: Wild Card
  • A set of materials allowing you to unlock the potential of initial allies to 4-star: 13,200 Hero Feathers and more!

And more updates!

  • Heroes who are defeated in battle will no longer lost the SP and EXP they gained in that battle.
  • The SP and EXP earned in maps that have already been cleared will no longer be reduced by half.
  • Skill description text was revised to be easier to understand and more consistent.
  • New Weapon Skills
  • New options in Weapon Refinery
  • Minor improvements to future Tap Battle events
  • Improvements to Rival Domains

Also, exciting events and promotions are lining up after the 2.5.0 update

  • Fire Emblem Heroes Quiz Reward: 5/10/18 at 12:00 a.m. to 6/9/18 at 11:59 p.m.

Everyone is getting 10 Orbs and 5,000 Hero Heathers as the reward from the Fire Emblem Heroes Quiz event held on the Japanese official Twitter account from April 27th through May 6th! The reward will appear in your Present List as a Special Log-In Bonus.

  • Special Orb Promo: May: 5/10/18 at 12:00 a.m. to 5/23/18 at 11:59 p.m.

In the May edition, you can get 15 Orbs + 6 Bonus Orbs and get 60 Sacred Coins as an additional bonus gift! Note that Bonus items can be collected from your Present List after purchase.

  • New Heroes: Genealogy: 5/10/18 at 12:00 a.m. to 5/20/18 at 11:59 p.m.

New Heroes from the Fire Emblem: Genealogy of the Holy War game are here!

Ares: Black Knight, Lene: Yearning Dancer, and Ishtar: Thunder Goddess are available as a part of a 5-star summoning focus!

But that’s not all… These new Heroes also appear in a story map: Book II, Chapter 9, Hellfire. These are even related limited-time special quests available as well.

Also, with a Log-In Bonus to celebrate these new Heroes, you can receive Orbs up to 10 times just by logging in daily!

  • Update – Special Maps: Rival Domains: 5/12/18 at 12:00 a.m. to 5/18/18 at 11:59 p.m.

You’ll earn a bonus for defeating foes with armored allies. You can create a brigade and try to destroy the enemy fortress!

  • Illusory Dungeon: Sanctuary of the Mages: 5/12/18 at 12:00 a.m. to 6/10/18 at 11:59 p.m.

March on and defeat your enemies in Tap Battle! It’s easy-to-play battle game where you time your taps to the on-screen action and explore a 100-floor dungeon. You can even use Heroes who have not yet been leveled up, so feel free to choose your four favorite Heroes.

When the event starts on 5/12/18 at 12:00 a.m., there will be eight stages available, making it possible to reach floor 40. Every day until 5/15/18 at 12:00 a.m., four stages (a total of 20 floors) will be added.

Play every day to earn rewards! Strive to reach the deepest floor when it opens on 5/15/18 at 12:00 a.m.

  • Blessed Gardens: New Map: starting on 5/13/18 at 12:00 a.m.

This time the Colonnade of Wind has been added. Visit it using four Heroes who are either Wind-type Legendary Heroes or Heroes with a Wind blessing!

  • Grand Hero Battle: 5/14/18 12:00 a.m. to 5/22/18 at 11:59 p.m.

From the Fire Emblem: Genealogy of the Holy War game, a new Grand Hero, Julius: Scion of Darkness, is waiting in Special Maps. Crush the cruel prince on the battlefield to make him your ally!

  • Grand Conquests – Pre-Registration Open!: Starting on 5/17/18 at 4:00 a.m.

The event where three armies fight to control territory begins: Grand Conquests!

Tap Events and then Grand Conquests, and you can pre-resister for the event before it begins.

For more information about Fire Emblem Heroes, visit the official site.

Game Shown:

Fantasy Violence
Suggestive Themes
Partial Nudity
Digital Purchases

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Dota 2 Update – May 9th, 2018

Two free new apps — the Steam Link app and the Steam Video app — are preparing for launch in the coming weeks, both designed to extend Steam’s suite of services and accessibility.

The Steam Link app, slated to launch the week of May 21st, allows gamers to experience their Steam library of games on their Android (phone, tablet, TV) and iOS-based (iPhone, iPad, Apple TV) devices while connected via 5Ghz network or wired Ethernet to a host system (Mac or PC), with Android access initially offered in beta. The Steam Link App will feature support for the Steam Controller, MFI controllers, and more across both platforms.

Later this summer, the Steam Video app is targeted for release, allowing users to enjoy the thousands of movies and shows available on Steam directly via their Android and iOS devices over Wi-Fi or LTE. In direct response to customer feedback, it will offer the ability to enjoy content in offline and streaming modes.

Steam is a leading platform for digital entertainment, offering thousands of games, movies, and films to millions of people around the world. For more information, please visit www.steampowered.com

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Sony updates warranty terms following FTC warning

Sony has updated the terms of warranty for all PlayStation systems sold in the U.S. and Canada today, following a warning issued by the Federal Trade Commission over a 1957 law that governs what companies can and can’t include in their manufacturer warranties.

If this sounds familiar, Sony, Nintendo, and Microsoft were three of the six companies to receive warning letters last month indicating a 30 day turnaround to remove language that implicitly states or implies “warranty coverage is conditioned on the use of specific parts of services.” 

The “warranty void if removed” label on all their products, according to the FTC, violates the Magnuson-Moss Warranty Act which gives consumers the right to use non-first-party parts in repairs. To reflect this, Sony changed the language used to describe its terms of warranty.

“Our previous warranties stated that the warranty does not apply if the warranty seal on the product has been altered or removed,” reads the other major change. “Our updated warranty states that the warranty does not apply ‘to damage caused by’ opening the product or to damage caused by service performed by someone other than a representative of SIE or an SIE-authorized service provider.” 

Lastly, Sony has included a clause that guarantees free return shipping for in-warranty consoles, as well as repaired and factory-recertified consoles in the U.S. and Canada. This applies to all products Sony supports, including the PS4, PS3, PS Vita, and PSVR. The updated warranty also covers products bought before this change.

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Get a job: Telltale Games is looking for a Character Modeler

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: San Rafael, California

Telltale Games is searching for a talented Character Modeler to create great looking game characters. The ideal candidate should have excellent traditional art skills relating to characters, expertise sculpting and Modeling in ZBrush and Maya, as well as a deep understanding of the technical requirements for games.

Responsibilities:

  • Create characters for Telltale games, working with the Lead Artist, Designers, Riggers and Animators to balance quality and game performance.
  • Model, UV and texture polygonal game characters accurately from provided concept art.
  • Maintain the style and look for different characters on the same game.
  • Work in a variety of artistic styles ranging from realism to stylized and cartoony.
  • Follow art direction and Telltale technical requirements.
  • Manage outsourcing, communication and assets.

 Essential Skills and Experience:

  • Create great looking art in a variety of styles, both from reference and from scratch.
  • Required understanding of how rigging and animation impact character creation.
  • Ability to assess and build clean, efficient geometry for maximum performance in the engine.
  • Experience with facial blend shapes.
  • Expertise in ZBrush, Maya and Photoshop.
  • Self-driven, excellent verbal and written communication, Team player.
  • Outsourcing experience a plus.

Candidates must be legally authorized to work and accept new employment in the U.S.

Telltale Games is an Equal Opportunity Employer and ADA compliant.

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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Don’t Miss: Boosting complexity (and absurdity) of prison breaks in The Escapists 2

The 2015 title The Escapists put players in charge of daring prison breaks, having them weave complex plans of escape while under the eyes of watchful guards. By concealing their actions, making the right friends in jail, and carefully going through daily prison life, players could gradually formulate plans that would give them that sweet taste of freedom.

How do you follow that up, though? How do you make new prisons, provide new opportunities for escape, and draw more people into making that plan come together?

“It was essential to retain the sandbox nature of the first game, so we inherited all the ‘traditional’ methods (digging tunnels, chipping through walls, switching off generators to disable electric fences etc.) that returning players would be familiar with,” says The Escapists 2’s designer James Witcomb of Team 17 Digital, who co-developed the game with Mouldy Toof Studios. “But we also wanted to add an entirely new type of escape to the game.”

This new type of escape, along with added multiplayer, larger multistory prisons, a more nuanced favor system, would add new challenging ways to bust out of the big house.

“We asked fans what prisons they would like to see before we started work on the sequel, and we got some truly out-there ideas. For instance, a space prison was much-requested!”

The sequel was partially made in response to fan input. “The Escapists was a big success, and seeing the fans response to the game and subsequent DLC was amazing,” says Witcomb. “It very quickly became clear that fans really wanted multiplayer, but the only way we could get multiplayer to work was to re-write many of the game systems.”

The developers liked the idea of multiple people working together toward a similar escape plan, each dealing with different aspects of security. A sequel would also be a fine excuse to clean up some issues.

“This presented us with the opportunity to not only add multiplayer, but to work with The Escapists’ creator Chris Davis to iron out issues with the first game, and show our gratitude to the community by taking on board their ideas and feedback via community surveys prior to starting development,” says Witcomb.

The fans, naturally, had some wild ideas for a new title. “We asked them what prisons they would like to see before we started work on The Escapists 2, and we had some truly out-there ideas. For instance, a space prison was much-requested,” says Witcomb. “That offered a challenge for us to design!”

Features like this built off of the humor the original title wove into its prison break narrative, and also gave the developers some ideas on how to really branch out into new, unique escape opportunities. “Fans really responded well to the humor of the first game, from the despondent tones of the job officer to the random, meandering stories of the visitors,” says Witcomb. “That tone really allowed us to add some more… ‘unorthodox’ escape ideas into the mix.”

“Many of the prisons have their own unique mechanics, such as the one that’s on a moving train.”

The Escapists 2 would need bigger, better, more complicated prisons to give fans of the original some new places to break out of. Drawing upon some of their silly ideas, as well as a deep look at the mechanics of the original, would lead the team to help create those brand new break-outs.

This lead them to give many of the prisons their own unique mechanics, such as the prison that is on a moving train. This would not only make each prison stand out, but it would also give players a special means of escaping it, providing some truly special escapes. 

“One of the biggest level design challenges was the verticality of multiple-floored prisons.”

“We wanted an escape that really instilled a feeling of having to find something unique about each prison that could be exploited, and the process of preparing for the escape. We added a brand-new type of ‘special escape’ which are themed and unique to each prison.

They may be to find and fix up a vehicle, or construct a device to fire a zip-line across to a building outside of the prison. On completing one of these special escapes, a cinematic shows the player(s) escaping via this unique method,” says Witcomb.

This would give players something really new to work toward, granting them something that was vastly different from what they would have seen in the previous title. It wasn’t just the theme of the jails that would change, nor the silly nature of some of the structures, but also the size of the prisons involved. Something as simple as making the prison cover multiple floors was also used to make breaking out more involved.

This would create some challenges for the developer. “One of the biggest in the level design in The Escapists 2 was the verticality of multiple-floored prisons. We had to now consider not only where a room was located in the prison, but also what rooms were directly above/below it, and whether a vent system would allow access between them,” says Witcomb.

“Favors were an integral part of earning currency to buy escape materials in the first game. We created a much larger library of favors, with much more randomness in the requests they make,”

It wasn’t just the layouts that brought new considerations with them (and therefore more opportunities for players to plan their own escapes), but also the new prison themes.

“We had to pay attention to the layouts of buildings to ensure that they visually looked interesting and fit their intended theme, but to try and retain an ‘evenness’ to the different escape options available to the player. For instance, we might put an outbuilding next to a perimeter wall, but to balance the shorter distance, the player will need to dig to get out of the prison, that outbuilding may require a certain key to access, or may only be accessible via a vent on the roof.”

Their concerns weren’t just on building new things, though. Features from The Escapists would be brought back and improved upon for The Escapists 2. “Prisons in the new game have a footprint roughly four times that of the first game (that’s before we even take multiple floors into account!) so we had to make sure there was enough to keep players busy whilst figuring out their escapes.” says Witcomb.

“Favors were an integral part of earning currency to buy escape materials in the first game, and they received some criticism for their repetitive nature. We created a much larger library of favors, with much more randomness in the requests they make,” says Witcomb. “We also added multi-part favors which allow a single inmate to give multiple tasks to the player as part of completing the overall favor.”

“We felt that the first game became quite linear with some of the latter escapes, so we wanted to ensure that there were still multiple viable escape types in each prison in the The Escapists 2.”

Combat would also see some tweaking to improve it. “Combat has received a complete overhaul, it’s gone from essentially being automated with little player involvement to a fully-fledged system where players can lock-on to targets, block, and use light/heavy attacks. It was one of the first new aspects of the game that we prototyped, and straight away it added a new fun dynamic to the game.”

By using some wacky ideas, making players consider their positions across multiple floors, and by tweaking some features of the original, Witcomb looked to really give players some new problems to juggle and new escape means to try for.

“We felt that the first game became quite linear with some of the later escapes, so we wanted to ensure that there were still multiple viable escape types in each prison in the The Escapists 2.”

The results have been pleasing to Witcomb. “The prisons themselves now feel much more alive, the NPC inmates now look through each other’s desks, go and use the gym equipment during free time, or may even have a relax in the social areas. The new mechanics, added verticality of prison layouts, and increased complexity in NPC behavior make the experience of being locked up more fun and dynamic, which if anything, makes the whole escape so much more satisfying to pull off.”

“Multiplayer exclusive escape methods are a larger scale than the traditional escape, and require the players to work together to gain access to areas that are out of reach during single player.”

Creating new jails and ways of getting out of them was only one part of Witcomb’s plan. Another key part came from getting multiple players to work together on the same escape route, and how to change up the game so that everyone would have a use in helping their jailbirds fly.

“In terms of the traditional escapes, they still support up to four players who can work together to find the best place to dig a tunnel or the perfect location to access a vent system.” says Witcomb.

“To give multiplayer gamers something to really dig their teeth into, we have added multiplayer exclusive escape methods to each prison. These are of a larger scale than the traditional escape, and require the players to work together to gain access to areas that are out of reach during single player.”

Players can all still work together on the same plan, should they all wish to. However, these plans might not give everyone the most exciting things to do, and would have felt a bit like a wasted opportunity to use all of the people in play.

As such, Witcomb implemented some highly-complicated escape plans that would require multiple people working at various ends, allowing them to reap the benefits of some truly wild getaways. The developer, naturally, is quiet about how these will work, leaving it up to players to see how they’ll need to work together to be free. 

This is nice in theory, but not all players are able to play with each other at all times. Players drop in and out of multiplayer games all the time for various reasons, and it’s hard to make a plan work when one of its lynchpins suddenly has an internet outage.

“An inherent aspect of escaping prison is the time it takes to plan and perform the escape, so it was absolutely essential that players could easily join each other to help try to figure out an escape when it suited them. We incorporated drop-in/drop-out multiplayer to make the online experience as seamless as possible, and to support players being able to (no pun intended) chip away at an escape with their friends as and when they had the time,” says Witcomb.

Witcomb implemented the drop in/out system to make it possible for players to comfortably work on the escape plan when they could, leaving when they needed to.

He also considered other types of multiplayer, as working towards a plan together might not always be feasible for the group, or they may have some problems working together, or they just want to see which of the players could come up with the craftiest plan.

“Alongside the cooperative multiplayer we offer a versus mode which is a competitive race to escape. The versus mode is designed to be played in much shorter sessions than the cooperative mode, with the first person to break out declared the winner,” says Witcomb.

New prisons and features would give players some new prison breaks to plan, and doing so together could add to the fun and complexity of the game. Or, multiple people could all work on their own means of escape to see who was fastest. Using player suggestions, building upon what made a good prisons to get out of, and thinking of multiple ways to have people escape together, Witcomb created many reasons for players to throw themselves back in jail for yet another shot at freedom.

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NEW STEAM APPS TO EXTEND SERVICE OFFERINGS

Two free new apps — the Steam Link app and the Steam Video app — are preparing for launch in the coming weeks, both designed to extend Steam’s suite of services and accessibility.

The Steam Link app, slated to launch the week of May 21st, allows gamers to experience their Steam library of games on their Android (phone, tablet, TV) and iOS-based (iPhone, iPad, Apple TV) devices while connected via 5Ghz network or wired Ethernet to a host system (Mac or PC), with Android access initially offered in beta. The Steam Link App will feature support for the Steam Controller, MFI controllers, and more across both platforms.

Later this summer, the Steam Video app is targeted for release, allowing users to enjoy the thousands of movies and shows available on Steam directly via their Android and iOS devices over Wi-Fi or LTE. In direct response to customer feedback, it will offer the ability to enjoy content in offline and streaming modes.

Steam is a leading platform for digital entertainment, offering thousands of games, movies, and films to millions of people around the world. For more information, please visit www.steampowered.com

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Nintendo announces new adjustable charging stand for Nintendo Switch

Nintendo announces new adjustable charging stand for Nintendo Switch

Launching on July 13 at a suggested retail price of $19.99, a new adjustable charging stand for the Nintendo Switch system makes playing in Tabletop mode easier than ever. With a handy port for an AC adapter on the side, the adjustable charging stand allows the Nintendo Switch system to be charging while in Tabletop mode, enabling longer play sessions.

The angle of the stand can also be adjusted to create the best viewing angle for different environments.

Nintendo Switch can be played in three modes: TV mode, Handheld mode and Tabletop mode. Tabletop mode lets players set up the Nintendo Switch system to play games on the go without the need for a TV. The compact and sturdy stand will work with any flat surface, like a tray table on an airplane or a dorm room desk. While not required, the adjustable charging stand makes playing in Tabletop mode more convenient.

For more information about Nintendo Switch, visit https://www.nintendo.com/switch/.

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Now Available – The International 2018 Battle Pass

The International 2018 Battle Pass, all new content for Dota 2 is Now Available on Steam!

The International Battle Pass is here to tap into the heart of the Dota summer season. Packed full of exclusive features and rewards, the Battle Pass is sure to unearth a hoard of treasures for your stash as we approach the culmination of this year’s Dota Pro Circuit and the climactic showdown in Vancouver.

More information about The International 2018 Battle Pass can be found HERE.

25% of all Battle Pass sales go directly to The International 2018 prize pool.

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Get a job: Shiny Shoe is hiring a Project Manager

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: San Francisco, California

Shiny Shoe is seeking an experienced software project manager to join our studio! We’re looking for someone who is highly detail oriented and can manage multiple simultaneous projects. Over the past seven years we’ve done a combination of original games and client projects and are continuing to grow in 2018. Current and past clients include Oculus, Madison Square Garden, Double Fine, Stoic, Telltale, and KIXEYE where we worked on games like Grim Fandango Remastered, The Banner Saga, Game of Thrones, and War Commander.

As the first dedicated Project Manager in the studio, this is an opportunity to collaborate with our leadership team to both establish and implement processes that will help take us to the next level of growth. We’re looking for someone who has strong opinions on how to design project management systems that enable teams to operate efficiently. Experience in software project management and clear communication skills are must haves.

Requirements

  • Must have 5+ years of experience as a software project manager.
  • Technical background. Some of our projects are engineering-only and very technical.
  • Excellent verbal and written communication skills.
  • Ability to manage multiple simultaneous small projects.
  • High-level knowledge of how the primary game development disciplines operate – engineering, art, design, and QA.
  • Experience with iterative software development task planning and scope estimation on the micro scale – 1-2 weeks at a time.
  • Experience with high-level schedule planning on the macro scale – 6+ months in the future.

Responsibilities

  • Organize, update, and maintain iterative software project schedules.
  • Define project management best practices studio-wide.
  • Work with individual team members on a continuous basis to ensure they are able to work efficiently.
  • Identify production blockages or problems as early as possible and work to find solutions with the team.
  • Communicate with external clients and stakeholders.
  • Assist in the development of project budgets.

 Plusses

  • Experience with JIRA.
  • Experience organizing QA teams.

About Us

Founded in 2011, Shiny Shoe develops games for console, PC, and mobile platforms. We strive to work on creative projects and on the types of games the team finds compelling. Trying to do things no one else has tried before is what gets us out of bed in the morning.

We are located a block away from Union Square in San Francisco, CA. Our office is near BART, MUNI, bus lines, and Caltrain for easy access.

We are an equal opportunity employer and value diversity at our company. We do not discriminate on the basis of race, religion, color, national origin, gender, sexual orientation, age, marital status, veteran status, or disability status.

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.