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Don’t Miss: Cibele and playing with the connections we create through tech

As much as technology has been able to connect us, there are people who argue that technology divides us — that technology is an enemy of personal intimacy.

Nina Freeman, lead designer on Star Maid Games’ Cibele, released a little over a year ago, begs to differ.

“I was always kind of shy,” says Nina Freeman, lead designer at Star Maid Games. “I played Final Fantasy Online for four years during high school — during a really important time in my life. I was a quiet kid back then and was able to connect with people online. And I thought ‘This is a place where I can connect with people.’ I remember how important that was to me.”

Cibele, a game about a pair of people meeting and growing closer over an MMO, shows the connections that many of us make with our games and technology. Texting, social media, online dating, and MMOs not only put us in contact with people all over the world, but they also allow for that personal intimacy — that sharing of the true self and emotions — that we all seek as human beings.

While they may appear to some to be a means of locking ourselves away from the “real world,” we constantly strive, as social beings, to create those personal connections through our technology, and in some ways find new connections that many of us, especially the shy and nervous, have trouble making.

Cibele is a celebration of those connections, made for good or ill — the ethernet cables that connect to the human heart.

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Cibele tells the story of (fictional) Nina meeting a man, Ichi, online in an MMO called Valtameri. Throughout her play time with him, players will experience the growing intimacy between the two, following their journey as they grow closer over their play time together.

It’s a personal, unique story to tell in a video game, one born of Freeman’s interest in telling the ordinary stories of human life. “Personal work; I was really interested in that kind of work in the poetry world, and, as I was learning to write, trying to evoke that kind of thing in my work,” says Freeman. “The voice that I developed revolved around writing personal work, focusing on mundane situations and everyday life.”

“When I started making games and writing for games, I already had that body of work that I had done to draw from, and that practice, and that mindset, so I carried that over into my games work. I was still interested in writing about ordinary life and ordinary people,” she says.

One such story that is becoming more and more ordinary is in finding romance or companionship online. With our online connection to the rest of the world, we’ve used it to be in contact with each other, talking with strangers from around the globe about our interests, or in sharing our intimate secrets with someone we only know through a screen. “If you look at any major form of technology, inevitably people are going to try to use it to be in communication with each other,” says Freeman.

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Many MMO players know all about this. MMOs are all about joining up with strangers to work together toward a shared goal, or at least being put into a pool of people with a shared interest. Just being in such a situation can breed conversation, and barring that, the act of grinding mobs for rare drops or experience – of idly fighting monsters within the online game – can leave a large gap for the kind of boredom that prompts people to talk and share.

“I was trying to go for that idle MMO grinding that leads to hanging out.” says Freeman.

It’s from this kind of idle chat between two people sharing the same task that births a growing bond between the characters. Nina and Ichi grind mobs together in the world of Valtameri, steadily talking over the tedious task simply to fill the silence in the game and in their minds. Over time, that shared talk grows into a comfort with the other player. Friendship, or more, comes from this time together.

It’s an ordinary story about ordinary people slowly falling for each other, and all within that context of the shared game.

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Freeman needed to frame that life experience as a game for people to experience. To tell her story in an interactive way, she would turn it into a video game. Still, it wasn’t as simple as just cobbling together an MMO and having people play through it.

“Early on, the plan was to have five worlds you would go to and each would have sub-worlds,” says Freeman. “It would be pretty similar to how Final Fantasy XI is structured (the game that I was drawing on). You would go through these worlds and meet all of these different characters — you would meet all of Nina’s friends, and all the while you would be hanging out with Ichi.”

“I quickly realized that was way too large of a scope for the resources and the team and the time I had to make the game,” she adds. “When I realized that, I also realized that I didn’t want to make a simulation of an MMO. I just wanted to tell a story about a relationship.”

Freeman’s story involved the relationship between two people within an MMO world. Anything beyond that would only muddle the story in extra details that, while making the game appear more realistic as an MMO, would draw attention away from the growing bond between Nina and Ichi. This meant stripping an MMO down to the main experience that many would go through while talking with each other.

“So, I decided just to take the core MMO tropes I had in mind that were at the base level of this way more complicated version I was working on and strip away all of the extra stuff,” says Freeman. “All of the characters, all of the worlds, all of the UI and HUDs that MMOs stereotypically have, and just boil it down to what the core experience of playing an MMO online is, which, to me, is playing with someone and clicking on enemies to kill them. Because really, that’s what you’re doing most of the time.”

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Freeman didn’t just want players to witness this relationship. Witnessing it is something the audience can do with any other medium. Part of what draws players to a video game story is that level of interactivity involved — the player is an active member of the storyline. As such, an important aspect of Cibele was in getting the player to take on a role in the storyline – to become Nina.

“I thought a lot about how I could get the player to feel like they were sitting at the computer as her, living this experience, rather than be someone that’s controlling her,” she says. “There are certainly games where you create an avatar and author their story, and that’s a totally valid way to tell a story in a game. I’m more interested in giving players a character and giving them the tools to perform it and really get into that character and their mindset.”

“I thought a lot about how I could get the player to feel like they were sitting at the computer as her, living this experience, rather than be someone that’s controlling her.”

For Freeman to tell her story, she would have the player act out the part of Nina in it. In doing so, the player would feel a stronger bond with the events in the game. This would be done by reshaping their viewpoint. While players are in control of a character in a game as they play, Freeman sought to change that sensation of controlling an avatar into a sense of controlling yourself in your own life.

Still, a player knows they are not the character in a game. On a conscious level, they are aware that they are manipulating an avatar with their keystrokes. To make a player truly feel like they’re a character in the game world, Freeman would have to put a lot of thought and care into the experience, reshaping how the player perceived it.

Freeman says, “The first thing I think about is ‘What is the core experience of this and how can I help a player embody this experience actively?’ For Cibele, I knew I wanted to tell a story about this online relationship, and I thought ‘What was she actually doing when this was happening? How can I help players perform her?'”

Her solution involved giving the players free access to her world and her life, all in the guise of controlling Nina’s computer. When not within the confines of Valtameri, players are free to play around on Nina’s computer, looking at her pictures, reading her poetry and emails, and going through her chat logs, all framed around a desktop layout that may seem familiar to that which the player launched the game from.

Cibele is a pretty intimate story, and a lot of expressing that intimacy and helping players embody that character is by having folders full of selfies, having the poetry, having lots of pictures, having lots of stuff that feels like it would fill a real person’s computer — that it would fill this specific person’s computer,” says Freeman.

In having these elements, Freeman could blur the lines between the player and the character. The framework of the desktop filled with pieces of Nina’s life can mirror the player’s own desktop loaded with a scattered scrapbook of photos, messages, and pieces of their own life. In doing so, the player can become closer to the role they are playing, inhabiting the character rather than guiding her as a separate person.

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In becoming Nina, the player connects with another person’s story. They learn to experience the story as that character, rather than control an outside being. They learn to connect with a story that is within the mind of another person, so through the interactivity Freeman has created with Cibele, the player forms a connection with a stranger they have never met through technology. They share a bond through a shared story they have both lived through, in a sense.

“I think connecting with other people is really important and I am definitely someone who feels the need to connect with other people when I can,” says Freeman. “You know when there’s that moment when you’re telling someone a story about yourself, and they say ‘I totally understand where you’re coming from.’ and you can tell that they really do? That is something that I value a lot.”

That connection was what Freeman sought with Cibele, and for many of its players, she has touched on something within them with her creation. “It’s definitely been really surprising to see how many people have connected with it in such an intimate way. When I was working on it, I knew I was telling a personal story. I knew I was telling a story that people might relate to. I have other friends that have online relationships and I knew that it was a thing. But I didn’t expect people to come out of the woodwork as much as they did,” says Freeman.

“I still get emails from people saying ‘I played your game and something exactly like this happened to me or someone I know.’ Just seeing people connect with it in that way has been really encouraging and has made me more excited than ever about telling ordinary life stories in games from the design perspective of embodiment.”

With her work, Freeman has touched the lives of those people she hasn’t met, and through Cibele, helped them think about those moments in their own lives or the lives of their loved ones. She’s used her work to create a piece of tech that can guide a player to reflect on themselves, and in taking on a role in Cibele, think about their experience in a new way.

“I think when people perform a character that it helps them really think about it in a different way — helps them think about their experience and how their experience can be contextualized by the world and by other people’s experiences,” she says.

This does not just end at a gameplay experience, either. Freeman has injected much of herself in her own work, using her own pictures, poetry, and personal experiences into the game. She is telling a fictionalized account of her story, and yet, as an artist creating a piece of interactive story, and as a person whose story is immortalized in the game, Freeman has put herself out there for people to connect with.

“I could either pay an actor and fake all of this stuff, or I could be true to myself and use all the stuff that I do actually have and that was actually on my computer. I think that doing that fit the tone of the game more, especially to me as the designer, because it is a very intimate, personal game to me. It just felt right in both a production sense and in a design sense, to play myself,” says Freeman.

Injecting herself into the work has made a part of her open for strangers to connect with and learn about themselves with. They aren’t the only ones who gain a new perspective from this sharing, as Freeman herself was able to personally reflect from the act of creating this work.

“In Cibele, the writing process and design process for me was definitely an exercise in brutal honesty,” she says. “I didn’t want to tell some biased, sugar-coated story about this relationship. I wanted to tell it how it was and be very real about it.”

“I think putting myself in it helped me be really honest about it and it helped me examine that stuff. It’s kind of fraught at times to think of old relationships. I had enough critical distance from it that it was pretty simple, but I think putting the pressure on myself to put myself in the game helped me be even more honest about it,” says Freeman.

In creating this work for players to embody, Freeman had, in a way, allowed herself the space to come to terms with a part of her life by using something that was meant to connect with others. In ensuring her story was right to share with other people, and in preparing it for that sharing, she had helped herself think over an important time in her life. Players she had never met would make a connection with her work, but in its creation for those players, Freeman had also made a deeper connection with herself.

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There are still many who see relationships through tech as something lesser — that our connections online will never match those of someone in person.

Freeman’s work in Cibele helped many players across the world come to terms with some aspects of their own relationships online, creating a healing, reflective power with the game she had put together. Through a piece of technology, she could reach out and touch the hearts of people she had never met, helping them with difficult memories or drawing up pleasant ones. She could connect with them on an emotional level.

People are starting to see how we use our technology to bond, and how we use it to continually reach out to one another. “Tinder is one of the biggest internet things ever, and if you think about Snapchat, so much of it is just teens flirting with each other. All of this stuff is slowly normalizing, and the conversation around it is definitely changing. I don’t hear people on a daily basis saying ‘Tinder is dangerous’ or ‘Snapchat is dangerous.’ That is not as much part of the conversation anymore,” says Freeman.

Through Freeman’s work with Star Maid Games, we can see the connections that games can make, and of the personal power that embodiment can have over a person. We can learn to live through another’s story, and have a more compassionate view of them. We can also learn to forgive ourselves, seeing our own actions, whether we be creator or player, through a new light.

In having the player live through the simple charm, and aftermath, of an online relationship in Cibele, we learn to reflect on our lives and those of others. We live through the pain of another, and in doing so, connect more with the people around us, both through the work and in our personal lives.

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Bossa Studios cans Decksplash after open beta experiment

Bossa Studios has canceled its in-development skateboarding game Decksplash after the game failed to attract enough attention during a week-long open beta.

The developer had previously said that it would end production of the game if it did not reach 100,000 players during that beta period on Steam, under the reasoning that a certain level of interest was needed ahead of release to justify the title’s online playability.

Hinging a game’s development on the outcome of an experiment like this is a bold move, and admittedly one not all developers are in the position to make. Still, the attempt itself highlights how important it is for developers to find ways to realistically gauge a project’s player base when developing a title with an online component.

“The Free Week proved what we suspected at the start: Decksplash is a good game, evidenced by its 79-86 Steam score throughout the week,” explained Bossa Studios following the beta. “The players who experienced the game liked it, but in the end there just wasn’t enough of them to guarantee a healthy online community and keep the game’s matchmaking alive for the long run.”

“The lesson to take home is that, though not the best, this outcome is a good one for everyone involved: its players won’t spend money on a game that won’t survive the long haul, the team can move on to a new Bossa project with a sense of closure having done their best with Decksplash, and we tried a new way of validating a multiplayer game. Should we have canceled the game without this experiment, a ‘what if’ would always be there in the back of our minds.”

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We’re streaming Brawlhalla with the game’s executive producer at 3PM EST

Ever since Super Smash Bros. became a standout hit on Nintendo’s various consoles, multiple developers have tried to borrow from its ideas on other game platforms. Whether it’s Rivals of Aether, PlayStation All-Stars Battle Royale, or the recently released Brawlhalla, it’s clear there’s an audience out there who responds to interesting variations on the Super Smash Bros. formula. 

To learn more about making these kinds of games, and how you run a business effectively competing with Nintendo, we’re going to be chatting with Brawlhalla executive producer Zeke Sparkes today at 3PM EST. (We might even win a few matches!)

Join us in Twitch chat to ask your questions, and while you’re at it, be sure to follow the Gamasutra Twitch channel for more developer interviews, editor orudntables and gameplay commentary.

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Blog: Five radical ideas for dialogue systems

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Allow me to start by saying that I mean no disrespect to Dialogue Trees.  I don’t think dialogue trees can or should be replaced.  They are an art form of their own — a perfect compromise among the competing forces game developers require from such a system: Easy to predict, to implement, to hook into other systems. Enough choice to give the player a sense of free will, without having to account for every contingency.  The first two of my radical proposals below are essentially innovations on the dialogue tree.

There have been variations on the dialogue tree in the past, of course. Two pre-existing innovations that come to mind are Time Limits and Interruptions.  In a way, you can think of both as interruptions, where either you’re interrupting the game, or the game is interrupting you.  These days the freshest examples of dialogue trees with time limits are found in the Telltale games.  A recent game where you can interrupt the game is Westerado (in this case you interrupt with bullets).

With that out of the way, let’s dive into these radical ideas for dialogue systems.

1. Symmetric Dialogue

As we know from Richard Garfield’s book Characteristics of Games, a symmetric game is one where all players (or computer players) have all the same information.  For most dialogue trees, the process of choosing what to say is invisible to the NPC you’re speaking to.  You can think about the process of choosing an option as similar to the normal cognitive process of deciding what to say, so it stands to reason that your interlocutor wouldn’t have much information about the options NOT chosen.

An NPC looks at your dialogue choices and makes his preferences known.

But imagine if the NPC could see all the possibilities you might say, as well as the one you actually chose.  Imagine if NPCs had visible options, too, which you could WATCH them choose from among.  What if you could see the look on their face as they read and considered each choice?  What if they could be offended at the choice you made, given the other options?

 "Why didn't you pick the one where you tell me I'm cool? Do you not think I'm cool?"

Sure, this seems very artificial, but games always make tradeoffs between artificiality and realism.  There’s certainly room for games that are metatextual and self-aware enough to support this kind of dialogue system.

2. Trees Within Trees

The idea of dialogue trees is that with imperfect information, the player uses choices to Build a conversation.  It’s like doing a binary search (or tertiary, quaternary, etc. depending on how many choices there are at each step)  through a conversation to find the story they want.

A tree of choices for a single phrase.

Well, the idea of Trees within trees is that the player uses choices to Build a single utterance.  Here, the player will search through phrases to find the thing they want to say.  Before they have ‘said’ anything, the player is already engaged with the process of composing a remark.  With variable length phrases, it allows the writers to fall back on simple dialogue trees when necessary.  Also, if you want to be extra kind to the player, allow them to backtrack and explore all the avenues before they submit their utterance.

I admit that this is hard to write for, since what this amounts to is many more options for the player and thus many more possibilities that will have to be taken into account, but surely clever designers such as yourselves will find ways to mitigate the fluffiness of the possibility space by making choices which are essentially equivalent, making them later converge, or loop back on themselves, etc.

3. Magnetic Poetry

This is almost a halfway step between a dialogue tree and a free text parser.  The designer controls the player’s vocabulary — and potentially the length of the overall comment — but the player chooses the permutation they will put the given words in.  This causes combinatoric explosion problems, in that the player can place the words in any order and the number of possibilities can be enormous for relatively few words.

A phrase being assembled a word at a time from a small lexicon.

Luckily, English grammar is pretty restrictive (not as true of other languages like Russian), so the number of possibilities which actually make sense will be relatively small.  With a little skill, you can make some of the possibilities more-or-less semantically equivalent, and suddenly the combinatoric explosion looks more like a combinatoric poof.

4. Free Text Parsing of an Imprecise Language

OK, hear me out….  Emoji.  By ‘Imprecise Language’ I mean emoji, or something similar.  The problem with free text input parsers of English or another Natural Language is that there will inevitably be some unanticipated inputs which are clearly comprehensible to any literate human, and yet completely baffle the system.  This breaks the expectation that the parser is working somewhat like a person reading chat messages.

The beauty of giving the player complete freedom within an imprecise language like Emoji is that it’s perfectly rational that the other characters in this interactive story might not know what they’re saying.  Heck, another human player might not know what you mean by a string of emoji.

Responding in emoji to a question in English.

This reminds me of the principle I’ve heard many times regarding enemy AI in games — it helps to set expectations low by making the enemies something the player intuitively knows are stupid, like Orcs, Zombies, or primitive-looking Robots.  Well, this is that principle in reverse.  Set the NPCs’ expectations of the player low — players must respond to clear language in opaque emoji — and the NPC’s failure to interpret the player’s statements will be understood as the player’s own failure to express themselves clearly.

5. Timing-based Choices

This is basically a cross between the dialogue tree and Guitar Hero.  Imagine that as someone is speaking to you, various options for what you might say come floating down the screen. You don’t need to select every possibility you’re offered, but the NPCs will become exasperated with too many interruptions and frustrated by too many awkward silences, so it’s best to try to find something near the natural end of the NPC’s utterance.

An example of a timing-based dialogue interface.

If you select a declaration with the correct button press at the correct time, then that’s what your avatar will say.  If you press at not quite the right time, perhaps one of the longer words will be mispronounced.  Too long a pause after the NPC stops speaking and they may walk away entirely.

I like the way this one conveys not just the content of a conversation, but the rhythm of talking to another person we all understand from real life — an aspect most other conversation systems ignore.  It also allows us to throw in some devil-on-the-shoulder dialogue choices which might get chosen more often than in a normal dialogue tree, just due to the player’s desperation to hit the right timing.

Conclusion

There are lots of new things that can be done with dialogue systems, and I hope I’ve inspired you to think a bit further outside the box when it comes to how dialogue could be represented in your game.  I haven’t had the opportunity to use any of the ideas above, yet, and I honestly hope that someone beats me to it.  The field is wide open, and we’ve only scratched the surface.

Of course, if you want advice or help implementing an unconventional dialogue system please feel free to reach out.

~~

Rob Lockhart is Creative Director of Important Little Games and a Senior Designer at Phosphor Game Studios.  You can follow him on twitter.

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Attend GDC 2018 to hear from The Long Dark’s creator on storytelling in a sandbox game

The 2018 Game Developers Conference will be here before you know it! To give you a taste of what’s in store for you at the San Francisco event next March, organizers are proud to announce a talk from Hinterland Games founder Raphael van Lierop.

In his GDC 2018 talk “A Long Dark Road: Blending Player and Authored Story in a Sandbox Survival Game”, which spans the Design and Production & Team Management tracks of talks, van Lierop will examine how it’s possible to successfully marry a linear, authored narrative experience to an open-world sandbox.

Using anecdotes and insights gained through the ongoing development of Hinterland’s flagship game The Long Dark, van Lierop will share hard-won lessons about community-informed development, the principles that define a successful sandbox gameplay experience, and the challenges of wrapping a story mode around the core of a popular survival sandbox, with a large vocal community of players who might just prefer you left it alone!

Plus, we have lots more GDC 2018 announcements to make in the coming months. For more information about GDC 2018 visit the show’s official website, and subscribe to regular updates via Facebook, Twitter, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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With 100 minigames, it’s the ultimate Mario Party!

With 100 minigames, it’s the ultimate Mario Party!

Ever partied with Mario? Dodged penguins? Well, the party is back with the top 100 minigames from all Mario Party series console games in the Mario Party: The Top 100 game, available now for the Nintendo 3DS family of systems.

Test your memory, speed, and luck in board-game style, a series of 3-10 matches, standalone bouts, or on your own. With Download Play, up to 4 players can party on their own system with just 1 game card.

Features:

  • Face off with friends** on a game board, in a series of 3-10 matches, in individual minigames; or, head to Minigame Island for single-player challenges.
  • Up to 4 friends or family members can enjoy multiplayer via local wireless or download play.**
  • Have fun faster with streamlined minigame instructions, Favorites options for quick selection, and the ability to preset the number of turns during board game play.
  • Tap compatible amiibo™ figures (sold separately) to receive in-game bonuses on Minigame Island, such as in-game coins. Plus, if your life reaches 0, you can tap compatible amiibo to restore one life. Each compatible amiibo can be scanned once per day.
  • Tap the Goomba or Koopa Troopa amiibo figures at the Minigame Pack selection screen in Minigame Match or Championship Battles for a shortcut to unlocking the Goomba Minigame Pack or the Koopa Troopa Pack.

** Additional systems required for multiplayer mode. Sold separately.

Mario Party: The Top 100 game is available now, only on the Nintendo 3DS family of systems. It can be purchased in stores, in Nintendo eShop, and at Nintendo.com. For more information about the game, visit https://marioparty100.nintendo.com/.

Game Rated:

Mild Cartoon Violence

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Solve puzzles with your friends in the newly expanded puzzle game, Snipperclips Plus ? Cut it out, together!

Solve puzzles with your friends in the newly expanded puzzle game, Snipperclips Plus ? Cut it out, together!

It’s time to grab a friend (or frenemy) and solve some imaginative puzzles! Cut paper characters into new shapes and solve tricky tasks in the Snipperclips Plus– Cut it out, together! game.

Need to pop a balloon? A few snips will shape your character into a sharp point (that really gets the point). Want to carry a ball to a hoop? Just take a little off the top, and the ball will snugly fit on your paper head. Puzzles can be solved in all sorts of different ways, so let your creativity run wild!

Puzzles in the main game can be solved solo or with a friend, while special puzzles can be tackled by 2-4 players.* There are even ways to compete against your friends or create a work of art together!

Features:

  • Work together to cut paper pals into new shapes and solve puzzles.
  • Use your imagination and the objects in each level to solve puzzles in multiple ways.
  • Grab a friend or go it alone in World mode. There are 5 worlds total to master!
  • 2-4 players* can team up to solve challenging puzzles in Party mode, enjoy fast sports-like competitions in Blitz mode, or create a glorious work of art together in Stamp mode.
  • Replay stages in Custom Shape mode. You’ll be given a randomized shape to work it leading to even more creative solutions!

Snipperclips Plus – Cut it out, together! contains the original Nintendo Switch™ game and the new DLC. If you are completely new to the game, you can either purchase this expanded version at retail stores or buy a digital bundle (containing all the content) in Nintendo eShop on Nintendo Switch.

Owners of the original version can purchase and download this additional content separately in Nintendo eShop.

If you’re interested in the game, you can cut to the chase by visiting https://www.nintendo.com/games/detail/snipperclips-plus-switch

Game Rated:

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Get ready to blast your way through DOOM!

Get ready to blast your way through DOOM!

A relentless demon horde is causing havoc and only the DOOM Slayer stands in their way. Just a fair warning, though…it may get a little messy.

Developed by id Software, the studio that pioneered the first-person shooter genre, DOOM returns as a brutally fun and challenging modern-day shooter. Test your reflexes with over-the-top weapons, fast and fluid movement, and adrenaline-filled multiplayer modes.

Key Features:

An Action-Packed Campaign

There is no taking cover or stopping to regenerate health as you beat back the raging demon hordes. Combine your arsenal of futuristic and iconic guns, upgrades, movement and an advanced melee system to dismantle demons in creative ways.

Return of id Multiplayer

Dominate your opponents in DOOM’s signature, fast-paced arena-style combat. In both classic and all-new game modes, take on your enemies utilizing a personal blend of skill, powerful weapons, vertical movement, and unique power-ups that allow you to play as a demon.

If you would like to purchase the digital version on Nintendo eShop, please visit https://www.nintendo.com/games/detail/doom-switch

Game Rated:

Blood and Gore
Intense Violence
Strong Language

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EA buys Titanfall dev Respawn Entertainment for as much as $455M

Electronic Arts announced today that it’s cut a deal to acquire longtime partner Respawn Entertainment (Titanfall, Titanfall 2) for $151 million in cash, plus as much as $304 million if Respawn hits certain performance milestones through 2022.

This is a big deal, literally and figuratively. It marks the end of Respawn’s seven-year run as an independent venture, which began in 2010 when the studio was launched by ousted Infinity Ward heads Vince Zampella and Jason West.

In the years following, a good chunk of Infinity Ward’s staff made the jump to Respawn to work on the studio’s flagship Titanfall franchise. Though West eventually left the studio, Zampella has remained a lead figure for the Titanfall games, which have been published by EA.

In a blog post published to the Respawn website, Zampella stated that he plans to continue running Respawn in addition to his new work as a member of EA’s studio leadership team. He also claimed that work will continue unabated on both the Titanfall franchise and the studio’s unnamed Star Wars project.

“We’ve had success as an independent company but as we look to how we want to compete in the future, and the challenges that face us in a rapidly changing landscape, now is the time for us to combine forces with a global industry leader like EA. While it wasn’t necessary, going with EA made a lot of sense,” he wrote.

“I will still be running things at Respawn and will also be a part of the studio leadership team at EA. There will be no layoffs or major organization changes within Respawn. All games currently in development are continuing as planned.”

The terms of the acquisition state that Respawn will now be a part of the EA Worldwide Studios division, alongside outfits like Motive Studios and Ghost Games.

In addition to the afore-mentioned $151 million in cash up front, EA has agreed to pay “up to $164 million in long-term equity in the form of restricted stock units to employees, which will vest over four years”, as well as more cash (up to a maximum of $140 million) based on “achievement of certain performance milestones, relating to the development of future titles” through 2022.

Incidentally, this news comes less than a month after EA made a public show of shutting down Visceral Games and overhauling its Star Wars game.