Nintendo’s eShop Switch sale is offering a variety of games for a discounted rate. The sale includes notable titles like Doom Eternal, Dynasty Warriors 8,Fatal Frame: Maiden of Black Water and more.
Ubisoft officially confirms the development of its team-based battle arena game codenamed Project Q. The game is currently in “early development.”
Recently, leaks began to surface that Ubisoft is working on an Overwatch-style competitive game. Getting ahead of the messaging, Ubisoft acknowledges and confirms the game’s existence alongside its Project Q codename.
The publisher claims that Project Q is “a team battle arena letting players truly own the experience,” in a tweet. Following the initial confirmation, Ubisoft notes that Project Q is not a Battle Royale. Opposed to Hyper Scape, the new title will “feature a variety of PvP modes.” Furthermore, the game supposedly has a single goal in mind and as Ubisoft states, it is “FUN!”
So, we heard you heard… 🤷
Introducing codename “Project Q”, a team battle arena letting players truly own the experience! The game is in early development and we will keep testing, so for now all you can do is register for upcoming tests: https://t.co/TMRKwiUzbJpic.twitter.com/hZ40OkPdum
Recently, a leak came out, showing early development gameplay. Based on the footage, Ubisoft’s Project Q incorporates a visual style similar to Fortnite. Additionally, two game modes dubbed Showdown and Battle Arena are seen in the game.
The leak also states that French studio Ubisoft Bordeaux is spearheading the development of Project Q. However, Ubisoft has not confirmed this notion.
Official details of the game are still under wraps. In a response to concerns about NFTs, Ubisoft claims “no NFT features are planned for this title.” Worries about potential NFT implementation follow as Ubisoft is adamant about NFT adoption in its games. Earlier this year, the publisher introduced its Ubisoft Quartz platform. The controversial introduction of artificially scarce in-game items hit Ghost Recon: Breakpoint first.
Registration for upcoming tests is now open. Any player interested in getting their hands on the game throughout development can sign up and learn more.
Project Q currently does not have an official release window. However, based on the registration page, the game supports PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S.
Honest question: who here even knows that Netflix offers games?
I’m not trying to be snarky. The streaming giant’s expansion into gaming happened back in November 2021, and since then, I’ve heard pretty much no one talk about it. That’s despite the fact that they’re available on Android and iOS, two of the biggest tech platforms in the world. While that’s anecdotal, to be sure, I follow the gaming industry extensively both professionally and recreationally, and there’s been nary a peep about Netflix Games in those spaces. (For context, we’ve known about Netflix Games for about a year.)
I bring this up not only because we’re past the five-month mark of the platform’s launch, but because the subject has come up amid Netflix’s latest earnings report. In it, the company revealed it lost subscribers for the first time in over 10 years in Q1 2022 — 200,000 of them, in fact. The company attributed the losses to the suspension of its business in Russia amid the country’s unlawful invasion of Ukraine while predicting a further drop of two million subs in Q2.
In response, the company has all but confirmed it will adopt some sort of ad-supported, lower-cost tier and paywall on password sharing, although it’s unclear when either may come. While we wait for that, there’s been discussion about how Netflix might leverage games to grow its overall business. “Netflix is looking at content opportunities around video games from every direction,”The Washington Post reported this week, citing sources.
So far, though, it’s unclear what the larger vision is for the platform, exactly. Currently, the platform has 17 games, including two based on its hit Stranger Things series. I haven’t heard of most of these, personally, and I’d wager most others are in the same boat. Not disparaging these titles, mind you; I clearly haven’t played them. But considering they’re offered for free on mobile to all of the streamer’s 222 million global subscribers, you’d think we’d have heard more. (We also don’t know how many people are actually playing them as Netflix has, like many companies, not disclosed official numbers). For now, it seems like these are little appetizers for Netflix to test the waters before diving into the market more heavily.
One of Netflix’s games, Stranger Things 1984.
But beyond that, we don’t really know what Netflix has planned for the platform in the long-term. The company clearly wants synergy between its original movies/shows and games, and it’s already started that with the pair of Stranger Things games. It also recently confirmed it’s doing the same with the popular Exploding Kittens game, which is getting a mobile title next month and, later, a series on Netflix.
The best example of the potential for this sort of cross-promotion, though, comes from Netflix’s The Witcher series. The Henry Cavill-led show helped CD Projekt’s The Witcher 3: Wild Hunt — an unrelated experience connected only by Andrzej Sapkowski’s original novels — hit record-high popularity on Steam, four years after launch. But The Witcher 3 also highlights perhaps the biggest question mark surrounding Netflix Games: the types of experiences we’ll get. That is to say, mobile games are undeniably popular, but people also want larger, bigger-budget titles on consoles and/or PC. To be sure, it’s smart for Netflix to slowly dip its toe into gaming, especially when looking at other tech giants. Google’s extremely lackluster Stadia service has practically no fanfare, and Amazon Games ran into many stumbles and multiple cancellations in its early years.
That said, it’s been fairly clear, at least, that Amazon is interested in big live service games, and it’s finally found success on that front with last year’s New World and this year’s Lost Ark. In fact, the latter of which is currently one of Steam’s biggest games. Netflix, by contrast, has been pretty vague about its gaming ambitions, simply saying they’ll be “primarily focused” on mobile to start. Consequently, the platform currently seems to be limited, in some ways, by these bite-sized, mobile-only titles that are (mostly) exclusive to its platform and seemingly draw little attention. The Washington Post says Netflix plans to make 50 games available by the end of the year, but who knows if they’ll garner more attention than the initial offering. Will Netflix eventually expand to console and/or PC titles? Or even different types of mobile games, like, say, a Squid Game battle royale? Only time will tell.
Netflix has confirmed it’s looking into adapting Squid Game into a game, but it remains to be seen what that might look like.
It also remains to be seen what Netflix is planning with its recent developer acquisitions, which include three studios: Finland’s Next Games and the U.S.’ Boss Fight Entertainment and Night School Studio. It’s that third team that’s especially interesting, as that team is behind the acclaimed Oxenfree adventure game and is also developing a sequel for consoles and PC. At the same time, Netflix has brought on veterans from the likes of Riot and EA, although what they’re working remains a mystery. Ultimately, bringing key talent is always smart, but we’ve also seen that go nowhere (see: Google Stadia).
Now, if this sounds negative, it’s not meant to be; it’s so early for Netflix Games that it’s impossible to really speculate either way. Rather, this piece is meant to round up what we do (and don’t) know about Netflix’s early efforts. If nothing else, it’s easy to imagine the potential, especially since the company already basically has the monopoly on gaming adaptations, including Castlevania (Konami’s Castlevania), Arcane (Riot’s League of Legends), TheCuphead Show (Studio MDHR’s Cuphead) and the upcoming Sonic Prime (Sega’s Sonic the Hedgehog). And because Netflix has a successful core business, it can afford to take its time and position games as a bonus perk. Google, by contrast, put all of its AAA gaming eggs in the Stadia streaming basket, and it hasn’t paid off.
All of this is to say that there’s much more to come from Netflix Games, and it will be interesting to how it all plays out.
As Halo Infinite Season 2: Lone Wolves is about to kick off, 343 Industries has finally provided a roadmap for what’s to come to the game for the rest of the year.
By in large, the Halo Infinite roadmap covers what Lone Wolves provides. 343 Industries has confirmed that Season 2 runs for a total of six months. The season begins on May 3rd and concludes a week prior to the one-year anniversary of the multiplayer’s release on November 7th.
It’s already been reported that Halo Infinite’s Season 2 offers a brand new Battle Pass, featuring 100 tiers. The Catalyst and Breaker maps also debut this season. Additionally, 343 Industries is rolling out three new modes including King of the Hill, Land Grab, and Last Spartan Standing. Though, there are a few new tidbits to cover in the Halo Infinite roadmap.
Two narrative events are scheduled this season. ‘Interference’ runs on May 3rd and wraps up on May 16th. The second, dubbed ‘Alpha Pack,’ runs from July 19 to August 1st. The first week of Season 2’s Fracture: Entrenched event runs from May 24th to May 30th.
On top of that, the Halo Infinite roadmap promises to deliver some long-awaited updates to the core game. 343 Industries states that the online co-op for the campaign mode has a “late August target.” Additionally, campaign mission replay is also targeting a similar late August window. An open beta for Halo Infinite’s Forge mode is scheduled for September as well.
343 Industries has briefly outlined what Season 3 will offer. Starting on November 8th, Season 3 brings the now-standard element of new maps, modes, narrative events, and a Fracture event. Aside from what’s expected the Forge open beta will continue during Season 3. Local split-screen co-op is also said to arrive. Though the timing is still to be determined.
The Halo Infinite roadmap has understandably left the community divided on the length of Season 2 as well as the amount of content awaiting the game. We know we need to deliver more content and more features more quickly, Halo Infinite’s head of creative Joseph Staten says in a Halo Waypoint blog post. “Staying true to priority zero means that sometimes we need to slow down in order to stay healthy and move faster later. But we’re also aggressively looking at ways to accelerate.”
343 Industries is hosting a livestream on April 27th at 4 PM ET/1 PM PT. The team is showcasing the narrative events and new content on Twitch and YouTube.
The short video shows the player starting out in Elden Ring’s ruined chapel and fighting the first boss, the Grafted Scion, and getting very quickly demolished. The character uses familiar rolling and sword attacks, staple Elden Ring combat moves. And like the actual game, after dying, that oh-so-familiar ‘You Died’ screen appears.
Shin is using GB Studio 3.0 to create the demake. They say that they plan to launch the Limgrave area of the demake by the end of May, but you can follow along with the development progress on their Twitch channel.
Last month, Sony unveiled its new PlayStation Plus game subscription service, and now we’re finally learning more about what games will be part of the platform and when it releases.
The service is poised to launch in North America on June 13th this year. While that date is fast approaching, Canadian pricing still hasn’t been released. MobileSyrup has reached out to PlayStation Canada multiple times for more information regarding PlayStation Plus pricing.
Sony’s PlayStation Plus platform is available in three tiers: ‘Plus Essential,’ ‘Plus Extra’ and ‘Plus Premium.’
PlayStation Plus Essential, the first tier of the new subscription, is the same as the current PlayStation Plus offering. It includes online multiplayer access, two monthly downloadable games, discounts, and cloud storage for saved games.
The next tier, PlayStation Plus Extra, offers the same benefits as Plus Essential along with a catalogue of up to 400 PS4 and PS5 games that PlayStation owners can download and play. Sony says the 400 titles include “blockbuster hits” from the PlayStation Studios catalogue and from third-party partners. However, it’s not clear if subscribers will get day-one access to new titles from Sony.
The third and final tier, PlayStation Plus Premium, includes everything from the previous two tiers, along with up to 340 more games and PS3 titles available via cloud streaming. This tier also offers a catalogue of “beloved classic games” from the original PlayStation, PS2, and PSP available both through streaming and download options.
U.S. pricing starts at $99.99 ($roughly $125 CAD) yearly for Plus Extra and $119.99 (roughly $150 CAD) for Plus Premium. It’s assumed that Plus Essential will cost the same as it does now, $69.99 CAD ($59.99 USD).
Sony says that Death Stranding, God of War, Marvel’s Spider-Man, Returnal and more will be available at launch.
Noodlecake Studios has launched Moonshot – A Journey Home on Apple Arcade. The Canadian studio is known for developing a bevy of games including Nuts. The studio has also had its hand in publishing games such as Alto’s Adventure: The Spirit of the Mountain and now Moonshot – A Journey Home.
Morsel Interactive, a small, two-person team consisting of Milan Cubic and Valentina Bregovic, developed the title after launching the Vibe Camera photo app on iOS. Moonshot is described as a mini-golf game in space.
The game features a physics-based slingshot mechanic where players fire Moon Pi, a young moon, across a wide universe. Additionally, Moonshot – A Journey Home features a story in which Moon Pi hopes to return to Mother Earth.
“Players will launch themselves past other planets’ gravity fields, all while avoiding dangerous traps like black holes, aliens and other strange space phenomena in their quest back to Mother Earth,” the game’s description reads.
Moonshot features 126 levels across seven unique worlds. It afeatures 50 achievements to unlock across the game. Additionally, players can take part in special events each week to unlock prizes and skins for Moon Pi.
Finally, on top of launching Moonshot – A Journey Home, new content updates on Apple Arcade include:
Bloons TD 6+: new UI changes, a new beginner map, hero, and boss.
Nickelodeon Extreme Tennis: introduces Eliza’s five-episode story, a new character, a new court, new customizations, new daily quests and weekly events, and more.
Star Trek: Legends — newly added Hero
Spire Blast: a new world with 30 new levels, 10 new challenge levels, and limited-time challenge events
Zen Pinball Party: newly added Williams Pinball: Champion Pub table
As Moonshot – A Journey Home is an Apple Arcade Original, the game is playable on iPhone, iPad, Mac, and Apple TV. Apple Arcade is available for $5.99/month.
This summer is the season of the squid as Splatoon 3 is making its way to Nintendo Switch on September 9th. The company announced that the highly anticipated follow-up in Nintendo’s Splatoon 2 isn’t too far away from release.
Alongside the release date announcement, Nintendo also offered a fresh look at Splatoon 3’s 4v4 competitive ‘Turf War’ mode. Additionally, during the three minutes of footage, we’re shown the brand new ‘Eeltail Alley’ map.
As is expected, Splatoon 3 features a vibrant and colourful take on third-person shooters. Players team up to take on opposing teams, covering the map with their respective ink colours. Teams also battle to fire paint at opponents in hopes to claim victory.
Splatoon 3 was first announced by Nintendo in February, 2021. The game features a full-fledged campaign titled‘ Return of the Mammalians,’ where players team up with Agent 3 to fight the Octarians. “Discover the secrets of a mysterious place called Alterna and the Fuzzy Ooze,” the official synopsis states.
Additionally, Splatoon 3 includes the return of Salmon Run, Splatoon’s beloved Horde mode.
To prepare players for the launch of Splatoon 3, Nintendo is adding the Splatoon 2 Octo Expansion DLC to Nintendo Switch Online + Expansion Pack. Subscribers of the $63.99/yearly membership gain access to 80 additional missions to the 2017 splat-tastic game.
Last month, Toronto-based indie developer 13AM Games released Dawn of the Monsters, an action game in which players assume the role of various hulking behemoths to beat up other fearsome creatures.
For Alex Rushdy, it’s also something of a dream come true. As the co-founder, CEO and creative director of 13AM, Dawn of the Monsters is a chance to finally make a game based on kaiju, the Japanese genre of film and television featuring giant monsters.
“I’m a huge kaiju nerd, and I have been since I was a wee child,” Rushdy admits. He says this all started when his babysitter took him to Zellers when he was around five-years-old. Rushdy, an avid fan of dinosaurs, soon came across something that caught his eye.
“I saw a dinosaur that I couldn’t name. I had an encyclopedic knowledge of dinosaurs, and I was like ‘What is this dinosaur? Why don’t I know this dinosaur’s name?’ And my babysitter, Sharon, told me ‘that’s not a dinosaur, that’s Godzilla.’ Then my mind was just blown that there was a dinosaur that was that big and powerful that lived on Monster Island with other creatures. So she got me that toy and it still sits on my desk to remind me of that.”
“I always loved gaming, but I never really considered a career path because I don’t like math,” he explains. “I didn’t want to learn how to program — I’m more of a creative mind than a mathematical mind. And then I found out that you don’t need to be a programmer to work in video games — you can do design, you can do art, you can do all these other things.”
At George Brown, he met 13AM’s other co-founders, and the rest, as they say, is history. The team went on to make two games, 2015 platformer-racer Runbow and 2019 action-platformer Double Cross, as well as publish Tokyo-based Dadako’s Pirate Pop Plus in 2018. All told, it’s an impressive start for the small Toronto upstart, but there was one project during all of this that hadn’t gotten realized.
“We had come up with a prototype for a giant monster fighting game, years and years ago, and it never really went anywhere. We built a prototype, but we couldn’t really get it signed, so we put it on the back burner,” says Rushdy of the game that would eventually become Dawn of the Monsters. After Double Cross, the studio eventually revisited the concept with a fresh spin.
“We thought, ‘wouldn’t it be more interesting if it was a kaiju game mixed with a beat ’em up?’ Because that was like a chocolate-peanut butter combo that we thought, ‘why has no one made this? We could smash cities and other monsters with a friend of yours in co-op,’” he says. And when we started pitching that around, it was like almost instantly. People were excited about it because it was a really good fit.”
Ultimately, California-based WayForward, best known for the well-regarded Shantae series, signed on to publish.
Hitting close to home
With a publisher secured, Rushdy says the team quickly got to brainstorming all sorts of design ideas. One, however, stood out in particular. Kaiju stories are often set in Japan or, in the case of the recent Godzilla movies, various parts of America. But what if we got one in Canada?
“Zillers” — now why does that sound familiar?
“Toronto so rarely plays itself in movies, because the big movies that get shot here are often are almost always foreign films, or almost always American films. And what they want is a cheap place to stand in for Philadelphia or New York City or Tokyo or whatever,” says Rushdy.
“And we were just like, ‘you know what? Let’s let Toronto be Toronto. We’re a Canadian studio, this is a Canadian game — we’re putting in Toronto, full stop, and that’s going to be the big city that you get started in, and that’s going to place you smash. I also personally would love to smash the Gardiner and all the high-rise condos in this city, so that allows me to do that. And the excitement that it got out of our team immediately was kind of what sealed it for us.”
Dawn of the Monsters‘ story, which focuses on the Defense Alliance Worldwide Network’s efforts to stop invading creatures known as the Nephilim, begins in “New Toronto,” one of the game’s four major locations. Within that setting, Rushy said the team had fun coming up with all kinds of Canadian easter eggs, ranging from iconography like the CN Tower and TTC to retailers like “Zillers” (Zellers) and “Tom Nortons” (Tim Hortons”) and even such groups as the now-defunct Concerned Children’s Advertisers. As a nice touch, the team also threw in easter eggs for fellow Toronto-made games, including DrinkBox’s Nobody Saves the World, Mighty Yell’s The Big Conand Capybara’s Grindstone.
“So we were just spitballing these ideas and laughing and we’re like ‘if we’re getting a kick out of this, other people will as well.’ and when we released our first trailer, we didn’t even really intentionally mention Toronto, but people caught it and they noticed and we were on BlogTO, we were on This Hour Has 22 Minutes,” Rushdy says. “People were mentioning, ‘oh, wow, there are so many little [easter eggs], like, oh, yeah, that looks like City Hall or there’s the CN Tower. There’s ‘Earnest Ted’s’ — we built Honest Ed’s in our game. People got a kick out of it and I love having that kind of connection to the audience where we actually build these games.”
From Toronto to Tokyo
Of course, Dawn of the Monsters owes much to Japan, as well, and Rushdy says the team drew from a lot of the country’s media. In terms of gameplay, he says Platinum Games, the beloved Osaka-based Japanese developer behind action hits like Bayonetta, inspired 13AM’s approach to Dawn of the Monsters.
As Rushdy notes, the challenge was creating the massive scale that defines kaiju stories while retaining the speed and depth — combo systems and all — of a Platinum title.
“We tried to look at the whole thing very holistically, and we tried to look at other kaiju games and other action games. And we came to a decision pretty early on that any decision to make the game feel slow or lumbering or sluggish would be in service of trying to make it seem ‘realistic.’ And the truth is that anyone who likes monster movies doesn’t give a shit about realism because, I just want to see a big robot pick up an oil tanker and smack another monster in the face. Realism checked out as soon as the credits rolled, right?”
The design philosophy, then, boiled down to “fun, excitement, action,” explains Rushdy.
“Let’s make this fun first — the most satisfying action game we can make, monsters or not. And then to make it feel kaiju, to make it feel heavy and weighty, let’s make those attacks big. So when [playable kaiju] Megadon winds up and delivers a punch, it creates an explosion on impact. You’re not going to see, you know, Cody from [Capcom beat ’em up] Final Fight do that because he’s not big enough. When you pick up a building and smash it over someone’s head, it slows down, and then all the bits fly everywhere. So that was key to us, because we also all love those Platinum games, high-quality action games, and just because they’re giant doesn’t mean they can’t still be snappy and fun.”
Adding authenticity to the experience was the involvement of veteran Japaneseartists Yuji Kaida and Shinji Nishikawa, who have both worked on several Godzilla films and other related properties. Surprisingly, Rushdy says it was “pretty easy” to get them on board, as he knew mutual friends through G-Fest, an annual Chicago kaiju convention. He even got a chance to meet Kaida while visiting Tokyo.
“They were really humble guys to work with — really easy to work with. And the process was really smooth. Like, Nishikawa designed one of our bosses. And pretty much the first design he sent over was what we put in the game. We worked with a whole bunch of artists all around the world — it was really fun to get these people involved.”
On 13AM’s official Twitter page, the team regularly spotlights these artists, which, in turn, offers neat behind-the-scenes looks at the game.
Partner Spotlight! The legendary Yuji Kaida, known for his work on so many influential franchises like Godzilla, Macross, Gundam and Patlabor! He worked on the amazing movie poster style DotM key art that is used as a cover for the LimitedRun Collector's Edition. @kaidakaizyu pic.twitter.com/DkKZ13ZZlp
— 13AM GAMES – DAWN OF THE MONSTERS OUT NOW! (@13amgames) April 4, 2022
That work clearly pays off, with Dawn of the Monsters having a particularly striking art style. According to Rushdy, this came about from an acknowledgment that “kaiju realism” had already been done — the team wanted to do something different.
“We really love anime and comic books and manga and stuff like that. So what we looked at as a key inspiration instead of the movies themselves were the movie posters. There are a lot of hand-painted movie posters for these Godzilla and Gomorrah movies that were really cool and really stylish. And from there, we looked at, ‘okay, how can we simplify this style to make it work for a game?’ And we looked at Mike Mignola from Hellboy. We looked at the recent Gridman, the anime from Studio Trigger, and we’re like, ‘we think we can do something like this. I think this will be interesting and unique enough that even if you’re not a monster movie nut, you’ll look at this game and go, ‘that actually looks pretty neat.’”
In general, Rushdy says the response has been “overwhelmingly positive” to the game.
“It’s been amazing — just overwhelmingly positive. When you get so deep in game development, you kind of get blinders on. And towards the end, you’re like, ‘are people going to like this game? We’ve spent so much time and money on this — will people even care? Or will it just come out and people be like ‘yeah, whatever, it’s like a five out of ten.’” But the response was so good, reviews have been so good, and the passion from the fans has been incredible. It’s become the highest-reviewed kaiju game ever, which isn’t an incredibly high bar, but it’s reviewed very well — it’s not like it’s reviewed poorly. So it’s been a bit of a vindication for us. Certainly, a dream come true for me, personally, to be able to create this world and share it with people and see them resonate with it.”
Dawn of the Monsters is now available on Xbox, PlayStation, Nintendo Switch, PC and Google Stadia.
Fortnite’s next epic crossover is with the 90’s hip hop group Wu-Tang Clan.
The new skins are set to drop into Fortnite on April 23rd, at 8pm ET/5am PT and would be accompanied by other “Wu Wear” items, including back blings, Pickaxes, a glider, weapon wrap and emote.
Bring da ruckus and enter the Wu-Tang Clan 👐
Put your hands up cause @WuTangClan is bringing a style revolution to Fortnite on April 23 at 8 PM ET.
Unfortunately, the collaboration doesn’t bring Method Man, RZA, Masta Killa or any other member of the group to the game, and instead, brings the group’s style and gear to Fortnite.
The two skins coming to the game on April 23rd are ‘THROWBACK BG’ and the ‘B.R.I.T.E.’ outfit, both of which have a ‘No Cap’ style that you can switch to. The ‘WUWEAR Worldwide’ Back Bling is included with the ‘THROWBACK BG’ outfit, whereas the ‘Neck Protector Picaxe’ would be available separately. Similarly, the ‘Wu-Tang Represent Back Bling’ is included with the ‘B.R.I.T.E.’ outfit, whereas its ‘Triumphant Tagger Pickaxe’ would be available separately.
Additionally, the following Wu-Tang inspired items would also be available in the Fortnite Item Shop on April 23rd:
Shimmy Surfer Glider
Wu Wrap
Wu-Tang is Forever Emote
Wu-Tang Clan are the latest in a long list of artists and musicians featured in Fortnite, including Marshmello, Major Lazer, Anderson Paak, Bruno Mars, Ariana Grande, Travis Scott and J Balvin.