Everybody’s Gone to the Rapture is coming to PC, developer The Chinese Room announced.
The Sony Interactive Entertainment-published first-person experience will have performance and accessibility upgrades on PC. You can push up to 60 frames per second on a good computer, and there are features like a crosshair option for people susceptible to motion sickness; visual assist for hearing-impaired players; and a “one button tilt” / simplified event-triggering feature for users with mobility issues.
Torn Banner Studios to Unveil Playable demo of ‘Mirage: Arcane Warfare’ to the Public at PAX East
Torn Banner Studios, the Toronto-based developers of Chivalry: Medieval Warfare announced today that their upcoming PC title, Mirage: Arcane Warfare, will be playable for the first time at PAX East which runs from April 22 – 24 at the Boston Convention and Exhibition Center (booth #10200).
Available for attendees to play will be a thrilling 6 vs 6 multiplayer combat experience across three stages in the Team Objective mode. Players will be able to choose from various classes which vary from backstabbing assassins to ranged magic casters, and will experience the game’s unique objective-based competitive gameplay in a live LAN environment against other PAX attendees.
In Mirage: Arcane Warfare, the calm of a strange fantasy world is shattered by ruthless civil war. Warriors armed with steel and magic bring violence and death as they do battle across a fantastical Arabian and Persian-inspired setting of desert sands, market bazaars and grand palaces. Built using the powerful new capabilities of Unreal Engine 4, Mirage: Arcane Warfare presents a visually stunning backdrop to some viscerally brutal multiplayer combat.
Slated for release on PC through Steam later this year, Mirage: Arcane Warfare will feature a range of diverse player classes each with their own unique weapon and skill sets, exotic fantasy locales, multiple multiplayer game modes including objective-based challenges, brutal gore and a host of other innovative new features.
Torn Banner Studios has released a new image to give attendees a sneak peek at what they can expect at PAX East. Catch up on the latest videos for Mirage: Arcane Warfare at the Torn Banner Studios YouTube channel.
Torn Banner Studios released their second Community Dairy for Mirage: Arcane Warfare focused on the playable characters which will be at PAX. Join Character & Weapon Artist Dylan Brady, Programmer and “Lore Guy” Kevin Jay along with Senior Brand Manager Alex Hayter here. The Community Dairy video will also post on the game’s news blog following all the latest updates and news for the game at miragearcanewarfare.com/news.
For more information visit MirageArcaneWarfare.com. Like their game’s Facebook page and follow it on Twitter @MirageGame for future news and updates.
Devolver Digital Releases Trailer for Cyberpunk Action Shooter RUINER
RUINER Unleashing Anime-Inspired Cyberpunk Action in 2016
Developer Reikon Games and game label Devolver Digital have announced RUINER, a brutal cyberpunk action shooter that will devastate gamers on PC, Mac, and Linux in 2016. Throw up your energy shield and refresh your dash augmentations because it’s going to get pretty wild from here on out (ruinergamer.com).
RUINER is a brutal action shooter set in the year 2091 in the cyber metropolis Rengkok. A wired psychopath lashes out against a corrupt system to retrieve his kidnapped brother under the guidance of a secretive hacker friend. Combine preternatural reflexes, augmented tools, and the arsenal of fallen foes to tear down and dismantle the corporate titans of virtuality dealers at HEAVEN.
“The Reikon Games team is thrilled to work with Devolver Digital on our debut game. RUINER is a game we’ve been working on for quite some time and have wanted to make for even longer,” said Magdalena Tomkowicz, lead writer on RUINER at Reikon Games.
Reflexes will be put to the test as players take aim at HEAVEN, the monolithic corporation behind the entertainment networks bringing people real sensations in virtual worlds. The masked hero will utilize a fantastic array of weaponry and gadgets in concert with fluid movement and tactical strikes to save his kin and discover the hidden truths of Rengkok. A sensational score from Khoven, DJ Alina, and famed anime composer Susumu Hirasawa (Paprika, Millennium Actress) back a unique original narrative.
If you or someone you love is looking to become an unstoppable psychopath with a super sweet video helmet strapped to their face, please visit ruinergame.com and follow @RuinerGame on Twitter.
John Romero and Adrian Carmack Return to Their FPS Roots With Blackroom
John Romero and fellow id Software co-founder Adrian Carmack proudly announce Blackroom, a visceral, varied and violent shooter that harkens back to classic FPS play with a mixture of exploration, speed, and intense, weaponized combat. Use fast, skillful movement to dodge enemy attacks, circle-strafe your foes, and rule the air as you rocket jump in the single- and multiplayer modes. Powered by Unreal Engine 4 and fully moddable on PC, the game is being developed with community at its core, starting with today’s launch of a Kickstarter campaign to fund development.
Features of Blackroom
• Reign supreme in a variety of multiplayer modes, including co-op, 1-on-1 deathmatch and free-for-all arena in a wide variety of locations including hardcore military sims, hellish infernos and interstellar space.
• Delve into a captivating 10+ hour single-player campaign, spanning wildly varied environments, from ruined Victorian mansions to wild west ghost towns to swashbuckling pirate galleons and beyond.
• Master fast, skillful movement with rocket jumping, strafe jumping and circle strafing.
• Challenge yourself with expert abstract level design, invented and perfected by John Romero and made material by Adrian Carmack. Romero’s latest map, Tech Gone Bad, has received universal praise and over 1M unique impressions.
• Master six built-in multiplayer maps, as well as countless maps created by the community.
• Extend your experience with full mod support and dedicated servers.
• Put your skills to the test in Challenge Modes (speedrunning and more) that present unique and demanding goals.
• Affect the holographic worlds in the Blackroom with a device called the Boxel, and influence the environment, your weapons and your enemies.
• Features new soundtrack compositions by acclaimed metal guitarist George Lynch.
In the single-player campaign, step into the shoes of Santiago Sonora, Chief hNode Engineer at HOXAR, Inc., the world’s foremost creator of holographic simulations. The company’s exciting Blackroom technology allows users to be anywhere at any time, creating fully-realized holographic worlds that are indistinguishable from reality, all inside of a giant black room. When testing of their new leading-edge Predictive Memory technology reveals troubling anomalies that blend the real world with the virtual, you’re sent in to investigate and are swept across a staggering and dangerous array of simulations developed for Blackroom users, from medieval castles to horror sets. Peering into your mind and tapping into your deepest memories and fears, however, it’s clear that the Blackroom is not all fun and games.
Blackroom reunites game lead John Romero and art director Adrian Carmack, who co-founded id Software and co-created some of the industry’s seminal video game franchises, including Wolfenstein, DOOM and Quake. The Night Work Games team carries on that history of innovation with Blackroom, with a focus on fast-paced action, pushing technical boundaries and developing community-focused, mod-friendly games.
“It is incredible to work with Adrian again,” said John Romero, game lead. “We’re developing exactly the type of game we think a lot of shooter fans want. It’s the type of shooter we’re known for, and the type of game we love to play ourselves. It’s a skillful shooter, from movement to weapon and map mastery.”
Adrian, who got his start with John in 1990 at Softdisk before going on to co-found id Software, echoed Romero’s comments. “It’s been great working with John again, and we’re really setting out to produce a visceral FPS,” said Adrian Carmack, art director at Night Work Games. “Because of the Blackroom’s setting, we have a lot of freedom to create environments that players might not expect in an FPS. Blackroom technology lets its users enter just about any universe imaginable, and gives them the power to alter the world. That gives me lots of artistic freedom.”
Blackroom is targeted for release in winter 2018 on PC and Mac, DRM-free and on Steam. The team today launched its Kickstarter campaign, which will help the team fulfill and expand upon its ambitious plans and gives the community a unique opportunity to get directly involved in the game’s development.
For more information on Blackroom and to stay up-to-date with the latest developments, visit the official Night Work Games site and follow the studio on Facebook, Twitter and YouTube.
John Romero's Blackroom Kickstarter cancelled until gameplay demo is finished
Pressing Pause for a Gameplay Demo
After listening to the gaming community since we've launched the campaign, we've decided to give you what you've asked for: a gameplay demo of Blackroom. The team is at work on a demo which demonstrates the kind of gameplay, look and innovative, cool features that make Blackroom truly unique — the things we’ve waited years to put into an FPS and which make us incredibly excited about this game.
There’s a hitch here, a hitch that’s making us do something that’s right for the game, the team, and the community: we’re pressing “PAUSE” on the fundraising campaign for Blackroom to complete this gameplay demo. Simply put, this will take more time than the Kickstarter has left, so we’ve decided to suspend the campaign and launch a new one when the gameplay demo is ready. We believe, however, it is the right choice. Thanks to the community feedback, we know we should have included it at launch.
Your support for our game and our vision has been incredible and valuable. You've already proved you want this campaign to succeed, and we believe a gameplay demo will get the rest of the gaming community just as excited for this game as you already are. We will, of course, honor backer achievements in the next campaign. We’ll add an extra something for those of you who continue to support us and we will be in touch to collect your information to reward your support in the next campaign.