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News with tag iOS  RSS
‘Super Mario Run’ Has Crossed $60 Million in Revenue on iOS and Android Since Launching Nearly 2 Years Ago

Added: 02.07.2018 20:00 | 1200 views | 0 comments

I still remember Tim Cook introducing Shigeru Miyamoto when Super Mario Run (Free) was shown off to the world. That ...

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War Thunder’s Land, Sea and Air battlegrounds hit Xbox One

Added: 02.07.2018 19:43 | 1036 views | 0 comments


War Thunder, which will enter a free-to-play format later this year, is now available for Xbox One. The cross-platform war ground between land, sea and air comes in three purchasable packs, which start at £15.99/19,99€, each with their own unique vehicle, decals and player titles. With over 1,000 military vehicles to choose from, the MMO takes place across 80 maps that have been created from real-life battle scenarios across our history. Playable in both PvP or PvE, War Thunder will appeal to those after an intense battle against other players online or for those wanting to partake in historical campaigns. With land and air squared away, War Thunder Naval Battles is the last piece of the puzzle for Gaijin Entertainment, with Xbox One players able to get access right away, while PlayStation 4 and PC players need to be owners of a Naval Pack for access to the closed beta.

From: www.thisisxbox.com

The Golf Club 2019 Adds More Than Just The PGA Tour

Added: 02.07.2018 19:38 | 508 views | 0 comments


HB Studios' The Golf Club franchise took its career mode forward in a big way when . The tour – including preambles Q School and the Web.com Tour – culminates in the FedExCup Playoffs, but there's more to the career mode than just a sponsorship.
Six real-life courses are licensed (Summerlin, Scottsdale, Sawgrass, Southwind, Deere Run, and Boston), with more planned for after launch, but the tour's 32-course schedule also includes user-created courses. User-created courses are the foundation of the series, and it's cool that some talented creators are going to see their courses as part of the game's career mode in events big and small. HB Studios even talked to them in order to get information the developer could use to inform the commentary during the course flyovers at the beginning of an event.
Unfortunately, the courses themselves are set for a single PGA Tour season even though stats are kept for up to five seasons (you can play beyond that) and the golfers on the leaderboard will fare differently from year to year.
While you're playing on the tour you'll form rivalries with individual golfers. Points are accumulated for each event based on more than five categories. Whomever is the first to 20 points wins the rivalry. You can add some extra emotion to these rivalries and the tour in general by renaming the 300 golfers on the circuit.
HB Studios says it would like to add license real pros, but that is only a future possibility. The developer isn't planning to put out The Golf Club 2020, for example, on a yearly cue, so we'll have to wait and see how the franchise implements real pros if it happens.
The Golf Club 2019 is also adding a golfer level. This goes to 100, and each step up the ladder gives players cosmetic items (there is no boosting of golfer stats) and in-game currency used to bolster your golf society and/or use in multiplayer skins matches.
Leveling, along with season-long sponsorship goals, tie into the game's expanded customization options – which now included branded apparel from Under Armor, Tattoo Golf, Royal & Awesome, and Vice Golf. Each sponsor has three levels, and you can switch between them mid-stream for a slight tradeoff.
While golf societies won't change a whole lot for the game this year (the clubhouses you can purchase have been freshened up), multiplayer is bolstered by options like quick matchmaking with strangers over a curated course selection, as well as private matchmaking among friends where you'll have control over course conditions.
I played a couple rounds of the game, and didn't have too much trouble with getting the timing right on the backswing and for the speed of my followthrough, but I'll have to play more to get a better feel of the consistency of delicate finesse shots. Will I have the skills to hack in on the tour? I'm excited to find out.

Tags: Amazon, iOS
From: https:

What We Loved From Just Cause 4’s Stupid Demo

Added: 02.07.2018 19:38 | 1157 views | 0 comments


Avalanche Studios has been delighting E3 ongoers all week with an action-packed demo of Just Cause 4, and if you’re looking for a traditional preview of what they showed, Javy . However, he’s not the only one who saw the tools of destruction that Rico Rodriguez is packing this time around. Jeff Cork and Jeff Marchiafava also sat in on the demo, with a laser focus on the kind of stupid fun in-game pranksters can look forward to. Rather than keep their ruminations to themselves, they decided to memorialize their thoughts about Just Cause 4 in a text conversation, which you can conveniently view below. You’re welcome!
Jeff Cork: Hello, Jeff Marchiafava! Remember when we saw the Just Cause 4 demo together? What was the biggest surprise for you? Personally, I wasn’t expecting to learn that the tornadoes that were highlighted in the reveal trailer are being controlled by various factions in the game through some kind of weird array of high-powered fans. And no, I am not making that up. The tornadoes in the game are, indeed, being controlled through some kind of weird array of high-powered fans. 
Jeff M: Conspiracy theorists rejoice – the government really is controlling the weather! I think the biggest surprise for me was that apparently Avalanche can read my mind and decided to tailor-make Just Cause 4 into exactly what I want from the series – a big dumb playground for me to mess with NPCs in ridiculous ways.
Jeff C: Sure, you could shoot them with your guns, but that’s amateur-hour stuff. During the demo, we got to see all kinds of wacky nonsense. I think they know their audience perfectly; rather than focus on the various socioeconomic conditions that have led to the downfall of this region, we got to see a lengthy masterclass about how physics can be fun. Rico’s repertoire has been enhanced with an upgraded grappler, allowing for even more mayhem. We all had fun using boosters to rocket people, cars, and other things away, but Just Cause 4 puts it on a completely different level. We saw it in action as the demoer methodically shot booster after booster at a crane and cargo container and stuck them together with a tether. Moments later, the contraption sprung to life, whirling around like an out-of-control wrecking ball and ruining everything within its radius. 
Jeff M: Yeah, I was delightfully surprised to see that you can customize a bunch of characteristics for how your grappler functions, seemingly for the express purpose of causing goofy shenanigans. Some of the options don’t even make sense in any logical circumstance – why would you ever need a tether that continually contracts and expands between to objects? That only makes sense when you’re trying to do something stupid, and I love that they give players the option. Should we talk about the damn balloons now?
Jeff C: Rico can fire off balloons now, which inflate and – you’re not going to believe this – lift whatever they’re attached to into the air. “Whatever” probably includes what you’re thinking about already. You want to pretend you’re a cutrate Snake and whisk people away with your phony Fulton? They won’t be added to your roster, but your victims will float away. Close enough? You can also put them on the corners of the top of a storage container and create a floating mobile platform – one that, when combined with boosters, can fly you around until it probably slams into a mountain or spirals out of control. You can also equip a mod that lets the balloons follow you around, so you can have a conga line of red barrels above you. Why? I don’t know. Maybe drop them and they’ll explode on your enemies? Asking “Why?” seems fairly fruitless, as you said.

Jeff M: Yeah, unlike the Fulton, there really isn’t a point to it beyond “more physics-based fun,” and that’s good enough for me! I’m really looking forward to diving into the grappler customization and seeing what hilarious combinations you can come up with. The biggest news, however, might be that Avalanche even figured out a way to make the weather fun! Apparently the entire island has simulated wind patterns, which make getting around with Rico’s windsuit a little easier – though I doubt it will stop me from smashing into the sides of mountains. Avalanche said Just Cause 4 simulated a number of weather conditions as well, but the one they were showing off was the aforementioned tornadoes. 
Jeff C: They seem to spin real good. During the demo, we saw one tear through an enemy outpost, where it tore up nearly everything in its path – including the red chaos objects, which ordinarily reward Rico with points for destroying them. Guess what? You still get credit for blowing up those generators, gas tanks, and towers, even if the tornado is technically doing all the work for you. He’s not lazy, he’s enterprising! Those chaos objects have a little more utility this time around, beyond blowing up nicely when shot at. For instance, you can put balloons on a gas tank, blow out the back of it, and watch as the resulting jet flame propels the tank away like a missile toward some enemy fighters. And then, of course, it explodes because it’s still Just Cause. 
Jeff M: It is indeed more Just Cause, which is exactly what I wanted from the series in the first place. The new island seems massive and varied, the destruction physics have been kicked up a notch, and everything is gorgeous. I think the real fun is going to be experimenting – Rico has a new box of toys, and I look forward to playing with them!
Jeff C: Boom.

From: https:

Generation Zero Is A Game You Should Keep Your Eye On

Added: 02.07.2018 19:38 | 1144 views | 0 comments


The latest in the slew of games the Avalanche Studios, Generation Zero is much quieter than the chaos inherent in both Rage 2 and Just Cause 4, both in its gameplay and development. A small project with only around 40 people developing it and no publisher attached to it, the demo we saw for Generation Zero managed to leave an impression thanks to its unique vibe and killer presentation.
Set in an alternate version of the 80s, Generation Zero takes place in Sweden and finds you playing as a teenager (or a group of teenagers) who have come home to find from a trip from an isolated island to find that the nation has been overrun with violent robots made out of junky cart parts. People are missing or worse, and there’s only you, maybe your friends, and a countryside filled with murderous machines.
Generation Zero immediately draws comparisons to the cult classic S.T.A.L.K.E.R and earns them, giving you a wide and desolated landmass to explore, filled with towns and settlements, most of them occupied by neighborhoods with houses that you can go into and explore—or use as barricades for when the action gets tough. Runing on the Apex engine, the same engine that powers both Just Cause 4 and Rage 2, Generation Zero’s version of Sweden is stunning, with light that cuts through the trees and a slight fog that makes figures in the distance all the more ominous. Game Director Emil Kraftling points to some island in the distance, saying that co-op players can explore the entire island while in a multiplayer session without being tethered to one another, if they so choose.
The demoer spends the first few minutes scavenging ammo and loot from cars and boxes, armed with only a rusty PPK. We come across one of the machines, a runner, that looks like four pipes stuck to a car engine with a lamp for a head. The demoer manages to kill it with a few shots to the head but Kraftling warns that the vast majority of machines aren’t that easy to take down. You’ll have to be smart if you want to survive.
Many of the robots have specific body parts you can disable that will give you an advantage in battle. Clip a robot’s legs and it can’t move (though it can still fire at you with machienguns), shoot one in its visor and it won’t be able to use heat seeking signatures to track you. Environmental objects also let you even the odds when you come across a pack of foes. During our session, the demoer found three Runners in a town center. Using a boombox he picked up earlier, our player tosses it next to a nearby electrical station. The Runners investigating the song playing from the boombox immediately suffer a shock to their systems when the demoer unleashes a volley of bullets on the electrical station. He quickly takes them out while they’re stunned.
The best thing about Generation Zero is just how effective and uniquely eerie the game’s atmosphere is. Despite being set in the 80s, you won’t find an obnoxious amount of neon splashing your screen or hear Michael Jackson blaring from nearby radios. From what we’ve seen Generation Zero refuses to give into the temptation of paying excess homage to the decade of excess. Instead, there’s an unnerving level of HG Wells-style crypticness about the whole affair. Where did the machines come from? What do they want? How do you repel them?  Avalanche says that answering these questions will drive the game’s narrative which, again, can be experienced as a solo player or with a squad.
Our demo ends when our player comes across a new kind of mech in a field, one that dwarfs the Runner in size, awkwardly strutting about like a hobbled giraffe. There are square shaped boxes on its shoulder. The player takes a rifle shot at the mech and it responds by opening those boxes and showering the entire field with a rainstorm of missiles that kill the demoer and cutting to black.
We came away impressed with this slice of gameplay from Avalanche’s latest. As far as setting a mood, Generation Zero fires on all cylinders, engendering a spooky horror atmosphere that makes the game stand part from both Avalanche’s trademark zany output as well as the vast majority of other open-world survival games. We’ll have to wait more to learn about Generation Zero, which is due out in 2019, but this is one spooky co-op fest that has our undivided attention.

From: https:

Check Your Expectations – Blades Isn't The Full Elder Scrolls Package

Added: 02.07.2018 19:38 | 1161 views | 0 comments


One of the best things about open-world role-playing games like the Elder Scrolls titles is they can be many things to many people. Some come for the combat mastery, or leveling characters to god status. Others are most invested in exploring vast open worlds. And then there are the . Some of this is inevitably lost in the transition to mobile platforms, but that's not to say fans won't find something to like about Elder Scrolls: Blades. 
at the Bethesda Showcase earlier in the week, Blades is a gorgeous looking mobile title divided into three modes – competitive arena, a story mode about building up a town, and a dedicated dungeon crawl. I got my hands on two scenarios that gave me a good idea of what to expect from the action. 
As Todd Howard explained during his presentation, the team wanted to design a system playable whether you have two free hands to play in landscape mode, or just one (which necessitates using portrait mode). Using either perspective, the touch controls are generally responsive and the control layout intuitive. I ran into some movement problems with navigating tight spaces, but the dungeon designs we played were so rudimentary you may not need to do much scavenging in the corners like you would a traditional Elder Scrolls game. There weren't many cabinets to peruse, books to read, or items to inspect. The only things I could interact with were some smashable vases (all of which looked the same) and the slow-moving enemies. Sneaking is removed from the equation as well, since the enemies don't really engage unless you willfully move their direction.
Combat is as straightforward as it needs to be considering you can play it one-handed. You press down on the touchscreen to charge up an attack, and also have hot buttons for blocking, a shield bash ability, and two spells. Spells and abilities run on cooldown timers, and aren't immediately available for use when you enter combat. For the purposes of this demo, I had a lightning attack and frost armor. The battles come down to careful timing. Parrying an attack opens up a counter opportunity, and some enemies use distance to stay out of your weapon's reach. To kill off the giant rats, you have to time our strike to the moment they moved in for an attack. The shield block and weapons aren't as responsive as you would get from a standard controller, but they're serviceable. 
Loot plays a critical role in Elder Scrolls games, but I'm not a fan of how Bethesda streamlined the goodies for Blades. Instead of receiving new weapons, armor, etc. when you kill an enemy or destroy an object, you collect one of two currencies – gems and coins. I assume these feed into a robust marketplace considering this is a free-to-play game. Harvesting currency doesn't feel nearly as rewarding as unsheathing a shiny new sword.
The inventory available to players feels line with standard Elder Scrolls games. You can equip multiple types of weapons, chest armor, gauntlets, shields, helmets, and the like. I just hope some of the rare items can be earned outside of the marketplace.
We didn't get a chance to check out the story mode, which could help the game feel more fleshed out. Based on my short time with the game, I think Blades fits capably in the time-killing mobile game genre. You could easily pick up the game for minutes at a time to grind out some currency to spend later. But as a long-time Elder Scrolls fan, I hope they don't give short shrift on the story, dialogue, and exploration, which are the true elements that make the franchise so special.  
Look for Elder Scrolls Blades on iOS and Android this fall. 

From: https:

Lara Has Some Devious New Tools In Shadow Of The Tomb Raider

Added: 02.07.2018 19:38 | 1193 views | 0 comments


The Tomb Raider reboot has been about building up Lara Croft from a determined but inexperienced explorer to the hero we know today. During our E3 demo of Shadow of the Tomb Raider, we got to play her as a full-on predator, culminating in a chilling scene that shows her confronting – and dismissing – any remaining fears or lingering insecurities.
Unlike , which featured a gunfight that didn’t end until either Lara or her Trinity adversaries were dead, today’s demo was more flexible. It’s set in a Peruvian jungle, with multiple routes and paths to explore. Lara moves through a dirt trail, as a radio crackles to live with a warning that “Croft is heading to your location.” She climbs a tree, and sees a trio of enemies below her. Jumping down and taking them out with her knife would be a dangerously stupid thing to attempt, so I draw my bow and fire a new fear arrow into the neck of the closest goon.
The projectile hits its mark with a satisfying “Thwack!” and the victim looks around. He begins firing wildly at his comrades, clearly under its spell, taking them both out. A few seconds later, his panic turns to distress as he finally succumbs to the poison and hits the ground dead. It’s reminiscent of the berserk darts and similar toxins from the Assassin’s Creed games, but that familiarity doesn’t make the effects any less enjoyable. Ahead, I use the same tactic to eliminate a cluster of four enemies. The fear arrows are a limited resource, and they’re also not effective on armored enemies, so I take advantage while I can.
Lara is agile as ever, and climbing trees and getting the drop on enemies remains a solid approach. When a Trinity soldier gets too close to me on a patrol, I use a stealth kill that has Lara fire a rope arrow at him, drop from the tree, and string him up. I’m doing so well that I start to get a little cocky; I try to deactivate a generator while a guard is coming back, and he notices me – even though I stopped by a puddle a bit earlier and covered myself in mud.
The fighters are aggressive and relentless. I try to juke their attacks, but it’s hard to avoid bullets with fancy footwork alone. I do manage to scramble away and backtrack to a vine-covered wall, where I can hide in its greenery. It’s enough to fool the guards into thinking I’m gone for good. That was a mistake. I find a gas can in an elevated spot, and throw it on the ground near several guards. They react the same way they do when I chuck bottles at them: firing blindly at the sound. It’s a fatal error, as their shots detonate the container and the explosion clears out the stragglers.
Lara radios for her friend Jonah, and hears an unfamiliar voice. Jonah’s dead, the voice taunts, and his body can be found in the refinery. “I’m coming for you,” she replies.
Lara moves past a gate, and the jungle gives way to a dustrial setting. Steel drums and vehicles are scattered along the path, which leads to the refinery. She’s midway across a bridge when a spotlight blasts on face, mounted on a helicopter. Stealth is no longer an option. An army of Trinity thugs open fire, and an extended platforming sequence begins. We’ve all seen the basic elements here before – collapsing catwalks, rails that bend and swing when grabbed, and death-defying leaps – but the graphical fidelity and effects from the now-flaming refinery keep it exciting.
The demo ends with Lara falling into the water, and her body is limp as it sinks. A montage of audio memories plays; people from her past and Lara herself doubt her resolve. But she refuses to give in. Her eyes open, and she slowly rises from the water, standing tall as walls of flame flicker behind her. A wounded guard is on the dock, and Lara methodically bears down on him, knife ready. It’s a powerful moment, and the screen cuts to black before we see how it ends. I can only imagine it’s not going to be good for him, for Trinity, and possibly for Lara herself. 
Look for Shadow of the Tomb Raider on PlayStation 4, Xbox One, and PC on Sept.  14.

Ori And The Will Of The Wisps Wisely Builds On Strong Foundations

Added: 02.07.2018 19:38 | 1241 views | 0 comments


At a behind doors demonstration during E3, we got to see some more of the sequel to Ori and The Blind Forest in action. The original game with its Metroid-like gameplay and beautiful graphics. From what we saw Will Of The Wisps, a sequel due out on Xbox One in 2018, will give fans of the first game even more beauty to gawk over while also adding a surprisingly in-depth combat system to the mix.
The demo we watched was short, focusing on Original explore a desert area called The Windswept Wastes. A new burrowing mechanic let Ori dive in and out of sandpits to tangle with nasty, fanged worm enemies. While on the surface, Ori had a whole suite of abilities to take on baddies, including a magical spear, bow & arrow, hammer, and self-healing ability. 
Perhaps the most impressive thing about Will of the Wisps, like the original game, is the fluidity of movement. Ori's movements recall an almost 90s Disney-like animation style, with the little fella zipping back and forth, launching volleys of arrows before bouncing out of a pit with two well-placed jumps. The speed and beauty of Ori's attacks and evasive maneuvers is lovely to behold and, just as it did with the platforming in the original game, gives Will Of The Wisps' combat its own unique identity.
We came away impressed with Will Of The Wisps. Though the game's release window is still a bit away, the offerings that Moon Studios showcased are a promising sign of where this platforming-action series will go.

Microsoft News on iOS, Android... and on Windows 10 Mobile. Of course.

Added: 02.07.2018 19:08 | 1273 views | 0 comments


This is news from Microsoft itself, though it's a bit of stuff and nonsense in terms of branding and partnerships at the end of the day. Still, with all the 'iOS & Android' prose in the original story, I wanted to emphasise that the 'new' Microsoft News is also just as much part of Windows 10 Mobile, even if it's not called out explicitly. Because... of course. It's Windows 10.

From: allaboutwindowsphone.com

‘Pokemon Quest’ Is Now Available on iOS and Android Devices for Free After Launching on Nintendo Switch Earlier This Month

Added: 02.07.2018 19:08 | 1040 views | 0 comments

Originally scheduled to release on iOS and Android on June 28, Pokémon Quest (Free) from The Pokémon Company has dropped ...

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