Sonic Forces ‘Villains’ Trailer

Today, SEGA revealed Sonic Force’s exciting new key art along with the latest trailer. The trailer features an all-star cast of Sonic villains and introduces a brand-new powerful, mysterious enemy, Infinite. Infinite joins Eggman’s evil group of henchmen in Sonic Forces which includes Chaos, Metal Sonic, Shadow and Zavok who have already taken over the world and are ready to create more next-level panic and disorder.

While more about Infinite will be revealed in the future, other villains making an appearance in today’s trailer include:

  • Doctor Ivo “Eggman” Robotnik: The original Mad Genius Doctor, and Sonic’s nemesis. After countless failed attempts, his plan to take over the world seems to finally be succeeding.
  • Chaos: An ancient power thought to have been quelled after the events of Sonic Adventure. His return is a mystery.
  • Shadow: Once called “The Ultimate Life Form”, Shadow fights for his own reasons. He appeared in Sonic Adventure 2.
  • Metal Sonic: One of the evil doctor’s most powerful creations, Metal Sonic first appeared in Sonic CD, and has returned at a few key moments since.
  • Zavok: The leader of a group known as The Zeti, Zavok is a powerful warrior who was first seen in Sonic Lost World.

Sonic Forces will be available for Nintendo Switch, PlayStation 4, Xbox One, & PC this Holiday.

Sid Meier’s Civilization VI Review

I played Civilization V once. I thought I’d give it a bash to see what all the fuss was about. I ended up sat there in my underwear, utterly infatuated, from breakfast until 7pm in the evening when I finally conceded it was about time for some lunch.

Just one more turn, as the self-assured Civilization VI trailer reminds us – as if we need reminding. Civilization is the heroin of the video game world, to the degree that it could probably give even World of Warcraft pause for thought. With its heady combination of depth, accessibility and turn-based world domination, the series has had us engrossed since the early 90s, when Macs weren’t cool and sending your mates messages in MS-DOS was the nearest thing we had to social networking.

Just a few hours into the game it’s apparent that this is the most refined Civilization yet and smacks of its mobile offshoot Revolution (which is no coincidence, with both sharing the same interface designer). That’s not to say it’s watered down or underdeveloped; more that it’s a leaner experience with a focus on refinement over wholesale reform, easily resulting in the most accessible incarnation of the series yet to grace the PC platform.

The formula is as compulsive and hypnotic as ever, with your civilization’s capital city acting as the economic and military hub from which you are free to rule as you see fit. Workers busily turn tiles, the otherwise seamless segments that make up the fabric of land and sea, into roads, farms and mines, better exploiting any natural resources held within. Scouting parties dot around beyond the frontier, far outside your circle of influence, making first contact with city states and competing civilizations alike, paving the way for diplomacy. And all of this is punctuated with the turn-by-turn ticking of scientific research, nudging you ever-forward in the pursuit of scholarly goals, and the production of buildings, providing both function and form to your cities in equal measure.

And with four ways to win, free to rule you are. Perhaps a diplomatic victory takes your fancy, garnering trust through institutionalised pacifism, savvy trade and political posturing, in the hope of commanding a majority vote at the United Nations. If that all sounds like too much hard work you can always do like Genghis Khan and shoot for a domination victory, shoving all your resources into rapid expansion and military might.

While it would be nice to say the computer could handle all of these play styles with equal aplomb, it’s sadly not the case. The AI can be colossally dumb at times, quickly succumbing to the inherent complexity of the game and often coming across as transparent, awkward and occasionally absurd. Even on the hardest difficulty settings it’s not uncommon to see a civ sit in their capital city for more than a hundred turns, refusing to expand, with nary a single military unit for defence.

It’s not that they can’t put up a fight, and the whole game feels considerably tighter in the mid to late game, with the exploitation of city states becoming less valuable of an exercise (they donate a sizable amount of gold when you first encounter them) and other civs starting to hit their stride. It can however get tiresome and you could find yourself not finding the end-game mop up compelling enough to keep playing.

And it all comes back to being able to find the right amount of challenge. New players may wobble uncomfortably between the difficulty settings, potentially becoming bored long before they find their sweet spot. Advanced players will quite literally be making their own fun: purposefully starting in weak positions, turning city states off for no early game boost, or even automatically declaring war on all civs they encounter. This is, of course, one of the game’s strengths, and reminds you why there are no ‘levels’ or campaigns in Civilization VI: every game can be as different as you like. Natural resources, rivers, civs, city states, difficulty level, ocean-heavy maps for naval warfare or to break up the pace of the early game, continental battles with high ground – so many spiralling variables that play out over the course of 6, 8 or even 12 hour games.

There’s plenty of new touches too, such as the city screen, the main way of interacting with your cities, where you can tweak citizens’ work focus, add new production projects to the queue, view your number of buildings and assign specialists, as well as buy new tiles or units. Undoubtedly the most significant change though, is the removal of the long-standing square grid of the world map in favour of a hexagonal grid, a feature inspired by the 1994 game Panzer General, according to lead designer Jon Shafer. In addition, each hexagonal tile can accommodate only one military unit at a time, forcing armies to spread out, using the geography to their advantage and also opening up room for tactics like flanking. This completely changes the way in which battles are played out and not only makes them more strategic, but also moves away from simply reaching that critical mass of units, piling them all into a single tile, and stomping your way around the map.

Civilization VI looks better than ever, particularly at higher graphics settings, with details oozing from map tiles, cities and units. It does however seem to chug to a disproportionate degree, even on modern gaming rigs, with the engine struggling to keep up regardless of map size. There is hope, then, that this could be patched out in time, as it is a touch distracting, particularly when clicking Next Turn to shift the game forward.

And so its a game that inherits many of its flaws, none of which when taken in isolation do anything to mar the experience. The game’s biggest success is retaining almost all of the depth of previous games and presenting it to players in such a streamlined and effective manner. It’s deceptively simple at a glance, but play on – and you will – and you’ll soon be sucked in to its turn-by-turn charms, carefully balancing the needs of your people with the overwhelming urge to go and bash the civ next-door. And then, glaring unblinkingly at the screen, you realise it’s 7pm.

Portal Knights Review

Portal Knights does naturally draw immediately comparisons to other popular open world sandbox titles, with a square-based building block system that appears very reminiscent of games such as Minecraft or Terraria, but does not struggle to differentiate itself. Having finally been released from Early Access, this first complete version of the game does feel enjoyable, despite repetitive.

Portal Knight’s combat is not particularly great, yet is perhaps one of the more enjoyable parts of the game. The game combines a simplistic RPG system with the open world sandbox formula, allowing the player to choose between a Warrior, Mage or Ranger. In multiplayer, the synergy between the Warrior and the ranged attackers does make the game feel very co-operative, as the Warrior can often just draw the monster’s attacks away from the others, allowing the other classes pelt them with attacks from afar. The combat does feel smooth and its simplicity is perhaps beneficial for players who are more focused on building, but for a game so loaded with enemies, the variety of the gameplay is pretty underwhelming. The system’s repetitiveness quickly becomes monotonous, as practically every enemy can be beaten with just your standard left click basic attack and a combat roll. However, the three classes do feel different, and stylistically the differences between the three are somehow still impressive despite the entire game really being split between two button presses. The boss fights are pretty challenging until the players work out what they’re supposed to do, and from then on, they are no harder than regular monsters, other than having more health.

If you are coming into this game expecting a free, open world experience, you may be disappointed to find out that calling it open world is a stretch. The player progresses through different maps by finding and unlocking several “portals”, giving access to 44 different areas. The sizes of these areas are chosen by the player at the start of the game, between small, medium and large, and although the large maps are huge and can provide an open world vibe, it often prevents a player from progressing through to the next area due to difficulties related to finding the portals in such a massive space. These different areas also result in very many loading screens, which is part of why the game is very questionably open world. A large world will keep the player in the loading screen for a very long time, and even medium worlds can take too long for the player to want to travel frequently. The game does not incentivise the player to stay in a single area either; progressing to the next area is encouraged as it allows for players to discover and obtain new materials to craft new armours, weapons and blocks. As resources on each map tend to be exhausted fairly quickly, especially in smaller maps, it often feels like there’s nothing to do other than move on.

The locations of these portals can often be completely illogical too. Usually they are placed the island that you have spawned on, but they can be randomly inside cliff faces that are hidden from the player’s view or very difficult to get to, on floating islands way above your spawn point. This is also not the only problems the random map generator seems to have, as the spawn point can be placed way below the surface, even inside a dungeon, meaning that if the player dies, which can be extremely easy since the game’s map generator seems to enjoy making it very easy for the player to fall off the entire map, the player will have to make their way out of the entire dungeon again.

Of course, you can build a new spawn point when you gather the materials to. Unfortunately, building often includes a lot of waiting time, and creating a new spawn point will take the game eight minutes. Fortunately, you can leave and explore while these eight minutes pass, but nearly everything that you build can end up with the player spending a lot of time doing nothing other than waiting. The waiting times do feel simply pointless, as most things do not take eight minutes to make like the spawn points do. Metal bars take five seconds each per bar, meaning when the player makes them in bulk and has to wait a minute or two, there really isn’t anything for the player to do than essentially go AFK or just look blankly at their inventories, as it’s not long enough to get anything done in the game other than spend the majority of it in a waiting screen.

Building in the game often feels pointless and difficult and the game overall thrives far more as a combat-based RPG than a Minecraft-like builder. Placing blocks often feels illogical as you’ll often place blocks in places where they weren’t intended, and as you get forced to position yourself in very precise ways to get blocks where you want them to go, the process takes too long for building to be fun. These sandbox aspects don’t seem to be badly thought out outside of this, as there is a nice variation of attractive blocks, as well as decent furniture and other environments and buildings in the game do look very nice, but unfortunately the mechanics of the game, as of right now, feel too clunky to allow the player to make something like this themselves without frustration.

A basic storyline is attempted but features nothing other than an opening and ending cutscene, with some basic lines of text shown if the player is the current host of the world, while players that aren’t the host really don’t experience the storyline at all. The parts of story that are scattered around the game feel unnecessary and uncontextualized, and the plot does not incentivise the character to progress or “win” in any way. This is not to say that the game doesn’t make you want to play it more though, and the game is perfectly fine played without any interest in the plot. The plot’s existence, however, felt like it was added in as an afterthought, as if the creators believed it was mandatory as opposed to actually wanting it to be an interesting part of the game.

Exploration of maps are usually based around underground dungeons. This is generally unrewarding, as the chests you find rarely give you anything that helps you progress. Most of the loot in the game consists of fairly generic ore, potions, building blocks and general fodder. You won’t get armour pieces or weapons as drops, or really anything exciting that will make you want to explore for them more. Other than these dungeons, exploration is generally fairly limited, and the areas are usually based around “themes” rather than anything special. You won’t often find a large difference between two desert maps or two volcano maps, for instance. You’ll find several NPCs too, but they mostly do not have much value. Some are merchants, while some offer quests that give considerable EXP points, yet others seem to just be there to characterise the areas and make them feel a bit more alive, which doesn’t work when they are maybe the only NPC you will encounter in the area. Quests-wise, the game also generates “event” quests on occasion, but these never seem to reward the player with anything useful.

Multiplayer is the far more enjoyable way to play the game but is heavily reliant on if the players are willing to help each other. This is not an MMORPG nor is meant to be player like one. This is a heavily co-operative game and the players will constantly be gathering materials for others that they don’t necessarily need for themselves but are required by others in the party. When somebody in the group selects an area to teleport to, the entire team will be teleported there, and nobody in the group, not even the person who initiated the teleportation, can cancel it. This is an obvious problem with the game, and makes communicating with the others in your team key as the loading screens take so long that teleporting back to the original location would just result in a long period of boredom. This is not a game that can be played without co-operation, understanding and patience.

As a whole, this game is far from bad. It looks simple and pretty, is easy to get into and is relaxing, but lacks content and can often feel frustrating in the areas noted above. Still, this is a fun game to play with a friend or two, though perhaps not currently worth the £15 you’d have to spend on it. Do not expect a great open world sandbox experience, but do expect a simplistic and enjoyable RPG that can even be accessible to someone that you know who doesn’t usually play video games in the first place.

The Walking Dead: A New Frontier Season Finale Trailer

Today we can share the official trailer for the season finale of the critically-acclaimed The Walking Dead: The Telltale Series – A New Frontier.

Beginning Tuesday, May 30th, players can download Episode 5: ‘From the Gallows’ on PlayStation 4, Xbox One, PC/Steam, iOS, and Android-based devices. The episode will also download for all users of the special Season Pass disc for consoles, which includes the critically acclaimed two-part premiere and grants access to all subsequent episodes in the five-episode season for download as they become available.

Episode description: Richmond teeters on the brink of collapse as chaos reigns from all directions. The lives of its citizens and all those closest to Javier hang in the balance. The decisions you’ve made and bonds you’ve nurtured across the season will determine which characters now trust Javi to safeguard all they hold dear as the crisis pushes every relationship past its breaking point…

The two-part premiere of The Walking Dead: The Telltale Series – A New Frontier launched to widespread critical acclaim. In their review of the premiere, IGN.com said that, “Smart characterization and writing for Javi and his family, plus the return of Clementine, add weight to a largely unfamiliar but already engaging new frontier that I can’t wait to continue to explore,” adding that its “uncharted territory feels familiar and, excitingly, fresh.”

GamesRadar said that A New Frontier, “demonstrates the resonant power of interactive storytelling,” and that it, “finds the right balance between rewarding longtime players who’ve shaped their own version of the story and welcoming those who might be hopping aboard this grim adventure for the first time.”

Game Informer said the two-part premiere has, “shocking deaths, intense betrayals, and split-second decisions to second-guess,” claiming that “Everything leads up to a hell of a cliffhanger, making me intrigued to see what happens next.”

The Walking Dead: A New Frontier acts as both a new beginning for players fresh to the series and unfamiliar with Clementine, as well as a continuation for players who have experienced Seasons One and Two. Players new to the series are able to start a story that is tailored to this new beginning. Players continuing onward from prior seasons have multiple options for quickly configuring their tailored backstory, or importing past save files from various platforms.

LEGO Marvel Super Heroes 2 officially announced

Warner Bros. Interactive Entertainment, TT Games, The LEGO Group and Marvel Entertainment today announced LEGO Marvel Super Heroes 2, an all-new, original adventure and sequel to smash hit, LEGO Marvel Super Heroes. Bringing together iconic Marvel Super Heroes and Super Villains from different eras and realities, along with signature LEGO humour, the latest epic adventure from TT Games transports players into a cosmic battle across a myriad of Marvel locations ripped from time and space into the incredible open hub world of Chronopolis. LEGO Marvel Super Heroes 2 will be available starting 17th of November for PlayStation 4, Xbox One and PC. The game will be released for Nintendo Switch this Christmas.

“With a completely original branching storyline, LEGO Marvel Super Heroes 2 introduces amazing new gameplay features, including the ability for characters to manipulate time and a four-player competitive Super Hero battling mode,” said Tom Stone, Managing Director, TT Games. “With a huge array of brand new characters from the Marvel universe, including old favourites in new guises, this game is sure to thrill both LEGO and Marvel fans, as well as newcomers to the series.”

“The LEGO Group is delighted to continue the stories of the legendary Marvel characters in a new LEGO adventure,” said Sean McEvoy, VP Digital Games, The LEGO Group. “Fans young and old will love playing through this all-new cosmic saga spanning the Marvel Universe as seen through the LEGO lens.”

“As we look to bring amazing games to Marvel fans of all ages, we’ve teamed up yet again with our incredible partners at LEGO, Warner Bros. Interactive Entertainment and TT Games,” said Jay Ong, SVP, Games & Innovation, Marvel Entertainment. “LEGO Marvel Super Heroes 2 brings characters from across Marvel’s history into an original story told in a way that only LEGO games can, offering hours of epic gameplay.”

“Delivering on our commitment to make unforgettable games, it was only a matter of time before we teamed back up with our incredible partners at LEGO, Warner Bros. Interactive Entertainment and TT Games,” said Jay Ong, SVP, Games & Innovation, Marvel Entertainment. “LEGO Marvel Super Heroes 2 brings characters from Marvel’s storied history into an original story that transports players into a one-of-a-kind LEGO world, offering hours of epic gameplay.”

Players will go head-to-head with the time-traveling Kang the Conqueror in an epic battle across Chronopolis, from Ancient Egypt and The Old West to Sakaar and New York City in 2099. Along the way, gamers will be able to take control of a host of iconic characters, from Cowboy Captain America from the past to Spider-Man 2099 from the future along with Thor, Hulk, the Guardians of the Galaxy, Black Panther, Captain Marvel, Doctor Strange, Green Goblin and dozens of other Marvel Super Heroes and Super Villains.

Packed with entertaining LEGO humour for fans of all ages, LEGO Marvel Super Heroes 2 features a four player multiplayer mode, allowing friends and family to play competitively or cooperatively as a team.

Absolver Launches August 29

Independent developer Sloclap and low blow specialists Devolver Digital pulled no punches today as the company released a brand new trailer showcasing the details and nuance of combat in the upcoming online melee action game and announced that Absolver is set to kick your face off on PlayStation 4 and PC August 29th.

Absolver puts players behind the mask of a Prospect, who has taken a sacred vow and chosen to join the Absolvers, an elite corps of combatants fighting to maintain stability in the world. Prospects will choose a combat style, each with their own special abilities, and assemble their own custom Combat Deck to create a personal fighting system in intense, real-time combat. Choose to wander the land alone, with friends, or find a mentor to spar and learn from to become a more polished warrior.

Absolver’s new trailer dives deep into these details, giving players a good look at each unique fighting method and the abilities they serve. At the beginning of your journey, players choose one of three combat styles, but others exist in the world of Adal waiting to be discovered.

Natural Selection 2 Review

A broad description of the gameplay in Natural Selection is that it plays out a lot like most RTS games, such as Starcraft and Command and Conquer, except the player controlling his team doesn’t have to do all the work. Basically, one player on each team is the commander, who gets a birds eye view of the playing field, and everyone else is a soldier running around in first person. The goal is what you would expect, destroy the command centers of the other team. Resource gathering is also a vital part of the game, without it your opponent will quickly, quite literally, out gun you.

The marines might seem like a simple team to play as, but as different technologies get researched they soon become far from ordinary. You will go from simple soldiers with a gun to jetpacking flamethowing escorts for your robotic army. Marines can easily get cornered by aliens when they are alone, but when traveling in groups they will make a formidable opponent for anything trying to sneak up to them. Their upgrades range from different types of weapons to piloting a robotic armor suit with chain guns. Just recently they have added the ability to play as a female marine, completely free.

Aliens are where all the advanced strategies can take place, and they’re almost required to be successful. They might be weaker when compared to marines, but their stealth and speed can let them take on groups of marines at once. Self regenerating armor and health is also one of their unique perks, which is also shared to the buildings that they grow around their bases. Instead of different weapons, the aliens can completely evolve into different forms, from a supportive pig-alien that can heal and even build it’s own structures, to aliens that can fly while laying down toxic clouds.

Other than the fact that this game is a combination between an RTS and shooter, another thing that differentiates this game from other shooters is that a lot of teamwork is involved in higher level play. Maybe if you’re on a server that is completely full of new people you can just go around alone doing your thing, but after a while you will NEED to rely on your team to get anything done. The commander is especially the most important player on each team, since he can see everything and following his orders is vital. Marines are especially the ones who require more team work when out exploring, since a lone one can easily be taken down by an alien that hasn’t been seen.

Since both teams can’t be the same race, balance issues are probably something you would be concerned with. This is probably the case when you look at individual things that one side can have, but when you look at them as a whole it is fairly balanced. When one side has something, the also has something that is functionally the same but still very different, such as the marines having a large exo-suit robot chassis that you can ride around in, and the aliens having a large rhino like evolution form that can plow through everything.

This is one of those rare games in this genre that actually allows modding, made even easier through the Steam Workshop. Alot of mods are just cosmetic options that add skins to player models, though there are also a fair amount of player made maps and even rebalancing of whole alien and marine races. The non cosmetic mods have to be used on unofficial servers though, since you obviously can’t play a normal match while also having a mod that makes alien have twice as much health.

There aren’t very many games that put shooter and real time strategy games together, or very well for that matter, but there is one that does. Nuclear Dawn is very similar to Natural Selection and is also well worth a look. The biggest difference about it is that it is two human teams against each other, but just like Natural Selection both sides still have their differences.

Natural Selection graphics are very nice, and the options menu doesn’t appear to be lacking anything. Sounds are also well done, and they aren’t only for show either because if you are aware you can easily hear enemies sneaking up on you if they don’t have the silent upgrades.

The load times to get into maps, especially with a slower computer, can be extremely long at times. It can takes up to a few minutes to load maps it seems like, though it tends to speed up if you play often. It may seem balanced, but someone that is wanting a game that requires both teams to be completely balanced, that can be a negative going for the game.

Even if the aliens seem too complex, you can always just stick with marines which play a lot like basic shooting games, with the few unique gameplay elements. There are a lot of tips on the loading screens and when you die a short video will play about the many different mechanics that exist on each team. Rookie mode will be active on new players and it will allow you to join rookie servers with other rookies, as well as cause you to show green on your team so people will know you’re new and they can help you.

Games won’t last very long if one team is better than the other, but it is possible for games to drag on forever if both teams are evenly matched and it just becomes a stalement until something breaks the tension. Even if they go on forever, it will still be a very enjoyable experience.

If you love real time strategy games, or even shooters, there are lots of advanced mechanics and tactics to learn. Aliens have a lot of stealth and movement options that can catch the marines out of place. The most important mechanic that can make you stand out from the rest of everyone is being a good commander for your team, and since you don’t have to control units you can spend that much more time maintaining bases and planning attacks for your team.

There is nothing at all to unlock from playing the game, you will always have the same equipment available to you. Obviously this is bad if you like to unlock stuff, but at the same time this means the game can be directly balanced by the developers, instead of allowing players to change the variables. Learning how to use the tools that are available on each team could be considered a goal to strive for though.

Natural Selection 2 currently sells for 25 dollars with an optional deluxe edtion for 15 dolalrs that comes with behind the scenes art and music. If you’re looking for a good RTS or shooter, maybe even both, Natural Selection 2 is a great title to pick up because both aspects are well designed and if you ever get bored of one aspect in the game, you can just switch to the other.

Perception Launches May 30

Dim the lights and grab your safety blankets: we are excited to announce the release date for Perception, a first-person psychological horror game that thrusts players into the role of a blind woman named Cassie who depends on her ultra-sensitive hearing to solve an ancient mystery. Plagued by nightmares that lead her to a haunted New England estate, Cassie must use her wits to remain hidden and outmaneuver a malevolent force that threatens her life. Perception was crafted by the folks at The Deep End Games (Staffed with veterans of the AAA threats, BioShock and Dead Space) and released by publisher Feardemic; the game launches simultaneously on Xbox One, PC and PlayStation 4 on May 30, 2017.

This news is accompanied by a brand new trailer, which showcases the haunting, singular experience players can expect when Perception. Fans of games like SOMA, be sure to tune in. Perception will serve you your daily dose of creeps.

After months of research, Cassie has discovered an abandoned mansion in Gloucester, Mass. Armed with a cellphone to contact the outside world and her drive to solve the mystery, she sets off for Echo Bluff… only to find it’s worse than her nightmares. A ghostly “Presence” has tormented the house’ inhabitants for generations, and now has its eyes set on Cassie. She must solve the estate’s mysteries or risk becoming one of its victims.

Cassie finds her way through the house by tapping her cane to “see” via echolocation. Every sound creates a visual, but there is a cost. Each cane tap will reveal her whereabouts not only to herself, but to her pursuer, the Presence. She must avoid detection by using the ambient noise of the house to help her navigate or by making use of objects to create distractions.

Only one thing is certain: The Presence is searching for Cassie… and it’s listening.

 

Marvel vs. Capcom: Infinite Launches September 19

Capcom, a leading worldwide developer and publisher of video games, today announced a Hulk-sized helping of new information for Marvel vs. Capcom: Infinite, the highly-anticipated return of the revered action-fighting game series. Imagined and created through a shared vision between the two companies, the game will feature free-form 2v2 team battles integrated into a wide variety of exciting and accessible single player modes and rich multiplayer content for new players and longtime fans alike. Marvel vs. Capcom: Infinite will simultaneously release on the PlayStation 4 computer entertainment system, Xbox One, and Windows PC across North America on September 19, 2017.

For the first time in franchise history, the Marvel and Capcom universes collide in a visually stunning and immersive cinematic Story Mode, as heroes and villains battle together to save their merged worlds from a sinister new threat, Ultron Sigma. A combination of the robotic foes known as Ultron from the Marvel Universe and Sigma from the Capcom Universe, this psychotic villain is obsessed with infecting all organic life with a cybernetic virus. History’s greatest gathering of warriors must now unite to fight back against Ultron Sigma and save their newly formed world.

Announced today, more new characters have joined the battle for survival against the forces of evil in Marvel vs. Capcom: Infinite including:

• Ultron
• Hulk
• Thor
• Hawkeye
• Rocket Raccoon
• Chun-Li
• Strider Hiryu
• Chris Redfield

Each newly-added character will feature unique abilities, iconic special moves and will join other previously-announced characters, including Captain Marvel, Iron Man and Captain America from the Marvel side, and Ryu, Mega Man X and Morrigan from Capcom. The use of powerful, game-changing Infinity Stones further deepens the customized gameplay and allows players to equip and unleash elemental in-game powers, such as Time, Power and Space.

In addition to the compelling cinematic story experience, single player Arcade, Training and Mission modes and vast multiplayer offerings will provide memorable experiences and infinite gameplay possibilities for players of all skill levels. More characters, stages, game features and story mode details will be revealed in the coming months.

Pre-orders for Marvel vs. Capcom: Infinite are available beginning today on all platforms for the $59.99 MSRP Standard Edition and $89.99 MSRP Deluxe Edition. The Deluxe Edition includes the main game on PS4 or Xbox One and a 2017 Character Pass, which contains access to six all-new additional post-launch characters including Sigma, the main antagonist from the Mega Man X series. Pre-order bonuses for all versions in North America include Warrior Thor and Evil Ryu costumes. Check with individual retailers for details in Europe and Australia as some offers may vary. The pre-order bonus for the Deluxe Edition is the same as the Standard Edition, but also includes two additional costumes: Gladiator Hulk and Mega Man Command Mission X. For specific details, please check with individual retailers.

Capcom also confirmed today that a limited Marvel vs. Capcom: Infinite Collector’s Edition, brought to you by TriForce, is available now for pre-order on PS4 and Xbox One. It will include four premium character dioramas of Iron Man, Captain Marvel, Mega Man X and Chun-Li, a case filled with six Infinity Stone replicas, as well as SteelBook packaging that contains the Deluxe Edition of the game, all for only $199.99 MSRP. Contents may vary depending on region and for European pricing please check with retailers. All editions and versions of Marvel vs. Capcom: Infinite will simultaneously release on September 19, 2017.

Dawn of War III ‘Fragments of War’ Trailer

With the release of Warhammer 40,000: Dawn of War III just one week away, Relic Entertainment and SEGA Europe have released their Fragments of War trailer. On April 27, the planet Acheron will emerge from the warp, bringing with it the mysterious Spear of Khaine – the powerful weapon that sets Dawn of War III in motion, drawing three familiar faces ever closer to their intertwined fates.

Through its haunting narration, the trailer surfaces the defining features of the story’s core heroes – Gabriel Angelos of the Space Marines, Farseer Macha of the Eldar, and Gorgutz ‘Ead’unter of the Orks. But as each shard twists, doubt is cast over whether those features will propel them to power, or see them left bloodied in defeat.

Dawn of War III’s story will unfold across 17 single-player missions, challenging players to command epic heroes, assemble huge armies, and wage war across a range of hostile environments. In Multiplayer, the scale of battle will hit its peak as players unleash towering war machines and screen-shaking super abilities to defeat their foes.

Dawn of War III’s Multiplayer Open Beta opens at 10AM PST today, and runs until 10AM PST on Monday, April 24th. Pit colossal armies of Space Marines, Eldar and Orks against your foes in chaotic, over-the-top fights to the finish. Join now at http://www.dawnofwar.com/beta .

Dawn of War III releases on April 27, 2017.