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PUBG Mobile: Game Receives Resident Evil 2 Mode

PUBG Mobile

PUBG Mobile: Game Receives Resident Evil 2 Mode

The next stage of the survival fight reaches “PUBG Mobile”: In the new game mode “Zombie – Survive till Dawn” undead from “Resident Evil 2” will hit your throat!

” PlayerUnknown’s Battlegrounds ” (“PUBG”) is falling behind in the face of growing competition from ” Fortnite ” and ” Apex Legends “. There must be original ideas to keep the players happy. At least in the mobile version of the game developer, PUBG Corp now dares a creative push. From a co-operation with Capcom already announced last year, a new game mode emerges in the ” Resident Evil 2 ” wallet. The is now an integral part of ” PUBG Mobile ” and extends the previous gameplay with bloodthirsty zombies from Capcom’s newly re-launched cult horror game.

PUBG Mobile: Three days and two nights survive

In the new game variant “Zombie – Survive till Dawn” the name is a program. The game throws you along with 59 other gamblers on a battlefield, where it is teeming with the undead. Your task: Survive three days and two nights! This sounds easier than it is: in addition to the usual threat from the other Battle Royale participants, the junk-meat comrades move you more aggressive with increasing time of day. If the bats can still be recognized well during the day and switched off remotely, you will lose sight of the brain-eaters as night falls, as they are getting more and more involved.

PUBG Mobile: Aggressive Zombies at Night

When the night falls over you, there is not much time left to take care of your human adversaries. Each game lasts 30 minutes. On the battlefield, next to the “PUBG” team, you will encounter newly-developed creatures on familiar faces like the Licker, Police Zombies and G1 Undead from “Resident Evil 2”. As a reward for your efforts, you can also opt for skins from the “Resident Evil 2” characters Leon, Claire, Ada, and Marvin.

Stay Tuned For More Updates

February 21, 2019   Comments Off on PUBG Mobile: Game Receives Resident Evil 2 Mode

Google: Unveiling Its Own Games Streaming Service On The GDC?

Google

Google: Unveiling Its Own Games Streaming Service On The GDC?

Already the end of 2018 Google announced work on its own games streaming service. Now, the unveiling of “Project Stream” seems imminent.

Da is about to grow something: Google currently sent out invitations to an in-house presentation at the Game Developers Conference (GDC). The Game Developers Conference will be held March 18-22, 2019 in San Francisco. Google announces its March 19 performance. What is involved remains open, but the solution is obvious. After testing its in-house beta streaming service as early as October 2018 and fully announcing its proprietary technology for the purpose last year, the company is now due to officially launch the service.

Google unveils Project Stream

Under the name Project Stream, the company claims to have been working for quite some time to optimize the streaming of games. As the company explained in a blog post last year, the transfer of games poses a particular challenge for developers. If small buffers of a few seconds were sufficient for a smooth transmission when streaming movies, games in the range of milliseconds would have to react without delay. Google believes it has the right technology in place – and has already proved it.

Test run with Assassin’s Creed – Odyssey

In the US, the company launched a large-scale test run in cooperation with Ubisoft. It enabled participants to play ” Assassin’s Creed – Odyssey ” via stream in the browser Google Chrome on October 5, 2018. Players needed an internet connection with at least 25 megabits per second. Nintendo also showed that the model of offering new games via stream is no longer a dream of the future. On the Switch “Assassin’s Creed – Odyssey” appeared in Japan only as a streaming version.

Stay Tuned For Updates

February 21, 2019   Comments Off on Google: Unveiling Its Own Games Streaming Service On The GDC?

Twitch Prime Loot: Free content for Apex Legends!

Apex Legends

Twitch Prime Loot: Free content for Apex Legends!

Amazon and Twitch drill up the free content for Prime customers in February again. This pleases especially fans of “Apex Legends”!

Underkoffler Replenishment: In the middle of the month Amazon and Twitch expand the choice of content, dusting the prime customer in February for free. In addition to the games available since the beginning of the month, you can now grab a whole stack of attractive bonuses. The highlight should be the free gift for ” Apex Legends ” for many gamers. As a Twitch Prime user, you’ll bag an exclusive “Omega Point Pathfinder” skin – and grab five Apex packs of cosmetic in-game content for free! If you are one of the few players who can not warm up to the Battle Royale shooter, be sure to play Final Fantasy 14! 

Twitch Prime Loot: Great Free Content

As Prime customer, you will receive a free “Online Starter” edition for PC. If you prefer it sporty, let it crash in “NBA 2K19” with 25,000 units of in-game currency VC and go shopping in the store! In addition, you will enjoy five free “MyTeam” -Packs! If these gifts are not to your liking, you can still take a look at the Twitch Prime Loot box! Also for the games “Warframe”, “Vainglory”, “Runescape”, Neverwinter “and” Maple Story 2 “Amazon and Twitch cut out free content. In addition, you will continue to enjoy a great selection of games.

Twitch Prime Loot: suspense, action, thinking acrobatics

In the beautiful indie hit “The Flame in the Flood” you fight for survival in a fantastically staged wilderness as you sail along a raft along a random river. The exploration adventure “Dear Esther” from the year 2012 is no less exciting and atmospheric. Although you do nothing but navigating your pawn from the first-person perspective through a dark but beautiful natural landscape, unfolds a rousing story before you.

Visually much pixelized and in terms of gameplay a lot of action-packed it is in “Downwell”. In the best retro-style, you’ll beam yourself into oblique 8-bit sounds through a randomly generated well shaft, which you fall down with your character. If you want to get your gray cells up to speed, you can look forward to the “Draknek & Co Puzzle Collection”. The game collection includes the three games “Sokobond”, “A Good Snowman is hard to build” and “Cosmic Express”. Each of the puzzle titles requires a good deal of brainwash. All mentioned games are now available for download to Prime customers from now until 28 February 2019 via Twitch.

Twitch Prime: Here you are!

In addition to free games and in-game content, you will receive a free monthly channel subscription worth € 4.99 on “Twitch Prime”. Amazon also grants users a two-euro discount on all physical new game releases you order from the online shipping giant. The offer is valid in the pre-order phase and ends two weeks after the start of a title. You do not own Twitch Prime? The subscription can be completed on the website of the online retailer and tested without obligation for 30 days for free. Once you have completed the subscription, then link your Prime account to your Twitch account via the official “Twitch Prime” website.

Stay Tuned For More Updates

February 21, 2019   Comments Off on Twitch Prime Loot: Free content for Apex Legends!

Anno 1800: Exclusive Interview With Dirk Riegert From Blue Byte

Anno 1800: Exclusive Interview With Dirk Riegert From Blue Byte

Originally, the release of “Anno 1800” was scheduled for February 26, but the developers from Mainz want to take more time: “To make a better game,” says Dirk Riegert in an interview.

In “Anno 1800”, sooner or later, you will end up in the South American-inspired New World, where you start colonies.

What is the new “Anno”? What does it do differently – and hopefully better – than its predecessors? COMPUTER BILD SPIELE talked to creative director Dirk Riegert of developer Blue Byte about the game, which will be released for PC on April 16th. 

COMPUTER PICTURE GAMES (CBS): Your game will be released on April 16th. Why did you postpone the release? 
Dirk Riegert (DR): To make a better game. After testing the game ourselves and feedback from the community after the technical test, there was a lot we wanted to further optimize, especially in the area of balancing and performance. And there we are in the fortunate position of being able to decide that we take the time for it. 

CB S: How was the feedback in terms of performance? 
DR: A basic problem of the “Anno” game is that you create huge Savegames over dozens or even hundreds of hours, with gigantic metropolises. And of course, they demand more and more power from the computer. We try to scale that so that the hardware requirements are not too high. We have an interest in running the game with as many players as possible who do not have a high-end PC. Partly it was also amazingly old machines, on which it was still quite neat. It always depends on the very specific hardware configurations. We are on the track right now.

Dirk Riegert has been working for Blue Byte on the “Anno” series since 2004, first as a game designer and since 2009 as creative director. “Anno 1800” is the fifth production part that he co-developed after “1701”, “1404”, “2070” and “2205”.

CBS: How did you get multiplayer that you could play in Closed Beta for the first time? 
DR: The multiplayer was pretty good overall. We know the behavior of the players very well and know which modes they play how often and for how long. We know that the multiplayer is only played by a minority, but is strongly favored by it. 

CBS: Do you use matchmaking or play with friends? 
DR: “Anno” is not a classic multiplayer title, but in the heart first a solo title to relax on the PC, sitting there with a cup of coffee and builds his city. This is a rather slow game and the games are also very long, which is why people are increasingly playing with their friends. That’s certainly the preferred variant. But we still have the option to just press a button and say I want to join a game. 

CBS: What did the Closed Beta do compared to the previous versions? And what will change until the release or the open beta? 
DR: That changes a lot. In the Open Beta, for example, this was the already mentioned multiplayer, which did not work in the technical test as we had imagined. There was a clear improvement in the closed beta, in the user guidance, the player position but also the stability. And from the closed beta to the open beta and then to the release version, we’re now working on the feedback on balancing, on the AI, and on individual features such as the influx system or island takeover. 

CBS: Speaking of balancing: The production chains are certainly not carved in stone – but what has worked so far, remains so? 
DR: In principle, the commodity chains are relatively stable. Of course, little things are adjusted, but since we change relatively little. There are five levels of population, farmers, workers, craftsmen, engineers and investors who need their special goods. In principle, the transition from the year 1800 to the year 1900 is played, and the population levels reflect not only the rise within society, but also this little journey through time.

After several hours of play, your small settlement has grown into a worth seeing city. The population evolves from simple farmers to workers, craftsmen, engineers and finally investors.

CBS: Did you ever have the idea to work with Steampunk elements, especially after the two futuristic “Anno” parts? 
DR: Yes. Of course, such a Jules Verne element would be quite possible, and I would put it this way: It could be that this is still being taken up. But certainly not in the core game. Although “Anno” is not a realistic game and our 19th century is not a simulation of the real historical events, we felt that the era was already enough. 

CBS: The historical setting has the great advantage that everything seems plausibly understandable and you can start immediately with the production chains, the buildings or the population strata. 
DR: Yes, that was a bit of a problem with sci-fi, because people found it difficult to reconcile some of these futuristic production chains with their everyday understandings. Of course, that’s an advantage now, when people say, that’s obvious, that I somehow know from everyday life, that tells me something. 

CBS: Can Anno fans do not do anything with a sci-fi setting? 
DR: No, no way, on the contrary. That was just a bit of a hassle, but on the whole “2070” was a successful trip to the future – in commercial terms, it is even the most successful “Anno” game, even though the fans naturally have “1404” and the classic “1602” this cult status enjoy. But now we have “1800” at the start, and we set off with the claim that it may be time for a change of guard. 

CBS: What are the most important changes compared to the predecessors? 
DR: It’s mainly the setting that offers a lot of templates. We could not pick up on anything because there were really so many ideas. But to give just a few examples, revolutions and the labor movement were very important to us, and we made a very fundamental change to the system. Workers play a much bigger role and you have different groups of people who can be satisfied differently and who can make working conditions difficult or simpler. This has implications and can lead to strikes, riots and even revolutions. Then the feature of the newspaper, which depicts what’s happening in the world and affects all the islands of the player. We have culture as a new feature, You can build a zoo and a museum and populate exhibits – which you can bring back from expeditions – this is also a new feature. The railroad is added at level four. Electricity. The World’s Fair that can be built as a great monument … I could go on forever.

If you are not satisfied with what the press writes, let your influence play and influence the coverage.

CBS: How many people worked on the game and how long? 
DR: There are always a few more with each “Anno”, but Pi times thumbs, one can say that 100 people over three years work mainly on this game. The core team always consists of 50 to 60 people sitting in Mainz. 

CBS: What are your plans after the release? Are there any concrete plans for DLCs? 
DR: Of course, we have plans for the post-release period, but they are not yet dry, so we can not talk about it in great detail at the moment. The only thing I can say is that the first digital content will be the anarchist. It was already included in the Pioneer edition and you can catch up on it later. He’s a character in the game world, an AI with some special extras. And the people that you set up as a partner at “Anno” already define the gaming experience very much. 

CBS: You have excluded microtranscations? 
DR: Yes, we had to wait a bit for some reasons to talk about it, but there will not be any microtransactions – and in fact, never had any planned. 

CBS: Why is not “Anno 1800” for consoles – or are you planning something in that direction? 
DR: That’s actually a question that comes relatively often. And we are Ubisoft, because we are the console not averse. The thing is, everything has to fit. “Anno” is traditionally a PC brand, from 1998 on steadily grown. We always check ourselves for every “Anno”, whether a console implementation would make sense. And can say that for “Anno 1800” currently no console conversions are planned. But that does not mean that this is categorically excluded for the future.

CBS: Thank you very much for the interview! 

February 21, 2019   Comments Off on Anno 1800: Exclusive Interview With Dirk Riegert From Blue Byte