Suicide Squad: Kill the Justice League – Final Season and New Offline Mode

In a significant update from Rocksteady Studios, the developers have announced that the current season of Suicide Squad: Kill the Justice League will be its last. This decision marks a pivotal moment for the game, which has been a part of the DC gaming universe.

The final episode of Season 4 is scheduled to be released in January 2025. After this release, there will be no new seasonal content added to the game. This move signifies the end of ongoing updates and additions that players have come to expect over the past seasons. While this may be disappointing for some fans, it allows the developers to focus on maintaining and improving the core game experience.

In addition to wrapping up seasonal content, Rocksteady Studios is introducing a long-promised offline mode for the game. This mode is set to be launched this week, providing players with the ability to enjoy the game without needing a constant internet connection.

The offline mode will enable access to the main story campaign and all post-launch seasonal gameplay content, ensuring that players can continue their adventures in Metropolis even if they are not connected online.

Impact on Players

The announcement of the game’s final season and the introduction of the offline mode have several implications for the player community:

  • Continued Access: Players will still have access to all the content that has been released up to the end of Season 4. This includes all characters, missions, and events that have been part of the game’s lifecycle.
  • Enhanced Flexibility: With the new offline mode, players can enjoy the game at their own pace without worrying about internet connectivity. This is especially beneficial for those who may have unstable internet connections or prefer playing offline.
  • Focus on Core Experience: By concluding seasonal updates, Rocksteady Studios can focus on refining the core gameplay experience, addressing any lingering issues, and ensuring the game remains enjoyable for its existing player base.

Community Reaction

The response from the community has been mixed. While some players are saddened by the end of new seasonal content, others appreciate the introduction of the offline mode and the continued support for the game’s existing features. Rocksteady Studios has expressed gratitude to the players for their support and engagement over the game’s lifecycle.

The decision to end seasonal updates for Suicide Squad: Kill the Justice League marks the end of an era for the game. However, the introduction of the offline mode and the continued availability of all existing content ensures that players can still enjoy the game for years to come.

This move allows Rocksteady Studios to refocus their efforts and maintain the quality of the game, keeping the spirit of the Suicide Squad alive in the hearts of its fans.

Surprising Cyberpunk 2077 Update 2.2 is About New Ways to Express Yourself

Cyberpunk 2077 continues to evolve and captivate its player base with the release of Update 2.2, introducing a variety of new features designed to enhance player customization and immersion in the vibrant world of Night City.

Of course, the entry of a surprising new Update is a big deal as since early this year, CD Projekt Red told its investor that further Cyberpunk 2077 development has ceased with the integration of its team in both Project Polaris (The Witcher new triology) and Project Orion (Cyberpunk 2077 sequel).

Enhanced Character Customization

One of the most exciting aspects of Update 2.2 is the addition of over 100 new customization options for the protagonist, V. Players can now tweak every aspect of their character’s appearance, from hairstyles and tattoos to clothing and accessories. This extensive customization suite allows players to create a truly unique version of V, reflecting their personal style and preferences.

Vehicle Customization

In a city where your ride speaks volumes about who you are, the new vehicle customization options are a game-changer. Players can now use CrystalCoat and TWINTONE features to design their cars with unique colors and patterns. Whether you prefer a sleek, monochrome finish or a bold, eye-catching design, these new tools let you transform your vehicle into a reflection of your character’s persona.

Improved Photo Mode

For those who love to capture their adventures in Night City, the improved photo mode in Update 2.2 offers a range of new options. Players can experiment with different camera angles, aspect ratios, and lighting effects to create stunning images. Whether you’re capturing a high-octane chase through the neon-lit streets or a quiet moment of reflection on a rooftop, the enhanced photo mode provides all the tools needed to produce professional-quality shots.

Johnny Silverhand’s Return

One of the more immersive features of this update is the occasional appearance of Johnny Silverhand, the iconic character played by Keanu Reeves, in the passenger seat while V is driving. This unexpected interaction adds a layer of depth to the game’s narrative and makes for some memorable in-game moments.

Update 2.2 isn’t just about adding new features; it’s about giving players more freedom to express themselves within the game. These enhancements deepen the connection players have with their characters and vehicles, making the Cyberpunk 2077 experience even more personal and engaging. The continued support and updates from CD Projekt Red demonstrate their commitment to improving the game and delivering on their promise to the community.

As Night City grows and evolves, so too does the potential for unique player experiences. Whether you’re a longtime resident or a newcomer to its sprawling streets, Cyberpunk 2077’s latest update ensures there’s always something new to discover and enjoy.

Former God of War Art Director Joins Naughty Dog

In a significant move that has the gaming industry buzzing, Raf Grassetti, the former art director of the acclaimed God of War series, has joined the renowned studio Naughty Dog. This exciting development brings one of the most talented and respected artists in the gaming world to a studio known for its groundbreaking titles like The Last of Us and Uncharted.

Raf Grassetti played a pivotal role in shaping the visual identity of the modern God of War games. His work was instrumental in revitalizing the series with its stunning art and character designs, contributing to the critical and commercial success of the franchise. Grassetti’s departure from Santa Monica Studio marks the end of an era, but his legacy there will undoubtedly endure.

Grassetti’s move to Naughty Dog is a strategic win for the studio, known for its commitment to pushing the boundaries of storytelling and visual excellence in video games. His expertise and innovative vision are expected to enhance Naughty Dog’s upcoming projects, potentially bringing a fresh artistic direction and even more immersive worlds for players to explore.

While specific details about Grassetti’s role at Naughty Dog and the projects he will be working on have not been disclosed, the gaming community is eagerly anticipating the impact of his artistic prowess. Given Naughty Dog’s track record of high-quality, narrative-driven games, fans can look forward to exciting developments that may blend Grassetti’s distinctive style with Naughty Dog’s renowned storytelling techniques.

The announcement has garnered positive reactions from both fans and industry peers, who recognize the potential for incredible collaboration between Grassetti and the creative teams at Naughty Dog. This move also highlights the dynamic nature of the gaming industry, where top talent continues to seek new challenges and opportunities to innovate.

Raf Grassetti joining Naughty Dog represents a thrilling new chapter for both the artist and the studio. As the gaming world watches closely, the collaboration promises to deliver memorable and visually stunning experiences that will further elevate the standards of the industry.

The future Ubisoft is unclear at best – What’s the noise so far?

Is no secret that Ubisoft is currently facing pressure from shareholders to consider a potential sale. The company’s shares have fallen to decade lows, prompting discussions about a possible buyout. The Guillemot family, which founded Ubisoft and currently holds a significant stake in the company, has been in talks with Tencent and other investors about financing a management-led buyout.

However, the family wishes to retain control over the company, which complicates the negotiations and added to the mix, that this potential sale has broader implications for the gaming industry.

If successful, it could lead to significant changes in Ubisoft’s management and strategic direction1. The involvement of Tencent, a major player in the gaming industry, could also influence the company’s future projects and partnerships.

But it appears that the recent announcement of the sunsetting of XDefiant hold more than it was told publicly.

And we are starting with a expected and overdue sequel, Beyond Good & Evil 2…

Michel Ancel, the creator of Rayman and Beyond Good & Evil, recently spoke about the ongoing development struggles of Beyond Good & Evil 2 in an interview with Superpouvoir.

According to Ancel, the project has been significantly hindered by conflicts among the game’s managers. These clashes have stemmed from differing creative visions and approaches, leading to constant changes and a lack of cohesive direction.

Ancel pointed out that the artistic director, game director, and himself often found themselves at odds over the game’s direction.

This lack of alignment has resulted in a project that has struggled to find its footing, despite the high expectations set by its predecessor.

The ambitious scope of Beyond Good & Evil 2, which aims to offer an expansive and immersive universe, has only compounded these challenges, making it difficult for the team to deliver a consistent and unified vision.

With all the problems, there has been rumors about the effect of the Project Wild Cancelation snd with this, another significant revelation involves Ubisoft’s handling of the now-canceled PlayStation exclusive game Wild.

The game’s director has described Ubisoft’s management of the project as a “real scandal,” expressing deep frustration over the company’s approach. Wild was initially announced with much fanfare, promising a unique open-world experience where players could control various animals and explore a prehistoric world.

However, despite the initial excitement, the development of Wild faced numerous setbacks. The director highlighted issues such as a lack of clear direction, insufficient support, and constant changes in priorities from Ubisoft’s management1. These problems ultimately led to the project’s cancellation, leaving many fans and developers disappointed.

Finally, we are returning with XDefiant and with this, some uncomfortable rumor that it has the Internet talking all right.

Unofficial sources claims that Ubisoft’s decision to sunset XDefiant is part of a broader strategy to devalue the company in anticipation of a potential sale. While Ubisoft has not officially confirmed these rumors, the timing of the decision, coupled with ongoing discussions about a possible buyout, has fueled speculation.

The company’s shares have been under significant pressure, and the closure of XDefiant, along with the layoffs at Ubisoft’s San Francisco, Osaka, and Sydney studios, has been seen by some as a move to cut costs and streamline operations in preparation for a sale. The involvement of Tencent and other investors in financing a management-led buyout has added to these speculations.

It’s important to note that Ubisoft has stated that the decision to sunset XDefiant was primarily due to the game’s inability to attract and retain enough players in the highly competitive free-to-play FPS market. However, the broader context of potential sale talks cannot be ignored.

Is Capcom wanting to tell us something with a surprising RE Engine contest?

Capcom has announced its first-ever game development competition for Japanese students, utilizing its proprietary RE Engine. Titled the Capcom Games Competition, this event aims to invigorate the game industry by contributing to the development of research at educational institutions and training outstanding talent.

The RE Engine, also known as Reach for the Moon Engine, was originally developed for Resident Evil 7: Biohazard in 2014. Since then, it has been continuously evolved and used in several Capcom titles, including recent Resident Evil games, Dragon’s Dogma 2, and Monster Hunter Wilds. The engine simplifies complex technologies, making them manageable for developers, and allows for lifelike, photorealistic visuals.

The Competition Details

The competition is open to students aged 18 and older who are enrolled in a university, graduate school, or vocational school in Japan. Teams of up to 20 students will create games using the RE Engine in a cloud environment, with support from professional Capcom developers1. The competition spans a six-month period, during which teams will assign roles based on real-life game creator jobs.

Why I believe this MATTERS

Capcom’s initiative is significant for several reasons:

  1. Industry Growth: By providing students with access to a high-quality game development engine, Capcom is fostering the next generation of game developers. This helps to ensure a steady influx of skilled talent into the industry.
  2. Innovation: The RE Engine is known for its advanced capabilities, and by allowing students to use it, Capcom is encouraging innovation and experimentation in game development.
  3. Commercial Opportunities: Winners of the competition will receive game production support and an opportunity for commercialization. This not only benefits the students but also adds new, creative titles to the gaming market.
  4. Educational Collaboration: The competition strengthens the relationship between the gaming industry and educational institutions, promoting research and development in game design and technology.

Capcom’s commitment to nurturing talent and advancing game development technology through this competition is a positive step for the entire gaming industry. It highlights the importance of collaboration, innovation, and education in driving the industry forward.

Anima Flux now available at GOG & Xbox

Anima Flux, a highly anticipated couch co-op Metroidvania game, has made its welcomed arrival at both GOG and Xbox as respectively the second and third gaming storefronts after its early release via Steam this year. Developed by a dedicated team from Eastern Europe, the game has been in the making since January 2017 and was developed by a dedicated team of 12 people from Eastern Europe and has been on a grind for all gaming fans looking for the next original video game.

Game Overview

Anima Flux is set in a dystopian, post-apocalyptic world where players control two genetically enhanced soldiers. These elite agents must navigate through a desolate space city, fighting off swarms of mutants to save humanity’s last stronghold. The game features stunning hand-drawn cutscenes and sharp, ironic dialogue that immerses players in its rich narrative.

Development Journey

The development team’s journey began with a desire to create an interactive retro sci-fi comic inspired by the 80s and 90s. Over time, the project evolved into a Metroidvania game, blending nostalgic elements with modern gameplay mechanics. The team’s passion for retro games and their love for the genre drove them to create a unique and engaging experience.

Key Features

  • Couch Co-Op: Players can team up with a friend for local co-op gameplay or play solo with an AI-controlled partner.
  • Dynamic World: The game features a procedurally generated world with diverse biomes and interactive systems.
  • Character Progression: Each character develops differently as the game progresses, encouraging collaboration and strategy.
  • Retro Aesthetic: Inspired by classic games like The Lost Vikings and Contra, Anima Flux delivers a visually stunning 2D art style.
Developer: Avantaj Prim
Price: $ 19.99
Developer: Unknown
Price: 19.99
Developer: JollyCo
Price: Free

Prologue & Artemis – What’s next for PUBG Creator Brendan Greene

Brendan Greene, the mastermind behind the wildly popular battle royale game PUBG (PlayerUnknown’s Battlegrounds), has provided exciting updates on his forthcoming projects, Prologue and Artemis. Greene also announced the launch of a free tech demo called Preface, offering players a tantalizing glimpse into the innovative technology and expansive worlds his studio is developing.

Prologue: The Beginning of a New Journey

Initially teased several years ago, Prologue is envisioned as a prelude to a much larger and more ambitious project. In his latest update, Greene described Prologue not just as a game, but as a “unique exploration of procedural generation”. The goal is to create vast, immersive worlds using advanced algorithms, providing players with endless exploration opportunities without repetitive or predefined landscapes.

Prologue is designed to test and showcase the underlying technology that will be central to Greene’s ultimate vision: Artemis. The game will challenge players to survive and navigate through a dynamically generated environment, using only the resources they can gather. This concept aims to push the boundaries of current gaming experiences by offering truly unpredictable and unique adventures every time.

Artemis: An Ambitious Vision

Artemis, Greene’s highly anticipated main project, promises to be a groundbreaking undertaking. Described as an “Earth-scale” virtual world, Artemis is set to offer a living, breathing ecosystem where players can interact with an expansive environment that mirrors the complexity and diversity of our planet.

Greene’s vision for Artemis includes the use of cutting-edge procedural generation technology, developed in-house by his studio. The game will leverage this technology to create diverse biomes, weather patterns, and ecosystems that evolve and react to player actions. This ambitious project aims to blend the boundaries between reality and virtual worlds, offering an unparalleled immersive experience.

Preface: A Glimpse into the Future

To showcase the technological advancements that will power both Prologue and Artemis, Greene’s studio has released a free tech demo called Preface: Undiscovered World. Available now, Preface allows players to explore a massive, procedurally generated planet with varied biomes and interactive systems.

Preface is designed to provide a hands-on experience with the new Melba engine, the proprietary technology developed by Greene’s team. Players can navigate through different terrains, weather conditions, and ecosystems, experiencing the potential of what Artemis will eventually offer. This demo serves as both a technical showcase and a tool for gathering player feedback to refine and enhance the final products.

Community Engagement and Future Plans

Brendan Greene emphasized the importance of community feedback in shaping the development of these projects. By releasing Preface, Greene hopes to engage with players and collect valuable insights that will inform the ongoing development of Prologue and Artemis.

As the gaming world eagerly anticipates the full release of these groundbreaking titles, Greene and his team remain committed to pushing the limits of procedural generation and creating truly immersive virtual worlds. The journey from Prologue to Artemis promises to be an exciting and innovative exploration of what the future of gaming can hold.

EA Expands Accessibility Patents Pledge with 23 New Patents

Electronic Arts (EA) has expanded its Accessibility Patents Pledge by adding 23 new patents to the initiative. Launched in August 2021, the pledge initially included five patents aimed at improving accessibility for players. Over the years, this number has grown to 15, and now, with the latest addition, the total stands at 38 patents.

These patents cover a range of technologies designed to make gaming more inclusive for players with disabilities or medical issues. Some of the newly added patents include:

  • Intelligent Personalized Speech Recognition: A system that improves the accuracy and efficiency of speech recognition by using personal phoneme mappings for each user.
  • Generating Expressive Speech Audio from Text Data: A system that generates expressive speech audio from text data, providing more control and personalization based on desired speaking style and speaker attributes.
  • Generating Speech in the Voice of a Player: A system that can generate speech in the voice of a player for their avatar, based on minimal sample speech data.
  • Voice Aging Using Machine Learning: A system that can age an original input voice to a desired target age without requiring additional voice samples.
  • Emotion-Based Music Style Change Using Deep Learning: A system that infers a player’s emotion while playing a video game and tunes the background soundtrack to best fit that emotion.

In addition to the patents, EA has also released an Unreal Engine 5 plugin that enables in-engine use of its photosensitivity analysis tech, IRIS, which was open-sourced last year. This plugin allows developers to analyze and identify frames that could potentially impact players who experience photosensitivity and make necessary adjustments.

EA’s commitment to making games more accessible is evident in its ongoing efforts to share its accessibility-centered technology with the wider industry royalty-free. By doing so, EA aims to encourage the industry to work together to remove barriers and make gaming more inclusive for everyone.

But of course, Amazon is promoting Secret Level TV Series with FREE games

Amazon Prime Gaming is celebrating the upcoming release of its animated show, Secret Level, by offering an additional 10 free games to subscribers. This surprise announcement comes as Prime Gaming gears up for the December 10 release of the show, which tells short stories set within the world of popular video games.

Prime Gaming subscribers can now claim these new titles, which include a mix of classic and modern games spread across different PC gaming platforms. Some of the games will be available for free into 2025, giving players plenty of time to enjoy them.

The free games lineup includes:

  • Baldur’s Gate: Enhanced Edition (GOG)
  • Baldur’s Gate II: Enhanced Edition (GOG)
  • Necromunda: Hired Gun (Epic Games Store)
  • Neverwinter Nights: Enhanced Edition (GOG)
  • The Outer Worlds (GOG)
  • Space Hulk: Deathwing – Enhanced Edition (Amazon Games)
  • Spelunky (GOG)
  • Warhammer 40,000: Dawn of War (Amazon Games)
  • Warhammer 40,000: Space Marine (Amazon Games)
  • Warhammer 40,000: Dawn of War II (Amazon Games, coming December 12)

Prime Gaming has already announced 18 free games for December 2024, and this latest batch of 10 new titles adds to the excitement. Subscribers can claim these games by connecting their Amazon and Twitch accounts, making it easy to access and enjoy the free content.

This offer is a great way for Prime members to build hype for the Secret Level series by exploring the games that inspired it.

Don’t miss out on this opportunity to add some fantastic titles to your gaming library for free!

Not exactly EOL but Foamstarts will be on barebone in 2025

Square Enix has announced that the next season of Foamstars, titled “Party Goes On!”, will be the game’s last. Starting on December 13, 2024, and running until January 17, 2025, this final season will mark the end of seasonal updates for the game. However, Foamstars will remain online and playable, with all online services continuing to be available.

After the final season, Square Enix plans to introduce expansions to enhance gameplay, including customizable shots for characters and new enhancement elements like Prism Gems. The Foamstars Cup, a series of in-game events named after each character, will also be held to keep the community engaged.

Despite the end of seasonal updates, previous Season Passes will be made available again, allowing players to obtain items they might have missed. This decision comes after Foamstars transitioned to a free-to-play model in October 2024, following its initial launch as a PlayStation Plus title in February 2024.

Season Updates

As previously announced, season updates for FOAMSTARS will end on December 13. There will be no new content added beyond this date, but the various online services will remain available.

Even after the “PARTY GOES ON!” season concludes on January 17 next year, the FOAMSTARS CUP will begin as in-game events named after each character. In addition, EXTREME PARTY will also take place regularly.

The CASUAL PARTY and MISSION mode, etc. can be enjoyed as before, and previous Season Passes will be made available again as well.

To our players

Thank you so much for playing FOAMSTARS.

I don’t want this to sound like a final message since you will be able to continue playing the game. However I wanted to take this opportunity to express my gratitude to you all once again, so I’ve taken up my pen to write this producer’s letter.

From the start, alongside Director Rickey, FOAMSTARS had been developed with the goal of creating “a game that everyone can enjoy together.”

“Everyone together” doesn’t just refer to the players, but also includes their family members and partners who may be watching them play, and those who are watching and engaging through streams.

Since the game’s release on February 6, 2024, the development team has been working tirelessly to add new content and features, striving to bring the game as close as possible to that goal.

Throughout both the development and operational phases, we have faced many challenges. However, the support of all of you who play the game, along with the incredible fan art, has been a constant source of encouragement for the team. It’s because of this support that we’ve been able to overcome these difficulties, always with the goal of responding to your feedback.

If FOAMSTARS has become a game that you can enjoy with others, then we couldn’t be happier.

Thanks to all of you, we’ve managed to successfully complete every update we had planned. We’ve been able to reach this point because of your warm support. On behalf of the entire team, I’d like to take this opportunity to express our heartfelt gratitude.

And finally…

Again, the various online services for FOAMSTARS will continue to be available for your enjoyment. The party at Bath Vegas will carry on, thanks to the FOAMSTARS cast and, most of all, to you – the players!

We hope you will continue to enjoy FOAMSTARS for many years to come.

Thank you for your continued support.

Kosuke Okatani (FOAMSTARS Producer)

While the end of seasonal updates may be disappointing for some fans, Square Enix’s commitment to keeping the game online and introducing new gameplay enhancements shows their dedication to the Foamstars community.

From gaming fan to gaming fans

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