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Found 8 results

  1. The co-founders and heads of Sledgehammer Games, the developer behind Call of Duty: Advanced Warfare and Call of Duty: WWII as well as some key elements of Call of Duty: Modern Warfare 3. Michael Condrey and Glen Schofield got their start at EA Redwood Shores and made a name for themselves by creating the legendary survival horror title Dead Space. The success of Dead Space spurred EA to spin Redwood Shores off into Visceral Games, a more independent subsidiary of EA's stable of studios (which has since been closed down by EA). While that change went down, Condrey and Schofield left and founded Sledgehammer Games, which became one of three studios working under Activision to churn out yearly Call of Duty releases. The news of their departure comes as a bit of a shock considering that Call of Duty: WWII was the best selling game of 2017. However, it doesn't appear that the duo has left on bad terms. In fact, it seems that they left to pursue bigger opportunities at Activision itself. In statements Activision provided to Kotaku, Schofield wrote, "Activision has offered me the opportunity to focus my energy on something I’m very passionate about, exploring new game ideas for the company. It’s something I just couldn’t pass up." Condrey expressed his gratitude to the men and women working at Sledgehammer Games and explained that he would also be making the leap to his former publisher, "I am looking forward to starting a new chapter of my career with Activision. I couldn’t be more excited for the future of Sledgehammer Games and look forward to seeing Aaron lead the studio to new heights." This move doesn't seem like it will affect the release of future Call of Duty titles. Condrey and Schofield have left Aaron Halon, the former senior development director at Sledgehammer, in charge of the studio. The 2018 Call of Duty title is being developed by Treyarch.
  2. The co-founders and heads of Sledgehammer Games, the developer behind Call of Duty: Advanced Warfare and Call of Duty: WWII as well as some key elements of Call of Duty: Modern Warfare 3. Michael Condrey and Glen Schofield got their start at EA Redwood Shores and made a name for themselves by creating the legendary survival horror title Dead Space. The success of Dead Space spurred EA to spin Redwood Shores off into Visceral Games, a more independent subsidiary of EA's stable of studios (which has since been closed down by EA). While that change went down, Condrey and Schofield left and founded Sledgehammer Games, which became one of three studios working under Activision to churn out yearly Call of Duty releases. The news of their departure comes as a bit of a shock considering that Call of Duty: WWII was the best selling game of 2017. However, it doesn't appear that the duo has left on bad terms. In fact, it seems that they left to pursue bigger opportunities at Activision itself. In statements Activision provided to Kotaku, Schofield wrote, "Activision has offered me the opportunity to focus my energy on something I’m very passionate about, exploring new game ideas for the company. It’s something I just couldn’t pass up." Condrey expressed his gratitude to the men and women working at Sledgehammer Games and explained that he would also be making the leap to his former publisher, "I am looking forward to starting a new chapter of my career with Activision. I couldn’t be more excited for the future of Sledgehammer Games and look forward to seeing Aaron lead the studio to new heights." This move doesn't seem like it will affect the release of future Call of Duty titles. Condrey and Schofield have left Aaron Halon, the former senior development director at Sledgehammer, in charge of the studio. The 2018 Call of Duty title is being developed by Treyarch. View full article
  3. The Flying Tigers were the most prolific group of air force pilots in the Pacific theater during World War II, undertaking dangerous missions on behalf of both the United States and China during World War II. They became known for their daring tactics and successful sorties against the encroaching Japanese while armed with only 99 P-40 fighters painted with the iconic bared shark teeth. The Tigers were entirely made up of volunteer pilots from a mixture of military and civilian backgrounds. An upcoming game from Ace Maddox, a Swedish indie dev, delves into the story of the Flying Tigers directly. Flying Tigers: Shadows Over China features a single-player campaign that offers a window into the secret operations of the American Volunteer Group, the people who would go on to be known as Tigers. There's also an option for players to fly into combat against one another in competitive dogfighting, crazy rocket-propelled battles, capture the flag, and more. The gameplay takes players into the skies for a fusion of flight-sim and arcade action. For players who enjoy a stylish gameplay twist, Ace Maddox has implemented TrazerTime, a slow-motion combat mechanic, along with variable weather, and a huge roster of aircraft. Players will find themselves running fighter, bomber, gunner, recon, and night missions. Flying Tigers: Shadows Over China releases on January 12th, 2018 for the Xbox One.
  4. The Flying Tigers were the most prolific group of air force pilots in the Pacific theater during World War II, undertaking dangerous missions on behalf of both the United States and China during World War II. They became known for their daring tactics and successful sorties against the encroaching Japanese while armed with only 99 P-40 fighters painted with the iconic bared shark teeth. The Tigers were entirely made up of volunteer pilots from a mixture of military and civilian backgrounds. An upcoming game from Ace Maddox, a Swedish indie dev, delves into the story of the Flying Tigers directly. Flying Tigers: Shadows Over China features a single-player campaign that offers a window into the secret operations of the American Volunteer Group, the people who would go on to be known as Tigers. There's also an option for players to fly into combat against one another in competitive dogfighting, crazy rocket-propelled battles, capture the flag, and more. The gameplay takes players into the skies for a fusion of flight-sim and arcade action. For players who enjoy a stylish gameplay twist, Ace Maddox has implemented TrazerTime, a slow-motion combat mechanic, along with variable weather, and a huge roster of aircraft. Players will find themselves running fighter, bomber, gunner, recon, and night missions. Flying Tigers: Shadows Over China releases on January 12th, 2018 for the Xbox One. View full article
  5. Activision wanted Call of Duty to return to its roots and the latest trailer really goes hard into those roots. Revealed during an accompanying hour-long livestream, Call of Duty: WWII brings players back to the battlefields of the European theater of World War II. The trailer begins on the landing boats of Normandy and seems to imply players will be storming the beaches from a first-person perspective when the title releases later this year. Players take on the role of a new recruit to the 1st Infantry Division as they fight their way through Europe against Nazi Germany. While the trailer does class things up with an operatic, punctuating score, there are still enough yelling, shooting, explosions, and punching to remind you that this is going to be a brutal Call of Duty experience. Of the details that have been revealed regarding Call of Duty: WWII's gameplay, perhaps the most unique is the axing of passively regenerating health. In the last decade of Call of Duty titles, recovering health meant taking cover and waiting for a few moments before popping up again, ready to do battle. That's not the case in Call of Duty: WWII. Instead, players will have to rely on their allies to bring them medicine and bandage their wounds on the battlefield. This extends to other needs, too. Out of ammo? Players will have to call out to their squad to bring them more. Need covering fire to make it to the next patch of relative safety? You'll have to shout for your allies to do that. If that sounds custom-made for a co-op experience, fear not! While the single-player campaign has players relying on AI companions, Sledgehammer Games has added a second co-op campaign with its own story so you can harangue your real-life friends to give you health, ammo, and cover. More details on Call of Duty: WWII will be revealed during E3.
  6. Activision wanted Call of Duty to return to its roots and the latest trailer really goes hard into those roots. Revealed during an accompanying hour-long livestream, Call of Duty: WWII brings players back to the battlefields of the European theater of World War II. The trailer begins on the landing boats of Normandy and seems to imply players will be storming the beaches from a first-person perspective when the title releases later this year. Players take on the role of a new recruit to the 1st Infantry Division as they fight their way through Europe against Nazi Germany. While the trailer does class things up with an operatic, punctuating score, there are still enough yelling, shooting, explosions, and punching to remind you that this is going to be a brutal Call of Duty experience. Of the details that have been revealed regarding Call of Duty: WWII's gameplay, perhaps the most unique is the axing of passively regenerating health. In the last decade of Call of Duty titles, recovering health meant taking cover and waiting for a few moments before popping up again, ready to do battle. That's not the case in Call of Duty: WWII. Instead, players will have to rely on their allies to bring them medicine and bandage their wounds on the battlefield. This extends to other needs, too. Out of ammo? Players will have to call out to their squad to bring them more. Need covering fire to make it to the next patch of relative safety? You'll have to shout for your allies to do that. If that sounds custom-made for a co-op experience, fear not! While the single-player campaign has players relying on AI companions, Sledgehammer Games has added a second co-op campaign with its own story so you can harangue your real-life friends to give you health, ammo, and cover. More details on Call of Duty: WWII will be revealed during E3. View full article
  7. There are some big What If questions throughout history that people love to hypothesize about. What if Archduke Franz Ferdinand hadn't gone off on off his motorcade route in Sarajevo? What if Stanislav Petrov had made the call? But the most pressing question you now need to see play out is ' What if World War II had been fought with giant mechs instead of tanks?' Iron Harvest, an upcoming RTS from King Art Games, sets out to explore that hypothetical scenario. The setting for the strategic mech action, referred to as 1920+, was created by Polish artist Jakub Różalski who also worked on the board game Scythe, which featured a similar aesthetic and shares the setting. In 1920+, humanity managed to perfect walking machines, large, iron contraptions capable of striding across the land. These vehicles came to permeate everyday life for convenience and the battlefield soon after. World War I still happened and a new threat works in secret across the European continent to throw it into chaos once more. Players will encounter three main factions throughout Iron Harvest. To the west lies the Saxony Empire, a wealthy, influential country whose elites resent the terms of surrender that followed World War I. They posses highly sophisticated factories that could manufacture some of the finest war machines in the world. Rusviet sits in eastern Europe. Though huge in landmass and capable of unparalleled military production, its population has been devastated by the recent war. The discontent spreads as the country's Tsar begins to lose power. A man named Grigori Rasputin seems to offer stability and hope, though it may come at the cost of a revolution. Between Saxony and Rusviet lies the Polania Republic. Largely an agricultural heartland, Polania struggles to maintain its borders with encroachments by its two neighbors. To that end, it has begin to modernize its forces in case either Rusviet or Saxony decide to overstep their bounds. Players will take control of heroes, mechs, and soldiers and make use of everything they can to accomplish mission objectives. Squads will have to use cover carefully to survive the fighting, not an easy task when environments are destructible. King Art Games says that Iron Harvest uses "open sandbox levels," so players have freedom with how they want to approach and accomplish missions across a storyline that seems like it will have some branching paths. The team intends for it to feel like a more narratively driven RTS with some influence from XCOM. King Art Games has yet to release a trailer or additional details. For now, we know that Iron Harvest has a planned release for PlayStation 4, Xbox One, and PC. In the meantime, I'd encourage everyone to check out the artwork for the game by Jakub Różalski - it is absolutely gorgeous and gives a pretty clear idea for what King Art intends for the look and feel of Iron Harvest.
  8. There are some big What If questions throughout history that people love to hypothesize about. What if Archduke Franz Ferdinand hadn't gone off on off his motorcade route in Sarajevo? What if Stanislav Petrov had made the call? But the most pressing question you now need to see play out is ' What if World War II had been fought with giant mechs instead of tanks?' Iron Harvest, an upcoming RTS from King Art Games, sets out to explore that hypothetical scenario. The setting for the strategic mech action, referred to as 1920+, was created by Polish artist Jakub Różalski who also worked on the board game Scythe, which featured a similar aesthetic and shares the setting. In 1920+, humanity managed to perfect walking machines, large, iron contraptions capable of striding across the land. These vehicles came to permeate everyday life for convenience and the battlefield soon after. World War I still happened and a new threat works in secret across the European continent to throw it into chaos once more. Players will encounter three main factions throughout Iron Harvest. To the west lies the Saxony Empire, a wealthy, influential country whose elites resent the terms of surrender that followed World War I. They posses highly sophisticated factories that could manufacture some of the finest war machines in the world. Rusviet sits in eastern Europe. Though huge in landmass and capable of unparalleled military production, its population has been devastated by the recent war. The discontent spreads as the country's Tsar begins to lose power. A man named Grigori Rasputin seems to offer stability and hope, though it may come at the cost of a revolution. Between Saxony and Rusviet lies the Polania Republic. Largely an agricultural heartland, Polania struggles to maintain its borders with encroachments by its two neighbors. To that end, it has begin to modernize its forces in case either Rusviet or Saxony decide to overstep their bounds. Players will take control of heroes, mechs, and soldiers and make use of everything they can to accomplish mission objectives. Squads will have to use cover carefully to survive the fighting, not an easy task when environments are destructible. King Art Games says that Iron Harvest uses "open sandbox levels," so players have freedom with how they want to approach and accomplish missions across a storyline that seems like it will have some branching paths. The team intends for it to feel like a more narratively driven RTS with some influence from XCOM. King Art Games has yet to release a trailer or additional details. For now, we know that Iron Harvest has a planned release for PlayStation 4, Xbox One, and PC. In the meantime, I'd encourage everyone to check out the artwork for the game by Jakub Różalski - it is absolutely gorgeous and gives a pretty clear idea for what King Art intends for the look and feel of Iron Harvest. View full article
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