Fire Pro fans, the long wait is finally over. Spike Chunsoft has revealed that the early access version of Fire Pro Wrestling World is almost ready to hit the mat, and it will be here in a few short weeks. Fire Pro Wrestling World will be released on Steam early access on July 10th, and will cost $19.99.
The early access version of the game is already coming with a ton of features including multiple match types, creation modes, new moves and 1v1 online play. It seems like they are using Fire Pro Wrestling R as the base game for early access and will build upon it from there. Hell, I would easily pay $20 if they just released Fire Pro Wrestling R again because as I have said many times, in my opinion, that game is the best professional wrestling videogame ever made.
No word yet on a release date for the PS4 version but I would assume that will be announced once the Steam version gets ready to head out of early access and into an official release.
I think it was as early as 1984 when Meig's Field, conveniently located on the waterfront of Chicago, became the default launching spot for the earliest versions of what would eventually become the Microsoft Flight Simulator dynasty.
Thousands upon thousands of pilots made their first virtual flights here, and it had always been something of a Mecca for real-world fliers as well. I myself landed there once, and would certainly have returned many times had the airport not been diabolically bulldozed in the middle of the night in March of 2003 to make room for a relatively mediocre park. Mayor Daley made a lot of enemies that day, and Microsoft had to find a new default location.
It was a pretty good twenty year run for Meigs, and we will never get that airport back, but thanks to the newly released KCGX Meigs Field scenery pack for Aerofly FS2 we can relive the experience of flying down along the coastline with the city of Chicago right alongside and landing close enough to get a fairly cheap ride into town.
"Few airports hold as much nostalgia, familiarity, and emotion for aviation enthusiasts. Located on the shores of Lake Michigan, Meigs Field operated as the gateway to corporate Chicago for over half a century. Now, twelve years after its closure, Merrill C. Meigs Field (KCGX) has been recreated by Orbx and IPACS with the utmost attention to detail and accuracy. Depicted as it was in its final years, virtual pilots are welcomed to return to what was once the busiest single strip airport in the United States and enjoy it in high definition. Featuring a fully modeled terminal, highly detailed static aircraft, and other historically accurate elements, the airport has been brought back to life. In addition to the airfield itself, the city of Chicago waterfront and parks district have been included as well. This special release for Aerofly by Orbx includes 12,000km2 of photoreal coverage, animated people and ferris wheel plus many other details to discover."
Available now on Steam for $24.95.
Look, I know: it's just chess. It shouldn't be a big deal. And it's not. Sixty-four squares, white pieces line up over here, black pieces line up over there. Same as it ever was since the 15th century. But I have to admit, Chess Ultra looks really good.
I mean, there are two key discussion points you have to have in the meeting room if you're going to make a chess video game. One, can we sell more of a game whose gameplay mechanics have been locked down for 600 years? And two, I don't have a two. But what can one company possibly do to light a fire under the latent video game chess industry?
Well, you go big or you go home. And it looks like Ripstone isn't going home. These are the most detailed environments I've ever seen in any chess game ever, where not only are the pieces detailed like they're ready for a Forza camera mode, but the environmental storytelling (that's a strong term) surrounding the chess board is littered with the trappings of the chess player's lifestyle.
And that's what kicks this one up into a league of its own. Be it realism or high fantasy, Chess Ultra is selling a lifestyle. Yes, those are some mighty fine-looking chess pieces you have there. But did you see the coffee service, the stack of books topped with Bram Stoker's Dracula, and the Moleskine diary adjacent to the board? What about the museum-quality setting with marble busts down the hall, where, by contrast, you're playing on a cheap card table, sitting on folding chairs, and sipping from disposable coffee cups with garish little sugar packets sitting on the side? Oh, and don't miss the part where you're playing against Death, under the light of a dozen candles, with pieces that looked like they were carved from brimstone quarried out of the Ninth Circle of Hell.
But Chess Ultra also makes a statement by coming out on every this-gen platform, barring the Nintendo Switch. Not only did it launch on June 21 on Steam, PlayStation 4, and Xbox One, but also on Vive, Oculus, and PlayStation VR. I haven't done the research, but I haven't seen too many games come out with quite that big of a spread this generation yet.
The game features 10 Grandmaster-approved AI levels. Local and online multiplayer with ELO ranking system. Classical, Blitz, and Marathon time controls. Full Twitch integration. And tutorials (they sound like video tutorials, however) meant to improve your game.
Good show, Chess Ultra. I'm not sure if you're going to hit #1 on any Microsoft, Sony, or Steam sales charts, but you've made it onto my wishlist. Sick distortion of Beethoven's "Moonlight Sonata," too. Worthy of an Assassin's Creed trailer.
The journey of Oceanhorn: Monster of Uncharted Seas began way back on November 14th, 2013, when it released on iOS. Since then, developer Cornfox & Bros. has added a swell of free content, such as a new island, a new storyline to play, and a fishing minigame. Oceanhorn has since been released on PC, Mac, PlayStation 4, Xbox One, Android, Vita - and now, Nintendo Switch.
In Oceanhorn, you play as a boy in search of his father who has vanished on a quest to vanquish the Oceanhorn - a dreaded beast of the sea. At first glance, it's no secret that Oceanhorn was bred with the same DNA that constructed classic Zelda entries, as well as borrowing from the colorful and cartoonish art style found in The Legend of Zelda: Wind Waker. With that in mind, don't be surprised when you find cash-money after slashing at a bush.
To help tie this journey together, Nobuo Uematsu and Kenji Ito have contributed to Oceanhorn's score. With songs by composers who are known for the music of legendary RPGs such as Final Fantasy; prepare to be delighted by this game's soundtrack.
Oceanhorn is a love letter to The Legend of Zelda that contains a dash of Final Fantasy's classic charm. If you're looking for a familiar adventure on land and sea, add Oceanhorn: Monster of Uncharted Seas to your Nintendo Switch library today!
Edmund McMillen, creator of indie favorites Super Meat Boy and The Binding of Isaac said his next game, The Legend of Bum-Bo, will be released for the Nintendo Switch. McMillen suggested as such over Twitter, a picture of the exchange, which is hilariously benign, is above.
McMillen's resounding "I think so yeah," reverberated across the internet, since there is little we know about this game beyond its announcement in March of last year and that it is a "turn-based puzzle RPG type thingy that's randomly generated." (Courtesy of Gamespot.)
McMillen's other game, The End is Nigh, is set to be released on the Switch as well, which hopefully indicates that McMillen is developing a relationship with Nintendo. It's a good fit, and a welcome one.
I thought for sure that EA Sports would pick Auston Matthews to be the cover athlete for NHL 18 given the breakout year he had and that he was a shoe-in for the Calder trophy but they surprised me by picking Connor McDavid of the Edmonton Oilers.
It make sense as Connor led the team to the second round of the playoffs this year. The Oilers haven't sniffed the playoffs in years despite being gifted first round pick after first round pick so it's good to see the city some love.
It looks like EA is playing up the next generation of hockey stars this year as they hype video shows off a lot of the new young forward talent in the league (Blue Jacket defensemen Zach Werenski is notably absent but let's face it, blocking shots isn't nearly as glamorous as scoring goals). It does look like they are making some changes to the skill stick and tweaking how the defensive controls work.
Players will get a chance to check these changes and more out when the beta starts in late July. Be sure to register ahead of time to lock down your access to the beta.
Continuing its late summer push onto consoles, publisher Paradox Interactive brings isometric RPG Pillars of Eternity to PlayStation 4 and Xbox One on August 29.
Unless you have a "J" (as in Japanese) in front of your "RPG" (putting it together, that's JRPG, folks), it's not typical to get the old-school aesthetic of a Pillars of Eternity-styled role-playing game on console. Most western isometric RPGs have the word "action" preceding it; I'm assuming that the more frenetic nature of action-RPGs simply plays better and sells better on consoles.
But as far as those '90s-style RPGs go, Wasteland 2 made it. Divinity: Original Sin made it. And now Pillars of Eternity is up to bat, a game that has, on Metacritic, an almost impossible ratio of good reviews over bad.
"I heard the Dyrwood is a savage land. I believed it when they killed a god. But even they didn't deserve the punishment that followed," the video says. It must be some incredible storytelling and gameplay, because the graphics aren't going to blow your mind. You've got to be more interested in deep customization and endless choices than water effects and HairWorks.
Again, Pillars of Eternity hits PS4 and Xbox One on August 29.
Cities: Skylines is coming to PlayStation 4 on August 15.
In 2015, Cities: Skylines stole the city-building crown from a downtrodden, out of luck SimCity (2013). Like the strategy barons they are, Cities: Skylines publisher, Paradox Interactive, saw a major hole in the genre, bragging that Cities: Skylines was everything you'd hoped SimCity could've been. For the most part, Paradox was correct.
As mayor, you've got enormous maps, grid-less city building, an ever-evolving and demanding populace, an extensive local traffic simulation (because, yes, a city is buildings and people, but only if you can get those people to the buildings), and district and policy settings. Plus, Cities: Skylines PS4 includes the After Dark expansion, turning your city into a different place at night.
Cities: Skylines, again, is coming to PS4 on August 15. It already made it to Xbox One a couple months ago on April 21. It's great seeing a city-builder of this caliber make it onto consoles, rare as they are.
While at E3 this year I was able to grab some time with Codemasters' upcoming racing game, F1 2017.
I was set up with a racing rig, and got to try roughly three to four tracks, all in different weather conditions. The only mode available was time trial, where I raced against an invisible car who had the better time on me for most of the race.
While playing, I spoke with Codemasters' Creative Director Lee Mather, who told me that their creative goal for the game was to make the most authentic Formula 1 experience in gaming to date.
And although I wasn't able to access the career mode at E3, I did see the touchstones for how they would accomplish that goal. For one, it was the fact that I was in a fully set-up driving rig. Of course, this doesn't mean that that will be the perfect way to play the game, but the communication between the rig and the game was pretty astounding. For instance, the rig's driving wheel was the same as the one used by the driver in the game. The tires tugged against the wheel when it hit a patch overly rough from the turf or overly smooth from the water. There were little icons in the bottom-right corner of the HUD that displayed the words Pit and Fuel. Of course, since what I played was a time trial, those didn't play much of a role, but Mather told me they would in the larger modes.
The experience I had, as limited as it was, was enticing to say the least. For clarification, the game will be releasing for consoles, so it won't be special rig only. F1 2017 drops August 25th, 2017.