Selasa, 01 Mei 2018

Belgium’s Messy and Unclear Loot Box Gambling Regulation is a Slippery Slope for Video Games

loot boxes illegal

Let me start by saying that I admit there is a problem with loot boxes, microtransactions, and some of the ways that developers and publishers have tried to monetize their games post-launch. I fall somewhere in the middle of the issue. Game development costs are on the rise. Studios need to be able to maintain live servers and support, and the perception of value of games is diminishing greatly with deep discount sales, free game collections, and people buying used titles. On the other hand, we’ve seen some aggressive monetization practices that have gotten in the way of what’s supposed to make a game fun.

The conversation around loot boxes took on new life back in November 2017 when Star Wars Battlefront II launched. Gamers had been kicking the topic around for years before, but it was the Star Wars name, Disney ownership of the franchise, and the impending release of the eighth episode in the Star Wars film saga that really brought things to the public eye. It was a perfect storm that took the conversation outside of the industry to parents and lawmakers who have valid and legitimate concerns, while not fully understanding the thing they are trying to regulate.

I’m not saying their intentions aren’t noble. I, too, advocate for better safeguards to be put in place for minors and those who suffer from addictions to gambling-like behaviors, but there’s a danger to letting governments step in and administer control. In the latest step in a saga that will change the course of the industry, Belgium confusingly ruled that loot boxes do indeed constitute illegal gambling, and developers must take actions or face jail time and fines.

Now, I say “confusingly” because it’s not nearly as cut and dry as that.

In investigating four games, the Belgian Gaming Commission determined that three of them fall within the parameters of illegal gambling:

To speak of a game of chance, the Gaming Commission uses four parameters. If there is a game element, a bet can lead to profit or loss and chance has a role in the game. In the case of FIFA 18, Overwatch and Counter Strike: Global Offensive, the Gaming Commission decides that the system of loot boxes forms a game of chance that is subject to Belgian gaming law. The developer of Star Wars Battlefront II made some adjustments shortly after the launch, so that the system of loot boxes in that game no longer technically forms a game of chance.

Of the four games investigated, only the one that set off the whole loot box uproar was actually considered not gambling. In all likelihood, the investigation simply covered Battlefront II after in-game purchases were removed at launch and hasn’t accounted for the recent update that added microtransactions for loot boxes back in last month. But does that mean Battlefront II actually is subject to the gaming law now? What about other games outside of these four that were actively investigated? Instead of putting time in to investigate video games and loot boxes in accordance with the current gaming laws, perhaps they should look at drawing up new and clearly defined laws for developers to follow. Or better yet, work directly with the developers, publishers, behavioral psychologists, and others to ensure that any regulation is thought out and researched.

loot boxes illegal gambling belgium 1

I’ve long advocated that Overwatch does loot boxes right. There’s no external resellable value to the items you can get, and they offer no in-game advantages. Loot boxes can be earned in-game just by playing, and purchases with real-world money are simply shortcuts to that process. In fact, they’ve even made the loot boxes more consumer friendly by decreasing repetition rates and adjusting the ability to get rare time-limited event cosmetics. Can they still present a problem for those with addictive behavior issues? Absolutely, but I don’t think gambling laws are the right regulations to shoehorn them in under. With an ever-evolving tech market, we need to adapt and amend, rather than try to fit outdated legal definitions around modern technology and entertainment.

The Four Pillars of Gambling

Let’s take a look at the four things Belgium considers when looking at games as illegal gambling. “If there is a game element, a bet can lead to profit or loss and chance has a role in the game.” One could argue that the Belgian Gaming Commission’s definition could easily be applied to nearly every mobile game, a ton of console titles, loads of PC releases, and even physical products like trading card packs and blind boxes. Physical products are likely spared by the line that denotes “game element,” but outside of that, why only investigate four games? How does Belgium’s ruling impact titles not included within this list? Are Destiny 2’s Bright Engrams impacted? Will Belgian Call of Duty players still be able to get drops on the beach of Normandy?

Game element is obvious. Games are games, so by default, they indisputably fall under this part of the definition. Randomization certainly means that chance plays a role, so we’re left looking at  the two other pillars: a bet and profit or loss.

What is constituted as a profit or loss in the commission’s eyes? Overwatch’s cosmetics have no individual monetary or resale value. In fact, they cannot be resold at all–short of selling your whole account, which is against the terms and conditions. The value is artificially manufactured by the player’s desire to get the item in question. In traditional gambling, there is objective and measurable value to the bet. Put $5 into a slot machine or on the blackjack table, and you can walk away with either zero dollars or multiply that money into a greater win. Opening a loot box in a game constitutes a whole different perception of value based purely on the individual doing it.

loot boxes illegal gambling belgium 1

For gamers, the value of the items obtained would be much higher than a non-gaming regulator, who could feasibly look at even the most rare and coveted of Overwatch cosmetics and find them to be worthless. My mother would consider all loot box purchases to be a “loss” even if she got the rarest and most coveted cosmetic items. She doesn’t play games, so a loot box purchase has no chance for profit, emotional or otherwise. On the other hand, she could throw money down in a casino and come away objectively better than before. Even among gamers, the value inherent to any given item could differ wildly. Maybe I like the rare outfit far more than the legendary. Subjective opinions completely alter my value perception of what I want the loot box result to be. 

The question we have to ask is if emotional profit and loss counts? The “profit and loss” is determined purely by the player, rather than objectively by market value. $5 worth of loot boxes turns into randomized digital goods, which do not retain any monetary value. This falls in line more with a product purchase (similar to booster packs of trading cards and blind boxes for figures) and less with placing a bet. Money spent on loot boxes is a purchase of a randomized experience that can create emotional highs and lows for the player based on their own perception. But the money spent is objectively gone with no opportunity for a return outside of the game based on the results of the loot box’s random rolls. 

Emotional Profits and Losses

As I’ve written about before, I do think there is a problem that ought to be regulated and looked into. But I think it needs to be looked at by the right people and in the right way. New laws need to be written. Value needs to be clearly defined, perhaps by rarity of items or other criteria that isn’t entirely subjective. Can players earn the same items through the game without making a purchase? Are players compensated when getting duplicate items, so that they still have some sense of value? All of these questions need to be asked, and gaming industry leaders who understand the video game industry need to step forward and create their own regulations before we have someone else stepping into our hobby and doing it for us. Once their foot’s in the door, there’s no telling what else they’ll mess around with.

What research was done into these games to see if they checked all the right boxes to be considered illegal? Who is doing that research, and are they well-versed enough in video games to actually know what they are looking for or what they are talking about when going back to the commission and making a ruling? Yes, loot boxes do play on many of the same psychological techniques that gambling uses, but I would consider it gambling adjacent. There are enough things that make them different (again, the perception of value versus objective value) and the ability to earn them in game without spending money) that blanket gambling regulations simply do not do justice to the issue.

loot boxes illegal gambling belgium 1

Belgium’s ruling leaves more questions to be asked than those it answers, and it creates a very slippery slope. While the press release from the Ministry of Justice only calls out three games (four with the supposedly “gambling-free” Battlefront II), the ripples of this decision are going to be felt industry wide. On one hand, I’d imagine that developers and publishers are shoring up their legal teams right now and preparing the fight the ruling. They’ll fight tooth and nail arguing that there is no inherent bet, profit, or loss in loot boxes aside from those set purely by player expectations, which the company cannot control. Once you start down that road, you have to begin looking at other marketing tactics that elicit the same kind of addictive and “fear of missing out” responses that create emotional profits and losses.

On the other hand, if Belgium’s decree about illegal gambling in video games does stand, it sets a dangerous precedent. Loose definitions set by those that don’t understand games can make changes based on weak perceptions of what our industry actually is. When you’ve got a problem with the food in the kitchen, you don’t call a mechanic to come in and fix it. Likewise, if my car is in trouble, I’m not going to ring the local chef to pop the hood.

Blanket regulations for gambling in casinos are not good enough. Loot boxes do need to come under scrutiny, but government’s current way of tackling the issue feels lazy and uninspired, using decades old laws meant for casino gambling and brushing Overwatch loot boxes under the same rug as slot machines and blackjack tables. The video game industry needs to stand up, clearly define regulations, and solve this problem itself, or we’re in for a massive shakeup that could change the face of video games as we know them–and probably not for the better.

We’ve reached out to a number of studios including Blizzard, Bungie, and EA for comment on the Belgium ruling.

Essential Reading

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Leaked Trailer Confirms Taki Will be in Soulcalibur VI

soulcalibur 6 taki

For those excited about the upcoming Soulcalibur VI, it seems like some brand new news will get you even more excited. Earlier today, a leaked trailer for the upcoming game has revealed the fact that Taki, who first appeared in Soul Edge, will be a playable character in the upcoming Soulcalibur VI. The trailer (below) teases her reintroduction into the series while also showing off some gameplay of her taking on other characters in the game.

Check out the leaked trailer for the character below:

For those who don’t know, Taki has appeared in all of the main Soulcalibur titles to date, except for Soulcalibur V. The version of the character in this game looks awfully similar to her normal garb, with the signature armor and bright red suit complimenting her dual blades. Not much else is known about Taki and how she’ll fit into the upcoming game, but more information will likely come following the leaked trailer.

For more on the series as a whole, and some of the new characters coming to it, check out below for a brief overview of Gerald of Rivia, one of the many characters on the official roster:

In you case missed it, CD Projekt Red has praised the inclusion of Geralt into the game, calling it very good for the SoulCalibur community. “Soulcalibur is well known in the fighting games genre for including iconic guest characters. When we were approached with the idea of doing a crossover, we thought our community would really enjoy playing as the witcher,” said Marcin Momot, Community Lead at CD Projekt RED. “We’ve collaborated with Bandai Namco artists to faithfully recreate Geralt, and shared original Witcher 3 assets like Geralt’s model, animations, and weapons. I think Bandai Namco did an outstanding job of capturing all the details and introducing The Witcher to Soulcalibur in a way fans of both series will enjoy,” added Marcin Momot.

SoulCalibur VI is set to release for PlayStation 4, Xbox One, and PC sometime in 2018.

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Yoku’s Island Express New Trailer Out Now

Yokus Island express trailer

A new trailer for the Yoku’s Island Express has released today, detailing a bit more about the game’s story. The game will also be available to pre-order from today heading to its official launch on Xbox One, PlayStation 4, Nintendo Switch, and PC on the 29th of May. The announcement was made by the award-winning international games label Team17 and independent developer Villa Gorilla.

The trailer for the delightful pinball platform adventure, Yoku’s Island Express, navigates the story of how Yoku arrived at Mokumana Island. Yoku was ready for the easy life soaking up the sun and delivering parcels on a tropical paradise as a postman. But everything was not as peaceful as it seemed.

The God Slayer rose again to plague the ancient island deity, Mokuma. It’s now up to our pint-sized postman to save the day using a unique blend of pinball mechanics, platforming and open world exploration. It is a story of how our new-found hero finds himself in an amazing adventure to help those in need.

Yoku’s Island Express is available to preorder from today and will be officially launched for Xbox One, PlayStation 4, Nintendo Switch, and PC on the 29th May 2018 priced at £15.99 / 19,99 € / $19.99 with a 10% preorder discount available. A physical edition will be arriving on 15th of June (Europe/Australia) and the 19th of June (North America) for all console platforms. Pricing may vary from local retailers.

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Trailblazers Finally Hitting the Stores Next Week

trailblazers info

Trailblazers, the fast-paced, revolutionary co-op arcade racing game, will finally be hitting the PlayStation 4 next week. The game promises on delivering beautiful visual quality, thrilling and interactive track levels, and high-speed action.

The thing that separates Trailblazers from all the racing games out there though, is the ability for players to “paint the track.” This allows teammates to experience a boost in speed whenever they drive into those lanes. Each team comprises of 3 players for each race, having players strategically mark necessary spots in order for their team to gain the upper hand. Players will also be able to re-paint opponent’s marked tracks, having the enemy team lose their boosted advantage. Racers who also play with style will be awarded with skill points every race.

We have covered two articles before regarding Trailblazers‘ basic gameplay trailer, and a deep-dive trailer that brings in players to know the full mechanics of the game. For more information on the game’s features, check out the info below, via developer Supergonk:

Trailblazers Gameplay Features:

  • Campaign Mode: Multiplayer thrills and single-player challenges
  • A Musical Feast: Enjoy the retro-futuristic soundtrack that fits perfectly with the visual aesthetic of the game, aural soundscapes from the officially licensed soundtrack featuring artists like; Skope, Derevolutions, A.Skillz and more.
  • Award Winning Artist: Gorgeous Trailblazers artwork designed by BAFTA award-winning artist Will Milton.
  • Scenic Tracks: In the race for glory, players will scorch their way through mountain ranges, lush forests and arid desert valleys in Trailblazers.
  • Diverse Characters: Each driver plays a vital role in the racing community and together they unfold the story of the Trailblazers world, each having a specific role and style of driving.
  • Futuristic Fleet: Players can choose from a showroom of the fastest race cars in the galaxy, each with customized stats to fit every play style and track type.
  • Multiplayer Mayhem: Players can experience the blistering high-speed action with up to six players online, or locally via split-screen for up to four local players with additional online or CPU-controlled challengers.
  • Cross-platform play: Team-up or face-off across the platform divide!

With the advent of this new co-op game on May 8, are you guys excited on trying out Trailblazers’ new style of racing madness?

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Fortnite Season 4 Begins Today With Altered Map, New Battle Pass, and More

fortnite season 4

Fans have been waiting for nearly a whole month to find out what would happen when Fortnite began its newest season. Theories and rumors have run wild with the idea that Tilted Towers would be destroyed, aliens would come, or that nothing would happen at all. Today they get their answers, as Season 4 of Fortnite is finally out, and as it turns out, something has landed.

As you can tell from the brief trailer above, the comet that Epic Games has been teasing all month was no joke, it’s just that the location we all thought would be destroyed was left intact. Instead, the massive comet has opened up a new area of the map called Dusty Divot, which is a crater-sized hole right next to (a now partially destroyed) Dusty Depot. On that area of the map, players can find crystals from the comet that, when consumed, give them less fall damage and the ability to jump a bit higher and longer for a short period of time.

Of course, the inclusion of a new season of Fortnite means the inclusion of a new Battle Pass, and as is custom, a brand new Battle Pass for Season 4 is available, giving players a new 100 tiers of rewards, including new cosmetic items, emotes, and for the first time, Sprays. For a full breakdown of the update in the games Battle Royale mode, check out below for the full patch notes included in Season 4:

GAMEPLAY

  • Structures on the starting island can now be destroyed. Not the Battle Bus, though.
  • Headshots are now prioritized when other body parts are in the way.
    • Incoming headshots (from above or straight on) will no longer be blocked by your character’s other body parts.
    • For example, a shot that hits your target’s hand will be able to penetrate through and hit their head if your aim was on point. You’ll be credited headshot damage instead of normal damage.
    • Headshots from below that are blocked by a body part (legs, torso, hands, shoulders, arms) will do normal damage, except for impacts very close to your character’s head.
    • This change affects all weapons, except for the Rocket Launcher and Grenade Launcher.
  • Slightly reduced the hitbox size of player hands.
  • Damage numbers are now visible when spectating a player.
  • Knocking a player off the island will award elimination credit like normal fall damage.
  • Fall distance is now shown in the elimination feed when a player is forced to fall by an opponent.
  • On the starting island, you can now see other players (and player-created structures) about three times further away than before.

Bug Fixes

  • Fixed an issue that would cause player built structures to appear intact for a few seconds after eliminating an enemy and destroying the structure at the same time.
    • This caused players to “phase through” the structure.
  • Fixed cases where pickups moved erratically when sliding down slopes.
  • Fixed an issue where destroying a building from under an enemy wouldn’t award kill credit.
  • Fixed an issue where swinging the pickaxe could cause movement stuttering.
  • Fixed an issue where some pre-placed wooden archways could not be destroyed by player built structures.
  • Fixed an issue that made the Battle Bus appear to quickly fly off the map after jumping from it.
  • Fixed an issue that would pause a downed players health bar if their reviver disconnected while reviving them.

UI

  • You can now mark cosmetic items as favorites in the Locker.
  • ‘Random’ option added to each cosmetic equipment slot in the Locker.
    • This will randomly choose between items you’ve marked as favorites each match (or from all owned items if nothing is marked as a favorite).
  • You are no longer limited to just the 6 slots on your emote wheel for Sprays and Emotes and can now use any of the ones you own in a match!
    • The Locker slots act as a page of presets, but you can cycle through to any emotes marked as a favorite and then all emotes, sorted by type (PS4: L1/R1; XB1: LB/RB; PC: Mouse Wheel; Mobile:Buttons added next to radial menu).
  • Added new “Locker Emote Slot” button bindings, which allow you to immediately trigger any of your 6 Emote or Spray presets.
  • While Auto Run is active, an icon is now displayed.
  • Improved the look and feel of the Game options tab.
  • Slightly decreased the size of the arrow over players heads when they are close to you.
  • The fourth and fifth weapon slots will now default to keys 5 and 6 instead of Z and X when using the “Reset to Defaults” option.
  • The 4:3 aspect ratio is now supported.

Bug Fixes

  • Fixed an issue where the compass showed ‘360’ when it should have been ‘359’.
  • Fixed an issue where players could get stuck on the Inventory screen when opening and closing it very quickly multiple times in a row.
  • Fixed an issue where the “Show Net Stats” HUD option would be reset to off after restarting the game.
  • Fixed an issue that caused consumable timers to not display when using a consumable immediately after canceling one.
  • Fixed a spelling error in the description for Tomatohead.
  • The Squad Comms wheel can now be closed with circle on PS4 controllers, and B on Xbox controllers.
  • Weapon slot keybinding options are no longer called “Ability Slots” in the input menu.

WEAPONS + ITEMS

  • The Crossbow has been vaulted.
  • Rocket Launcher aim reticle is now a fixed size regardless of player movement.
  • Hit markers are now displayed when looking through a scope.
  • Increased pickaxe damage against Supply Llamas, now dealing 50 damage per hit.

Bug Fixes

  • Fixed an issue where a weapon could have no ammo when dropping it immediately after picking it up.
  • Improved pickaxe swing responsiveness when switching from a weapon to the pickaxe and immediately holding the swing button.
  • Fixed an issue that prevented Hunting Rifles from auto reloading if it was fired immediately after a reload.
  • Fixed an issue that allowed grenades to be thrown in rapid succession while sprinting.
  • Fixed an issue where aiming a grenade throw and then switching to build mode wouldn’t cancel the throw.
  • Fixed an issue with the Builder Pro configuration that caused the players weapon to fire while trying to build in some cases.
  • Clingers will now properly cling to falling Supply Drops.

REPLAY SYSTEM

  • Added an in-game player list to Replays.
  • Leaving a Replay will now take you back to the Replay browser.
  • Renaming Replays is now limited to 32 characters.
  • Increased the size of name column in Replay browser.

Bug Fixes

  • Fixed the alignment of the eliminations column in Replay browser.
  • Fixed an issue where Replay Browser list couldn’t be navigated with gamepad after cancelling renaming a replay.

ART + ANIMATION

  • Hunting Rifle mesh and animations have been updated.
  • Shotguns, Revolver, Hand Cannon, and Rocket Launcher have had their equip animations improved – they should now match the equip time.
    • Their equip timing remains the same.
  • The dust cloud that appears on player landings now shows for all players.
  • Storm wind now affects trees within the storm.

Bug Fixes

  • Fixed the Supply Llama not playing destruction effects when killed by projectiles.
  • Fixed an issue that caused Back Bling to display improperly after using a Launch Pad.
  • Players can now emote while rocket riding.

AUDIO

  • Adjusted timing on the equip sounds for all Shotguns. The cocking sound will now occur right before the weapon is able to fire.
  • Improved volume difference between soft and hard landing sounds.
    • Players falling from 1 or more stories will land with a louder audio cue.
  • Added unique impact sounds when hitting shrubs, bushes and cornstalks.

Bug Fixes

  • Fixed an issue that caused footstep audio to play when players were mid-air after jumping.
  • Fixed an issue where the Minigun equip sound would persist after quickly switching away from it.
  • The map marker sound no longer plays when removing a marker.

PERFORMANCE

  • Improved smoothness of other players movement on the starting island by increasing network update rates.
  • Made significant performance improvements when many players are on-screen by reducing the impact of character parts.
  • Optimized hitches that occur when garbage collecting objects.
  • Fixed hitches that could happen in games where lots of building occurred.
  • Optimized Level-of-Detail (LOD) for buildings in Shifty Shafts and Flush Factory.
  • Optimized Input/Output (IO) performance on Consoles to reduce hitches and load times.

MOBILE

  • Quickbar now supports drag and drop for dropping and moving inventory items.
  • Holding the movement stick in a direction for 3-seconds now enables an option to turn on auto run.
  • Adding ‘Repair Building’ button.
  • Added ‘Cycle Weapon’ button.
  • Made improvements to prevent finger creep.
  • Slightly decreased aim assist strength at further distances to allow for easier fine tuning when aiming.
  • Grenade indicators are now displayed when grenades are equipped.
  • Made improvements to low-end mobile performance by dynamically scaling background draw distances with player height.
  • Reduced object draw distance for medium/lower-end iOS devices.

Bug Fixes

  • Fixed the view pop caused by the swiping inertia when lifting your finger off the screen.
  • Fixed bugs that were causing some erroneous misfires and input errors.

Fortnite is available now.

[via Epic Games]

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UK Sales Chart: God of War Takes Top Spot, Far Cry 5 Slots Into Second

god of war sales

The UK sales chart for last week were made available today, and in what should come as absolutely no surprise, God of War finally made its way to the top spot after coming in at second last week. The game featuring Kratos and his son surpassed Far Cry 5 (coming in at #2) and the Variety Kit of Nintendo Labo, which had come in first last week as well. As for the rest of the list, a lot of the usual suspects remain, with Call of Duty: WWII, Grand Theft Auto V, and FIFA 18 all landing inside the top 10. Prey and South Park: The Fractured But Whole also made appearances on the list again thanks to some renewed sales.

Here are the 20 best-selling games through retail stores in the UK for the week ending April 28, 2018, according to GfK Chart-Track:

  1. God of War
  2. Far Cry 5
  3. Nintendo Labo Toy-Con 01: Variety Kit
  4. FIFA 18
  5. Mario Kart 8 Deluxe
  6. Fallout 4
  7. Call of Duty: WWII
  8. Super Mario Odyssey
  9. Playerunknown’s Battlegrounds
  10. Grand Theft Auto V
  11. Star Wars Battlefront II
  12. LEGO Marvel Super Heroes 2
  13. The Legend of Zelda: Breath of the Wild
  14. Destiny 2
  15. Prey
  16. Tom Clancy’s Rainbow 6: Siege
  17. Sea of Thieves
  18. Rocket League: Collector’s Edition
  19. South Park: The Fractured But Whole
  20. Nintendo Labo Toy-Con 02: Robot Kit

For more on this weeks best-seller, make sure to check out our God of War review:

God of War is an epic reboot of an epic franchise. The evolution of Kratos could have gone horribly wrong. Instead, Santa Monica Studio has given the franchise the treatment it deserves. This new narrative tone has heart, and serves to make Kratos much more relatable in his new role as protector, while remaining as brutal as past installments. Reworked and improved combat options make for an enjoyable and customizable experience, and phenomenal audiovisual performance ensures that each trip to the mythical lands before the Vikings is a wonderfully grisly experience. God of War is a must-buy experience well worth the wait.

Let us know in the comment section below what you think of the latest UK sales chart.

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Guns of Icarus Alliance PS4 Release Date: PlayStation, Steam Cross-Platform Games Now Possible

Guns of Icarus Alliance PS4 Release Date

More than a year after its Steam debut, Guns of Icarus Alliance PS4 release date arrives today. This PS4 Edition from Muse Games allows cross-platform gameplay for fans of the co-op pirate game, including support for voice chat. Whether you’re playing from the PC Steam version, or the new PS4 version, you may play together with thousands other players seamlessly.

According to Muse Games team lead Howard Tsao, the port to the PS4 was a milestone for the team. “Making cross-platform work between PS4 and Steam and adding voice-chat so people can play in the same match and talk to each other between Steam and PS4,” he said.

Meanwhile, PS4 engineer Matthew “Queso” Niederberger shared that porting the Steam version to the PS4 was a difficult task for his team.

“Performance took a ton of time, just making the game was running smoothly on the PS4,” Niederberger told Game Reactor.

Guns of Icarus Alliance is a steampunk multiplayer game that pits airship crews of four into heart-pounding air skirmishes against other crews. The game supports up to 32 players and 8 airships in a single battlefield instance.

Developed and published by Muse Games based on the classic first-person multiplayer Guns of Icarus, Guns of Icarus Alliance expands the possibilities for players by including player-vs-enviroment instances, set in a steampunk world where several factions vie for supremacy.

Similar to what they do in the original game, players will also need to choose from among three different classes – pilots, gunners or engineers. Each of these classes has a specific set of abilities and tools that can help their crew win.

Pilots maneuver their airships in and out of battle, gunners take charge of the ships firepower, and engineers repair and upgrade ship components to keep it at tip top shape.

Aside from the skirmishes between player-controlled airships, players may also test their crew skills against AI opponents, conveniently scattered throughout the world.

Guns of Icarus Alliance is now available via the PlayStation Store.

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